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cq_action (in c#)
Discussion on cq_action (in c#) within the CO2 Private Server forum part of the Conquer Online 2 category.
07/20/2013, 05:06
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#16
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is python or lua good for npc scripting
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07/20/2013, 06:42
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#17
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Quote:
Originally Posted by LordGragen.
is python or lua good for npc scripting
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Both are great for scripting. Lua is normally used for C++ (it's written in C, compiled in libraries for C++) and python is normally used alone or with java. Neither were made for C#, but there are wrappers that can be used for C#. The python version is IronPython. It's what Chris (Pro4Never) and I use (very different implementations, but still roughly the same). As far as benchmarks go, I'll be making a far, optimized benchmark for C# soon and post my results on my blog. There are other languages as well, such as Visual Basic. Again, I'll benchmark it. I'll let you know what my findings are in the  .
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07/20/2013, 11:15
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#18
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Quote:
Originally Posted by pro4never
Most dialogues and actions are something you can outsource to testers on the server and I've yet to see a database worth using that's public. They are all horrendously translated or barely functional.
I'd rather have a few of my testers spend a few weeks writing npcs properly and have things working properly and in legible english.
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I guess its different for me as I have the Love2Hate actions database which is already translated and works, attempting to recreate this would be a nightmare for people to try and script.
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07/20/2013, 11:28
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#19
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Quote:
Originally Posted by Korvacs
I guess its different for me as I have the Love2Hate actions database which is already translated and works, attempting to recreate this would be a nightmare for people to try and script.
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Indeed but have to remember all the time that went into getting as far as you guys did.
Either way there's going to be a huge amount of time invested if you are starting a new server/project in order to do things properly.
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07/20/2013, 15:31
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#20
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Quote:
Originally Posted by Korvacs
I guess its different for me as I have the Love2Hate actions database which is already translated and works, attempting to recreate this would be a nightmare for people to try and script.
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I bet to differ for the basic structure of co its probably like 10k action at max. Then adding the addon's you can usually copy+paste. As for my database Im recreateing it yet again to minimize action's once its done Im probably gonna give it to certain people since noone in the bin community deserves it and I think it might a few people that are actually developing.
@Fang I used python and its a very powerful language aswell as enjoyable to use as a scripting engine.
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07/20/2013, 16:21
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#21
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Quote:
Originally Posted by angel12345
I bet to differ for the basic structure of co its probably like 10k action at max. Then adding the addon's you can usually copy+paste. As for my database Im recreateing it yet again to minimize action's once its done Im probably gonna give it to certain people since noone in the bin community deserves it and I think it might a few people that are actually developing.
@Fang I used python and its a very powerful language aswell as enjoyable to use as a scripting engine.
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Well, in the database that I work from we have just over 64k actions, this is not the heavily modified database which l2h has become, its much older. So I would say your estimate of 10k, is about 30 - 40k off what is needed to utilize the actions system as TQ intended.
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07/20/2013, 16:50
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#22
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Quote:
Originally Posted by Korvacs
Well, in the database that I work from we have just over 64k actions, this is not the heavily modified database which l2h has become, its much older. So I would say your estimate of 10k, is about 30 - 40k off what is needed to utilize the actions system as TQ intended.
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Well once I finish my base I dont mind shareing it with ya and show that the amount of tq action's aren't really neccessary since TQ keeps older quests and such for no reason since there not going to be function by the regular player's since they have no access to it.
Quote:
Originally Posted by lostsolder05
You don't need 64k actions... sounds like a really messy DB to me, I have one that's around 10k actions and includes nearly everything needed. The proficiency god alone is over 2000 actions if memory serves me correct.
Code:
INSERT INTO `cq_action` VALUES (904919, 904920, 904920, 0000, 0, '[Prof God]');
INSERT INTO `cq_action` VALUES (904920, 904921, 0000, 1061, 0, 'var(3) set 0');
INSERT INTO `cq_action` VALUES (904921, 904922, 0000, 0101, 0, 'I can increase your weapons proficiency level for 150,000 gold %user_name!');
INSERT INTO `cq_action` VALUES (904922, 904923, 0000, 0102, 0, 'Upgrade~blade~level. 904940');
INSERT INTO `cq_action` VALUES (904923, 904924, 0000, 0102, 0, 'Upgrade~sword~level. 904941');
INSERT INTO `cq_action` VALUES (904924, 904925, 0000, 0102, 0, 'Upgrade~club~level. 904942');
INSERT INTO `cq_action` VALUES (904925, 904926, 0000, 0102, 0, 'Upgrade~scepter~level. 904943');
INSERT INTO `cq_action` VALUES (904926, 904927, 0000, 0102, 0, 'Upgrade~dagger~level. 904944');
INSERT INTO `cq_action` VALUES (904927, 904936, 0000, 0102, 0, 'Next~page. 904928');
INSERT INTO `cq_action` VALUES (904928, 904929, 0000, 0101, 0, 'I can increase your weapons proficiency level for 150,000 gold %user_name!');
INSERT INTO `cq_action` VALUES (904929, 904930, 0000, 0102, 0, 'Upgrade~bow~level. 904945');
INSERT INTO `cq_action` VALUES (904930, 904931, 0000, 0102, 0, 'Upgrade~spear~level. 904946');
INSERT INTO `cq_action` VALUES (904931, 904932, 0000, 0102, 0, 'Upgrade~wand~level. 904947');
INSERT INTO `cq_action` VALUES (904932, 904933, 0000, 0102, 0, 'Upgrade~glaive~level. 904938');
INSERT INTO `cq_action` VALUES (904933, 904934, 0000, 0102, 0, 'Upgrade~poleaxe~level. 904939');
INSERT INTO `cq_action` VALUES (904934, 904935, 0000, 0102, 0, 'Go~back. 904921');
INSERT INTO `cq_action` VALUES (904935, 904936, 0000, 0102, 0, 'Nevermind. 0');
INSERT INTO `cq_action` VALUES (904936, 0000, 0000, 0120, 0, '');
INSERT INTO `cq_action` VALUES (904937, 0000, 0000, 0000, 0, '');
INSERT INTO `cq_action` VALUES (904938, 904949, 0000, 1064, 0, 'var(3) += 510');
INSERT INTO `cq_action` VALUES (904939, 904949, 0000, 1064, 0, 'var(3) += 530');
INSERT INTO `cq_action` VALUES (904940, 904949, 0000, 1064, 0, 'var(3) += 410');
INSERT INTO `cq_action` VALUES (904941, 904949, 0000, 1064, 0, 'var(3) += 420');
INSERT INTO `cq_action` VALUES (904942, 904949, 0000, 1064, 0, 'var(3) += 480');
INSERT INTO `cq_action` VALUES (904943, 904949, 0000, 1064, 0, 'var(3) += 481');
INSERT INTO `cq_action` VALUES (904944, 904949, 0000, 1064, 0, 'var(3) += 490');
INSERT INTO `cq_action` VALUES (904945, 904949, 0000, 1064, 0, 'var(3) += 500');
INSERT INTO `cq_action` VALUES (904946, 904949, 0000, 1064, 0, 'var(3) += 560');
INSERT INTO `cq_action` VALUES (904947, 904949, 0000, 1064, 0, 'var(3) += 561');
INSERT INTO `cq_action` VALUES (904949, 904951, 904950, 1021, 0, 'check %iter_var_data3 1');
INSERT INTO `cq_action` VALUES (904950, 0000, 0000, 1010, 2005, ' | You must first level your weapon proficiency to 1.');
INSERT INTO `cq_action` VALUES (904951, 904953, 904952, 1001, 0, 'money += -150000');
INSERT INTO `cq_action` VALUES (904952, 0000, 0000, 1010, 2005, ' | You don\'t have 150,000 gold.');
INSERT INTO `cq_action` VALUES (904953, 904954, 904955, 1021, 0, 'check %iter_var_data3 12');
INSERT INTO `cq_action` VALUES (904954, 0000, 0000, 1010, 2005, ' | Your weapon proficiency has met its max level, I can\'t increase it anymore.');
INSERT INTO `cq_action` VALUES (904955, 904956, 0000, 1021, 0, 'addexp %iter_var_data3 1623164063');
INSERT INTO `cq_action` VALUES (904956, 0000, 0000, 1010, 2005, ' | Your weapons proficiency level has been increased.');
The above script was for a classic server, which is why it's not using XP balls. 
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var's always comes in handly for everything almost.
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