Re: Code Updates

Code updates and discussion. Ask Code Questions here
Nauth
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Re: Code Updates

Post by Nauth »

Post-Implementation Update
Due to the large volume of code changes and new features, this list only highlights some key updates and is not comprehensive.


Environmental System

Room temperatures now vary, and prolonged exposure to extreme cold, especially in wet conditions, can lead to sickness.
Clothing with "warm" flags can help counter cold exposure.
Outdoor rooms with warm light sources, such as a fire, prevent sickness from low temperatures.

Poisoning System


Weapons with piercing or bladed edges, as well as arrows and bolts, can now be poisoned.
Consumables like water and food can also be poisoned.
https://onwardmud.com/wiki/index.php?title=Poisoning

Animal venom can now deliver toxins to players when they are bitten or stung.

Potion and Remedy System

Potions and remedies are now available and fully functional.

Injury and Sickness System

A complex injury and sickness system has been added, tracking characters conditions and requiring care or remedies.

Perfume and Scents

Perfumes and scents add another layer to character customization and environmental interaction.

Sailing System

A sailing system now allows exploration by water.

Magic System

The core magic system has been fully implemented.

Gathering System

Characters with the gather skill can now gather unique resources, enabling further crafting and resource management.
https://onwardmud.com/wiki/index.php?title=Gather
Nauth
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Posts: 20
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Re: Code Updates

Post by Nauth »

Added Disarm functionality
https://onwardmud.com/wiki/index.php?title=Disarm

Added Cripple functionality
https://onwardmud.com/wiki/index.php?title=Cripple

Added lower body bone breaks: A detailed feature within the injury system. (75% complete)

Added Backstab functionality
https://onwardmud.com/wiki/index.php?title=Backstab

Added Shield Bash functionality
https://onwardmud.com/wiki/index.php?title=Shield_Bash
Nauth
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Posts: 20
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Re: Code Updates

Post by Nauth »

Created Soma.Neuro.cpp to deal with neurological effects such as dizziness.

Source Code Additions: Integrated necessary sources for enhanced functionality.

Dizziness

Origin points: Added origins for dizziness, headwounds during combat now have a small chance to apply dizziness.
Getting knocked on the head with a shield bash has a chance to apply dizziness.
  • Echoes: Introduced a variety of echoes to provide immersive feedback during dizziness.
  • Treatment Options: Implemented treatments to help manage or end dizziness effects.
  • Chance to Fall While Running: Characters have a chance to fall when running or sprinting while dizzy. This chance is calculated using a reductive scaling system based on the higher of their Constitution (CON) or Willpower (WIL).
  • Chance to Fall While Fighting: Similarly, characters face a falling chance when engaged in combat while dizzy, also based on the higher of CON or WIL. Characters in combat will be set as off balance if they fall.
Nauth
Site Admin
Posts: 20
Joined: Tue Oct 22, 2024 4:58 pm

Re: Code Updates

Post by Nauth »

Lower Body Bone Breaks Fully Implemented
  • Lower body bone breaks exist to add realism and encourages players to seek out treatment through a healer or magic while still offering options for those who want to roleplay the consequences of an untreated injury.
  • Receiving treatment for a broken limb and wearing a splint on the affected area allows the bone to set correctly, preventing any long-term negative effects.
  • If a broken bone in the lower limbs is left untreated, it will eventually set improperly. This results in a slight but permanent reduction in agility.
  • However, magical restoration methods are available within the game, offering players a way to fully heal and remove this penalty if they choose.
Nauth
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Posts: 20
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Re: Code Updates

Post by Nauth »

Added Blindside functionality
https://onwardmud.com/wiki/index.php?title=Blindside

Added a magic spell
Nauth
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Re: Code Updates

Post by Nauth »

Added Feint functionality
https://onwardmud.com/wiki/index.php?title=Feint

Added the extensive code for Quickguard functionality
https://onwardmud.com/wiki/index.php?title=Quickguard
Nauth
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Re: Code Updates

Post by Nauth »

Coded everything required for ShieldWall functionality.
https://onwardmud.com/wiki/index.php?title=Shield_Wall
Nauth
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Posts: 20
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Re: Code Updates

Post by Nauth »

Roleplay tool: Imagine command added

Communication: Imagine

Usage: imagine <scene, idea, etc>

The imagine command is used to illustrate daydreams, fantasies, or scenarios that may not be unfolding in the present scene but provide insight into your character's aspirations, fears, or creative mind. This command can be helpful for roleplay in quieter moments, giving depth to characters by sharing glimpses of their inner worlds.

Note: The imagine command is for in-character use only. It should not be used to break the immersion or to share OOC (out-of-character) information. Please use petition for any non-roleplay concerns or clarifications with the admins.

------------------------
Added weather objects

This update introduces weather-related objects to the code. These objects can interact with players and the environment, adding more depth to the world of Onward.

Among the effects implemented:

Deep rain puddles now add slipperiness to a room, which has a chance to affect combat.

Other updates
------------------------
Enhanced server logging
Nauth
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Re: Code Updates

Post by Nauth »

Nauth
Site Admin
Posts: 20
Joined: Tue Oct 22, 2024 4:58 pm

Re: Code Updates

Post by Nauth »

Added the code for the Dirty Tricks functionality
https://onwardmud.com/wiki/index.php?t ... rty_Tricks

If successful Dirty Tricks will randomly result in one of the following:

Dirt Toss: Temporarily blinds the opponent, reducing their accuracy and evasion.
Kick to the Knee: Hinders the opponent's movement, making them less agile and balanced.
Sucker Punch to the Face: Has a chance to knock the opponent down, potentially forcing them into a vulnerable position.
Elbow Jab to the Abdomen: Winds the opponent, impairing their focus and reaction time.

The effectiveness of Dirty Tricks is determined by checking the opponent's Dexterity, Agility, and Dodge skill. The higher of their two attributes, combined with their Dodge skill, is used to calculate their evasion chance. The attacker's Dirty Tricks skill level is also factored into the calculations to determine success.
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