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RPG problem SOLVED! (vB3)
I have seen multiple requests for Bitsys' RPG hack for vB3, and since I come from the wBB forum software, I had the RPG hack installed on my old forums before I went to vB. And so I decided to get it to vB3 myself.
And before you say anything, I have Metal Gear's permission to convert it back to vB3 :P So far its going damn good, I got 90 % of everything working, but now on to the main point: Theres still one horrible bug in it. * Regular users' money for posting doesnt add up in Postbit nor Battle Arena, but it does in Itemshop/Bank. This isnt such a severe bug, but still rather annoying if you want to gain money for posting to use in betting in Battle Arena. This bug has been solved (sorta ;) ) by deathemperor, by suggesting I integrate uCash's point system with it. :) * Battle Arena messages are duplicating themselves. This bug has been solved by changing the way the rpg postbit outputs to the main rpg arena template :D ;) Current status: * Tweaking templates * Tweaking files * Integrating with uCash & uShop (DONE!) |
cool, thanks for the great work.
sadly I can't help about the points system, I suggest you should make an option to use UCS point systems, there are two reasons for that: its system is pretty good + that way you can solve the problem with your point systems now. Please keep up your great work Good luck |
It shouldnt be too hard, there was already an option to use something called "Lesane's Store hack" in it... (and with this, I wouldnt have to worry about converting anything XD )
If you know anybody who would be able to solve that battle message problem, could you please point them here? Thanks for the tip on the points system :D |
I'm really sorry that no one helps you Revan.
vb.org has many many good hackers but that make me wondering... |
Wow Im in your sig now :D
Thanks for the advertising :) There has been progress! I found out that the array which controls the battleactions, $display, contains these values after 3 actions: PHP Code:
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that all seems hardcoded and out of date, it would be better if you used vbphrases since their more dynamic;)
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sadly my php knowledge doesn't go far so I can't help ( I wish I could...)
but again gook luck Revan |
I Have Done It!!!!!!!!!!!!!
I finished the convert! Now all I have to do is tune up the templates, then integrate with uCash, then its all done!!!!!! w00000000000000000tttttt!!!!!!!!!!!! btw: it was the Shoutbox hack that helped me, by giving me an example of how it could be done. So everybody thank squall14716/link[insert numbers here]/whatever the f00k hes called these days for the "help" ;) |
I see, so that's you've learnt from everyone ^^
I'm truly eager to it, very much. how about some features you can reveal for us ? same as the vb2 one ? any new features ? thank you agaiN |
Well it will have almost all the wBB's features, which is:
* Lottery * ClanCP (members can create their own clans and manage it) * RpgCP * Own profile page to edit RPG info * Battle Arena * Itemshop * Healing Center Features removed from the wBB version: * Jukebox (this doesnt work. It just doesnt. Its lame anyways and its not Firefox compatible. I dislike coding anything thats not Firefox compatible) So far Im working on the integration of uCash, and it will have the limitation that the points field will have to be uttpoints in the user table. Maybe later Ill add the flexibility of uCash, but for now lets just get it working with it ;) |
good news.
do you plan to add more features for futher version like spell shop, summoning, aution, touraments or anything RPG ? |
Well.
vB version will follow wBB version in terms of version number and features. Currently the wBB version is in 2.3, and for the 3.0 version Summons are planned. So then this will get it as well. :) o and btw theres a Monster Arena out for wBB, that is still in 1.0 version and its been said to contain bugs. When the 1.1 is out, Ill also convert that and include it. ;) During the time when this didnt work I dabbled in writing addons of my own, and learned a few tricks, so I can also make addons on request once its released. Unless I think its a really cool idea and want it I dont know if I got the time to do anything huge, but if I think I can fulfill the request I will. :) |
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Your of course welcome to pay for Inferno, but might I remind you this is and will always be a free hack. :)
Now I cant prance into a board running Inferno, look at their features and code them into this. But I CAN take suggestions for features from the users. I dont know Infernos features so if someone were to request that feature x and y were added, I wouldnt know if they exist in Inferno or not..... ;) |
I personally think that this hack will be incredible. I've used both the vB2.3.0 and wBB1.2 versions of this hack. I've also used three RPG systems for Invision Board (IBrpg, Kenka, and Inferno2.5) and this hack made Inferno look weak, even though Inferno had some other features.
I'd just like to congratulate Revan for stepping up and converting this hack. Good job. :) |
I agree
but although it's so, I won't be using it until it has all the RPG features that I am expecting a hack could have. thanks for the work anyways. |
Great hack. I'll be using it. When do you think it will be released?
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Summons is already coming on the wBB front and Ive secured rights to convert it, what else? And about the release time: Not sure yet. I still need to * Tweak the files for register_global off compliance * Tweak the files for vB3 coding standards * Readd the templates to the XML file Shouldnt be too long tho :) Thanks for all the positive feedback :) |
beside all of the ultimate things of the unique RPG hack for VB2, I also want these included:
- Synthesis - Spells Shop - Ability to fight with bots - Level up and gain SP (Skill points) and add it as you like but not automatically added (A Sphere Grid like FFX will be extremely great, where by you can earn points or learn skill) - A Job Section to pick job with level requirement (this was a great feature of Bitsys' RPG) - Element, Race and Alignment effects (like Fire does less damage on Ice but more on Earth...). - Status effects like poison/cursed/darkness/blind....affected by element or spell casting. - The RPG world is useless, don't do it - and the last: don't let the database go huge. that should be all. I know this is too much but oh well, just what I need |
Ill deal with each of these individually ;)
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I have played FFIX so Im aware what a Synth shop IS, but not how THIS would work. Currently the Itemshop can contain as many categories of weapons as you want, so carrying more than one weapon to synth wouldnt be a problem. Then again both those weapons would be usable in battle unless the admin set them to "Non-battle Items". However, I could easily integrate special "Synth Items" into a store where you could buy items to use with Synth shop.... So tell me, how does it really work? Quote:
If you mean you can buy all of the White Magic and Black Magic spells and use them all, this wouldnt be hard at all, BUT. It would clutter up the battle arena, as it had to list all your spells when you were to make an action. And no, I dont know the javascript to ave it popup in a menu, so it would HAVE to become a LOOOOONG list. Quote:
I believe I already said that thats coming once a more bug-free version is released on wBB ;) Quote:
This skill point stuff, I could probably do. ...yeah I got an image in my head how this would look and work.... Quote:
Probably something similar like the class system itself, with their "modifiers".... Quote:
All the elements have weaknesses and strengths. These weaknesses are settable in the ACP. Quote:
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The installer with all of the CURRENT dbase coding is about 58 kb. Now. I know I said "I got a general idea" and "I think it is doable", but PLEASE dont go thinking "Ok its gonna be in there, period". Im not a master coder, so theres always a risk that summit of this will just not work. And also, SHOULD I be able to pull all of this off, Im very unsure about the flexibility like Admin adding new jobs and stuff... Meh I gotta finish modding my forums, then finishing off the current rpg files to get released before I attempt any of this anyways ;) |
Synthesis: buy items to upgrade your weapon, an weapon can only be upgraded by specific items to add str/def/hp/mp or even skills
spell: of course the ACP has the ability to limit spells that can be brought along in battle I'm impressed with things you said you've done. What I like best from Bitsys' is everything is under control in the ACP so if you can then just make them editable for every little thing like exp gain per lvl,.... As I've said, without these I won't use it, gonna install a similar better one... hope all these features will be there. good luck |
So then I really dont ahve to do anything about the spell?
Cos as of now the admin can add categories for items, and choose if they are battle items or just there for showoff. Categories for items are: Non-battle Onehanded weapon Twohanded weapon Armor Spells +Atk +Def +Atk +Def And you can only bring as many spells into battle as there are White/Black magic categories. EXP Gain per level? This doesnt make sense. You mean exp gain per post/per win/etc thats already native as well. And by this "Job" stuff, do you mean like "Ex-Soldier", "Mercenary" and "White Mage" etc? Cos if you do then thats already in there, called "Classes", and there are 32 default Classes to choose from. |
I meant you can only have in your inventory a specified number of spells (the number is setable via ACP), and spells are required to have: Dark/White/Black... spell (since you've played FF I belive you can make it good ), some spell only cast on player status and some spells are useable by some class only. I can understand it's easy done with that categories for items.
I did mean EXP gain per level, I knew you have 'EXP gain per win/post' (please let admin have an options to disable/enable it), but you know, the leveling system it cannot be: you gain 100EXP and you level up, it's something like 100EXP at the first level, 200EXP at level 2 and so on....you need to raise the percent of EXP needing to level up. That's how a RPG game is as you may know. The Job stuff, right. it's what you said, but more details: a job require a level, a job has some unique and common skills, and a 'job tree' like class 1: Witch, class 2: Spell Caster, class 3: Magician, class 4: Wizard.... well that's it. If you need ideas, I can bring you all as I'm a RPG gamer ^^ |
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As the admin can generate as many categories as he wants, and have the items in the categories be anything from the list above. And about the class usage, this is already also native whithin the RPG, BUT it requires admin configuration. There are such a thing as "Battle Type". Default is "Generic" for all, this means that everybody can use everything. You can add such battle types at will, and move a class into the specified battle type afterwards. After this then you can configure which battle type has access to the specified items. Quote:
And I believe what you say is already native as well, you can set a sort of a "Power level modifier", which controls how fast an user gain levels based on their experience. A value between 1 and 5 is required, integers only. 2 is the recommended value for easy to gain at start but then progresses to become harder. Quote:
At least the user setting part of it :ermm: Quote:
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i am Metal Gear the one doing the wbb version 3.0 will be late because a new version of wbb come out so have to do more porting
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if all of those thing was there and done, everything would be ok and I'm ready to use it ^^
about the job three, if you have level requirement then it's ok you don't have to code more. beyond that I'd like to have quest to change class, some classes require you do quests, quest like: have at least 500 posts, level 20, 10 wins (or 50% win rate) and/or 1000 point of reputations. you know FFX, don't you ? the weapon system of FFX is unique, a sword can have at least 2 slot and up to 4 slot to add new skills (empty slots) and some have default skills. well, that's it the Synthesis shop, combining items to add to weapons, there should be a list of abilities in the Synthesis shop like: 10%-20%-30%-40% HP/MP, Darkness/Death Strike, Auto-Haste.....(I demand most of the FFX Abilities, if you can't, I can list all). this would be big for coding but yeah we do need it. the summon section is already there right ? By the way, how is your progress ? |
This will be great for my Zelda forum how long you do think we have to wait :D
- TheLegendofLink.com |
Before I answer anything, lemme just forward a message from a female friend on MSN whos been reading this:
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But as soon as Im done with the tuneup of these files and got the build1 of this RPG released, I will chill out abit and plot the coding of the job system. Lets just say I got summit more than just your basic Jobs with class level ups planned. Course the admins will be able to set what level an user gets the new level of his job, and there will be a secret, hidden class level in it that not even the admin can set ;) Quote:
plus to the HP, MP, well stats in general is very very very hard to do. You see, the RPG calculates an user's level in a function, namely getlevel() And if someone bought summit with stat increasing abilities, those stat gains would last for exactly the amount of time until the user updated his RPG stats, or posted a post. If I were to do this I would have to edit the function itself. Quote:
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Build 1 ETA is 14. August. "Why build 1?" Cos it is the basic convert. Its not phrased, apart from the Admin redirects. It does not have any of the above ideas. Its just a working version. Build 2 will be the same features, only fully phrased. (first I have to learn dynamic phrases, tho ;) ) All of the above ideas will be released individually as addons, then when they are all done, Ill bring them all together info a "Gold" version. Better to have them come slow and working than fast and buggy eh :) Or summit like that. |
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Why was I asking too much ? as you see there's an Inferno out there, it's a very good RPG. then if this hack is lack of RPG things then: 1st: most users here will just give it a read and "nice hack" or something like so; 2nd: everyone will be requesting you like hell "please add it, please make it....". so why don't you add it before the release instead ? it would make you have some beautiful relax. Ok, I've done with MySQL, but it's nothing if I know only MySQL. I'll deal with PHP absolutely, it's isn't hard but I need time, been playing games crazily. ok, if someone said my ideas was to be SO GREEDY, fine........ |
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If I delay the release until its all done it could be fook knows how long till, as I have no idea how many bugs there will be during the making. School starts in less than 2 weeks, and with these new features I have to dabble in stuff I really havnt been into before. Wanna hear the list of things I have to do now in the future: - Site content - Forums in the opening - Final steps up to this release - Managing the release and any possible bugs/errors users may report - School - Learning dynamic phrases (never ever touched phrases before) - Almost recoding the entire class system in the rpg - Finishing up the addon I already started for my own forums - [insert all the other requests in this thread] - Battling my urge to play FFX-2 You understand why I want to split things up in smaller portions so I can do a little of everything? If this doesnt suit you or you not wanting to wait for addons to it so its free and as good as your precious Inferno, then go pay $10? :p Not trying to sound like an asshat, but the point being that "everything comes to ye who waits". ;) |
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Mind posting some screens? :)
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* I was gonna tweak the templates to make them easier to view, but then; * I opened my forums to act as a "live demo", but the server moved and its backup of the SQL corrupted my database, deleting 40 of my tables. Anything below rpg_rpg_classf is gone. Forever, I dont know. With this not only vanished my spare time for the next o say 1-2 weeks, but all the templates for this hack. I dont have to redo them, I got the XML file, but Id still have to re-tweak them. About the screenshots - I could take some snapshots from my localhost installation, but this will have to be tomorrow as its 4 am here now An you people better pray the host can restore the sql fully, or you wont like my attitude on here tomorrow :angry: ;) |
I am truly surprised that you could miss the sql that easily, you should have done the hack in your localhost. I still wonder why could you risk your files that way. I always do my changes in localhost and backup them everytime I'm done with something, for safety.
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All the RPG templates ARE on the localhost, didnt I say that?
Anyways I meant it. Its just that I think I made some modifications to the templates on the live forum, but I cant remember what they were. Its not like I wouldnt ever backup I had plans to make weekly backups, but it didnt stay up for a week now did it :p BTW my localhost installation is a broken vB3.0.0, not the "real" 3.0.3 Now that I hav tae start with clean dbase I might as well use the 3.0.3 for the localhost as well. So now I got this to do: * Reinstall vB3 * Readd all the forums and team (fortunately there was like 2 registered users beyond the admin team XD ) * Go though 50+ hacks to find database/template changes * Finish off the templates |
so the earliest release day would be 1-2 weeks later ?
if yes that sounds too long. can you have a list of features that it will have for that release ? |
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Theres the list of features.
As for a new ETA - 18th August. Like the prev one, subject to change should problems/distractions occur. |
that's a cool feature list, but I didn't see the Itemshop supports spell, it's for later version or something I missed ?
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The Itemshop can support any items that you can create in the ACP, which is:
- Non-battle Items (these have no effect and would be only to waste your users money) - One-handed weapons - Two-Handed weapons - Shields - Armour - Potions - Spells - + to Atk and Def - + to Atk - + to Def |
thanks for the answer, with the summon, Synthesis and fighting bots which would be added on soon it's equal to RPG Inferno. your hack's gonna rules Revan.
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