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  #1  
Old 05-30-2009, 04:09 PM
fowlplay4 fowlplay4 is offline
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Profile Level Masking

Would basically allow a player to hide what level they're currently in to other players. Would help to prevent stalking, staff spy cover being blown and so on.
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Old 05-30-2009, 04:21 PM
Rufus Rufus is offline
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I would love if we had the ability to assign names to our levels, so instead of 'Level: graalcitybank_inside_01.nw' you'd see 'Area: Graal City Bank' or 'Level: overworld_21.nw' to 'Area: Graal City' and such.
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Old 05-30-2009, 04:23 PM
Crono Crono is offline
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Staff spy, lol.
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Old 05-30-2009, 04:33 PM
fowlplay4 fowlplay4 is offline
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Originally Posted by Rufus View Post
I would love if we had the ability to assign names to our levels, so instead of 'Level: graalcitybank_inside_01.nw' you'd see 'Area: Graal City Bank' or 'Level: overworld_21.nw' to 'Area: Graal City' and such.
Well a variable that scripts could alter the level displayed in the profile would be great.

I.e:
player.profilelevel = "Graal City";
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Old 05-30-2009, 04:57 PM
Stephen Stephen is offline
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I'm pretty sure the profile windows in the new client are scriptable - if so... this should be easy to remedy whatever way you see fit, yes?
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Old 05-30-2009, 05:16 PM
Skyld Skyld is offline
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I'm pretty sure the profile windows in the new client are scriptable - if so... this should be easy to remedy whatever way you see fit, yes?
Yes, they are. The only problem is how to get the information from the serverside since the login scripts are clientside only (the serverside portion does not carry across onto servers, it is technically difficult to do so). I suppose the easiest way would be for a clientside translation (.po) file to exist, translating level names into their friendly names and having this downloaded from the server at login, especially since the translation files sorta support wildcards (using format()-like behavior) to name groups of levels at a time.
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Old 05-30-2009, 05:51 PM
DarkCloud_PK DarkCloud_PK is offline
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Originally Posted by Rufus View Post
I would love if we had the ability to assign names to our levels, so instead of 'Level: graalcitybank_inside_01.nw' you'd see 'Area: Graal City Bank' or 'Level: overworld_21.nw' to 'Area: Graal City' and such.
sounds like a decent proposal i would like to implement one day, but what would you do about going about naming outlying areas and that dont fit a general theme, what do you name peen lake for example.
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  #8  
Old 05-30-2009, 06:04 PM
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sounds like a decent proposal i would like to implement one day, but what would you do about going about naming outlying areas and that dont fit a general theme, what do you name peen lake for example.
I don't even know what peen lake is, but I suggest naming it "Peen Lake"
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Old 05-30-2009, 06:11 PM
DustyPorViva DustyPorViva is offline
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Should have it in the serveroptions, something like...
profileleveldisplay=player.level.name

Which would allow us to substitute it with variables that we script ourselves(for Rufus' purpose) or for replacing it with a mask(for OT purpose).
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Old 05-30-2009, 07:17 PM
DarkCloud_PK DarkCloud_PK is offline
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im talking about for servers that have over 5000+ levels, how do you classify every single one as part of x area? who would even want to do that
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  #11  
Old 05-30-2009, 07:40 PM
DustyPorViva DustyPorViva is offline
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I would -- it's not that far-fetched, especially if you start early in development. Of 5000 levels, how many are even on the overworld? I know I'd personally only be interested in designating areas that are on the overworld, not every individual house or other random level. Doesn't sound that hard to me.
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Old 05-30-2009, 08:39 PM
Rufus Rufus is offline
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I would too, even on a server that has a mass amount of levels. I think it gives a better professional feel and really wouldn't take that long to do with a few people doing it.
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  #13  
Old 05-31-2009, 01:07 AM
Inverness Inverness is offline
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I use a world system on Valikorlia that specifies "worlds" as groups of levels depending on a level name prefix. The worlds are parsed in an order so you can specify more specific prefixes within broader ones. Each world has a name (displayed in upper right corner of screen), a level prefix, a color effect, a music filename, a boolean for if it is outside, a time offset, and a type.

The color effect is implemented using seteffect(). The outside boolean is used to determine whether or not to apply the day/night system. The time offset allows you to specify a difference for that world in the day/night system, so it might be nighttime in one area but midday in another. The type specifies what kind of weather would exist (and not fully implemented at the time). Certain level object classes will change their image depending on the world type, so they'll be snow-covered if it's winter.
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Old 05-31-2009, 02:12 AM
fowlplay4 fowlplay4 is offline
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Should have it in the serveroptions, something like...
profileleveldisplay=player.level.name
Let's have this happen ^
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  #15  
Old 06-27-2009, 11:37 PM
Chompy Chompy is offline
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bump?

Would be great to have.
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