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Pages: [1] 2 3 ... 96
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2
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Village Square / General Discussion Area / Re: Author Credit Guidelines
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on: February 26, 2010, 08:46:49 PM
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EDIT: I said something totally wrong and I don't want it to become any sort of rumor or whatnot. What I wanted to review was Eric and Kendaer's exceptions for credit guildelines for specialty and race modules quoted from http://dragonprime.net/index.php?topic=2841.msg25259#msg25259: BTW, neither I nor Eric feel the need to have the specialty and race modules attributed.. Their structure is fairly rigidly defined.. You need to have pretty much that exact code in order for them to work right.. the only thing creative there would be the text in most cases, so assuming you're not doing only minor tweaks, don't bother attributing them
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3
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Game Administration, Installation and Configuration / Game Administration Chat / Re: Alignment Interaction Modules
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on: February 26, 2010, 02:18:55 PM
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I understand requesting this... but it's kind of an "individual author" issue.
For instance, in some of my modules, when someone has done something "evil", the text turns red (yellow for "move to neutral", green for good). Other modules seem to just inherently make sense. For instance, in lonny's castle; it seems to make sense that if you barge into someone's house and start looting their stuff you're going to become more evil.
As I think about it; there COULD be something done with the Jail module such that if you "serve the time" you get a reset to your alignment... but that's a different concept altogether.
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6
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Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Ocean Quest by DaveS V5.25
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on: May 21, 2009, 07:30:17 AM
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One more question: can you go out on all of the boats? Nah... the other boats are just decoys. A modulehook would have been nice here. Yeah, it COULD be done with a module hook... but I haven't seen enough people modding my modules to add module hooks to good spots. It's not a problem to add, but I've also found that using "if $modulename=oceanquest && $op==docks && $op2==..." works well; the people modding my code usually are more advanced coders. <shrugs> Sometimes there may be a server glitch on the newday-runonce and your prefs for this module wont get reset to allow you to use it again. This becomes a problem with priorities for the core... sometimes the newday-runonce runs AFTER the newday; so some modules won't get the full reset based on some goofy coding on my behalf.
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7
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Game Administration, Installation and Configuration / Game Administration Chat / Re: Releasing modules and the CC license
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on: May 21, 2009, 07:25:38 AM
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The biggest factor that allowed Kendaer to sell it is that as one of the two original authors who issue the license, he is not bound by the license in his own use of the code Just because Kendaer wrote the game does NOT exempt him from the license; in fact, my impression is that he would work to stay clearly within the license. He cannot write a module that depends on the lumberyard and then sell it. He cannot write a module that requires dwellings to be installed and sell it. In fact, my understanding is that Kendaer is under the same restrictions as everyone else is at this point. The reason the captcha module was okay to sell and there was no questions about this is precisely because of what Elessa stated: it is not contingent on being tied to LoGD in order to function.
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11
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Coding Support / Coding Support Desk / Adding commentary to somewhere you're not... How?
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on: April 27, 2009, 03:14:21 PM
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So I've got this module that allows you to kill everyone that's alive in a village if you want to. I mean, why not? It's like "The village is hit by a plague. Ouch. You died." Any of the staff with privileges can cause a plague no matter where they are; they just choose the city that the plague hit at. What I'd like to do is add a comment that says what happened. Now, I have the NPCs account that caused the plague. However, I don't know how to get the right section. $sql ="INSERT INTO ".db_prefix("commentary")." (postdate,section,author,comment) VALUES (now(),'".OHNOWHATNOW???."','".18."',\"\":: has caused a terrible plague killing everyone \")"; So, can anyone help on the "OHNOWHATNOW" part? 
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14
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Game Administration, Installation and Configuration / The Idea Place / Re: Maintenance Module
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on: April 16, 2009, 09:20:12 PM
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Did you have an idea of how much you were offering someone to write your custom module for you?
I mean, I don't want to sound rude, but there seems to be a module out there that does 99% of what you want but you want something customized and that seems more like a module that you may have to commission someone to write.
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15
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Core Code Development Discussions / RAID! (Core Code Bug Reports and Patches) / Re: Dragon Kill Max Gold after DK
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on: April 15, 2009, 01:45:35 PM
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There should probably be a "max start gems" should be moved too. Because the way it's set up, you only check for max start gems IF you've exceeded the maxstartgold!
Actually, this really becomes an odd little formula here that I don't quite understand:
Why is it set up this way to start with? It seems like if you exceed the maxrestartgold you THEN get kicked into the "You get extra gems" part... but but??? What?
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