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Author Topic: AHG for 9.8.pre4 WIP  (Read 2198 times)
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Kermit
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« on: August 28, 2004, 09:07:12 AM »

This is still a WIP (Work in progress), but its basically a place that players over a certain number of DK's and Level's can get into (customizeable).  Mob generation is done dynamically instead of database lookup.  Currently working on mobs and information related to them.  Also working on a few more additions to the mob model.

Download it here: http://dragonprime.net/users/Kermit/ahg.zip

If your into writing text, then please have a wack at this and drop a message.  I'm horrid with it and don't like the wording in it at all Smiley.

Planned updates:
  • Movement module with admin editor
  • New towns, shops, items, spells, ect...
  • A built in module system to allow for expansion
  • Hmm guess it will be like a game within a game Smiley
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Kendaer
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« Reply #1 on: August 28, 2004, 10:50:38 AM »

Okay.. In general, expanding the range of levels is going to cause problems in a variety of ways.

Second, at least when I looked at it yesterday, you were cloning a lot of core code into the module and you shouldn't need to do that.  Any time you think you do, step back and read the code carefully as there is often a way to avoid it.  The healer in specific should be easily set up so that you don't need to clone it into the module.

I do also question why you are (it seems) trying to build another version of logd within logd.  Why not expand the outer game rather than the inner?

I haven't looked at your most recent version yet, and I will, but those were my initial impressions from yesterday which I forgot to post.
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Kermit
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« Reply #2 on: August 28, 2004, 11:15:50 AM »

I'm curious as to how it will cause issues?  Besides making the dragon a piece of cake to kill.  I've ran it on my test server with no issues except hearing (go kill the dragon) from everything in the normal game.

I have cloned alot of the code to use for testing (in the end I plan on replacing the cloned code completely).  The healer was a learning experience and allowed me to screw up existing game code without having to continuelly put it back Smiley.  For example I plan on ripping out the existing entrance and putting a full map in place of it (not a square more along the lines of a traditional mudd with abilities to add towns, events, shops and quests).

To be honest I don't like the current limitations of the system.  The inability to add items that can be used for questing, and the inability to change this from within the game itself.  The only way I could (and can) see (without a great deal of hacking in the game source) to expand these things is to build inside the game and exploit the existing module system to easily do that Smiley.  If their is something that I've missed or plans to expand the game environment I'd love to hear it.   Heck I'd even work on it Smiley.

I loved LORD when I ran it on my BBS, but I loved MajorMUDD too.  This implementation of the game allows for both levels of game play to exist so I thought I would try to do it in my spare time.

The only thing that has really changed since the last posting is the dynamic creature modle and the fact that you don't have to change your code yourself it does it for you upon install (and puts it back upon uninstall).

Thanks for the review thou Kendaer Smiley
« Last Edit: August 28, 2004, 11:16:14 AM by Kermit » Logged
Talisman
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« Reply #3 on: August 28, 2004, 11:23:29 AM »

There is an inherent risk when you start replacing files with your own patched versions that you will break something on the game.

Although it is stressed constantly that no changes should be made to the core code, I'm sure people will wind up doing that very thing in the course of customizing their servers or mods.  When you replace a core file with your own version, the risk is that you also lose any other changes that were made to that file.

When there is absolutely no other way to accomplish your goal without patching the core files, it is best (IMHO) that such patches be done manually.

This was a big issue with modding in version .97, and although it shouldn't be in .98 it could pose a problem.
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Kermit
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« Reply #4 on: August 28, 2004, 11:31:51 AM »

I will admit that it was a major concern of mine when I started to play with the idea.  I looked for another option to replacing the experience.php file in 9.8 but their are no hooks to allow you to replace the existing level/experience system with a custom one.  So instead of a complete replacement I've left the existing code in place and just added onto it.  Thou I admit that if/when the file changes in the main distribution my changes will screw it up Grin.  I have found a way to let the admins change everything including the formula/values of each level's experience, but doubted if the devs would accept such a change from a new person Wink.
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aes
Guest
« Reply #5 on: August 28, 2004, 11:51:08 AM »

Hi Kermit,

With regards to adding items to the game, I've got an Item Shop module coming out in the next 3 or 4 days that will allow you to add items that can be used in the game if an admin so desires.

Some of the feature of the Item Shop 1.0 are:
+- HP / Defense / Attack for wearing particular items.
Ability to add new items via an Item Editor in the Grotto
Ability to sell items back to the Item Shop at a reduced price
Ability to enforce a limited quantity of a particular item in the game
And other bits.

Ive done this all using the module system, without having to change any part of the core code in order to allow for the greatest amount of portability.

Once finished you and others will be able to create custom items on your servers for quests or whatever.

Regards,
aes
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aes
Guest
« Reply #6 on: August 31, 2004, 02:03:45 AM »

Apologies, the item shop won't be out now for a little while.  I'm working on something else which will eventually lead to a proper item shop.  (Kendaer knows what I'm talking about)  Smiley
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Spider
Guest
« Reply #7 on: August 31, 2004, 06:07:06 AM »

just wanted to add that with the new module system, adding quest elements to the game is far easier than it was before.  and the module settings and prefs functions allow for quest items very simply without having to mess around with the database.

the module hooks mean now that you can have monsters drop items, or shops sell items, or people give you items randomly in certain areas.  I don't understand what is missing from the system, if all you want is a "questing" element it's easier than ever to add now and certainly doesn't require core code to be changed.
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