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Modules, Themes and other customizations for your game => Completed Modules for version 1.x.x => Topic started by: Kujaku on November 20, 2004, 11:01:46 AM



Title: House System Module
Post by: Kujaku on November 20, 2004, 11:01:46 AM
This is my First Module i ever posted, i coded it all for myself and there is an sql file for german translation in the zip
sry, but the systemmails are german in this file, you have to translate it ...
http://dragonprime.net/users/Kujaku/house.zip (http://dragonprime.net/users/Kujaku/house.zip)
I think it was good work and i hope for constuctive criticism


Title: Re:House System Module
Post by: Sichae on November 20, 2004, 01:56:13 PM
This is kinda odd...
Quote
* runmodule.php?module=house&lo=house& - House module for Legend of the Green Dragon 0.9.8+
 * by James M Burke (jburke -at- jbctech -dot- com)
 * Version 1.0 released on September 18, 2004

Apparently, JBC had a copy of this module, and this person got a hold of it. Transalated it over to German, and is releasing it back over.

Hrm.. Well, I will be taking a look, since this seems to be a working housing script.


Title: Re:House System Module
Post by: Kujaku on November 20, 2004, 02:18:52 PM
nop, sry i just used one of JBCs modules as a template because this is my first module, i will change it immediately
i think it was the flirt module, so you can check it out for yourself (the date)

btw i need a better system for safe logoff, i just set alive=0 and that works fine, but the shows dead in the warrior lists, if i change something with the location i would need a new hook in the login.php to set the location back to the village

with this system you can build up a house at any location and it only showes up at this location.
but i wasn't able to test it enough

and sorry, i'm not able to write commentaries when i'm sunk in the code


Title: Re:House System Module
Post by: Sichae on November 20, 2004, 03:41:30 PM
I was just wondering, does this module even work correctly?

On my testing server (I am transalating the System Mails and testing the mod) I am unable to get into the residential quarter...

Code:
SELECT * FROM keys WHERE ownerid='1' AND location='Degolburg'

Always get this error... and that means there is:

1. No way to build a house
2. No way for this mod to work right...



Title: Re:House System Module
Post by: Tarus on November 20, 2004, 04:31:02 PM
Theres a simple way to bring that modul up running. But it's connected on the old 0.9.7 house modul. but it's still workin. but not fine  :-[


Title: Re:House System Module
Post by: Arune on November 21, 2004, 12:07:51 AM
looks like you have put alot of work into this. Looks promising.

Will you be updating this as you progress?


Title: Re:House System Module
Post by: XChrisX on November 21, 2004, 12:11:26 AM
I have a working housing script ready (including key-genereation over hunters lodge, reparing lost keys (when players delete there accounts), building houses and safe logoff ...

I'm still working on translation readiness and some other bugfixes, so i will not release is publically now, but if anyone wants to see this code, PM me ;)

Maybe Kujaka, you could find an idea for safe-logoff there for your own script... :)


Title: Re:House System Module
Post by: Kujaku on November 21, 2004, 01:00:59 AM
Quote
On my testing server (I am transalating the System Mails and testing the mod) I am unable to get into the residential quarter...

hmm, it did work on my server, but as i said i could't fully test it out.
please post or mail me the exact error and locatoin

Quote
Theres a simple way to bring that modul up running. But it's connected on the old 0.9.7 house modul. but it's still workin. but not fine
i coded it from 0.9.8-pre8 there is NO connection to 0.9.7, please report the errors to me more exactly and i will fix it

Quote
looks like you have put alot of work into this. Looks promising.

Will you be updating this as you progress?

of course *g*

Quote
I have a working housing script ready (including key-genereation over hunters lodge, reparing lost keys (when players delete there accounts), building houses and safe logoff ...

I'm still working on translation readiness and some other bugfixes, so i will not release is publically now, but if anyone wants to see this code, PM me

Maybe Kujaka, you could find an idea for safe-logoff there for your own script...
someone already sent me an idea therefor and i will try it immediately, if you have a house script, if you want we merge them and put out an official version?

Version 1.1 is out!
i just edited the safe logoff system, it now shows the name of the house as location and works...

i will code something else now, until you send me the bugs!


Title: Re:House System Module
Post by: Tarus on November 21, 2004, 09:56:53 AM
Same SQL error.

SELECT * FROM keys WHERE ownerid='2' AND location='Degolburg'
You have an error in your SQL syntax near 'keys WHERE ownerid='2' AND location='Degolburg'' at line 1

With my own SQL Database and some modifications in your housescript  it works.


Title: Re:House System Module
Post by: Kujaku on November 21, 2004, 02:59:01 PM
Updated to Version 1.2!
the SQL error should be fixed, thanks to Tarus!

it seems that keys, which was the name of the table is a mysql keyword, that is because i didn't have any problems on my servers (i use prefixes, so the table name actually was lotgd_keys)


Title: Re:House System Module
Post by: Sichae on November 21, 2004, 04:05:05 PM
Ya know what you could add?

Gem Storage and have an Admin Setting so that it can be turned on/off. ^.^

As well, you should kinda add in a time, when a person needs to stop extending their house. Like maybe, once they have 10 keys, block the extend nav.


Title: Re:House System Module
Post by: Tarus on November 21, 2004, 04:22:01 PM
So, i tested and it works. Some little bugs were found.

1. House Listing in Towns dont work. Only one House will shown on List but in every Town.

2. Nav Restore dont work. After Login, u Stand in Town and not in House ;)


Nun auf Deutsch:

Huser werden nicht aufgelistet, nur das erste Haus wird angezeigt. Allersdings kann man sein eigenes Haus, auch wenn es nicht angezeigt wird betreten. Das eine Haus ist berall zu sehen, also in jeder Stadt.

Das man im Haus aufwacht, funktioniert nur bedingt, oder garnicht.

Habe eine kleine nderrung vorgenommen und schicke sie Dir zu.

Greetings
Tarus


Title: Re:House System Module
Post by: lonnyl on November 22, 2004, 05:44:04 AM
1. House Listing in Towns dont work. Only one House will shown on List but in every Town.

changing lines 732-746 to this should help (didn't test)
Code:
$i ++;
            rawoutput("<tr class='".($i%2?"trlight":"trdark")."'>");
            rawoutput("<td>$i</td><td>");
            output_notl(get_module_pref("name","house",$row['userid']));
            rawoutput("</td><td>");
            $sql = "SELECT name FROM ".db_prefix("accounts")." WHERE acctid=".$row['userid'];
            $result = db_query ($sql);
            $row2 = mysql_fetch_row ($result);
            output_notl($row2[0]);

            $housesize = get_module_pref("housesize","house",$row['userid']);
            rawoutput ("</td><td>");
            if ($housesize > 0) output_notl("$housesize");
            else output("`6In Construction");
            rawoutput("</td></tr>");

I haven't tested this (my test server isn't running this moment).....
I can't see running this until breakin's are possible.... (didn't see any code for this)
Gold and Gem storage should clear after dragonkill (this was a major unbalancing factor in anpera's 97 housing)


Title: Re:House System Module
Post by: lonnyl on November 22, 2004, 05:48:06 AM
2. Nav Restore dont work. After Login, u Stand in Town and not in House ;)

Found a typo on line 118 should read
Code:
         $sql = "UPDATE ".db_prefix("accounts")." SET loggedin=0,location='".ereg_replace("`.","",get_module_pref ("name","house",$id))."' WHERE acctid=".$session['user']['acctid'];

hope that fixes it...


Title: Re:House System Module
Post by: Sichae on November 22, 2004, 07:07:46 AM
Gold and Gem storage should clear after dragonkill (this was a major unbalancing factor in anpera's 97 housing)


Kujaka, add these things into the dohook/install:
Code:
function house_install(){
module_addhook("village");
module_addhook("dragonkilltext");
return true;
}
function house_dohook($hookname, $args){
   global $session;
   switch ($hookname){
    case "village":
      tlschema($args['schemas']['tavernnav']);
      addnav($args["tavernnav"]);
      tlschema();
      addnav("Residential Quarter","runmodule.php?module=house");
   break;
        case "dragonkilltext":
                 set_module_pref("treasure",0);
                 //set_module_pref("gemsintreasure",0);
                 //That part is for if you decide to store gems as well.
            break;
   }
return $args;
}


Title: Re:House System Module
Post by: Sichae on November 22, 2004, 07:18:02 AM
As well, Lonny, I know you hadnt tested out that code, but it does present a SQL syntax error. Well, at least I think it is that line, but the SQL error page isnt exactly specific ^.^

Code:
SELECT name FROM accounts WHERE acctid=

You have an error in your SQL syntax. Check the manual that corresponds to your MySQL server version for the right syntax to use near '' at line 1

And as the code did kinda work before these mods you suggested, then it is somewhere in your code. I have tried a lot of things to get it to work right... but it just wonrt budge...


Title: Re:House System Module
Post by: Kujaku on November 22, 2004, 09:00:20 AM
i'll do that, but the treasure with settings because it dousn't provide more gold than another player could send you, so it is balanced...

i didn't think of a gem storage, but if you guys like it, i will code it
and thanks for the code ;)
and many thanks to lonnyl for the codefixes, i will test it soon, next weekend, i hope i have the time to take on XChrisX's house system, merge them and put out a better version ;)

i think, i'll make much more admin options for this module, so you can turn off/on nearly everything


Title: Re:House System Module
Post by: Sichae on November 23, 2004, 04:01:24 PM
: smiles and hugs ye tightly :

Im sorry, but I just couldnt resist.

http://dragonprime.net/users/Sichae/house.zip
  • As this is a mainly english release, I didnt include the German Translation SQL file with it.
  • I made all of the variables local, so they can be easily configured from the module itself, without mucking into the game bank settings.
  • Made the Village nav a bit nicer than Residential Quarter
  • Made the Welcome Title, an Estate Description and set it in a text area. Much Larger ^.^
  • Added a gem storage ^.^
  • And I transalated the System Mail ^-^ I didnt take 4 years of German for nothing.
Well, Kujaka, you can go ahead, and add in all of the Admin Controls and Defaults and fix the SQL calling errors. I am kinda tired, or I would do it myself.


Title: Re:House System Module
Post by: Sichae on November 23, 2004, 04:05:53 PM
As a side note, I am really loving the new JS workings in Module/All settings... It is so convient and allows for much easier grouping.


Title: Re:House System Module
Post by: Kujaku on November 23, 2004, 10:03:47 PM
god job, thanks, but i already made a gem storage system, and the admin configuration is completed
Tarus helps me testing and when i eliminated some bugs i will release it


Title: Re:House System Module
Post by: Sichae on November 24, 2004, 11:13:56 AM
In my honest opinion, you should keep the modifier/bank settings local. As in, inside of the game settings. Put them up in the settings, Like I had done, then have it call them in. It makes the code much neater and allows it to be controlled from there and apart from game settings.


Title: Re:House System Module
Post by: Kujaku on November 24, 2004, 11:27:13 AM
maybe, but it would eliminate the balancing...
you shouldn't get more gold than you can get transfered form another player, it is ust another way of transfering money, a very useful one, because you can get the money at the time you want it


Title: Re:House System Module
Post by: Sichae on November 24, 2004, 11:37:18 AM
Actually, it is a housing system, and should be seperate from the bank.

Having the variables local, still can provide a balance. Each server should have the ability to have a different way to handle this. Keeping them local, 1) It is easier to define the variables 2) Can provide a different system for dealing with transfers.

Most people that I know, do not even have gold transfers on their server. So, having these variables apart, will eliminate any confusion.

And if you actually took a look, at how I had it set up, you will see that they are the same exact ways that the bank settings are set up. I had all of the stoppers set in. A limit to the amount of withdraw, how many times.  Just localized.


Title: Re:House System Module
Post by: Kujaku on November 24, 2004, 11:42:34 AM
in know, that is the reason for one of the admin options ;)
i did this some days ago, but there are still some strange main errors i'm working on

and you still don't understand, yes it is the same system, but you can get the money from the bank too in your system, so you can get much more money as if you combine them!
in fact to combine them doesn't change anything at the balance, but your system does


Title: Re:House System Module
Post by: Sichae on November 24, 2004, 11:45:46 AM
Well, mine is working quite nicely and is sitting away. I could help you with it, if you want ^.^ Just PM the code to me and I shall run through it.


Title: Re:House System Module
Post by: Kujaku on November 24, 2004, 11:48:18 AM
hmm, i actually think, that this errors don't base on my script, that are a sort of conflicts with other modules,
but this is what i have to test right now ^^


Title: Re:House System Module
Post by: Sichae on November 24, 2004, 11:52:29 AM
Okay, well goodluck with it.

Remember:
  • $session['user']['level'] is better than $session[user][level]
  • Try renaming your variables, to other things
  • Try keeping everything local, unless it is working with a module, and you know the path is straight and direct
  • Dont be afraid to ask for help.

Hope that helps.


Title: Re:House System Module
Post by: Sichae on November 24, 2004, 11:55:28 AM
and you still don't understand, yes it is the same system, but you can get the money from the bank too in your system, so you can get much more money as if you combine them!
in fact to combine them doesn't change anything at the balance, but your system does

What do you mean? It wouldnt affect the bank at all... since the variables are local and not joined to the bank...

I really don't understand what you are trying to say... as I have said, I do not and will never have Gold Transfers on my server. So, this system works for me. Checks can be installed to turn off withdrawl, storage and such...


Title: Re:House System Module
Post by: Kujaku on November 24, 2004, 12:01:31 PM
Quote
$session['user']['level'] is better than $session[user][level]
i actually do that everytime, it should be rather rare in my code

Quote
Try renaming your variables, to other things
in which way, do you mean?

Quote
Try keeping everything local, unless it is working with a module, and you know the path is straight and direct
i'm no noob programmer, i know it, maybe i don't know some htings about php, but i codet C since i remember and it is the same principle

Quote
Dont be afraid to ask for help.
No Problem ;)

then you should turn the storage system at your server total off, or the key system, because with my house system you can share money with others!


Title: Re:House System Module
Post by: Sichae on November 24, 2004, 12:03:54 PM
See, for a while I had bene using your system. With everything feeding from game settings. And I could only withdraw once perday. I could only do a max withdraw, then it would be finished. Changing the variables over to a local setting, cleaned up that issue and in essence, does work better.


Title: Re:House System Module
Post by: Sichae on November 24, 2004, 12:05:41 PM
i actually do that everytime, it should be rather rare in my code

in which way, do you mean?

i'm no noob programmer, i know it, maybe i don't know some htings about php, but i codet C since i remember and it is the same principle

No Problem ;)
I did look through your code, and found some without the ''

Variables with close names, are hard to keep track of.

Yes, C and PHP do share some of the same logic.


Title: Re:House System Module
Post by: Kujaku on November 24, 2004, 12:07:12 PM
i know, that IS in fact the reason for the admin turn on/off everything


Title: Re:House System Module
Post by: Sichae on November 24, 2004, 12:09:04 PM
And besides, settting a limit on the amount to deposit, is rather synical... how is someone supposed to deposit over 90,000 if they can only do about 75 at a time?


Title: Re:House System Module
Post by: Kujaku on November 24, 2004, 12:09:51 PM
Quote
Variables with close names, are hard to keep track of.
thats right, but i didn't had any problems at all, maybe i'll do it, but it isn't essential

Quote
I did look through your code, and found some without the ''
As I said, it can happen, i will change that ;)


Title: Re:House System Module
Post by: Kujaku on November 24, 2004, 12:15:12 PM
see, it makes no sense with your changes and your lotgd settings, but in the basically version it looks like this:
you can store money instead of sending money to another player, and prevent it from losing when you kill the dragon
after you killed the dragon you can get a little amount of the money back, and the rest is for other players in your house

PS.: we should chat in irc or icq instead of spamming in this topic ^^


Title: Re:House System Module
Post by: Sichae on November 24, 2004, 12:18:19 PM
Okay, see. My LotGD settings, I had to alter, because of the funky system you had put in. If you look correctly, Gold Transfers are not enabled, thus making my LotGD settings, none of any concern.

The whole dragonkill thing, is an issue that was with 9.7 estates. And I had talked about putting in a function to take gold from the estae when a person DKed. Mainly, it should be the owner of the estate.


Title: Re:House System Module
Post by: Sichae on November 24, 2004, 12:52:18 PM
:: sighs softly ::

In the end, if you enjoy Gold Transfers in 98 and like how they work. Use Kujaka's.

If you want to keep it seperate, and have the control local, Use Sichae's.

We have been talking, and if we get down to brass tacks, it is mainly a conflict of opinions.

NOTE: Once I get to take a look at his latest version, I will choose whether or not to discontinue mine and just have patch files.


Title: Re:House System Module
Post by: Talisman on November 24, 2004, 01:50:10 PM
PS.: we should chat in irc or icq instead of spamming in this topic ^^

Funny....I was about to suggest the same thing.


Title: Re:House System Module
Post by: Arune on November 24, 2004, 01:51:15 PM
Why not make it admin on/off instead of having two seperate versions?

Is there also a newer version for this than what is posted originally? Because currently I can build a house, logout in the house...Come back and can't get into my house. I see my house is built, but unable to go into it.

Seems to be a location setting issue /shrug


Title: Re:House System Module
Post by: Kujaku on November 24, 2004, 02:12:20 PM
Quote
Why not make it admin on/off instead of having two seperate versions?
already done in the inofficial 1.3 which only sichae has ;)

Quote
s there also a newer version for this than what is posted originally? Because currently I can build a house, logout in the house...Come back and can't get into my house. I see my house is built, but unable to go into it.

Seems to be a location setting issue /shrug
you are able to get into your house but on login you are locatet in the main village, not in the village where you built a house
i try to fix that, but i don't know yet what exactly the problem is...
it seems, that the page restore doesn't work at all, but i don't know how to use that, i didn't need it before
if anyone has an idea, please help me ^^


Title: Re:House System Module
Post by: Sichae on November 25, 2004, 12:01:31 AM
One more thing to fix, (besides everything else)

Deposition and Withdrawing doesnt work in someone elses estate. Withdrawing, runs into SQL errors, about duplicate keys. Deposition doesnt effect that other estate any.


Title: Re:House System Module
Post by: WebPixie on November 25, 2004, 05:21:10 AM
One more thing to fix, (besides everything else)

Deposition and Withdrawing doesnt work in someone elses estate. Withdrawing, runs into SQL errors, about duplicate keys. Deposition doesnt effect that other estate any.

That error seems to revolve around no '' in the call (set_mod, sql,set_prefs). If some of your settings are two words this will happen. I just had to fix this in the racedwarf mod when I named the city a two word city and it didn't like it.



Title: Re:House System Module
Post by: Kujaku on November 27, 2004, 10:58:36 AM
Uptated to 1.3, many bugs fixed, many admin options added some little other gifts *g*
many thanks to Arune, Sichae, XChrisX and Tarus ^^
http://dragonprime.net/users/Kujaku/house.zip (http://dragonprime.net/users/Kujaku/house.zip)

German Translation SQL:
http://dragonprime.net/users/Kujaku/house_ger.zip (http://dragonprime.net/users/Kujaku/house_ger.zip)


Title: Re:House System Module
Post by: Sichae on November 27, 2004, 12:38:13 PM
Very nice. Two things though....

You have a typo, in the gemwithdrawline, that causes the person to say nothing.

And, to cover all bases, just add this into the getmoduleinfo:

Code:
),
"prefs-house"=>array(
"treasure" => "Goldtreasure,int|0",
"gemtreasure" => "Gemtreasure,int|0",
),
Between the Prefs and Settings. That is how I have it now, and it works beautifully. And you will have to change the get_module_pref to get_module_objpref...

OH MY GOSH... that is so stupid... everything works... except for the Withdrawing of Gold... Withdraw Gems, Works. Depostic Gems, Works. Deposit Gold, works. Withdraw Gold.. no workee..


Title: Re:House System Module
Post by: Kujaku on November 27, 2004, 12:39:52 PM
Quote
You have a typo, in the gemwithdrawline, that causes the person to say nothing.

fixed, thx

Quote
And, to cover all bases, just add this into the getmoduleinfo:

Code:

),
"prefs-house"=>array(
"treasure" => "Goldtreasure,int|0",
"gemtreasure" => "Gemtreasure,int|0",
),

Between the Prefs and Settings. That is how I have it now, and it works beautifully. And you will have to change the get_module_pref to get_module_objpref...

nope, i told you that i'll do it with sql queries because of the bug, and it works wonderful how it is now
(i didn't test gems, because i don't use them, but the gold system works!)


Title: Re:House System Module
Post by: Sichae on November 27, 2004, 12:51:25 PM
Im sorry, but I just took the one from your shared folder... and I can not withdraw Gold from an Estate.

Is pumps out "You withdrew gold from the chest!" no value given... no money taken out... no money given to the user.

In the Commentary, it says " <RPG> <-Kitsune Tech Sichae->  has withdrawn  gold from the vault."

It isn't recording a value for gold... but it does for the gold deposit...


Title: Re:House System Module
Post by: Kujaku on November 27, 2004, 12:55:30 PM
then, look after the error if you want, it works at BOTH of my servers and i have no time for today to fix it (it's hard to fix an error which doesn't show up)


Title: Re:House System Module
Post by: Sichae on November 28, 2004, 09:37:34 PM
The only way that withdrawing gold does work, is if you have is go off of the Bank Settings. If you try to have it other wise, it does not work. If you wish to have both function in there, make sure that they both do work.

As well, on line 431, you have an error.
Code:
module_get_setting
should be
Code:
get_module_setting


Title: Re:House System Module
Post by: Kujaku on November 30, 2004, 11:05:11 AM
ok, fixed this typo
and i set the bank link setting default to no, because of you problem -.-

...uploaded


Title: Re:House System Module
Post by: Perdition on December 01, 2004, 05:21:53 AM
I've had real probelms with this mod. My players would deposit gold in the chaest only to have it dissapear, and today the key information has been lost somehow. I changed the name of my village with might have something to do with it. Is anyone else finding this or is it just me?

Going looking for a clan barracks 0.98 mod now.  :(


Title: Re:House System Module
Post by: XChrisX on December 01, 2004, 06:03:49 AM
I think you should run an SQL-Command like

UPDATE housekeys SET location = '$newcityname' WHERE location = '$oldcityname';


I don't know your old and new names - so you'll have to replace the variables by yourself...


Title: Re:House System Module
Post by: Rowne on December 01, 2004, 06:15:48 PM
I really hate to be the bearer of bad news but I have to report the same as Sichae and whomever else reported the chest eating gold.  Everything seems to work fine, including the depositing of gold but I've had users report claims of "The chest eats ma golds!" because the deposit system works but the withdrawal doesn't.  I'm not actually sure whether this is actually being lost in deposit though and not actually reaching the bank or whether it's a withdrawal system failiure but my money's on withdrawal because it would seem logical considering the facts here.

Anyway, sorry about that but I have to add in on that bug report too.

Other than that this is a really good mod so you should keep developing it.  This is one my userbase has been very thankful of acquiring and even though there is the gold bug they've told me in no uncertain terms that the house system is not to go.  <.<  So I think they really like it even with the gold bug considered and to be honest, I do too.  Good work, man.


Title: Re:House System Module
Post by: Perdition on December 02, 2004, 10:13:55 AM
My players too, they love it, so please keep at it  :)


Title: Re:House System Module
Post by: Arune on December 02, 2004, 02:15:48 PM
Definitely eating gold.



Title: Re:House System Module
Post by: Sichae on December 02, 2004, 02:33:32 PM
Basically, my problem is that I tried to work off of my own settings, which in essence, did not work. So, I just altered the bank settings and set it over to that.

For right now, what I suggest to all of you that are having these "gold woes".

Pull up the configuration.php and change the values in bank settings, so that it is:
Code:
,range,1000,10000,1000|1000",

This will work, then switch the House System to work off of bank settings.

NOTE: This will not really work, if you do have gold transfers enabled on your server.

^_^


Title: Re:House System Module
Post by: Sichae on December 02, 2004, 07:50:04 PM
Just thought about a better way to handle withdraw/deposit commentary. As most houses, will be used for RP... the commentary can get in the way. So, proved an alternative:

System Mail.

Would work much nicer. Just YOM the Owner of the Estate.

Just have this in there, I coded it all up for ya:
Code:
$sql = "SELECT acctid FROM accounts WHERE acctid=$id";
            $result = db_query ($sql);
            $row = db_fetch_assoc($result);
            $subject = sprintf("%s has Withdrawn Gold", $session['user']['name']);
            $body = sprintf("%s `7has withdrawn `^%s gold `7from your vault", $session['user']['name'], $gold);
            systemmail($row['acctid'],$subject,$body);

And replace all values accordingly.

Also, it seems that one can not insert gems/gold, unless the vault is stocked over 1 unit.

If you have 0 in the vault, only the owner can deposit to make the value increase, then others can.

Very odd...


Title: Re:House System Module
Post by: Perdition on December 03, 2004, 02:20:15 AM
Tried changing the bank settings to ,range,1000,10000,1000|1000", but ofter depositing gold it still reported ERROR: There is no gold in the Chest! when attempting to withdraw.

 :o

EDIT: Noticed there is a 1.31 version now. Trying that one just in case.

... but it made no diference.


Title: Re:House System Module
Post by: Perdition on December 03, 2004, 05:16:15 AM
Hmmm.. I took the version from another user folder (Sichae's), and this one works better. I can deposit and withdraw gold and gems without error. However, if another keyholder tries to then they get a SQL error statement on their screen...


INSERT INTO module_userprefs (modulename,setting,userid,value) VALUES ('house','gemtreasure','1','400')

Duplicate entry for house-treasure-1 for key 1


This is reported earlier, but the fix is a bit vague... I'm trying to find the right line to alter but I'm struggling a bit.

There are only 2 insert statements in the code and I think the error is in the first one on line 252 (give keys to a player)

$sql = "INSERT INTO ".db_prefix("housekeys")." (ownerid, houseid, housename, location) VALUES ('".$to[0]."', '$id', ' ?".get_module_pref("name")."', '".get_module_pref("village")."')";


Title: Re:House System Module
Post by: Sichae at School on December 03, 2004, 10:09:45 AM
I really need to remove that version. I believe there should be a 1.31 version that should work.

You have to make sure all of the houses are in the village.

Run the SQL query that ChisX suggested. And I will try to help later tongith.


Title: Re:House System Module
Post by: Sichae on December 03, 2004, 12:23:38 PM
The one in my shared folder, is a really old file. Please, the one from his shared folder does work.

http://dragonprime.net/users/Kujaku/house.zip

Yes, it des work, just set it to work off of Bank settings and mod the configuration.php to suit your needs. It worked for me, and it should work for you.

Kujaku, I want to get together sometime over this weekend and run over a few new ideas, if that would be okay with you...


Title: Re:House System Module
Post by: Rowne on December 03, 2004, 05:01:02 PM
http://dragonprime.net/users/Kujaku/house.zip

Eee, a vowel off.  Easy mistake to make, I've made far worse in my time.  To save you the edit, there's the link.

(Edit 2) I've just tried that and with the collective effort of everyone in my userbase I can honestly say... it doesn't work.  I really dislike being hte bearer of bad tidings like this or be a WFM/DWFM person when I should be able to help but in this case, it's all I can do.

I tried it with bank or no bank and it's even eating gems.  Could there be any cause for this whatsoever?  I've never had standard village names so is it one hundred per cent reliant on out of the box village names?  I did change the village names long before even installing house the first time, however.

If anyone has any advice, I'd be extremely grateful.  As it stands though, I can't get it to stop eating gold or gems no matter which setting I use with 1.31.  It's a shame too because it's a really great module so I'm going to hold the user complaints at bay for the moment and hope this can be figured out.

(Edit 3) Oh, nevermind.  I seem to have something here.  Yay.

Out of curiousity, why doesn't this use $session['user']['goldinbank'] for the link?  It seems cleaner than using an SQL call but I stress now that I know nothing.  I realize this, I'm an idiot.  I'm just curious.

(Edit Final) I've combined those into one post.  Must get out of the guest mentality... it's been a while since I was a regular on any forum.


Title: Re:House System Module
Post by: Rowne on December 04, 2004, 12:48:39 PM
Well, I couldn't get the house system to work for me at all, no matter what I tried.  None of the settings made any difference, I fiddled with my bank endlessly, I tried linking it to the bank and not but no luck.  If it was linked to the bank I'd not be permitted to deposit and if I tried to withdraw I got an 'ERROR: No gold in chest.'  This was my own house too.

I was at a loss...

So I did the only thing I could.  I made a n00bish hack.

http://mastaile.mine.nu/stuff/house.zip

It's honestly not very good, I'm not personally satisfied with it and Kujaku's idea is much better so if you can get his to work for you then I strongly suggest that.  For those that can't, there's this option.  My users seem happy with it so it might be okay for your server too.

Basically, what I did was this:

I linked it directly into the bank itself.

What's the benefit of that?

Well, not much to be sure.  I did however allow a configurable amount of withdrawals different to those found in the bank.  So if you have your bank withdrawals set to 2 then you can set the withdrawals in this to 6, making the house a far more desirable thing (probably).

I just figured this was a better option than turning houses off altogether, as on a no-PvP server such as my own, houses become little more than trophies without some lure.

So there you have it.  As I said, it's honestly not very good but it may work for you, if it does, feel free to use it.  All credits go to Kujaku of course because it's his script, all the horrible patchy stuff is my own but I put no claim to it.

(Edit) Almost forgot, Link Transfer has to be on for this to work.  Otherwise it'll allow for infinite withdrawals.


Title: Re:House System Module
Post by: Perdition on December 06, 2004, 12:18:05 AM
I've tried the hacked version and Sichea's but no joy.

The hacked version has a bug where the gem value of a house can never be paid, and the chest issue is the same (though with a much funnier name!) ;o)

The closest I have come to a working verions was Sichea's old one where the banking worked a dream, but the give key function had problems.

If someone has a server this runs on could they send me a link so I can check the module versions  against mine, maybe it's not a house code thing... maybe it's bank code or something.



Title: Re:House System Module
Post by: Rowne on December 06, 2004, 06:58:33 AM
My version is still working fine as far as I can tell (I've done extensive testing) but I'm completely not satisfied with the solution, at all.  It sucks.

It sounds like the best one is Sichae's, across the board for compatability with numerous servers.  It might not be as feature rich but it does sound the most compatible of the true house/chest systems.

So maybe Sichae could fix that one up for us to test.  I don't know, I wouldn't want to impose.  The house system is a really good idea but thus far it's been only problematic.  I'd try to combine the key system from Kajuka's with Sichae's chest system myself but...

I'm terrified I'd just make the database explode somehow.


Title: Re:House System Module
Post by: Sichae on December 06, 2004, 07:44:40 AM
If you want me to fix it up... I will. In the beginning, it was Kujaku with his "work off of bank settings" and me with my "set your own settings" If I can find the original (Please, someone PM it to me, I have no record of it) I will fix it up.

I had said that keeping the variables local would be the best way to handle it.

What I think went wrong, is that Kujaku added in a lot of things, each with a check or on/off toggle. And I am guessing some things are tripping over others.

I would take out the leech from bank system, and make it just local. (You can always set it up like the bank if ya want). Then, I would remove some of the toggles, such as Commentary on/off (It is a house for gosh sake, there needs to be some talking). As well, just make the commentary add in (I know I had suggested them... but they do clutter the commentary) into a systemmail, which is much easier to handle. Key on/off? What is the point to a house, if you are the only one in it? Better off just dying in the fields, like everyone else.

There should only be some on/offs. Such as: Sleep, Storage, DK Wiping.

Making something too customizable, is quite bad.


Title: Re:House System Module
Post by: Rowne on December 06, 2004, 08:26:46 AM
I agree with you Sichae, I don't like leeching off the bank one bit.  As I said, that solution sucks so badly that it bothers me but I didn't know how else to fix it and as my users had invested so much in these houses, I wanted to give them something and this was all I could think of.

I don't personally think the chest system should be connected to the bank at all but if it has to be connected to the bank then as I said, ['goldinbank'] is the only way that seems to work for me.  That's why I did it the way I did.

Though if there's a functional alternative that doesn't involve the bank at all, I will truly leap at the oppurtunity.

So yes, if you do fix it up, I would be eternally grateful.  I just wish I could help by supplying the original mod, I didn't have it because of the reported SQL bug, I figured it'd be best to wait.  Someone probably does though.

It seems however that your solution is the best of the lot.  So I look forward to this.


Title: Re:House System Module
Post by: Perdition on December 06, 2004, 11:26:12 PM
Sichea, your a diamond!

The house system more than any other mod is loved my my players. It makes them feel much more a part of the game. Having a gold/gem storage completely separate from the bank is definately the way to go.

Thanks for looking at this.



Title: Re:House System Module
Post by: Sichae on December 07, 2004, 08:52:54 AM
Sichea, your a diamond!

The house system more than any other mod is loved my my players. It makes them feel much more a part of the game. Having a gold/gem storage completely separate from the bank is definately the way to go.

Thanks for looking at this.



Umm, hate to be a bother, but you do have the original script? Please send it to me... I had deleted my copy...


Title: Re:House System Module
Post by: Perdition on December 08, 2004, 12:03:36 AM
All the versions I have are in...

http://dragonprime.net/users/Perdition/house_collection.zip

Hope one of them is the one your after.


Title: Re:House System Module
Post by: Dannic on December 08, 2004, 07:44:22 PM
Glad it seems to work but what exatly does it do?  I can't seem to find a list of features.  It probably does what I think it does but it would be cool if someone posted what features it gives your game.


Title: Re:House System Module
Post by: Sichae on December 08, 2004, 07:46:23 PM
Muahahaha, I believe it has been perfected. ^-^

http://dragonprime.net/users/Sichae/house.zip

If anyone has any bug reports, please post them here, or you can PM them to me and I will take a look at them.

  • System Mail is now generated, instead of commentary
  • Settings are Localized
  • Clean Code, appears to work fine.
  • Safe Logoff, thanks to Arune
  • One small vanity issue has been cleaned up.
Thank you all...

List of Features:
  • Storage of Gems/Gold
  • Able to Log Off and not e able to be attacked (Break In will be coming soon)
  • Allows others to sleep in your house
  • Another place to dump gems and gold into


Title: Re:House System Module
Post by: Sichae on December 08, 2004, 07:55:40 PM
Stupid Plurals!!!!

Same Link

Remind me to never user half plurals and half singulars...

Remind me to go back and check variables ^.^ But, that is done.

Really, this time around, it should work quite nicely. ^,^


Title: Re:House System Module
Post by: Perdition on December 08, 2004, 11:51:02 PM
The gem storage is erroring after I put gold in the chest and try to deposit gems as well (I get a "No gems in chest" error after being told it's full). Gold deposits are working perfectly.

Sichae your a star. Thank you.


Title: Re:House System Module
Post by: Rowne on December 09, 2004, 02:37:42 AM
This is wonderful Sichae, thanks so much!  Whilst I did have the same problem as Perdition with the gems, I think I've solved it.  I could actually read the code without having a near-aneurysm.

The problem I think lies in 'gemtreasuresize' as there is no such value.  With 'treasuresize' it's the max amount of gold allowed in the chest, I believe?  That's an option set by the module itself and can be redefined.  The gem version of this appears to be 'maxgems', so I replaced the instances of 'gemtreasuresize' with 'maxgems' and it seems to be working perfectly.

That's an easy hiccup to make though.

For Perdition, the file with the changes I made can be found here:

http://mastaile.mine.nu/house.txt

I just hope I'm not wrong on my hunch.  That seems to be it...

Anyway, you've done a fantastic job on this, Sichae, I especially like the system mail additions, very nice.


Title: Re:House System Module
Post by: Jim on December 09, 2004, 03:01:52 AM
One little bug I just found. I just gave a key to my test player and when I recieved the YoM/email it had no subject or body. Other than that thank you very much Sichae!  :)


Title: Re:House System Module
Post by: Rowne on December 09, 2004, 03:41:05 AM
Confirmed and fixed.

http://mastaile.mine.nu/house.txt

It was a couple of missing variables for the actual content of the mail, not a hard thing to fix or again, not a hard mistake to make either.  I've done worse.

I hope Sichae doesn't mind me patching these up but it's the least I could do after it was mostly I that pestered for this script to be released in the first place.  Moreover, I hope I know what I'm doing.  I think I do... so it's all good.

That doesn't exactly inspire confidence though, does it?  Well, I did test the giving and withdrawing of keys and the person whom was receiving and being taken from did get the mails with both subject and body.  So it works under testing.


Title: Re:House System Module
Post by: lonnyl on December 09, 2004, 07:09:36 AM
Well... I finally installed this..... (even with the lack of rob an estate!  ;D)

I didn't like the display of all houses from each village.  Soo.....

http://dragonprime.net/users/lonnyl/house.zip

this only displays the houses in the village that you are in...

-EDIT-
Just realized that I neglected to make sure you cannot enter your estate unless you are in the proper village.... (back to my editor I go)

-EDIT AGAIN-
Just checked... module already does this.  The above download is good to go...


Title: Re:House System Module
Post by: Sichae on December 09, 2004, 07:30:28 AM
Rowne, your changes have been added. And Jim, the Key error has been fixed.

As well as Lonny's fixes have been added.

It is in my shared folder. http://dragonprime.net/users/Sichae/house.zip


Title: Re:House System Module
Post by: Rowne on December 09, 2004, 07:45:37 AM
I hate to say it but that one's 'blanking' me at village.php.  I came out of the forums after installing it to find it so, so I tried renaming house.php to house.bak and it was fine.  I then renamed it again back to its original filename and once again, blanked.  So I tried dropping in the house.txt variant from above as house.php and that was fine too.

I wish I had more to say than that but I have absolutely no idea where the problem could be.


Title: Re:House System Module
Post by: Sichae on December 09, 2004, 08:43:54 AM
Sorry, my fault. I was rushed out this morning and  had changed something that I shouldn't have, and I only got back right now.

All fixed up. Same link.

Rowne, remove all instances of house.anything from the server and then put up this latest file. That should make it all better.


Title: Re:House System Module
Post by: Rowne on December 09, 2004, 08:55:13 AM
Don't worry, I didn't keep the duplicants around anyway, I only had the house.txt (renamed properly) in the end as that was the one that worked.

Saying that, this one works now and now this is the only one in my module folder.  So yep, this update does indeed solve the blankout issue.  Nicely done, Sichae.  Thanks for your continued work on this, both I and those who now have a fully functional house-script within my playerbase appreciate it.  Greatly so.

Oh and I almost forgot (augh), thanks to Lonny too for the extra feature!


Title: Re:House System Module
Post by: Sichae on December 09, 2004, 08:57:20 AM
Nicely done, Sichae.  Thanks for your continued work on this, both I and those who now have a fully functional house-script within my playerbase appreciate it.  Greatly so.

You are most welcome. But, I wouldn't have been able to do all of this, without:

  • Arune: Safe Logoff
  • Kujaku: Providing a Base Script
  • Lonny: Working With The House Listing
For those that do not have the latest script: http://dragonprime.net/users/Sichae/house.zip


Title: Re:House System Module
Post by: lonnyl on December 09, 2004, 09:04:06 AM
Hehehe..... updated your latest upload Sichae.....

Fix for house display

fixes
joe\'s house

to display as
joe's house

in the House Name

Called it version 1.42
same link as I had above.


Title: Re:House System Module
Post by: Rowne on December 09, 2004, 09:15:24 AM
Damnation!  You beat me to it.  *Amused.* Stripslashes in the output name, right?  I did that too, I've also removed the Location <td> because it's no longer nessescary, all things considered.

http://mastaile.mine.nu/house.txt

[Edit] o.O  I must say Lonny that I can't figure out how you did it, I've taken a look at the above and I couldn't see stripslashes anywhere.  How'd you pull it off?

Here's what I did, I replaced:

Code:
output_notl(get_module_pref("name","house",$row['userid']));
...with:

Code:
output_notl(stripslashes(get_module_pref("name","house",$row['userid'])));

That's the only way I thought it could be done.  So I'm curious what you changed?  I'm eager to learn of new ways of doing things so if you'd share, I'd appreciate it.  Eheh.


Title: Re:House System Module
Post by: lonnyl on December 09, 2004, 09:28:15 AM
ummmm.... did it with stripslashes.... Did I upload the wrong thing???  :o


Title: Re:House System Module
Post by: Rowne on December 09, 2004, 09:31:40 AM
Oh!  I thought you'd actually used some form of administrator prowess to update Sichae's variant (as in, Sichae's shared folder).  I didn't know you were referring to your own, even though I should've... oops.  *Sheepish.*  I guess I've been up and at this too long, I'm overlooking the obvious and allowing myself to become stupid because of it.

I thought I'd gone about it the wrong way for a moment because of that and that there was a better way, I am very new at all this.  So I shall retract that and trudge way, tail between legs and all.


Title: Re:House System Module
Post by: lonnyl on December 09, 2004, 09:47:30 AM
Awwww.... that's ok.....

Really though.....

I see a todo list with this module.
Add Hooks in estate navs and the in-house navs...
This would allow a rob estates module to be built and in house features to be added....
(thinking bathroom from the bladder module, kitchen from the hunger module, bathtub from the odor module, etc.....)


Title: Re:House System Module
Post by: Rowne on December 09, 2004, 11:13:57 AM
Yeah, I still feel rather sheepish about misreading that but I attribute it to being... er, well, n00bish around here.  It'll pass, I hope.

Anyway, those're awesome ideas!  I'd love to see those implemented if you get the chance.  Cross-interoperability (if that's the correct term) is always a wonderful thing.

I do have some ideas though, at least as far as the food is concerned.

Perhaps they could pay a Chef & Butler?  The Butler would turn up to deliver food on every New Day and every seventh New Day (if that's possible) he'd turn up with the food and an expectation of his wages.  The wages would be less than the overall cost of buying the food itself but not by much, just enough to be worthwhile.

There could be different wage-levels of Butler to hire, perhaps.  This would effect the level of hunger resolved by the meal delivered and the description of both Butler and meal.  Moreover, it would also put a Chef in their otherwise empty Kitchen who would labour away at different foodstuffs (perhaps on a rand).

The description of the Chef would also be affected by the wage paid, for example: if they selected the lowest wage the Chef would be perhaps a surly, unclean guy and his Kitchen would be roach-ridden.

That's of course if you wished to put that much work into it but it's just something that occurred to me, that might be neat.


Title: Re:House System Module
Post by: Sichae on December 09, 2004, 12:55:42 PM
Well, I just got back from my Grandmother's funeral, and have updated the file in my shared folder, with the stripslashes added in.

Lonny, if you want to get together in Yahoo sometime and work on some new ideas, I am all game for that.

Same Link


Title: Re:House System Module
Post by: Rowne on December 09, 2004, 01:14:23 PM
You might want to drop the Location <td> too as I'm not sure whether it's practical anymore, I did that in my local version which has all the stuff in it to date so you can use that if you wish.

Anyway, basically my reasoning for doing that was that if a user goes into a housing estate in Degolburg, all they're going to see is houses in Degolburg with the new fix anyway so it might make that <td> a little pointless.

Nothing of import but a cosmetic fix nonetheless.


Title: Re:House System Module
Post by: Jim on December 09, 2004, 01:18:05 PM
Awwww.... that's ok.....

Really though.....

I see a todo list with this module.
Add Hooks in estate navs and the in-house navs...
This would allow a rob estates module to be built and in house features to be added....
(thinking bathroom from the bladder module, kitchen from the hunger module, bathtub from the odor module, etc.....)

Oh Oh Oh I am really liking this!


Title: Re:House System Module
Post by: Rowne on December 09, 2004, 02:01:13 PM
Minor fix to the existing code (nothing much)...

http://mastaile.mine.nu/house.txt

I'd noticed that the estate description too was resulting in slashery (so to speak), so I threw in a stripslashes() there too and that seems to have stopped that from happening.


Title: Re:House System Module
Post by: Sichae on December 10, 2004, 11:37:25 AM
Rowne, one thing, just to save youself some trouble.

It is much easier, to jsut post a change, such as:

Quote
On line 521, change:
Code:
output_notl ("`&`c%s`c`7`n", get_module_pref("welcometitle", "house", $id));
To
Code:
output_notl ("`&`c%s`c`7`n", stripslashes(get_module_pref("welcometitle", "house", $id)));

This is much easier to do, instead of sifting through the entire .txt file. ^.^

Well, you change has been added and put in my shared folder.


Title: Re:House System Module
Post by: Damien on December 10, 2004, 12:23:30 PM
So players can't be attacked while they sleep in their houses? I think there should be way to attack them... like bribery in the Inn.

Players on my server seem to like this module :)

- Damien


Title: Re:House System Module
Post by: Sichae on December 10, 2004, 12:39:32 PM
So players can't be attacked while they sleep in their houses? I think there should be way to attack them... like bribery in the Inn.

Players on my server seem to like this module :)

- Damien

Later on, in Lonny's todo list, we are to be adding hooks, so that you can breakin to someone's house. ^.^


Title: Re:House System Module
Post by: Rowne on December 10, 2004, 01:20:49 PM
Just one request: If you do work in PvsP, will be be dependant on the server's settings?  I tend to run a no-PvsP server (I'm one of those pacifist, tree-hugging weirdos, yup) myself, I don't know if many others do but it'll be nice to have the option to turn that off or to make it dependant on the server's own settings.

Oh and you're right Sichae, beg pardon.  I was being lazy since I'd been up a while, I should've posted the changed lines, too.  *Nod.*


Title: Re:House System Module
Post by: Sichae on December 10, 2004, 01:46:50 PM
Just one request: If you do work in PvsP, will be be dependant on the server's settings?  I tend to run a no-PvsP server (I'm one of those pacifist, tree-hugging weirdos, yup) myself, I don't know if many others do but it'll be nice to have the option to turn that off or to make it dependant on the server's own settings.

Oh and you're right Sichae, beg pardon.  I was being lazy since I'd been up a while, I should've posted the changed lines, too.  *Nod.*

Yes, the breakin part will work off of the settings for PvP.

Updated! Seperated Gem and Gold withdraw rates into different values.  Same Link


Title: Re:House System Module
Post by: Arune on December 10, 2004, 02:43:04 PM
I downloaded Sichae's newest copy and withdrawing gold still does not work...Was this fixed?


Title: Re:House System Module
Post by: Rowne on December 10, 2004, 04:23:10 PM
I seem to be seeing this too.  This is only in this version however, the numerous versions Sichae released before that were flawless and worked perfectly.  So you can just use the last version (in the house.txt, if you're interested) until this is fixed.  Just to ensure we're seeing the same thing, no matter what amount of gold you trith to withdraw, it claims you only withdraw 0 gold (and your in hand/in chest gold confirms that), right?  It seems to be an issue with the $gold variable, I think...


Title: Re:House System Module
Post by: Sichae on December 11, 2004, 11:07:08 AM
I downloaded Sichae's newest copy and withdrawing gold still does not work...Was this fixed?

Terribly sorry.

Rowne, I jsut fixed this up and set it in my Shared folder. http://dragonprime.net/users/Sichae/house.zip

See, when I changed them over to different settings (perlevel to goldperlevel and gemperlevel) I had forgotten to change two of the perlevels to either gem/gold.

My mistake. Another mistake fixed ^.^


Title: Re:House System Module
Post by: Perdition on December 13, 2004, 04:20:32 AM
The golddone value in the module_userprefs table is not getting reset at the start of a new day. I'm having to run some SQL to clear it out

update module_userprefs set value = 0 where setting= 'golddone' and modulename = 'house';

Is this just me?


Title: Re:House System Module
Post by: Damien on December 13, 2004, 04:28:19 AM
There seems to be something  wrong because players on my server have complained that they can withdraw 5 times gold but no more even if the day changes. I looked the code and in newday hook there are

Code:
case "newday":
               if (get_module_setting("enablegems")){
                           set_module_pref ("gemswtoday",get_module_setting("maxgemwperday"));
         set_module_pref ("gemsdtoday",get_module_setting("maxgemdperday"));
               }
break;

Should there also be something to set gold withdraws and deposits back to max value? Actually I can't find maxgemwperday and maxgemdperday from $info array.

So same problem that Perdition just mentioned.

- Damien


Title: Re:House System Module
Post by: Sichae on December 13, 2004, 11:08:57 PM
Wow, really sorry... turns out that I was holding out on you guys. I had fixed it on my server, but forgot to upload it, I think.

The part that Damien had posted was from a while back, before I had changed over to my Gold system.

Lonny, if you are working on a robbing estate module, I have one partially done. I have it up to a certain point, but am really stuck between doing it and other things.

Just made a better way to handle if an account/estate owner is deleted or deletes him or herself.

Works on an everyhit. Checks if house of the user has a housesize less than 0 (In Construction houses are protected) then, if the account isn't there, no housesize pref, there goes the house.

http://dragonprime.net/users/Sichae/house.zip


Title: Re:House System Module
Post by: Perdition on December 13, 2004, 11:55:12 PM
There's a small gem clitch. After withdrawing your daily limit you can carry on taking gems and it happily goes into minus numbers. No big deal for me asI don't let them store gems in the house, but I figured it deserved a full test given all the work that's gone into it.


Comment example:

There are 2 gems in the chest
You are allowed to withdraw -1 times up to 8 gems at a time


Title: Re:House System Module
Post by: Sichae on December 14, 2004, 05:07:35 AM
Sorry about that, it was  conflicting problem btween the old system and the new system.

$session['user']['transferredtoday'] later became $gemdone and $golddone.

There was one remaining one, that has been fixed.

Same link.


Title: Re:House System Module
Post by: Jim on December 14, 2004, 06:37:00 AM
Thank you for all of the work you put into this Sichae.  :)


Title: Re:House System Module
Post by: Sichae on December 14, 2004, 12:47:51 PM
Thank you for all of the work you put into this Sichae.  :)

You are most welcome. I do plan to continue to work on it, until it looks rather nice.


Title: Re:House System Module
Post by: Sichae on December 14, 2004, 08:50:35 PM
:: smiles ::

Just some small cosmetic changes, thanks to Rowne. Just adds in a nice little descrip of your house, right above the house listing. Changes with house size.

::smiles even more::

On the suggestion of Rowne, he spoke of making a random event, to befall a house owner...

Well, I have just coded all of this in, with their own settings. Even a setting to turn it on/off. ^.^

http://dragonprime.net/users/Sichae/house.zip


Title: Re:House System Module
Post by: Perdition on December 15, 2004, 12:40:56 AM
Could this be  tweaked a bit to check the town. Characters can go to an estate where they don't have a house and still have things happen.


Title: Re:House System Module
Post by: Sichae on December 15, 2004, 02:20:51 PM
Could this be  tweaked a bit to check the town. Characters can go to an estate where they don't have a house and still have things happen.

Just a simple addition to the line that checks if they even have an estate:

Code:
if (get_module_pref("housesize")>0 && get_module_pref("village")==$session['user']['location']){

Fixes that problem. Never saw it, because I only run one city.

Updated in my shared folder. ^.^


Title: Re:House System Module
Post by: Arune on December 17, 2004, 05:58:23 PM
Looks great!

The only issue I have found is that if a user is asleep in a house and the owner of the house sells the house while they are asleep...The user with the extra key gets a badnav of "there is not a house of that name" or something...I will look into it some more when I get home from work. Mainly just need to add a redirect in there for when they login.


Also....When I enter I am getting the same old problem from before...I see the houses and I see where I see my house, but I can't enter it. No Navs to do so.


Title: Re:House System Module
Post by: Sichae on December 17, 2004, 06:41:46 PM
Actually nevermind it seems PR11 breaks this.....due to the database tables.

PR11 only breaks a mod, if it creates a new column in any core tables, which this does not.

And to your error, I am unable to replicate it. I have tried on my Dev server (PR 10), no error. On my open server (PR 11), no error.

Doesn't seem its just PR11...It seems the newest uploaded module is just broken. I can't give out keys and people actually go into the shared houses or anything. Even with a re-install.

Just pulled down the file from my shared folder, and it is working perfectly...


Title: Re:House System Module
Post by: Arune on December 18, 2004, 06:03:54 PM
Well...oddly when I give a key though, the other person is not seeing the house listed..


Title: Re:House System Module
Post by: Sichae on December 18, 2004, 06:06:23 PM
This version seems to be working now...Maybe I just got a bad download or something was screwy no idea..

Perhaps. But, when Talisman gets around to fixing up the uploading function, I shall change the link and update the module in my shared folder.


Title: Re:House System Module
Post by: Arune on December 18, 2004, 06:21:26 PM
Working right now thanks :)


Title: Re:House System Module
Post by: Sichae on December 24, 2004, 11:41:47 AM
REuploaded with the new Modulehooks. So that the file in Rowne's housepace will download link to this one.

http://dragonprime.net/users/Sichae/house.zip

Think I will start on some sort of Break-in tonight. Depends on muh mood.

Too many things going on tonight, won't get around to it for a while, sorry.


Title: Re:House System Module
Post by: Arune on December 25, 2004, 09:28:26 PM
Fixed issues with stripping comma's etc.
Fixed 3 grammatical errors.

Also! I didn't like the fact when giving out keys the mail sent did not say which village the house was located in, so now it does :)

These fixes were done to Sichae's most recent version above.

New update:
http://dragonprime.net/users/khatfield/house147.zip

Sichae once you have this I will remove mine.


Title: Re:House System Module
Post by: Arune on December 25, 2004, 10:13:57 PM
Couldn't help myself..

I noticed that no matter what village you were in and you entered the module you could always "see your house in the distance".

Fixed.

Same download link.

File Version 1.47
http://dragonprime.net/users/khatfield/house147.zip


Title: Re:House System Module
Post by: Sichae on December 26, 2004, 08:26:40 AM
All of Arune's fixes are included.

http://dragonprime.net/users/Sichae/house.zip


Title: Re:House System Module
Post by: Rowne on December 26, 2004, 09:37:14 AM
I'll check Lounge Keycutter soon to make sure that I got all the updates.  It's awesome that he included the houserooms hook too though.  I really appreciate that.  It'll help broaden access to House Rooms which can only lead to further plugins and greater long-term potential.


Title: Re:House System Module
Post by: Sichae on December 27, 2004, 02:47:51 PM
Newly Updated... well, not really

Added a small switch in there, to turn sleeping on/off. Estates really take away from PvP...

Same Link.


Title: Re:House System Module
Post by: Bandon on December 30, 2004, 09:10:45 PM
Erm... I installed this module... and immediately went through and updated the spelling and grammar in a bunch of areas...

Take it or leave it, no changes to code, just descriptions...

(note: first attempt at helping, hope no one minds....)

Edit:Removed link so no one pulls this version from me.

-Bandon


Title: Re:House System Module
Post by: Sichae on December 30, 2004, 09:14:29 PM
Erm... I installed this module... and immediately went through and updated the spelling and grammar in a bunch of areas...

Take it or leave it, no changes to code, just descriptions...

(note: first attempt at helping, hope no one minds....)

http://dragonprime.net/users/Bandon/house.zip

-Bandon

Thank you very much! I have a problem with Grammar, although I don't believe I did much... *shrugs*

Updated in my shared folder. Thank you again.


Title: Re:House System Module
Post by: Bandon on December 30, 2004, 09:29:56 PM
Oh no prob, it is nice to be able to help out a little tiny bit with this stuff! ;p

-Bandon


Title: Re:House System Module
Post by: Bandon on December 30, 2004, 09:46:51 PM
Thank you very much! I have a problem with Grammar, although I don't believe I did much... *shrugs*

Updated in my shared folder. Thank you again.

Hmm... is it okay to change this:
Code:
}else{
               output("`\$ERROR: There is no gold in the Chest!");
            }

to this?:
Code:
}else{
               output("`\$There is no gold in the Chest!");
            }


Title: Re:House System Module
Post by: Sichae on December 30, 2004, 09:49:45 PM
Hmm... is it okay to change this:
Code:
}else{
               output("`\$ERROR: There is no gold in the Chest!");
            }

to this?:
Code:
}else{
               output("`\$There is no gold in the Chest!");
            }

Yes, it is okay. I shall make that change now.


Title: Re:House System Module
Post by: Bandon on December 30, 2004, 09:51:06 PM
Oooh, then can we make that change to the gems error too?

-Bandon


Title: Re:House System Module
Post by: Sichae on December 30, 2004, 09:51:52 PM
Oooh, then can we make that change to the gems error too?

-Bandon

Already done :P Besides, it is just a matter of preference to have that in or not.


Title: Re:House System Module
Post by: Bandon on December 30, 2004, 10:21:33 PM
Now for the part that I cannot fix:

Is there any way to make it so it doesn't email you when the owner of the house deposits/withdraws gold/gems but it does when someone else deposits/withdraws gold/gems?

-Bandon


Title: Re:House System Module
Post by: Sichae on December 30, 2004, 10:27:02 PM
Now for the part that I cannot fix:

Is there any way to make it so it doesn't email you when the owner of the house deposits/withdraws gold/gems but it does when someone else deposits/withdraws gold/gems?

-Bandon

Sure, just a second.

Done. Same Link.


Title: Re:House System Module
Post by: Dannic on December 31, 2004, 08:13:58 AM
Parse error: parse error, unexpected $ in /home/orpgsco/public_html/logd/modules/house.php on line 581


Though its probably closer to 570 since I have added a few lines.

This happened during a fight appearntly.  I haven't been able to duplicate as of yet.  The affected code is as follows:

Code:
if (get_module_setting("enablegems")==1) output("There are `%%s`7 gems in the chest`n`n", get_module_objpref("house", $id, "gemtreasure", "house"), true);
            addcommentary();
            viewcommentary ("House - ".$id, "Speak", 25, "says");
         if (get_module_setting("enablekeys")) {
            output ("`6`nRoommates:`n");
            $sql = "SELECT ownerid FROM ".db_prefix("housekeys")." WHERE houseid=$id";
            $result = db_query($sql);

Don't see where it would be if it is actually a problem.


Title: Re:House System Module
Post by: Sichae on December 31, 2004, 03:42:09 PM
Parse error: parse error, unexpected $ in /home/orpgsco/public_html/logd/modules/house.php on line 581


Though its probably closer to 570 since I have added a few lines.

This happened during a fight appearntly.  I haven't been able to duplicate as of yet.  The affected code is as follows:

Code:
if (get_module_setting("enablegems")==1) output("There are `%%s`7 gems in the chest`n`n", get_module_objpref("house", $id, "gemtreasure", "house"), true);
            addcommentary();
            viewcommentary ("House - ".$id, "Speak", 25, "says");
         if (get_module_setting("enablekeys")) {
            output ("`6`nRoommates:`n");
            $sql = "SELECT ownerid FROM ".db_prefix("housekeys")." WHERE houseid=$id";
            $result = db_query($sql);

Don't see where it would be if it is actually a problem.

I guess the best for you would be to go through and ctrl+f for all $ and see if they are in an output, if so, then shove a \ before them.


Title: Re:House System Module
Post by: Dannic on December 31, 2004, 03:50:29 PM
Will do if I get another report. It may have been duing my modification process.  Didn't uninstall while doing that.  :)


Title: Re:House System Module
Post by: Dannic on January 01, 2005, 09:57:50 PM
Any way to turn off the specials in the house system?


Title: Re:House System Module
Post by: Sichae on January 01, 2005, 10:11:27 PM
Any way to turn off the specials in the house system?

You mean the little apraisal thing? Yes, there is a setting for it in the Game Settings under Appraisal Settings.


Title: Re:House System Module
Post by: Dannic on January 01, 2005, 10:20:09 PM
is that where the birds drop the stones on you?


Title: Re:House System Module
Post by: Sichae on January 01, 2005, 10:21:45 PM
is that where the birds drop the stones on you?

Yes. I don't know what other specials I would have in there, other than the appraisals...


Title: Re:House System Module
Post by: Dannic on January 01, 2005, 10:22:03 PM
Never mind.  Answered my own question.  Guess its time to rest.  not thinking straight. :)


Title: Re:House System Module
Post by: Kujaku on January 03, 2005, 04:34:17 AM
sorry for my lack of time...

if you want to, i'll take the mod over again, and look for the changes in this thread

i'll first read it all *g*


Title: Re:House System Module
Post by: Sichae on January 03, 2005, 04:39:56 AM
sorry for my lack of time...

if you want to, i'll take the mod over again, and look for the changes in this thread

i'll first read it all *g*

Feel free to go ahead and release the German Translations for it, but as you have been away, some modules have been spawned off the estates, and for you to take the mod back over again, would be calling for all of them to alter their script to download from the correct source.

I am quite content in putting our heads together in getting new things for the housing system done, but as of now it would be best for me to just hold the file in my shared folder.


Title: Re:House System Module
Post by: Kujaku on January 03, 2005, 04:59:44 AM
ok, i passed the thread through, but it seems that you worked from another version, or i uploadet a wrong file the last time :/
because i already fixed some errors which came up here again...
but you fixed all, good job sichae and many thanks, i'll download and test it immediately


Title: Re:House System Module
Post by: Sichae on January 03, 2005, 05:13:48 AM
ok, i passed the thread through, but it seems that you worked from another version, or i uploadet a wrong file the last time :/
because i already fixed some errors which came up here again...
but you fixed all, good job sichae and many thanks, i'll download and test it immediately

Yes, a lot of time has passed and I have gotten around to cleaning out most of the errors. There are still some left, such as if a person logs out in a house, and then the owner is deleted... but, I will take care of all this later this week.

Some more things that need to be done, are a breakin system, for some type of plundering, as well as some way to attack the residents of a housing complex.


Title: Re:House System Module
Post by: Kujaku on January 03, 2005, 05:22:02 AM
this events are very nice, but i think they should in the same way with the braking system have an own module and are linked to the house module per module_hook, so the code is clearer
such sub-modules can be with the house module it self in the same zip file, so that no one has to search for them.


Title: Re:House System Module
Post by: Sichae on January 03, 2005, 05:24:13 AM
this events are very nice, but i think they should in the same way with the braking system have an own module and are linked to the house module per module_hook, so the code is clearer
such sub-modules can be with the house module it self in the same zip file, so that no one has to search for them.

That is what I was planning on doing. The specials are located in the module itself, just for centralization, and to bust it off into it's own code would be rather wasteful of time, but I shall do it later tonight.

Creating a seperate mod to handle the breakin. Since making the person appear in the house would be allowing them the navs, and blocking the navs would just be superflous, it would be best to just create the mod, and the fetch the gold/gem stores through the objprefs that the housing system uses.


Title: Re:House System Module
Post by: Kujaku on January 03, 2005, 05:31:09 AM
ok thats good, the next week i have much time, if you want, i can help you in any way, i will now translate it and upload everything to my directory

the ftp connection to my server is down :/
i can't translate anything today, because my local testing server is currently not available too...
i'll look for it tomorrow


Title: Re:House System Module
Post by: Sichae on January 03, 2005, 05:52:39 AM
ok thats good, the next week i have much time, if you want, i can help you in any way, i will now translate it and upload everything to my directory

For all intents and purposes, I would like to keep the latest version in my shared folder, as well as the download link of the module to my shared folder, since other modules are linking to my shared folder, to download the file.

You may provide the translation SQL for those that would need it.


Title: Re:House System Module
Post by: Kujaku on January 03, 2005, 05:54:49 AM
ok, then i'll send the sql to you, so the poeple won't have to search for it

i noticed, that you forgot the db_prefix in some sql queries on line 413, 451, 498 and 536


Title: Re:House System Module
Post by: Sichae on January 04, 2005, 01:29:18 PM
Edited zip file!
  • Includes german SQL for the estates.
  • DB Prefixing fixed on those four lines.
  • Appraisals set off into a function, so that they can later be called... if I plan to do something different with them.
Same Link!


Title: Re:House System Module
Post by: Alagos on January 10, 2005, 11:52:09 AM
 SQL-query:

INSERT INTO `translations`
VALUES (
'de', 'module-house', '%s Estates', '%s Wohnviertel', 0, 'ADMIN', '0.9.8-prerelease.11'
)

MySQL said: Documentation
#1136 - Column count doesn't match value count at row 1

thats not the answer I expected  :P


Title: Re:House System Module
Post by: Sichae on January 10, 2005, 01:01:26 PM
SQL-query:

INSERT INTO `translations`
VALUES (
'de', 'module-house', '%s Estates', '%s Wohnviertel', 0, 'ADMIN', '0.9.8-prerelease.11'
)

MySQL said: Documentation
#1136 - Column count doesn't match value count at row 1

thats not the answer I expected  :P

I am sorry, but I did not do the translations for this module. Please PM Kujaku about your problem.


Title: Re:House System Module
Post by: Kujaku on January 10, 2005, 01:04:21 PM
okok, sry just add an 0. and it should work i think, should look like this:


INSERT INTO `translations` VALUES (0, 'de', 'module-house', '%s Estates', '%s Wohnviertel', 0, 'ADMIN', '0.9.8-prerelease.11')


Title: Re:House System Module
Post by: Perdition on January 13, 2005, 03:03:03 AM
Is there any way we could easily prevent members of certain clans from sleeping in their houses with an admin console option? I have two clans at each others throats but their all hiding in their respective houses (which frankly is spoiling the fun!). Preventing anyone sleeping in their houses would be a viable option too if limiting it to certain clans is a pain. I'll invent some insect infestation story or something.

I've tried looking at the code, but my PHP is still in it's infancy so I got a bit lost! (I'm such a noob, sorry!)



 :)


Title: Re:House System Module
Post by: Sichae on January 13, 2005, 04:39:25 AM
Is there any way we could easily prevent members of certain clans from sleeping in their houses with an admin console option? I have two clans at each others throats but their all hiding in their respective houses (which frankly is spoiling the fun!). Preventing anyone sleeping in their houses would be a viable option too if limiting it to certain clans is a pain. I'll invent some insect infestation story or something.

I've tried looking at the code, but my PHP is still in it's infancy so I got a bit lost! (I'm such a noob, sorry!)

First, get the clanids, by Raw SQL:
Code:
SELECT clanid,clanname FROM clans

For your version only (Not going to add this in to the distributed file):
Code:
"settings"=>array(
"clan1"=>"Clanid of the first clan that is banned of sleeping in an estate,int|",
"clan2"=>"Clanid of the second clan that is banned of sleeping in an estate,int|",
Then, where the sleep option is (Crtl+f for Logout):
Code:
if ($sleep == 1 || $session['user']['clanid'] != get_module_setting("clan1") || $session['user']['clanid'] != get_module_setting("clan2")){
 addnav("Sleep (Logout)","runmodule.php?module=house...");
}
And so on, you get the general idea... I don't remember the exact nav line.

I might add in a pref later tonight, to turn off sleep for certain people, or a setting to limit until a certain DK level, or something...


Title: Re:House System Module
Post by: Perdition on January 13, 2005, 04:55:04 AM
Thanks... I'll give it a go.


Title: Re:House System Module
Post by: Alagos on January 13, 2005, 03:16:00 PM
Well why dont you allow players(maybe thieves) to attack even Players in houses, when they mannage to break in(shouln't be easy). They could even steal some things out of the houses ;-).

Btw: I get the following messages, when I run the module on my private Server(on my comp)


Warning: date() [function.date]: Windows does not support dates prior to midnight (00:00:00), January 1, 1970 in D:\apache\htdocs\Logd\modules\house.php on line 565

Warning: date() [function.date]: Windows does not support dates prior to midnight (00:00:00), January 1, 1970 in D:\apache\htdocs\Logd\modules\house.php on line 566

Warning: date() [function.date]: Windows does not support dates prior to midnight (00:00:00), January 1, 1970 in D:\apache\htdocs\Logd\modules\house.php on line 567


Title: Re:House System Module
Post by: lonnyl on January 13, 2005, 03:23:10 PM
Ummmm.... just a thought but what time is your system clock set to?


Title: Re:House System Module
Post by: Sichae on January 13, 2005, 06:22:52 PM
Well why dont you allow players(maybe thieves) to attack even Players in houses, when they mannage to break in(shouln't be easy). They could even steal some things out of the houses ;-).

Note: We have already discussed doing this, several times, even within this thread ...  it is not as easy as it sounds ... I have been really busy as of late, and haven't really been into the PvP and Breakin aspect of this module.


Title: Re:House System Module
Post by: Talisman on January 13, 2005, 10:44:01 PM
The Anpera/Strider version of estates for .97 allows break and enter, and ends with an attack on the owner or other tenant of the estate.  Implementation of this needs to be approached with caution, as it can be unbalancing when strong players at low level attack weak players of high level and gain large amounts of experience.


Title: Re:House System Module
Post by: Alagos on January 14, 2005, 03:17:19 AM
Ummmm.... just a thought but what time is your system clock set to?

14th of June 2005 ;-).

Sorry @Sichae: Didnt see it  :) (yeah I shoul have read it... :( )


Title: hi
Post by: mullan on January 14, 2005, 09:10:03 AM
hi there i am new to this page what has it got to do with lotgd ;D


Title: Re:House System Module
Post by: enderwiggin on January 14, 2005, 11:30:26 AM
Are you asking what this website has to do with LotGD, or this particular module?

This website is the official home of the beta prerelease versionof LotGD.  It is also the official home for module development and hosting for LotGD.

And this particular module is exactly that, an optional module to expand your LotGD game if you so desire.


Title: Re:House System Module
Post by: Bandon on January 15, 2005, 11:37:29 PM
So what is the latest version of the house system, now?

I would like to keep up to date on this.

-Bandon


Title: Re:House System Module
Post by: Sichae on January 19, 2005, 03:57:36 PM
So what is the latest version of the house system, now?

I would like to keep up to date on this.

The latest version exists in my shared folder, and is packaged with the German SQL file.


Title: Re:House System Module
Post by: sntjohnny on January 24, 2005, 03:20:43 PM
<----eagerly waiting for word that break ins are enabled.


Title: Re:House System Module
Post by: Sichae on February 02, 2005, 11:57:55 AM
Okay, so here we go.

One thing: As I do NOT have multiple cities, I do now know if this will work with the estates in different cities. I shall look into that later, once I get some more information.

Estate Breakin - PvP Side has been completed. You can find it here: http://dragonprime.net/users/Sichae/estbreak.zip

Or, you can get it in the bundled House at: http://dragonprime.net/users/Sichae/house.zip

Next: Pillage and Plunder for Estates.


Title: Re:House System Module
Post by: Arune on February 02, 2005, 12:07:32 PM
Due to it being multiple cities, currently it will show all users from "Estate Housing". Which works but really if I'm sleeping in my house in City1 it will allow a user in City04 to attack me.

Not sure how to make this check based on the housing module correctly. I'll look into it as well and will let you know what I find.

Arune


Title: Re:House System Module
Post by: Sichae on February 02, 2005, 12:12:20 PM
Well, I am now toying around with something. When they click the name, it brings them to a new thing, where the badguy array is set up.

In that place, I put an SQL call, to check to see if the user's location is equal to the village of the person's estate. If not, it should redirect them to a new place.

I would need someone to test this script for me.


Title: Re:House System Module
Post by: Arune on February 02, 2005, 12:14:27 PM
I can after I get home from work tonight.


Title: Re:House System Module
Post by: Sichae on February 02, 2005, 12:16:02 PM
I can after I get home from work tonight.

Well, I just PMed you a copy of the script. Hopefully you can get feedback to me later tonight, and I can work out some bugs, and if that is all good and well, then we should have a nice clean Estate PvP attack thinger :P

Happy Birthday!


Title: Re:House System Module
Post by: Arune on February 02, 2005, 12:26:27 PM
Thanks :)

Well the PVP works, although it is still listing the same output for every city. Honestly not sure how we will fix that because it has to check every house against every location/city/player.

Oh well if you find a different way of checking, let me know.


Title: Re:House System Module
Post by: CortalUX on February 02, 2005, 12:33:01 PM
Code:
Line 80:
$loc = translate_inline("Estate Housing");
that shouldn't be translated, should it?
the location isn't in the house module
Edit: I mean, the location isn't translated when set in the house module


Title: Re:House System Module
Post by: Sichae on February 02, 2005, 12:42:56 PM
Code:
Line 80:
$loc = translate_inline("Estate Housing");
that shouldn't be translated, should it?
the location isn't in the house module
Edit: I mean, the location isn't translated when set in the house module

That is just to make it translation ready. The latest House, that I just put up, does now have it. Thanks.

Well the PVP works, although it is still listing the same output for every city. Honestly not sure how we will fix that because it has to check every house against every location/city/player.

There is another way, that I will try later tonight. It just involves me joining in some more tables, in order to check that.


Title: Re:House System Module
Post by: Sichae on February 02, 2005, 12:56:15 PM
I can after I get home from work tonight.

Thanks to Arune's testing, the current copy of Estate Breakin will detour any from attacking a person that's estate is not in the person's area.

Next, I shall work on filtering them from the list completely.

Estate Breakin: http://dragonprime.net/users/Sichae/estbreak.zip


Title: Re:House System Module
Post by: Dannic on February 02, 2005, 04:57:45 PM
can we get days and exp for the immunity stuff as a module setting so it can be altered?


Title: Re:House System Module
Post by: Sichae on February 02, 2005, 05:10:45 PM
can we get days and exp for the immunity stuff as a module setting so it can be altered?

Well, they can be altered in Game Settings, but I shall put 'em in here, to make it all local. Defaulted To Default Game Values.

Estate Break File: http://dragonprime.net/users/Sichae/estbreak.zip

Updated in House Bundle as well.


Title: Re:House System Module
Post by: Perdition on February 03, 2005, 01:33:05 AM
Has this been tried against a multi city server before. I can't seem to find anyone to attack. Just get a constant message saying they are not in this town.


Title: Re:House System Module
Post by: Sichae on February 03, 2005, 03:23:03 AM
Has this been tried against a multi city server before. I can't seem to find anyone to attack. Just get a constant message saying they are not in this town.

I am working on the filter and should have it done later tonight. For right now, if the Attacker's location is not equal to the location of the Estate, then it will cause that message to appear, with a redirect nav to the beginning.


Title: Re:House System Module
Post by: Sichae on February 03, 2005, 04:10:46 PM
Just a small update.

The SQL to boot someone from attacking a person that is not in the same town, has been altered. It now works of fof the "location_saver" pref, instead of the "village" pref. Since users that don't own the estate, would still boot you. But, now it should work.

I am still working on the new SQL call, although it has been going slow, as RL intervenes.

Same Link.


Title: Re:House System Module
Post by: Sichae on February 03, 2005, 06:44:44 PM
Update to the Main House Module.

As the SQL to log off does not work with the:
Code:
$estloc = translate_inline("Estate Housing");
The file for English Distribution has been altered to say "SET location='"translate_inline("Estate Housing")."'

Same Link, Same Version


Title: Re:House System Module
Post by: CortalUX on February 05, 2005, 04:12:25 AM
As the SQL to log off does not work with the:
Code:
$estloc = translate_inline("Estate Housing");
The file for English Distribution has been altered to say "SET location='"translate_inline("Estate Housing")."'

Ah, cool:) That's what I was meaning- if it was translated in the estbreak module, but it couldn't have been translated in the house module, then you could have some weird errors.


Title: Re:House System Module
Post by: Turock on February 05, 2005, 09:57:42 AM
Shouldn't having a house offer some protection for the inhabitants?  Like the guardian in the .9.7 housing.


Title: Re:House System Module
Post by: Sichae on February 05, 2005, 09:58:59 AM
Due to current DP DB errors, I am unable to upload a new copy of the House Script. The Estate Break uploaded just fine. So, you can find it here:

http://dragonprime.net/users/Sichae/house.zip

Yes, I will work on the Bodyguard.


Title: Re:House System Module
Post by: CortalUX on February 05, 2005, 10:22:52 AM
the estbreak module needs to require the housing module, as well, doesn't it.


Title: Re:House System Module
Post by: Sichae on February 05, 2005, 10:26:48 AM
the estbreak module needs to require the housing module, as well, doesn't it.

Updated in both files.

You can grab them here:

http://dragonprime.net/users/Sichae/house.zip

http://dragonprime.net/users/Sichae/estbreak.zip


Title: Re:House System Module
Post by: CortalUX on February 05, 2005, 10:30:59 AM
Cool:)


Title: Re:House System Module
Post by: Jim on February 06, 2005, 01:51:08 PM
Parse error: parse error, unexpected T_STRING in house.php on line 186


Title: Re:House System Module
Post by: Sichae on February 06, 2005, 01:58:57 PM
Parse error: parse error, unexpected T_STRING in house.php on line 186

Forgot a Period in the SQL Call. Fixed and put up.

http://dragonprime.net/users/Sichae/house.zip


Title: Re:House System Module
Post by: Jim on February 06, 2005, 02:06:24 PM
still getting the same error....


Title: Re:House System Module
Post by: Sichae on February 06, 2005, 02:13:48 PM
still getting the same error....

The one just put up is from my very own server, and it works 100%, no error.

Same Link.


Title: Re:House System Module
Post by: Jim on February 06, 2005, 02:17:33 PM
works now! Thank you kind sir.  :)


Title: Re:House System Module
Post by: umk on February 07, 2005, 01:17:06 AM
i'm getting these error messages when i'm adding a new MoTD:

Warning: Cannot modify header information - headers already sent by (output started at C:\Domains\umk.mjm88.com\lotgd\modules\house.php:948) in C:\Domains\umk.mjm88.com\lotgd\motd.php on line 203

The MoTD is still added though.

and when i delete a MoTD i get these error messages:

Warning: Cannot modify header information - headers already sent by (output started at C:\Domains\umk.mjm88.com\lotgd\modules\house.php:948) in C:\Domains\umk.mjm88.com\lotgd\motd.php on line 252

The MoTD is still deleted too.

i'm running the latest pre-release version, with your latest uploaded house module.


Title: Re:House System Module
Post by: Sichae on February 07, 2005, 01:50:38 PM
Well, updated Estate Breakin in both Zip files.

Now has a Guardian for the Estates, with a Admin Switch to turn on/off. I don't really make many modules that create monster strings, so if someone would like to beef up or balance the creature that is in there now, please PM me with the code you wish to replace it with, and I shall try it out.

Current Stats:
Code:
         $badguy = array(
         "creaturename"=>"`\$Guardian of the Estates`0",
         "creaturelevel"=>$session['user']['level']+5,
         "creatureweapon"=>"Lochaber Axe",
         "creatureattack"=>$session['user']['attack']+$session['user']['level'],
         "creaturedefense"=>$session['user']['attack']+$session['user']['level'],
         "creaturehealth"=>$session['user']['maxhitpoints']*2,
         "diddamage"=>0,
         "type"=>"guardian");


http://dragonprime.net/users/Sichae/house.zip

http://dragonprime.net/users/Sichae/estbreak.zip


Title: Re:House System Module
Post by: CortalUX on February 07, 2005, 02:25:59 PM
I now get this on login.php:

Warning: Cannot modify header information - headers already sent by (output started at <SERVER>:948) in <SERVER>/login.php on line 72
Sending you to modules.php?cat=Forest&c=50-215429, have a safe journey

I've replaced my server dir structure with <SERVER>


Title: Re:House System Module
Post by: Sichae on February 07, 2005, 02:28:04 PM
I now get this on login.php:

Warning: Cannot modify header information - headers already sent by (output started at <SERVER>:948) in <SERVER>/login.php on line 72
Sending you to modules.php?cat=Forest&c=50-215429, have a safe journey

I've replaced my server dir structure with <SERVER>

Well, I am not getting that on any of my servers that I am running this on. It doesn't seem to be anything that conflicts with this module... I don't really know what is causing that error. But, I have a general Idea.


Title: Re:House System Module
Post by: CortalUX on February 07, 2005, 02:28:51 PM
I edited house.php and it's just a space after the '?>'
Edit: That guest got it too... the clanwar module must have added it... miouw!


Title: Re:House System Module
Post by: Sichae on February 07, 2005, 02:30:53 PM
I edited house.php and it's just a space after the '?>'

The copy that I uploaded 20+ minutes ago did/does not have that space behind the ?> But oh well, I will just upload this copy, in case anything went awry.

EDIT: hehe, I thought it was an Extra line, but there was an extra space. My server wasn't catching on it, nor has it ever caught a multipl space/line after the ?> Oh well.


Title: Re:House System Module
Post by: CortalUX on February 07, 2005, 02:32:36 PM
ok :)
I actually had only just overwritten it though. That clanwar module really does the rounds.


Title: Re:House System Module
Post by: umk on February 07, 2005, 04:45:14 PM
i tried the new version you uploaded and i don't get those errors anymore. w00t! :)
thanks a lot. :) 8)


Title: Re:House System Module
Post by: Sichae on February 07, 2005, 05:06:47 PM
Just updated the Guardian. People were having an easy time killing it... so I beefed it's attack and defense up a bit.

Any input anyone has on this Guardian can be sent to me VIA PM, and I shall evaluate the best course of action.

Same Links


Title: Re:House System Module
Post by: Sichae on February 08, 2005, 07:42:50 PM
Update to Estate Break.

Admin Settable Multipliers for Attack, Defense and Hitpoints of the Guardian.

Small bug fixed, dealing with the Guardian being on Duty or Not.

The defeat addnews was leftover from taking a line from the worldmap.php. I was just in the village and saw that, I arched a brow, dashed to Editplus, and made the change ^_^

Same Links.


Title: Re:House System Module
Post by: Sichae on February 09, 2005, 08:52:09 PM
Minor, extremely minor typo fixed. Not even worth noting, but I am posting, just so that no one comes and says, "Oh, there is a typo" which would require more posting on everyone's part.

Same Links.


Title: Re:House System Module
Post by: Sichae on February 12, 2005, 10:52:08 AM
A huge oversight!

Mounts are now suspended against the Guardian. If one had a mount with a Atk mod of 2.0, and the guardian only had 1.6, you could match them, but that only would cover that one person, and would be unfair to all others.

Also, run has been turned off. If you wish to attack the Guardian, you should know full and well what you are getting into... or maybe I am just sadistic.

Same Links.


Title: Re:House System Module
Post by: sntjohnny on February 12, 2005, 06:13:22 PM
Excellent.  Good work.


Title: Re:House System Module
Post by: sntjohnny on February 13, 2005, 06:57:06 AM
Did some more testing...

When you use superuser feature 'abort' it leads to a page without any navs at all.  It wasn't hard to escape, but I did get a badnav error.

I have lost to the guardian 5 times even using 'god-mode.'  That seems a little TOO strong for the guardian, but actually I'm wondering if maybe its something with the coding of godmode for this particular 'creature'?

edit:   I was able to defeat it finally using clan-hardened level 15 weapons.


Title: Re:House System Module
Post by: Sichae on February 13, 2005, 07:03:42 AM
Did some more testing...

When you use superuser feature 'abort' it leads to a page without any navs at all.  It wasn't hard to escape, but I did get a badnav error.

I have lost to the guardian 5 times even using 'god-mode.'  That seems a little TOO strong for the guardian, but actually I'm wondering if maybe its something with the coding of godmode for this particular 'creature'?

edit:   I was able to defeat it finally using clan-hardened level 15 weapons.

Yes, I already know about the badnav. ^_^

The settings for the Guardian are all Admin Settable Multipliers of your own attack/defense/maxhp.

So, I suggest that you fool around with those, to achieve the right balance.

/me notes that he has had many people defeat the Guardian, even at level 1


Title: Re:House System Module
Post by: Imperialx on February 13, 2005, 07:29:38 AM
I just thought about something...And this time I hope it doesn't come out retarded.

Can houses support multiple people? Like, I just got married and my wife and I share the same house?


Title: Re:House System Module
Post by: CortalUX on February 13, 2005, 07:33:02 AM
I just thought about something...And this time I hope it doesn't come out retarded.

Can houses support multiple people? Like, I just got married and my wife and I share the same house?
Yees... you can give out keys..


Title: Re:House System Module
Post by: Imperialx on February 13, 2005, 07:41:59 AM
One last question...

Is the time to build the house a set variable or is it completely random?


Title: Re:House System Module
Post by: CortalUX on February 13, 2005, 07:43:30 AM
One last question...

Is the time to build the house a set variable or is it completely random?
It's not that, I think it just gets built when you've paid for the house.


Title: Re:House System Module
Post by: Imperialx on February 13, 2005, 07:44:38 AM
It's not that, I think it just gets built when you've paid for the house.

Aye...but I do not see a nav that gives me the ability to pay for the house?

Or is that also automatic once you reach X amount of gold?


Title: Re:House System Module
Post by: Sichae on February 13, 2005, 07:55:04 AM
Aye...but I do not see a nav that gives me the ability to pay for the house?

Or is that also automatic once you reach X amount of gold?

You click Build House, and then enter the correct amount of Gold. Once paid for, then the house is built, and you may enter.

There is a DK limit to build a house, that is an Admin Setting. The gold/gem costs are also Admin Settings.


Title: Re:House System Module
Post by: Dannic on February 13, 2005, 09:08:28 AM
When trying to kill the guardian, I cannot use my special abilities.  Why actually show them if they can't be used.  Also will take off a skill point for trying.


Title: Re:House System Module
Post by: Dannic on February 13, 2005, 09:10:47 AM
also, using abort will bring up a blank page with no navs


Title: Re:House System Module
Post by: Sichae on February 13, 2005, 09:15:42 AM
also, using abort will bring up a blank page with no navs


This has already been brought, no more than 10 posts before this.

I am currently working on all of this, but progress has bene slow, because my father is extremely sick, and I am unable to set my full attention here.


Title: Re:House System Module
Post by: Sichae on February 13, 2005, 09:24:09 AM
When trying to kill the guardian, I cannot use my special abilities.  Why actually show them if they can't be used.  Also will take off a skill point for trying.

This has been fixed. It dealt with how I was setting up the badguy string.

I will look at the Abort later tonight.

Same Links.


Title: Re:House System Module
Post by: Dannic on February 13, 2005, 09:29:51 AM
it hasn't been fixed as far as I can tell.  I am using the one you have currently on the site.

It also permanently removes any bonuses to the attack and defense if  I accidently use one of the skills.


Title: Re:House System Module
Post by: Sichae on February 13, 2005, 09:30:49 AM
it hasn't been fixed as far as I can tell.  I am using the one you have currently on the site.

It also permanently removes any bonuses to the attack and defense if  I accidently use one of the skills.

The file that I just put up, about less than 5 minutes ago, is fixed.

Next time, please check the latest file, then come back with any bug reports.


Title: Re:House System Module
Post by: Dannic on February 13, 2005, 09:36:54 AM
Lets see.. I'm stupid again i take it.

I downloaded the file in question for Estate Breakin.  it is the file that is dated 2/12/2005.  This happens to be the one I JUST downloaded.  It also happens to be the one that is exactly the same as the one I already have that doesn't work.

Now if you put it somewhere else I would like a link.


Title: Re:House System Module
Post by: Sichae on February 13, 2005, 09:40:34 AM
I downloaded the file in question for Estate Breakin.  it is the file that is dated 2/12/2005.  This happens to be the one I JUST downloaded.  It also happens to be the one that is exactly the same as the one I already have that doesn't work.

I test each upload, to see if the file was updated. Each time I have done it today, they have all been updated. The one I just put up, is the updated one. The one before, was updated, and the one before that, was updated.

Then there is something wrong with the upload system for this site, because I updated both house.zip and estbreak.zip, both containing the fixed estbreak.php not more than 10 minutes ago, after I had already done so before, and to make sure, I just did it once more.

I know that the files in there are fixed, if they are not, then talk to Talisman about the uploads.


Title: Re:House System Module
Post by: Dannic on February 13, 2005, 09:49:41 AM
Alright here is the deal since you dont' want to be bothered into actually looking

the house.zip file has the correct version.  the estbreak.zip does not.

I wasn't downloading the house.zip file since I don't need the house.php module.

I was downloading the estbreak.zip.

If you would kindly upload the correct estbreak.zip file it would create less confusion.


Title: Re:House System Module
Post by: Sichae on February 13, 2005, 09:56:37 AM
Alright here is the deal since you dont' want to be bothered into actually looking

If you would kindly upload the correct estbreak.zip file it would create less confusion.

Dannic, I have been bothered into looking, several times in fact. Each time, I have gotten the correct file. I update both estbreak.zip and house.zip at the same exact time. I know that they are fixed.

They have been fixed, for the past half hour, but it just seems that you love to run up your post count, coming back claiming that I have not updated the file.

I told you, speak to Talisman, perhaps the upload system is off. Right now, I do not have the time.

I am tired of dealing with this bull. I have had the file updated, for the past half hour, and your lack of knowledge to just PM me, instead of posting in the thread which you spoke to me earlier about, into disbanding/splitting this thread.

/me opens WinMerge and checks all downloaded files over the past 30 minutes. See that they are the same exact

And just to please you, the file version has been changed to .55, so that you should know if there was a change or not.

/me downloads the file from his shared folder

This says .55. Now, if you will kindly excuse me, I have better things to do, than to help out someone that is obviously not understanding the basic premise of "I do not have time, my father is extremely sick, and I am unable to divert my attention fully to it."


Title: Re:House System Module
Post by: Dannic on February 13, 2005, 10:11:41 AM
Edited:  Fixed.



Title: Re:House System Module
Post by: Jim on February 13, 2005, 10:13:30 AM
*ducks*

The same thing happens to me....


Title: Re:House System Module
Post by: Sichae on February 13, 2005, 10:16:37 AM
I have deleted both files, and uploaded all new ones.

If it does not work, then there is something wrong with the upload system...

If ANYONE bothered to look on the outside, through the "View Shared Files" link, you would see that it states my folder has not been altered since 3 days ago...

Dannic, I did not call you stupid, so don't put words in my mouth. I was merely expressing the fact that I have OTHER THINGS TO DO, BECAUSE MY FATHER IS ILL AND I AM UNABLE TO SET MY FULL ATTENTION ON THIS. Now, if you were the least bit sensitive to this notion, then you would've left it be, and quit posting, letting me take care of it, when I/someone else (In the case of Talisman making sure the uploads are correct) got around to it.


Title: Re:House System Module
Post by: Elessa on February 13, 2005, 10:20:56 AM
i have just downloaded estbreak.php, version .55 with no difficulty.

perhaps there is a problem with others proxy?


Title: Re:House System Module
Post by: Dannic on February 13, 2005, 10:25:03 AM
Thanks for fixing it.


Title: Re:House System Module
Post by: Sichae on February 13, 2005, 10:30:05 AM
Thanks for fixing it.

You are welcome. Sorry for being evil.


Title: Re:House System Module
Post by: Talisman on February 13, 2005, 10:48:41 AM
To cut off any questions sent my way:  There is nothing wrong with the downloads here that would cause what Dannic was experiencing.  There is only on copy of the file by that name on the server, so if you encounter problems of this nature (which I have heard of once before), try clearing your cache.

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