#00AF33
Official Code Helper
19529
0
1
Nov 19, 2012 14:18:28 GMT -8
Todge
**
17,324
January 2004
todge
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Post by Todge on Feb 3, 2017 18:48:51 GMT -8
Version 0.0.10 is now available.
Space has been added to the bottom of posts to ensure that the attack info does not cover the post content.
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inherit
241025
0
May 29, 2017 7:15:53 GMT -8
sean1m
10
January 2017
sean1m
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Post by sean1m on Feb 5, 2017 8:45:32 GMT -8
Unfortunately after testing the "Events On Posts" plugin with this it doesn't seem to register Creature Hunt II posts.
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#00AF33
Official Code Helper
19529
0
1
Nov 19, 2012 14:18:28 GMT -8
Todge
**
17,324
January 2004
todge
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Post by Todge on Feb 5, 2017 14:34:30 GMT -8
Unfortunately after testing the "Events On Posts" plugin with this it doesn't seem to register Creature Hunt II posts. I was afraid that may be the case.. Unfortunately, there's not much I can do about that, as the Events on Posts plugin is not my plugin, you will need to speak to P̌̓aͧś̀t̀u͒le͆o͂2̀3̃̓ about that.
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inherit
201984
0
Sept 11, 2023 1:23:07 GMT -8
P̌̓aͧś̀t̀u͒le͆o͂2̀3̃̓
Using My Talents Elsewhere
3,314
November 2013
pastuleo23
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Post by P̌̓aͧś̀t̀u͒le͆o͂2̀3̃̓ on Feb 8, 2017 10:28:30 GMT -8
Unfortunately after testing the "Events On Posts" plugin with this it doesn't seem to register Creature Hunt II posts. I was afraid that may be the case.. Unfortunately, there's not much I can do about that, as the Events on Posts plugin is not my plugin, you will need to speak to P̌̓aͧś̀t̀u͒le͆o͂2̀3̃̓ about that. It now works with your current version by looking for .post_creature on a post. Thanks for the tag. Events On Posts 1-3 has corrected this issue.
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inherit
201984
0
Sept 11, 2023 1:23:07 GMT -8
P̌̓aͧś̀t̀u͒le͆o͂2̀3̃̓
Using My Talents Elsewhere
3,314
November 2013
pastuleo23
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Post by P̌̓aͧś̀t̀u͒le͆o͂2̀3̃̓ on Feb 9, 2017 8:38:52 GMT -8
I think that this plugin was a major re-vamp. From experimenting with it, I find it is pretty fun. Since this monster is one per thread, is it possible to make it where you can plan a whole dungeon on a thread? This wouldn't be for me of course. I was just thinking of the implications based on concept. Todge The thread key doesn't hold that much data as you have it now. Like maybe make a 'number of posts' between monsters, maybe 'trigger words' when a user types something specific. Such as 'search/searches the cavern' when in a post. Then that initiates a boss fight. Even adding a dungeon tab for one dungeon. (seeing that it might take up a lot of "manage plugin" character limit) It's sad that I've been asked more for extra "Manage Plugin" space in plugins rather than extra "Key Space." The Devs should be nice and increase this limit. Of course it would make more sense for v6.
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#00AF33
Official Code Helper
19529
0
1
Nov 19, 2012 14:18:28 GMT -8
Todge
**
17,324
January 2004
todge
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Post by Todge on Feb 9, 2017 16:11:25 GMT -8
I think that this plugin was a major re-vamp. From experimenting with it, I find it is pretty fun. Since this monster is one per thread, is it possible to make it where you can plan a whole dungeon on a thread? This wouldn't be for me of course. I was just thinking of the implications based on concept. Todge The thread key doesn't hold that much data as you have it now. Like maybe make a 'number of posts' between monsters, maybe 'trigger words' when a user types something specific. Such as 'search/searches the cavern' when in a post. Then that initiates a boss fight. Even adding a dungeon tab for one dungeon. (seeing that it might take up a lot of "manage plugin" character limit) It's sad that I've been asked more for extra "Manage Plugin" space in plugins rather than extra "Key Space." The Devs should be nice and increase this limit. Of course it would make more sense for v6. You're right there. I essentially ditched the previous one and started from scratch. When I was writing this I had a few other ideas in mind, so instead of adding everything to the plugin and bloating it out, as well as making it overcomplicated, I decided that most updates/extras would be added using companion plugins, but I like the idea of triggers, which would need the main code to be altered. I'm not so sure about planning a whole dungeon in a thread, how could you control the play as the thread continued? Allowing a second creature to spawn after the first has been killed off has been mentioned before. The only problem there is that the creature would have to be of the same type as before without heavy editing of the main plugin. Having a second creature spawn while the first is is still alive and kicking could be fun. It would have to be a random creature from the entire list, and the battle would be fun to code, as you'd have 2 creatures to deal with. Certainly possible though, and very thought provoking.
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inherit
201984
0
Sept 11, 2023 1:23:07 GMT -8
P̌̓aͧś̀t̀u͒le͆o͂2̀3̃̓
Using My Talents Elsewhere
3,314
November 2013
pastuleo23
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Post by P̌̓aͧś̀t̀u͒le͆o͂2̀3̃̓ on Feb 12, 2017 19:48:10 GMT -8
I think that this plugin was a major re-vamp. From experimenting with it, I find it is pretty fun. Since this monster is one per thread, is it possible to make it where you can plan a whole dungeon on a thread? This wouldn't be for me of course. I was just thinking of the implications based on concept. Todge The thread key doesn't hold that much data as you have it now. Like maybe make a 'number of posts' between monsters, maybe 'trigger words' when a user types something specific. Such as 'search/searches the cavern' when in a post. Then that initiates a boss fight. Even adding a dungeon tab for one dungeon. (seeing that it might take up a lot of "manage plugin" character limit) It's sad that I've been asked more for extra "Manage Plugin" space in plugins rather than extra "Key Space." The Devs should be nice and increase this limit. Of course it would make more sense for v6. You're right there. I essentially ditched the previous one and started from scratch. When I was writing this I had a few other ideas in mind, so instead of adding everything to the plugin and bloating it out, as well as making it overcomplicated, I decided that most updates/extras would be added using companion plugins, but I like the idea of triggers, which would need the main code to be altered. I'm not so sure about planning a whole dungeon in a thread, how could you control the play as the thread continued? Allowing a second creature to spawn after the first has been killed off has been mentioned before. The only problem there is that the creature would have to be of the same type as before without heavy editing of the main plugin. Having a second creature spawn while the first is is still alive and kicking could be fun. It would have to be a random creature from the entire list, and the battle would be fun to code, as you'd have 2 creatures to deal with. Certainly possible though, and very thought provoking. You could prevent multiple monsters by saving the post count in the thread key after every post, then after its dead, after X amount of posts start it up again. Or you could implement an attack 2 button for multiple mobs. These could be saved in rooms. In the thread key you would have a rooms list. When a user says exits to the east, blah blah it would be similar to the rooms of a text based RPG with a little description of what room you are in and what exits there are. Basically if you aren't attacking your plugin is paused. So they could pretend they ran away. So you could technically plan 5 fights or so with 5 buttons. Initiate fight 1 or two or three. With their own buttons, that appear after a trigger word is met. Or after another fight has been killed. Those are a few ideas, practical to the point of space and time commitment, probably a plugin to charge for
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#00AF33
Official Code Helper
19529
0
1
Nov 19, 2012 14:18:28 GMT -8
Todge
**
17,324
January 2004
todge
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Post by Todge on Feb 13, 2017 14:39:58 GMT -8
The respawning and 'attack 2' I have already thought about, and apart from a few technical issues, both shouldn't be too painful to implement. I really do like the idea of a thread based dungeon, in the form of a text based RPG, and did originally think of trying to link threads to separate the game-play etc., but decided against that idea pretty quickly as it could get out of hand. Though it may be something I experiment with in the future.
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inherit
201984
0
Sept 11, 2023 1:23:07 GMT -8
P̌̓aͧś̀t̀u͒le͆o͂2̀3̃̓
Using My Talents Elsewhere
3,314
November 2013
pastuleo23
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Post by P̌̓aͧś̀t̀u͒le͆o͂2̀3̃̓ on Feb 15, 2017 12:04:12 GMT -8
The respawning and 'attack 2' I have already thought about, and apart from a few technical issues, both shouldn't be too painful to implement. I really do like the idea of a thread based dungeon, in the form of a text based RPG, and did originally think of trying to link threads to separate the game-play etc., but decided against that idea pretty quickly as it could get out of hand. Though it may be something I experiment with in the future. I have a pretty sweet half built rpg designed in plugins that I never finished. I understand the concept of "get out of hand" lol
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inherit
thisusernameisfancy@gmail.com
231635
0
Feb 26, 2017 11:00:03 GMT -8
echo25
8
May 2016
echo25
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Post by echo25 on Feb 26, 2017 9:22:07 GMT -8
Hello. I have downloaded this plugin but the creature is not showing up no matter what i do, tried deleting all my other plugins and even used it in other forums i own but no matter what does not work. I checked all the settings and they are correct did everything right, please help
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#00AF33
Official Code Helper
19529
0
1
Nov 19, 2012 14:18:28 GMT -8
Todge
**
17,324
January 2004
todge
|
Post by Todge on Feb 26, 2017 17:06:18 GMT -8
Hello. I have downloaded this plugin but the creature is not showing up no matter what i do, tried deleting all my other plugins and even used it in other forums i own but no matter what does not work. I checked all the settings and they are correct did everything right, please help Can you please leave a link to your forum, and make sure that the creature thread is open to guests to view. Also, I assume you did specify the creature thread(s) within the plugin settings?
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inherit
219538
0
May 16, 2023 10:23:34 GMT -8
Midgardo
149
March 2015
midgardo
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Post by Midgardo on May 30, 2017 6:40:34 GMT -8
Hi, I have this issue:
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#00AF33
Official Code Helper
19529
0
1
Nov 19, 2012 14:18:28 GMT -8
Todge
**
17,324
January 2004
todge
|
Post by Todge on May 30, 2017 12:51:45 GMT -8
Could you please post or PM me a direct link to the thread where this is happening and I'll take a look.
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inherit
219538
0
May 16, 2023 10:23:34 GMT -8
Midgardo
149
March 2015
midgardo
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Post by Midgardo on May 30, 2017 19:30:17 GMT -8
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#00AF33
Official Code Helper
19529
0
1
Nov 19, 2012 14:18:28 GMT -8
Todge
**
17,324
January 2004
todge
|
Post by Todge on May 31, 2017 10:19:04 GMT -8
That is strange... The plugin has registered hits, misses and kills for you, but damage dealt, received and current HP are null. Very weird... I have a slightly updated version that isn't 'live' yet, so could you please update your current version to version 0.0.11Then go into your profile >> Edit Profile >> Staff Options and scroll down until you find 'Creature Hunt HP', change the 'Current' to a number.. say 100, or whatever your maximum is set to, and save. Then do some testing and see if it happens again. By the way, the 'Kiki' creature on your forum has a hit possibility of 0 on both counts, that means the creature cannot be killed and can't hurt an attacker... Just in case you were unaware. Please let me know how you get on with the newer version. Thanks.
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