Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Apr 02, 2008 4:09 am 
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Mortal

Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
Fepel Veiled wrote:
Then the flaw is not in my logic, but in how the system treats the aggressiveness of spells. ;)

<3

-M


Shut the hell up you are so damn annoying.


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PostPosted: Wed Apr 02, 2008 10:44 am 
:lol:


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PostPosted: Wed Apr 02, 2008 1:11 pm 
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Mortal Contributor

Joined: Tue Sep 14, 2004 1:02 am
Posts: 1585
Location: Over the hills and far away.
SK Character: Elriorith/Enfaustina/Nimolthar
Many of the issues in the mud code that might appear a simple routine of logic and reason, do not work as such when messing with the code.

The complexity by which the -original- code handles many of the issues in the game is stunningly stupid.

In SK, where the original base code has been altered heavilly, such changes could result in a series of chain reactions in areas you could not possibly imagine.

So please keep in mind, when suggesting a "simple fix" that the logical and reasonable process to do, could and most propably would, throw off a lot of other factors, which the IMP and the coder of each mud must take seriously into account.

A simple example would be, that in order to change the total Vnum capacity the orignal code allows, is not as simple as altering say, 65000 (total vnum numbers) with 650000. This will only kill the whole structure and make everything collapse. It might appear as the logical thing to do, but it's not.

I'm not trying to be a smart "behind", I am just sharing what toil and trouble have revealed in time.

Hope this clears it up for all who are interested into getting a more "inside" view.


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PostPosted: Wed Apr 02, 2008 8:05 pm 
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Joined: Thu Mar 20, 2008 2:13 pm
Posts: 45
Location: Hell
Is it possible that there is a converse problem, in that 'heal' or other "non-aggressive" spells wouldn't make the proper checks against an undead?


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PostPosted: Wed Apr 02, 2008 9:31 pm 
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Joined: Mon Nov 29, 2004 10:53 am
Posts: 1786
You'd have to rewrite the whole way that the healing and harming spells work as they are flagged agressive or not aggressive.

After taking that into account, it is quite a daunting task, and probably would be easier to rewrite entirely how 'aggressiveness' works for spells instead of modifying the existing spell set. :-?


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