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YaBB SE Community  |  Development  |  Mod Ideas and Creation  |  RPG Mod Defined « previous next »
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Godai
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Re:RPG Mod Defined
« Reply #45 on: January 11, 2002, 04:25:43 PM »
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This mod is very interesting :)
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Emanuele 'Godai' Sparvoli
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irbrian
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Re:RPG Mod Defined
« Reply #46 on: January 12, 2002, 06:00:38 AM »
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Quote from: scx on January 11, 2002, 04:16:20 PMIf irbrian allows, you'll can see it soon. (After I upload files. ;D)
Is that OK with you irbrian?

Of course, SCX, thats what I set up the test board for! :)

The code for the mod can be seen in action at:
http://www.smoking-monkey.org/testboard

So, there it is folks! Do SCX and me a favor when you're there, though -- try registering and making several posts, and watch your exp. See if you can level up :)

Thanks!
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Orion Tatsihama
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Re:RPG Mod Defined
« Reply #47 on: January 12, 2002, 06:17:37 AM »
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I'm mad at you cause I was just getting ready to start an "rpg" mod.

Mine was gonna be:

LVL
HP
MP
EXP
Items

And I would implement the items into rpg events and stuff.  Then later I would work out a battle engine and add Distribution Points (20% or so of cumulative xp) so they could actually build a character.

If you think this is differen't enough that it is worth my time then please tell me.  Also, I could use all the help I could get (if I decide to make it.)
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scx
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Re:RPG Mod Defined
« Reply #48 on: January 12, 2002, 07:40:33 AM »
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Orion, I had also idea of changing YaBB SE to bring more RPG elements to it. But I find out it could lose its prime purpose of posting and could turn into a playing field. Well, after all that's not bad, but it requires a lot of coding and testnig.
Then I thought it could be non-graphic online muliplayer RPG. And I expect this is too much for a mod to handle.
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Orion Tatsihama
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Re:RPG Mod Defined
« Reply #49 on: January 12, 2002, 04:40:43 PM »
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Well, I'd just have specific forums where the rpging would take place.  That way, it wouldn't turn the whole board into a big game.  I just want it to be kind of a bonus for actively using my boards.
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scx
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Re:RPG Mod Defined
« Reply #50 on: January 12, 2002, 06:30:45 PM »
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If so then that RPG style game board is a good idea. :D I mean on the board like this one, where I'm posting now, that kind of RPG mod would suppress the purpose of posting.

If you need help, I could probably offer some. :)
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irbrian
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Re:RPG Mod Defined
« Reply #51 on: January 12, 2002, 09:31:58 PM »
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Well, lets focus on getting all the mod's *initial* features built. :)

SCX, I think the very Next Step we need to take is this:
I'd like to contain all the code within a single primary function. With all the changes that will eventually be requested, it might be a good idea to create and rpg.php file to contain the necessary function(s). All this will help to keep the forum code clean, keep the Mod organized, and prevent the mod from conflicting with other mods. It also becomes a matter of convenience when we are ready to allow experience updates into other areas of the forum, like file attachments, IMs, or individual boards (if applicable). And finally it will make the actual mod code easier to adjust since it will mostly only have to be adjusted in the function itself.

Possible Features (will require a lot of coding and testing)!

I think its a good idea to add those other stats, although we need to be thoughtful about how they are affected, and what effect they have on the forum. It is pointless to have HP and Items, for example, if the items don't do anything and the hitpoints can't be lost.

Although, it'd be interesting if Items were like charms that could temporarily increase your karma or hp or something... Also, regarding hitpoints, maybe it could be an admin-enabled/disabled feature that allows users to attack each other -- with some significant consequence in the event of their "death." We might need it to be a "duel" though so that users can't gang up on other users to "kill" them; also, there will probably need to be rules stating that you can only duel with a user if they accept the duel OR if they are the same level as you. Or something... Ideas Are Welcome!

3) I'm starting to see how critical it is that we allow this to be restricted to certain boards. This could end up being quite a headache as well, but its something that people really want, and it certainly would prevent it from just turning into a Posting Race.

Again, if I've missed anything important, let me know.
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Orion Tatsihama
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Re:RPG Mod Defined
« Reply #52 on: January 12, 2002, 10:21:56 PM »
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Well, i'm making my version for my forums and I may or may not release it to the public when it is finished.

You can see my help thread at:
http://www.yabb.info/community/index.php?board=137;action=display;threadid=4020
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irbrian
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Re:RPG Mod Defined
« Reply #53 on: January 12, 2002, 10:30:24 PM »
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Good luck, Orion. :)

I think we'll keep working on our own RPG mod though, I'm enjoying it and SCX is really doing some great work so far.
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Orion Tatsihama
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Re:RPG Mod Defined
« Reply #54 on: January 12, 2002, 10:41:42 PM »
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Oh yeah, don't let me stop you from nothin!

Unless I stand in front of you with a gun to your head and yell "STOP DAMMIT!"

...but I would NEVER do that... ;D
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scx
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Re:RPG Mod Defined
« Reply #55 on: January 12, 2002, 10:52:10 PM »
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Well, lets see irbrian:

Make rpg.php - I will write it *soon* (enough)

Items, HP - I thought of two ways of it:
1st - Members can have two items in their hands, a pencil or pen and a scrap of paper. Depending on these two items bonus exp points are added each time they post.
This could be possible, but if I take a look at RPG games, I guess:
RPG mod       RPG game
Members  =  Character
Pen(cil)     =  weapon
scrap of paper  =  weapon

In RPG game you get exp when you kill an enemy, in RPG mod you get exp when posting, so:
post  =  enemy

In RPG game you have to swing your sword several time to kill an enemy:
In RPG mod you have to click several times depending on pen(cil) and scrap of paper, BUT this suppress posting and it's kinda useless :(
So we have to do it on another way.
And here's the 2nd option:

2nd - Members have swords, shields, inventory, they can choose race, class, proficiency, etc.
That kind of board would be meant as a posting board anymore, but as game board.

Conclusion: More features you want to add to RPG mod more it's becoming a playing field. Although this can gat fun we should separate it from "useful for posing" RPG mod.
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Godai
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Re:RPG Mod Defined
« Reply #56 on: January 13, 2002, 10:00:58 AM »
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I like it very much scx, good work man :)
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Emanuele 'Godai' Sparvoli
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irbrian
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Re:RPG Mod Defined
« Reply #57 on: January 15, 2002, 08:02:26 AM »
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Every so often I will of course comment on features that I feel are important enough to be included eventually. Mostly its for reference sake, for the self-induced lead programmer on the project, SCX... but I post it here so that anyone else who is following this mod can be aware and feel included. ;)

SCX: I think there should be a function to recount/re-calculate total Experience based on the number of posts per user. This can be a catch-all that is most useful, of course, when someone installs the RPG mod for the first time, and the Experience is not calculated for existing posts.. currently experience is only calculated for additional posts.

One caveat with this feature, however, will be that it can NOT take into account past karma levels. A simple example: If a member's Karma was 0 for 30 posts, they'll have, say 3000 experience. Then, if 5 karma points were added AFTER those 30 posts were made, and then the experience totals recounted, they would now have 3300 experience!

So, experience can raise or drop dramatically on a total experience recount! For this reason, we may want to simply include this feature as an optional part of the installation script, and NOT within the Mod Settings for the board. Although I suppose we could still release the function in the rpg.php in case anyone really wanted to reset experience despite this potential problem.

As Always, SCX, if you are feeling overwhelmed (or picked on for that matter) with my requests for this or that, please just let me know what I can do!  ;D I'm more than willing and ever-more able to do so, thanks to my continuing attempts to better understand PHP, MySQL, and YaBB SE. :)

Oh, and another feature (this is a reminder not a new comment) -- we need to figure out how to add an option in the installed mod settings page under the admin panel that allows the default experience points (currently hard coded at 100) and the karma base (currently hard coded at 2) to be set by the admin. In the future, we may even want to design a way to allow admins to create their own experience calculation, but.. one step at a time. :)
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Imparting great wisdom daily to those who will mistake my words as such.
Godai
Mod God :P
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YaBB SE!!!!

ICQ - 70621553godai78@hotmail.com WWW
Re:RPG Mod Defined
« Reply #58 on: January 15, 2002, 11:31:12 AM »
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Release plans? ;)
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Emanuele 'Godai' Sparvoli
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scx
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Re:RPG Mod Defined
« Reply #59 on: January 15, 2002, 03:34:48 PM »
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Quote from: Godai on January 15, 2002, 11:31:12 AMRelease plans? ;)

When is't done ;D
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