Latest Release 7/7/08 - Notes

Started by Vitoc, July 07, 2008, 03:12:30 PM

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- Took a stab at implementing magic weapon restrictions, no more hitting magic 5 bosses with a dagger (hopefully) ;)
- Party member exit logic is being enforced for special exit types now
- "enter" should work to get you to enter the realm (for Gardner's mega fix)
- SpellImmu should work for area spells (I think MudHunter said this doesn't work in MajorMUD?)

There will likely be many bugs related to the party member exit logic, so please keep an eye out and post any bugs found in the engine bugs section.  Thanks!


TGS v1.0 (coming soon)

Spellimmune does not work in majormud against room sells of any sort. It will be interesting if you can make this happen in gmud. No more blad'ing to get exp from huge monsters, etc...

Quote from: Vitoc on July 07, 2008, 03:12:30 PM
- Took a stab at implementing magic weapon restrictions, no more hitting magic 5 bosses with a dagger (hopefully) ;)

Let's talk before you put this in please.

Quote from: Gardner Denver on July 08, 2008, 02:14:04 PM
Let's talk before you put this in please.
It's already in.  What's up?  ???


TGS v1.0 (coming soon)

Currently evils get ported to HOD when they die instead of down in the slums as they should be.  The healer will attack evils on sight when they come up form HOD, but the healer is mag 999.  They won't be able to attack back.

Quote from: Gardner Denver on July 09, 2008, 05:32:43 AM
Currently evils get ported to HOD when they die instead of down in the slums as they should be.  The healer will attack evils on sight when they come up form HOD, but the healer is mag 999.  They won't be able to attack back.
How is this handled in MajorMUD for evil people?  There's only one DeathRoom specified per room.  Hard coding?


TGS v1.0 (coming soon)

Evils (seedy to fiend) shoud go to map 1 room 142 unless they die out in mod 9

All deaths in mod 9 go somewhere out in mod9 but I forget where exactly.  Graveyard I think.

Oh, and the healer should not attack anyone under any circumstances.

Quote from: Gardner Denver on July 09, 2008, 07:48:17 AM
Evils (seedy to fiend) shoud go to map 1 room 142 unless they die out in mod 9

All deaths in mod 9 go somewhere out in mod9 but I forget where exactly.  Graveyard I think.

Oh, and the healer should not attack anyone under any circumstances.
This is the kind of crappy hard coding that makes me cringe, and there's no way around it since (someone correct me if I'm wrong) we have no way of extracting stuff like this from the dats bcause it's not in the dats, it's embedded in their damn code.


TGS v1.0 (coming soon)

I do believe it is hard coded.  It wasn't in the early versions, IIRC it was added like mod 6ish or so.  Currently I usually end up having to port the evils out of town if they are lower lvl or they won't survive to the slums/darkwood gates.

Could partially softcode it into an ini file for now and then we could later patch for it in the native format ie post native editor...

Hrm.....

This is why I think Vitoc shoulda started his realm from scratch just using the same content and same commands, items, data, etc.....Just using his engine.

And dont say thats what hes doing cause if that was the case He wouldnt have to fight the original Mega Code =)


Yeah he'd still be fighting the original mega code.  This is a prime example of that too.  WCC & Metro both put stuff into the textblocks then hardcoded exceptions into the engine to produce the desired results rather than make the textblocks work as desired.

Quote from: Artomas on July 10, 2008, 07:53:38 PM
Hrm.....

This is why I think Vitoc shoulda started his realm from scratch just using the same content and same commands, items, data, etc.....Just using his engine.

And dont say thats what hes doing cause if that was the case He wouldnt have to fight the original Mega Code =)
When you say:
"This is why I think Vitoc shoulda started his realm from scratch just using the same content and same commands, items, data, etc.....Just using his engine."
This is exactly what we have done.  We started it from scratch and we're using the same content, commands, etc. using our new engine.

The problem is the logic for evil people's death room isn't contained in the content, commands, items, data, etc.  It's contained in the damn code for MajorMUD so there's no way to get to it through the dats.  Any NMR gurus happen to know if you can define evil people's death rooms in custom content?  If so that would indicate it is being stored somewhere as opposed to being hard coded.


TGS v1.0 (coming soon)

Quote from: Artomas on July 10, 2008, 07:53:38 PM
Hrm.....

This is why I think Vitoc shoulda started his realm from scratch just using the same content and same commands, items, data, etc.....Just using his engine.

And dont say thats what hes doing cause if that was the case He wouldnt have to fight the original Mega Code =)

clueless much??