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Requests

29 Topics 96 Posts
If any forum will get a lot of use, I'd guess it would be this one. Make your requests here, imms!
  • Achaen citizenship papers

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  • SSL java telnet?

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    NibelungN
    It's not paranoia if they ARE out to get you. 8)
  • "rand" is pure garbage

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    NibelungN
    Actually, I've got the source for the Mersenne Twister random number generator… which has a disgustingly long period for the random numbers, something about 2^19937-1. I think that is enough. I'll slap that puppy into the code. For your reading pleasure or if you are really interesting in this generator: http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/emt.html
  • Advanced EQ Requirements

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    NibelungN
    Heh… I actually forgot about this post. Hell, not sure if I have everything in this or not, but here goes... Ranged Affects: Currently the affects in the system have single values on them: how much they modify, their level to their %chance of being applied. Well, I propose a change to the structure placed on object indices to allow for RANGES. This would add variability to what is applied, such as having a random chance on the affect or a random modifier. Also, there should be a way to target WHAT the affect applies toward. To start it off, let's just dive into the new commands for OLC. Information I give will not only deal with the commands, but the affects in general. Some things will not be available to the commands (stated), but usable by the server itself. addmodifier <target><type><location><#min> <#max> <%min> <%max>[ <min-dur><max-dur>] addmodifier <target><type><location><#min> <#max> lock <vnum>[ <min-dur><max-dur>] addflag <target><type><location>'<bitvector>' <on|off|toggle><%min> <%max>[ <min-dur><max-dur>][</max-dur></min-dur></on|off|toggle></bitvector></location></type></target></max-dur></min-dur></vnum></location></type></target></max-dur></min-dur></location></type></target>
  • Objects on other mobiles

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  • Act no_hunt

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    SynS
    Nib is right; it got commented out for an unknown reason. I re-enabled and tested it for the next release.
  • Boost Messages

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    NibelungN
    To be honest, I'm not really sure how you could explain away experience boosts… Sure, damage boosts == endowed powers... pneuma boosts == the gods (or just your god) favors you... quest boosts == dude the king rock man! he like totally rocks!! One way for the boosts in general to exist outside of say, your spells or the global boosts, is have anchors to what triggers them. If/when deities are added, it could be a parameter of said deity that has a chance and boost factor that can give individual/group boosts, much like aligned churches have. Could require things like high favor with your god(dess) to gain such boosts. QP boosts are rather simple for backstory... you please the particular questmaster, so you could get boosts from that QM for a period of time, from generocity and appreciation of service. Damage boosts, I'd say make THAT what reckonings give, not experience boosts. I mean, c'mon, the reckoning makes you want to KILL!KILL!KILL! Surely all that rage and aggression causes more damage... In the long run, double damage oft results in double experience given that you kill mob twice as fast. The only one left is the XP boost. Mayhaps have a state of enlightenment that opens your mind (be it through drugs or an actual journey of the mind) and alters it in such a manner that you gain experience at a faster rate. Those are my two cents.
  • No-mail flag

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  • Message Customizations

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    NibelungN
    True with regards to the stupidity… That is my only major concern with it. But then, thoses that do apply their years of experience in the field of stupidity shall be met with ridicule and hysterical laughter, before having their values reset without compensation...
  • Token Discussion

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    SynS
    <quote author="Pollution">@Pollution: It would be handy if the timer value could be set in the same way as hit/mana dice are, have it accept dice values to introduce easy duration variation if desired. ->timer 1 d 10 + 0 1 - 10 ticks ->timer 1 d 1 + 9 Exactly 10 ticks.</quote> This should be fairly easy. I will implement it when I get a chance.
  • Charge

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    P
    Charge is usuable in combat, but all it does is call for an individual bash against everything in the room. Mobs can't actually use the charge skill (see Gutoblix in DV, he used to "charge $n" which is why he didn't attack even though there was an echo that he was charging into the fray). You might be able to simulate it with an mprog, though.
  • Offensive flag: assist_npc

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  • Relic of Valor

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    NibelungN
    Relic of Bloodlust (Amulet of Bloodlust) An amulet which I came up with many moons ago. It is an individual relic (meaning it's for individual players, not a church) that is used in summoning a reckoning (requiring a catalyst and with a reduced xp boost). It has other side affects, if they were coded in that is, such as the bloodlust spell itself which would cause the player that wears it to gain a super frenzy affect BUT become aggressive. Relic of Protection (Light of Protection, Aura of Protection) A sacred light that counteracts the affects of PK rooms. CPK downgrades to NPK. NPK and Arena downgrade to normal. During a reckoning, this power cancels out the affects of the reckoning induced PKness, meaning that normal PK rules apply (ie, it depends on the room). Relic of Incarnation A relic that makes any death instant resurrection, regardless of manner of death. This is church wide. The only way to counter this (such as you NEED to be dead) would be to touch the relic in the treasure room. Your next timered death will be normal. Arena deaths do not bother with this (as they are instant repop deaths already). Speaking of relics, I think that whenever group effort can be accounted for when pulling cart objects, all church relics need to be modified to require at least two (or three) people with sufficient COMBINED strength to pull them, thus instilling a need for teamwork.
  • Bitwise Operators for scripting

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  • Area Who Flags

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    SynS
    <quote author="Nibelung">@Nibelung: The whole ROMesque bitvector style for things that are completely mutually exclusive is dumb. I know this isn't a critical memory thing, but still.</quote> Yes. you are absolutely right. I have nfi why whisp implemented them that way… it'll be a short work order to convert them to integer values so we can have like, 30,000 of them per variable, rather than 15 or so. :D Me or Areo will work it up when we get a chance.
  • Multiplaying guidelines

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    SynS
    Hrith, there is a function called char_update which updates chars every tick. It regens mana, hp, updates affects, etc. The game doesn't update your char if you are in social, so you shouldn't be able to improve fast healing or meditation while in social. However it is a very simple matter to disable all betters and have it back out of the skill improvement function if the char is in social.
  • Area Head Builders

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  • Big Ass List™

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    TieryoT
    Just making this a sticky for adding in pieces soon.
  • Frozen and Charred corpses

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    NibelungN
    A bit delayed, but…. to facilitate something like this in scripts, I've come up with a command to expose the rawkill function, which would accept a type of kill to deal with the corpse. rawkill <victim>[ <type>]</type></victim> Performs the rawkill function on the victim, provided the victim isn't an immortal player. The type specifies what to do with the corpse. Possible Types: <list>* fire - Creates a charred corpse (noresurrect) inferno - BURNS the corpses beyond recognition (instant decay) cold - Creates a frozen corpse (noresurrect) ice - Entombs the corpse in a block of ice (noresurrect/noanimate/nosac). Can only be looted by the original player, regardless of CPK-ness. But, the corpse can be shattered manually, scattering the items if in CPK. stone - Creates a stone corpse (similar as ice) acid - Dissolves the corpse (instant decay). All susceptible objects have a chance at being pitted, regardless if it is a CPK room or not. shatter - Causes the corpse to shatter (as opposed to dissolve). When used in conjunction with clever script messages, this can appear to be a combination of ICE and a punch. CPK rules will apply, dumping any susceptible objects in the room. beheaded - Like a slay! :D</list>
  • Min-max format for numerical ifchecks

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