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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

Version: Unknown Rating:
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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  #382  
Old 09-14-2004, 09:39 AM
TJFweb TJFweb is offline
 
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Quote:
Originally Posted by Revan
I really cant say how far off the v3 is. If I am going to add all the things I want, I have to code this (and poss more I cant remember):
* Tournament mod, more advanced than Infernos mind you.
* Inventory, basically users can carry more than one item per slot.
* Clan creation price
* Synthesis store, upgrades for items.
* Optimized tables, amongst them merging the 2 class tables. This I have already done, its just that I have to redo every goddam query that tries to fetch data from those 2 tables...
* Optimised ACP, to make the look much nicer and also less SQL intensive if you got lots of items.
* The bloody Warning in the Add Midi's GONE XD

It will be fully upgradeable. I plan to use a better install script (so it doesnt have to have its own folder and lots of other redundant spam)

Im sorry for the lack of info atm, at first I just wanted it out ASAP because people was naggin me XD

* What exactly each stat does in combat - done
* How they affect combat - done
* What each buff does for each item category - done
* Updated FAQ for USER - lower priority, but Ill do it.
* An experience table - impossible. You know the "Power Level"? It uses a pow() to calculate the experience levels, so you got to understand this:
It says Admin can choose between 1-5 right?
Well then theres 5 possible outcomes of level.
There are no max level an user can have.
Do you want me to draw up a table of experience needed for Lv0 to Lv$infinite, for 5 different types of pow()?
I think not.

I will include FULL Admin Help support, if I can just get a script to insert said Admin Help into the dbase

Thanks for the kind words



I believe you can put them anywhere, if Im not too much mistaken you have to input the full HTTP URL of the midis when you add them
But to keep them organised I recommend the 'midi' folder in your forumroot
It looks very promising... I think you must already be aware of the fact that most of the templates' html is quite shocking.

I've had to fix some of the templates myself, but as I am now under the impression that you're doing that for the next version, I shall wait until then.

Otherwise I commend you for your fine efforts

I eagerly await version 3!!!
  #383  
Old 09-14-2004, 11:27 AM
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Revan Revan is offline
 
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I personally am not doing the templates, various other bastards are
  #384  
Old 09-14-2004, 02:02 PM
TJFweb TJFweb is offline
 
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Quote:
Originally Posted by Revan
I personally am not doing the templates, various other bastards are
Ok then hehehe... I was trying to fix up the main ones but there are TR, TD and TABLE tags randomly inserted throughout all of the templates (and there are a LOT of templates). My beautiful design looked quite odd to say the least

Anyway, nice job. I hope that the people who are doing the templates can clean up their code a little for v3.
  #385  
Old 09-14-2004, 02:07 PM
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Revan Revan is offline
 
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Again some misunderstandings
Heres the complete deal:
* The original templates are made by people you see credited on the first page.
* I removed only wBB CSS references for the vB3
* Other people on this forum said theyd help with optimizing the templates

Just so you dont be thinkin when the new templates are out and you read the creds, "Hah so thats the dude with the ++++ template coding"
  #386  
Old 09-14-2004, 02:58 PM
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TosaInu TosaInu is offline
 
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Revan and all others who worked on this,

Great job.

I'm fairly new to both RPG, this messageboard and PHP in general. I had some initial trouble to install this, but that was mainly due to bad reading, copy/paste errors and plain blunders. I'll save you the details

There are a couple of issues left, I'm probably overlooking something.

-The battlescene doesn't line up well:

http://www.totalwar.org/tosa/rpg2.gif

I applied the fix, but that just removes the message.

-It seems that damage is a constant for a player: each hit is 5 points. Isn't there randomness?"

-Players have weapons but can't use them?

-The clans. It looks as if all updates need to be made in the ACP. Even setting an owner there doesn't change a bit. Any user should be able to join a clan by requesting the password from the owner? And the owner should be able to update the password?
Even need to add the owner to a clan after making him owner before it's recognized?

-It would be nice if there was an option for the clanowner to add a slogan and/or small clanicon/badge/banner for the entire clan. Clanmembers can then easily be recognized.

-How about the music files? Where are they?

-We are using the other postbit for all other templates. Would it be possible to change it to the legacy for only the RPG skin?
  #387  
Old 09-14-2004, 03:57 PM
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Quote:
Originally Posted by TosaInu
Revan and all others who worked on this,

Great job.

I'm fairly new to both RPG, this messageboard and PHP in general. I had some initial trouble to install this, but that was mainly due to bad reading, copy/paste errors and plain blunders. I'll save you the details

There are a couple of issues left, I'm probably overlooking something.

-The battlescene doesn't line up well:

http://www.totalwar.org/tosa/rpg2.gif

I applied the fix, but that just removes the message.

-It seems that damage is a constant for a player: each hit is 5 points. Isn't there randomness?"

-Players have weapons but can't use them?

-The clans. It looks as if all updates need to be made in the ACP. Even setting an owner there doesn't change a bit. Any user should be able to join a clan by requesting the password from the owner? And the owner should be able to update the password?
Even need to add the owner to a clan after making him owner before it's recognized?

-It would be nice if there was an option for the clanowner to add a slogan and/or small clanicon/badge/banner for the entire clan. Clanmembers can then easily be recognized.

-How about the music files? Where are they?

-We are using the other postbit for all other templates. Would it be possible to change it to the legacy for only the RPG skin?
If the fix doesnt fix the image, then I believe it must be a template problem, so it should hopefully be fixed for v3.

Fist damage is calculated based on levels, so theres the randomness.

You need to set items' Battle Type in the ACP for them to work in battle.

I havent checked the ACP out alot, and all you ask about clans can be done in the ClanCP

You have to add your own midis

You cant change postbit type for one style only, but as soon as I get some more instructions from admin of SU, I got a horizontal postbit style made by above ready to bring out
  #388  
Old 09-14-2004, 10:01 PM
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Warlord Warlord is offline
 
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What levels should we set for the items? What are you using?
  #389  
Old 09-15-2004, 12:47 AM
Dyntheos Dyntheos is offline
 
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Just wanted to ask a question I think I've already posed but just wanted clarification.

race and class stats multiply to get a score. say a race has a 6 stat in regular attack and the class has a 10 this multiplies to get a score of 60.

Now items as I understand it are addative to that score. Therefore a sword with a 30 buff will raise the regular attack score from 60 to 90.

Is this correct?

The reason I ask this is that the top sword in your own item shop on your FF forums has a 100 buff. Now a sample character i saw on your forums which was level 21 after 20 battles, has a regular attack stat of 1820.

Now the Gunblade in your item shop is the most expensive sword and requires a level of 50 to use yet only has a 100 buff. As I understand it that sword would increase the regular attack from 1820 to 1920. A very small increase, considering that such an increase could be gained easily by leveling up twice, with a couple of battles.

Am I understanding this right that Items don't seem to have much affect when thier buffs are so low or am I reading this completely wrong?

The reason I am asking is that i am setting up an item shop now and want to set buff levels.

Also another question for level ups, it seems your characters have high hit points on your forums. The recommended setting for hit point gains is 10 per level yet at level 21 the same character I am looking at has 1325 hitpoints. Since HP are addative per level up this would mean that your level up points for HP are set in the region of 60 not 10. Is there a reason for this?

This is the reference character I am looking at off your forums.
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  #390  
Old 09-15-2004, 02:02 AM
TJFweb TJFweb is offline
 
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Quote:
Originally Posted by Revan
Again some misunderstandings
Heres the complete deal:
* The original templates are made by people you see credited on the first page.
* I removed only wBB CSS references for the vB3
* Other people on this forum said theyd help with optimizing the templates

Just so you dont be thinkin when the new templates are out and you read the creds, "Hah so thats the dude with the ++++ template coding"
Ok no problemo

I think that this hack + some nice looking (compatible) templates = KICK ASS.
  #391  
Old 09-15-2004, 02:43 AM
Dyntheos Dyntheos is offline
 
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Just looking at the item shop and how only certain types can purchse certain items, depending on thier type.

There is nothing to stop someone from changing thier character to make it another type, go into that types item shop purchase an item exclusive to that type and then change thier character back again.

For instance if I was an Unholy type but wanted an item in the holy section of the shop, I could merely change my character so it was a holy type, go into the holy shop buy whatever I wanted from the holy list then switch back to unholy after I'd made my purchase.

Types therefore have zero effect on the game. If there was a penalty for changing characters then I would say this is a good feature. Say if you dropped experience or levels, but as it stands this feature does nothing.

As it stands all items may as well be generic. Is there a fix for this or can switching character be turned off, or a penalty put in place?
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