scarra3 wrote:
I would suggest using Lua for scripting it is easy to learn and use but has a very powerful API
Thanks, but like I said, I'm not really looking for suggestions on languages.
After playing around with things some more, I am leaning more towards the idea of having scripting being for the non-general game features, and the game rules and logic hard-coded. So things like skills, modifiers (ie active spells), AI, and similar things would be scripted since they all just take a simple base and implement different logic (ie all spells are checked if they can be used, are used, then the costs are deducted from the user). I really don't see the point in scripting stuff that actually affects the engine more, like say in-game mailing, guilds, groups, etc. Different components of those could be scripted maybe, but doing that all in scripts just pretty much destroys any advantage you get from Visual Studio.
Though if that is all I am going to have scripted, is scripting even worth it then? One of the scripting languages I would support is C#, so its not like you'd have to learn anything new, but it still makes debugging and such harder. The only thing you gain is being able to reload the scripts without resetting the server, but still even that isn't going to be very useful since its not like an object can just be instantly replaced with the new script while retaining its state.