Kroniedon wrote:From what I gathered from what I was told by others, I had assumed that when it was active that it was active for all players server wide. I apologize for my assumption. I only check here maybe once every few months so everything I know of the actual mechanics here are based upon my own knowledge of PSO plus what travels through the grapevine. I'm glad that's all cleared up.
As Aleron Ives said (I think he's becoming my spokesperson or something
![Laughing :lol:](./images/smilies/icon_lol.gif)
), we like choice. We know that there'd be a whole bunch of people who would revolt if we were to activate it server wide and force it (although, in many cases they'd probably never notice).
The Sylverant software is pretty impressive.
![Smile :)](./images/smilies/icon_e_smile.gif)
But using it still wouldn't be nearly as fun as creating my own software.
I can certainly relate to that, after all, Sylverant is my baby.
Also, I didn't mean for it to come across that I felt that Sylverant had no player options. I was just giving my reasoning for why I wouldn't want my community to have such a feature, based on what I knew of how it worked. No harm intended.
![Smile :)](./images/smilies/icon_e_smile.gif)
Its all good. Sometimes things get blown out of proportion when new stuff gets introduced, and some people take it the entirely wrong way. The people who take it the wrong way tend to be the ones that speak the loudest on those features, so more people get the wrong idea.
Kroniedon wrote:Just let me know when you want to get together to get something going.
![Smile :)](./images/smilies/icon_e_smile.gif)
At the moment, I'm pretty busy with my studies (I'm pursuing a Masters Degree in Computer Science), but I'm open to stuff at just about any time. It'd probably help to have a bit of advance notice, since it may require adding code to the Server.
Kroniedon wrote:A server sided common bank would be something that I'd be interested in launching inside my community and a feature I plan to work on. The way I see it, there are 2 real viable ways of doing this. In both ways, you'd need a database tied to the server. Now for the first option, set the database to organize by Guildcard# and put the function in the login menu. I guess the best example of this currently is Chaos's recovery server, which if I remember correctly saves the data of the item you recovered to the user for faster recovery later on.
The second option I see would be to make it in the form of a quest. The only problem I'd have with that is writing from the client to the server, which admittedly, I haven't figured out how to do, but maybe you all have?
Again, I'd be more than happy to offer my help here if you'd like it, but quite frankly my database skills suck.
Well, Sylverant is backed by a database already. Basically, my idea for a server-side bank would be to push everything for it through the shipgate (since in Sylverant, the only two pieces that directly touch the database are shipgate and login_server -- ship_server, since it can be run from outside the machine with the database, does all its database communications through shipgate). From there, it'd be pretty easy to add a table to the database for holding the items that are in the bank (in fact, there actually is one in my database, its just empty). Something to this effect:
Code: Select all
mysql> desc bank;
+------------+------------------+------+-----+---------+-------+
| Field | Type | Null | Key | Default | Extra |
+------------+------------------+------+-----+---------+-------+
| account_id | int(11) | NO | MUL | NULL | |
| item1 | int(10) unsigned | NO | | NULL | |
| item2 | int(10) unsigned | NO | | NULL | |
| item3 | int(10) unsigned | NO | | NULL | |
| item4 | int(10) unsigned | NO | | NULL | |
+------------+------------------+------+-----+---------+-------+
5 rows in set (0.00 sec)
Since the bank would be common to a person's account, any guildcards registered on that account would have access to it. Any add/delete operations would have to go through the shipgate for authorization (obviously), which would prevent you from having two clients in the game at one time (on different versions) and being able to use it for duplicating items. From there, it would be possible to use one of the dialog boxes like what is used for picking a ship, block, or information at the desk (for v1/v2/pc) to display the list of items to the user. There are only two difficulties in this approach in total. First is that the server needs to know exactly what is in the user's inventory at all times. This is a problem that is also apparent in Blue Burst, since the server needs to know that there as well. So, Blue Burst support would effectively make this not really a problem (since the same code could easily be ported back to the earlier versions in Sylverant's architecture). The second problem is how to get items into and out of the user's inventory. This is simple in Blue Burst, since there are dedicated packets for doing so, however in the earlier versions there are no such packets.
Oh, and if you need any help in database design, while I can't promise I'm a master of it, I have been through two separate Databases courses in my time as a student (one undergrad and one grad-level), so I might be able to help. Also the
Sylverant database layout might potentially be a good reference, since I've tried to think things over with it as I went along. Of course, since its changed over time, it may not be the best layout for the data at this point, but it works out pretty well.