WebDev

Battle => Battle Support => Topic started by: Chen Zhen on July 20, 2013, 01:05:17 AM

Title: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 20, 2013, 01:05:17 AM
Battle Version: 1.0_RC8.0 BETA-UD-4

Download:
http://s000.tinyupload.com/index.php?file_id=05309617208833882569

+ updated to new copyright (Underdog now current supporting developer)
+ emended version designation(s)
+ uses socket connection for Battle News to retrieve data from WebDev
+ updated/emended general info and credits
+ completed Admin -> Battle Members routine to accept various input and added member list with pages
+ added empty leader board to maintainence
+ added leaderboard sub-routine/template
+ added warnings for no hp to fight/battle
+ added warnings for low hp during battle
+ added various methods for query/display of members/warriors
+ added default checkbox/sub-routine for member/warrior entries
+ added default settings option for warrior stats
+ added more images for various functions
+ added more monster images
! changed modification language edits to Battle language files
! added help text file with language variables
! separated admin language variables
! added index.php files to image directories
! fixed template files
! fixed source files
! fixed occurrences of duplicate function names
! all battle scenarios scroll to battle screen
! double links will not show when all in battle die
! fixed upgrade issue concerning unwarranted negative stat points(penalty still in place for url cheating)
! language changes and additions (note: translators need to update their files)
! members slain stat updated for opposing user when battle is lost
! if both die in same battle history is updated accordingly
! winning in battle increases experience points
! changed to custom php pagination routine where applicable (admin and battle)




  I have not had the chance to rebuild/edit all the source files as of yet. There is code I changed and edited which is tidy but other existing code is still looking messy but I will be fixing that for the next beta. The only thing I am concerned about regarding this beta release is for when it grabs all member data whereas I will probably change the code for that in one of the next releases. SA's page routine was not working properly so I changed it with my own custom routine but mine puts all the data in an array at one time.. this may be an issue for when it has to load an entire member list from a forum with thousands of members.. The other usages of the pagination will not matter as I do not think anyone is going to add thousands of entries for items, quests, etc.

  Test it out and let me know how it works for you and your users.

  Thanks.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 20, 2013, 10:49:37 PM
This shows up on your profile...

It maybe on my end....

It shows the stat twice when viewing a profile..
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 21, 2013, 01:06:33 AM
Fog,

  This issue exists in my test forum as well. It is from the edits done to /Themes/default/Profile.template.php  ... however the install file only reflects a single edit that is supposed to be removed during uninstalling, the mod seems to leave the edit in error without reporting it or at least did so once at some point for the both of us. The only option is to manually remove the edit.

Uninstall the mod and then remove this code from  /Themes/default/Profile.template.php:

if ($modSettings['enable_sts_profile'])
       echo'
<img border="0" src="',$settings['images_url'],'/battle/bomb.png" alt=""/> '.$txt['battle_statsA'].': ',$context['member']['atk'],'
        <br />
        <img border="0" src="',$settings['images_url'],'/battle/shield.png" alt=""/> '.$txt['battle_statsD'].': ',$context['member']['def'],'
        <br />
<a href="', $scripturl, '?action=battle;sa=fight;attack=',$context['member']['id'],'">'.$txt['battle_statsATK'].'</a>

</p>';



  The beta file in the first post of this thread has been updated.

I removed the above edit and added a different edit to a source file that accomplishes the same thing but in a neater fashion. I have also updated a few other things with the code. Use the new beta3.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 21, 2013, 01:38:06 AM
That makes sense.

Everything else seems to be working fine.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 21, 2013, 03:17:39 PM
Just came across something that was a bit odd but it happened to me and to another player.

We were both attacking Underdog and had it down to 1HP when it reset itself to 699HP and had to start over.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 22, 2013, 01:13:01 AM

First post in this thread has been updated to Beta4

Fog,
  I edited all the code by tabbing it out so I can work with it. While I was at it I changed around the file configuration quite a bit and also lessened the file edits by adding more hooks and language files. I also added more images although I realize you will not be using those as you prefer tanks.

  I have not had that happen to me although I will thoroughly test the explore in an attempt to duplicate the issue.

  Please update so I know we are using the same version.

Thanks.

 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on July 22, 2013, 10:08:24 AM
Wooo Hoooo! I loved testing this mod with Wayne! Glad to see it alive and well.  8)

I found this when you go to Battle Admin:

(http://img23.imageshack.us/img23/8784/l69r.png)

It shows an incorrect SMF version... I'll look it over a bit more and report back later. :)

EDIT: Battle -> Members page is blank...shows nothing...

A couple of admin pages need editing and I think most of the shop mods listed for this mod are now outdated. One may be still updated and I "think" is now owned by vbGamer45. You may wish to remove the outdated ones. I'll do a check tomorrow and see but time for me to go now.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 22, 2013, 11:20:04 AM
I'm all updated Underdog...my users are testing out.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 22, 2013, 02:48:50 PM
Skhilled,

  The membergroup must have the ability to play Battle. If no membergroup has the permission enabled the member/warrior list will only show admins.
I believe Wayne had some of those mods posted on his site and may still have those files handy. If he does have any that are for Battle specifically I can probably PM those authors on SMF and ask them if I can post them here.




Once I get all the bugs worked out I will be adding new features. Some have been requested plus I have ideas of my own.
For now the next thing I am going to work on is the pagination & mysql query because I realize a lengthy user list (ie. 13000 +) may prove to have issues with the way I did it. This will be easy to fix though & I may finish this part hopefully today.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 22, 2013, 09:46:58 PM
Underdog,

  The reset thing happened to a couple more players but seems to be random.  I had them post the action part of the url to give us a starting point.

action=battle;sa=battle;sa=fm;mon=5;home;#battle_main

Then my user went on to post this

"Underdog was going up and down like a rollercoaster in health points, 178, then 697, then 423, etc. etc."

Why would there be these settings when adding a monster in the admin section? I never quite understood that.

Monsters Health:
The Monsters Health Value

Then have this

Monsters Max Health:
The Monsters Max Health Value
Once The Monsters Killed
It Resets The Health To This Value

------------------------------------------------------------------------------------------------------

A little FYI...not to concerned about this, I also noticed when I updated the version it change up the profile, it still shows up twice but in two different spots rather than right on top of each other like in the one screen shot.

also

A user posted this "Still seeing the same energy problem. I had 2 points and couldn't explore. Might just want to fix the statement to, you need more than 2 to explore?"
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on July 23, 2013, 08:41:08 AM
Quote from: underdog on July 22, 2013, 02:48:50 PM
Skhilled,

  The membergroup must have the ability to play Battle. If no membergroup has the permission enabled the member/warrior list will only show admins.
I believe Wayne had some of those mods posted on his site and may still have those files handy. If he does have any that are for Battle specifically I can probably PM those authors on SMF and ask them if I can post them here.

No, I mean a completely blank screen...no forum or anything. Maybe it did not install properly...

EDIT: I installed it on a different forum and it worked. Something must have went screwy during install. Must be something on that test forum cause it works at Docskillz...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 23, 2013, 06:40:16 PM
Fog,

  Please make sure to always uninstall and delete older versions prior to installing a newer version. 

  I no longer have the issue you speak of regrading duplicate text in the user profile. If you are having an issue parsing the edit I spoke of before then upload your /Themes/default/Profile.template.php file to tiny upload and post the link. This way I can edit the file for you so you do not see this behavior. I will look at the other issues you describe later tonight when I have time (I would have done this today but I made your portal pages plugin instead). The newer version does not make any edits to that template as it is now done via $context from a source file.




Skhilled,

  I tested it quickly on your live forum as well (and uninstalled it immediately afterward) and saw that it worked as expected. Your SMF 2.0.2 issue must be because you tested it on a SMF 2.0.2 install that was updated with patches. The template that displays that info gets the version from the SMF settings table. To verify my hypothesis check out that install again and look at the SMF version from you admin support information. Unless of course it somehow double checks for patches in which case I suppose I will have to do the same.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 23, 2013, 10:08:26 PM
I'm with you on the uninstall and delete part...I hadn't edited the profile template yet and saw that it moved and wasn't sure you meant to move it or not but rather an FYI that it did move.  I just got done updating the profile temp so everything is all good.  I should have worded my post last night a little differently, sorry.

We've been adding monsters...

I have one guy that just hit the 500 level today from my restart on Sunday.

These guys had the glitch with Monsters resetting themselves but one member did comment that he noticed another user making a monster kill at the same time....who knows if battling the same monster at the same time another member is battling makes it reset.

This is an example of what my guys are doing to help:

Quote from: Arasmis on July 23, 2013, 11:45:19 AM
I can't access more than the current page of the "shout" history.  Anyone else able to go back to page 2?

Khep answered that he can't either.
[/b]

They have been playing the game for a while now so they have seen differences and know how to point them out.

I don't want to send you a ton of little things but want to make sure I'm give you info that helps refine the game.

Overall: The game plays fine in most parts and we're not seeing errors....
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 24, 2013, 12:34:47 AM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-5

Here is another beta version:
http://s000.tinyupload.com/index.php?file_id=19087511841479529542

Changes:

! pagination + mysql query adjusted for user lists (admin -> warriors and battle -> battle)
! changed page= to battle_page= in url due to conflict with ie. Simple Portal page designations
! navigating battle pages keeps order and sorting




  I did not look at any other issues today and was focused on the pagination of the member list. You two will not see any difference as it will only be noticeable to someone with a lengthy user list.




Fog,

  You will need to update to this beta because of a conflict with the other SP mod I just developed for you. Beta5 resolves that conflict as it now uses a different name for its pages. (battle_page=)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on July 24, 2013, 06:40:23 AM
nice work ud  8)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on July 24, 2013, 08:35:07 AM
Quote from: underdog on July 23, 2013, 06:40:16 PM
Fog,

  Please make sure to always uninstall and delete older versions prior to installing a newer version. 

  I no longer have the issue you speak of regrading duplicate text in the user profile. If you are having an issue parsing the edit I spoke of before then upload your /Themes/default/Profile.template.php file to tiny upload and post the link. This way I can edit the file for you so you do not see this behavior. I will look at the other issues you describe later tonight when I have time (I would have done this today but I made your portal pages plugin instead). The newer version does not make any edits to that template as it is now done via $context from a source file.




Skhilled,

  I tested it quickly on your live forum as well (and uninstalled it immediately afterward) and saw that it worked as expected. Your SMF 2.0.2 issue must be because you tested it on a SMF 2.0.2 install that was updated with patches. The template that displays that info gets the version from the SMF settings table. To verify my hypothesis check out that install again and look at the SMF version from you admin support information. Unless of course it somehow double checks for patches in which case I suppose I will have to do the same.

LOL, it was already installed on my live forum. I did it yesterday. ;)

You know...I was thinking that it may have been something with the upgrades. I planned on redoing the upgrade just to see. I think I upgraded through the admin on the test forum. Yeah, I know it's better to do it using the package itself but SMF said it would be OK. Little they know. LOL

Quote from: SA on July 24, 2013, 06:40:23 AM
nice work ud  8)


Hey bro!
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 25, 2013, 01:43:45 AM
Battle_RC1.0_RC8.0_BETA-UD-6

Download: http://s000.tinyupload.com/index.php?file_id=41900606798954187693

Changes:

! fixed shoutbox history
! fixed pagination (again)
! fixed admin-item image javascript & subroutine
! fixed admin-item & admin-monster template for existing image of item/monster
! edited some template lists for appearance/function (image alignment & alternating css)
! cleaned up subroutine for battle online (WIP ... implementing js)




  I did some other stuff as well but I forget the specifics (too tired atm). Mostly fixing anything I notice is awry. 

Pending tomorrow:
! fix html for battle-explore template (needs uniform id's because it is showing html errors)
! look at possible occasional js refresh of container id for online warriors (maybe)
! investigate monster hp reset during fighting  (perhaps SESSION variable is not set somewhere?)
! alternate css for admin-shop, admin-quest, admin-explore lists



SA,

  Thanks. I cleaned it up fairly well so I can work with it now. Atm just trying to work out any bugs.



Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 25, 2013, 10:45:39 PM
So Far So Good Underdog.... 8)

From both the Admin side and User side it's working great.


Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 26, 2013, 12:43:52 AM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-7

Download: http://s000.tinyupload.com/index.php?file_id=08948948508809790145
Changes:

! fixed warriors online current action-image display and added comma's
! fixed css/html in template menus (cells were not lining up and wrong sizing)
! alternate css for rows in various lists (windowbg/windowbg2)
! fixed pagination/order/sort url variables in template & source files
! pagination for all lists now use limit (now current lists will not query whole db tables)
! fixed mysql query for battle quests (wrong column name)
! fixed issue with logic for updating member data with quests




  I decided to limit all queries in lists even though for some it is not really necessary. If you see any issue with any lists regarding their content or the pagination just tell me so I can fix it. There should not be an issue but sometimes I may miss something.

  I still need to work on the explore template and how it uses these <map> tags. This will be my next priority as the current map template shows html errors due to incorrect usage of ids/names. This means that for some browsers it may not work properly in its current state.




Fog,

  I have briefly tested fighting monsters and do not have an issue. I may become a member of the forum you admin that uses the game so I may test it whilst others are using it.
   





  I just started testing battle quests and that part was not designed properly at all. Winning a quest resets your stats and truncates a bunch of tables??? I am going to write something proper for the quest function which is also next on the agenda.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 26, 2013, 02:21:59 AM
QuoteFog,

  I have briefly tested fighting monsters and do not have an issue. I may become a member of the forum you admin that uses the game so I may test it whilst others are using it.
Quote

It has been suggested that part the reset issue has been because of users battling the same monster at the same time.

As we've added more monsters the issue has not been reported.

We can start over and have one monster and see how that plays out...

If you decide to join up...I already have a permission made up for a battle mod.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on July 26, 2013, 07:56:37 PM
UD,

The problem I am having with the Member's page appears to be server related. I tried to install a new test forum but things are going screwy. I even tried using Installatron for comparision and got the same SMF install results. I have sent in a ticket so I'll hold off testing until things are solved. Just a heads up. ;)

I have downloaded the latest version...

EDIT: The problem is still being worked on but I just came up with an idea. Can it be possible that the Member's Page issue is due to the number of forum members?

It works at Docskillz.com and on Fog's forum, both of which have a number of members. However, my test forums only have maybe 5 members tops on any of the 10 test forums I have.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 27, 2013, 12:09:28 AM
The reset issue happened to me again tonight and after the monster reset I saw over in Battle History that another user just slayed that same monster.

They don't complain about the monster resetting because they are gain that much more exp points as they battle it again.

Is it possible that two different users are feeding off the same Sub Action?

Can one create a Sub Action that is user only?  Excuse me for I do not know any code terms.

How about "level" as a Sub Action
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 27, 2013, 01:32:58 AM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-8

Download: http://s000.tinyupload.com/index.php?file_id=03626601943974356751

Changes:
+ added language variables (admin and user)
+ battle_quest_champs table added
! edited both template files for quest
! edited source code for quest
! battle_quest_hist table dropped


  I will take a look at these issues tomorrow. Today I was more concerned with attempting to reconfigure how the quest function works as I did not agree with how it was written. Previously if you completed a quest it would reset all your stats and truncate (wipe) some tables of all data such as the graveyard. Why someone programmed it to do that is not to my understanding.

  The new set up for quests is a bit different. It will now reward the most for a final quest that is completed/won, reward lesser values for a regular quest that is completed/won and will penalize for a quest that is lost. There are now 3 extra inputs in the admin-quest add/delete template. Some of the help text was removed because I am going to make it show in a popup when a q-mark is pressed eventually (for all admin templates).

  Here is the basic changes you need to know for those settings:




- user can gain between 0 and minimum gold when the quest is not final (random)
- user can gain between 0 and minimum experience when the quest is not final (random)
- user can gain between min/max gold when the quest is final
- user can gain between min/max experience when the quest is final
- user can lose between 0 and minimum gold when the quest is lost
- user can lose between 0 and minimum experience when the quest is lost
- user always loses hp amount when trying the quest




  Imo it makes more sense this way. There is a gamble when performing a quest and if the user wins the quest they are rewarded. If they lose they are slightly penalized. The way it was previously the user was penalized for winning a quest which did not make any sense to me. I still have to work on the quest a bit more but at least it will function properly for your users and testing. For now make sure the minimum values are lower than the max values as I have not made the admin source file check them as of yet (pending).

  You might need to change the language for your quests in admin-edit-quest so it makes more sense for what happens now. What I mean is that the gold and experience values are somewhat random now whereas the text for your quests might reflect a constant integer value which is no longer relevant.

  I have already set up a db table that records stats for the quests. Soon I will add the option to view those stats in the leader board but I have not got that far just yet. Too tired atm and will continue tomorrow...




pending:
+ add quest stats to leader board template/source file
+ add option to truncate quest stats in maintenance
! ensure $_SESSION is set for all explore/battle scenarios (Imo - Fog's issue)
! ensure user list works properly where only 1 member exists in the database (Skhilled issue)
! adjust all db queries to smf (recent) standard (SMF team requires/requests ie. db_insert & not query UPDATE)
! cross reference min/max gold/exp settings in admin source file for quests
! remove new images that were added (going to be changed to an expansion pack with settings already in place)
! some language to be db settings (ie. monster)

... other stuff can't remember now.. time for bed
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on July 27, 2013, 04:36:42 PM
QuoteWinning a quest resets your stats and truncates a bunch of tables???

shoulda only done this if it was final quest adrew did that part

tho the main qest part with out final quest was coded by me. was never truly happy with the way quest where im glad to see it get fixed up tho

keep up the great work ud  8)


are you gonna use github for this mod? just wondering cos im stalking your github page lol
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 27, 2013, 05:53:18 PM
One thing with the way the quests are setup with the newest version is that, if you can't attack a monster until level one and rely on a quest to gain exp points you might start to go backwards before you go forward.  Is there a way to ensure that you couldn't go below zero in exp points?   So when the game resets and you start over at zero and you fail the first quest you won't go into negative exp points.

Now if there was an option to turn some of the new settings off and on then you could just setup the first quest so you wouldn't get minus anything.

Also is there way to do the quests in order and once you complete one then you go onto the next quest?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on July 27, 2013, 08:42:10 PM
I was going to hold off from testing until my hosting gets their act together but they are still blaming SMF for my issues. :P But it seems to work on my main site as it should so I will continue until they get it right or I change hosting.

Anyhoo, when you disable the shoutbox it changes the Battle Home page and moves the "Welcome Warrior" section to the left under the "Navigation" heading. It also extends the "Navigation" heading further to te left.

Before:

(http://img13.imageshack.us/img13/2665/xhrm.png)

After:

(http://img823.imageshack.us/img823/2116/o7mw.png)

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 27, 2013, 09:20:51 PM

Fog,

  The quest is already set up to not allow anything to go below 0, are you experiencing a negative value in a stat? If so tell me which one because it should not be doing that.

Skhilled,

  What are you saying is not to your liking? Are you saying that the screen should remain the same minus the shoutbox? Should the navigation appear underneath battle or perhaps beside it?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 27, 2013, 09:34:51 PM
SA,

  I was going to sync up a copy of it but have not got around to it yet. I also have some other things to add to it .. perhaps tomorrow I will update my repositories.

  I still do not understand why the quests were set up to reset someone's stats and empty the graveyard when a final quest was completed. Why would someone be penalized for completing a final quest?  I coded it so the reward is greater.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on July 27, 2013, 09:40:38 PM
Well, I would think it would stay the same minus whatever you disable on the left or right sides. It is not a big issue by any means. I guess that I was not expecting it to do that. LOL

It sort of looks like a portal with the left, right and center blocks. I would expect that the center would expand to cover the disabled left or right blocks instead of moving beneath them.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 27, 2013, 09:55:03 PM

Skhilled,

  I did not know it appeared like that when its shoutbox is disabled. I agree with you regarding its appearance and I am about to change it right now.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on July 27, 2013, 09:56:16 PM
I have a few other things but will add them all a little later. Time for a nap.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 27, 2013, 10:09:41 PM
Quote from: underdog on July 27, 2013, 09:20:51 PM

Fog,

  The quest is already set up to not allow anything to go below 0, are you experiencing a negative value in a stat? If so tell me which one because it should not be doing that.

OK...I haven't reset our current game to see if that's the case...If I see a negative stat I'll let you know.

FYI...We only have a final quest as the last quest since it resets the game.

Also..as you've updated the game I've been to update it too, on NGS, without it disrupting our current game...which I find very cool.

We don't have a final quest right now and we're going to continue to level up...

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 27, 2013, 10:19:20 PM

Fog,

  When opting a quest the game will no longer 'reset' your stats as I have already stated. You want an option for a quest to not subtract any points? If I add it and you set it like that the user will not have anything to gamble in an attempt to win more? I realize it is just a game but that does not seem proper to have odds like that. I thought it was better to put something at risk to perform a quest, if their level dropped below being able to do the quest again they should have to battle monsters in explore to get to that point again. Perhaps the user would learn to gain more than enough exp points so they can attempt more than once? Also a user with low stats can try quests with a low risk value... I suppose the quest template should show what is exactly at risk.. (up to x gold, exp, hp ..)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 27, 2013, 10:48:47 PM
My main concern is that we don't go below zero in exp points.

What if a quest gives you 50 exp points and it takes 10 exp to level up.

At level 5 and you have 50 exp points and you do a quest that will net you 50 EXP if completed..what happens if you fail...and you are at 0 EXP now...do you go back to level 0? or stay at level five and you now need 60 EXP to level up?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 27, 2013, 11:04:01 PM
For the next beta I made a fix because I did the loss calculation incorrect. I have adjusted it as I think it should be (for next beta) ...
quest loss: 
final quest: 0 - max gold (random)
final quest 0 - max exp (random)
not final 0 - min gold (random)
not final 0 - min exp (random)
Note: all scenarios (win, loss, final, not final) cost hp amount setting in quest

Fog,

  So it is in your opinion it should drop both the exp level and the max exp level? so both numbers diminish by the same amount? This will require dropping the user level?!
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 27, 2013, 11:10:58 PM
Fog,

  I could adjust it not to mess with the experience level at all for a loss and have it lower other stats instead. Do you think this would be more prudent?
ie. defense, attack, stamina, stat points... have it randomly opt 1 or 2 of them and drop a random amount. the max amount setting will need to be added to the admin settings and can be just one input that it will max out at for any of those stats.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 27, 2013, 11:20:34 PM
Quote from: underdog on July 27, 2013, 11:10:58 PM
Fog,

  I could adjust it not to mess with the experience level at all for a loss and have it lower other stats instead. Do you think this would be more prudent?
ie. defense, attack, stamina, stat points... have it randomly opt 1 or 2 of them and drop a random amount. the max amount setting will need to be added to the admin settings and can be just one input that it will max out at for any of those stats.

Yes...don't play with experience points but the other stats are fair game.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 28, 2013, 01:46:21 AM

Fog,

  Ok I have it working as such but before I release another beta should it also reward 2 random stats for completing the quest?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 28, 2013, 01:54:19 AM
Quote from: underdog on July 28, 2013, 01:46:21 AM

Fog,

  Ok I have it working as such but before I release another beta should it also reward 2 random stats for completing the quest?

Good question...

Gold, Health Points and Stamina would be the preferred choices since ATK and DEF are always maxed out.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 28, 2013, 02:04:44 AM
Fog,

I edited your post thinking it was my last one in error.. apologies.

  I am also going to edit it so that it only displays completed for an individual that has done so. Right now it says completed no matter who has done a quest. When I complete this change, should I make it so that a user can not complete a quest more than once? or perhaps have a setting for a limit on how many times they can do a quest?

... I also need to make the textarea boxes larger.. imo currently it does not look proper.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 28, 2013, 02:21:54 AM
Cool...I'm out for the night.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on July 28, 2013, 05:47:37 PM
Here are some language edits. They are only missing colons to the Admin Config for the language files. You can just resave them to the cooresponding utf8 files.

Battle.english.php:
http://s000.tinyupload.com/index.php?file_id=15952873074553233532 (http://s000.tinyupload.com/index.php?file_id=15952873074553233532)

BattleAdmin.english.php:
http://s000.tinyupload.com/index.php?file_id=96413536103628695722 (http://s000.tinyupload.com/index.php?file_id=96413536103628695722)

If I find more i'll add them later. I have fixed them on my forum and you can see the differences there, if you wish.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on July 28, 2013, 06:03:15 PM
In the Battle Info Center:

Some of the icons and text do not match the screen you are on. The icons should match the screen you are currently on, at least.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 28, 2013, 11:36:22 PM

Skhilled,

  You will need to post language changes using quotes because I am constantly changing editing/adding to those files. The recent fixes I did today added a lot of language so it would not be prudent for me to use those files. I suppose I can go through the files myself to find the language but sometimes I use the same $txt elsewhere that does not need a colon. The solution may be to add the colon to the template.

btw - Are you still having issues with installing this mod on a forum? I added quite a few images which increases the file size quite a bit. I am going to remove those images and have a plugin that adds monsters/images for those that want it. I was thinking the large file size could be causing an install issue for you because of memory. The SMF package installer sets that memory via PHP at 32M which can be edited to an increased number which may work for you (ie... 64M ... or 128M). It does not always cause a white screen php crash & sometimes will just fail installing. Adjusting the limit has fixed the issue for me in the past.

ref. http://wiki.simplemachines.org/smf/What_the_white_screen_of_death_means_when_accessing_admin_or_package_installs
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 29, 2013, 12:00:11 AM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-9

Download:
http://s000.tinyupload.com/index.php?file_id=45549444869964729688

Changes:
+ added empty quest stats to maintenance
+ added alternate/more settings for quests
! fixed quest mode
! fixed battle template for disabled shoutbox




  I am going to fix the help text later when I have completed my changes to the quest scenario. Imo it will function better/different than before. I am not finished with how quests work yet. I plan on making them a lot better but if what is now in place works well I will move on to the other issues and come back to it.

  Next on the agenda is the issue regarding multiple people fighting the same monster and the stats resetting. I found where it occurs but will not be able to fix it until tomorrow.. have to get up early for work so it is bed time.  :-\
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 29, 2013, 12:07:14 AM

  Oh ya I forgot to mention how quests work now. I changed the language for Final quest to Premium Quest... The idea is to set up a premium quest either harder or maybe easier as a bonus quest scenario... it is up to the admin of the forum. There is now a quest limit you can set and when the user reaches the limit that is a final quest. They will not be able to play the quest again once they reach the limit. These user records per quest apply to each individual and not everyone like before. It still needs work and I have a lot of ideas for it but try it out now anyhow.. imo it is a lot better than the prior set up.  Make sure to go through each quest and adjust the appropriate new settings.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on July 29, 2013, 09:07:08 AM
Quote from: underdog on July 28, 2013, 11:36:22 PM
btw - Are you still having issues with installing this mod on a forum? I added quite a few images which increases the file size quite a bit. I am going to remove those images and have a plugin that adds monsters/images for those that want it. I was thinking the large file size could be causing an install issue for you because of memory. The SMF package installer sets that memory via PHP at 32M which can be edited to an increased number which may work for you (ie... 64M ... or 128M). It does not always cause a white screen php crash & sometimes will just fail installing. Adjusting the limit has fixed the issue for me in the past.

ref. http://wiki.simplemachines.org/smf/What_the_white_screen_of_death_means_when_accessing_admin_or_package_installs

I believe that my issues are due to hosting. It installed fine at Docskillz but not my test forums. I am also having issues when create new test forums that have nothing to do with any mods and have sent in a ticket. Hopefully, they will get back to me today since they could not find out what the problem was over the weekend. So, for now I am testing it at my main site until they fix whatever the problems is.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 29, 2013, 01:31:16 PM
Quest error...

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 29, 2013, 03:25:51 PM
Battle_RC1.0_RC8.0_BETA-UD-9

Download:
http://s000.tinyupload.com/index.php?file_id=26704710622155133361

Fog,
  I did not bother changing the beta designation as that file just has a fix for the last error you were seeing.





Battle Quest:

Premium Quest Win / Final Standard Quest Win:
- gain exp-min to exp-max (random)
- gain gold-min to gold-max (random)
- gain 0 - stat max gain (2 stats random)
- lose 0 - hp (random)
- lose # energy

Premium Quest Loss / Final Standard Quest Loss:
- lose exp-min to exp-max (random)
- lose gold-min to gold-max (random)
- lose 0 - stat max loss (2 stats random)
- lose 0 - hp (random)
- lose # energy

Standard Quest Win (not final):
- gain 0 to exp-min (random)
- gain 0 to gold-min (random)
- gain 0 - stat max gain (2 stats random)
- lose 0 - hp (random)
- lose # energy

Standard Quest Loss (not final):
- lose 0 to exp-min (random)
- lose 0 to gold-min (random)
- lose 0 - stat max loss (2 stats random)
- lose 0 - hp (random)
- lose # energy
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 29, 2013, 10:06:04 PM
Uploaded the newest version and it got rid of the error that we were seeing however not sure this is how you wanted it displayed or not.

This is the main quest page...if you look over at my stats some are above what they should be.

Stamina:  258/250
Attack:  514/500
Defense:  1867/1850

(http://i6.photobucket.com/albums/y233/captmt/QuestMain_zpsabdc09ef.png)


I did pick her pocket quest and got this:

As you notice it says:
Completed
Stamina gained: 258
Attack gained:  514
Experience gained:  3
Money gained: 224
Heath deducted:  38
Energy deducted:  75

(http://i6.photobucket.com/albums/y233/captmt/Questcomplete_zps49e0799b.png)



Then I failed the quest.

Stat Points deducted:  1691  (freaked out since I had 1692)
Attack deducted: 514

(http://i6.photobucket.com/albums/y233/captmt/questfail_zps801deef9.png)

Then I completed the quest a 2nd time.

As you see I didn't lose 1691 Stat points rather it dropped to 1691
Also the attack never changed.

Please note...I wasn't clicking on Try Another Quest...I went over to click on quests and nothing showed up in the History Shoutbox.

(http://i6.photobucket.com/albums/y233/captmt/questcomplete2_zps8df8fc3b.png)


Then this is the 3rd completed quest:



(http://i6.photobucket.com/albums/y233/captmt/questcomplete3_zps150efbba.png)

The lingo can be ironed out...my concern is going over the max amount  (259/250)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 29, 2013, 10:07:03 PM
I hope I didn't blow up anyone's screen on that last post...Sorry
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 29, 2013, 11:35:19 PM
Fog,

  Ok so I have to fix this for quests:

- stop at max value for winning quest for 2 random statistics (money, health, energy are ok)
- fix amount displayed for random statistic values

I will fix this now and release beta10.
btw I figured out the explore issue regarding fighting monsters and found out it is not my error... the way in which one battles monsters it takes from the monsters hp right from the monsters db table and resets to its max when the monster is slain. I am pondering my exact game plan to change this and here is my idea so far:

(1)
  A new db table with data containing each member fighting each monster (composite primary keys).
  This table's data will be altered as a user fights the monster.
(2)
Add input/option to allow a monster to evolve by percentage increase value (0 will disable evolving)
This will allow a monster/enemy of the admins choice to progressively increase its statistics as it fights users/warriors.
(3)
  When the monster or user is dead it will transfer the data and reset monster/user scenario data.
(4)
  Time is also recorded.
  If X minutes (ie. 15) have passed since user/monster fight scenario had transpired data is transferred then monster is reset to full health.




  I can also not allow members to fight the same monster at the exact same time but depending on how busy a forum is with players compared to the number of monsters available may prove to cause an issue. This means that for a monster that evolves, it could do that while someone is in the middle of battle if another member killed or was killed by that same monster id at that time and its stats increased. Imo it's not a big deal as the chances of that happening are low but it could happen. I suppose I could not allow the monsters stats to increase if another member is currently battling it.. only allow it to evolve when 1 member is fighting it at a given time.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 30, 2013, 12:36:09 AM
QuoteI can also not allow members to fight the same monster at the exact same time but depending on how busy a forum is with players compared to the number of monsters available may prove to cause an issue. This means that for a monster that evolves, it could do that while someone is in the middle of battle if another member killed or was killed by that same monster id at that time and its stats increased. Imo it's not a big deal as the chances of that happening are low but it could happen. I suppose I could not allow the monsters stats to increase if another member is currently battling it.. only allow it to evolve when 1 member is fighting it at a given time.

It's not a big deal...However would this go hand in hand with being able to fight a monster on certain levels?  Granite the first ten levels may pose a challenge but after a couple days nobody is on the same level.  Also what about the idea that you can only see monsters that have your level in the monster's range that would cut back on the overlapping of fighting the same monster at the same time.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 30, 2013, 12:54:05 AM
Battle_RC1.0_RC8.0_BETA-UD-10

Download:
http://s000.tinyupload.com/index.php?file_id=80371575361260880397

Changes:
+ added delete extra quest table data when deleting quests
+ added extra monsters_fight table to db (usage is pending)
! fixed to only allow max value for random statistic increases for winning quests
! fixed display of increase/decrease values of random statistics for quest wins/losses
! fixed some language for quests
! changed various mysql query logic in admin source file to SMF standard (update changed to smcFunc['db_insert'], used user update function, etc.)




Other stuff is still pending... bed time.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 30, 2013, 01:13:35 AM
Thanks Underdog...Get some sleep

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 31, 2013, 05:16:08 PM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-11

Download:
http://s000.tinyupload.com/index.php?file_id=45021883067066372569

Changes:
+ added battle_monsters_fight table
+ added enemy ability to evolve/increase stats (if opted)
+ added admin option for custom enemy designation
+ added admin setting to allow/disallow users to fight enemies out of range
+ enemy/user composite db column remains in effect 24 hours or if enemy dies (then it is reset)
! changed fighting enemy hp level only affects current explore battle




  New settings for config and enemy are in battle admin. The enemy setting for evolution is disabled if set to 0. If enabled, it will allow a setting of 1 to 1000 which is the amount of times the enemy needs to get killed via users before a random stat is upgraded by 1 for that enemy.



Fog,

  There are now settings in config to set the enemy name/designation and also whether you want to enable/disable meeting monsters out of range on the map.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on July 31, 2013, 11:05:47 PM
It gave me an error when trying to upload in the admin section.

I uninstalled UD-10 and deleted it...

Got an error when I uploaded UD-11...

Went back and tried UD-10 and it uploaded fine....
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on July 31, 2013, 11:53:54 PM
Fog,

  I just tested this several times including on a fresh local forum and it worked fine for me. Either the last file is corrupt or perhaps your server memory limit is being tripped. Here ate 2 links, 1 that contains the mod and the other that contains the newer alien images separately.

Download Battle:
http://s000.tinyupload.com/index.php?file_id=00426564426612058984

Download alien images (image files go in /Themes/default/images/battle/monsters):
http://s000.tinyupload.com/index.php?file_id=03627119168376059973




  I did not bother changing the name to beta12 because there is not many changes other than some of the help text is now in place.
Also some of the input boxes configuration has been fixed.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 01, 2013, 12:21:37 AM
Now that worked...

How would I find my server memory limit?

Haven't done the alien image one yet.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 01, 2013, 12:41:34 AM

Fog,

  Here is the SMF wiki concerning the edit to smf files:
http://wiki.simplemachines.org/smf/What_the_white_screen_of_death_means_when_accessing_admin_or_package_installs

Imo try 64M as it is probably good enough.. 2 edits if I remember correctly.

For some reason there is an issue with editing items via admin.. kind of tired atm so I will fix it tomorrow.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 01, 2013, 12:56:46 AM

Here is another fixed file:
http://s000.tinyupload.com/index.php?file_id=02850566222714830186

.. fixed issue with admin shop.

Fog,

  The issue can also be if you used Chrome to download those files. I remember experiencing issues with Chrome recently (imo after a not so recent update) regarding downloading files. It would only dl 1MB and ignore the rest of the file. It was a reported bug with Chrome I believe.
If not then the memory limit setting was probably the issue.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 01, 2013, 10:55:07 PM
I try to enter zero and it says an invald input but yet the help says you can use 0

http://ngsforums.com/forums/index.php?action=helpadmin;help=battleHelpQuestMaxStatLoss

This will be the maximum stat loss for losing any quest.
(0 to Max Stat Loss - random)

Can we use 0 to disable this function?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 03, 2013, 03:26:23 AM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-12

Download:
http://s000.tinyupload.com/index.php?file_id=01293887583804406019

Changes:
+ added $helptxt for all admin settings
! edited regular admin text to not include help text (now uses q-mark/$helptxt)
! removed extra alien images (going to make plugin install packages for monster additions)
! fixed quest inputs for stats that have 0 setting to disable




Pending:

- fix display of battle stats for PM and post/topic templates
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 03, 2013, 02:15:13 PM
Working on resetting our current game and setting up a new game where you don't see a monster until level five.  You have to do five quests in order to get to level five.  At that point I won't have any quests until level 10 but I'll have a monster from level five to level nine.  Then I won't have any monsters until level 20 and you'll have to do the quest for ten levels.  Then I'll stagger quests and monsters as users level up.

Is there a way to get to a certain level and do a quest and once you complete that quest it stops the game for you but not the others until they complete that last quest?  The idea is to allow the others to continue on playing until they all complete that last quest.  Kind of like how a car race is done...The first one to cross the finish line is the winner but it doesn't freeze the field and you can still jockey for position until you cross the finish line.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 03, 2013, 04:06:37 PM
Also is there a way for you to put in a setting that doesn't allow you to attack a monster unless they level up.  What we find sometimes if you find a monster that gives you a lot of exp. points you don't want to level up in fear that you won't be able to fight that monster again and have to fight other monsters that aren't as rewarding.  This will in return give them more stat points that can be taken away, then at that point it forces them to use their stat points right away and not hoard them.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 03, 2013, 05:35:24 PM
So I reset the game over on my test site and not NGS.

I made it so I you have to do a quest first in order to get to level 1 and it takes 10 Exp points to level up.

This is how I have the first quest setup so when you complete the quest ten times you you'll have 10 exp points and can't do the the quest anymore.

(http://www.ngsforums.com/forums/images/ZeroLevel.PNG)

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 03, 2013, 06:19:34 PM
I put the settings on premium and that did what I was looking for.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 03, 2013, 09:37:35 PM

Fog,

Quote
Is there a way to get to a certain level and do a quest and once you complete that quest it stops the game for you but not the others until they complete that last quest?  The idea is to allow the others to continue on playing until they all complete that last quest.  Kind of like how a car race is done...The first one to cross the finish line is the winner but it doesn't freeze the field and you can still jockey for position until you cross the finish line.

  Imo another permission setting should be implemented and also another quest setting for those with that permission enabled for this. Perhaps I will call it campaign status and have it so if the user's membergroup has that permission enabled they have to wait for all others with that same status to pass all quests set at lower levels & for that status. This will allow newer members who do not have that status to play other quests whilst those that belong to the campaign status group do not have to wait for newbies.  So only membergroups that belong to the campaign are involved and they are the only ones able to play quests that are set as such.

Quote from: Fog on August 03, 2013, 04:06:37 PM
Also is there a way for you to put in a setting that doesn't allow you to attack a monster unless they level up.  What we find sometimes if you find a monster that gives you a lot of exp. points you don't want to level up in fear that you won't be able to fight that monster again and have to fight other monsters that aren't as rewarding.  This will in return give them more stat points that can be taken away, then at that point it forces them to use their stat points right away and not hoard them.

  Can't you set enemies to a restrictive range and for it not to have them fight if outside the range? Let us say range level 1 - 2 & then if the user gets to level 3 then the enemy will not fight them. Did I not already set it up to do this if the config settings are as such? Perhaps I misunderstand what you mean here?


Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 03, 2013, 09:45:48 PM
Regarding quests:

  As I previously stated, I am going to come back to how they are played and make it more advanced. I would like to set it so there are 8 possible outcomes per quest and the user is given 2 choices twice. When they select one of the 2 choices, it has 4 possible outcomes for that choice and then they are given another 2 choices and there are 4 possible outcomes for those. I was thinking it would make it more interesting than just 2 clicks and done as it currently is set up. This way they do the quest numerous times to the limit and in turn have several different outcomes each time. It might make the quest mode a bit more interesting. Any thoughts on this? ... also it is already set up to give random stat increases so this already makes it a varied outcome to some extent.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 03, 2013, 09:49:59 PM
QuoteCan't you set enemies to a restrictive range and for it not to have them fight if outside the range? Let us say range level 1 - 2 & then if the user gets to level 3 then the enemy will not fight them. Did I not already set it up to do this if the config settings are as such? Perhaps I misunderstand what you mean here?

So what I'm trying to create is a series of different quests and monsters as you level up.

Some user may not level up until they get enough exp points to by pass a quest.

I have no monsters between level 50 and 99 so you'll have to do the quest I created...

However if they don't level up they can gain enough exp points to level up and by pass the quest on levels 50-99.

One idea is to force them to level up before they can battle a monster.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 03, 2013, 09:55:16 PM
This is turning out way better than I ever thought Underdog....

Thanks a million.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 03, 2013, 10:03:47 PM
Turning off and on Monsters out of range works great...

It works so well if you know not to level up to 50 and stay at 49 and continue to battle monsters you can in theory gain enough exps and level up to by pass quests.

They will hoard the exp points until they get enough to level up past 50 but to level 100 so that gets them past a quest...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 03, 2013, 10:41:11 PM
Here's a glitch...if you complete a quest and click back you can play it again.

(http://www.ngsforums.com/forums/images/Level4.PNG)

notice I have 11 completions on level 4 when only 10 is allowed.

Stinking Cheaters I have for users... ::)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 03, 2013, 11:50:42 PM
QuoteImo another permission setting should be implemented and also another quest setting for those with that permission enabled for this. Perhaps I will call it campaign status and have it so if the user's membergroup has that permission enabled they have to wait for all others with that same status to pass all quests set at lower levels & for that status. This will allow newer members who do not have that status to play other quests whilst those that belong to the campaign status group do not have to wait for newbies.  So only membergroups that belong to the campaign are involved and they are the only ones able to play quests that are set as such.

What if you want short week long campaigns where anyone could win.

Lets say the campaign lasts a week...and at a certain time the user with the most ___________ points is the winner.  ????


Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on August 04, 2013, 05:07:53 PM
Sorry, but been too busy (daughter's 18th birthday yesterday) and hosting has not responded to my issues yet. :P
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 05, 2013, 10:18:53 PM
I think I've overloaded Underdog...

Give us a thumbs up if you're still breathing...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 05, 2013, 11:28:53 PM
Quote from: Fog on August 05, 2013, 10:18:53 PM
I think I've overloaded Underdog...

Give us a thumbs up if you're still breathing...

  I was busy with my boy this weekend and bought another vehicle (SUV) since a car is too small for what is soon to be 2 kids.
Plus I spent a little time coding some stuff for people at Simple Portal since I have some responsibility for that on Sinan's website.

  I will get to coding what was requested this week but I may leave the ideas I have for the quest (and other things) for a later time. I would like to release this on SMF soon so that I can continue with another project that I've been wanting to do for quite some time.

  Does anyone here like NFL and would be interested in testing a mod for it? I have been asked to design a pools mod but I am not sure if I can finish it on time now (for this year that is) since the season starts in about 4 weeks.
 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 06, 2013, 12:11:06 AM
Congrats on the 2nd...A SUV sounds like a good plan.

I worked on a new theme over the weekend...and tried to lend support to a few on SMF.

But I need to get geared up for the NFL Season....

I have a Team Challenge I host on Yahoo Pickems

Also my site is a haven for Leagues and Games.

I'd be interested in anything NFL.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on August 06, 2013, 12:23:21 AM
QuoteI would like to release this on SMF soon

are they treating it like a new mod?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 06, 2013, 12:34:17 AM

Fog,

  Great! I will finish up what we're doing on the Battle Mod this week and start working on the NFL mod.

SA,

  I am not sure what they are going to do so I suppose we'll find out this week. Imo they may treat it as a new mod & start asking for ridiculous unnecessary changes. A lot of the edits I have done thus far are to facilitate its acceptance because I can foresee some of what will be asked (that which makes sense anyhow).
 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 06, 2013, 12:40:57 AM
FYI, From what I see on SMF, They have the tread (Battle) locked and the Mod link doesn't provide a download button.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on August 06, 2013, 12:50:54 AM
QuoteI am not sure what they are going to do so I suppose we'll find out this week. Imo they may treat it as a new mod & start asking for ridiculous unnecessary changes.

it would not of got approved in it last state that i do know


QuoteFYI, From what I see on SMF, They have the tread (Battle) locked and the Mod link doesn't provide a download button.
it wont show a download button and the thread will be locked cos i removed the mod like i said on smf in the pm just pm gary and ask them to add the mod back i have never had t reaprove a mod after taking it over heck i have even removed my sachat mod before stressing out i just pm the cm team next day and got it back no questions asked

FYI if you removed a mod it locks the support topic

oppps fault that was ud i was quoting lol sry for confusion
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 06, 2013, 01:16:34 AM
QuoteFYI if you removed a mod it locks the support topic

It makes sense, if it created an auto lock of a thread that is thinking ahead more than I would ever have thought...WOW

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on August 07, 2013, 05:02:29 PM
Quote from: underdog on August 05, 2013, 11:28:53 PM
Quote from: Fog on August 05, 2013, 10:18:53 PM
I think I've overloaded Underdog...

Give us a thumbs up if you're still breathing...

  I was busy with my boy this weekend and bought another vehicle (SUV) since a car is too small for what is soon to be 2 kids.
Plus I spent a little time coding some stuff for people at Simple Portal since I have some responsibility for that on Sinan's website.

  I will get to coding what was requested this week but I may leave the ideas I have for the quest (and other things) for a later time. I would like to release this on SMF soon so that I can continue with another project that I've been wanting to do for quite some time.

  Does anyone here like NFL and would be interested in testing a mod for it? I have been asked to design a pools mod but I am not sure if I can finish it on time now (for this year that is) since the season starts in about 4 weeks.
 

Still having hosting issues but can continue testing on my live forum. I have been looking at new hosting...been more than a week and issues are still not resolved! >:(

I have a family picnic Saturday and will be busy cooking until then, so I may or may not be around until after it.

Congrats to you and Ginger!!!...and Cam. You want a girl this time?

I haven't been into sports in many years...only martial arts and boxing.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 07, 2013, 11:00:06 PM
Some of the users are complaining about a blank explore map once in a while.

It seems to only happen if you're at a level that there isn't a monster on the same level when you go to explore.

I've seen it on my test site and thought I had to add more custom explore but that didn't help.

I'm asking my users to look out for a blank explore map and report what level they are on.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 08, 2013, 12:01:59 AM
Fog,

  When using the setting to not meet monsters out of range, ensure there are monsters to cover all ranges. Imo do not leave gaps of no monsters covering certain levels. I will look into it though to try to not have it go to a blank screen.

Btw .. still working on campaign system... eta for testing couple of days perhaps
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 08, 2013, 12:43:38 AM
What I'm going to do is a series of restarts...and create some different start up ideas.

We're trying to break your game... 8)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 11, 2013, 01:32:35 AM

Update:

  I've been working on this when time permits and hopefully will release another beta soon enough.  I have all the admin settings for the new campaign feature in place (except for a few minor details), the template display to users for the campaign is done, some of the logic for the campaigns is in place and I've fixed issues that have been reported thus far.

  Atm I am still working on the logic for campaigns in the quest source function. It shouldn't take me too long to finish up now and then you guys can test what I have so far so that we may work out the kinks. Adding and getting this campaign feature just right is a bit more complicated than I first thought..  :o

Here is how campaigns will work:
- can be timed (based on GMT time setting to keep users at par)
- can be set for other users to wait for level completion
- membergroup based (permission must be set for membergroup to participate in campaign)
- each quest must be unique level to belong to a single campaign (quests must be done in order of level)
- level completion: users entering membergroup after second level quest has commenced can not participate
- 24 quests maximum (3 images supplied .. expansion pack includes 21 other images)
- can not delete first 3 default campaigns (although admin can edit them)
- quests do not have to belong to a campaign
- score will be total stat points earned each quest multiplied by the quest passed number * 10 (pending)




  I also created an expansion pack for more campaign images and monster images. I want to set it up to create the necessary db settings for those prior to releasing it (right now it just adds images to the appropriate directories). I used Greek alphabet symbols for the campaign icons which number 24 total plus each campaign gets its own db table and permission setting so I figure 24 max is sufficient. 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 11, 2013, 02:02:01 PM
Right on Underdog....We've been doing short little games and changing up the quests and stuff.

Thanks
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 11, 2013, 06:13:44 PM
Getting an error when trying to add a new monster.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 11, 2013, 06:26:38 PM
I had to go back to version 10 to add a new monster.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 16, 2013, 02:32:23 AM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-13

File:
http://s000.tinyupload.com/index.php?file_id=06275155195647412907

Changes:
- fixed blank explore screen issue (wrong function name called)
- one database query now used for quest data (although other needed db calls were added)
- fixed initial image issue for items and monsters
- more language added for new campaign addition
- reorganized all language files
- added campaigns (see below)

Campaigns (as mentioned before):
- can be timed (based on GMT time setting to keep users at par)
- can be set for other users to wait for level completion
- membergroup based (permission must be set for membergroup to participate in campaign)
- each quest must be unique level to belong to a single campaign (quests must be done in order of level)
- level completion: users entering membergroup after second level quest has commenced can not participate
- 24 quests maximum (3 images supplied .. expansion pack includes 21 other images)
- can not delete first 3 default campaigns (although admin can edit them)
- quests do not have to belong to a campaign
- score will be total stat points earned each quest multiplied by the quest passed number * 10 (pending)




  The campaigns seem to work and do keep score although it does not display it just yet. I am going to add options to the leaderboard so the campaign data and also overall explore high scores can be viewed. Once I get that part completed I will add a link to the quest template for campaigns so people can view those hi scores. Please test campaigns with the various available settings including level completion and the timer.

  I also need to work on something progressive for the experience increases. Imo there should be a formula to automatically increment how much exp points are needed to advance to the next level. ie. let us say the initial setting is 50 and once that is reached it will add 20 so that the next level can't be reached until another 70 .. then another 90 .. etc.. I will work on this at some point.

  This project is taking longer than I thought. If the campaigns work well perhaps I will just release a version after I complete the leaderboard for the campaigns.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 16, 2013, 02:03:43 PM
Quote from: SA on August 06, 2013, 12:50:54 AM
it would not of got approved in it last state that i do know


  The one thing I will most likely do is change some more of the db queries because they will most likely ask me to do so. I already adjusted most of them but there are a few remaining that need to be changed including 2 that I just added. The SMF team wants the mods to work for most db types whereas certain syntax used in Battle will only work for mysql and mysql lite. ie. UPDATE syntax is different in some other db structure. What they want is for developers to use the smf smcFunc functions rather than some direct query syntax. So instead of UPDATE they want devs to use smcFunc['db_insert']('replace', .... etc...  ); and put some of the same data back into it if necessary. So if you only change 1 column's data you need to read the other columns data prior and then insert all of it with replace.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 16, 2013, 09:27:24 PM
I tried messing around with the campaigns a little bit today but couldn't get the time thing to work.  I'll have more time over the weekend to play around.

Thanks
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 16, 2013, 10:51:36 PM
This is what I see...

Why is it pending?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 16, 2013, 11:22:57 PM

Hmm... I had it working yesterday yet today the quests are not working properly at all with the campaigns enabled for them.
I will have to take a look to see what I must have changed to cause the issues.   
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 17, 2013, 02:05:28 AM
Let me play with some different settings to see if I'm doing something wrong on my end.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 17, 2013, 11:15:53 AM

Fog,

  I meant I tested last night and it was not working properly. This morning I have fixed the campaign issue and I am about to work on the time issue. I'm not going to bother with displaying GMT time on the config page as it lets you set it in your current time zone. The php function of time() is already using GMT (seconds since the epoch default GMT) so no adjustment is necessary. It just needs to display that GMT start time when the user/warrior hovers over the campaign that is pending which it should already do but does not?! I am fixing this now.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 17, 2013, 12:01:56 PM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-14

Download:
http://s000.tinyupload.com/index.php?file_id=71141493688499625391

Changes:
! fixed campaign issue
! fixed timed display issue in campaign config
! fixed admin language variable for expired




  I think the date() function converts to the current time zone setting so perhaps I will change the hover display for the user/warrior to not say the GMT start time for the next beta. For campaigns that are awaiting a start time, on the battle->quest template it should say pending on the left and imminent on the right. If they hover over the pending it will say the start time.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 17, 2013, 12:19:17 PM
We'll give it a try...do I need to clear out all quest stats?

Also do I make the quests first before I start the campaign?

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 17, 2013, 01:02:36 PM
Campaign in progress...sweet.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 17, 2013, 01:29:50 PM

Yes, reset battle quests in maintenance.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 17, 2013, 01:49:41 PM
Now I have to create different permissions or I have to wait for all 500 plus members to complete the first quest....LOL

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 17, 2013, 01:57:10 PM
Fog,

Yes, you must add the members you wish to allow to compete in a quest to a specific membergroup. What you can do is create a new membergroup (call it campaign members or whatever) and have it based off of regular permissions.  Then you set permission(s) within that membergroup for the campaign(s). This way it will not wait for all members of your forum to complete a quest.
 
  I figured this setup is the best way to do it. I suppose you can make a topic in your forum with available campaigns and have people ask to become part of that campaign if they wish to do so. You can have one membergroup and allow them to participate in all campaigns or you can have a membergroup for every campaign and users apply for each. A user can be part of multiple membergroups.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 17, 2013, 02:11:47 PM
I'm right there with you...

I got one membergroup call battle god but it's to allow one of my members to access Admin controls for the game I'll just make another one the others.

Way too cool...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 17, 2013, 03:23:32 PM
interesting tidbit,  I'm the only one with permissions to do one of the campaigns and I can't get the quest page to load.  Then once I add just one more person with the campaigns permissions then I can get the quest page to load.  This tells me you have to have at least two people playing to even view the quest page.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 17, 2013, 07:46:49 PM
What if I had three campaigns going on:

Alpha goes for a month.

Beta goes for Two weeks.

Gamma goes for one week.

Will I be able to restart Gamma four times and Beta two times while we wait for Alpha to finish?  Meaning if I clear Quest info then I wipe out the Alpha Game that's in progress if I want to start a new Gamma campaign.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 17, 2013, 08:10:24 PM

Fog,

  This is a good point. I will put an option beside each campaign in the admin to clear it.  For now you can create a new campaign (aside from the initial 3 campaigns) and then delete it and create it anew. This will do what you want but a link to clear them will be best and I will work on that later tonight. I will also look into the other thing you mentioned.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 18, 2013, 12:36:29 AM
Quote from: Fog on August 17, 2013, 03:23:32 PM
interesting tidbit,  I'm the only one with permissions to do one of the campaigns and I can't get the quest page to load.  Then once I add just one more person with the campaigns permissions then I can get the quest page to load.  This tells me you have to have at least two people playing to even view the quest page.

  I am not able to duplicate this issue. With only one person with permission for a campaign the page loads just fine for me.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 18, 2013, 12:49:33 AM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-15

Download:
http://s000.tinyupload.com/index.php?file_id=60736775668982417070

Changes:
- edit/delete links changed to icons
- prune function added to campaign list
- delete campaign function fixed to omit related quest data
- some $txt language errs fixed
- fixed ltrim for membergroups in campaign template
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 18, 2013, 01:16:27 AM
Quote from: underdog on August 18, 2013, 12:36:29 AM
Quote from: Fog on August 17, 2013, 03:23:32 PM
interesting tidbit,  I'm the only one with permissions to do one of the campaigns and I can't get the quest page to load.  Then once I add just one more person with the campaigns permissions then I can get the quest page to load.  This tells me you have to have at least two people playing to even view the quest page.

  I am not able to duplicate this issue. With only one person with permission for a campaign the page loads just fine for me.

it's an issue other users probably won't encounter...documenting just in case is showing future users that we know about it.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 18, 2013, 02:01:50 AM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-16

Download:
http://s000.tinyupload.com/index.php?file_id=21925557748736652315

Changes:
- fixed campaign prune function
- removed display of admin membergroup from campaign edit template




  I neglected to have it edit some tables for campaign pruning with beta15 so I fixed it with this beta. Also it displayed Admin as a membergroup within the campaign edit template which was incorrect. Admins have to add themselves to the campaign membergroup even though they have the access to play a campaign at any time. This is so it does not wait for all admins to participate in a campaign because on some forums not all admins may want to! It is best to still have admins add themselves to a secondary membergroup if they want the rules to apply to them.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 18, 2013, 01:42:06 PM
I uploaded the newest version and it wiped out my current campaign...oppps
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 18, 2013, 02:05:56 PM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-17

Download:
http://s000.tinyupload.com/index.php?file_id=04727758414947985881

Changes:
- added campaign leaderboard
- added link in battle navigation for campaign leaderboard
- add link to specific campaign leaderboard in quest list (click on campaign icon)




  The new leaderboard includes a drop down menu that allows an overall hi score list from each campaign (best user score from each campaign) or a full score list from a specific campaign.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 18, 2013, 09:55:45 PM
I'll start three campaigns tomorrow and give my guys something new to do...

I had an error on the campaign leaderboard icon...

Notice my new theme.... 8)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 18, 2013, 10:45:00 PM
Fog,

  I just installed it on a fresh SMF 2.0.5 and all works fine including the icon you mention. Try clearing the browser cache and check it again.
Even though you downloaded Beta17, download it again as I made a small adjustment seconds after you downloaded it (I can tell because it still says 0 downloads for that file). I fixed the total quests for overall to show the amount per campaign.  Nice theme btw!

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 18, 2013, 11:30:40 PM
It's a theme in progress...Thanks

I haven't installed 2.0.5 yet...I need to before I start making my NFL Team Themes

I have a cool way to use SP to display our main threads.

Here's a question...

Lets say each Campaign (Alpha, Beta and Gamma) wants to use the same Quests from level 0 to say level 100

Instead of having to create a new quest for each campaign, that maybe the same, can you create a "ctrl highlight" type control such as they use on some SP blocks?

Meaning...If I create each campaign with a BOOT CAMP Quest with the same settings...With the current Settings I have to create that quest three different times to be displayed on the respective campaign.

Is it possible to highlight the different campaigns when setting up the quest to be displayed on these campaigns?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 19, 2013, 06:27:09 AM

Fog,

  Just use the update patch feature on your packages page to upgrade to 2.0.5 as it takes just a few seconds to update that way.

  I will not be implementing what you ask of the Battle mod at this time. Perhaps for the next version but atm I would like to finish up with what is currently added to it. This way I can move on to the football pool mod.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 19, 2013, 03:37:13 PM
Can we have a setting that allows you to turn on and off fighting against members?

I go her updated to 2.0.5  thanks

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 19, 2013, 05:59:20 PM

Fog,

  Yes I can add that easy enough. I also fixed some other things that are issues with the last beta but before releasing it I will add the option you just requested. I do not have the time until later tonight though.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 19, 2013, 11:16:30 PM
Cool...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 20, 2013, 02:37:47 AM
[SMF MOD] Battle_RC1.0_RC8.0_BETA-UD-18

Download:
http://s000.tinyupload.com/index.php?file_id=16649823433714617739

Changes:
- fixed issues with quest/campaign function (BattleMain.php)
- added drop-down for campaigns in quest template (carries campaign id in url for subsequent quests)
- admin -> changed to now allow deletion of any campaign (including defaults)
- admin -> added confirmation for all admin functions that involve db deletions
- added -> icons for admin functions
- admin -> functions now highlight current battle action
- admin -> added option to enable/disable battling members
- admin -> added option to enable/disable quests




  I think I fixed some other stuff but I can't remember atm.. too tired!

  If all works well the only thing I have left to do is fix all the UPDATE queries.. there are about 9 I have to change and then it will hopefully be fit for release. 

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 20, 2013, 03:03:18 AM
Right on...

You've gone far and above what I was first looking for.

I think what you've been able to create is a game with infinite outcomes.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 20, 2013, 02:32:14 PM
[SMF MOD] Battle_v1.1

Download:
http://s000.tinyupload.com/index.php?file_id=08935319212665750701

Changes:
- fixed available/unavailable text in quest name
- fixed confirmation in maintenance
- changed version to v1.1 (stable)




  I figure this is probably the release copy now so I changed its designation. I'm not going to bother changing those mysql UPDATE commands atm.. not unless the SMF team asks me to do so. I'm fairly sure they will ask me because they asked me to do it for Spamblocker. If this is the case, Imo someone should have developed a smcFunc to update just a few columns or adjust their smcFunc['db_insert'] to allow changing just a few column values across all common db types (instead of forcing the replace of all column values).

  Anyhow,  test out this version for a few days and then if all goes well I will ask them to reopen the mod for me at SMF.  I have more ideas for the future version but I need to move on from this mod for now.

  Thanks for testing and giving all these ideas.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 20, 2013, 09:48:55 PM
Thanks Underdog...I'm looking forward to having this get released I know there will be a bunch that will enjoy the fact that this game is alive and well.

I may have to do an Tank Package of images...

We're ramping up for the NFL Season and getting our FFL and Pickems Games going if you want to be part of any of our leagues let me know.

Thanks Again

Fog
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 20, 2013, 10:31:32 PM
How does the scoring work on the Campaigns?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 20, 2013, 11:41:56 PM
Fog,

  The score is calculated as such:

$score = ($gold + $exp + $max_change[0] + $max_change[1] + $r['level']) * ($r['limit'] != 0 ? $r['limit'] : 1) * 10;


... this means....
(money gained + experience gained + 1st stat increase + 2nd stat increase + quest level) * (amount of times the quest need be completed) * 10

  Put your tank images into a package that add them to /Themes/default/images/battle/monsters, post it in the Plugins & Hacks board and I will add it to the Plugins & Hacks list.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 21, 2013, 01:23:04 AM

The mod has now been reinstated.

ref.
http://custom.simplemachines.org/mods/index.php?mod=1944
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on August 21, 2013, 06:11:21 AM
nice one ud just been playing with the version on smf pretty sweet if i must say :)

told ya you wouldent need to reaprove it
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 21, 2013, 08:05:29 AM

  Actually Gary reinstated it but put it in the approval queue for the customization team to look it over. It got approved about 1 - 1.5 hours later.
If someone looked it over it was very brief.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 21, 2013, 10:02:25 AM

  There is a couple of things I wish I'd changed now since releasing it but they are minor and can wait until the next release (v1.11).
I will wait until people make some requests and perhaps implement anything simple & quick prior to doing that.

For reference, the scoring should have been done like this:

$maxComplete = (int)$r['complete'] <= 5 ? (int)$r['complete'] : 5;
$score = ($gold + $exp + $max_change[0] + $max_change[1] + $r['level']) * ((int)$r['complete'] < 1 ? 1 : $maxComplete) * 10;


This way it multiplies the numbers by the amount of times the quest has been completed up to a maximum of 5 (1 -5).

Also on the main admin screen, the boxes for the news and version do not line up vertically and are off by a couple of px. I did not notice this until today. 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 21, 2013, 09:53:24 PM
I posted over on SMF to bump the thread since they unlocked it.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 21, 2013, 11:20:24 PM
Thanks.

  I will have to update the mod sooner than I thought since I found a small glitch. Users can cheat fairly easily by using the back button but I have found some simple javascript to put at the start of the battle template that disables the back button. Since it is at the start of the whole template, it works for explore, battle and quest. I could put it in just the start of those functions but I figure people can use the nav menu anyhow and its easier for me to do 1 edit.

Fog,

  Since I am not going to release it just yet, I will attach a version for you with some fixes including what I just mentioned.

Download:
http://s000.tinyupload.com/index.php?file_id=68612786215012898963
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 22, 2013, 01:44:52 AM
Very good...One user should complain right away...LOL

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 22, 2013, 11:31:11 AM
When you don't want to have them battle members, one can go to their profiles and see a link to attack the member.  Then if you change the settings to no stats in profile it stacks all the info to the left hand side in one column.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 22, 2013, 11:38:31 AM

Are you positive that it isn't the mod that adds credits to that template? Try uninstalling Battle to see if it shows up properly.. or uninstall the mod that shows credits.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 22, 2013, 02:06:05 PM
It seems to be on my end...went to my test site and it's fine.

What if one were to remove the Attack Member icon and task from the profile display?

My only problem now is I a problem uninstalling MODs.  When I go to uninstalling a certain MOD is says it can't find that MOD.  It's not hooking up to the DB it seems.

I'll have to go to SMF and see if I can't find how I can fix my issue
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 22, 2013, 02:49:22 PM
Fog,

  Imo that has nothing to do with Battle and it would seem to be your host account.  At SMF they will probably tell you the same thing or perhaps to try using the repair tool.  A corrupted table could be the cause which can be fixed using the full upgrade package and then reinstall all your mods.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 22, 2013, 03:12:58 PM
It's not Battle's fault that I can't uninstall some MODs and I need to resolve my issue with something I haven't done in the past.

IMO instead of just taking the "BATTLE" member icon and link off the Navigation part of the Battle Home, it should also remove the Attack part in your profile too.

I see there has been several comments made over on SMF about the Battle Game... :)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 22, 2013, 03:25:16 PM
Have you seen this MOD?

http://custom.simplemachines.org/mods/index.php?mod=1978

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 22, 2013, 03:38:29 PM
Fog,

  Yes I have seen that mod and have PM'd the developer although they have not been active for 2 years. I asked the person politely to update the mod or release its copyright to me. I also informed them that if I do not have a response within a month that I will create a mod of similar function and release it. I do not have the legal right to download it, adjust it and redistribute it without that author's permission. In its current state it will not install as a plugin to this modification's new changes.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 22, 2013, 09:38:35 PM
I like the idea of being able to buy weapons to enhance your monsters ability.

Put an ATK and DEF value on each weapon.

I'm trying to think how I would do it with Tanks but I could do things like a TRACK upgrade a Gun Upgrade or Armour Upgrade.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 22, 2013, 10:59:43 PM
I asked one of my users about the back button and he says he can't go back anymore...

However...and I'm sure this isn't a real issue.

If he clicks on a square on the Explore Grid and it's something he doesn't like he'll click on refresh until he finds something that he likes.

It speeds up the game for him...

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Skhilled on August 23, 2013, 09:07:37 AM
Ok, I'm ready. Got new hosting and so far so good! :)

It still have a few things to readd to my test forums but that is minor. I'll install the public release today.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 24, 2013, 03:07:09 PM
When you're doing a Quest and you get to where you see the outcome...you can refresh the page and it will give you another result.

It's a way to speed up the game however if you get to ZERO energy as you keep doing these refreshes it will always show it cost you X amount of energy but you can keep on refreshing despite you having ZERO energy.

I created a quest that you could do 50 times with a 95% rate and was able to run out of energy and still refresh the page and keep on doing that quest even if I ran out of Health and went over the amount of time you can do the quest.

The Campaign leaderboard only shows the top leader and not anybody else.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 24, 2013, 08:46:53 PM
Now I've been testing it on my test site and once I hit zero it says no refreshing.


Hmmm...I have to find my conflict.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 25, 2013, 12:28:39 AM
The campaign leaderboard has a drop-down menu. Overall (which is default) only shows the leaders of each campaign. If you select a campaign in the drop-down, it will show you the scores of users in that campaign.

To be fixed (these are mandatory):
! adjust all tables columns settings (mostly due to unsigned=true not being done)
! members table needs default settings for battle columns
! admin source file needs to make sure integers are inputted for int inputs (htmlspecialchars already applies to others)
! fix quest source file to always check for energy and hp levels else fatal_error
! disable back button does not work for Opera browser (find another solution for cheating.. perhaps custom session id checks?!)
! fix battle link in nav bar should not show when mod is disabled

Future additions to be added:
+ visible timed delay when battling monsters/members (optional)
+ show monster/user icons when fighting monsters/members
+ add sound effects for fighting monsters/users using premiumbeat mod
(using premiumbeat allows me to not have to add changing mp3 sound options... admin can do this using premiumbeat mod)
+ add weapons and defense items to shop (with their own atk/def values)
+ add option to upload and/or opt url for images (monsters, items, campaigns, etc.)




  I will work on the mandatory issues and release something this week.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 25, 2013, 01:49:15 PM
This is what I figured out with the quests...

I'm going to start with changing up some wordage.

*Completion: is when you are successful in doing a Quest X amount of times to complete the quest.

**Successful: is when you do a quest and you gain experience and/or gold

***Failure: is when you do a quest and you don't gain anything and you lose Gold and/or Stat points.

-------------------------------------

How it plays out. 

If you click on a quest and go to the "DO" page  and don't have enough health or energy points you get a warning telling you so...Works great.

If you click on a quest to get to the "DO" page and you have enough Health and Energy you can do the quest and it takes you to the "GO" page and tells you the outcome.  Right now you'll see something that says Completion(Success)** or Failure*** and your gain or loses.  At this point if you haven't Completed* the quest you can refresh the page and you'll see another outcome.  You can keep on refreshing the page until you have been successful** enough times to complete* the Quest and then upon completion you'll see where you get the NO-Refreshing message.  However if you your quest requires 5 energy points and you have 5 exactly you'll be able to do the quest and then at that point you bet a zero energy points and on the "GO" page.  You can continue to refresh the page despite having zero energy but once you travel away from the "GO" page and go back to the "DO" page it will tell you don't have enough energy.  Or if you continue to refresh with zero energy the only time you see no refreshing is upon completion of the quest.

Here's a few screen shots that may help you out to see the results of refreshing.

First one is where I had cleared all Quests...notice I had 80 energy.

http://www.ngsforums.com/forums/images/QuestX.PNG

Second one is where I completed the Quest...notice I have 60 energy left.

http://www.ngsforums.com/forums/images/QuestXI.PNG

Third one shows the main quest page...notice I still have 60 energy points and the battle history is the same as the second picture, however you'll see I've completed the quest four times but it shows I only played it once.

http://www.ngsforums.com/forums/images/QuestXII.PNG

Four one show were I only start with 5 energy points

http://www.ngsforums.com/forums/images/QuestXIII.PNG

Fifth one shows the main battle page and history and still at zero energy and my health went from 85-75.

http://www.ngsforums.com/forums/images/QuestXIV.PNG

-----------------

Sorry about the length on this post.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 25, 2013, 04:07:00 PM

I have 2 more mandatory fixes to do with what I'm working on and then I can release a fixed version.

The back button (cheating) and refreshing are the issues I have left to work on. Both of which may be fixed with the same routine.
Somehow I am going to figure a way for it to check a session id (possibly custom session id .. not smf) and use that to determine if the back button was used or there was a page refresh. I will work on this more today, I just have to rack my brain for a bit to figure it out.


Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 25, 2013, 08:58:32 PM
One way to keep them from doing it is give them minus points as in going under zero and then giving a leader board a way to display Minus Energy points or Health... ;D

The one way I'm go to do it is just limit the number of times you can do the quest to just one time.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 25, 2013, 11:23:20 PM
Battle v1.12

Download:
http://s000.tinyupload.com/index.php?file_id=03376268138852838607




Fog,

  Ok try that one with refreshing and using the back button and let me know if it behaves as it should. The back button is enabled again but it should not allow them to use it to cheat. Also with the back button do not forget it goes back to before the previous history entry which is actually there. Which means when you click on something afterward it will show the last action again... just pay attention to the time of the last history entry prior to pressing the back button to make sure it is not progressing in the quest.

  Please test it out & let me know.

Changes:
! adjusted all tables columns settings (mostly due to unsigned=true not being done)
! members table has default settings for battle columns
! admin source file makes sure integers are inputted for int inputs (htmlspecialchars already applies to others)
! quest source file always checks for energy else fatal_error
! disable back button omitted
! battle link in nav bar does not show when mod is disabled
! added custom session to check for page refresh and back button cheating (fingers crossed!)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 26, 2013, 12:18:45 AM
What I'm showing you wouldn't be something a new user would encounter right off the bat, rather something down the road...

Please, in all means, don't let this override other things you're working on and in this case its something I can help with if anyone else has this issue.

I'm having fun playing around with the different settings...Some of the members are wondering what I'm doing.... ::)

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 26, 2013, 01:13:15 AM
Dude, I think you've nailed it...

When you try to refresh it gives you the message no refreshing...

Then if you click back it gives you another message and you end up having to click out off the Quest Page...This is a good thing because it suggests they're in a place to where they have to click their way off the Quest Page.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 26, 2013, 01:47:35 PM
minor issue with campaigns...

When I try to create a new campaign with a starting date it says "starting date left empty"...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 26, 2013, 09:34:53 PM

Fog,

  Thanks for reporting that issue.. yes I see what I did wrong and have fixed it. Right now I am going to apply what I did to quests to battle & explore to thwart cheating.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 27, 2013, 12:54:24 AM
UD, it was just the day before I was working on a campaign and I went to change them today and got the error.  :o

I had to double check too... :)

We're having fun with the game and have these guys thinking about these campaigns and quests instead of just fighting a monster. Turning off the member fighting has also helped with understanding how to put together a campaign.

I've got plans for the follow:

   
Working on the Daily Campaign is the toughest part and will be a focus idea...I'm starting to understand the features that much better.

You're making this MOD better and better Thank you sir.

Fog
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 27, 2013, 01:06:51 AM
Battle v1.12-Beta2

Download:
http://s000.tinyupload.com/index.php?file_id=92471505812749547312

  We'll go with version beta designations so no one gets confused.

Changes:
! Fixed date input issue in admin->campaign source file
+ added custom session check for user battle (battle-battle)

  Now it will not allow anyone to try to use the back button or a refresh for battling other members. I may change the error message it displays because it may also occur if someone is attacking you the very moment (or a second prior) you attempt to attack them. Whoever is first will have a successful attack. I may just have it state that you attempted an attack but missed or something along those lines... which works for same time attacks or back button/refresh as it will not do anything but show the message.

  Tomorrow I will work on something similar for the explore template whilst battling enemies and explore actions. I will have to figure something out to stop the back refresh for it.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 27, 2013, 01:15:01 AM
Sounds Good...I'll get you more info tomorrow

Thanks
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 27, 2013, 01:23:32 AM
Just a tidbit and I think this is done by me modifying the display file.

I take the Attack icon out of the display so my members can't fight each other.

so when I go to uninstall it I get and error displayed in my attachment.

Then when I go to install the updated version it will double up on the profile code but one will be missing the attack icon and command
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 27, 2013, 01:24:34 AM
Fog,

  I just noticed that for the time inputs you have to enter a zero prefix for the am hours prior to 10 ... ie. 07:30 .. and also it is not displaying the correct time. I will fix those things tomorrow perhaps. For now make sure to always use 2 digits for the hours.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 27, 2013, 01:27:09 AM
Fog,

  If you are editing SMF files around where Battle is modifying them, you are most likely messing it up for when Battle attempts to look for code to place its edits. This is your own doing.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 27, 2013, 10:17:01 PM
Quote from: underdog on August 27, 2013, 01:27:09 AM
Fog,

  If you are editing SMF files around where Battle is modifying them, you are most likely messing it up for when Battle attempts to look for code to place its edits. This is your own doing.

I understand...for some reason I can't get the one setting to work for me
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 27, 2013, 11:02:43 PM
Quote from: Fog on August 27, 2013, 01:23:32 AM
Just a tidbit and I think this is done by me modifying the display file.

I take the Attack icon out of the display so my members can't fight each other.

so when I go to uninstall it I get and error displayed in my attachment.

Then when I go to install the updated version it will double up on the profile code but one will be missing the attack icon and command

btw it does not double up on an edit.. it is 2 edits to the same file and it can not make one of the edits because you changed the file and it can not find the exact code it is looking for.  I will make it so the attack does not show when that option is disabled..
With the version you are using, even if they press the link to attack and you have that option disabled, does it not display an error message for them? I thought I put that in?! If not I will make sure it does that if they use direct url to attack.

  Too tired to continue for today.. I am currently working on the explore to stop refresh & back button but it is being stubborn for me tonight or maybe I am just too tired to see the issue. working on explore attack monster atm.

 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 27, 2013, 11:25:24 PM
It's funny none of my users would point this out to me...they were trying to keep me from fixing a loophole...LOL

One of the first ways for my users to level up was attacking other members...I took that away from them and they don't like it.

Can you put a limit on how many times you can kill a member?  Meaning if you were to enable a member to attack other members, you can only do it a certain amount of times?

It's like using a wild card...

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 29, 2013, 12:11:07 AM
Battle v1.12-Beta3

Download:
http://s000.tinyupload.com/index.php?file_id=62499841527411983015




Changes:
! fixed display of icons/links in profile, posting and PM
! added custom session checks to battle, explore and quest
! added fatal_error back button href changes (via js) for battle, explore and quest templates
! fixed helptxt grammar for campaign permissions
! fixed installation for when previous version (v1.0-RC7-2) was installed (monsters table needed values added) 
! time inputs for battle campaigns no longer need 0 prefix for 1 - 9 hour (24 hr clock) entry
! users are assigned default stats for startup
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 29, 2013, 12:51:28 AM
Great timing...I just made 4 Campaigns and will put this to the test.

I have a month long one and two one week and a 24 hour pending to start in the am.

I'll get this loaded up right now...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 29, 2013, 07:05:19 PM

Fog,

  Please let me know if everything functions as it should and I will also test everything I can think of later tonight. The version I released at SMF will not install properly for people due to a few issues I just fixed with Beta3 so I would imagine they are not happy about it. I think everything works good except maybe the battle-battle for a new player... something I did causes it to mess up with the session until about a third attempt and then it functions normally after that. I will have to figure it out.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 29, 2013, 10:25:29 PM
Do you need me to try and download the version off SMF?

The tiny upload has always worked for me.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 29, 2013, 11:24:23 PM
When you look at Campaign Leaders...on the drop down box all you see is overall.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 29, 2013, 11:28:26 PM
Also the Default Custom Explore doesn't add or subtract the gold you get.

The one that cost 100 wasn't working.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 30, 2013, 12:39:09 AM
I've put this game to the test day in and day out for the past couple months.  You have taken an idea that SA had and got it up todays standards. 

I tried to modify the original game to keep it fresh with my members and they kept coming up with ideas they would like to see added to the game but as Admin I was looking for more controls and more variables that makes the game better.

I think most of the ideas my members have suggested, along with your ideas have created a great game.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on August 30, 2013, 05:40:17 AM
  I was referring to v1.12-Beta3 that I just posted in this thread prior to your response. I will look at the things you just mentioned.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 30, 2013, 01:47:55 PM
Everything seems to work fine outside of the couple of things I mentioned.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 30, 2013, 09:40:06 PM
I ran into something that I'm going to try and create again.

When I have the quests set to "Warriors must wait for level completion", and I have it set that you can do it 100 times but it seems it stops the quest when a combo of members hit a combined total of 100.  I'm still testing that out. 

When I add a custom campaign only that campaign will be displayed in the drop down box.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 30, 2013, 09:47:32 PM
On Game Stats I'm going to see if I can show only members that have permission to do Campaigns.  Also want to make a limit as to how many times you can attack other members.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 30, 2013, 10:41:33 PM
During a battle with a member it says you gained so many exp points but what it's showing is how many exp points you have altogether and not how much you gained.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 30, 2013, 11:01:08 PM
I can't put my finger on it...

Does the Custom Explore have a random outcome?

I've never seen someone gain zero gold.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 30, 2013, 11:23:52 PM
On customer explore It seems the HP, atk, def, stamina all work...Gold doesn't work on my end.

Can we ditch the quests and create a sound Explore Battle Game?

Create a stable game and more monsters...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 31, 2013, 02:03:44 AM
What if the game was just about Exploring and Creating Monsters and no Attacking Members or Quests nor Campaigns?

Make the other stuff plugins and or mods to the game...

I'd say over 90% of the activity is done with exploring.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 31, 2013, 12:08:55 PM
Doing some more exploring...

The outcomes are random they jump back and forth from the first outcome to the second outcome.

Then if you use gold as one actions in the outcome it doesn't deduct the amount it costs you to do the exploring.  Meaning if it cost you 10 gold to do the exploring and you gain 200 gold you should only see a net gain of 190 but you get all 200 of it.  If you change the outcome to HP, ATK or Stamina it will deduct the proper amount of gold that it costs to do the exploring.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on August 31, 2013, 01:41:32 PM
OK....so I went and installed the oldest version I have and did some exploring and still got the same results...it was random and if you use gold as a reward it doesn't deduct the initial cost of doing the exploring.

This is the version I'm using now....


Battle RC7 Rev224 © 2011 Andrew94
Special thanks to  Sleepy Arcade and Nend

So in my mind it has never worked right from the get go.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 01, 2013, 12:36:15 AM
Battle v1.12-Beta4

Download:
http://s000.tinyupload.com/index.php?file_id=15297898953158713509

Changes:

- fixed quest source code
- fixed permissions for campaigns to not work with post based groups (one must/should create new membergroup(s) for campaigns)
- fixed outcome of custom actions (display and database)
- fixed outcome of battling monsters/enemies deducts energy
- fixed outcome of battling monsters for stat gains/losses
- fixed battle members stat gains/losses and their display




Fog,

  I am not going to remove quests at this point and one can disable them if preferred. I would rather get what is currently in place working properly and then expand campaigns to include battling monsters as well as the current quests.

  I fixed most of the issues you mentioned plus others that I was able to detect. Remember that for campaigns it can not be post based membergroups used. The mod's new install will now omit any existing post based membergroup permissions for campaigns and will not allow campaign permission settings for those type of membergroups. If a user is added to a membergroup after a campaign has already progressed past its first level, it would be best to prune that campaign.

Also:
  The old custom action setting that costs the user 100 gold and has 2 outcomes .. one for 50 gold gain and 100 gold gain.. manually change it from 100 gold gain to ie. 200 gold gain. I changed this for the current install but it will not rewrite the old data. This was an original setup that was in error as it does not make sense to gamble 100 gold and break even at best. There should be a chance for a gain and a loss!! 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 01, 2013, 01:43:07 AM
I focused too much on Quests and Campaigns, that I lost track of the default explore settings.

I kept on using old explore settings until I deleted the tables on the DB...

When I started seeing the 0 gold gained it threw up a flag in my mind.

What is the ideal way for me to create a clean install?

I've seen where the DB tables don't go away and when you re-install a mod it uses those same tables.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 01, 2013, 05:54:35 AM

  The tables will stay unless I have the uninstaller drop them. With the upcoming SMF 2.1 it will be easier for developers such as myself to give the admin an option to drop those tables during uninstallation.

  Hopefully I fixed everything with which you had issues. Let me know what I overlooked with that version.

Thanks.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 02, 2013, 01:51:10 PM

So far so good?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 02, 2013, 04:14:45 PM
Yes UD....so far so good.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 02, 2013, 05:29:16 PM
[SMF] Battle v1.12-Beta5

Download:
http://s000.tinyupload.com/index.php?file_id=32442549214020642898

Changes:

+ added experience gain restriction option (if enabled exp only gained if member/opponent level is equal or above)
+ added ability (config) to restrict battling other members (level restriction)
+ changed history for losing member battle to reflect opponent experience gain
! fixed max experience gains for battle monster or member to database config settings




  You can now set it so members can only battle other members when their level is equal or above. This stops more experienced members from bullying those with a lower level.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 02, 2013, 07:22:10 PM
When you go to their profile and attack them you get an error saying no refreshing.

How about a way to limit the number of attacks on a member?  Set it up admin to say you can only attack a member(s) a combined total of X amount times.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 02, 2013, 10:56:42 PM
Fog,

  How about a daily limit? .. or enable the admin to set the amount and duration? Thanks for reporting the issue regarding profile and postings of members with the attack link.. I neglected to add the appropriate session to those links. It is now fixed for the next beta..

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 02, 2013, 11:12:13 PM
Daily limit would work....Nice idea...I'm going to take a step further...you can only attack members that have a permission to do a campaign.  Also in Stats can you seed out those that are only playing the battle game?

I'm having a hard time testing out the new settings and seeing how the exp points works.  I think with everyone being at zero level maybe what I'm up against.

This is what would be cool and this goes against how I answered some questions you asked me earlier.

Can we change up the value of the lowest level in the monsters range from one to zero?

This will help jump start the game for those that are new to the game.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 03, 2013, 12:41:30 AM
Can one create a way for members to register within the site/forum/message board???

Instead of a permission to play the game or campaigns you have to register for the game???

Almost like a subscription?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 06, 2013, 11:29:09 AM
Battle v1.13-Beta6

Download:
http://s000.tinyupload.com/index.php?file_id=78260129163307899933

Changes:

+ added extra commands in Battle Admin -> Members to edit stats for all members if opted
! added memory limit allocation (ini_set) to installer for large members table manipulation
! fixed installer for editing members table (only edits members without existing stats)
! filtered all admin inputs (abs, text, actions, etc.)
! fixed battle admin member source code to edit graveyard table accordingly
! fixed add column syntax within installer package
! fixed update member column in install package




This is the same as the current v1.13 version available at SMF. The fixes/changes are noted above where the primary concern was how the installer edits the members table including memory allocation to do so. There are now two checkbox options while editing members that allow some more control with editing the members table as a whole. With the next version I need to adjust the installer to leave the current defaults in place for certain columns because as it is if one reinstalls the mod they will have to set those manually again (just one time using the left check box in battle -> admin -> members).
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 06, 2013, 01:09:10 PM
Not sure this is how you wanted it setup on BATTLE (fighting members)

I just install the newest version and want to see how BATTLE worded out with everyone being the same.

I had to go to the shop once so I didn't get to kill the member with the first attack but I did weaken them enough to kill them after I went to the shop and attacked the same member a second time.

Here are the results from the two actions:

first screen shot shows where I killed the member and the EXP I gained.  Note it's reflected on the right hand side with stats but not with battle history yet.  I understand why it doesn't show up in battle history until you do your next click.

In my second screen shot I show the second action when I clicked on the BATTLE button.  Note it now shows 21 EXP and not nine like in the first screen shot.

Where does this extra 12 EXP come from?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on September 06, 2013, 01:48:19 PM
in battle admin

Cash System To Use With Battle :

the help txt is incorrect
QuoteThis input is for the name of the monetary units.
(ie. money, gold, pounds, pesos, etc.)

that setting is to change the cash system to use 
like explaind here
http://webdevelop.comli.com/index.php?topic=50.0

money=smf shop
cash=sa shop
gold=battle cash
points=points mod

they were the supported systems
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on September 06, 2013, 01:50:04 PM
can some one pls explain the campains to me?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on September 06, 2013, 01:55:20 PM
another little one
Quote
action=battle;sa=quest
Sources\BattleMain.php on line 391
Undefined index: quest_completions

you probaly do but here goes

do you have
$db_show_debug = true;
in your settings.php
errros jump out with that enabled
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 06, 2013, 02:01:00 PM
Quote from: SA on September 06, 2013, 01:50:04 PM
can some one pls explain the campains to me?

Campaigns came about as a way to end the game or declare a winner.

My users wanted to know if there was a way to end the game rather than a FINAL QUEST that reset the game.

If you want the campaign to start on and end on a certain day you can set that up in the campaign settings.  Then you go back to Quests and you can add them to the campaigns at that point.  23 quests per campaign is the max if I remember right.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on September 06, 2013, 02:03:18 PM
aha i see now good call with the campains when i added the final quest i wasnt realy too sure on that myself i guess it was just a dirty way of ending the game  8)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 06, 2013, 02:18:28 PM
When I changed up from monsters to tanks it made sense to have a way to create missions or campaigns with certain quests you had to complete. UD has done a great job.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Tom on September 06, 2013, 04:02:11 PM
Getting duplicating fields on a forum thread page with Battle 1.13, anyone else?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 06, 2013, 04:24:54 PM
I'm good on my end...

can you turn off that feature and see if both of them go away or just one?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Tom on September 06, 2013, 08:03:05 PM
Yep, it deletes both of the instances when I disable.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 06, 2013, 08:13:46 PM
Tom,

  Somehow when uninstalling an older version of the mod you must have ignored a parse error?
Check the file: /Themes/default/Display.template.php

Look for this:

                        if ($modSettings['enable_sts_post'])
{
$check = 999 * (!empty($user_info['hp']) ? $user_info['hp'] : 999) * (!empty($user_info['energy']) ? $user_info['energy'] : 999) * (!empty($user_info['stamina']) ? $user_info['stamina'] : 999) * (!empty($user_info['exp']) ? $user_info['exp'] : 999);
echo '
        <li>
    <span style="' . (allowedTo('view_battle') && $modSettings['enable_battle'] == 1 ? 'display:inline;' : 'display:none;') . '">
<img border="0" src="' . $settings['images_url'] . '/battle/bomb.png" alt="" style="vertical-align:top;" /> ' . $txt['battle_statsA'] . ': ' . $message['member']['atk'] .'
<br />
<img border="0" src="' . $settings['images_url'] . '/battle/shield.png" alt="" style="vertical-align:top;" /> ' . $txt['battle_statsD'] . ': ' . $message['member']['def'] . '
<span style="' . ($modSettings['battle_enable_membattle'] == 1 ? 'display:inline;' : 'display:none;') . '">
<br />
<img border="0" src="' . $settings['images_url'] . '/battle/battle_sword.gif" alt="" style="vertical-align:top;" />
<a href="' . $scripturl . '?action=battle;sa=fight;attack=' . $message['member']['id'] . ';session=' . $context['session_id'] . $check . ';#battle_main">' . $txt['battle_statsATK'] . '</a>
</span>
    </span>
</li>';
}


... There is probably 2 instances of the above code due to some sort of uninstall issue.
    Remove one instance of the above edit if you see two of them (on top of each other).
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Tom on September 06, 2013, 08:18:34 PM
I actually just commented that exact code out and fixed it before coming back. Found it! I was searching for a part of the code that wasn't present in both, only one. >.<

Thanks!
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 06, 2013, 08:20:24 PM
SA,

  Yes I am aware of the undefined error which occurs when first starting up campaigns. I have already patched it for the next release. Atm it is a misdemeanor and will not cause anything to malfunction therefore I will not update until I have more to add to Battle.

Fog,

  Yes the history and stats do not update until clicking to another page. It updates them at the time it happens but does not display it immediately until you navigate to the next page.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 06, 2013, 08:33:13 PM
UD...I got a total of 21 EXP points for the one kill...9 upon killing the member and another 11 after I navigated away from the page that displayed that I gained 9 EXP....just thought it was double dipping on one outcome.

BTW, Both are random and don't always occur...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 06, 2013, 11:43:35 PM
Pending:

- look at experience gains for battling members
- fix evolution setting in monster edit template/source
- add option to set stat gains per monster (this way defeating tougher monsters can result in more gains)
(current settings can be for battling members)
- who's in battle missing battle.png icon (sword)
- battle config default settings source code needs to update members table defaults
- double check battle-members level restriction (either not working or admins are not checking the option)
- check reports of double clicking causing incorrect behavior
- fix single undefined error (already done)
- daily limit for attacking members (overall total)
- atk and def need to be added to random affected stats during battle/explore
- fix allowance of decimals when buying from the shop
- need more ways to gain stat points (ie. custom explore)
- leveling up should be automatic (or put admin option to allow auto leveling up)
- add options to sort list for battling members
- testing reveals sometimes campaign based quests can only be played if the campaign is opted in the dropdown -> fix this!!
- campaigns not set to wait for other members are still waiting?! - needs to be fixed
- SMF report suggests changing currency designation causes error in member battle

Some more interesting ideas: http://www.simplemachines.org/community/index.php?action=profile;u=47189

... I will adjust/fix the above and then we move on to other requests.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 07, 2013, 12:21:17 AM
Quote- double check battle-members level restriction (either not working or admins are not checking the option)

This works for me...I've been testing this out tonight.

Quotefix evolution setting in monster edit template/source

I've tried this but haven't seen how it really works....has potential.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 07, 2013, 01:20:28 AM
Quote from: Fog on September 07, 2013, 12:21:17 AM
Quotefix evolution setting in monster edit template/source

I've tried this but haven't seen how it really works....has potential.

  It was working but I messed with the admin inputs on the last version and now it will not except any setting for it while editing a monster. I have not looked but it is an easy fix.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on September 07, 2013, 08:20:23 AM
Quote from: underdog on September 06, 2013, 08:20:24 PM
SA,

  Yes I am aware of the undefined error which occurs when first starting up campaigns. I have already patched it for the next release. Atm it is a misdemeanor and will not cause anything to malfunction therefore I will not update until I have more to add to Battle.


yes i know it not a show stopper it still a bug that is why i reported it  8)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 07, 2013, 01:01:19 PM
SA,

  Ya you're right and thank you for reporting the issue.




  I am adding to the previous list of changes as I come across things while playing. ryan_dwight's site is good for testing as Battle gets a lot of activity there. The game is coming along well and is kind of addictive   ;D
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 07, 2013, 01:24:26 PM
I've been playing over there on ryan_dwight's site.  I think they tied up a few loose strings.  showed that you can buy things with a decimal such as .5 heath.  They fixed the settings on the revive part.  One can go to the graveyard and revive a member for x amount of gold.  Then once one revive them their HP isn't nearly what it was when the game starts and you can attack this same player over and over by simply reviving them over and over.

I'm messing around with the settings on members attacking members...

Then I'm working on some quests and campaigns...

I don't want to make the campaigns to long because they get wiped out each time there is an update...Can one save the campaign settings when there is an update so it won't wipe out a current campaign?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Tom on September 07, 2013, 05:12:43 PM
You can do manual updates, which basically consist of finding old code and replacing it with new code.

Go here: http://custom.simplemachines.org/mods/index.php?mod=1944
On right side of screen, parse manual instructions for the latest version.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Tom on September 08, 2013, 03:14:00 AM
Minor suggestion - lose or gain gold each time when you are PvPing? Of course, if you have no gold, it's no problem, but this would make people also think twice about mindlessly just clicking attack over and over if they lose their hard-earned gold. :P
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 08, 2013, 11:45:39 PM

Tom,

  Although I do not agree with having a member lose gold during a battle, I do think a battle should cost someone more of a risk that deters them from attacking as often as they do. I will add more risk to battling members and monsters whereas the attacker loses atk, def and also overall losses/gains will depend on the strength of who/what they are battling against.  This will result in the attacking member having to use their gold in the shop to build their stats back up to continue battling. 

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 12, 2013, 11:53:51 PM
UD...

Can we change up the monsters range from 1-XXXXXX  to 0-XXXXXXX

I think this will help with the setting "can you fight monsters out of range".
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 13, 2013, 11:00:14 PM
Battle v1.14 Beta7

Download:
http://s000.tinyupload.com/index.php?file_id=01160540737157115852

Changes:

+ option to allow auto leveling up
+ added daily limit for attacking each member and weekly limit for kills
+ subtraction of atk and def added to battle/explore
+ added more ways to gain stat points (during battle/explore)
! fixed evolution setting in monster edit template/source
! added who's in battle battle.png icon (sword)
! fixed single undefined error
! fixed to not allow decimals when buying from the shop






Fog,

  I believe it is set to allow a zero level setting for fighting monsters. Is it not functioning properly? Please test this beta7 version and let me know if it still does not function as you suggest.




  This version should make it a bit more costly for members to battle monsters and each other. It costs them more with atk and def which is more realistic & was missing from previous versions. It also adds stat points when one defeats a member or monster so people can upgrade their stats more often.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 14, 2013, 12:36:36 PM
The decimals will crush a few hearts on my site...  :)

The zero level for a monster works....

I like the auto level up too...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 14, 2013, 10:09:11 PM
Battle v1.14 Beta8

Download:
http://s000.tinyupload.com/index.php?file_id=81817981139095877593

Changes:

! fixed mysql issue in Subs-Battle.php
! added fatal_error for when opponent user info does not exist (battle member)




  I did not have time to add anything else but I fixed a couple of issues that I noticed while using this beta version on ryan_dwight's forum.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: ryan_dwight on September 15, 2013, 05:06:50 PM
thanks UD for the updates

can you put full refill button on the shop, i think it will be hard to buy when you have 500 defense and you need to click 10 times before it will be full same with the others.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 15, 2013, 08:22:00 PM
if your defense is 600 and you get 50 per x amount then just put in 12 units and you'll only have to click once.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 15, 2013, 08:25:52 PM
You can create different items in the shop too.  You could create an item that gives you 500 def for x amount.

What I've done in the past is: (for example)

create 1 def worth 5 bucks

Buy 10 for 50

buy 25 for 100

150 for 500
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 15, 2013, 08:47:21 PM

  Why not leave it up to the admin to make their own items that replenish whatever values they want? Why would I make something start that way when one can do it themselves?  This game requires an admin to fine tune things the way they want therefore I expect them to learn how to do it on their own.


  What I am currently concerned about is the behavior I see when attacking another member. It seems to take more hp off from the attacking player than it should when both are close to equal stats. I did not change that part of the code as far as I remember but I must have goofed up somewhere. Plus I am not sure if it takes atk and def from the defending play as it should to be fair.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: ryan_dwight on September 16, 2013, 01:10:52 AM
Quote from: Fog on September 15, 2013, 08:22:00 PM
if your defense is 600 and you get 50 per x amount then just put in 12 units and you'll only have to click once.
i didnt see that. Thanks

One more thing is on the upgrade if you rapidly click on that you can upgrade more than your available stat.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 17, 2013, 12:28:15 AM
Great reviews from my users....

ryan_dwight....I'll get with my users to see if they can out click the upgrade.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: ryan_dwight on September 17, 2013, 01:20:05 AM
Quote from: Fog on September 17, 2013, 12:28:15 AM
Great reviews from my users....

ryan_dwight....I'll get with my users to see if they can out click the upgrade.


i think its already fixed now. Thanks UD
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 17, 2013, 11:25:07 AM
I went from 680 in DEF to 1010 with only 12 stat points and if I continue to rapidly click I could have gotten more.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 17, 2013, 08:54:33 PM
I fixed ryan_dwight's version and in my own version atm but it is not fixed with the last beta release. Also I think something similar can be done with regards to advancing to the next level even though it is now automatic,  I am going to adjust its code as well.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 20, 2013, 04:05:13 PM
On custom explore...you can't do a -100 reward.  If you add -100 for example as the reward then save it and then back to edit the custom explore the -100 is gone and its changes it to 100.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 20, 2013, 10:19:05 PM

Fog,

  That is correct as it uses the abs command to change all entries to a positive integer.  Would it be better to allow negative values whereas the user is penalized gold in some circumstances? I would have to change some things around but I can set it up to behave that way. As long as it bottoms out at 0 for the user.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 20, 2013, 10:50:04 PM
Yes sir, it was part of the original settings and we like to still have that option.  It works well in multiple outcomes.  What we would do since we only had two outcomes is we would repeat the same custom explore over and over several times but all with different outcomes.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 21, 2013, 12:54:39 PM
Quote from: underdog on September 17, 2013, 08:54:33 PM
I fixed ryan_dwight's version and in my own version atm but it is not fixed with the last beta release. Also I think something similar can be done with regards to advancing to the next level even though it is now automatic,  I am going to adjust its code as well.

I need mine fixed too...my users are abusing it big time.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 23, 2013, 01:29:19 AM
[SMF] Battle v1.14-Beta9

Download:
http://s000.tinyupload.com/index.php?file_id=54579936724291691477

Changes:

+ added ability for user to sort members list for battle members
! fixed upgrade source code to not allow cheating via clicking on multiple links
! fixed explore actions to not allow cheating via clicking on multiple links
! fixed allowance of negative values for explore rewards (/penalties)




  I haven't had a lot of time to work on this lately therefore the issue with the campaigns is still pending. The battle-members list now allows sorting. You can click on the title text links to sort by whatever you are clicking on. Also there is now a directional img icon to sort by desc or asc.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 23, 2013, 01:44:08 PM
Quote! fixed allowance of negative values for explore rewards (/penalties)

Is there a trick to getting this to work?

I enter -100 and it sets it to zero....I go to the DB to enter -100 manually and it gives me an error and sets it to zero.

0 rows affected.
Warning: #1264 Out of range value for column 'outcome2_reward' at row 1
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 23, 2013, 02:30:14 PM
Fog,

  Did you uninstall, delete the old version & then install the new package via the package manager?  You can not just replace files as there were necessary db changes.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 23, 2013, 09:20:15 PM
Yes I did....Do I need to delete my DB tables?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 23, 2013, 09:58:36 PM
So what I did was uninstalled the game and then deleted all the custom explore on the DB table...

Then I installed the game and tried changing up the values of the outcome to a minus number...that didn't work still got that one error.

Then I uninstalled the game and deleted the custom explore table on the DB.  Then I installed the game and it created a new table on the DB and then changed up the values and it worked.

I had to do a couple of extra steps but it now works.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 23, 2013, 11:00:52 PM


  The issue you were having was due to settings for 2 columns in the battle_explore table. I do not know why it was not working for you as the installer is made to change the settings for that table to the required fields. I will have to test out some scenarios to see if I can duplicate & fix that issue as most people will not be keen on manually adjusting db table columns.

table: battle_explore
columns: outcome1_reward, outcome2_reward
changes ->  type: bigint  unsigned: false

unsigned = false allows negative numbers
bigint allows using greater integer range

 

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 24, 2013, 12:18:31 AM
If one never had this package on their DB, they would probably never see that issue.  I'll try a clean install on my other test site to confirm what I think happens on my end.

What if once you have created your own quests or explore or monsters it won't uninstall the tables or (settings??) on the DB?

Question, If you uninstall Battle should it delete the tables on your DB?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 24, 2013, 06:58:07 PM

No tables should be uninstalling or changing when installing a new version with the exception of the leaders tables. If anything else resets let me know.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 24, 2013, 07:49:52 PM

Battle_v1.14-Beta10

Download:
http://s000.tinyupload.com/index.php?file_id=03977388236737117676

Changes:

! fixed installer routine for adjusting tables




  I found the issue regarding the installer and have fixed it. That is the only change I made to this beta version.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 24, 2013, 09:17:35 PM
Cool...UD

Side note:

One of my users is up to level 4205
and he posts on the shoutbox:

Stat Points : 6625

Thats 1325 clicks

That takes a lot of time to upgrade at 5 a click.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: ryan_dwight on September 26, 2013, 02:05:06 AM
im using karma system and is it possible to integrate karma in exchange of gold here? mybe in the future update if possible. thanks
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 27, 2013, 11:49:07 PM
With all this work have we been able to create something that declares a winner?  Or is it going to be the never ending level up game?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 28, 2013, 12:19:35 AM

  Currently there is no end to it.

  Are you suggesting the addition of an optional ending due to let's say.. a certain level being reached?

Here is an idea:

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 28, 2013, 11:27:08 AM
Those all sound good UD...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 30, 2013, 08:46:18 PM

Battle_v1.14-Beta11

Download:
http://s000.tinyupload.com/index.php?file_id=48439390468593051034

Changes:

+ added option to change the display name of currency being used
+ added points system for explore and battle
+ added option to stop the game when someone reaches a predetermined level
+ added high point scores and current winner + their stats to the overall stats page
+ clearing users stats now also resets points
! adjusted help text concerning currency

Pending:

- add option for quest/campaign points to be added with the explore/battle points (& displayed as such)
- add more increments for upgrading stats (ie. 25/50)
- fix campaigns source logic




  I've been busy at home lately so I have not had much time to work on this. However, I have added some options that were requested here and at SMF which seem to work well.  I am happy with the point system and the option of ending the game when a user reaches a certain level.  This gives users a goal to strive for which makes the game more interesting!

  There are some other things that are pending due to the recent changes but I can't remember them atm (should have written them down).  When I think of them they will be added to the pending list of this post.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on September 30, 2013, 10:56:09 PM
Awesome UD...  :)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on September 30, 2013, 11:03:28 PM
Quote from: ryan_dwight on September 26, 2013, 02:05:06 AM
im using karma system and is it possible to integrate karma in exchange of gold here? mybe in the future update if possible. thanks


  You should already be able to accomplish this by adjusting the cash system to karma_good.  Imo because their current gold will not be carried over to the change you might just as well start the game over for your users after making the change.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on October 01, 2013, 02:09:37 AM
I've used both SMF Shop and SA Shop and screwed up a couple users money.   ::)

Do you need me to test the Karma part?...it's something we don't use on NGS nor my testing site.



Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 01, 2013, 03:38:39 PM


Fog,

  No I will test it out plus this is something that was already in place prior to my additions. You can however test out the currency name option (not the cash system).  There might be some admin pages that do not show the changed text which have to be adjusted.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on October 03, 2013, 09:35:21 PM
added points system for explore and battle:  The battle points aren't adding up and sometimes they are subtracted.

added option to stop the game when someone reaches a predetermined level: Is there a way to display the winners?  Also is there a way to make the game stop only for the ones that get to the predetermined level and allow the others to continue playing?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 07, 2013, 01:07:17 AM
Battle_v1.14-Beta12


Download:
http://s000.tinyupload.com/index.php?file_id=07543347002190648439


Changes:

+ added option to stop game play per player or a single player
+ added battle game stats link to Navigation
+ added points to Stats display
+ added new icon for points
+ more bonus points for 1 - monster max hp (random) / 20
! fixed language for currency in files where applicable
! fixed points system issue




  The current game's top 5 are listed on the game stats page (bottom left)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on October 12, 2013, 12:55:15 AM
One of our users that can edit the monsters said the highest value he can input is 99999, and was wondering if we could fix this.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 13, 2013, 11:09:17 PM

Fog,

  Yes the number you posted is the max value. This is because the db column has been formatted at int(10). Which means negative 5 digits & positive 5 digits are only allowed. Are you suggesting to format the tables for certain aspects to a higher allowance? ie. int(12).  You think most people want monsters/enemies at a high level like that?  I thought a 99999 limit (positive) was enough.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 14, 2013, 09:32:39 PM
  Hmm.. well it appears some columns do need a larger allowance including the new points column I just created. I will have to take a good look at all the tables/columns that are integers and decide which need something larger ie. big int.

  Also the points leader board needs to be reversed as it currently shows lowest to highest. This is already fixed for the next beta.


Pending:

! explore/battle leader board needs to be reversed
! admin templates have display issue with some themes css (container width?)
! adjust more int allowance with some admin template inputs
+ add reset points to maintenance
+ add auto/manual option to reset game
+ add another leader board that keeps stats of overall past wins (this leaderboard updated only when points are reset)
+ add option to reset points leaderboard
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on October 15, 2013, 10:16:34 PM
When on the the DB, Can one edit an int(10) column to have 6 digits?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 15, 2013, 10:36:56 PM
Actually I just looked up a refresher and found that a db column set to int(10) unsigned will hold digits 0 up to 4294967295.
Unsigned makes it positive integers only so it will hold 10 digits in width but not all 9's as I had previously thought. Still, it should be more than adequate with that allowance.  Let me look at the admin monster input to see if I put a max in there.

Edit -> Yes it was in the template itself where I maxed the input to 6 digits. I have already fixed this for the next beta.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 20, 2013, 10:17:34 PM
Battle v1.14 Beta13

Download:
http://s000.tinyupload.com/index.php?file_id=00072505853901625109

Changes:

! explore/battle leader reversed order (Descending Points)
! admin templates have display issue with some themes css (container width?) (specific theme issue - not this mod)
! allowed more int allowance with some admin template inputs
! fixed battle other members issue
! fixed text for $txt['battle'] (changed title of battle screen to new $txt)
+ added reset points to maintenance
+ added another leader board that keeps stats of overall past wins (this leaderboard updated only when points are reset)

Pending:

! member battle earned stats in history not displaying proper user name
! fix percentage bar for overall points in game stats display
! display of drop down for campaigns in quest template needs to be fixed (disappears when campaign does not have assigned quests)
! battle members -> reduced stats for opponent not working properly... deducts all atk and def from opponent ???
+ add auto/manual option to reset game (xx number of hours after game has ended ... 0 to disable)
+ add more increments for adding stat points (25, 100)





  The way it works is you set up the game to end at a certain level. You can have it wait for all (with permission to play) to reach that level or just one person reaching it can end the game. In order to reset the game, a battle admin/mod must use maintenance to reset battle stats and also reset points. This will start everything anew.

  In the config menu, the admin can now set the name of the current battle game. When the points are reset, the high scores for each player of that game name will be recorded in the db and viewed via the Leaderboard link (I may change this to top 100 recorded only).  The current bottom link in battle maintenance titled Empty Battle Leaderboard will clear the leader board.  Most of the time when a game is reset do not use this bottom link as it will delete any player's past hi scores.

  Campaigns and their points can basically be set up as a bonus to the current game being played. 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on October 21, 2013, 11:07:33 PM
Quick note on the Battle Points...The % Bar isn't working



Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 21, 2013, 11:24:20 PM

Yes I did not do that correctly and I will have to fix it for the next beta. Also when the current player earns stat points for member battle it does not display the proper member name in battle history. I have already fixed this for the next beta.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on October 21, 2013, 11:38:29 PM
What our users are looking to do is create teams that would be controlled by Campaigns.

Team Alpha

Team Beta

What we'll do is create quests and then double up on certain quests and assign them to both Campaigns.

Then have  some other quests that makes it so everyone has to get on the same level before you can go on. We'll call those check points.

Can you create a check box for a monster to be on a certain Campaign? I ask because this would be cool with the tanks I use instead of monsters.  8)

All my users are enjoying the game and most of all...I got a thumbs up from my user that has access to admin controls.

Before I forget...

These guys need a new upgrade button...you know how you can pick either a 1 or a 5 to upgrade, they are asking for 100 button.  It's taking to many clicks for them to use their stat points they get now.

Also...

I need to flush my DB Battle History table...didn't you have something in place that I could use on SP?

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 21, 2013, 11:43:49 PM
Battle Admin -> Maintenance -> Empty History

Does this not work as expected?




.. battle members not working properly for deducting opponent stats (ie. atk, def, etc.). this needs to be fixed and is added to the previous pending text.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on October 21, 2013, 11:59:16 PM
Quote from: underdog on October 21, 2013, 11:43:49 PM

Battle Admin -> Maintenance -> Empty History

Does this not work as expected?

I'll do a test right now...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on October 22, 2013, 12:08:20 AM
That worked...I don't get on the DB that much but when I have it seems that table retains a ton of info.

Can one do a reset anytime without messing up what going on in progress?

Or is that something that you only want to reset at the end of the game?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 22, 2013, 05:42:57 AM

Yes one can reset the history at any time without messing up the game. For admins, there is a link (empty) to do so at the top of the history display.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 28, 2013, 10:40:00 PM
Battle_v1.14-Beta14

Download:
http://s000.tinyupload.com/index.php?file_id=73840801011727726878

Changes:

! fixed member battle earned stats in history to display proper user name
! fixed percentage bar for overall points in game stats display
! fixed display of drop down for campaigns in quest template
! fixed battle members -> reduced stats for opponent
+ added auto/manual option to reset game (xx number of hours after game has ended ... 0 to disable)
+ added more increments for adding stat points (25, 100)




  I haven't really tested the auto reset of the game and for some unknown reason (atm) I get a php time out when installing image files into the core theme specifically. All other theme's I tested seem to not have any problem... puzzling..

  The accumulated stat points are too high and I am going to change it to give less.  It will still be more depending on the enemy strength but just not as much as is currently rewarded.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on October 28, 2013, 11:29:43 PM
Quote from: underdog on October 28, 2013, 10:40:00 PM


  I haven't really tested the auto reset of the game and for some unknown reason (atm) I get a php time out when installing image files into the core theme specifically. All other theme's I tested seem to not have any problem... puzzling..

  The accumulated stat points are too high and I am going to change it to give less.  It will still be more depending on the enemy strength but just not as much as is currently rewarded.

The stat points were always rewarded after you killed a monster...yes they are too high.

One might not need the 100 button.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 28, 2013, 11:58:23 PM
Battle_v1.14-Beta14b

Download:
http://s000.tinyupload.com/index.php?file_id=00957405328242673830

Changes:

! fixed points display in game stats




I had to fix a small issue from the last beta. Please test the new file instead.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on October 29, 2013, 12:11:53 AM
I haven't changed to the last version...I better hurry up... :)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on October 29, 2013, 11:41:51 PM


Pending:

+ display current game mode in title of Battle template
+ record and display ending level in hi scores when game is completed
+ when auto reset is enabled and the end level is reached, display the time left until the game is reset (count down)
! adjust stat point reward for when monsters/enemies are defeated

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on October 31, 2013, 03:04:07 PM
this game is coming along nicly now realy like what you have done so far  8)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 02, 2013, 06:16:35 PM

SA,

  Thanks. There is still a lot to add to it and some things may need fixing but it is coming along quite nicely.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on November 04, 2013, 10:23:45 PM
Our points are stuck at 4294967295
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on November 07, 2013, 10:21:46 PM
Odd...problem

We have an issue with quests.

If you have a quest on page 1 they work but if you go to page 2 the quests give you and error "no refreshing allowed"
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 07, 2013, 11:34:39 PM
Battle_v1.14-Beta15

Download:
http://s000.tinyupload.com/index.php?file_id=32297115111742151406

Changes:
+ displays current game mode in title of Battle template
+ records and displays ending level in leaderboard when game is completed
+ when auto reset is enabled and the end level is reached, displays the reset time of the game
! adjusted stat point reward for when monsters/enemies are defeated
! fixed battle_scores table to two composite keys in installer




Fog,

  I could make the two score/points columns bigint which would allow a much broader int allowance but would take up a bit of space. Prior to doing that I would rather change other columns that hold only enable/disable data (0/1) to tinyint which would reduce a lot of space. I'll look into this for the next beta release. One thing though is that I know you're testing the game to the max but there should be a point an admin resets a game. To get the points that high you must have a lot of high stat monsters and users.. I can't set the points to be infinite.. it has to end some time!!
I will look into the quest issue you are having... I tested it recently and did not have any issue but perhaps I missed something.




Note: This beta version will omit all leaderboard data because it has to recreate that table to set the proper composite primary keys. This only applies to this beta version and will not do this in future versions.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on November 08, 2013, 01:06:29 AM
Can one scale down using a ratio with what you have in place now?

We all like to see bigger numbers when we level up and do quests...

But do we need big numbers to progress the game and the different levels.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 08, 2013, 09:30:58 AM

Fog,

  Yes I can adjust it so that the earned stats are considerably less. However it is primarily the experience ratio that controls how fast one levels up therefore increasing that setting in Battle config will slow down the game.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 13, 2013, 09:59:22 PM

Battle_v1.14-Beta16


Download:
http://s000.tinyupload.com/index.php?file_id=06521281185294891087

Changes:

! adjusted score/points columns to bigint (restriction is 0 to 18446744073709551615)  ... campaign scores not included (campaigns combined score from multiple int columns)
! adjusted points for battle/explore to be less (battle/10 ... explore / 100)
! fixed campaign routine for quests (specific pages, campaigns, etc.)
! fixed issue with routine for auto reset of game
+ added go button to start campaign




  This is getting close to an official release. I just want to fix up any apparent issues without adding anything new at this time.


 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 14, 2013, 05:39:00 PM
Although the last beta works locally without issue, there seems to be some problems whilst testing live on a forum that has 10000+ users. 

Issues with Battle_v1.14-Beta16:

! forum lags after last update... possibly 2 columns set to bigint causing db resource issue? (needs change back to int for testing)
! play quest page crashes (php error not displayed)... possibly too many db queries. the function needs to be cleaned up extensively.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 15, 2013, 11:59:32 PM
Notes:

bigint columns do not seem to be causing any issues as previously thought. The custom session had an issue that is now changed/resolved for the upcoming beta package. I reduced the db queries of the play quest function to half (105 queries) but this did not resolve the issue on Dwight's forum.
The function still needs some work as imo it should use 50 queries max.  I will attempt to retrieve Mr. Dwight's php error text file to see if it will tell me the exact line of code causing the issue.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 17, 2013, 11:02:08 PM
Battle_v1.14-Beta17

Download:
http://s000.tinyupload.com/index.php?file_id=83145809772245935777

Changes:

! split/added some files due to size mainly for FTP editing purposes
! lessened queries for battle quests (entire mod needs to be edited for less queries at some point)
! fixed install.xml for code concerning custom session
! moved battle_campaign_score function to Subs-Battle.php (admin & play both use it... had undefined function error ~ fixed)
! altered battle_check_table_exists routine (mysql syntax)




Ok I was able to get the quests to work on dwight's forum. I simply had to run the Reset Battle Quests command in maintenance & everything works fine after that. If anyone testing has the issue, simply follow the same procedure to fix it.  If I do not hear any issues reported over the period of this week, I may release it as public on the weekend.

... still having issues regarding quests (only) when they are part of a campaign on dwight's forum. wip


Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 20, 2013, 10:32:19 PM


  I am still experiencing an issue on ryan_dwight's forum concerning campaigns although I do not have the issue on local & live testing that has been performed elsewhere. I no longer have FTP access which would allow me to edit files and use some quick/easy trial and error. Unfortunately I must uninstall the mod and install it anew to test any changes which is becoming quite tedious... very frustrating. I would like to fix the issue prior to any release but can not reproduce it on any site I have full access to.  :-\   
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on November 21, 2013, 12:01:33 AM
How can I help?

I have several sites I can give you access to.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 21, 2013, 05:57:08 PM

Fog,

  Thanks for the offer but it is no longer necessary. I now have ftp access to that forum and have found the cause of the error.
I will most likely release a fix later today.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 21, 2013, 10:20:48 PM
Battle_v1.14-Beta18

Download:
http://s000.tinyupload.com/index.php?file_id=69563333872671220764

Changes:
+ changed donate link to be directed to my own account
! fixed issue with battle quests/campaigns (replaced ssi function usage with custom function)





  Alright now this seems to work properly for all my testing. I'll leave this version up for a few days prior to posting an official release just in case any more issues are reported or found by myself.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 22, 2013, 08:44:22 AM
Issues/Concerns:

! edit language for right hand stats display (use short forms for words)
! fix issue causing quests not incrementing to the next level (issue only occurs on dwight's forum?)
! on game stats screen under Game Still in Progress it should display some relevant data

later:
+ edit extra image plugin to set up enemy stats in db (give option?)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on November 22, 2013, 11:24:26 PM
My guys got real vocal about the game over on NGS. I'm still reading what they are saying.

Slow loading...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 23, 2013, 05:13:54 PM

Fog,

  Do you know how to adjust mysql tables using phpmyadmin? Try adjusting the 2 points/score columns to int instead of bigint to see if it speeds things up. (one in members table other is in campaign table).

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on November 24, 2013, 05:00:58 PM
I see what you're talking about, but will leave it alone until I get some more input.

I just updated today and now see the bigint where I haven't seen it before.

I'm going to keep it in place and see if my guys see any difference.

Side note, Three of them have maxed out their Points that can be displayed...would that slow things down for them? and not others?

My users are hard core with this game and enjoy any types of twists thrown at them...

Many Thanks for where you have taken this game to now...

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 24, 2013, 10:30:13 PM

The 2 bigint columns were introduced in Battle_v1.14-Beta16 in an attempt to handle the larger numbers you are experiencing.
Scoring is done a bit different as well whereas scenarios give less points than before. You won't see that difference with your current game in progress unless you reset the scores for everyone. Perhaps you did not notice the bigint db columns prior and the lag is occurring after it was introduced? If this is the case, what I was suggesting was to change them to int manually (from bigint to just int) using phpmyadmin and if it stops the lag then let me know. 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on November 30, 2013, 06:37:20 PM
Battle v1.14 Beta19


Download:
http://s000.tinyupload.com/index.php?file_id=12347530875888092570

Changes:

! lessened db queries concerning quests
! edited some language for side panel game stats
! fixed mouseover/mouseout colors for pages




Fog,

  Let me know if that operates faster on your forum.




Pending:

! fix issue causing quests not incrementing to the next level (issue only occurs on dwight's forum?)
! on game stats screen under Game Still in Progress it should display some relevant data

  I can't put my finger on the issue I see at dwight's forum although I have not had much time to investigate. Also I do not have phpmyadmin access to that forum therefore I will have to develop a small routine to run in a SP php block preview to see what is going on.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on December 01, 2013, 01:42:26 AM
Will do UD, My users just started a new game....So I'll have some input soon.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 01, 2013, 10:03:32 PM

Campaigns are not working properly at all and Imo I should just rewrite the whole routine.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 06, 2013, 12:28:44 AM
Battle v1.14 Beta20

Download:
http://s000.tinyupload.com/index.php?file_id=15899633785898519340

Changes:

! fixed quest/campaign sub-routine




Please test out the campaigns/quests with different settings/scenarios.

Thanks.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 06, 2013, 08:27:41 AM
  I cleaned up the database queries in that last beta which works a little better and stores most of the needed info in each quest's array.  When the data is already been loaded for a quest and/or campaign it does not need to be loaded twice however. Therefore I might dabble with storing some db data in cookies to avoid loading the same data twice in one session (unless data has been altered). That should make page loads even faster although I don't see it being too bad as it is unless one uses 2000 campaigns and has many users (10000 +).

  Imo multiple images and javascript being displayed from advertisements (ie. portal blocks) will have the greatest noticeable effect for slowing down the page loads. It may be best not to display too many of them on the battle page (no more than 2).  On Dwight's forum he has a combo of 6 ads & images where it seems to slow down the page load approx. .8 seconds. It is noticeable for sure.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on December 07, 2013, 10:26:03 PM
This shouldn't interfere with the current game we have going but will it delete our current quests?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 07, 2013, 10:58:44 PM
Quote from: Fog on December 07, 2013, 10:26:03 PM
This shouldn't interfere with the current game we have going but will it delete our current quests?

It will not omit any quests that you created, however it may require that you start them anew for your users via battle maintenance (reset quests). 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 10, 2013, 04:54:01 PM
Battle v1.14 Beta21


Download:
http://s000.tinyupload.com/index.php?file_id=33328210342582430794


Changes:

! fixed typo and edited some text as short forms in language files
! slightly limited queries a little more for quests by diverting some mostly unchanged data to $_SESSION[XX] (this needs to be done more)
! limited query for battle info center (did_you_know function) (same as above)
! history and shouts display limited to 5 queries each
! fixed line breaks in Admin->Battle message from webdevlop.comli.com




  Not a lot of changes here except some language and lessening overall db queries. Some queries can be lessened even more whereas data that seldom changes can be stored in $_SESSION arrays. I am hoping this idea can speed up page loads although I find it not too bad in testing.
Quests appear to be finally working properly. Imo just remember to reset them if you make admin campaign/quest changes during the game play (in some circumstances).




Note:
   Investigating the slow mysql issue resulted in memcached & $_SESSION being the best options to store common (mostly unchanging) data to quicken page loads (cookies are not safe and require array data to be serialized). I decided to use $_SESSION arrays to store temp data which has thus far only been slightly implemented.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Tom on December 11, 2013, 01:25:40 AM
Hello again. Been on a hiatus with real life getting in the way.  ::)

I recently upgraded SMF to the latest version to close some security loopholes and didn't properly uninstall Battle. I've reinstalled it and everything works except when I attempt to click "Attack Player" from the tab underneath their avatars in their posts. I get the following error:

QuoteNo refreshing is allowed , please go back to Battle Main page.

If I do this, I can attack people normally on the attack page. Would like to quash this minor bug, but I'm having a hard time figuring it out. Any input? Thanks!
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 11, 2013, 03:20:48 PM
Tom,

  Using Battle v1.14 Beta21, atm I can not duplicate the issue you are reporting.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 13, 2013, 03:44:06 PM
Issue found:

  Battling other members should result in penalties to stats (ie. def, atk, stamina, energy, etc.) but instead it currently results in + stamina or energy and does not effect atk of def. I will fix this for the next beta.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Tom on December 13, 2013, 06:19:27 PM
Quote from: underdog on December 11, 2013, 03:20:48 PM
Tom,

  Using Battle v1.14 Beta21, atm I can not duplicate the issue you are reporting.

I have Beta21 installed and it still persists. :(
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 13, 2013, 10:02:55 PM
Tom,

  Whenever you uninstall a mod and see errors, you must manually parse those errors else issues like this may occur. Under most circumstances you will not see any errors but different mods may edit files in the same areas which cause this sort of thing.

  Imo the edit the mod does to the Display.template.php file (in each theme if a custom file exists) was left over from the older version of Battle. There are probably 2 inserts in that file now whereas the old left-over edit is being triggered first. It has a different custom session id and will cause the issue you have reported.



Solution 1:

  Attach your theme's Display.template.php file (or the one from your default theme if your custom theme does not have that file). I will adjust the edit in that file for you an upload it anew.




Solution 2:

For future reference (and another alternative solution atm if you wish) the next time you botch things up by ignoring parse errors while installing or uninstalling mods, you can use the SMF full upgrade package. Then install all mods anew which will fix any left over edits from all mods you left in error. Make sure not to ignore any parse errors during the installation of your mods. This solution works well especially for those that are not PHP and/or HTML savvy. I will show some basic instruction for this procedure below:

SMF Large Upgrade Package (http://download.simplemachines.org/index.php?thanks;filename=smf_2-0-6_upgrade.zip)
Replacing current files with upgrade package files (http://wiki.simplemachines.org/smf/How_to_upload_a_fresh_set_of_files)
Upgrade Instructions (http://wiki.simplemachines.org/smf/Upgrading)
Hooks Removal (http://webdevelop.comli.com/index.php?action=dlattach;topic=33.0;attach=26) (removes previous leftover hooks)
Install mods and smiley packs anew after the above upgrade has been performed.
The upgrade package is not just for upgrading, it can be used to fix botched up forums ie. from people who leave rogue edits throughout their forum files.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Tom on December 16, 2013, 03:52:34 PM
Yeah, I had two displays in this file on posts when I upgraded. Successfully deleted the double code, but I probably deleted the new version instead of the legacy code. Uploaded the file. I'll read over your links for future upgrades. Thanks!
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 17, 2013, 06:29:43 PM
Tom,

  The file is attached.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Tom on December 19, 2013, 02:49:58 AM
Perfect, per the usual. Thank you. 8)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 20, 2013, 10:37:56 PM
Battle v1.14 Beta22

Download:
http://s000.tinyupload.com/index.php?file_id=35577976104672598370

Changes:

- fixed/adjusted battle other members sub-routine for stats & points (plus/minus)
- used session variables to contain some data that seldom changes (always unset per hour) this speeds up page loads
- map graphics will now stay the same for 1 hour or when the session ends




  I haven't finished with using session variables to speed up page loads even more. The mod may now load more data when a user first enters the battle page to do various functions which may delay almost a second but each page load that follows will not query the db again for some of the data unless 1 hour passes, the specific session is unset internally or when the session has ended. 

  The map now shows the same graphic for 1 hour. This is just to help speed up page loads for the moment but I intend to add another feature for the next release where this will have more meaning. I will add a game option to allow players to complete a map whereas each square that has already been done will fade and will not allow the user to play that square again (this will not be implemented at this time).




Please let me know if this version works faster on your forums.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 20, 2013, 11:54:16 PM

Issues:

- it may be necessary to disable database driven sessions in smf server settings admin due to the use of lengthy sessions
- page loads even worse while testing on dwight's forum

... I may have to go back and omit the changes regarding $_SESSION usage in most cases except where minimal data is being used. Oh well, I though it might pan out but I was in err and will work with this for the next beta release.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: SA on December 21, 2013, 02:12:55 PM
instead of sessions why not use smf's caching? this imo would be a lot better than sessions

Quoteit may be necessary to disable database driven sessions in smf server settings admin due to the use of lengthy sessions

doing that i belive will not help matters this is proven to make the forum slower this is why it is enabled by default in smf

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 21, 2013, 04:44:45 PM
SA,

  I forgot all about it & thanks for the reminder. I will attempt to use the cache to store some of the data & see if it helps speed up page loads.

  The page load time is actually not too bad but because the battle template drops to the index marker (top of the title), the half second delay from loading data (albeit db and/or file) becomes noticeable.  I am attempting to shave fractions of that time off to see if it appears less noticeable but my efforts may be fruitless.  It does need to be more efficient db wise though... ie. the check table function should only be used for the quests and that function seems to delay the most time which is why it needs to be cached for sure.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 23, 2013, 12:42:15 AM
  If anyone has issues with the last 2 Beta's due to the recent changes, simply use Beta20 until I have time to implement the necessary edits for the next Beta.

Regards.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on December 27, 2013, 01:43:00 PM
Beta 20 helped with the quests.

Should I wait on the current Beta 22?
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on December 27, 2013, 04:19:54 PM

  I have been ill over the holidays and have not had much energy or time to fix what I did with the SESSIONS in beta 21 & beta 22 (any cookies or sessions I used need to be replaced with cache use). Beta20 should be used for now until I have time to release Beta23.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on December 27, 2013, 10:18:01 PM
Get well UD...the game can wait.

Most of my users are spending time with family.

I'm on Vacation until next week.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on January 01, 2014, 11:37:14 AM
Battle_v1.14-Beta23

Download:
http://s000.tinyupload.com/index.php?file_id=15188255381708314108

Changes:
- now uses cookies and sessions to save some of the reused data
- browser indexing of battle title focused with js (not just #battle_main in empty link)

---------------------------------------------------------------

  I messed around with the SMF cache but I was having trouble using that because the data did not seem to remain in the cache? Atm I do not know what was going on there unless the redirectexit commands were somehow clearing it but I doubt it.. I must have been doing something wrong and will possibly test out some scenarios at a later date. For now I used cookies and sessions.. cookies are probably the fastest since it stores the data on the client computer (arrays have to be json encoded) but no sensitive data can be stored there. sessions were only used in 2 instances where minimal data is stored in those.

  We will test it out.. hopefully the js I added to index the battle title kicks in prior to the full page load (of images, data, etc.). I may have to adjust the js even more to get the effect I want (ie. add jQuery library). Testing will allow me to figure out if I need to do that or not.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on January 01, 2014, 09:46:48 PM
Battle_v1.14-Stable

Download:
http://s000.tinyupload.com/index.php?file_id=00048836501198942676

Changes:
! changed cookie for battle map to SMF cache




  The cache seems to be working for the map. Atm I still do not know why it was not working for other functions I tried it in.
The delay I was seeing was due to an iframe chat box being used on dwight's forum. I disabled that chat box and a few ads that display images on his battle template & then the page loaded fairly fast (enabled the ads again after testing because it is not my forum!). If people want the battle page index to be fast they are going to have to strip all the other crap being displayed on the page via blocks (or their manual edits).

  I am releasing this version as v1.14 stable. Any issues or new features will have to be dealt with in the next version. You can now see that the battle map remains the same for 1 hour (per person). In the next version I would like to introduce a game mode where each user is required to finish a map.

Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on January 03, 2014, 12:34:18 AM
Note:
  I probably tried to plug a straight variable via the cache where it requires an array and this was most likely the issue I was having previously.
I may attempt to apply the cache in place of the sessions and cookies I used for the next version.

The final stable version has had some minor changes.


Changes:
! replaced anonymous function with standard loop & array_multisort for battle points
! adjusted copyright in all files and display
! omitted word "stable" for version data (was visible at bottom of template)

Download:
http://custom.simplemachines.org/mods/index.php?action=download;mod=1944;id=227575 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on January 05, 2014, 03:03:02 PM
UD...when one creates a monster or unit can one designate a campaign to the monster.

Then when you do a campaign you'll only see monsters or units in that campaign...
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on January 05, 2014, 11:38:13 PM
  Campaigns currently only include quests and exploring is separate except for the admin option of combining both scores/points for the current game in progress.  For the next version I do intend to include battling monsters as part of a quest where it will be specific monsters or random. 
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on January 06, 2014, 12:20:30 AM
My users want to try and create teams and we have them named Alpha and Beta and see which team can compete the same quests and levels the fastest.

I'm testing the idea that both Campaigns have mirror quests and at the same levels...

Imagine an obstacle course and you have a certain amount of team mates going through a series of exploring, monsters and quests to a finish line.

I've uploaded a bunch of new imagines to support our theme with this round.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on January 06, 2014, 10:04:27 PM
I used to play a game called Total Annihilation and I'm using Core and Arm Units instead of Monsters or Tanks.

We've changed up from Alpha and Beta to Core and Arm...wish there was a way when you set permissions for the different campaigns for the users it would only allow them to see enemy units.  So if I'm an Alpha Commander going up against Beta Units then I wouldn't be able to attack or be attacked by Alpha Units.
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on January 07, 2014, 04:47:28 PM
Fog,

I'll keep your ideas in mind although I may need to release another version with some fixes first since the public version is getting some error reports from people. I will have to work out the bugs from the current version prior to going ahead with other implementations.





Issues:
! some source files are too large and some people are having issues when installing whereas they get corrupted files (this also applies to FTP editing).
! template files too large (different functions will require their own template file)
! database alterations (not for new installs) is causing an issue due to the large number of queries at one time -> needs a delay & progress bar similar to smf upgrade (this is necessary due to improper table allocations in older version including those developed prior to my coding contributions)
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Fog on January 07, 2014, 11:49:33 PM
UD,

Ideas come from thoughts, and portraying those thoughts into actions is what we try to do. We all have our niche in what we've learned using SMF, it's those that what to create something outside the box is who I like to learn from.

Your dedication with this game is awesome, Thanks
Title: Re: Battle 1.0_RC8.0 BETA-UD-X
Post by: Chen Zhen on January 31, 2014, 10:09:09 PM
The Beta version of Battle will now relocate to a new thread titled Battle v1.15 Beta Releases.

This topic is now locked.
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