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Is this impractical?
For the ItemLibrary on Oakdale, I have it set up so that each item has its own ARC file (e.g. Item_3.arc, Item_71.arc), and they all have variables inside the arc file (e.g. itemName=, itemWeight=). I know other servers have a more organized system where they have an ARC file for each catagory like guns.arc, food.arc, etc..
Is the way im doing it impractical? Im not very good with mudlibs x.x |
Not really. You can make it any format that seems practical to you. Example, In my mudlib, I put them in separate folders (archetypes/weapons/) and in their own name as the file (longsword.arc) for better understanding of where they go.
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Why use arc files in general? I don't understand why.
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It holds information for weapons so you don't have a crapload of WNPCs to attend to.
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I think he's asking why not use a .txt file or something
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If he means that, It doesn't matter what you store it in -- Ini, txt, sys whatever you like. It only matters that the scripts can read it.
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bah, I think it is possible to use DB's? :]
Also, to maybe make it more orginazed, do like mud/weapons/* mud/items/* mud/armor/* mud/items/* etc.... And inside the file in what folders you have like fileCategory=weapons if it is in mud/weapons/*.. :] |
When loading from files its best to use a database npc to cache information so its not reloaded multiple times. Either that or do what I do and only parse the archetypes once and have their data loaded into objects on the server which are ready for accessing.
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Is it a bad idea to have lots of WNPCs then?
most of my weapons are like this: PHP Code:
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It works but...it's annoying >_<. I tend to use a DBNPC / archetypes. Cleaner :D
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With a mudlib you can add clutter items, stuff thats collectable and such.
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