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 Post subject: "Bug" in pcs names in aos tooltips
PostPosted: Sat Jan 20, 2007 2:47 am 
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Joined: Thu Dec 28, 2006 11:52 am
Posts: 80
hi there, i remembered just yesterday, but i know it from some years ago...

the way pol sends the character name with aos tooltips enabled is wrong..

nowadays it is:
Code:
who.title_prefix who.name who.title_suffix


Image

but it should be:
Code:
who.name
who.title_guild, guildname


Image

which is the correct, standard aos way


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 Post subject:
PostPosted: Sat Jan 20, 2007 7:02 am 
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POL Developer
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Joined: Sun Feb 12, 2006 9:50 pm
Posts: 834
Location: Indiana, USA
Will look at it this weekend if I can get some free time. Trying to split time between core and distro, so wish me luck :)

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 Post subject:
PostPosted: Sat Jan 20, 2007 7:08 am 
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Joined: Thu Dec 28, 2006 11:52 am
Posts: 80
gl then :D

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)


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 Post subject:
PostPosted: Thu Jan 25, 2007 12:48 pm 
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Joined: Thu Dec 28, 2006 11:52 am
Posts: 80
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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 Post subject:
PostPosted: Thu Jan 25, 2007 7:35 pm 
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POL Developer
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Joined: Sun Feb 12, 2006 9:50 pm
Posts: 834
Location: Indiana, USA
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.

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