Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: Ishmael on Wed 10/09/2003 15:29:18

Title: AGS build-in functions and variables
Post by: Ishmael on Wed 10/09/2003 15:29:18
Just thought, how dangerous is it to modify the syntaxes of the build-in functions or variables? Do you need a special program to do this safe? How bad damage does Notepad cause?

I mean, like changing the game.inv_activated to game.lastinv, for example. Or adding global vars, like gs_globalstrings[50]?
Title: Re:AGS build-in functions and variables
Post by: Gilbert on Thu 11/09/2003 05:03:45
I really don't understand why someone would want to do this, and it's not worth trying anyway.
Title: Re:AGS build-in functions and variables
Post by: RickJ on Thu 11/09/2003 17:02:54
Mostly, what you are talking about won't work as these things are cast in stone when the "holy source" is compiled into AGSEDIT.EXE.  
Title: Re:AGS build-in functions and variables
Post by: Pumaman on Thu 11/09/2003 21:41:27
I would strongly recommend against editing any of the AGS files in this way. It might work, but then it probably won't. I will not accept responsibility from anything that happens if you edit the files.

More than likely, it will seem to work to begin with, but you'll start getting strange bugs creeping into places in your game.

Basically, if it's built-in, don't change its name.

If it's not, use the script header.
Title: Re:AGS build-in functions and variables
Post by: Ishmael on Sat 13/09/2003 12:05:09
Okay :P I was just curious...