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Tom V

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About Tom V

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  1. I tried to follow your example, but i can't seem to get nested each's to work. For example, let's look at garage module. If I want a table to look like this: Location = England Car 1 Car 2 Location = France Car 3 I tried this but it doesn't give me the expected result. $cars[] = array( "locname" => $loc->L_name, "options" => array( "name" => $car->CA_name, "location" => $loc->L_name, "damage" => $car->GA_damage.'%', "id" => $car->GA_id, "value" => number_format($value) ), array( "locname" => $loc->L_name, "options" => array( "name" => $car->CA_name, "location" => $loc->L_name, "damage" => $car->GA_damage.'%', "id" => $car->GA_id, "value" => number_format($value) ) ) ); } $this->html .= $this->page->buildElement('garage', array("cars" => $cars)); <tbody> {#unless cars} <tr> <td colspan="5"> <div class="text-center"> <em> You have no cars</em> </div> </td> </tr> {/unless} {#each cars} <h1>{locname}</h1> {#each options} <tr> <td>{name}</td> <td>{damage}</td> <td>${value}</td> <td>{location}</td> <td class="text-center"> <a href="?page=garage&action=sell&id={id}">Sell</a> <a href="?page=garage&action=crush&id={id}">Crush</a> <a href="?page=garage&action=repair&id={id}">Repair</a> </td> </tr> {/each} {/each} </tbody>
  2. Thanks for the clarification.
  3. I can't find the line in blackjack.inc where this rule is applied. In this example, the player has fewer cards, yet the outcome is a draw.
  4. Has anyone created a form like in this example? Table1 and Table2 have a one to many relationship, submitted data stored in Table3. It seems you should just be able to use {#each id} {#each option} {/each} {/each}, but that doesn't work. Anyone have any friendly advice for me?
  5. Has anyone else noticed this bug?
  6. Are you running the latest version 2.2.3 ? You can check by looking at your class/user.php file. Around line 190 it should look like this: public function sendActivationCode($email, $id, $username) { $settings = new settings(); $from = $settings->loadSetting('from_email'); $headers = array(); if ($from) { $headers['From'] = $from; } $gameName = $settings->loadSetting("game_name"); $activationCode = $this->activationCode($id, $username); $subject = $gameName . " - Registration"; $body = "$username your activation code for $gameName is $activationCode, after you have logged in please enter this when prompted."; mail($email, $subject, $body, $headers); }
  7. Tom V

    Site Settings

    Version 1.0.2

    28 downloads

    This module allows an administrator to edit values in the settings table through the admin panel. Easily edit values such as game_name, from_email, etc. How to Install Open up your game Go to the admin Panel Go to Modules & Themes Open the Module Manager Click on Install Module Upload the ZIP file Follow the instructions Estimated time to install 30 seconds

    Free

  8. Tom V

    Register

    Are you running version 1? Try running version 2. See this thread
  9. Tom V

    Why?

    ParentID should be parentID ?
  10. They way I understand it, a players full health equals zero and goes up with damage. If the players health value exceeds the rank health value, then they should be dead. When you check in to hospital, health value is set to zero (full health) and player is released when hospital timer runs out. It sounds like you want other players to be able to bust someone out of the hospital early by paying a fee or by other means (just guessing because you didn't provide a lot of detail). If that's the case, you should be trying to reduce or reset the player's hospital timer, to simulate that you are speeding up the healing / reviving them.
  11. Is it the missing comma after :playerPerc? :exp, :playerPerc :itemType,
  12. Is this what you're looking for? $this->alerts[] = $this->page->buildElement("success", array("text" => $text));
  13. I submitted a pull request to allow the admin to configure the duration ( in hours ) until expiry of the detective report. Please review it and make any changes that you see fit.
  14. I believe it was Longshot that identified an issue with the collection and handling of bounties. Can it be fixed with a function in the kill module?
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