Driver 7
--------
Driver 7.2.9 Installation
-------------------------
Copy races.txt, spells.txt, skills.txt and socrace.txt to /config
Edit /config/society.txt and remove the racial societies
RedHat Linux 6.0 compatability
------------------------------
There seems to be a problem with db.c where the compiler says that
variables pReset and letter are not initialized. Looking at the code
I don't see how that can be the case though.
ACT/PLR Flag split
------------------
The act word was used for two different sets of flags, one for NPCs
and one for PCs. This worked fine until someone used the switch
command and we got a mob that was a PC but with the bits still set
for its mob role.
Fix is to introduce a new word for player bits and change all
references for PLR_ flags.
Stats changed to max. 103
-------------------------
Stat ranges are now from 0 to 103, with bonuses and penalties
correspondingly adjusted. Players stats are suitably scaled when
the player is loaded.
The primary effect is to reduce the power of all stat boosting
items by 75%. This is generally in keeping with a move away from
a power play based system.
It also opens the possabilities for a return of the train
command.
Positions and Activities
------------------------
New internal function to set position and activity - integer values
and descriptions. Descriptions seen when a character is looked at.
Position descriptions are 'default' and can be set through stand,
rest, sit and sleep. A few are also set by some commands.
Activities are for long running processes, and last until there
is another change in position or activity (or the process that
is controlling the activity decides it is over). Eventually this
mechanism will be used for spell casting.
Time Rebase
-----------
Changed base timescale for be 45 seconds to the hour rather than
30 seconds. This makes a few game features take a little longer.
Time chart is now:
4 pulses per second, 180 pulses make 1 game hour.
So:
1 game minute = 3/4 second
1 game hour = 45 seconds
1 game day = 18 minutes
1 game week = 126 minutes
= 2 hours, 6 minutes
1 game month = 504 minutes
= 8 hours, 40 minutes
1 game year = 6048 minutes
= 100 hours, 48 minutes
= 4 days, 4 hours, 48 minutes
1 day realtime is 2 months, 3 weeks, and 3 days. So logging in at
the same time every day gets you in 4 days earlier in the month.
Over 4 days you get 16 days earlier in the year.
1 real hour = 3 days, 21 hours, 20 minutes
2 real hours = 7 days, 18 hours, 40 minutes
3 real hours = 11 days, 14 hours
Day and Night Rooms
-------------------
You can now specify alternate day and night locations for rooms. Players
and exits are automatically shifted according to the time of day. Each
day is divided into Dawn, Day, Dusk and Night. During the day a rooms
day alternative is used, during the night its night alternative will be
used. Dawn and dusk are one hour long and during them neither alternative
is used.
Note that you probably want a symmetrical setup, with the night room of
one room being the day room of the other.
Activities
----------
A process for ongoing activities has been added. Initial adaptions are
lock picking, searching rooms, sneaking and hiding. You can only do
one thing at a time. Transition between sneaking and hiding should be
silent, as long as you are successful at both.
Prompt
------
Remove alignment.
Add %p for position and %a for activity.
Spells
------
Spells are reworked to use the ongoing process model. Spell casting is
now a series of sequential steps, allowing casting to be interrupted.
Spell definitions are externalized into config/spells.txt. See that
for the full details.
A spell can be based upon 2 skills, in which case the average of these
skills is used for the casting.
Area affect spells that hit one or more rooms are also supported.
Weather
-------
Weather system reworked, presentation with each room.
Primative climates introduced on an area basis.
'fullweather' command to toggle between summary and full text.
Snow and Deep Snow increase movement costs.
Boot Scripts
------------
Script cthulhu can be placed in /etc/rc.d/init.d and linked into
the rc3.d directory. It is a redhat 6 complient start/stop script.
New professions
---------------
Profs.txt updated to include 20th century professions
undergraduate
convent undergraduate
apprentice
hoodlem
cadet
soldier
policeman
postgraduate
good priest
evil priest
occultist
gangster
adventurer
journeyman
thief
artist
If you want the old professions, keep the old profs.txt or change the
Player and Initial settings in this one.
Quests
------
Quests are like deeds, but have multiple stages:
-1 Not yet started
0 Started, but no details yet
n On step n
9999 Completed
Quests have a vnum like id, a state, a title that is set when the quest
is assigned and an instruction that is set whenever the quest is updated.
Mobs can access quest state through a quest condition, taking the quest id
and a range of state values.
Mobs can modify a players stae data through the MPQUEST command.
A short quest might be:
Wizard
asked for quest
quest not 37 0 9999
MPQUEST @at START 37 Fetch Wizards book
MPQUEST @at UPDATE 37 1 Ask apprentice
Say Ask Mob 2 where it is
given book
quest 37 2 2
Say Thank you
MPQUEST @at COMPLETE 37 Returned to Wizard
MPREWARD @at 1000
quest 37 not 2 2
Say That's not the right book!
Apprentice
asked about book
quest 37 1 1
MPQUEST @at UPDATE 37 2 Look in the woods
Say I lost it in the woods
quest 37 2 2
Say I told you, I lost it in the woods
quest not 37 1 2
Say Book! What book?
Woods Room
north
quest 37 2 2 -> secret room
Secret Room
book
nasty monster
This forces the player to go through the acts in the correct sequence.
You can combine several quests to get multiple threads which the player
may persue in parallel.
MPQUEST
-------
MPQUEST player START id title
This starts the player onthe quest and should normally be followed by
an update to give them thier first instruction.
MPQUEST player UPDATE id state instruction
This updates the state of a quest that the player is already on. There
are no checks, so it might move them backwards overall.
MPQUEST player COMPLETE id instruction
This marks the quest as having been completed (state 9999).
MPQUEST player FORGET id
This removes all memory of the quest from the player. It is as if they
had never started it.
If the player is in a group, the command will affect all group members.
Training
--------
You get one training session per level. You can spend them to
improve your attributes:
Strength, Intelligence, Wisdom, Dexterity, Constitution
1-3 points per gain until 97, then 1 point per gain
1st gain costs 1, 2nd 3, 3rd 6, 4th 10, 5th 15, 6th 21, etc...
Hits, Mana, Move
4-6 points per gain
1st gain costs 1, 2nd 3, 3rd 6, 4th 10, 5th 15, 6th 21, etc...
Practice, Sanity
1-3 points per gain
Each gain costs 1 train session.
Sanity
------
Each player starts with a sanity rating that is a little higher than
thier wisdom. This will typically range from 60 (low) to 90 (high).
If a players sanity drops below 32 they will start exhibiting signs
of madness and these get progressively worse as their sanity drops
towards zero.
Sanity is normally lost through sanity checks. These are triggered
by mobs using the MPSANITY command. This command specifies a threshold
which is used to challange the players sanity using the formula:
sanity + open d100 > threshold + open d100
Threshold settings should be set carefully:
40 Not very scary, only already insane players will have trouble
with this. Players will fail approx 20% of the time.
50 Players will fail approx 30% of the time.
60 Players will fail approx 40% of the time.
70 Players will fail approx 50% of the time.
80 Players will fail approx 60% of the time.
90 Players will fail approx 70% of the time.
100 Players will fail approx 80% of the time.
So:
Marginally mindbending: 50
Typcally mindbending: 75
Seriously mindbending: 100
Mindblowing: 150
Additionally sanity is also lost if you die.
There are currently 3 ways to recover sanity:
Train sanity
Pass a sanity check by more than 100 points
Persuade a mob to issue an MPSANITY RECOVER for you
Econd for sanity added.
MPSANITY
--------
MPSANITY player CHECK threshold action
The player makes a sanity check againt the threshold. If an action has
been specified they will take it if they fail the check. If no action
has been specified, they will take a random action. The threshold must
be at least 30.
MPSANITY player RESTORE points
The players sanity will be increased by the specified number of points.
There is a maximum of 20.
Fright
------
Mobiles may have a fright value set. This is used as a sanity threshold
whenever the player:
enters a room and sees the mobile
examines the mobile
sees the mobile enter a room
sees the mobile make a sacrifice
sees the mobile interact with an idol
The check is only made if the player is of a lower level than the mobile.
Object Spell Casting
--------------------
Tidied up, fixed a couple of OLC bugs, removed the 'automatic hit' with
attack spells.
MPEFFECT
--------
This instantaneously applies a spell effect to a mobile without going
through the whole spell casting sequence. It is intended for usage
by high level mobiles granting (or afflicting) others with spell like
effects. Generally mobs should use spell casting instead of this
command. This command will, however, work on an MPAT command.
MPEFFECT mobile 'effect name' level
This applies the named effect to the mobile. This can be the mobile
issueing the MPEFFECT call. If level is omitted, the issuing mobiles
will be used.
Mob Memory
----------
Mobs (and palyers) each have ten memory slots, each of which can hold
a string. Strings are remembered through the MPMEMORY command and can
be accessed through either @mx substitution tags or through the memory,
memory_value, actor_remembered, and victim_remembered econds.
Generally they are meant to be used to remember player and object names.
A mob forgets everything when it is killed.
Truenames are a good way to remember unique mobiles, but it is possible
that they may be reused if, for instance, a mobile is killed or a player
logs off. True names are only valid for a few seconds after they are
obtained. It is better to remember player names rather than true name
Remembering the players name means that they cannot just quit and login
again to make the monster lose track of them.
A simple 'remember my enemy and be prepared' setup might be:
combat/hit:
not->actor_remembered 1
am_victim
MPMEMORY self REMEMBER 1 @a1
Say I shall kill you, @a2!
mob/death:
actor_remembered 1
MPMEMORY self FORGET 1
arrive/none:
actor_remembered 1
MPEFFECT self 'shield'
MPEFFECT self 'haste'
MPEFFECT self 'giant strength'
MPEFFECT @at 'weaken'
MPKILL @at
Say I said I would kill you!
A more complicated usage would involve the track command, where the mob
would hunt the PC down if they left. Note that this remains in effect
until either the mob is slain or the mob sees the pc die.
MPMEMORY
--------
This updates a mobs memory
MPMEMORY mobile REMEMBER slot text
This causes the mob to remember something in a slot.
MPMEMORY mobile FORGET slot
This causes the mobile to forget what is in a slot.
Web Status
----------
From Driver 7.1.5 CthulhuMud will maintain an html document called
mud/html/online.html
which contains the muds current status. When the mud is running it will
contain a list of current players (updated every 45 seconds). When the
mud is down or booting, it will contain some appropriate text (copied
from the booting.html, shutdown.html and crashing.html files in the
same directory).
Iff
---
Added the ability to determine if another mob is friend or foe. The
code uses fighting, hunting, groups and societies to make this
determination. In addition to display and econds it is also used to
target area spells, in conjunction with a scope.
MPHUNT
------
This makes the mob hunt the specified pc. Currently it only works with
the special routines that handle hunting mobs.
MPHUNT mobile
Mob starts hunting (and trying to kill) the mobile
MPHUNT
Mob stops hunting.
Text Formatting
---------------
Introduced a new, single pass, text formatting routine. It knows about
{? control codes and imbedded periods. It can support an imbedded {/
for when you want a new paragraph in a description.
The {? control codes are:
{x Reset to (grey on black, not extended highlighting)
{b Blue
{c Cyan
{d Invisible (black)
{g Green
{m Magenta
{r Red
{w Dirty white
{y Browny yellow
{B Bright Blue
{C Bright Cyan
{G Bright Green
{M Bright Magenta
{R Bright Red
{W Bright White
{Y Bright Yellow
{D Dark Grey (Bright Black, would you believe)
{* Bell (very annoying)
{/ New line
{{ A {
{3 Underlined \
{4 Reverse > Not all clients support these, so use with caution.
{& Blinking /
{F Toggle formatting off and back on
If you enter an invalid code, you get the code shown as is. This probably
isn't a good idea as I may add more codes later.
Tracks
------
Two types of tracks - footprints and guides.
Footprints can be permanent (part fo the room) or transient (left by
something walking through the room). Transient foot prints wear out
with time.
Guides are a part of the room definition and instruct mobs to move
in a certain direction and run certain scripts.
Tracking is through the tracks command. On its own it shows all tracks
in the room, with a parm it tries to follow those tracks from room to
room. Mobs should use the track command for follow guide tracks.
Permanent tracks are created with the ptracks redit command. It will
create either footprint tracks or guide tracks.
When specifying size for tracks you have a range from 0 to 5:
0 Tiny
1 Small
2 Medium
3 Large
4 Huge
5 Gigantic
Directions must also be specified as numbers:
0 North
1 East
2 South
3 West
4 Up
5 Down
6 Northeast
7 Southeast
8 Southwest
9 Northwest
10 Here
11 Elsewhere
Values 10 and 11 cannot be followed through automatic tracking.
spec_clanguard
--------------
Special procedure for society oriented guards. Thier names should
contain the string _soc_nn, where nn is the societies id.
A clan guard will ignore friends of its society, and attack foes
on sight. It may also attack anyone else who happens to stray near
it on general principles.
ACT_AUTOHOME
------------
If a mob with this attribute find itself alone for more than 5 minutes
in a room other than the one it was spawned in, it will teleport back
there. Useful for things that go tracking.
Player Combat
-------------
The rules are simple:
o Newbies may participate in fights
o No one may attack an immortal
o If you kill a player, you get your permadeath flag set
The mud also has an unrestricted PK mode, set via the setpk command.
When active, you do not get your permadeath flag set for killing another
player.
Permadeath Flag
---------------
If the character dies, for any reason, then it will be deleted.
All players start with it set off, but there are ways of getting it
turned on.
Getting it turned off is considerable more difficult.
spec_clanhealer
---------------
A mob with this attribute should also have ACT_CLERIC or ACT_MAGE set.
They will cast bless, armor, cure blindness, cure light, cure poison
and restore spells on those characters that are identified as friendly
to them.
Thier names should contain _soc_nn, where nn is the id of the society
they are a member of.
They can also recognise the societies foes and will react appropriately.
Can_See/Can_Not_See
-------------------
These allow you to specify econds for when a mobile can or cannot
unconditionally see a player. The can see function is checked first.
Mobs should only react to players that they can see.
Econds actor_visible and victim_visible added to support this.
MPSTEAL
-------
Allows a mob to unconditionally take an object from another player or
mobile. No messages are generated, so use appropriate echos.
MPSTEAL 'mobile' 'item'
If item can be found on mobile it will be removed (and unequipped if
worn) and put into the inventory of the mobile.
For example:
MPSTEAL @at 'ghul stone'
MPJUNK 'ghul stone'
MPECHOAT @at {YYour ghul stone shatters!{x
Which will give the effect of the players 'ghul stone' being destroyed
whenever the script is run. Econds should be used to check the player
actually has one first.
Debating
--------
A battle of skills between two mobs, but without the bloodshed of
combat.
Each player matches debating skill + roll + debated skill
Highest wins one or more points.
First to 15 points wins the debate
Debating uses movement and you only get a reward for winning (or a penalty
for losing) a debate where the skills are closely matched.
New Skills
----------
fourth attack
Gives an extra attack if 3rd is successful
lethal damage
Another level of damage multiplier after ultra damage
black belt
Another level of martial arts damage
axe master, flial master, mace master, dagger master, polearm master,
spear master, sword master, whip master
Master skills for various weapons, giving damage boosts.
marksman
Master skill for gun and handgun. Does not apply to smgs.
Scrying
-------
Adds a skill and on object type. You need to have a scrying object to
use the skill. Can be carried or in the room.
Usage is 'scry mob'. Mortals get to pass a skill check (with penalties
for out of area and out of zone scrying) and pay a mana cost (cost for
power word plus the victims level).
Shows the players view of the room that contains a mob matching the
victim. It msy not be the person you wanted to look at.
HTML Support
------------
Designed to work with Fire Client. Might also work with Pueblo.
Internal HTML formatter for those using other clients.
Handles a few tags, but does some font/color management.
Unrecognized tags are passed through, as they are sometimes
valid data.
Intercepts send_to_char and page_to_char.
Added an 'html' command to turn html output on and off.
Added Image and Homepage commands to complement the email command.
Upgraded whois to display them.
Driver 7.1.1
------------
Various small fixes and the yog compile flag
Driver 7.1.2
------------
Fixes to config files - profile (room 32000) and profs.txt (journeyman
qualification condition)
Two skill spells
Quests and MPQUEST
actor/victim_grouped econds
Driver 7.1.3
------------
Profession desciptions
Training
Sanity part 1
Object spells and MPEFFECT
Mob memory
Add player name to player true name
Driver 7.1.4
------------
Fix problem with underground areas always being dark
Change AFK to display (AFK) rather than remove your prompt
Fix crash in brew and scribe
Add (concealed) and (vis-death) tags for objects
Fix problem with environment cold damage being treeted as drowning
Fix parry messages for freak dual parry situation
Add editor type to OLC prompt
Fix bug in potions with undefined effects
Driver 7.1.5
------------
Fix crash at year end
Add starting location for professions
Add sanity step for spells
Fix spell casting sequence/timing
Fix typos in spell finished message
Fix crash in chat when replacing only chat line
Improved restart scripts
Fix bug in spec_cast_adept for cure blindness
Fix bug swith spells showing things you cannot cast
Fix bug in check_skill causes skills to be to easy to learn through
failed usage.
Driver 7.1.6
------------
Fix problem with online.html file permissions (now set to 664)
Fix problems with PCs not sobering up
Fix problem with knurd NPC (and PCs now)
Fix 'ghastly sobriety' spell
Fix set food, drink, drunk, fat getting applied to wrong char
Fix buffer clearing problem in score
Change exit process for when target departs
Only gain sanity from a good check if threat > sanity
Move society details from 'examine ch' to 'society research ch'
Added glance command which does not show equipment
Added insanity indicator to examine display
Fix spelling of Occultist
Reactivate haggle and rework some of the buy code
Complete @ to end a note
Change a lot of pointers to 'static xxx yyy = NULL;' declarations
Added fright
Enhanced text formatting
Driver 7.1.7 (October 16th, 1999)
---------------------------------
Fix FAST_HEAL crash when player not in a room
Fix weight loss problems
Fix glance position/activity message
Fix Show format for Mobs
Fix startup to copy booting script after reboot
Add quests ALL parameter
Complete help indexer
Added hits, mana, move, hits_percent, mana_percent and move_percent econds
Added ACT_ALIENIST and the threapy command
Added Tracks and Tracking
Added player bios, changed desc to use the editor
Reworked the memory allocation a little
Fix bug in buy when short_descr and name don't match
Reworked spec_clanguard for societies
Allowed heroes to see immtalk
Add 'fix on load' for food and drink strangeness
Added Permadeath
Fix bug in dream skills
Simplified PK system
Added ACT_AUTOHOME
Added spec_clanhealer
Added can_see/can_not_see vision econds
Ulthar based professions added
Driver 7.1.8 (October 17th, 1999)
---------------------------------
Fix affect stripping in save.c
Force a pets room to NULL on load
Reimplemented update.gain_condition to condition problems
Fix spec_breath and add a natural magic skill
Reset AUTOHOME timer after move home
Fix clanguard and clanhealer
Fix scheduling of new command before first command
Driver 7.1.9 (October 18th, 1999)
---------------------------------
Fix for hard loop after boot
Fix for turbo-cops problem
Fix command scheduling
Suppreess a few state change messages (tracking and incap)
Fix duplicate pet insert bug leading to loop
Driver 7.2.1 (October 21st, 1999)
---------------------------------
Fix queueing/execution problems with mob commands
Add queue command to see a mobs command queue
Add Area_Damage and Area_Healing spell steps
Driver 7.2.2 (October 24th, 1999)
---------------------------------
Fix dream respawn strangeness
Fix format with new paragraph problem
Change day check to be 1 based rather than 0 based
Make affect have a global search scope
Reduce chances for lock picking
Fix problem with chance divider in some check_improve calls
Speed up incapacitated and mortally wounded deaths a bit
Added MPSTEAL
Driver 7.2.3 (October 26th 1999)
--------------------------------
Fix MPSTEAL and unseen characters
Make spell casting in combat a little easier
Debating
Reactive home
Add a knock command for knocking on doors
Driver 7.2.4 (November 1st, 1999)
---------------------------------
Add extra protection to combat commands to avoid crashes
Add wait check to auto stand code
Protect against trying to save with lprof->profession NULL
Better validation of initial profession
Fixed @mn substitution problem
Add all_room selector for MPTRANSFER
Reworked innards of MPTRANSFER
Prevent somebody substitution for @xr, @xt and @xl
Added a wear back location, mainly for backpacks
Fix short weather being displayed inside and not outside
Fix documentation for MPSCRIPT
Fix MPxxx command authorization to permit usage by gods and prevent usage
by switched mortals
Fix command authroization checking to use original char for switched NPCs
Unskilled mobs to have a minimum english skill of 51%
Add 'switched from' character to stat mob display
Add skills brew and scribe, rework the code for them a bit
Add new skill group - production
Fix problems with a mob that does both learn and practice
Remove 'concealed' flag from items when they are picked up
Fix conv insert sequence for first entry
Add '-' as an escape char for OLC
Added Affect4 and code for APPLY_SKILL
Key letter 'S' used to store object details
Added OEdit addskill command to set them
Driver 7.2.5 (November 2nd, 1999)
---------------------------------
Fix problem with sizes and tracks missing from end of race table
Add wards to is_name and is_name_abbv
Change affect.bitvector from int to long
Fix bug in switched chars using original divinity
Only save characters in CON_PLAYING
Add Affect4 to locker.c
Driver 7.2.6 (November 3rd, 1999)
---------------------------------
Add some new combat skills
Fix return from is_name and is_name_abbv in handler.c
Make gun damage non-scaling
Reduce and normalize h2h damage
Fix set skill to have range 0..150
Reduce mob damage ranges a bit
Driver 7.2.7 (November 7th, 1999)
---------------------------------
Add interrogate command and skill
Third strike to be with dual weapon if dual wielding
Give mobs some tracking skill
Add otypes OLC command to show object types
Adjust exp tables to make levelling harder
Reduce exp gain from killing things
Reduce chance of out classed mobs fleeing to 50%
Give mobs a 50% chance of looking around if the caster is hidden/invis
Increase death penalty from 500xps to a third of a levels worth
Fix problems with big xp loss when fleeing and losing a level
Change flee xp loss to 1/100th of a level
Driver 7.2.8 (November 20th, 1999)
----------------------------------
Restrict learning of 'teach' to the practice command only
Also forbid debating it
Increase ProtGood/Evil protection from env dam from 25% tp 50%
Add directions in and out
Add OLC warning for wear pride/light and not type pride/light
Raise Mobs gold limit to 10,000
Implement gold conservation strategy for mob shop keepers
Price reduced 10% per 1000 gold < 10000
Price halved if greater than 50% of thier available gold
Sales prices increased 5% per 1000 gold < 10000
Increase wear and tear on objects (mainly from combat)
Fix enchant weapon/armor copying of affect data
Fix problem saving afn type affects on objects
Allow shopkeepers to buy items up to level + 10
Indicate on 'value' if the shopkeeper can afford the item
Raised Max damage and reduced damage reduction
Increases damage done by high level players and mobs
Fix 'power word' losing user supplied words
Fix crash in otypes
Fix message from Mass Healing
Suppress env damage message with 0 points of damage
Hide 'skill' from ? apply
Reenable recruit
Add 'hours' to find out when a shop is open
Add 'spell spell_name' to get info about the spell
Consider containers to a be single objects for carry purposes
Add weight reduction field for containers to give Bag of Holding effect
Add a 'weight' command to find out how heavy something is.
Added room information to remote glance display
Added scrying
Fix bug in flee that gives you xps instead of taking them away
Flee loss is 0.5% of xp for level
Fix reversed messages with environmental damage
Fix pet xp adjustment
Driver 7.2.9 (November 28th, 1999)
----------------------------------
Fix bug with defender shield damage
Fix excess mana consumption from late chanting
Split socrace.txt out of society.txt
Add external race file
Fix crash with Poison and Harm in potions
Fix crash trying to pick a non-existant door
Notify to use short-descr, not name
Set AutoExit, Split, Assist and Save for newbies
Support for a limited HTML subset in text
Support for IMP_HTML
Added 'html' command to turn html stripping on and off
Added 'image' and 'homepage' commands to store URLs
Reduce dreaming and spell casting by 1 point for every 2 points of
sanity over 120
Stop practice mobs letting people learn from them
Finally removed the skill table
Added spell 'iron skin'
Driver 7.3.0 (December 5th, 1999)
---------------------------------
Another go at fixing the shield bug
Fix handling of incomplete html tags
Complete external race code
Fixed comm.c to prompt for race
Add ICond (initial Conditions) to professions to allow race checks
Fixed experience to use effective level
(to balance for races with permanent effects)
Fixed bug that gave 50% more xps than it should have
A little more tampering with the xp curves
Score now shows effective level as well as current
Steepened mob skill progressions, to try and make the high level ones
more challanging.
Remove old clan code
Fix Clan tell and Clan lockers
Fix spell poison/portal/gate look up for immortals
Fix intox remaining with hangover
Fix drunken stupor lasting much to long
Fix vocalize/ventriqulocate mix up
Drunken speach and skill penalties
Suspected Bugs
--------------
Crash when deleting an empty note. (7.1.6?)
m/o/pwhere can cause overlays with a target that gets a lot of hits (7.1.7)
Char getting failed reconnect and not showing on who (7.1.9)