Message 1 from *RPG (#1193): Date: Fri Apr 29 06:57:21 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: senses Re-installed senses after an unfortunate crash. They're based on a 1-25 system. View all your stats with ;player:tell_stats(). -------------------------- Message 2 from *RPG (#1193): Date: Mon May 16 00:55:42 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $character:is_controllable_by This verb has been hacked so that GMs can force actions on (eventually) and change RPG aspects of, characters. This means that you may now correctly call :Receive_damage, Stalinger. ;) It calls $rpg:trusted(), which you should do in code when you wanna know if someone is a GM. Right now, all programmers are GMs, as is reflected in said verb. -------------------------- Message 3 from *RPG (#1193): Date: Sun May 29 14:37:11 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: heal Heal now makes a skill check against the player's Medic skill. If the check fails badly, then the patient's condition worsens. Otherwise, it will either remain unchanged, improve or e will be totally healed, depending on the success margin. -------------------------- Message 4 from *RPG (#1193): Date: Tue May 31 09:41:16 1994 CDT From: Gray (#1248) To: *RPG (#1193) Subject: When will the generic staff be added to the replicator? -------------------------- Message 5 from *RPG (#1193): Date: Tue May 31 11:14:46 1994 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Raze's Wish List Quinn, you asked me to name things to do, and prioritize them. Here's that list. 1. We need a pseudo-player to control creature stats (just as we have one who's in charge of gold). Pseudo-player 'Beastmaster' is important because we need to be able to mess with AHaBs when their creators aren't around. Beastmaster can reset a creature's .home, give it correct bodyparts & weapons, fix a typo in its combat messages, etc. 2. AHaBs need to be completed. Natural armor, tendency to drop carried items, and a few more natural weapons (lashing tail,small bite,medium bite,large bite,laserbeam eyes that pierce armor,breath-weapon that hurts INT). Once this is done, we'll be able to turn critters loose and let people bash on them. If you're not a programmer you'll finally have a little something to do. 3. Critters should have a flag, .manipulates . Existing exits ALL need a going-over to set 1) visibility 2) size 3) requires_manipulation to be passed. .manipulates can also be check on items. There is NO WAY a Thratch can use a camera, for instance. We might also want a flag .talk. A puppet who doesn't .talk gets sent home when its owner idles or disconnects. That puppet can still use the " command, but should only do so in OOC context. Most combat AHaBs should be .talk 0. You can see 'em but they won't talk back. 4. The Ghostwheel Plains area really ought to be incorporated into the overall geography in a better way. Once the area surrounding the R/T building has been established, it could be moved to a southwest side, perhaps. 5. Worn armor system. Needs to be controlled by Quinn, same as weapons. I sure would like to see more Replicators in different places. Would be very nice if the Weapons/Armor replicator were put in the Jizo Island armory. I'll add a mini-mart kinda place to Austin, where there can be a $consumables Replicator that charges MONEY and doesn't eat QUOTA. 6. Austin is, of necessity, the exception to the theory that AHaBs that aren't puppeteered should be out of sight. Several AHaBs here need to be taught bartending... Tuchong at the House of Items should sell comms and Things. Also... Tuchong could be a place you could bring stuff and fence it for coins. He would only buy certain things, and it's important to modify that list to include new things. He should be an avid buyer of -trophies- such as Cainid fangs. 7. Vehicle code. The list of player occupations I'd like to support is as follows: 1. Dragonriders (need to build Mount Morlith complex; riders tend to be sociable) 2. Soulmech pilots (need to build small mechs-only Irradiated Area, the Firezone. Pilots can make private homes here; they tend to be more solitary, independent.) 3. Submariners (unlike the other classes, submariners are intended to be more peaceful. These are people who live undersea, either in submarines or secret undersea settlements. Submariners tend to like dolphins, healthfood, and possibly have pretty good first aid skills.) 4. Mages (mantra-driven magic system by Ogwul... Mages are ICly important to Dragonriders, who need a Mage to perform the Bloodbonding ceremony. Incidentally, Bloodbonding isn't just for dragon/rider...This implies coding for which, if one member of the pair dies, so does the other. Therefore, you may not bloodbond twice.) 8. Recombs and bionic folks usually need to be custom-designed, require a GM to modify the character to have the correct body-parts, natural weaponry, natural armor, and stats. This puts them in the same category as player-character dragons, who need their 'size' altered, and any other not-previously-covered type of character. We need some kind of guidelines for what kind of modifications are permissible. 9. To get back to our Wasteland roots, we need more Wasteland. And players need to feel they 'live' here. Currently, I have 2 places where players can live: The Nameless Inn (where you can @sethome and sleep on a Flop) and Jizo Island's Cherry Orchard (no instructions or announcements on how to do this yet...) I am against letting players build visible homes because then we have to start policing them for typos, obscenities, etc. When Mount Morlith gets built, that will be a third possible living spot. I'm struggling to find the balance between player-convenience (everybody wants to cluster at the login point!!!) and player-growth (when your character has a described sleeping-place, you really know who that character -is-). I will build a teleport-OK spot for Submariners, so that they will arrive on the beach at Jizo Island. Quinn, I know you are working on the Dream Research Station, where players can make wild and genre-violating constructs. I suspect that people will use that for recreation but not quite for 'homes'. To summarize, I'd prioritize 'combat' related things first. AHaBs & armor. Second priority I give to developing the support for the player classes: a dragon-parent with coding for dragonriders, a soulmech for pilots, spells for mages. Dragons should be able to joust other dragons in the air; soulmechs should be able to battle each other. First we need to lure people here with the promise of 'something coherent to do.' That will allow us to attract a critical mass of players who will RP, and build player-run organizations to hold scheduled announced events. That will draw in more talent to code and build more peaceful pursuits such as submarines and dolphin companions. --Razorhawk (#80) -------------------------- Message 6 from *RPG (#1193): Date: Tue May 31 16:07:55 1994 CDT From: Stalinger (#657) To: *RPG (#1193) Subject: puppets and replicators. It seems to me that we need to come to some sort of decision regarding a couple of things MOO-wide. For one thing, we need to set some sort of precedent for PCs owning puppets.. should PCs have puppets at all, or should we put some sort of limitations on them? although it seems fine to me to allow players to have puppets, how do we keep them from making the puppet into a combat resource? it's easy enough to order a puppet to attack the same thing you are attacking.. also, how about a list of what weaponry we will allow to be created in replicators and what things are find-only. Using @messages the weapons in the replicator can be modified significantly if the owner wants. Also, regarding .talk brought up in the previous message.. would that only affect $puppet, but not $ahab? for if all of most of the monsters were tagged .talk 0 as you suggest, wouldn't they all disappear when one of the us logged off? also, I would disagree with the thought that most RPG monsters should not talk.. with AHaBs it is not too difficult to give them a lot of personality and I feel we need to have as few monsters as possible that are just for slaying repeatedly. although there isn't help for $ahab yet (unless Quinn just did it) there should be at some point in the near future and it will be easy enough to make them a little more interesting. -Stalinger -------------------------- Message 7 from *RPG (#1193): Date: Wed Jun 1 01:29:43 1994 CDT From: Gray (#1248) To: *RPG (#1193) Why does it seem like 'the brink of death'=still has almost 70%of it's HP left as far as monsters go, in this case the eye? -------------------------- Message 8 from *RPG (#1193): Date: Wed Jun 1 01:41:58 1994 CDT From: Gray (#1248) To: *RPG (#1193) Subject: More brink grumbling >ht eye |Feckbar's eye is on the brink of death. --------------------45 minutes + of constant eye-hitting--------- >ht eye |Feckbar's eye is on the brink of death. "It only took about, oh, 10 minutes to get it there, tops..?! -------------------------- Message 9 from *RPG (#1193): Date: Fri Jun 3 00:02:58 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: flee? Me flee? I believe I've fixed the problem with people fleeing when other people should be doing so. It was a matter of the value of player not sticking when I changed it, after changing task perms as well. Anyway, THAT problem has been fixed. -------------------------- Message 10 from *RPG (#1193): Date: Sat Jun 4 15:54:22 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: healing Just increased the natural healing rate 500%. It's now at about half your endurance every 3-5 minutes or so. Rather quick. Might lower the rate later, as we tweak things. -------------------------- Message 11 from *RPG (#1193): Date: Sat Jun 4 18:48:33 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: learning aides I've made two generics for 'teaching' players basic skills. The first is the generic learning aide (#1295). It has help. The second is a child of it, generic textbook learnign aide (#1300), which is basically the same, but has a .text property which you fill with the actual book text. The former is really a parent for any kinda learning, such as a 'think pill', skill chips, or perhaps some kinda spell book. -------------------------- Message 12 from *RPG (#1193): Date: Sat Jun 4 19:20:17 1994 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Significant Chores Quinn, you asked me for ideas on 'what needs to be done'. Here's my opinions on what priorities we should set, and why. 1. Top priority is making people feel at home. Kinks in the process of learning to MOO need to be ironed out. To this end I've put the Builder's Quick Reference ('Ref') in the R/T Library. Documentation of our theme, RPG notes, and background info for Ghostwheel 'occupations' go in here. I'd like a way that people can build exits to their own @dig's from the Cherry Blossom Orchard and the Beach at Jizo Island. Once it gets made, the Mount Morlith Dragonriders complex will also have spot like this. Players should be able to make exits from here and they should be @set .obvious to 0. That is, they'll be discreetly invisible, and players can tell other players the name of their exit. So I'd like some exit-rigging device that makes sure the first three letters of the exit are unique. I don't know what it should be ICly; an AHaB groundskeeper/steward/harbormaster could be cool. 2. We need critter monsters, and not just for the purely destructive angle of it. Creatures should yield items which can be turned in for bounties or sold or used. Players will form groups, interact alot more, when they have non-quota items they can trade/sell. Money is too hard to come by on Lambda's RPG, so people don't buy from each other. It needs to be easier to acquire here. 3. I'm in favor of giving people a little bit of money the first time they log in each day. That way, our happy happy host-ly ghost-ly people who are here to talk aren't penalized. We can also do things like giving a Scrabble winner a little money prize. What if Tuchong was a 'fence' who would buy anything for 5 coins, and sell it for 10? He wouldn't buy it if it was yours, he would tell you to keep it. If you buy something and it's yours, he sells it to you for -6-, seeing how it suits you so well. However, while he has it, you may not @recycle it. 4. The architecture is starting to congeal. I like Austin as the place where you buy stuff like $clothing and better weapons. Jizo Island is a place where you can spam about and learn skills best not tested out in the Wasteland, like sparring and healing, and where adventurer types can live. The Ghostwheel Plain really ought to be a part of the overall Wasteland, accessible from the Real/Time Building's tunnels, perhaps, rather than being a helicopter destination. I also need a place to plop down the virtual Mount Morlith, that is, have places from where you can look up and see this mountain looming on the horizon. 5. There are four overall player categories, corresponding to the four alchemical elements. A.) Submariners. Politically-correct wise ecology-minded folk who live underwater to escape the irradiated atmosphere. Submariners build their homes and link an exit to the beach on Jizo Island. Submariners have a talent for healing; they sometimes have dolphins or other aquatic companions. Submariners look out for themselves; they aren't an organization (not yet anyways). B.) Soulmech Pilots. Like the anime giant robot pilot-heroes. These are folks with that special 'something' that powers their 'mechs'. These supernatural suits of power-armor are the only vehicles that can penetrate the heart of the Wasteland, the deadly Firezone which was once the site of a large city. SoulMech Pilots may make their homes there, presumably underground sites. C.) Dragonriders. Soulbonded in a magical ceremony to a dragon, the riders rule the air. They have a sort of union and guildhouse, the complex on Mount Morlith. This guild is run by one person, the Dragon Master, who is elected. This place has one other interesting function: it is the site of a small prison. The Dragonriders need at least one Mage, who performs the Bloodbonding ceremony, and other rituals. D.) Other Wastelanders. Mages (Ogwul is currently in charge of how magic works in this world), recombs, extra-dimensional immigrants, and anyone else. Very often, folks who just wandered in through the Sandlock of the Real/Time building, and found themselves in the darkness of the Underground Chamber. I have an additional idea that just as Submariners tend to know how to heal people, Mages are the ones who can repair Soulmechs. Currently, anyone can play a submariner or a walk-in wastelander. Magic is in-progress. That leaves soulmechs and dragons, which require vehicle code. I am working on the Dragonriders' Mount Morlith complex. Also, vehicles implies the size-tagging of exits. :) To recap: 1. So that people can make 'connected' homes, AHaBs who handle the making of invisible exits beginning with three unique letters. 2. To attract players, and as the basis for our economy, monsters who yield up money or treasures that can be traded for money. 3. A few other ways to get money. 4. Put coin-operated replicators in Austin. Firm up the overall geographic architecture. 5. Vehicle code for Dragons & Soulmechs. Dragons should eventually have a 'jousting' game; Soulmechs should be able to trash each other, perhaps in an arena. Magic code for mages. -------------------------- Message 13 from *RPG (#1193): Date: Sat Jun 4 19:50:31 1994 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Monsters 'just for slaying repeatedly' There have to be enough monsters of different levels of difficulty so that there's always some for everyone. Without enough, players get very vicious (as they did on LMOO about 4 weeks ago). Also, there must be tons of tiny creatures, since the most numerous type of player is the neophyte. A monster opponent, no matter how simple, is always interesting to the player hacking on it. They're like a slot machine, and you keep attempting an activity in hopes of eventual success. Despite how amazing the LMOO AHaBs are, almost nobody talks to any of them. It IS difficult to give an AHaB a personality when you realize people are going to play with them for hours and hours, not just -once- or -twice-. I could give a Mutant a set of stock insults but they would be lame the fourth or ninetieth time around. Personality should be a function of behaviours (running away; tearing equipment out of your grasp; regenerating; changing its name and shape), and not dialog-- IF POSSIBLE. Elias the Shopkeeper (see Lambdamoo, room #6060) is a fine robot, but he comes off as just that-- a robot. We're science fiction here. Let's go with our genre, and have robots be robots, IC, maybe? -------------------------- Message 14 from *RPG (#1193): Date: Sat Jun 4 19:59:36 1994 CDT From: Razorhawk (#80) To: *RPG (#1193) Robots as a combat resource. Very hard question... Puppets are such a strength of MOO, so very useful; every player should be allowed at least one. If we limit it to 1-per-player at a time, and RECYCLE a PC-owned puppet if it dies, then you are gambling the time investment into that puppet if you make it fight for you. And, since puppets improve just as players do, the puppet becomes more valuable as it survives longer. (Puppets should definitely be able to fight for a PC, because it makes the puppet a real helper and friend, not just a bag with feet like on LMOO.) -------------------------- Message 15 from *RPG (#1193): Date: Sat Jun 4 21:23:47 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: puppets But where do these puppets come from, Razorhawk? I won't buy into letting people 'replicate' puppets or straight-@create them. We could perhaps have a kennels on-base, with relatively harmless animals (they could fight, but wouldn't be extremely powerful), or we could have chance meeting of familiars in the Wasteland. Or, preferably, a GM can give one as a reward for a Role-Play. All you have to do is add-shaper and you've practically granted ownership to the person. -------------------------- Message 16 from *RPG (#1193): Date: Sat Jun 4 21:25:57 1994 CDT From: Gray (#1248) To: *RPG (#1193) Subject: puppets Easy; just have a $replicator(?) type system, but in a Mercenaries Guild/Pet shop in Austin, or something of the sort. -------------------------- Message 17 from *RPG (#1193): Date: Sat Jun 4 21:26:49 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: teleportation Also keep in mind I plan to eventually ban teleporting and paging by non-programmers. We can't have people popping around all of creation, nor can we allow them such 'magic' communication as page. -------------------------- Message 18 from *RPG (#1193): Date: Sat Jun 4 21:35:54 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: paging Gray points out, rightly so, that paging can be very important in communicating plot twists and such, privately. Like passing notes in paper RPGs. Should we just depend on good Role-Players not using it as a cheat? -------------------------- Message 19 from *RPG (#1193): Date: Sat Jun 4 22:27:01 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: death Was thinking about keeping a dead person out of the MOO for a certain amount of time (a half hour maybe) after death. When they return they'd have all hit points, etc, restored. Any thoughts? LET US BRAINSTORM. -------------------------- Message 20 from *RPG (#1193): Date: Sat Jun 4 22:30:29 1994 CDT From: Stalinger (#657) To: *RPG (#1193) Subject: RE: death I'd stick with the mostly-restored player, stats, but less experience.. and more than a minute but less than 30. -Stal -------------------------- Message 21 from *RPG (#1193): Date: Sat Jun 4 22:31:02 1994 CDT From: Gray (#1248) To: *RPG (#1193) Would it be possible to make the dubbed name of a weapon less obvious? If I had a sword named Silverwing, for instance, the name wouldn't be apparrent to everyone who ever looked at me, saw the sword in use, scabbarded, etc, without actually LOOKING at it. -------------------------- Message 22 from *RPG (#1193): Date: Sat Jun 4 22:34:35 1994 CDT From: Gray (#1248) To: *RPG (#1193) I'd let them back on after, say, 5 minutes tops, with their stats, etc temporarily fatigued to low levels, and on the 'brink of death'.Experience I would leave at least somewhat intact. -------------------------- Message 23 from *RPG (#1193): Date: Sat Jun 4 22:36:40 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: Experience There is no experience here. -------------------------- Message 24 from *RPG (#1193): Date: Sat Jun 4 22:37:59 1994 CDT From: Stalinger (#657) To: *RPG (#1193) Subject: re: Experience I was referring to the stats that aren't base.. like the combats, shock, medic, ect.. don't lower them a lot, but perhaps a quarter or something. -Stal -------------------------- Message 25 from *RPG (#1193): Date: Sat Jun 4 22:38:33 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: weapon titles I've considered that, Gray. It does get rather noisy, as well. I'd like to keep it in some places, tho. -------------------------- Message 26 from *RPG (#1193): Date: Sun Jun 5 14:56:14 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: armour I've put 'armour' in place. It is, in fact, $clothing with some armour-supporting verbs, some (like :announce_clang) quite primitive for the time being. .absorption -- % of damage an armour absorbs .max_damage -- maximum amount of damage armour will absorb in one blow I've set generic clothing to 5% absorption and 10 max damage. Everything should be set at that, except my boxers, which are 100% absorption. Heh. 'Depends Underarmour'. Anyway--Do report any bugs! Thanks. -------------------------- Message 27 from *RPG (#1193): Date: Sun Jun 5 18:48:40 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: dodge/do_heal Fixed 'dodge everyone' bug. Stalinger's do_heal 'bug' was fixed. It really just shouldn't be called. I changed the args. -------------------------- Message 28 from *RPG (#1193): Date: Mon Jun 6 01:14:08 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: heal anyone with anything You can now use things to heal people. No healing instruments out just yet, tho. All they need to have is a :healing_attempt verb which returns a numeric bonus to the heal roll. A medkit could give a large bonus, a rusty scalpel could give a really bad negative bonus. The :healing_attempt verb may print messages if you like. -------------------------- Message 29 from *RPG (#1193): Date: Mon Jun 6 17:32:06 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: Armour basics The 'absorption' rating is the percentage of the total damage a piece of armour will absorb. Say you receive 80 points of damage to the groin and your boxers have an .absorption rating of 50%. They'd cut the damage down to 40. If the boxers' 'max_damage' was 30, then they'd only cut the damage to 30, and might be ripped, slashed, shredded, or otherwise rendered less effective. -------------------------- Message 30 from *RPG (#1193): Date: Tue Jun 7 06:27:30 1994 CDT From: Gray (#1248) To: *RPG (#1193) Think there should be some sort of 'spoofing' command so I can, say, get SOME action out of, say, Shakkar, when Stal isn't on, and I'm shoing people around.. -------------------------- Message 31 from *RPG (#1193): Date: Tue Jun 7 13:36:37 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: spoof/puppets If he wants you commanding him, he can add you as a shaper, you can add Shakkar as a puppet (#212:@add-puppet), and then you can simply "shakkar, blah" to your heart's content. There is a spoofing verb (#217:!) which will show your name unattributed to everyone in-Character, and attributed to everyone else. -------------------------- Message 32 from *RPG (#1193): Date: Fri Jun 10 06:31:00 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: duh Fixed my math on $clothing:mod_damage. You will find your armour not absorbing oh so much anymore. Grumble-slap I'm such a math idiot. -------------------------- Message 33 from *RPG (#1193): Date: Fri Jun 10 09:57:44 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $body_area Added a lot of stuff to $body_area: :receive_damage() -- Called with a hit to the body area. Return modified damage. :mod_damage() -- Actually calculate the damage mod. :damage_mod() Default: 100% -- Percent of raw damage actually applied to the body area. :max_damage() Default: $maxint -- The maximum amount of damage this body area can take. :called_shot_mod() Default: -10 -- Modifier to a shot deliberately aimed at the area. I haven't set any of these properties on the child body areas yet. Should probably take the time to do so. Heads should probably have a damage mod of at least 300%. Groins might be pretty high, too. ;) Hands, on the other "hand", might be as low as 30% damage mod, BUT their max_damage would also be low, meaning they could easily be CHOPPED OFF. Amputations would be relatively simple things to do. Just remove the body area from the character's body_areas property. If e has no hands, e can't wield weapons. (Of course, e can still get things--could hack that, too.) Anyway, just s'more stuff I been hacking on, and some breezy docs. -Q -------------------------- Message 34 from *RPG (#1193): Date: Fri Jun 17 02:42:19 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: @set and stats GMs may now use the @set verb to set stats. Use the syntax: @set character.stat_ to number For example: @set quinn.stat_willpower to 10 This accesses the new :set_stat_(val) verb. I'll work on adding more :set_* format verbs for setting some of the other RPG properties. -------------------------- Message 35 from *RPG (#1193): Date: Sun Jun 19 20:58:16 1994 CDT From: Gray (#1248) To: *RPG (#1193) Think you could make the death routine on creatures also remove the queued actions directed to it? Waiting through 10 queues of 'kill corpse, doddge corpse' before I can move is VERY annoyin.. -------------------------- Message 36 from *RPG (#1193): Date: Mon Jun 20 00:19:50 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: queues Well, you can 'cancel' them yourself. But you really shouldn't be queuing up so much in the first place. -------------------------- Message 37 from *RPG (#1193): Date: Mon Jun 20 20:32:40 1994 CDT From: Razorhawk (#80) To: *RPG (#1193) Queueueueueueueueueing up too many commands seems a likely thing for someone to do, especially someone who won't think to do a 'cancel'. :, -------------------------- Message 38 from *RPG (#1193): Date: Thu Jun 30 04:22:38 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $body_area.percent_of_body_area This new property contains a number which is a rough percentage of the total body area taken up by that body area. Used to determine random hit locations. This addition should cut down on all those unlikely foot and groin hits. ;) Take the time to go through any custom bodparts you've made, and set this property properly. It really only needs to be set high on the more likely ones, and the rest can be left alone at the default 5%. SOMETHING will always be chosen. If none of the percentage checks click, a part is chosen at random. -------------------------- Message 40 from *RPG (#1193): Date: Sat Jul 2 20:59:58 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: blocking Please make sure you don't leave beasties blocking exits. Some guy was blocking entry into the ghostwheel. When they wander again, that won't be as much of a problem, but until then... -------------------------- Message 41 from *RPG (#1193): Date: Sun Jul 3 03:36:55 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: HEAL event Added this event. See 'help event-types' for details. -------------------------- Message 42 from *RPG (#1193): Date: Sun Jul 3 05:16:50 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: hands Set hands_required on chainsaw (#438) and katana (#270) to 2. NOt that it effects many people, but... -------------------------- Message 43 from *RPG (#1193): Date: Mon Jul 4 01:23:19 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: :act If you would like a beastie to be very aggressive, you could hack its :act verb to make it attack someone in :attacking() if its queue is empty, assuring it does something whenever it gets the chance. You could also hack its :pulse to do things (when the pulses start getting called again). -------------------------- Message 44 from *RPG (#1193): Date: Mon Jul 4 05:04:11 1994 CDT From: Gray (#1248) To: *RPG (#1193) Katanas are a hand-and-a-half weapon, quite often used as the main weapon in a pair.. -------------------------- Message 45 from *RPG (#1193): Date: Mon Jul 4 05:06:06 1994 CDT From: Gray (#1248) To: *RPG (#1193) Oops. They shouldn't be a strictly 2-handed weapon, since they aren't. Generic No-Daichi or Claymore being 2H, I can understand, but.. -------------------------- Message 46 from *RPG (#1193): Date: Tue Jul 5 05:39:02 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: :receive_damage I renamed the receive_damage verb on $body_area and $clothing to absorb_damage. -------------------------- Message 47 from *RPG (#1193): Date: Tue Jul 5 22:18:43 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: gates I've disabled automatic expiration of portals created by the :gate spell, since the tasks involved seem to adversely affect us under this DAMNED OS!!! Keep praying for the new machine and a successful installation! -------------------------- Message 48 from *RPG (#1193): Date: Wed Jul 6 02:15:03 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: :attempt_action $character:attempt_action(STR action) $room:attempt_action(OBJ character, STR action) $zone:attempt_action(OBJ character, STR action) These verbs should return either a numeric modifier to the given action, or a non-numeric value indicating that the action is not permitted. They should print messages if an action is NOT permitted, as an explanation to 'character'. The verb on $zone is not defined by default (yet), but is probably of better use than hacking verbs on all your rooms. If you want a no-combat zone (such as R/T Base may be), hack the :attempt_action verb on that zone to do something like: @verb my_zone:attempt_action tnt @prog my_zone:attempt_action who = args[1]; action = args[2]; if (action == "attack") $you:say_action("A security alarm goes off, sounding a loud BRAAAAP. %N % surprised to find that %p weapon has been rendered useless.", who); "Return the E_NACC error, a non-numeric value which will halt the action."; return E_NACC; endif "Return 0, meaning the action is okay, no bonus."; return 0; . That should give you an example of how it works. The same type of verb could be placed on a single room, but would affect ONLY that room. A verb on a zone would affect all rooms contained in that zone. As of now, the actual numeric modifier is discarded. All the system checks for is a numeric value. But send a meaningful number if you want one; it may later be supported and applied to the action roll. Current actions include "attack", "heal", "dodge", "flee", and the other combat commands. Note "attack" encompasses the "stun" and "knockout" commands as well. -Quinn -------------------------- Message 49 from *RPG (#1193): Date: Mon Jul 18 22:56:49 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $combatant:weapon I've changed the name of this verb to CURRENT_WEAPON, to more accurately reflect what it now returns. Before, it could have returned a random natural weapon in the case that the combatant had nothign wielded, making it pretty much useless for finding out what's being used in the current attack. Now, use :random_weapon() to get a wielded/natural weapon at random, and :current_weapon to retrieve a previously assigned weapon, being used for the current attack. :Weapon will be an alias for :current_weapon, for the time being. -------------------------- Message 51 from *RPG (#1193): Date: Sat Jul 23 02:15:47 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: autokills A single hit worth end*2, or a total inj > end*4 will automatically kill/KO (depending on the lethality of the strike. Otherwise, a shock roll is made, and the victim survives if it is greater than -end. Obviously, endurance is a very important att. -------------------------- Message 52 from *RPG (#1193): Date: Sat Jul 23 12:09:30 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: #1704:@Heal Added this verb, which does what it says. Also moved @stats to this object and recycled its old home (#1412). -------------------------- Message 53 from *RPG (#1193): Date: Sat Jul 23 12:11:29 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: unconsciousness People will now be oblivious to non-VR things when unconscious. Meaning, they are, in effect, @gagging everything. -------------------------- Message 54 from *RPG (#1193): Date: Fri Jul 29 16:05:14 1994 CDT From: Gray (#1248) To: *RPG (#1193) I think maybe it would be wise to add some mechanism for resetting the monsters' stats and skil ls, either at death or by command. This to avoid the spectre of 255-shock ROUSses, etc wandering about. -------------------------- Message 55 from *RPG (#1193): Date: Fri Jul 29 18:05:21 1994 CDT From: Ardrian (#80) To: *RPG (#1193) Reset-upon-death and other things go on the 'pending bugs' list (for which we haven't got a special place yet). They ARE bugs. And they're bugs we know how to fix, and sometimes the fix is dependant upon completion of another task (for instance, we can't set weapon damages at a satisfying point until we have accumulated a variety of different strengths of armors). :) -------------------------- Message 56 from *RPG (#1193): Date: Sat Aug 13 02:12:46 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $robot I may have fixed our wandering/healing problem. The solution is: TALK! Well, not just talk. Any activity will prod a heart into pumping a :pulse to its next scheduled object. This will keep things moving as long as something's happening. The hook is in :notify, which is called virtually every time text is printed to you. This may not call things as often as or as reliably as having a task to do it, but they WILL get prodded. Hopefully things will be looking a lot livelier around here soon! -Quinn -------------------------- Message 57 from *RPG (#1193): Date: Sun Aug 14 17:21:14 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: combat misc Wield/unwield are now ACTIONS which are queued as all others, and not automatic verbs. I've restructured :birth_combat on the active room so that less processing is done inside the while() loop, to avoid process size increases for the same reasons as the $heart debacle. The methods :turn_wait and :round_wait now actually suspend instead of just returning how many seconds between turns/rounds. -------------------------- Message 58 from *RPG (#1193): Date: Tue Aug 23 21:22:27 1994 CDT From: Gray (#1248) To: *RPG (#1193) Can someone PLEASE reset the monster's skills??? They are supercreatures, now.. -------------------------- Message 59 from *RPG (#1193): Date: Wed Aug 24 06:36:11 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: puppets Hacked the "puppet, command" syntax to not say "You transmit..." when you are already monitoring the puppet. -------------------------- Message 60 from *RPG (#1193): Date: Sun Sep 4 23:03:08 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $char:available_exits() Returns a list of exits which that character can move through; meaning open doors, unblocked exits, etc. -------------------------- Message 61 from *RPG (#1193): Date: Mon Sep 19 03:25:40 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: @ic/@ooc I've added a lot of functionality to these verbs, at Stalinger's prodding and my own discontent. They make it clearer just what "IC" means, and optionally announce to (or remind) the room of your state. -------------------------- Message 62 from *RPG (#1193): Date: Tue Sep 20 04:26:00 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: help Added 'help character'. Players cannot go up or north from the Underground unless they read it. Also added 'help combat'. -------------------------- Message 63 from *RPG (#1193): Date: Tue Sep 20 04:26:15 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: fists Lowered the lethality of fists from the default 25% to 5%. -------------------------- Message 64 from *RPG (#1193): Date: Tue Sep 20 17:51:30 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: #1704:@seek Added '@seek user' on FO #1704 for use by GMs. Gives you a smooth way to join a player, without breaking IC. -------------------------- Message 65 from *RPG (#1193): Date: Wed Sep 21 06:07:09 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $robot connections I hacked $robot:connected_seconds so it won't return more seconds that we've been up. -------------------------- Message 66 from *RPG (#1193): Date: Sun Oct 9 00:44:14 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $combatant:is_wielding(obj) Added the above method, returning true if the character is wielding the given object. -------------------------- Message 67 from *RPG (#1193): Date: Sun Oct 9 14:46:27 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $weapon:attempt_attack/parry Added these verbs, which should return true if an attack/parry is allowed, and false otherwise. A good example of their use would be in a ranged weapon, where it could print messages if unloaded and act as a bludgeon. Also added :finished_attack/parry, the return value of which is meaningless. Good for depleting ammo. Working slowly on ranged weapons now. -------------------------- Message 68 from *RPG (#1193): Date: Tue Oct 18 03:43:59 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: combat/damage I've tweaked some of the body areas, setting their damage mods. Head shots do 500% damage now. Other vital areas have appropriate bonuses. Death/knockout requirements have been tweaked, and `co` should show a more accurate account of actual damage. I'm not sure unconsciousness was EVER being upgraded; it is now. Knocked out puppets will no longer retreat. -------------------------- Message 69 from *RPG (#1193): Date: Thu Oct 20 22:49:31 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: misc Added events 'death' and 'knockout'. Hacked :attempt_action to send an extra argument--the list of arguments to the action verb. Added :do_shoot as an alias to :do_attack on $combatant; ranged attacks are now "shoot" attacks. -------------------------- Message 70 from *RPG (#1193): Date: Tue Oct 25 04:52:51 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: hands Fixed a bug wherein you could wield as many things as you liked. -------------------------- Message 71 from *RPG (#1193): Date: Wed Oct 26 00:39:08 1994 CDT From: Quinn (#2) To: *RPG (#1193) Subject: replicator (#715) I made #715 into a true generic instead of having it do double duty as the base replicator (which is now #2309). -------------------------- Message 72 from *RPG (#1193): Date: Thu Nov 3 15:58:06 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: unconsciousness/damage I've edited :Receive_damage so that if you go unconscious, you don't take any of the damage of the attack. What I should _really_ do is hack a .real_dam percentage into $weapon, but I'm too lazy for that right now. And busy working on CORPSES. BWAHAHA. -------------------------- Message 73 from *RPG (#1193): Date: Sun Nov 6 02:57:21 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $wieldable:announce_mood Added subj-mentioned verb to remind folks that they are wielding something. Often I go around waving a chainsaw without realizing it. -------------------------- Message 74 from *RPG (#1193): Date: Wed Nov 9 22:22:06 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: death Corpse deposited. Everything not bonded to you is put inside the corpse. Currently, everything you own is bonded to you. This means (now, at least) that only things like crystal and ammo will be left in a corpse. Which brings me to crystals. They are deposited when the corpse rots, along with whatever hadn't been looted from the corpse. I'll probably put back the Hell I made, so be warned. It's got some gruesome and explicit messages. -------------------------- Message 75 from *RPG (#1193): Date: Fri Nov 11 21:04:38 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $combatant:do_parry Hacked this to return 0 first off if the person is unconscious. Duh. -------------------------- Message 77 from *RPG (#1193): Date: Tue Nov 15 03:42:50 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $combatant:birth/death_effects :death_effects(killer, weapon) Currently all this does is set the last death time, increment the total deaths counter, and clear your action queue. If it returns an ERR value, then the death does not happen. Anyone creating a custom :death_effects verb should be sure to print messages explaining WHY the person just ripped to pieces is still alive. :birth_effects() This resets all damage and consciousness monitors. The return value is inconsequential and will probably remain so. Both of the above verbs will probably be hacked to allow external objects (such as a race object, or reactors on $ahabs) a say in what happens during each. So, for example, a race object could reset a creature's stats upon birth to racial norms. Maybe a vampire reactor could require that the death weapon be a wooden stake, else the victim dramatically regenerates. Many possibilities, none of which are currently implemented. -------------------------- Message 78 from *RPG (#1193): Date: Wed Nov 16 06:50:06 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: sleep/wake Added these verbs so you can now sleep and wake up. No real benefit to doing so just yet, but eventually it'll accelerate certain types of healing. Sleeping is the same as unconsciousness, except you can wake up from it. -------------------------- Message 80 from *RPG (#1193): Date: Thu Nov 17 02:53:18 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: crystals Here's what crystals do: Firstly, they'll check over your fatigue, insanity, and injury (in that order) healing each in turn, one point per crystal. If you were already fully healed in all those areas, it checks your upper and lower mobility, and heals as much as each of those as possible, one point per crystal. If you don't have any crippling, it checks if the amount you swallowed is 10 times the current level of a random attribute. If so, it raises that attribute by 1 or 2 points. So, to sum up: Fatigued, Insane, or Injured? YES: Heal -> STOP NO: Crippled? YES: Heal -> STOP NO: Swallowed ten times the level of some random attribute? YES: Raise that att by 1 or 2 points. -------------------------- Message 81 from *RPG (#1193): Date: Thu Nov 17 23:20:23 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $puppet behaviour Hacked $puppet:hear_event_attack/heal to just pass to #966, newly referenced as $rpg.basic_combat_reactor. There used to be a copy of the #966 routine on $puppet. I made this change basically to centralize the code where it belongs. -------------------------- Message 82 from *RPG (#1193): Date: Fri Nov 18 02:11:13 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: beasties get smart! Players and children of $robot have a :pulse that is called approximately every 3 minutes. By default it handles healing. Puppets will now use that pulse (and the information stored in the new last_attacked_by property) to attack an attacker, or flee if they are damaged more than their endurance. An NPC 'forgets' an attacker after an hour of no attacks from 'em. When the NPC attacks, it will queue up to 5. This change should keep combat lively, and address a lot of the very valid complaints given by players. Like GRAY! ;) I made a little hack on the new $rpg.basic_combat_reactor which actually had NPCs blocking exits! But I zeroed it out when I realized that could result in a lot of exits blocked by idle NPCs. May re-instate it after thought. -------------------------- Message 83 from *RPG (#1193): Date: Fri Nov 18 04:56:45 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $pc/$npc Added $pc ($player/#6) and $npc ($ahab/#500). -------------------------- Message 86 from *RPG (#1193): Date: Fri Nov 18 21:31:39 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: aggression/last_attacked_by Just realized that the :pulse attacks I detailed in a previous post lead to a kind of posthumous aggression by some creatures. Not a bad side-effect. -------------------------- Message 87 from *RPG (#1193): Date: Sat Nov 19 04:03:44 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: cancel Hacked cancel to accept a numeric argument of how many actions you wish to cancel. -------------------------- Message 88 from *RPG (#1193): Date: Sat Nov 19 04:08:12 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $char:ooc Added this a while ago; not sure I announced it. Use it to say or emote something out-of-character. Hacked it just now to accept `ooc:grins` as well as the somewhat clumsier `ooc :grins`. -------------------------- Message 89 from *RPG (#1193): Date: Sat Nov 19 05:48:02 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: corpses/stuff Fixed the corpses so they don't take your stuff into them when you die, if its :is_bonded_to you. Simple error. -------------------------- Message 90 from *RPG (#1193): Date: Sat Nov 19 08:51:37 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: resetting Fixed the 'reset !unique' so it actually works! Grr. -------------------------- Message 91 from *RPG (#1193): Date: Sun Nov 20 00:37:34 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $combatant:absorb_damage Added this, which now does all the damage absorption for characters. It first passes to :mod_damage, which mods for body area and armour. Then it substracts .natural_protection from the resulting damage. If all damage is absorbed by the character's natural protection, then the message 'oabsorbed_hit' is run through $you:say_Action, displayed to the room conjugated in respect to the player. Might wanna set it to something reflecting just what kind of natural armour your creature has. Natural_Protection is a pretty powerful bonus for a creature. 50 points is a pretty heavy hit, so keep that in mind when setting the property. And set the @oabsorbed_hit to explain it! -------------------------- Message 92 from *RPG (#1193): Date: Sun Nov 20 01:03:25 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: @oabsorbed_hit Mistake in previous post. This is pronoun sub'd just like the other armour messages, with %N as the attacker, %D as the absorbing defender, and the %T as the weapon used in the attack. -------------------------- Message 93 from *RPG (#1193): Date: Sun Nov 20 01:30:03 1994 CST From: Quinn (#2) To: *Gamemaster-Discussion (#2560) and *RPG (#1193) Subject: New List *GMs has been created for private discussion amongst gamemasters; things that players probably shouldn't know. Game secrets, puzzle ideas, loopholes, etc. -------------------------- Message 95 from *RPG (#1193): Date: Mon Nov 21 02:37:58 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: reactors, :do Instead of making your puppets do tostr("attack first ", who.name), use tostr("attack ", who). This (using object number) is much faster and less prone to failure. -------------------------- Message 96 from *RPG (#1193): Date: Mon Nov 21 04:00:03 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: ANSI/combat_msgs Added red print for 'critical' wounds and flashing red for 'mortal' ones. If they get annoying, please tell me. -------------------------- Message 97 from *RPG (#1193): Date: Tue Nov 22 22:04:35 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: unconnected kills I made $player_start (the Underground) disallow attacks. Personal homes do not do this, however. You can: ;here.forbidden_actions = {"attack"} ..if you want to forbid actions in a room. It's probably better to write your own :attempt_action to explain WHY the action was forbidden, but I haven't done that myself, so I shouldn't talk. ;) -------------------------- Message 98 from *RPG (#1193): Date: Thu Nov 24 04:10:23 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $weapon:damage Strength bonuses now added to ALL weapons, not just bodily weapons. -------------------------- Message 99 from *RPG (#1193): Date: Fri Nov 25 18:34:10 1994 CST From: Razorhawk (#80) To: *RPG (#1193) Subject: No-combat room For Builders & Wizzes: #2637 has been created. This is a room with -magical- wards that are proof against weapon-use, but kid messages are customizable. A note on our reality level here: Please keep the messages believable. It might be cute to have fifty small purple plush dinosaurs rush out and stop you, it might even be genre to have twenty armed Kilmor Lab boys in armor rush out and stop you. In the case of the dinosaurs, it's TOO EASY to be 'clever' and 'cute' in a MOO, and (witness most MOO's), the nuttiness level gets old real quick, interferes with the storytelling. In the case of the armed guards, it implies far more than is believable. Also, please remember that it's remotely possible a monster might find its way into the room. The message has to be reasonably appropriate for a rabid ROUS. -------------------------- Message 100 from *RPG (#1193): Date: Tue Nov 29 14:55:24 1994 CST From: Hilander (#2542) To: *RPG (#1193) Subject: HAHAHA very funny.. starting everyone with a dodge of zero... I'm still chuckling... -------------------------- Message 101 from *RPG (#1193): Date: Thu Dec 1 11:47:53 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: datapad I've changed the output of the datapad to be less specific with regards to stats and show nothing of skills. Also added a minor new command; they're really supposed to be more 'tricorders' than 'datapads'. There's a manual sheet in the Library. If you have ANSI, turn it on with `@ansi on`; the datapad output looks a lot cooler that way. -------------------------- Message 102 from *RPG (#1193): Date: Fri Dec 2 01:25:35 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $body_area help $body_area -------------------------- Message 103 from *RPG (#1193): Date: Sat Dec 3 00:01:01 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: bug I fixed a bug whereby NPCs were not getting 'scored' correctly for their kills. The root of the problem was that :do_attack was sending weapon and not attacker to :receive_damage. -------------------------- Message 104 from *RPG (#1193): Date: Sun Dec 4 05:28:17 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: re-unconsciousness Fixed $combatant:receive_damage so that if you're already unconscious, you won't be knocked unconscious again. Instead, damage from the strike will be applied as normal. Should probably just cut it to death... -------------------------- Message 105 from *RPG (#1193): Date: Sun Dec 4 06:14:51 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: repost of uniqueness [ I'm reposting this because the :is_unique listing was WRONG in the original. Please use the code below to ensure non-uniqueness of a parent's children. ] If a character is not unique (all PCs are unique, so this really only concerns NPCs), then eir stats will be reset at birth to the values on eir parent class. Right now, most NPCs _are_ unique. The only ones that aren't are slisssh and Cainids, and that's because of a weird algorythym I set up to determine uniqueness via checking if an NPC has a name identical to that of another child of its parent. There is no property you can set to make something !unique just yet. I'm wary of adding another one to $root, and don't wanna put it too far up past $puppet. If you want something to not be unique now, just make a verb: @verb #NPC_PARENT:is_unique tnt "Rxd" @prog #NPC_PARENT:is_unique return this == $code_utils:verb_loc(); . And all its descendants will NOT be unique, and this will have their stats reset at birth. Note that if you make a child of that NPC_PARENT that is itself intended as a parent, you will probably want to either copy same :is_unique to it or take other precautions so its stats are not reset. -------------------------- Message 106 from *RPG (#1193): Date: Sun Dec 4 06:57:04 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: corpses/crystals Added $combatant:crystal_worth which is accessed by corpse:setup_for to determine how many crystals a corpse is 'worth'. This now is determined by the value of the deceased's .total_power, so more dangerous critters (those who have killed more without being killed) are naturally worth more critters. Actually, the crystal worth is whichever of the above total power check and the old endurance/willpower is higher. -------------------------- Message 107 from *RPG (#1193): Date: Sun Dec 4 09:23:14 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: misc Hacked $combatant:act to set dobj and iobj to $nothing, which should stop some of the phantom messages that spring from combats to which you're no longer local. The dodge bonus in :do_dodge was derived from a :resolve for two ATTRIBUTES; an attribute resolve is always 0. I changed it to just take an average of AG and QU stat bonuses. Should be higher in most cases. Added some messages to the slashing set (#386). -------------------------- Message 109 from *RPG (#1193): Date: Mon Dec 5 00:21:31 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $combatant:death_pending Added verb that returns true if a death task has already been queued; the new checks to this verb should prevent the double-deaths that have been occuring. -------------------------- Message 110 from *RPG (#1193): Date: Mon Dec 5 09:53:25 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: cancel Added 'ALL' argument syntax to `cancel`. Now you can `cancel` to cancel your most recently queued action, `cancel XX` to cancel the last XX, and `cancel ALL` to cancel all of them. Enjoy, babaloos. -------------------------- Message 111 from *RPG (#1193): Date: Tue Dec 6 03:27:56 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $combatant:act Fixed it so unconscious characters won't take their actions. This was done for NPCs usually, but not for PCs. -------------------------- Message 112 from *RPG (#1193): Date: Tue Dec 6 05:34:27 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: @improved At Razorhawk's urging, I added @improved messages for all currently existing skills and modified $skill:improve so they're shown each time you raise a rank. -------------------------- Message 113 from *RPG (#1193): Date: Tue Dec 6 14:14:48 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $skill:_total I've changed the way skill ranks count towards total bonuses: Rank: Bonus per rank: 1-10 4 11-50 3 51-75 2 75-100 1 100+ 1/2 What this means in relation to the old bonuses is that you'll get more mileage outta lower (novice) ranks. The old bonus used to be RANK*3 regardless of level. Note that, for example, if you have a rank 102, you don't end up with a +50 bonus. Rather, the first 10 count for 40, the next 30 for 120, the next 25 for 50, the next 25 for 25, and the last two for 1, totalling 236. Though I hope nobody ever gets THAT skilled. ;) -Quinn -------------------------- Message 114 from *RPG (#1193): Date: Wed Dec 7 06:25:41 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: fatigue Fatigue has been implemented. $weapon.exertion This property is a number: the amount of fatigue points to add to the wielder after the weapon is used in an attack. After a parry, 150% of that number is added. Heh. Well, that's all the properties. Here are the initial values I've set on weapons: weapon (#327) -> 0 bodily weapon (#345) -> 1 MELEE Weapon (#407) -> 4 sledge hammer (#2226) -> 8 chainsaw (#438) -> 10 rapier (#540) -> 3 dagger (#462) -> 2 parrying dagger (#463) -> 2 axe (#1474) -> 4 wakizashi (#1620) -> 2 whip (#409) -> 2 Fatigue penalties are applied by dividing the total fatigue by 5, so most of the above exertion mods are going to be negligible. Heavy weapons such as the sledge hammer and chainsaw, however, will have their unwieldy bulk felt. This also serves to balance their damage. Fatigue is decremented with every pulse, as is every damage monitor. Sleep triples the rate. While fatigue is an essential element of any good RPG, I don't want it to become a nuisance. Any complaints will be thoughtfully accepted. -------------------------- Message 115 from *RPG (#1193): Date: Wed Dec 7 19:08:21 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: tools I'm adopting a system for assigning usefullness to tools, or any object you make that could be used as a tool. @prop something.leverage_force NUM @prop something.pounding_force NUM @prop something.turning_force NUM @prop something.cutting_force NUM Each rating is a percentage of the appropriate attribute applied to the action. For example, someone with a strength 80 using an object with a smiting_force 75 would apply 60 points to that task. The generic crowbar (#3045) is the first to have one of the stats: a leverage_force. It's available in the new garage replicator two north of the Underground. If you have any alternate name ideas, do please suggest now or forever hold your peace. -Quinn -------------------------- Message 116 from *RPG (#1193): Date: Thu Dec 8 08:51:10 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $combatant:condition Added the alias "sc*ore" to this, as that's the name by which most LRPG players know the similiar command. -------------------------- Message 117 from *RPG (#1193): Date: Thu Dec 8 09:35:30 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: Neato Hack Added $combatant:maybe_queue_action and had "heal", "revive", "wield", and "sheathe" call it. This will avoid putting the action in a queue if there is no combat active in the room, doing it immediately instead. Much better than having to queue a wield in an empty room. Enjoy. -------------------------- Message 118 from *RPG (#1193): Date: Thu Dec 8 12:44:32 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: fat/ins Added `ht` reporting of insanity and stuck some actions in :announce_mood for same. Also tweaked the fatigue moods. -------------------------- Message 119 from *RPG (#1193): Date: Thu Dec 8 12:45:04 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: unconsciousness Fixed a bug whereby you could just `wake up` from being knocked out. -------------------------- Message 120 from *RPG (#1193): Date: Fri Dec 9 03:33:05 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $nomad:get_exits Hacked this to again return only exits which are obvious. Make sure at least one exit OUT of any wandering NPC's home is obvious. -------------------------- Message 121 from *RPG (#1193): Date: Fri Dec 9 08:06:06 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: fat/ins Added $combatant:receive_damage and :receive_insanity. Each should be sent a single numeric arg, and should be used whenever you wish to add physical or mental strain to a character. -------------------------- Message 122 from *RPG (#1193): Date: Sun Dec 11 04:08:39 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: combat I decreased the randomness of combat, and made it more dependant on actual skill. All hacks done to $skill:resolve. If this turns out to be too EASY, I'll have to change things. I seem to be killing things without much trouble now. Most likely that's because I advanced under old rules. New players will always have trouble; we'll have to re-roll everyone at some point. -------------------------- Message 124 from *RPG (#1193): Date: Sun Dec 11 06:04:41 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: @options combat Added $combat_options. Type `@options combat` to see what is available. Pay special attention to `@o combat +trust_healers`, which will save you the trouble of having to trust someone everytime you want healed. It is ON by default, so toggle it off if you're leery of crazed medics. The other option prints a banner at the beginning of each combat round, to sort of delimited the spam. Enjoy. -------------------------- Message 126 from *RPG (#1193): Date: Sun Dec 11 06:20:01 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: wait between turns Hacked :do_combat_round on the active room to NOT suspend if a combatant didn't do anything. This should speed up combat a bit. Be certain that if you hack a custom :Act method for your NPC, it returns true if an action was performed. Also am hacking :maybe_queue_action to be more intelligent with regards to when to queue. Should make it less spammy to chase a foe. -------------------------- Message 127 from *RPG (#1193): Date: Tue Dec 20 10:45:35 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $reactor $reactor.reactions was !c, so none of you could have set them even if you'd wanted to! Ha! Take a look at `help $reactor:reactions` and what spawns from that text. It is really a very nice system. -------------------------- Message 128 from *RPG (#1193): Date: Thu Dec 29 19:09:55 1994 CST From: Quinn (#2) To: *RPG (#1193) Subject: $robot:pulse $robot:pulse now sends a signal to :behave, which should do all dramatic actions. The :pulse verb itself will handle healing and other metabolic events. -------------------------- Message 129 from *RPG (#1193): Date: Mon Jan 2 04:59:56 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: AHaBs/event_page The 'page' event is now known as the 'address' event. It is an event broadcast only to the AHaB itself, when someone directly addresses it via speaking aloud. A 'page' event for OOC private pages will probably be incorporated sometime in the future. -------------------------- Message 130 from *RPG (#1193): Date: Fri Feb 3 01:20:26 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: sizes Here is a table of sizes I drew up last night. Please tell me what you think of them. 0 Neglig: Lint 5 Tiny-1: Pebble, watch battery, paper clip 10 Tiny-2: Small arms round, roach 15 Tiny-3: Long arms or shotgun round 20 Smal-1: Mouse, wrist comm, drinking glass 25 Smal-2: Rat, flashlight, pistol, bioscanner, GPS 30 Smal-3: Cat or small dog, sawed-off shotgun, backpack, portable PC 35 Medi-1: Wolf, small humanoid, tricycle, rifle, swords and staves 45 Medi-2: Tiger, average-large size human, mounted weaponry 50 Medi-3: Adult lion, motorcycle, average door size 55 Larg-1: Horse, small ATV, rowboat 60 Larg-2: Hippo, full-size car, motorboat 65 Larg-3: Elephant, tractor, tank, field artillery, helicopter 70 Huge-1: Railroad car, small jet, ICBM, satellite, houseboat 75 Huge-2: Bomber, yacht, space shuttle 100 Huge-3: Starship, aircraft carrier, small island, space station -------------------------- Message 131 from *RPG (#1193): Date: Fri Feb 3 01:56:45 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: v_size Added $root:v_size(), which returns the property of the same name. Only kids of $tangible actually HAVE the property. Everything else returns 0. Added $exit.clearance, which is teh size of the largest object allowed through the exit, and a set of too_big messages to inform the object entering. See the comments in $exit:too_big_msg for details. There are :set_v_size and :set_clearance verbs on the respective parents, so you can set the valuues with @set. Currently, all characters are size 40, and all other things size 25. Exits have a default clearance of 50. Please don't fudge with either of these values beyond your own testing. Outdoors exits will probably be handled by hacking $exit:check_clearance to allow anything through if the source and dest are both outdoor rooms. I haven't implemented an outdoor parent or property yet, but it'll probably be the former due to db bloat of a property on such a fertile class. Anyway--do please comment on the aforeposted size chart and the system in general. -------------------------- Message 132 from *RPG (#1193): Date: Wed Feb 22 01:08:34 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: following Fixed it so that 'unfollow' matches on who you are following, so you don't have to be in the same room with someone to stop following them. -------------------------- Message 134 from *RPG (#1193): Date: Wed Feb 22 01:30:59 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: carrying folks You may now carry people around, but only when they are unconscious. When a person wakes up, e wriggles free to the ground. You may use `stop carrying person` to prematurely drop them. I _could_ make 'carry' a trustable action, but that would involve potentially server-intensive hacks to allow the carried person to hear what was going on "outside", and to interact with the locating room while being carried. Might still do it, as the mechanism is in place. It's just a matter of whether or not it's worth the load. -------------------------- Message 135 from *RPG (#1193): Date: Wed Feb 22 01:44:42 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: carrying The @look_person message of the carried player is shown when e is being carried around. There are some problems with carrying: It currently does not interfere with combat and you can carry as many people as you like. Probable more. But it's kinda neat, anyway. ;) -------------------------- Message 136 from *RPG (#1193): Date: Wed Feb 22 03:47:58 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: carrying Added $char:eject_character, which is currently only called when one wakes up inside another character. Can be hacked to provide funny behaviour for a creature who eats an unconscious character, for example. Thanks to Nebula for the idea! -------------------------- Message 137 from *RPG (#1193): Date: Wed Feb 22 04:00:39 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: ambushing You may now `ambush victim_string`, which will cause you to attack anything matching victim_string that enters the room. Use `stop ambushing` to quit. Bad word choice in the latter, I know. See `help ambush` for info. -------------------------- Message 138 from *RPG (#1193): Date: Sat Feb 25 04:54:02 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: start/home I have hacked the "start" and "home" verbs to be disabled when the player is engaged in combat. Thus, they must flee before using these OOC verbs. I may also require that the player actually be OOC. I envision START and HOME as like trying to alter the reality in a lucid dream, NOT as an IC skill, though we could implement similiar commands IC'ly. Anyway, this should cut down on the incident of folks cheating out of a hairy combat situation. -------------------------- Message 139 from *RPG (#1193): Date: Mon Feb 27 06:35:22 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: v_size A reminder for you to set the v_size of your monsters. This is an easy way to restrict entry, for example, of a Wendigo into the Nameless Inn. Just `@set Monster_Prototype.v_size to N` where N is greater than the "clearance" of the $exit. Of course, you can set N to any number. See 130 on *RPG for a list of relative sizes. (Something that should go in a help file soon.) -------------------------- Message 140 from *RPG (#1193): Date: Tue Feb 28 02:21:29 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: RP FO Added a new feature--the Role-Play FO (#3395). Its only verb right now is an alternative to the @emit/@pemit that's floating around--@spoof. See `help @spoof` for details. It's a cool command. This feature is a standard GM feature, so GMs will already have it. If these verbs are abused by players to misrepresent other players or actions, it will be made GM-only. I might make it so anyway. I warn players specifically since progs/GM can spoof anyway. It should be assumed that a repeated abuse of GM power and trust will be shown little or no leniency. If the offensive spoof is of a very naughty nature (ie: `@spoof "Someone_Else walks in and fucks Innocent_Bystander hard up the ass."`) and is used to maliciously mislead someone, the offender will be @toaded. Fair warning. -------------------------- Message 141 from *RPG (#1193): Date: Tue Feb 28 10:26:47 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: defend Added a new 'guard' action. Not sure how well it works right now, but you can try it out. See `help guard` for details. -------------------------- Message 142 from *RPG (#1193): Date: Tue Feb 28 19:15:44 1995 CST From: Elendil (#2237) To: *RPG (#1193) Subject: @spoof I'm not sure if this is a discussion newsgroup, or whether I should have just mailed Quinn personall, but here goes: I think that @spoof, and similar verbs, are one of the key things that can make or break the atmosphere while out a'huntin'. There are only so many random messages that can be tacked onto critters and rooms to give the impression at the surrounding area is active/teeming with life. When spoofs are used among a group of friends that are not out to insult/abuse one another, they simply cannot be outdone. The difficulty lies in hoping that the pcs will not use the spoofs to verbally assault one another from afar. Since the current spoofs (in order to be affective) do not identify their origin or condition as spoofs, it will be easy for anyone to abuse them...thus the real possibility of losing them. Perhaps if first, as sort of a go-between measure, a way can be set up(if it hasn't been already) to ignore spoofs from a certain person. If enough people receive abusive spoofs, and after experimentally gagging the (usually few..:) ) people logged in, the culprit can be flushed out, and measure brought against 'em. This may seem rather tedious and round-about, but I personally greatly spoofs, and would hate to lose them due to one of them rotten apple type thangs Anyway, just my 2 crystals; I apologize if this isn't a debate rpg list.. Elendil, the one with the patch. -------------------------- Message 143 from *RPG (#1193): Date: Tue Feb 28 21:19:38 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: @spoof Elendil's points are well-taken. I have added a line to @spoof which tacks on an attribution line for non-GM users. I haven't added a trusted action "spoof", and probably won't. However, experienced client users (tf, vt, etc) should be able to /gag any line in the following format: --@spoof-->#NNNNN Where #NNNNN is the object number of the trusted spoofing player. Adding a new trusted action for such a common function could result in a large DB swell which we simply can't handle, and the client solution is a simple one for those to whom it is available. Hope this helps. I may add the above format to ! as well, since I personally prefer a separate line to a --Quinn tacked on the end. Comments welcome. -------------------------- Message 144 from *RPG (#1193): Date: Wed Mar 1 05:15:30 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: #1704:@gate Now accepts a character name as well as a room number as its destination arg. Also got rid of spammy 'dispel' nag message. -------------------------- Message 145 from *RPG (#1193): Date: Thu Mar 2 14:59:48 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: PANIC Sorta as per Gray's request, I've added a '911' channel for the comms, and a new `press PANIC on comm` command to call for help. -------------------------- Message 146 from *RPG (#1193): Date: Fri Mar 3 00:14:37 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: %N's Fixed combat messages so that %N's correctly subs into Your for the actor. -------------------------- Message 147 from *RPG (#1193): Date: Mon Mar 6 17:55:48 1995 CST From: Razorwolf (#80) To: *RPG (#1193) Subject: GAME &tc. 1. MUE's, Multi-user Environments... MUE's can be roughly divided into three categories: Despite the potential for a strong theme and setting, the focus is combat and OOC statistical advancement. No building by players. Socials: like FurryMUCK, LambdaMOO No combat; players are thinly disguised versions of themselves, and are here just to socialize. No real advancement; building standards very relaxed. RPGs: like AmberMUSH, PernMUSH, TrekMUSE Highly involved character generation, posed rather than coded combat. Advancement based on cooperative roleplay. Player building controlled by inspection. There is a strong adherence to game continuity. 2. What is GhostMOO? GhostMOO has a Social area, but it is mostly RPG and Combat. Resources are divided up roughly 60% Combat, 30% RPG, 10% Social. The main focus of GhostMOO is, however, In Character interaction in the RPG. We feel there are plenty of Social MOO's out there already, and that Combat can be an excellent support tool for roleplaying. The following topics can be read by typing game . These are the underlying principles of the non-coded diceless roleplay. and the instructions for how to use GhostMOO. Player's Rights @Trust Rules Combat Cast People of the Wasteland IC/OOC Finger & Plan Theme Wizzes Premise Character Advantages Retcon (Retroactive Continuity) Advancement Alts (Alternates) Mage Abilities The Consent Rule Advantage Costs Summary Titles Skills About Features Magic Game vs. Help 3. About Resets Because we're doing something that has never been done before, please be advised that this is a work in progress. You might have setbacks to your character because we have to change the game system. We won't be doing "grandfather clausing". But we will be as fair as we can. Trust us... --RH -------------------------- Message 148 from *RPG (#1193): Date: Tue Mar 7 11:35:47 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: @gm-shout Added @gm-shout, which should be usable by all GMs. -------------------------- Message 149 from *RPG (#1193): Date: Wed Mar 8 14:50:17 1995 CST From: Razorhawk (#80) To: *RPG (#1193) Subject: @Whereis Dear Quinn, I've seen too much abuse of this command. It's definitely an OOC command, and should be an @whereis, not just whereis. I'd like to see the following reforms to it, pretty please. 1. Players should be limited to 1 use of it at a time, and its -result- should be delayed by 10 real minutes, during which time the command may not be used again. This will make ambushing more difficult, less productive. 2. With this limitation, players have the right to make up IC excuses for how they gained their knowledge, and it is still reasonably fair. For instance, Guru types @whereis Cross. He discovers Cross is at the Desert Rat Inn, presumably listening to his evil minions' latest exploits. Guru's player has the IC right to look cool by knowing Cross is there, although Cross may decide to make himself scarce... Cross's player IS going to want to know how Guru obtained his information, and Guru should be creative: "You left tracks the size of Kansas; I just followed the footprints." or "The bartender took one look at your pus-filled carapace and buzzed me on his comm." 3. The "victim" should be given a Perception roll for their character to know something is up. Use of this command implies IC surveillance. It isn't psychic. There isn't psionics in the GhostMOO universe. Only on a very good perception roll is the victim informed of -who- is looking for them. I know we don't -want- forked tasks, but this is a case where players can't be counted upon to put in that time delay themselves, and this saves having to read a tedious note about how 'you're not supposed to use OOC information' and takes that ambiguity out of our rules. Yours truly, RH -------------------------- Message 150 from *RPG (#1193): Date: Sun Mar 12 08:31:26 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: $rpg:is_violent_action Added subj-named verb which returns true if the given action-name is considered to be a violent one. Better than checking literally in your verbs. -------------------------- Message 151 from *RPG (#1193): Date: Sun Mar 12 08:44:28 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: unconn attacks Hacked $combatant:attempt_action to return E_NACC if BOTH attacker and victim are players and victim is not connected. Which means: You're safe from player-killers when disconnected. Note this will NOT protect you from NON-player attacks, so don't bother disconnecting to avoid death by Wendigo. -------------------------- Message 152 from *RPG (#1193): Date: Mon Mar 13 14:25:59 1995 CST From: Quinn (#2) To: *RPG (#1193) and *News (#302) Subject: Death--AGAIN I've changed yet again the way death affects players. The only "hard" effect of dying (or rather, coming back to life) is that your insanity will be set to what your injury was when you died. This means you'll probably have to sleep for a while after being resurrected, as your sanity will, in many cases, be very thin. Stats are not decremented or re-rolled, but instead are modified by the TOTAL times you've died. Currently this means they operate at the following percent of total effectiveness: 100 - (total_deaths / 30) With a minimum of 70% effectiveness. So, if you see your stat bars aren't at full, it's because you've died. There is no way at this time to reverse the effects of death on stats, but it's very easy programmatically, so look forward to IC shamans and such. Should I reset the total_deaths counter on everyone? Maybe. But there's only a few of you with even a 1% penalty due to deaths. Comments welcome. Post to *Ideas. -------------------------- Message 153 from *RPG (#1193): Date: Mon Mar 13 14:45:17 1995 CST From: Gray (#1248) To: *RPG (#1193) Subject: Re: Elendil Those aren'tt wih potential, thtose are IC point tthingies. Ask Razorhawk, she didn't texplain very well. -------------------------- Message 154 from *RPG (#1193): Date: Wed Mar 29 15:19:01 1995 CST From: Quinn (#2) To: *RPG (#1193) Subject: trust_healers Fixed this so it actually WORKS! Bleah. Work done on #1432:trusts(). -------------------------- Message 155 from *RPG (#1193): Date: Sat Apr 15 05:05:12 1995 CDT From: Quinn (#2) To: Stalinger (#657) and *RPG (#1193) Subject: wield/unwield The :do_wield and :do_unwield methods on $combatant now give the dobj first chance at announcing messages, instead of always trying to construct them. -------------------------- Message 156 from *RPG (#1193): Date: Mon Apr 17 05:06:30 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: @summon, @go, @join, etc @summon now brings an object into your contents, not your location. Only programmers can move objects they don't own. @go LOCATION moves you to location, and @join USER moves you to the location of user. Both fake motion through exits to achieve that movement. The destination itself must be unlocked and have an unlocked entrance. Non-progs are limited to @going "home", "start", and a list of globally accessible locations. These currently include the Guest Chamber and the Scrabble Lounge. Suggestions welcome, but I wanna keep the list small. You cannot use these commands if you are unconscious or in combat. The reasons for adding the new teleportable locations are chiefly associated with lag and the annoyance of walking when you just want to socialize. As such, all global locations will be strictly OOC social ones. Comments are welcome and encouraged. If you feel this compromises our reality, do please voice those concerns. -Quinn -------------------------- Message 157 from *RPG (#1193): Date: Tue Apr 18 08:37:54 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: matching, blockers Implemented Dylan's excellent suggestion of allowing one to attack someone who is blocking an exit. At least, I hope I implemented it. Hmm. I'm sure you'll all tell me if it doesn't work. ;) Added `@options combat first_ord`, which chooses the first of a list of ambiguous target matches, instead of printing an error message. Added "last foo" as a valid ordinal match. This is especially useful if a ROUS is blocking an exit, for example, and there are already two in the room. "Last ROUS" should match the blocking one. Generally slicked up the target matching routines, and stuck them in their own verbs-- :my_match_target and :target_match_failed on $combatant. -------------------------- Message 158 from *RPG (#1193): Date: Tue Apr 18 22:37:48 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: body areas Hacked $char:set_body_areas so that each area is checked to make sure it is actually a descendant of $body_area. If not, it is returned and the change is aborted. Also hacked to allow ANY GM to set someone's body areas. This so some of you can tackle the chore of setting someone's areas as fulfillment of a character advantage recomb pack. I may work on generic "area sets" which will contain custom body areas, so we don't have to manually set each time someone wants to be a recomb wolf, eg. -------------------------- Message 159 from *RPG (#1193): Date: Wed Apr 19 23:46:27 1995 CDT From: Quinn (#2) To: Stalinger (#657) and *RPG (#1193) Subject: wield I removed the :wield_ok and :sheathe_ok verbs on $wieldable. They are no longer called. Now called are :attempt_wield and :attempt_unwield, which should either return true, or print messages why the action failed and return false. -------------------------- Message 160 from *RPG (#1193): Date: Thu Apr 20 23:18:52 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: unarmed You can now hack the :title() of your natural weapons to show how they'll integrate into the `eq` (equipment/equipped) verb, and thus :look_self. -------------------------- Message 161 from *RPG (#1193): Date: Fri Apr 21 02:14:24 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: wielding Fixed it so you can unwield 2-handed weapons. Was a mix-up--pasted a routine to the wrong verb. Old restrictions on wielding back in place. -------------------------- Message 163 from *RPG (#1193): Date: Fri Apr 21 02:15:57 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: @combat-options +hide_nat Toggle this option on if you don't want the new "armed only with eir fists" tacked onto your "E is unarmed" line. -------------------------- Message 164 from *RPG (#1193): Date: Sat Apr 22 23:33:03 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: crystals The number of crystals required for a stat increase now varies according to what the new stat is. Remember--for this to work at all, one must not have any injury, insanity, fatigue, or crippling. For players crafty enough to read this list, I'll just say that if your NEXT stat rank is below 90, you can eat 10 times it and get a raise. If it's below 100, you need 20 times the new stat. When you DO eat enough crystals for the next rank, you get anywhere from 1 to 3 ranks bonus. Above 100 it skyrockets. Try eating stat^2. All IC justified by a kind of tolerance being built up for the crystals, and the mortal body's inability to handle immortal capacities. -------------------------- Message 165 from *RPG (#1193): Date: Sat Apr 22 23:37:58 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: pcn, :tell_stats, :resolve, new skills The Perception bonus is now _correctly_ calculated as an average of all your senses. This probably doesn't mean anything practically, since the only PCN check I know if is one _everyone_ probably already knows of. I tweaked the :tell_stats format a little, to give senses their own 3 centered rows. The :resolve on $skilled now checks for non-object stats such as the senses, and performs a bare-bones resolution. I made Ranged actually matter by adding it as the skill for the ranged weapon grandparent. I may add some sub-class skills for weapons, such as bladed and blunt, so don't be surprised to see them. -------------------------- Message 166 from *RPG (#1193): Date: Fri Apr 28 04:49:17 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: randomizing weapons Kynwal was having some trouble with his chimaera. It has seven natural weapons but seemed to be using only ONE of them. This is because one was chosen as current_weapon, and since that property was set, it didn't bother to randomize a new one. It already had a current weapon. I hacked $combatant:cleanup_attack to juggle natural weapons if the character was wielding one and has more than one. Also added the alias "natural_weapons" to $combatant:natural_weapon, which always returns a LIST of natural weapons. The fact that the natural_weapon property can be a single obj OR a list is more headache than it's worth (it's worth nothing), so I'll probably require it to be a list soon. Bad or no foresight on my part way back when. -------------------------- Message 167 from *RPG (#1193): Date: Wed May 3 13:19:03 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: @wake_up Re-Added a @wake_up message after we were brought down so they could install some more memory, bringing us up to 32M, but seemingly not making much of a difference. (We need processor, not RAM.) Anyway, the message is conjugated and told to everyone in the room, so make sure you pronoun-sub it right. -------------------------- Message 168 from *RPG (#1193): Date: Tue May 9 12:40:10 1995 CDT From: Elendil (#2237) To: *RPG (#1193) Subject: crystal confusion I have a question about crystal consumption. According to letter #164 on this list, it is said that if the NEXT stat rank is <90 then you must eat 10 times your stat to get an increase. Is that 10 times the NEXT stat or the one you want to improve? For example, my first stat was 56, the next was 62. So I ate 621 crystals in an attempt to improve the 56. Nothing happened. The stat after the 62 was in the 70's...so did I somehow need to eat 700+ to affect the 56, or am I misreading the definition of the 'next' stat? -------------------------- Message 169 from *RPG (#1193): Date: Thu May 11 01:51:52 1995 CDT From: Gray (#1248) To: *RPG (#1193) I believe that you need the amount mentioned, but that the stat you increase or attempt to increase is randomly picked. -------------------------- Message 170 from *RPG (#1193): Date: Fri May 12 07:19:33 1995 CDT From: Lamia (#3623) To: *RPG (#1193) Subject: #168 - Elendil's crystal question I interpreted #164 to mean: Look at your *highest* stat; if its next boost will take it ot 90/90+, eat statx20. If the next boost (looks like is now boost of 1 - 3 racks, where it had been 3 - 5, btw) will reach 100/100+, eat stat squared. Realize that if you do eat the correct number, the stat to be boosted will be randomly selected. And, in keeping with theme, we develop a 'tolerance' to em:( So, suppose if you've not been gobbling crystals you will have more reliable results. -------------------------- Message 171 from *RPG (#1193): Date: Fri May 26 06:14:46 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: crystal worth If you add a crystal_worth property to your beastie, its value will override any other calculations to determine crystal worth upon demise. -------------------------- Message 172 from *RPG (#1193): Date: Sat May 27 19:43:10 1995 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Chimmy Should be back to normal now. -------------------------- Message 173 from *RPG (#1193): Date: Mon May 29 23:38:52 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: tents The generic located room (including the tents) now queue an action when you're in combat and trying to enter. Thanks to the player who snooped out this little cheat. -------------------------- Message 174 from *RPG (#1193): Date: Tue May 30 00:14:24 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: let sleeping dogs lie You may now place an unconscious person whom you're carrying onto a furniture with `place person on furniture`. @place_person, @oplace_person are the relevant messages. -------------------------- Message 175 from *RPG (#1193): Date: Sun Jun 18 07:45:14 1995 CDT From: Celeste (#5515) To: *RPG (#1193) Subject: Third Circle Continued. . . I will add the lines 35 & 39 to check for a few more skills on the mage and then award full health of those two stats for now, should you have other brainstorms you think would work, just yell ;) *After all, if one is cripled, you can either heal him, or not. And even then it is a miracle!* So, the object is me, and the verb is :mend() for now, as heal() conflicts with the chars first aid i believe. Feel free to disect the verb, and as you will see, I have based a lot of it on the @heal verb, since there is no realy need to create something completely different for the same reason. Have comments, etc, yell :) L. Celeste -------------------------- Message 176 from *RPG (#1193): Date: Sun Jun 18 15:22:30 1995 CDT From: Celeste (#5515) To: *RPG (#1193) Subject: The next talent is Done: "away" Brainstorming with Selina last night, we came to common thought regarding the names of the spells. "away" is the IC version of the "home" verb. It also calls for stats of willpower and endurance. and thus, when used, deletes it appropriately. (at a random) If you are ooc, the verb is suspended as to add a little bit of realism, leaving the caller a sitting duck. I did not think that having no players in the same room really worked, after thinking about it soberly. ;) So I took that out. They may use the away anywhere, but not if fighting. It is an IC version and therefore there would be little use if others could not see. right? Please give me feed back. L. Celeste -------------------------- Message 177 from *RPG (#1193): Date: Sun Jun 18 17:08:15 1995 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Vampires, Werewolves and supernatural creatures oh my! They do not exist here. There is no way someone can be a -true- vampire. If you want to say you suck blood that is fine. But you wont have any vampire powers. The same goes for Werewolves etc., if you want to be a werewolf creature buy the pts for a recomb. Any questions send them to me. Thanks, Kyn -------------------------- Message 178 from *RPG (#1193): Date: Wed Jun 21 09:27:55 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: healing/hands First aid via "heal" now requires two hands (or your total hands if less than that) to work. -------------------------- Message 179 from *RPG (#1193): Date: Sun Jun 25 18:51:28 1995 CDT From: Dylan (#1142) To: *RPG (#1193) Subject: Uhm, anyone wanna explain Concentration, Con, and Focus? I haven't been around lately and just saw the new additions . . . Thanks. Dylan. -------------------------- Message 180 from *RPG (#1193): Date: Sat Jul 1 00:30:03 1995 CDT From: Lamia (#3623) To: *RPG (#1193) Subject: say #179 Um, still wondering (echoing Dylan). --Lamia -------------------------- Message 181 from *RPG (#1193): Date: Sat Jul 1 00:34:19 1995 CDT From: Mulder (#709) To: *RPG (#1193) They seem to be Celeste's. They will deal with magic, if/when she finishes it up. -------------------------- Message 182 from *RPG (#1193): Date: Sat Jul 1 01:02:58 1995 CDT From: Balthamel (#5042) To: *RPG (#1193) Subject: Celeste One problem; as of tomorrow Celeste is moving to Quebec OOC. She may not have a connection for a REALLY long time. yep Alright then, thanks for your time. -------------------------- Message 183 from *RPG (#1193): Date: Sat Jul 1 01:14:29 1995 CDT From: Mulder (#709) To: *RPG (#1193) Subject: Roll Call Quinn - MIA Guru - Busy with work Stalinger - Leaving for 2 weeks in Santa Fe Celeste - Leaving for Quebec Rain - MIA They're dropping like flies! Fox (Maybe a month in Santo Domingo?) Mulder -------------------------- Message 184 from *RPG (#1193): Date: Sat Jul 1 01:34:22 1995 CDT From: Nebula (#1730) To: *RPG (#1193) So, what am I...chopped liver? Nebula -------------------------- Message 185 from *RPG (#1193): Date: Sat Jul 1 01:36:31 1995 CDT From: Nebula (#1730) To: *RPG (#1193) Leave my tickets at the R/T with Osbornn! Thanks, Nebula -------------------------- Message 186 from *RPG (#1193): Date: Fri Jul 14 04:55:57 1995 CDT From: Rrose (#3843) To: *RPG (#1193) Ozzy (#5038) assaulted and killed me while I was idling (OOC) in the Documents area in the R/T. Was this a permissible action? Does he profit from such condct by having his stats improve? Thank you, Rrose -------------------------- Message 187 from *RPG (#1193): Date: Wed Jul 19 13:28:44 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: max actions One may now queue only 10 actions. This should prevent some of the idle sparring and mindless slashing. The number is kept in $rpg.max_queue_length, so is easily adjusted. Comments welcome. -------------------------- Message 188 from *RPG (#1193): Date: Sun Jul 23 10:56:53 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: ammo Collective ammo (#1277) should now have RPG stats visible by @stats. -------------------------- Message 189 from *RPG (#1193): Date: Sat Aug 5 16:52:00 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: puppets All puppets are now +IC by default. -------------------------- Message 190 from *RPG (#1193): Date: Sat Aug 5 22:01:00 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: AHaB commanding Non-standard exits and furniture seating should work now with AHaBs. Been a bug for a long time. Thanks for reporting it, those who did. -------------------------- Message 191 from *RPG (#1193): Date: Sat Aug 5 22:09:54 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: glare The mage talent `glare` now adds a 'Focus` skill resolve to the Willpower test, so mages can improve that area. -------------------------- Message 192 from *RPG (#1193): Date: Wed Aug 9 20:25:16 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: restore Added the mage `restore` spell. It's an all-or-nothing heal. You're better off trying it at first on slightly injured folk, as most of you probably have very undeveloped Focus skills. Insanity is variable. If your skill roll is higher than their injury, you suffer no insanity at all. Otherwise, you could end up suffering as much insanity as their have injury. It's a bit chaotic, but is open to adjustment. Sorry for the delay. Once I get s'more specs from Raze and others on 'magefood' I can work on that. Mage `homing` is another matter. I might just make it `recall` and allow mages to send not only themselves, but OTHERS to their homes. But then, I have to come up with a way to phase out the standard `home` we have now, without making walking home such a terrible burden. Anyway, comments on `restore` and all else are, as always, welcome and appreciated. -------------------------- Message 194 from *RPG (#1193): Date: Thu Aug 10 12:56:18 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: disfunc/home/idling Disconnecting while in combat will no longer send you home. Instead, it will queue a single flee. This is bad news for good players who are accidentally disconnected and fighting intelligent creatures. (Good news for people screwed by wily evildoers.) Players can now be attacked for up to two minutes after they disconnect. After that time, they're safe. Players idle for more than five minutes are immune from attacks. Both of those thresholds are easily changed via properties on $rpg. Hopefully this will curb some of the cheating. -Quinn -------------------------- Message 195 from *RPG (#1193): Date: Thu Aug 17 02:53:34 1995 CDT From: Sinthea (#6429) To: *RPG (#1193) Hi, a little while ago I got killed by a mini-raptor in one hit without being injured before that, I asked Neblua about it and she said one of the new GM's might have messed around with it without tellin the rest of you. -------------------------- Message 196 from *RPG (#1193): Date: Thu Aug 17 04:10:44 1995 CDT From: Nebula (#1730) To: *RPG (#1193) It would be helpful if drastic alterations to beastie powers were preceded by a warning posted here. Finding out by having players howling "Foul!" is no fun. Thanks. -Nebula -------------------------- Message 197 from *RPG (#1193): Date: Sat Aug 19 00:29:00 1995 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Nasty Mini-raptor Raptors & rexes are as wimpy as something could be without being unable to fight back at all. They're not supposed to be able to kill a healthy PC in one shot. Healthy involves more factors than just whether or not you have a colored * and obvious wounds. Sinthea, please @send me the details of the death, with the name of the Raptor if possible, and whether or not you had died within the past day. Thanks for posting but next time, please send it to *Bugs. :) That's where glitches, apparent errors, and suggestions go. Every rex and every raptor has a tag; it would have been useful info for me to know which one was the culprit, too. GM's can't mess with one another's critters; prototypes are kept by their creators, who remain responsible for maintaining them. There were no alterations to the Mini-raptor powers. -------------------------- Message 198 from *RPG (#1193): Date: Sat Aug 19 02:19:00 1995 CDT From: Mulder (#709) To: *RPG (#1193) Ok, question about player classes: are they mandatory? Do players _have_ to be a member of a class? -------------------------- Message 199 from *RPG (#1193): Date: Sat Aug 19 05:06:12 1995 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Classes The classes are a result of Advantage point spending. Everybody, please @go #3133 and read the new player instructions again; they've been changed a bit. Advantage points are an -option- and simply mean that this is what GM's will give priority when helping with the tougher parts of customizing. If you're just pretty much an ordinary person, you don't ever have to use the PEC or do a .plan. Other types of characters besides the five classes (or recombs, or cyborgs), if they have powers (anything: agelessness, invisibility/inconspicuousness, any abnormal power at all) have to be okayed with me. When there's a GM staff officially, there will be written guidelines. -------------------------- Message 200 from *RPG (#1193): Date: Sun Aug 20 17:53:55 1995 CDT From: BeastMaster (#2797) To: *RPG (#1193) Subject: Glimmer's lair It is now closed for remodeling. Should be open after a bit. -------------------------- Message 201 from *RPG (#1193): Date: Wed Aug 23 01:03:52 1995 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Pets First I'd like to say it's a pretty complex topic, so there aren't any clearcut rules. It's very much a case-by-case thing. I figured I should post this, as I imagine alot of players are going to wonder why I granted Darkhawk's request but turned Dovii's down. From Dovii's Character Sheet: [10] PET Black panther -Stealth (+10 fighter) [15] MOUNT Teradactyl -Terry (+10 flyer) I replied the following: 1. Ghost Earth simply doesn't have rare species like black panthers. Those creatures it does have, tend to be unsavory. There are a few ordinary pets already out there, such as a hawk and wolf, but I'm unwilling to add -more- "mundane" or "tropical" creatures. 2. Teradactyl. This sounds too much like a dragon, I'm afraid. I'm sort of protecting the "shticks" and "character hooks" of our existing classes. Flight is the domain of the Dragon Riders and Dragons, and One Exception: Fisuer. `Please understand I'm not saying no outright to you having a pet, I just would like you to think more about the overall theme of the game. For example, it might be more appropriate if you had something -like- a panther, something that showed some signs of being the product of a post- apocalyptic and magical world.' At this point, Darkhawk is a 90 pt. character, so I'm more willing to go through the 3 days of work MINIMUM it takes to craft a new critter (plus debugging time), because I know this character is likely to be played further. Dovii is a 59 point character, so `We'll see.' Diablo is a hawk. Hawks and wolves are sort of grandfather-claused into the Ghost Earth milieu; there's Kynwal's pet, and my own Hawkrazors (swords that transform into live hawks). Wolves survive in the bayous of N'Orleans; hawks, in the mountains. "Fragile ecosystem" "rainforest" type creatures are much less appropriate to our generally North American game setting. In fact, this is very deliberate: It lends weight to the idea that warped human aesthetics would lead us to create things like Shardin, the Snow Leopard recomb, treating exotic creatures as treasures, prizes. Their wild counterparts are long extinct. I've had the sad task of turning nine requests for pet big cats. It was so common, I was tempted to try accomodate it, by making a player class with big-cat bondbeasts, but I didn't want to institutionalize [pet+fighter]. (this from a Horseclans fan- talk about guilty pleasures...) The fact that Dovii's request was for a big cat also hurt the request a little bit, too, because I know how common it is. Two pets is also unusual; generally, a character only gets one at this time. Also-- After your first request, please do NOT nag the wizzes about it. hope that sheds some light on this. yours truly, RH. -------------------------- Message 202 from *RPG (#1193): Date: Fri Aug 25 07:41:04 1995 CDT From: Razorhawk (#80) To: Diabaali (#6506), Quinn (#2), and *RPG (#1193) Subject: Soulmechs Dear Diabaali, Quinn forwarded your questions to me. Here's the current answers: 1. Mechs running off the pilot's essence. My main influence in this is "Aura Battler Dunbine". At the moment, mechs are purely roleplayed; there are no coded vehicle mechs. The best we can do at the moment is makeshifting Tents. In the past, there has been an NPC bad guy named Cross, who had a 2-cockpit mech; he would kidnap people and use them as "batteries", locking them in the chest cockpit and draining their life out like fuel. I envision Soulmech Pilots as being more like hardened gunfighters, lean as Clint Eastwood or Jack Palance because of the mech's effect on their bodies and minds, rather than the happy-go-lucky kids of Robotech or the military-minded disciplined soldiers of Battletech. 2. The base cost of being a mech pilot is 25 points. Additional advantage points cannot be used to purchase armor, weaponry, space, etc. These would be combat advantages, and Advantage Points are strongly geared towards non-combat things. Of necessity, players are limited by their ability to MOO code; until we have somebody who is a) a real MOO coder, b) interested in learning our stat system from Quinn, and c) willing to work with Stalinger and/or Guru, who are already involved with our official Vehicle code, mechs will remain storyline background props. My personal ultimate would be combat on a hex grid, but with MUCH MUCH MUCH less technogunk (no headings, no heatsinks, no commands that make you feel like you're fighting your own interface instead of the enemy), as if the mechs were instinctively a part of you. It's in their magic that a fifteen year old wastelander kid might find one in the sands, climb in, and *POW*- he and his vehicle are One. DEADMAN'S PASS A B C D E F G H I J K L M N O P Q R S T U V 4 \__/ \__/ \__/ \__/ \__/ \^^/^^\__/ \__/ \__/ \__/ \__/ 4 / \__/ \__/ \__/ \__/ \__/ \^^/ \__/ \__/ \__/ \__/ \__ 5 \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ 5 / \__/ \__/ b\__/ \__/ \__/^^\__/ \__/ \__/ \__/ \__/ \__ 6 \__/ \__/ \__/ \__/ \__/ \^^/^^\__/ \__/ \__/ \__/ \__/ 6 / \__/ \__/ \__/ \__/ \__/^^\^^/^^\__/ \__/ \__/ \__/ \__ 7 \__/ \__/ \__/ \__/ \__/^^\^^/^^\^^/^^\__/ \__/ \__/ \__/ 7 / \__/ \__/E \__/ \__/ \^^/ \^^/^^\^^/^^\__/ \__/ \__/ \__ 8 \__/RT\__/D \__/F \__/ \__/ \__/ \^^/^^\^^/^^\__/ \__/ \__/ 8 (scene from my own Trial of Position on Btech MUSH 3056) 3. Skills used to run a Mech. In my own personal theory, the only possible reason you would put a human being in a person-shaped robot, is if there were some carry-over from their own personal skill. Therefore, a Soulmech's punch would be determined from the pilot's Unarmed; firing the cannons would be off the Pilot's Ranged; the Soulmech's resistance to damage might be linked to the pilot's Willpower/Focus; and damage to the mech will take its toll on the pilot with both Injury and Fatigue. I'm really un-thrilled by the way both Robotech and Battletech turned lively Japanese anime faster-than-the-human-eye bouts of devastation and personal honor into slow plodding Robby-the-robot tanks. Make mine -GUNDAM-, and ICZER ONE. Yours truly, #80 (the little b) -------------------------- Message 203 from *RPG (#1193): Date: Sun Aug 27 06:26:26 1995 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Being Killed and Losing Items On P-killing (Players killing other players) The Consent Rule does NOT prevent you from being killed. Sorry, that's one of the few things it does NOT let you dodge. Game Consent gives you the right to demand that the combat be artificially slowed, by letting you alternate attacks. Everybody, please refresh your memory by re-reading game consent. If there's an item on your person that gets lost while you're unconscious, YOU HAVE LOST THAT ITEM. Please @send Quinn the info if it was an item on your quota, and he'll transfer it to the new owner's quota. A Wiz won't teleport it back to you. A Wiz should -not- teleport it back to you. There's very little that's realistic about this world, and very few ways you can experience a setback. To preserve what little excitement and fear we can in this game, we've decided to keep "murder" and "theft" a possibility. Items are -never- considered part of your character concept here, for just this reason. To every rule here there are exceptions, but as a -policy- we permit P-killing and will -not- retrieve players' items for them. ESPECIALLY if they are magical weapons!!! If you've lost something, you can appeal to a Wiz to get it back, sure. But "It was mine!" and "I'll be upset forever!" aren't good enough reasons for us to go breaking the few realistic things we have in the game. --RH -------------------------- Message 204 from *RPG (#1193): Date: Sun Aug 27 13:16:14 1995 CDT From: Stalinger (#657) To: *RPG (#1193) Subject: P-killing Amendment. A minor amendment to the last post: First off, you should not demand that combat be artifically slowed. Weapons deal with their own speed, so weapons harder to swing, heavier, or just awkward to use will not allow you as many attacks in a period of time than other weapons. For example, when someone is swinging their fists against someone using a chainsaw, the person using their fists will be able to attack more often because there is relatively no slowness to swinging your fists. However, it is nice if you intersperse your combat with emotes and/or poses, so that all communication doesn't just end with the beginning of combat. Secondly, if you lose an item in combat, do NOT @send Quinn with a request to switch it to another person's quota. He would recieve a considerable number of such requests and he has more important things to attend to. However, if you lose a weapon in combat it is particularly bad form to have it teleported back to you as IC, you've -lost- it, period. If you hunt down the person/creature who has it, you can regain it, but it is terribly poor RP to just have it brought back to yourself. Hopefully that will clarify things. -Stalinger -------------------------- Message 205 from *RPG (#1193): Date: Mon Aug 28 01:04:29 1995 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Asking for Slowed Combat Alright, I'm sorry I misspoke. You can't and shouldn't "demand" slow combat. But it's alright to ask. The alternative is that the player who needs this "crutch" (or who would prefer a more colorful and individualized combat sequence perhaps) just logs off. And if someone asks you for slow combat, you can just politely refuse them, too and go away. After a closer look at what happens when you die, I've discovered that items which are on your Quota remain on your person at death. There's no need for Quinn to be monkeying with ownership changes of this sort. :) --RH -------------------------- Message 206 from *RPG (#1193): Date: Mon Aug 28 04:31:22 1995 CDT From: Nebula (#1730) To: *RPG (#1193) Re: RH prev post here -------------------------- Message 207 from *RPG (#1193): Date: Mon Aug 28 04:32:35 1995 CDT From: Nebula (#1730) To: *RPG (#1193) Hrm, Re: RH prev post here....let me see, players aree SUPPOSED to logoff if they don't like the combat now???? -------------------------- Message 208 from *RPG (#1193): Date: Mon Aug 28 17:32:09 1995 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Mages and 'prentices No one should be taking any apprentices yet. Since none of the 2nd circle spells/powers are even coded yet. If you can only do the 1st circle, then you are an apprentice yourself. The exceptions to that rule is Balth. Who will be able to teach all the 2nd circle spells/powers once they are done. And it needn't be said that any programmers who are IC mages can also take on apprentices. -Kyn -------------------------- Message 209 from *RPG (#1193): Date: Wed Aug 30 15:50:19 1995 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: RE: 205, 207 by Nebula, Players logging off. We've chosen not to penalize players who log off during combat. We do have an "engaged in combat" status; the MOO knows if you are being attacked or attacking, and could easily have done this. DikuMUD players will recall the way dikuMUD causes you to lose all your possessions if you do not log off by "Renting" at an Inn. We give the player the benefit of the doubt, and don't do anything severe if they disconnect during combat. When I say logging off is the alternative, I mean what I've said. Not that you are `supposed' to log off, but that this is an entirely possible course of action for the player, one we cannot prevent. If a player doesn't like combat, there's a chance they just -will- log off. -------------------------- Message 210 from *RPG (#1193): Date: Wed Aug 30 17:14:09 1995 CDT From: Nebula (#1730) To: *RPG (#1193) I only posted the logoff query because such an issue had been made of having players deal with the consequences of their actions in previous postings...in reversal of a previously held position. -------------------------- Message 211 from *RPG (#1193): Date: Sat Sep 2 11:22:22 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: bioscanners Added hands_free requirement to bioscanner, as per Mulder's suggestion. -------------------------- Message 212 from *RPG (#1193): Date: Sat Sep 2 14:36:53 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $player:character_sheet() Added this, which should be accessed when wanting to get the 'pretty' character sheet for someone. It currently just removes the FREEZE line. (Typing 'FREEZE' alone on a line disallows a player from further editing their sheet.) -------------------------- Message 213 from *RPG (#1193): Date: Sun Sep 3 10:03:51 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: afterdisc death Thanks be to Stalinger for pointing out a bug in the after-disconnection death protection scheme. Missing statement. Should now be OK and working as previously advertised. -------------------------- Message 214 from *RPG (#1193): Date: Sun Sep 3 16:33:07 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: scanners/hands I removed this requirement for the time being. Elendil's post on *ideas spurned the removal, but his reasons are invalid. People shouldn't be re-describing things as what they aren't, unless they wanna pay some character points or whatever to have a custom version. I removed it because it's incongruent with all the other things you can use with full hands, and also because :is_holding is SUPPOSED to be checking if you're actually HOLDING something. It just isn't yet. -------------------------- Message 215 from *RPG (#1193): Date: Tue Sep 12 19:10:13 1995 CDT From: Elendil (#2237) To: *RPG (#1193) Subject: @ic player mailing lists I seem to recall reading a discussion of the creation of newsgroups for specific player classes...are these in existence? And, if they are, are they readable/writable by players with different classes? -------------------------- Message 216 from *RPG (#1193): Date: Tue Sep 12 20:39:05 1995 CDT From: Yzryel (#5314) To: *RPG (#1193) Subject: IC Class mailing lists Well as far as I know, us Dragonriders do have our own mailing list, but its strictly for Dragonriders, not readable or writable by others except wiz-types. The reason our list is strictly for Dragonrider eyes is because it deals with Dragonrider information and issues directed at and for Dragonriders, not other classes. Yzryel, rider of Elwynd. The majority of the list is basically admin stuff to keep us Dragonfolk busy and well organized since we tend to be more 'close knit' than the other classes. Also, most of it would be actually spam for any non-dragonrider who read the list. -------------------------- Message 217 from *RPG (#1193): Date: Tue Sep 12 20:40:26 1995 CDT From: Yzryel (#5314) To: *RPG (#1193) Subject: DOH! Messed up on the editing of that one. :) -------------------------- Message 218 from *RPG (#1193): Date: Sat Sep 16 12:17:15 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: AHaBs If your AHaB doesn't seem to be responding to "AHaB, do this!" commands, but works with "`AHaB Do this!", try @renaming it to all its aliases. For example: `@rename Freddy to Fred,Freddy,Freddie` or whatever. It needs to know its own aliases to recognize contextually addressed speech. -------------------------- Message 219 from *RPG (#1193): Date: Wed Sep 20 09:04:22 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: size Added `help size`, which summarizes our size system without having to search through this list. SORRY IT TOOK SO LONG I AM SO LAME. -------------------------- Message 220 from *RPG (#1193): Date: Wed Sep 20 09:16:37 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: torso/head/groin kills Changed the permissions on these so they can be easily edited by descendants. -------------------------- Message 221 from *RPG (#1193): Date: Sat Sep 23 15:53:22 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: revive/death Fixed bug in revive which says "You attempt to wake generic player." and the problem with dead people carrying their homes and being stuck in the Midrealm. Thanks to Jez and Harker for reporting these. -------------------------- Message 222 from *RPG (#1193): Date: Mon Sep 25 20:22:00 1995 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Magickal flow flux For those seekers/mages/arch-mages and anyone else who claims to have a feel for the magickal forces around at all times. You all feel a slight 'flux' in the power. It isnt pinpointable, but it was definitely felt. Enough so that even those of untrained/little skill could tell. -------------------------- Message 223 from *RPG (#1193): Date: Wed Sep 27 17:53:51 1995 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Omar For those players who feel they would know: Omar seems to have vanished from Jizo without any trace. -------------------------- Message 224 from *RPG (#1193): Date: Fri Sep 29 13:04:31 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: exit noise transparency Implemented Mulder's suggestion that OOC speech not travel through exits. -------------------------- Message 225 from *RPG (#1193): Date: Tue Oct 3 09:20:13 1995 CDT From: Yjezra (#5288) To: *RPG (#1193) Subject: Kidnapping Of Yjezra, DragonMistress The DragonMistress of Mt.Morlith Aeyrie, Yjezra, rider of garnet Lyrzrath, has been kidnapped. She was last seen near the Otter beach on Jizo, one of her favorite places for a morning swim. -------------------------- Message 226 from *RPG (#1193): Date: Wed Oct 4 16:18:38 1995 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Mage apprentices For anyone who wants to start on the road to being a mage (get the first group of spells) send me a page and I will set you up. -------------------------- Message 227 from *RPG (#1193): Date: Wed Oct 11 19:11:39 1995 CDT From: Yjezra (#5288) To: *RPG (#1193) Subject: Ymzrei/Jamal The dessicated remains of a human were found out in the wastelands last week by The Dark Adept. Upon examination of the remains it has been determined that Jamal has been found. The cause of death is uncertain. -------------------------- Message 228 from *RPG (#1193): Date: Wed Oct 11 19:24:23 1995 CDT From: Yjezra (#5288) To: *DragonRiders (#5915), *RPG (#1193), and *Storylines (#5236) Subject: @Roster of DragonRiders Here follows a roster of all riders and dragons on Mount Morlith Aeyrie at this time: Yjezra, rider of garnet Lyrzrath; Ykaire, rider of obsidian Raesaalth; Yzryel, rider of obsidian Elwynd; Yariel, rider of amethyst Chalkydra; Yseult, rider of obsidian Tierz'yrrlan; Yllwynd, rider of sapphire Rystan; Yscampi, rider of pearl Tysharra; Yama, rider of sapphire Lythril; Yttrium, rider of emerald Telluri; Yroshi, rider of pearl Lyizrait; Ytschen, rider of emerald Rhyzltaen; Ykalmar, rider of pearl Ryarkk; Ylanya, rider of sapphire Thyrzraith; Yalon, rider of garnet Saraaka; Balth, rider of amethyst Syndrill and Tyrlan, rider of sapphire Bryzzlok. Welcome to all new riders and Blessings on all at Morlith Aeyrie. -------------------------- Message 229 from *RPG (#1193): Date: Wed Oct 11 19:26:50 1995 CDT From: Yjezra (#5288) To: *RPG (#1193) and *Storylines (#5236) Subject: Yjezra's return Last week after Yjezra's kidnapping by Red Fang, she was rescued by Balth, The Dark Adept and Tybon. She was not harmed and Red Fang paid for his crime. -------------------------- Message 230 from *RPG (#1193): Date: Fri Oct 20 08:20:40 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: bartender reactors (#1069) Children of this should now work OK. If you have one already, just call its initialize verb. Ie: ;#your_rx:initialize() -------------------------- Message 231 from *RPG (#1193): Date: Sat Oct 21 16:22:41 1995 CDT From: Sabin (#8680) To: *RPG (#1193) Subject: Katana This is late but... :) Katana can be used either two handed on single handed. They _rarely_ are used as a pair of anything. *sorry guys*. The 'traditional' styles use both hands on the hilt. End of lecture. :) Sabin, (new name to be decided) -------------------------- Message 232 from *RPG (#1193): Date: Sat Oct 21 17:26:41 1995 CDT From: Collosus (#4496) To: *RPG (#1193) and *Chat (#5391) Subject: puppets Just to clarify for those players who own pets, pets are animals they are not to be used to gather crystals, animals eat crystals. They are not there to get your toys when you die, they are animals first and foremost. If you use your pet to get your crystals or items you are violating the gamne. Any player who observes a pet/puppet picking up objects for a dead player should report it to a wizard, the puppets are gifts not a (Get of of Death) Free card. -------------------------- Message 233 from *RPG (#1193): Date: Sun Oct 22 05:46:20 1995 CDT From: Gray (#1248) To: *RPG (#1193) Subject: Katana (Re:1h/2h) >The 'traditional' styles use both hands on the hilt. ----- (From _The Book Of Five Rings_, by Miyamoto Musashi; Earth Scroll) ----- On naming this individual school "Two Swords" "The point of talking about two swordsis that it is the duty of all warriors, commanders and soldiers alike, to wear awo swords. In olden times these were called Tachi and Katana, or the great sword and the sword; nowadays they are called Katana and Wakizashi, or the sword and the side arm. There is no need for a detailed discussin of the business of warriors wearing these two swords. In Nihon, the way of warriorsis to wear them at their sides whether they know anything about them or not. (lengthy explanations of why using a katana two-handed is normally a Bad Idea deleted..) ----- Written originally in 1643 by a 'legendary' oriental swordsman ----- "Hey, if the samurai normally carried paired weapons, I don't see why we can't use 'em. ;) -Gray -------------------------- Message 234 from *RPG (#1193): Date: Sun Oct 22 12:28:38 1995 CDT From: Quinn (#2) To: *RPG (#1193) Subject: pets/knockout Changed the way controlled puppets relay monitored text to their masters so that it will appear even while the master is unconscious. Note that masters should have always been able to use @command and @monitor (note the prefixed @) while unconscious. If this doesn't work, someone tell me. -------------------------- Message 235 from *RPG (#1193): Date: Sun Oct 22 16:36:27 1995 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: PUPPETS As of Oct. 22, no puppets will be handed out until a) a council of GM's has been formed (Wizzes are discussing this right now) and b) the Advantage rules have been given a rework. Sorry for the inconvenience. Puppets Used to Hunt ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~` If your puppet is a Sentient, they may hunt and gather Crystals for you. If your puppet is not a Sentient, please don't have them doing this; it annoys other players. Thank you. --RH (#80) -------------------------- Message 236 from *RPG (#1193): Date: Wed Oct 25 04:50:16 1995 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Two Swords... As an OOC student of the martial art of Kuk Sool Won, I have to point out that the older forms -do- use two swords. Musashi was something of a maverick. As Bruce Lee wrote about why the "traditional ways" weren't necessarily the best, so too, the Book of Five Rings is Musashi's opinions. Of course, he's also supposed to be the greatest swordsman ever, who wore wooden swords (bo-ken) because the bladed ones made things too easy. Kuk Sool Won derives from Korean courtly martial arts, and cites, as one of its traditional sources, the stick dances of Korean, which are disguised sword forms. Under occupation, the use of the swords was banned, and their training forbidden, just as later empty-handed arts would be banned. The Korean warriors have long used double-katana forms; these are like the Japanese weapons but are nearly straight (therefore, not slashing cavalry weapons, presumably). In real life, I've seen untrained people trying to fight with double weapons in padded weapon games. Most people haven't got the coordination for it; the off-hand would have been put to much better use holding up a shield. Anybody can be trained to do it, though; ambidexterity in sword use can be acquired and without much fuss, too. :) In this game, we glossed over handedness/ambidexterity, and permit double-katana use mostly because it's just plain fun. For what it's worth, you do get a minus to the effectiveness of the second weapon you carry. A person holding two katanas is not twice as effective as the same person wielding only one. -------------------------- Message 237 from *RPG (#1193): Date: Thu Oct 26 11:53:07 1995 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Dragonriders Until further notice, no more Dragonriders will be accepted. The Morlith Aeryie is full. There will be a chance at some later date to be a dragonrider as the general pool of players on here grows. Yjezra has a list of those last couple who made it in before the cap. Please do not ask her about becomming a dragonrider till something is said about when they will re-open. -Kyn -------------------------- Message 238 from *RPG (#1193): Date: Sat Oct 28 23:58:38 1995 CDT From: Mrr (#80) To: *RPG (#1193) Subject: Ghostwheel Plain Entrances in this region have been given "sizes" (.clearance). Please report bugs directly to #80. :) --------------------------