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TODO: improvements #10

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4 tasks
BarbzYHOOL opened this issue Feb 19, 2020 · 0 comments
Open
4 tasks

TODO: improvements #10

BarbzYHOOL opened this issue Feb 19, 2020 · 0 comments

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@BarbzYHOOL
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BarbzYHOOL commented Feb 19, 2020

  • roll
  • players explanation
  • sql
  • conf

ROLL

I quickly checked the src, it looks like there is a roll and if it matches exactly, it will send the corresponding item.

So:

  • if no item assigned = no reward
  • if it doesn't match any roll number = no reward

This system looks very basic and not very well thought, I mean I don't even know why there is a roll.

Suggestions:

  • It could very well reward the player for X hours ingame and increase exponentially until a certain number has been reached (good for new players).
  • Or it could reward the player every X hours with a random item from a list that the server admin set up (and thus use a roll system). That would be good for all players, seems the better idea

This part is where it would require a C++ dev to code it, the rest I can handle it if the roll system is improved

PLAYERS EXPLANATION

The messages displayed in game are completely confusing, they make no sense to a player (even to an admin who doesn't know how the module work). Need to improve these

SQL

  • Why is the table created in the database characters? Makes no sense, need to move it to world.
  • Add this example query (or more)
INSERT INTO `reward_system` (`roll`, `item`, `quantity`)
VALUES ('1', '929', '13');
  • Fix random data types, as usual

CONF

Change "reward X time" from "every hour" to "every X seconds", so now a developer can easily test and put a reward every 10 seconds instead of waiting 1 hour -__-

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