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attributes.cfg

 
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Author Message
Pierce



Joined: 02 Feb 2006
Posts: 256

PostPosted: Thu Jul 06, 2006 2:46 pm    Post subject: attributes.cfg Reply with quote

core-changes wrote:

06-16 Austin
Removed: Skills.cfg is no longer used.
Instead skill IDs will be read from uoskills.cfg and redirected to
attributes.cfg. The attributes.cfg file now has support for the old entries.
skills.cfg entries supported now in attributes.cfg are:
DELAY, UNHIDES and SCRIPT


First a question, not a suggestion.
Must DELAY, UNHIDES and SCRIPT be written in capital letters? Wink

Code:

checkpoint: load_attributes_cfg


From LogLevel i get this checkpoint in the log file, so i assume that the attributes.cfg is permanently loaded to memory. This leads to my suggestion, if that is right.
I put in some other members, e.g.

Code:

Attribute DetectingHidden
{
   Alias      DetectHidden
                Test                          944949
   Delay      10
   Script      :detecthidden:detect_hidden
}


Is this "Test" also loaded on startup or only the "known" things like Alias ...?
If the "Test" is also loaded we could save some performance perhaps by a constant leading to this config in memory.

Something like:
const ATTRIBUTE_CFG := value; in uo.em

In combat related code you don't need to load a cfg at each hit with
ReadConfigFile();. If its already in memory for pol you could do something like that:

Code:

FindConfigElem(ATTRIBUTE_CFG, whatever);


I don't know if this works or if i make a mistake in thinking Wink
But if that works one could think about more constants like that,
e.g.
const NPCDESC_CFG := value; in uo.em

It is called a lot of times at least in our scripting and every script that wants something has to read it first again.

Author Message
Austin
POL Developer


Joined: 30 Jan 2006
Posts: 354
Location: San Diego, California

PostPosted: Thu Jul 06, 2006 3:06 pm    Post subject: Reply with quote

No, I just wrote them in all caps so they stood out.

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