Executing code outside of .teaa in an addon: feature or bug?

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nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Executing code outside of .teaa in an addon: feature or bug?

#1 Post by nate »

So, I started adding a feature to an add-on I wrote that would allow people to run custom code (and in the process discovered that I'd basically done that already, just hadn't made it obvious, lol). The custom code, as I handle it, is just read from a file in the settings directory.

This is for the fx4fx addon (link in sig below) and I want to make it easy for people to experiment with making custom visual effects.

The drawback: letting people run custom code opens the path for all kind of cheats making their way on to the character vault. There may be other drawbacks I haven't considered as well.

Why I want to do it anyways: there are a lot of people who don't realize that they can code, even though they can. Eliminating the (admittedly minor) hurdles of unpacking the .teaa and breaking validation might lead a few people to experiment.

Any recommended policy regarding this? Anybody have any insight on why this would be a good or bad idea?
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

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