"Bug" in pcs names in aos tooltips

Archive of the older Feature Request Forum Posts
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Bracco
Adept Poster
Posts: 80
Joined: Thu Dec 28, 2006 11:52 am

"Bug" in pcs names in aos tooltips

Post by Bracco »

hi there, i remembered just yesterday, but i know it from some years ago...

the way pol sends the character name with aos tooltips enabled is wrong..

nowadays it is:

Code: Select all

who.title_prefix who.name who.title_suffix
Image

but it should be:

Code: Select all

who.name
who.title_guild, guildname
Image

which is the correct, standard aos way
MuadDib
Former Developer
Posts: 1091
Joined: Sun Feb 12, 2006 9:50 pm

Post by MuadDib »

Will look at it this weekend if I can get some free time. Trying to split time between core and distro, so wish me luck :)
Bracco
Adept Poster
Posts: 80
Joined: Thu Dec 28, 2006 11:52 am

Post by Bracco »

gl then :D

btw, i think fixing this leads to 2 problems (core side)

1)guild object has no name member, nor character object... so a .guildname member should be implemented in order for it to work (now ppl just store guildname into some prop, which obviously the core can't know)
2)the core should check also title_guild and guildname when taking care of 0xD6 revision number (i still don't fully understand how it works, btw it was discussed in the 0xD6 megacliloc packethook in the custom script forums)
Bracco
Adept Poster
Posts: 80
Joined: Thu Dec 28, 2006 11:52 am

Post by Bracco »

hm, now that i think of it again, it may be better to have this handled script side. let me explain:

nearly every item/mob has some kind of information to show other than the name (i mean, with tooltips aos style), and they all use the same 0xD6 packet... so it coul be way quicker and flexible if uobject could have a new memeber, something like uobject.description which stores this kind of data that is sent inside 0xD6 packet.

so in your script you can add everything you want (mind that text has an html-like format) and the core just need to send it inside 0xD6 (and to take care of revision number, or whatever it is just when you change uobject.description, maybe with a method like uobject.SetDescription)

seems to me a very clean, simple and flexible way to fix this and to handle every other object description. Only downside is memory occupation of this kind of description :(
MuadDib
Former Developer
Posts: 1091
Joined: Sun Feb 12, 2006 9:50 pm

Post by MuadDib »

Actually, I plan on EVENTUALLY making some form of config to help with this. So far it's just eluded me the best way to make this. Everything about the config will technically be hardcoded. It will just have to let you fill in the blanks so to speak. It may end up NOT getting done at all, but who knows.

And yes, the only guild info we can pull is title_guild, that's it.
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