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  • ...r you to write scenes, NPC dialogue, events, and even help with explaining combat to players. @emit <text> will display what you write, ignoring line breaks. ...you have the +room command to be able to create a private room in any non-combat area. You type +room <text> with the text being the title of the room you a
    20 KB (3,664 words) - 18:50, 28 June 2014
  • *Defense mechanic reworked. See Nuku's post. *The pet summon AI bug is laid to rest.
    8 KB (1,309 words) - 01:38, 26 September 2011
  • * When combat ends due to any reason apart from a code recompile, combat should report the fight complete properly. ...eaked. Should (hopefully) fix the haste issue and a few minor slowdowns in combat.
    20 KB (3,306 words) - 23:13, 1 June 2013
  • *[[Universal Antidote]] is no longer usable in combat. *[[Partying]] AI program added to Rsx's mart. Good for notuser buff type powers.
    25 KB (4,075 words) - 04:51, 11 March 2012
  • *Consumables used out of combat should no longer care about cooldowns. *Wearing stuff mid combat should properly cost you a turn.
    19 KB (3,188 words) - 20:11, 19 January 2013
  • *The [[Penetration]] combat skill now pierces HP Buffers. +rpinfo updated with values. *Lots of fun tweaks to make the AI a little more intelligent and a little less artificial.
    16 KB (2,710 words) - 05:14, 2 March 2013
  • * Fixed crash in AI code when using Renew. * The update link on the page now shows how many days ago each update post was made.
    13 KB (2,098 words) - 00:35, 31 August 2013
  • * The HPBuffer that one is supposed to get from the flurry combat skill now scales with level properly, instead of being comically tiny forev ** Related: More info is given when combat debug is turned on in regards to HP Buffers.
    22 KB (3,438 words) - 02:45, 15 April 2015
  • ...at AI to select which '''Action''' you will take it will scan through your AI Routines, if one of the '''Conditions''' is met and the power or item is no Each new character begins with a set of basic AI programs:
    4 KB (551 words) - 01:49, 2 March 2014
  • ...ssive items will no longer trigger upkeep fees if you are not currently in combat. * If you have a training tax set, combat XP gained above your cap will be converted (at a low rate) to saved cash fo
    15 KB (2,509 words) - 01:08, 5 May 2014
  • ...offer on behalf of the others."<br> <br>Technetium sighs, seeing that more post-apocalyptic politics are about to come into play, with her tails dropping s
    21 KB (3,744 words) - 01:08, 21 June 2014
  • * Combat AI should now be less constrained about what kinds of equipment it can use. * Removed superfluous references to space ships and copilots from AI routine.
    9 KB (1,373 words) - 01:05, 17 September 2014
  • * Basic AI and web-configured AI will not attempt to show/use non-useable powers. ...y high amount of powers/talents/items will no longer cause issues with the AI management page.
    11 KB (1,744 words) - 11:06, 8 November 2015
  • ...ile has been created for binary statuses. <span style="color:#00FF00">help combat/binary statuses</span>&quot; ...<span style="color:#FFFFFF">]</span> Nuku squeaks, &quot;The appearance of combat revised and tightened for increased pleasure.&quot;
    141 KB (23,166 words) - 00:01, 1 October 2018
  • ...been made to the code that handles what happens when an NPC is defeated in combat. This should fix problems with them not dropping schematics, progressing qu ...lash, Auto Cleave was given to it as its secondary and bigger brother. Its combat skills were rejiggered somewhat to better reflect its purpose. Feedback on
    19 KB (3,180 words) - 00:19, 9 September 2020