Welcome Board Archive - Code Additions & Updates 04-29-20

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     From: Lamia         Title: Code Additions & Updates 04-29-20        
     Appends: 9          Posted On: Wednesday, April 29 2020, 12:01PM
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Due to the number of updates this reboot, the code updates are broken down into appends on this
post. The breakdown is as follows:

Append 1 - Tradeskill: Farming
Append 2 - Farming: Commands & Syntax
Append 3 - Bundle
Append 4 - Gun Update, Part 1
Append 5 - Gun Update, Part 2
Append 6 - Gun Update, Part 3 (Includes Two-Gun)
Append 7 - Heroic Rescue & Surgery/Poultices
Append 8 - Meteor & XP Bonuses/Regen
Append 9 - Misc 'Other' Updates & Builder Stuff


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     Append 1 of 9 from Lamia  on Wednesday, April 29 2020, 12:01PM
     RE: Lamia          Title: Code Additions & Updates 04-29-20        
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Introducing Farming: The First Tradeskill

Want to grow herbs in your garden? (Let's be honest, no one's going to be
spending time and money putting Nell out of the carrot business.) Here comes
Farming. Farming lets you estabish gardens in the outdoor rooms of
your house and grow things from seeds. These seeds are items that you purchase
in-game (or venmo Lamia, yolo). 

This is a new tradeskill system which uses a "use-based advancement
scheme". Everyone will have these skills without spending a practice; you
simply need to start attempting them.

[[Joke about farming a Skill Tree here.]]

Tradeskills will eventually involve all manners of recipes and stuff but 
we're still a ways away on that. 

The 'recipes' for farming are all internal. You do a command, it makes a
'recipe' which it then can use to determine your success or failure at a
particular task and whether or not you advance based on that attempt.

You can see your tradeskill levels with the 'tradeskills' command.
ONLY farming is implemented at this point.


Limits on Farming
- The farming "skill" is known by everyone without spending a practice
  - It will increase by use alone
  - Everyone starts out with 0
  - "skill" is in quotes because it is not a skill but a tradeskill
- Farming skill maximum is 200 (for now)
- A character may have up to 8 gardens
  - A maximum of 4 gardens can be in one (outdoor, character-owned) room
- Initially, a PC can have only one (1) garden
  - Tradeskill advancement allows additional gardens
  - The second can be acquired at Skill Level [20]
- Farming times are measured entirely in real-life hours


Some Notes on Tradeskill Skill Gain
- The various commands can increase your skill with farming.
  - 'Till' & 'Water' are the easiest, but can only get you so far
  - The full Farming [200] level is only achievable after multiple harvests
  - The closer to Farming [200] you are, the harder it is to advance
    - This is as-intended; it's not meant to be achieved in a day/week/month
- This is an entirely new system!
  - Early adopters, share your input, please!
    - This includes issues & the experience advancement timeframe
  - We will adjust the balance over time as required        
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Append 2 of 9 from Lamia  on Wednesday, April 29 2020, 12:01PM
RE: Lamia          Title: Code Additions & Updates 04-29-20        
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Farming Commands & Syntax

- GARDENS
  - Lists: All of your character's gardens
         - Where they are in-game
         - What stage they're in
           - Occasionally, how long they have been in that stage
- INSPECT [Garden]
  - Describes:
    - What's in the garden
    - What stage it's in
    - How well it's been watered
    - Whether there are weeds
- PLOW
  - Creates a garden (If requirements are met)
  - Must be in your owned home in an outdoor room
  - Buying a permanent water source for this room is recommended
  - Paypal option not available regarding this command

- TILL [Garden]
  - Gets the soil ready
  - Number of 'efforts' (sending the command) depends on Tradeskill... skill
    - May take up to 12 total efforts to fully prepare the soil
  - Once a garden is plowed, it can be tilled.
  - One can till a growing garden or one that is ready to harvest
  - Want to switch the up the crop that's currently growing? T I L L
  - Tilling a ready-for-harvest garden before harvesting will renew the soil
    - It will be ready for many crops to come
  -Will remove all of the weeds
        
- PLANT [Seeds] [Garden]
  - You have to acquire SEED objects from vendors in the game
  - It takes one unit of seeds to plant in a garden plot
  - Each garden plot grows 1 type of product at a time
  - A freshly-planted garden will be slightly watered
    - So the first thing you'll probably want to do is to water the garden

- WATER [Garden] [Source]
  - You can use waterskins to water your garden
    - Don't do this. It's a waste of your time & effort
    - Just acquire a fountain from an in-game vendor
  - Keep an eye on your garden!
    - Especially if your skill level isn't very good
    - You might not realize you've over-watered it until it's too late
  - It's a good idea to log in once per real life day while your garden grows 
    weeding and make sure the soil is decently watered. 

- WEED [Garden]
  - Weeds like to steal the last bits of water, those jerks!
    - The closer you are to a dry garden, the more likely these will crop up
    - Also? If you overwater, well, the weeds love that
  - A well tended garden won't be free of weeds, but there will be fewer
  - Weeds present at harvest time can reduce the overall yield of a garden.
  - Yes, this command is being implemented during 4/20

- HARVEST [Garden]
  - This is where you get the stuff!
  - You can harvest a garden that is in the growing stage
    - You'll only get a partial yield if you do this
  - You can harvest a garden that is ready to... ready to harvest
    - This allows you to potentially get a full crop
    - If your skill fails, you may only get a partial crop
  - Any weeds present deduct from the overall yield
    - It doesn't hurt to weed prior to harvesting if your garden needs it
  - Once a garden is ready to harvest, it will stay that way for 2 (RL) days 
    - After this time it will 'reclaim' itself (Essentially tills itself)
  - The soil gets worn after a while and will need to recover
    - Once this is reached, the garden must be left in the recovery phase
      - This can last for up to 3 RL days
      - More Harvesting = Higher likelihood the soil will need to recover
  - Automatic, Forced Recovery:
    - Done by tilling a harvest or letting a harvest go unharvested
    - Such a recovery is instant and you do not need to wait the 3 days
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Append 3 of 9 from Lamia  on Wednesday, April 29 2020, 12:01PM
RE: Lamia          Title: Code Additions & Updates 04-29-20        
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Bundle & Unbundle

- Bundle as a Command
  - Allows storage of multiple objects in a single 'bundle'
  - Max amt per bundle is 20 objects.
  - Can currently only bundle/unbundle items in your inventory
  - There are NO MESSAGES to anyone except you
    - And they're lumped together
    - Very little spam.
  - Bundled items appear as: {#/20}
    - # is the number of items in the bundle at that time

- Syntax
  - BUNDLE (no argument)
    - Lists the items that can be 'bundled'
- Lists existing bundles
  - BUNDLE [KEYWORD]
    - Condenses the object into a 'bundle'
  - Example: Bundle Angelica
      - Condenses all Angelica (up to 20) in a bundle
        "an angelica plant {10/20}"
- You can specify 2.KW which becomes the reference object
    - Any object identical to it will be bundled up in one swoop
      - Identical = The same vnum and not strung
  - UNBUNDLE [Bundle KW]
    - The entire bundle is unbundled
  - UNBUNDLE # [Bundle KW]
    - The specified amount is unbundled
 
- Note:
  - Herbs & Other Items [tm] you currently have may not be able to be bundled
  - Use them, junk them, whatever you'd like
  - The immortal staff will not offer an 'updated swap', so don't ask
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Append 4 of 9 from Lamia  on Wednesday, April 29 2020, 12:01PM
RE: Lamia          Title: Code Additions & Updates 04-29-20        
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GUN UPDATES
Gun means gun, rifle, or bow unless specified below
Guns and bows are largely the same thing where the code is concerned

High Level Summary
But do please read all the details

- Gun/Bow damage across the board is higher and more consistent
  - Gun/Bow damage is tied explicitly to:
    - The behaviors of the gun
    - The accuracy of any given shot
- Two-gun is essentially dual wield for shooters
- In order to get a special effect you must use a called shot
  - This doesn't include a 'snipe'
- The entire calculation for gun damage & to-hit chances have been rewritten
  - The numbers ABSOLUTELY will be wrong out of the gate
  - Upcoming changes will occur due to the adjustment needs
- Gun damage is very swing-y
  - This means it's very dependent on how accurate your shot is
  - More things to improve the shot = Higher the likelihood of more damage
  - The gun's damage (via armslore) is the basis for the damage
    - It operates on multipliers based on how solid of a hit it is

- Things that improve your chance to hit:
  - Higher Perception
  - Target Position (Sleeping/Stunned/Paralyzed)
  - PC Skill with the Weapon
  - Accuracy Stat of the Weapon
  - Ranged Accuracy Bonus
  - Positive AC 
  - Aiming
  - Mark Target
  
- Things that reduce your chance to hit:
  - The target being entranced
  - Calling shots (In order of penalty, lowest to highest)
    + BODY
    + LEG
    + HEAD
    + HANDS
    + PC Being in Melee
    + PC Being Blind
    + Negative AC
  - Note that the target's perception is NOT a part of the gun-hit formula
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Append 5 of 9 from Lamia  on Wednesday, April 29 2020, 12:01PM
RE: Lamia          Title: Code Additions & Updates 04-29-20        
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GUN UPDATES - Part 2

- Every point of perception rounds positively toward your accuracy
  - Previously: 104 & 108 perc gave bonuses
  - Previously: 105/106/107 = 104 & 109/110 = 108
  
- Exploding guns now scrap the object to the scrapped state
  
- Anyone can use a gun
  - There are no more tech/hometown restrictions

- Aiming requires the appropriate skill
  - Gunplay (for guns)
  - Bowman (for bows)

- Klein can now learn the 'gunplay' skill
  - Klein cannot learn the others in the tree

- All shots can do damage
  - How you call your shots affects the potential result
      <no called shot>                 no special effects
      HEAD                             snipe, stun, disorient
      BODY                             snipe, stun, sprawl
      LEGS                             sprawl
      HANDS                            disarm
         
- Shooting without declaring a shot location will not:
  - Snipe, stun, sprawl, disorient or disarm
  - The mob will simply rush
  - Shooting a target without declaring WILL NOT put the sniper tag on them
  - Only if a shot could potentially snipe
    - In this case, a head shot with a minimum aim level of 3 will put the 
      'can't snipe' flag on the mob

- Mobs will rush more frequently than they used to

- Guns cannot sprawl if the victim is legless or flying

- Guns stunning now obeys the STUN damage modifier

- You can now wield most (if not all) guns
  - When wielded, the gun is fired instead of an attack round of a weapon
    - This is evaluated as an uncalled shot
- You may still shoot between rounds
    - Shots between rounds are calculated at the same speed as no-weapon
  - If you run out of ammo, shooting during the round will reload the gun
  - If it was the last shot, you will be out of ammo for between-rounds shots
    - Barring reloading manually or Innate Reload Era Ability
- All guns will remain HOLD-able
  - You can use the 'hold' or 'wield' commands to get it in the desired slot

- Gun damage has been changed
  - The amount of damage is now more dependent on weapon skill
  - The "convoluted formula that came up with unpredictable swings" is gone
    - Note: The raw damage of a gun is still important but not as important
    - Note: A gun that's better than another gun stays objectively better the
            better you are at shooting.
    - Note: Because gun damage is a bit more predictable, a new formula for 
            gun rent will be in place
    - Note: Some guns will go up in cost, some guns will go down
            However as with all hings object, they may be slow to change rents
            Out of the gate, few -if any- will adhere to the new rent spec
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Append 6 of 9 from Lamia  on Wednesday, April 29 2020, 12:01PM
RE: Lamia          Title: Code Additions & Updates 04-29-20        
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GUN UPDATES - Part 3

- TWO HANDED tech guns
  - Get a bonus to aim that it can skip levels of aim innately 
    - This is without any era abilities

- The 'report' command no longer ruins your aim

- Twohand tech guns (not bows) have an increased chance of having a special
  effect & an increased chance of maximizing the dmg of an individual shot

- The 'can dodge a bullet' is no longer used
  - We can, with minimal effort, turn it back on

- TWO-GUN
  - The command 'twogun' works mostly like it does before
  - It will now take wielded & held guns into account
  - The skill is now essentially dual wield for guns
    - See: Wielding Guns 
  - You can wield & hold a gun and they will both shoot
  - Two-Gun (Gun Dual Wield) will NOT work with twohanded guns
  - The HELD gun will also be reloaded automatically during the in-round shot
  - The fact that you will sometimes be at the incorrect timing to shoot
    outside of melee because your gun is empty is baked into the overall
    damage output balance calculations
  - Two-gun does not always 'go off'
    - Higher perception means a higher chance for the second shot to be taken
  
Final Design Notes
- Guns (tech especially) have been given a significant upgrade
  - With this effort we are attempting to balance their spiky damage output
    and ability to randomly generate special effects with the cost of a gun 
    - The "cost" is buying and carrying ammo
    - Expect a 'pure shooter' two-gunner to pace damage along with the more
      damage-focused archetypes, with spikes and special effects
    - A 2h gun may be a better choice for those using melee weapons instead
- Guns do not adjust damage based on position like melee weapons do
  - On the flip side, there's not a lot of defensive tech against guns 
    - No resistances/damage mods affect gun damage, nor does mitigation
- This, at least for now, is intentional
- Bows specifically will get a further update in the future
  - Especially when fletching becomes a full tradeskill
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Append 7 of 9 from Lamia  on Wednesday, April 29 2020, 12:01PM
RE: Lamia          Title: Code Additions & Updates 04-29-20        
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HEROIC RESCUE/RESCUE
"Rescue heroic keep fighting" is a thing of the past.

- SYNTAX UPDATE: Heroic rescue is no longer 'rescue heroic'
 - SYNTAX NOW: HRESCUE
 - Accepts either no arguments or HRESCUE ALL
  - HRESCUE (no arguments) will rescue any group member in combat
  - Those rescued will have to re-engage with the NPC(s)
  - HRESCUE ALL will rescue everyone in the group
  - The person using the skill will remain as the lone combatant
- Rescue & HRescue now cost MV for use:
 - RESCUE: 5 move
 - HRESCUE: 8 move
- Rescue & HRescue benefit from BASTION (Reduced Skill-Wait)
- Practice reimbursement will be allotted for a limited-time
  - Go OOC
  - Type UNLEARN
  - ???
  - Profit

SURGERY/POULTICES

- Surgery Costs: 10 Move/10 Mana (2 mana/mv more than previously)
- In-fight operates heal 10% less than they used to
- Concentration bonus caps at 40 for Field Surgery & First Aid
 - You can put more on a list, but it won't make a difference
- The maximum negative resistance to heal (heal bonus) is -25% 
 - This also applies to poultices and spells
- Augment can only have 2 oils applied
- Make Oil can have a max of 4 uses per flask (previously 3)
- Poultice Cost: 14 mana (Previously 12 mana)
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Append 8 of 9 from Lamia  on Wednesday, April 29 2020, 12:02PM
RE: Lamia          Title: Code Additions & Updates 04-29-20        
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METEOR (Spell)

- Base Damage was 225
- Base Damage is now 230 
- Mana Cost reduced to 220 mana
- Increased re-use timer
 - 5 rounds instead of 4
- Casting Meteor places a 1-round debuff on the caster
- The noise of an incoming chaotic blast of magic wakes targets pre-combat
   
 
XP BONUSES & REGEN

- Adjustments to Group XP Bonus due to XP Scale Adjustment
  - We will continue to evaluate it. 
- The 'below level' kill bonus will remain as-is for now
- Mana/Move regen numbers have been tweaked down a bit
  - It's not a huge swing:
    - Downtime should play a little larger role in the game
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Append 9 of 9 from Lamia  on Wednesday, April 29 2020, 12:02PM
RE: Lamia          Title: Code Additions & Updates 04-29-20        
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BUILDER STUFF
You won't see this immediately

- Builders can now create/modify mobs who
  - Can refuse to rush
    - They may shoot back. A lot. Who knows?
  - Don't show the 'turns to attack' message when they... turn to attack
- Large, mud-wide changes aren't expected re: no-rush & no-turn-msg
  - New areas & potential area updates might result in more-involved tanking
   
OTHER
- The +mana quest will now be calculated correctly into your mana total
- Items listed in Player Shops no longer appear in the Room's Content List
  - (This means they're not there when you type 'look')
  - They are still there
  - They can be interacted with (socials, INSPECT, etc)
- Most food can be rented
  - All food that was previously NO_RENT can now be bundled (see BUNDLE)
- Frisco and London had their axioms set apart from one another.
  - From a skills perspective, we can now make things London-Only
    - Frisco is no longer singing "anything you can do I can do better" 
    - Also done while thumbing its proverbial nose at London.
  - London still has some work ahead of it to set it apart
    - It's still the red-headed step child of hometowns
    - But, uh... baby steps!
- Battle training is now available to those with Augment
  - They are no longer exclusive skills
- Spellbook now shows the Base Mana Cost of all of your spells
  - Numbers shown are pre: Mana Reduction & Arcane Mastery