Mog House Intro

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PrBlahBlahtson
Developer
Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Mog House Intro

Post by PrBlahBlahtson » Sat Dec 22, 2012 6:26 pm

Currently, the Mog House intro is handled by checking for a Character Variable, and giving the entire intro if the variable isn't set. This leads to lots of entries in char_vars. Out of curiosity, would it make more sense to set the variable on creation, and then set it to 0 after the intro, thus removing it from the table? It'd just be a matter of changing /global/player.lua to set the var on character creation and /zones/Residential_Area/Moogle.lua to handle it differently.

The obvious drawback is that all existing players will get a new Moogle cutscene, unless the variable is manually removed from the table, or a new variable is used.

Trivial thought, but it comes back and plagues me once in a while.

Edit: st -> set
Last edited by PrBlahBlahtson on Mon Dec 24, 2012 12:38 am, edited 1 time in total.

bluekirby0
Developer
Posts: 707
Joined: Sun Jul 22, 2012 12:11 am

Re: Mog House Intro

Post by bluekirby0 » Sat Dec 22, 2012 9:20 pm

It should be done that way. Keep the same variable so that existing tables are cleaned up automatically. It will be a minor inconvenience to current players but it will only happen once per character at least. I do preach in the quest writing guide to always zero out your variables when you are done with them, and this shouldn't be an exception.

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