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Home Page: http://www.archaicquest.com
License: MIT License
ArchaicQuest a Multi User Dungeon (MUD) - Text based MMORPG in C# :dragon:
Home Page: http://www.archaicquest.com
License: MIT License
Give item is not working, also give message needs to check if receiver is known by name and to remove the preceding article if they are.
After the room description, and the items/ mobs, it just displays "You walk in ".
Remove and wearing/wielding not working correctly:
Item is not adding to EQ and not being removed from inventory
this means remove is not working... as the eq slots are nothing
in Fight2.cs the kill command controlling fighting only lasts 2 rounds and mysteriously stops, no errors fired or message to the user
2nd most common error, people trying to sell items to shop keeper.
command: sell
Should check room for shopkeeper Mob (mob.shop == true) , if there is not one it should say;
You cannot not sell that here.
For now sell item to shop keeper for the same hardcoded value of the item. (I yet don't have an algorithm to workout item value but we should have one to keep values consistent)
the item sold will then appear in the shop keeper inventory with 15โฐ added to the price.
the item will also have left the players inventory.
player can only sell items in their inventory.
message to player: You sell (article) (item.name) for (gold amount)
to room: (playerName) sells (article) (item. name) to (mob.name)
Shop keepers for now have unlimited gold so no gold deduction should take place
There is a shop class (shop. cs) that this should go in.
Secondary issue with that is it doesn't return an error and the login modal has gone and you're staring at an empty screen
Test dagger found on the cat seems to be missing a property or has a wrong value as you can't wield it due to it not finding the correct equipment slot
This cycle should be every x ticks and also deal with increasing players and mobs vitals and resetting empty area's after it's been modified.
Rest is Most commonly entered command that doesn't exist.
Typing rest will make the player Sit down and rest and increase amount of hp/mana etc they gain at the next tick. (this has already be done in the updateHP, UpdateMana etc methods)
Works same as sleep except player can still see what's going on.
message to player: You sit down and rest.
message to room: {playerName} sits down and rests.
player status should be set to resting
Is it worth attempting to improve the testability of ContextHub
?
I was thinking about writing some tests for WakePlayer()
but I realised there isn't a straightforward way of mocking/stubbing the HubContext.SendToClient
call.
duplicate items in inventory, containers, rooms are not shown as Sword x2
Stand is used to cancel out rest and sleep.
from resting:
Message You stand up.
To room: {playerName} stands up
from sleeping:
message You wake and stand up
to room: {playerName } wakes and stands up
player status gets set to standing
Get, drop issues with containers. especially when trying to get / drop all.
Some dropped items don't show in the room like the blunt dagger on the cat.
Items seem to vanish. Bug is with 'wear all ' which sets every item in the loop to worn even if it's not possible to wear so when viewing inventory items you cant see anything that you was carrying that's not wearable.
Wear & wield commands don't find items by nth:
Example: wear 2.helmet returns nothing
Syntax: help newbie.
Will search for everything related to newbie and return it to the user.
Skills have a help property that help text can be added too.
For generic things like help newbie will probably need a help class that has a list of help text and help title.
Broadcast yell message to everyone in the same area.
Potentially muffle the yell (You hear someone yelling) if player is too far away. (unsure how to do that yet)
Read command for looking at Books, signs and maps
Newbie
Ooc
Gossip
clan\Kingdom\guild
Arena
Pray
Skills(punch) still hits even though victim is not alive
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