Thread: [667/OSRS] Nalore - The Most Ambitious Pre-EOC/OSRS Hybrid

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  1. #121  
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    Quote Originally Posted by Tyluur View Post
    It seems as though you have to registered a new member in the Varbits class every time you want to set a varbit [or check as well]
    The Varbits object is automatically generated at compile time based on the contents of the YAML descriptors that were packed into the cache, you never need to manually edit it.

    The example I showed is just a named variable with the varbit as its value ie
    Code:
    const val HAS_COMPLETED_TUTORIAL = 10000
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  2. #122  
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    Quote Originally Posted by Dread View Post
    The Varbits object is automatically generated at compile time based on the contents of the YAML descriptors that were packed into the cache, you never need to manually edit it.

    The example I showed is just a named variable with the varbit as its value ie
    Code:
    const val HAS_COMPLETED_TUTORIAL = 10000
    Which indicators do you use to generate the members of Varbits?
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  3. #123  
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    Quote Originally Posted by Tyluur View Post
    Which indicators do you use to generate the members of Varbits?
    The name is used for the variable to reference a varbit by name, and functions are generated for checking if a given base varp should be persisted or transmitted based on the state of it's child varbits. The start/endbit are stored in the cache exactly the same as a regular varbit. This is just a utility class that allows our developers to reference values by name rather than needing to remember each varbit id.
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  4. #124  
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    Quote Originally Posted by Dread View Post
    The name is used for the variable to reference a varbit by name, and functions are generated for checking if a given base varp should be persisted or transmitted based on the state of it's child varbits. The start/endbit are stored in the cache exactly the same as a regular varbit. This is just a utility class that allows our developers to reference values by name rather than needing to remember each varbit id.
    That makes sense - my point is more on the lines of using a utility class may become tedious as the days turn to months and the months turn to years.
    Perhaps theres a better solution...
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  5. #125  
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    Quote Originally Posted by Tyluur View Post
    Wtf? I thought you guys would've given up by now.... Wow looks good...



    This looks good, although the varpset access seems a bit too verbose and magic string oriented...
    Quote Originally Posted by Dread View Post
    Can you elaborate on how you think its "magic string oriented"? I'm planning to allow use of array indexing to help make it less verbose
    can someone explain what the fuck a magic string is

    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]

    String might refer to any of the following: . Bow string, an item created by using flax with a spinning wheel, and used in Fletching to make bows; Crossbow string, an item created by using sinew with a spinning wheel, and used in Fletching to make crossbows; Magic string, an item created by using Magic tree roots with a spinning wheel, and used in Crafting to create Nature amulets

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  6. #126  
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    Quote Originally Posted by Luke132 View Post
    can someone explain what the fuck a magic string is

    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]

    String might refer to any of the following: . Bow string, an item created by using flax with a spinning wheel, and used in Fletching to make bows; Crossbow string, an item created by using sinew with a spinning wheel, and used in Fletching to make crossbows; Magic string, an item created by using Magic tree roots with a spinning wheel, and used in Crafting to create Nature amulets
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    Thanks, MrClassic.

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    [Only registered and activated users can see links. ]
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  7. #127  
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    Quote Originally Posted by Luke132 View Post
    can someone explain what the fuck a magic string is

    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]

    String might refer to any of the following: . Bow string, an item created by using flax with a spinning wheel, and used in Fletching to make bows; Crossbow string, an item created by using sinew with a spinning wheel, and used in Fletching to make crossbows; Magic string, an item created by using Magic tree roots with a spinning wheel, and used in Crafting to create Nature amulets
    [Only registered and activated users can see links. ]
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  8. #128  
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    Quote Originally Posted by Tyluur View Post
    Wtf? I thought you guys would've given up by now.... Wow looks good...



    This looks good, although the varpset access seems a bit too verbose and magic string oriented...
    Quote Originally Posted by Dread View Post
    Can you elaborate on how you think its "magic string oriented"? I'm planning to allow use of array indexing to help make it less verbose
    Quote Originally Posted by MrClassic View Post
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    oh, ok, lol, thanked++

    edit : ive had a few beers idk whose trollin anymore, u linked an rs item but hes talking about codeing in the magic string sentence idk man idk, ill go for the classic...
    looks good nice work rep++

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  10. #129  
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    Quote Originally Posted by Luke132 View Post
    u linked an rs item but hes talking about codeing in the magic string sentence idk man idk
    No I didn't link an rs item brother I linked this [Only registered and activated users can see links. ]

    Why's the twisted bow so large here btw

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    Quote Originally Posted by Tyluur View Post
    No I didn't link an rs item brother I linked this [Only registered and activated users can see links. ]

    Why's the twisted bow so large here btw
    why's your 4head so large
    Quote Originally Posted by MrClassic View Post
    Arham is the official thanker!
    List of my work [Only registered and activated users can see links. ]!
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