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    Topics created by Nibelung

    • Housing Imm
      Immortals Forum • • Nibelung  

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    • Haha
      Bug Reports • • Nibelung  

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      Poop. At least it was easy to figure out!
    • Humans and avatars
      Bug Reports • • Nibelung  

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    • Persistant Mobs
      Design & Advanced System Discussion • • Nibelung  

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      I haven't actually read up on UIDs. I'm guessing the concept is to make every instance of a data structure seperate. It's actually quite a good way to prevent duping. If you or Vizz wants to summarize the implementation, I'll be glad to listen. We really need something like this. What I think will do is make a data dir to store the data seperate from the area files, and then highly improve the saving of data over reboots (time conditions, weather conditions, etc. etc.) Not to derail your thread here, I think that saving of mobs would be a good idea as long as it didn't drag down on performance too much… I'm sure we could find ways around this. It should be incorporated amongst a variety of things to save data through boots of the game.
    • Bloody Thieving Pouch of Wealth
      Bug Reports • • Nibelung  

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    • Pulling carts
      Bug Reports • • Nibelung  

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      it's any pulled cart (the relics are carts). You move, the movement code sees you have a pulled cart and removes it from *its* room, not your last room. One of three things would need to be done: 1) force an auto-drop of ANY cart on teleportation 2) prevent the action 3) teleport the cart with the puller. With the case of the relics… it could do #1 or #2, depending on relic? the relic could interfere with teleportation. All other carts can just do #3.
    • Quest - Tomb Heist
      Restricted General Discussion • • Nibelung  

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      Test
    • Objects on other mobiles
      Requests • • Nibelung  

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    • Notes to immortals
      Bug Reports • • Nibelung  

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      A few people have told me they tried sending notes to "immortals". Now fixed - also added "imms" and "gods" to the list.
    • A tree area
      New Areas/Area Ideas • • Nibelung  

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    • Searching hidden one-way exits
      Bug Reports • • Nibelung  

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      No, I'm requesting that search ONLY reveal hidden exits IF the exit is a true two way exit, not just the destination having the reverse exit, it needs to go TO the source room.
    • The SWITCH statement
      Design & Advanced System Discussion • • Nibelung  

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    • Script compilation?
      Coding Discussion • • Nibelung  

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    • Wilderness Map
      Design & Advanced System Discussion • • Nibelung  

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      V

      Hey Nib, Might be worth updating the troops as to the recent developments on the wilds resizing front? Scott. (Vizz)
    • Tides
      Coding Discussion • • Nibelung  

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      Yup, we could get around this with tables generated at startup. I did a similar thing with the logarithm function in determining mob skills. I don't know how processor-intensive the log function is, but decided to stay on the safe side.
    • Cosmetic - extra flags on lore
      Bug Reports • • Nibelung  

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      I'm guessing the one I viewed had garbage bits in it that the flag->string function didn't recognize, so it generated "none". Your copy likely had it set to zero, which I'm guessing the code checks before attempting to do the flag->string. Perhaps create a set of VALID_*_MASK for every flag bank, where * is the name of the bank, such as VALID_OBJEXTRA_MASK. The define would have all valid bit positions associated WITH that set of flags. A simple check like so… ```` if(obj->extra & VALID_OBJEXTRA_MASK) ```` would filter out possible garbage bits from corrupting system checks.
    • Message Customizations
      Requests • • Nibelung  

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      True with regards to the stupidity… That is my only major concern with it. But then, thoses that do apply their years of experience in the field of stupidity shall be met with ridicule and hysterical laughter, before having their values reset without compensation...
    • Relic of Valor
      Requests • • Nibelung  

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      **Relic of Bloodlust** (__Amulet of Bloodlust__) An amulet which I came up with many moons ago. It is an individual relic (meaning it's for individual players, not a church) that is used in summoning a reckoning (requiring a catalyst and with a reduced xp boost). It has other side affects, if they were coded in that is, such as the bloodlust spell itself which would cause the player that wears it to gain a super frenzy affect BUT become aggressive. **Relic of Protection** (__Light of Protection__, __Aura of Protection__) A sacred light that counteracts the affects of PK rooms. CPK downgrades to NPK. NPK and Arena downgrade to normal. During a reckoning, this power cancels out the affects of the reckoning induced PKness, meaning that normal PK rules apply (ie, it depends on the room). **Relic of Incarnation** A relic that makes any death instant resurrection, regardless of manner of death. This is church wide. The only way to counter this (such as you NEED to be dead) would be to touch the relic in the treasure room. Your next timered death will be normal. Arena deaths do not bother with this (as they are instant repop deaths already). Speaking of relics, I think that whenever group effort can be accounted for when pulling cart objects, all church relics need to be modified to require at least two (or three) people with sufficient COMBINED strength to pull them, thus instilling a need for teamwork.
    • Bitwise Operators for scripting
      Requests • • Nibelung  

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    • First September Topic!
      Immortals Forum • • Nibelung  

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      Happy labor day!!!