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1  Village Square / General Discussion Area / Re: Sound in lotgd on: September 15, 2018, 12:05:58 PM
Ah, dang, of course ... the screen reader reads the text and thus music playing in the background would make it difficult to understand at all .. now that seems pretty obvious. sorry for that :-D
Exactly.  That is what I am told by screenreader users, hence why I just took it out of my site when I upgraded.  If yo u want sounds, it should be defaulted to off for everyone, or at least defaulted off for screenreader users, if you wanted to add a step to your character creation so as to know and set the defaults accordingly.

Incidentally...off topic but also trying to create a template with colors that do not hurt the sensitive eyes of a player who has expressed this concern...apparently they have evry bad eyes, even worse than mine, though I am probably heading that same way...
Now I know I can monkey with templates and set up a template that would work for this person, just by changing the hex codes for colors in the specific template.  I am wondering, opinion, if a gray background, like Mist...would be a good one to use for this.  Thinking on just doubling up some of the more intense colors...changing hex codes to match.

They tell me bright red and blue hurt, and has a hard time reading dark red, blue, green, and brown.

Opinions, then...

the code for `1 and `! should be changed
the code for `@ and `2 should be changed
the code for `# should be changed
the codes for `4 and `$ should be changed
probably `5 and `% should be changed
probably `^ should be changed
and that would be the standard colors, anyway...I have more colors, I need to fool with this a bit...

I see you mention screen readers etc quite a lot. Although important and i'm sure help out the visually impaired a lot. It's not practical to build every single module, template, modification etc to fit everyone's needs. You can't please everyone. If something works for the majority, then that is who you should be building for, if you can have it work for the impaired etc then great but you shouldn't "not" do it if you can't.
2  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Advanced Analytics : File Submission/Discussion on: September 02, 2018, 07:05:04 AM
Few suggestions?

Make a weekly option, for those that do week-long site contents for things for leveling. And perhaps, since player deleted YoM's are not recorded, check to see if your Mail Keeper module is installed, and use that instead of the mail table if it is installed.

Just a few things for consideration, but otherwise, a very nice module indeed.

Thank you and nice ideas.

Version 1.1
- Now shows records for Daily, Weekly, Monthly and All Time
- If using my Mailkeeper module, it will get the YoM count from there, otherwise it will default back to the normal mail table count.

File updated in original post.
3  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Advanced Analytics : File Submission/Discussion on: September 02, 2018, 03:00:28 AM
This is for the game owners that love to view stats about there site and player activities.

Module Name: Advanced Analytics
Description: Allows admins to view a wide range of server and player stats such as, how many accounts were created today/this month, how many players logged in today/this month, how many dragon kills were there today/this month and much more. Daily and monthly (past 30 day) stats are available.

Which stats are recorded?
  • Account Creation
  • Player Logins
  • Dragon Kills
  • Master Defeats
  • Creature Defeats (player only stat)
  • PvP Wins
  • YoM Sent (player deleted YoM's are not recorded)
  • Petitions
  • Donations

Admins can view server wide analytics or use the player search feature to view player specific analytics.

Version 1.1
- Now shows records for Daily, Weekly, Monthly and All Time
- If using my Mailkeeper module, it will get the YoM count from there, otherwise it will default back to the normal mail table count.

Enjoy
4  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Account Switcher : File Submission/Discussion on: August 20, 2018, 02:57:04 PM
It looks great. Thank you. Nice touch on the antispam feature.

Thanks, glad you like it.
5  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Account Switcher : File Submission/Discussion on: August 18, 2018, 12:44:32 PM
Database table? Why not use prefs? Not sure why there's separate files for logging in/out when the core already has one available for use.

Database table is much easier to store the alts, a player could potentially have hundreds of alts so a table makes sense.

The separate login/logout scripts are because they needed slightly edited to work with the module, you would of seen that if you looked properly.
6  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Account Switcher : File Submission/Discussion on: August 17, 2018, 09:16:20 PM
Based on an idea from Megan, here is an Alt Account Switcher module.

Brief Summary
This module allows users to connect there alts together. Once an alt has been added, users can switch between accounts with a single click and without the need to keep logging in/logging out.

Anti Spam Protection
If a user enters an alt's username/password combination incorrectly 3 times in a row, they are suspended from the "Add Alt" page for 30 minutes. This will prevent users spamming the form or trying to spam guess passwords.

Adding an Alt
Users are not allowed to add alts that are currently banned, awaiting account activation or an account that is currently locked.
When adding an alt, you are automatically added as an alt to that user also. This allows you to go back and fourth between accounts.

Tested on 1.1.2
Feedback, suggestions welcome

Enjoy  Smiley
7  Modules, Themes and other customizations for your game / Completed Forest, Village and Travel Events for Version 1.x.x / Re: The Gargoyle on: April 22, 2018, 08:08:57 AM
Are gargoyles also available in limited numbers within the game? I only know a game in which the fairydragon is modified so that it became a phoenix, but there are a certain number of phoenixes available in the game. Is this the same for the gargoyles? And what about making it possible for the players to free a captured gargoyle or fairydragon/phoenix from Ramius or its opposite? The good creatures =Fairydragon/phoenix ... could be held by Ramius; the bad ones could be held by its opposite. If you free a fairydragon or phoenix as a bad person, you become more good; if you free a gargoyle, you become bad. But freeing such a creature doesn't mean you get it. You only release one in the game, so that it becomes available for the players. Perhaps freeing such creatures only could be possible after fighting and slaying Ramius or its opposite? Would this a enrichment or extra option for the Stonehenge module or for the underworld? Now you can take the tunnel in the underworld or slay creatures in the graveyard. But what if you could visit Ramius and use torments or favours to fight him and free a captured animal? I would do this in such way, that after slaying Ramius or its opposite you get a choice as a player: or you free another player (and can check if player is good, bad ... =only if pvp is activated) or you can chose to free a fairydragon/phoenix or gargoyle. What do you think about these thoughts? Best, WW

This should be posted in the Idea Place here. Paragraphing your posts would also be helpful.
8  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: April 19, 2018, 03:22:26 PM
Thanks for keeping working on the project. I've starred the project on GitHub to follow it. Maybe with a new design I can get younger players to have look at LoGD :-)



No idea why they can't be happy with what was good enough for us old farts.  More eye candy does not equal better game.  Not to impugn what you all are doing, but a commentary on our young these days.

I disagree. It's been 10 years since the last major update. A fresh new release would help keep the game alive, not to mention the benefits of updating the code to Today's standards.

I do not disagree on that benefit.  My comment was more a comment about today's youth who can't be happy with anything that doesn't have tons of resource-hogging eye candy, that's all.
Got ya, no worries  Smiley I've been around LoTGD for 14 years so i miss the days when updates came out. I wish i had more time on my hands to update portions myself.
I'm just an old-schooler myself and I happen to LIKE the old-school look and feel of things.  I still do some updates, in fact I have another module to release here again shortly.  Yeah, it's based on someone else's stuff once again, but, hey...I never saw the need to re-invent the wheel all that often.  I do have a few unique modules that are all mine and built off nobody else's stuff, but those are the things I keep for me t make my site unique.

Sounds good
9  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: April 19, 2018, 10:49:12 AM
Thanks for keeping working on the project. I've starred the project on GitHub to follow it. Maybe with a new design I can get younger players to have look at LoGD :-)



No idea why they can't be happy with what was good enough for us old farts.  More eye candy does not equal better game.  Not to impugn what you all are doing, but a commentary on our young these days.

I disagree. It's been 10 years since the last major update. A fresh new release would help keep the game alive, not to mention the benefits of updating the code to Today's standards.

I do not disagree on that benefit.  My comment was more a comment about today's youth who can't be happy with anything that doesn't have tons of resource-hogging eye candy, that's all.
Got ya, no worries  Smiley I've been around LoTGD for 14 years so i miss the days when updates came out. I wish i had more time on my hands to update portions myself.
10  Core Code Development Discussions / Core Development Discussion / Re: LotGD Rewrite (Daenerys) Weekly Updates on: April 19, 2018, 06:54:43 AM
Thanks for keeping working on the project. I've starred the project on GitHub to follow it. Maybe with a new design I can get younger players to have look at LoGD :-)



No idea why they can't be happy with what was good enough for us old farts.  More eye candy does not equal better game.  Not to impugn what you all are doing, but a commentary on our young these days.

I disagree. It's been 10 years since the last major update. A fresh new release would help keep the game alive, not to mention the benefits of updating the code to Today's standards.
11  Coding Support / Coding Support Desk / Re: Equipment shop dosen't save on: April 18, 2018, 06:37:49 AM
Your welcome.
12  Coding Support / Coding Support Desk / Re: Equipment shop dosen't save on: April 18, 2018, 04:33:33 AM
Open mana.php and replace

Code:
TYPE=MyISAM

with

Code:
Engine=INNODB

Have also attached a new copy of the /skilleditor/save.php

This will now create the database when installing and fix the issue with the skill saving.
13  Game Administration, Installation and Configuration / Installation and Configuration Assistance / Re: Creature AI in Creature Database on: April 10, 2018, 07:46:02 AM
Searching "Creature AI" in the search here will bring up more information and possibilities.

I did that.  I did not see anything there that was like I am looking to do.

ideally, I'd make several possibilities as scripts and then just reference the script in the AI

But wondering if we can make a creature stop attacking...when they realize the one they are fighting is a male or a female or an Elf or whatever.

It seems the AI only fires at the end of an attack round, so you would always have one attack round regardless.

You didn't look hard enough. There is plenty of information about them here, we can help you out but we can't babysit you every step along the way, you have to make the effort to look around.
14  Game Administration, Installation and Configuration / Installation and Configuration Assistance / Re: Creature AI in Creature Database on: April 10, 2018, 05:55:31 AM
Searching "Creature AI" in the search here will bring up more information and possibilities.
15  Game Administration, Installation and Configuration / Installation and Configuration Assistance / Re: Creature AI in Creature Database on: April 10, 2018, 05:09:58 AM
OK...so on my test server, that runs 1.1.2 there was a column in my creature database called 'creatureaiscript' which did not exist on 1.1.0

Totally have no idea what you use this for...but that is not my question here.

I was a bit lazy, and did not want to re-create all my unique monsters from my live site 1.1.0 - so what I did was drop the table from the 1.1.2 site and then imported the table from the 1.1.0 site

That seemed to work, but then I could no loner use the Creature Editor to add new monsters, I got an error about the missing column.

So using the info from the error, I created a column in the database for this and now it all works again.

My question...what is the structure of the column 'creatureaiscript' in a normal install?

For now I set it up as a VARCHAR with 120 characters, NULL by default and using latin1_swedish_ci collation....because that is how most of the other similar columns appeared to be set up.

It works, and I get to add creatures to my database using Creature Editor again.

But I'd like to actually have the correct structure on this column.  Do I have it right, or is there anything I need to change?

Again, I do not even know what you use this column FOR.

The column type is normally Text, you have the rest correct.

Thanks, I will fix that.

Now, what is this AI actually used FOR??

It is used for attaching a custom script to the creature, giving the creature buffs etc.
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