Prev

Empower Update – Rev 2010032001

Apologies – this was not posted on the website at the time the update was issued.  Catching up now!

Welcome to the first update to your Empower Magick HUD for 2010!

This update is a fairly big one and includes change to the internal workings of the HUD, along with new and improved spells and some bug fixes.
Details are further down in this notecard, after the usual instructions for applying the update.

Note that if you use a skin (these were called themes but have been renamed as part of this update) you’ll need to set it again after applying the update.

Enjoy!

————————————————————————————————————————————————————
UPDATE INSTRUCTIONS:
The updater will appear in your Objects folder.  Please locate it, rez it on the ground, make sure you are wearing your Empower HUD and then left click the Updater to activate it.

If you are applying multiple updaters to bring your HUD up to a current version, please wait for each update to fully complete before commencing the next update.

Your HUD will become transparent during the update.  It is important that you do not detach it until you receive the message:
“Empowerment complete.  Empower v4.0 HUD is now active.”

If you have multiple copies of your HUD, you will need to apply the update to each.  We recommend keeping only one copy of your HUD (and a backup) to simplify updates

Once the update is complete, please wait 10 seconds (long enough for all the messages produced during the update to disappear from your screen), detach your HUD, wait 30 seconds more, then reattach it, to ensure SL “saves” the changes.

During the update, DO NOT walk away from the updater, DO NOT teleport, DO NOT log off and DO NOT cross sim boundaries until the update is complete or YOU MAY DESTROY YOUR HUD.
Ensure you are on land where your objects will not get returned to you.  If the updater returns during the update YOU MAY DESTROY YOUR HUD
Ensure you are on land where you can run scripts.  If on group land, activate the correct group BEFORE wearing the HUD and rezzing the updater, or the updater won’t run
Should your update fail for any reason, including the above, simply detach and reattach your HUD.  The HUD will recover from the failed update, but you should, as quickly as possible, remedy the problem which caused the update to fail, then re-apply the update, as the HUD may do strange things with half an update applied.
————————————————————————————————————————————————————

What’s in this update?

1. New spells
Visual tab:     Sink spell – offer the target (or self) the ability to vanish by sinking into a cloud of smoke
Nature tab:   Fountain spell – cause the earth to erupt in a fountain of water, which will throw anyone stepping into it a little way up into the air on push enabled land
Attack tab:    Hellfire spell – surround an entire sim in a hellish fire effect, with fireballs which cause anything they impact to burst into flames (combat enabled)
Zap spell – summon a ball of power which sends a lightning bolt at the target (combat enabled)
Push tab:       Pulse spell – surround the avatar in a field of magickal force which repels anyone coming within 10m
Assist tab:     Feast spell – summon a neverending feast (spell fire enabled) in front of the specified avatar
Travel tab:     AddTPDest – Quickly store your current location as a destination for use with the Teleport or MapTP spells instead of having to make and drag a landmark
Use via command line to specify the name you wish it recorded under (e.g. /5 addtp My Favourite Spot)
PermPortal –   Open a permanent portal to a location for the current sim stored in the HUD..
Will remain open despite dispells or spellcaster travelling through
This only works on “Portal” teleporters (Portal, DarkPortal, MerPortal, FirePortal, Mirror, Crystal, BigCrystal, Trilithon)
If used on a “Circle/Multi-avatar” teleporter, it will behave as if the Teleport spell was used
ClosePortal – Close all permanent portals within 10m of you.  Required as permanent portals cannot be dispelled

2. New and improved teleporters
Access these new teleporters via Travel->TPType:
BigCrystal   – Surrounds you in a huge crystalline teleportation field – for use by giant avatars (e.g. dragons)
Crystal         – Surrounds you in a crystalline teleportation field
Trilithon       – Summon the bones of the earth to rise in assistance (a three stone arch).  Perfect for druids

The new and existing teleporters have all been updated as follows:
Join and Invite spells will now track a moving destination avatar and not dismount the passenger until the destination avatar is stationary
Fixed problem with invite spell sometimes dismounting avatars before they were teleported
Fixed problem with Fairy Circle (Mushroom) and Skulls TPTypes, whereby clicking on certain prims did not activate the teleporter
Improved message for GroundTP (no longer lists coordinates)
Messages during Transregional teleports look cleaner as they no longer list the name of the TPType in use
Support for summoning multiple simultaneous teleporters (e.g. a PermPortal and a Join, or two Join spells can be active, without impacting each other)
Various internal efficiency improvements in teleport code

3. New and changed ammunition for mouselook weaponry
Activate these through either Settings->Weaponry (Tools icon) or Options->Weaponry->Ammo
Blast – Particle effect weapon which pushes on impact
Bullet – A simple streak to simulate a bullet firing
Dagger – An ornate throwing dagger which produces blood on impact
Stake – A wooden stake which produces blood on impact
The blood particles on the Rock ammunition have also been updated

Improved compatibility with GM 3.0 Developer Guide when CombatSys set to Gorean_Meter
Weaponry now does damage based on the Damage setting specified in the HUD (Options->Combat->Damage or Settings->Combat)
Balanced setting now sets a more precise delay to comply with the damage setting

4. New feature – Spell Themes
Rather than have to select the spell that suits the type of avatar you are using (e.g. DarkLead vs Lead vs MerLead) you can now set a Theme which will determine the type of effects certain spells will use.  This can be selected via the Settings menu (Tools icon) on the HUD.
Choose between Light (the default), Dark, Mer and Dragon (a setting for giant dragons or other giant avatars).
The previous “Themes” have been renamed as “Skins” on the Settings menu (Tools icon) as this is a more commonly used term.

The Theme setting affects the following spells and features:
– FallProtect (replaces the FallProtType setting in Options->Advanced)
– Shield – Merged Shield, MerShield and DarkShield into one and introduced a Giant Shield for dragon avatars such as the wonderful Sea Wolf creation
– Lead – Selects between Butterflies (Light), Bats (Dark), Fish (Mer) or dragons (Dragon) based on theme
– Locate – Selects between Butterflies (Light), Bats (Dark), Fish (Mer) or dragons (Dragon) based on theme
– Cloud – Selects between a storm cloud (Dark), a giant cloud (Dragon) or the usual light cloud (all other themes)
– SkyWalk – Selects between a storm cloud (Dark), a giant cloud (Dragon) or the usual light cloud (all other themes)
As a result of the introduction of Themes, the following individual themed spells are no longer present:
DarkLead, DarkLocate, MerLead, MerLocate, DarkShield, MerShield, DarkCloud, DarkSkyWalk
It is still possible to cast an “out of theme” spell by using the spells on the Dark and Mer tabs, which are configured to temporarily override the selected theme, however this functionality may disappear in future releases of the Deluxe HUD.  Please let me know if that is of concern to you.

5. Updates to existing spells
Cloud Spell:
– Now requires confirmation to dispell, like Shield, and auto-dispells if target avatar cannot be found.  Useful for combat sims.
– Fixed the “doughnut” hole in the middle of the Cloud spell
Shield Spell:
– Anyone who tries to sit on the Shield other than the spell target, will be teleported 50m away.  Fixes a problem where other avatars could get inside your shield before you sat on it
– New CLEANSE option on the Shield menu (available when sitting in the shield)
This will attempt to clear you of following spells/objects by teleporting to each sim boundary and offsetting you over the sim edge.
Many following spells/objects will lose you as they follow you into another sim or into the sim void and get returned to owner
Scry Spell:
– Tries harder to find avatar key before timing out
– Now uses multiple Name2Key databases to improve the chances of finding the target’s details
– Checks it has a first and last name and stops listening once it does
– Positions relative to the casting avatar based on the value for Options->Advanced->RezDist, to support large avatars
Skywalk:      Particles for SkyWalk modified to match Cloud spell.  Introduced support for Dark and Dragon themes (larger cloud for Dragon theme)
Vanish:         Introduced a “Reappear” menu for the spell target, so that they can choose to reappear without you having to dispell the spell (as for the new “Sink” spell)
Dash:           Fixed rare problem where hitting cursor arrow down whilst dashing with movelock disabled could lock you in place
Forest:         Now includes nature sounds
Burn:           Fixed a problem with one of the flame prims not resizing and removed extra scripts that were required for resizing
Flame:          Fixed a problem with one of the flame prims not resizing and removed extra scripts that were required for resizing
Cage:           No longer blows apart when cast on avatars sitting on large objects or phased/offset shields
Jail:               No longer blows apart when cast on avatars sitting on large objects or phased/offset shields
Air:                Now correctly names the recipient of the AirSpellActivator when cast on other avatars
Wisp:           Can now be made to flitter around the target by clicking on the spell once cast (as it did in a previous version)
Demon:       Can now be made to flitter around the target by clicking on the spell once cast (as it did in a previous version)

6. New spellcasting animations
Added HandWaveLeft and HandWaveRight animations and changed the default spellcasting animation to HandWaveLeft.

7. Changes to the HUD
– Added a RezDist variable to Options->Advanced
This is used by the Portal teleporters (Portal, DarkPortal, MerPortal, FirePortal, Mirror, Crystal, BigCrystal, Trilithon) to determine how far in front of the avatar the portal should appear.  When selecting the Dragon theme, RezDist is set to 9m instead of the default of 1.5m, to support giant dragon avatars such as the Sea Wolf
Also used by Feast and Scry spells to improve support for giant dragon avatars such as the Sea Wolf
– Chained commands separated by a semicolon now supported (e.g. /5 blast blackdog;dazzle blackdog;darkness blackdog)
– Made HUD initialisation faster and merged some scripts to increase performance
– Display HUD title bar with “Updating” and “Configuring” messages during HUD Updates and resets to reduce confusion of new users during updates
– Fixed some problems which could occur in rare circumstances when dispelling by avatar
– Removed “ByRange” option when dispelling by avatar
– Internal changes to the way spellcasting messages and favourites are handled, to speed up HUD resets, improve HUD efficiency and prepare for 3rd party spells

Comments are closed.