@describe has not been optional for a long time and that was an oversight in the help file. I've updated that, and cleaned the helpfile up and given more clear direction on what to use your @description for.
|-||zeezenfrozen||13s||stay goofin', gaffin', always laffin'|
|-||ReeferMadness||23m||May the bridges I burn light the way.|
|a||Mench||13m||Doing a bit of everything.|
|And 34 more hiding and/or disguised|
This is a semi-OOC announcement, as we don't normally announce new IC jobs. However, ReeferMadness pointed out that we could be creating a lot of RP and solving some of our wiki update issues if we created an IC job (not saying where) for a character to basically be a journalist of Withmore History. The goal being they would have a stipend of some sort to seek out information on specific people and events and write up 300-800 words about those people and events, which they submit to their editor and once approved, we put on 'The Mind' lore wiki.
I love this idea and think it could create a ton of RP for all involved as gathering paydata and writing about it and interviewing corpies and mixers to get a full story will be interesting and allow some flash to be spread around.
These were not working because there were not aero pilots in their vehicles AND a recycled aero was still in a prop. I've fixed that so it won't happen anymore.
I've also put the aero pilots back in their place.
I've also fixed a bug where when no aero was available it spawned a Taxi instead and sent that, because of a bug.
We have a variety of SIC substitutions for our randomized SIC messages. You've probably noticed them. Things like '%person just shit all over %corp, they the best %archetype. Heard they love %bar.'
These were a bit out of date. I've updated them with recent important people, places, bars, clothing types, corps, etc. Thanks to Mobius for flagging this to me.
I've reviewed and updated all ambient population messages except Blue. I've toned down the ones about gangers murdering each other, and toned up the messaging around crime on Gold to better represent that it does exist. I've fixed some typos, and added a few additional flavor texts.
AMBIENT POPULATION EDITOR
I've refactored our ambient population editor to make it much better, easier to use (though it's still difficult due to how many different classes of message we have) and made it something that Builders can do and not something that has to be done by coders. This should allow us to better edit these messages and update them on a more regular basis.
Healing/stim/etc patches are slightly different than drugs so I had to update the code to make sure they were using the experience scripts. This is all set.
VELOSAN HEALING PATCH EXPERIENCE SCRIPT
This is now in game, thanks to Vera for writing it.
VITALITY STIM PATCH EXPERIENCE SCRIPT
This is also now in game, thanks to Vera for writing it.
Drug addiction has been refactored and updated. See this thread for more detailed info: https://www.sindome.org/bgbb/game-discussion/new-game-features/drug-addiction-updated-357/
Taking a drug will stop a withdrawal that is currently happening. See this thread for more detailed info: https://www.sindome.org/bgbb/game-discussion/new-game-features/take-drugs-to-stop-drug-withdrawals--356/
Toxin binders will now reduce your chances of becoming addicted to a drug. You can still get addicted if you do lots of drugs, you just have less of a chance/it will take longer with toxin binders.
I've updated almost all the drugs that were lasting 10-20 minutes to last longer. I've also reduced some of the lengths for penalties on various drugs. I haven't touched what drugs are doing, or what their after effect penalties are, just adjusted how long the drug and the after effects last. This is in an effort to address some of the complaints folks have made about drugs not lasting long, or being difficult to use in combat situations because they wear off. Combat drugs now last a minimum of 30 minutes.
Will show gms all pcs and npcs who are on drugs and what they are on.
ADMIN UPDATE: @WITHDRAWALS
Now correctly shows players/npcs who are in the withdrawal window for a drug and who are actually addicted to the drug (instead of show non addicted people as well).
ADMIN UPDATE: @ADDICTED
Will show players/npcs that are addicted to drugs.
This will now clear tracking on drugs in someones system (mostly) and clear overdosing. Important cause this is called for new clones as well as the detox script.
ADMIN UPDATE: @ATTENTION
We've broken up our big tool that shows all the things that need to be done for all admin. It is now showing on different channels for different types of admin, so builders don't see GM stuff and vice versa. There are Senior Attention items, Builder Attention, All Admin Attention (xhelps and stuff), and GM Attention items.
I've also made it so admin can use their @gm-options to configure what kind of items they see when they manually type @attention to see all pending items instead of waiting for it to appear on a channel.
The different channels also have different cadences. Builders don't need to know about unfixed typos every 15 minutes. They get it once an hour, as an example.
I have compiled all our scripting posts from the past 20 years into a nice guide located here: https://docs.google.com/document/d/1NddON-jugbQNI_jfZWiEYy0Mx2dAX5-51yQTFU9YjFA/edit
CHANNEL ALIAS LIMIT
Aliases on things like OOC-Chat are now limited to 100 characters or less.
Shouting and other loud noises that take place in a vehicle will now potentially be heard outside the vehicle.
ALARMS ON VEHICLES
The alarms were going off inside the vehicle only and not being shown to the surrounding area. Whoops. That is fixed by the same change that fixes shouting in vehicles.
BREAKING IN / HOT WIRING VEHICLES
The following applies to certain vehicle security systems (the non bargain basement ones). When you attempt to break in or hot wire a vehicle a new check will be run for if you are able to do it without tripping an alarm. If you trip the alarm, you may still succeed, but the alarm on the vehicle will go off, notifying the area. It will also broadcast on the SIC with the fact it's being tampered with and its location. In the future we may make it so Judges or gangers auto respond to situations like this.
We have all the biological scripts for diseases and cures and such and when characters are reaped these scripts hang around and need to be manually cleaned up. I wrote a nanny script that runs once a month and cleans them up. It just ran and cleaned up 50 orphans. Reduces bloat, reduces manual work for coders.
This system has been completely refactored and is now in line with current standards and practices. NPCs will react based on a variety of things such as liking/hating/faction standing/location. Much more themely.
STEALING & NPCS
NPCs should have been notifying players when they noticed someone was stealing from them, this was broken. It works again.
Certain elevators have continued to have issues. I keep thinking I've solved the problem but apparently not. Since I can find the source of the issue (which is that the doors get stuck open and because they never close, the elevator never moves), which is always the ideal solution, I have added some nanny code that basically allows the elevator to recover semi-automatically in the event of an issue.
When you 'push close' inside an elevator that is stuck, it will schedule the doors to be closed.
When you 'call' an elevator who's doors are stuck open, it will also schedule the doors to be closed.
Not sure if this will eliminate 100% of the issues, but it should drastically reduce them.
job *Last Updated: 08/02/19 by Mench*
@describe *Last Updated: 08/04/19 by Fengshui*
respec *Last Updated: 08/10/19 by Fengshui*
props *Last Updated: 08/16/19 by Fengshui*
support_gm *Last Updated: 08/17/19 by Fengshui*
watcher *Last Updated: 08/21/19 by Fengshui*
agent *Last Updated: 08/24/19 by Fengshui*
creator *Last Updated: 08/25/19 by Fengshui*
@vote *Last Updated: 08/25/19 by Fengshui*
ooc-chat *Last Updated: 08/28/19 by Fengshui*
staff *Last Updated: 08/30/19 by Fengshui*
This was done a couple of weeks ago but I wanted to give our builders some time to update bike descriptions before posting it. Motorcycles have always been paintable and always had a color but the code did not show that color in the descriptions so the builders took the color tags out until it could be fixed. Motorcycle colors will be shown now as the builders put color tags back in to motorcycle descriptions as they see fit.