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1  Village Square / General Discussion Area / Plants vs. Zombies (Yes, it's a little off topic, isn't it?) on: October 28, 2010, 11:03:46 AM
Tie it in to LoTGD?  I know there are zombies out there... and I think there's an apothecary module too.

Anyway, I wanted to send a "Hello" to everyone and let you know what I've been up to (Aside from work and family)...

There's a wonderful little tower-defense game out there called "Plants vs. Zombies" from Popcap games... take a look if you haven't already.  We became inspired at our house to create a story and paintings for our front yard for the Halloween season.

You can check out our yard over at our facebook account:
http://www.facebook.com/reqs.php#!/pages/Zombie/138279989552318

I hope everyone is doing well and having a great year!

Best Wishes,

DaveS
2  Village Square / General Discussion Area / Re: Author Credit Guidelines on: February 26, 2010, 08:46:49 PM
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:

Quote
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
3  Game Administration, Installation and Configuration / Game Administration Chat / Re: Alignment Interaction Modules on: February 26, 2010, 02:18:55 PM
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.
4  Modules, Themes and other customizations for your game / Completed Forest, Village and Travel Events for Version 1.x.x / Re: Discussion: Random Facts on: December 28, 2009, 05:43:57 PM
I have to admit I had a lot of fun reading your facts.  Very cool!

But I did want to chat about a couple of them:

1.  Right-handed people live, on average, nine years longer than left-handed people.
Take a look at an evaluation of this thought here:
 http://www.straightdope.com/columns/read/1099/do-left-handers-die-young

2.  A paper cannot be folded in half more than 9 times.
Here's a little experiment regarding this one:
http://en.wikipedia.org/wiki/MythBusters_%282007_season%29#Seven_Folds

3.  Marilyn Monroe has 6 toes on her foot.
I very much like the fact that you kept this fact in the "present tense"... there's something endearing to the consideration of her little skeleton still having 6 toes on her foot...  but here's another view on this one:
http://www.snopes.com/movies/actors/mmtoes.asp

4. Heating up a rock in the microwave oven will cause the rock to explode.
I'm not sure about this one, but I've certainly stopped putting cell-phones in my microwave since this happened to me:
http://www.youtube.com/watch?v=chOfSxh9Yq4

Anyway, I really had fun with this module.  Keep up the good work!
5  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Signet Series Dungeons Package V5.22 on: August 24, 2009, 12:04:17 PM
Wow... great catch.

I fixed it; the code should be:

 $allprefs['dksince']=$allprefs['dksince']+1;


I didn't change the version numbers or anything though.
6  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Ocean Quest by DaveS V5.25 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.

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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>

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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.
7  Game Administration, Installation and Configuration / Game Administration Chat / Re: Releasing modules and the CC license 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:

Quote
it is not contingent on being tied to LoGD in order to function.
8  Village Square / DragonPedia (Wiki) Discussions / Re: Documentation of Core Hooks on: May 16, 2009, 08:39:48 PM
Wow.... great start on that Afkamm...  I spent quite a while writing those wikis; I still read over some of them and I don't even remember writing half of them!  Keep it up... it's a really great resource once people start using it.
9  Core Code Development Discussions / Version 1.2.0 Development / Re: Suggestion - can anyone find anything wrong with this? on: May 08, 2009, 10:50:10 AM
Maybe you're taking it too literally. I mean, perhaps it really means "DEAD TIRED"... and you know, they just need to sleep it off.

Think of it like the end of Kung Fu Panda:

Po: MASTER! You can't be dead!
Oogway: You idiot... I mean, Dragon Warrior.  I'm not dead.  I'm just resting.
10  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Amulets v0.0.1 on: April 30, 2009, 12:20:39 PM
Wow... I just looked at the code and it's very nicely re-written. Great job.
11  Coding Support / Coding Support Desk / Adding commentary to somewhere you're not... How? on: April 27, 2009, 03:14:21 PM
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? Smiley
12  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Jobs - Even More by Lonnyl, Even More by DaveS on: April 25, 2009, 08:38:11 AM
It wouldn't be a problem; more like a hassle. It might just be easier to use the translator to turn one of the other jobs into a gardner since I was making half that stuff up anyway. Wink
13  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Potion Pack by CortalUX, DaveS Modifications on: April 23, 2009, 12:22:28 PM
Hmmm... I installed both the Dart and the Reverse potions and they're both working find for me. Anyone else having problems?  Or can anyone outline the problems a little better?

EDIT:
Just a reminder, I'm using the modules from the potion pack; not the individual downloads.  I didn't keep updating the individual downloads; so make sure your using modules from the potionpack.
14  Game Administration, Installation and Configuration / The Idea Place / Re: Maintenance Module on: April 16, 2009, 09:20:12 PM
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.
15  Core Code Development Discussions / RAID! (Core Code Bug Reports and Patches) / Re: Dragon Kill Max Gold after DK on: April 15, 2009, 01:45:35 PM
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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