GitHub PushEvent at 2014-01-19 00:57:05
Repository: Meridian59_103
Actor: Latimar
Payload: {"shas":[["f367b208345f508b5e896bf7229bcf67b091b521","88ab56f9ab025982f84cb7234a752c5f029be6e9@gmail.com","Update cnsarge.kod","Morbus",false],["65f1cdf78e5caf60d57af736da7140820aa49276","88ab56f9ab025982f84cb7234a752c5f029be6e9@gmail.com","Update cnsarge.kod","Morbus",false],["42f9427aff9b958aa64703b5175b3add052a13ab","88ab56f9ab025982f84cb7234a752c5f029be6e9@gmail.com","Update cnsarge.kod","Morbus",false],["310132dec32be0ccc0d482785a04afbecbbc7b2b","88ab56f9ab025982f84cb7234a752c5f029be6e9@gmail.com","Update cnsarge.kod","Morbus",false],["4504fe17d577e0ad807d3650ca3318984ddefc78","88ab56f9ab025982f84cb7234a752c5f029be6e9@gmail.com","Update cnsarge.kod","Morbus",false],["502946714b91ee85c5ac6af6044cf251b96faed3","88ab56f9ab025982f84cb7234a752c5f029be6e9@gmail.com","Update cnsarge.kod","Morbus",false],["ab0cc43eb862f552745ec98ae705252d6fc3a474","75f170e22e83e0351d9f6887e2e19ca8691271c8@gmail.com","PvP info upgrades & new ghost/penalty settings\n\n* Anyone you can attack is shown on the map as a red halo at all times.\nThis includes enemy shields, outlaws, and murderers. Players who have\ntheir safety off will also see innocents as red halos (excluding angeled\nplayers, who cannot be attacked).\n\n* You may not attack guildmates or allies outside of an arena or frenzy.\nThey will be shown as yellow and green halos regardless of murderer /\nshield status. This eliminates area attacks and wall spells causing\n'friendly fire'.\n\n* New setting for outlaw & murderer ghost times to separate it from\ninnocents. Currently defaults to one minute. Outlaws & murderers have\nfull combat initiative, so they should not have the same chance to 'save\nthemselves' while ghosted that innocents do. Hunters need that ghost\ntime to react, so innocent ghosts should always be longer.\n\n* New toggle for a Flat Penalties system, whereby all penalties are\nalways the same amount. Under Flat Penalties, innocents will pen 1 item,\n2%, 2%, while murderers will pen 2 items, 4%, 4%. If Flat Penalties are\noff, penalties will follow the old rising curve behavior. Flat Penalties\nare intended to eliminate the round-robin invincibility employed by\nveterans who use up their 'free pen' and then switch to a new character\nad infinitum. If all pens are always the same, there's no advantage to\nbe had. (works especially well with Last Safe Room penalties so that\ncharacters aren't locked out of the game by enemies)","Gar",false],["8d0b0585540f2872fc2f6950c743d3d5a2070342","75f170e22e83e0351d9f6887e2e19ca8691271c8@gmail.com","Don't record piTimeAttackedPlayer if not actual\n\nThough this could be useful for immediately registering hostile\nencounters as 'combat' the moment players enter the same room.","Gar",false],["781af8259511a6293eb5da20ed1d412b0673c4c0","75f170e22e83e0351d9f6887e2e19ca8691271c8@gmail.com","New Throne Room\n\nThis includes a change to Castle Victoria's Throne Room, and a new\nThrone Room area beyond it.\n\nThe Ghost no longer spawns in Throne Room 1, as this was interfering\nwith players building up to 100 hps.\n\nThe Ghost now spawns in Throne Room 2 by itself, so that low-level\nbuilders aren't interfering with high-level builders.\n\nThe Ghost also had its loot profile upgraded, and its one-item-per-kill\nrestriction lifted. Ghosts now have a chance to drop hold weapons. As a\nbalancing mechanism, throne Room 2 prevents the casting of wall spells.","Gar",false],["33078e2bde7e9d344921a89dee3be59d6157a70d","75f170e22e83e0351d9f6887e2e19ca8691271c8@gmail.com","Fine Lute added back in\n\nThere are very few sources for fine lutes.","Gar",false],["24bc481b5871436369c26b335da64f3bf5a4bd53","3bbd3f36bf67093d4d06ceff97a173473a769cdd@gmail.com","my first update to meridian 59s open source project => I have updated\nplayer.kod to propagage kills, damage (dealt/taken), improvements and\ntoughers to shrunken heads. The shrunken heads now provides much needed\nmoral support (controlled by shruhead.kod: KILL_CHAT_PROB = 5%) to the\nowning player and also collects basic statistics - controlled by the two\nnew commands.\nnew shrunken commands: \"Shrunken head, status report!\", \"Shrunken head,\nreset!\"","si",false],["732a1f6beb3c8a2fbb73f5b21fbe80d23580c4f6","3bbd3f36bf67093d4d06ceff97a173473a769cdd@gmail.com","updates to merge with main branch","si",false],["ef7af5ea5e613cf8c76f277169be320f9f2b140a","3bbd3f36bf67093d4d06ceff97a173473a769cdd@gmail.com","Correction to code formatting","si",false],["79a4d8d506f21dbbe898325e3051add4b992d93e","3bbd3f36bf67093d4d06ceff97a173473a769cdd@gmail.com","- re-introduced some original random text (legacy/history)\n- Added 10% change for head to divulge exact number of hitpoints\n- Added greater refinement to chat probabilities, now contains:\n  KILL_CHAT_PROB_HIT, KILL_CHAT_PROB_KIL, KILL_CHAT_PROB_IMP.","si",false],["ec9f3114f873266a71b2477972cc9fa5fbd6bfad","75f170e22e83e0351d9f6887e2e19ca8691271c8@gmail.com","Crystalize Mana interface fix\n\nCrystalize Mana is a very difficult to use spell. The fact that it's an\nArea Enchantment song makes it conflict with other CM users, and it's\nalso easy for enemies to disrupt. It also takes a long time to fill a\ncrystal, and the whole process almost becomes not worth it.\n\nThis change will make Crystalize Mana into a mana-based equivalent of\nSecond Wind. Crystalize Mana will give its caster 100% of his max mana\nwhen cast, but the spell can also trigger automatically at low mana for\nthe same effect. Triggered activations do not cost vigor or reagents.\n\nInstead of giving 130% of max mana like current Crystalize Mana does,\nthe spell will instead add up to 20 base max mana exactly like how\nSecond Wind adds up to 20 base max vigor.\n\nCrystalize Mana also no longer requires a lute, and cannot fizzle.\n\nThese changes are intended to remove the interface limitations of a\nspell that was hampered by Jala song restrictions. At Level 6 in a\npoorly filled out school, Crystalize Mana deserves to be simple,\nawesome, and good at what it is supposed to do. This new design should\ngive it those qualities.","Gar",false],["6c2712356dd3355f4d31c0197090c3960397e2a8","75f170e22e83e0351d9f6887e2e19ca8691271c8@gmail.com","Don't let CM trigger on itself\n\nCould have resulted in double surges.","Gar",false],["e78a8b3445519aec4895aab224269b877e2d8516","75f170e22e83e0351d9f6887e2e19ca8691271c8@gmail.com","Chieftain Loot improvements\n\nSo the first attempt at Chieftain loot didn't really work out. Instead\nof having Chieftains drop arrows in normal loot, I've changed it so that\nChieftains have a separate check to drop 30-50 arrows with every kill.\nThis makes sense, because Chieftains have arrows themselves to fire.\n\nThis way players can build fire/archery without chieftains' loot profile\nbeing wasted on arrows.","Gar",false],["9df97b78971ab69abe9a6038c9653ca92951519e","75f170e22e83e0351d9f6887e2e19ca8691271c8@gmail.com","Animate & Defile Fixes\n\nBoth of these spells involve obnoxious server-spamming mechanics. I\nremoved the LOOK_NO flag from dead bodies so that animate and defile can\nnow both be cast on monster corpses. This should help curb the practice\nof a player running a death mule 500 times to work these spells.\n\nDefile had obnoxious anti-improvement code, which I removed. It can give\n10-40 mana, but I lowered the upper limit to just above max mana, down\nfrom 3x max mana. Since it can now be cast on monster corpses, Qors can\nregain mana by casting Defile regularly.\n\nAnimate had a range of problems. The monsters created were dropping\nloot, which I fixed. They are now technically illusions, which makes\nsense, since not all corpses have skeletons inside them. Players may now\nanimate monster corpses, which should be fun, but they can also animate\nkilled animated skeletons, so they can work animate in peace by\nrepeatedly animating a single corpse.\n\nWHEW!","Gar",false],["c4d605debfd2126b494733f12724e5be9bcfba7d","75f170e22e83e0351d9f6887e2e19ca8691271c8@gmail.com","Wedding Ring split into Ring of Defense\n\nIt was a little strange having wedding rings give 100 defense. That\nbonus has been removed, and a Ring of Defense has been added that\naccomplishes the same thing more sensibly. Rook sells it.","Gar",false],["683cacf01e3ef972b8c3bd3cedd2cd10f056f7b0","75f170e22e83e0351d9f6887e2e19ca8691271c8@gmail.com","Resist Rings improvement\n\nResist rings simply didn't work, for a variety of reasons. I attempted\nto answer those issues here.\n\n* Resist rings no longer drain charges upon equip.\n\n* Resist rings no longer lose charges over time.\n\n* Instead, resist rings lose a charge whenever they resist an attack of\nthe appropriate element. For example, if you get hit by a touch of\nflame, a Resist Fire ring will lose one charge. A Resist Cold ring will\nnot.\n\n* Messages are given to inform both the player and the attacker that the\nring is working. This will help the player know he's got the right ring\non, and the attacker know that he needs to switch elements. The\nresulting combat behavior should be very interesting.\n\n* Ring charges have been reduced to 8-12. Now that ring charges work\nmore directly, this means a player can count on a ring for defense\nagainst 8-12 spell attacks. That should be good for about one battle;\nlong enough to make a huge difference, but short enough for an attacker\nto eventually wear down your ring.\n\n* Resist rings' descriptions now list their remaining charges.\n\n* Resist rings reveal themselves when worn, skipping the need for a mule\nto Reveal them. This is a design issue, but also a common sense one: if\nthe ring does magic when I put it on, why can't I just try it on and see\nwhat it does?\n\n* Resist rings no longer unequip upon logoff.","Gar",false]],"size":113,"ref":"refs/heads/MonsterChanges","head":"d13bf2542dab1bc8172752f91b53e9f3779069c5"}