Skill renaming doesn't rename in appropriate source files

Posted by Meerclar on Wed 13 Nov 2002 09:59 AM — 5 posts, 27,271 views.

USA #0
Recently changed a few (8) languages from generic fantasy to SB:R specific languages via the rename flag in sedit. Sadly the changed languages do *not* seem to have changed in the languages.cpp file. Is the rename capability incomplete or was it never intended to be used in quite that fashion?
Australia Forum Administrator #1
I am not an expert of DoT but think I can safely say that you would not expect game editing commands to change the source code files. You would need to do that manually (and then recompile, restart the server etc.).
USA #2
For a standard ROM derivitive that would be true, but Kalahn has designed DoT in such a way that skill/spell names are dynamically defined without ever needing to touch the hardcode once the supporting functions are written and in the necessary tables. It is also possible to edit 99% of the game settings- recall, morgue, starting maps, school objs, etc -via gameedit without needing to recomiple and hotboot. Any other codebase would be guaranteed to need hardcode changes to do what I even attempted to do but DoT *might* be an intended exception to that rule.
United Kingdom #3
The language lookup table and language name references ar currently hardcoded, therefore that aspect of renaming the skill has to be done manually at the source level.

- Kal
USA #4
From my experiences in the past, sedit is great for spells, but for renaming skills is actually a dangerous thing to do. It often leads to command interp glitches and bugs. I've often contemplated on making a special skill-editor, but figured it would be a general waste of time.