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 Entire forum ➜ Dawn of Time ➜ Administration ➜ Skill renaming doesn't rename in appropriate source files

Skill renaming doesn't rename in appropriate source files

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Posted by Meerclar   USA  (733 posts)  Bio
Date Wed 13 Nov 2002 09:59 AM (UTC)
Message
Recently changed a few (8) languages from generic fantasy to SB:R specific languages via the rename flag in sedit. Sadly the changed languages do *not* seem to have changed in the languages.cpp file. Is the rename capability incomplete or was it never intended to be used in quite that fashion?

Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org
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Posted by Nick Gammon   Australia  (23,133 posts)  Bio   Forum Administrator
Date Reply #1 on Wed 13 Nov 2002 09:26 PM (UTC)
Message
I am not an expert of DoT but think I can safely say that you would not expect game editing commands to change the source code files. You would need to do that manually (and then recompile, restart the server etc.).

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Meerclar   USA  (733 posts)  Bio
Date Reply #2 on Wed 13 Nov 2002 09:38 PM (UTC)
Message
For a standard ROM derivitive that would be true, but Kalahn has designed DoT in such a way that skill/spell names are dynamically defined without ever needing to touch the hardcode once the supporting functions are written and in the necessary tables. It is also possible to edit 99% of the game settings- recall, morgue, starting maps, school objs, etc -via gameedit without needing to recomiple and hotboot. Any other codebase would be guaranteed to need hardcode changes to do what I even attempted to do but DoT *might* be an intended exception to that rule.

Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org
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Posted by Kalahn   United Kingdom  (138 posts)  Bio
Date Reply #3 on Fri 15 Nov 2002 04:54 PM (UTC)
Message
The language lookup table and language name references ar currently hardcoded, therefore that aspect of renaming the skill has to be done manually at the source level.

- Kal

Kalahn
Developer of the Dawn of Time codebase
http://www.dawnoftime.org/
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Posted by Daos   USA  (42 posts)  Bio
Date Reply #4 on Sun 12 Jan 2003 04:25 AM (UTC)
Message
From my experiences in the past, sedit is great for spells, but for renaming skills is actually a dangerous thing to do. It often leads to command interp glitches and bugs. I've often contemplated on making a special skill-editor, but figured it would be a general waste of time.
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