Mineral veins aren't reset.. they're seeded with a random prog in random rooms throughout the MUD.
Lore upgrade
I particularly like the 20 item buffer. Could it be refined a bit more to cap at the user's level? No point in a newbie L20 locating Durindel. Maybe to give the a clue for upcoming weapons, level+5? And always show bought items?
The function looks similar to the following, for those that can follow:
6 · · · if (pObjIndex->level > ch->level)
5 · · · · continue;
4 · · · if (IS_OBJ_STAT(pObjIndex, ITEM_NOLOCATE))
3 · · · · continue;
2 · · · if (!strcmp(pObjIndex->area->file_name, "equip.are"))
1 · · · · continue;
1584 · · · if (!strcmp(pObjIndex->area->file_name, "higher.are"))
1 · · · · continue;
2 · · · if (!strcmp(pObjIndex->area->file_name, "limbo.are"))
3 · · · · continue;
4 · · · if (IS_SET(pObjIndex->area->area_flags, AREA_RESTRICTED))
5 · · · · continue;
6 · · · if (pObjIndex->reset_num 0)
7 · · · · continue;
8 · · · if (limit > 20) {
9 · · · · fLimit = TRUE;
10 · · · · continue;
11 · · · }
It already takes into affect level, whether it's able to be located, a couple of areas, and some area flags.
You might tie max returns to level (with a minimum). Might encourage exploration. But it's a minor thing.
I really like like it as is.
You're excluding no locate objects. Does the present lore exclude them? Is that neccessary since since the result is the area it comes from and not specifically where it is that moment?
Myrek, sweetheart, where you been all my life? Glorious idea.
Damn @Erelei that's pretty swanky.
Lore just currently tells you which area the item in your hand comes from by presumably pulling the info from the object itself. The nolocate flag has nothing to do with it as it's a direct response to the locate object spell making you unable to divine it's location.
Food for thought as for "newlore" checking for the flag, though. It's the rumors and knowledge associated with the object itself and the stories behind it and where it's from, not if it's currently available.
A flavor thought.
"You furrow your brow..." smacks of magic and this is a non-magical skill, yes?
Maybe something more like
"You try to remember the stories you heard as a child."
I don't like that example but it's directionally correct.
"You remember a Herald once said..."
How about for the message, something like: "From the rumors told around Aabahran, you know..." or something like that.
I would actually like to see all of these messages implemented with maybe a few more; not in the sense of accuracy, but to show that a character would likely draw on multiple sources for multiple items.
As an alternate way to implement this, it could be a mob program. You have to buy an old bard in a tavern a beer and he'll tell you about an item.
On 3/13/2019 at 2:00 PM, Celerity said:
Sounds fine. Locate object does the same thing but for current location of available objects. Lore could point to the original location of all objects. I'd go even further and give either the mob or room name as well as area.
xxx is found on yy mob in zz area.
xxx is found on a small clearing in zz area.
and then completely remove the bad identification feature.
Still makes lore fairly worthless to vets, but not nearly as horrible now.
I like this idea.
Lore isn't supposed to be identify, or locate. Personally I'm against these quality of life changes because of the position the mud is in now. 10+years of tiny changes that "don't impact balance" has dramatically impacted balance.
I agree, though there are instances where lore works exactly like identify. An example being when you've got the adventurer perk, as I've stated before.
Here, the initial suggestion wasn't asking to make lore or a similar skill function exactly like locate. It is distinctly different and independent of locate. Locate finds an object but doesn't tell you where it is or where it's from; "new lore" tells you where it is from but not if it's available.
This particular QoL change is more for the benefit of a new or returning player.
I understand your meaning, but I still think we've let hundreds of tiny changes add up over time. Keeping things hidden increases interaction. Don't know where the carpenters hammer is? Interact with a merchant, herald, or hell pretty much anyone
5 hours ago, 'tarako said:
I understand your meaning, but I still think we've let hundreds of tiny changes add up over time. Keeping things hidden increases interaction. Don't know where the carpenters hammer is? Interact with a merchant, herald, or hell pretty much anyone
That was the original idea of the locked chests too.
Now people want keys to be sold. If you're gonna be selling keys, why not remove the chest altogether and just drop the loot on the ground?
Either way, by now, we should have learned that "forced" interaction is disliked by the playerbase.
Also, when it comes to information, it is usually provided via channels different than ingame RP (i.e. OOC)
In that regard, I like the "new lore".
Hey all, just wondering if this was added.
Negative.