#652: GMST Verifier

Involved development of the OpenMW construction set.
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Zini
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Re: #652: GMST Verifier

Post by Zini » 28 Dec 2013, 16:14

1. Correct. We will eventually need tooltips to explain this kind of things.

2. If with "passing it" you mean passing a reference to the respective collection class, then the answer is yes.

3./4. When in doubt, browse the code of OpenMW. Don't have the details about NPC mechanics ready. Sorry.

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sirherrbatka
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Re: #652: GMST Verifier

Post by sirherrbatka » 28 Dec 2013, 16:17

Ok, thanks for quick answer.

wheybags
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Re: #652: GMST Verifier

Post by wheybags » 30 Dec 2013, 12:45

Zini wrote:1. Correct. We will eventually need tooltips to explain this kind of things.
Might be better to display a tick box with "infinite duration", instead, which would set the duration box to -1 and grey it out.

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sirherrbatka
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Re: #652: GMST Verifier

Post by sirherrbatka » 03 Jan 2014, 11:37

Hey,

Do we need VFX_.* records in order to run OpenMW? If yes, should i check if they are present inside my verifer?

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scrawl
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Re: #652: GMST Verifier

Post by scrawl » 03 Jan 2014, 14:51

VFX_Hands, VFX_Absorb, VFX_Reflect, and VFX_DefaultBolt are hardcoded. Others are referenced inside ESM::MagicEffect and should be made sure to exist:

Code: Select all

    std::string mCasting, mHit, mArea; // ESM::Static
    std::string mBolt; // ESM::Weapon
mBolt can be empty and will use VFX_DefaultBolt in that case.

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Zini
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Re: #652: GMST Verifier

Post by Zini » 03 Jan 2014, 15:57

Didn't know that we have hardcoded statics. This will need to be added when new .omwgame files are created (I think we are only covering globals and GMSTs at the moment).

Records that can be references by magic effect records should (obviously) only be checked by the verifier for the magic effect records.

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sirherrbatka
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Re: #652: GMST Verifier

Post by sirherrbatka » 03 Jan 2014, 15:59

Ok, that makes sense.

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sirherrbatka
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Re: #652: GMST Verifier

Post by sirherrbatka » 03 Jan 2014, 18:34

Still, I need to get list of all effects so I can ignore those VFX ids. How to do so?

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Zini
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Re: #652: GMST Verifier

Post by Zini » 03 Jan 2014, 20:02

Sorry, I don't understand what you mean. Why would you need a list of effects?

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sirherrbatka
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Re: #652: GMST Verifier

Post by sirherrbatka » 03 Jan 2014, 20:48

I really should work on being precise. Anyway:

MagicEffect struct holds mBolt string to the specific VFX_* record. Unfortunatly, technicly speaking those VFX_* records are listed as weapons (arrow types). When i check for weapons, I check for icon and name, since weapons are inventory items. But since VFX_* are also there, I need to skip it ─ they have empty icon and name and are listed as invalid by my verifer. Therefore i need to know what needs to be skipped, so i need all MagicEffects to get all mBolt strings.

Hopefully I didn't confuse anything :oops:

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