Enhancement: Make an Hscript API in the modding docs
Issue Checklist
- [X] I have properly named the enhancement
- [X] I have checked the issues/discussions pages to see if the enhancement has been previously suggested
What is your suggestion, and why should it be implemented?
There is currently know real way to tell how to use the features of Hscript, and seeing as there is dedicated mod documentation, I feel like the book should definitely include an Hscript API section with how to use it, all the functions and variables, etc.
This is currently in the works. It's relatively unfinished.
There is currently know real way to tell how to use the features of Hscript,
The source code exists and there's also the already existing polymod documentation. There is no "Hscript API", and in polymod you have access to everything the source code does in hscript anyway. It's not like lua in that way.
There is currently know real way to tell how to use the features of Hscript,
The source code exists and there's also the already existing polymod documentation. There is no "Hscript API", and in polymod you have access to everything the source code does in hscript anyway. It's not like lua in that way.
All I'm saying is something like that should go in the new and improved modding docs that they are building up to be EVERYTHING you need to know to mod funkin'. Everything you can do with Hscript should be included in that EVERYTHING.
We definitely plan on doing this as we expand the modding documentation.
Keep in mind, everything you can do with HScript is everything you can do with computer code (with the exception of writing to the file system or accessing the Internet, for security reasons). We definitely want to document the most common use cases though.
If anybody likes writing and decides they want to help, they can check out where the modding docs live over here: https://github.com/FunkinCrew/funkin-modding-docs