Skip to main content

Documentation Index

Fetch the complete documentation index at: https://mintlify.com/TaylorZaneKirk/MMO-Project/llms.txt

Use this file to discover all available pages before exploring further.

This matrix converts the preserved client and server inventory into a rewrite planning tool. It is intentionally feature-oriented rather than file-oriented so the modernization effort can prioritize what to rebuild, what to defer, and what not to recreate. Primary supporting evidence lives in docs/modernization/LEGACY_SYSTEM_INVENTORY.md, docs/modernization/PROTOCOL_CATALOG.md, and the machine-generated reports under fso-dir-lab/reports/legacy-inventory/.

Classification legend

ClassificationMeaning
RequiredLikely needed to preserve the recognizable game and core play loop
OptionalPresent in the legacy game, but not required for early faithful playability
ObsoletePresent in the legacy system, but not a strong target for player-facing recreation
UnsafePresent in the legacy system, but must not be recreated in its original form
Not Yet UnderstoodEvidence exists but current understanding is too incomplete for a confident call
PriorityMeaning
Vertical SliceNeeded for the first playable modern end-to-end path
Post-Slice CoreEssential for broader parity, but can follow the first slice
Post-Slice SecondaryHelps preserve wider game identity, but can follow core restoration
Do Not RecreateRetire or replace with a safer modern equivalent
InvestigateNeeds more evidence before confident scheduling

Access and session

FeatureLegacy SummaryClassificationPriorityNotes
LoginClient sends character credentials and registration code, then enters the live session after a version/response exchange.RequiredVertical SliceCore entrypoint. Legacy flow uses plaintext password checks and permissive trust that must be replaced. Key subjects: LoadChar, 937oom, ClientVersion, Server Response.
Character CreationClient assembles an initial character payload and sends it to the server for creation.RequiredVertical SliceRequired for a faithful account-to-play flow. Payload format still needs field-by-field cataloging. Key subject: QueryCreate.
Character Load and SaveClient loads full character state into runtime globals and saves periodically and on exit/disconnect.RequiredVertical SliceSave behavior is critical to session continuity. Legacy save model is file-based and must become transactional. Key subjects: LoadChar, MassSave, inx.

Core world

FeatureLegacy SummaryClassificationPriorityNotes
Map LoadingClient requests map, item, and mob data to populate the current world view.RequiredVertical SliceEssential to rendering and persistence. Data schemas need explicit format documentation. Key subjects: LoadMapX, LoadItemsX, LoadMobsX.
Movement and Map PresenceClient participates in map/group traffic and position-aware runtime behavior while in a map.RequiredVertical SliceExact movement authority and queue semantics need deeper tracing. Key subjects: Warp, ServerQueue, AddToQueue, mptlcng.
Chat and BroadcastClient handles direct chat, map chat, and broadcast-style messages in the main runtime loop.RequiredVertical SliceCore social layer for early playability. Must be rebuilt with validation and rate limiting. Key subjects: sqa, aqs, Broadcast, chatMsg.

Progression and combat

FeatureLegacy SummaryClassificationPriorityNotes
Stats, Classes, and ProgressionCharacter runtime state includes classes, stats, and progression-relevant values loaded into the session.RequiredPost-Slice CoreEvidence is stronger on load/save presence than formula detail. Key subjects: LoadChar, ViewChar, x91.
Spells and SkillsClient tracks spellbook and skill-related state and uses spell-casting message flows in active play.RequiredPost-Slice CoreFormulas, unlock rules, and targeting behavior still need explicit specification. Key subjects: CastSpell, ReduceGoldFromSpell, lrnn, spcmd.
Combat, Damage, and DeathClient reacts to damage, death, body-state changes, and combat-adjacent status effects.RequiredPost-Slice CoreCombat math and authoritative sequencing still need deeper reverse-engineering. Key subjects: BodyRevert, DeathMapGo, WriteDeathMap.
Monsters and DropsMonsters, monster drop data, and mob loading are present in both client and server flows.RequiredPost-Slice CoreDrop formulas and mob AI need more detailed evidence. Key subjects: LoadMobsX, Mkilldrp, LoadMonDrops.

Economy and inventory

FeatureLegacy SummaryClassificationPriorityNotes
Inventory and EquipmentClient loads, displays, updates, equips, and unequips item state. Server pushes a packed inventory refresh after many mutations.RequiredVertical SliceLegacy flow supports a 15-slot inventory plus explicit Head, Body, LeftHand, RightHand, Feet, and Ring slots. Must be redesigned as server-owned state. Key subjects: inx, remEQ, itremovv, YouGotItem.
Vault, Chest, and StorageClient interacts with storage-like containers, personal chests, and vaults.RequiredPost-Slice CoreNeeds careful transactional treatment in the rewrite. Key subjects: DropInVault, GetChest, GetFromVault, VaultReturned.
NPC ShopsClient buys from and sells to NPC inventories and receives server-returned list data.RequiredPost-Slice CoreLegacy gold/item exchange must become authoritative and atomic. Key subjects: BuyFromNPC, SellToNPC, LoadNPCSellList, LoadNPCBuyList.
BankingClient supports deposit/withdraw with server-returned balance updates.RequiredPost-Slice CoreUseful for long-term economy stability; can follow the first slice if needed. Key subjects: Deposit, Withdraw, BalanceReturned, DepositDone.
MailClient loads, writes, saves, and sends mail through dedicated mail casts.OptionalPost-Slice SecondaryReal subsystem with identity value, but not necessary for the first playable slice. Key subjects: LoadMail, SaveMail, SendMail, MailList.

Social and secondary systems

FeatureLegacy SummaryClassificationPriorityNotes
GuildsClient and server support guild creation, loading, viewing, saving, and listing.OptionalPost-Slice SecondaryStrong legacy presence, but not needed for a minimal slice. Key subjects: GuildCreate, LoadMyGuild, ViewAGuild, SaveGuild, GetGList.
FactionsSession load and quest flows reference faction state and faction updates.OptionalPost-Slice SecondaryMeaningful to world identity, but rules are not yet fully cataloged. Key subjects: factnrtrn, GetSomeFaction, SayFaction.
QuestsDedicated server quest logic plus quest-related client loading and completion flows are present.RequiredPost-Slice CoreStrong evidence for quest-related systems; exact data formats still need documentation. Key subjects: LoadQuests, QuestComplete, GetHelp, Portal.
Houses and BuildingLegacy system includes houses, building-related data, and house cleanup and reversion logic.OptionalPost-Slice SecondaryImportant to broader identity, but can follow core gameplay restoration. Key subjects: SaveHouse, HouseTileRevert, HRemNOW.
NewspapersLegacy system supports newspapers and reading/saving related content.OptionalPost-Slice SecondaryFlavor and social content; not critical to early playability. Key subjects: ReadNewsPaper, SaveNewsPaper, News, NewspaperX.
Paintings and PhotosClient can save, view, and retrieve paintings and photos; server returns painting data and author info.OptionalPost-Slice SecondaryDistinctive legacy feature worth preserving eventually, but not for the first slice. Key subjects: SavePainting, SavePhoto, ViewPainting, PaintingAuthor.

Secondary systems

FeatureLegacy SummaryClassificationPriorityNotes
Assassins Event SystemLegacy code includes a dedicated timed assassin event system with score and reward handling.OptionalPost-Slice SecondaryStrong legacy identity signal, but clearly beyond a first modern slice. Key subjects: ASSGAMEADDSCORE, ltass, showassscores, assscrlst, assscrlstx.
Casino GamesClient and server support blackjack, slots, checkers, and related game exchanges.OptionalPost-Slice SecondaryDistinctive but secondary content. Likely postpone until core MMO loop is solid. Key subjects: SltMcn, sltwn, bjchk, BlkJckExch, GameHitMe, CheckersJoin.
Music and PerformanceLegacy client includes playable music/note behavior and music broadcasts into the world.OptionalInvestigateClearly present, but its gameplay importance is still uncertain. Key subjects: PlayMusic, Music, SoundPlay.

Admin and unsafe legacy tooling

Admin/world-editing and file-transfer commands must not be recreated as privileged gameplay-client behavior. Rebuild as separate authenticated tooling with proper role-based access control and audit trails.
FeatureLegacy SummaryClassificationPriorityNotes
DB Admin and World EditingLegacy system includes in-client admin/database/world editing tools that directly manipulate game content.UnsafeDo Not RecreateContent editing is real and needed eventually, but must be rebuilt as separate authenticated tooling. Key subjects: SaveMap, LoadItemsX, LoadMobsX, SaveTheNPC, LoadSystem.
File Transfer and Admin CommandsLegacy system can upload/download server files and issue highly privileged control commands through message subjects.UnsafeDo Not RecreateExplicitly unsafe. Replace with audited admin tools outside gameplay transport. Key subjects: FileTransToMe, FileTransToYou, KickTheDOOD, BanPlayer, SupaWarp.
Moderation and Immortal ControlsLegacy system includes admin/moderator/immortal flags and privileged player controls.RequiredPost-Slice SecondaryModeration is operationally necessary, but the legacy privilege model must not be preserved as-is. Key subjects: ImTrue, ModTrue, Broadcast, KickTheDOOD, BanPlayer.

Vertical slice recommendation

Based on current evidence, the first modern playable slice should prioritize the following features in order:
  1. Login — account entrypoint with hashed credentials and server-issued session tokens
  2. Character Creation — initial payload assembly and server-side validation
  3. Character Load and Save — authoritative server-owned character state with transactional persistence
  4. Map Loading — server-driven map, item, and mob data delivery to the client
  5. Movement and Map Presence — server-authoritative tile movement and live map presence
  6. Chat and Broadcast — validated, rate-limited map and direct chat
  7. Inventory and Equipment — server-owned 15-slot inventory and explicit Head, Body, LeftHand, RightHand, Feet, and Ring equipment slots
After the vertical slice is stable, the next layer should proceed to Combat/Damage/Death, Monsters and Drops, NPC Shops, Vault/Chest/Storage, and Quests.

Build docs developers (and LLMs) love