[DiscordArchive] Hey guys, sorry to barge in. But why does world db on trinity (at least on this not so recent core)
[DiscordArchive] Hey guys, sorry to barge in. But why does world db on trinity (at least on this not so recent core)
Archived author: Foe • Posted: 2023-01-12T13:21:26.515000+00:00
Original source
Nah hehe
Archived author: Foe • Posted: 2023-01-12T13:22:24.033000+00:00
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Also no idea why it fills up your locales, you're probably better off asking on TCs disc
Archived author: Zents • Posted: 2023-01-12T13:22:46.822000+00:00
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Good idea, thanks. I'll definitely hop in there!
Archived author: Foe • Posted: 2023-01-12T13:24:16.861000+00:00
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That's also the benefit with loading the same script on multiple maps, the load/save functions would exist in the same file so even if the keys are statically defined they'd be the same across states
Archived author: Foe • Posted: 2023-01-12T13:24:40.632000+00:00
Original source
You'd just have a few more events to work with, instead of basing everything on login as an example you'd base it off of entered map
Archived author: Foe • Posted: 2023-01-12T13:25:10.911000+00:00
Original source
And then we have a pre-transfer event so you can store things to the store before the player disappears from the map context
Archived author: Foe • Posted: 2023-01-12T13:25:58.187000+00:00
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So as long as you write your save / load logic properly, it wouldn't really be a massive impact for most "global" scripts as they exist today
Archived author: robinsch • Posted: 2023-01-12T13:28:46.367000+00:00
Original source
i'm by far no lua expert but I would try to use something similar to TC map / world approach
Archived author: robinsch • Posted: 2023-01-12T13:29:29.548000+00:00
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for example we have worldscripts / mapscripts which have different API that for example does not allow mapscripts to access objects from another thread
Archived author: robinsch • Posted: 2023-01-12T13:29:47.453000+00:00
Original source
while worldscripts can access multiple maps