devolution

Author Topic: General Discussion  (Read 3821181 times)

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Offline CherryWood

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Re: General Discussion
« Reply #2235 on: March 17, 2014, 08:25:43 AM »
Do you mean existing or unique item? Cause if unique, with a new icon and stuff, then we need to load items from multiple jsons.
I've simply created a new items_whateveruniquename.xml file in content/db, with icon image patch to gilpack folder and new item appeared in game. Is there something else to do?
« Last Edit: March 17, 2014, 08:32:11 AM by CherryWood »

Offline DarkTl

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Re: General Discussion
« Reply #2236 on: March 17, 2014, 08:35:00 AM »
Nah, not for you, but for Xela. Ideally, such items xmls/jsons should be in the girl's folder, otherwise it will be too difficult to install them.

Offline Xela

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Re: General Discussion
« Reply #2237 on: March 17, 2014, 09:00:14 AM »
Nah, not for you, but for Xela. Ideally, such items xmls/jsons should be in the girl's folder, otherwise it will be too difficult to install them.

There is a line for allowing easy modding passed which I'd say: "F@ck it"

This steps over that line. Items can just as easily be coded in Python as loaded from XML. I'd rather show how to do that.
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Offline DarkTl

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Re: General Discussion
« Reply #2238 on: March 17, 2014, 09:15:27 AM »
Are you telling me it's too difficult to load several items jsons in the game?
We already do it with girls data files.

Offline Xela

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Re: General Discussion
« Reply #2239 on: March 17, 2014, 09:26:41 AM »
Are you telling me it's too difficult to load several items jsons in the game?
We already do it with girls data files.

No, what I am saying is that there are:

Items, Traits, Battle/Magic Skills, Say window customization (possibly multiple windows), Advanced stats (overrides), Levels and more. If someone wants to do any of it for girls (later maybe for some random characters or Arena fighters as well), they can do it in start_id label in python, not in a sh!tloads of  xml/json files.

PS: Not mentioning that this way girls from large packs can be processed in bulk as well.
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Offline DarkTl

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Re: General Discussion
« Reply #2240 on: March 17, 2014, 10:31:59 AM »
How do you propose to problemlessly distribute such changes? Even our Repo won't help.
« Last Edit: March 17, 2014, 10:34:50 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #2241 on: March 17, 2014, 10:40:38 AM »
How do you propose to problemlessly distribute such changes? Even our Repo won't help.

?
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Offline DarkTl

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Re: General Discussion
« Reply #2242 on: March 17, 2014, 10:45:16 AM »
If two independent modders modify the items.json to add some unique items, that means manual editing for everyone else. And you saw how many problems with installing packs people have even now.

If they both use Repo, their changes will be merged, but everyone else will have to use their packs.

Offline Xela

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Re: General Discussion
« Reply #2243 on: March 17, 2014, 10:48:55 AM »
If two independent modders modify the items.json to add some unique items, that means manual editing for everyone else. And you saw how many problems with installing packs people have even now.

If they both use Repo, their changes will be merged, but everyone else will have to use their packs.

I still don't follow? I said advanced modding should be done with python, why are you still talking about json files?
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Offline DarkTl

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Re: General Discussion
« Reply #2244 on: March 17, 2014, 10:53:51 AM »
That's an example. If two independent peolpe will change something packs-related in the code, we will have the very same problem.

Offline Xela

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Re: General Discussion
« Reply #2245 on: March 17, 2014, 11:05:33 AM »
That's an example. If two independent peolpe will change something packs-related in the code, we will have the very same problem.

I will only add mods that do not break anything to the game, what modders do with add-on mods is their business. I cannot see the problem that you describe, maybe I am missing something or you misinterpret how the game code is working...
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Offline DarkTl

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Re: General Discussion
« Reply #2246 on: March 17, 2014, 11:16:08 AM »
Nope, that's everyone's business. Because everyone will have to modify the code in order to use third party mods.

While it's not a problem if we stick to that "their business" attitude, we might as well use rpa archives for content then  :D

Offline Xela

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Re: General Discussion
« Reply #2247 on: March 17, 2014, 11:23:06 AM »
Nope, that's everyone's business. Because everyone will have to modify the code in order to use third party mods.

Like I've said in previous post, I don't think we understand one another on this topic.

While it's not a problem if we stick to that "their business" attitude, we might as well use rpa archives for content then  :D

As I've said before, reasons why we shouldn't are far more numerous than reasons why we should.
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Offline DarkTl

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Re: General Discussion
« Reply #2248 on: March 17, 2014, 11:26:09 AM »
Ok, let's try another approach. How to create an item without using items json?

Offline Xela

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Re: General Discussion
« Reply #2249 on: March 17, 2014, 11:55:17 AM »
Ok, let's try another approach. How to create an item without using items json?

I've never tried, but it would look something like this:

Code: [Select]
    item = Item()
    item.id = "id"
    item.icon = "path/imagename.png"
    item.mod = dict(charisma=15, attack=20}

    items[item.id] = item

Can be simplified even further (item would not have be be spelled out every time) but right now the constructor doesn't take any arguments.
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