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		<title>Emrysia: Created page with &quot;&lt;pre&gt; From: Lamia         Title: Code Updates 06.01.2019                   Appends: 2          Posted On: Saturday, June 01 2019, 09:07AM -------------------------------------...&quot;</title>
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		<updated>2020-06-05T01:07:06Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; From: Lamia         Title: Code Updates 06.01.2019                   Appends: 2          Posted On: Saturday, June 01 2019, 09:07AM -------------------------------------...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
From: Lamia         Title: Code Updates 06.01.2019                  &lt;br /&gt;
Appends: 2          Posted On: Saturday, June 01 2019, 09:07AM&lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
Code Updates (06.01.2019)&lt;br /&gt;
&lt;br /&gt;
In this update:&lt;br /&gt;
* Minor Updates and bug fixes (but do read carefully)&lt;br /&gt;
* AC/Hit table changes&lt;br /&gt;
* Major night vision skill updates&lt;br /&gt;
* Major (impact) minor (amount of code) change to kick skill&lt;br /&gt;
* Minor scan skill update&lt;br /&gt;
* New ways to address objects by keywords&lt;br /&gt;
* Queue command&lt;br /&gt;
* Major fist fighting skill overhaul&lt;br /&gt;
* Pause command&lt;br /&gt;
* Timers in prompts&lt;br /&gt;
* New Feature: Skill timers&lt;br /&gt;
* Updates to first aid and field surgery&lt;br /&gt;
* group chant (&amp;quot;groupchant&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Minor Things&lt;br /&gt;
* Autoexits to housing rooms appear in {}'s. [n, {e}, s, w]&lt;br /&gt;
* 'reload' without any arguments will attempt to reload a gun/bow &lt;br /&gt;
  you are holding (NOT in inventory) with the first proper ammo type &lt;br /&gt;
  it finds in AUX slots or inventory.&lt;br /&gt;
* The global damage maximum for weapons striking armor has been&lt;br /&gt;
  reduced&lt;br /&gt;
* The ability to block a swing returns (it's been absent from the code &lt;br /&gt;
  for a while)&lt;br /&gt;
* You can no longer put bonded items in donation boxes&lt;br /&gt;
* Increased base chance of tumbling out of a failed bash&lt;br /&gt;
* timers now sort by the time they have remaining (shortest to &lt;br /&gt;
  longest)&lt;br /&gt;
* Timers can be viewed with the 'timers' command but they will also &lt;br /&gt;
  now show in 'status'. The timers display has been removed from the &lt;br /&gt;
  'attributes' display.&lt;br /&gt;
&lt;br /&gt;
Bugs&lt;br /&gt;
* Strength calculation completely removed from the 'number of hands'&lt;br /&gt;
  formula&lt;br /&gt;
* Fixed a bug with backstab where level 50 backstabs damage was &lt;br /&gt;
  being reduced in some rare circumstances&lt;br /&gt;
* Low level mobs were qualifying for all of the skills they didn't &lt;br /&gt;
  have because of levels. That's been fixed. No more weapon-mastery &lt;br /&gt;
  fomori, for instance.&lt;br /&gt;
* InnateReload preserves things like flaming arrows now.&lt;br /&gt;
* Line feed added to the innate defense skill when it goes off&lt;br /&gt;
* Lots of extraneous extra linefeeds were removed. if you want &lt;br /&gt;
  extra line feeds, toggle 'blank'&lt;br /&gt;
  &lt;br /&gt;
AC/Hit Table Changes&lt;br /&gt;
* There's been (what I hope to be) a minor adjustment to the way &lt;br /&gt;
  AC works... it's not easy to describe in plain english, but to &lt;br /&gt;
  summarize, in many cases, AC wasn't being applied correctly. The net &lt;br /&gt;
  result is mobs and players should both be hit less frequently. It &lt;br /&gt;
  shouldn't be a huge change, but I'll keep my eye on it.&lt;br /&gt;
&lt;br /&gt;
Night Vision&lt;br /&gt;
* Night Vision now has an active component.&lt;br /&gt;
* If you type 'nightvision,' it will toggle it on and off.&lt;br /&gt;
* This allows you to see completely in the dark, even in indoor rooms.&lt;br /&gt;
* The ability extends to 'scan' as well.&lt;br /&gt;
* It costs 30 mv to start, and will continue to use 30 mv every 9 seconds.&lt;br /&gt;
  When you're move runs out, it will continue, but your mv will keep&lt;br /&gt;
  returning to 0.&lt;br /&gt;
* Turning night vision on and off should not break hide.&lt;br /&gt;
&lt;br /&gt;
Kick Skill&lt;br /&gt;
* The kick skill is now a 1-round lag fight skill. It does a little &lt;br /&gt;
  more than half the damage it used to and is guaranteed to at least &lt;br /&gt;
  do 5 points of damage, even at lower levels.&lt;br /&gt;
&lt;br /&gt;
Scan&lt;br /&gt;
* Scan should no longer break hide, but will continue to break aim&lt;br /&gt;
&lt;br /&gt;
Append 1 of 2 from Lamia  on Saturday, June 01 2019, 09:07AM&lt;br /&gt;
RE: Lamia          Title: Code Updates 06.01.2019                  &lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
Code Updates (06.01.2019) (Continued)&lt;br /&gt;
&lt;br /&gt;
Addressing items (2.&amp;lt;keyword, etc)&lt;br /&gt;
* A great deal of work has been done to improve this across the board&lt;br /&gt;
  and we rediscovered some features that hadn't made it into the help&lt;br /&gt;
  files ages and ages ago.&lt;br /&gt;
* Put/Get and most things that look for objects look for things in the &lt;br /&gt;
  same order now. If nothing else, put/get and socials are all the same&lt;br /&gt;
* You're able to address things using multiple keywords now by joining &lt;br /&gt;
  the keywords with the '+' character. Such as:&lt;br /&gt;
  &lt;br /&gt;
     get sword+short box&lt;br /&gt;
     &lt;br /&gt;
* The above works with numbers as well:&lt;br /&gt;
&lt;br /&gt;
     get 2.sword+short box&lt;br /&gt;
&lt;br /&gt;
* You can also specify an item by it's location by prefixing a location &lt;br /&gt;
  on to the string ('equipment.', 'inventory.' and 'ground.':&lt;br /&gt;
 &lt;br /&gt;
     shake ground.box&lt;br /&gt;
    &lt;br /&gt;
* You can also use abbreviations of these ('eq.', 'inv.' and 'gr.'):&lt;br /&gt;
    &lt;br /&gt;
    shake inv.sword&lt;br /&gt;
&lt;br /&gt;
* You can put all of these together:&lt;br /&gt;
&lt;br /&gt;
    get 2.sword+short gr.3.box+lost+found&lt;br /&gt;
&lt;br /&gt;
(This will get the second sword that has both sword and short &lt;br /&gt;
 keywords, from the 3rd box on the ground that has all three &lt;br /&gt;
     keywords (box, lost and found)&lt;br /&gt;
&lt;br /&gt;
* There is a new config 'config indexkeywords' (off by default) that &lt;br /&gt;
  allows you to address items with #.&amp;lt;keyword&amp;gt; and have it find that &lt;br /&gt;
  item anywhere in the room searching what you're carrying first&lt;br /&gt;
  or the ground.&lt;br /&gt;
&lt;br /&gt;
* Use the new 'INDEXKEYWORD &amp;lt;keyword&amp;gt;' command to see how you can &lt;br /&gt;
  address various objects in the room (it can be shortened to 'index')&lt;br /&gt;
  It will show how to get at an object via where it is and the number or &lt;br /&gt;
  via just a number.&lt;br /&gt;
  &lt;br /&gt;
* Otherwise item selection outside of get/put is the same as it was &lt;br /&gt;
  before&lt;br /&gt;
&lt;br /&gt;
Queue Command&lt;br /&gt;
*  You can queue a command that would normally be a fast command by &lt;br /&gt;
   typing 'queue &amp;lt;command&amp;gt; [arguments]'. Works with regular commands as &lt;br /&gt;
   well but that's just extra typing, honestly&lt;br /&gt;
&lt;br /&gt;
Pause Command&lt;br /&gt;
&lt;br /&gt;
Syntax: PAUSE # (places a wait of # seconds)&lt;br /&gt;
Syntax: PAUSE # seconds (see above)&lt;br /&gt;
Syntax: PAUSE # rounds (pauses a number of fight rounds, or 4.5 second&lt;br /&gt;
                        increments)&lt;br /&gt;
Syntax: PAUSE # pulses (pauses a number pulses or .25 second increments)&lt;br /&gt;
&lt;br /&gt;
* You can pause up to 18 seconds total.&lt;br /&gt;
* The waits imposed by pause can never be halved by era abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Timers in prompts&lt;br /&gt;
  @#0 - timer expiring the soonest&lt;br /&gt;
  @#1 - timer expiring the next soonest&lt;br /&gt;
  @#2 - timer expering the third soonest&lt;br /&gt;
&lt;br /&gt;
  * these will be empty strings if there isn't a timer for&lt;br /&gt;
&lt;br /&gt;
Skill timers&lt;br /&gt;
* Skill timers are the ability to optionally use a re-use timer rather&lt;br /&gt;
  than suffer the full skill lag&lt;br /&gt;
&lt;br /&gt;
* This imposes a 1-round skill lag after the skill, and a 2-round&lt;br /&gt;
  recycle timer (4.5 seconds and 9 seconds respectively)&lt;br /&gt;
&lt;br /&gt;
* If you have an era ability that halves the wait time of a skill, it&lt;br /&gt;
  will still work on skill timer enabled skills. In the instance where&lt;br /&gt;
  an era ability would halve the skill lag, it applies half the full&lt;br /&gt;
  skill lag and does not apply a timer (so a first aid would simply have&lt;br /&gt;
  the 1-round skill lag)&lt;br /&gt;
&lt;br /&gt;
* For the first implementation, ONLY first aid and surgery are capable&lt;br /&gt;
  of using this feature&lt;br /&gt;
&lt;br /&gt;
* This can be changed for each individual skill with the SKILLTIMERS&lt;br /&gt;
  command:&lt;br /&gt;
&lt;br /&gt;
  skilltimers set &amp;lt;skill name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  ex:&lt;br /&gt;
&lt;br /&gt;
  skilltimers set first aid&lt;br /&gt;
&lt;br /&gt;
* To unset, use:&lt;br /&gt;
&lt;br /&gt;
  skilltimers unset &amp;lt;skill name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To see a list of skills you are currently using with skill timers:&lt;br /&gt;
&lt;br /&gt;
  skilltimers&lt;br /&gt;
&lt;br /&gt;
* You can set all the available skill timer skills or unset them with&lt;br /&gt;
  a single command:&lt;br /&gt;
&lt;br /&gt;
  skilltimers set all&lt;br /&gt;
&lt;br /&gt;
  skilltimers unset all&lt;br /&gt;
&lt;br /&gt;
Append 2 of 2 from Lamia  on Saturday, June 01 2019, 09:08AM&lt;br /&gt;
RE: Lamia          Title: Code Updates 06.01.2019                  &lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
Code Updates (06.01.2019) (Continued)&lt;br /&gt;
&lt;br /&gt;
Fist Fighting&lt;br /&gt;
* Fist Fighting is available to all hometowns with a required level &lt;br /&gt;
  of 2.&lt;br /&gt;
* It adds bare-handed attacks (if you're not wielding a weapon) and &lt;br /&gt;
  allows 4 special attacks (jab, cross, hook, uppercut)&lt;br /&gt;
* The number of bare-handed attacks is reduced for any TWO_HANDED &lt;br /&gt;
  item you are holding (rifles, let's say) and SHIELD items (like the &lt;br /&gt;
  book of laws, not like the shields that go on the arm)&lt;br /&gt;
* It has con and perc requirements but it is a STR/DEX skill.&lt;br /&gt;
* Damroll/hitroll are very important to the build&lt;br /&gt;
* Damage scales with the level of the fighter. &lt;br /&gt;
* You can fist fight (use the special attacks) while you are wielding &lt;br /&gt;
  a weapon, but you are less effective overall&lt;br /&gt;
* Each special attack is a 1-round lag and uses the highest of your &lt;br /&gt;
  str or con. That number is compared to the defensive stat for that &lt;br /&gt;
  special (Con, Str, Dex or Perc, and no I'm not telling you which is &lt;br /&gt;
  which)&lt;br /&gt;
* Some specials do more damage, some are more likely to trigger combos&lt;br /&gt;
* When you trigger a combo, you make additional swings and have the &lt;br /&gt;
  ability to daze an opponent&lt;br /&gt;
* SECONDARY_ATTACK (&amp;quot;cheese&amp;quot;) work with barehanded fighting&lt;br /&gt;
* You can use fight fighting specials even if you are entranced &lt;br /&gt;
  (the so called 'move like a butterfly, sting like a bee' code)&lt;br /&gt;
* Arcane mages must have autoattack off (not just be not wielding a &lt;br /&gt;
  weapon) to have the benefits of arcane mastery&lt;br /&gt;
&lt;br /&gt;
NOTE: This is an 'under construction' skill. It's not meant to prop &lt;br /&gt;
up an entire character archetype by itself. Please note that any of the &lt;br /&gt;
above might change.&lt;br /&gt;
&lt;br /&gt;
Surgeons (first aid and field surgery)&lt;br /&gt;
&lt;br /&gt;
With skill timers above, surgeons can better multi-task during run&lt;br /&gt;
or solo situations. Finish and operate and shoot, for instance,&lt;br /&gt;
without waiting the full skill lag of the last operate.&lt;br /&gt;
&lt;br /&gt;
You can alternate operates and first aids to increase overall&lt;br /&gt;
healing over a 2-round period by the average of a first aid. Okay,&lt;br /&gt;
so it's not mind blowing, but it is better.&lt;br /&gt;
&lt;br /&gt;
One of the topics that popped up in regards to this is how to still&lt;br /&gt;
queue up 30 first aids and go afk? Two ways: the first is to simply&lt;br /&gt;
disable the skilltimers for first aid (or all) before you queue up&lt;br /&gt;
the aids and then re-enable at it at the end, or use the new&lt;br /&gt;
pause command in between.&lt;br /&gt;
&lt;br /&gt;
It's a small extra step (enabling/disabling), but the increased&lt;br /&gt;
flexibility might be worth it in the long run.&lt;br /&gt;
&lt;br /&gt;
That being said, if you like the way surgery works now, you can&lt;br /&gt;
continue to play exactly that way, unchanged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group Chant&lt;br /&gt;
* Adds in a new command, available to those with chant: groupchant&lt;br /&gt;
&lt;br /&gt;
* using this command by itself will list all spells that you can &lt;br /&gt;
  cast that are eligible for groupchant.&lt;br /&gt;
  &lt;br /&gt;
* This casts a buff on every member of the group in the current room&lt;br /&gt;
&lt;br /&gt;
* syntax is the same as chant (groupchant word word word ex) and it &lt;br /&gt;
  will cast the spell on each member of the group&lt;br /&gt;
&lt;br /&gt;
* group chanting costs 4x the mana of a normal skill and incurs a &lt;br /&gt;
  wait 3 times as  long as the normal spell&lt;br /&gt;
&lt;br /&gt;
* group chanted spells will never fail&lt;br /&gt;
&lt;br /&gt;
* Most buffs have been made group chantable. Notable exceptions: &lt;br /&gt;
  2 cause mana regen buffs. Also 'refresh' is group chantable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emrysia</name></author>
	</entry>
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