unidPilgrimClass

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george moromisato
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Player ships have a parameter to set the "character class." For example:

Code: Select all

<ShipClass unid="&scSapphirePlayer;"
   ...
   characterClass="&unidPilgrimClass;"
   ...
</ShipClass>
Here's how you should use this parameter:

1. If you're creating an adventure or extension in which you want the player to be a pilgrim (i.e., called by Domina) then you MUST set characterClass to unidPilgrimClass. All extensions prior to API Version 22 will default to unidPilgrimClass, if unassigned. But starting with API Version 22, you must manually specify this (or it will assume no character class).

2. If you're creating a different kind of character, you should omit the characterClass parameter or define your own value.

3. If you're writing a mission or dock screen, check the player's character class before assuming the player is a pilgrim. For example, if a mission is only valid for pilgrims, then check the character class and don't offer it to other classes. Starting in 1.3 RC 1 there are now some missions that are only available to pilgrims. In the future, Domina powers, offering items at the Sisters, etc., will only be available to pilgrim characters.

4. There are still many places in the core game that assume the character is a pilgrim. The work of fixing all these places won't happen until 1.4 (end of 2014) at the earliest.

5. NOTE: For Player Ship Drones or other extensions which change ships, I need to do some work in the engine to transfer the character class between ships. [But this work will not be done for 1.3 RC 1. Let me know how important this is.]

6. My plan for defining new character classes is to create a core adventure for each class. Just as the pilgrim class has The Stars of the Pilgrim as its core adventure, other character classes will have their own core adventures. There will be one new character class in 1.4 by the end of the year. Others will come in time.

7. You are free to create your own character classes, but since the system is still embryonic (and since the core doesn't complete handle it) I recommend that you wait until at least one other character class is released.
PM
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Will pilgrim class continue to be defined and bound within playership entities? It would be nice if that was no longer the case; otherwise, there would be one playership entity per class. This would take many unids for mods that add many playerships.
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george moromisato
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PM wrote:Will pilgrim class continue to be defined and bound within playership entities? It would be nice if that was no longer the case; otherwise, there would be one playership entity per class. This would take many unids for mods that add many playerships.
Ultimately (post 1.3) it will have to be set at the ship-instance level (i.e., objSetProperty will be able to set it). The setting on the <ShipClass> will only be the default. This solves the problems with changing ships and even allows for switching classes in the middle of the game.
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pixelfck
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Code: Select all

<ShipClass unid="&scSapphirePlayer;"
   ...
   characterClass="&unidPilgrimClass;"
   ...
</ShipClass>
Hmm, does this mean the engine selects a list of ships for an adventure based upon the characterClass-attribute? In other words: will &unidPilgrimClass; (exclsively) bind to the Stars of the Pilgrim adventure?
Or does an adventure get a method of specifying which characterClasses are eligible for this adventure?

Also: does the characterClass-attribute accept a list of unids?

Cheers,
Pixelfck

P.S.
Wouldn't it make more sense to have this characterClass-attribute specified on the gPlayer instead of on gPlayerShip?
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