Noticed something while perusing code the other day. Turns out there is support in place (well, mostly) for the acidmist and venomshield stuff, but apparently these are not available because they don't have an entry in skills.dat and thusly can't be set for any classes. That and the code for venomshield isn't in act_info.c (to display that people are "surrounded by a venomous mist" or what have you).
Are there any plans to either remove the code for this or make it usable? I think there are a few other spells (mindwrench, mindwrack, revive, disenchant weapon and possess all come to mind) that are in the code and not utilized either. Well, possess is technically ready to go except that it's not given to any classes and strangely requires the heart object as a "component". Whether that's just the vnum matching up or in fact the original intent, I have no clue.
Either way, seems to be to be a waste of space to have these and not use them. I was going to go ahead and add these to the skills.dat and put them into whatever classes I thought should have them.
What are other people's thoughts on this? Has anyone else put these to good use or found a reason not to use them? I've not checked over the code yet but I of course plan to before I try and implement them. Still, if anyone has found issues with these I'd appreciate the heads up in case I miss it.