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Prompt addition - adrenaline

 
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Abandoned Realms



Joined: 23 Jan 2004
Posts: 250

PostPosted: Wed Oct 12, 2005 11:35 pm    Post subject: Prompt addition - adrenaline

To the benefit of thieves everywhere, it is now possible to use your
prompt to guage your adrenaline. The prompt will not show how long is left,
only that you are in one of the three excited states - aggressive,
defensive, and mob. It is left to you to figure out which is which.

See the new helpfile "help adrenaline" for full information.
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jeoparty



Joined: 20 Jan 2004
Posts: 129

PostPosted: Thu Oct 13, 2005 12:13 am    Post subject:

Awesome.
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Davairus
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Joined: 16 Jan 2004
Posts: 8621
Location: 0x0000

PostPosted: Thu Oct 13, 2005 12:28 am    Post subject:

Code:
'ADRENALINE'

The effects of adrenaline will hamper a traveler from doing several
things such as leaving the realms, hiding, camoflaging, blackjacking,
and strangling. There are two main types of adrenaline: mob and player.
There are also three modes of adrenaline: offensive, defensive, and mob.
Adrenaline caused by being in combat with a player is generally longer
than adrenaline caused by combat with a mob (otherwise known as NPC,
creature, or Non-Player-Character). The effects of Adrenaline are not
shown in SCORE and wear off with passing time.
 
Your current adrenaline status can be shown in your prompt. The attribute
to use with PROMPT is %n.
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Remmenon



Joined: 10 Oct 2005
Posts: 110
Location: Edmonton AB Canada

PostPosted: Thu Oct 13, 2005 1:20 am    Post subject: About time

So, It's about time something like that has happened since the thieves have been cursed by the gods. But the question still remains how long about does each one last for, atleast then people have an approximate gauge to help them guestimate how long before they can trust their skills again.
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Davairus
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Joined: 16 Jan 2004
Posts: 8621
Location: 0x0000

PostPosted: Thu Oct 13, 2005 1:27 am    Post subject:

That's a good question and I'm glad you asked it. I've been thinking to myself for a while that the issue with thieves is not the fact they have these new adrenaline things, but the fact that they last so f'in long that it causes an outcry about it. I'm waiting for the opportunity to discuss that with the other implementors, hopefully we'll get it updated in the final "combat module" patch (balance, loose-ends). For now, I just made this addition to make it easier to actually handle having your adrenaline state affecting your skills.
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Gygh



Joined: 22 Jan 2004
Posts: 289
Location: Vancouver, WA

PostPosted: Thu Oct 13, 2005 4:52 am    Post subject:

...Right. Is there any way I can make my prompt any longer? combined with the (not so) new weapon styles and what not, my prompt is too long to add the group tanker health... Any way I could include everything?
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Davairus
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Joined: 16 Jan 2004
Posts: 8621
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PostPosted: Thu Oct 13, 2005 9:21 am    Post subject:

Just use icon prompts and remove garbage like gold and xp tnl =p I can't make prompts longer than it currently lets them.
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Trillian



Joined: 05 Nov 2004
Posts: 337
Location: 127.0.0.1

PostPosted: Thu Oct 13, 2005 11:21 am    Post subject:

wouldn't it just be a change in the char buffer size?

int MAX_SIZE = 80;
char *prompt[MAX_SIZE};

or something like that - I'm working off of C interpretation..
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Davairus
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Joined: 16 Jan 2004
Posts: 8621
Location: 0x0000

PostPosted: Thu Oct 13, 2005 9:58 pm    Post subject:

I mean in the sense that its buffer size was deliberately set as long as it is - whoever first created prompts decided a certain length was necessary and made their judgement on what was enough. I dont want to infringe on that til I find out who/why/ etc
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marsd



Joined: 16 Jan 2004
Posts: 836
Location: Magewares

PostPosted: Fri Oct 14, 2005 6:04 am    Post subject:

maybe the reason prompt is at it's maximum size now is because the original creators didn't think that there could be so many things added to it.
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Hoarding Healer



Joined: 30 Jan 2004
Posts: 50
Location: Vancouver, BC

PostPosted: Fri Oct 14, 2005 7:14 am    Post subject:

Hey...don't be dissing my X%tnl
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Davairus
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Joined: 16 Jan 2004
Posts: 8621
Location: 0x0000

PostPosted: Fri Oct 14, 2005 8:28 am    Post subject:

Heh.. Seriously though try the icon prompts. Granted, it makes your prompt looks like it has a pair of titties in it, but its a lot easier to track once you get use to them. Thats my experience with it...
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shasha



Joined: 14 Jun 2005
Posts: 21

PostPosted: Fri Oct 14, 2005 6:04 pm    Post subject:

I personally like this idea, fits in well within the classes its meant to affect and isn't to overpowering. The only thing i am worried about is at what stage you can successfully hide again.
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Mendek



Joined: 16 Jan 2004
Posts: 477

PostPosted: Fri Oct 14, 2005 7:56 pm    Post subject:

Isn't 80 chars where romm descripts and the like wordwrap?
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Gygh



Joined: 22 Jan 2004
Posts: 289
Location: Vancouver, WA

PostPosted: Thu Oct 20, 2005 6:13 am    Post subject:

I don't use tnl on Gygh... it's kinda pointless.
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