#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
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#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
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#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
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#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
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#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
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#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
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#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
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#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
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#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
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#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
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