Blank (Dummy) Modular Python EventManager

Afforess

The White Wizard
Joined
Jul 31, 2007
Messages
12,239
Location
Austin, Texas
So, us Rise of Mankind modmoder's are hitting all kinds of snags with the, well, lets say, "lackluster" way that BUG implements modular python. We can't have entries in the init.xml that don't actually reference a file, (Which could be used to create a universal init.xml config file so that we don't overwrite each other's when users install.). It justs causes annoying errors. So, then, we began creating dummy files that the init.xml referenced, but did nothing. This worked at first, but I fear the way I made them initially was slowing down the game. (They were the same python as the real file, except any odds of the action, like in the "War Prizes" python file, were set to 0%. This slows the game down, running all those checks, every combat, only to find that in the end, the odds are always 0...)


  • Either we need a true dummy file, with no real code in it that doesn't slow the game down.
(I have been unsuccessful in creating on myself. I am terrible at python.)


  • Or the init.xml shouldn't complain in-game when it references a missing file.

I know this post sounds more like a demand, and I really do appreciate all the work you guys do here. However, this issue has been causing us a lot of headaches, and it needs to be addressed.
 
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