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Bug Reports => Engine Related Bug Reports => Needs Testing => Topic started by: Hydroponic on July 13, 2012, 08:23:17 PM

Title: poison traps
Post by: Hydroponic on July 13, 2012, 08:23:17 PM
traps that cause poision can not be dissarmed.

Hydroponic
Title: Re: poison traps
Post by: Stalkerr on July 14, 2012, 03:13:11 AM
I don't know exactly where you talking about, but spell traps can't be disarmed.
Title: Re: poison traps
Post by: signalSalute on July 14, 2012, 01:45:50 PM
Have you checked out the stealth quest area?  You cannot disarm the poison traps there.  You can't find them when you search in the direction of the trap either.
Title: Re: poison traps
Post by: Gardner Denver on July 14, 2012, 02:54:42 PM
The traps on the stealth quest are spell traps that cast poison.
Title: Re: poison traps
Post by: Stalkerr on July 14, 2012, 10:08:55 PM
Hurm..I'll need to look into that.  It seems like those should be disarmable, but I don't recall being able to disarm the trap on the bridge into mod-7.   

Thinking about it I think I recall that if you try to disarm the traps in the mod-8 area you always get a fail message..I don't recall if the trap still goes off or not. Interesting, i'll chk it out later.
Title: Re: poison traps
Post by: Gardner Denver on July 15, 2012, 12:46:01 AM
It's a gmud bug.  Hasn't been coded in properly I believe.
Title: Re: poison traps
Post by: Stalkerr on July 15, 2012, 05:47:26 AM
Quote from: Gardner Denver on July 15, 2012, 12:46:01 AM
It's a gmud bug.  Hasn't been coded in properly I believe.

Its probably from some confusion on my part on how the exit type works, I can't think of any pre metro examples of the exit type(to see how it would work if used properly).  Looking at the examples I can recall, they use message 66 for the pass fail on the life tree bridge, and I think the fail message comes up for a success in the mod 8 area.  I've got majormud realms up and running next time I have space to log into the world group i'll check and see how the mechanics works.  Not sure how much info will come from debug mode, and I'm not eager to jump into the ASM just to find out how find/disarm traps works in this limited case, so if i was wrong on how this works might have to use a best guess on the disarming formula...also this exit type has 5 possible states for parameter 2, and I've no idea how some of them would work...its a mystery.
Title: Re: poison traps
Post by: twogirlz on July 15, 2012, 11:36:14 PM
I only ever think of this when i am there which is once a push so don't really think of it after that but, it really is a nuisance.
Title: Re: poison traps
Post by: Stalkerr on July 16, 2012, 06:19:10 AM
Quote from: twogirlz on July 15, 2012, 11:36:14 PM
I only ever think of this when i am there which is once a push so don't really think of it after that but, it really is a nuisance.

Well...There are two options, either we have the mechanic wrong, or the exit type is bugged in mmud.  There is not a non-nuisance fix.  I haven't remembered to chk on this yet in my realm, but I actually have a bug report for this that I had flagged to ignore that I probably should have checked out awhile ago
Title: Re: poison traps
Post by: Kivaan on September 11, 2012, 04:06:40 AM
i know the trap on the vine bridge on way to tasloi from seher cant be disarmed but i havent checked this out for ages

should be able to disarm the trap and it stops ya falling into mud pits
Title: Re: poison traps
Post by: Stalkerr on September 11, 2012, 06:02:09 AM
Quote from: Kivaan on September 11, 2012, 04:06:40 AM
i know the trap on the vine bridge on way to tasloi from seher cant be disarmed but i havent checked this out for ages

should be able to disarm the trap and it stops ya falling into mud pits


Should be, as in; In majormud you can disarm it, or should be, as in; I'd like to be able to?  <--Punctuation too OP for me.
Title: Re: poison traps
Post by: Hayden on September 11, 2012, 09:20:15 PM
Quote from: Stalkerr on September 11, 2012, 06:02:09 AM
Should be, as in; In majormud you can disarm it, or should be, as in; I'd like to be able to?  <--Punctuation too OP for me.

In majormud, the vine bridge trap is disarmable and passable.  And mod 8 (darkened tunnels) all traps were also disarmable whether it was damge or poison trap.
Title: Re: poison traps
Post by: Stalkerr on September 11, 2012, 09:23:05 PM
Quote from: Hayden on September 11, 2012, 09:20:15 PM
In majormud, the vine bridge trap is disarmable and passable.  And mod 8 (darkened tunnels) all traps were also disarmable whether it was damge or poison trap.

Really, I honestly don't remember it working that way...i guess its probably been about a decade since I last tried it.  I derp.
Title: Re: poison traps
Post by: Crabster on September 11, 2012, 09:46:00 PM
Quote from: Stalkerr on September 11, 2012, 09:23:05 PM
Really, I honestly don't remember it working that way...i guess its probably been about a decade since I last tried it.  I derp.

ive been saying for quite a while that i thought the vine bridge was disarmable...i am very very very quite certain that it is/was in mmud....i raised that question to gmud ppl on the dupe push and was told by a certain someone that they never heard of that....quite sure it was....i dont play mmud currently and havent in some time....
Title: Re: poison traps
Post by: Stalkerr on September 11, 2012, 09:51:18 PM
Quote from: Crabster on September 11, 2012, 09:46:00 PM
ive been saying for quite a while that i thought the vine bridge was disarmable...i am very very very quite certain that it is/was in mmud....i raised that question to gmud ppl on the dupe push and was told by a certain someone that they never heard of that....quite sure it was....i dont play mmud currently and havent in some time....
ermuhgawd.

Title: Re: poison traps
Post by: Gardner Denver on September 11, 2012, 10:00:08 PM
Quote from: Hayden on September 11, 2012, 09:20:15 PM
In majormud, the vine bridge trap is disarmable and passable.  And mod 8 (darkened tunnels) all traps were also disarmable whether it was damge or poison trap.

This statement is true although there was some weird bug with the vine bridge about the trap not resetting until cleanup or something.
Title: Re: poison traps
Post by: Stalkerr on September 11, 2012, 10:07:35 PM
Quote from: Gardner Denver on September 11, 2012, 10:00:08 PM
This statement is true although there was some weird bug with the vine bridge about the trap not resetting until cleanup or something.

There is a no database information about what to do when these type traps are disarmed.
Title: Re: poison traps
Post by: Crabster on September 12, 2012, 07:36:12 AM
Quote from: Stalkerr on September 11, 2012, 09:51:18 PM
ermuhgawd.

dont make me write u a poem cuz
Title: Re: poison traps
Post by: Gardner Denver on September 12, 2012, 12:32:18 PM
Quote from: Stalkerr on September 11, 2012, 10:07:35 PM
There is a no database information about what to do when these type traps are disarmed.

Normally the traps would reset after a few minutes but the vine bridge would only reset at cleanup.  Even though it was a bug, metro never fixed it.  Shocker I know.