DragonPrime - LoGD Resource Community
Welcome Guest
  • Good afternoon, Guest.
    Please log in, or register.
  • November 22, 2017, 01:49:36 PM
Home Forums News Downloads Login Register Advanced Search
* *
DragonPrime Menu
Login
 
 
Resource Pages
Search

  Show Posts
Pages: [1] 2 3 ... 13
1  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Item system on: June 28, 2017, 09:41:28 AM
I try to respond to a few things you mentioned.

The "creaturedrop" is not part of the itemsystem as far as I know.
The drops are managed by findloot.php in where you set the categories of items who can drop.

As for the "give item to a player" - nothing out of the box.

The PHP for giving an item is really short:

Code:
require_once("modules/inventory/lib/itemhandler.php");
$id = THE_ITEM_ID_YOU_WANT_TO_GIVE.
$user = THE_USER_ID;
$quantity = THE_QUANTITY;
add_item($id,$quantity,$user);
output("`\$Item no. %s added once, the user now has %s pieces.", $id, check_qty($id,$user));

You need to replace the capital lettered texts with integer numbers to fit the bill.
If you do direct SQL, you may add unique items twice, or over the max quantity you defined in the item manager.
2  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Item system on: May 13, 2017, 03:21:04 AM
Small bug report, don't know if any of you encountered it.

if you have an item with charges >0, and multiple of it in the inventory... you can activate the buff from the item without removing an item or a charge.

Change backpack.php Line 83
83                         if ($acitem['charges'] > 1) uncharge_item((int)$id,1);
To
83                         if ($acitem['charges'] > 1) uncharge_item((int)$id);

The ,1 was meant to be a number of charges. Sadly, the function expects the account number. So, if you test this as admin with acctid=1, it works... for anybody else it doesnt. Cheesy
3  Core Code Development Discussions / Version 1.2.0 Development / Re: Current/Active Revival Attempts on: January 24, 2017, 09:08:20 AM
Not really moody Cheesy I removed most of the graphics to make all the stuff displayed ingame to be able to work on a mobile device (phone).

Not easy with the 3 column layout in lotgd =/
4  Core Code Development Discussions / Version 1.2.0 Development / Re: Current/Active Revival Attempts on: January 22, 2017, 12:59:36 PM
There are various good points raised here.

If you deviate too much from the currently user-friendly install, pushing top notch technologies in that require quite some setup/effort/server requirements, it begins a new project.

You could make the current engine mobile friendly, using templating.
Basically not the really big rework, but doable.
I've done a small template thingy, but it's far from complete.
5  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: The most recent hero of the realm is: on: December 16, 2016, 02:38:56 PM
<3  Grin
6  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: The most recent hero of the realm is: on: December 10, 2016, 11:31:09 AM
You may search on file basis:

user@:machine/var/www/html/lotgd/modules$ grep "The most recent hero" *.php
statue.php:             output("`@The most recent hero of the realm is: `&%s`0`n`n",$heroname);
7  Core Code Development Discussions / Version 1.2.0 Development / Re: DragonPrime Team on: October 31, 2016, 03:27:34 PM
I don't see much wrong with a monolithic core, Linux i.e. being a good example Wink

You can also compile your own core there, as you can here, almost.

Your overhaul sounds good though, it's not bad to have a port to a different system - eliwood also release info on anpera.net if I recall correctly.

If you go on ahead like this, you should have already done a few UML diagrams etc, because you need all abstract stuff done in your head if you want to implement correctly.
That's something I am interested in Cheesy
8  Village Square / General Discussion Area / Re: Merry Christmas 2015! on: December 25, 2015, 02:39:12 AM
Merry Christmas =)
9  Game Administration, Installation and Configuration / The Idea Place / Re: LotGD IDE on: October 04, 2015, 04:06:38 AM
command line stuff requires a good host.

lotgd was meant for webhosting Smiley not as a server module.

if we leave that line, we can just make an ubuntu module, and all modules in a ubuntu repository (which would be fun) Smiley
but then authors would need, instead of uploading zips which everybody can, to follow a lot of guidelines.

Most module donations are not from professional programmers, so it's a hurdle I'd not implement.
10  Game Administration, Installation and Configuration / Game Administration Chat / Re: The State of LoGD Today on: October 04, 2015, 04:04:08 AM
I'd like to throw in a few things, as I've thought about "how it goes on" for a few years now.

Things in software development like this begins to stall when:
* main coders move to different projects, thus neglect the other one
* a lot of work is to be done with no organizational leadership
* the code base is not updated often to fit legacy needs

Those are a few things that happened to lotgd - which is no shame btw, because this game has been running for a reeeaal long time now =) my main server is 10 years now, which is older than some players most likely Cheesy

Shifting to "one new" approach for the code is one thing.
There were forks which have done things differently, and those are also out for years now.

The code base of lotgd is "ok" to current standards.
The one thing that holds all together is the abstract structure/model, and that's where the magic happend: hook system, independent modules, structure for output and so on. /lib is a great thing.
It is really close to oop, you can exchange (which I did with the output system) parts and the rest will still work (some legacy workarounds you can later remove necessary).

What I see that could be done:
a) write lotgd completely anew (I think the Isle theme did that in the UK)
b) write parts new and retrofit the application
c) continue as of now, improve minor things

Arguments on those points being:
a) a ton of work with no outcome/effect. You'd have the same game, just a bit tidier. No user benefit really.
b) best way IMO. Work can be distributed. A model has to be agreed on.
c) also good way, but will basically be as it is now: a dying system where at some point most will have moved on

A different solution is also people doing their own version, based on this one (fork) again. But as said, those don't contribute back to a main line of code.

The one thing we need: a common model.
Then we could exchange code/modules/core components even.

I did a lot of things (when I had the time + motivation) on core things, atm my devotion is also dwindling, so I did not rework as much as I wanted to.

Also, keep in mind stuff needs to be updated. A lot of things I did are now also on an obsolete code base (php 6 coming up, etc).

I like seeing the commentary with jQuery/Ajax getting up, also something I had on my mind. Cheesy
11  Game Administration, Installation and Configuration / Game Administration Chat / Re: What modules do you grab first? on: October 04, 2015, 03:50:18 AM
Just as an example, Arvex's Clan Departments is apparently much more popular than Oliver Brendel's Admin PvP Immunity.

Wink hehe

You should install nothing at first, plan what you want that server/theme to have.
Then grab modules as needed.

Dwellings, Marriage, Specialties, those are basics.
12  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: reCAPTCHA anti-spam for petition.php on: April 25, 2015, 07:22:12 AM
You can't suppress them without a core edit sadly, had the same issue with my captcha stuff =/
13  Core Code Development Discussions / Version 1.2.0 Development / Re: Datacache for future forks on: April 05, 2015, 10:00:26 AM
datacache.php
43c43
<                                       $datacache[$name] = @json_decode($fullfile,true);
---
>                                       $datacache[$name] = @unserialize($fullfile);
64c64
<                       if (!fwrite($fp,json_encode($data))){
---
>                       if (!fwrite($fp,serialize($data))){

Just those lines.

I will test them out - my users are usually quick with feedback. ^^
14  Core Code Development Discussions / Version 1.2.0 Development / Re: Datacache for future forks on: April 04, 2015, 03:43:34 AM
Did you get the info from this source: http://stackoverflow.com/questions/804045/preferred-method-to-store-php-arrays-json-encode-vs-serialize
15  Village Square / General Discussion Area / Re: Looking to Hire Someone for LOTGD Coding Gig on: March 03, 2015, 12:42:56 PM
I simply read through the code when I pay sb to make a module.

Either there is hexcode in it in an eval(), then it's likely that, or a really blunt try which can be easily figured out.
Pages: [1] 2 3 ... 13

*
DragonPrime Notices
Version 1.1.2 is the current supported version and is available for download.

Support Us
No funds raised yet this year
Your help is greatly appreciated!
Recent Topics
DragonPrime LoGD
Who's Online
17 Guests, 0 Users
Home Forums News Downloads Login Register Advanced Search