Backlogged on posting my changes here so I thought I'd fix that.
````
12/21/2006
NOTE FROM SYN
I am going to change the style of my code documentation a little bit to
make it easier on me. First, I will post the same
text in (a) my changelog included with the source code,
(b) the coding board and (c) the in-game changes.
(a) and (b) will also contain further information about the
changes accessible to coders - this is generally a module name
(e.g. fight.c), a function name, and a brief description of
the change. I'm mostly trying to phase out recording line numbers
except where necesarry since they change often with code editing
and our functions aren't gargantuan, so a function name will usually
suffice to locate a change.
Obviously, information about the code will not be posted in-game,
since this is easily accessible to coders via the MB. I will
try my hardest to make my changes consistent, clear and concise to players,
immortals, and coders alike, with additional information posted to
coders to allow them to better understand my code. Of course, I will
comment my changes within the code as well.
* Fixed - NPCs couldn't initiate combat, leading to various issues
involving NPC combat (aggro mobs not attacking, mounts of crusaders not
helping them fight, and probably some others.)
(fight.c, mob_hit(), commented out unnecesarry if-check)
* Removed "Seralia/Athemia" points display, the awarding of military points,
and the "xxx is now a pirate", announcement since they added absolutely
nothing of value to gameplay.
(act_info.c, do_score(), commented out bits about seralia/athemia points
fight.c, player_kill(), commented out bit about pirates
quests.c, do_quest(), commented out bit about military points)
* Fixed - NPCs would wander off even if they were following or grouped
with someone.
(update.c, mobile_update(), a few additions and restructuring of
some code)
12/12/2006
* Fixed - Reduced the hitting power and the skill levels of NPCs
in the newbie area to make it a little easier on players
who aren't used to the game. Also added a hint on
practicing/training to the hints channel.
* Fixed - The regeneration spell had a buggy duration when placed
on objects.
11/06/2006
* Additions
interp.c, 458, cmd_table
interp.h, 441, prototype
merc.h, 4000, #define
olc.h, 36, #define
olc_mpcode.c, 410-464, new function, do_tpedit
olc_mpcode.c 62-62, tpedit command table
11/01/2006
* Fix: magic2.c
Functions: spell_toxin_paralysis, spell_toxin_neurotoxin,
spell_toxin_weakness, spell_toxin_venom
Added echoarounds for when someone resists a Sith toxin bite
so that the sith has an idea of what happened (why their bite
didn't work.) Also fixed the current echos to the victim.
* Fix: fight.c, line 4811
Fixed Sith bug where no matter what type of toxin you were trying to
bite with, it would use paralysis - problem was checking "argument"
instead of "arg2".
* Addition: bit.c, line 344
tables.c, line 1160
merc.h, line 1562
auction.c, line 355
Implemented "noauction" object flag.
* Addition: act_obj.c, lines 890, 1062
Additions to fix the "no_container" object flag.
* Addition: act_comm.c, line 1240
Addition so room no_comm flag would block yells as well.
10/30/2006
* Addition: merc.h, line 1561
bit.c, line 343
locker.c, line 139
tables.c, line 1159
Implemented "no_locker" object2 flag.
* Fix: olc.c, line 131
Inserted oedit_timer into the list of oedit commands. Not sure at all
why it was off, but it's back on now.
* Fix: fight.c, line 3873 and 3881
Changed it so non-imms can't see numerical values of hits unless on
the test port.
* Change: update.c, line
Moved update_has_done (minor function that was sucking 10% of CPU time)
from aggr_update to char_update.
* Fix: const.c, line 3694
db.c, line 449
olc_act.c, line 5673
merc.h, line 215 and 4074
Added a mob skill level table generated at startup so that our processor
won't be crunching a logarithm every time a skill lookup for an NPC
is needed (often).
* Fix: const.c, lines 1894-3688.
Replaced the unused SLOT() field with a "race" field that specifies
if the skill belongs to a certain race. This is to fix the problem of
all NPCs having all racial skills regardless of their race. Right now
unfortunately it doesn't account for racial skills that belong to
more than one race such as shift - but I will replace this with a bitfield
instead of an integer when I have the time. It works fine for now,
since no automatic skills belong to more than one race, and those are
the ones I wanted to correct first.
* Fix: act_obj2.c, line 812
Added an "!IS_NPC()" ifcheck in do_consume to prevent segfaults
when an NPC tries to consume a corpse.
* Addition: merc.h, lines 248-273.
Added a list of #defines for PC race types. These are now used
in skill_table (const.c) to check for racial skills with a simple reference,
rather than looping through the list of pc races and then looping through
each race's list of skills.
* Change: merc.h, line 3386.
Added a "race" field to each skill. This replaced the old, unused
"slot" place. I added this so that NPCs wouldn't use racial skills
unless they were of that race.
* Removal: act_wiz.c, lines 1739-45, 3248-86
Removed "slookup" function. Supposed to be for 'stat skill' which
does nothing.
* Addition: mob_prog.c, lines 2893-2988
Added a p_direction_trigger, almost identical to p_exit_trigger,
except that it allows other trigger types (in this case, open
and close) to fire on a direction.
* Addition: act_move.c, lines 1129, 1224, 1166, 1253
Implemented open and close triggers for objects (first two lines)
and doors (last two lines).
* Addition: merc.h, lines 3454-3455
Added #define for open and close triggers for rooms and objects.
````