rooms recasting RAT on you?

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syntax53
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Joined: Wed Apr 03, 2002 6:00 am

rooms recasting RAT on you?

Post by syntax53 »

anyone ever see this?



The room invokes the way of the rat on you!

You are immune to poison!



i casted rat on me and then as i started walking it keeps getting recasted on me by the room. i was on the eastern road and had just casted it after going down the hole from the gypsy. i know these rooms have room spells for the sounds and shit, but i've never seen this.
syntax53
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Joined: Wed Apr 03, 2002 6:00 am

Re: rooms recasting RAT on you?

Post by syntax53 »

... the room spell is very very weird:



the room spell is #1040 - "blackwood forest"



it casts textblock #9404.



textblock 9404 is:



failability 126:takeitem 1554

failability 127:takeitem 1533

failability 128:takeitem 1555

failitem 185:random 9405



abilities 126-128 are the alignment quests. item 1554 is a "massive black gem," 1533 is an "ancient blackwood heart," and 1555 is a "long golden chain." then, unless you're holding a freakin manhole(?!) (item 185) then textblock 9405 is executed.



9405 is:



50:addevil 0

100:random 9406



9406 is:



65:addevil 0

70:message 2977

75:message 2963

80:message 2964:random 9628

85:message 2973

90:message 2974

95:message 2975

100:message 2976



9628 is:



70:addevil 0

100:summon 815



mon 815 is a "dark treant"







so to sum it all up ...



in order to just SHOW YOU SOME RANDOM MESSAGES metro has a spell, that executes a textblock that -for absoultely no reason- checks your quest abilities and tries to take an item, checks if you have another item (that you can't), executes another textblock, executes yet another textblock (at 50% chance), adds 0 evil (at a 65% chance [after the previous 50% chance]), displayes a few messages (all at a 5% chance), and then at a 30% chance (after the previous 5% which is from the previous 65% which is from the previous 50%) summons a monster (based on one of those 5% chances of the messages displayed). all i can say is, "metro ... what, the fuck, are you doing?!"



that could have been done like this:



room spell

room spell executes textblock A

textblock A executes a 'random' at textblock B

textblock B has a 90% chance of doing nothing and 10-1% chances at showing a message, one of them summoning a monster. aka:



textblock A:

random



textblock B:

90:addevil 0|91:message #|92:message #|93:message #|94:message #|95:message #:summon #|96:message #|97:message #|98:message #|99:message #|100:message #||





why oh why, i just dont get it.



-syn
Platinum
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Joined: Wed Oct 24, 2001 5:00 am

Re: rooms recasting RAT on you?

Post by Platinum »

Leave it to metro to make up the most complicated shit they could out of nothing..



That still doesn't explain the whole Rat idea though, does it?
syntax53
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Joined: Wed Apr 03, 2002 6:00 am

Re: rooms recasting RAT on you?

Post by syntax53 »

Originally posted by Platinum

Leave it to metro to make up the most complicated shit they could out of nothing..



That still doesn't explain the whole Rat idea though, does it?



nope.
EvanElias
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Joined: Mon Jul 05, 2010 12:42 am

Re: rooms recasting RAT on you?

Post by EvanElias »

Originally posted by syntax53

in order to just SHOW YOU SOME RANDOM MESSAGES metro has a spell, that executes a textblock that -for absoultely no reason- checks your quest abilities and tries to take an item, checks if you have another item (that you can't), executes another textblock, executes yet another textblock (at 50% chance), adds 0 evil (at a 65% chance [after the previous 50% chance]), displayes a few messages (all at a 5% chance), and then at a 30% chance (after the previous 5% which is from the previous 65% which is from the previous 50%) summons a monster (based on one of those 5% chances of the messages displayed). all i can say is, "metro ... what, the fuck, are you doing?!"

[/B]



Possibly was just something they put in for debug purposes, but forgot to take out? They seem to do that from time to time, on account of their work being so sloppy... that's all I can figure.



The whole use of Textblocks to handle quest-related interactions seems pretty stupid to begin with. They should have just written a simple scripting language for quest-handling in a more organized / less bizarre fashion :P
Demonic
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Joined: Sat Aug 24, 2002 5:00 am

Re: rooms recasting RAT on you?

Post by Demonic »

thats funny, i JUST noticed this like 5 minutes ago on mystikal dawn, thats the first time i ever noticed it too. i had just left the frozen cavern and was heading up the trail, cast rat on myself, went like 3 rooms and it did that, then it did it again a couple rooms later.
Kai Shadowbane

Re: rooms recasting RAT on you?

Post by Kai Shadowbane »

the quest items are to make sure you don't sys out and come back, or leave the area with them on you or something, since you are supposed to go straight to another place in mod9 area once you get them
Locke Cole
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Joined: Fri Jun 21, 2002 5:00 am

Re: rooms recasting RAT on you?

Post by Locke Cole »

Originally posted by EvanElias

Possibly was just something they put in for debug purposes, but forgot to take out? They seem to do that from time to time, on account of their work being so sloppy... that's all I can figure.

It is for debug purposes. In the high-level trainer (the one for 66-75), if you look at some of the spells cast on rooms or as you go through exits, you'll see it checks for the manhole item. Since the manhole item is 0 encumbrance (some manhole, eh?), they can conjure it and just walk around to test the area out without having any of the bad side effects happen (monsters summoned, traps sprung, etc). I don't know the reasoning for leaving that kind of stuff in after it's been put out, but whatever. =)



As for the original problem this post describes, the issue is actually a longstanding one in MMUD IIRC. If you cast a spell, like way of the rat, then go through certain rooms with room spells set on them, the game will use the cast messages from the spell you last cast rather than the blank messages the room spell normally has. I think similar things also happen in the desert and even in Silvermere.



The whole use of Textblocks to handle quest-related interactions seems pretty stupid to begin with. They should have just written a simple scripting language for quest-handling in a more organized / less bizarre fashion :P

Text blocks are their own scripting language. They support conditionals via flags, setting variables via flags, and there's even an unused script command that allows for access to a 64-bit bitwise flag stored in each users database entry. (This bitflag can be checked via text blocks, set via text blocks, and so on, using four different text block commands.) It's not as advanced as if they'd done a scripting language up ala VB Script or JScript, but when you think that this game was first made back in, what, 1993, it's actually pretty decent.
syntax53
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Joined: Wed Apr 03, 2002 6:00 am

Re: rooms recasting RAT on you?

Post by syntax53 »

Originally posted by Locke Cole

I don't know the reasoning for leaving that kind of stuff in after it's been put out, but whatever. =)

nod, i understand using that for debugging, but they should really take that crap out before final release and clean up their code. if there are 7-20 people in those rooms, that is still processing power on every character in the area for something that doesn't need to be done.



Originally posted by Locke Cole

As for the original problem this post describes, the issue is actually a longstanding one in MMUD IIRC. If you cast a spell, like way of the rat, then go through certain rooms with room spells set on them, the game will use the cast messages from the spell you last cast rather than the blank messages the room spell normally has. I think similar things also happen in the desert and even in Silvermere.

cool, i just haven't seen this before. at least the spell isn't being recasted on them and it's just the message (if i understood you correctly).



Originally posted by Locke Cole

Text blocks are their own scripting language. It's not as advanced as if they'd done a scripting language up ala VB Script or JScript, but when you think that this game was first made back in, what, 1993, it's actually pretty decent.



agreed.
EvanElias
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Joined: Mon Jul 05, 2010 12:42 am

Re: rooms recasting RAT on you?

Post by EvanElias »

Originally posted by Locke Cole

Text blocks are their own scripting language. They support conditionals via flags, setting variables via flags, and there's even an unused script command that allows for access to a 64-bit bitwise flag stored in each users database entry. (This bitflag can be checked via text blocks, set via text blocks, and so on, using four different text block commands.) It's not as advanced as if they'd done a scripting language up ala VB Script or JScript, but when you think that this game was first made back in, what, 1993, it's actually pretty decent.



That wasn't my point. What I was saying is that design is ugly to read and code in, and makes no sense in terms of organization.



If they had a more readable scripting language that could be run thru a compiler that spat out textblocks, that might make a little more sense. But in general, using *textblocks* to store script instructions still makes little sense to me in any case.



The fact that it's from 1993 is irrelevant... you can write an easy MUD interaction scripting language in a few hundred lines of C :P Note that I never said it had to be some massive object-oriented JavaScript-like language, just a simple scripting language (which, btw, most telnet MUDs from the early 90s seemed to have!)
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