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TFS 1.X+ [TFS 1.3] Group and Talkactions System

Snavy

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As most of you know in TFS 0.4 in order to organize the talkactions you can organize them using access="" attribute. For example god has access 5, cm has access 4, gm has 3.. and so on.

But in TFS 1.3 there doesn't seem to be such thing. I thought that maybe they didnt bother adding the attribute in talkactions.xml but GM has SAME ACCESS ass GOD in groups.xml

All I saw was the following code repeated in about 80% of the talkaction scripts

LUA:
if player:getAccountType() < ACCOUNT_TYPE_GOD then
        return false
end

... which is kinda annoying when you have to do it everytime you create a script instead of jsut adding a damn attribute in the talkactions.xml

35846


EDIT : IS THERE ARE WAY TO ORGANIZE TALKACTIONS IN 1.3 SIMILAR TO 0.4 ?
 
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I don't see the problem here, its 3 lines of code you have to use to initialize any god talkaction.
I think you can also use player:getGroup() to distinguish logic between groups in groups.xml

I like clean xml files that arent bloated.
 
I don't see the problem here, its 3 lines of code you have to use to initialize any god talkaction.
I think you can also use player:getGroup() to distinguish logic between groups in groups.xml

I like clean xml files that arent bloated.
I agree with you!
 
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