Hi.. I had recently came across a minor (or major) problem on my BBS. Being the MajorMUD novice that I am (Yes i've played for 8 years and I had no idea about this) I have come to find that this seems like it SHOULD be a serious problem.
If a user has 10 spells cast upon them, It negates ALL spells. My users informed me it had to do with the 10 spells nullifying the textblocks, and all Abilities/Spells are linked to textblocks.
At first, I thought there would be ways around it. But of course I couldnt find a simple answer. I had my users talk personally to one of the Metro designers.. They are VERY aware of the situation, and decided to leave it implimented in the game as a "sound strategy".. Great... Dumbasses.
Anyways, This little ability makes over 50% of my high level edits almost near useless. If I want to make a fear factor of a boss having the ability to cast Death Gaze.. I cant? If I want a mob to cast confusion/slow.. I cant? If I want a boss to be difficult to parties by creating room spells.. I cant? It completely throws the balance of the whole game off, and is making my editing jobs worthless/useless. It's kind of hard to change your gameplan once you have 3000+ rooms added.
Does anyone have ANY idea on a quick fix for it? If not.. Im guessing it will have to be a .DLL modification. Is anyone familiar enough with the situation to help? It would be greatly appreciated.
Thanks
MudRevolution BBS.
10 Spell ... Not a Bug? Should be. [Archive] - ForumsHQ
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Reckless
Re: 10 Spell ... Not a Bug? Should be. [Archive] - ForumsHQ
If you want them to not 10-spell on those high level bosses, give him a death spell that gives the experience and not give him experience the normal way. That'll make him worthless to kill if you don't get the death spell which adds the experience. The only problem with that is it can't divide experience, so it's not the best solution...it IS a possibility though. I'm sure you can put conditional statements into textblocks, but that's not something I know a lot about.
You could also put an anti-magic shell around those high lvl bosses rooms. (see fallen angel for example) That'll strip the 10-spell and that way you can keep it like normal. Will make it much tougher for your users though.
You could also put an anti-magic shell around those high lvl bosses rooms. (see fallen angel for example) That'll strip the 10-spell and that way you can keep it like normal. Will make it much tougher for your users though.
Re: 10 Spell ... Not a Bug? Should be. [Archive] - ForumsHQ
Both great ideas... Good Call, Good call.. :) Thanks
Re: 10 Spell ... Not a Bug? Should be. [Archive] - ForumsHQ
Yeah 10 spelling to make all additional spells useless has been around and is well know. I think metro has some bosses you can't be 10 spelled to kill, I think Dark Pheonix is one, or you don't get the quest flag from his death spell. But if someone is ten spelled they can still be hit with normal damage spells, just not status spells so you can still make a boss hard with high damage spells, but I understand how it'd be much nicer to use room status spells. If thats the case there is still the chance one of your 10 spells wears off and then he casts his status spell. Also, isn't it possible to negate all status spells on a char when he enters a boss room? I thought that was what happened with dark mage, I could be wrong, but if thats doable theres a good way to cut down on 10 spelling for a boss.
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REX_EVERYTHING
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Re: 10 Spell ... Not a Bug? Should be. [Archive] - ForumsHQ
You could also in theory redue the counter action on the spells, so that if say you had gbls on and a bard cast song of battle it would negate the gbls making it harder to get groups 10 spelled, kinda like how you cant have bark and stone skin at the same time