Build 4.3.0

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CoffeeMud Version 4.3.0

Released on May 7, 2004 8:03 PM

  1. Diseases should not cause fights any more, ever! (Unless you invoke one purposefully)
  2. Commands and Topics commands now have pauses, whether you want them or not.
  3. Can no longer use movement based skills if bound or held (unless the skill is escape bonds)
  4. Two new web macros: AddRandomFile and AddRandomFileFromDir
  5. GenMob XML, and room Descriptions can now have their memory caching feature turned off in the INI file. This will save some memory, but not much. It will definitely slow down your system. See the NOCACHE entry in the new coffeemud.ini
  6. Can now both import and export player data.
  7. Can now designate a race as unavailable to magic, unavailable as a player race, or both.
  8. Updates to several Common Skills, included Poses in Taxidermy
  9. Update to the ability to protect player Corpses. See the new INI entry CorpseGuard (thanks Jeremy!)
  10. Prop_TattooAdder expanded in capabilities
  11. Scriptable Changes: MASK/ACT_PROG will now mask the completed text view (without codes). Also, MPOLOADROOM added, MPM2I2M added. Also, ISABLE, ISOPEN, ISLOCKED added.
  12. Spell_BigMouth updated -- you can now eat anything that fits.
  13. Cage skill can now be used on ANYONE by an Archon to create mob items. Dropping them again reconstitutes.
  14. Clans now gain tax exp from other players who gain exp in their conquered areas.
  15. DESTROY now usable (in a very limited sense) by players.
  16. GIVE works more often when done by an Archon.
  17. DRESS always works when done by an Archon (be careful -- you can override clothing logic with it!)
  18. New Quest var: SET MOBGROUP
  19. Where command now MUCH more useful for Archons (and much slower :(
  20. Bless, infuse evil, infuse holiness and other prayers no longer fool zapper alignment checks. Just didn't pass the play testability -- kept conflicting with deities and their desire to keep pure clerics.
  21. Important changes to the instructions for the proper construction of Character Classes. The changes are necessary for certain bug fixes in mobs with class behaviors (fighterness, clericness, etc)
  22. Ammunition system changed. *ALL* ammunition must be GenAmmunition class now. See the Archons Guide for what new features we get from this class. (hint: magic arrows!) :)
  23. WE HAVE AN ARCHON SKILL It's called MULTIWATCH. Check it out. It's for all you archons who worry about multiplaying.
  24. Internal: for what its worth, resource items will now store the room type where they were acquired.
  25. Text file-based MOTD feature added (place your file in resources/text/motd.txt) (need to document that somewhere...)
  26. When using formal forms of commands: create item, copy, destroy, modify item, and are referring to an ITEM, you can now use "@" syntax to more accurately specify the item or items you are referring to.
  27. Mobs and Shopkeepers can now have randomly determined/variable equipment and stock. This has been implemented by using the REJUV field of items as a holder of percent chances of the item appearing. values of 0 still refer to 100%. If more than one item is being worn on the same location, the rejuv field will be used to determine exactly one of the items. RESET ROOM can be used to restore ALL items to a mobs inventory. The Archon MUST leave the room for a tick or two before the mob disgards the "loser" items. The MUDGrinder has been updated with this feature.
  28. Numerous scriptable triggers now work more as expected when an item is the host. (death prog, entry prog, etc..)
  29. BEGINNINGS of a Scriptable HTML doc are here.. it is not even a third done yet. Just the triggers in there so far, for what its worth.
  30. SUBSCRIBE/UNSUBSCRIBE responses are now in the email.ini file.
  31. Prop_ReqCapacity GREATLY expanded in capabilities
  32. Decay bug (which was really a zapper bug) fixed. Anything that used the -RACE or +RACENAME in zapper probably had not been working til now.
  33. New Programmer's Guide entries: Languages, Poisons, and Diseases!