Added new region: South Midgen
http://luminarimud.com/the-worldmap-of-luminari/region-south-midgen/
Added new region: Midgen
http://luminarimud.com/the-worldmap-of-luminari/region-north-midgen/
The Development focus has switched to world development temporarily to establish a testing ground for mechanic changes.
Preliminary changes include:
Also a variety of bug fixes were applied this week to clan code
{DONE}
Clan system implemented, (thanks Jamdog, tbamud.com, http://stefancole.com/)
————-
Clan Features
————-
* Zone claim system based on clan popularity
* Diplomacy skills to affect popularity, each skill has different ‘cooldown’
* Minimum popularity needed to claim a zone is configurable in cedit (default=75%)
* ‘clan who’ command shows all clan members and their rank
* ‘clan where’ command shows online clan members and their location
* ‘clan edit’ command for Staff and clan leaders to set clan ranks and privs
* Clan leaders can award clan points (CP) to clan members for purchase of clan items.
* ‘clantalk’ communication channel
* Staff see all clan’s clantalk, and can toggle it on/off
* ‘clanset’ Imm command for non-OLC changes
* clan banking system, with ‘deposit’, ‘withdraw’, and ‘balance’
* Players clan shows on who list and whois command
* Framework for clan spells/skills, so all clan members gain certain skills
* clan wars/allies (Shows on clan info, no pvp aspects yet)
* clan enrolment fees (for clan members)
* Tax paid to your clan by members of other clans in your clan’s zone
* Clanhall Guards
* Clanhall Clerics (for healing)
* Clan Portals, entering them takes players to their own clanhall
* Players can see who owns each zone on the areas command
* %actor% clan/clanrank variables for scripts
* Adding clan subcommands in the code is very easy
* Each clan may have up to 20 ranks
* All subcommands have configurable privileges
* Clan armor – can only be worn by members of one clan
* The ‘whois’ command now shows clan information.
* The ‘stat <player>’ command now shows clan information.
* Help files added for all clan functions for both mortals and Staff
* Added new PreTitles for Immortal types, idea from Jamdog (tbamud.com)
[Immortal]
[Staff]
[Senior Staff]
[World Forger]
* Gave ‘where’ a facelift to keep in theme with rest of the mud.
* when automap is toggled, WORLDMAP now will not display room desccription.
* added more quest info into stat_character.
————————————————————————–
{Fixes}
fixed issue with removing at-war status from clans
fixed issue with saving clan description
fixed issue with new staff-who list
fixed issue with removing ally status from clans
fixed issue in db.c initializing quests properly for new players
{TODO}
make PreTitles editable
remove renaming of clans from leaders clan edit
remove abbreviation of clan name from leaders clan edit
make renameing and abbreviation of clans Staff only
fix history clantalk command
fix clan armor, not recognizing vnums
change clan portal system
add gohome command to take players to their house if they are in a main city
add goclan command to take players to their clanhall if they are in a main city
[Above is week ending 9/14/2012]
{ARCHIVED}
We are extremely excited to announce the partnership in development! Preliminary details include:
DONE – (recent updates) past week tasks completed
ARCHIVES – tasks completed since port to TBA base, are below recent updates
TODO – short-term goals are below ARCHIVES
{DONE}
added a bunch more help files
PROFICIENCY ARMOR-PROF
MOB-SIZE OBJECT-SIZE PLAYER-SIZE
SIZE-CLASS
TWOHANDED-WEAPONS TWO-HANDED-WEAPONS
AC AC-APPLY ARMOR-CLASS ARMOR-RATING ARMORCLASS
MOUNT
UNCOMMUNE
COMMUNE
TAME
BUCK
DISMOUNT
proficiency of items now saves
added proficiency checks to handler.c (invalid_prof())
added respective skills to proficiencies
added default race sizes
rewrote spec_procs: list_spells, list_skills, list_abilities
no longer page-strings and buffers, all just send_to_char()
changed the look of list_spells
changed the look of list_skills
changed the look of list_abilities
changed the look of “practicing”
mount, riding, taming now accounted for compute_ability
in qedit, a new setup was defining the quest type as -1, then displaying types based on that value
fixed it now to check first to make sure its a valid array value before displaying
suprised this isn’t an issue for other people
made lots of changes to presentation of:
script_stat
do_sstat_character
do_stat_character
added some missing info to do_stat_character
changed void sprintbitarray() to output a CR every 5 BITS
added mount target to stat_character
added ridden_by to stat_character
added cooldowns to stat_char
added damtype resist to stat_char
added energy absorption to stat_char
added concealment / DR to stat_char
added multiclass array to stat_char
[Above is Week Ending 07/09/2012]
{ARCHIVES}
fixed missing constants.c label
changed some more contants.c labels
added “Can Be Worn on” to identify/lore (Bakarus idea)
recharge added (code: David A. Carver <DCARVER[at]cougar.colstate.cc.oh.us>) (Bakarus idea)
uploaded, compiled and have running on port 4103 a copy of DOOM (CWG)
defined sizes based on DnD 3.5 (thanks CWG project)
added size to object_data and char_data
added macros: GET_OBJ_SIZE(obj) and GET_SIZE(ch)
compute_armor_class now accepting the attacker for calculating size bonus/penalty
added medit/oedit size menu
made sure to add full credits to CWG to be extra strict about credits (see credits)
added CWG docs to our collection for licensing purposes, credits, etc
made sure sizes save to objects/mobs/chars and in the process discovered another memorize bug
!!!! **** ==== PWIPE ==== **** !!!!
Had to pwipe once again to fix my memorize bug, was initializing incorrectly in certain scenarios
size is now viewable in stat obj/char and score
size can now be set via ‘set’ command
new ‘set’ command options to set multiclass:
mage God PC NUMBER {magic user}
cleric God PC NUMBER
rogue God PC NUMBER {thief}
warrior God PC NUMBER
monk God PC NUMBER
druid God PC NUMBER
added quick help file ‘mob-size’
when you look at a mob/pc it’ll show its size
made MAX_BAB / MAX_AC defines, and threw them in structs.h
adjusted calculation for “hitroll” in do_score to account for staff-stats
added WEAR_WIELD_2H for two handed weapons, and made “hands_needed” function to deal with it
changed combat calculations and coded in 2h weapons, also added 50% strength bonus with 2h weapons
disabled armor factoring, now all AC-APPLY values, regardless of eq-position is a 1 for 1 value
added a new toggle in zone edit: show weather; this will determine whether your zone sees the weather/time messages
remade db.c handling of reading the file to accomodate 11 zone values
made all other zone values have default weather of 1
there are no longer two types of zone-saves (4 or 10) now just just 11
added two more messages to give visual cues to time outdoors
added two more messages to give visual cues to weather outdoors
capped concealment: 50% MAX_CONCEAL
capped damage reduction: 20 MAX_DAM_REDUC
capped energy absorbption: 20 MAX_ENERGY_ABSORB
added a little more character to weather
added proficiencies (I have NOT added the code to save these yet):
“Simple Weapon Proficiency”
“Elf Weapon Proficiency”
“Druid Weapon Proficiency”
“Martial Weapon Proficiency”
“Exotic Weapon Proficiency”
“Light Armor Proficiency”
“Medium Armor Proficiency”
“Heavy Armor Proficiency”
“Shield Proficiency”
“Tower Shield Proficiency”
[Above is Week Ending 31/08/2012]
spell darkness, and room affection engine for darkness made via utils.c (YAY room affections!)
spaced utils.h a little different so its easier for me to see the utilities defined
setup framework for infravision/ultraivison differences in utils.h
added some detail-work to infravision
you can now attack in darkness with infravision (idea: make x.shape targetable)
MOVED SERVERS! we are now luminarimud.com 4100 / 4101
PolicyPort set to 4124
Made (setup) a new webpage, much nicer framework for expansion
HMUD is WORKING!
FMud is back online, and seems to be working with more browsers than just IE
Framework for weaponspells added (thanks Mike Stilson <stilson[at]earthlink.net>)
added the ability for weapons to cast spells on you
added PULSE_LUMINARI for various activities i want updated
added the ability for weapons to act even out of combat
moved regeneration into PULSE_LUMINARI
BAKARUS HAS JOINED THE STAFF!
added mud connection info to the website
added some more widgets to the website, and added footer info
added contact-us and sitemap pages to website
added AFF_GRAPPLED, help grappled
spell-class now passes with casting time
concentration check added to casting-time event
put another port for Bakarus 4102
posted two concept maps to website
worldmap concept finalized (Bakarus)
Started Mount port from LuminariOld->LuminariNew (Thanks Daniel Koepke: dkoepke<at>california.com)
made sure to check if mount is flying
made sure to not allow mounted peeps to enter a tunnel
added related abilities:
tame
mount
dismount
*NOTE* Maybe some conflict between mounts and furniture, have to test more (act.informative.c)
*NOTE* Need to test different sneak scenarios between mount/rider/umounted (act.movement.c)
*NOTE* Need to check for flight, etc (act.other.c)
changed some more visual tags in act.other.c to lowercase instead of capital
New Mage Spells:
conjuration:
summon monster ii*+
web*+
necromancy:
deafness*+
[Above is Week Ending 24/08/2012]
!PWIPE!
Added tons of helpfiles, everything I could think of new I added now has a helpfile
Found a sneaky bug in memorize
Did a GET_CLASS scan for multi-class code to check for missed adjustments, and made them
Added server-startup / shutdown scripts
Did a memorize.c revamp in prep for more caster classes
Found a nasty crash bug in houses, with Vatiken’s helped it is now fixed
Replaced (only) in-game references to tbaMud with LuminariMUD
Added a total of 4 slots to PRAYing arrays, for expansion to cleric/druid/paladin/ranger casting
Modified save/load functions to handle the array in pfiles
Modified memorize.c to handle expansion of new classes
Made Druid class
Added framework for damtypes (like elemental damage)
changed all the defines of saving throws to new counterparts: fort, reflex, save.. also added two fillers, poison and death
To fill the gap in espec loading, added old saving throws and translate them to new ones
Added some more info to do_score
Realigned spells in mem lists, added a little color
Spell affects are now measured in round increments instead of game hours (ticks)
Converted current spell affects to new system
Spell levels were level dependent, regardless of what levels you have multi-classed, now only “caster” levels will make your spells more powerful
Got rid of sort_spells in db.c (at least temporarily), not compatible with how i’m sorting spells
finished display for damtypes (affects)
started some changes in constants.c to move away from capital letters (thanks Bakarus)
got rid of NOBITS (now: None)
added AFF_DEAF .. although it may be a little too harsh right now
added AFF_FEAR
added AFF_STUN – can attack, but can’t enter commands (affets mobact too)
added AFF_PARALYZED same as stun, but also can’t attack
spell polymorph (mostly just framework, probably should share functions with shapechange)
changed spell color-spray
spell endure elements
spell expteditious retreat
spell grease
spell horizikauls boom
spell ice dagger
spell iron guts
spell mage armor
spell negative energy ray
spell ray of enfeeblement
spell scare
spell shelgarns blade
spell shield
spell summon creatre 1
spell true strike
charmee’s will now autoassist (even if not groupped) and autorescue if they are a warrior > level 5
expanded player structs in plrtoascii, expanded max_skills to 600 (400 spells / 200 skills)
max_types increased to 800
renumbered all skills and everything after, renumbered lib->messages too
found out that expanding the struct in plrtoascii destroys mud, so undid it 😛
consolidated the various caster arrays, freeing up space in pfiles
made a warding array to save stoneskin/mirror image and the sorts
made a spec_abil array to save x-per-day use skills
added framework for rage skill
went and adjusted all the save-types for all spells
added room-affections framework, thanks to: The Arrow <pt94jpi@student.hk-r.se>
[Above is Week Ending 17/08/2012]
With Vatiken’s help, fixed minor bug where sometimes people would respawn exactly where they die (due to copyover).
Fixed big MEMORY bug, only last mobile who hit you was getting his memory cleared
Death is different, no longer sent to menu, no longer any PC corpses
Added NPC Classes: Cleric / Magic-User, they only behave in combat so far
Shapechange framework added, see help file – available to everyone for now for testing purposes
Added NPC Races: Red Dragon, innates added: tailsweep, breathe, frightful
Fixed a bug I created with do_flee wimpy
Got rid of exclusive “god-only” messages
Violent AoE got a completely revamp due to charmie-need
Fixed parry: had a slight bug if someone started combat again you and you parried the first attack that would cause issues with HUNTING()
Added Damage Reduction and Concealment ratings to do_score
Fixed minor bug in medit.c, miscounted # of AFF_FLAGS
Added commands: boost, gain and respec – see respective help files
Added MULTICLASSing !! See help file
Switched cleric “memming” to “praying”
Hacked up memorization code to allow for multi-class memming/praying
Implemented Vatiken’s new group-system, help GROUP for more info
Added framework for website: luminari.genesismuds.com
Help file update
[Above is Week Ending 10/08/2012]
[Below is Changes TBA->LuminariPort]
*mobiles (general) – decreased pulse_mobile, i.e. faster mob reaction,
for charmees, # is now maxed out at GET_CHA_BONUS, if you go over the bonus
extra mobiles will rebel
*NPC races – added framework, mobs will identify their race right now
for debugging purposes
*NPC classes – added framework, mages will now behave at least semi-smart
with their new code
*stats – constitution / hp – redid the system so gear/spells/leveling
work correctly, increased max-stat limit to 50, changed bonus system to reflect
3.5ed, added aliases to calculate bonus [GET_<stat name>_BONUS()], character
starting stats are fixed and have increases according to 3.5ed (not selected though),
compartmentalized a lot of vitals like compute_armor
*aesthetics – weather.c added a little color, skill_messages have more color
now, do_who a little more color, login screen colors
*train/ability – resemble skills in 3rd ED [new abilities] listen, spot,
tumble, hide, sneak, treat injury, taunt, concentration, spellcraft, appraise,
discipline, parry, lore
*combat changes – multiple attacks, perform_attacks, multiple changes
to the whole combat systme, parry, compute_thaco now is like 3.5ed system,
compute_armor now is calculated like 3.5ed, dual-wield, initiative (limited
implementation), switch opponents (AoO penalty), auto-diagnose added, taking
things out of bags in combat imposes penalty (vs Tumble DC 15), completely
rewrote do_flee also don’t lose xp for fleeing, dam_messages now % based,
dual-wield (multiple hands), max. damage per damage() call now 999
*other char vitals – spell resistance added, regen changed from tick
system to being called very 3 real seconds, advance_level and do_start redone
completely
*information changes – do_score redone [new commands] affects, attacks
*races – dwarf, human, elf, troll; troll regen added, racial bonuses added
for all the classes, human skill/ability bonuses implemented
*class – monk, bare-hand damage, attacks and level armor bonuses added,
wisdom armor bonus added, lay on hands ability added
*world modifications – newbie eq resembles old Luminari (added special
mode to perform_remove), some stock world bug fixes that were showing up in syslog,
shop.c appraise changes
*prac/skill: one practice per skill = 75 proficiency, bash behaves much
different now (similar to Toril)
*prac/skill: [new skills] quickchant, ambidexterity, dirty fighting, dodge,
improved critical(2), mobility, spring attack, toughness, two weapon fighting(2),
finesse, armor skin, blinding speed, damage reduction(3), tougness(2),
self-concealment(3), trip(2), improved bash, improved whirlwind, spell
penetration(3), spell resistance(5), initiative, power attack, combat expertise,
epic skills needed for spells
*spells: casting time, say_spell at beginning of casting and finish
of spell, heavy damage increase, added some color to say_spell, npc’s that cast
AoE’s will not hit their fellow npc’s
*spells: [new spells] stoneskin, blur, mirror image,
ice storm, ball of lightning, missile storm, chain lightning, meteor swarm,
flame strike, destruction, cause light wounds, cause serious wounds, cause moderate
wounds, cause critical wounds, mummy dust, dragon knight, greater ruin, hellball,
epic mage armor, epic warding, protection from good
*memorization: implemented, initial testing passed, a lot more to do
*color code: added parse_at to all q, and to nanny check (for race/class new
character selection), also disabled mpx because the potential security risk
[Above is Changes TBA->LuminariPort]
** PLEASE SEE TBAMUD.COM FOR CHANGES CircleMUD -> tbaMUD **
** PLEASE SEE CIRCLEMUD.ORG FOR CHANGES DikuMUD -> CircleMUD **
{TODO}
makes houses save bags in bags
finish pc/npc races/classes
spot + hide fix
need to switch pick-locks and steal to abilities
initiative improvements
racial innates
monk feats
multiple hands: do_use do_write etc, just check primary hand
protection from good/evil not implemented
memorization: optimize
feint and survival
NPC idle casting
help files on combat messages
add more races
redo: spells/prac/train/boost
cleave / greater cleave
add more spells!
thief feats
redo wizard stat interfaces
check into first-char double connection bug
add drowning
2nd half of sneak (arriving room) needs to be finished
add air rooms and falling
add weapon spells to stat obj
control waether
move some of do_stat_char to a different command