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Author Topic: Metal Mine by DaveS V5.32  (Read 19385 times)
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PR4Y
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« Reply #120 on: February 28, 2008, 07:54:40 AM »

Hi I just installed LotGD 1.1.0 with the latest versions of Dwellings, Copper/Mith/Iron Dwellings Prices, and Metal Mine 5.3.

I've been playing around testing things to make sure everything is working smoothly... spent some time in the mine today, got a random event with a chamber, everything worked smoothly... mined a bunch of ore, and when my turns ran up, I went to Lily to sell my ore that I had mined.  I received this error:

You ask Lily what she's paying for metal today.

'You need metal to sell. Go to the mine and stop wasting my time,' complains Lily.

I mined 400+ ore... and I can successfully trade my Mithril for Copper and vica verca, but when I try to sell the ore I mined, she tells me I have no ore.  Is there a module that displays how many ore you have?  Is there a quick fix in the code you already know of?

I just encountered this bug... I'm going to look through the module code and see if I can come up with something myself, but until then, any help would be appreciated!

Thanks!

**EDIT**:

Update on my situation: I found the part where to show my current Materials, and definately have ores.  I have 220 Copper, 52 Iron, and 2 Mithril ores... but it still seems as though Lily thinks I have 0.

I've checked the database functions and it appears like it is checking the correct DB tables for the proper materials... perhaps the bug is somewhere in the function? I'm new to this entire data structure but when I get more familiar with it I plan on releasing my own modules... but for the time being, I am stumped with this bug.

Again, thanks for the help!
« Last Edit: February 28, 2008, 10:13:06 AM by PR4Y » Logged
DaveS
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« Reply #121 on: February 28, 2008, 08:10:15 PM »

I think she only recognizes when you have enough of the material to trade.  Since you have less than that minimum trade amount she won't recognize it.
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ioScream
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« Reply #122 on: May 16, 2008, 11:22:32 AM »

I've been having a problem where when we mine for copper or mithril they always come out as the same. I'm not sure if it's the Total Inventory mod messing up or the mining mod. I remember having a problem with the Total Inventory mod at one point not reporting mithril, but found a fix, and I'm not sure if the that mod would just report it wrong or actually set it wrong. Are the metals reported as metal1, metal2, metal3? I'm looking through the files trying to figure this out.
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ioScream
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« Reply #123 on: May 16, 2008, 11:32:33 AM »

Nevermind!! I found the error. It was a reporting error in Total Inventory... thanks.
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DaveS
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« Reply #124 on: November 24, 2008, 09:37:06 AM »

V5.32

There was a typo...

Line 667 of metalmine_func = "utput" is a typo; should be "output"

That's all
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RaynDarren
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« Reply #125 on: January 14, 2009, 12:00:43 PM »

Looking for a little help here.

I just increased the tunrs for mining to 30, I know this decreases the amount of materials you find per attempt, but I was wondering if that could not be the case? I'm not looking to have the same amounts as when you only have 10 turns, but something a little higher then what it is currently.

Help?
~Rayn
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DaveS
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« Reply #126 on: January 15, 2009, 07:35:40 AM »

Actually, here's the logic behind what I did:

If you wanted players to have a chance to "spend more time" exploring the metal mine, you can up the turns.  This gives them more random events etc.  However, the actual amount of metal that the find was designed to be proportional to the number of turns they spent in the mine.

Why did I do it that way? In a way, it was to protect servers where the administrator may not appreciate the consequences of setting the mine to 100 turns or something like that.  Suddenly players would have had huge amounts of metal which they could turn around and sell to make huge amounts of money which would imbalance the game.  Of course, this is all relative to the defaults.

So if you want the metal that players mine to be "worth more" then you can easily change all the defaults to make 1 kilogram of mithril worth  a lot more than the defaults currently set it.

I don't think the code needs to be changed to address what you're talking about; from my perspective I think you can just tweak some of the settings.  Let me know if I'm there's a reason why this may not help.
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« Reply #127 on: January 15, 2009, 11:40:24 AM »

Dave,

Your logic makes perfect sense Smiley. I'll leave it as is then Smiley, thanks for the explination.

A sort or related question... can another metal to mine be added?

~Rayn
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« Reply #128 on: February 15, 2009, 08:52:07 AM »

I took a quick look at the code RaynDarren and the 3 metals and locations look to be hard coded into the module. Each mine name and location are stored in the settings.

I don't know how practical it would be to modulise the metals with their own settings and then just leave the metal mine with 1 default metal, but look for more through a hook. If so more could be added easily.

Dave, you need to come out of retirement! Tongue
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« Reply #129 on: February 17, 2009, 07:36:34 AM »

I've made a change. In each race module there's a setting for the metal mine module. Basically it's the races odds of dying in a mine collapse (though technically you don't). This setting might be getting removed as the race modules get updated.

Anyway I noticed that there's no default, that is, if a race doesn't have the setting there's no backup. This change I made fixes that.

Code:
#
#-----[ OPEN ]-----
#
root/modules/metalmine/metalmine_work.php

#
#-----[ FIND ]-----
#
$chance=e_rand(1,5);
if ($vals['racesave']) {
if ($vals['schema']) tlschema($vals['schema']);
$racemsg = translate_inline($vals['racesave']);
if ($vals['schema']) tlschema();
}
if (e_rand(1, 100) < $vals['chance']) $dead = 1;
output("You suddenly feel the walls closing in around you. The mine is collapsing!");
if ($dead==1 && $chance==1){

#
#-----[ REPLACE WITH ]-----
#
$chance = ( isset($vals['chance']) && !empty($vals['chance']) ) ? $vals['chance'] : e_rand(1,100);
if ($vals['schema']) tlschema($vals['schema']);
$racemsg = translate_inline(( isset($vals['racesave']) && !empty($vals['racesave']) ) ? $vals['racesave'] : 'Fortunately you\'re able to escape unscathed by the skin of your teeth.`n');
if ($vals['schema']) tlschema();

output("You suddenly feel the walls closing in around you. The mine is collapsing!");
if (e_rand(1, 100) < $chance){

#
#-----[ SAVE/CLOSE FILE ]-----
#

The code is also in the zip file attached.
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« Reply #130 on: March 07, 2009, 03:44:04 PM »

I don't know how practical it would be to modulise the metals with their own settings and then just leave the metal mine with 1 default metal, but look for more through a hook. If so more could be added easily.
I know what you're saying here Afkamm... it's just that a change in the number of metals would take quite a bit of a re-write of some aspects of the module.  In particular, I really did like the concept of your alignment influencing the type of metal you find; hence why 3 metals.  At this point, I just think it'd be a lot of work to make it just 1 metal without a lot of justification.

I will add Afkamm's repair to the race part of the module with a new release I hope to come out with soon enough.
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