Stock skills to keep?

Posted by Zeno on Thu 20 May 2004 03:33 AM — 7 posts, 29,509 views.

USA #0
Eh, bad idea removing a lot of the stock skills I guess. I don't remember this happening last codebase, but anyways... What skills/spells must stay in the MUD in order to run smooth? For example, I removed about all but 15, yet it crashed due to claw being removed.


#0  0x08115184 in do_claw (ch=0x8345410, argument=0x813885e "") at skills.c:2624
2624        WAIT_STATE( ch, skill_table[gsn_claw]->beats );
(gdb) bt
#0  0x08115184 in do_claw (ch=0x8345410, argument=0x813885e "") at skills.c:2624
#1  0x080c3ba7 in one_hit (ch=0x8345410, victim=0x835af30, dt=-1) at fight.c:1100
#2  0x080c30cf in multi_hit (ch=0x8345410, victim=0x835af30, dt=-1) at fight.c:800
#3  0x080c237e in violence_update () at fight.c:406
#4  0x0812c3f8 in update_handler () at update.c:2013
#5  0x080a9bf6 in game_loop () at comm.c:690
#6  0x080a94ed in main (argc=2, argv=0xbfffe7a0) at comm.c:304
#7  0x42015967 in __libc_start_main () from /lib/i686/libc.so.6


Does anyone have a list of what skills shouldn't be removed?
USA #1
Problem with removing things lkike claw, kick, tail, bash etc is that mobs call them in their act flags. For the most part, ANYTHING can be removed if you remove it completely, but you MUST be absolutely certain anything you remove isnt called in an act flag or a spec function because you WILL crash the first time its called after you remove it.
Canada #2
This is the same with alot the the spells as well, certain ones as called as defenses and attacks. The best, but by far the most complicated, it to pick one skill, remove it, and then grep for all calls to it, one at a time. Thourough, and will work, but an incredible amount of work.
USA #3
Yes I know that certain mob defenses/attacks call it. I want to keep those "progs", so I was just wondering if anyone had a list of skills that are used by mobs things, etc.
USA #4
If you can post us your mob act flags and spec functions and I can probly tell you offhand which skills are called - tail, bash, claw, bite are the ones that jump to mind.... maybe circle and backstab as well depending on you having an assassin spec.
USA #5
Yeah, I already looked those over, and added the skills. I think its fine now.
#6
So far these are the skills I have left in.

Though I'm not sure if I kept all the ones needed. I've found skills needed in function affect_modify from handler.c & the attack_flags/defense_flags in mud.h. Are there any other places I'm missing? Right now the MUD isn't crashing, but I don't want to have any suprises in the future since I'm not open to the public yet.