This is a very subjective matter; as long as you are aware of the consequences, its perfectly fine in my eyes.
Its good, that you make sure, people know that for loops are not the most efficient performance- wise, but the decision to use them or not is not yours. While a few extra seconds of clicking might not delay your project by much, a for loop instead of a while will not be noticeable, either, especially if used in a one shot trigger or whatever.
Also, maintaining code is a very delicate matter. When I trigger spells, I usually set up a configurations header, with several variables and functions holding the damage and stuff. Sure, performance-wise it would be better to use the numbers directly, but if you want to change the balance, you always have to search the correct fields from the code. I gladly sacrifice some performance in the form of some additional function calls for better configurability. In this case, its not even lazyness, but adding additional code, which potentially slows down the game, just for better maintainability.
For Gui, the fixed for loops are fine. If someone wants "perfect code", he should use plain galaxy script anyway (and in galaxy, there are only while loops ;) )
Also, there is no such thing as perfect code. In my opinion, its perfectly fine to sacrifice a little performance for readability and easy configuration.
@DogmaiSEA: Go
This is a very subjective matter; as long as you are aware of the consequences, its perfectly fine in my eyes.
Its good, that you make sure, people know that for loops are not the most efficient performance- wise, but the decision to use them or not is not yours. While a few extra seconds of clicking might not delay your project by much, a for loop instead of a while will not be noticeable, either, especially if used in a one shot trigger or whatever.
Also, maintaining code is a very delicate matter. When I trigger spells, I usually set up a configurations header, with several variables and functions holding the damage and stuff. Sure, performance-wise it would be better to use the numbers directly, but if you want to change the balance, you always have to search the correct fields from the code. I gladly sacrifice some performance in the form of some additional function calls for better configurability. In this case, its not even lazyness, but adding additional code, which potentially slows down the game, just for better maintainability.
For Gui, the fixed for loops are fine. If someone wants "perfect code", he should use plain galaxy script anyway (and in galaxy, there are only while loops ;) )
Also, there is no such thing as perfect code. In my opinion, its perfectly fine to sacrifice a little performance for readability and easy configuration.