Guild Object for Scripting
Let's face it, there is almost no point to being in a guild anymore. However, there does exist a database for guilds, so there can be many upsides for scripters being able to access that guild database.
I think what would be the best way to make guilds gain a meaning, would be to create a guild object for scripting. Such an object would be most useful if similar to the player object, and also, if the guild was removed, all of it's stats could be wiped as well without the server having to make their own cleaning routine. An example for such usage: player.guild.clientr.bank_funds=money player.guild.client.uniform=body,colors,hat Also, it could have pre-existing vars player.guild.ranks[0] could list the leader of the guild player.guild.ranks[1] could list everyone in the level below the guild player.guild.ranks[0].name could return the name of the leader's rank. And also other information given in the DB player.guild.status player.guild.members (list of all members of guild) player.guild.members.size() (for number of members) player.guild.est player.guild.fullname player.guild.email player.guild.allies player.guild.enemies player.guild.charter player.guild.website player.guild.worlds player.guild.activity player.guild.rating More questionably: player.guild.timejoined (of a specific player) player.guild.lastontag (of a specific player) guilds array could list the active guilds in the level allguilds array could list the active guilds on the server player.guilds array could contain a list of guilds the player is in (and also give access to their flags). |
As much as I hate your useless bloatty addition requests, this one isn't that bad. However I would have to ask for a few things differently.
player.guilds[] shouldn't exist, it would definitely bloat the hell out of the player object. Perhaps a player.getActiveGuilds() function that returns an array of integers (IDs) of which the player is in, and can be accessed by using guilds[ID] Also, of course, all of these variables would have to be read-only. Nothing should be modified in the guild database unless it is someone with the correct credentials to do so. I would feel a little uneasy if I logged on a server and some script was modifying my global guild. One more thing: Guilds should not have clientside 'client.' variables. All variables added via script should be completely serverside. That would be a hell of a lot of information the server would have to send (and update) if all the guilds had clientside variables associated with them. |
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I guess it would make sense not to have client.vars, but clientr.vars would be important as well as regular flag vars, and of course all of the other vars you would want to be read-only (and readable both clientside/serverside). |
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player.isInEnemyGuild(ofthisguild) player.isInAlliedGuild(ofthisguild) I'd rather do something like guild.clientr.bank_funds += num/player.getActiveGuilds().size(); |
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client.variables are stored in the client's memory (RAM). Otherwise you'd experience lag when setting a client.variable clientside. You might have thought he meant storing it in the hard drive though. |
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I think this would make a better addition to the requesttext function
the ability to request SOME of the guild info is already there, ie: rank, and i think members too. I am not sure, I would suggest using the search function (on the forums) |
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You would not have to store it all on the server.
All a world would have to do is have a requesttext function setup to retrieve and read data. The only thing I could think of they would have to make is like, guild funds.. and there is no reason to have 'global' funds for a guild.. as some people MIGHT not like people making lots of money easily on classic (as bush items are allowed) and going on Graal2001 and getting hundreds of gralats. |
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As I said, you can already access guild rankings via requesttext I believe.
Edit: Yes, here it is. Guild Ranks |
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