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Re: Nice program [Archive] - ForumsHQ

Posted: Fri Dec 27, 2002 3:40 am
by Prince Galahad
heh

i love my saiyans

they start out with 120 all stats

max at 170

plus 75% crits

armour and weapons for only them

(my trademark item and how its made is the Saiyan Scouter headgear for them)

*snicker*

and i recently made some more class's and races to keep up competition

still working on items

umm

and some other shit

ill most likely keep posted on this

Re: Nice program [Archive] - ForumsHQ

Posted: Fri Dec 27, 2002 4:30 am
by Raybdbomb
you bastard...



sure we can all make races that are too good, but the point to that is none, it gets real old real fast. i had a race i made once, angel. they had like 250 start stats to all of 'em, i could solo all of the bosses before level 10 =\

Re: Nice program [Archive] - ForumsHQ

Posted: Fri Dec 27, 2002 4:31 am
by Raybdbomb
the POINT is i played for about 1.5 days then i quit for like 7 months.... it's not worth it.

Re: Nice program [Archive] - ForumsHQ

Posted: Fri Dec 27, 2002 5:27 am
by Tsunami
Eh let him have his 1.5 days of fun ;)

Re: Nice program [Archive] - ForumsHQ

Posted: Fri Dec 27, 2002 7:48 am
by Speed
75% crits. As soon as you go Q&D at lvl 10 with a weapon your crits/MA will roll over and you'll get like 2% crits.

Re: Nice program [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 8:09 am
by Locke Cole
Originally posted by syntax53

Just and FYI tsunami ... you are right in there being a multiplier for exp but why they did it i have no idea. the data area can easily hold 4 billion experience ... don't ask me.

Yeah and more importantly, when they did their database conversions for mod-9 they increased the field size for Exp to hold a long, so I really agree 100%, there was no reason to expect a multiplier system for this. (Not to mention, in the pre-1.11j files, this field held other values that I never figured out a purpose for (but they seemed to be set to something with a value for MMUD to use).)

Re: Nice program [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 8:13 am
by Locke Cole
Originally posted by Tsunami

I believe the number between MR and EXP is backstab defense, and I think the ?? unknown after 'talk text' is charm resistance.

You mean when someone tries to enslave a monster? I found something that appears to specify the level a monster/npc can be enslaved at, is this the same thing, or is there some other charm resistance setting? If so, how does MMUD use it?

Re: Nice program [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 8:27 am
by Locke Cole
Ability 37 & 38 GIVE picklock & traps, ability 179 & 180 RAISE it if you already have it.



37 is Picklocks, 38 is Tracking. 40 and 41 control whether you can find traps ('search ') and wither you can disarm traps ('disarm ').



179 I assume adjusts the value of the Traps stat, and 180 would adjust the Picklocks stat.





Ability 79 did use to make spellcasting impossible but not sure it's still working.

Pretty sure it's still working.



Ability 83 has the same affects as 82 (curse) so you can't remove an item but it also makes it not drop at death (unlike 82).. although the item is still unequipped at death so it kinda doesn't work right.

Very interesting, I always did wonder if there was some difference.

Ability 164 does what you said except with EndCast not CastSp.. for spells like thunderclap.

My bad.



Perhaps you could shed some light on the following abilities with some example usages (I'm including what I THINK they should do or what they MIGHT do, but have not verified it at all)--



163 - SpellComponent - Some way to categorize spells?

162 - Lore - ????

155 - DeathText - Text block to execute when player dies?

165-166 - AlterSpDmg and AlterSpLength - I assume these work as advertised, but anything you know beyond the obvious would be interesting.

167-168 - UnEquipItem and EquipItem - Not a clue, never tried these before, seemed like a way to possibly either force an item to be eq'd or un-eq'd via spells (if used on an item with a curse, could make for interesting quest situations).

169 - CannotWearLocation - Something with items? I've noticed items can be flagged to be worn 'Anywhere', perhaps this would limit that Anywhere position to not include the positions specified?

173 - Scry - ????

177 - SpellColours - Some way to specify different colors for spell messages?

Re: Nice program [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 9:03 am
by elpresidente
155 i think is when a monster dies

Re: Nice program [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 9:05 am
by elpresidente
spell component is an item to get a spell