Two things

Started by Locke Cole, May 07, 2006, 08:25:56 PM

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Actually maybe this isn't a bug report, but just something currently not implemented. But anyways.. "set style technical" would be nice (looks like "fantasy" is the default and only implemented style currently).

Also, "aa" (short for "allout", "all", "al" (there may be other abbreviations)) should be usable for bashing doors/gates. Haven't tried combat to see if "aa" actually works on monsters or not.

Anyways, looks good so far.

Also, you might want to consider setting up Bugzilla or something so bugs can be tracked/searched/ranked/etc. =) And hopefully you're using some sort of source control for the code itself (that'll only be an issue if you ever open source it, of course).

Coule more things:


  • You can read scrolls containing spells that are too high of a level for you.
  • You can equip a two-handed weapon while wearing a shield (and vice versa).

These aren't bugs, so much as things that need to be worked on.


  • Room spells (combat or otherwise) don't work yet.
  • Non-combat spells don't work yet.
  • No bank support yet.
  • No "wealth" (valid shortcuts are "weal" and "wealt") command (basically just your inventory with only your cash listed and no encum info).
  • No "keys" (valid shortcut is"ke") command (same line as "You have the following keys" in the inventory command).
  • No "appraise" (valid shortcuts should be "ap", "app", "appr", "appra", "apprai", and "apprais") command (should tell you what you'd get if you sold the item).
  • No "exits" (valid shortcuts are "exi" and "exit") command (just displays the "Obvious exits:" line).
  • No "brief" (shortcuts are "bri" and "brie") or "verbose" (shortcuts are "verb", "verbo", and "verbos"), these affect whether the full room description is displayed (this setting is ignored when "look"ing; in that case, the behavior is the same as if "verbose" were set (which seems to be how you have it now, so that's good)).

Devils, details, all that. If this is good, I can keep documenting little things like this. :P

Good stuff.? Will definitely get on the two bugs tonight.? Regarding the other items you suggested, some look like easy fixes so I should be able to get a start on those tonight as well, along with finishing up dodge.

I will probably be running an ASP.NET website on the GMUD Server (may have maps, item stats, etc.), and I'm not sure if Bugzilla will coexist peacefully with it.? If someone else wants to host Bugzilla or if there's any other free alternatives, I'm all for it.? Otherwise these forums will have to suffice, and I'm fine with that too, they've been working out well.


TGS v1.0 (coming soon)

May 08, 2006, 01:25:55 PM #4 Last Edit: May 09, 2006, 12:46:21 AM by Locke Cole
Okay, couple more things I've found.


  • If you have multiple items in your inventory and one of them is equipped and you drop one, then it drops your equipped item. It should favor your unequipped items first.
  • Finger items aren't handled correctly when being equipped. Pester me on AIM; I need to cleanup MMVIEW's room simulator code (which is mostly based off of MMUD's disassembly) but I think you might want to give it a look-see. It handles (almost?) all of the restrictions, checks for torche-items and such, and so on.
  • Combat rounds aren't handled in the correct order (it should go in order of who attacks first, with re-attacking causing you to drop to the bottom of the attack order).
  • The who/scan command seems to display characters in the wrong order (should be in alpha-order).

More random thoughts. =)


  • You can't do directed conversation; in other words, >DeathCow Hey, what's up doesn't work as expected.
  • A way to retrain your stats would be cool.
  • I'd suggest reversing the order of the parameters for the player move command (should be <room> [map] where [map] is optional and defaults to the players current map).