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Weekly Update (31/08/2012)

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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}

  *note to self zusuk:  HELP FILES!*

  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]

{ARCHIVES}

  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->Luminari Port]

     *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->Luminari Port]

** PLEASE SEE TBAMUD.COM FOR CHANGES CircleMUD -> tbaMUD **

** PLEASE SEE CIRCLEMUD.ORG FOR CHANGES DikuMUD -> CircleMUD **

{TODO}

  redo score, see board for idea

  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

Development Updates (08/24/2012)

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room affection engine for darkness made via utils.c (YAY room affections!)

spell darkness

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!  (Thanks Halenbane!)

FMud is back online, and seems to be working with more browsers than just IE

Framework for weaponspells added (thanks Mike Stilson <stilson@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  (Thanks CyberAssault MUD!)

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@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*+

Some Proposed World Ideas

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We have choices between pre-made campaign worlds, or custom made…  here are a few samples.