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1  Coding Support / Coding Support Desk / Re:Getting Started? on: January 04, 2006, 01:55:56 PM
Aye, just take a look in the dagquests module after you see how the normal calls work, so that you can see what you need to return to tell it that he's told them about a quest.

Look at the existing ones for clues on this, and at modules in general for how the footers, module prefs etc. work. As XChrisX said, if you already know PHP it shouldn't be too hard.

Oh yeah, and don't forget Dag's accent Cheesy
2  Coding Support / Coding Support Desk / Re:Error with Sneakabout's townfinance module on: October 11, 2005, 12:58:22 PM
Hmm, what you need to do is either to be successfully elected (with a majority of one) or to go into editing yourself, go down the list of modules to townfinance and after clicking on that set the pref for your character to yes under "Is this character the leader". The name of the leader is in the settings, but that isn't used to set access.
3  Coding Support / Coding Support Desk / Re:Error with Sneakabout's townfinance module on: October 10, 2005, 11:52:58 PM
Curious. To be leader you have to have the module_pref "isleader" set to 1.... though that will make things a little funny. If you've set that, you should certainly be seeing the option to go to your office where the options are.
4  Coding Support / Coding Support Desk / Re:Error with Sneakabout's townfinance module on: October 10, 2005, 02:13:52 PM
Hmmm, is this the most recent version of this file? I thought this had been fixed, though I could be wrong.

EDIT: Nope, you're right. fixed version will be up in a jiffy.

One jiffy later.

That should fix it, just set $row as an empty array.
5  Game Administration, Installation and Configuration / Game Administration Chat / Re:Dyslexic wanna-be admins on: September 24, 2005, 04:32:20 AM
This is probably fairly universal - on Central we get these often enough that they're standard.

And no, we don't do stat transfers. Tongue
6  Game Administration, Installation and Configuration / The Idea Place / Re:seperating cities on: June 24, 2005, 02:02:52 AM
Raceless cities is easy. Cityless races requires core modding at the moment.
7  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Travel on: June 12, 2005, 08:40:27 AM
OK, I've been making a module based on some of the ideas (and code) from worldmapen.php, with attempts to simplify hooking into it, getting rid of the graphical stuff etc.

This module is still very much in active development, and I'm still thinking about merging in the functionality of cities.php so that it can be more customisable. Suggestions/criticism would be most welcome, as well as any comments about how wrong any of what I do in the module is.

http://dragonprime.net/users/Sneakabout/travel.txt
http://dragonprime.net/users/Sneakabout/travel_install.txt

travel_install needs to be put in a travel folder inside the modules folder, and both files need to be renamed to .php. I haven't included enough stuff to really run this module on a server deliberately as I don't want people actually running this until certain design choices are finalised and the future versions will be compatible (i.e. i've included no pre-generated map files, and none of the terrain-specific special events.)
8  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re:Taxation, City Hall and Elections on: May 26, 2005, 08:02:11 AM
Hardcoding like that is rarely the answer - if I were to do it like that I'd build a separate editor.
9  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re:Taxation, City Hall and Elections on: May 26, 2005, 03:06:31 AM
There is a problem - this should be done using objprefs, but objprefs track by number, and giving villages numbers is difficult, with several large holes when people add/remove villages.
10  Modules, Themes and other customizations for your game / v0.9.7 Modification Discussions / Re:TAXES on: May 14, 2005, 08:05:50 AM
I have a taxation module in my shared folder http://dragonprime.net/index.php?action=viewfiles&user=Sneakabout

It's taxation.txt just rename it to taxation.php and put it in your modules folder to make it available for install.
11  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re:Dag quests on: April 28, 2005, 04:11:17 PM
I.... think that's LightBringer's modification? I have no idea what the readiness of that is for running.

Incidentally, I am working on more quests, but with a different hub. Also, a third dag quest is written, but I'm unsure of when it'll get checked/pushed.
12  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re:Dag quests on: April 07, 2005, 07:46:01 AM
OK, for those who want to download it then it is now also in my shared folder. I'll upload the version which makes it easier to add quests later today and, hopefully, another quest for ye as well as the separate versions of the existing ones.
13  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re:Quest system on: April 07, 2005, 07:36:41 AM
Aye, mine is a different approach. I'll upload to my shared folder, I hadn't before because I think it's in the 1.0.1 release.
14  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re:Dag quests on: April 06, 2005, 10:51:12 AM
Essentially I'm coding mine for a different type of server initially, and then adapting them to a core version which means I'll be making mine in a different way for different reasons. I'll email you the original quest center and a sample couple so that ye see why I'm making certain design differences.
15  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re:Dag quests on: April 06, 2005, 10:43:37 AM
Mine works in a different way, using a modulehook.
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