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Latest News - Sep 30th
There have been some major changes behind the scenes to how skills and
spells are loaded/saved/handled. The main change you will see is that
all skills and spells now show affects in real time instead of ticks,
and time out constantly as appropriate rather than just at tick time.
This is the starting point for adding a variety of more powerful
skills that would be too strong with a minimum of a tick, but can be
great for just a few seconds. You will also notice that the display
of 'affects' has changed some, and instead of seeing something
cryptic like "detect_invis" it will say "detecting invisibility" etc.
This new code will also separate affects from skills, meaning we can
have things other than skills set affects on you. This has many
possibilities. For example, a room could set an affect on you. Or,
there could be a 'nochannel' affect that times out rather than
needed an imm to manually fix as it is today, etc.
The duration of every single skill and spell in the game had to be
modified for this change, so please test all that you can and let me
know where they differ significantly from the main port.
I know this will mess up some spellup scripts, but it is a necessary
change to further the mud. Your scripts really just need to set a
flag on the wearoff message and then when combat is finished recast
the spell. Should be able to tell in/out of combat easily enough by
adding something unique in your battle prompt to script from.
Date Posted - 09.30.2005
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