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  • December 16, 2018, 10:33:28 AM
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1  Game Administration, Installation and Configuration / Game Administration Chat / Re: Administrators resigning and aftermath on: December 10, 2018, 02:39:37 AM
- is it possible for the resigned admin to retain some "benefits" of the position, such as seeing IP addresses of players?

The module allowing the seeing IP addresses of players is based upon a superuser flag, so if they removed that flag, they could no longer use that module. It's always best to keep a list of module preferences and/or settings that must be manually added to any Staff, so that you can remove them later if required (e.g. the Staff List, or Staff Crowns).

- if this happens, would there be anything differently about their account, indicating they are no longer an admin?

Do you have the online list module installed, that separates staff and players? If so, they'll be listed as a player. I can't think of any other modules that list a Staffer separately or differently.
2  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Keep gold after dragonkill on: November 27, 2018, 05:34:54 AM
Good to hear. Make sure that you have a check to disable it in case you ever need to. Core edits should only be done in the most necessary of circumstances, and can go terribly wrong in the future when other things are changed. That's what modules were created for. Cheers.
3  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Keep gold after dragonkill on: November 25, 2018, 04:32:04 AM
Core code, module, either works. The logic works at any rate, I tested it in about two minutes. Cheers.
4  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Keep gold after dragonkill on: November 24, 2018, 10:19:41 PM
Right.  I sorta got that figured.  I was trying to find it within the core code and make a core edit.
The module presented seemed to require a fair bit of reworking to get where I wanted.  I am gonna check out the other module presented and see if it more meets my needs here.
Will update.

Not quite there, either.  I need to not have booleans...I need to be able to have values of goldinbank saved across a DK - and set those based on number of DK's

Damn...seems like this is an easier core rewrite, if only I can find exactly WHERE in the core the damn reset happens.


This module is basically created for what you want. It saves how much gold you have before a DK, then sets your gold to that after a DK (i.e. "values of goldinbank saved across a DK"). You just want different levels of gold saved. The logic I provided can be used directly (after turning it into code) in the post-DK hook, barely any reworking necessary.
5  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Keep gold after dragonkill on: November 24, 2018, 03:29:18 PM
As for the actual checks, in the module, find where $session['user']['goldinbank'] is being set. (Hint, it's not being set to zero, it's being set to a module pref, calculated earlier.)

If they have 120k and the limit is 250k, then they get 120k. If they have 1m and the limit is 250k, then they get 250k. So, what you're wanting is the minimum between the limit and their current gold. So, use the following logic:

If dragonkills < 50 then goldinbank = 0
else if dragonkills >= 50 and dragonkills < 100 then goldinbank = (minimum of 50000 and current gold)
else if dragonkills >= 100 and dragonkills < 200 then goldinbank = (minimum of 100000 and current gold)
else if dragonkills >= 200 and dragonkills < 500 then goldinbank = (minimum of 250000 and current gold)
else if dragonkills >= 500 then goldinbank = (minimum of 500000 and current gold)
6  Game Administration, Installation and Configuration / Game Administration Chat / Re: LOGD Net on: November 23, 2018, 03:58:52 AM
The list is maintained by Eric Stevens (MightyE) and has nothing to do with Dragonprime.

An idea would be to contact them.
7  Coding Support / Coding Support Desk / Re: Online Character List on: November 16, 2018, 08:43:31 PM
Naturally, pleasure, all that. What site operates without people who don't know what they're doing?
8  Coding Support / Coding Support Desk / Re: Online Character List on: November 16, 2018, 03:42:55 PM
Yes, because that is the default from the module

that is just displayed

but it's not stored in the database. It needs to be set manually to be set in the database (as I just said).

It needs to be set manually to be set in the database (as I just said).

Thought I'd just highlight the points instead of repeating myself.

Easiest way to fix this would be to setting their rank to zero if it hasn't previously been set before via set_module_pref
9  Coding Support / Coding Support Desk / Re: Online Character List on: November 15, 2018, 06:38:05 PM
Yes, because that is the default from the module that is just displayed, but it's not stored in the database. It needs to be set manually to be set in the database (as I just said).
10  Coding Support / Coding Support Desk / Re: Online Character List on: November 15, 2018, 03:06:46 PM
That's because the staff list rank of the regular player isn't being set. However, the database query assumes that it is set.

Easiest way to fix this (there's more proper ways, but we all know about the "copy paste" editor) would be to setting their rank to zero if it hasn't previously been set before via set_module_pref, hooking in somewhere everyone accesses (e.g. village).
11  Coding Support / Coding Support Desk / Re: OK, Why Are My Stats Showing In Someone Else's Bio? on: November 13, 2018, 03:18:09 PM
Check which parameters can be passed to get_module_pref and how you use them when getting "birdtrain" and "birdname". You'll figure it out.

Yep, saw it straight away. Just because one is in another's bio, does not mean one is getting the right person's pref.
12  Coding Support / Coding Support Desk / Re: Inventory Available in Valhalla on: November 11, 2018, 04:42:11 AM
Hook into header-runmodule, then check if the module in the URL is the Valhalla module. If so, proceed as required.
13  Coding Support / Coding Support Desk / Re: Automatically Input Names on: November 10, 2018, 03:40:09 PM
Isn't this just like the namechange module, then? Old name, add news, set to new name?
14  Coding Support / Coding Support Desk / Re: Inventory Available in Valhalla on: November 10, 2018, 03:39:24 PM
What is "Valhalla"? Is it another module?
15  Coding Support / Coding Support Desk / Re: Automatically Input Names on: November 09, 2018, 01:15:49 PM
Grab the player's current name? Isn't that just $session['user']['name']? What would it need saving to be able to be used?
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