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Old 09-21-2008, 10:44 AM
James76
Sarnak
 
Join Date: Sep 2008
Location: Canada
Posts: 53
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Quote:
Originally Posted by cavedude View Post
keyring does indeed work great, I can confirm. I figured out what what wrong, I had missed sender->KeyRingAdd(playerkey); in doors.cpp.

I do have a request, is there anyway you can add perl support for keyrings? Specifically a variable like $haskey to check if a player has a given key on their keyring, and a function like quest::addkey(12345); to add a key? This will help with doors that open with multiple keys and are controlled via Perl.
KeyRing is a member of Client, and it doesn't make sense in an Object-Oriented mindset to give a method to Quest. Like I stated above, if we need the functionality to use multiple keys per door, or have a key per multiple doors, it would be best to push it straight to the database and minimize whatever goes through game scripting (ie, Perl). Just give the word and I'll put together a list of more changes. For your PEQ DB, I'll just make a script to build the data, and when you release your next PEQ download, you can just dump the table data into INSERT lines for your new DB system creation script to distribute.
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