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> Dashifen Character Record System, dcrs.dashifen.com
Dashifen
post Mar 2 2004, 02:46 AM
Post #26


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Got the PC to NPC and vice versa conversions working, too.
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Kanada Ten
post Mar 2 2004, 03:02 AM
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When I try to add security to a Matrix host:
http://www.dashifen.com/dcrs/content/datab...p.php?host_id=7
QUOTE
MYSQL QUERY ERROR!!
Query: SELECT trigger_step, ic, ic_rating, trap, trap_rating FROM sr3_secuirty WHERE host_id = 7 ORDER BY trigger_step
Problem: Table 'dashifen_db.sr3_secuirty' doesn't exist
QUOTE
MYSQL QUERY ERROR!!
Query: SELECT trigger_step, ic, ic_rating, trap, trap_rating FROM sr3_secuirty WHERE host_id = 7 ORDER BY trigger_step
Problem: Table 'dashifen_db.sr3_secuirty' doesn't exist
Trigger Step  IC Response  IC Trap


When I try to "Add a Sustained spell" to an NPC and don't have any spells to add:
http://www.dashifen.com/dcrs/content/datab...character_id=84
QUOTE
MYSQL QUERY ERROR!!
Query: INSERT INTO sr3_spells_sustained (character_id, spell_id, spell_force, successes) VALUES (84, , , )
Problem: You have an error in your SQL syntax. Check the manual that corresponds to your MySQL server version for the right syntax to use near ' , )' at line 1


I think the last one is just an error handler problem.
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Dashifen
post Mar 2 2004, 03:17 AM
Post #28


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rofl -- when changing security to sr3_security, I spelled security wrong. I am apparently dum ;). At least find and replace should knock out most of these errors.

And yeah, there's no error checking (like if you need to choose a spell but click the button before you choose a spell). But that's the fun of working with something at version 0.4.1!
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Lilt
post Mar 3 2004, 11:21 AM
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QUOTE (Dashifen)
I think I have the spell force and successes saving correctly to the database.  the interface on the spells page sucks (big time).  I can hardly use it and I wrote it.  So, I'll get to that :)  Thanks for the suggestion Lilt.

'Welcome. If there's one thing I can suggest: Make the Success box a text box. This is primarily so you can work Detection spells properly, recording the exact dice rolls, allowing it to be compared with differing target numbers.

Also: I'd probably rely on the mugs users to enter the spell names rather than giving them a drop-down list.

And more: I'd put the learning spells section above the casting/sustaining section as it's more natural that way. You learn something, then you cast it.
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Dashifen
post Mar 3 2004, 01:35 PM
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QUOTE (Lilt)
'Welcome. If there's one thing I can suggest: Make the Success box a text box. This is primarily so you can work Detection spells properly, recording the exact dice rolls, allowing it to be compared with differing target numbers.


You know. I don't think I've ever cast or had cast in one of my games a detection spell. Therefore, I didn't know this was important. I will update that when I get the chance.

QUOTE
Also: I'd probably rely on the mugs users to enter the spell names rather than giving them a drop-down list.


Hrm... that's true. Would allow custom spells that way, too. And cuts down on the tables in the database (since I don't need to store all of the spell names that way). I like it!

QUOTE
And more: I'd put the learning spells section above the casting/sustaining section as it's more natural that way. You learn something, then you cast it.


I hate the spells page right now. It blows gnomes, and not in a good way. That whole thing's going to get taken apart and put back together soon.

Keep those comments coming in!!
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Lilt
post Mar 3 2004, 10:50 PM
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Minor point:
QUOTE
Metaplace Skill or Attributed Tested Damage Inflicted in Test
Destiny Magin (or Essence) (Rating)S Stun
I suspect you mean Magic.

Also: I can't seem to be able to alter a character's combat info. I enter it, and it disappears when I go back to the page. I'd suspect that that was just not showing me when I go back, but I can't use the combat tools either.
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Dashifen
post Mar 4 2004, 02:53 AM
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Yeah ... combat is fooked for some reason. I can't get it to work either and it was working about two days ago because I used it. I hate when that happens. Now I have to figure out what I did in the last to days that fubar'd it.
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mcmackie
post Mar 8 2004, 06:37 PM
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QUOTE (Nikoli @ Feb 28 2004, 05:52 PM)
I agree.  I think once it's up and working, DSF should help host it.
One Idea, I'm sure you'v already had is including a web based version of the NSRCG so someone could generate their character completely online and store it for thier GM to see.

It might be easier to import the XML file. If somebody wants to create a web based chargen, more power to them (it makes my life easier). I just had somebody ask if I could include drakes as player characters. Since the chargen rules are not linear and every addition results in a branching if-then-else decision tree with inconsistent rule structures ie. magic rating is NOT equal to essence EXCEPT when you're a drake.... you do the math. Good luck either way! :D

That said. I believe this record system is a SMART IDEA and encourage you to continue.... You may not be able to incorporate everything into it. I recommend you keep it simple and then enhance it as necessary. Here, here! A big round of applause for Dash! :D
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Dashifen
post Mar 8 2004, 10:01 PM
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QUOTE (mcmackie)
It might be easier to import the XML file


That's what I would plan. Plus, I probably wouldn't even need to import all of the XML since I don't really have any vehicle record or contacts, cyber/bio etc. in my system (yet). I figured that most GMs have a copy of their player's sheets available to them, and a poll I did on the main thread confirmed that for me. So, I'm only really worried about adding transigent things to the system, like combat, sustained spells, etc.

Incidentally, I'm on spring break this week so things won't get updated, but I'm re-working the spells section as well as continuing work on the ally spirit creator -- it's about 1/3 done.

And I'll be trying to figure out why combat doesn't work. But without a broadband connection, updating the site is killing me so I probably won't have too much fixed before this weekend.
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Fahr
post Mar 8 2004, 10:04 PM
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Dash, need any help on the xslt for importing, or do ou already have something in mind...

-mike R.
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Dashifen
post Mar 15 2004, 04:34 PM
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Okay, ally spirit creator 0.8 will be up by the end of the day. No nice printing yet, though, that requires some extra manipulations. Runs in flash, so if you modem users could let me know how quickly it loads, I'd appreciate it.

Also, combat seems to be working again. Found out what I did -- I removed the initiative input box from NPCs because the computer can no roll your initiatives for you and calculates initiative changes due to wounds during a combat turn. So, no need for the input box. However, I still needed the information that was in the box to be sent to the process that updates your initiative and combat pool usage. Without the box, no information was sent and the query explodes.

But, long story shorter, it's fixed (I think). Let me know when you break it again :)
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Dashifen
post Mar 16 2004, 03:05 AM
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Ally Spirit Creator

Not all the tab order works (that controls which item on the screen is next when you click the tab button) so if you rely on the keyboard, then you'll need to use the mouse sometimes. As far as I can tell, it calculates karma cost correctly. Take a peak at it and let me know what you think.

-- Dash --
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Kanada Ten
post Mar 16 2004, 03:08 AM
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When I tried to go from my game to Generator to Ally Spirit.
http://www.dashifen.com/dcrs/content/gener...lly/stepOne.php
QUOTE
Not Found
The requested URL /dcrs/content/generators/ally/stepOne.php was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
Apache/1.3.29 Server at www.dashifen.com Port 80


Following your link here works.
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Dashifen
post Mar 16 2004, 03:11 AM
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This is an issue because a lot of browsers (read anything that shows objects usually) cache data on your computer for faster load times. This includes the flash file and xml file that run the menu.

Try refreshing so your browser downloads the newest XML file that runs the flash menu. That usually works. If not, try holding the shift key which also forces the computer to download from the server rather than loading objects from the cache.

Undfortunately, there's nothing that I can do for that problem from here without re-working the structure to include a new flash menu which would force your browser to download the new file. We all saw how well that worked last time :)
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Dashifen
post Mar 16 2004, 08:08 PM
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The editting of character's spells is down for the time being. I'm reworking the page to make things much easier to use (hopefully) as well as taking Lilts suggestions to heart and making it more user-entry driven rather than database-table driven. I'll post when I've made the update.

Edit: This will also impact the character record that players and GMs see.
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Shadow
post Mar 17 2004, 05:32 PM
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Dash, very cool. I can't use it for my games in progress, but when I start my next game, and every game after that, I will.
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Dashifen
post Mar 18 2004, 08:10 PM
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Spells are back up and the character record is working again. Check it out. I like it but it requires Macromedia Flash to run. Now back to the ally spirit generator to make it print nice and make the tab ordering work better.
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Dashifen
post Mar 19 2004, 06:46 PM
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You can now print your ally spirits!!

Next step: group maker :)
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Dashifen
post Mar 21 2004, 06:41 PM
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Added Lilts suggestions to the Ally Generator -- now the free spell concept actually works and you astral reaction is correctly added. Also, I threw a preloader onto the front of it, but I'm not sure if it's working because I'm on a broadband connection so it seems to load in a moment anyway. If anyone can let me know about that, I'd appreciate it.
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Dashifen
post Mar 24 2004, 08:50 PM
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Made a change to the combat system -- it wasn't saving combat information about characters since March 17 for some reason. Made changes so that it would now save combat information for new character (seemed like this would be important, no?).

Enjoy!

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Dashifen
post Mar 25 2004, 02:40 AM
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More comments from Shadow resulting in a better working combat system --- well a working combat system that is :) It will now correctly store your used combat pool and altered initiatives for PCs
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Dashifen
post Mar 30 2004, 05:02 PM
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Some new features: added a dice roller (becuase I needed it and thought others might , too). Tested it at rolling 10,000 dice and it finished in a few secodns (whee!). Also, updated the players pages so that all the GMs don't appear in one long list. Now you just click the letter of the GM you want (that starts their name) and it shows you only those GMs. Makes it a little easier and a little faster, but adds one click. Let me know if you think that sucks.

I also added a more interesting "PLAYERS CLICK HERE" graphic on the homepage.

Still working on the NPC group generator. I've got statistics working pretty well but I'm a little stumped on how to load up random pieces of gear, spells, armor, and cyberware. The C++ version I wrote used the database and stored all the info there, but I'm not sure if that's worth it for this one.

Any thoughts on that?
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Shadow
post Mar 31 2004, 09:53 PM
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First, on the NPC generator: Why Random? Can you make a series of NPC's called Street Sam. Each one is equipped with different gear. When you click the button you get one of them. Same for each archetype. I am not sure if that's possible but it seems like it would work. And if you did a big enough number (say 5-10) it would seem random.

Suggestion:

Can you make a stat block for the players? All the primary statistics, skills, etc? And make it so the player can enter the information themselves? If we had this, once a player was accepted into the game, we could tell them to go enter their character. It would give us an easy resource to check, plus it would eliminate discrepancies. I think it would also help people who are at work, and would like to post, but don't have access to there characters (for some reason not everyone tattoos characters on there arms).

I think it would be really neat if we could somehow upload Sr3 files into the DCRS... but that may be a pipe dream.
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Grey
post Mar 31 2004, 09:59 PM
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QUOTE (Shadow)
(for some reason not everyone tattoos characters on there arms)

<looks at arms, legs, chest...>

Really? I didn't know it was just me.
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Dashifen
post Apr 1 2004, 01:53 PM
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QUOTE (Shadow)
First, on the NPC generator: Why Random? Can you make a series of NPC's called Street Sam. Each one is equipped with different gear. When you click the button you get one of them. Same for each archetype. I am not sure if that's possible but it seems like it would work. And if you did a big enough number (say 5-10) it would seem random.


I've been toying with an idea similar to that -- where you would say that you wanted your people armed with light armor and mostly clubs or something like that. There was a java applet out on the web somewhere that was called the gang maker that worked this way. I kinda like the idea that Shadow has, though. Do you think the Attributes look good though?

QUOTE (Shadow)
Can you make a stat block for the players? All the primary statistics, skills, etc? And make it so the player can enter the information themselves? If we had this, once a player was accepted into the game, we could tell them to go enter their character. It would give us an easy resource to check, plus it would eliminate discrepancies. I think it would also help people who are at work, and would like to post, but don't have access to there characters.


Hrm .... that's not a bad idea. I was already planning something like that for gear so that you could keep more accurate track of what is carried and what is not. I like the idea of letting the player enter it, too. I think I might work on this stuff. I'm pretty booked for a while, though, so changes may come in slowly.

QUOTE (Shadow)
I think it would be really neat if we could somehow upload Sr3 files into the DCRS... but that may be a pipe dream.


I plan on allowing the importing of the XML output from NSRCG into the DCRS at some point. Rumor has it that PHP 5 is coming out soon and that it will support a better method of XML input. So, I'm kinda hoping that I get most of everything else stable and then can work on that portion of the site after PHP 5 comes out. 'Course, that could be a while, so I might just end up doing it myself anyway.
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