Search found 411 matches

by Everybody
Thu Feb 20, 2020 9:23 am
Forum: Code suggestions
Topic: Chutes and ladders
Replies: 13
Views: 7601

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: 7601

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: 1552

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: 2129

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: 2129

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: 2129

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: 7601

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...
by Everybody
Mon Dec 09, 2019 8:20 pm
Forum: Code suggestions
Topic: Chutes and ladders
Replies: 13
Views: 7601

Re: Chutes and ladders

So, to hidden doors - yes, there's already a !search flag implemented. This is specifically to provide for the two principal cases for hidden doors - 1) you want people to search where it makes sense and reveal doors, which then can require keys, etc. as normal, and 2) you want to force people to in...
by Everybody
Sun Dec 08, 2019 11:41 pm
Forum: Code suggestions
Topic: Chutes and ladders
Replies: 13
Views: 7601

Re: Chutes and ladders

I'm fairly sure that mob move code is effectively indistinguishable from PC move code once it hits the execution point. I know it bypasses some parts of normal move code, but I don't recall which ones, and it's probably not pass door. With this said, a super-pass mob flag wouldn't be particularly di...
by Everybody
Fri Dec 06, 2019 8:31 pm
Forum: Code suggestions
Topic: Chutes and ladders
Replies: 13
Views: 7601

Re: Chutes and ladders

I will start by saying that mob chutes, as they exist today, are a very elaborate building design to (initially) get around that the mud doesn't have the capability to differentiate rarity of loads in any fashion. This particular idea has a lot of fairly complicated ramifications from a code perspec...
by Everybody
Fri Dec 06, 2019 8:20 pm
Forum: Code suggestions
Topic: Ranged spec
Replies: 2
Views: 1113

Re: Ranged spec

It could certainly be interesting, but there's a lot of caveats involved in making it work. Firstly, to use the new T reset, it'd need a bunch of projectiles in its inventory, it'd only do it on area tick, and it wouldn't have any good way of separating PC from mob for targeting. If we build it out ...
by Everybody
Thu Oct 31, 2019 9:01 am
Forum: Ask Kiri
Topic: Kiri do you remember me?
Replies: 6
Views: 4658

Re: Kiri do you remember me?

Thanks for commenting here, Orpheous. Looking at the logs (yes, we still have them from the late 90s) it appears that you were denied rather than banned, due to several relatively egregious instances of not following the rules for heroes. With this said, that was certainly long enough ago that we'd ...
by Everybody
Thu Sep 05, 2019 8:53 pm
Forum: Code suggestions
Topic: Rares
Replies: 9
Views: 10451

Re: Rares

I certainly could... I'm honestly not sure if either of my super-rare mobs have actually ever been seen by anyone in the realms as a whole.
by Everybody
Thu Sep 05, 2019 8:49 pm
Forum: Races
Topic: Leveling Partners
Replies: 4
Views: 10307

Re: Leveling Partners

The interesting thing to me is actually that you revived this entire post which was based on a combat core that I basically did a rip and replace on since the thread was started, so the ability to fight above their level is something fighters do decently well (particularly when built for +hit).
by Everybody
Tue Oct 06, 2015 10:00 am
Forum: Chit-Chat Room
Topic: Hello again
Replies: 1
Views: 4449

Re: Hello again

Interesting issue. I assume you've tried letting hunger/thirst kill you? (Well, knock you down under 1 hp, then recover next tick.)

If you can, leave Luc logged in, and I'll swing by in the next day, see why he's stuck.