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.
#652: GMST Verifier
- sirherrbatka
- Posts: 2159
- Joined: 07 Aug 2011, 17:21
Re: #652: GMST Verifier
Ok, thanks for quick answer.
Re: #652: GMST Verifier
Might be better to display a tick box with "infinite duration", instead, which would set the duration box to -1 and grey it out.Zini wrote:1. Correct. We will eventually need tooltips to explain this kind of things.
- sirherrbatka
- Posts: 2159
- Joined: 07 Aug 2011, 17:21
Re: #652: GMST Verifier
Hey,
Do we need VFX_.* records in order to run OpenMW? If yes, should i check if they are present inside my verifer?
Do we need VFX_.* records in order to run OpenMW? If yes, should i check if they are present inside my verifer?
Re: #652: GMST Verifier
VFX_Hands, VFX_Absorb, VFX_Reflect, and VFX_DefaultBolt are hardcoded. Others are referenced inside ESM::MagicEffect and should be made sure to exist:
mBolt can be empty and will use VFX_DefaultBolt in that case.
Code: Select all
std::string mCasting, mHit, mArea; // ESM::Static
std::string mBolt; // ESM::Weapon
Re: #652: GMST Verifier
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.
Records that can be references by magic effect records should (obviously) only be checked by the verifier for the magic effect records.
- sirherrbatka
- Posts: 2159
- Joined: 07 Aug 2011, 17:21
Re: #652: GMST Verifier
Ok, that makes sense.
- sirherrbatka
- Posts: 2159
- Joined: 07 Aug 2011, 17:21
Re: #652: GMST Verifier
Still, I need to get list of all effects so I can ignore those VFX ids. How to do so?
Re: #652: GMST Verifier
Sorry, I don't understand what you mean. Why would you need a list of effects?
- sirherrbatka
- Posts: 2159
- Joined: 07 Aug 2011, 17:21
Re: #652: GMST Verifier
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
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