So I recently went through tragedy that is known as making a workable bank for an RPG, at least the typical banks. I have heard that backup banks are a good idea, but I'm having trouble thinking about it. Why yes, it is good to have backups of things, but if you are constantly saving, won't this simply corrupt your backup bank right along with the normal? Wouldn't this sort of defeat the purpose? Of course you could just not save to it most the time, but then it isn't such a good backup either. Also, how does one know the bank has been corrupted, is that when you get the empty string?
Just would like to know more about such things before I bother adding backup banks.
I see no reason to have a backup bank created for your map. Duplicating your own bank might be usefull when you're playing somebody else's RPG and you want to back up your charactor or stats. But you only get 8kb of bank space per player (not per bank), so I would make your map back up banks. I've never heard of a bank getting corrupted before (unless something was wrong with the bank triggers in the map, of course).
I see, well I did pretty good on it so far anyways, 242 values stored in about 1.5 kb, without compression. (I'm currently still failing at using those functions, lol). Okay with that said I won't bother attempting to make backups, may try my hand at starcode after I get some rest from the joy of making my bank work the first time, lol.
Backup bank is a bad idea because of the limit and normally banks don't break, at least not in my map anymore.
The only problem banks have is that they aren't loaded properly in a multiplayer game, if they are to large. So in general, don't use unverified banks (signature) [exception: empty bank, because it's a new player] and always save at least 1 thing into the bank (e.g.: a bank version to be able to migrate data for new map versions, etc...). Never save a unverified bank that had entries at start.
Regarding the too large issue, yea I hit that a little bit, although some of it was me being too freaking tired and forgetting to increment i. I ended up getting to do a triggered/behavior/effect workaround to that problem. The main thing was the item populate functions I was having to run using a database of strings, oh and of course putting the items in the right spot, and making the little charged items have the correct # of charges.
If it is loading good every time when I am testing it, can I assume that it is safe for other players as well?
So I recently went through tragedy that is known as making a workable bank for an RPG, at least the typical banks. I have heard that backup banks are a good idea, but I'm having trouble thinking about it. Why yes, it is good to have backups of things, but if you are constantly saving, won't this simply corrupt your backup bank right along with the normal? Wouldn't this sort of defeat the purpose? Of course you could just not save to it most the time, but then it isn't such a good backup either. Also, how does one know the bank has been corrupted, is that when you get the empty string?
Just would like to know more about such things before I bother adding backup banks.
@Deadzergling: Go
I see no reason to have a backup bank created for your map. Duplicating your own bank might be usefull when you're playing somebody else's RPG and you want to back up your charactor or stats. But you only get 8kb of bank space per player (not per bank), so I would make your map back up banks. I've never heard of a bank getting corrupted before (unless something was wrong with the bank triggers in the map, of course).
@zeldarules28: Go
I see, well I did pretty good on it so far anyways, 242 values stored in about 1.5 kb, without compression. (I'm currently still failing at using those functions, lol). Okay with that said I won't bother attempting to make backups, may try my hand at starcode after I get some rest from the joy of making my bank work the first time, lol.
Backup bank is a bad idea because of the limit and normally banks don't break, at least not in my map anymore.
The only problem banks have is that they aren't loaded properly in a multiplayer game, if they are to large. So in general, don't use unverified banks (signature) [exception: empty bank, because it's a new player] and always save at least 1 thing into the bank (e.g.: a bank version to be able to migrate data for new map versions, etc...). Never save a unverified bank that had entries at start.
You might want to read how I treat banks in more detail here.
@Ahli634: Go
Regarding the too large issue, yea I hit that a little bit, although some of it was me being too freaking tired and forgetting to increment i. I ended up getting to do a triggered/behavior/effect workaround to that problem. The main thing was the item populate functions I was having to run using a database of strings, oh and of course putting the items in the right spot, and making the little charged items have the correct # of charges.
If it is loading good every time when I am testing it, can I assume that it is safe for other players as well?
My Bank to SQL program paired with some PHP allowed me to keep bank backups on my webserver.
@Deadzergling: Go
"So I recently went through tragedy that is known as making a workable bank for an RPG,"
made me lol bc i know that pain
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