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Messages - Kvetch

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61
Roleplay / Re: Role Play Games/Mini-Session Ideas
« on: February 26, 2014, 04:57:43 pm »
I had a crazy idea last night for roleplayers and RPL's.  We've created loaders for various things, but what if we do something like create things that can be used (renamed quickly for roleplaying) time after time.  I'm thinking back to something Riley wanted to run and she needed containers and various level mobs and then she needed these things loaded in particular rooms - it all took quite some time and then when no-one showed up to play, it just didn't seem worth it.

So, the thought behind my crazy idea is to create about 10 different sizes of containers, 10 different levels of mobs and if players could tell me what else is needed quickly, we could do various of that - these are generic things that can be renamed and used time after time after time.  The containers would be !take (it'd be something to hide things in/under/behind).  If we did objects to reward players - or they could pick up - they would have to have timers on them (because I want to be able to reuse the numbers at a later date).

I do want to make things easier for RPL's to quickly run a session that they think of (if they think of quests to run) because sometime you get a group and you need something to do.    Of course, unless we can think of generic container names that can be used for anything - like maybe a rock, basket, something... and generic mob names that can be reused - an IMM would have to rename the things, but it would be much quicker than the current system.

Kvetch

62
Roleplay / Re: Role Play Games/Mini-Session Ideas
« on: February 25, 2014, 08:51:51 pm »
ERm... I'd like to have more rpls on more of the day before we have a really big push for it.  And getting more RPL's is kind of troubling. I think RPL's should do more things like what Turin does - the gathering of the people, telling a story getting the players to tell their own, but I also know that roleplaying games usually require "something to do other than talk".  Which was why I'd been trying to come up with the loaders that RPL's could use to load things (like Captain Jack for the Talk Like A Pirate Day, the aliens for the Alien Invasion and the Holiday things (though I think those were used for lots more than roleplaying).  Yes, RPL's have recho which can make it look like something enters, moves around (but once I type look, unless you're using mobs in the room, the fact there's no one there by that name breaks the realm of illusion) - but the players don't have the same option (and I"m not saying to give it to them).

One of the reasons I love 4D is because of the quests - because, even when no-one else is on, you can still feel like you are part of a roleplaying story.  And if there was a way to do it, sending someone on a mission - like one of the quests - would be interesting, but there would be no way for the RPL to know how the player was doing without tagging along - and that could raise some questions in our "silence on the quests" line.

Maybe I'm thinking too deep on this.

As for Molly's post I have only this to say "Dang it, You want to use a place I already have designs for!"  Gilgamesh and I have built something in the build port to replace the current unicorn inn, but at the time she was doing that, you reminded her of Killer Klowns and I've not see her since.  But.. that's ok.. I'll just rename it and shove it somewhere else.

63
Typo Change Announcements / Re: Typo Fixes
« on: February 23, 2014, 12:01:28 pm »
I believe that as of this morning, Sunday, February 23rd - noon EST, all of the typos have been fixed.  If you find another, feel free to typo report it.  If you are told the typo file is full, please send a note to Molly and Kvetch and we'll spank the people that need to empty it out.

64
Scripting Board / Re: Trigger of the .... something
« on: February 23, 2014, 10:45:57 am »
I found this over at TBA and thought it was useful.  We probably have the help file in 4D as well, but I'm too lazy to look right now and I know I've needed this info before.  So, for everyone else:

Text Variable Fields

   These fields pertain to any variable that contains a string of text. These
are often the variables, such as %speech%, which are provided to a trigger, but
can also be variables that have been created by the trigger, such as
%room.north%

When using field - The variable returns
 
strlen     - Returns the number of characters in the string.
trim       - Returns the string without any leading or trailing whitespace.
             This is used to trim extra spaces from the beginning or end of a
             string.
car        - Returns the first word of the string. For %text%="this is the
             string"; %text.car% will yield "this".
cdr        - Returns all but the first word of the string, trimmed. For %text%=
             "this is the string"; %text.cdr% will yield "is the string".
contains() - Used to check if a string contains the subfield text.
mudcommand - Returns the mud command the string is shorthand for. Used to make
             sure the command you react to is the one you want: For %text%="o"
             %text.mudcommand% will yield "open".
charat     - set new variable %text/var.charat(index)% i.e. set phrase testing,
             set var1 %phrase.charat(2)% now %var1% == e

65
Scripting Board / Re: Trigger of the .... something
« on: February 23, 2014, 09:58:10 am »
My main reason for putting this next trigger in is to show what to do when the command you want to use is something that is already a basic command in the game.  Things like pull, push, open, throw, or, as in this script, look. 

Name: 'Room Command - Look at Painting',  VNum: [  304], RNum: [  225]
Trigger Intended Assignment: Rooms
Trigger Type: Command , Numeric Arg: 100, Arg list: l
Commands:
* By Rumble of The Builder Academy    tbamud.com 9091
if %cmd.mudcommand% == look && painting /= %arg%
  %send% %actor% As you stare at the painting the figures seem to start moving and acting out the scenes they portray.
  %echoaround% %actor% %actor.name% stares at one of the paintings. A strange look coming over %actor.hisher% face.
else
  * If it doesn't match let the command continue. Without a return 0 a player
  * will not be able to "look" at anything else.
  return 0
end


The reason to put l in the arg list instead of just * is to limit the times this script will trigger.  If you put * in the arg list, it will trigger on any word put in as a command - which is useful if you have more than one command in a script.  If you put l in the arg list, then it'll only trigger when something that starts with l is used as a command: like look, listen, etc.

The return 0 is very important at the end because otherwise the player can't look at anything else - or even just look to refresh the room description. 

66
Scripting Board / Re: Trigger of the .... something
« on: February 22, 2014, 09:02:57 am »
Name: 'Room Command - Anti-quit',  VNum: [  314], RNum: [  235]
Trigger Intended Assignment: Rooms
Trigger Type: Command , Numeric Arg: 100, Arg list: quit
Commands:
   %send% %actor% Powerful forces keep you here.

Name: 'Obj Command - No quit',  VNum: [  315], RNum: [  236]
Trigger Intended Assignment: Objects
Trigger Type: Command , Numeric Arg: 3, Arg list: q
Commands:
if %cmd.mudcommand% == quit
  %send% %actor% Divine forces prevent you from doing that.
else
  return 0
end

**The previous 2 scripts basically do the same thing – don't let the player quit.  One is on the room and one is on an object.  Either way, evil. **

67
Scripting Board / Re: Trigger of the .... something
« on: February 20, 2014, 04:11:39 pm »
Name: 'Mob Command - spellcasting test',  VNum: [  312], RNum: [  233]
Trigger Intended Assignment: Mobiles
Trigger Type: Command , Numeric Arg: 100, Arg list: kill
Commands:
* This command trigger will disallow anyone from trying to
* use the kill command, and will toss a magic missile at them
* for trying.
dg_cast 'magic missile' %actor%
return 0

***Interesting idea for a !kill room***

68
Scripting Board / Re: Trigger of the .... something
« on: February 19, 2014, 06:15:24 pm »
Name: 'Room Drop - Dg_cast for dropping objects by cost',  VNum: [  332], RNum: [  253]
Trigger Intended Assignment: Rooms
Trigger Type: Drop , Numeric Arg: 100, Arg list: None
Commands:
%%send%% %actor% As you drop the %object.shortdesc%, a loud humming starts to come from the walls.
wait 1
eval worth %object.cost% / 100
switch %worth%
  case 0
    %send% %actor% Your offering was NOT sufficient.
    dg_cast 'magic missile' %actor%
    break
  case 1
    %send% %actor% Your offering was just sufficient.
    dg_cast 'cure light' %actor%
    dg_cast 'clot minor' %actor%
    %purge% %object%
    break
    case 2
    %send% %actor% Your offering was sufficient.
    dg_cast 'refresh' %actor%
    %purge% %object%
    break
  default
    %send% %actor% Your offering was as it must be.
    dg_cast 'invisibility' %actor%
    %purge% %object%
    break
done

** An interesting script that allows you to drop objects and the cost of the object decides what spells you'll get cast on you.  If the object doesn't have sufficient cost then you could even be harmed. **

69
Scripting Board / Re: Trigger of the .... something
« on: February 18, 2014, 12:24:44 pm »
Trying to make up for the fact I hadn't had any of the scripts on here for a while, so here's a second one:

Name: 'Room Entry - sneak check',  VNum: [  306], RNum: [  227]
Trigger Intended Assignment: Rooms
Trigger Type: Enter , Numeric Arg: 25, Arg list: None
Commands:
* By Rumble of The Builder Academy    tbamud.com 9091
if %actor.is_pc%
  if %actor.skill(sneak)% > 50
    %send% %actor% You walk into the room, not waking any of the clerics.
  else
    %send% %actor% Your entry into the room wakes a few of the clerics.
    %load% mob 340
  end
end

Basically any player that's practiced their sneak skill above 50 will be able to walk into the room without waking the clerics.  If your sneak skill isn't that good, well, good luck fighting them off.

70
Scripting Board / Re: Trigger of the .... something
« on: February 18, 2014, 12:07:35 pm »
Trying to get this back up and going again - which means I need to visit TBA mud more often.  I've not checked this trigger to make sure it works in 4Dimensions, but I believe it will - I have something similar to it when I have dragon's fighting.

Name: 'dg_cast fireball',  VNum: [  104], RNum: [  104]
Trigger Intended Assignment: Mobiles
Trigger Type: Fight , Numeric Arg: 100, Arg list: None
Commands:
* By Rumble of The Builder Academy    tbamud.com 9091
* Only cast the spell every 30 seconds.
if %already_cast%
  wait 30 s
  unset already_cast
else
  dg_cast 'fireball' %actor.name%
  set already_cast 1
  * By globalling the variable it can be accessed by other triggers or when
  * this trigger fires a second time.
  global already_cast
end

I do love the fact that Rumble comments everything he does and makes it a whole lot simpler to follow.  Basically, the first time the mob casts the fireball, it sets the variable on the mob already_cast, then it will wait 30 seconds before it is able to cast it again.  If I remember right, dg_cast doesn't give any action lines when the fireball is cast so you can input what you want it to say - whether it's "The great mage Xander casts a fireball at your face" or "The big red dragon breathes a cone of fire in your direction".  I could be wrong on that though so, if using this script - or creating one like it for other spells - you should check it out and see.

71
General Discussions / Re: What is a good way to start 4D?
« on: January 12, 2014, 05:58:43 pm »
I did enjoy your adventures with Hadmar and hope you won't find our freakish jellyfish to be offputting.

If you go to the Seeker clan hall (use the feather that you got when you created - or if you lost it, go south of recall to Bart and tell him "I am new here" and he should give you a new one) and look at the board.  That board lists quite a few different newbie areas to try, though you'll have to use the Map room (3 or 4 south of recall) to actually get directions to any of them.

Usually the areas right outside the Time Guardian portals (when you go up from recall and say pre, med, old, future) are the most newbish of areas - but they are also the beginning of each area so it's easy to accidentally find yourself in a higher level than you wanted to be.

Actually, as I wrote this I decided to go visit the clan hall and just copy the information of areas from there to here.

First 10 levels:
Mudschool and newbie zones (look around the Venture Way)

After 10 levels:
Prehistoric:
Old Carthage (has some tough mobs) and Carthage Bay

Medieval:
Sanctuary Haze, Tournament Place

Old West:
Buffalo Bill's Circus

Future:
The Spaceship Titanic, Golf Course, The planet Endor, The planet Dagobah
And if the above zones become to easy:

Prehistoric:
Greek Archipelago, Ali Baba's Cave

Medieval:
Archers in Old Yorke, Ice Palace (will be a bit tough)

Old west:
The Range, Dirt Farm, Legend

Future:
The Gamegrid, The planet Tattooine, New Goznemia, Necromunda II, Planet Reptilia
And when those become to easy hopefully you'll have found other areas
to your likings already.

I remember when I started 4D, I did most of my leveling in Sancutary Haze after doing the mud school (I actually didn't find the other newbie zones until later - silly me - I believe when I asked to become a helper).

Always feel free to ask around as well.

72
Roleplay / Puck
« on: December 26, 2013, 06:56:40 pm »
"Well, if you must know, I don't remember anything prior to one spring morning about a year ago, when I woke up alone in the woods of pre-history.  My first memory, upon waking, was the distinct notion that a terrible trick had been played upon me..." he taps the goaty tuft of light brown hair on his chin considering this to himself, "or had I played a trick on someone (hmm yes, summut likely)...or was I being punished for something (quite likely)" he says with a conspiratorial wink.

"Regardless, I was hungry, and thirsty, and cold," frowning his lower lip out, "and worst of all-- I was bored.  So I immediately stood up, brushed the newly fallen snow off the brown fur of my goaty legs, and without thinking, I snapped my fingers... And nothing happened."  He blinks his eyes twice at the memory of this, recalling the inexplicable dismay he had felt.

"I wasn't sure what I had expected to happen when I snapped my fingers," he snaps, "or when I wrinkled my nose, or wiggled my stub of a tail..." he wrinkles and wiggles.  "But I instinctively felt that this was how one got things done.  And even after I had tried all three at once, still... nothing happened."

"Sure, the furry legs, bare lean human torso, the stubby nobs above my forehead, all were familiar enough to me," he shrugs, "though I couldn't remember a thing prior to waking up.  There were only two things of which I was sure... One, that I was not originally OF this world," finger pressed to his nose with a nod, as if sharing a secret, "and B, my name was Puck."

73
Building Board / Re: New Object Building Help
« on: December 16, 2013, 08:05:31 pm »
I just want to repeat this point about objects since quite a few people want to put the D-Desc here. 

4) A-Desc   :-
This is the description that’s given as the object is used.  And I never use this choice.

Objects are different than mobs and rooms in the fact that the D-Desc (the "real" description) of the object has to be put under Extra descriptions.  Rooms have extra descriptions for the extra, nit-picky, look really deep into - type items (like if you want to look at the burning wood in the fireplace that was mentioned in the room description.  Mobs have the D-Desc which is obvious because it is right under the L-Desc (which is where A-Desc is for objects).  To actually describe the object, please go under E) Menu --->   : Extra Desc

74
Suggestions & Ideas / Re: The CRAFT System
« on: December 12, 2013, 07:57:53 pm »
I think it's stickied so maybe it'll actually get coded.  I mean, we do say we have it, even though we don't - at least not in a widely able to be used way.

75
News & Announcements / Re: Forum Updates
« on: November 19, 2013, 10:14:52 am »
Ah.. found out how to get the sidebar back.  yay me!

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