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* lhandstr - The strength in your left hand, not visible for player. Influences ability to handle heavier tools and weapons, damage done by melee attacks. Improves by every hit or action done by this hand. * rhandstr - similar, right hand. * lhanddex - Left hand dexterity, not visible for player. Influences ability to aim, doing more precise actions. Improves with every hit or action done by this hand. * rhanddex - similar, right hand. * skindens - Skin density. Not visible for player. Influences damage taken. Goes up on eating food, goes down on preforming actions.
The consI will have a very hard time creating calculations, and remembering what was whatFor every single hit I will have to update the database 10 times for 10 different statsMost players wont notice all these stats anyway
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I actually like the idea.Simple Class (or just function, if you do not like OOP) structure will help you quite much. Heavily commenting your code while writing it is a great way to keep track what you are doing.
Why do you want to do that? Do you plan to use interactive battle (AJAX and stuff, choose your actions in turns with computer) or one loop dealing with everything (one page solution)?If you are using interactive battle why don't you use either session to store the data, or update with join?If you are using one page solution there is no need to update the db more than once at the end of the page.
The last one should be pro, not con. Ignorance of the players is a great thing.
Simple Class structure? I really have no idea what you are talking about.. but ill do some googling about that . But writing those functions will be the hard part... How to calculate damage if you have to take 10 different stats into consideration? It will just be a bit hard, but once I am done I am done.
Interactive battle. Not ajax and stuff, but the simple way. A lot of my ideas are based on kingdom of loathing, and I am partially aiming on that kind of battle.However, if I want rhandstr to increase on every hit, I have to make the connection every time right?Wouldn't storing everything in the session being begging for cheaters to put their own values in those session cookies? (they can be read out at some way right?)What do you mean by update with join? (ill google it too anyway, but your explanation might be more direct.
Can you explain this?
I assumed that session globals were stored on player computers, that would make them extremely easy to read and change right?But if not, where can I find a detailed explanation on how the session function works? I am interested
Use post to pass data to another page... hmm, and then keep up stacking those datas in variables until the fight is finished you mean?In both solutions: What do I do when a player exits the fight before it is finished?
And then, the last option, the join thing.I believe I slightly understand what it does now, but not how to use it. UPDATE table1 t1 JOIN table2 t2 ON t1.id = t2.id SET col1 = t2.col2, col2 = t2.col2If I get it right, table 2 gets pasted behind table 1 where the id in table1 is the same as in table2 (so those with the same id's get lined up after each other).And what does that SET do exactly?And how would this at all help me storing all data properly?If I have all my tables perfectly configured from the beginning, I would never need to join tables right?