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  • Reboot allows you to keep shift effects while not shifted.

    Bug Reports
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    2 Posts
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    SynS
    Fixed. With a little bit of coding, both the shift state and shift affects will now save over logouts and reboots.
  • Whisper

    Bug Reports
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    NibelungN
    I'm wondering if this is just a visibility issue. If the mob tried to remember you and couldn't SEE you, $q would expand to "someone".
  • Protected Mobs

    Bug Reports
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    SynS
    Couldn't replicate with either mort or immort. Stat mob errol: Name: Errol, the priest Vnum: 11208 Race: human Sex: male Room: 11209 Str: 25(25) Int: 25(25) Wis: 25(25) Dex: 25(25) Con: 25(25) Hp: 9721/9721 Mana: 0/0 Move: 1310/1310 Practices: 0 Trains: 0 Lv: 100 Align: 0 Gold: 0 Silver: 0 Exp: 0 Karma: 0 Pneuma: 0 QuestPoints: 0 Armor: pierce: 0 bash: 0 slash: 0 magic: 0 Hitroll: 6 Damroll: 187.653915 [109] Size: medium Position: standing Wimpy: 0 Idle: 0 minutes Damage: 12d30 Message: pound Fighting: (none) Carry number: 0 Carry weight: 0 Act : npc sentinel protected Mort: Large Marble Hall - # - (-----------------------------------------------) W<---(A)--->E - S - +----------+ This is a continuing hall leading to the offices of + S + the respective political leaders of the city. The walls + | + are carved from slabs of white marble, and various decorations + O-O-@-S + design the place where all of Plith's culture meets + | + together. To the north of you are the chambers of + O-O + the Town Council. To the east is the church enrollment +----------+ office. To the west is the Plith Gaol. [NEWS][CHANGES]<2850h 2850m 2999v> Syn has arrived. [NEWS][CHANGES]<2850h 2850m 3000v> k errol Errol, the priest is protected by the gods. Immort: [Room 11209] Large Marble Hall - # - (-----------------------------------------------) W<---(A)--->E - S - +----------+ This is a continuing hall leading to the offices of + S + the respective political leaders of the city. The walls + | + are carved from slabs of white marble, and various decorations + O-O-@-S + design the place where all of Plith's culture meets + | + together. To the north of you are the chambers of + O-O + the Town Council. To the east is the church enrollment +----------+ office. To the west is the Plith Gaol. xf errol Transferred Errol, the priest to Large Marble Hall (11209) k errol Errol, the priest's pound scratches you. Errol, the priest is in excellent condition. peace Done.
  • "Protected" flag doesn't show up on "stat mob"

    Bug Reports
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    No one has replied
  • Races, forms and parts

    Bug Reports
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    SynS
    <quote author="Qalinosk">@Qalinosk: Unique cannot be used for a race selection, which is rather annoying.</quote> Enabled unique as a race (had to do with it being at the very head of the list of races). <quote>> When using other races, and toggling off all forms and parts, at reboot/crash, the both are reloaded to default of the race, keeping anything else that you have set, as well.</quote> This has been fixed in prior reboots <quote>> Form instant_decay doesn't seem to do anything at all, and as far as I can tell, there is nothing to do this that isn't script related.</quote> None of the forms actually did anything (antiquated ROM garbage), so I wiped them out completely.
  • Mobs and Wizimobs - they can't see eye to eye

    Bug Reports
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    SynS
    <quote author="Nibelung">@Nibelung: Frankly, mobs should be able to target anything. The isvisible ifcheck can be used to verify visibility, that's what it's for right?</quote> Problem is, that only applies within scripts. In the code, for example for aggro mobs, we really do need hardcoded visibility checks - otherwise weak aggros will attack invis people that they can't see, etc. I've added a "see_wizi" act2 flag to allow mobs to see wizimobs without seeing everything else (e.g. improved invis mobs).
  • Random mobs appearing in Plith recall

    Bug Reports
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    SynS
    This was fixed a few reboots ago - caused by mobs who fleed but were killed by room affects like rocks or inferno. Basically the mob struct would be freed, and the game would continue trying to transfer that freed space with disastrous results.
  • Cosmetic - counter attacks

    Bug Reports
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    28 Views
    SynS
    Yup, that's exactly it. A simple reversion of the order of arguments has fixed the problem. The counter-attack is now re-enabled.
  • Sanc gives away shifted slayers.

    Bug Reports
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    SynS
    Fixed. Also fixed some minor, but annoying cosmetic bugs with the display of shifted chars in a room. Go me.
  • Inferno not applying blind effect.

    Bug Reports
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    SynS
    Couldn't replicate this, and from a glance the code seems to be alright. This is what it looked like on my test mortal: Within a Chasm [CHAOTIC PK ROOM] - N - (-----------------------------------------------) W<---(A)--->E - S - +----------+ This + O-O-O + huge chasm is the dwelling-place of the master of vampires. + | | | + Paintings done in parchment and blood line the walls, + O-@-O + and the floor is a dark red zigzag pattern that resembles + | + carpet. Body parts, bones, and bits of flesh are scattered + O + around this pit suggesting that the overlord of vampires +----------+ isn't too friendly. (Glowing) A bright ball of light shimmers in the air. A towering ring of flames surrounds the area. (Gold Aura) Syn the Implementor is here. [NEWS][CHANGES]<3572h 2857m 3100v> aff Immune: cold Vulnerable: fire Racial Affects: regeneration You are affected by the following: Spell: infravision : level 120, modifies none by 0 for 239 hours Spell: haste : level 100, modifies dexterity by 4 permanently Spell: detect hidden : level 100, modifies none by 0 permanently You are blinded by smoke! [NEWS][CHANGES]<3572h 2857m 3100v> af Immune: cold Vulnerable: fire Racial Affects: regeneration You are affected by the following: Spell: blindness : level 1, modifies hit roll by -4 for 2 hours Spell: infravision : level 120, modifies none by 0 for 239 hours Spell: haste : level 100, modifies dexterity by 4 permanently Spell: detect hidden : level 100, modifies none by 0 permanently l You can't see a thing! The inferno-blindness affect is real brief (2h) so maybe by the time you checked your affects it had worn off? As a minor fix though, I added an if-check to keep this code from applying the blind affect twice.
  • Kept items cannot be stolen in CPK

    Bug Reports
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    SynS
    This is now fixed. Also fixed most (but not all) instances in which the game doesn't tell you anything when you try to drop, give, donate, sell, etc. a "kept" object.
  • (mortal Annoyance) invisible item in container

    Bug Reports
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    SynS
    After looking at it through the debugger, this stems from the fact that the titan guardian hammer has "hidden" flag on it for some reason. This is a utility flag which gets set on objects which are hidden with the "hide" command and are thus completely hidden from view until they are found with "search" which flips the flag bit. It shouldn't EVER be on inventory items for any reason. I hardcoded it so that "hidden" can't be set on objects for any reason - once again this is a utility flag, not really something that should be set. I also added a bit of code to flip the flag on any inventory items which might have it on, on player log-in. Idea for self: in the future, implement a utility bitfield for objects to put flags which imms aren't supposed to set.
  • Spell cosmetic fixes

    Bug Reports
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  • I Just Wanted…..

    Cheese to go with your whine
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  • (Mortal Annoyance) get failure feedback

    Bug Reports
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    SynS
    This might be a consequence of Whisp's replacing my painstaikingly-fixed get and put functions with his older, crappier functions to make his carts work. Luckily, my functions are commented out; leaving this post as a reminder to myself to re-enable them and see if it fixes this error. Edit: Actually, my function doesn't account for this either, despite the things it fixes. I'll look into resolving this prob ASAP since I don't like blank lines any more than you do :twisted:
  • Scrolls, Potions, Wands, Staves, etc

    Bug Reports
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    SynS
    The majority of those are now fixed. A while back, in lieu of using v#s for spells on objects, which had some inherent flaws, I replaced them with a spell pointer so that (a) as many spells as necesarry could be added, (b) a random repop percentage could be assigned, and © objects would be saved with skill name instead of number, making goof-ups from manipulating the skill table less likely (we might want to rearrange it later for example to group similar skills together, and this would throw off index numbers and cause great pains when loading areas). However, I forgot to convert the v#s to their respective spell pointers on the magical use items (scrolls, potions, etc.). With a few new functions the areas are now in their correct form, and any person who logs in with old items that are missing spells will have them assigned. There are a few items, mainly wands it looks like, that didn't have spells assigned to them to begin with (e.g. the wand of silence). These can be fixed manually. There is still an unused "v0: Level" field remaining on all of these objects that I will remove at my convenience - it is redundant since adding spells using "addspell" lets you specifiy a level and assign different spells with different levels. v1-v2 will still be used to assign charges on wands and staves.
  • Quests? We don't need no stinkin' quests

    Adjustments Archive
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  • Act no_hunt

    Requests
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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.
  • Exit Names

    Bug Reports
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    No one has replied
  • Boost Messages

    Requests
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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.