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Author Topic: Core NPC system?  (Read 1780 times)
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ThricebornPhoenix
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« on: May 04, 2008, 01:57:46 PM »

This is just an idea that's been brewing in the back of my mind for a while, not really a suggestion, and I haven't put a great deal of thought into it yet. Consider this a brainstorming session, if you will. Wink

In a nutshell, a core system would handle NPC attributes (such as name, gender, maybe 'role/location'?), instead of numerous settings in the already large configuration.php. It could use objprefs, like mounts or creatures (assuming they're not actually made into objects). I do see possible issues, e.g. how to handle missing NPC's, and there are probably things I do not see. At any rate, I think it has some merit, else I wouldn't post it... and I welcome all views, pro or con. Smiley
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Nightborn
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« Reply #1 on: May 04, 2008, 02:29:47 PM »

First of all, define "NPC".

An account created?
A name only to refer to?

I have no clue what you want to achieve, really.

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Inach
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« Reply #2 on: May 04, 2008, 03:44:00 PM »

I like it. I don't have anything to add to the idea.
« Last Edit: May 04, 2008, 03:47:45 PM by Inach » Logged
ThricebornPhoenix
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« Reply #3 on: May 04, 2008, 03:48:25 PM »

First of all, define "NPC".

Sorry. I refer specifically to Cedrik, Ramius, etc.. I believe the idea was sparked by the Gender of the Clan Register topic.
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"I'm no hand at casuistry, but I can't break my word to a modern pessimist. It's like breaking one's word to a child." ~ The Man Who Was Thursday, G. K. Chesterton
Nightborn
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« Reply #4 on: May 05, 2008, 12:21:27 AM »

first off: the objprefs are MODULE objprefs.

You can't use them for the core stuff as there is no module structure behind. Storing stuff for a "virtual" module is bad. Really.
You succumb the very structure of how things work. I hate "hacks".

A separate "names" table can surely be done, added the names, gender, whatnot... an editor may come along with it.
but then, the settings table is such a table. and a few more entries won't hurt.

Though then the entire getsetting() stuff would need to be changed.

I believe I wrote the clanranks editor to be like this, if nothing set, use the base.

BUT: there are only few names in the game. Really.

Also, the armor.php and weapon.php have been changed by XChrisX to be "fully customizable via hook".

That means, you can currently alter the text via: translation tool, module hook.
if you now also introduce a setting, you get a nice situation of "why the heck does it display B but not C right now?"

Meaning you can alter something by varous settings/hooks/whatnot and in the end don't know why a module you wanted to do the job did nothing.

The problem in short: core got altered to make it fit to the thoughts the current editor wanted it to be. That results now in a chaos of options how to edit something.
I personally see even modulehooks combined with translation tool tricky.

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ThricebornPhoenix
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« Reply #5 on: May 05, 2008, 11:50:28 AM »

first off: the objprefs are MODULE objprefs.

You can't use them for the core stuff as there is no module structure behind. Storing stuff for a "virtual" module is bad. Really.
You succumb the very structure of how things work. I hate "hacks".

 Shocked I must have implied something here, unintentionally. I was thinking, for example, a module could create a 'favorite color' objpref.

but then, the settings table is such a table. and a few more entries won't hurt.

It won't make the game settings any less overwhelming, either.

BUT: there are only few names in the game. Really.

True, there aren't many in core - but with an editor you could create more.

Ah, well... it was just a thought. Thanks for the input.
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"I'm no hand at casuistry, but I can't break my word to a modern pessimist. It's like breaking one's word to a child." ~ The Man Who Was Thursday, G. K. Chesterton
Nightborn
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« Reply #6 on: May 05, 2008, 12:01:33 PM »

^^ if you make them, somebody needs to use them.

if you make 100 names for who-knows-what, but the core does not support that, well....

you imply a general "name system" who provides modules names when they need it... well, it sounds good.
though there is no real need for it. I think the core is crowded enough currently, if you want to make a name system, do a small module =) and then write modules that use the names.

If you look at the 1.1.1 core, many name are no settings, and many stuff can be done 3 ways and will work. Some ways are very high-load for little gain, some are short and do much for little load.

I am for making all names in the game settings Wink though I already replaced pegasus and mightye via translator, so it's not that necessary.
also, the modulehook where you can modify all texts somehow interferes with that. you can screw up if you have a module that uses it and  then your name gets dumped because of it (problems...)
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