Update cnsarge.kod
Update cnsarge.kod
Update cnsarge.kod
Update cnsarge.kod
Update cnsarge.kod
Update cnsarge.kod
PvP info upgrades & new ghost/penalty settings

* Anyone you can attack is shown on the map as a red halo at all times.
This includes enemy shields, outlaws, and murderers. Players who have
their safety off will also see innocents as red halos (excluding angeled
players, who cannot be attacked).

* You may not attack guildmates or allies outside of an arena or frenzy.
They will be shown as yellow and green halos regardless of murderer /
shield status. This eliminates area attacks and wall spells causing
'friendly fire'.

* New setting for outlaw & murderer ghost times to separate it from
innocents. Currently defaults to one minute. Outlaws & murderers have
full combat initiative, so they should not have the same chance to 'save
themselves' while ghosted that innocents do. Hunters need that ghost
time to react, so innocent ghosts should always be longer.

* New toggle for a Flat Penalties system, whereby all penalties are
always the same amount. Under Flat Penalties, innocents will pen 1 item,
2%, 2%, while murderers will pen 2 items, 4%, 4%. If Flat Penalties are
off, penalties will follow the old rising curve behavior. Flat Penalties
are intended to eliminate the round-robin invincibility employed by
veterans who use up their 'free pen' and then switch to a new character
ad infinitum. If all pens are always the same, there's no advantage to
be had. (works especially well with Last Safe Room penalties so that
characters aren't locked out of the game by enemies)
Don't record piTimeAttackedPlayer if not actual

Though this could be useful for immediately registering hostile
encounters as 'combat' the moment players enter the same room.
New Throne Room

This includes a change to Castle Victoria's Throne Room, and a new
Throne Room area beyond it.

The Ghost no longer spawns in Throne Room 1, as this was interfering
with players building up to 100 hps.

The Ghost now spawns in Throne Room 2 by itself, so that low-level
builders aren't interfering with high-level builders.

The Ghost also had its loot profile upgraded, and its one-item-per-kill
restriction lifted. Ghosts now have a chance to drop hold weapons. As a
balancing mechanism, throne Room 2 prevents the casting of wall spells.
Fine Lute added back in

There are very few sources for fine lutes.
my first update to meridian 59s open source project => I have updated
player.kod to propagage kills, damage (dealt/taken), improvements and
toughers to shrunken heads. The shrunken heads now provides much needed
moral support (controlled by shruhead.kod: KILL_CHAT_PROB = 5%) to the
owning player and also collects basic statistics - controlled by the two
new commands.
new shrunken commands: "Shrunken head, status report!", "Shrunken head,
reset!"
updates to merge with main branch
Correction to code formatting
- re-introduced some original random text (legacy/history)
- Added 10% change for head to divulge exact number of hitpoints
- Added greater refinement to chat probabilities, now contains:
  KILL_CHAT_PROB_HIT, KILL_CHAT_PROB_KIL, KILL_CHAT_PROB_IMP.
Crystalize Mana interface fix

Crystalize Mana is a very difficult to use spell. The fact that it's an
Area Enchantment song makes it conflict with other CM users, and it's
also easy for enemies to disrupt. It also takes a long time to fill a
crystal, and the whole process almost becomes not worth it.

This change will make Crystalize Mana into a mana-based equivalent of
Second Wind. Crystalize Mana will give its caster 100% of his max mana
when cast, but the spell can also trigger automatically at low mana for
the same effect. Triggered activations do not cost vigor or reagents.

Instead of giving 130% of max mana like current Crystalize Mana does,
the spell will instead add up to 20 base max mana exactly like how
Second Wind adds up to 20 base max vigor.

Crystalize Mana also no longer requires a lute, and cannot fizzle.

These changes are intended to remove the interface limitations of a
spell that was hampered by Jala song restrictions. At Level 6 in a
poorly filled out school, Crystalize Mana deserves to be simple,
awesome, and good at what it is supposed to do. This new design should
give it those qualities.
Don't let CM trigger on itself

Could have resulted in double surges.
Chieftain Loot improvements

So the first attempt at Chieftain loot didn't really work out. Instead
of having Chieftains drop arrows in normal loot, I've changed it so that
Chieftains have a separate check to drop 30-50 arrows with every kill.
This makes sense, because Chieftains have arrows themselves to fire.

This way players can build fire/archery without chieftains' loot profile
being wasted on arrows.
Animate & Defile Fixes

Both of these spells involve obnoxious server-spamming mechanics. I
removed the LOOK_NO flag from dead bodies so that animate and defile can
now both be cast on monster corpses. This should help curb the practice
of a player running a death mule 500 times to work these spells.

Defile had obnoxious anti-improvement code, which I removed. It can give
10-40 mana, but I lowered the upper limit to just above max mana, down
from 3x max mana. Since it can now be cast on monster corpses, Qors can
regain mana by casting Defile regularly.

Animate had a range of problems. The monsters created were dropping
loot, which I fixed. They are now technically illusions, which makes
sense, since not all corpses have skeletons inside them. Players may now
animate monster corpses, which should be fun, but they can also animate
killed animated skeletons, so they can work animate in peace by
repeatedly animating a single corpse.

WHEW!
Wedding Ring split into Ring of Defense

It was a little strange having wedding rings give 100 defense. That
bonus has been removed, and a Ring of Defense has been added that
accomplishes the same thing more sensibly. Rook sells it.
Resist Rings improvement

Resist rings simply didn't work, for a variety of reasons. I attempted
to answer those issues here.

* Resist rings no longer drain charges upon equip.

* Resist rings no longer lose charges over time.

* Instead, resist rings lose a charge whenever they resist an attack of
the appropriate element. For example, if you get hit by a touch of
flame, a Resist Fire ring will lose one charge. A Resist Cold ring will
not.

* Messages are given to inform both the player and the attacker that the
ring is working. This will help the player know he's got the right ring
on, and the attacker know that he needs to switch elements. The
resulting combat behavior should be very interesting.

* Ring charges have been reduced to 8-12. Now that ring charges work
more directly, this means a player can count on a ring for defense
against 8-12 spell attacks. That should be good for about one battle;
long enough to make a huge difference, but short enough for an attacker
to eventually wear down your ring.

* Resist rings' descriptions now list their remaining charges.

* Resist rings reveal themselves when worn, skipping the need for a mule
to Reveal them. This is a design issue, but also a common sense one: if
the ring does magic when I put it on, why can't I just try it on and see
what it does?

* Resist rings no longer unequip upon logoff.