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Print Page - lays system

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Modules, Themes and other customizations for your game => Completed Modules for version 1.x.x => Topic started by: Hex on December 05, 2004, 11:03:08 PM



Title: lays system
Post by: Hex on December 05, 2004, 11:03:08 PM
In the spirit of LoRD, I just threw together a quick module for tracking lays. It's working fine for me on my test server, so I'm hoping no one else runs into any problems. I'm sorry if anyone else has already done this, but I couldn't find it anywhere and it's a feature I don't think any LoRD clone should be without. (Plus I'm using it in another module I'm writing and figured why not make it global)

http://dragonprime.net/users/Hex/lays.zip

I made a patch for the lovers.php module so it'll work properly with seth and violet. (you're going to need this if you want the lays module to work...)

http://dragonprime.net/users/Hex/lovers.diff

I also just finished patching the HoF to rank players by most/least lays.

http://dragonprime.net/users/Hex/hof.diff

I hope this doesn't break anything for anyone, but so far it's all working just fine for me.

Enjoy, and let me know if there are any problems.  (though you should all know to make backups before you apply the patches, just in case ;) )


Title: Re:lays system
Post by: Dopple on December 06, 2004, 01:42:27 AM
Hrm.. what's the saying about idle hands and someone's work..?   ::)

Well, my hands weren't idle, but I almost have a modification for this that is a bit less intrusive (using module prefs instead of editing the account table, and doesn't require the patch to hof.php).  I can send the result to you if you want..

I don't see any way to get around the need for hooks in lovers.php, but maybe someone more familiar with the code could pipe in if they knew anything.

I really shouldn't be working on this at the moment, but I couldn't resist..  ;)


Title: Re:lays system
Post by: Hex on December 06, 2004, 09:51:51 AM
I originally had it using the prefs instead of the accounts table, but I also wanted to have the HoF entry (what's the use of tracking lays if ya can't brag about it, eh?) and I figured the best way for this was probably using sql

although, just so ya know.. the HoF patch isn't required. I just did that for my own use. but from what I understand of the CC license, I'm required to put out the patch for others to see/use. another thing about the HoF patch, it won't break things if the lays module isn't installed.

Code:
if(is_module_installed('lays'){
     addnav("Lays", "hof.php?op=lays&subop=$subop&page=$page");
}

I'm trying to figure out a way to include the HoF page inside the lays module itself so the hof won't require patching, but this is just what I threw together as a quick solution. because of the way hof.php is setup, I'm not really sure if I can make an internal hof page just for lays and have it show on the actual hof like it's supposed to be there. if anyone can help with this I'd really appreciate it.


Title: Re:lays system
Post by: Rowne on December 06, 2004, 10:57:04 AM
Not sure whether it's of any help but the module Show Recent Players (http://dragonprime.net/users/mProwler/recentplayers.zip) adds a nav to the Player List.  This is the only module I can think of immediately that adds a nav to one of the core subpages, so perhaps you could use that?  As I said, I'm not sure if this is any help or not but I thought I'd suggest it.

I'm very interested in this one too but I too am a bit iffy about the Accounts database being modded.  So I'll just hang on a bit and see how it develops but from what I can understand, it sounds to be awesome.


Title: Re:lays system
Post by: Hex on December 06, 2004, 01:32:16 PM
it only adds one field to the accounts table called 'lays'

when the module is uninstalled, it removes the field and only the field. I'm not sure if this is what you're "iffy" about, but I'm using it on two servers and they're both handling it fine. I've done EXTENSIVE testing of the add/drop field so as to ensure it wouldn't remove any vital info.

The reason I added a field as opposed to a whole extra table (such as in the instance of lonnys forums) is because it was just dumb to have an extra table with just one value, plus I think it would be a bit of extra work using an extra table to make sure it stores the right number of lays with the right account. Also, I prefer the additional ease of being able to use $session['user']['lays']++;

I will be looking at the recent players code here in a bit, though because that would have to use the existing db to be able to sort results, I'm not sure it's what I'm looking for. *doesn't want to try to figure out how to sort players by most lays using just php*

well, I'll keep playing with it at any rate. though unless anyone can tell me exactly why adding a field to the accounts table is such a bad thing, I'm probably going to leave it the way it is.


Title: Re:lays system
Post by: Sichae on December 06, 2004, 01:46:30 PM
Actually, as most of the people do enjoy... the like things being done from the userpref* function, that is attributed to the mod...

And yes, you can call in these values to generate a listing...** It is much better to keep the tracking in the module itself, rather than adding a new column to the accounts table.

*
Code:
set_module_pref/get_module_pref
**
Code:
$sql = "SELECT userid FROM module_userprefs WHERE modulename='lays'";
$result = db_query($sql);
$row = db_fetch_assoc($result);
$id = $row['userid'];
$sql2 = "SELECT name FROM accounts WHERE acctid=$id";

The generate your list. Meh, that should work, might have to toy around with it. Then, to gen the list of lays, just have it fetch the acctid's userprefs from their account. Not too hard.


Title: Re:lays system
Post by: Hex on December 06, 2004, 01:58:58 PM
thanks Sichae, I'm working on it right now. version 2.0 will be posted as soon as I get it right..

One thing about adding the HoF entry.. I hook into the hof with module_addhook(footer-hof); to add the nav..

obviously when I go to the hof, I see the nav for lays HoF.  Is there any way to keep it on the hof page, as opposed to running it's own little page and having to add a nav back to the hof?  I'd also like to keep the sorting somewhat integrated with the current HoF (best/worst)

any thoughts?


Title: Re:lays system
Post by: Sichae on December 06, 2004, 02:07:51 PM
For the second part, when you generate the list, you would have to order it by either ASC or DESC, depending on if you want worst to best or best to worst.

The first part... I am not too sure about... it would most likely require a modding of the hof.php.


Title: Re:lays system
Post by: Rowne on December 06, 2004, 02:32:31 PM
There's no need to be defensive Hex, after all I said that I did like the sound of it and would like to try it.  The only reason I was iffy over it was cleanliness reasons really.  Should a core update occur, it might make things more difficult if there are stuffs in the core tables which shouldn't be there ~ since the core tables are for the core files after all.  This is why I usually prefer seeing things use module_prefs myself.  I don't doubt you though, I could uninstall it but my point is that if you are already working on a userpref version, I'll just wait for that and save myself having to uninstall the mod should I ever upgrade my LoGD.

If that makes sense?

I don't doubt you at all and when the userpref variant is released I'll be one of the first to test it so null persp, eh?

Mostly though it is just a cleanliness thing so blame my personal tastes more than anything else.  I am a little obsessive about such things.  Too much so, I plead guilty to that.


Title: Re:lays system
Post by: Hex on December 06, 2004, 02:49:09 PM
Rowne:  sorry if I seemed to get a bit defensive, but really I wasn't.

I can respect the preference in the use of moduleprefs. I actually like that better myself. but being a dummy with sql queries, (I did not know I could pull moduleprefs out the way Sichae pointed out to me) I did this the only way I knew how.

As for the moduleprefs variant, I'm working on the internal HoF part, though I'm REALLY having a hard time with it. I have uploaded the new version that uses module prefs. lovers.php will still need patched, but the hof patch has been removed.

Before I go back to coding, I'd like to thank you all for your input. Hopefully I can use my newfound knowledge in future modules in order to expand on them better.

Anyone who might actually be using version 1.0 is encouraged to uninstall it before updating to 2.0

sorry if I messed anyone up =/


Title: Re:lays system
Post by: Sichae on December 06, 2004, 03:15:27 PM
I can respect the preference in the use of moduleprefs. I actually like that better myself. but being a dummy with sql queries, (I did not know I could pull moduleprefs out the way Sichae pointed out to me) I did this the only way I knew how.

Best to learn now. Any you are welcome ^^


Title: Re:lays system
Post by: Hex on December 06, 2004, 04:02:43 PM
is there any way to pull multiple fields from the db and assign them as variables for use elsewhere?

here's what I have for the HoF portion so far (sql part):

Code:
$sql = "SELECT userid,lays FROM module_userprefs WHERE modulename='lays'";
      $result = db_query($sql);
      $row = db_fetch_assoc($result);
      $id = $row['userid'];
      $sql2 = "SELECT name,sex,race FROM " .db_prefix("accounts")." WHERE locked=0 $nosu acctid=$id LIMIT 0,$toplist";

from what I understand, $sql is going to pull out the id of the user, and the number of lays associated with that user. is there any way I can ORDER BY 'lays' in the $sql2 statement?

I'm sure I'll have more questions, as I may be trying to do too much at once.  The desired output is going to be something like:
Code:
Rank  |  Name      | Gender | Race    | Lays
  1      Hex         Male     Elf       10
  2      OtherGuy    Male     Human      5
  3      AGirl       Female   Felyne     3
and so on...

Don't worry, I've asked my fiancee for nothing more than SQL reference books for christmas, so with any luck I won't have to keep asking these potentially stupid questions =)


Title: Re:lays system
Post by: Sichae on December 06, 2004, 04:04:22 PM
At the end of the SQL statement:

Code:
$lays = $row['lays'];

$sql2 = "SELECT name,sex,race FROM " .db_prefix("accounts")." WHERE locked=0 $nosu acctid=$id LIMIT 0,$toplist ORDER BY $lays DESC"

That will list them in descending order, from most to least...

You have to work that in somewhere, but that is what you want.


Title: Re:lays system
Post by: Rowne on December 06, 2004, 05:07:40 PM
I'm sure you didn't mess anyone up, Hex.  Don't worry, I was only explaining my reason for the preference.  I'm still genuinely looking forward to seeing this and it's always nice to see the evolution of a new coder.  What you learn now will only aid you in creating more grand and complex modules in the future.  The sobriety module that you have under your belt so far is absolutely wonderful.  So keep at it, I can bet there are a few watching your progress and the mods you release, as am I.

Hee, anyway, I'm just waiting for the results of this current train of thought then I'm going to give it a shot!  My players are the kind who always accept things in good humour and they'll love a good joke like this one, being able to track who the server's largest pimp is.  Though how they'll react when they actually find out is ... not for me to know.  Though it'll be priceless to see that reaction.  ^.^


Title: Re:lays system
Post by: Hex on December 06, 2004, 05:52:44 PM
Rowne, as for future modules, I've been working on a HUGE one for about a month now. Each time I progress a bit more I end up taking a break to write something else that comes to mind. The sobriety thing was on my todo list, I had a moment of inspiration one night and whipped it up when yet another user was complaining about the inability to work. I wrote a couple of lodge modules as well, but haven't released them as I think they may upset the balance of other servers. the way I run mine, though, it's working out just fine.

I definately appreciate the praise in your last post. Good to know there's someone out there who like something I've done.

As of right now, the lays module is working (if you patch the lovers.php).  I'm working on the HoF still, but I'm still having problems pulling the variables out of the db correctly. hopfully I'll have all this figured out over the next couple of days. (don't quote me on that, going to be working a ton of hours this week so may not have much time to put into coding)

also, you mentioned the 'server pimp'  that is something I've already implemented into another module. I was considering building it into the lays module, however. whacha think?   (currently it works the same way the VillageIdiot thing works in Lonnys Castle. sets the title to pimp, then pulls a user from the db with the title 'pimp', so it doesn't accurately display the true pimp just yet. but I have some ideas on how to make it work properly. )  first things first though! heh

Well, enjoy


Title: Re:lays system
Post by: Rowne on December 06, 2004, 06:34:29 PM
Hee, I think that'd be absolutely hilarious because as I said, my users tend to be good natured and it gives them something to laugh at.  They love Lonny's Castle.  I had pipe-lickers and ghost-whackers who were constantly trying to get the custom titles, regardless of how foolish they looked because they knew in the end, it was a laugh and they just had fun with it.  This is pleasing to me.  I know LoGD isn't very serious in the first place but I'm all for busting the game's fourth wall and messing with it even more so yes, I wholly support the Pimp title.


Title: Re:lays system
Post by: Dopple on December 06, 2004, 07:32:41 PM
Hex, I've gone ahead and uploaded the version I threw together into my shared folder.. it has the HoF integrated into the module itself and is using the module prefs.  It still needs a tweak or two to the HoF part to allow other modules using the same method to work correctly, and I didn't do anything fancy with the table, but it seems to work.   ;)


Title: Re:lays system
Post by: Kendaer on December 06, 2004, 08:06:47 PM
Please note, this will BREAK in the upcoming pre-release.

I have said for a VERY LONG TIME that people are not supposed to be adding columns to the accounts table or any of the central tables.

As part of the installer work which has been done, the code now *maintains* these tables as part of the upgrade/installation function and will ACTIVELY REMOVE any columns which are not defined in the table definition as part of the table.

This was necessary so that automatic upgrades where fields were removed or renamed would proceed correctly.  It has the side-effect of enforcing something we have always stated was the case.  The core tables are the core tables.  Modular extensions should make use of the module_userprefs tables.

This is no longer just good practice folks.  As soon as I release the next prerelease (within a day or so, pending final validation of a last couple of fixes to current code bugs), you will be in serious doodoo if you depend on having added fields to any of the tables!!!


Title: Re:lays system
Post by: Hex on December 06, 2004, 08:13:32 PM
thanks for the info, (good to know for the future) but as I said previously, the moduleprefs version (2.0) is sitting in my shared folder.

just so there's no confusion..


btw, will this affect other tables, such as the tables lonnys forums creates?


Title: Re:lays system
Post by: Sichae on December 06, 2004, 08:31:48 PM
"I have said for a VERY LONG TIME that people are not supposed to be adding columns to the accounts table or any of the central tables."

Guessing that it will only effect columns that are added to existing tables.


Title: Re:lays system
Post by: Kendaer on December 06, 2004, 08:39:15 PM
Quote
btw, will this affect other tables, such as the tables lonnys forums creates?

Quote
Guessing that it will only effect columns that are added to existing tables.

This only affects 'core' tables (modules, module_userprefs, accounts, etc).
It does NOT affect tables created by modules (such as drinks or bounties, though I fully intend to revamp those modules to use the table descriptor code in the future as this would make them more easily able to handle future upgrades to tables)

It will not remove tables created by other modules or such (IE, lonny's forums should be safe as long as he doesn't modify any of the core tables :))



Title: Re:lays system
Post by: Dopple on December 06, 2004, 08:45:28 PM
Hmm, table descriptor code?  This sounds interesting... :)

Definitely good news to me, the modules I'm currently making rely rather heavily on added tables (much as I hate them to, but it'd cause lots of both code and data bloat otherwise).


Title: Re:lays system
Post by: Kendaer on December 06, 2004, 08:47:28 PM
The descriptor code itself is already part of the current pre-release.  There's just no documentation on using it or setting it up.

Not that there will be much in the next release either, but you'll at least have some examples in how the installer works!


Title: Re:lays system
Post by: Dopple on December 06, 2004, 09:46:27 PM
Way ahead of you.. it does look interesting, and the documentation doesn't look too bad.  Thanks for mentioning it.  *mental gears begin turning...*


Title: Re:lays system
Post by: Hex on December 06, 2004, 10:23:41 PM
Updated to ver 2.1

Now it adds a nav to the HoF page for most lays.

only sorts most to least for now. I do hav plans to add sorting at a later time.

note, if you've got a ton of players, they're all going to be listed on the same page for now. I'd like to include a way to list X players per page. the only way around this right now is in the module settings, you can limit the number of players displayed.

I've tested this as much as I can, but I cannot guarantee you will not run across any errors. *fingers crossed*

Enjoy! :)  download link is the same


Title: Re:lays system
Post by: Dopple on December 06, 2004, 10:42:50 PM
I ended up using some code from hof.php in order to handle the sorting and paging...  The tough part is remembering to update the navs to keep track of the current choices.  It would be nice if the table display function in hof were in an include file or something...  ;)


I did completely forget that you can define new names for tables inside an SQL statement.. thank you for reminding me of that little trick.


Title: Re:lays system
Post by: Hex on December 06, 2004, 10:58:54 PM
I was just going to include sort navs, use a variable $sort, and replace the ORDER BY statement with that

something like

Code:
if($sort=="most"){
   $sort2 = " ASC";
}elseif($sort=="least"){
   $sort2 = " DESC";
}

$sql = "blah blah blah ORDER BY $sort2";

*shrug* that's how I was doing it before, till I got frustrated and deleted all the code from the active window and clicked save =)  wasn't working anyway. maybe it will this time.

well, 2am, my woman is probably cold and lonely by this point so I'm outtie.


Title: Re:lays system
Post by: Rowne on December 07, 2004, 05:26:15 AM
I have it installed and everything's dandy.  Now to sit back and watch the fight for 'Pimp of the Land.'  Oh dear, this is going to be fun.

Anyway, no problems here and thanks for switching to module prefs and all.  This is a really nifty addition to have here.

Of course, anything that ups the quotent of LoGD goofyness is a good thing to have on any LoGD server.

[Edit] I'm impressed with how you've worked the hooks there, Hex, I must say.  When hooks are used and it's handled so cleanly I don't mind patching files in the least.  In fact, I thought I'd try adding it to (Kallell/Sichae's) Ge'Mah's Relaxation Retreat.

That went spiffingly well too.  I made sure I put the hooks in the right places and I roped in some of my userbase to help me test it out.  So both lovers (as patched by the diff on the first page) and the brothel both work perfectly with Lays.  So a resounding well done to your clean code, which made this easy for one such as I (who's so new to PHP) to do.

If anyone's curious (and in the spirit of sharing), it can be found here [http://mastaile.mine.nu/brothel.php].  All I did was add in the hooks at what seemed to be the correct locations.  I've also removed the sex checks and unisexualized the descriptions too ~ as this seemed to be desired by my users.  That's easy enough to undo though.

If anyone wants, I'll try and make a diff.

Anyway, credit this to Hex's efforts, it's good code he's got there.  *Nod.*


Title: Re:lays system
Post by: Hex on December 07, 2004, 08:39:00 PM
just updated to ver 2.2

lots of changes
added a bunch of admin configurable options for just about feature

top pimp added!
also changed the lays stat display from global to per user

changelog:

v2.2 - 12/07/04
- Added server pimp stuff
- admin configurable titles for males AND females
- option to display top pimp on login page
- added option to change player titles
- fixed top pimp code to display the real top pimp <g>
- Added ability to turn on/off HoF (why the HELL would you want to do that?!)
- added 'howmany' pref. for future plans
- made 'show lays in info bar' per user, not systemwide anymore.


Title: Re:lays system
Post by: Bandon on December 08, 2004, 12:39:41 AM
So at this point, will this or will this not work with the new pre-release that is coming up?

I would really like to add this to my site, but not if it is just going to break...

 ???

-Bandon


Title: Re:lays system
Post by: Rowne on December 08, 2004, 06:24:46 AM
The only thing that had me worried was the fact that originally this acted more like an 0.9.7 module than an 0.9.8 one (in regards to using the accounts table and the HoF patch) but now it uses a very clean system involving module prefs and hooks in the addnavs to HoF instead.

In other words, Hex made sure it won't break.  I can't see this causing any problems, myself.  He did good.

[Edit] I have come across one bug that really isn't a big deal, I just found it when testing.  It seems that when I set it not to show administrators, it took out some of my players too.  I think this is because either because some of my players have 'View Source' set (those who do are good friends who help me bug hunt) or because they have custom names.  For example, some of those that didn't show were from Lonny's Castle.  Such as 'Possessed [name]' and 'VillageIdiot [name]'.

I just thought I'd let you know anyway, I have a lot of custom stuff here so it might just be me.


Title: Re:lays system
Post by: Dannic on December 08, 2004, 02:34:48 PM
so is it just one file download now?  or still the three links in your original post?


Title: Re:lays system
Post by: Hex on December 08, 2004, 04:44:53 PM
it's just the lays.zip, but it's advised to apply the patch to lovers.php else lays module isn't going to do any good.

as for people not showing up in the list.. a) they have to have at least 1 lay.  b) it's only checking for the superuser flag, so I guess if they don't show up on other parts of the HoF, they're not going to show up on the lays HoF.  I don't have nearly enough users with any lays yet to test this much further when I already have. unfortuantely, all the users on my test server have 'infinite days' so when I disable superusers on the hof display, I don't see anyone =/

I'll look at it a bit later and see if I can duplicate the problem.

and as for the question about if it will break or not, no.. I don't see why it would break, unless they're making huge changes to the way modules are setup. I don't see that happenening, however, because this way is working just fine <g>

hope that answers everyones questions...

oh, and thanks again for the praise about this module. =)


Title: Re:lays system
Post by: Rowne on December 08, 2004, 05:19:47 PM
I'm thinking it might be that because said users have "View Source" set so the check used might debunk all superuser flags, no matter how insignificant.  Regardless, it's not that important anyway and not your fault regardless.  I just thought I'd mention it because like with all bug reports, it could be down to a typo, a missed call or somesuch that the author might want to fix.  One never knows but null persp, eh?

Anyway, you deserve the praise, this is shaping up to be nifty.

Also, I have an idea.  How about an 'event' which is triggered by a hook that checks the amount of lays?  For example, at a certain multiplier of lays, 50, 100 andsoforth, the player might be visited by some diety of charm would would offer them some related buff.

I got this idea from Princess Maker II where if you worked on her social skills then eventually she would be visited by this demon of charm who would buff, indeed, her charm.

So there's an idea if you're looking for directions to go next.


Title: Re:lays system
Post by: Hex on December 08, 2004, 09:35:44 PM
I'm thinking it might be that because said users have "View Source" set so the check used might debunk all superuser flags, no matter how insignificant.  Regardless, it's not that important anyway and not your fault regardless.  I just thought I'd mention it because like with all bug reports, it could be down to a typo, a missed call or somesuch that the author might want to fix.  One never knows but null persp, eh?
View source shouldn't have any effect on the display, from what I understand.  Anyone know if that sets the superuser flag to 0? I didn't think it would, I thought options marked with the * (infinite days, etc) would do that. * = does not show up in core HoF, thought it might work the same. The only difference between my superuser flag and the core HoF, is I don't have $superusermask = SU_HIDE_FROM_LEADERBOARD; in there anywhere...  

I really don't know where to begin trying to find out what would be causing that problem, but I'll double check my sql code and see if maybe I typed something wrong..  you're sure those users have at least 1 lay? the way it's written, if the account is locked, the superuser flag is set (if you have the option enabled, of course), and lays = 0, you will not show up in the HoF. Otherwise, everyone should.

A thought...  what is your HoF limit set at in the module settings?

Quote
Also, I have an idea.  How about an 'event' which is triggered by a hook that checks the amount of lays?  For example, at a certain multiplier of lays, 50, 100 andsoforth, the player might be visited by some diety of charm would would offer them some related buff.

Certainly looking for new ideas. I'll look into coding something here in a bit after I'm done working. Maybe I can have something running by the time I get to sleep.


Title: Re:lays system
Post by: Rowne on December 09, 2004, 02:20:37 AM
I've tried setting the limit at 0, 40, 50 and 100 but it doesn't seem to have any effect.  Also, they have 3-5 lays.

No worries though, don't lose sleep over it.  It's honestly not a big deal.

Those new features will be fun though, it'll be funny surprising players with it.  Perhaps if you were looking to award the title 'Pimp [name]', it could be done in such an event as the best reward?


Title: Re:lays system
Post by: Hex on December 09, 2004, 07:31:58 PM
Rowne - do you have the 2.2 code? it already gives admin settable titles to players with X lays.


Title: Re:lays system
Post by: GenmaC on December 09, 2004, 07:54:35 PM
I woudl just like to congratulate you on this module.


Title: Re: lays system
Post by: linuxcat on December 20, 2006, 06:43:53 PM
While "The site is currently offline for techical issues." Can anyone explain what code I need to add to the lovers file so that I can make use of this mod?  I am wanting to add this to the Damsel In Distress and Marriage Expansion mods.

Thanks!


Title: Re: lays system
Post by: Talisman on December 20, 2006, 07:06:25 PM
While "The site is currently offline for techical issues." Can anyone explain what code I need to add to the lovers file so that I can make use of this mod?  I am wanting to add this to the Damsel In Distress and Marriage Expansion mods.

Thanks!

The links in the first post of this thread point to the old users folders, which will not be returned to service due to the antiquity of a lot of the files contained therein.  You can find all the files once located there in the site's Downloads area.


Title: Re: lays system
Post by: linuxcat on December 20, 2006, 07:54:45 PM
If you will please forgive me if I am just blind, but I did look before I asked.  I downloaded the lays system module from the downloads section.  I do not see the lovers.diff file in any section.  The two sections that jumped out at me were:
Patches (http://dragonprime.net/index.php?module=Downloads;catd=26)
Village Add-Ons (http://dragonprime.net/index.php?module=Downloads;catd=11)

The Village Add-Ons has three Seth and Violet Lovers mods.  None appear to the be lays.diff by Hex (http://dragonprime.net/index.php?action=profile;u=380).

If the files are gone are are not to return, then I will have to double my request that someone that has it explains what needs to be changed here, since the download is only half of the mod.


Title: Re: lays system
Post by: Talisman on December 20, 2006, 08:39:05 PM
This should be the file here, then (attached).  We'll have to look at this one to see if it needs repackaging.


Title: Re: lays system
Post by: linuxcat on December 20, 2006, 08:41:26 PM
Thank you for both replies and the file I was looking for.


Title: Re: lays system
Post by: robert on December 20, 2006, 08:48:47 PM
The file you are looking for lays.diff was merely a text file explaining what you needed to edit in lovers module.  No longer is available in the download area unless Talisman can whip up some magic of some sort to find this lost file.  Yes, it should have been included in the .zip download but unfortunetly it wasnt.

Not just that, the lays module I noticed was also written in 2004 for the .098 versions ...which were terribly unstable!  Many changes in the code have been implented since then.  Keeping this in mind, it may behoove you to just ask an author to write a more current version of the lays module ...it really wouldnt be that hard to do, any competant coder could do it in a short period of time.


Title: Re: lays system
Post by: WereMagi on March 21, 2013, 02:42:15 AM
I wonder if anyone had done as robert mentioned and made an update to the Lays System and not mention it?


Title: Re: lays system
Post by: MarcTheSlayer on March 21, 2013, 09:24:09 AM
The module code looks sound to me and should work without a problem on v1.1.2 :)

This may not be suitable if your game has young players. :)


Title: Re: lays system
Post by: WereMagi on March 21, 2013, 03:11:21 PM
Oh right... minors.... Might need to edit to use the Real Life Age module then... Else issues. >___>
/me totally did not forget about the children

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