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Combat
A few changes

I've corrected a bug in combat that allowed you to initiate it while sitting.

WARNING: Someone standing can still initiate combat with YOU if YOU are the only one sitting (and you will fight like you normally would, though I recommend standing up).

I understand that in real life, fighting someone while you are sitting down is possible, especially if using a ranged weapon.  However, do to our action system, many things are limited when you are sitting, such as FLEE, GRAPPLE, etc.

This fix is mainly to prevent someone from initiating combat in a vehicle, because then there is no way to stand, flee, exit, etc.

Wouldn't the issue also be resolved by removing the combat check from the 'exit' verb? Assuming the exit verb on vehicles is standalone and wouldn't affect like, regular exits.

Then people could still initiate combat in a vehicle, but would have the option of stepping outside if they don't want to continue the sissy slapfight inside the car.

I don't think being unable to attack is entirely fair. It removes the ability to set hiding in their car as a trap, it also severely impedes the ability of a character to carjack someone.

Maybe just have flee and or ejection possible in combat but with an increased difficulty due to being in combat.

Okay, so there was a bug where if you were grappling the dead body of someone (or being grappled) - not a corpse but the you are slowly dying thang - and you died - you would get pulled out of the death funnel and back to whereever you were being grappled.  This happened with NPCs as well.


This bug has been fixed.  As such.. if you are grappling a dying person and they turn into a corpse you are going to lose your grip on them.

Persons who are seated when attacked, will now stand up immediately following the attack if they are able to. At this moment, it does not cost any additional combat action.

Somewhat related, you will remain seated if you disconnect while in a seat. This means you can finally sleep in your beds.

AHA! I thought this was a bug at first...Though you don't seem to appear in the bed to others when you're DC'd. You seem to become one with the bed.

I -just- changed it about 5 minutes before I posted.

Also changed: Someone riding a bike who is attacked would dismount before the attack messages were seen (along with a host of other problems when this edge case occurs - like bypassing no-combat rooms ... ). I've moved the dismount code right after the opening attack message happens.

For both of these changes, we are debating whether it should cost a combat round to stand or dismount.

Don't we want people to be able to attack in a vehicle? If a tenacious thug hires a taxi to pick up a corpie and rob them blind at gun point, isn't that legit?

Hm.

What if it does cause the attackee the extra round if they are surprised by the attacker(s) (first attacker?), i.e., they were successfully stealthed from the attackee at the moment attack initiated? If the attackee was perceptive enough, they don't lose the round. Just barking out loud...

Somewhat related, you will remain seated if you disconnect while in a seat. This means you can finally sleep in your beds.

Right now if you are seated on something and log out your @sleep_place is ignored and you instead get something like this:

Jimmy is resting on the bed. Jimmy appears to be sleeping.

I was wondering if if might make sense to just append the @sleep_place to the second part. So if your @sp is "tossing and turning." you'd get something like this if you were sitting on that same bed:

Jimmy is resting on the bed. Jimmy appears to be sleeping, tossing and turning.

And the usual if not sitting on anything:

Jimmy is sleeping here, tossing and turning.

I'm not sure if it's a good idea or not but I thought I'd throw it out there!