in my rpg engine im allowing custom stats for the characters etc and they are all stored in a string for each char eg
Health=99|MaxHealth=100|speed=34| etc which means unlimited stats upto a max string length, is this wise, are string functions fast enough.
Most of the custom stuff is based on this process and works well allowing unlimited user animations,stats etc where i just parse the strings and grab what i need(from the ton of functions ive made) eg
AddCharStat(ent,StatName$,Value$=0)
DeleteCharStat(ent,StatName$)
GetCharStatInt%(ent,StatName$);plus to return as string/float
SetCharStatInt%(ent,StatName$,value$);also ones which set int/float etc
in this way it lets the user have a stat without no definite type ie doesnt have to be either string,float or int but all of them based on the function used to return the value.
Do you think its a good idea? it seems alot simpler and more powerful than doing something like
type npc
field mesh.EntityModel
field stats.EntityStatistics
end type
type EntityStatistics
field StatName$[MaxStats]
field IntValue%[MaxStats]
field FloatValue#[MaxStats]
field StrValue$[MaxStats]
end type
or
type EntityStatistics
field Health%
field MaxHealth%
field Speed%
field Power%
end type
what are your thoughts?
Health=99|MaxHealth=100|speed=34| etc which means unlimited stats upto a max string length, is this wise, are string functions fast enough.
Most of the custom stuff is based on this process and works well allowing unlimited user animations,stats etc where i just parse the strings and grab what i need(from the ton of functions ive made) eg
AddCharStat(ent,StatName$,Value$=0)
DeleteCharStat(ent,StatName$)
GetCharStatInt%(ent,StatName$);plus to return as string/float
SetCharStatInt%(ent,StatName$,value$);also ones which set int/float etc
in this way it lets the user have a stat without no definite type ie doesnt have to be either string,float or int but all of them based on the function used to return the value.
Do you think its a good idea? it seems alot simpler and more powerful than doing something like
type npc
field mesh.EntityModel
field stats.EntityStatistics
end type
type EntityStatistics
field StatName$[MaxStats]
field IntValue%[MaxStats]
field FloatValue#[MaxStats]
field StrValue$[MaxStats]
end type
or
type EntityStatistics
field Health%
field MaxHealth%
field Speed%
field Power%
end type
what are your thoughts?