Room Light

Started by MudHunter, July 10, 2008, 05:10:45 AM

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This isnt prolly the correct place, but I'm starting to regard this as 'something annoying' and a real bug.

I know you meant well, but the next release could you take off the blinding light thing if there's too much room light? Its anoying past the point of no return.

Think about it this way. just how many flashlights in a dark room would it take to blind you? without any shining right in yer face? or candles. 2000?

Needs to go.

Quote from: MudHunter on July 10, 2008, 05:10:45 AM
This isnt prolly the correct place, but I'm starting to regard this as 'something annoying' and a real bug.

I know you meant well, but the next release could you take off the blinding light thing if there's too much room light? Its anoying past the point of no return.

Think about it this way. just how many flashlights in a dark room would it take to blind you? without any shining right in yer face? or candles. 2000?

Needs to go.
I'll bump up the blinding light value to something ridiculous.


TGS v1.0 (coming soon)

Should check the spell values for that before you do it just incase. blinding light might be used in any of their blind type effects...

Quote from: The Crazy Animal on July 10, 2008, 08:13:17 AM
Should check the spell values for that before you do it just incase. blinding light might be used in any of their blind type effects...
I'm not touching the ability (if it even is one), just the logic that determines if you can see in a room based on the light level.


TGS v1.0 (coming soon)

right right... but the reason that everyone is getting this is because there are too many GJR in the realm... I.e. the ability and the logic isn't really the problem its the fact the ability is getting over used. So if we increase the logic threshold then we might make problems where the value is suppose to produce that blinding light effect if you get what I mean.

It's a tricky situation since we want to be able to freely use those abilities but without checking the values of the spells in the game that effect room light we won't know if it might effect something else.

I can't think of one of the top of my head but I can't remember a lot of stuff.

I might be wrong but I think I remember Locke saying it wasn't used anywhere.  If that's the case, we could just add a BlindingLight ability instead of relying on the value and logic built into the code, so any new content going forward could accomplish it without having to know the exact value.


TGS v1.0 (coming soon)

Just keep in mind things like:

#: 904, Name: lady dark death, Short: , Magery: None, LVL: 0, Mana: 0, Diff: 100
>> Target: Self -- Attack Type: Normal -- LVL Gain Cap: 32 -- RoomIllu +9999, for 10 rounds
>> References: Monster: lady of the dark(751)

Quote from: Vitoc on July 11, 2008, 05:06:21 AM
I might be wrong but I think I remember Locke saying it wasn't used anywhere.  If that's the case, we could just add a BlindingLight ability instead of relying on the value and logic built into the code, so any new content going forward could accomplish it without having to know the exact value.

If you think its fine go ahead. I was just thinking be safe and run two queries on the data for roomlight above X in the room data and then again in the spell data. I'm more conserned with the rooms then the spells though.

Quote from: Gardner Denver on July 11, 2008, 06:08:38 AM
Just keep in mind things like:

#: 904, Name: lady dark death, Short: , Magery: None, LVL: 0, Mana: 0, Diff: 100
>> Target: Self -- Attack Type: Normal -- LVL Gain Cap: 32 -- RoomIllu +9999, for 10 rounds
>> References: Monster: lady of the dark(751)
Damn... good find.  Ok, I'm going to drop it from 10k to like 5k then.


TGS v1.0 (coming soon)

July 11, 2008, 03:28:51 PM #9 Last Edit: July 11, 2008, 03:30:57 PM by The Crazy Animal
You could put in special logic to look at the number of duplicate items active in a room with +roomillu and dynamicly alter the threashold value. Might be a more elegant code solution to the problem then just changing the static threashold value.

I'm sure I've just missed the conversations relating to this, but why is this even in the game?  On MajorDisapointmentMud you can have 500 people in one room, all with GJR's and moonlamps and still see just fine.

Quote from: Gardner Denver on July 11, 2008, 03:37:05 PM
I'm sure I've just missed the conversations relating to this, but why is this even in the game?  On MajorDisapointmentMud you can have 500 people in one room, all with GJR's and moonlamps and still see just fine.

It's happening based on our code its in theirs two but since the two are different we got something wrong.