btw, i think fixing this leads to 2 problems (core side)
1)guild object has no name member, nor character object... so a .guildname member should be implemented in order for it to work (now ppl just store guildname into some prop, which obviously the core can't know)
2)the core should check also title_guild and guildname when taking care of 0xD6 revision number (i still don't fully understand how it works, btw it was discussed in the 0xD6 megacliloc packethook in the custom script forums)
hm, now that i think of it again, it may be better to have this handled script side. let me explain:
nearly every item/mob has some kind of information to show other than the name (i mean, with tooltips aos style), and they all use the same 0xD6 packet... so it coul be way quicker and flexible if uobject could have a new memeber, something like uobject.description which stores this kind of data that is sent inside 0xD6 packet.
so in your script you can add everything you want (mind that text has an html-like format) and the core just need to send it inside 0xD6 (and to take care of revision number, or whatever it is just when you change uobject.description, maybe with a method like uobject.SetDescription)
seems to me a very clean, simple and flexible way to fix this and to handle every other object description. Only downside is memory occupation of this kind of description
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MuadDib POL Developer
Joined: 13 Feb 2006 Posts: 830 Location: Indiana, USA
Posted: Thu Jan 25, 2007 11:35 pm Post subject:
Actually, I plan on EVENTUALLY making some form of config to help with this. So far it's just eluded me the best way to make this. Everything about the config will technically be hardcoded. It will just have to let you fill in the blanks so to speak. It may end up NOT getting done at all, but who knows.
And yes, the only guild info we can pull is title_guild, that's it.