Abilities, their limitations, what works, what crashes, lesser-known/unused abilities Etc.

Discussion on running your own board and editing MajorMUD.
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Ravyn
Posts: 38
Joined: Wed Mar 30, 2016 4:40 pm

Abilities, their limitations, what works, what crashes, lesser-known/unused abilities Etc.

Post by Ravyn »

by Ravyn of Codered BBS

Note this is based off stock mud, some of the stuff here that doesnt work in stock DOES in mudrev.


All this was tested by me for use in the various MUD remakes.



---Broken/Limited Abilities----------------------------------------------------------------------------------



Ability (03) "RCol": cannot be cast on a monster (ie a curse to add negative resists to penetrate their resists)



Ability (05) "RFir": cannot be cast on a monster (ie a curse to add negative resists to penetrate their resists)



Ability (24) "ProtEvil": Works on spells but is broken on items. So yes, darkbane/witchwood bracelet/holy avenger

the prev has no effect whatsoever. This would be nice to fix.



Ability (25) "ProtGood": Totally broken, no effect on items, OR spells. protection from good doesn't work.



Ability (33) "Killblow": Added but never implemented? unknown effects and doesnt seem to do anything. You could have
a killbow with a weapon using the Slay ability with a hit spell, but killblow could be used on items etc, say a
pair of gloves that have killblow 1%, executes the slay ability.



Ability (44) "Intel": Works with spells only (bard spells use it), no effect if added to an item.



Ability (45) "Willpower": Same as above.



Ability (46) "Strength": Same as above.



Ability (47) "Health": Same as above.



Ability (48) "Agility": Same as above.



Ability (49) "Charm": Ditto.



Ability (53) "BlindingLight": Added but never implemented? unknown effects and doesnt seem to do anything. Probably
not useful really.



Ability (62) "EvilChance": No idea, cant imagine a use really.



Ability (66) "RLit": cannot be cast on a monster (ie a curse to add negative resists to penetrate their resists)



Ability (72) "DamageShield": Works only on items, NOT on spells, yes including shockshield stock mud spell.
This would also be nice to fix, spells offering a damage shield would be really cool. Especially
because you could choose the damage type (fire, cold, etc) IE an aura of fire surrounding you burns
any enemies who attack you.



Ability (75) "Paralyze": unknown effects, I don't see the need since confusion would accomplish it.



Ability (99) "AlterDrPct": used in some mod9 spells, has no effect. Should do as the name implies and modify
the players DR (positive or negative %)



Ability (104) "DefenseModifier": unknown. I assume was meant for same as above but to AC instead of DR. no effect.



Ability (143) "ClearItem": unknown. Probably not useful as textblocks should handle this.



Ability (155) "DeathText": unknown. Possibly meant to execute a specific textblock # when the player dies.



Ability (165) "AlterSpDmg": works fine on items but will crash if used in a spell. it adds a % to the damage. It seems

to max out at around 43% I believe, anything above that causes random/unstable results.



Ability (166) "AlterSpLength": Same as above but alters spell length by a %. not sure if works on items either.



Ability (167) "UnEquipItem": unknown. could have been meant to remove a specific item # or a location.



Ability (168) "EquipItem": unknown. could have been meant to equip a specific item # or a location.



Ability (169) "CannotWearLocation": unknown. Hobbits don't wear shoes lol. Probably not important.



Ability (171) "Invisibility": unknown. perhaps meant to grant invis without using hide or sneaking.



Ability (172) "SeeInvisible": like see hidden but used in conjunction with above.



Ability (174) "StealMana": broken and will crash, but should be like drain is for hps. Id love to see this
implemented. obviously monsters don't have mana, could steal it anyway? or pvp only perhaps



Ability (175) "StealHpToMp": crashes. in theory should drain life from target but add as mana from the leecher.



Ability (176) "StealMpToHp": crashes. reverse of above.



Ability (185) "BadAttk": seems to work only with gh guardians, only works on rooms marked as gh? Ive tried to
make items for evil folks to not get guardsman to attack them, it does not work.









---Broken Stock Mud Quests/Other-----------------------------------------------------------------------------



Room Spells: If you cast a room spell on a room with >8 monsters, it hits the first 8 of them and the rest of

the monsters in the room become temporarily invincible for several minutes.



# of Player Abilities: currently a player is allowed only 30 abilities and then no new ones can be added.


Blood Champ/Bishop Golden Chalice Quest: In the textblocks it checks to make sure there is no +accuracy before

it grants the reward, thus making anyone who has an item or bless spell granting +accuracy unable to receive

the reward. This of course can be removed and fixed with nightmare. I checked on my board and 2/3 of the people who got this quest did not get the

accuracy reward before i fixed it.



Obsidian Obelisks: They're broken because the spell used calls TeleportRoom # and then TeleportMap #, You have

to call TeleportMap FIRST, THEN TeleportRoom anytime you use them or it doesn't work. Again not really part

of the remake, but easy to fix.



Ganghouses: There seems to be a lot of hard-coded things with ganghouses, for instance ive tried to add new ones

and the housekeeping parts do not work, it doesnt remove keys or emblems from non-members, or restock the deed

if you sell it, nor charge the nightly tax. The rest seems to work okay with adding new ones.



Textblocks: We know there are two kinds of textblocks, viewable text, and executeable (commands), in normal text-

blocks you can link a textblock to another, ie a viewable one then calls an executeable one to use commands,

which can link/chain to another executeable or viewable textblock. When using textblocks with the ShadowForm

ability (or looking at an item), it only executes 1 textblock, viewable only. It ignores any further chains to

other textblocks. possibly intentional, but take for instance, perhaps a high-level item or spell gives you an

aura of fire using shadowform, if another player LOOKED at you, it could give a viewable textblock saying "player

name is surrounded by a massive blinding aura of fire" and then link to an executeable textblock which casts a

spell on the looker causing some fire damage and blindness. Shouldnt be hard to do, simply allow looking textblocks

or shadowform textblocks to continue the chaining/linking to others.





Ravyn ravyn.codered AT gmail.com


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