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31  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Fruit Orchard XL: Expanded Fruit Orchard Modification by DaveS V5.22 on: March 16, 2009, 08:18:52 AM
Ummm... yeah... I was kind of vague about that because it's a bit tricky and I have to go through the code looking for the fixes.

But what the heck... why not?

At Line 63 of orchard.php change
Code:
if (($seed==4||$seed==6||$seed==7||$seed==10||$seed==11||$seed==14||$seed==18||$seed==19||$seed==20)&&$from=="forest"){
to:
Code:
if (($seed==4||$seed==6||$seed==7||$seed==10||$seed==11||$seed==18||$seed==19||$seed==20)&&$from=="forest"){

At line 74 of orchard/orchard_askseeds.php change:
Code:
output("\"`#Well, I promised him I wouldn't mention it to anyone, but I think you might find an `2avocado`# seed over at `!MightyE's`# Weaponry.`0\"");
to:
orchard_monster(14);

At line 80 of orchard/orchard_event.php change:
Code:
}elseif (($seed==4||$seed==6||$seed==7||$seed==10||$seed==11||$seed==14||$seed==18||$seed==19||$seed==20) && $allprefs['dietreehit']==0 && $allprefs['dieingtree']==0){
to:
Code:
}elseif (($seed==4||$seed==6||$seed==7||$seed==10||$seed==11||$seed==18||$seed==19||$seed==20) && $allprefs['dietreehit']==0 && $allprefs['dieingtree']==0){

I THINK that's what you have to do... but I may have missed a line or two somewhere since it's been a while since we've used it.
32  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Fruit Orchard XL: Expanded Fruit Orchard Modification by DaveS V5.22 on: March 15, 2009, 08:13:20 PM
Hmmm... seems like you'll have to get rid of that part of the module.

The easiest way to do this would be to just set the number of trees to 13.

Otherwise you'd have to replace the current code with either the "find a seed in the forest" or "fight a monster" code.

Good luck!
33  Coding Support / Coding Support Desk / Re: The Dragon is hiding in a donor city! Help me move her somewhere else. on: March 11, 2009, 10:50:07 AM
Actually, looks like it was a problem with missing the right hook in the race that was modified.

Seems like I missed a module_addhook("validforestloc"); or something like that.  I'm thinking the problem is solved now.  Thanks!
34  Coding Support / Coding Support Desk / The Dragon is hiding in a donor city! Help me move her somewhere else. on: March 11, 2009, 08:14:27 AM
Hello!  Using a city that has access only to donors, I ran into a little trouble.  The dragon showed up there for a player that didn't donate.

Now, part of me thinks "well, maybe that will encourage them to donate" but another part of me feels that's just cruel.

Does anyone off hand know what I have to do to move her to a different city when players haven't donated to visit the city she's in?

Thanks!
35  Important Stuff - You need to read this! / DragonPrime Announcements / Re: Report licencse abuse on: March 10, 2009, 07:04:04 PM
how can i sue them

I have to admit, this was the comical part of your post.  "How can I sue them"?? I'm not going to contribute anything useful to the thread because sometimes I just have to troll and laugh.
36  Game Administration, Installation and Configuration / Game Administration Chat / Re: help -- remove dragonprime paypal button on: March 09, 2009, 12:43:54 PM
i'm sorry if i upset you all
It's okay... I think you had an honest concern.  You just didn't articulate the problem you just asked for a solution that we don't like Wink
37  Game Administration, Installation and Configuration / Game Administration Chat / Re: help -- remove dragonprime paypal button on: March 09, 2009, 07:25:27 AM
These questions always make me feel sad.  One thing I always try to do is find out what site the person who is asking this is from.  Then I like to see if they are running any modules I've written.  If they are, it stings even more.  Considering I've never restricted, charged, or requested any payment for use of my modules (and in fact I've gone out of my way to make sure they are as easily accessible as possible), the only real request I would have is that people who like my modules contribute to dragonprime so that my modules can continue to be updated as needed and then available whenever requested.

I hope that your question, SaraDayBella, came out of a desire to clean up your site and was not an intentional slight of the work of all the authors who have contributed here.  In fact, it's possible that after you've considered all these issues, you'd like to know how to make the button even bigger!  Just let us know and we can help you do that.
38  Coding Support / Coding Support Desk / Re: Pet fights on: March 08, 2009, 12:36:37 PM
And the first thing I thought of was two people having roosters and getting them to fight.  Would there be legal ramifications to that since it's illegal in many areas?
39  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Metal Mine by DaveS V5.32 on: March 07, 2009, 03:44:04 PM
I don't know how practical it would be to modulise the metals with their own settings and then just leave the metal mine with 1 default metal, but look for more through a hook. If so more could be added easily.
I know what you're saying here Afkamm... it's just that a change in the number of metals would take quite a bit of a re-write of some aspects of the module.  In particular, I really did like the concept of your alignment influencing the type of metal you find; hence why 3 metals.  At this point, I just think it'd be a lot of work to make it just 1 metal without a lot of justification.

I will add Afkamm's repair to the race part of the module with a new release I hope to come out with soon enough.
40  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Allprefs Editor V1.0b by Daves, modified by MarcTheSlayer on: March 07, 2009, 03:29:32 PM
No point in having 2 separate module when this is just a better version of the original.  I've changed the download so this is now the official release.  Thanks Afkamm!
41  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Allprefs Editor V1.0b by Daves with Allprefs functions by Danbi on: March 07, 2009, 03:26:27 PM
V1.0b
From Afkamm...
Quote
I've added a setting to store the ID and a few lines of code to get the ID and when a new person is selected, to set the new ID.

So this is the new official version!
42  Core Code Development Discussions / RAID! (Core Code Bug Reports and Patches) / Re: Does the Gem modification work for Race Felyne? on: March 06, 2009, 08:03:39 AM
Well, if you're looking at Saucy's code, then I think she clearly intended for this to be an increase for a completely new chance to find the gem.  Unless she comes around to explain which code she wants I think the module should be reverted back to the original.

Oh, and we should flog the person that screwed this up.

I say this only because I know that I didn't do it.
43  Game Administration, Installation and Configuration / Newbie's Corner (The Isle of Wen) / Re: Multiple Cities on: March 05, 2009, 11:42:22 PM
Dave, perhaps you'd care to continue the work on this instead?

That's pretty funny... I totally went overboard with the one I was working on.  I'll attach a copy so you can see what it was shaping up to look like.  (I kind of gave up on it after a little while but you can see where I was going with it.)
44  Core Code Development Discussions / RAID! (Core Code Bug Reports and Patches) / Does the Gem modification work for Race Felyne? on: March 05, 2009, 11:36:31 PM
I've always been a bit skeptical about the Race-Felyne module's ability to increase gem amounts.  Let me walk through it.

The setting for the gemchance comes from configuration.php line 319:
Code:
"forestgemchance"=>"Player will find a gem one in X times,range,10,100,1",

The basic chance of finding a gem in the forest comes from forestoutcomes.php lines 59-64:
Code:
$args = modulehook("alter-gemchance", array("chance"=>getsetting("forestgemchance", 25)));
if ($session['user']['level'] < 15 && e_rand(1, $args['chance']) == 1) {
output("`&You find A GEM!`n`#");
$session['user']['gems']++;
}

Essentially, you have a (default) 1 in 25 chance of finding a gem in the forest; or 4% of all your victories will give you a gem.

The racecat.php module explains the gem bonus as follows on line 21:
Code:
"gemchance"=>"Percent chance for Felynes to find a gem on battle victory,range,0,100,1|5",

Looking at the code in racecat.php under the alter-gemchance addhook on line 131:
Code:
$args['chance'] = round($args['chance'] * (1-get_module_setting("gemchance")));

This code seems to cause some problems.  If you set the gemchance to 1, you actually end up with a 50% chance of finding a gem after a fight! (25*(1-1))=0.  Going up to forestoutcomes.php, that means e_rand(1, 0).

If instead you set the gemchance to 100 (thinking that this give syou a 100% chance to find a gem in battle victory, youve actually changed the felyne from being 1 in 25 to suddenly 1 in 2477.  (25*(1-100))=25*99=-2475.  Putting it into forestoutcomes.php, that means e_rand (1,-2475).

How can we do what Shannon intended by the module? Well, there are some options:

1.  Give a chance for the felyne to find a separate gem due to their skills.  This would be done by adding to battle-victory:
Code:
case "battle-victory":
if ($args['type']=='forest' && $session['user']['race']==$race && session['user']['level'] < 15 && e_rand( 1,get_module_setting(gemchance)) {
output("`&Your Felyne senses tingle, and you notice a `%gem`&! ");
$session['user']['gems']++;
debuglog(found an additional gem due to felyne abilities.);
}

The description in the setting of the felyne module would be:
Code:
"gemchance"=>"Player will find an additional gem one in X times,range,10,100,1",

2.  Change the code at line 131:
Code:
$args['chance'] = round($args['chance'] * (1-get_module_setting("gemchance")/100));

The only problem with this is that if you have a low chance of finding a gem to start with (1 in 25 or 4%) and you increase the chance of finding a gem by 10%; your chance would only be 4.4%.  However, due to the rounding, it will still be just 4%.  In other words, youd need to have a more significant increase chance of finding a gem to get to 4%.  On sites with a 1 in100 chance of finding a gem, even an increase of 40% wont result in any more gems!

Therefore, if this method were to be used, its probably a better idea to change the setting to a range to prevent useless percentages:
Code:
"gemchance"=>"Improved percent chance for Felynes to find a gem on battle victory,range,20,100,10|20",

Even so, Im still not sure this is quite satisfactory.

So Im asking if anyone else has any thoughts.  First of all, if someone can check my math and see if Im wrong to start with please let me know.  Thanks!
45  Game Administration, Installation and Configuration / Newbie's Corner (The Isle of Wen) / Re: Multiple Cities on: March 05, 2009, 02:19:36 PM
I wish to see some CODE here ^^

Well... since you asked so nicely...

Okay, in reality, it's not so easy to point out exactly what was wrong with Contessa's module.  For one thing, I think MarctheSlayer did some modifications that may have caused some problems and I pretty much wiped out all the code.

If I'm REALLY honest, what I did was told her to create a list of:
1.  Number of cities
2.  Indicate which races get tied to which cities

Then I went through each of the race modules such that I could adjust things as she needed.  For tieing a race to an existing city, take a look at Chris Vorndran's Faerie Race.  This race is tied to Elves.  It will not install a new city.  If you don't have elves installed then it puts the race in the Capital.

Lines 26-29:
Although Chris doesn't require the Elf module to be installed, pretty much everyone uses it since it's core.  So these lines are just reminder code for the administrator.  You really don't need do do anything with them.  However, if you want to tie the Faerie to Humans you'd want to change these lines.  If the Elf module isn't installed, the Faerie will default to the capital city.

Lines 41-46:
These are "moving" lines for any player that was stuck in a village that was "removed" when the race was removed.  However, these lines should actually be deleted from this module since they are useless.  Notice line 42:
Code:
$gname = get_module_setting("villagename");
There is no setting in the module for a city location.  This is therefore extra code that Chris could have removed.  On the other hand, it's not hurting anything by being here; it's just an oversight.

Lines 59-63:
This is the $city check.  If the elf module is installed, it places the Faerie with the elf.  If the elf module isn't installed, it places the Faerie in the Capital City.  If you're moving the Faerie to be with humans, this is the code you want to change.

Lines 126-142:
This is some "security" code in case there was a problem on the newday with the home city being changed somewhere.  These lines reset the home city to the correct one.  In this case; the city of Elves.  So if you want to move the Faerie to live with humans for example, you'd want to fix this code.

Anyway, so this is the kind of cleanup that I walked through with the races on Contessa's server.  Sometimes there were races that created new cities that she didn't want.  If that was the case, I essentially made the race look like the Faerie race.  This eliminated her problem with redundant/extra cities.

So after typing all this stuff up I decided to create a module template so you can do whatever you want.  I'll start a new thread on it and hopefully this can be the end of bad races.
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