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Considering Coding Custom RPG Module: Need Comments
Greetings all. I've tried just about every RPG hack there is out there and I am not satisfied with any of them. This is for a number of reasons and varies between hacks. It ranges from faulty installs not providing proper sql checks before executing queries to simple non-compliance with the vB standards in templating such as the use of tborder, tcat and thead classes. Many also use static text quite frequently. Some have features in the code that either do not work, or do not work properly.
I have been writing code professionally since 1991 and feel I could do this right, from initial database schema planning to process flowcharting to actual coding and testing. I have also been an avid dice-based RPGer since the red box edition of Basic D&D. If I take this on, I'll need to know what features one would like to see other than those I have listed below: Item Types - Maintains base item types and base attributes for that type. Supply House - This is a game master level shop which is only accessible by user level shops. It maintains a master list of all items available in your realm but otherwise acts like a regular shop. Items defined here may override base type settings for a wider array of possibilities. Shops - Characters may pay (invest) in a shop (cost settable in admincp) and stock it with items from the Supply House. Item attrs may not be adjusted here, although cost can. Shop owners may also mark certain items as being on sale. These items will appear as featured items in thier shop front. This promotes users to create a wide array of shops and incites price wars, sales, and so on. Genders - Ok, not much to say here except you can alter, add or delete the choices to your liking. Not all beings can be classified as male or female. Races - Defines base race name, description, background, minimum attr requirements and any attr / skill / spell bonuses. Spells - Defines base spell name, description, minimum lvl and int (intelligence) requirements, it's affects (what attr, bonus/penalty amount), spehere of influence (if same as classes then bonuses apply), and chance of failure. Skills - Defines base race name, description, background, minimum lvl and attr requirements as well as chances of failure. Characters (Users may post as one at a time, selectable in post screen, but may maintain more than one) - Name - Race - Gender - Class [attr bonuses definable in admincp] - STR (Strength - how strong you are) - INT (Intelligence - how smart you are - knowledge) - WIS (Wisdom - how wise you are - using the knowledge you DO have) - DES (Dexterity - how nimble you are) - CON (Constitution - how tough you are - different from strength) - CHA (Charisma - how likable you are in appearance and manner) - EXP (Experience Points) - LVL (Level) - HPS (Hit Points - life) - INI (Initiative - how fast they ract in battle) - ATT (Base attack modifier) - MEL (Melee attack modifier) - RNG (Ranged attack modifier) - DEF (Defensive modifier) Rather than keep listing obvious stuff, I also have the following planned in as much detail as the above. Monster Types - similar to item types Beastiary - similar to the supply house Battlefield - Allows one on one, one on many, many on many battles in any combination of characters and monsters. And so on..... The basic premise here is to make it the most expansive RPG hack out there, and the most flexible in terms of tailoring it your needs. Very few stock items, monsters and so on will be included. Just enough to get you started. The benefit here is that it will be a single well written product instead of being pieced together using parts of other systems. By release time, every component listed as being part of the system will be present and working. I look forward to your comments. Below is an early sample of what my code looks like should you wish to inspect my standards. This is not a final script and is only one of the admincp files. In no way is it the whole system. I've barely started... |
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