Flatlander
Species Developer
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Idk how to use look in market. It never worked to me even on global.Can't you "look" at an item in the market? Or at least see the stats of an item? Or do you just have to know off the top of your head what each item is. (I haven't used the marketplace in forever)
I can be wrong, but nobody did item attributes yet ( custom ), it seems more hard because of the Market, it will need keep the custom attributes when sold for someone...
btw TFS 1.1 release will be a Server for Real and Custom server, but for now it need more time for grow.
You make me sad. Because I know you are mostly right.
I will agree that the average OT Player does not care about custom content. But to me that is no excuse for not having it.
If you have to make something anyway, why not make it so you can manage it from LUA rather than requiring source edits?
And it isn't just item attributes, I can do many things with 0.4 that you cannot do in 1.0.
And if you check my comment's Customizing TFS thread, I can do many things in my TFS you cannot do in 0.4.
I just hate going SO far backwards in time, into the stone age of functionality.
I haven't really read everybody's comment, but I'm seeing that custom item attributes in 1.0 is "impossible" at this point.
While it's not exactly like 0.4, you can still develop your own custom attribute system in Lua.
I'm assuming that most items you're going to apply custom attributes to are not writables.
I've made myself a system that allows me to create my own attributes and apply them when necessary.
This can be done using the ITEM_ATTRIBUTE_TEXT attribute to store a string, that will be regex'd.
For example, let's say I have an attribute called 'ownership', which would be the name of the owner of the item, let's say a weapon.
You would set the item's ITEM_ATTRIBUTE_TEXT attribute value to something like "|ownership:Evan|".
Of course, you'd need to develop your own regex system that would allow you to append further attributes, read the values, and set values.
No one can read the ITEM_ATTRIBUTE_TEXT string (which I mentioned already, only if the item is not a writable).
This works perfectly fine, it's also a great alternative until it's officially pushed as a feature in 1.1.
Sometimes you have to be creative, sometimes you have to think, and sometimes there are no shortcuts.
That is fine and all, and that helps... some people.
I think it is done wrong from the start.
We shouldn't make a list of attributes:
Armor, Defense, Attack, Hitchance, Shootrange, etc.
Then say "only these exist"
We should make the ability to set ANY Attribute (any string as the key within a character limit)
Armor, SexyPoints, MissChance, ArmorPeircing, Defense, Attack, Experience, PokemonLevel, VirginityDamage, WhateverTheHellYouWant, etc
And you'd still be able to use armor, defense, attack, etc the same way it is already used, but why set a limitation in the first place?