The purpose of the Legacy Event Engine is to allow Test of Time events written in the original "macro language" to be used in scenarios that take advantage of the Lua Events System made available with the Test of Time Patch Project.
When complete, this will allow older scenarios to be updated with Lua exclusive events without having to re-write all the existing events. This is also intended to allow scenario creators familiar with the old macro system easier access to the new Lua features, since they can write many events in the old macro system and will only have to use Lua when experimenting with new features.
To further facilitate the integration, I plan to allow the flag system used by the legacy events to also be accessed by events written in Lua.
When the legacy event engine is complete, it will come with a sample events.lua file that will have all the necessary code to integrate with the engine already inserted.
This engine intends to mimic the behaviour of the old macro system closely, so that old scenarios can be converted without having to extensively re-test all the events.
Current state of the project:
Unit killed and city taken triggers work. Text actions also work.
The macro text to Lua table converter seems to be working fine (there might be bugs that will require testing to discover), and currently converts the legacy events at the time the game is loaded, so that changes can easily be made to the events for testing purposes.
Attached is the scenario folder I'm working in.
When complete, this will allow older scenarios to be updated with Lua exclusive events without having to re-write all the existing events. This is also intended to allow scenario creators familiar with the old macro system easier access to the new Lua features, since they can write many events in the old macro system and will only have to use Lua when experimenting with new features.
To further facilitate the integration, I plan to allow the flag system used by the legacy events to also be accessed by events written in Lua.
When the legacy event engine is complete, it will come with a sample events.lua file that will have all the necessary code to integrate with the engine already inserted.
This engine intends to mimic the behaviour of the old macro system closely, so that old scenarios can be converted without having to extensively re-test all the events.
Current state of the project:
Unit killed and city taken triggers work. Text actions also work.
The macro text to Lua table converter seems to be working fine (there might be bugs that will require testing to discover), and currently converts the legacy events at the time the game is loaded, so that changes can easily be made to the events for testing purposes.
Attached is the scenario folder I'm working in.