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Re: prof.dat -> xml[message #182690] Thu, 24 April 2008 12:37 Go to previous messageGo to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
birdflu

as opposed to how it looks like, i think you and i (and Khor and if i get it right, Kaiden as well) actually agree to the biggest part.

i have no objections as to what attribute you use to identify a merc in the code.
i think it isn't even important by what value you want to structure the new equivalent of prof.dat either.

the only thing there is is the fact that every single data file in ja2 that refers to characters follows a logical and consistent nomenclatura according to the slot number it refers to.

examples: battlesnds.slf, faces.slf, mercedt.slf npcdata.slf npc_speech.slf speech.slf, the internal mechanics of the .npc scripts refer heavily to these numbers, hardcoded and specialized triggers refer to these numbers.

In short: if you can keep the numbers in the new equivalent of prof.dat, that would help us a lot when working on custom content. You can make the numbers just another attribute so we gain flexibility, that's great too (that's probably the greatest thing to gain in here even), but the profiles section, just as prof.dat used to be, has IMHO to remain a universal reference for any character data file in the game.

most xml files now use indexes of some kind to identify their parent/ child xml related data entry, however, this is, in all honesty, a freakin mess if you don't have a sophisticated editor (which we have now, luckily)
The (external) character data on the other hand, follows an incredibly easy, first-sight identification without even bothering to load/ open the files in question in many cases.
I think we mustn't lose this extremely simple yet incredibly powerful and superiour nomenclatura when changing file structure.


btw

the existing items STILL use a big load of hardcoded references to their ID number. So people better don't be fooled to believe that such a mundane thing as the items is totally freed from slot restrictions. They aren't. And the restrictions we face with characters go far beyond this.



again, i have nothing to say about internal game mechanics. I was only referring to external data ease of accessibility. you look into prof.dat and can then identify every single file related to a character. Now while names would change frequently, numbers could be left in place unless a change is necessary, which makes them relativly stable even if the restriction are done away with (in fact i don't even see a need for changing numbers at all if the flexibility of slots is achieved like Kaiden puts it in his posting)


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