Joined: 10 Feb 2006 Posts: 297 Location: Myrtle Beach, South Carolina
Posted: Fri Feb 10, 2006 12:34 pm Post subject: Anti-Name Dupe
There are ways to script it out. But... players tend to get past it sometimes.
POL could automaticly do a check to see if it is, and if it is make them change it. I'd like to see, "This name is already taken" at the character creation screen if the name they are trying to use is already taken.
The problem with coding this into the core is that when you have a script to do this, and someone finds a way around it, you just change your script to compensate. If it's in the core, and someone finds a way around it, you are stuck.
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MuadDib POL Developer
Joined: 13 Feb 2006 Posts: 830 Location: Indiana, USA
Posted: Mon Feb 13, 2006 1:57 am Post subject:
Core handled name checks..... unneccesary in my opinion. Script is a best solution.
scripts and only scripts...
why shard can't have two persons named for example John???
If you realy want that then do it in script runed when character is being created
Yes, this definitely will not be in the core, because not everyone wants it. In addition, the point above is quite accurate- anything we put into the core, we could just put that same algorithm into a script, and then if it wound up being defeatable, the script could be updated, while the core... not nearly so quickly.
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MontuZ Distro Developer
Joined: 10 Feb 2006 Posts: 297 Location: Myrtle Beach, South Carolina
Posted: Wed Feb 22, 2006 12:25 am Post subject:
But the core could handle it a lot more quickly.
And FreeSoul, I don't know if you host a server or not but when 2 people end up with the same name, both of those players start complaining... it becomes an issue. And yes I do have scripts to check it, but IMO this should of been implemented in the very first version of POL.
BUT... (I haven't even bothered with it in about 4 months.) with the methods I have some players start ending up with retarded names, or "" just a space or spaces, which on restart causes POL to have an error and not start. You script me out a way to properly check a name like the client does on the creation screen. And I'll stop asking for the core to handle it. Just like most good server emu's, ones I've checked out, they all have this.
Core could check if someone creates a character without names at all (because that makes Pol act weird after saves).
Characters without names can be made by using UOCH to patch the nameprotection.
But for example there is someone whose name is John and someone else is making a character and giving it the name John is simple to make checks in scripts for.
Just edit your character creation code and store all names in some big array or some datafile and always check it when someone creates a new character (it's not that hard).
Unreal... Yes I have shard .
But I have that in some other way. I have 9 races. At beginning of your character yourney you dont know anyone. Your name is Human/Hobbit/Dwarf/Elf etc. Your real name is in Cprop. If someone would like to tell you his/her name you will then know him/her. And then his/her name will be above head (not human/hobbit...). Everything is hooked... Such as languages for races. Speeking in those languages with other characters NPCs...
Everyone can set his own speech color. So if John is talking with other John you can see difference in colors.
But! Core, core, core... It should be coded such simple as it's possible...
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MontuZ Distro Developer
Joined: 10 Feb 2006 Posts: 297 Location: Myrtle Beach, South Carolina
Posted: Wed Feb 22, 2006 8:24 am Post subject:
I know it can be handled through scripts. That's what I have right now.
But nevermind, someone close this topic.