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-   -   RPG Integration Hack /w Battle (BETA) (https://vborg.vbsupport.ru/showthread.php?t=46417)

assassingod 12-24-2002 01:16 AM

Thank bitsys, will try now

PSI|Dr-X 12-24-2002 10:26 AM

Yee everything works i didint installt itemshop items LOL and one more question

when i fight then then no hp goes away of the other person is that the beta hack or error

Bitsys 12-24-2002 01:43 PM

Quote:

Originally posted by PSI|Dr-X
Yee everything works i didint installt itemshop items LOL and one more question

when i fight then then no hp goes away of the other person is that the beta hack or error

I assume you are referring to using your fists? If so, then fists don't do any damage.

VeoMorphine 12-24-2002 02:03 PM

lookin good so far.
And marry Christmas to you all.

Bitsys,
With your permission i would like to Re-release the Final RPG system when it is done so it is intregrated with lesanes store hack.

PSI|Dr-X 12-24-2002 03:16 PM

Quote:

Originally posted by Bitsys


I assume you are referring to using your fists? If so, then fists don't do any damage.

Lol yep i was using that but when i buy an item still i only can use fists weard :s do you know why?

Bitsys 12-24-2002 04:09 PM

Quote:

Originally posted by PSI|Dr-X
Lol yep i was using that but when i buy an item still i only can use fists weard :s do you know why?
Did you read https://vborg.vbsupport.ru/showthrea...575#post329575 yet?

Riddel 12-24-2002 08:50 PM

I installed it on a test board and it is working fine.

Please release the final version soon!

Strider Xero 12-24-2002 09:52 PM

yeah today would be good =) hehe j/k

PSI|Dr-X 12-25-2002 05:19 PM

o sorry i didint read:P ill be waiting for the full version

Great hack anyway

Xyphen 12-26-2002 03:00 PM

any idea when the final realse is going to be realesed?

Mrpolish 12-27-2002 12:26 AM

How i can change the interest rate in the bank and does it even work ?

Strider Xero 12-27-2002 02:58 AM

I have an idea for a the item shop. Is there any way to make "special" weapons? Meaning, if I used a Lightning type weapon on a person that was a Water elemental, it would cause more damage to that specific element? Other examples would include if I used a Fire-type armor and my enemy tried to use the Flame sword on me, I would be impervious since its the same element. Catch my drift? I think it would be a good feature to have...but might be a bit complicated. Just a thought =)

Herman 12-27-2002 08:55 AM

You might want to place the users facing each other. The images, I mean. It sort of loses effect when they both look left. Just put a simple code, that makes the left image flip.

Bitsys 12-27-2002 03:43 PM

AViO 07:
Final Release is pretty close.


Mrpolish:
https://vborg.vbsupport.ru/showthrea...155#post300155 from the original Itemshop Thread provides a good explanation of how to change the interest for the bank.

Strider Xero:
I understand what you are saying, but implementation sounds like a nightmare ;) Maybe later.

Herman:
The problem with this is that not all of the images are facing the incorrect direction. In order for this to work perfectly, you would have to specify which way the image is facing for each image and then do the appropriate mirror image if it is facing in the wrong direction. I will include image mirroring code in a text file for you to experiment with in version 0.57 (which should be released today).

If all goes well, version 0.57 will be the last version before release.

VeoMorphine 12-27-2002 05:01 PM

Sounds great bitsys.

One idea. How about Limit brake or Special moves.

So when you do it, it takes mana,(or you can only do it when your AP is 100%) and it add's like 5% damage. You can make and edit moves from the admin cp. It shouldnt be to hard to put in i think.

Bitsys 12-27-2002 08:01 PM

Quote:

Originally posted by VeoMorphine
Sounds great bitsys.

One idea. How about Limit brake or Special moves.

So when you do it, it takes mana,(or you can only do it when your AP is 100%) and it add's like 5% damage. You can make and edit moves from the admin cp. It shouldnt be to hard to put in i think.

If I were to add special moves, I would be more inclined to make them take away from PP rather than from MA. Also, it would make sense to make a training school of sorts in which only certain classes or races could learn certain techniques. But, I have no plans to include that in the final version.

Riddel 12-28-2002 12:25 AM

umm question - how do you set items to subtract from MA when used?

Bitsys 12-28-2002 01:47 AM

Quote:

Originally posted by Riddel
umm question - how do you set items to subtract from MA when used?
That is automatically calculated based on the item's cost and the item's damage as well as the user's magic attack. Only spells subtract from MA.

Riddel 12-28-2002 02:45 AM

hmm I have one attacking spell that costs 5000 points to buy, causes 500 pts of damage, and it costs 0 ma consistantly. Am I doing something wrong?

Bitsys 12-28-2002 02:46 AM

Here is version 0.57. The upgraded .zip file is located in the first post.

Bug Fixes:
  • Instead of displaying the battle screen when users are not logged in, it displays the show no permission page. Also, COPPA or Users Awaiting E-mail Confirmation cannot use the battle hack.
  • Typos
  • Inifite loop in postbit when the items_user database is incorrect or not correctly populated.
  • Pressing back and re-submitting a battle reply no longer leaves a blank message when the battle state is greater than 4 (over or in draw stage).
  • Reduced itemshop query count by one.
  • Point Field in Itemshop options is now 8 characters long, instead of 6.

New Feature:
In the admin cp, under the RPG heading, there is now a link called "Edit Users". After clicking the link, you are taken to a simple search page in which you enter the username and/or the userid you wish to edit. Once there, you can edit the major RPG settings for any user, including Max and Current stats as well as alignment, race, class, battle stats, etc. See the picture attached to this post for more information.

Included in this version is an upgrade file for going from .56 to .57. It is 3 steps long and should take around 7 minutes.

Also included in this version is a short text file for Herman that can be used in battlefight.php to reverse the direction of images. The file is called "Flip Code.txt".NOTE: The code in that file has NOT been tested nor is the code mine. It is primarily for Herman, since he asked for it and anyone else who would like to experiment with it. Use at your own risk.

If all goes well with this version, then I will finish the uninstall file and release the final version soon after. Thanks again for testing :)

Bitsys 12-28-2002 02:57 AM

Quote:

Originally posted by Riddel
hmm I have one attacking spell that costs 5000 points to buy, causes 500 pts of damage, and it costs 0 ma consistantly. Am I doing something wrong?
Here is the formula for how much MA spells use when cast:

$spellcost = floor(($spell[cost] * ($spell[damage] / $umagicatt)) / 10);

Where:

$umagicatt = The spell user's magic attack (usually greater than 200).
$spell[cost] = The cost of the spell in $$.
$spell[damage] = The 'buff' or damage of the spell.
floor = A function that rounds the result down to the lowest integer.
$spellcost = the final amount of MA the spell takes to cast.

What is your magic attack rating?

Riddel 12-28-2002 03:23 AM

oh yes the magic attack rating was the problem! thanks very much!

mr e 12-28-2002 04:45 AM

How do you figure out how much

damage you do, based on your weapon
damage you do, based on your spell

damage you'll take based on your armor

and anything else like that

mr e 12-28-2002 04:49 AM

also something else easy to change is on some templates the text boxes go

reg attk, mgk attk, mgk def, reg def

and some go

reg attk, reg def, mgk attk, mgk attk

just something that could probably be made easier

edit: for the elements to do more dmg you could just assign a weakness and strength to each element and assign a type to each magic attk and weapon and if the type matched the weaknes it'd do more dmg if it matched the strength it'd do less

edit: you should change it so you can't buy items while in a battle because as of now you can

Strider Xero 12-28-2002 05:55 AM

I'm not sure if this normal or not, but my enemy used the Mage Masher on me and the damage/defense/buff was set to 20. The thing is when it hit me it took away 3055 HP from me. I only had 1000 HP so I died instantly(I used the new 'Edit User' option in v57 to edit our rpg stats and changed them to really high numbers).....so uhhh is that supposed to be rright? Does the weapon multiply with the PP or something?? Or maybe the AP? Can someone please explain this?

And Bitsy's, thanks for making it possible to upgrade this time. It was SO convenient. When you made v56, it was such a pain for me. So thank you for that and hopefully you provide some sort of upgrade for the next version

I have a question though. You know how you're able to edit user's stats through the AdminCP? Well I saw you made a note about it not making it permanent, and also that it will change after you 'Update Stats' in the UserCP. Are you planning on fixing this to make those Edits in the AdminCP permanent?

Strider Xero 12-28-2002 06:47 AM

Does anyone out there have some kind of manual? Just a basic run-down for users on how EVERYTHING works so they could get the fullest out of this hack?? I'd make it but I dont fully understand how every single thing works.

Kaelon 12-28-2002 07:15 AM

Superbly done, Bitsys :). I look forward to integrating the final release on my forums.

Thank you so very much.

All the best,
Kaelon

Xyphen 12-28-2002 11:39 AM

Bitsys many thanks for replying, also i was wondering if you can do this little edit, when someone uses their fist. It should do a little damage at the least. any damage but somewhat.. lol

Xyphen 12-28-2002 11:44 AM

Also, another request.. add more races.. and one last thing, you know when the fighters are fighting? Left one is facing the other way and not his opponent, could you also try and fix that?

Xyphen 12-28-2002 12:35 PM

Another thing would be great, if you can show the stats on members profile, and also put the Donation Box thing on the members profile :) That would be nice..

What i am saying is, when someone visits a members profile, he can see

Total Battles Fought:
Wins
Losses

All the stuff that displays in postbit, should also be displayed in a members profile..
And we should be able to donate money to the user right from his/her profile.

Strider Xero 12-28-2002 12:53 PM

The races you can add yourself. You did see that in your AdminCP right??

Xyphen 12-28-2002 12:56 PM

Another Great Addition could be, users can make thier clans :) the when you join a clan, it displays your clan on your profile, every clan has a Icon(Avatar) and a Little Description which is displayed on the user profile. All Clans must be approved by admins. Just another idea..

Xyphen 12-28-2002 12:58 PM

here is a screenshot of what it should look like in the user profile, and sry, i didnt know about adding races, lol...

Kevorkian 12-28-2002 01:02 PM

someone can post me a simple postbit idea for signature?

Bitsys 12-28-2002 02:30 PM

Wow, I see the ideas were just flowing last night ;)

mr e:
Here is how damage is calculated based on your weapon:
$damagedone = ($weapon[damage] + $uregatt) * $anger + $bonusattack - $armor - $oregdef + $uspeed % 50 + 1;

Where
$weapon[damage] = the 'buff' of the weapon that determines how much damage it does.
$uregatt = The attacker's regular attack
$anger = the anger percentage (1 if the user is not angry, 1.1 if the user is at 100% AP)
$bonusattack = The amount of bonus damage given to the attacker by "persistent modifier" items. Persistent Modifier items are any items that give + to Att, + to Def, or + to Att and Def in the item's category. On my board, we made Ring items always give to attack.
$armor = the defender's total armor, including + to Def items.
$oregdef = the defender's regular defense
$uspeed = the attacker's speed
$damagedone = the total damage done to the defender by the attacker.

This formula will change. I will take out speed and use that and evade for calculating the chance to hit. Currently, chance to hit is 9 out of 10 times and is statically defined.

Here is how the damage is calculated based on the spell:
$damagedone = $spell[damage] + $umagicatt - $omagicdef;

Where:
$spell[damage] = the 'buff' or damage assigned to that spell.
$umagicatt = the attacker's magic attack
$omagicdef = the defender's magic defense
$damagedone = the total damage done by the spell to the defender by the attacker

Armor is not taken in to account when spells are used. From the first formula, you can see how armor is affected.



mr e (second post):
The next version now has the text boxes in the admin cp in the same order.

I will think about the element modifiers on weapons a little more.

The reason you can buy items when you are in battle is because this is a beta and people often forget to buy weapons before they go in to battle. To make it easier, I allowed people to buy items while in battle tot test potions etc. In the final version, you will not be allowed to buy items while in battle.



Strider Xero:
Read the formula above to see how damage is calculated.

If I were to make them permanent, then user's could not update their stats. If they can't update their stats, then they can't gain levels. I am not sure about how to make the changes permanent, but I am open to any ideas you have.



Strider Xero (second post):
There is an INCOMPLETE manual attached to the bottom of this post. It is in HTML format and has a quick-link index at the top. I am about 50% done with it. I think you will find parts of it useful, however I don't advise that you read the whole thing straight through. Instead, click on the topic that you are interested in and it will give a detailed explanation of everything about that topic. If you have any suggestions, then let me know.



AViO 07:
Yes, I will change it.



AViO 07 (second post):
Included in version 0.57 was a file called "Flip Code". In this file there is code that flips an image given to it. If you know php, then you can open up battlefight.php and play around with it.



AViO 07 (third post):
I will work on adding the profile variables. It won't be installed by default, but I will make a short add-on file that does it.



AViO 07 (fourth post):
Hmm, the clan idea sounds like an addon. I will think about it.



Kevorkian:
If you want a sample postbit to display the RPG/Itemshop/Battle stuff, then the .zip file includes a sample postbit. Look in the file called "sample postbit.txt". Copy the contents of that file into your postbit template just below "Posts: $post[posts]".


Finally, here is the INCOMPLETE manual. You can find the same information in multiple places, making it easier to locate what you want. Do not read straight through, as it does not have any flow. Instead, use the index to browse a topic of interest. Feedback is welcomed.

Strider Xero 12-28-2002 02:37 PM

Wow...hey bitsy's thanks for replying to everyone including me...from the look of the post, it must have taken forever. geez everyone, isn't he just a great guy!!??

Kevorkian 12-28-2002 03:15 PM

ok thanks ^_^ *clik install*

mr e 12-28-2002 04:18 PM

wow thanks :D

geniuscrew 12-28-2002 04:53 PM

Yeah, Bitsys is a great guy :)

PS. Will a *new* spells system/add-on/thing be easy to implement? I could do with it...:)

Xyphen 12-28-2002 07:01 PM

Bitsys, the flip code thing I don't know how to make it work..


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