Limit to string variables?
#1
Posté 12 novembre 2010 - 10:29
#2
Posté 12 novembre 2010 - 11:18
#3
Posté 13 novembre 2010 - 12:06
If you are asking about the string name in a script there may be a compiler limit given to the length of the names I do not know. the lables in the script will be converted to offsets to the data on the stack when compiled with the lable never being saved.
For local variable names( vars stored on objects) the name for the var is the same data type as the strings, Giving the max length for the var name 4GB. I would hope you keep things well below the limits and even the suggested 1024 character limit. Yuo can hit performance problems if you start making lables or strings too big.
#4
Posté 13 novembre 2010 - 01:13
The string I'm thinking about replaces the journal, so it's a stringing together of (shorter) journal entries. And I was wondering if there's a chance it won't store any more characters after a certain size. Since this is for a PW performance might be an issue, too. On the other hand maybe 20-40 phrases might not be anywhere near 1024 bytes, or is it? Frankly speaking, I have no idea...
:innocent:
One thing I forgot to mention is that this string is stored in the mod's database, does that change anything, make things worse?
#5
Posté 13 novembre 2010 - 02:05
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn.
WARNING: To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a cleric must have a Wisdom of 12.
- Hit Die: d8.
- Proficiencies: All simple weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored).
#6
Posté 13 novembre 2010 - 02:48
#7
Posté 13 novembre 2010 - 02:56
#8
Posté 13 novembre 2010 - 04:31
Modifié par olivier leroux, 13 novembre 2010 - 04:31 .





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