Graal Forums  

Go Back   Graal Forums > Development Forums > NPC Scripting
FAQ Members List Calendar Today's Posts

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 07-30-2017, 04:29 AM
cbk1994 cbk1994 is offline
the fake one
cbk1994's Avatar
Join Date: Mar 2003
Location: San Francisco
Posts: 10,718
cbk1994 has a reputation beyond reputecbk1994 has a reputation beyond reputecbk1994 has a reputation beyond reputecbk1994 has a reputation beyond reputecbk1994 has a reputation beyond reputecbk1994 has a reputation beyond reputecbk1994 has a reputation beyond reputecbk1994 has a reputation beyond reputecbk1994 has a reputation beyond reputecbk1994 has a reputation beyond repute
Send a message via AIM to cbk1994
The idea behind join is that you can put common utility code in classes, and then "join" that code onto weapons and NPCs in order to re-use it. It's like you're copying-and-pasting the code from the class onto the weapon/NPC, but without actually duplicating it.

For example, let's say you wrote a function which reverses a string. You could put in a class called func_strings, and then join func_strings anywhere you want to call that function from.

I think maybe this old post about classes might help as well:

Quote:
Originally Posted by cbk1994 View Post
All a class does is extend a weapon or NPC. It doesn't stand on its own.

Class functions_bank
PHP Code:
function deposit(temp.amountToDeposit) {
  
// obviously this is just an example, don't actually use this
  
player.rupees -= temp.amountToDeposit;
  
player.bank += temp.amountToDeposit;

Weapon ATM
PHP Code:
function onCreated() {
  
this.join("functions_bank");
}

function 
onActionServerSide(temp.cmdtemp.amount) {
  if (
temp.cmd == "deposit") {
    
this.deposit(temp.amount);
  }
}

//#CLIENTSIDE
function ChatBar.onAction() {
  if (
ChatBar.text.starts("/deposit")) {
    
triggerServer("gui"this.name"deposit"player.chat.substring(9).trim());
  }

The example above shows a very simple use of classes.

When you use join(classname) on a weapon or an NPC, imagine the script of the class being copied and pasted into the weapon. You can't pass things to a class; classes extend an object. They aren't their own objects.
In general I don't think there's a difference between "join" and "this.join", but in some cases you have a reference to a player, NPC, or weapon, and want to join it to that. For example, it's valid to write something like findNPC("MyNPC").join("my_class");. Personally I always used the this as I think it's a bit more explicit.
__________________
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 04:37 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.