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Messages - Pecon

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2896
Off Topic / Re: Furry Megathread - Furry Things Here
« on: March 19, 2015, 05:12:47 PM »
so IMVU bought FA
lmao
Looks like the direction of the site is now either of three:
 - IMVU ignores the rules of business and runs the site at a significant loss for some reason and things stay about the same.
 - IMVU heavily monetizes the site in order to make it profitable.
 - IMVU realizes it has nothing to gain without killing the site, and pulls the plug.

2897
General Discussion / Re: BlockNet Dedicated Hosting - On sale!
« on: March 19, 2015, 02:09:22 PM »
What's the difference between Budget Shared and High Performance Shared? Is it just more allocated?
(I might go for a plan)
The High Performance servers are hosted on a much faster, more reliable host. So there is much less likelihood for minor downtimes.

2898
The idea is to rule out whether or not the problem is one of the drives. See if it works with the USB, if it does use the process of elimination to find the problematic drive.

2899
If booting off of removable media is failing then it sounds like a hardware issue unrelated to your current drives. However, I have experience that leads me to believe that Windows can do some really weird things when a drive isn't working correctly. Try the bootable USB again, but disconnect all the other drives beforehand.

2900
Suggestions & Requests / Re: Downed system
« on: March 18, 2015, 01:36:12 AM »
http://forum.blockland.us/index.php?topic=216431.0

It's kinda atrocious though. I wouldn't have any hard feelings if someone made a new mod to replace it. Also it doesn't have the revive mechanic you want.

2901
Add-Ons / Re: TotalRPG - Full featured RPG event system
« on: March 17, 2015, 05:19:02 PM »
EDIT: Pecon, make it so that there's another parameter for the check events where you type in which event numbers use that checkEvent.
Requires hacking up the event system, I probably won't be taking the time to figure out how to do this correctly.

2902
Off Topic / Re: Furry Megathread - Furry Things Here
« on: March 17, 2015, 02:43:03 PM »
There is no edit, modify, quote or any other java-based button in text only. Since my phone can only get up to Edge, it takes years to download the regular forum page.
I made the mistake of buying a phone which isn't compatible with my carrier's LTE or UMTS, and I can only use Edge. It takes maybe a second or two to download each page but it's easily bearable, I don't see why you'd need the wap2 pages.

2903
Add-Ons / Re: TotalRPG - Full featured RPG event system
« on: March 17, 2015, 06:02:38 AM »
Version 1.0.3 is now available through the updater.

The main change is that you're now able to check for multiple item quantities in a single checkItemMoreThan event. To do this, simply follow this syntax:

This player must have at least 10 wood, 15 feathers, and 5 iron to make iron arrows, which is activated by the onSufficientItem event
onActivate > Self > checkItemMoreThan ["wood, 10, feathers, 15, iron, 5"] []
onSufficientItem > client > addRPGItem ["Iron Arrows"] [15]
onSufficientItem > client > addRPGItem ["wood"] [-10]
...
onInsufficientItem > client > centerPrint ["You need at least 10 wood, 15 feathers, and 5 iron to make iron arrows."] [5]


I'll update the section on the OP later.

2904
Add-Ons / Re: TotalRPG - Full featured RPG event system
« on: March 16, 2015, 10:46:15 PM »
How do you change the price of items or variables?
Like each item sells for 1 gold, when I want it to sell for 150
When you use the sellitem event, the box next to the item name is the amount to sell it for. It automatically sells all that you have. For any other amounts, you can just manually remove items and add gold.

2905
Add-Ons / Re: TotalRPG - Full featured RPG event system
« on: March 15, 2015, 10:22:20 PM »
Ok. Also two more things:
  • Does it work to have more than one checkItemMoreThan events in the same brick and have OnHasSufficientItem recognize which checkitemmorethan event it's going with?
  • Please make an event to just simply remove an item with or without telling you (as determined by a checkbox), for purposes such as crafting or trading?
I don't really care about number two though.
Or if you could manage it, maybe even make a craftItem event similar to:
Code: [Select]
Self > CraftItem [ItemName] [ItemAmt] [ItemReq1_ReqAmt, ItemReq2_ReqAmt]
or something.

EDIT: Oops. Double-post.
Presently there isn't really a way to do more than one item check on a single brick, but I can easily see the need for that in a crafting skill and I'm working on a solution. One idea Aware and I came up with was to make a syntax for the checkItemMoreThan event which lets you specify multiple items and quantities.

For example, you would do
onActivate > Self > checkItemMoreThan [mixed] [unused]
Mixed would let you insert the name of the item and then comma separate additional items and quantities.
Like so:
wood, 10, steel, 5, feather, 15
Would make the event only trigger if you have at least the amount after each item. In this case the normal 'quantity' box would be ignored. But the quantity box would work when there was only one item to check.

Any proposals for a different approach to this? I'd like to know if anyone has a solution to make it easier.

2906
Add-Ons / Re: TotalRPG - Full featured RPG event system
« on: March 15, 2015, 09:43:10 PM »
Fixed. Should be on the updater right now.

2907
Add-Ons / Re: TotalRPG - Full featured RPG event system
« on: March 15, 2015, 04:14:16 PM »
Just pushed out an update which added prefs for the currency name and a pref to disable the HUD.

Somehow event targets were still working despite my forgetting that the event system actually had a way to define them. I can only assume the event system works on magic. Regardless, I've added them in.

2908
Add-Ons / Re: TotalRPG - Full featured RPG event system
« on: March 15, 2015, 04:56:10 AM »
Why gold?  Why not a placeholder event labeled "currency", with a pref to say what that currency is?
Honestly, there is almost never a case where a custom currency actually sounds any good. You end up getting Zapkcoins and Aokidollars all over the place. Every respectable RPG game uses gold as it's currency, there isn't much reason not to. If you really want to though I'll make the currency name a preference in the next update.

2909
Add-Ons / Re: TotalRPG - Full featured RPG event system
« on: March 15, 2015, 04:15:27 AM »
is there no way to disable/enable the HUD ingame?
Well if you're just developing then you can do
function gameConnection::showHudLoop(){}
to disable it

I'll probably throw that in as a pref in the first update.

2910
Sit awkwardly.

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