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» SmaugMuds.org » Codebases » AFKMud Release Announcements » AFKMud 1.51a Released!
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AFKMud 1.51a Released!
< Newer Topic :: Older Topic > Intermud enhancements

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Post is unread #1 May 14, 2003, 10:32 am
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Samson
Black Hand
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JoinedJan 1, 2002

Version 1.51a of AFKMud has been released.

This is an intermud enhancement release.

Standard disclaimer type stuff: Changes in this version may or may not remain compatible with your older support files, such as areas, commands, skills, socials, etc. If things break, you were warned.

Non-Bugfix alterations:

Major enhancements to the I3 blocking capabilities. [Samson]

Yes, that's it. Bit of commentary on this one. It's a sad day when certain events come forth that make this sort of thing even necessary. So far the I3 code hasn't required this sort of aggressive measures. But as we all know, things change. Suffice it to say that the need to squelch an annoyance provided sufficient motivation for *ME* to want this, and that combined with regular inquiries from others about when it was going to happen finally drove me to do it. So here it is. Enjoy.
       
Post is unread #2 May 14, 2003, 10:52 am
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Dwip
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And as a slightly seperate issue, but one I'll make note of here in any case, there are a couple of skill and area issues.

Firstly, immtrain.are, the Immortal University, is back in the main AFK release after not being there for a time. It's sort of a giant command reference, for those of you who don't have it. Want it, go download the full AFK package.

There are a few skill bugs/issues that have been fixed on Alsherok but not added to the release as of yet. Of note:

Dragon Palm - In the misschar message, the word "pass" should be "past". Easily changable by doing the following:

sedit 286 misschar &WThe energy you project from your palm roars harmlessly past $N!&D
sedit save skill table

Levitation - Is missing a wearoff message. Easily changable by doing the following:

sedit 316 wearoff You float slowly to the surface.
sedit save skill table

Cure Poison - May or may not make sense for your game, but on Alsherok, the rent on this spell has been changed to 20,000. Easily changable by the following ;):

sedit 63 rent 20000
sedit save skill table

It is advisable, before doing any of this, to slookup the spell in question, and use whatever is in the Sn: slot instead of the numbers in my sedit.
       
Post is unread #3 May 14, 2003, 12:01 pm
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Eminorik

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sorry, actually it doesn't make sense at all...

rent for spells? please explain...
       
Post is unread #4 May 14, 2003, 12:03 pm
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Samson
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Spell rent is part of the automatic calculation done to determine the amount of rent an item charges. This only applies if your mud enables the rent system. Otherwise safe to ignore it.
       
Post is unread #5 May 14, 2003, 7:29 pm
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Dwip
Dementius Rabbitus
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Adding onto what Samson said, the automated rent calcs happen by editing the rent field of an object to -2. There are a number of things it takes into account, which I think are listed somewhere in, er, rent.c or something. Spells are one of these. To put it simply, it adds up all the rent modifiers, and if these are from 20000-24999, it makes it level limited but no rent. If above 25000, it level limits the item AND makes it worth whatever value it comes up with for rent.

One of these times, I'll see if I can't clean up and add my rent specs, not to mention my armorgen specs and a few other goodies.
       
Post is unread #6 May 19, 2003, 3:05 pm
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Noplex
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Yay.
       
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