town dying

Started by MudHunter, July 30, 2008, 02:23:08 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Sovereign Street, Northern End
Obvious exits: north, south, east, west
A elite guardsman walks into the room from north.
A elite guardsman walks into the room from north.
[HP=-11/MA=227]:
Sovereign Street, Northern End
Also here: elite guardsman, elite guardsman.
Obvious exits: north, south, east, west
[HP=-11/MA=227]:w
You may not do that while you are mortally wounded!
[HP=-11/MA=227]:
Sovereign Street, Northern End
Also here: elite guardsman, elite guardsman.
Obvious exits: north, south, east, west
Khaos just disconnected!!!
The elite guardsman cleaves you for 11 damage!
evilaligned 210:cast 586:cast 584
evilaligned 120:goodaligned 209:cast 641:cast 584
evilaligned 80:goodaligned 119:cast 642:cast 584
evilaligned 40:goodaligned 79:cast 643:cast 584
goodaligned 39:cast 644:cast 584

The elite guardsman cleaves you for 16 damage!
evilaligned 210:cast 586:cast 584
evilaligned 120:goodaligned 209:cast 641:cast 584
evilaligned 80:goodaligned 119:cast 642:cast 584
evilaligned 40:goodaligned 79:cast 643:cast 584
goodaligned 39:cast 644:cast 584

You have been killed!
Temple, Halls of the Dead
Also here: Ian.
Obvious exits: up

My guess is the jailing function is broke

I'm looking at the "testskill" textblock command and could use a little help figuring this out.

We'll use guardsman (mob #13) for an example.  His two attacks (0 and 1) both have HitSpell 583.

Spell 583 fires textblock #1509.

Textblock #1509's data:
testskill current_hp 0 9624:price 0

Should I read this as:
If the current_hp >= 0 then fire textblock 9624, else fire the next command in the textblock

or:

If the current_hp <= 0 then fire textblock 9624, else fire the next command in the textblock.

I don't remember exactly how it works in MajorMUD.  Do you get dragged off to jail when you go below 0 hp or only when you're above 0 hp?


TGS v1.0 (coming soon)

July 31, 2008, 09:17:56 AM #2 Last Edit: July 31, 2008, 09:32:37 AM by Gardner Denver
IIRC, unless you are criminal, the guards should not slay you, they should beat the crap out of you then toss you in jail.  With death set at -31, and combat mechanics not working exactly as they should regarding the end of combat, setting it to <=0 is cutting it kinda close IMHO.



Like any respectful city, Silvermere has its laws. Some follow them, some do not.
If you are in the latter category, your stay in the realm may be cut short, in
more ways than one. There are two main criminal acts in the Realm. Attacking
"innocents" (The town doesnt care if you slay a hated person), or stealing from
others. Although the latter is more tolerated of course. People will be
classified in the following titles, so watch who you trust.

Lawful   -  Attacking a lawful player will give thrice the evil points.
Saint    -  A true saint, in society and in heart. A rarity in these times.
Good     -  Someone with a noteworthy reputation of lawfulness.
Neutral  -  An average citizen, you will be treated fairly within the realm.
Seedy    -  The dregs of society. Bad deeds done to you will be ignored.
Outlaw   -  Guards will attack you on sight, but will spare your life.
Criminal -  Same as Outlaw, except that Guards will SLAY you on sight.
Villain  -  Same as Criminal, except that the "Gods" may sometimes intervene.
Fiend    -  The utmost in evil. Don't count on living too long in this state.

Currently, the only way to become a more "respected" citizen is to wait it off.
In times like these, your deeds will eventually be forgotten, and it is commonly
known for an infamous villain to become a well respected townsman after a
certain amount of time. The officials of Silvermere are people of honour
so it would not be a wise decision to attempt bribery in any form whatsoever.

This bug should be fixed now.