-
Posts
2,392 -
Joined
-
Last visited
-
Days Won
62
Content Type
Profiles
Forums
Events
Everything posted by Sim
-
-
Points Visible on UsePoints Mod (Understanding functions better)
Sim replied to AinzOoalGown's topic in Gangster Legends
https://github.com/ChristopherDay/Gangster-Legends-V2/wiki/Hooks I forget hook to add text to profile @Dayo ? -
Points Visible on UsePoints Mod (Understanding functions better)
Sim replied to AinzOoalGown's topic in Gangster Legends
Inside your modules you will use $this->user->info->FIELD_NAME Inside hooks file, your need to makw $user global new Hook("userInformation", function ($user) { global $page, $user; $page->addToTemplate('USpoints', $user->info->US_points); }); user information stored in $user, not $this like u dis. -
He gaming and coding at the same damn time. Guru
-
Points Visible on UsePoints Mod (Understanding functions better)
Sim replied to AinzOoalGown's topic in Gangster Legends
Look into the hooks. You can add text,links to profile $this->user->info->US_points forgot user -
[Mod] People, Places, Things - Long text(SERIOUS CONCEPT)
Sim replied to Sim's topic in Gangster Legends
Two minds are better then one -
[Mod] People, Places, Things - Long text(SERIOUS CONCEPT)
Sim replied to Sim's topic in Gangster Legends
I love that idea!! Once my NPC mod is done, I will create this exact concept with a few modifications. Like you said with the 24 hours. I think every war be 24hours. One star to whatever gang commits most crimes. Same lvl or higher One star to whatever gang steals most cars. Same lvl or higher. One Star to whatever gang gets most $$. Two stars to whatever gang wins most battles. ^^^ Can never be tie. -
Apple, google, Microsoft, ect all use light default themes.
-
My modified crimes & theft does that. Woops. Misread. My modified crimes & theft takes away items from inventory if failed & requires item.
-
Light colors just seem more professional to me. Personal opinion
-
[Mod] People, Places, Things - Long text(SERIOUS CONCEPT)
Sim replied to Sim's topic in Gangster Legends
I still confused on how it would work for the player.. -
Thanks. I cant wait for it to get finished myself. #) I still got a day left in the ACP due to all the small tedious stuff. Especially since I like the admin to.view as much info as possible without having to navigate away. public function getInfo($data) { /* $locs = explode(":", $data["LocationIDs"]); foreach($locs as $loc) { if($loc == "0") { $locList = "ALL"; } } */ if($data["LocationIDs"] == 0) { $loc = "ALL"; } else { $loc = $this->getLocations($data["LocationIDs"]); $loc = $loc["name"]; } $info = $data["count"] . " Jailbreaks needed<br>"; $info .= "Location: " . $loc . "<br>"; if($data["Conseq"] == "y") { $conseq = "Consecutively"; } else { $conseq = "Non-Consecutively"; } if($data["self"] == "y") { $info .= "Only breaking self out of jail counts." . $conseq; } else { $info .= "Jailbreaking is " . $conseq . "<br>"; if($data["all"] != "y") { $info .= "And Breaking yourself out of jail dont count."; } } return $info; } Stuff like this.
-
I think the blue and white seems perfect. More professional for us professionals 🙂
-
My item system does that, and includes the shop your talking about. I can create the they'll system for you fairly cheap and fast. As for the attack system, i am not trying to touch
-
With all my mods and the latest one in the works. NPCs being my least in development. I think it mat be time to piece it all together to begin actually creating my game. Everyday, i add a new crime or two for future content. My main problem I'm assuming is a theme to follow. I could follow the standard gangster theme where then games basically pointless except to make your character as strong as you can and rich. With the NPCs, i could have some sort of storyline to follow, but that will involve almost way to much work for me to keep up with. Players who grind would be waiting on me to continue the story. (ADD MORE CHAPTERS/ W/E). I really wanted to have everything in the game be pvp in a sense. All crimes/thefts/ect committed against other players. Somehow have players create there own cities (locations), but having a player populate his city with content seems unrealistic. Any ideas to get me started in the right direction would be greatly appreciated.
-
[Mod] People, Places, Things - Long text(SERIOUS CONCEPT)
Sim replied to Sim's topic in Gangster Legends
I'm guessing this was a bad idea? -
Various code improvements and unwanted/unnecessary code removed as well as a few minor bug fixes relates to shops, inventory, blackmarket not having any items in it. I recommend downloading new version.
-
Tomorrow i can get to the more fun part, working on the player side. So i can3see the results of what was created in the ACP. Can't wait to beat a boss and rake on some missions
-
Update: The ACP %90 complete which is the hard part for this mod since the quest types logic is in there own class files. So instead of all logic being done threw npcs.admin.php, the quests pulls HTML from own class, validates and updates db in quest file. As mentioned, third allows new quest types to be added without modifying the npc files.
-
Your Crimes table is gone. Its bit in database.
-
I can think of several mods and authors thst have had to wtite/copy getLocations() or getCrimes(), Thats the point of being able to access mods functions or include one such as those that people may use in the hooks file so other authors could use.
-
The main purpose behind it is to already use the built in features of GL. There are no global functions to get list of crimes, cars, locations, thefts ect. This makes us modders having to rewrite code(or copy & paste) that us already found in other areas of GL. Or as you mentioned before, add them to hook files.
-
I posted an example of working code a few times. In modules.php class. Something like: public $mods = array(); Loop threw ALL mods, pre-load and assign like: Load crimes $mods["crimes"] = new crimes(); Then can access the crimes public information if needed. Same with any other module in any module $this->mods["modName"]->functionName();
-
I made the same suggestion but to long ago. So how do you access the other module classes from another module class?