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Messages - Kvetch

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46
Suggestions & Ideas / Death Traps
« on: May 19, 2014, 10:18:20 pm »
Not sure why anyone else hasn't decided to bring this over here (other than the poll that had been up that I can't seem to find now), so I guess I'll do it.

The idea is that DT's as they currently are, are a bit to harsh as you lose all of your eq.
We do have DT insurance that you can buy that will cover the items either one by one, or all of the *current* (at time of insurance purchase) set you have (which means anything you pick up and change out after you insure your complete outfit is not covered).

Current prices: (Provided by the DT Insurance company by recall)

FULL INSURANCE:
Seekers (0 remorts):  500 TP or  1 silver
1-4 Remorts:         2500 TP or  5 silver
5-10 Remorts:        5000 TP or 10 silver
11 Remorts or more:  7500 TP or 15 silver
*
SINGLE ITEM INSURANCE:
Seekers (0 remorts):   50 TP or  1 bronze  per item
1-4 remorts:          250 TP or  5 bronze  per item
5-10 remorts:         500 TP or 10 bronze  per item
11 Remorts or more:   750 TP or 15 bronze  per item
*
Once you hit a DT and get restored, the Insurance is no longer valid, and
has to be renewed.

So far the opinions seem to be:
1) Get rid of DT's altogether.
2) Add More DT's as it makes people more careful.
3) Change the way DT's  work.
 -- Instead of outright taking all your eq it could:
 ---1) Destroy your current weapon or focus
--- 2) Drop you down a few levels - possibly to Level 1 of your current Tier? Or more?
--- 3) Just take away XP
--- 4) Random piece of (uninsured) eq lost.  Maybe a few pieces, but not everything.
--- 5) DT's only affect GM's
--- 6) Change DT "full coverage" insurance so it covers the set of eq that you hit the DT with.



From Lionheart:

- Inflict damage (level loss, gold loss) based on remorts
- Sudden Agonising Death (takes around 10min to DIE at the highest level) every minute
strips a level and gold out of your character
- Loss of a random piece of EQ only at GM level
- Addition of a player flag (DT) that lasts until the player quits or if it's possible
to code to last for a week

From Xerxes:
Perhaps take away equipment removal altogether, because there is grey waters
with losing personal items.  What can be more of a time sink is losing all of
your levels or partial based on your remorts as mentioned before.  Examples:
Under 4 remorts 15% total exp loss required for remort (telrr).
4 to 8 remorts 30% telrr
8 to 12 remorts 50% telrr
12-18 remorts 65% telrr
18-24 remorts 80% telrr
24-32 remorts 95% telrr
32+ remorts 100% telrr (32 remorts will typically be GM status)

This will make a significant hit on the player with XP but it's easier
to help someone get XP back than gear since gear is a bit more
frowned upon. This will definitely make them hurt and it would suck
to be exploring hit a dt and be set back to level 1.

From Bane:
Fix Dt insurance, adjust prices, adjust farming areas for TPs. Hell even allow gold(at a very high price) be a payment. DT insurance was made to prevent people from losing personal items. If they cant take the time to work on getting the insurance thats their own fault.

Perhaps instead of having to cover each item in your inventory, you give a option to cover all Inventory, An option to cover all equipment, AN option to cover everything, an option to cover a container with all items in container(regardless of how much), and last but not least single item protection.

From Once:

We leave DTs and DT Insurance mostly as they currently
are, but when you DT you are given the opportunity to "do a deal with the devil".

When you do this the game offers you a chance to save certain items
that would be destroyed otherwise, but in return you have to pay in
percentages of gold (rather than raw numbers), based on total gold on hand
and in bank. Additionally you give up a percentage of your future earned
exp (not to exceed 50% in total) until the EXP equivalent to a full level
1 - 50 remort for you is paid (the base cost of the deal itself).

You can save your items if you want, you can basically "DT Insure after the
fact" but it teaches you a very painful lesson about insurance very quickly.
And if you're still a newb maybe an angel saves you from making this deal.

It might also be cool to make it so if your clan has the deed to the zone
with the DT in it then there's a chance you get away with only the exp
penalty or some such.


So, there are the current thoughts and ideas.  The board was getting full of them, so I thought putting it here would be easy for everyone to read instead of going through all the posts.  What does everyone think?  What should we do with DT's?  any of the combinations above sound like a good idea?  Anything that would make DT's not be such a heart wrenching issue, but will still make it an "oh, shit, I don't want to do that again" moment?






47
Scripting Board / Re: Why isn't this working?
« on: May 17, 2014, 07:33:16 pm »
The answer to the problem seems to be this:

Elseif does not equal elseif

I changed the first to the second and it works fine now without the syslog error.

So, special note to you scriptors.. yes, the scripting IS that particular about things.  :P

48
Scripting Board / Why isn't this working?
« on: May 17, 2014, 07:12:08 pm »
I have a script where I"m trying to let the mob have a variety of things they can answer.  Now, I've seen this done and I've done tsearch on scripts to make sure I have the right structure.  My question is this:  Why is it when I use any word that is not checked in the script, it does a syslog error?

Trigger Type: Speech, Numeric Arg: 1, Arg list: *
Commands:
wait 1s
If %speech.contains(doing?)%

I have a whole list of words it's checking for, and each of them hit fine and work without the syslog error, but once I say anything other than what's listed instead of getting nothing, I get: [ Trigger: Angel Speech, VNum 28093, type: 0. unknown room field: 'contains ' ]

Looking at the way the scripts on the game port end, I don't see why this is happening.

49
Scripting Board / Re: Impossible script?
« on: May 17, 2014, 04:40:07 pm »
So again, we're back to.. help?

Here's the nomount part of the request:

If stile has nomount on, then no one can mount stile.
If stile has nomount OFF, if mounter isn't calypso, there is a script that blocks player:
"What makes you think you can mount another woman's husband? Get out of here before Calypso smites you!"


Of course, the first line is normal, so no need to have something scripted for that.  It's the second part that's the issue as this should go off any time someone tries to mount Stile - whether or not Calypso is on, after all she is the all knowing all seeing goddess of the sea that seems to have a jealous streak when it comes to Stile.  I've still not tried an act script at this point in time, so that may be the way to go, just not sure.

50
Scripting Board / Re: Impossible script?
« on: May 17, 2014, 03:20:27 pm »
Erm.. all Xerxes answer was to me not an answer - at least not with what you wanted.  Basically I'd have the same effect by telling you - Tell Stile to always have nomount on, unless you are around and then type nomount so you can mount him and then turn it off again.  Isn't that the way it is/could be now?  So.. why the script? 

The script, to me, was to have it look as though Calypso was the every seeing, all jealous wife so if you tried to mount Stile, you would get the message of "Calypso arrives and gives you a few pieces of her mind" (or some such junk - don't have the script in front of me to copy it) - whether Calypso was actually on or not.  Having Stile type nomount then have a script force you to mount him and then force him to nomount again isn't going to do that.  AGain, if that's what you're looking for - just tell Stile to always have nomount on and then I can continue with the rest of the stuff.


51
Scripting Board / Re: Impossible script?
« on: May 14, 2014, 08:19:02 am »
I basically posted what the bare essentials of the problem was.

I need a script that makes it so no one can mount stile other than Calypso.  I'm not worried about when Stile has nomount on as no one can mount him then anyways.  It's when he has nomount off (when normally anyone would be able to mount him because he is a centaur) that I need an object he is wearing to stop anyone other than Caly to be able to mount him.  The rest of the script is just %send%'s and stuff like that.

A command script doesn't seem to work as Stile (who will be wearing the ring) will not be issuing the command to mount himself.  I can't put the script on an object that Caly wears because it's not supposed to stop her, just anyone else - whether or not Caly is there or not - thus it has to be something Stile has/is wearing.

I had not thought of trying an act script as I don't usually work with those and only recently saw something on TBA that I posted here with hopes that would help me figure out how to actually use them.

For more details, all imm's got a forward of Caly's note to me on the game port when I was trying to pass it off to someone else to do.

52
Scripting Board / Impossible script?
« on: May 13, 2014, 04:09:42 pm »
Caly has decided to try and make me do an impossible script, so I need help.

Basically, a ring that Stile will be wearing will make it impossible for anyone but Caly to mount him.  What I've tried to do doesn't seem to work as Stile doesn't have a command for the ring to block anyone, the ring just does it.  So.. help?

53
Typo Change Announcements / Re: Typo Fixes
« on: April 27, 2014, 12:35:39 pm »
I believe that as of this morning of April, 27th 2014, all entries in the typo file have been fixed (other than Rynald's crash report that will have to be looked into by someone else).

54
Scripting Board / Re: Trigger of the .... something
« on: March 31, 2014, 08:48:40 am »
It has been a while since I posted so, here's another one.  I grabbed it a little too late for Valentines day, but it would have rocked if I'd seen it earlier.  Maybe next year.  Hope I haven't posted this yet.  I'm too lazy to go through all the old posts to see.

Name: 'Eat, look, read, candy',  VNum: [ 1309], RNum: [  382]
Trigger Intended Assignment: Objects
Trigger Type: Command , Numeric Arg: 2, Arg list: *
Commands:
if look /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && candy /= %arg% && %arg% || look /= %cmd.mudcommand% && candy /= %arg% && %arg%
*
eval color %random.3%
set col[1] \
set col[2] \
set col[3] \
*
eval colors %%col[%color%]%%
*
eval heart %random.15%
set love[1] Be Mine
set love[2] I Love You
set love[3] I Wuv You
set love[4] Kiss Me
set love[5] Hug Me
set love[6] Be My Valentine
set love[7] Will You Be Mine
set love[8] You Are The Only One For Me
set love[9] I'm yours
set love[10] You're Special To Me
set love[11] I Really Like You
set love[12] I Luv U
set love[13] U R Mine
set love[14] With All My Heart
set love[15] Cutie Pie
eval candy %%love[%heart%]%%
*
%send% %actor% Written on the candy is:
%send% %actor% %colors% %candy% \
*
elseif eat /= %cmd.mudcommand% && heart /= %arg% && %arg% ||  eat /= %cmd.mudcommand% && candy /= %arg% && %arg%
*
eval message %random.10%
set word[1] It warms the cockles of your heart!
set word[2] It tastes wonderful!
set word[3] It melts in your mouth.
set word[4] It slowly disolves in your mouth.
set word[5] It tastes sweet and a little chalky.
set word[6] Mmmmm!
set word[7] You can feel the love!
set word[8] You feel warmer already!
set word[9] Mmm hearty goodness!
set word[10] Sweet like candy!
eval msg %%word[%message%]%%
*
%send% %actor% You eat %self.shortdesc%.
%echoaround% %actor% %actor.name% eats %self.shortdesc%.
%send% %actor% %msg%
%purge% self
*
else
return 0
end


55
General Discussions / Re: Forgotten passwords
« on: March 16, 2014, 10:21:28 am »
Hey look!  I found Waldo!

I believe you have to get a hold of an IMP (which at this time means Molly and MOlzilla/Thotter) and they can somehow log your character in, change the password and then let you log in and change your password to whatever you want. 

Or, you can try every password you've ever used in the back and try to hack your account... and spam the syslog with all the errors.  ;)  I would ask you not do that, but it is an option if you can't find Molly or Molzilla.

Kvetch.

56
Scripting Board / Re: Trigger of the .... something
« on: March 06, 2014, 07:18:06 pm »
Name: 'Panning for gold',  VNum: [  700], RNum: [  280]
Trigger Intended Assignment: Rooms
Trigger Type: Command , Numeric Arg: 100, Arg list: p
Commands:
* Don't let someone spam the trigger to make money Take some movement points away every round and stop when they get to 10
if %actor.move% <= 10
  %send% %actor% You are too exhausted to continue.
  halt
end
* Fire on pan gold or abbreviations of each word
if %cmd% /= pan && %arg% /= gold
  eval heldobj %actor.eq(hold)%
  * Make sure they picked up the gold pan in room 703 and are holding it
  if %heldobj.vnum% == 717
    %send% %actor% You dip your pan into the river and scoop up some of the river bed and begin swirling it in the water.
    %echoaround% %actor% %actor.name% dips a pan into the river and begins panning for gold.
    * Take 10 movement points away, wait 3 seconds and give a 1 in 10 chance of success.
    nop %actor.move(-10)%
    wait 3 sec
    if %random.10% == 1
      %send% %actor% You find a small gold nugget in the bottom of your pan.
      %echoaround% %actor% %actor.name% picks something out of %actor.hisher% pan.
      * Give them a nugget
      %load% obj 718 %actor% inv
    else
      %send% %actor% You find nothing of value.
    end
  else
    %send% %actor% You need a pan for that.
  end
end

** This would be an interesting script for an area in the Old West – if we don't already have it **

57
Scripting Board / Re: Trigger of the .... something
« on: March 03, 2014, 08:02:35 pm »
Just a short trigger to keep this up as often as possible.

Name: 'Mob Greet direction',  VNum: [  302], RNum: [  223]
Trigger Intended Assignment: Mobiles
Trigger Type: Greet , Numeric Arg: 20, Arg list: None
Commands:
* By Rumble of The Builder Academy    tbamud.com 9091
if %actor.is_pc%
  wait 1 sec
  if %direction% == none
    * if the character popped in (word of recall) this will be hit
    say Where did YOU come from, %actor.name%?
  else
    say Hello, %actor.name%, how are things to the %direction%?
  end
end

58
Scripting Board / Re: Trigger of the .... something
« on: March 01, 2014, 11:08:30 am »
Name: 'Mob Act - 98 Teleporter Give',  VNum: [  398], RNum: [  265]
Trigger Intended Assignment: Mobiles
Trigger Type: Act , Numeric Arg: 0, Arg list: has entered the game.
Commands:
if !(%actor.inventory(82)%)
  wait 1s
  say You are not prepared to travel these realms to their fullest.
  wait 1s
  say Maybe I can help you.
  %load% obj 82
  give teleporter %actor.name%
*could actor carry the weight?
  if !%actor.inventory(82)%
  drop teleporter
  end
  wait 2s
  say With this you may teleport to areas that may not be accessible in
any other way.
  wait 2 sec
  say HELP AREAS
end

** I chose this script because I've always wondered what an ACT script actually was – since there never seems to be much detail behind any of them anywhere.  Looking at the Arg list, I can then assume that this script reacts to any time it sees “has entered the game”

59
Scripting Board / Re: Trigger of the .... something
« on: March 01, 2014, 11:01:39 am »
Name: 'Napalm bomb - 317',  VNum: [  337], RNum: [  258]
Trigger Intended Assignment: Objects
Trigger Type: Command , Numeric Arg: 2, Arg list: nap
Commands:
if napalm /= %cmd%
  if %actor.fighting% && !%arg%
    set arg %actor.fighting%
  end
  if !%arg%
    %send% %actor% Throw it at Who?
    halt
  end
  if %arg.room% != %actor.room%
    %send% %actor% Throw it at who?
    halt
  end
  %send% %actor% You throw the napalm at %arg.name%, it strikes %arg.himher% and shatters, exploding into a ball of fire consuming %arg.himher% completely.
  %echoaround% %actor% %actor.name% throws the napalm at %arg.name%. It shatters and explodes into a ball of fire consuming %arg.himher%.
%asound% A large explosion is heard close by.
  set stunned %arg.hitp%
  %damage% %arg% %stunned%
  wait 5 sec
  %echoaround% %arg% %arg.name% collapses to the ground as the flames die down. %arg.heshe% seems to still be alive, but barely.
End

** I found this script interesting for a couple of reasons.  First, the ability to set an arg when it isn't explicitly given and the fact you can find out the himher on that arg.  Also, who doesn't like a Napalm bomb? **

60
Building Board / Zedit
« on: February 27, 2014, 07:51:24 pm »
I want to touch on zedit briefly as I know I don't know everything about it, but as I'm going through Dragon Forest which was built years ago, but also taken out years ago, I am noticing one small error in zedit that I want to make sure everyone is aware of.

Zedit is something we really don't cover, but it's how you load your mobs and objects into various rooms of the zone.  The thing I want to touch on is the "how many" that is asked when you do this.  That question isn't referring to "how many in this room" it's "how many in the whole mud"  And when you're talking objects, you're also talking the pfiles of players that haven't played for years.

For mobs, you want to make sure you cover how many copies of that mob you're going to have throughout your whole zone.  Currently, I've found at least one instance where the zedit calls for a total of 2 mobs, but I have at least 3 places that they can load - this doesn't work as it will never load in the 3rd place.

For objects, you want to cover how rare you want that particular object to be.
5 seems to be extremely rare (and realize once people have those 5, it will never load on your mob/ in your room again).
10 is still rare
50 is starting to be quite common
100 - everyone probably has one and a spare.
I've gotten to the point where I use 1000 for keys - just to make sure they'll always load (and now I'm going to have someone go and grab 1000 copies of the same key, just so it won't.  :P)  Anything that I think is needed for a quest and I want to make sure will load, get's 1000 on it.

Molly may not agree with my statements above with rarity, I'm just taking a stab in the dark with what I see (which, if it's dark isn't much).  ;)

Kvetch

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