Date: Sun, 9 Mar 1997 15:30:04 -0400 From: "Quinn@GhostWheel" To: quinn@vv.com Subject: GhostWheel Message(s) 1 - 100 from *RPG (#1193) X-Mail-Agent: GhostWheel (casper.bga.com 6969) Message 1 from *RPG (#1193): Date: Fri Sep 6 02:03:35 1996 CDT From: Darby (#12081) To: *RPG (#1193) Subject: Umm, clarification.. There are no rules for using your dragon as a combatant with Yj:) Ask her about using dragons in combat, if you are unclear about them. -------------------------- Message 2 from *RPG (#1193): Date: Fri Sep 6 09:21:24 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: dragontrust Dragon trust will be in effect very shortly. It's a matter of three lines of code. You can't fondle them now unless trusted. -------------------------- Message 3 from *RPG (#1193): Date: Fri Sep 6 09:34:00 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: death, or lack thereof Nobody "dies", but death takes its toll. It should be considered a fundamental truth of our world that one will not be *obliterated* upon death. However, their power *will* wane. It's a unique system we have. Everyone should be well aware that, as far as we know, there *is* no end to ones existence. Barring suicide, of course. Ghost. Wheel. Get it? The cycle of existence. Having ones head implode, having ones groin shredded with lead pellets, getting a fistful of razors through the chest--it hurts. What follows is extreme fatigue and disorientation, and a lasting spiritual scar. Death isn't meaningless here. It just doesn't mean what it does iRL. -------------------------- Message 4 from *RPG (#1193): Date: Fri Sep 6 10:25:32 1996 CDT From: Balth (#3746) To: *RPG (#1193) Subject: The list straying... If I'm not mistaken, this list should be used to show updates to the RPG system on the MOO. If you have a post or question about something similar to the dragon topic of prior postings, please post to *chat or the appropriate wizzen. -just got out of Human Ecology thinking about MOO db ecology Balth -------------------------- Message 5 from *RPG (#1193): Date: Fri Sep 6 13:19:53 1996 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Misc stuff My thoughts on people trying to mount my alts (extremely irritable, hates two leggers) dragon is this. It won't shy away. It will attack. It will use stun unless they persist then it will kill. Or perhaps it will just take the person somewhere and drop them. Perhaps hold them prisoner to tortre, hrm, the list goes on and on. Update for mages on the round system (You know you wanted it)- 3rd circle spells -take 1 action. Queue em up bud. 2nd circle spells -take 2 actions. Pose preparing then release. Notice a pattern? 1st circle spells -take 3 actions. Pose 2 actions of buildup then release. Hope you don't get distracted before release. ;) So yes, casting a 2nd circle spell can take two rounds. Life's rough isnt it? -Kyn -------------------------- Message 6 from *RPG (#1193): Date: Fri Sep 6 13:20:40 1996 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Wing buffet Hrm. Sounds like an attack form I should of made awhile ago. And tail attacks too. Hrm. -------------------------- Message 7 from *RPG (#1193): Date: Fri Sep 6 14:50:00 1996 CDT From: Stalinger (#657) To: *RPG (#1193) Subject: This list. PLEASE, people. If you want to argue something at length, or just chat about the weather, go to another list. This exists primarily for updates to our RPG system and related threads, many of which are very important knowledge for further building. Reading it right now is like trying to pick diamonds out of the noise. Perhaps it was misnamed, but _please_ take your debates to another list. Perhaps the creation of *rpg-discussion or something similar is in order? -Stalinger -------------------------- Message 8 from *RPG (#1193): Date: Sat Sep 7 17:35:03 1996 CDT From: Yalon (#8143) To: *RPG (#1193) Subject: RP skills The title is somewhat deciving, because I did not know how to word this. I used to play on mushes, where the only thing to describe your charcter was a desc. And belive me, I did not see many ugly women. In fact, 95% of them were, beautiful. And at least 50 % of the male chars were handsome. Now that we are going to a [RP] Appearance, I feel it might get out of control. We will have people trying for x5, or x6 even, And everyone will want to be Handsome or Beautiful, cause its free. Well, not everyone of course, but many. Now, is there a soloution, I dont know, but I felt that when I did pay for Handsome I was entitled to a bit of recoginition, alas, not many noticed. So maybe this isnt much of a problem then. So, if we continue with this [RP], maybe you should remember before you take a Handsome or Beautiful, that not many will care. And please, if you do anyhow, I would say lets have someone set a max beatiful. Maybe x4 or something. -------------------------- Message 9 from *RPG (#1193): Date: Sat Sep 7 17:45:52 1996 CDT From: Yalon (#8143) To: *RPG (#1193) Subject: Generation Skill I think someone should redo Game Character Advantages. Why? Cause I seem to notice its not exactly being followed, if there are changes, I'd like to know in case I make new chars. For example, Generation skills, these skills are supposed to be made without advancment points, so, according to Game Character Advantages, this means you can only have 40 points of Generation skills. I've noticed a few sheets that go over this, and I'm not blaming anyone or anything, I just think if this rule has been changed then change the rule. Just trying to get some coherance out of things, Thank you for listening. -------------------------- Message 10 from *RPG (#1193): Date: Sat Sep 7 17:51:14 1996 CDT From: Yalon (#8143) To: *RPG (#1193) Subject: A bit that makes my last post almost obsolete I was looking over the costs and found that there may not be a problem really. Now, since you cannot combine Recomb/Bionic/Mage you will never go over the 40 pts, unless you add Appearance, or Reputation. And Since Appearance seems to be going to a [RP] Skill, there should be no problem. Reputation as well should most likely become a [RP] skill, this way, no one has to bother with my last silly post. Sorry for posting in haste. Good day. -------------------------- Message 11 from *RPG (#1193): Date: Sun Sep 8 02:07:29 1996 CDT From: Devon (#13677) To: *RPG (#1193) err Yalon, piping this conversation over to *chat, shoulda started there. -------------------------- Message 12 from *RPG (#1193): Date: Sun Sep 8 20:22:54 1996 CDT From: Reco (#9870) To: *RPG (#1193) Subject: People People I and my friends where seting up to bomb the wedding. People here dont know what ic ooc are. The people pertended they didnt care if hthey got killed cause oocly they came back. I mean what the hell. People have rights to bomb parties. If im strapped to a bomb and have a stick of dynamite in my hands and if i drop it everyone will explode. People should be scared icly. This makes me pissed off. Especiall wizzes using certain powers of theres that they got by being a wiz. SOme wiz at the party transferred me out of the room without me nowing. He also did it to cheeko. This is kind of wizards we dont need. This would've been a good tp if people went along with it but everyoine is so paranoid about losing stuff they dont even try. I think this is bullshit. OOC and IC are different. Get it into your heads people. This really pisses me off. -------------------------- Message 13 from *RPG (#1193): Date: Mon Sep 9 12:25:34 1996 CDT From: Synge (#12541) To: *RPG (#1193) Subject: about the [RP] I know appearance is now [RP], but what about reputation? -------------------------- Message 14 from *RPG (#1193): Date: Tue Sep 10 08:28:53 1996 CDT From: Quinn (#2) To: *RPG (#1193) and *Bugs (#1294) Subject: tartarus zone mishaps Do not @edit from within a terrain room. You shouldn't really @edit from any IC room, but especially not a terrain room (Wasteland, Undersea, etc). The room might be recycled behind you, and be recreated as our little Tartarus Hell. You can possibly prevent this from happening by dropping an item there before leaving to @edit, but, as stated, it's better to just do it in `@go OOC` or some such place. -------------------------- Message 15 from *RPG (#1193): Date: Wed Sep 11 17:44:59 1996 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: IC reactions to an 80' lizard. It was pretty sad to see how people reacted to an 80' dragon. Lack of respect and fear was almost horridly apparent. If I am IC as Kynwal I still treat dragons with respect. Perhaps we need to loosen the reins on how dragons can interact with smug players who think they can say/do anything to such a large creature. -Kyn -------------------------- Message 16 from *RPG (#1193): Date: Thu Sep 12 16:49:09 1996 CDT From: Stryfe (#5113) To: *RPG (#1193) Subject: Wanted: I am looking for some soldiers to join the Order of the Wyrm. We are a group set up along the lines of Red's Feds. Except I offer better benefits. ;) Mages are also wanted. Send me mail if you want more info. -------------------------- Message 17 from *RPG (#1193): Date: Sat Sep 14 06:21:36 1996 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: The Flaming Man Early on Saturday Morning, a hapless traveller out in the Wasteland hit his Panic Button, screaming in agony. Alas, by the time a Real/Time helicopter reached the site, all they found was a few charred bits of metal. There soon followed reports of an apparition in that region: a man composed of fire. (Coordinates 61 16) Several teams of adventurers ventured out. They showed up one by one in their various abodes, drooling and jibbering about the a walking corpse bathed in flames. One, an experienced battle medic, reported that he had seen burn victims before, and that this was nothing like what he had ever seen. Apprentice mage Jaffrey Jaye of Austin said that he saw it from the crest of a nearby dune, using a spell of divination, and that it was evil and very powerful. [OOC NOTE: No further information will be made available. This "quest" is not open to Wizards; it is for Players Only. ;) ] --rh -------------------------- Message 18 from *RPG (#1193): Date: Sat Sep 14 12:26:52 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: @lock Removed the @lock command from $player. Players will no longer be able to OOC @lock things. Containers, and now tents, should be lockable via VR `lock` -------------------------- Message 19 from *RPG (#1193): Date: Sat Sep 14 14:11:29 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $puppet:add/remove_shaper(user) Added this verb for programmatic adding and removing of shapers to and from a puppet. -------------------------- Message 20 from *RPG (#1193): Date: Sun Sep 15 01:34:27 1996 CDT From: Darkhawk (#5041) To: *RPG (#1193) Subject: EIC Having been fed up with recent EIC plans and whatnot Darkhawk has claimed leadership of it, those opposing may take it up with him and those still interested in joining may contact Darkhawk, my second in command Hoplias has chosen to back me in support of this. if any EIC has a big problem with this tell me, I was just real tired of you guys never being on to help me or anyone else or having any plots.. -------------------------- Message 21 from *RPG (#1193): Date: Sun Sep 15 02:17:31 1996 CDT From: Nebula (#1730) To: *RPG (#1193) Re: 517 above. Nice *Storyline. -------------------------- Message 22 from *RPG (#1193): Date: Sun Sep 15 11:20:27 1996 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Necromancy Due to the flurry of sudden inquiries about necromancy (with good reason) a post needed to be written. Necromancy in the (raise undead etc) sense will not exist. At least not in the foreseeable future. The dragon that has come back is being allowed by the special nature of dragons not coming back from the Eagle. Ellyw is an example of what happens should they come back. -------------------------- Message 23 from *RPG (#1193): Date: Tue Sep 17 09:34:15 1996 CDT From: pandora (#11128) To: *RPG (#1193) Subject: Why am I a Mage! I haven't connected for awhile so I don't remember if I made any requests to become a mage but now I find I am one. I've also noticed, on a side note, that I also don't have access to *mages. But thats ok because I don't want to be a mage. Could someone please kill off the bit of progging that makes me a mage? I was kind of hoping to develop this character into a Dragon Rider. Thanx! --Pandora-- -------------------------- Message 24 from *RPG (#1193): Date: Tue Sep 17 19:53:10 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: dragon petting and mounting Added @opet_refused_msg to #5333, printed to everyone when an unwelcome one attempts to pet a dragon. Also added the check for "mount" trust to Corinthian's ridable beastie (#3865), with an @omount_refused message. There are no @*_refused messages (sans 'o'), printed just to the player. This to conserve DB. -------------------------- Message 25 from *RPG (#1193): Date: Tue Sep 17 20:22:13 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: GMS only This group is now sendable to only by gamemasters, chiefly to prevent off-topic discussion. All can read it, but keep general comments somewhere like *chat. -------------------------- Message 26 from *RPG (#1193): Date: Tue Sep 17 20:24:37 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: new designations You'll notice a some new designations on the WHO list: God: me Tch/Tek/Tec: "Technomancer" ($programmer) Geo: "Geomancer" ($builder) I can't decide on the three-letter code for Technomancer. Help me. Tadewi is our first $builder. -------------------------- Message 27 from *RPG (#1193): Date: Sat Sep 21 23:50:58 1996 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: A little note Do not go into the @editor while in the wasteland or any other megaroom. (The undearsea is another example) as the room you left may recycle behind you. Thereby making you come back somewhere else. -------------------------- Message 28 from *RPG (#1193): Date: Mon Sep 23 15:31:12 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: time I believe I've fixed the RPG time. Someone tell me if it still looks wrong. -------------------------- Message 29 from *RPG (#1193): Date: Mon Sep 23 17:41:34 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $clothing:maybe_announce_clang Added this verb so armour makers can optionally make clangs sound all the time. Wooheeha. -------------------------- Message 30 from *RPG (#1193): Date: Fri Sep 27 10:45:28 1996 CDT From: Kynwal (#1610) To: *mages (#11664) and *RPG (#1193) Subject: Tantric magick I would like to make sure everyone is clear that you have to CONSENT to have this kind of magick used on you in any way shape or form. It is not something that can be coded or may ever be coded. If you do not want to be a (love) slave then it does not work. If you have a question about something involving magick, please page myself or Stalinger. -------------------------- Message 31 from *RPG (#1193): Date: Sat Sep 28 16:38:46 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: kirlian locks Kirlian locks such as those on tents are now lockable only by their owners. Sorry about that. -------------------------- Message 32 from *RPG (#1193): Date: Sat Sep 28 16:39:17 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: @time/ic The IC ctime should be really fixed now. If it doesn't look right, someone tell me. Sorry AGAIN. -------------------------- Message 33 from *RPG (#1193): Date: Sun Sep 29 08:20:01 1996 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Griffen and Cheetah I would like to commend these two players for coming up with an idea that they could do without hard coding a new object. Just by changing messsages an IC object was made. AndRP was fostered. Well done both of you. -------------------------- Message 34 from *RPG (#1193): Date: Tue Oct 1 16:37:09 1996 CDT From: Theseus (#3746) To: *RPG (#1193) Subject: Reading is FUNdamental! After a bit of tweaking, the generic book (oooh) is done. It's object #15676, and thanks to Milamber and Moonheart for helping me debug it from my original coding (flawed as it is.) Thesaurus Theseus. -------------------------- Message 35 from *RPG (#1193): Date: Tue Oct 1 18:25:46 1996 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: DarkReach tower and non-mages If you are a non-mage (or a mage) and you want to do a major plot involving the tower. Let me know and we can work something out. I am all ears just like a corn on the cob. -------------------------- Message 36 from *RPG (#1193): Date: Mon Oct 7 10:46:32 1996 CDT From: Tadewi (#3791) To: *RPG (#1193) Subject: Critters in Metairie Cemetery. I'm slowly releasing a batch of new critters into the cemetery. If you have any problems, page or mail me with them. Taddy -------------------------- Message 37 from *RPG (#1193): Date: Mon Oct 7 18:05:14 1996 CDT From: Theseus (#3746) To: *RPG (#1193) Subject: wieldable $things Ever been in an rp situation where you wanted to pick the paperweight up off the desk and bash the other person in the head with it because you forgot your trusty sword/crowbar? HAVE NO FEAR! The generic wieldable $thing is here! With three distinctive flavors, (sharp[bladed], blunt[blunt], cheddar[cheese]) You'll find that you can make whatever type of little knick knack you need to aid someone in a fight! [Note: Cheddar may not available in all locations due to zoning restrictions.] Simply walk into your local convenience store and ask for items #: #5412 for the blunt kind, and #16108 for the sharp variety. Made right here in the USA. Buy American! Thesaurus Theseus -------------------------- Message 38 from *RPG (#1193): Date: Mon Oct 7 18:16:20 1996 CDT From: Tadewi (#3791) To: *RPG (#1193) Subject: Killable Critters in Metairie Cemetery. There are now three kinds of critters wandering around the Cemetery now and all of them are low to mid-level for the new and the somewhat new to have fun with. More powerful ones will be added later for all you thrill-seekers. *wink* Taddypole, your Adorable Geomancer Chick (tm) -------------------------- Message 39 from *RPG (#1193): Date: Mon Oct 7 18:25:50 1996 CDT From: Tadewi (#3791) To: *RPG (#1193) Subject: Picking up beasties. The critters in Metairie are no longer pick-upable when unconcious. Those of you who did pick them up and carry them off, please let me know and I will @move them. Don't let me catch you with them. I will not be lenient. Taddypole -------------------------- Message 40 from *RPG (#1193): Date: Mon Oct 7 18:42:18 1996 CDT From: Theseus (#3746) To: *RPG (#1193) Subject: Wait, THERE'S MORE! For a LIMITED TIME ONLY, we're able to tell you that if you purchase one of our handy-dandy wieldable $things, for a mere $19.95 worth of crystals you can also get a nifty generic wieldable $furniture! That's right, its stylish, comfortable, AND USEFUL FOR BASHING THE ONES YOU LOVE IN THE CONVENIENCE OF YOUR OWN HOME! Simply tell that store clerk that you want a #16070, pronto! Satisfaction GUARANTEED! [Legal Disclaimer: Some assembly required, but only if you want different message sets other than those included with the standard blunt object. Not responsible for accidents involving Mother-in-Laws and the reclining feature.] CRAAAAAZZY THESEUS! -------------------------- Message 41 from *RPG (#1193): Date: Tue Oct 8 19:15:58 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: throwing, shooting Adding 'throwing' and 'shooting' as skills. As of now, no weapons use them. Maybe those throwing daggers should? -------------------------- Message 42 from *RPG (#1193): Date: Wed Oct 9 16:14:04 1996 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Firestorm On the IC day corresponding to the OOC time of Oct. 9, 16:00 CDT, a mysterious storm broke out over the whole world. Clouds formed, and from the clouds fell pellets of some kind of molten plasma, that burned the skin and set trees on fire. The rain of fire lasted four terrible minutes... This plasma resembles the red slime that kids love to play with, and smells very foul. OOC: This phenomenon is not magical, it is physical. The plasma is radioactive, although its isotopes will break down quickly. People living in non-corporate housing will experience the symptoms of radiation sickness: nausea, burns on the skin, and even hairloss. There will be few adult casualties-- but many children will die, and there will be many miscarriages as well. It will take approximately sixteen days for the symptoms to vanish. If you possess Medical skill of Lvl 1 or above, you will know within the day that this is radiation sickness. If you do not possess Medical skill of Lvl 1 or above, you only know for sure what is going on if you have spoken IC to a player with Medical skil Lvl 1 or above. Otherwise... your character only knows unverifiable rumors. -------------------------- Message 43 from *RPG (#1193): Date: Thu Oct 10 12:50:12 1996 CDT From: Tadewi (#3791) To: *RPG (#1193) Subject: Bug in Metairie Cemetery. It was taken care of. @dump-garbage works nicely. Have funsies all of you! Taddypole, your Adorable Geomancer Chick (tm) -------------------------- Message 44 from *RPG (#1193): Date: Sun Oct 13 13:00:40 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: #12967 @granted #12967 to Avatar from Morrigan. -------------------------- Message 45 from *RPG (#1193): Date: Wed Oct 16 18:19:00 1996 CDT From: Razorhawk (#80) To: *RPG (#1193) The icky horrible red rain has ended. Things will return to normal over the next few days. Well, if you call smashing birds over the head with a quarterstaff, having them turn into crystals, then eating the crystals `normal'... -------------------------- Message 46 from *RPG (#1193): Date: Thu Oct 17 17:23:26 1996 CDT From: Quinn (#2) To: Guru (#2509) and *RPG (#1193) Subject: sawed off shotgun I cleared #4242.skill back to Blunt. The "skill" property of a ranged weapon is for when it's used UNLOADED. Its loaded skill should be defined on its ammo. -------------------------- Message 47 from *RPG (#1193): Date: Thu Oct 17 18:27:32 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: prison #4799:allow_priveleged_command() has been edited to prevent going @movement regardless of how deeply nested one is in the prison's containment hierarchy. It *will* still allow mailing, even moving to the editor, but won't let you arbitrarily move out of there. -------------------------- Message 48 from *RPG (#1193): Date: Thu Oct 17 18:43:41 1996 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $ranged Set $ranged to use Shooting skill by default. -------------------------- Message 49 from *RPG (#1193): Date: Tue Oct 22 17:32:10 1996 CDT From: Morrigan (#10469) To: *RPG (#1193) Subject: 'Allo... Allo...to sort of help unspam *mages and all that kinda good stuff, there is now a public *list for the Association, subscribable by using *TA. I'd like the mages here on GW to use it especially for discussing what to do with the Association currently, and in the future, for different TPs, updates, ideas, and etcetera. Danke. The Morrigan -------------------------- Message 50 from *RPG (#1193): Date: Sat Nov 2 18:34:32 1996 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: A New Character Class. Now introducing the Character class, Beastmaster, available to anyone who likes to RP and is good at it. The Class costs 35 CPs and is RP intensive, which means you have to go through a small trial period to prove your RP ability before you will become one. The class entails being able to puppet a beast that is bonded to your character. Since this is an actual Class and not a faction or affiliation, you cannot be a Dragonrider, SoulMech, Mage, Submariner, Bionic, Recomb or Crystal Hunter and also be a Beastmaster. Anyone wishing to join who are in other classes or are Crystal Hunters by default, must @reroll! before they will be admitted. For more info, read #15260. Taddypole -------------------------- Message 51 from *RPG (#1193): Date: Sat Nov 2 20:52:24 1996 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: Beastmaster class. I'm going to be staggering the amount of Beastmasters I allow at one time. For now, I'm seeking up to seven new Beastmasters for the time being. Once the seven are found, I will not be allowing anymore new ones for a few months. Taddypole -------------------------- Message 52 from *RPG (#1193): Date: Sun Nov 3 01:32:36 1996 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: Beastmaster slots closed. I've filled all the spots for Beastmaster for the time being, thank you to everyone who applied for it, but I won't be accepting any new ones until the class has been tested and bugs and problems are ironed out. I'll post again when new ones are being accepted. Thanks again. Taddypole -------------------------- Message 53 from *RPG (#1193): Date: Mon Nov 4 11:24:17 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: R/t Lounge Spells have been blocked in there as well now. No more free rides for mages anymore. -Kyn -------------------------- Message 54 from *RPG (#1193): Date: Thu Nov 7 16:17:05 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Plot meeting Plot Meeting on Sunday Nov 10th at 10pm est sharp. No one will be accepted after 10pm est. No one with skills over -150- will be allowed into the plot. -Kyn -------------------------- Message 55 from *RPG (#1193): Date: Fri Nov 8 21:20:38 1996 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: Combat that occurred in the R/T Lounge. It was indeed a glitch and after discussion, it has been recommended that all combat that occurred there be retconned. If all parties involved would contact me, it would be appreciated. I will try to be as fair as I can. Taddypole -------------------------- Message 56 from *RPG (#1193): Date: Sun Nov 10 16:32:24 1996 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: New Apt Complex in N'Orleans. Introducing the St. Jean-Marc Apartments. Anyone with 5 advantage points may send me mail and ask to live there. Taddypole -------------------------- Message 57 from *RPG (#1193): Date: Sun Nov 10 17:21:24 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Plot meeting (read 54 on this board) Meet in the OOC lounge. -------------------------- Message 58 from *RPG (#1193): Date: Sun Nov 10 18:23:21 1996 CST From: Quinn (#2) To: *RPG (#1193) Subject: $ranged:set_rounds_shot(NUM) Added an accessor method to allow setting of how many rounds were shot. -------------------------- Message 59 from *RPG (#1193): Date: Mon Nov 11 11:53:19 1996 CST From: Quinn (#2) To: *RPG (#1193) Subject: birth effects Added upper and lower mobility to those things cleared when a person is born. -------------------------- Message 60 from *RPG (#1193): Date: Tue Nov 12 01:15:01 1996 CST From: Theseus (#3746) To: *RPG (#1193) Subject: generic autofire weapons I have *finally* finished the generic automatic weapon, mainly due to Mulder's most gratuitous patience and assistance, and Quinn's perms :) Anyone wishing one, contact me. I will have the $kids momentarily -- the generic tommygun. I eventually plan to add the chaingun and possibly machinegun to this list of $kids. If interested (WIZZEN), contact me, and please see the upcoming note on *GM. Thank you. Theseus Wizzen, please see the note on *GM regarding this. -------------------------- Message 61 from *RPG (#1193): Date: Tue Nov 12 01:22:27 1996 CST From: Theseus (#3746) To: *Gamemasters (#2560) and *RPG (#1193) Subject: generic automatic weapons pt 2. Features of the GAW 2000: Jamming. Surprise! These guns may jam! Yes, that's right, there is a chance that your gun may jam up at any point. It's not pretty. Unjamming Whoa! You don't need a fancy kit, just your keen mechanical knowhow. simply unjam and you just might do it! Two unique modes of firing! Single shot firing - Pattoned sniper-squeezing abilities fire one clean shot at a time. Auto - Automatic firing. Spray that lead, baby! To use either of the two fantastic firing options, simply type: set to single or set to auto It's so easy, a baby can do it! Questions or comments, write to: GAW 2000, Box 2376 GhostWheel Plains, Wastelands, USA -------------------------- Message 62 from *RPG (#1193): Date: Tue Nov 12 19:31:25 1996 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: And now to introduce something even more annoying. Blowguns are now available for a limited time and are out there in the game world. The ammo they use are darts and pebbles. Pebbles are out there too. Don't ask me through pages where to find them, use your own ingenuity. I'm not as nice as Thes, you've been warned. *grin* Darts are being produced now and I'll let you all know when they're out there. Taddypole -------------------------- Message 63 from *RPG (#1193): Date: Wed Nov 13 19:31:12 1996 CST From: Quinn (#2) To: *RPG (#1193) Subject: bartender reactor #1069 If you want your AHaB to serve drinks, `@create #1069 named mybarkeep` (or whatever name). If you don't, then your drink/glass pool will be debited from the same as everyone else using #1069, rather than a new, fresh one. So, amongst everyone using #1069, 15 glasses are available. Besides, if you create your own, you can specialize his messages. `@d #1069.` to see what properties are customizable. -------------------------- Message 64 from *RPG (#1193): Date: Wed Nov 13 19:45:45 1996 CST From: Quinn (#2) To: *RPG (#1193) Subject: bartender reactor fixed some internal doodads and geegaws up a bit. just a bit. a wee bit. -------------------------- Message 65 from *RPG (#1193): Date: Fri Nov 15 00:54:46 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: the raising Thanks for all who participated in my off the cuff raising. Damned if I remember ed it was tonight. =) I thnk it turned out well anyway. Thanks again. -------------------------- Message 66 from *RPG (#1193): Date: Sun Nov 17 15:20:29 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Tp tonight Provided I can bungle my way through the bldgs I need sans backpsace it will start around 10:15 in the ooc oo..rooms. -Kyn -------------------------- Message 67 from *RPG (#1193): Date: Sun Nov 17 17:10:45 1996 CST From: Kynwal (#1610) To: *RPG (#1193) and *Chat (#5391) Subject: PLOT IMPORTANT Due to Rl happenings (have to make an important call tonight) the plot for the newbies will have to be postponed. Apologies all around, will post a rescheduled date. -Kyn -------------------------- Message 68 from *RPG (#1193): Date: Sun Nov 17 17:16:56 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Some fixes (critt wise) Fixed the recomb claws and teeth to do a little damage + str. Also gave them the claw/bite skill to boost those. Also you wizzen who own your own critts if they use claws/bite/flail-like weapons you better switch their stats if you havent. Or they will be quite wimpy now. ;) And if you own your own nat weapons (why? ;) ) and they pretain to claw/bite/flail please do a kids of #498 and set their stats accordingly. -Kyn the Beastie Boy -------------------------- Message 69 from *RPG (#1193): Date: Thu Nov 21 16:30:39 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Whips Fixed them pesky broken whips. Finally. -Kyn -------------------------- Message 70 from *RPG (#1193): Date: Sat Nov 23 15:06:05 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Tower burning If you wish to say you saw the tower ablaze in white fire feel free to do so. Any efforts to put out the flame will have come to nothing. Once the flame has consumed the tower it is as if it never existed. -Kyn -------------------------- Message 71 from *RPG (#1193): Date: Sun Nov 24 21:46:37 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: R/t Lounge Combat works again. Be warned. -------------------------- Message 72 from *RPG (#1193): Date: Mon Dec 2 19:03:07 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Lounge Razorahwk has decided to reward the loung again. But she forgot to disable the spells. Whee. Here we go again. -------------------------- Message 73 from *RPG (#1193): Date: Wed Dec 4 14:31:04 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: A friendly reminder A couple things that may have been overlooked or forgotten lately. 1. Do not hand out your password to other players. 2. Sparring with alts (no matter what account) is also wrong. -Kyn -------------------------- Message 74 from *RPG (#1193): Date: Wed Dec 4 16:00:43 1996 CST From: Yjezra (#5288) To: *RPG (#1193) Subject: Bows, Arrows and Hoarding There are a goodly number of woodsman's bows and arrows out there. Very few of them are in play though. This is a warning that I am going to begin checking on those out there, checking to see if they are being used or hoarded. If they are not in play, I will be moving them. I will alert those I @move them from that I have done so. Be forewarned. -------------------------- Message 75 from *RPG (#1193): Date: Wed Dec 4 16:02:01 1996 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: Weapons not in play. To add to that, any of my weapons that are not being used often will also be moved. Pebbles will not be placed out there to be found until the ones out there are used up for the most part. Use it or lose it. Taddypole -------------------------- Message 76 from *RPG (#1193): Date: Wed Dec 4 17:15:15 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Magic in the R/t lounge The ward should, I repeat should, cancel out magick too. The person who switched forgot to add it. If you use magick except a penalty of some kind to imposed on you. Consider this everyone's notice. -------------------------- Message 77 from *RPG (#1193): Date: Tue Dec 10 17:44:25 1996 CST From: Quinn (#2) To: *RPG (#1193) Subject: skill improvement Fixed a terrible lil bug in improvement whereby boosted lists grew much larger than necessary; should fix recent timeouts. -------------------------- Message 78 from *RPG (#1193): Date: Wed Dec 11 10:44:23 1996 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: Skill change. Cat-o-nine-tails are now set to boost bladed instead of flail. Have a nice day, Taddypole -------------------------- Message 79 from *RPG (#1193): Date: Wed Dec 11 11:23:57 1996 CST From: Quinn (#2) To: *RPG (#1193) Subject: penetration/deflection Penetration is GO. $weapon:penetration $clothing:absorb_damage $clothing:deflection $clothing:maybe_announce_deflect $clothing:maybe_announce_absorb $clothing:maybe_announce_clang/announce_clang is no longer called. My problem was that "clang" seems more the result of a deflection, but existing armours were using it as an "absorb" action. See the new maybe_announce_* above and hack accordingly if you've set customs on your child armours. The deflection code is currently all at the top of :absorb_damage, though I will probably move it over to a separate verb in the future. The test is: If random(armour.deflection) is greater than random(weapon.deflection), then no damage is taken. Please go through any weapons you have on which you've set penetration and adjust them if necessary. If armour has no effect against the weapon, set its penetration to 100. This, however, is unlikely. I'd say max penetration at about 85 (a laser, a diamond chainsaw), with most weapons between 30-60 (majority of bladed), and "novelty" weapons such as whips, squirt guns, wet noodles, all the way down to between 1-10. If it absolutely will never penetrate armour, set it 0. Also, please set deflection on any armour you've created. I would suggest *not* setting it higher than 20-30 in any case. NO SUPER ARMOUR. DO NOT EVEN THINK ABOUT IT. Keep in mind that if deflection succeeds, there are no further checks. No damage is taken. A high-deflection armour is an extremely valuable property. If you plan on setting an armour higher than 50, eMail me (quinn@bga.com) first for approval. -Quinn -------------------------- Message 80 from *RPG (#1193): Date: Tue Dec 17 13:42:34 1996 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: New from my warped mind! Announcing: *drum roll* The left finger body part! Woo! I figured we had alot of marriages (mine being one) so having some other place to put a ring would be nifty. Maybe I can get Quinn to put it on everyone. ;) -Kyn -------------------------- Message 81 from *RPG (#1193): Date: Thu Dec 26 09:57:35 1996 CST From: Darby (#12081) To: *RPG (#1193) Subject: Exits you can 'fall' out of Both Yj and I would like to have a room/exit for terrains that require 'climbing' to traverse. Failure to pass through the exit would mean injury in most cases, not just a failure w/ tells. Having read verbs on #7, I'm kind of stumped as to where to begin. The idea is to have a .grade property on the room you are 'climbing' to, with a success roll based on agil/str and the degree of difficulty the grade represents (and damage/injury based on .grade and endurance/shock). If anyone has any suggestions as to how to do this cleanly, please @send me.. please @send, too, if you think it's not feasible. Many thanks. --D. -------------------------- Message 82 from *RPG (#1193): Date: Sun Jan 5 16:43:23 1997 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: The Chim It has always eaten things for awhile now. Like since the ability to do it was made. -Kyn -------------------------- Message 83 from *RPG (#1193): Date: Mon Jan 6 10:38:48 1997 CST From: Quinn (#2) To: *RPG (#1193) and *Chat (#5391) Subject: warding The R/T Lounge is no longer warded. The R/T Infirmary is, instead, if you want a place to rest. I've also hacked the generic peaceful room (#2637) to use $rpg:is_violent_action to determine whether or not one is being peaceful. If mages have actions to add to this $rpg.violent_actions list, please send them to me. -------------------------- Message 84 from *RPG (#1193): Date: Mon Jan 6 17:13:58 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: $weapon changes I have made all $weapon properties !c and added :set_stat and :mod_stat verbs for changing them. A quick @grep of the db showed the following verbs which set weapon stats directly. I have changed each to use the new verbs. If you own any of them, please make a quick check to be sure they're OK. @verb #4029:"set" this to any "RD" Stalinger @verb #8661:"set" this to any "RXD" Theseus @verb #8661:"autofire" this to any "RXD" Theseus @verb #5569:"do_boost" this none this "RXD" Corinthian @verb #16224:"wield_msg" this none this "RXD" Corinthian @verb #16224:"sheathe_msg" this none this "RXD" Corinthian Anyway, the "news" is that there are now :set_stat and :mod_stat methods for changing a weapon's stats. If the weapon is unique (has kids, verbs, properties, or is +f), you must be its owner. Otherwise, any GM can set the stats of a weapon. If this is abused, I will have your ass. In the bad sense of the term. -Quinn -------------------------- Message 85 from *RPG (#1193): Date: Tue Jan 7 11:09:33 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: carrying_msg Players can no longer blank this message, and it must contain a %c or %C, otherwise the default will be used. NPCs can still do whatever they like with it. -------------------------- Message 86 from *RPG (#1193): Date: Tue Jan 7 12:14:26 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: crystals Eating and feeding crystals is now a queuable action. Also fixed various grammatical errors in the messages. -------------------------- Message 87 from *RPG (#1193): Date: Tue Jan 7 14:52:07 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: OOC Boosting Skill improvement has been disabled when a player is out of character (OOC), so if you're interested in boosting be sure you go @ic. -------------------------- Message 88 from *RPG (#1193): Date: Tue Jan 7 17:26:08 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: crystals The maximum minimum crystal worth has been set at 50. Doubletalk, huh? This means that no creature will be "guaranteed" being worth more than 50 crystals. I found some set at 1000, and one at TWENTY THREE THOUSAND. That's wrong. Crystals are a function of a creature's life force, not "experience points" for a difficult kill. "Total power" is a measure of a creature's "earned" life force--that which it has absorbed from its foes. Consider it like the "quickening" from Highlander. Total power can increase a creature's crystal worth far beyond the 50 crystal limit, but it is RESET at death. Total power should never be set manually; it is a dynamic gauge of a character's combat achievement. Robots should generally have little or no crystal worth. They have no life. However, they do accumulate life force from those they've defeated. Their total power should define their crystal worth. Ghosts and undead? Generally same as robots, but since they *are* a paradox, living yet dead, they deserve something for having magical life force. Magical and "englighted" creatures may deserve extra base worth. Anyway, hopefully you get the idea. Crystals aren't a reward; they're the residue of an expired soul. -Quinn -------------------------- Message 89 from *RPG (#1193): Date: Tue Jan 7 19:42:27 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: insanity You may exhibit some strange behaviour when insane. Do not be alarmed. It will pass once you calm down. -------------------------- Message 90 from *RPG (#1193): Date: Tue Jan 7 20:18:53 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: deflection Reduced default $clothing.deflection to 1. -------------------------- Message 91 from *RPG (#1193): Date: Tue Jan 7 21:39:10 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: insanity If you see someone gibbering like a crazy person, chances are they really are crazy. Try to calm them down and tell them to get some sleep. -------------------------- Message 92 from *RPG (#1193): Date: Wed Jan 8 01:18:52 1997 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Crystals Make sure you are IC before you complain about no crystals these days. -------------------------- Message 93 from *RPG (#1193): Date: Wed Jan 8 08:47:29 1997 CST From: Jayren (#10514) To: *RPG (#1193) re: insanity. hey quinn, you should also mention that folks should check to see if the person is a coder. it could be that the cause of the insane gibbering is just working too long inside a verb editor. -------------------------- Message 94 from *RPG (#1193): Date: Wed Jan 8 09:14:57 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: gibbering Heh, good point, Jayren. @ooc toggles the gibbering, and now it's disabled when a say verb is defined on the room, such as is the case with the generic editors. -------------------------- Message 95 from *RPG (#1193): Date: Wed Jan 8 14:12:39 1997 CST From: Milamber (#11545) To: *RPG (#1193) The following three objects may interest geos and teks. #16019 Generic Tapestry Exit #18389 Generic Climbing Exit #18412 Generic Ranged Monster Please see "help OBJ#" for related information. --Milamber Disclaimer: some explanations given use direct EVALs. Geomancers should be able to get around this by @set property command. -------------------------- Message 96 from *RPG (#1193): Date: Wed Jan 8 15:42:04 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: :is_possible_target Moved focus of is_possible_target to the actual target. Thus dobj:is_possible_target(attacker) returns true if dobj is a possible target for the given attack. See $combatant:is_possible_target for other details; can also send back a string. -------------------------- Message 97 from *RPG (#1193): Date: Wed Jan 8 16:01:06 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: :set_deflection Added this. Oopsie. -------------------------- Message 98 from *RPG (#1193): Date: Thu Jan 9 10:03:07 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: the undead cainid gah fucked up some logic on :is_possible_target last night, so everyone was a target for a while. fixed. -------------------------- Message 99 from *RPG (#1193): Date: Thu Jan 9 17:39:00 1997 CST From: Blademaster (#2865) To: *RPG (#1193) Subject: Updates Fixed armor (deflection) and alot of the weapon (penetration) levels. -Kynwal (Blademaster for the moment) -------------------------- Message 100 from *RPG (#1193): Date: Fri Jan 10 20:37:04 1997 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: And now for something completely different... Well, maybe not. I've created the fancy shmancy instrument, for those of you who have instrument skills. If you want one, pester me for it. Taddypole --------------------------