Graal Forums

Graal Forums (https://forums.graalonline.com/forums/index.php)
-   Future Improvements (https://forums.graalonline.com/forums/forumdisplay.php?f=10)
-   -   Profile Level Masking (https://forums.graalonline.com/forums/showthread.php?t=85979)

fowlplay4 05-30-2009 04:09 PM

Profile Level Masking
 
Would basically allow a player to hide what level they're currently in to other players. Would help to prevent stalking, staff spy cover being blown and so on.

Rufus 05-30-2009 04:21 PM

I would love if we had the ability to assign names to our levels, so instead of 'Level: graalcitybank_inside_01.nw' you'd see 'Area: Graal City Bank' or 'Level: overworld_21.nw' to 'Area: Graal City' and such.

Crono 05-30-2009 04:23 PM

Staff spy, lol.

fowlplay4 05-30-2009 04:33 PM

Quote:

Originally Posted by Rufus (Post 1495423)
I would love if we had the ability to assign names to our levels, so instead of 'Level: graalcitybank_inside_01.nw' you'd see 'Area: Graal City Bank' or 'Level: overworld_21.nw' to 'Area: Graal City' and such.

Well a variable that scripts could alter the level displayed in the profile would be great.

I.e:
player.profilelevel = "Graal City";

Stephen 05-30-2009 04:57 PM

I'm pretty sure the profile windows in the new client are scriptable - if so... this should be easy to remedy whatever way you see fit, yes?

Skyld 05-30-2009 05:16 PM

Quote:

Originally Posted by Stephen (Post 1495431)
I'm pretty sure the profile windows in the new client are scriptable - if so... this should be easy to remedy whatever way you see fit, yes?

Yes, they are. The only problem is how to get the information from the serverside since the login scripts are clientside only (the serverside portion does not carry across onto servers, it is technically difficult to do so). I suppose the easiest way would be for a clientside translation (.po) file to exist, translating level names into their friendly names and having this downloaded from the server at login, especially since the translation files sorta support wildcards (using format()-like behavior) to name groups of levels at a time.

DarkCloud_PK 05-30-2009 05:51 PM

Quote:

Originally Posted by Rufus (Post 1495423)
I would love if we had the ability to assign names to our levels, so instead of 'Level: graalcitybank_inside_01.nw' you'd see 'Area: Graal City Bank' or 'Level: overworld_21.nw' to 'Area: Graal City' and such.

sounds like a decent proposal i would like to implement one day, but what would you do about going about naming outlying areas and that dont fit a general theme, what do you name peen lake for example.

Crow 05-30-2009 06:04 PM

Quote:

Originally Posted by DarkCloud_PK (Post 1495436)
sounds like a decent proposal i would like to implement one day, but what would you do about going about naming outlying areas and that dont fit a general theme, what do you name peen lake for example.

I don't even know what peen lake is, but I suggest naming it "Peen Lake" :p

DustyPorViva 05-30-2009 06:11 PM

Should have it in the serveroptions, something like...
profileleveldisplay=player.level.name

Which would allow us to substitute it with variables that we script ourselves(for Rufus' purpose) or for replacing it with a mask(for OT purpose).

DarkCloud_PK 05-30-2009 07:17 PM

im talking about for servers that have over 5000+ levels, how do you classify every single one as part of x area? who would even want to do that

DustyPorViva 05-30-2009 07:40 PM

I would -- it's not that far-fetched, especially if you start early in development. Of 5000 levels, how many are even on the overworld? I know I'd personally only be interested in designating areas that are on the overworld, not every individual house or other random level. Doesn't sound that hard to me.

Rufus 05-30-2009 08:39 PM

I would too, even on a server that has a mass amount of levels. I think it gives a better professional feel and really wouldn't take that long to do with a few people doing it.

Inverness 05-31-2009 01:07 AM

I use a world system on Valikorlia that specifies "worlds" as groups of levels depending on a level name prefix. The worlds are parsed in an order so you can specify more specific prefixes within broader ones. Each world has a name (displayed in upper right corner of screen), a level prefix, a color effect, a music filename, a boolean for if it is outside, a time offset, and a type.

The color effect is implemented using seteffect(). The outside boolean is used to determine whether or not to apply the day/night system. The time offset allows you to specify a difference for that world in the day/night system, so it might be nighttime in one area but midday in another. The type specifies what kind of weather would exist (and not fully implemented at the time). Certain level object classes will change their image depending on the world type, so they'll be snow-covered if it's winter.

fowlplay4 05-31-2009 02:12 AM

Quote:

Originally Posted by DustyPorViva (Post 1495438)
Should have it in the serveroptions, something like...
profileleveldisplay=player.level.name

Let's have this happen ^

Chompy 06-27-2009 11:37 PM

bump?

Would be great to have.

Rufus 03-06-2011 04:44 PM

Bumping this, because I've always liked this idea and would love to see it implemented.

cbk1994 03-06-2011 08:21 PM

I had a dream about this last night. Do it, Stefan.

Demisis_P2P 03-07-2011 12:11 AM

Once the new client is released won't profiles become a scripted GUI window?
In which case you could locally replace the profile gui window and and remove the level container yourself?

I think a better change would be to remove profile information from the server options and turn it into a script, that way things like mining level (and whatever "last loved by" on UN is) can be shown and hidden conditionally. Maybe even let the player choose what stats to show in their profile.


All times are GMT +2. The time now is 10:29 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.