Is it posible that in the next version of the SimTools, that you can include in the system a reward system that rewards based on players rping. Perhaps a way to isolate when players are standing around rping and have it set to grant xp based on a time scale similar to time based XP.
you coulc go as far as to just set a constant that dev's could change that decides the freqeuncy of the reward and the ammount.
Hi, I dont know if this is the actual "request" topic, or if this was just meant to be used as his request topic, but anyhow.
Funky, is there currently a tutorial or maybe a readme file that describes how to add new commands to SIMtools.
I have some ideas of ideas that I wana add, but I find it hard to actually figure out where to put them in the code. Alot of the code deals with getting the length of the spoken string, then there is nested if statements and such and alot of confusing.
Even a small guide on how to add our own languages? Some of this might already exist, so appologies if I am asking for something that was done ages ago.
The idea I have for my chat command is a chat command that will add a spoken string to sql db. eg !chat Hi DM would add the message "Hi DM" to the db.
This is part of my wee project to allow communication from inside the game, to an outside webpage. Eg - A chat room.
A php file would then check the database for new messages, display them on the page. Instead of just marking them as read, it might work via unix_timestamp (Thanks for helping me understand this btw), to determine the length of time that the message has been there, and once it is 5 minutes old, delete the message.
Also, I see that the aps_include script has a function for striping special characters, does this convert sensitive characters such as ; and such to prevent code injection attacks? The last thing I would want is my players being able to delete the database via their their ability to chat.
No, there's no guide on setting up new commands at present, sorry. I could swear I helped someone do that in this forum, but a quick check of the posts turned up nothing, so it' must've been via email or something.
The SIMTools 3.2 release will feature a special script designed for adding your own commands, as well as instructions on how to do it.
As far as adding languages goes, you need to make changes in a number of places. If you want, I can post insertion points later today, but I have to leave shortly, so I can't do it now.
How does that involve voice commands? It sounds like a completely different scriptset, if I understand you correctly.
well in order to know if a player is rping, the speech binder would read things. While its not neccessarily a command for a DM to input but more of using the system in place to understand when the rping is happening
Any idea on when 3.2 is coming out, sounds like just the thing I need. Thanks Baaleos
It's coming out after 1.69. You can add commands for dms in the fky_chat_dm_comm script, simply by creating an 'if' statement for them under the appropriate case letter - a is 0, b is 2, and so on - they're assinged in the switch on top of the cases, and you can add more letters if you need, so long as you either add them at the end, or renumber any cases whose substring position you change.
The same will work for player commands, but you add them in the HandleCommands function in the fky_chat_inc script.
Bear in mind that you'll have to readd them when the new version of SIMTools comes along.
Cool, thanks for getting back. Am I right in assuming that whne you say
under the appropriate case letter - a is 0, b is 2, and so on - they're assinged in the switch on top of the cases,
That its like an indexing system, if the letter begins with "a", it then zooms down to the section that handles all commands begining with a?
I think the main reason I was scared to attempt to edit it myself was because I looked at the script before, and it was quite tightly packed together... Kinda scared me. Lol
Are the if statements easilly spot-able in the case statements? I wouldnt want to accidentally add a command within another command.... That could be bit odd.
Also, while I know you are not Bioware, do you have any general idea when Bioware is releasing 1.69? I havent really been following the 1.69 status because I just assumed that 1.68 was the final version for a long time, as such, I havent followed Biowares progress with 1.69, have they been making leaps and bounds with it? Is it likely to break our modules?
Im kinda concerned that they might change some of the functions in our scripts, and make alot of scripts fail, has this presented itself for you in simtools? Im assuming you have had some test runs using the 1.69 beta patch?
Yes, it's an indexing system. And no, I've no idea when 1.69 will realease, though they haven't released a new version of the beta in quite some time. And no, it shouldn't break any of your systems, as bioware functions are always backwards compatible.