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wershlak/nagios_plugins 1

Some Nagios plugins

wershlak/bash_examples 0

Some bash examples

wershlak/ciscosnmp 0

Some tools to manage cisco devices using SNMP

wershlak/docker-remote-api-tls 0

Docker Image that forwards to the Docker API Socket and requires TLS Client authentication

wershlak/hellosubdir 0

ignore me

wershlak/sambal 0

Ruby Samba Client

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Sample app for rails tutorial

wershlak/sneezymud 0

The "official" SneezyMUD that runs on sneezymud.org port 7900

PR opened sneezymud/sneezymud

fix customizer procs

The mobs were resizing eq to fit themselves. This fixes it. Oops!

+15 -9

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branch : bugfix_customizers

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Jeff Wolak

commit sha 9596d65e329b6c3ca3a972c57a1a1da67cf79ef7

add guardian aura

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Jeff Wolak

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add absolution aura

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pull request commentsneezymud/sneezymud

Add Taylor and Blacksmith

@dhtnseri still need a review here when you have some time.

wershlak

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Aion

commit sha 1b59bd851d75b3d8041b575cf806431211b53619

Aion2501 5.4 (#291) * Updating to 5.4 Updating to 5.4 * Updating to 5.4 Updating to 5.4 * Updating to 5.4 Updating to 5.4 * edit * Updating to 5.4 Updating to 5.4 * Updating to 5.4 Updating to 5.4 * Adding credits Adding credits

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Hordeking

commit sha 3114f1f68bc1a7c8fa97b33c8a0ab5944e2823c7

Doubled size of promptBuf from 256 to 512. Users with overlong prompts (#286) * Doubled size of promptBuf from 256 to 512. Users with overlong prompts * Reformatted the code a bit.

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Elmo Todurov

commit sha 5679d3e5d479eb002d8dbdb3c7fa3cea8c66af23

add comfy support for developing on NixOS

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Elmo Todurov

commit sha 7503424f476708daa1b69b8b03c7a26c4e9d6ef3

travis: prioritize unittests to fail faster

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Elmo Todurov

commit sha acfb146897c0f027e88fe05d04737b64415ed8a9

fix build warnings found by GCC 9

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JD Fenech

commit sha 1ad346e96a43890d535aba2071b9a63837eb9106

Amending sneezymud.com to sneezymud.org

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JD Fenech

commit sha 420f46ca70889a0676d88818dbcd56548102675e

Amending version number from 5.2 to 5.4

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Jeff Wolak

commit sha e97ab0d51df2e7f472b720b196aed2d183e280b5

Merge pull request #294 from sneezymud/cosmetic-changes Cosmetic changes

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Jeff Wolak

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Merge branch 'master' into customizers

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PR closed sneezymud/sneezymud

[WIP] implement first two auras

DO NOT MERGE

Looking to get feedback on this early. There's still quite a bit to do here but I want to make sure the general idea and the hooks into the scheduler and combat doesn't have any hidden gotchas that I didn't consider. I've mostly used the object special procs as a guide on how this should work as I'm attempting to do similar things here with auras.

+410 -2

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wershlak

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pull request commentsneezymud/sneezymud

[WIP] implement first two auras

This is out of date. closing

wershlak

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JD Fenech

commit sha 1ad346e96a43890d535aba2071b9a63837eb9106

Amending sneezymud.com to sneezymud.org

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JD Fenech

commit sha 420f46ca70889a0676d88818dbcd56548102675e

Amending version number from 5.2 to 5.4

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Jeff Wolak

commit sha e97ab0d51df2e7f472b720b196aed2d183e280b5

Merge pull request #294 from sneezymud/cosmetic-changes Cosmetic changes

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PR merged sneezymud/sneezymud

Cosmetic changes
  • Amending sneezymud.com to sneezymud.org.
  • Amending version number from 5.2 to 5.4 as per Aion's request.

Note: Most of these references were in urls intended for the sneezymud client to access sound files and so on. None of these appear to be available on the .com site, and the .com site itself appears to be down. I do not expect these changes should break anything, as the files were previously inaccessible anyway.

+13 -13

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Hordeking

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pull request commentsneezymud/sneezymud

Cosmetic changes

There's nothing wrong or potentially dangerous here but I'm not sure there's much of a point to update it since most of this doesn't work anyway (feedback, support emails, sounds).

Hordeking

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Hordeking

commit sha 3114f1f68bc1a7c8fa97b33c8a0ab5944e2823c7

Doubled size of promptBuf from 256 to 512. Users with overlong prompts (#286) * Doubled size of promptBuf from 256 to 512. Users with overlong prompts * Reformatted the code a bit.

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PR merged sneezymud/sneezymud

Doubled size of promptBuf from 256 to 512. Users with overlong prompts

were causing the mud to crash. This seemed to happen with mudlet, but not the connectificator.

This change is only a band-aid, and does not address the root cause of the buffer overflow. This cause should be looked into.

+2 -2

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Aion

commit sha 1b59bd851d75b3d8041b575cf806431211b53619

Aion2501 5.4 (#291) * Updating to 5.4 Updating to 5.4 * Updating to 5.4 Updating to 5.4 * Updating to 5.4 Updating to 5.4 * edit * Updating to 5.4 Updating to 5.4 * Updating to 5.4 Updating to 5.4 * Adding credits Adding credits

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Jeff Wolak

commit sha 7e4fccfe725b70e32cff3fa0fa8613be7605fa0a

Merge branch 'master' into increase-prompt-buffer

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pull request commentsneezymud/sneezymud

Doubled size of promptBuf from 256 to 512. Users with overlong prompts

  char promptbuf[256] = "\0\0\0", tString[256];

This thing?

it's the same as this:

char promptbuf[256],  tString[256];
promptbuf = "\0\0\0";

I'd argue the second one is more readable but maybe because I don't work in C++ a lot and it seems weird to my eyes.

Hordeking

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Aion

commit sha 1b59bd851d75b3d8041b575cf806431211b53619

Aion2501 5.4 (#291) * Updating to 5.4 Updating to 5.4 * Updating to 5.4 Updating to 5.4 * Updating to 5.4 Updating to 5.4 * edit * Updating to 5.4 Updating to 5.4 * Updating to 5.4 Updating to 5.4 * Adding credits Adding credits

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PR merged sneezymud/sneezymud

Aion2501 5.4

Updating text and credits.

+18 -11

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Aion2501

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Jeff Wolak

commit sha 1dddc0e4f12a906d3aed2572c96e2529a6e9bbd1

fix format error

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Jeff Wolak

commit sha f4aae74d9ee15c6290477456531ce71925889ca5

Merge pull request #289 from sneezymud/fix_molten_proc fix format error

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Jeff Wolak

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Pull request review commentsneezymud/sneezymud

Mutable dir for holding mutable data

 void TMessages::initialize()         tChar;   FILE *tFile = NULL; -  sprintf(tString, "player/%c/%s.strings",+  sprintf(tString, "../mutable/player/%c/%s.strings",

Yeah I assumed this was a "get it working so we can put off migrating it to the DB at least one more day" kind of effort.

I'm fine with the work you've done here as long as I can get my test container to work without losing all my pfiles.

dhtnseri

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Pull request review commentsneezymud/sneezymud

Mutable dir for holding mutable data

 void TBeing::doZonefile(const sstring & tStArg)   if (tStArg.empty()) {     sendTo("Syntax:\n\r");     sendTo("zonefile save : Save current zonefile status.\n\r");-    sendTo("zonefile load : Load current zonefile status.\n\r");     sendTo("zonefile new <n> <builder - zone title>: Split <n> rooms off the last block, creating a new zone named <builder - zone title>.\n\r");-#if 0-    sendTo("zonefile modify <field> SEE HELP FILE\n\r");-#endif   }    std::string cmd = tStArg.word(0);   std::string rest = tStArg.substr(tStArg.find(' ') + 1);    if (is_abbrev(cmd, "save")) {     doSaveZoneFile(this, rest);-  } else if (is_abbrev(cmd, "load") && getName() == "Lapsos") {

Why would someone have done that in the first place?

dhtnseri

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Pull request review commentsneezymud/sneezymud

Mutable dir for holding mutable data

 void TMessages::initialize()         tChar;   FILE *tFile = NULL; -  sprintf(tString, "player/%c/%s.strings",+  sprintf(tString, "../mutable/player/%c/%s.strings",

I assume the migration path is:

  • Stop Sneezy
  • Copy /home/sneezy/sneezymud-docker/sneezymud/lib /home/sneezy/sneezymud-docker/mutable/
  • Start Sneezy

Would it be better to make the location of this directory a configuration parameter in sneezy.cfg? data_directory or something?

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Jeff Wolak

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add helpfile for innevitability

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Jeff Wolak

commit sha 36c7276a35d0831871fe34bf8c10aa32f7875144

Merge pull request #285 from sneezymud/add_help add helpfile for innevitability

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Jeff Wolak

commit sha 1dddc0e4f12a906d3aed2572c96e2529a6e9bbd1

fix format error

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Jeff Wolak

commit sha f4aae74d9ee15c6290477456531ce71925889ca5

Merge pull request #289 from sneezymud/fix_molten_proc fix format error

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Jeff Wolak

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Merge branch 'master' into customizers

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PR closed sneezymud/sneezymud

Reviewers
Deikhan rework

Next phase of deikhan changes.

            - Renamed all advanced discs so they don't conflict with cleric
            - Removed cleric wrath spells (rain brimstone etc.)
            - Divine Rescue: Advanced rescue that heals the target
            - 2h specialization: Additional damage with 2h weapons
            - Divine Grace: Resistence to some affilictions
            - Removed kick
            - Smite is reworked: less damage but usable more often
              Includes a +hit buff -protection debuff so it isn't advised
              to use it while tanking
            Up next for deikhans is auras
+656 -516

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wershlak

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pull request commentsneezymud/sneezymud

Deikhan rework

You know what... I am almost done with auras and it has caused me to tweak some values here. I'm gunna just close this and open a new one soon.

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commit sha 1dddc0e4f12a906d3aed2572c96e2529a6e9bbd1

fix format error

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Jeff Wolak

commit sha f4aae74d9ee15c6290477456531ce71925889ca5

Merge pull request #289 from sneezymud/fix_molten_proc fix format error

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PR merged sneezymud/sneezymud

Reviewers
fix format error

resolves https://github.com/sneezymud/sneezymud/issues/287

+1 -1

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issue closedsneezymud/sneezymud

Molten Proc on weapon crashes mud

#0 __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50 #1 0x00007f65aa81e899 in __GI_abort () at abort.c:79 #2 0x00007f65aabf15f6 in ?? () from /lib/x86_64-linux-gnu/libstdc++.so.6 #3 0x00007f65aabfd9ec in ?? () from /lib/x86_64-linux-gnu/libstdc++.so.6 #4 0x00007f65aabfda47 in std::terminate() () from /lib/x86_64-linux-gnu/libstdc++.so.6 #5 0x00007f65aabfdca9 in __cxa_throw () from /lib/x86_64-linux-gnu/libstdc++.so.6 #6 0x00005562c88e054e in boost::throw_exceptionboost::io::too_many_args (e=...) at /usr/include/boost/exception/exception.hpp:512 #7 0x00005562c88e05f7 in boost::io::detail::distribute<char, std::char_traits<char>, std::allocator<char>, boost::io::detail::put_holder<char, std::char_traits<char> > const&> (self=..., x=...) at /usr/include/c++/9/bits/exception.h:63 #8 0x00005562c88e06af in boost::io::detail::feed_impl<char, std::char_traits<char>, std::allocator<char>, boost::io::detail::put_holder<char, std::char_traits<char> > const&> (self=..., x=...) at /usr/include/boost/format/feed_args.hpp:299 #9 0x00005562c92a11ae in boost::io::detail::feed<char, std::char_traits<char>, std::allocator<char>, char (&) [80]> (x=..., self=...) at /usr/include/boost/format/feed_args.hpp:312 #10 boost::basic_format<char, std::char_traits<char>, std::allocator<char> >::operator%<char [80]> (x=..., this=<optimized out>) at /usr/include/boost/format/format_class.hpp:68 #11 moltenWeapon (vict=0x5562d212c370, cmd=<optimized out>, arg=<optimized out>, o=0x5562d54dc840) at code/spec/spec_objs_weapons.cc:2640 #12 0x00005562c923658d in TObj::checkSpec (this=0x5562d54dc840, t=0x5562d212c370, cmd=CMD_OBJ_HIT, arg=0x4 <error: Cannot access memory at address 0x4>, t2=0x5562d54e0da0) at code/spec/spec_objs.cc:105 #13 0x00005562c8a2e7b6 in TBeing::oneHit (this=this@entry=0x5562d54e0da0, vict=vict@entry=0x5562d212c370, isprimary=isprimary@entry=HAND_PRIMARY, weapon=<optimized out>, weapon@entry=0x5562d54dc840, mod=mod@entry=24, f=f@entry=0x7ffc229c7d30) at code/misc/combat.cc:3987 #14 0x00005562c8a2f778 in TBeing::hit (this=this@entry=0x5562d54e0da0, target=target@entry=0x5562d212c370, pulse=pulse@entry=2693) at code/misc/combat.cc:2306 #15 0x00005562c8a3029c in perform_violence (pulse=2688) at code/misc/combat.cc:4945 #16 0x00005562c89a292f in procPerformViolence::run (this=<optimized out>, pl=...) at code/sys/process.cc:81 #17 0x00005562c89a4373 in TScheduler::run (this=this@entry=0x7ffc229c7fa0, pulseNum=pulseNum@entry=2688) at code/sys/process.cc:236 #18 0x00005562c89b158b in TMainSocket::gameLoop (this=0x5562ca339880) at code/sys/socket.cc:1796 #19 0x00005562c88e12d8 in run_the_game () at code/sys/comm.cc:86 #20 0x00005562c88dcc03 in main (argc=<optimized out>, argv=0x7ffc229c8358) at code/main.cc:62

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Jeff Wolak

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add guardian aura

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issue commentsneezymud/sneezymud

Molten Proc on weapon crashes mud

https://github.com/sneezymud/sneezymud/pull/289 should resolve this.

Also, there's an option for

throw_format_exceptions = 0

in the sneezy config file that we should probably set on the production system.

Hordeking

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PR opened sneezymud/sneezymud

fix format error

resolves https://github.com/sneezymud/sneezymud/issues/287

+1 -1

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fix format error

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Merge pull request #285 from sneezymud/add_help add helpfile for innevitability

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PR merged sneezymud/sneezymud

add helpfile for innevitability

That's it...

+4 -0

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wershlak

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issue closedsneezymud/sneezymud

Riposting a mob parry results in a 3rd-person act msg

Masstrizial parries your stab at her neck.
Isegrim uses his parry to execute a riposte.

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rmsr

PR opened sneezymud/sneezymud

add helpfile for innevitability

That's it...

+4 -0

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tweak syno so as to not result in death on fade

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make more pretty

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Merge pull request #277 from sneezymud/syno_tweak tweak syno so as to not result in death on fade

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restore skill difficulty

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Aion

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Adding Advanced Offense Trainer Trainer Fentaculus added to Guard Tower.

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Moving trainer For Warluk Moving mob out of Synjillas room because Warluk whined about it being too hard to reach his new trainer. :p

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Merge pull request #273 from sneezymud/skill_dam Restore skill difficulty

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fix show mproc

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tweak difficulties

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clean rename of deikhan fighting to martial

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add skill 2h spec deikhan

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add 2h spec logic and help file

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update help to allow numbers

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rename deikhan aegis and add divine grace skill

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tweak difficulties

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PR opened sneezymud/sneezymud

Add Taylor and Blacksmith

This adds the Taylor and Blacksmith. Replacing https://github.com/sneezymud/sneezymud/pull/257

  • Refactor to share code here

  • remove all the sprintf stuffs

+409 -322

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PR closed sneezymud/sneezymud

add tailor and blacksmith to resize clothing and armor

add a tailor and blacksmith that will resize and monogram armor and clothing.

+661 -2

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wershlak

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PR opened sneezymud/sneezymud

Reviewers
fix show mproc

Promised @Aion2501 I would fix show proc to show all the specials

+1 -1

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pull request commentsneezymud/sneezymud

Deikhan rework

@cizra This should be ready for review.

The conflicts are around the difficulty changes we merged in. Once https://github.com/sneezymud/sneezymud/pull/282 is merged I can rebase once more and clean it up.

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segfaulting is bad

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add guardians light

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add guardians light and rework avenger

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PR opened sneezymud/sneezymud

tweak difficulties

Make everything easier across the board and then tweak individual skill/spells

+213 -201

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Aion

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Adding Advanced Offense Trainer Trainer Fentaculus added to Guard Tower.

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Aion

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Moving trainer For Warluk Moving mob out of Synjillas room because Warluk whined about it being too hard to reach his new trainer. :p

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Jeff Wolak

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Merge pull request #280 from sneezymud/Aion2501-Advanced-Offense Adding Advanced Offense Trainer

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commit sha 73df5ccdb308c21c6797afab455b48521c30d1d8

Adding Advanced Offense Trainer Trainer Fentaculus added to Guard Tower.

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Moving trainer For Warluk Moving mob out of Synjillas room because Warluk whined about it being too hard to reach his new trainer. :p

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Adding Advanced Offense Trainer

Trainer Fentaculus added to Guard Tower.

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Aion2501

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Adding Advanced Offense Trainer

Thanks. Looks good to merge

Aion2501

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pull request commentsneezymud/sneezymud

Restore skill difficulty

int amt = (int) (100 * 100 / getSkillDiffModifier(SKILL_JIRIN));

It doesn't obsolete Jirin. I changed it to ensure the skill didn't behave differently than it always has since getSkillDiffModifier() will now return a different value.

The new code sets amount to 100 (10% dodge chance). What the code above would do is modify the dodge chance based on the "difficulty" of the skill. The difficulty is constant for the skill so I'm not sure why we'd need to look that up.

wershlak

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Restore skill difficulty

What's the outstanding comment @cizra? I thought I addressed everything?

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tweak syno so as to not result in death on fade

 bool procCharRegen::run(const TPulse &pl, TBeing *tmp_ch) const {   // this was in hit(), makes more sense here I think   if (tmp_ch->roomp && !tmp_ch->roomp->isRoomFlag(ROOM_NO_HEAL) && -      tmp_ch->getMyRace()->hasTalent(TALENT_FAST_REGEN) &&       tmp_ch->getHit() < tmp_ch->hitLimit() &&       tmp_ch->getCond(FULL) && tmp_ch->getCond(THIRST) &&-      !::number(0, 10)){+      !::number(0, 10) && (tmp_ch->getMyRace()->hasTalent(TALENT_FAST_REGEN) || tmp_ch->affectedBySpell(SPELL_SYNOSTODWEOMER)))+  {

Updated

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Update Sanct Increased level of sanct proc to 50. Also increased the duration from about 2 mud minutes to 3 mud hours, as if cast by a player.

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Add inevitability for hitters

I like the way the mechanic works and the power level of it. having +10hit up more often would be kind of overpowering I think.

wershlak

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PR opened sneezymud/sneezymud

Deikhan rework

Next phase of deikhan changes.

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tweak syno so as to not result in death on fade

remove APPLY_CURRENT_HIT from syno so that when it fades it doesn't possibly result in death. Adding regen to the buff to sort of make up for it.

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Add inevitability for hitters

This is the offensive stacking proc buff. Every time you miss you get a +1 to hit. On easy fights it makes little difference. on higher level fights, where you miss a lot, it can stack up pretty high.

It is removed on a successful hit though so at most it gives you an extra hit here and there against high level mobs.

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Toughness

Rebased and fixed up those issues.

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Pull request review commentsneezymud/sneezymud

Toughness

 int TBeing::oneHit(TBeing *vict, primaryTypeT isprimary, TThing *weapon, int mod 	}       } +  // Add toughness +  doToughness(vict);

Fixed it. The inconsistency of tab vs space in the code is annoying

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Toughness

I based this branch off the advanced offense branch cause there'd be a lot of conflicts otherwise. It should clean up once https://github.com/sneezymud/sneezymud/pull/274 is merged.

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pull request commentsneezymud/sneezymud

Restore skill difficulty

@cizra I updated this to add focus as Aion and I discussed. It should be mergable if you're happy with it.

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start to add checks for focused avoidance

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add checks for focused avoidance

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restore skill difficulty

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add advanced offense

@cizra I made some of the changes here. Can you merge it for me if you're happy with it?

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Pull request review commentsneezymud/sneezymud

add advanced offense

+#ifndef __DISC_OFFENSE_H+#define __DISC_OFFENSE_H++#include "discipline.h"+#include "skills.h"++class CDOffense : public CDiscipline+{+public:+    CSkill skAdvancedOffense;++    CDOffense();+    CDOffense(const CDOffense &a);+    CDOffense & operator=(const CDOffense &a);+    virtual ~CDOffense();+    virtual CDOffense * cloneMe() { return new CDOffense(*this); }

Seems like it's used here https://github.com/sneezymud/sneezymud/blob/master/code/code/misc/discipline.cc#L2928-L2949 Not sure when and how that's used. it exists in all the disc definitions

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add advanced offense

+#ifndef __DISC_OFFENSE_H

Seems to work.

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add advanced offense

 int TBeing::attackRound(const TBeing * target) const   // this does the same thing - just uses the standardized function - dash   bonus += (int)(335 * getDexMod() - 335); -  // thaco adjustment+  // thaco adjustmentSKILL_

Yup

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Pull request review commentsneezymud/sneezymud

add advanced offense

 static void checkLearnFromHit(TBeing * ch, int tarLevel, TThing * o, bool isPrim 	else 	  ch->learnFromDoingUnusual(LEARN_UNUSUAL_NORM_LEARN, SKILL_OFFENSE, (225 - (2* myLevel)));       }+      // Learn advanced offense+      ch->learnFromDoingUnusual(LEARN_UNUSUAL_NORM_LEARN, SKILL_ADVANCED_OFFENSE, (170 - (2* myLevel)));

learnFromDoingUnusual has a check if the skill is known so you won't learn a skill you don't know.

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add advanced offense

@Aion2501 I'll need a trainer for this to be added once this is merged.

wershlak

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PR opened sneezymud/sneezymud

add advanced offense

Adds an offensive abilities disc with advanced offense.

This skill improves the offense rating for chars. The power is similar to chivalry for how much offense it adds.

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pull request commentsneezymud/sneezymud

Restore skill difficulty

Players fail spells because they get distracted. The idea was that players should have to decide if they want to be a hitter or a caster. At least at a particular time they shouldn't be able to do both. This is when the engage mechanic was added.

Being engaged and casting currently never fails but if you hit you get distracted a lot. Currently nobody would choose to engage and cast because it doesn't do nearly enough damage.

This code gets us part of the way there... where a char could potentially build to be a caster type char. With all the high level EQ out there I think we'll need so additional adjustments but I prefer to do things one step at a time.

  • First restore damage and difficulty
  • add int/wis damage bonus
  • Take a look at crits
  • Then finally, if needed we can just boost damage for skills
wershlak

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pull request commentsneezymud/sneezymud

Restore skill difficulty

RE: Crits Most spells have a crit chance. Unfortunately, it's coded individually in each spell. Any extra damage or cool messages are coded per spell.

Here's slingshot for instance. It is double damage if you crit. https://github.com/sneezymud/sneezymud/blob/master/code/code/disc/disc_earth.cc#L26-L59

Someday I'd like to rework this a bit to use int/wis to modify crit chance. I have it as a separate item. It requires touching every spell individually if i want to adjust messages and crit damage.

So, long story short... There is a crit mechanic and it could use some love but, doing so is a separate task.


People already complain about not being able to hit high level mobs. I just didn't want to add to that burden since most people already feel like using skills isn't very important. We want them to use the skills and feel like their skill kit has a real impact.

So the feedback I got was that using skills isn't important because they don't seem to do that much damage. This change would be an overall increase in damage and make people want to use skills/spells more. I'd like to make this change and then evaluate how things go before making additional changes to further tweak spells/skills. Overall I would like a pure caster to be a viable char at some point. I think we don't have enough diversity in character styles at the moment.

Giving spells more damage while requiring a bigger investment in mental stats would be a good step there. Next steps are maybe:

  • add int or wis to modify damage
  • add int or wis to modify crit

At that point we might be mostly to the point where a gnome caster char isn't a joke.

I think I like the second option better now that I think about it. Add karma as a smaller component of success here.

wershlak

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pull request commentsneezymud/sneezymud

Restore skill difficulty

Overall I think it is a better experience for players to feel like they are succeeding.

I agree. In general I don't think we want failures on maxed spells/skills to be the norm but we've basically taken the idea of skill difficulty out of the game. I think that's actually really sucky too. I think chars should just have to be built around the idea of being a good caster if they want to use difficult skills. If they are then they should be mostly successful.

Perhaps I've overstated the failures.

here's the snippet that explains what the expectation is:

  // Here's the basis of this stuff:
  // At max learning, we desire the following results:
  // trivial    = 100%
  // easy       = 90%
  // normal     = 80%
  // difficult  = 70%
  // dangerous  = 60%
  // for less than maxed learning, scale it up linearly
  // Have focus factor in: high focus = 1.25 * above rates
  // low focus = 0.80 * above rates

So focus factors in and can be significant. Most of my chars have high focus cause I assumed based on the helpfiles that focus was important. With Max focus a char would skill succeed at normal tasks 100% of the time.

There's only a handful of dangerous tasks in the game and someone with high focus should succeed 75% of the time.

Without adding this back in some form Focus should be a dump stat. Anything higher than 105 is a total waste.

I like that if you want to be a successful "casting" shaman you'd need good focus. Today there aren't any casting shaman cause spell damage is sucky. I think this is the first step to restoring that.


If you think the above failure rates are too high. I propose we talk about adjusting them rather than scrapping the whole idea of skill difficulty.

Two ideas there.

  1. We adjust the rates. bumping them all up 10%
  // trivial    = 110%
  // easy       = 100%
  // normal     = 90%
  // difficult  = 80%
  // dangerous  = 70%

above 100% makes sense once you factor in Focus. You'd have to be really dumb to fail.

Meanwhile a focused char will always succeed at even difficult skills and even the most dangerous succeed at 87.5%

OR 2) We add Karma as a factor into skill success. We keep the same formulas but factor Karma in to be half as important as focus.

someone with max Focus and Karma will succeed on difficult tasks 98% of the time and dangerous tasks 84% of the time.

wershlak

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PR opened sneezymud/sneezymud

[WIP] restore skill difficulty

Here's an interesting story. So I was chatting about how people feel skills used to do more damage and decided to walk through how this gets applied and I found this code that had been short circuited 19 years ago.

getSkillDiffModifier in misc/skill_dam.cc returns a number based on the difficulty of the skill. This is primarily used in two places.

  • in determining success or failure of the skill/spell
  • in determining the damage of the skill/spell

It was short circuited to just return 100 for a trivial difficulty skill. Never fail unless the char is pretty unfocused.

The result damage wise is that most skills (normal difficulty) will do 25% more damage if this is merged. Up to "dangerous skills" that can do up to 66% more damage. Of course they will fail much more frequently too.

The reason listed to make the change was that "too much complaining about skill failure, so screw it - bat 2/3/00".

I think we should turn merge this. I think it makes the game more interesting. We can tune the difficulty of an individual skill or global adjust skill success rates if we decide things need to be tuned.

I tested that the change compiles, that using skills/spells still worked and that with damage debug turned on I observe the expected change in damage values. I obviously didn't test how annoying increased failure rates are over the long haul. Also, there could be some abilities that need tweaking after this.

If we want to test this more somehow or if there's a specific concern I am happy to spend more time with it.

+12 -36

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Holy Symbol Max Structure Value Intention: Raise structure cap for symbols to create room for new ones. The current max value is very dated. White titanium symbols are already at 1.5m (cap 1.25m) which is level 55. No one can even build an equivalent object without using the white titanium or mithril symbol as a base. Since Lvl 60 gear exists in other aspects, it makes sense to me that it should at least be possible in this instance for consistency. Without using convoluted means. Furthermore, the talen value of all symbols going forward should be 50% of the total structure, 100% for neck symbols.

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Adding New Dragon Mount Zone is already wild and contains an ancient gold dragon. Seems a likely place for this mobile. Adding whelp for Paladin mount diversity.

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Nerfing Molten and Glacial procs Changed CMD_OBJ_HITTING to HIT so as to no longer bypass the requirement that the player actually have hit success on the mobile. Lowered some of the damage values. Lowered proc rate.

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Nerf Glacial Please check my work. My intent is to lower the stun effect of this proc from 1 second to a fraction of a second. It's my understanding that 10 ticks = 1 second.

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add option to force-shutdown

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Aion

commit sha 704b625658ae7d0264e16f875a0ccb1bf4d2304d

Further Updating Lay Hands Skill is now available every 10 real minutes. Increased base heal to 5*level (up from 4) Increased extra heal chance to simulate crits 20-200 (up from 1-100)

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Elmo Todurov

commit sha 953415d86180b76880e8af7db1763067df7a3c5d

fix crash in recalculating attacks

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Elmo Todurov

commit sha af6d6b5adf466971beff684155be6d6aecb2f567

remove log spam about sharing eq

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Aion

commit sha 6a4a2a8fc38c73c981688629631bb52d2df24154

Adding Set/Cleaning Data Adding set #158 Flowing Black Cleaning up the order of objects to match how they are displayed in game. Adding a more visible start line for future additions.

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Aion

commit sha 936f59dff0db7a420af6f42e8c25599eb9362111

Update suitsets

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Pull request review commentsneezymud/sneezymud

Add skill to advanced defense

 class TBeing : public TThing {   bool checkSmashed(TBeing *, wearSlotT, spellNumT, TThing *, int, const char * = NULL);   int hit(TBeing *, int pulse = -1);   bool canCounterMove(int);+  bool canFocusedAvoidance(int);

Seems like all the combat type code is dealing with two objects that are subclasses of TBeing of some sort. So it kind of makes sense to be able to write

if (victim->canFocusedAvoidance(bKnown/2)) {

I guess the other option would just be

if (canFocusedAvoidance(victim, bKnown/2)) {

Just not object oriented. It seems a little easier to reason about in the first instance but if the performance impact is huge the other way it's not a big deal to change it all.

I feel like "Disciplines" or "Abilities" maybe should be a class that is instantiated per being.

wershlak

comment created time in 2 months

Pull request review commentsneezymud/sneezymud

Add skill to advanced defense

 CSkill *TBeing::getSkill(spellNumT skill) const // disc_defense     case SKILL_ADVANCED_DEFENSE: // 674       return &((CDDefense *) cd)->skAdvancedDefense;+    case SKILL_FOCUSED_AVOIDANCE:+      return &((CDDefense *) cd)->skFocusedAvoidance;

All the code bits related to skills and disciplines seem a bit ugly. It's a bit beyond my c++ ability to find a clean way to refactor it. It also seems like a big project without much benefit to users.

wershlak

comment created time in 2 months

Pull request review commentsneezymud/sneezymud

Add skill to advanced defense

 CDDefense & CDDefense::operator=(const CDDefense &a)   if (this == &a) return *this;   CDiscipline::operator=(a);   skAdvancedDefense = a.skAdvancedDefense;+  skFocusedAvoidance = a.skFocusedAvoidance;   return *this; }  CDDefense::~CDDefense() { }++// The larger perc is passed in the harder it is to avoid+bool TBeing::canFocusedAvoidance(int perc) {++  if (!doesKnowSkill(SKILL_FOCUSED_AVOIDANCE))+    return FALSE;++  if (!awake() || getPosition() < POSITION_CRAWLING)+    return FALSE;++  int skill = getSkillValue(SKILL_FOCUSED_AVOIDANCE);++  // Agi seems to be the defense stat so this makes sense+  skill *= getAgiMod();++  if (eitherLegHurt())+    skill = (int) (skill * 0.75);

removed this

wershlak

comment created time in 2 months

Pull request review commentsneezymud/sneezymud

Add skill to advanced defense

 int bonebreakMiss(TBeing *c, TBeing *v, int type) 	act("$n tries grapple you into a bone breaking hold but you avoid it.",  	    FALSE, c, 0, v, TO_VICT);           } break;+      case 2:{

Updated this to use an enum. Also it does look cleaner to me without the brackets.

wershlak

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push eventsneezymud/sneezymud

Jeff Wolak

commit sha 6d860ab5562790c6dede5d9b5a8d4d553d4fcc75

use enum

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issue closedsneezymud/sneezymud

synostodweomer

This spell has been disabled due to a crash bug for 20 years.

Anyone have any insight into what the crashbug is/was? I'd like to be able to reproduce it to troubleshoot.

I enabled it on my test instance and cast it a few times and it didn't crash the mud. I assume it must have been some rare case or it would have been fixed years ago.

closed time in 2 months

wershlak
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