This is version 1.2 of the ASG Player Database Project, aimed at Persistant Player Recored Keeping. Desigend to be Customiseable by the Mod Designer. Sorry no picture folks. It's code... Requires: SoU 1.30. Updated to reflect ASG Player Database Addon 01 - Bank (this is found in the prefab section.)
only a Mod file here no Erfs, upload a zip file and I'll check it out.
Posted by Tristan at 2003-06-3013:15:00
I have read lots of Timidon's stuff in here and watched his/her demos. I'm new to the mod building world and thus far all his/her stuff is top notch... The only reason I opened this thread is due to the fact I saw the ASG, so I knew it had to be good.
Posted by Bilbo at 2003-06-2823:28:00
Well, mister 'average joe' the whole point in this system is so that people don't need to use nwnx that is, if they don't know how to set it up, or don't want to set it up, don't have the software to do so etc, and it's very simple to grasp. It offers the commonly sought-after functions which new to experienced mod builders need and i think it's a fantastic system and i prefer to try them all rather than stick my nose up the back side of just one. Great work Timidon, much appreciated!
Posted by average at 2003-06-2812:12:00
if you wnna do anything database wise id recommend nwnx its MUCH faster and more versitile
Posted by Timidon at 2003-06-2521:17:00
I don't see like a SetCampaignEffect type function. This database program does not store the current Effects between server loads. I am using it to store some basic information for quests, who the character works for. His gold in his "bank account". What house is his. So that it can be reloaded after the server comes back up. I also use it to set up some custom effects such as Lycathropcy, special Undead Status, to be used without Tokens. See I will implement a Trade Skill set up also. I am going to see what I can do to the Amber Tradeskills if somebody does not beat me to it.
Posted by Gan at 2003-06-2512:19:00
Also, not sure if you have it, but an In-Game tool to inspect the player's object would be nice :)
Posted by Gan at 2003-06-2512:18:00
Can this store effects that are placed on a player for server reboots and such?
Posted by Timidon at 2003-06-2423:31:00
Well, lets see. The idea I tried to work with is that I used the Player Name as the Database name. Each Player has On Database. This is similar to how I see it appear in the Server Vault that I have. It seams very unique. The Player Database stores all of the Characters for that Player. Inside the Database There is a limit of 32 characters that can be used for Varible Names (this one took me a few days to figure out). So I could not use the standard Character Name + CDKey, it was too long and was being cut after tha point. So 20+Varible Name, nolonger than 32 is stored in the Player Database File. Varibles when pulled from the Player File for that Character are then stored on the Module with the HCR set up Character Name + CDKey. This creates a pretty unique set up. Mostly designed to work with a Server Vault idea behind it. As for haks, I am not for sure what can be done. Though you could change the Player Database name a tad bit, may make it more unique. I was trying to keep it simple for easy of seeing the Primary Database File for each player. Downloaded it take a look at it. I am sure there is still room for improvement.
Posted by Den at 2003-06-2415:52:00
Due to certain limitations with the built-in Bio DB, all player DB schemes have a very important design choice right up front... what record key to use with minimum fuss and minimum hak-ability. It's important that all DB-enabled packages for public consumption at least address this issue, even if to say, "we punted"... :p So which direction did this project take?
Posted by Timidon at 2003-06-2413:51:00
I am using it with SoU, it does not store items. The recoreds stored, are like current hit points. You can customise what's stored. It's objective is to store important player information between server reloads. It will be patched with future updates when bugs are found.