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Author Topic: Zeta RPG  (Read 8641 times)

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Offline slayer766

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Zeta RPG
« on: February 20, 2011, 07:31:06 pm »
Preview: Preview
Register a forum account, visit the RPG tab.

What the code does: Not your ordinary "code". This serves as some entertainment for your board. If you know about Dungeons & Dragons, then you will get the feeling that this is like it. The game-play is similar, battle system-wise.

You can get information all about the game here: Game News

Copyright: slayer766
Known Bugs: There are these noted: http://s1.zetaboards.com/ZetaRPG/forum/1545541
Installation: A few steps to follow. Actual RPG installation on your board will take place after you create your player account, once you add everything to your board below:


Step 1. Go into your Admin CP > Manage Styles > Headers/Footers > Headers:

Make sure you have this in there
Code:
Code: [Select]
<script src="/jquery.js"></script>
<div class="tborder" id="theslayerday" style="display:none;"><div class="titlebg2">RPG</div>
<table id="zbslay" cellpadding="0" cellspacing="0" width="100%">
<tr valign="top">
<td width="13%" valign="top"><div class="tborder"><div class="titlebg2">Menu</div><span id="left_menu"></span></div></td>
<td width="67%" valign="top"><div class="tborder"><div class="titlebg2">Main</div><span id="rpg_content"><br /><br /><div align="center"><img src="http://209.85.62.24/461/174/0/p369636/ajax_loader.gif" alt="Loading..."></div><br /><br /></span></div></td>
<td width="20%" valign="top"><div class="tborder"><div class="titlebg2">Character</div><span id="right_menu"></span></div></td>
</tr>
<tr><td colspan="3" id="players_area"></td></tr>
</table>
<div id="rawr"></div>
</div>

In your Footers, place this in there:
Code:
Code: [Select]
<script type="text/javascript">var the_url=$("td.maintab_active_back a").attr("href").split("http://")[1].split("index")[0];$("td.maintab_back:first").after("<td valign='top' class='maintab_back'><a href='http://"+the_url+"index.php?pages/rpg'>RPG</a></td>");</script><script type="text/javascript" src="http://209.85.62.24/461/174/0/p343528/RPGvD.js"></script>

Now Save Headers and Footers. Then that's it for the board installation. The in-game board activation has instructions on how to activate it and everything. But if you need help after this just let me know. After you've done that you can now play the game, or add images for weapons/armor/etc. or set game settings through the RPG CP.

Please let me know how this goes as I sort of rushed this over for SMF For Free. XD
« Last Edit: February 20, 2011, 07:33:10 pm by slayer766 »

Offline Agent Moose

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Re: Zeta RPG
« Reply #1 on: February 21, 2011, 08:00:24 am »
I shall test it out for you slayer :)

Edit:
Just saying, I am in class right now, and on your preview board it didn't work when I went to the RPG link.  If I remember I will test it once I get home.
« Last Edit: February 21, 2011, 08:06:00 am by Agent Moose »
Check out Revolution X's Brand new Code Index!

Offline slayer766

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Re: Zeta RPG
« Reply #2 on: February 21, 2011, 10:43:10 am »
Rawr Moose. :P It's probably the schools computer blocking access to something(My site).


But I just opened up a Merlin box and found a huge blue dragon I had to fight and it murdered me, lol.

Offline slayer766

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Re: Zeta RPG
« Reply #3 on: February 25, 2011, 10:12:41 am »
Some news of the game if you haven't read about it:

The game comes with a complete RPG CP where you can edit just about everything from monsters/items/accessories/weapons/armor/etc.

Achievements for you to earn.

Player to Player donations.

Real time player vs player battles.

Fame system.

Currently 2 game add-ons that you can add to your board through the RPG CP - a lottery system and a game called Merlin's Magical Boxes.

Battle System
The previous battle system was time based with an active time bar. Wasn't really cutting it and was easily manipulated(Thanks to Gor for pointing that out). The new battle system cannot be manipulated as it's turn based and is set by the server for action turns on each side.
  • Turn Based. Still greater initiative at the start of battle determines who goes first, and if you leave the battle to go post on the forum or something and it was to be your turn to attack next, you can still come back and it will be your turn.
  • Monsters. These have been heavily modified, they are now rated by their body size, weapon damage, health, etc. If they are a monster of Colossal size and you are a Gnome of Small size - the monster clearly has the advantage and thus gives an attack bonus to itself and you suffer with a penalty because of the size.
  • Melee and Ranged weapons. Melee weapons will not have any effect on how you go first in a battle, on the other hand a Ranged weapon will always give you the upper hand in combat. Melee weapons also are effected by their weapon size, the larger the weapon is the higher the critical damage will be.
  • Magical items. These include Weapons and Armor. They are most beneficial in any way, created to be better than a Normal type item because of it's enhancements. An example Magical Weapon would be my Greatsword of Slaying. It's no ordinary Greatsword, it has an enhancement AND an ability. The enhancement would grant me extra damage on the attack and the ability would as well, such as fire/ice damage.
  • Favored Monster. If you fight a monster more than others it will show you your favored monster.
Registration
Upon registration you will see 2 extra sections. These are Race, and Class. Race and Class literally determine your character. While logging into the game for the first time after creating your character you will get some die rolls. These rolls, on the first round, will determine your ability scores(STR,DEX,INT,CON,WIS,CHA). You may re-roll as many times as you like. Your second roll will be to roll for your amount of health points(Remember, that each race/class will allow for smaller/greater dice to roll for this), and you will get a bonus to your health points from your Constitution modifier if your CON is great enough - otherwise a penalty. Your third roll will produce your Skills, these include Climb/Jump/Balance/Swim/Move Silently/Pick Lock/Search/Speak Language/Use Rope/Heal Everyone of those Skills will have an effect in the game. If you've chosen a Cleric/Sorcerer/Wizard you get to choose 2 spells. These include Cure Light Wounds/True Strike/Magic Missile/Flaming Sphere/Magic Weapon/Dispel Magic/Lightning Strike. You also get Feats, but those are only attained during levels up.


Ability Modifiers
  • STRength - Strength measures your character’s muscle and physical power.
  • DEXterity - Dexterity measures hand-eye coordination, agility, reflexes, and balance.
  • INTelligence - Intelligence determines how well your character learns and reasons.
  • CONstitution - Constitution represents your character’s health and stamina.
  • WISdom - Wisdom describes a character’s willpower, common sense, perception, and intuition.
  • CHArisma - Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness.
Feats
Feats allow your character to grow.
Some feats have prerequisites, most feats have not been added into the game yet.
  • Armor Proficiency - This feat allows the player to use better armor.
    • Light
    • Medium
    • Heavy
    • Weapon Proficiency - When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
      • Small
      • Medium
      • Large
      • Shield Proficiency - Allows the use of shields, granting extra AC to your character.
      • Leadership - Your character must be of 6th level and you can attract loyal companions/followers.
      • Dodge - Player must have at least 13 DEX and you receive +1 dodge bonus to AC.
      • Toughness - Grants the player +3hp, this feat can stack.
      • Spell Penetration - You get a +2 bonus on caster level checks made to overcome a creature’s spell resistance.
      • Stealthy - Player gets +2 on Move Silently checks.
      Skills
      Skills are basically what your character uses to overcome an obstacle/advance further. None of the skills have been implemented into the game yet but they are available.
      • Climb - You can advance up, down, or across a slope, a wall, or some other steep incline.
      • Jump - Used to jump over a small crevasse, chasm, or gap.
      • Balance - You can walk on a precarious surface.
      • Swim - Swim over rivers, or large bodies of water.
      • Move Silently - Move Silently over a surface to avoid being detected.
      • Pick Lock - Used to try to gain access to a locked building, chest.
      • Search - Search around the area you are in to obtain any items.
      • Speak Language - Used to decipher books with languages you do not know, or to speak to others of that language.
      • Use Rope - Tie knots, bind enemies, fasten two or more ropes together.
      • Heal - An attempt to restore health points, treat poison, disease.
      Spells
      None of the spells have been implemented into the game yet, but are available.
      • Cure Light Wounds - You channel positive energy that cures 1d8 points of damage +1 point per caster level.
      • True Strike - Grants the player a greater attack roll on his/her next attack.
      • Magic Missile - A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. You get +1 Missile for every rank in this spell. Max 10 Missiles.
      • Flaming Sphere - A burning globe of fire rolls in whichever direction you point and burns those it strikes, dealing 2d6 damage.
      • Spell Resistance - Gain spell resistance equal to 12 + your caster level.
      • Cure Serious Wounds - You channel positive energy that cures 8d12 points of damage +1 point per caster level(You must have Cure Light Wounds learned before you can use this).
      • Lightning Strike - You release a powerful stroke of electrical energy that deals 3d4 points of electricity damage per caster level. You get +1 Lightning Bolt for every rank in this spell. Max 10 Bolts.
      Saving Throws
      These are basically when you are subject to an "unusual" or magical attack, you get a saving throw to avoid or reduce the effect. Each of these Saving Throws are affected by 3 of your ability modifier. Constitution(CON), Dexterity(DEX), and Wisdom(WIS) modifiers.
      • Fortitude: Your ability to stand up to physical punishment or attacks against your vitality and health.
      • Reflex: Your ability to dodge area attacks.
      • Will: Your resistance to mental influence as well as many magical effects.
      And a lot more not mentioned...also I keep adding more stuff to it, an army system is next.

      Offline webworldx

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      Re: Zeta RPG
      « Reply #4 on: March 06, 2011, 04:54:31 pm »
      Legend-ary!  keep up the great work ;)

      Offline Agent Moose

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      Re: Zeta RPG
      « Reply #5 on: March 09, 2011, 08:54:14 am »
      Slayer...you have no life :P Just kidding :P

      Great work.  I had played the RPG on the invisionfree forum you've got, and it works pretty darn well.

      And webworldx or WWX, or the most well-known name, James:  It's been years since I've seen you on anything!  Glad to see you again :)
      Check out Revolution X's Brand new Code Index!

      Offline slayer766

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      Re: Zeta RPG
      « Reply #6 on: March 09, 2011, 04:27:29 pm »
      *bows to James* Yes, it's been a long time and you are the one who started the RPG Delta which I fell in love with and all my work I've done was branched from yours in someway. Thanks. :)


      Haa! Moose. :P Thanks.

      Offline Jntg4

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      Re: Zeta RPG
      « Reply #7 on: March 09, 2011, 04:35:03 pm »
      If you bring the Store back and make a couple more scripts you can make an entire Suite. :)

      Offline slayer766

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      Re: Zeta RPG
      « Reply #8 on: March 09, 2011, 06:21:43 pm »
      I think this thing itself is an entire Suite. ;)

      Offline Andrew

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      Re: Zeta RPG
      « Reply #9 on: March 10, 2011, 09:52:20 pm »
      Indeed it is. I've been playing it on the test site and am having a blast with it. I'm amazed that you could do this without the use of a database. Job well done Slayer! :)

      I also agree with Moose, you put waaaay too much time into this, you must not have a life. lol
      « Last Edit: March 10, 2011, 09:54:25 pm by Andrew »

      Offline slayer766

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      Re: Zeta RPG
      « Reply #10 on: March 11, 2011, 08:00:39 am »
      This uses a MySQL database on my hosting.  :-X


      You know if I had no life there would be WAAAAY more stuff on this as this project has been worked on for maybe a year and a half now. It's not something I whipped up in a week. ;)

      Offline slayer766

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      Re: Zeta RPG
      « Reply #11 on: March 24, 2011, 10:04:05 am »
      Some updates. I've added in a few things, and fixed a couple bugs that weren't supposed to be. One thing I added was the option for Game Masters to promote players to Game Moderator. Game Moderators at the moment can only Edit Accounts, which is great. Another, Game Masters can now fully edit any created monster, weapon, armor, item, and accessory on their board now.


      I also added in a Fame system as well. Players with good fame get discounts in the marketplace. Game Masters and Game Moderators can also edit a players fame through the Edit Accounts page. Fame also affects player Alignment.

      Game Masters can ALSO add a weapon as a reward when creating a quest, I will be adding item/accessory/armor soon. GM's can set a certain weapon to be sold in the shop or not, which this would bring more value to items!

      Experience(XP) amount per Challenge Rating(CR) on player level has been updated.

      Monster Challenge Rating(CR) has been increased to 20 instead of 10 now. This means that for your "tougher" monsters you can increase their CR to award more XP.

      Player Level cap increased to 70.

      Quests posted on the quest board in Town can now be ordered however the Game Master would like. Settings are in the RPG CP > RPG Settings > Town Settings.
      Moderator Logs are now posted for Game Masters to access via RPG CP > Moderator Logs.
      Game Moderators can now have access to any creator that a Game Masters appoints them to.
      Reset RPG Profile.
      SMF For Free availability.

      Game Masters can now appoint Game Moderators access to any creator. Do note that they must be promoted to Game Moderators before they can have that access.

      In addition with the creator access, Game Masters can now view Moderator Logs. These are actions logged whenever a Game Moderator does something with an assigned creator, or even an account edit - the Game Master will know.

      Also! I've created a password reset system for players that sometimes forget their passwords, they can now reset them with this new system.

      Quote from: Stats
      Zeta RPG is currently favored on 151 boards, serving a total of 923 users

      Offline slayer766

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      Re: Zeta RPG
      « Reply #12 on: April 12, 2011, 03:51:21 pm »
      Weird, now the test board can't be found. Oh well.

      Offline ut shady

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      Re: Zeta RPG
      « Reply #13 on: April 12, 2011, 03:59:21 pm »
      first time i've seen somebody triple post just saying haha

      Offline slayer766

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      Re: Zeta RPG
      « Reply #14 on: April 15, 2011, 07:10:27 pm »
      Point being?


      The RPG is over 1,000 users and almost used on 200 boards(Mostly ZetaBoards). Need more SMF For Free users. :P