DragonPrime - LoGD Resource Community
Welcome Guest
  • Good morning, Guest.
    Please log in, or register.
  • January 18, 2019, 01:37:23 AM
Home Forums News Downloads Login Register Advanced Search
* *
DragonPrime Menu
Resource Pages

  Show Posts
Pages: 1 [2] 3 4 ... 96
16  Core Code Development Discussions / RAID! (Core Code Bug Reports and Patches) / Re: Dragon Kill Max Gold after DK on: April 14, 2009, 12:54:10 PM
But then we need a SECOND cap for "plus flawless" cap.

While I'm at it, we need to also add a round or ceil or floor to the calculators for gems in the caps; otherwise you get the dreadful "1.5 gems":

$restartgems = ($session['user']['dragonkills'] -
            (getsetting("maxrestartgold", 300)/
             getsetting("newplayerstartgold", 50)) - 1);

Should be:
$restartgems = round($session['user']['dragonkills'] -
            (getsetting("maxrestartgold", 300)/
             getsetting("newplayerstartgold", 50)) - 1);
17  Core Code Development Discussions / RAID! (Core Code Bug Reports and Patches) / Dragon Kill Max Gold after DK on: April 14, 2009, 12:21:40 PM
Currently, a flawless fight bonus is calculated AFTER the check for maximum starting gold.

Well, this can be a bit of a bonus for a player if the setting for new player start gold is anything above 500, the flawless fighter will get an additional 3x the starting gold.

I think the flawless bonus should probably be moved above the maximum starting gold check; OR there should be a second check to make sure the flawless doesn't give more.
18  Coding Support / Coding Support Desk / Re: Redirect of the village causes badnav. Any suggestions? on: April 08, 2009, 11:14:00 PM
Well, I fixed most of the ones that seem to have the extra space.  Here's the replaced files:


They've been repaired and updated in the download sections.  If you notice one that was in one of the lists but didn't make my "cleanup list" it's probably because either the error was fixed somewhere between discovery and the latest update on DP or because I missed it.  Let me know!

Thanks to everyone for helping out with this one.  It's an interesting and subtle bug that reminds us to watch out for the little things when we're coding!
19  Coding Support / Coding Support Desk / Re: Redirect of the village causes badnav. Any suggestions? on: April 08, 2009, 04:01:44 PM
If you have the PQ LotGD Utils module installed then the code search part of it will find any modules with " ?>" in them.

Failing that, open all the modules up in a multi-tabbed editor and search across all of them that way. Smiley

Actually, what we're looking for is the space AFTER the >... "?> "

Back in September of 2006 I backed up all the dragonprime files.  I also unzipped them all into a folder so that I can search through them pretty easily.  In order to search them, I just used Windows Search function.  It worked pretty well (Hence the list of 18 modules in my above post).  The only problem is that this is from 9/2006... so I think I may have missed some of the more recent files to check.  (However, it was a pain to unzip everything so I'm not planning on updating my back-up anytime soon.)
20  Coding Support / Coding Support Desk / Re: Redirect of the village causes badnav. Any suggestions? on: April 08, 2009, 08:35:21 AM
DaveS: Looking at that download link you provided, I see an extra space character after the closing ?>.  Can you try removing that and seeing if that fixes things?

Tada... Looks like the prize goes to Boris735 for snooping out the problem.

I will be updating the download for adfuncbio so that clean copies will be available here.

And as to finding other modules that run this problem... just do a search for "?> " and perhaps you'll be able to find it.

Here's the modules that I found that have it:

I will try to fix those and update the files on DP.  Perhaps together we can end the scourge of badnav from redirect. Go team!
21  Coding Support / Coding Support Desk / Re: Redirect of the village causes badnav. Any suggestions? on: April 07, 2009, 09:04:06 PM
Actually, I decided to take Afkamm on his challenge looking at any modules that hook into the village...

So I uninstalled almost everything on my test server (Okay... that's a real pain but hey, all for science, eh?)

I found the module that was causing the problem:

Admin Functions from Bio (adfuncbio) by Chris Vorndran

However, despite spending about 1/2 hour trying to trick out the actual problem with the module that's doing it, all I found was that unless I remove the module_addhook for village the problem won't go away.

So if anyone wants to take a look at adfuncbio, here's the link:
22  Coding Support / Coding Support Desk / Re: Redirect of the village causes badnav. Any suggestions? on: April 06, 2009, 08:32:25 PM
Where's the logic in that? If it fails on one server, it can easily fail on another.

The logic in my statement is that I wonder if there's something running on my test server that's screwing things up that wouldn't occur on most other servers...  My thought was that if I'm the only one anywhere getting this problem then it's nothing that the general population would run into.

However, CavemanJoe kind of disproves my theory, so perhaps I should rework it.  I'll keep taking a look at it! Smiley

No thoughts, but instinct tells me that you should use header-village or some other hook instead of village.
I think that this solution is working so far.  It's directing things without any badnavs.  So if there are other modules running into this problem; I think the header works.
23  Coding Support / Coding Support Desk / Re: Redirect of the village causes badnav. Any suggestions? on: April 06, 2009, 03:20:05 PM
Hmmm... you know, this seems to be only a problem on test server.  How curious.  Oh well... If it's only my problem it's not really a problem, is it?

Thanks for the help!
24  Coding Support / Coding Support Desk / Re: Redirect of the village causes badnav. Any suggestions? on: April 06, 2009, 01:26:35 PM
Thanks for the suggestion.  i tried it but it failed.  I'm attaching a strip down module that is purely a test of the village redirect to see if it's purely a problem with the redirect and it seems like it is. 

If anyone else wants to run it on their test server and let me know if they're getting the problem I'd appreciate it.

Also, if someone can brainstorm a work-around if this seems impossible I'd love to hear it.  I tried to think of a way to use (dreadful sound) the everyhit hook but I don't think that would even work.

Thanks for the help!
25  Coding Support / Coding Support Desk / Redirect of the village causes badnav. Any suggestions? on: April 06, 2009, 12:04:27 AM
I'm debugging CortalUX's disaster module and there's this bit of code:

case "village":
if (get_module_setting('prog')==1&&$session['user']['location']==get_module_setting('location')) {
Unfortunately, it seems like a redirect off the village like this causes a badnav.  Anyone have any thoughts on fixing this?
26  Game Administration, Installation and Configuration / Installation and Configuration Assistance / Re: Online cialis half life on: April 05, 2009, 06:11:22 PM
Ummm...wow... this is a tough one to answer.

I am assuming you are having some problem with the installation and configuration...

Let's see...you've mentioned two completely (and when I say completely, I honestly mean completely) different drugs.

Cialis installation should occur at step 3. 

Step 1: Find a partner and develop relationship substantially until you are at the point where cialis would be helpful.

Step 2: Develop a medical condition called "ED", or erectile dysfunction.  Don't be embarrassed; it's very common. It can be associated with Diabetes, Hypertension, smoking, or arthrosclerotic disease.  Be sure to talk to your doctor.  Do not take cialis if you are taking nitrates or alpha blockers.

Step 3:  Install Cialis in your mouth at least 1/2-1 hour prior toward planned initiation of the game.  Cialas can work for up to 36 hours.

I hope that helps!  Also, I strongly advise that you talk to your doctor and avoid any other developers of Cialis.  If you read the forums frequently, you'll see we feel strongly you not alter the core development of the drug.

As to isioniazid... Again, I think this is best handled by your physician.  This seems like a rather complicated installation and you probably shouldn't do it on your own.

Thanks for taking the time coming to DP and writing to us.  I'm sure this was a very wise use of your time.
27  Core Code Development Discussions / RAID! (Core Code Bug Reports and Patches) / clans.php in Cities on: April 01, 2009, 01:02:09 PM
Just a strange little bug that's been floating around for a while as far as I can tell:

cities.php line 193:


Should be:


28  Game Administration, Installation and Configuration / Game Administration Chat / Re: how do you underline text on: March 28, 2009, 07:31:53 AM
You know, I always just used the `H for underlining... sure everything looked green and people may have thought it was HTML... but for coding purposes it always worked.

29  Coding Support / Coding Support Desk / How do I allow an Administrator to "choose" a city? on: March 27, 2009, 12:34:26 PM
I've got the framework for most of the module done, but I am writing a module that allows administrators (or selected users) to give a "bonus" to everyone in a city.  However, I'm struggling the showform in order to give them the pulldown menu for selecting the village that they want to give the bonus to.

Here's what isn't working:

$stuff = array("gift"=>"Which city would you like to give 1 ff to for all current players?,location|".getsetting("villagename", LOCATION_FIELDS));
$disp=array("gift"=>getsetting("villagename", LOCATION_FIELDS));

Can anyone give me a hint or help me out? Thanks!
30  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: March 22, 2009, 10:44:50 AM
Okay... here's the deal on jobs and accepting them:

1.  There is a setting in the settings of the game:
Require application approval by staff before receiving a job?

If you want it to be automatic, make it "No"... honestly, I think No is better because otherwise your players have to wait for a manual response from your staff. (Default is "Yes".)

If you do have it set to yes...

2.  You will need to give your staff the ability to approve jobs.  The way you do this is go into that player's user account and change their pref in jobs:
Allow player to process Job Applications/Furniture Names if superuser?
To Yes.  Everyone's default is no... so therefore you'd have to manually give people permission.

Once you've given permission, anytime a job application is sent you'll see a new link in the grotto:
Process Job Applications (4)

with the number of pending applications in parenthesis.

Before you decide to change to "no approval needed", I recommend you approve everyone that's already applied for a job.

Good luck!
Pages: 1 [2] 3 4 ... 96

DragonPrime Notices
Play LoGD on Dragonprime

Support Us
No funds raised yet this year
Your help is greatly appreciated!
Recent Topics
DragonPrime LoGD
Who's Online
65 Guests, 1 User
Home Forums News Downloads Login Register Advanced Search