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Bug Reports => Engine Related Bug Reports => Topic started by: The Crazy Animal on March 23, 2007, 10:57:37 am

Title: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on March 23, 2007, 10:57:37 am
Pre-Release Mandatory:
Help File or (Native Editor With Altered Race/Class Data for Race/Class Descriptions)
Cleanup's Hide items function...
Cleanup's delete function...
Monster DB - Create Spell - casts spell on spawn I think (See dark-elf Queen)
Monster DB - Deathspell - casts spell on death - This might be working
Room DB - Room type (Colliseum)
Evil Points - PVP - Forgive Attacker...
PVP - Level limits - "This sets the max number of levels between attacker's level and defender's level that can result in pvp. If the attack fails this check it is stopped with a message That I don't have on hand right now." "This check is bypassed for room type colliseum."
Room db - deathroom - sets the re-spawn location for death...
Command - Drag <user>
quick and deadly bonus



Magic group final changes: - these changes will effect mystics showing MA and Spellcasting...
Create way to define and make magic groups - This change should include the following:
Display spellcasting On/Off
Select stats to influence spellcasting and or set static number
Display MA field name as: expample KAI={#}
Set formula for spell casting
Set formula for mana regen
Set formula for spell casting level gain
Set formula for mana level gain
Set Alias to call spell list: example {Powers or Spells}

Note -
The above list for final magic group changes shows the max possible changes for V1
The Min changes would just include the fixes to solve the mystic kai spell casting issues...



Open Chests



Abilities that need work: List sorted into like ability groups.

1. Alter stats - Not displaying changes on statpage.
Ability 44 (Intel)
Ability 45 (wisdom)
Ability 46 (Stength)
Ability 47 (Health) Have to find something to test this one with...
Ability 48 (Agility)
Ability 49 (Charm)
Ability 88 Alter HP - Alters HP via value
Ability 77 Perception - Alters perception via value
Ability 10 AC(Blur) - this is modified by enc
Ability 99 AlterDRpercent - changes DR by the % in the value (is cast by some Mod 9 monsters with negative values.)
Ability 104 Defense Modifier - I Believe this is actually the BS Defense ability as located in Monster DB. Not sure though...
Ability 145 ManaRGN - Alters the users ManaRGN Rate by percentage value.
Ability 123 HPRGN - Alters the Users HPRGN by percentage value.
Ability 70 Alter Spellcasting - Alters the users spellcasting by the value
Ability 11 (energylevel) alters base rate - needs to be checked..

2. Drain attacks
Ability 8 (Drain) does not work
Ability 174 (StealMana)
Ability 175 (StealHPtoMP)
Ability 176 (StealMPtoHP)

3. Cursed Items
Ability 82 (Minor cursed item) - cursed items cannot be removed without the remove curse spell.
Ability 83 (Major cursed Item) - same as above but does not remove the item at death
Ability 84 (Remove Cursed) - is the ability to remove cursed items for 82 and 83...
Ability 100 (Loyal Item) - Items with this ability do not drop on death.

4. Gang Abilities
Ability 181 (Gang Deed)
Ability 182 (Gang Tax)
Ability 183 (Gang House Item)

Ability 184 (Gang Shop Item)

5. ShadowForm Abilities
Ability 9 (shadow) - Description Displays "A shadowy figure!" when looked at by other players.
Ability 178 (shadowform) ? value equals textblock description

6. Resistance Abilities
Ability 3 Resist Cold
Ability 66 Resist Lightning
Ability 65 Resist Stone
Ability 147 Resist Water

7. Damage Shield Ability set
Ability 137 Shock - Sets the message for Damage Shield
Ability 72 Damage Shield - Sets the damage for shockshield - 0 value = Dynamic spell settings

8. Poison Ability Set
Ability 21 Immunity Poison - this is really (resist poison) by percentage
Ability 9 Poison - Poison damage specified by the value.
Ability 20 Cure Poison - Cures poison (cure poison has a parameter of 8, as does antidote).

9. Domination Ability Set
Ability 6 Enslave - Charms the Target
Monster DB - Charm Resist  - works as a percentage 0 equals always passes, 100 equals always fails.
Monster DB - Charm Level - works as a check against casters level if they are less then the mobs Clvl it fails.
Note - Charm breaks if you attack a charmed monster, Charmed monsters get a percentage of the exp per kill, will need a cap of the par window as charmed monsters show up there.

10. Class/Race Skills and Modifiers
Ability 40 FindTraps
Ability 179 FindTrapsValue
Ability 41 DisarmTraps
Ability 39 Thievery
Ability 38 Tracking
Ability 37 Picklocks
Ability 180 Picklocks Value
Ability 32 Smash
Ability 186 Perfect Stealth
Ability 57 See Hidden

11. Protection Abilities
Ability 24 ProtEvil
Ability 25 ProtGood

12. Equipment Related - none of these are currently used in the game. (Save for Last)
Ability 167 UnEquipItem - Value equals Item Slot #, or Value equals item # not sure which yet..
Ability 168 EquipItem - Value equals Item Slot #, or Value equals item # not sure which yet..
Ability 169 CantWearLocation - Value Equals Item Slot #

13. Combat Behavior Modifiers
Ability 158 - Required to Hit - Value equals item # - Physical attacks fail with out that item.
Ability 185 - Bad Attack - Value Tells monsters not to attack if target has item #
Ability 146 - Value defines which monsters guard the one with this ability.

14. General Spell Abilities
Ability 139 Spellimmu - Value = Spells of Min level or less instant report do not effect message to caster.
Ability 153 KillSpell - Value = Spell# (End without calling it's EndCast effect (if one exists).)
Ability 144 NonMagicalSpell - Markes the spell to By Pass the Effects of MR
Ability 160 GiveTempSpell - Value = spell number, use to be used on quest items that had spells attached to them..
Ability 76 Mute - Turns off users ability to talk while flag is active on player
Ability 95 Slay - Kills monsters and I think though haven't tested it on them recently players instantly.
Ability 162 Lore - This use to report back a textblocks content. It use to appear on items. I'm not sure what ability access that content though. Have to do some more checking.
Ability 177 (Spellcolours) - needs testing (save for last)
Ability 15 (alterhunger) - ??? - only used on the gypsy fortunes in mmud.
Ability 16 (alterthirst) - ??? - used once in mmud no idea what it does.

15. Confusion/Fear Ability Set
Ability 71 Confusion - Confuses the target, making them fumble in the % specified by the parameter. A parameter of +50 would make them fumble 50% of the time-- most "stun"
Ability 101 ConfuseMSG - Description "Sets the confusion message for a previous ""Confusion"" attribute.
The parameter specifies the message number to use for when the player is confused and fumbles.
For the Mage spell ""confusion"", the message is along the lines of ""You fumble in confusion!""."

Ability 60 Fear - Makes the target flee in fear. Used in duration spells.
(I believe it rolls a random direction and moves one room and then repeats. By Chance If the Random lands on a Invalid room do nothing till next Roll.)

16. Shatter ability set
Item db - Quality
Ability 85 Shatter - Shatters weapons of a quality equal to or lower than the shatter value.

17. Magical ability Set (reference Ability 28 Magical)
Ability 26 DetectMagic

18. Movement/Speed abilities (I'm not sure which of these are in if any of them)
Ability 67 Quickness - Makes you walk faster
Ability 68 Slowness - Modifies the room movement time while not affecting stealth as a modified encumbrance would. The Mage spell "Slow" uses a parameter of +200 for this attribute.
Ability 87 (Speed)
Ability 74 Hold Person - Stops a user/monster from moving room to room
Ability 75 Paralyze - No data on this one (save for last)
Ability 81 Freedom - Ends Spells that have ability 74 and I think 68 As well. Spells end with messages
Ability 170 Sleep - No data on this one (save for last)

19. Magic Casting Abilities
Ability 159 Kai Bind - Disables a user from using Kai powers
Ability 79 Mage Bind - Disables a user from using normal spellcasting

20. Hand to Hand Combat Ability modifiers - I'm not sure if these are in yet...
Ability 90 Kick Accuracy
Ability 93 Kick Damage
Ability 91 Jumpkick Accuracy
Ability 94 Jumpkick Damage
Ability 89 Punch Accuracy
Ability 92 Punch Damage


21. General item related ability set
Ability 121 Recharge - this ability sets the amount of charges to be recharged at cleanup.
Ability 119 Delete at Cleanup - items marked with this delete at cleanup if left on the ground.
Ability 56 Recharge item - Needs to be tested still.

22. smash and meditate:
smash




Command aa, allout, all, al for bashing monsters. (works on doors though)
Command wealth, weal, wealt for checking cash on player.
Command keys, ke for checking keys on player...
Command appraise (item), ap, app, appr, appra, apprai, and apprais.
Command exits, exi, exit to redisplay exits.
Command hea, health
Command Cast (full spell name)
Command C (full spell name) & C's Re-engage attack spell function


Exit restrictions for - level and class not working

Hospital and Inn type rooms..

kai

Monster boundaries need to be established.. right now they just follow everywhere

PVP limits

Monster DB - Createspell

Room DB - Room type (Colliseum)

Set Suicide
Set Maxpages
Set Interrupt
Set Messages
Set Receive
Set Warning
Set Telepath
Set Follow
Set Entrances
Set Speech
Set Gossip
Set Auction
Set Response
Set Keep - On/Off - 10% exp on reroll...

Statline extras - and Custom

Action List

help file
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on March 26, 2007, 08:46:38 am

Listed by type
-----------------------------
Ability 43 (castsp) - hitspells
Ability 69 (maxmana) - not showing in st page or stat bar.
Ability 114 (%spell) - hitspells

Cleanup's Hide items function...

Your list is awesome, seriously, it reads like a roadmap for me to work from.  I picked out a few to comment on.

The first one, hitspells, I think that's working but maybe I'm mistaken?  Can you ellaborate?
Max Mana shows on stat page for my pally, and we have yet to implement custom statlines to show items like max hp, max ma, etc.
Is this tied to the other hitspell ability?

I'm working on a form of cleanup this week, I think I'm just going to have midnight on the server be the time when all visible items go hidden (if they're not marked with that special room visible attribute) and all placed items regen if they're not in their places.  Anything else need to happen at cleanup?  I guess we can do recharging of usable items then as well, but eventually I'd like to have them on their own timers.  So if you had an item that you get to use 3 times a day, then you get one charge every 8 hours instead of 3 every 24.  What do you guys think?
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on March 26, 2007, 12:50:40 pm
castsp is the one used by items.... it works with the %spell ability..

like:
Animal hits you with a stick for 4 dmg!
You fall to your knees and can't move! <--- thats the spell set by castsp and the chance is set by %spell.

Maxmana is the alter maxmana ability... not the maxmana on the stat page and stat bar. this shows up with a red * when there is a change on the statpage. I'll recheck it but last time I looked it wasn't working.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on April 17, 2007, 08:07:53 pm
Ability 122 (RemovesSpell) - value = spell # (end that spell with the messages on)
Moster DB - Deathspell
Set warn - this would help with mega auto attacking good NPCs...
Ability 51 (Anti-Magic)  - (effects WH EQ)
Ability 5 (Rfire) - since its used so much in the starting area.
Exit restrictions for - level and class not working

The above items are implemented, but probably need testing.

As for this item:
Weapon type restriction staff not fully working. - (effects mystics, mages)

What isn't working?
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on April 19, 2007, 06:17:46 pm
The above items are implemented, but probably need testing.

As for this item:
Weapon type restriction staff not fully working. - (effects mystics, mages)

What isn't working?

Using a mage:

Item                          Quantity    Price
------------------------------------------------------
crude spear                   50           Free (You can't use)
whip                          50           Free
quarterstaff                  50           Free (You can't use)
club                          50           Free  <----
dagger                        28           2 gold crowns (You can't use)
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on July 21, 2007, 07:01:53 am
Nilyen, out of the items listed, here are the items from the list that I believe are already working or at least partially implemented:

rcol
rfir
rlit
(haven't done rsto or rwat yet)

I believe the summon ability on spells is working.
I believe hitspells/castsp was done.
I believe the share command is working.
I believe restrictions for level and class are working.
Movement - Room delays are working.

You added player profile and brief/verbose functionality and commands ( I think?)

Player encum penalties are working for movement, not for stealth I don't think

You added alignment colors.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on July 21, 2007, 11:55:37 am
just updated the list
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on November 08, 2007, 06:34:20 pm
just updated the list
Ok, I'm back on this.

I just added toll exits and was kind of skimming through the list.  What did you mean by "movement delays for stealth"?

Btw, I'll get a build deployed this weekend.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on November 09, 2007, 06:02:31 am
Ok, I'm back on this.

I just added toll exits and was kind of skimming through the list.  What did you mean by "movement delays for stealth"?

Btw, I'll get a build deployed this weekend.

oh it was refering to you...

"Player encum penalties are working for movement, not for stealth I don't think"

Quote from your post a few posts up.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on November 09, 2007, 02:53:05 pm
oh it was refering to you...

"Player encum penalties are working for movement, not for stealth I don't think"

Quote from your post a few posts up.
Oh.  When I said that I didn't mean that was a delay issue.  I believe encumbrance impacts how successful you are when you sneak, doesn't it?  I can't remember whether your stealth actually drops or if you're just less successful.  ???
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on November 09, 2007, 03:51:55 pm
Oh.  When I said that I didn't mean that was a delay issue.  I believe encumbrance impacts how successful you are when you sneak, doesn't it?  I can't remember whether your stealth actually drops or if you're just less successful.  ???

STR and ENC aren't part of the formulas I have. So it would have to be on the difficulty side if there was any penalty attached to it at all. I would think there should be even if there isn't.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on November 10, 2007, 08:30:14 am
STR and ENC aren't part of the formulas I have. So it would have to be on the difficulty side if there was any penalty attached to it at all. I would think there should be even if there isn't.
Oh, I remember now.  There's a -stealth ability on armor itself.  :D
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on November 10, 2007, 12:38:14 pm
Grin ok I'll take it off the list
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on December 30, 2007, 01:48:26 pm
Regarding:
Quote
Weapon type restriction staff not fully working. - (effects mystics, mages)
I've done as much with the engine as I can without hard coding specific items.  This is now a content issue.

Toll exits are collecting tolls properly.

Item exits are working
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on December 30, 2007, 11:18:51 pm
ok I'll update this on tuesday
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 02, 2008, 04:48:04 pm
just updating the list
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 03, 2008, 09:04:24 pm
The whole undead thing should be working now... and animals.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 03, 2008, 09:09:10 pm
The whole undead thing should be working now... and animals.

I'll get testing that over the weekend. and update the list again...
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 04, 2008, 08:26:13 am
MaxMA ability should now be working, at least as far as equpping/removing items are concerned. (needs testing)
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 04, 2008, 04:00:40 pm
max mana should look like this:

Mana: * 218/318

Max mana also needs to work for races.... (elf, half-elf)

(If you have time we would like a Max mana percent ability that works as: Base_mana + Mana_percentage_bonus = current mana
example: the value of Mana_percentage_bonus equals ((Basemana div 100) * (ability value)). So say you have 100 mana base and a mana_percentage_bonus of 10 then you'd get +10 mana from the ability)... It be for the elf/half-elf.... but might be used with spells and items as well...

Also we still need stat changes to apply to the stat page for the other stats... just look at the code you have for agility and make sure it works for all the other stats.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 04, 2008, 08:50:13 pm
max mana should look like this:

Mana: * 218/318

Max mana also needs to work for races.... (elf, half-elf)

(If you have time we would like a Max mana percent ability that works as: Base_mana + Mana_percentage_bonus = current mana
example: the value of Mana_percentage_bonus equals ((Basemana div 100) * (ability value)). So say you have 100 mana base and a mana_percentage_bonus of 10 then you'd get +10 mana from the ability)... It be for the elf/half-elf.... but might be used with spells and items as well...

Also we still need stat changes to apply to the stat page for the other stats... just look at the code you have for agility and make sure it works for all the other stats.
That little star should show now when maxmana is altered.

MaxMana should work for races as well.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 04, 2008, 08:51:27 pm
HealMana ability should now work (needs testing)
Encum ability should now work (needs testing)
Bashing should now work (needs testing)
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 05, 2008, 01:50:23 am
That little star should show now when maxmana is altered.

MaxMana should work for races as well.

Your spacing is off:
Mana: *    8/18

Should be:
Mana: * 218/318

One space not 4.... :)

I'll test the others later toooooooo drunkish
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 06, 2008, 09:19:17 pm
Your spacing is off:
Mana: *    8/18

Should be:
Mana: * 218/318

One space not 4.... :)

I'll test the others later toooooooo drunkish
Spacing fixed

Healmana is implemented (needs testing)
HitSpells are implemented (some basic testing completed, looks good)
EndSpells are implemented (some basic testing completed, looks good)
Blindness is implemented (some basic testing completed, looks good)
Bashing is implemented (some basic testing completed, looks good)

Regarding HitSpells, I didn't use your proposed style yet.  Maybe 2.0 or even 1.1 in a minor upgrade, but not for this initial release.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 07, 2008, 03:35:13 pm
Spacing fixed

Healmana is implemented (needs testing)
HitSpells are implemented (some basic testing completed, looks good)
EndSpells are implemented (some basic testing completed, looks good)
Blindness is implemented (some basic testing completed, looks good)
Bashing is implemented (some basic testing completed, looks good)

Regarding HitSpells, I didn't use your proposed style yet.  Maybe 2.0 or even 1.1 in a minor upgrade, but not for this initial release.

Ok I did a major update to the list. The Hitspell upgrade can go in later thats fine.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 07, 2008, 03:53:28 pm
Ok I did a major update to the list. The Hitspell upgrade can go in later thats fine.
You the man.  New list looks great.  8)

I plan on plowing through these over the next couple weeks; I'll keep you up to date on their status.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 07, 2008, 06:15:37 pm
Just did a few more updates - I have a off site list I'm trying to get updated so that we can check against it when we finally get to the point of a wrap up test.

Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 07, 2008, 09:07:44 pm
Just deployed the latest build:

Stat page should now reflect altered stats
All drain spells should work
Fixed that bug with MaxMA not changing on level
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 07, 2008, 10:28:40 pm
Just deployed the latest build:

Stat page should now reflect altered stats
All drain spells should work
Fixed that bug with MaxMA not changing on level

updated the list to reflect these and moved the maxma to the fixed file...

Added a few that weren't on the list earlier... Still have to go through some more of them...

Good work on those new ones; things look like they are moving along quite well..
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 08, 2008, 01:39:42 am
updated the list to reflect these and moved the maxma to the fixed file...

Added a few that weren't on the list earlier... Still have to go through some more of them...

Good work on those new ones; things look like they are moving along quite well..
You and me bro.  v1.0 is just around the corner my friend.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 09, 2008, 09:07:39 pm
Just finished the following abilities:
AlterHP,  Perception, AlterDRPercent, ManaRegen, HPRegen, and AlterSpellcasting

Regarding AC(blur) I don't think that reflects on the stat page, does it?
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 09, 2008, 09:41:22 pm
AC(blur) does show its just not a currently used ability anymore. The last item that used it was the amethyst pendent thing you get at the blue tower but they switched that to a dodge spell.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 13, 2008, 04:06:23 pm
The following items from the list have been implemented, but will need some testing:

Monster DB - Create Spell
Monster DB - Deathspell

Ability 82 (Minor cursed item)
Ability 83 (Major cursed Item)
Ability 84 (Remove Cursed)
Ability 100 (Loyal Item)
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 13, 2008, 08:59:28 pm
Nice job
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: DeathCow on January 14, 2008, 01:41:19 am
Sadly in MMUD several items are hard-coded.  Its a legacy issue that was never addressed(for consistancy)  There are alot of really wierd things hardcoded that make no sense.  Like any item worth less that 10 gold(or something like that and its only the gold column, not the others) oh and 0 gold doesnt count, auto deletes at clean up.  SO if an item had a value of like 999999 silver and 1 gold it would auto delete but an item worth 1 copper 11 gold wouldn't.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: DeathCow on January 14, 2008, 01:44:13 am
Just finished the following abilities:
AlterHP, Perception, AlterDRPercent, ManaRegen, HPRegen, and AlterSpellcasting

Regarding AC(blur) I don't think that reflects on the stat page, does it?

AC(blur) shows on the stat page.  If a spell used that ability it would increase by the abilities value minus the value(enc%) so..(AC+X-(X(ENC%)))
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 14, 2008, 09:24:42 pm
Just implemented the following abilities (will need testing):

RFir
RCol
RSto
RWat
RLit
ImmuPoison
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: DeathCow on January 15, 2008, 01:09:29 am
I hope that beyond the poison thing we are good to go. Does the blur thing make sense to you?
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 15, 2008, 10:13:05 am
I hope that beyond the poison thing we are good to go. Does the blur thing make sense to you?
Yeah, I don't know why I was thinking it didn't show it.  I'll try to get that in tonight, along with a couple other items.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 15, 2008, 03:28:45 pm
I hope that beyond the poison thing we are good to go. Does the blur thing make sense to you?

Defence modifier ability needs dev notes..
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 15, 2008, 09:08:00 pm
Implemented these two features today (needs testing) :
Room DB - Room type (Colliseum)
Evil Points - PVP - Forgive Attacker...
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: DeathCow on January 18, 2008, 05:41:37 pm
Implemented these two features today (needs testing) :
Room DB - Room type (Colliseum)
Evil Points - PVP - Forgive Attacker...


Ah coolness, how have you set up colliseums?  So that you are aware, in mmud the sysop can choose whether or not players will die in these rooms.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on January 19, 2008, 10:36:55 am
Ah coolness, how have you set up colliseums?  So that you are aware, in mmud the sysop can choose whether or not players will die in these rooms.
I just made it so you don't get eps, forgot about the whole dying thing.  :D

Will fix that today.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on January 19, 2008, 01:51:10 pm
I just made it so you don't get eps, forgot about the whole dying thing.  :D

Will fix that today.

Grin
Write yourself a note that when pvp level limits get put in that they are also off for this type of room.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on February 16, 2008, 03:57:21 pm
Confusion and ConfuseMsg should be working now (in combat it's per swing)
I fixed accuracy again, hehe, should be right this time
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Vitoc on February 16, 2008, 04:41:43 pm
Ah coolness, how have you set up colliseums?  So that you are aware, in mmud the sysop can choose whether or not players will die in these rooms.
I made it so you won't lose a life or drop your gear if you die in one of these rooms now.  We'll make it a configurable setting later.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on February 16, 2008, 07:43:35 pm
I'll update the lists later...
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on March 08, 2008, 07:55:39 pm
Added the Magic group related changes that need to be finished prior to a full release...
Title: c is for cast, thats good enough for me!
Post by: MudHunter on July 14, 2008, 02:34:49 am
Something thats been bugging me, but I completly forget to post is the 'c' command needs to be installed sometime.

When yer attacking with a weapon, you can, say, cast a heal spell, then type 'a' and reattack the last monster you were attacking. In majormud, 'c' does the same with spell attacks. so you could:

:dfir khaos
You cast dfir for 636398 damage!
mist
c
and the c would recast dfir at khaos, instead of having to type it all out again....
Title: Re: c is for cast, thats good enough for me!
Post by: The Crazy Animal on July 14, 2008, 11:51:41 am
This is in the not yet finished list... I understant its absence might bother you but it's not a bug.. I'll be nice and merge it instead of sticking this in the hall of shame..
Title: Clawed gloves = Do Nothing
Post by: Taint on July 15, 2008, 12:41:53 pm
Clawed gloves do not have an effect on:

range of damage punching - I do 3-19 at 12 with 100 str and tige with silk gloves on or clawed
nothing for punch accuracy - miss of 15% at cave worm
nothing for crit range.  33-85 on worm
nothing for average hit as it is 11

really blows.  was looking forward to a punching ogre.  well he still punches just not worth it without style gloves and punch gear.
Title: Re: Clawed gloves = Do Nothing
Post by: The Crazy Animal on July 16, 2008, 09:23:38 am
Its already in the not yet implemented list... i.e. The abilities that make the gloves work just aren't coded yet.
Title: Re: Clawed gloves = Do Nothing
Post by: Taint on July 19, 2008, 07:53:15 am
sux.

thanx.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on July 19, 2008, 08:44:37 am
just doing some merging....
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Gardner Denver on October 06, 2008, 11:39:46 am
Updated the list
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on October 06, 2008, 02:57:51 pm
Ty Ty crashed out after work so I wasn't around to do it...
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Gardner Denver on December 03, 2008, 05:31:38 am
Updated the list
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: MudHunter on February 02, 2009, 08:39:32 am
So the list shows this- "Ability 10 AC(Blur) - this is modified by enc" crossed out as in its done and fixed. Incorrect.

the mage spell ethereal shield uses this, and does not work. Ifin you need me to, I could prolly figger out exactly what its supposed to do, but I'm bettin someone like DC knows offhand  better than I do. the blur is a variable ac, based on what type of armor you are wearing. IIRC, silk or nekkid you got the max benefit, leather a lesser one, and chain even less...
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: Trios on February 19, 2009, 01:45:16 am
Ya need to get on that custom statlines. I know, it's in 'the list,' but it's the thing keeping me from playing GMUD right now. I can't stand the standard statline.
Title: Re: (Non-bugs) Known yet to be implemented features.
Post by: The Crazy Animal on February 19, 2009, 07:10:21 am
So the list shows this- "Ability 10 AC(Blur) - this is modified by enc" crossed out as in its done and fixed. Incorrect.

the mage spell ethereal shield uses this, and does not work. Ifin you need me to, I could prolly figger out exactly what its supposed to do, but I'm bettin someone like DC knows offhand  better than I do. the blur is a variable ac, based on what type of armor you are wearing. IIRC, silk or nekkid you got the max benefit, leather a lesser one, and chain even less...

Crossing it out doesn't mean that its bug free just that its in the game. The point of the list really is to let people know what not to post about in the case of it not being in yet. Sorry for the long delay in the reply but lifes been crazy as of late.