Search found 419 matches

by Everybody
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.)
by Everybody
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.
by Everybody
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...
by Everybody
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...
by Everybody
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!
by Everybody
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 ...
by Everybody
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...
by Everybody
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.
by Everybody
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".
by Everybody
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...
by Everybody
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...
by Everybody
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).
by Everybody
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...
by Everybody
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.
by Everybody
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...