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RC: Chests
player.addChest(x, y, level);
player.hasChest(x, y, level); player.remChest(x, y, level); Making clientr.flags would end up getting large, my next idea was going to be textfiles, so yeah. |
Servers still use actual chests instead of NPCs...?
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I'm shocked and awed.
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Custom chest script, I just think storing it in the chests system would be easier and better accessible.
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And also insecure?
Almost everything from the default Graal systems are completely clientsided. |
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That raises an interesting point - I haven't been on RC lately, but does the "player properties" window still have a box for "Opened Chests Flags"? Could that be reappropriated for servers that use serverside chest-scripts to instead list "Flags that start with clientr.chest_"?
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That seem's insecure. And btw: You can't edit your chests through clientside, use your head. |
Sure you can, or atleast you could four years ago-- the last time I've even chests even being used o.O
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Uhm, UN?
I just want to make custom weapons etc.. in chests |
So you want something like
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uhm.. kind of.
Except, it will be purely clientside and just triggeraction to itself to add items. Have an enumerator value for every item etc. |
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The old Graal systems can be duplicated in GS2 and improved, there is no reason to include support for the old systems other than people not wanting to make new ones. I would like to see all the old built-in systems removed but have like a standard set of system scripts that can be optionally downloaded to replace them.
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The old stuff may as well be deleted; it no longer works anyway.
BUT it ought to be ported to GS2 as well. "First" hardly matters, as nobody can use the old baddies if they're still Even Remotely supported...but Also, certainly. |
Well a lot of the old stuff like baddies/bombs/arrows work, just not on gmap's.
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My request was to only be able to add to the chests field in the RC. Either way, I ended up (to save lag), make it so when you get a chest it saves a text file on the server of your chests, and sends one to your player. Your player uses the text file to set the correct image of the chest (clientside). It also checks the image on the clientside when touched to see if it is opened or closed. Then it does a serverside check to see if you can get the chest. Should work fine, though I prefer using built-in stuff =[ |
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I didn't want to do that. |
Maybe tone down on the chests then?
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...dude, what do you think those chests use now?
What is ##c#level13.graal#13#32## (or whatever the syntax really is) if not a CHEST FLAG? |
lol, 5000 chests. And you can't even use an array because of the string size limit, lol. Use a text file.
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I ended up using a text file that encrypted it through base64encode. It only controls whether or not the chest shows up. If you delete the file, the chest would show again (once you leave + re-enter level). Touching the chest would then make the serverside check the real text file if you have it. If you do, it sends to rc saying 'hacker bs bs bs' =D |
I mean use a text file on the serverside, you don't need to encode it then.
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When you login, it sends you a copy of it encrypted to your client. ( so you can use this copy when you enter a level to check if the chest is opened / closed ) The real one is on serverside. Re-read my statement please. |
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We're not on the same scope.
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!-> = can't send to
-> = can send to Client -> Server Server !-> Client ( in the same npc, that is ) |
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