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Messages - Asmodeus

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46
Building Board / Re: Seasons and Moon Phases
« on: February 27, 2011, 09:44:54 am »
It would be nice to have a help file on the moon phases, where it lists what Prom just posted.  I've been having to come back here all the time to look it up, so it would just make life easier.

47
For me, although I still tend to get on to hang out, it comes down mostly to 3 things...

1: Real life.  I am in graduate school, and so I am extremely busy all of the time.  Unfortunately, 4D is near the very bottom of the things on my list of things to do even in my free time.

2: Lack of things for me to do in game.  I've been a part of 4D for a looooooong time... over 10 years, and not only am I out of big quests to do, the few things I haven't done just don't really interest me enough (if I did do them, once they were done, i'm back to where I am now).  I've pretty much explored everything too... theres just not much interest in the game aspect for me anymore.

3: There are very few people around these days, as is quite obvious.  I tend to get on more when I see people I know on to chat, but even that is on a downward spiral.  I'd probably be back on more if there were more of my buddies from the past on, but even then, see reason 1.

I am still working on a zone, but slowly.  Why?  Well, because when I FINALLY would get it done, it probably won't see that many explorers.  Good zones take a lot of time, and the time I do have can be spent doing things way more productive than building, and its hard to justify that amount of time while in school, when barely anybody will see the end product.

As was my view during the whole code change conversations, mudding is on a downward spiral in terms of popularity and interest.  Toch's ideas may hold some weight to boost activity, but only implementing them/time would tell.  As for getting them to stay... well, who knows.  Probably more people on.

48
General Discussions / Re: hello everyone
« on: October 12, 2010, 03:47:23 pm »
So this cow walked into a bar...

....


where was I?

I believe you were in a bar.  HAH!  ;D

49
General Discussions / Re: hello everyone
« on: September 18, 2010, 11:27:56 pm »
Funny... i dont remember there ever being a drow in charge of anything important...

50
I don't even know what to say when I see this, except for a bunch of swear words... just watch!!!

http://www.twitvid.com/Q41DB

51
Scripting Board / Re: Script death?
« on: August 20, 2010, 01:20:41 pm »
this solves everything Diandra...

...
      eval death (%actor.hitp% + 100)
      %damage% %actor% %death%
      nop %actor.pos(resting)%
...


Thanks for all the ideas though!  I had considered the invis mob, but i didnt want to make an invis mob :p

52
Scripting Board / Re: Script death?
« on: August 20, 2010, 10:24:35 am »
nop... i knew that

*facepalm*


It'd be cool to have a death script, whatever the command may be... i just said %kill% to make my point, but knew it probably wouldn't work... maybe %pkill% or %murder% or something?  Anyway, in the mean time, ill just do it this other way.



--yay, 100 posts--

53
Suggestions & Ideas / Re: GM Skills
« on: August 19, 2010, 09:38:43 pm »
i was with you up until talking about me specifically... may as well leave the help file the way it is and just give everyone back brace and parry ;)

54
Suggestions & Ideas / Re: Restring of Statted Equip
« on: August 19, 2010, 05:39:21 pm »
...anyone else? 
...Bueller?
...Bueller?

55
Scripting Board / Script death?
« on: August 19, 2010, 05:33:29 pm »
Another question... do we have a way in script to cause a player to die?  Its probably in the website or in the 4D advanced scripting stuff, but I cant find it.  In a room command script of mine...

I tried 'eval death %actor.hitp% + 1', and %damage% %actor% %death%, but that just caused them to be stunned until an imm restores/fixes them.

so then...

I tried 'eval death %actor.hitp% + 100', and %damage% %actor% %death% , and that caused them to die, but then when they showed up in the room they get sent to after death, it kept showing the message 'Lie Still, you're dead!! :-(' and stayed like that until an imm fixed them.

So finally I tried adding the %actor.pos(resting)% to the end of the 2nd option above, but although it set actor to resting and technically worked, it sent out a syslog error that says '[ Room 30774 :: Unknown world cmd: 'Resting' ]'

So yeah, it would be sooo much simpler if there a way to just %kill% %actor%, or whatever

56
Suggestions & Ideas / Re: GM Skills
« on: August 19, 2010, 05:25:57 pm »
When it came to leveling/remorting, i pretty much have been in a cave for years until about a week ago... imagine my shock that one of my favorite skills was missing :p

57
Suggestions & Ideas / GM Skills
« on: August 18, 2010, 11:33:56 pm »
So I just found this out that brace and parry were taken out of the GM skill list, and was urged to make a forum post about all this, so here I am.  I just want to figure out why this happened, and try to get them put back in.  The perk to being a GM is that you're to have all T1/T2 skills and spells, so it doesn't make sense to me to just take them out.  Not to mention i love brace and parry and was relieved to know I'd always have them on my side to help me sleep at night.  So... yeah, any thoughts?  Perhaps a reason they were removed?

58
Scripting Board / Re: new variable?
« on: August 04, 2010, 05:41:52 pm »
you rock!

off to kill some fat mobs with weight traps!

 ;D


59
Scripting Board / Re: new variable?
« on: August 04, 2010, 04:10:51 pm »
just to clarify, %actor.weight% returns the weight you see when you finger a character.  And that doesn't change depending on inventory/items worn.

I'm looking for this other type of variable because im trying to create traps triggered by weight.

60
Scripting Board / new variable?
« on: August 04, 2010, 03:57:48 pm »
Hey guys.  I'm not exactly sure who would be able to do this (i assume its possible), but I would really like a variable that could check a characters carried weight, considering %actor.weight% never changes depending on what one is holding/has in their inventory.  Or maybe it already exists and its just not on that dg scripts guide.  Is there a list of added variables anywhere?


so for example, the first things i see when I type inventory are...


[You are carrying 26 of 39 items]
[You have a total weight of 422/1055]


So I would like an %actor.tweight% variable (or whatever word you want to put in there) that would return the number 422, in this case.

Also, does anyone know if 422 includes all the things i'm wearing/holding/wielding?

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