There was a bug when using radio transmitting units (such as the homemade CB) to transmit with a scramble key attached; this has been resolved now.
Sometimes people write a TON in their @description and @nakeds. We don't currently police a maximum length for this. Do you think we should consider a solution that somehow limits how long someones total description+nakeds are?
OPTION VOTES
Skip 5
Yes 29
No 34
The nay's have it. We won't be moving forward on any changes here.
(Edited by Slither at 1:59 pm on 8/18/2023)
The death queue was a weird bit of code that was kinda confusing to understand. A verb would call the death queue if the queue was empty and it had just added something to it, and the death queue verb would run and then reschedule itself for 60 seconds later for as long as there were objects in the death queue.
However, if there was a traceback at any time, the verb would halt, and the verb that adds things to the death queue would never call the death_queue again, because it assumed it was already running.
I've fixed this, so the death queue will be called every 60 seconds by the $scheduler no matter what. I also added in some checks to prevent runs of the verb from overlapping if for some reason the first run took longer than 60 seconds.
Tested it on a willing PC and it seems to be working fine. However, it's possible there is some wonkiness that I'll have to resolve. Xhelp if you end up stuck -- but hopefully this should prevent people getting stuck in the death funnel due to a TB moving forward.
There was a bug that allowed you to auto succeed in any flee attempt, as long as you stopped attacking before hand. This is fairly obviously a bug, but I've gotten some reports of people abusing this. First off, don't do that shit. Don't abuse bugs. Report them and then do not do the thing that is obviously a cheat due to it being a bug. Our @rules specifically call this out.
Second, I've resolved the issue which was actually a few issues. The code was checking for the battle the player was in but there was no battle the player was in if they weren't attacking. So I've switched it to checking the location's battles, which is purposefully plural, as there can be multiple battles in a location. So we now check the locations battles for anyone who is attacking the person before allowing them to flee unchallenged. This means no more stop attacking + flee to get away without any issue.
You may have seen a situation where someone flees, is KO'd before they flee, and then still succeeds in fleeing and ends up KO'd in the room they flee'd to.
I've added a few checks that will now cause the flee to fail if the person is KO'd at the time they would be moving to the next room. It may not fix ALL instances, because it's possible someone is KO'd after the move has initiated, but in those cases, I assume they got shot in the back while running away or something :)
The issue with people not being able to get crates because they were riding something when they weren't riding something is resolved. We were calling 'check_action' to see if someone was RIDING, but check_action checks to see if you can do the action RIDING, we wanted to be calling 'doing_action' to see if the person was doing the action RIDING.
We've updated what can be sold in player owned vending machines to the following list:
Food
Clip
Drug
Grid terms
E-notes
Photo Cameras
Wallet
Watch
Bottle of Alcohol
Progias
Sticker
Pack of Cigarettes
Medpak
Grenade
Knife
Brass Knuckles
Dice Bag
Deck of cards
Dice
Plastic Wrapped Toy
Magic Mixer Ball
Lighters / Explosives
Books - Paper - Cards
Holsters
These will now prune their records after a time. For approved requisitions that have not been filled (due to rarity) they will disappear after 3 months. For denied requisitions it will also prune out after 3 months. For archived orders (fulfilled) it will prune after 6 months. This should dramatically clean up the terminal displays.
(Edited by Slither at 4:45 pm on 8/27/2023)
I have resolved the bugs around teleporting and weird movement with skateboards. These were due to movement changing a while back and the skateboards not being updated. I haven't been able to figure out how to make stacked movement like push skate to n n n n work properly in the new system.
Thus it is disabled and the board tells you you can't do it if you try.
Skateboards also now require you be riding them to push them.
And I've resolved the bug where you could push in two or more different directions and teleport around.
Please @bug further issues with these. Sucks that I can't get queued movement working on them as it kinda makes them much less useful/fun, but maybe we can figure that out in the future.