diff --git a/_posts/2024-02-29-creating-the-perfect-modding-language.md b/_posts/2024-02-29-creating-the-perfect-modding-language.md index 5a51129..539a99a 100644 --- a/_posts/2024-02-29-creating-the-perfect-modding-language.md +++ b/_posts/2024-02-29-creating-the-perfect-modding-language.md @@ -166,7 +166,7 @@ There is a big difference between the options of giving every entity a map, and - With a map, entity A can put something in the map of entity B, even when entity B doesn't ever look at that thing. - With messages, entity B can choose to ignore a message. -The map approach is more suitable when there is a `blade` entity that needs to apply a lasting "poison" effect on a `human` entity, assuming the "poison" effect is something the mod came up with. If a human doesn't want to be poisoned, it could set an `unpoisonable` in its own map, which the `blade` could check for existence before applying poison. If the message approach were to instead be taken, then every human would need to add code to handle being poisoned. +The map approach is more suitable when there is a `blade` entity that needs to apply a lasting "poison" effect on a `human` entity, assuming the "poison" effect is something the mod came up with. If a human doesn't want to be poisoned, it could put `unpoisonable` in its own map, which the `blade` could check for existence before applying poison. If the message approach were to instead be taken, then every human would need to add code to handle being poisoned. ## Documentation, security, and type checking in one