原先發佈於:BungieNetPlatform
Unfortunately, DestinyScriptedSkullDefinition ended up only being definitions for skulls used in Prison of Elders. This is an unfortunate workaround that was brought about because most skulls are defined directly on activity definitions (which is why you're seeing the results you are seeing from the Advisors), and prison of elders had them defined in a different and less data driven way, so we built DestinyScriptedSkullDefinitions to give people some information about the "script-driven skulls" that came with Prison of Elders.
I would love it if the "normal" skulls defined on activities were globally defined with their own definitions [and I'd love it even more if we didn't have scripted skull definitions, which are an unfortunate hack for an incompatible set of skull definitions], but at this time each activity can potentially define its own skulls and there is no central repository for them. (this is a similar problem to talent nodes if you ever dig in there... two nodes may have the same name, but actually end up with entirely different properties because they are defined differently in the game's content. So too for skulls, which is why we don't provide a single central reference for them at this time)
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由VThornheart編輯: 2/23/2017 2:31:03 AMOh! I was so busy explaining why we don't have a set of definitions for all skulls that I lost sight of the original question! My apologies! So, the trick here is to pass a different locale into the AdvisorV2 endpoint - pass the querystring param "?lc=de" for example and you will get German. Do that as needed for any other of the supported locales, replacing de!
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Oy, yeah! It is an ocean of data in the APIs. Unfortunately, the size of it is partly why we haven't taken the time to document it well yet. There are definitely lots of properties I'd like to add documentation to, others that have some I'd like to expand on, and concepts I would like to write whole articles about to explain how they work and interact with other components. Unfortunately, we seem to be perpetually at a loss for time to do such things... but providing that info is definitely something I have on my radar, I just don't know when. Until then, this forum serves as a great place to ask questions when you see something confusing, and the unofficial documentation people have written (see the sticky post!) Is great and continues to get better! I definitely recommend checking there too.
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由Aeon_Sake編輯: 2/23/2017 3:00:07 AMIt would be awesome to have a complete documentation in one place. But I understand your lack of time to do this rather huge project. Yes, I checked all the sticky posts before, I just couldn't find the answer to my problem before. On a side note: Will the API change entirely for Destiny2 (or whatever the release title will be) or will it keep this sort of structure? EDIT: Oh my...I just checked the locale parameter for the advisors...seems like my current cross-reference checking process is completely unnecessary...all the required data is just right there! Dammit.
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Aye, I totally agree. It has been a bummer that we've gone this long without good, real documentation. It is definitely something I want to correct for future revisions if I can find the time needed to do so. What's Destiny 2? :) However, we do want to have a "v2" of the APIs at some point in the future, which among other things will have a goal of making more uniform definitions and contracts, and greatly simplify and reduce the number of similar-but-not-quite-the-same contracts that we have right now. I can't go into detail about what that will look like yet. But stay tuned here!
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[quote]more uniform definitions and contracts[/quote] Always a good thing for APIs ^^ I'll definitely stay tuned here, this group has helped me a lot so far and it's great to be among other developers. Thanks again for your time and patience with me as I'm still very new to working with APIs in general. Keep it up, Cheers!
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由Rafiki編輯: 2/23/2017 12:20:25 AMWell this explains a lot. I had actually wondered the same thing, but just chalked it up as one of those questions I didnt need answered because I didn't think anyone would be able to answer aside from Bungie or another programmer. I am glad to know a little more.
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Agreed. I would actually love to start dev Q and As with you guys for the people like the above and myself who have questions about the technical side of the game just to help clear up some of the minor confusions or to know what the game engine is truly capable of. I have been wanting to know more so I can beef up my resume and help understand and have a hand in shaping the future of my favorite development team and games. Anyway, enough of my rambling dreams. Thank you very much for responding here and helping clear up a bit of the confusion.
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You have come to the right place! Though there are a lot of things I can't talk about - both because I have no exposure to them and also because of normal "keep it secret" situations - I and this forum is definitely here as a space to answer questions about the API and its many eccentricities! So ask away!