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Cream of the Crop 21
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Cream of the Crop 21 (Terry Blount) (October 1996).iso
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HISTORY.DAT
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1996-08-02
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1.05 Guild Hall raiding installed.
On line messaging system improved (slipped that one in there for
v 1.04 to take care of on-line combat). Routines are pretty slick
and are used extensively through guild raiding... Note, that if a
character raiding a guildhall is fighting an entering member and
another member comes in, he can walk right past the fighting (until
it's over when he/she will then have to fight or flee).
Added the /D parameter to create extensive debugging file.
MenuFile command added to scripting language.
Including script documentation and forest.scr in the main zip file.
Fixed bug with calling a non-existant menu in a script program.
Can now send simple parameters to scripts, just include the
parameters after the command line. Each word will be placed into
a variable, starting with ^VR01 and could theoretically fill up all
the variable slots.
Fixed inconsistancy problem with Ranger/Paladin class in the code.
Their order was mixed up at the constant level, and this caused
headaches galore when implementing the class change section. Their
order has been fixed, and an auto-patch was written to convert any
characters who's class was affected because of this.
Because of above, implemented a patch_version variable in the stat
file for use with the auto-patch process.
It is now possible to become a master at a class.
Scripts can now be encoded to discourage people from reading the
text file to figure out what will happen if they do X. It is not
necessary to do so, but nice to be able to. Encoded scripts have
an .SCC extension as opposed to .SCR
Flags other than the ones programmed into the game can now be added
to any character or script for any situation. This can be done
via the scripting language, which means a mystery script could save
all the clues the character has found so if he/she doesn't solve it
all in one day, he/she could come back to finish it later.
See three new scripting commands in SCRIPTS.DOC : AddFlag, FlagValue,
and RemoveFlag.
A form of maintenance can now be run on scripts. Any flags set on
the script with a reset type of 1 are removed with the nightly
maintenance. This means that a quest can be made to be won only
once per day (or something similar can be made once daily).
1.04 Online Combat fully implemented. Acts just like a normal player
combat would. You can fight as many on-line fights as you want in
a day (which may have to change).
Added a zone type : O - Raiding Guild Hall
Fixed Bug in entering guild hall description and aborting.
1.02 F Fixed bug in script reading with an empty define section.
1.02 PR Guild Hall's now added.
Fixed bug with being able to kick yourself out of a guild if you
are the master.
News files were not closing when they were read.
Put all menu text in magitext.dat, even the stuff not all characters
would see. I just add the description lines from the menu sub-heading
when they can see it.
Menus now contain even the commands in the text file. The first line
of every menu heading should have a series of letters to denote which
command corresponds to which MC <menu command> variable #.
(See Scripts.Doc for more Info on variables)
Fixed starting location if you sleep at the inn and guild halls.
Fixed bug with running maintenance in local mode and wrote more
procedures for local maintenance.
Re-Enabled the /P commandline parameter.
Modified code so characters with color codes and multiple words in
their names get caps on all words
Scripting Language for EXMODS written and implemented.
Scripts can be run from the Other Realms menu just like any EXE can.
The file extension must be .SCR for it to recognize it as a script.
Lord Hamilton's Crypt now being written using script language.
Read_Creature_file now only reads in the creatures of your level.
1.01 Added the option in MAGICFG to edit external creature files.
Can now view the descriptions of EXMODS.
1.00 Fixed problem with allowing maintenance to delete the character who
just came in.
Fixed bug in MAGICFG for player #1 not existing in the character file.
Code for external modules is in place and functioning. This means
that to use external modules, the use of the batch file is 100%
necessary. You COULD fool the game into thinking it was ran from the
batch, but you would just be asking for headaches. As of right now,
the game will only support 20 EXMODS. (Not that even 1 exists, but
hey, I'll probably be the first to write one.)
.99 An ancient sage is rumored to be appearing to people in the realms.
Be on the look out for his wagon.
Fixed a few file reading routines to give more control over the
unexpected.
Began writing documentation and routines for external modules. Which
included totally revamping the MAGIEXT.PAS file so it could be
independant of the door pacakage you are writing it with. Now any
function procedure or variable calls within that unit that would have
gone to DDPLUS now go through a TPU which can be written by the
programmer to send the call to the correct routine.
Fixed DDPLUS error with negative time in game and running out of time
giving an error. (changed a word variable to a longint)
.98 Fixed Bug with file activity being held and not terminating.
.97RB Fixed bug with guild leaders being deleted and leadership not being
transferred.
.96VC Guilds are now complete. Guild Halls will not be in for a version or
two as I am getting the game out now.
Game creates 4 score files when it is done.
GRANK.ANS ANSI Guild Rankings
GRANK.ASC ASCII Guild Rankings
PRANK.ANS ANSI Player Rankings
PRANK.ASC ASCII Player Rankings
Added realm type:
H -Guild Hall
Drunkenness does the following: (These apply in player fights as well)
Base chance to hit is only 80% of max
Damage is only 90% of max
Get a +10 bonus on damage_reduction (does not show up in stats, but is
figured inside the combat routines).
As you can see, it is NOT a good idea to fight while drunk.
.95b (**Char File Change**) (**Stat File Change**)
Guilds begin implementation. Character can create a guild at level 6.
(they can join at any level). There is now a guild menu from the main
menu. Guild masters can create a guild hall at level 8. This guild
hall will be raidable, but there will be a guardian, which the guild
master can improve as time goes on (and gems/gold warrant), that any
character who wishes to raid it will have to pass first. In the guild
hall, characters will be able to sleep there, leave/take gems and gold
(no restriction) (double edged sword as this is takeable with a raid)
write messages to the guild. Masters can also transfer leader, upgrade
the guardian, change the description of the guild hall!, or change the
password.
fixed bug with having Shady steal from someone for you.
Can now mail to 'guild' to send to all members of your guild.
.94b Created a weekly lottery to distribute all the "Floating Gold" (I knew
I kept that statistic for a reason.)
Drinks now available in the bar. Try them and see what happens *grin*
char_flags bit 9 (512) is now if they are drunk for the day.
char_flag