Welcome Board Archive - Code Update 2020/08/14

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From: Rufus         Title: Code Update 2020/08/14                   
                    Posted On: Friday, August 14 2020, 08:42AM

TRADESKILLS - tradeskill-fletched quivers are usable in the aux slots - Arrows changed to -30, 0 and +30 (representing -3.0, 0 and 3.0% modifier to hit). - Added a new flag (mostly to tradeskill items) where you can auction or sell them in player shops, but merchants will never buy them. - You can search recipes: recipe <tradeskill> search <keyword> ex: recipe smithing search arrow Both the tradeskill and the word 'search' must be spelled out in full - Recipes can bond items to you. No, none of them do that yet. MINING - There is now a mud-wide way to disperse resources based on the the prospecting skill. These resources can be mined for ore that's used for smithing. - The wait on prospecting as you move is much shorter, though you can't follow anyone when you're prospecting (like being too encumbered) - Chances of finding things, especially in non-well-traveled paths is decent, though there will be some discovery. - Initially, only outdoor and non-water rooms qualify for the generic resources in place. - Both single-room resources and mines (small instances) will happen. These are not governed by any in-game system and we hope not to have to. If you have a mine, chances are you won't be able to fully mine it by yourself, so a little help might not be a bad thing. - You can find mines and resources with prospect that you cannot mine yet due to minimum skill levels. - Finding any mine or resource will put a recycle timer on you before you start automatically prospecting again. Even if you are set to prospect, you won't and will suffer no latency on moving while this recycle timer is in place. - There is some code in place to prevent mines and resources from showing up in the same location. Find one and it'll be a while before one can be found in that room again. - All the resources currently findable, once mined, can be bundled. You'll want to do that. - You'll be notified when a resource for that room is depleted. Mines have 8-10 rooms worth of resources. - Don't walk around randomly mining things. It won't cause things to magically appear like prospect will. It's still an option to find static resource points, but you'll just be wasting your time at this point. SMITHING - Smithing has 47 recipes that can take you from 0 to 100 skill. - You can make throwing daggers. They can't be wielded and they're almost as good as sticks (I can't beat 0 rent, sorry). They should be more accurate though. - You can make all the tools that you can buy for smithing. You'll need to buy a forge and an anvil (use the ones from Gunther in Freiburg) and a few other tools (buy his book!). After that you can make all of the rest of the tools even though Gunther has them all for sale as well. - Each tool has a durability to it. It's not in terms of damage, but another tracker. Purchased tools will last so long. Created tools by a smith will add their skill level to that default number to increase their durability. (in short: tools made by players are better) HOWEVER: There's no way to know how durable something is yet and the decay-on-use will not be enabled out of the gate. - You will be able to craft arrowheads that are used in fletching. - Gunther and his new associates carry everything you need to work your smithing up. However, mined ore is probably cheaper than purchased ore. You'll find things fall into a few categories: Tools (hammers, chisels, etc) Room Objects (forge, anvil) Raw materials (ore, charcoal, handles - which are made as a step) Molds (for casting) All raw materials and molds should be bundle-able. - You can use the repair command as though you had the repair skill at 40 smithing. You can use the repair command to repair weapons as though you had both the repair and forge skills at a skill of 90. - Smithing brings five new aspects to the tradeskill interactions. - The first is sometimes you have to specify two of the same object. If a recipe calls for 2 nails, you have to specify each individually: smith nail 2.nail - If you specify the same nail twice, it will give you an error. Some recipes in smithing will require two of the same object. - The second is recipes can now have items that are required in the recipe that are not consumed. For instance, many smithing recipes you must specify a specific type of hammer to use. You do this the same way you would specify any other item: smith hammer nail - When you look at a recipe, even if you haven't mastered it, it will show you the items that do not get consumed in both a failure and a success condition. If an item never gets consumed, you will see it in the recipe, always. That being said, some tools may wear out after a while and may need to be repurchased. This is a function of wear and tear and not consumed as part of the recipe making process. - The third thing is items that will be consumed on success but not on failure. An example of this might be when you're making a hammer and it requires a handle as well as a head, if you botch the recipe, you'll preserve the handle but you won't if it succeeds. - The fourth new thing is room objects. These objects are required to be in the same room as you, you'll always see them in the recipe, if you don't have them, it'll tell you that you need some exact items. You DO NOT need to specify these on the command line for a recipe. If you have a recipe that requires a hammer, a block of iron and an anvil, you would type: smith hammer iron Once it matches the recipe, it'll see if the room objects are available. - The last thing is that some of the early recipes never fail even if your skill check fails. You will still get the items that result from the recipe. (The 'conversion' recipes are like this). Other fixes - You can herblore potions to get their spells again - Balm can be used by mobs like the nurse again