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command spike

Posted: Tue May 04, 2010 7:05 pm
by Dapher
I am not sure if this is coded into the game or not, but I was trying to 'spike' a water skin to poison it, and this is what I got.

You hold a travellers water skin in your right hand.
You hold black poisoning powder in your left hand.

here is the first command I attempted:
spike skin poisoning
and here is the response I got:
You do not have that.

I then tried:
spike poison skin
and the response I got:
You cannot spike that.

As I said, I am not sure it is coded in or not, but if it is then it is not working. I handed it to another character, and they could not get it to work either. I also attempted it with the in my inventory, and that did not work either. I am presuming it is likely a command used for quests such as "pull lever" and things like that. And if that is the case, then this could be a suggestion to add into the game, the ability to spike waterskins with poison

Re: command spike

Posted: Mon Apr 09, 2012 2:45 pm
by Harroghty
I believe that the problem is larger. First, no, it is no an object code problem; it appears to be hard code.

I used the same poison (i33 black poisoning powder) and the command: spike <target> powder. My targets were:
(10303) a waterskin (perfect)
(110456) a tankard of Suzale (perfect)
(72) a roast pig (superb)
(8033) a travellers water skin (perfect)
The response was:
You cannot spike with that.
When I reversed the syntax (spike powder <target>) then I received the notice:
You cannot spike that.
I found a "Dead Bug" that cited this issue (viewtopic.php?f=79&t=4746&hilit=spike) and Dalvyn explains that he thought fixing it would bring the MUD down.

Re: command spike

Posted: Thu May 10, 2012 2:49 am
by Raona
The SPIKE helpfile specifies that it works with herbs - and sure enough, it does. (Though only with select herbs - not the poisonous one. Sorry, Talonians. You also can't spike more than a small volume of liquid, like a flask of water, not a waterskin, no matter how much herb you have. That's probably a bug.)

Is there reason to believe it should work with poisons?

Re: command spike

Posted: Fri May 25, 2012 5:35 pm
by Harroghty
Is there even a poison herb value? I am not sure that there is. If there were a poison herb value then it would be easy to add a program to i33 that would poison drink containers.

Appear to all be beneficial herbs: http://www.forgottenkingdoms.org/builders/olesson35.php

Re: command spike

Posted: Fri Jun 15, 2012 11:06 am
by Raona
I and others are looking into the possibility of expanding the herb list as an alternative to the broken poison code. Moving this to suggestions, though, as I don't think there is actually a bug here relative to current code intentions and helpfile indications. (If there is, correct me please!)

Re: command spike

Posted: Fri Jun 15, 2012 11:33 pm
by Harroghty
The help file is not that specific, no, but poisoning a drink is such a classic move that it seems odd for it to be excluded.

Re: command spike

Posted: Sat Jun 16, 2012 2:46 am
by Raona
This just gets more and more confusing. I thought OFIND HERB brought up a list of the in-game herbs, including i102, used to make i103, definitely poisonous. But I gather that's not actually coded as an herb? Does the current herb code actually do anything? (Sorry, not a druid...I've no idea! ...and yes, I'm asking you, tree-huggers!)

Re: command spike

Posted: Sat Jun 16, 2012 3:23 am
by Harroghty
Yes, herbs do work, but there is not a poisonous one. Their respective effects are not listed, but I tested the vast majority and was not able to find a poisonous one.