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Modules, Themes and other customizations for your game => Completed Modules for version 1.x.x => Topic started by: DaveS on January 16, 2008, 10:30:36 PM



Title: Dragon Eggs Expansion by DaveS V1.01
Post by: DaveS on January 16, 2008, 10:30:36 PM
It starts with a YoM:
Quote
Congratulations!

You have killed the Green Dragon enough times that something deep in your mind begins to remember something... Dragon Eggs!

You're never going to get rid of the menace of the Green Dragon as long as Dragon Eggs exist in the kingdom.

You now have gained the ability to search out these Dragon Eggs in order to destroy them. There are many places that you'll be able to search for these eggs. As you become more experienced, even more places will open up. In addition, you may be able to search for Dragon Eggs at new locations if you help support the site.

Please help! Perhaps one day the kingdom will be safe again! There are still many new things to learn and explore.

The Dragon Eggs Expansion will add many new and exciting locations and activities for your players.  Players will now begin to Search for dragon eggs throughout the kingdom; a setting number of turns that you decide.  The locations expand and open up based on dragon kill number and lodge points according to your settings.  I have set up some basic defaults for these.

Players will search different locations to find and destroy Dragon Eggs. Many times this will require them to pay gems or make a sacrifice to be successful.  Once destroyed, players get credit for their actions through the new currency of Dragon Egg Points.  Dragon Egg Points do not reset upon killing the Green Dragon so they carry over.  Players can use the Dragon Egg Points to obtain money, heal, get blessings, and much more.

You customize the Expansion based on what you install.  There are a potential of 25 different locations that players can explore. The Expansion automatically utilizes the following Core Locations to search for Dragon Eggs:

1. Healers Hut
2. Ye Olde Bank
3. Blusprings Warrior Training
4. Boars Head Inn
5. Hall of Fame
6. MightyEs Weapons
7. Pegasus Armor
8. Gypsy Seer's Tent
9. Merricks Stables
10. The Gardens
11. Curious Looking Rock
12. Daily News
13. Capital Town Square

In addition, you can install multiple modules to add more locations:
14. The Old House (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=995)
15. The Jail (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=1054) AND/OR Dragon Eggs Jail
16. Hara's Bakery (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=176)
17. The Library (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=37) AND/OR Dragon Eggs Library
18. Jeweler (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=995)
19. Petras Tattoo Shop (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=995)
20. Ye Olde Gift Shoppe (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=929)
21. Well-wisher (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=995)
22. Old Church (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=995)
23. Ocean Quest (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=1180)  OR Dragon Eggs Docks
24. The Outhouse (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=287)

The Inner Sanctum is location #25.

There are several new modules included that you can install that are specific to the Dragon Eggs Expansion (Included in the Package):
1.  Dragon Egg Points:  This is a required module for the Expansion. As hinted above, players will be able to use the dragon egg points to get benefits.  This can include bonus hitpoints, extra gold, or even becoming a deputy.
2.  Order of the Inner Sanctum: Access is obtained by successful invitation through exploration of the Inn.  This module is a stripped down version of the Secret Order of Masons.  There are no benefits; its only a new location to search for Dragon Eggs.  You should NOT have both modules installed.
3.  Dragon Eggs Jail: This is a modification of the Jail by Sixf00t4, Niksolo, Lonny, and RPGee (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=1054).  It adds a new feature where players can become the Kingdoms Deputy.  Prices to get out of jail are much lower and the module does NOT utilize the barrister method to get out.  If you run both the Original Jail and the Dragon Eggs Jail, you will use the Original Jails methods to get out.
4.  Sheldon Gang: Players can get recruited into a gang at the Curious Looking Rock.  This allows them access to the secret hideout where they can then run raids on the kingdom.
5.  Dragon Eggs Library:  This can be used with or without the Original Library by Chris Vorndran (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=37).  It allows players to check to see which Allies have been encountered and to see which locations are available to Search.
6.  Dragon Eggs Docks: This module is used INSTEAD of the Ocean Quest (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=1180) module.  It adds the fishing component of the Ocean Quest module without any of the Quest portion. If you have the Ocean Quest module running, you shouldn't use this module.
7.  Rumors:  Adding this module gives even more variation.  Players will occasionally overhear rumors while searching for dragon eggs.  The rumors detail events in the kingdom.  Dispel the rumor and win a simple reward.
8.  Dwellings Costs Dragon Egg Points:  Now you can have your really top notch homes require Dragon Egg points for purchase.

Other New Features:
1.  Allies:  There are 12 new characters in the kingdom that join players in the form of a buff.  You can only have 1 ally with you at a time.  They survive the newday and tend to be moderately helpful buffs. Check the Dragon Egg Library to see whos been discovered.
2.  Curses or Blessings:  Players will become blessed or cursed during their searches.  This buff survives the newday.  A blessing is cancelled out if a player is cursed and vice versa.
3. Retainers:  A retainer is a daily stipend that ranges from 50-150 gold pieces (or whatever setting you want).  Players that find one get the little extra money boost daily until a random chance loses the retainer.

Referenced Modules:
As always, I try to tie the expansion in with other modules.  None of the following are required.  Players may notice interaction with the following modules:
1.  Exotic Drinks (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=287)
2.  Ruin World 2 (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=992)
3.  Psychic Specialty (Okay, it doesn't exist yet, but if anyone ever writes one it will work with the Expansion)
4.  Bear Hall of Fame (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=1211) (Yes, theres a bear in the expansion somewhere!)
5.  Lumberyard (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=666) (flavor text)
6.  Metal Mine (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=1143) (flavor text)
7.  Quarry (http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=147) (flavor text)


Just a warning:  This expansion is huge.  It is probably 5-10 times bigger than my largest module prior to this.  It is somewhat like multiplying the Lost Ruins by 25. I have had to make a significant re-write of the module in order to release it to the public.  I have tried to playtest it to the best of my ability but I will work to debug any problems that are encountered.

Other Notes:
The Dragon Eggs Expansion, in general, favors the player.  I highly recommend you consider this when deciding how many searches you give the players.  I have set the default at 4, resetting on system newdays.

The Dragon Eggs Expansion should work for 1.1.0 or 1.1.1.  Youll need to install the Dragon Egg Points module before installing the full Dragon Eggs Expansion.

If people would like more details please let me know and I can post more descriptions.

Finally, I'd like to announce that this will probably be my last major module.  Life is changing directions and I doubt that I'll be coding enough to create these types of modules anymore.

Thanks for all your kind words and support through the years!

Available for Download:
http://dragonprime.net/index.php?module=Downloads;sa=dlview;id=1362


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: ShadowRaven on January 16, 2008, 11:49:53 PM
Wow Dave, you have really outdone yourself, this looks great! Can't wait to try it out! :)


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: Smooth on January 17, 2008, 12:23:10 AM
One question: Is this Translation ready? This is a very interesting module and converting this to a theme will encourage more role-play in many realms.  :)


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: DaveS on January 17, 2008, 07:36:51 AM
Quote
One question: Is this Translation ready? This is a very interesting module and converting this to a theme will encourage more role-play in many realms.

I tried to make it as "translation ready" as I possibly could.  I believe there are a couple of locations that I struggled with coming up with a translation-friendly method; in particular I didn't have a great solution for the code that checked to see if a  player had an existing weapon or not:

Code:
if ($session['user']['weapon']!="`@Holy Mace`0"){
  blah blah blah
}

In general I tried to have translate inline around all the following:
1.  Monster names/weapons
2.  Listed arrays
3.  Buff Text

I also tried to minimize broken sentences... I used to do a lot of things like:
Code:
output("I like how rich you are.  You have a lot of ");
if ($gems>0) output("gems");
if ($gems>0 && $gold>0) output("and");
if ($gold>0) output ("gold");
output("that you are carrying around.");

I tried not to do that in this module.

However, this is going to be a huge translation for people.  I don't think I want to know how many lines this would entail.

If you notice areas that I need to fix please let me know and I'll be more than happy to update the module to make it as translation-friendly as I can.


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: DaveS on January 30, 2008, 02:45:38 PM
Update to Rumors Module: Now V1.01

Ooooh... little mistake with the Gypsy rumor.  I think it's fixed now.

Thanks to Owlmoons for the notice...

(Yay! Someone's actually using the module! Woo Hoo!)


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: DaveS on February 02, 2008, 08:55:24 PM
Update:
V1.01

Several important updates thanks to some feedback from Owlmoons:

1.  I was missing some code that would prevent players from buying access to the docks through the lodge; leading to people spending lodge points without being able to get to the docks.  Sorry!

2.  Small problem with the inn events and naming a weapon instead of armor.

3.  I was missing some extra "checks" to see if mindks had been reached for all the locations.  Whoops.  I don't know how I missed that one!

Let me know what else.  All your feedback helps!


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: DaveS on February 03, 2008, 09:51:33 AM
Update:  Some residual playtesting in the docks module updated. (only changes were made to the docks.php file... thanks owlmoons!!)


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: danbi on February 27, 2008, 01:43:39 PM
Wish you used the Activity Core to handle the daily allowance for turns. If one installs too many of your modules, the number of places to spend 'forest turns' increases rather quickly. By using 'activity turns' instead, you can better control the game.. I think.


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: DaveS on February 27, 2008, 03:14:21 PM
Oh... I know what you're talking about... but I always kept in mind that I wrote modules to "slow down" dragon kills.... I understand the concept of the activity turns; but I have this mental image that there's only so much time in a day to do things.


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: danbi on February 28, 2008, 12:53:28 AM
Exactly -- activity turns is related to forest fights as travel turns relate to forest fights. You don't really fight with a travel turn and these are not interchangeable. Although sometimes you might engage in a fight (same with some non-forest activities).

The idea to have this as separate game day setting, in order to not increase much the forest fights available.

I completely agree with the concept of slowing down DKs. However, with time you reach the state when some players may have very large number of DKs already and they well might convert most of these to forest fights. It is no secret, that forest fights are much easier, if you are 'weak'. Then.. these players have huge number of turns available to spend on other activities. This is where I came to the Activity Turns idea.

By the way, there is no problem to consume one forest turn per activity turn :) Activity turns are there so that if I have for example 20 of your modules, and each of these lets me spend 5 turns to dig/paint/study/whatever, I don't end up spending 100 turns, AND still having some turns left for forest fights.


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: RaynDarren on May 23, 2008, 03:24:54 PM
Dave,

You mentioned it was required to have the Dragon Egg Points module before you install this module, I have looked all over and cannot find it. Would you be able to provide the link?

Thanks so much,
RD


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: Elessa on May 23, 2008, 03:47:55 PM
dragoneggpoints.php is included in the expansion pack.  download the file from the link, notice all the folders and files in it.  tis where ye will find what ye seek. ;)


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: Tuxhedoh on February 23, 2009, 08:24:46 AM
I'm fairly new to hosting LOTGD - I installed the dragoneggs module, as well as a Accumulate New Day - the research points don't seem to come back when I choose new to activate a new day - if someone would like to point me where to look, I'd gladly attempt to make the change myself... but have not started editing modules on my own yet.


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: Tuxhedoh on February 23, 2009, 11:14:46 AM
I think I found it.... it's a setting in the Dragon Eggs Expansion screen...


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: Megan|SaraBeth on October 20, 2009, 09:52:53 AM
the module djail has this error when you go to private visit with the person in the jail.  i dont know much about sql so i dont know how to fix it.  hence why i'm asking you guys.  

i'm admin on this site: http://wizard-realm.net

this is the error: 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 '.level AS level,wizardre_accounts.login AS login,wizardre_accounts.acctid AS acc' at line 2

thanks in advance for help


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: Boris735 on October 20, 2009, 05:50:45 PM
the module djail has this error when you go to private visit with the person in the jail.  i dont know much about sql so i dont know how to fix it.  hence why i'm asking you guys.  

i'm admin on this site: http://wizard-realm.net

this is the error: 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 '.level AS level,wizardre_accounts.login AS login,wizardre_accounts.acctid AS acc' at line 2

Well, I have some partial assistance to offer, but it could have been so much easier and more likely to be correct if you had provided more information, so some more advice about bug reporting is in order.  As I've mentioned before, the aim is to reduce the amount of effort required by anyone who considers helping you; every extra click, search, inference about what you mean, or anything else that requires time or thought on behalf of the potential helper makes it much more likely that they will stop and go onto something more interesting to them.  Any question that they have to ask (if they persist that far) costs another day or more.

You want this bug fixed much more than they do, whoever they might be, so it is in your best interests to make the process as easy as possible for them.  This means thinking about what information might be useful and providing it up front.  And when errors are involved, it means providing the full text of them, not just the parts that you think are relevant.  By your own admission, you want someone more knowledgeable than you to help, so you don't want them limited by your knowledge.

With that in mind, here is the minimum information you should provide:

  • The site URL, explicitly.  You did this, which is good.
  • The version of the code being run (as the FAQ says to provide).  This can be found by someone clicking on the URL, and scrolling down sufficiently, but that is one more click, several more seconds, and one more chance to lose someone.  Don't risk it.
  • The full text of the error message, including the PHP traceback.  Maybe I am wrong, but I would have expected a traceback showing the calling path here, which would have been very useful.
  • The URL of the page which produced the error.  This is greatly important!  It tells a prospective problem solver where to look for the cause of the error and some of the relevant values, not just "It's somewhere in this module".
  • The name of the module (even though this is inferrable from the previous -- don't make people think more than they have to).  You did this, which again was good.  However, you should also have provided:
  • The link to the download section for the module.  It took a little searching to find this since "djail" turned up nothing useful but "dragon egg jail" did.  I almost gave up when "djail" turned up nothing.  And finally...
  • Post your question in the discussion thread for the module, rather than starting a new thread.  Don't make people search for the appropriate information, do that little bit of work up front and everyone wins.

Now... as for the cause of the error itself, I can only speculate.  It looks to me like a long SQL statement in the source (I think this is in the "bailafriend" case -- I'd know for sure if the URL had been provided) has had newlines inserted, possibly due to some unfortunate cut-and-paste mixup.  The ".level" looks like it should be something like "$accounts.level" and the "acc" looks like it should be "acctid" and such like.

So I would suggest editing that file (modules/djail.php) and searching for the "bailafriend" case, assuming that is the correct one.  Find a statement which looks like: $sql = "..."; that has been split into multiple lines and make sure that it is all a single line.


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: Megan|SaraBeth on October 24, 2009, 09:43:56 AM
when i got the dragon egg quest, the jail was in there.  i dont remember where i downloaded it from, might have been with core download i dont remember.  but when you go to the jail and then examine jail cells it has private visit with prisoner and when you click that this is the link you get:

http://wizard-realm.net/runmodule.php?module=bakery&op=enter&c=23-123556

also that was the full text of the error it popped up on a white page

i'm also running version 1.1.1

the module is djail.php or dragon egg jail but when you go to the aforementioned section it calls upon hara's bakery.  i dont know were the error is coming from or what to do to fix it.  if there is a place on here where the discussion thread is please point me to it so i may look at it.  thank you


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: Boris735 on October 24, 2009, 10:25:12 AM
You don't have to remember where you downloaded it from.  There's a search box right over there *points* and you can type in "dragon egg jail" -- the very subject you used for this thread, in fact -- and it finds the discussion thread for you.  As the FAQ for this forum says, use the search feature.

And you can see from the URL that is posted that the problem is with the bakery module rather than djail.  Searching on that shows that someone had the same problem, an ill-formated SQL string (although they didn't say where, unhelpfully).  Solution posted there.


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: Megan|SaraBeth on October 26, 2009, 09:29:29 AM
thank you i'll look there


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: Elessa on October 26, 2009, 09:55:01 AM
/me merges a loose thread into the discussion


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: TGTarheel on July 05, 2017, 10:16:06 AM
OK...is it just me, or has nobody else noticed this...or is it only me getting this for some reason??

It told me The Chruch was open for research to all players.

So I go to The Old Church, which I have installed...and there is no navigation in there to Search the Church.

No idea why.

I looked in the coding for dragoneggs.oh, and yes, THATis the moduke it wants to hook to.  The coding al looks crrect.  YET...I am not able to search that location.

Have had this moduke   installed for years without eber really noticing this, because I personally never really pad it alot of attention.

Could it have something to do with the navigation?  in dragoneggs.ph, the navigation is just called "Church" rather than "The Od Church" 0 wonder if that makes a difference.

see below some code example for what I mean...

Code:
if(is_module_active("petra") && (get_module_setting("tattooopen")==1 ||($dks>=get_module_setting("tattoomin")+$min && ((get_module_setting("tattoolodge")>0 && get_module_pref("tattooaccess")>0) || get_module_setting("tattoolodge")==0)))) addnav("Petra's Tattoo Parlor","runmodule.php?module=dragoneggs&op=tattoo&op3=nav");
if(is_module_active("pqgiftshop") && (get_module_setting("magicopen")==1 ||($dks>=get_module_setting("magicmin")+$min && ((get_module_setting("magiclodge")>0 && get_module_pref("magicaccess")>0) || get_module_setting("magiclodge")==0)))) addnav(array("%s's Gift Shop",get_module_setting('gsowner','pqgiftshop')),"runmodule.php?module=dragoneggs&op=magic&op3=nav");
if(is_module_active("oldchurch") && (get_module_setting("churchopen")==1 ||($dks>=get_module_setting("churchmin")+$min && ((get_module_setting("churchlodge")>0 && get_module_pref("churchaccess")>0) || get_module_setting("churchlodge")==0)))) addnav("Church","runmodule.php?module=dragoneggs&op=church&op3=nav");

Notice how etr's Tattoo Parlor's nav is called Petra's Tattoo Paror...and I never have probems searching there??

But The Old Church...has the navigation called "Church" not "The Old Church"  wondering if that is making this difference??

Son of a Bee, that did it!!  I changed it in my own coding, and viola!!  Now one can search The Old Chruch!!


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: MarcTheSlayer on July 05, 2017, 08:46:53 PM
The navigation name can be anything, what's important is the "is_module_active" name.

Code:
is_module_active("oldchurch")

Basically just add .php to the end of the name and that's the module name being checked to see if it's installed.

I've looked at the word "church" too long and now it looks weird. :D


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: TGTarheel on July 05, 2017, 09:37:03 PM
The navigation name can be anything, what's important is the "is_module_active" name.

Code:
is_module_active("oldchurch")

Basically just add .php to the end of the name and that's the module name being checked to see if it's installed.

I've looked at the word "church" too long and now it looks weird. :D


Wasn't the case for me.  I still have is_module_active "oldchurch" not "oldchurch.php" - and when I changed the nav to be "The Old Church" instead of just "Church" then I got to search for eggs.

So maybe things are different in 1.1.0 versus higher versions.  But what I did worked for me.  The funny thing is, I never noticed, literally for YEARS...that you were supposed to be able to search here and never could.


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: MarcTheSlayer on July 06, 2017, 09:09:02 AM
Sorry, what I meant by "basically just add .php", was that if you did that (not literally, I'm talking about in your head) then you'd get the file name of the module. You can then check to see if you have that in your modules folder. :)


Title: Re: Dragon Eggs Expansion by DaveS V1.01
Post by: TGTarheel on July 06, 2017, 10:18:43 AM
Sorry, what I meant by "basically just add .php", was that if you did that (not literally, I'm talking about in your head) then you'd get the file name of the module. You can then check to see if you have that in your modules folder. :)
Ah.  Gthcha.  Well, I had the file in my directory.  But with the nav just saying "Church" it did not allow Dragon Egg Research there.

As soon as I chnaged the nav to "The Old Church" then Dragn Egg Research popped in there, no roblems.

Weird that I never noticed for literally YEARS that it was not showing there where it ought to.

I am just in a process of majorleague revamping my site and that is how I found it.

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