Closed Pychnight closed 5 years ago
Newtonsoft.Json updated from 9.01 to 12.01
mysql data updated to the newest version
downsides
contains new user agreement and has some sketchy language within the terms.
also updated some other modules to there newest version mostly checked the changelogs for each module and made sure there is no breaking changes.
as it stands now, the last known working build of custom quests was last year. I have tried importing the methods, but it just changes to something else missing...
further testing should be done. @tbarela and @ASgoPew
Isolate issue with namespaces seems to be caused by the recent cleanup regarding the corruption api and boots scripting plugin.
Which namespaces? I'm not seeing anything, but its not at all unlikely that I've missed something. Since I only have basic scripts and test data right now. I had a namespace typo earlier on, but that was fixed. You might have an older version? I'll be sending you latest shortly.
specifically there are namespace issues when trying to run quests.
something related to custom projectiles functionality. this happens even with the latest commit.
Now neturalshock and bigups have a few questions about BooTs
other then that They are also asking me for examples of BooTS actually running a script that requires to be loaded all the time. (pretty much a script that detects a player entering a region then spawns monsters)
the current workaround is having the scheduler / hacky workaround, load the script every minute to check if the player is within the region.
I have built a minigame using custom quests to showcase what the team functionality can do. but i'm limited in some ways due to the lack of #12 being implemented. once this issue is solved with questing it will change the way, i personally write objective based quests.
other then that here is BooTS current issues using the 2-4-2019 build other then the namespace issues
Delay not recognized as a function
FindNpcs not exposed to corruption? / maybe we should just move all general use functions that people are used to using from Custom Quests...
People not sure what to do with Player, X, Y values when using it under the BooTS plugin? Needs examples..
here is a script for boots for you to mess around with @tbarela slimebattleSC.zip
namespace issue still exists
https://puu.sh/CV7P1/cdb19f67fa.png
https://puu.sh/CV7UN/2adf76e386.png
it still errors out.
Updated the json and mysql packages. Not tested though. I don't see the json being problematic, but the mysql connector could very well be, and I don't have a good way to test it right now, or the time.
Speaking of time, I just spent a bunch with the build process. Another nice round of improvements. Its much nicer now, but I ran into a flaw in my plan for versioning. It versions against Corruption, but sometimes Corruption doesn't get updated, while the other dll's may receive lots of changes.
I really don't like idea of manually setting a version, but that might have to be the best stop gap for now. Later on, we could add an auto incremented value that all binaries use. ...but it all takes time, and I'm out for now.
Interesting, i reviewed leveling exp logic and yeah Leveling plugin is quite a mess.
The if statements make some statements but I noticed what could be causing the Exp issues is there are quite a few statements that are not updated with the mind of using "Banking" currency
such as this
if( Exp >= Level.ExpRequired )
this statement if the ExpRequired is left at 0 in favor of using banking's CurrencyRequired var, this entirely will cause one of the Exp bugs, i am currently experiencing.
as for the other Exp reporting issue with the /exp command, i personally looked over the if statements and do see a error where it could actually double the exp stored within leveling's custom value for storing currency....
The above if statement will cause the following issues
This logic should be cleaned up and rewritten and for the sake of being sane. I think we should remove ExpRequired it's causing problems by having it left over from leveling's old code.
Ensure the user can only use CurrencyRequired for leveling, the new if statements should reflect this change.
Double check internal leveling values to ensure there not going haywire when you reload the plugins.
protect the values or read from banking database when checking players stored exp value.
leveling should also never enforce or set the currency back to the maximum level currency, this will cause players to lose currency inside the bank plugins database
but this will go on the almighty todo list when the project can resume again.
Regarding "Remove Unused Disabled Code" ... I'm going to file this under "it really just depends". Having old cruft sitting around is not ideal, but some bits and pieces of that ARE useful for quick reference, or they mark work in progress that could not be completed as is, at the time.
I'm sure theres obvious places where dead code can be stripped, but you'll notice throughout my commits, I do this as I go about my normal work anyways...
I will just check off the last 2 issues within this ticket. this ticket has become sort of a data dump of problems, i will transfer most of the important information to the correct tickets such as the leveling findings.
namespace errors with custom quests (CustomProjectile Functions)
using import does not seem to resolve the error ether.