Date: Wed, 3 Dec 1997 13:37:31 -0400 From: "Quinn@GhostWheel" To: quinn@netsville.com Subject: GhostWheel Message(s) 1 - 101 from *RPG (#1193) X-Mail-Agent: GhostWheel (casper.bga.com 6969) Message 1 from *RPG (#1193): Date: Sat Jan 11 15:11:20 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: bioscanners Looks like someone at BioTek has monkeyed with the protocols again. They're worse than Netscape. -------------------------- Message 2 from *RPG (#1193): Date: Sat Jan 11 17:34:21 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: comms Added #543:online_subscribers which will clean out old invalid comms and return only those comms with users online. :input uses this now to redirect the broadcasts. Should be up to 8 times faster. -------------------------- Message 3 from *RPG (#1193): Date: Sun Jan 12 14:48:05 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: tweaks Set penetration of ... longbow arrows (#6428) and longbow collective arrows (#9792) to 55, quarrels (#5447) to 60, collective shortbow arrows (#4757) to 48, and of generic ammo ($ammo) to 70. Cleared penetration of solid slugs (#11657) to 70, set their attack mod to -20, and the attack mod of shotgun shells (#2242) to -10. They've quite a kick, you know. -------------------------- Message 4 from *RPG (#1193): Date: Mon Jan 13 19:14:24 1997 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: SoulMechs. The SoulMech class is not officially open and we're not accepting any beyond the 6 that have it now. Once the class is finally completed and things are stable, more SoulMechs will be sought. Please have patience for now. Taddypole -------------------------- Message 5 from *RPG (#1193): Date: Mon Jan 13 20:49:54 1997 CST From: Morrigan (#10469) To: *Gamemasters (#2560) and *RPG (#1193) Subject: SoulMechs After extended discussion with Quinn, I am formally returning the SoulMech character class to the 'to-be-done' pool, to focus my entire concentration on the completion of Ireland, since my mind-set has been along the lines of creating the continent for some time now, and with the addition of Ireland's $util_wiz(Arianrhod), I will be creating Ireland's areas with some new, and as of yet unseen things here on GW-MOO. While coded combat is always possible about anywhere you go, Ireland will be created with the prospects of having you the players use your IRL brains for your IC characters, instead of the 1 jillion+ Bladed/Blunt or whatnot. This means that I am no longer involved with the SM project, and that further inquiries should be directed elsewhere on the Class. Morrigan(#10469) -------------------------- Message 6 from *RPG (#1193): Date: Tue Jan 14 01:01:21 1997 CST From: Tadewi (#3791) To: *RPG (#1193) Subject: New *list. I have create *qooc. Please send those posts to that list and keep them off of *Chat. Thanks! Taddypole -------------------------- Message 7 from *RPG (#1193): Date: Tue Jan 14 02:12:23 1997 CST From: Eponine (#3791) To: *RPG (#1193) Subject: Recycling and such. Pretty soon I'm going to go over things I've created and items or rooms that are not getting much use will be recycled. Places I'm looking at are rooms in the Maison de Mystique and the Masonry Guild in N'Orleans. If there is anything of mine that you're afraid I might recycle, let me know along with a reason I should keep it. Danke. Eponine (Formaly Tadewi, to those it might confuse) -------------------------- Message 8 from *RPG (#1193): Date: Tue Jan 14 15:02:21 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: @move Now you can only @move your OWN things to your OWN locations. -------------------------- Message 9 from *RPG (#1193): Date: Wed Jan 15 19:36:46 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: @jail Fixed @jail a bit so that it won't try to move things that aren't descendants of $tangible, and first tries to move everything to the imprisoned person so all that stuff isn't scattered about. The verb still needs some work. -------------------------- Message 10 from *RPG (#1193): Date: Thu Jan 16 16:15:58 1997 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Guards on Uruken It is now being patrolled by 24 soldiers in Stryfe's order. For those of you who can get there please expect to be confronted within a short degree of time. Especially if you arrive in some flashy manner. (Via dragonback for example) The guards will ask your business before attempting to make you leave. If you do something (like attack) please let me know via mail. If you RP being sneaky it is possible to avoid the patrols for awhile. There is also at least one undead dragon at the mount. Usually there is two. -Kyn -------------------------- Message 11 from *RPG (#1193): Date: Thu Jan 16 22:33:02 1997 CST From: Eponine (#3791) To: *RPG (#1193) Subject: SoulMechs. Answers to most asked questions about SoulMechs. 1. Yes, I am working on coding SoulMechs. 2. No, I am not accepting anyone else into the class just yet, though I will be later. 3. No, I cannot promise anyone that I will let them be a SoulMech later. 4. Yes, I am receptive to ideas, please mail them to me and not page them. No, I cannot guarentee that your idea will be implemented. 5. In order to become SoulMech later, you have to show that you are a) a good roleplayer and b) responsible enough to handle having a Mech. (In other words, you're good at rping and not constantly stretching or breaking rules) I hope this clears up some or most of the questions that I keep getting. P'nine -------------------------- Message 12 from *RPG (#1193): Date: Fri Jan 17 16:15:34 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: hangup! Hacked comm:hangup! (with the exclamation) to cancel any incoming calls, as well. -------------------------- Message 13 from *RPG (#1193): Date: Sat Jan 18 18:13:43 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: terrain maps I've added a new way of specifying terrain maps with the $terrain_zone... @prop my_zone.mapdata_foo {{0,0,0}, {{"x", #12345}}} @prop my_zone.maptext_foo {"xxx", "xxx", "xxx", "etc"} In other words, mapdata_foo contains the first and second elements of the traditional terrain map data, and maptext_foo contains the actual map. This way, you can add a property for a particular map "foo" (any name) directly to your zone object and edit just the map directly. Much easier. Heh, I don't even know if this works, though. Should I have THREE properties (mapcorner_foo, mapicons_foo, and maptext_foo), or keep it as it is? Feedback appreciated. I would like to convert all old 'terrain_zones' data to terrain maps and remove that whole coordinate vector paradigm. It would greatly simplify the megaroom mechanics. -Quinn -------------------------- Message 14 from *RPG (#1193): Date: Sun Jan 19 16:02:11 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: terrain zones `@d #12687.` to see an example of the new terrain map style in action. There's a "mapdata_drach", a "maptext_drach", and a single "drach" entry in the terrain_maps property. Dracomaster can simple `@edit #12687.maptext_drach` to change eir map layout. -------------------------- Message 15 from *RPG (#1193): Date: Mon Jan 20 01:47:57 1997 CST From: Witness (#18794) To: *RPG (#1193) Subject: SoulMechs. Looking for four more PCs willing to help out with the start of the class. Need you to be responsible and willing to put of with a lot of sudden changes in the class as it grows and new things are implemented. Send *mail* (Not pages, they will be ignored) to me, Witness. Wittyone -------------------------- Message 16 from *RPG (#1193): Date: Mon Jan 20 17:16:10 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: all/everything/things Hacked get/take/put to accept "all" or "everything" as arguments, which will basically just save you the trouble of typing "get this", "get that", "get etcetera". I should probably make special get_all and take_all verbs to do this more efficiently. Right now it's just forcing the command for each. Also reinstated the "kick corpses" stuff. -------------------------- Message 17 from *RPG (#1193): Date: Mon Jan 20 18:53:33 1997 CST From: Witness (#18794) To: *RPG (#1193) Subject: SoulMech hopefuls. For those of you who sent me mail, please send it to me from the character you intend to be SoulMech or tell me the name of your alt that you wish to be Mech. I would rather they be newer and not have to @reroll. Thank you. -- Wittyone -------------------------- Message 18 from *RPG (#1193): Date: Mon Jan 20 19:40:29 1997 CST From: Eponine (#3791) To: *RPG (#1193) Subject: SoulMechs. I've filled the spots and contacted those chosen. If you were not contacted, you weren't chosen, but when the class opens up to everyone later, you will always have another shot then. Thank you to those who sent mail. Wittyone -------------------------- Message 19 from *RPG (#1193): Date: Mon Jan 20 20:17:19 1997 CST From: Morrigan (#10469) To: *Chat (#5391) and *RPG (#1193) Subject: Need contact! Would all those who have characters that are >>> ICLY FROM <<<< Ireland, please contact me via >>> @SENDS ONLY <<< please? Also, at some point shortly, I'd like to have those in Morr's family meet to discuss some things...you know who you are...*grin* Morrigan -------------------------- Message 20 from *RPG (#1193): Date: Tue Jan 21 15:24:34 1997 CST From: Augustus (#18463) To: *RPG (#1193) Subject: hiding things in nothing Recently there has been several $containers found in nothing, where a player has @ejected it to hide it there.. If a wiz comes upon a container in nothing that wiz is going to be rich.. You won't get your stuff back so make sure your belongings are where they should be. Its a big no no. *goes off to do some treasure hunting in nothing...* Better get them out before we do... *grins* Gus -------------------------- Message 21 from *RPG (#1193): Date: Thu Jan 23 11:21:22 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: NPC movement Added :take_exit(STR|OBJ) to $puppet. It was previously :move (and still has that alias), but :move is a big too general. This routine should be used to move a puppet from within code. Hacked the hunter reactor to use it so it doesn't bomb in megarooms. -------------------------- Message 22 from *RPG (#1193): Date: Sat Jan 25 21:41:38 1997 CST From: Augustus (#18463) To: *RPG (#1193) Subject: A tp at Red's Keep Ok, coming soon... A special presentation tp one time only.. See it while its hot! I need a volunteer to play the bad guy.. You don't have to be a bad guy already to play this roll.. I'll make you that way. Then the tp will be open to low stats only, No stat over 350 I'd say... We aren't in this for the combat.. In fact your going to need to do some thinking on this on to accomplish it. Considerig the area and all a small band of adventurers will be chosen to take place so **MAIL** me your desires to play.. More will be posted at a later time Robert -------------------------- Message 23 from *RPG (#1193): Date: Tue Jan 28 15:16:58 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: $ammo Added :mod_stat and :set_stat to $ammo. -------------------------- Message 24 from *RPG (#1193): Date: Thu Jan 30 19:22:17 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: ridable beasties Dragons and SoulMechs should now properly(?) accept objects moved into them. -------------------------- Message 25 from *RPG (#1193): Date: Fri Jan 31 23:40:10 1997 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Posed spells If you are in a scene with a mage and he/she/it does some kind of posed magick, you are within your rights to say they cannot do it. Depending on the level of the mage etc. 2nd circle mages can do more then 3rd and adepts can do more then 2nd and 3rd. Yadda yadda. -Kyn -------------------------- Message 26 from *RPG (#1193): Date: Tue Feb 4 10:10:43 1997 CST From: Augustus (#18463) To: *RPG (#1193) Subject: The Tp at Red's Keep As most of you know now Red's Keep at the oasis on the wasteland has been taken over by Telq'uaoti. A sever storm rages there blocking enterance to the Oasis. Telq'uaoti has taken over the mind and body of the recomb Blight. We need a group interested in going out there to defeat him. It won't be easy. If you kill him he will just come back. It will take a magister or better to combat the storm so that you will beable to enter the keep. Hint: Red's old lady had a key to the Keep. If something isn't done soon, the enchanted Alluvia will fall sacrafice to Telq'uaoti's god resulting in his complete regain of power and return of his body. Start organizing if you are interested. Gus. -------------------------- Message 27 from *RPG (#1193): Date: Tue Feb 4 14:13:29 1997 CST From: Augustus (#18463) To: *RPG (#1193) Subject: OOC info Just thought I would post a list of things that are strictly ooc info and should not be used icly until you though rp find the information out. 1. Title line and name of a character. You do not know the name or title of a player unless they or someone else icly tells you.. So be polite and ask. 2. Any information on the .sheet or .plan of a character. The sheet and plan of a character is a ooc outline of that character. Until you icly find out the knowledge you do not know that someone is a Dreadlord or evil even. You won't know if they are a expert mountain climber or even a dragon rider unless you icly find it out though rp. 3. Information on post to *storylines or anyother mailing list. Unless a post says, ' you see a terrible storm over Red's keep.. or.. You notice your skin falling off from the radiation storm.' You can't use post info.. Ie:' Ylise and Nigel smooches as the hold each other on their wedding night. falling asleep in each others armes.' <-- you would never know this unless they told you or you were a peeping tom :P Ok, thats all I can think of for now.. If I have made a mistake or if any other wizen want to add to this feel free. Your friendly neighborhood builder guy Gus. -------------------------- Message 28 from *RPG (#1193): Date: Tue Feb 4 15:00:24 1997 CST From: Augustus (#18463) To: *RPG (#1193) Subject: More ooc info Ok, a few more things 4. Pages are ooc only, no ic info can come from a page. 5. Tags are ooc info, no ic info can come from a persons tag. Gus, that adorable guy with a cool hammer in his toolbelt. -------------------------- Message 29 from *RPG (#1193): Date: Tue Feb 4 15:09:44 1997 CST From: Moonheart (#6143) To: *RPG (#1193) Subject: More More ooc info @where is ooc info Things your alt knows but you haven't learned is ooc info. Mnht -------------------------- Message 30 from *RPG (#1193): Date: Tue Feb 4 20:47:51 1997 CST From: Darby (#12081) To: *RPG (#1193) Subject: <*cough*> even _more_ OOC You alt cannot gather together items in possession of all your other alts and pass same to a player OOC.. and ask that they be ICly distributed to persons of your choice. Sorry.. duh. If you happen to be in possession of such an item, do not be overly surprised if it *poofs* (with explanatory mail from the wizard repsonsible, of course:) --Darby -------------------------- Message 31 from *RPG (#1193): Date: Fri Feb 7 19:56:36 1997 CST From: Milamber (#11545) To: *RPG (#1193) and *mage-masters (#13453) I have recently built a task-scheduler, primarily for the magic system. Basically, it serves for suspended() actions: a increase wisdom spell that lasts for a few minutes. Currently, I'm running a FIFO queue system. Very shortly, however, I will process tasks due to their time requirements (i.e. short suspending tasks will be pushed in front of longer ones.) The improvement of this over Generic Heart for its intended use is that it will only run while it has tasks in its queue (rather than heart which sends out continuous pulses -- needed for monsters and other action) It is an improvement for the server as many simultaneous suspends() (tasks) won't be running for spells -- simply one. Please check out "help #19149" for more information. I'm open for any questions about the Semi-Active Heart (#19149). --Milamber -------------------------- Message 32 from *RPG (#1193): Date: Fri Feb 7 20:39:28 1997 CST From: Milamber (#11545) To: *RPG (#1193) I think I mailed the previous one too soon. Heh. I've changed it so that fast tasks will move through more easily. The problem with FIFO queue as written is that task added has suspend(500) and waited 350 for others to leave queue, it would suspend(150). However, if earlier tasks would suspend(2000), it would not be good. The current method should add the new tasks in front of any others that would make it wait more than a minute. I would appreciate some good programmers to peek at #19149:process to make sure all angles are covered. Thanks. --Milamber -------------------------- Message 33 from *RPG (#1193): Date: Sun Feb 9 02:11:03 1997 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Retcon Do to an awful lot of sitting around (doing nothing) on a part of a player(s) I have retconned the capturing and subsequent jailing of Jordan. That includes anything that came from it (something else happened?). If you do something, especially if it involves IC jailing, do not stall for a week. Kyn/Meloth -------------------------- Message 34 from *RPG (#1193): Date: Sun Feb 9 12:17:12 1997 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: A little reminder A little reminder about 'ownership' here on ole GW. To sum up: If it isn't on your @audit, you do not own it. -Kyn -------------------------- Message 35 from *RPG (#1193): Date: Sun Feb 9 13:58:46 1997 CST From: Mulder (#709) To: *RPG (#1193) Subject: Undersea Undersea has been connected to the current transportation system via NAP, the North Atlantic Platform. ICly this is a huge mid-sea oil rig that was converted to civilian commerce use by 'interested' parties. You can fly to it from any above sea destination, and take a sub from it to the undersea destinations. The ships work the same. All commands are the same. Bleah. -------------------------- Message 36 from *RPG (#1193): Date: Thu Feb 13 21:05:20 1997 CST From: Darby (#12081) To: *Chat (#5391) and *RPG (#1193) Subject: @gag As you all know, @gag'g is the equivalent of refusing to RP with the person you have gagged. That being the case, if you truly have no desire to RP with the person, it's your responsibility to notify them via @send that @gag's in effect. Posting it isn't sufficient. Paging someone you've @gag'd is rather poor form. Mail them. And, should you @ungag later, please @send the player to notify you've lifted it. Wizards/GMs have no responsibility to keep track of the players *you* have gagged, or to notify them of your @gag'g. You might want to @send a copy of the notification to yourself, too, in the event you need proof of it. --Darby -------------------------- Message 37 from *RPG (#1193): Date: Fri Feb 14 09:47:33 1997 CST From: Kynwal (#1610) To: *RPG (#1193) Subject: Jailing Just a little guideline if you plan to 'jail' someone. Keep the sentence short or give them something to do. It is awfully boring RPwise in confinement. -------------------------- Message 38 from *RPG (#1193): Date: Sun Feb 16 00:32:09 1997 CST From: Augustus (#18463) To: *RPG (#1193) Subject: The sacrafice begins. Telq'uaoti with ease walked into the R/T lounge, found his first victim and she followed willingly.. He took her back to the oasis and threw her onto the alter saying, You are the first child. Storm clouds raged above and lightning struck down all about the oasis.. The huge oak was split asunder. The thunder rocked the R/T building -------------------------- Message 39 from *RPG (#1193): Date: Fri Feb 21 14:57:03 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: removing puppets Added $player:remove_puppet(puppet) where puppets are removable by the player in question or an owner of the puppet. Also :add_puppet, only for the player. -------------------------- Message 40 from *RPG (#1193): Date: Fri Feb 21 22:00:18 1997 CST From: Augustus (#18463) To: *RPG (#1193) Subject: Madman and Darkhawk Aparently these two found a hole in the @jail system, to fix it we need Quinn but in the mean time I have set both of their stats to 0 thats Zero! they are open season if they come out now. Gus. -------------------------- Message 41 from *RPG (#1193): Date: Fri Mar 14 10:50:05 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: forgive Fixed $combatant:forgive so one can forgive oneself if one actually did kill oneself. -------------------------- Message 42 from *RPG (#1193): Date: Sat Mar 15 14:20:31 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: @reroll Hacked @reroll, placing all the action in $skilled:reroll. Added more informative confirmation prompts. Record last reroll in .last_reroll property if ALL stats were cleared. -------------------------- Message 43 from *RPG (#1193): Date: Sat Mar 15 19:09:15 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: boost times Boost times have been fixed, so sparring should work again. -------------------------- Message 44 from *RPG (#1193): Date: Sun Mar 16 13:05:04 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: total_deaths If someone dies while testing one of your monsters, Sorry. I will no longer decrement deaths from guinea pigs. Use an alt if the test subject is not ready to take the consequences. -------------------------- Message 45 from *RPG (#1193): Date: Sat Mar 22 13:18:43 1997 CST From: Quinn (#2) To: *RPG (#1193) Subject: #966:hear_event_heal I think I fixed a long-standing bug in the standard combat reactor whereby a heal event would trigger a malformed response. -------------------------- Message 46 from *RPG (#1193): Date: Wed Apr 2 09:12:36 1997 CST From: Quinn (#2) To: Theseus (#3746) and *RPG (#1193) Subject: #8661:autofire I changed this verb to use :set_stat when setting damage for ammo. -------------------------- Message 47 from *RPG (#1193): Date: Mon Apr 7 14:27:12 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: *Story Yes, indeed you can send whatever you want to here. Be them bold faced lies or whatever. It is all OOC info as it is. -------------------------- Message 48 from *RPG (#1193): Date: Wed Apr 9 02:19:13 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Glasses Oz only has so many glasses. So please try and drink your drinks before you log out. I understand that sometimes you are booted. Or even better, drink them while in the scene you ordered em. -------------------------- Message 49 from *RPG (#1193): Date: Sat Apr 12 23:09:42 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Rough Mage Guidelines Silly me, I meant to send this both places. Rathe asked for some guidelines on what can or can't be posed for the various levels. Althought I think I wrote some of this stuff in the 'Book of Rounds' in the R/T library under mages. Here goes another whack at it. Seekers: For lack of a better description, parlor trick type stuff. Ex. Light candle/Levitate small object (one only!)/Puff of air/Disappearing coin. That kinda stuff. Real basic legerdemain. Mage: David Copperfield kinda stuff. Except alot of it is real. Adept: Houdini. What he wished he could do. Magus: Merlin. If we can think of it, chances are with enough time it could be done. -------------------------- Message 50 from *RPG (#1193): Date: Sun Apr 13 16:52:54 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $char:random_body_area Trimmed down this method to be about 33% more efficient. -------------------------- Message 51 from *RPG (#1193): Date: Wed Apr 23 02:29:12 1997 CDT From: Eponine (#3791) To: *RPG (#1193) Subject: Now looking for.... More people with great RPing skills to join the ranks of the SoulMechs. The more people who become involved, the more incentive I have to get stuff done. *wink* Send mail to (And this is important) *WITNESS* the SoulMech Util wiz. I will ignore all pages and mail sent to me specifically. If you're a good rper, it'll show in you being out there and being active, we'll contact ya. P'nine -------------------------- Message 52 from *RPG (#1193): Date: Wed Apr 23 02:42:43 1997 CDT From: Eponine (#3791) To: *RPG (#1193) Subject: PS. Please don't page me and ask, just send mail to Witness. If you are not contacted that doesn't mean you won't get a shot at it later. Snoochie boochie noochies, P'nine -------------------------- Message 53 from *RPG (#1193): Date: Sat Apr 26 16:19:48 1997 CDT From: Dr_Doolittle (#10514) To: *RPG (#1193) there is a new mailing list for recombs. the recombifier is complete, with a host of templates for player use. i'm not going to tell you where it is, it will be an excercise for the player to find it. -------------------------- Message 54 from *RPG (#1193): Date: Tue Apr 29 15:19:09 1997 CDT From: Witness (#18794) To: *RPG (#1193) Subject: And now for something completely different... well, but not really... SoulMech notes are now available for your reading pleasure in the 'game' notes. Wittyone -------------------------- Message 55 from *RPG (#1193): Date: Tue Apr 29 16:54:34 1997 CDT From: Yjezra (#5288) To: *RPG (#1193) Subject: WeaponSmiths Anyone out there with WeaponSmith, Smith, or armorer on their .sheet, please contact me ASAP/ *snugs* Thansk. -------------------------- Message 56 from *RPG (#1193): Date: Sat May 3 08:38:43 1997 CDT From: Eponine (#3791) To: *RPG (#1193) Subject: SoulMechs Untie! Er, Unite! Please try to subscribe to *SMs again if you are a Pilot. If you still cannot subscribe, please let me know. P'nine -------------------------- Message 57 from *RPG (#1193): Date: Mon May 5 21:42:17 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Announcement For right now or untill Quinn vetoes it. I have changed a few of the generic weapons to be disarming. Find out which your ownself. -------------------------- Message 58 from *RPG (#1193): Date: Wed May 14 16:33:21 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: receive_damage If #-1 is sent as a body area for receive_damage, all armor will be bypassed. This is generally for internal damage. Also cleaned up the code a bit here to take advantage of error handling and scattered assignment. -------------------------- Message 59 from *RPG (#1193): Date: Sat May 17 15:58:41 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: match_nth Rewrote $match_utils:match_nth to take advantage of (or abuse, depending on ones point of view) new server stuff. Basically just to catch errors, but I got carried away. -------------------------- Message 60 from *RPG (#1193): Date: Wed May 21 18:53:47 1997 CDT From: Janus (#3597) To: *RPG (#1193) Subject: Project contest aka Rent-a-wiz :) (87 on *fame) After eating this question with my brain: >Just a question... is it being implied that no player can come up with >class ideas and have them considered valid, even if they are supported >by a number of wizzen? I would say no. There are at least 2 subclasses/class add-on that come from players: Akane's Spellsinger and Lyka's Shadow Realm. Since I'm a nice guy and really new around (read: idealist and innocent :) I am willing to offer my Tek skills to players for TWO projects that meet the following criterias: 0) Is not copyrighted material. 1) Orginal (people will like it :) 2) Themely (I won't have all the GMs on my back because I code it) 3) Balanced (GMs will like it and Quinn won't @toad me :) 4) Has a background (I want the whole story baby :) 5) Can be coded without changing the core (i.e. doesn't need Quinn to be coded) 6) The player understand s/he will have to do all the text (help file, messages, descriptions, etc) and that the text need to match the quality of the stuff made by the other GMs (and pass through The-Medea-English-Test) :) 7) The selected player will have to be available one week to do all the text and this should be before the last week of July. So, if you think you have a project that match ALL those points AND you want me to give you a hand or two with it, you can MOOmail *project-contest a description of your project, which should include: 1) Background: what is it, how it works, who can have it, who can't, how can it be inserted in Ghostwheel's background. 2) Technical details (basically to what class it is open, how much CP, what toys does people in the class get, advantages/disavantages, etc...) 3) Bibliography and related RL references. It is also understood that all what is posted to *project-contest is: 1) Will not necessery be accepted 2) Readable by all GMs 3) Even if your entry is not accepted, ideas of your project may be used for other projects. The 2 (two) "winners" will be the project I like the most in the list. Players are allowed to submit as many projects as they want. I hope to read you soon on *project-contest. J. -------------------------- Message 61 from *RPG (#1193): Date: Wed May 21 22:13:10 1997 CDT From: Janus (#3597) To: *RPG (#1193) Subject: ooops *pc fixed. Sorry, made a little mistake about *project-contest. Now you can send to it. Please ONE post per Project submission. As many different project as you want per person. All should be in your one post. I won't ask for extra info, so if you dont give enough data for your project to be evaluated, that's too bad. Have fun. -------------------------- Message 62 from *RPG (#1193): Date: Thu May 22 17:41:59 1997 CDT From: Janus (#3597) To: *RPG (#1193) Subject: end of contest in 2 weeks The project contest will be closed in 2 weeks. Please don't page about it. -------------------------- Message 63 from *RPG (#1193): Date: Sat May 24 20:11:23 1997 CDT From: Janus (#3597) To: *Flame (#8228) and *RPG (#1193) Subject: bug, coding and bug report There are bugs, everywhere and every coders have bug in their code (that is when they write enough code and things more difficult than Hello World! :) There are bugs in Quinn's code, in Pavel's code and any of the other MOO-code Gods. And yeah, guess what there are in Jayren's... no shame, that's part of the game. Now what YOU can do to HELP, report bugs. How? A good bug report should contain: 1) what you typed 2) where you typed it 3) what result did you expect when you tapped stuff 1) ? 4) what's happened instead? 5) if there was a traceback, join it to the bug report. 6) post all those info to *bugs Thanks for your collaboration citizen. The computer is your friend. Keep your laser handy. Trust no one. -------------------------- Message 64 from *RPG (#1193): Date: Wed May 28 13:16:26 1997 CDT From: Eponine (#3791) To: *RPG (#1193) Subject: Ok, try this again. Wolf Moon Valley and the connected Forest of Thorns are both open for game play now. Any typos or bugs should be reported to me, please. I hope you all enjoy it. A TP involving the area will be commencing soon, if you'd like to take part initially, lemme know! P'nine -------------------------- Message 65 from *RPG (#1193): Date: Wed May 28 13:18:26 1997 CDT From: Eponine (#3791) To: *RPG (#1193) Subject: The TP. If you'd like to take part, please send me mail, otherwise I'm liable to forget. (I have the memory of a goldfish, I know.) -------------------------- Message 66 from *RPG (#1193): Date: Sat May 31 15:52:05 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: title The title message is meaningless for the time being. I've hacked the title of a $character to return a list of states, now consisting of offline, ic/ooc, unconscious/asleep, injured, 'nervous', and armed. -------------------------- Message 67 from *RPG (#1193): Date: Mon Jun 2 17:55:38 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: new @display-options Added display options for npc_titles and rpg_titles, for those of you who hate the parenthetical RPG info. By default, they're shown for PC only. -------------------------- Message 68 from *RPG (#1193): Date: Mon Jun 2 23:58:21 1997 CDT From: Janus (#3597) To: *Flame (#8228) and *RPG (#1193) Subject: project contest extended Given the burst of creativity that can be seen around, I decided to extends the deadline of the projects contest up to after the Austin MOObash (i.e. when I will be back home.) You are smarter? better? more creative? than the others, sure PROVE IT, and make it so it will be shared by the whole MOO. :) :) J. - your friendly wiz (tm) P.S. That message is guarantee 100% hate free and was made with recycled electrons :) -------------------------- Message 69 from *RPG (#1193): Date: Tue Jun 3 00:04:56 1997 CDT From: Razorhawk (#80) To: *RPG (#1193) GAME CONSENT has been revised and updated. Please read it ASAP. If you have not already done so, also, please @go ooc and read `Read Me'. :) -------------------------- Message 70 from *RPG (#1193): Date: Sat Jun 14 18:02:29 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: gm_notes Fixed it so players cannot read their own GM Notes. Aslo fixed $note_editor to respect :get_foo when trying to read a property. -------------------------- Message 71 from *RPG (#1193): Date: Sun Jun 15 16:14:17 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: crystals, total_power Fixed a bug whereby creatures never had their total power incremented because of $ahab:death_effects not passing to $character. Crystal yield is determined chiefly by total power, so we'll see the power being more widely distributed now. (Total power is sort of like the Quickening in Highlander-- you receive the power of the one you kill. One major difference is that if you PK someone LESS powerful than yourself, you will LOSE the difference. There is no way to know exactly how much power someone has.) -------------------------- Message 72 from *RPG (#1193): Date: Sun Jun 15 16:44:46 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: forgive/pk PK penalties are now cumulative for multiple kills of the same player. $combatant:forgive/death_effects edited. -------------------------- Message 73 from *RPG (#1193): Date: Sun Jun 15 17:30:32 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: @jailing @corified the Jail FO as $justice. Added $justice:is_criminal(user) which is queried by $player:moveto which then checks the prison to see if the player can move. In other words, it's pretty airtight. Added @unjail to remove someone from prison. It will clear their criminal property, set their home to $player_start, and move them there. Feel free to test @jail on any particularly obnoxious bastards! -------------------------- Message 74 from *RPG (#1193): Date: Mon Jun 16 13:10:22 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: PK,etc "For a trial period, "vengeance" PKs don't count. That is, if someone has killed you, you're allowed to kill them. I was going to reset everyone's PK, but I decided to be MEAN. In related news-- instead of "PC" in WHO, player killers will show up as "PK". Criminals (those @jailed) will show up as "CON". -------------------------- Message 75 from *RPG (#1193): Date: Tue Jun 17 02:40:44 1997 CDT From: Janus (#3597) To: *RPG (#1193) Subject: project contest - closed Given the very low partiticipation, the contest is closed. The two most interesting projects (Tech Order and antimagic stuff) requiring extensive work and/or discussion with other GMs for approval, I am very sad to announce there is no winner for the contest. Thanks to the 4 (yes FOUR) players who participated. Janus -------------------------- Message 76 from *RPG (#1193): Date: Tue Jun 17 12:39:56 1997 CDT From: Janus (#3597) To: *RPG (#1193) Subject: *trade (re: new mailing list *want-ads) Created. If it sound ok with you, deal made/found through this mailling list are subject to a 10% of the deal value as "transaction fee" . I will let that list open as long as merchants NPC are not coded/inserted in game. Messages have a lifelength of 1 IC mounth (1 week or so OOC) The fun raised by the list will be used by the "mechant trust" to fund some projects/quest/plots. As always comments/suggestions/etc... are welcome J. -------------------------- Message 77 from *RPG (#1193): Date: Wed Jun 18 01:53:23 1997 CDT From: Janus (#3597) To: *RPG (#1193) and *trade (#2735) Subject: *trade fee collectors For your convinience I placed a trade fee collector at the R/T Lounge. Each time you make a deal from anounce on *trade, please depose 10% of the value of the deal in the fee collector. Ghost-merchants association thanks you. (You don't see them, they are everywhere and their touch drain 2d100 crystals :) -------------------------- Message 78 from *RPG (#1193): Date: Sat Jun 21 14:22:20 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: focus Set @improved message for Focus (#5757). -------------------------- Message 79 from *RPG (#1193): Date: Wed Jun 25 19:17:58 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: $rpg_exit, $rpg_room Went through and placed proper permissions (mainly +d, with error catching in code) and owners (mainly $gm) on $rpg_room and $rpg_exit. Also relaxed permissions on a few of the verbs. -------------------------- Message 80 from *RPG (#1193): Date: Thu Jun 26 23:08:52 1997 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: .Sheet and .Plan Clarifications In an effort to give us leaner looks and meaner faster DBsaves, I'm having people trim their finger info. We've permitted long finger docs because it comes out of the player's quota. However, the time spent scrolling back is a resource EVERYBODY ends up paying. 1. BIOS. You may put up to 10 lines about yourself in your finger. If people want to know more, they'll just have to RP with you. The theory is that, in so far as we can, we do NOT make players have to spend braincells thinking, "Is this OOC knowledge about you or can I RP that I know it?" If something is written as prose in your bio, it is common knowledge. If you don't want people to all know, don't put it in. 2. REPutations. You may not put in [RP] Reputation. This is cheating those who have paid for their reputations with points. 3. [RP] Appearance. You may not do this. Again, it's cheating out those who followed the rules and paid for it. Either you bought it when you were first created, or you do not have it. It is the price you pay. Nobody gets to be EVERYTHING nice. You MAY give yourself as spectacular a description as you want; we don't get so picky there. But you certainly can't declare you're beautiful to the MOO at large, via your finger, unless you've paid points for it. 4. Uncoded Skills. Not every skill from every tabletop game exists in our game system. You can have Reputation: Seductive. You can't have a skill at being seductive. If you want to be seductive, you'll have to seduce people, in-character, with your quips and your poses, one roomful at a time, usually. The MOO can make you beautiful. It can make you strong and fast. But Uncoded Skills have their limits. If it's not something that's more of a "lore", if it can't be taught to others, if it's a superpower or unusual ability, it's probably not valid as an Uncoded Skill. Magical skills are almost always /lore/ about that skill. They can be learned by non-mages, and grant no magical ability. Magical ability is granted by the coded spell system. 5. Magic Weapons/Items. We used to be able to give every player something cool. Alas, we can't do that anymore. So now it is seen as wizly favoritism. This is not an available Advantage anymore, sorry. We're hoping to go to having some kind of machine that does recording of Uncoded skills, and that teaching/learning them will also be coded, somewhat like the way Mage spells are passed along. When? please don't ask; we don't know. So, to make the transition smoother, please use the skills found on Game Uncoded Skills (except for magic lores, which will be discussed and added). The ultimate plan is that .sheets will not be visible anymore, and that skill use will be revealed using something similar to Dark Metal MUSH's +prove and +action. To everybody who's been helping with this, thank you very very much. It's for the common good, and I've seen alot of good come of this already. --rh -------------------------- Message 81 from *RPG (#1193): Date: Fri Jun 27 01:09:44 1997 CDT From: Razorhawk (#80) To: *RPG (#1193) Subject: Why You Can't Capture the Sarkus This is a point of power. It does ICly exist. However, it's part of the Dragonrider territory which has plot immunity. Please don't bother plotting to take it over. You can't count on death and taxes but you can count on this: You can't really mess with the Sarkus. It has OOC plot immunity. Go mess with the Pearl Beyond All Price, or the Witness Cone, or the Medicine Wheel. The Sarkus and the PEC aren't subject to Tinyplots. -------------------------- Message 82 from *RPG (#1193): Date: Fri Jun 27 20:24:01 1997 CDT From: Moonheart (#6143) To: *RPG (#1193) Subject: Shadow it's gone ..maybe for awhile maybe for good .. Mnht -------------------------- Message 83 from *RPG (#1193): Date: Sun Jun 29 17:22:47 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: reactors A $reactor should return a request for the NPC to perform an action, so that the NPC can queue it for the appropriate time. The reactor should NOT perform the action itself. I just edited #17765:hear_event_entrance to do this. If you're receiving timeout tracebacks from beasties, you might want to check the reactors. -------------------------- Message 84 from *RPG (#1193): Date: Sun Jun 29 19:19:51 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: For you non-mages If your curious look at #16341, so you don't let them mages hoodwink you with someting on their sheet. -------------------------- Message 85 from *RPG (#1193): Date: Mon Jun 30 11:35:38 1997 CDT From: Santa-Claus (#3597) To: *Chat (#5391) and *RPG (#1193) Subject: (#5129) Santa Claus' katana (aka skatana) Thu Dec 25 09:36:48 2638 Santa Claus' katana has been seen in the hands of many people today... rumors want that it will vanish at some point and that its commercial value is null... You need Object Summoning FO (#14152) to be able to summon it :) Have fun. Santa P.S. Remember to MOOmail me your Xmas wish list... -------------------------- Message 86 from *RPG (#1193): Date: Tue Jul 1 06:57:01 1997 CDT From: Eponine (#3791) To: *RPG (#1193) Subject: SoulMechs. New SoulMech Tribes are not currently being allowed for creation, I want the original five full before the advent of new ones. Thank you. (The Outlaw Stormchaser Tribe is the *only* outlaw Tribe I will allow). P'nine -------------------------- Message 87 from *RPG (#1193): Date: Mon Jul 7 00:43:18 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: What Austin blowing up means Okay, if you lived in Austin. Not anymore. Your home was nuked. If you wanted to be in Austin at the time of the blast (And when i looked, nobody was) your dead. No, Kilmor/Daikiron/Shadowfax are not out of business. Go see the rubble for yourself via shuttle. -------------------------- Message 89 from *RPG (#1193): Date: Fri Jul 11 01:15:10 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Hrm Seeing as we have a crystals glut, Sydney has a new price scheme. Prices will double or triple depending on my mood. Thanks, and maybe when the bug is fixed, I might lower my (fair! snicker) prices again. -------------------------- Message 90 from *RPG (#1193): Date: Sat Jul 12 12:50:03 1997 CDT From: Eponine (#3791) To: *RPG (#1193) Subject: SoulMech Lores and such. If you are not a SoulMech Pilot, please don't try to take these skills unless you have first come up with a history in which you encountered a SoulMech pilot and how you managed to gain that information. Any level above 0 or 1 had better be a pretty good story. Heh. And I'd rather people not claim to have once been in a SoulMech Tribe originally, that can be overused all too quickly. Originality is always nifty to see. Danke. P'nine -------------------------- Message 91 from *RPG (#1193): Date: Sat Jul 12 14:11:44 1997 CDT From: Janus (#3597) To: *RPG (#1193) and *Chat (#5391) Subject: NPCs I would like PCs feedback about NPCs. What you expect from them? what role you think they should have? What role do you think they should not have? etc... Please post reasons and explanations, not just 'NPCs sucks' or 'NPCs are cool'. If you have complains about some NPCs list them and tell WHY. If you have praise about some NPCs send them too (doesn't hurt :) This is a survey to get YOUR opinion, so if you have stuff to say: MAIL ME. Anonymity is guranteed. I would like to get infor from first hands, i.e. the guys in the trenches, YOU. Thanks for your time. Janus -------------------------- Message 92 from *RPG (#1193): Date: Sat Jul 12 18:21:00 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Fixed The messages on the Crescent blade, let me know if any more bugs. -------------------------- Message 93 from *RPG (#1193): Date: Mon Jul 14 11:48:41 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: NPC/Adversaries Janus has been bugging me about an "NPC" property on $player. Instead, a negative ".ic" property means that the player is an NPC and *cannot* go OOC. I would like all Adversaries to be required to be NPC (and thus never be able to go OOC), but I'll leave that up for discussion. -------------------------- Message 94 from *RPG (#1193): Date: Mon Jul 14 12:13:29 1997 CDT From: Quinn (#2) To: *RPG (#1193) Subject: NPC & @edit Hacked the privileges feature to allow NPC to @edit, @mail, and @move. If we find them abusing this, we'll just have to @toad them. Haha! -------------------------- Message 95 from *RPG (#1193): Date: Mon Jul 14 15:09:22 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Awright ya bums! Sydney (the ever loveable and nifty guy) will be having office hours at 9pm CST. Or so around there, come and see the nifty toys. A few 'sales' going on. Bring about 1000crystals and walk away a winner. ;) -------------------------- Message 96 from *RPG (#1193): Date: Mon Jul 14 16:16:23 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Crash An unmarked shuttle craft, presumable carrying cargo crashed in the wasteland earlier this morning. What it carried is a bit of a mystery, as scavengers picked it clean down to the hull. Reports of even the seats being taken are confirmed. All that remains is some empty crates. -------------------------- Message 97 from *RPG (#1193): Date: Tue Jul 15 07:24:15 1997 CDT From: Avatar (#3471) To: *RPG (#1193) The Wiz Meeting Room was disconnected from the Infirmary of the R/T Building. -------------------------- Message 98 from *RPG (#1193): Date: Fri Jul 18 21:01:31 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Coming Soon! To the Infamous (kick butt) Espada Lodge Bar! Wieldable furniture! Yes, I have it, just need to fix the messages. Soon you can have real bar brawls! Hit em with a stool! This post brought to you by the Letters: M and L -------------------------- Message 99 from *RPG (#1193): Date: Fri Jul 18 23:49:30 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Espada It is toast, literally. Burned out husk. Rebuilding has already begun for a new, better bar. ;) -------------------------- Message 100 from *RPG (#1193): Date: Sat Jul 19 17:01:08 1997 CDT From: Kynwal (#1610) To: *RPG (#1193) Subject: Espada Is now open for business, will be adding on more later of course -------------------------- Message 101 from *RPG (#1193): Date: Sat Jul 19 17:31:55 1997 CDT From: Yjezra (#5288) To: *RPG (#1193) and *Storylines (#5236) Subject: Flaming Heiffer/Thelma Gus's wife has returned to health and is back serving meals to patron's of their pub, The Flaming Heiffer. Thelma invites everyone to come and enjoy a meal and/or drink at the pub in Drach'Nal. --------------------------