Search found 419 matches
- Tue Feb 09, 2021 9:11 am
- Forum: Chit-Chat Room
- Topic: Anyone still on here?
- Replies: 54
- Views: 44979
Re: Anyone still on here?
I might be able to get it from the underlying server, but I don't have any visibility to such things on the forum itself. (I looked yesterday to see if there was anything I could do quickly.)
- Mon Nov 30, 2020 11:33 am
- Forum: Chit-Chat Room
- Topic: mana cost decay
- Replies: 3
- Views: 665
Re: mana cost decay
That would not surprise me - it's a very powerful spell if you know how to use it.
- Sun Nov 29, 2020 7:55 pm
- Forum: Chit-Chat Room
- Topic: mana cost decay
- Replies: 3
- Views: 665
Re: mana cost decay
It's an inverse progression, based on 100/((level you are) - (level you can get the spell) + 2). (Don't quote me on that being the exact formula, but it's close.) Beyond that, every spell has a field in its definition that sets the minimum mana cost. If the above progression creates a lower cost, it...
- Mon Nov 09, 2020 8:47 am
- Forum: Chit-Chat Room
- Topic: Various questions from returning player
- Replies: 3
- Views: 502
Re: Various questions from returning player
To provide some solid code answers: 1. In-guild skills cap at 95%. Out of guild cap at 84%. There's no differential for individual skills. As Ducci mentioned, increases are inversely proportionate to how skilled you currently are (so it's much harder to go from 94 to 95 than from 14 to 15). 2. A num...
- Wed Oct 21, 2020 9:54 am
- Forum: Chit-Chat Room
- Topic: Another Imm favor request
- Replies: 3
- Views: 617
Re: Another Imm favor request
I took care of it.
Look at that! 3 hour response time! My SLAs are going through the roof!
Look at that! 3 hour response time! My SLAs are going through the roof!
- Wed Oct 07, 2020 10:41 pm
- Forum: Code suggestions
- Topic: Item level load range
- Replies: 4
- Views: 1252
Re: Item level load range
I just reviewed the actual code, and my recollection was slightly off, impacting this in two ways. First, objects only have one application of this function, so they're only +/- 1 from whatever level the mob loaded at. (There's an exception for objects that spawn inside other objects, as they get a ...
- Wed Oct 07, 2020 2:59 pm
- Forum: Code suggestions
- Topic: Item level load range
- Replies: 4
- Views: 1252
Re: Item level load range
On average, you will get the item loaded in a 5 level range (the default load level of the mob itself, and +/- 2 levels from there). In rare cases, you can get up to +/- 4 levels of the default load, but this is at an exponentially smaller chance. Code details for those interested: The logic involve...
- Thu Sep 24, 2020 7:11 am
- Forum: Races
- Topic: Question about Avians' fling skill
- Replies: 2
- Views: 949
Re: Question about Avians' fling skill
Hit or miss from fling is strictly dependent on a skill % roll. No other stats affect it.
- Thu Feb 20, 2020 9:23 am
- Forum: Code suggestions
- Topic: Chutes and ladders
- Replies: 13
- Views: 10194
Re: Chutes and ladders
Mobs move a lot more frequently than that - it's closer to "checks to see if it moves every combat round".
- Wed Feb 19, 2020 2:37 pm
- Forum: Code suggestions
- Topic: Chutes and ladders
- Replies: 13
- Views: 10194
Re: Chutes and ladders
Possibly. It breaks some of the desired effects you had, however. Particularly, the mob will only do said movement at area reset (so less frequently). If they otherwise wander, they could easily wander away from the "ladder" door. And, then, on the technical side, you'd need to make sure the door re...
- Tue Jan 14, 2020 9:05 am
- Forum: Code suggestions
- Topic: Solutions for the level 11 cliff?
- Replies: 2
- Views: 2260
Re: Solutions for the level 11 cliff?
I'd prefer the second - easily available equipment for level 7-9ish with moderate stat boosts. First, it's easier to get into the game, as it doesn't require coding. Second, pushing out Clericus's targeting only delays the issue rather than fixes it (as you noted). An in-between possibility is havin...
- Tue Jan 14, 2020 8:53 am
- Forum: Code suggestions
- Topic: Drink containers empty when purchased
- Replies: 6
- Views: 3415
Re: Drink containers empty when purchased
Good to know - I actually really dislike the targeting priority of "things on floor in room" over "things in my inventory", but I don't think I could change that at this point (potentially messes with fountains/springs, particularly, as well as picking up items off the floor).
- Thu Jan 09, 2020 12:54 am
- Forum: Code suggestions
- Topic: Drink containers empty when purchased
- Replies: 6
- Views: 3415
Re: Drink containers empty when purchased
There's an actual drunk meter. It gets set based on the type of liquid and how much of it you drink. Note that every time you drink from a container, the amount is randomized, and can't exceed the amount remaining in the container. This is the primary reason you get more (or less) drunk from the sam...
- Tue Jan 07, 2020 8:32 pm
- Forum: Code suggestions
- Topic: Drink containers empty when purchased
- Replies: 6
- Views: 3415
Re: Drink containers empty when purchased
Randomization code affects current liquid amounts in drink containers. Buying quantities from a shopkeeper just loads that item a bunch of times. If the item doesn't have a large capacity to start with, it can sometimes randomize to empty, which is more evident when you buy multiples at once.
- Tue Dec 10, 2019 2:55 pm
- Forum: Code suggestions
- Topic: Chutes and ladders
- Replies: 13
- Views: 10194
Re: Chutes and ladders
Ah, yes. I must've glossed over the "sneaking" bit. The only significant downside (aside from coding super-pass) is that you'd be limited in ladder placement to rooms (and directions) that don't have exits, currently. Also, while not super-significant, it would allow imms to walk into your mob chute...