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The "mudlib" obsession
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I use clientr. strings for most of my item systems because I find that they're more efficient than loading from text files all the time, I normally frown upon the use of text databases unless they actually plan on having multiple characters, similar to how Zodiac allows you to select which character you'd like to use.
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I find clientr strings extremely messy, and, given the RC bug which crops them to 256 characters, a mess waiting to happen.
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It depends on what you want to save, honestly.
My system involved items having unique statistics, so it all had to be saved individually for each weapon. |
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Regardless of what you call them, I like them because they allow custom items, as does everyone else. Strings are rather messy and a pain to deal with in my opinion.
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;O
I only use text files for items, item templates and players.. I usually cache them in forms of objects though :o I could probably use a DB, but meh.. I like textfiles more, since then I don't need to give NC to people who make items :o |
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If you want people to use client variables more often fix the stupid 255 character limit or its not happening.
Using more than one variable works but it shouldn't be necessary in the first place. |
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