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RPG Integration Hack - Old Support Thread
Version: , by MindTrix MindTrix is offline
Developer Last Online: Jul 2013 Show Printable Version Email this Page

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Released: 08-17-2004 Last Update: Never Installs: 0
 
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Nice conversion there mate, lot of work has gone into it so well done and thanks for sharing it

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  #552  
Old 09-29-2004, 11:55 PM
Dyntheos Dyntheos is offline
 
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Revan you mentioned that weapons buffs only come into play when you attack, which I understand, yet "non battle" items, as I understood things added to your reg att score in combat. This is correct right?
  #553  
Old 09-30-2004, 12:12 AM
Dyntheos Dyntheos is offline
 
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I think I am reading this correctly.

These lines from the the battleupdate.php..

Code:
$damagedone = @floor(($weapon[damage] + $regattbonus) * $uelemod * $anger + $bonusattack - $armor - $regdefminus);


----------

$bonusattack = $bonusattack + $attackitem['damage'];

$attackitem = $DB_site->query_first("SELECT damage FROM ".TABLE_PREFIX."rpg_items WHERE itemid='$userattbonus[id]'");
So read from the above:

Damage done = (weapon buff + regattbonus) X Class Mod X Anger Points + bonus to attack - (Armor - regdefminus)


Bonus to attack = bonus attack + Attack items

Attack items = items with a user attack bonus id


Now I am assuming that "Attack Items" are "non battle items" in the edit item options, because you mentioned that non battle items only add to regatt.


Weapon buffs then appear to multiply the damage and non battle items appear to only add to the damage making weapon buffs more potent than any other battle mod.

I remember that I looked at your shop and said your best sword only had a +100 buff on it, which as I understood it would only add +100 damage to the attack. However it looks as if this number multplies in the equation making that number much more significant.

Anyone else care to look at the calculations inthe battleupdate.php file to verify this because i am kinda grasping at things here, but need some solid numbers to be able to set buffs. I'd hate to be giving a +2000 score to a weapon thinking it's addative when in fact it's a multiplier..
  #554  
Old 09-30-2004, 12:47 AM
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RMS RMS is offline
 
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Great, I have it up and running now.

I was wondering though, is something supposed to appear in profiles now?
I noticed that there was a bit edit to profile.php and there's no screenshot for the page. My profile looks the same as it did before.
If there isn't then well I suppose that's fine. Just wanted to be sure :lick:
  #555  
Old 09-30-2004, 02:33 AM
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Warlord Warlord is offline
 
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Ok Revan.. I got a few users who said the midi worked for them and one who said it doesn't work for him (as well as mysefl). Personally, the only time I've ever heard the midi was when I was testing it in the admin cp.

Any ideas?
  #556  
Old 09-30-2004, 01:20 PM
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deathemperor deathemperor is offline
 
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Quote:
Originally Posted by Revan
What you mean, putting weapons\spells\shield\etc in .php files instead of inside the battleupdate file?
no, I meant the weapons have skills which are attached in, and those skills are written in separate files, I think that way it's easier to add skils to weapons you want, or even skills for a specific level/job.
  #557  
Old 09-30-2004, 01:50 PM
Blam Forumz Blam Forumz is offline
 
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Is it possible to make it so members cant choose between drop down and long postbit? so its just drop down?
  #558  
Old 09-30-2004, 02:33 PM
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Revan Revan is offline
 
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Quote:
Originally Posted by Dyntheos
Revan you mentioned that weapons buffs only come into play when you attack, which I understand, yet "non battle" items, as I understood things added to your reg att score in combat. This is correct right?
I believe you can set both RegAtk and RegDef for Non-battle items, and they do act like a permanent RegAtk or RegDef buff in battle, regardless of your battle action.

Quote:
Originally Posted by Dyntheos
I think I am reading this correctly.

These lines from the the battleupdate.php..

Code:
$damagedone = @floor(($weapon[damage] + $regattbonus) * $uelemod * $anger + $bonusattack - $armor - $regdefminus);


----------

$bonusattack = $bonusattack + $attackitem['damage'];

$attackitem = $DB_site->query_first("SELECT damage FROM ".TABLE_PREFIX."rpg_items WHERE itemid='$userattbonus[id]'");
So read from the above:

Damage done = (weapon buff + regattbonus) X Class Mod X Anger Points + bonus to attack - (Armor - regdefminus)


Bonus to attack = bonus attack + Attack items

Attack items = items with a user attack bonus id


Now I am assuming that "Attack Items" are "non battle items" in the edit item options, because you mentioned that non battle items only add to regatt.


Weapon buffs then appear to multiply the damage and non battle items appear to only add to the damage making weapon buffs more potent than any other battle mod.

I remember that I looked at your shop and said your best sword only had a +100 buff on it, which as I understood it would only add +100 damage to the attack. However it looks as if this number multplies in the equation making that number much more significant.

Anyone else care to look at the calculations inthe battleupdate.php file to verify this because i am kinda grasping at things here, but need some solid numbers to be able to set buffs. I'd hate to be giving a +2000 score to a weapon thinking it's addative when in fact it's a multiplier..
I have seriously no fecking clue if the buff is a modifier or a multiplier.
Tell you what: I will turn on Battle Debug Mode on my localhost, and if it lacks the info I need to answer this, I will add it so it shows more clearly


Quote:
Originally Posted by RMS
Great, I have it up and running now.

I was wondering though, is something supposed to appear in profiles now?
I noticed that there was a bit edit to profile.php and there's no screenshot for the page. My profile looks the same as it did before.
If there isn't then well I suppose that's fine. Just wanted to be sure :lick:
You have to edit the USERCP_SHELL template to get the link to profile.php?do=updaterpg


Quote:
Originally Posted by Warlord
Ok Revan.. I got a few users who said the midi worked for them and one who said it doesn't work for him (as well as mysefl). Personally, the only time I've ever heard the midi was when I was testing it in the admin cp.

Any ideas?
Um I got the same amount of ideas as I had on msn



Quote:
Originally Posted by deathemperor
no, I meant the weapons have skills which are attached in, and those skills are written in separate files, I think that way it's easier to add skils to weapons you want, or even skills for a specific level/job.
Hm ok, new feature request.
Ill flag it for later, right now I wanna sort out the issues with this current build and get the ACP ready lol.
  #559  
Old 09-30-2004, 05:18 PM
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Revan Revan is offline
 
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Quote:
Originally Posted by Blam Forumz
Is it possible to make it so members cant choose between drop down and long postbit? so its just drop down?
Just alter the SQL to have Dropdown as default, and then remove the Choose stuff from the template AND the php
  #560  
Old 09-30-2004, 06:10 PM
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Warlord Warlord is offline
 
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Hmmm I can't hear it here at work either. I was hoping it was just my computer.
  #561  
Old 09-30-2004, 06:59 PM
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RMS RMS is offline
 
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Ah, this isn't a big deal but what I meant was is there a way to get a link to display stats in the profile that anyone can see of a certain person? I have the link in the usercp but currently the only way to see another person's character is to find a thread he posted in and then look it up there.

Sorry if this has been asked before but is there a reason that classes are based upon gender? Maybe I'm just not clear on it but it seems that this isn't very useful. Races are based on alignment so in turn it would be nice to have classes that are exclusive to certain races. Is this possible?

What I would like to do is for example do something like make a race of dwarves where if you choose them you can then only choose a class that is proficient in melee and not magic. The way I see it now is that no matter your alignment or race, you can be pretty much any class that is availalable. This way I can't even divide it so that only the default race of orcs can only be black mages. Personally I find it a bit contradictory to allow good people to be a black mage.

At the very least is there any real purpose to creating more class types other than to organize things better?

Is this just the way it is, am I mistaken or is there a way to fix this?

Also I seem to have a problem. After battles (and maybe something else) it seems that some or all characters have their max MP and PP calculated incorrectly, making it become some huge number. When I was level one I could go to my character edit screen and update it which would fix it. Now even when I do that nothing happens. :surprised:
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