1. that's what itemshop is for, weapons=higher attack
2. ya i ahve that prob too. lots of messiness with the battle templates, i ma look into that later
3. when u miss an attack on your enemy, your ap goes up, once it goes to 100 u can use limit break
4. add midis through admin panel, uplad all the .mid files to your server
5. Install that postbibt mod
Still its a bit silly if 2 chars are both hitting a flat rate of 5, just means the one with the highest hit points will win.
I think ive solved the midi thing, i just set IE6 as the default to play mid files.
sheesh thats alot of posts....
ah well will get my mind offa shide while I answer.
Quote:
Originally Posted by Vivi Ornitier
I would like to know some variables if possible. I'm puttin these in postbit in my own little table instead of the left postbit addon.
1. Amount of points you currently have on hang
2. Amount of points in bank
3. Total number of points
3. Display element in text
4. Display element in picture
Also wat are the varibles for the colors u specified in the styles. I'm tryin to use different colors for each cell but i also have 4 styles.
There's probably some oth er ones but i can't figure out right now so just these for now
I dont remember them all by heart, so cant you just open the current postbit template and find the vars from there?
Saves me the hassle of having to do it myself.
Quote:
Originally Posted by Vivi Ornitier
ya sure i can give you the one that i'm making right now. I just need a few more variables to complete the package and i'l be good to go.
ALso Neoraven: i ran that query to reset deveryone's points and it definitely got reset but now when peopel post they don't get new gil. It's just "Gil: " and that's it, no numbers afterwards or anything.
Well then you pick out the variable in the template after "Gil:", then search for it in showthread or functions_showthread of wherever the fook the variable is defined, then check to see if it really is $post[uttpoints] which is what I suppose it should be... I dont know this never happened to me.
And for the second time its REVAN not RAVEN.
Quote:
Originally Posted by Stryker[X]
Ok, I'm sorry to do this, I'm going to wait for v3, no offense, but for some reason I followed all the instructions, did what you asked me to, and I'm still having problems. I don't know if this version is buggy or whatnot, but I keep having conflicts and I can't expect support from you 24/7, so I think its just best I get it uninstalled for now.
The reasons I did this (so you know to better it):
- In Battle, even though I had a correct weapon, it always said No Weapon.
- Edit RPG Options didn't show up correctly (Didn't go with skin, white page, blue bar at bottom).
- RPG Info took up a lot of space, cluttered, and can't go in signature. The expand bar makes it so people won't care to see your RPG stats, rather for them to look at it, without making it so cluttered.
- Various other small problems, and I hate uShop!
Very nice hack though, props to you.
Very little of this is going to change in v3.
* You still have to set the battle type for items
* The rpg info style will be the same, but if someone has alternative postbit styles then I will include them in an addons folder.
* Unless those "various small problems" are something discussed in this thread, they will most likely stay.
* it will always have to use uCS. As Ive said tons of times, uCS has many of the features I would want in a points system and it would be lame to code both AND code an option to use uCS.
The templates are going to change tho. Theres been a few people who say they are going to revamp the templates and as long as at least 1 of them gives me the templates...
Quote:
Originally Posted by Dyntheos
Revan I am now working on the items in the shop and have a few questions.
What is the difference between one and 2 handed weapons? are their any advantages to using one category over the other?
The non battle items? How do they work are they constant buffs?
2 handed weapons restricts you from using a shield I think.
If it doesnt, its there so you have that option.
Non battle items does add a constant buff to the selected stat for as long as they are quipped, afaik.
Quote:
Originally Posted by Mr Peabody
Still its a bit silly if 2 chars are both hitting a flat rate of 5, just means the one with the highest hit points will win.
I think ive solved the midi thing, i just set IE6 as the default to play mid files.
Try making some weapons and set them to one or two handed weapons.
You can either select a one handed weapon or a sheild or a two handed weapon. This means that the 2 handed weapon category is redundant, you may as well just have a "weapon" category and that's it.
The non battle items. I don't see any options any where to assign them to a specific stat. All I see is "buff", but there is no reference as to where this buff goes to, or how you can direct it to a certain aspect of the characters stats.
In the rpg manual it states that the cost of a potion dictates its desired effect.
Quote:
Potions
Potions do one of four things: Replenish HP, Replenish MA, Replenish HP and MA, Replenish FULL
Replenishing HP: If the COST of the potion is divisible by 10, then the potion will replenish HP. Examples: 20, 100, 220, 350, 11111111110
Replenishing MA: If the COST of the potion is divisible by 5, then the potion will replenish MA (MP). Examples: 15, 25, 5555555, 124034535. Things that will not work: 150 (although 150 is divisible by 5, it is divisble by 10 first, and is therefore considered a plus to HP potion.) 110, 117, and 239850.
Relpenishing MA and HP: If the COST of the potion is divisble by 2, then the potion will replenish MA AND HP. Examples: 62, 78, 1239848476. Things that will not work: 310, 55, 17.
Relpenishing Full: If the COST of the potion is an odd number (not divisible by 2), then it replenishes ALL of the user's HP and MA.
However in the item listing you have check boxes for whether any potion is mana, health or full heal. Does the cost have any effect or should I just use the check boxes and not worry about the cost?
Also +att, +def or +att and +def items aren't working in the shop. I can make them but I can't purchase them. Any time thepurchase link is hit it just sends you to the top of the page with no inventory change and that category of item not filled.
You can either select a one handed weapon or a sheild or a two handed weapon. This means that the 2 handed weapon category is redundant, you may as well just have a "weapon" category and that's it.
The non battle items. I don't see any options any where to assign them to a specific stat. All I see is "buff", but there is no reference as to where this buff goes to, or how you can direct it to a certain aspect of the characters stats.
In the rpg manual it states that the cost of a potion dictates its desired effect.
However in the item listing you have check boxes for whether any potion is mana, health or full heal. Does the cost have any effect or should I just use the check boxes and not worry about the cost?
Also +att, +def or +att and +def items aren't working in the shop. I can make them but I can't purchase them. Any time thepurchase link is hit it just sends you to the top of the page with no inventory change and that category of item not filled.
The rpg manual is hopelessly outdated, so ignore it.
It is the BUFF of a potion\spell that indicates how much it heals. (except if you hit heal Full on potions)
Ill also add a heal full checkbox for spells (Full-Cure).
Ill look into the +att etc stuff and fix it for v3.
Revan what about the non battle items? How do they work in regards to where the buff goes, and how do I allocate where it goes?
Also I started looking at the vb2 RPG thread for some answers on a few things. Not much info there though.
I found that the one and two handed weapons don't do anything. They are a different side of the same coin.
I really have no idea about either one of those things.
I cant really check right now because my localhost is filled with dbase errors cos Im optimizing the tables for v3.