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  #1  
Old 06-23-2009, 06:31 PM
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trevius
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Yeah, there should be room for up to 5 bind points in the PP. Some of them might be needed to get the respawn window fully functional anyway. I started work on the respawn window, but there are other issues that need to be worked out before it can be finalized. As far as I know, the go home option from char select should be working, though I haven't tried it yet. It may just be using a case selection for the go home instead of storing it in the player profile on creation as it probably should be doing.
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  #2  
Old 06-25-2009, 09:25 AM
realityincarnate
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The Return Home button currently takes you to your bind point. As Trevius said, there is room in the player profile struct for five bind points, the first of which is the traditional "bind point", and at least one other looks like it's used to give options for the respawn window. Can anyone see anything wrong with using the fifth slot to store the starting city bind point (other than having to provide a method to update all the characters that don't have a stored home city)?
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  #3  
Old 06-25-2009, 12:09 PM
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Quote:
Originally Posted by realityincarnate View Post
The Return Home button currently takes you to your bind point. As Trevius said, there is room in the player profile struct for five bind points, the first of which is the traditional "bind point", and at least one other looks like it's used to give options for the respawn window. Can anyone see anything wrong with using the fifth slot to store the starting city bind point (other than having to provide a method to update all the characters that don't have a stored home city)?
I think using the last slot to store starting city is just fine.

The trick is going to be backflagging all the old players. I think the best way is to have world fill in coords when the toon logs in (assuming it has no data) and use start_zones to determine it. This will be accurate for most, however some players have a choice of starting city. For those, perhaps some sort of in-game command? They can use it, it'll report the cities they can choose from to act as their starting city (based on start_zones) and they pick one.
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  #4  
Old 06-25-2009, 12:25 PM
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ChaosSlayerZ
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I see a slight problem with return Home (and perhaps Origin?)
What if Db admin has changed where everyone is starting?
Including using complitly non legit zones?

also does Origins sends you back to home town or to Bind point?
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  #5  
Old 06-26-2009, 09:15 PM
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joligario
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If the database has a custom home point, he/she can always force the same home point.
Pretty sure origin was home town.

Another good use for one of those bind points: OoW PoD returning you to the zone in which you traveled to Draniks.
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  #6  
Old 06-30-2009, 09:28 PM
realityincarnate
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Ok, I got sidetracked over the weekend, but I finished up and committed the home city code tonight. Here's an overview of the things I added:

The binds[4] slot in the player profile now tracks the home city bind point for all newly created characters. The bind point is set to where the character is initially bound, so it works for entries in the start_zones table as well as SoFStartZoneID rules and startzone variables.

For older characters, the char select screen will attempt to assign a home city. It does this by first checking for a starting zone variable, then checking the start_zones table. If there is only one possible home city, it assigns it. Otherwise, it leaves it unassigned.

For characters that have more than one possible city, or for later changes, I added a couple of commands. The client /setstartcity command gives the player a list of possible starting zones (pulled from the start_zones table) and allows them to select one. GMs have a #setstartzone command which takes either a zone number of shortname as an argument. Using #setstartzone 0 (or #setstartzone reset) will clear the player's home city and let them set it themselves.

Finally, $client->GetStartZone() and $client->SetStartZone() are new perl commands. GetStartZone() returns the zone number of the player's home city. The format to set a zone is SetStartZone(zoneid, x, y, z). The x, y, and z coordinates are optional, but if you specify one, you need to give them all. If they are left off, the coordinates are the zone's safe point.

That was a mouthful. Let me know if I missed anything or if there are any problems.
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  #7  
Old 06-30-2009, 09:57 PM
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Sweet! That rocks. I can't wait to try it out. That will help me finish off the LDoN Adventurer's Stone quest.
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