#960 From 'Help Alias': Aliases may not be nested or used recursively. So what does nested and recursively mean? NESTED If you use an alias to perform a command with fewer keystrokes; i.e.: * alias yummy get ration satchel;eat ration;put ration satchel * alias grog get canteen satchel;drink canteen;put canteen satchel You CANNOT use another alias to call those aliases. * alias lunch yummy;grog Alias lunch will do nothing more than respond with 'Huh?!?' twice, as well as lagging you for a couple of commands. RECURSIVE A recursive function is a function that calls itself. In computer programming, such a function runs the risk of becoming an infinite loop if it does not have an escape built into it. The in-built 'alias' command is not sophisticated enough to allow an escape. The 'alias' command simply allows you to abbreviate mud commands that are are defined and assigned in the code itself to a few keystrokes. An alias that is written with the correct syntax (to include whitespace), when used, will execute every command. Invalid commands and invalid use of commands will result in error messages being sent to the player. Dying, renting, Dting from the mud during the execution of an alias interrupts an alias created using the alias command. Player-defined aliases are neither defined, nor assigned, within the code, and therefore will not work if called up using a player-defined alias created with the alias command. See Also: Alias ~ #961 Skill Point Skill Cost: 35sp Skills Combined: evade/throw Usage: evade (with autofire ON) A bounty hunter knows how to improve his odds, and he'll use whatever is at his disposal -- preferably something sharp or explosive. By tossing something lethal at his prey, a bounty hunter also evades better and strikes harder. And this gives him the advantage. Note: You must have Evade and Throw skill to learn this. See Also: Bounty hunter Evade Throw Autofire ~ #962 Professionals like to upgrade and customize their equipment. Using the right parts, you can take the ordinary and make it truly a thing of beauty. In game terms, items flagged 'Upgradeable' can be upgraded with custom parts--power supplies, converters, etc.--to increase their power. This requires an appropriate workbench, some credits, and will only work if the part will improve the item. The following non-custom items can be upgraded: ITEM PART(S) UPGRADE ----- ------- -------- Lights Power supply Duration On-body armor Fabric & mount AC & number of systems Head armor Fabric & mount AC & number of systems Hand armor Fabric AC Crystal Kaiburrs Damage Lightsaber Gems Damage Vibroblade Ingots Damage Blaster Gas control Damage Force-pike Shaft Damage All weapons Stabilizer(s) 1: One-handed, 2: Holdable (Note: damage decreases) Use 'upgrade' at an appropriate workbench to upgrade an item. See Also: Tiers Personal items Custom items Custom parts ~ #963 Medic Level 36 Skills Combined: treat minor/treat moderate Usage: automatic A truly skilled medic can work so fast, his hands look like a blur to the untrained eye. Simple procedures and treatments become so routine, the medic doesn't even have to think about them--working with fast hands. In game terms, a medic with this skill will automatically and simultaneously apply both 'Treat Minor Injury' and 'Treat Moderate Injury' whenever either skill is used. This happens as one action, because yeah...you're that good. Note: This skill also combines with the 'Skilled Hands' skill. See Also: Medic Treat minor injury Treat moderate injury ~ #964 Medic Level 56 Skills Combined: treat moderate/treat serious Usage: automatic The work of a skilled medic can be a thing of beauty. Moving with such artistry and sophistication, the medic can quickly and effortlessly perform critical procedures with the greatest of ease. All thanks to his skilled hands. In game terms, a medic with this skill will automatically and simultaneously apply both 'Treat Moderate Injury' and 'Treat Serious Injury' whenever either skill is used. This happens as a single action, beautifully executed because you...are an artist. Note: This skill also combines with the 'Fast Hands' skill. See Also: Medic Treat serious injury Treat moderate injury ~ #965 Skill Point Skill Cost: 35sp Skills Combined: escape/throw Usage: automatic A smuggler is always right or at least that's what he says. Whether in an argument over sabacc or in a blaster fight with debt collectors, the smuggler is always sure to get in the final word. And he likes to make sure that final word is as deadly as possible. A smuggler with this skill will throw the first throwable item in his inventory automatically when making an escape. Note: You must have the Escape and the Throw skills to learn this, as well as autofire enabled. See Also: Sp Throw Escape Smuggler Autofire ~ #966 Skill Point Skill Cost: 40sp Skills Combined: quick draw/throw Usage: automatic Sometimes it's not enough to just be the first one with your blaster out. Sometimes you just need a little something extra to make sure you're as deadly as possible. With the deadly draw skill, a player will throw the first item in their inventory in addition to firing off first with their weapon. Not just a quick, but a deadly draw too. Note: You must have the Quickdraw and the Throw skills to learn this. Also you must have autofire enabled to allow this skill to work. See Also: Sp Throw Quickdraw Autofire ~ #967 Skill Point Skill Cost: 25sp Skills Combined: bash/fire secondary weapon Usage: automatic Mercenaries are not known for their subtlety, they like to make sure their opinion is understood clearly. If a skilled mercenary is mad enough to resort to bashing a person, they like to ensure that the victim really knows they don't like them. And they do this by firing off a round of their secondary weapon right into the victim as well. Just to be crystal clear. Note: You must have a secondary weapon system and the Bash skill to learn this. See Also: Sp Secondary weapon Bash Mercenary Autofire ~ #968 With enough skill, technicians can regularly create some fairly advanced droid types droids. The schematics for these special droids are individually purchasable using acquired skill points. Types, commands, and costs are: JN-66 analysis droid -- 'analysis' 25 sp HK-77 flamethrower droid -- 'flame' 40 sp JK-13 stunning droid -- 'stun' 45 sp Scarab Mark VI poison droid -- 'poison' 50 sp P-100 salvage droid -- 'salvage' 50 sp To create an advanced droid once you have aquired the skill: create Note: You can never have more than 1 of any particular type Once purchased you will always be able to create the type. See Also: Sp Create droid Technician ~ #969 Medic Level 26 Usage: monitor (see your monitor readout) monitor (to add them to your monitor list) alert (when you will be alerted) monitor off (stops monitoring the patient) The ability to monitor the vitals of his patients is crucial for a medic to ensure that everyone is well cared for. Once monitoring has begun, the medic is then able to quickly and easily see detailed information about his patient in order to give him the care he needs as fast as possible. See Also: Medic ~