(Non-bugs) Known yet to be implemented features.

Started by The Crazy Animal, March 23, 2007, 01:57:37 PM

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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?


TGS v1.0 (coming soon)

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.

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)


TGS v1.0 (coming soon)


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.

Quote from: Vitoc on January 10, 2008, 12:07:39 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%)))

Just implemented the following abilities (will need testing):

RFir
RCol
RSto
RWat
RLit
ImmuPoison


TGS v1.0 (coming soon)

I hope that beyond the poison thing we are good to go. Does the blur thing make sense to you?

Quote from: DeathCow on January 15, 2008, 04:09:29 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.


TGS v1.0 (coming soon)

Quote from: DeathCow on January 15, 2008, 04:09:29 AM
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..

Implemented these two features today (needs testing) :
Room DB - Room type (Colliseum)
Evil Points - PVP - Forgive Attacker...


TGS v1.0 (coming soon)

Quote from: Vitoc on January 16, 2008, 12:08:00 AM
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.

Quote from: DeathCow on January 18, 2008, 08:41:37 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 just made it so you don't get eps, forgot about the whole dying thing.  :D

Will fix that today.


TGS v1.0 (coming soon)

Quote from: Vitoc on January 19, 2008, 01:36:55 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.

Confusion and ConfuseMsg should be working now (in combat it's per swing)
I fixed accuracy again, hehe, should be right this time


TGS v1.0 (coming soon)