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 Post subject: Code Update Q&A 7/24/2012
PostPosted: Tue Jul 10, 2012 10:05 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Note: Updated topic name from 7/10/2012 to 7/24/2012.

I honestly expect the fighting changes to cause a lot of problems, so there will probably be a series of fixes over the next few days.

Changes:
- Your party fighting is now almost always treated as if you are fighting
- Do not allow directional movement commands if your party is fighting

Bug Fixes:
- Add message to inform when disarmed weapon was sent flying
- Remove message that allows leaders to distinguish if you aren't in a cabal
- Remove obsolete detect spells when casting true seeing
- Add message for when distort alignment wears off
- Added support for invincible aura vs counterstrike
- Only sentient creatures are allowed to parry with natural weapons
- Do not attempt to flee through portals that you cannot see
- Fix non-damaging aggro spells not waking victim who is asleep


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 2:09 am 
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Mortal

Joined: Sat Apr 02, 2011 12:03 pm
Posts: 149
Hi, just returning after yet another break, and I have to ask. Does this mean that if a group is travelling, and random spider aggros onto one person in the party, all now stop instead of leaving aggro'd guy behind?


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 3:10 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Will this change to fighting code now require a change to the skirmish helpfile, since it claims the skill allows you to continue to maneuver around your target while shooting?


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 5:57 am 
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Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Thanks for bug fixes!

Has anyone seen the new disarm message, by the way? I would like to update my combat events.

Quote:
- Add message to inform when disarmed weapon was sent flying


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 6:01 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
FinneyOwnzU wrote:
Has anyone seen the new disarm message, by the way? I would like to update my combat events.



New Disarm Message wrote:
[HP: 98%] [ME: 88%] [PE:100%]
>
disa
You disarm a tough male orc and send his weapon flying!

[HP: 98%] [ME: 88%] [PE: 96%]


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 6:20 am 
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Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
New Disarm Message wrote:
[HP: 98%] [ME: 88%] [PE:100%]
>
disa
You disarm a tough male orc and send his weapon flying!

[HP: 98%] [ME: 88%] [PE: 96%]


Thanks - I extrapolated what the message should be, if you are disarmed or a third party get disarmed and the weapon sent flying. Updated combat events for zMUD and Mushclient:

#TRIGGER {You disarm %1 and send {his|her|its} weapon flying!} {#SAY ">>>>>>> DISARMED %1 <<<<<<<";#CO 11}
#TRIGGER {%1 disarms %2 and sends {his|her|its} weapon flying!} {#SAY ">>>>>>> %1 DISARMED %2 <<<<<<<";#CO 11}
#TRIGGER {%1 disarms you and sends your weapon flying!} {#SAY ">>>>>>> BACKUP WEAPON ASAP <<<<<<<";#CO 11}

<trigger
colour_change_type="1"
enabled="y"
group="Combat Events"
match="You disarm (.*) and send (.*) weapon flying!"
regexp="y"
send_to="12"
sequence="100"
>
<send>ColourNote ("cyan", "black", "&gt;&gt;&gt;&gt;&gt;&gt;&gt; DISARMED %1 &lt;&lt;&lt;&lt;&lt;&lt;&lt;")</send>
</trigger>

<trigger
colour_change_type="1"
enabled="y"
group="Combat Events"
match="(.*) disarms (.*) and sends (.*) weapon flying!"
regexp="y"
send_to="12"
sequence="100"
>
<send>ColourNote ("cyan", "black", "&gt;&gt;&gt;&gt;&gt;&gt;&gt; %1 DISARMED %2 &lt;&lt;&lt;&lt;&lt;&lt;&lt;")</send>

<trigger
colour_change_type="1"
enabled="y"
group="Combat Events"
match=".* disarms you and sends your weapon flying!"
regexp="y"
send_to="12"
sequence="100"
>
<send>ColourNote ("cyan", "black", "&gt;&gt;&gt;&gt;&gt;&gt;&gt; BACKUP WEAPON ASAP &lt;&lt;&lt;&lt;&lt;&lt;&lt;")</send>


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 6:44 am 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
Dulrik wrote:
Changes:
Bug Fixes:

thx


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 6:51 am 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
ObjectivistActivist wrote:
Will this change to fighting code now require a change to the skirmish helpfile, since it claims the skill allows you to continue to maneuver around your target while shooting?



Good question, is skirmish affected by this?


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 7:03 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ObjectivistActivist wrote:
Will this change to fighting code now require a change to the skirmish helpfile, since it claims the skill allows you to continue to maneuver around your target while shooting?

Feel free to post opinions about how it ought to work at this point. It makes sense to me to re-allow you to move when skirmishing if you are fighting alone, but perhaps leave it the way it is now if you are in formation. Or at least if you are the leader of the formation.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 7:05 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Mythrilshotgun wrote:
Hi, just returning after yet another break, and I have to ask. Does this mean that if a group is travelling, and random spider aggros onto one person in the party, all now stop instead of leaving aggro'd guy behind?

I did not test this scenario but I believe the answer is yes.


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