Script Limits
Robert Brenstein
rjb at rz.uni-potsdam.de
Wed Aug 6 06:01:00 EDT 2003
>>It is my understanding that these are OK. The limit of 0 for
>>standalones would apply to 'set the script of ..." during the
>>execution of the standalone. If you don't do that in your scripts,
>>then you are OK.
>
>Currently I do not believe you can set a script in a standalone. A
>Hypercard game I created used setting scripts. When I recreated the
>game in Metacard, I had to remove that because it didn't work once
>the game was compiled into a standalone. Something about the
>limitations apparently prevented it.
>
>So presumably, this is not something that the new limit affects.
>
>Shari C
>Gypsy King Software
I bet you were trying to set the scripts that had more than 10 lines
and exactly that limit prevented you from doing so. If you test, you
will see that setting shorter scripts works. Once they change the
limit to 0, setting scripts in standalones will not be possible at
all. From what I understand, the "do" limit will remain at 10.
I think that they are becoming slowly more paranoid about someone
producing a competing interface or producing programs that bypass the
licensing system. Personally, I do not have a problem with them
changing those limits IF they institute a mechanism of allowing to
change it on application basis and with reasonable licensing.
In practical terms, their are cutting off people who produced MC/Rev
programs with the demo -- the new approach is that people get 30-day
fully functioning demo but then pay or nothing. That is a big change
in strategy but in parallel with them cutting down cross-platform
features for cheaper license options.
Robert
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