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 1 
 on: August 21, 2019, 07:29:42 AM 
Started by strider - Last post by AnnaRose
Posting on behalf of Site Owner Topsy



Journey to Albion, a land beset by powerful warring Kingdoms, Monsters and Magical Beasts. Travel freely from the luxurious Kingdom of Camelot in the South to the forlorn and wind-swept wastes of the Shadowlands to the North. Dark forces seek to breach the veil between worlds and bring deadly power into Albion; will you aid or hinder these Dark powers? A fragile peace holds the country together, but the time is fast approaching when all will soon have to choose a side.

http://albion.rpglink.in/home.php?


 2 
 on: August 10, 2019, 10:39:07 AM 
Started by Wolfsbanewillow - Last post by Wolfsbanewillow
Hi Arti, Anharat and tgTarheel

I'm just curious about the status of this project. Did the working version of Arti work as it was intended? I think the draft hasn't finalised? It wasn't posted as a new file in the new-file-section of the game? Just curious about the status of this project. Thanks in advance for the info.

Best to you all,
WW

 3 
 on: August 10, 2019, 06:46:46 AM 
Started by Zanzaras - Last post by Wolfsbanewillow
Hi I earlier suggested to introduce the bezoar into the game, and I personally think this Sicilian module is one of the modules in which a bezoar could be of a great help. Now the so named "battle of wits" feels like Russian Roulette: the only intelligent thing to do, I think, is leave the poor princess alone. But for me, this feels likebeing a coward (and it results in bad alignment). But if the player can find a bezoar pouch that can hold max 3 bezoars, and if he/she can use a bezoar, the outcomes can be as following:
"if user has no bezoar, the nav to use one isn't available.
If user has at least 1 bezoar in the pouch (user only can get one after finding the pouch, pouch can't be stolen nor disappears when dk'ing), user finds the nav to use a bezoar. It doesn't matter which glass is taken, the bezoar helps to make the poison harmless:
if Sicilian is poisoned by own poison and user has another bezoar left, the bezoar can be used to rescue the Sicilian and to bring him to the sheriff +freeing princess, =reward +double good alignment, if user refuses to help Sicilian although he has a bezoar dto do this, =double bad alignment. Princess is being freed, but no reward, because player chose being bad.
if player doesn't have a bezoar left for helping poisoned Sicilian: =reward +good alignment as is the current case, because player can't be penalised for not helping Sicilian.

If player isn't poisoned because of the use of bezoar and also Sicilian remains healthy, =fight: if player wins fight he can chose to kill Sicilian =bad as above case of not helping Sicilian and only thinking of own winnings;
Free princess and bring Sicilian to Sheriff: =same case as helping Sicilian and freeing princess: player wants to be good.

If player does nothing and leaves the princess alone, he/she's a real coward, especially if player has bezoars at hand.

I also would implement info in daily news section of hwat happened: currently, only if Sicilian is outwitted it is mentioned in the daily news; But lastly I lost gems and gold and could not find this in the news. I would it make possible to find this kind of info in the news.

Rewards within this module could be expanded with the bezoar pouch and bezoars, only 1 bezoar at a time.

In discussion about bezoars you find a short scenario for finding bezoar in the forest.

What do you tink of this scenario and these suggestions for enriching this module?

Sincerely,
WW 

 4 
 on: August 04, 2019, 06:12:08 PM 
Started by aeanos - Last post by aeanos
TGTarheel, I've been trying to work out what was generating the base HP, so that I can find what I'd need to tie into, and determine whether or not I'd also need to add extra fields to the database to pull it off. Since I haven't done this type of coding in a few years, and I'm a bit rusty, I also figured that if it seemed easier to just update the base HP than to create a new module system, I could simply update that and drop the other races for the time being.

That said, thank you Nightborn; what you've provided will definitely help me sort this out alot faster. Smiley

 5 
 on: July 29, 2019, 04:02:00 PM 
Started by aeanos - Last post by TGTarheel
TGTarheel, I'm with you on this one. The method you described is also exactly what I'm hoping to accomplish. However, I can't seem to pin down where the base HP is being generated, and the base is far too low for what I'm working on. I've also dug through the whole system several times using content searching. lol

The only thing I can think of, is that maybe the lib/all_tables.php is the right place to make the change, but that I have to get the game to update it once it's been uploaded, because it's been hardcoded into the database during installation, somehow. (Also, FYI, granting a new day doesn't seem to fix it for me; neither does creating a new character.)

Not sure why you'd need to know where that was generated.
you could just put it in the race selection...have a variable be set to store the original base hitpoints.  Then that number is multilied by your race variable...which could be less than one...and is rounded.  Then max hitpoints is set to that level.

At dragonkill, maxhitpoints re-set to the saved variable (plus any added hitpoints...so you migt need a second variable to save added hitpoints.

This does not account for race change in the middle of a dragonkill which can be done, so you'd need to do something to make sure that the variable saved was read...then saved in the new race, and multiplied by the new race-variable.

It should be able to be accomplished.  Now...if you did this in one module, as I suggested...and allowed admin to set race names and values...this could take care of that problem, too...any time the race changes...it re-sets to original value plus added, those variables are cleared, then re-set with the original maxhitpoints, then maxhitpoints multiplied by the new race variable.

Should be achievable without even knowing where the base hitpoints are generated...or even altering core code

 6 
 on: July 27, 2019, 04:13:48 AM 
Started by Catscradler - Last post by Nightborn
Hi,

I'm the necromancer Wink jk

I implemented an ajax-based chat refresh using jaxon-php. I didn't write a composer for the core, because many just want to upload the files to a website and have no console access (mostly because of additional costs).

Core edits are necessary though, in lib/pageparts.php to correctly separate talklink+buttons from the chat above. It's a hassle to refresh everything due to the way the chats were programmed.

If interest persists, I can write a quick how-to, and a dp-coder can patch the 1.1.2 to work with that.

 7 
 on: July 25, 2019, 06:02:20 AM 
Started by aeanos - Last post by Nightborn
The starting "10" is basically a bit scattered in the code, but you could manage this if you wanted to.

[line numbers may be off]

in dragon.php
Code:
198         $session['user']['maxhitpoints'] = 10 + $hpgain['dkpoints'] +
199                 $hpgain['extra'];
This handles the calc after the dragonkill.
it's bad to edit directly, but you can use the hook "hprecalc" which is defined in line 102. You can set the array $hpgain in it:
Code:
95         $hpgain = array(
 96                         'total' => $session['user']['maxhitpoints'],
 97                         'dkpoints' => $dkpoints,
 98                         'extra' => $session['user']['maxhitpoints'] - $dkpoints -
 99                                         ($session['user']['level']*10),
100                         'base' => $dkpoints + ($session['user']['level'] * 10),
101                         );

As for char creation (or whatever you want to start from), you need to set the inital 10 hp on level 1.
That is done in the mysql table, as the user creation just uses some defaults.
Edit in your database the DEFAULT field.
I also recommend to change your table defintions in lib/all_tables:

Code:
 78                 'hitpoints'=>array(
  79                         'name'=>'hitpoints', 'type'=>'int(11)', 'default'=>'10' //user hitpoints he currently has
  80                         ),
Above line won't change anything live, but in case of an updated core version, better have it if you do a table sync.

Lastly, train.php also increments HP for each level by 10 (hardcoded).
Code:
182                         $session['user']['maxhitpoints']+=10;

On whatever condition you want to set the hp, keep in mind many modules calculate stuff with 10*level = base hp.

So, in summary, what Aeolus said:

0. if you want a different starting value on level 1, either do above OR
0.1 write a module
0.2 hook into newday
0.3 check if a user is level 1 with 0 days (first login)
0.4 set maxhitpoints accordingly

1. write a module
2. hook into hprecalc
3. calculate what you need and set the hp gain
4. output to the user possibly info on why


 8 
 on: July 24, 2019, 10:20:53 PM 
Started by aeanos - Last post by aeanos
TGTarheel, I'm with you on this one. The method you described is also exactly what I'm hoping to accomplish. However, I can't seem to pin down where the base HP is being generated, and the base is far too low for what I'm working on. I've also dug through the whole system several times using content searching. lol

The only thing I can think of, is that maybe the lib/all_tables.php is the right place to make the change, but that I have to get the game to update it once it's been uploaded, because it's been hardcoded into the database during installation, somehow. (Also, FYI, granting a new day doesn't seem to fix it for me; neither does creating a new character.)

 9 
 on: July 24, 2019, 04:54:29 AM 
Started by aeanos - Last post by TGTarheel
I am a little curious why this needs to be so complicated.

Why couldn't a module be made that would let Admins enter all the races in the game...and set a multiplier by which their base hit points would be multiplied by fr each race?

You set the player's basehit points in the module, and all bought hitpoints add to that base in the module, and, on dragonkill, the player resets to the saved base.

Meanwhile, the player's base during a DK cycle...is this base multiplied by an Admin-settable multiplier...mayne, for example, Human is 1.0, a Giant might be 1.8 and an Elf might be 0.92 - just as an example.

You have the module multiply the saved playerbase hitpoints by the multiplier (and be sure to do this a a round function) and set that as their max hitpoints (while the normal 1x base hit points is stored in that module.

It seems as if this might accomplish the desired effect....and be completely Admin-customizable, so that all races could be taken into account.

Or am I missing something?  If I understand the concept of what is trying to be accomplished, I don't see why such an approach would not produce the desired result.

 10 
 on: July 24, 2019, 02:56:28 AM 
Started by aeanos - Last post by aeanos
Sorry for the lag in responding. Let's try this another way...

Where are the base hitpoints actually set for new characters? I've dug through everything, and can't seem to find anything that would seem to be it, aside from lib/all_tables.php, and it's driving me nuts. lol

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