Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - erwin

Pages: 1 [2] 3
16
General Discussions / 4D plugin with mudlet
« on: August 20, 2014, 07:55:46 pm »
I'm not sure whether it's just me, but I find that the 4D plugin with mudlet "lags" you a bit when you are buffed up (i.e. on the left hand side, you get all the affect boxes), such that when you type stuff, some letters don't go through.

As an example, I've tried to type: "The quick brown fox jumps over the lazy dog" multiple times on wordpad, all the letters go through. When fully buffed up (as a GM), and typing it there, I get missing letters like: "The uick brow fox jumps oer the lazy dog."

This is kind of irritating, especially with "bs mobname", because sometimes, this becomes "s mobname", which results in my player character walking south (not nice in zones with DTs)...

In any case, is there a way to turn this plugin off? Or at least, turn the left hand side off (I like the map on the right hand side).

17
Scripting Board / context %actor.id% in rooms
« on: August 15, 2014, 11:17:58 am »
There seems to be a small bug (or I'm using the wrong syntax) with context %actor.id% and rooms.

Here's the set up. Suppose I want to store a variable in the room, and my trigger in storing the variables have this line:

Code: [Select]
context %actor.id%
  set myvariable blahblah
  global myvariable
context 0

When players trigger this, statting the room gives

Code: [Select]
myvariable:154:  yes
myvariable:28:  no

i.e. the first player with player ID 154 has stored the value yes in the room, and the second player with player ID 28 has stored the value no in the room.

Now, suppose I want to check the value stored by the respective players, when neither of the players are in the same room.

Code: [Select]
context %actor.id%
set roomnum 75000
if %roomnum.myvariable% == yes
  %echo% yes, %roomnum.myvariable%
else
  %echo% no, %roomnum.myvariable%
endif
context 0

However, this doesn't work as well as it expects.

I have the following cases.

If only ONE player, let's call it player A stores the value yes in the room, this trigger activated by player A will echo yes. Success!

If player A *first* stores the value yes, and player B *then* stores the value no, then player A activating the trigger will trigger a no, and says the value no is stored. Player B activating the trigger will trigger a no, and says the value no is stored.

If player B *first* stores the value no, and player A then stores the value yes, then player A activating the trigger will trigger a yes, and so will player B activating a trigger.

So it seems that the following snippet of code, will give the value of myvariable in that room which has been stored by the last player activating it :(

Thus, I am unsure whether it's a syntax problem, or a small bug.

Motivation for this: Could check if player's action in a room (pulled lever, etc) causes changes in another place (eg gate opens), *only* for the player itself. So if a player spends 20 mins and figures out something, he gets free access, but another player would be stuck.

Could anyone comment on this if they know more? Thanks!

PS. I'll try to pose a workaround to this in the next post.

18
Building Board / Debugging scripts
« on: August 10, 2014, 03:31:22 pm »
This thread will hopefully list common errors (in syslog), and how to find and fix them. The thread assumes that the errors are not because of nohassle / imm level > 50, so it's meant for errors that occur with players, or imms with nohassle off and level at 50 or below.

Anyone can post on this thread - hopefully with the parts: Error Message -> Examples -> Consequences of (not) fixing it

Hopefully this thread will be unneeded if there's a code upgrade which will show where the errors are (i.e. which lines in the script).

19
Suggestions & Ideas / Late night conversation with Loran
« on: July 23, 2014, 01:06:06 am »
Loran says, 'if only it tracked who the parents were, shouldn't be that hard'

Loran rubs his chin thoughtfully and goes 'Hmmmm...'

Candy chuckles politely.

Candy says to Loran, 'it's Banes'

Candy giggles at Loran.

Loran nods.

Loran says, 'yeah, was just thinking on it being a useful var'

Loran says, 'not that its important I guess'

Loran says, 'if it actually acted like a golem and leveled,  but that might be more work than its worth doing'

Loran says, 'I still like my item to mob converter script'

Loran says to you, 'oh just pondering stuff'

Loran says to you, 'I made scoopable snow bunnies for miny on the bp'

Loran says, 'I need to finish that area'

Loran says, 'craftable snow mobs'

Candy says, 'snowball throwing snowman'

Candy cringes in terror!

Loran says, 'doable'

Loran says, 'went the enchanted forest route with animals instead though'

Loran says, 'I kinda like it when they  turn evil after dark though'

Loran chuckles politely.

Loran says, 'blek, am sleepy'

You say, 'blek'

You say, 'I think the hardest part about zones is filler room descs'

Loran says, 'yep, pretty much my issue'

You say, 'been trying to compartmentalize it'

You say, 'but failing'

Loran says, 'I always liked the muds that did some of that by landmarks, forgot what it was called, wilderness or something'

You rub your chin and go 'Hmmmm.....'

You ask, 'the big outside?'

Loran nods.

You say, 'where @ was trees, and . was woodlands, or something'

Loran says, 'kinda, but you set the terrain type, and paths then added a
mountain on the grid as a landmark, and you'd get a far in the distance desc for look north'

You say, 'ahh'

You nod.

Candy peers intently at Loran, what is she looking for?

You ponder over matters as they appear to you at this moment.

You ask, 'do you think weekly puzzle contests will draw players?'

Loran says to you, 'worth a try.. somethings gotta lure them'

You say, 'I also wrote a review on TMC for 4D'

You say, 'on Saturday'

You say, 'still not there yet'

Loran says, 'if the reward is big enough, I'm sure people will log for it'

You say, 'thing is'

You say, 'tokens / TPs'

You say, 'can't really buy much'

Loran says, 'true'

You say, 'I mean most MUDs questpoints go to perks / equip'

You mutter, 'here, solving quests will give you perks / equip...'

Loran says, 'tp goes to.. xp'

You rub your chin and go 'Hmmmm.....'

Loran says, 'or no one ever figured out how to let me buy anything useful with them'

You say, 'you don't really need much xp once you are a GM'

You blink innocently.

Loran says, 'exactly'

Loran says, 'no end game'

Candy agrees 100%

Loran says, 'if items had timers/degrade it would build an economy, but tends to annoy people'

You nod.

You ask, 'but what would be a possible end game?'

You say, 'at the moment, I prefer LegendMud's "achievements" feature'

Loran says, 'some muds did evolutions, if I remember'

You say, 'each time you complete a quest / do something, you get an achievement'

You say, 'players compete to see who can get the most achievements'

Loran says, 'different remort systems'

You say, 'and some are crazy to find'

You nod.

Loran says, 'or more structured/pathed'

You ask, 'specializing in subclasses?'

Loran nods.

Loran says, 'so every remort youd pick from 2 and gain a unique set of skills/spells'

Loran says, 'prestige'

You rub your chin and go 'Hmmmm.....'

Loran says, 'then you tier up the mobs/zones to need a higher level player to tank them and you encourage grouping more'

Loran shrugs helplessly.

Loran says, 'usualy those were a end path to imm, or the like'

You say, 'would a common goal'

You say, 'in some MUDs / MMORPGS'

Loran says, 'or reincarnate races, to gain racial skills/abilities'

You ask, 'is at endgame, get a set of equipment that maxes all stats?'

Loran nods.

You say, 'or gives the maximum stat boosts'

Loran says, 'I always liked the evolving/aging dragon systems'

Loran says, 'then all eq stats are kinda null'

Loran says, 'you gain stronger over time to gain stat boosts up to a max for that race'

Loran says, 'or eq only become vanity items/rp'

Loran shrugs helplessly.

You rub your chin and go 'Hmmmm.....'

You say, 'might as well add in achievements system'

You say, 'I mean, that's also for vanity'

You grin.

Loran says, 'endgame could also be gm gives you a new tier, and then pk is enabled and each death reduces stats or something'

Loran says, 'boost x for 10 achievements'

Loran says, 'I like the sound of the cert having its own slot, and giving one of say 5 random innates that last 2 hours but can only be activated once per 24'

Loran says, 'tie that to achivement points and you have something'

You rub your chin and go 'Hmmmm.....'

Loran states, 'I hope you're logging this..'

You ask, 'do you want to suggest that on the forum?'

Loran asks, 'sure, am on phone san you note it or post?'

Loran says, 'ill post about global area things sometime, once I have it hashed out'

Loran says, 'so many things get mothballed due to time/ammount of work involved'

20
News & Announcements / Weekly Puzzle / Trivia contest
« on: July 20, 2014, 02:32:33 am »
Hi all,

There will be a weekly puzzle / trivia contest, starting next Sunday at 27th July, 9pm EST, and will run for at least two months. The contest goes as follows:

-A category will be chosen for the week, and there will be eight items from the category selected.
-There will be cryptic clues for each of the eight items, and players will try to guess what the items are.
-The first correct guess for each item wins a bronze token, as well as the first person to guess what the category is.
-So in total, you can win up to 9 bronze tokens per week.

An example:

Gunmen's favourite doll;soft grass

could be a clue, and this would correspond to: Moll; lea, and you would guess that the answer is: "Molly".

If you want to submit in your own puzzle, feel free to do so!

21
Suggestions & Ideas / Non standard game commands
« on: July 19, 2014, 09:00:13 am »
I was talking to some people today, and realized that it's quite hard to know of the "non-standard" game commands that 4D has - most of us know about them only from word of mouth, or going through help files. Examples of these commands are: "--, commands, >" etc

I also realized that even as an experienced player, the main "HELP" screen (when you type help) doesn't give any information that these commands exist, and unless you type: "Help 1, help 2, ...", you'll never get to see all the help files, or know what possibilities there are.

So I was wondering, what could be a good way to ensure that newbies, as well as current players, actually know of these commands? I've some suggestions, what do you all think?

1. An extra room or two in the Mud School (particularly at the beginning) to tell players of this. (Rather have it at the start than at the end to entice more players)

2. A room or so in the Recall area as well

3. Editing the hint channel for the tabard

4. Editing the screen you see when you type HELP to make it clearer

22
News & Announcements / Newbie Tabard and Helper Whistle changes
« on: July 06, 2014, 02:16:44 am »
Hi all,

There's been some changes to the Newbie Tabard and the Helper's Whistle.

*All tasks should now be able to be done - if previously you found you couldn't complete the tasks, try doing it again (to get the flag).
*The hint on / hint off commands should work now. Also, you can configure the frequency of the hints. You can look at the tabard for more info.
*Helpers can now qcheck someone, and see what tasks they have done, have yet to do, as well as the final step needed to get the quest flag. So if a player says he cannot complete the task, the helper can easily give hints to what the player should do. Furthermore, if the player does happen to have done these steps, but the quest isn't registering on the tabard, then it's an indicator there's a problem in the script and it'll probably be fixed quickly.


However, I think these changes shouldn't just stop there. If anyone - not just helpers and imms, think that more can be done for the tabard / whistle / more helpful items and features, just post here!

If there are any problems with the scripts / something unexpectedly breaks, just send me a note on the game port :)

23
Scripting Board / Scripting multi-player games
« on: July 04, 2014, 11:27:01 pm »
I was wondering - should multi-player games be quest rewards, or could we possibly have a room somewhere in Recall with such games?

Games such as poker, hearts, bridge, maybe some "card" games like Munchkins / Acromage / etc.

24
Scripting Board / A room counter
« on: June 04, 2013, 11:12:44 pm »
Suppose you want to give a player a challenge to explore the entire zone, and tell the player how many rooms he or she has yet to find. This is not easy to script, because a zone with 100 rooms might necessitate 100 (different) flags on the player.

It is possible to make a script (using the following outline shown) to reduce the worst case scenario of the number of flags to {Number of rooms /2} by considering the vnums in binary. However, it might be possible to reduce this number further - unfortunately I don't know what (other) commands I can use in scripting.

Therefore, here is a test case by considering vnums in base 10. While this is inefficient (it's not in base 2), the outline of the code is relatively easier to follow.

I would also like to know whether it's possible to create for loops in scripts - then the following code can be further compacted.

I have resorted to a hack - putting this as a room enter trigger, so this necessitates that *every* room have this trigger. Ideally, I'd like to have this trigger on an object in the player's inventory - so that if the player moves, then the object will trigger, and tally the number of rooms.

If anyone has any suggestions for improvements, or any shortcuts which I have overlooked, do post here, so everyone can benefit :)

Code: [Select]
*Code works like this:
*Every 10vnums are grouped together, from 00-09, 10-19, 20-29, .., 90-99
*Flags are labelled africanexplored0, africanexplored1, .. africanexplored99
*But if you have a group of 10, say africanexplored0, .. africanexplored9
*then you'll get the flag africanexploredtens0 (the tens0 denotes the tens
*position as 0). So here, the worst case scenario is the player gets 9 of each
*group, and has 90 extra flags. The 91st flag would mean the player completes
*one group of 10, and hence reduce the number of flags from 90 to 81.
*Of course, we can group 2 vnums together, to reduce the worst case scenarion
*to 50. I think this can be even reduced further, but I'm not sure what
*commands I'm able to use.

*For the code below, you can see I've only been using "if" statements, as
*I'm not sure if for loops, etc exists.

if %actor.is_pc%
if !%actor.varexists(africanexploredall)%
*The flag africanexploredall means you've been to all the rooms
*So suppose you haven't
eval NUM %actor.room.vnum%
eval ABSNUM %NUM% -33700
                *We want the last two digits of the vnum - we're assuming the zone has 100 rooms, and given zone 337
eval TENS %ABSNUM%/10
                *We want the digit in the 10s place
eval TENSVAR africanexploredtens%TENS%
                *Create the variable which corresponds to the 10sdigit
eval ABSNUMVAR africanexplored%ABSNUM%
                *Create the variable which corresponds to the last two digits of the vnum
%echo% My room number is %NUM%
%echo% My tens is %TENS%
%echo% I belong to %TENSVAR%
%echo% and %ABSNUMVAR%
%echo% My absolute number is %ABSNUM%
*TENS will be from 00-09
if  !%actor.varexists(%TENSVAR%)% && !%actor.varexists(%ABSNUMVAR%)%
%echo% I haven't been in this room yet%
set %ABSNUMVAR% 1
remote %ABSNUMVAR% %actor.id%
                                *Put your room counter here and make it increase by 1
endif
*check per 10 rooms
                        *A for loop would be nice here (needless to say, for binary case
                        *it's somewhat easier as we can look at %NUM%/2, %NUM%+1/2
                        *etc)
eval T1 %TENS% * 10
eval T1VAR africanexplored%T1%
eval T2 %T1% + 1
eval T2VAR africanexplored%T2%
eval T3 %T1% + 2
eval T3VAR africanexplored%T3%
eval T4 %T1% + 3
eval T4VAR africanexplored%T4%
eval T5 %T1% + 4
eval T5VAR africanexplored%T5%
eval T6 %T1% + 5
eval T6VAR africanexplored%T6%
eval T7 %T1% + 6
eval T7VAR africanexplored%T7%
eval T8 %T1% + 7
eval T8VAR africanexplored%T8%
eval T9 %T1% + 8
eval T9VAR africanexplored%T9%
eval T10 %T1% + 9
eval T10VAR africanexplored%T10%
%echo% My 10 variables are
%echo% %T1VAR%
%echo% %T2VAR%
%echo% %T3VAR%
%echo% %T4VAR%
%echo% %T5VAR%
%echo% %T6VAR%
%echo% %T7VAR%
%echo% %T8VAR%
%echo% %T9VAR%
%echo% %T10VAR%
if %actor.varexists(%T1VAR%)% && %actor.varexists(%T2VAR%)% && %actor.varexists(%T3VAR%)% && %actor.varexists(%T4VAR%)% && %actor.varexists(%T5VAR%)% && %actor.varexists(%T6VAR%)% && %actor.varexists(%T7VAR%)% && %actor.varexists(%T8VAR%)% && %actor.varexists(%T9VAR%)% && %actor.varexists(%T10VAR%)%
%echo% I've been in a set of 10 rooms
%echo% so I'm adding %TENSVAR% to me
%echo% Check to see I have this
set %TENSVAR% 1
remote %TENSVAR% %actor.id%
rdelete %T1VAR% %actor.id%
rdelete %T2VAR% %actor.id%
rdelete %T3VAR% %actor.id%
rdelete %T4VAR% %actor.id%
rdelete %T5VAR% %actor.id%
rdelete %T6VAR% %actor.id%
rdelete %T7VAR% %actor.id%
rdelete %T8VAR% %actor.id%
rdelete %T9VAR% %actor.id%
rdelete %T10VAR% %actor.id%
endif
*check all rooms
if %actor.varexists(africanexploredtens0)% && %actor.varexists(africanexploredtens1)% && %actor.varexists(africanexploredtens2)% && %actor.varexists(africanexploredtens3)% && %actor.varexists(africanexploredtens4)% && %actor.varexists(africanexploredtens5)% && %actor.varexists(africanexploredtens6)% && %actor.varexists(africanexploredtens7)% && %actor.varexists(africanexploredtens8)% && %actor.varexists(africanexploredtens9)%
%echo% If I am triggered, I have explored everywhere
%echo% Check to see if I have the complete flag!
set africanexploredall 1
remote africanexploredall %actor.id%
rdelete africanexploredtens0 %actor.id%
rdelete africanexploredtens1 %actor.id%
rdelete africanexploredtens2 %actor.id%
rdelete africanexploredtens3 %actor.id%
rdelete africanexploredtens4 %actor.id%
rdelete africanexploredtens5 %actor.id%
rdelete africanexploredtens6 %actor.id%
rdelete africanexploredtens7 %actor.id%
rdelete africanexploredtens8 %actor.id%
rdelete africanexploredtens9 %actor.id%
endif
endif
endif

Now, it just suffices to put a counter whenever the player enters a new room to increase the rooms explored by 1! Tada!

25
Scripting Board / Object Script syntax for object entering rooms
« on: June 04, 2013, 06:45:42 pm »
Hi all,

I'm not very sure about the different types of Object scripts, so here's an example of what I would like to happen.

I'm looking for a trigger to put on an object carried by a player. When the player enters the room, the object will check the vnum of the room. If the vnum is a certain number, then something happens.

I'm guessing this is ObjEnter type of trigger, but I'm not sure what the syntax is.

Help given would be appreciated. Thanks!

26
Suggestions & Ideas / MACRO: Areas and Quests
« on: January 16, 2012, 09:06:09 pm »
Hi all,

I've been inactive for a long time (and I'm really not sure if I'll be back for long - currently doing Masters at University). That being said, as an explorer/quester, here are suggestions on how to get (more) players questing and getting new players to potentially explore areas.

Problems

1) Players who do not take notes forget what is needed to complete the quest and may have to run through mobprogs etc again.
2) Players may focus on a zone for exping, rather than exploring, and getting to know and feel the tiny details.


Tasks:

1) Quest Journal (Molly's idea here: http://4dimensions.org/forum/index.php/topic,682.msg5049.html#msg5049)
2) Maps for zones + teasers

Doing the work:

Quest Journal: One "Questcard" per zone should do the trick. Players who have completed (all) quests in the particular zone can help script this I think. My idea would expand the "journal" though. The 'longer' the text in the journal the better - particularly if it tries to give atmosphere to the zone. The "information" you get will always be there once you unlock it - so you'll be able to see the story from start to finish.

Example (Golf Course - but dependent on flags):

Eg, hold journal, say 68. Following will appear.

Goofy Golfers
The golf course is a great place for people fresh out of the newbie arena. There are many small quests throughout the course. People are always losing things when they go out on the golf course. You could probably make a small fortune in returning lost objects. And who knows what you'll find out there that is just too good to return. After all, possession is 9/10 of the law.

You have 2 unfinished quests and 1 finished quest in this zone. (Dependent on how many quests there are in zones)

Quest 1 (If you have talked to Dave)
Feeling like a game of golf, I wandered over to the cart barn to see if I can rent a buggy for my game. Adventurers need some time to rest after all! Unfortunately, there are no carts available to be rented. Dave the maintenance worker tells me that he is busy repairing the carts, but if I can find his maintenance wrench, he might be able to loan me a cart. I guess I better keep hunting.

(Once you find the wrench)
That idiot android caddy! He/she was supposed to pick up balls, not hurl them at others! I had to immediately fling myself down to the grass when I saw that spherical object zooming towards my head. To make matters worse, I landed heavily on a maintenance wrench. I wonder if it belongs to Dave?

(Once you return the wrench)
Alas, Dave is still repairing the carts and is unable to rent one to me. Perhaps I shall walk on the golf course instead and admire the scenery - I hear that the lilies are blooming! (this also gives a hint to the good items in the area!)


You may repeat this quest again.



Quest 2 (Once you talk to Betty)
After drinking too much at the 19th hole, I stumbled into the ladies restroom and entered an occupied stall. (Thank heavens I wasn't kicked out!) I met a lady called Betty who lost her grandmother's earring, and being in an intoxicated state, I volunteered to help her. I hope I don't regret this in the morning!

(Once you find her earring)
These android caddies are getting on my nerves! One of them swung a golf club at my head, and nearly succeeded in braining my cranium. I dodged and after a brief scuffle, managed to putt one over him and sock him in the eye. After which, the caddy picked up the golf balls and fled, before leaving behind one earring. I swear, that caddy sure has a lot of balls!

(Once you return the earring)
I'm quite touched by Betty's present of a thumb ring, as it looks more valuable than her earring. I wonder if I can ask her out on a date the next time I see her?


You may repeat this quest again.


There is one more quest you have not unlocked.


Maps for zone:

See attached. Was thinking: Easy zone - full maps, hard zone - brief sketch of map. Hidden areas need not be on the map (eg, Kenneth's Museum isn't on this map).

Teasers could be a one liner: eg. It has been said that one who stops and takes time to admire nature will beimbued with charisma. (Branch / Lily +5 CHA in zone)


I would be happy to create a new character, run through some zones (re-doing them!) and giving a brief map, and if I've done all the Quests in the zone, perhaps writing the scripts as well.

27
General Discussions / 4D in a blog post
« on: April 05, 2010, 10:00:37 pm »
Caught up with the newest fad in social gaming, I've actually decided to write a piece on social gaming, including MUDs, but it might be rather inaccurate. Reason being, I've actually, not actively mudded for quite some time.

It's here though, so if I've made any errors or whatever tell me, so I can change it. It's not focused on 4D per se, as I can't afford to be biased, but, I have included references from it.

http://lifestyle.www.ns.sg/blog/index.php/narev/social_gaming_and_muds/

URL might change though, depending on what my editor wants to change.

That being said, I still need to write a review for 4D!

28
Barrel of Laughs / How to Advertise for a Mud
« on: August 05, 2008, 05:16:45 am »
*I started logging this mid-way, so I don't have the logs for what was said previously, except maybe through "gos and "ooc. I removed all the superfluous stuff, so what you see here is what was being said on the channels, and my commentary as well.


"gos
 0: Erwin gossips, 'but I'll be AFK again'
 1: Erwin gossips, 'i would say troll, considering I was away'
 2: Erwin gossips, 'and it's an operating system which I've never used before'
 3: Erwin gossips, 'I bought my first laptop'
 4: Molly gossips, 'hi Erwin'
 5: Erwin gossips, 'hi all'
 6: Rynock gossips, 'lol I love the coug's'
 7: Lionheart gossips, 'don't mess with old women'
 8: Lionheart gossips, 'she slayed you'
 9: Rynock gossips, 'she 1 hit ko'd ne'
10: Lionheart gossips, 'you did just die'
11: Lionheart gossips, 'that's not a DT'
12: Rynock gossips, 'lol I didn't even know'
13: Rynock gossips, 'lol lady anne is if you cheat in the quest I guess'
14: Lionheart gossips, 'there is no mobile DT around

'"new
 0: Stiltskin newbies, 'someone from this mud named erwin calling himself a pirate of ralnoth has logged onto my mud, Cleft of Dimensions cod.kyndig.com 4354 and is harassing everyone and telling everyone that they should log onto here. I would like it dealt with please.'
 1: Stiltskin newbies, 'help'

You gossip, 'fucker, no such person on that mud '
*This guy is nogos, so I feel safe using gossip, but I'll give him the benefit of doubt on newbie channel.

You newbie, 'I don't think it's me'

Stiltskin newbies, 'well, the mudconnector is going to be contacted and this mud might get blackballed, so I just thought I would give you guys a heads up'

Stiltskin newbies, 'the IMM will be on tomorrow though'

Stiltskin newbies, 'his name is Umbraunt'

You newbie, 'the person impersonating me is umbraunt?'

Stiltskin newbies, 'no, that is the name of the admin'

Stiltskin newbies, 'the person impersonating you is Benamas'

*He changed his story here. First 'Erwin', now 'Benamas'
*However, Lionheart tries to defuse this situation tactfully.

Lionheart newbies, 'Stiltskin maybe you've drank too much wine today'

Stiltskin newbies, '?'

Lionheart newbies, 'We don't care about your mud issues, and DO NOT advertise your server over our newbie channel again'

Lionheart newbies, 'have your Imms ban the player'

Lionheart newbies, 'and drop this silly discussion'

Stiltskin newbies, 'i logged in here to warn you? you guys are trolling on our mud and I just emailed ian at the mud connector and he said that he's just going to blackball this mud from the mudlist'

Stiltskin newbies, 'sorry for trying to help'

You newbie, 'is this Benemas guy a level 1 player or something?'
* I try to clarify, maybe this Benemas is a troll who picked on 4D.

Lionheart newbies, 'nobody is trolling on your mud'

Lionheart newbies, 'if some idiot is acting wrong we can't be responsible for him'

Stiltskin newbies, 'well there is atleast 4 different ips and they all claim to have come from here'
* I though this guy said there were no imms around, he can check IPs??

Lionheart newbies, 'and don't try to scare us with blackballs'

Lionheart newbies, 'who cares, BAN them'

Stiltskin newbies, 'look, I don't work for mudconnector, take this up with someone else, NOT ME.'

Lionheart newbies, 'we can't control PEOPLE IP's,'

Lionheart newbies, 'Stiltskin, I see all this as a pretest you made up to advertise your mud ip over here'

You newbie, 'if there are no imms on, how do you know the IP?'

Lionheart newbies, 'We can't control what our players do with their PC's'

Stiltskin newbies, 'i don't, but everyone on my mud knows whats been going on and we're sick of it'
Lionheart newbies, 'so you fix this problem on your MUD and spare me this non sense'

Stiltskin newbies, 'okay, well I didnt mean to be talking to players here, I just wanted to talk to the admins'

Lionheart newbies, 'the ADMINS e-mails are showed when you connect'

Stiltskin newbies, 'sorry for disturbing you lionheart'

Lionheart newbies, 'MAIL them'

You gossip, 'this benemas guy on who list looks like a high level character..not a level 1 created for spam'

Lionheart newbies, 'without spamming up the newbie channel'

You gossip, 'anyway, if he does send an email, I'll send a log from HIS mud to show that he's talking crap'

Lionheart gossips, 'this thing is a made up'

You gossip, 'i know, I'm there now :)'

Stiltskin newbies, '? you've spammed it more than me, I didnt know what other channel to talk on, jeeze, sorry!'

Lionheart newbies, 'use the e-mails provided on Connect and mail the Admins'

Lionheart newbies, 'avoid discussing this matter with the players'

Lionheart newbies, 'we don't care'

Stiltskin newbies, 'well I was hoping to get into contact with an admin cocksucker'

Stiltskin newbies, 'god fuck you, your probally the troll'

Lionheart newbies, 'you've been silenced for obscene language'

Lionheart newbies, 'mail the admins and go in peace'

Lionheart gossips, '[1  1 Fau Cst -- -- M] *Stiltskin            (Seekers) (S) (nogos) (new to 4d)'

Lionheart gossips, 'I didn't know it puts an (S) over who'

You gossip, '(] Kokiri    War  HoS |...|   Iron Chefs    |@| Benamas, Iron Chef Shrike '

You gossip, 'does this look like a level 1 char to you?'

Lionheart gossips, 'can't you see the level?'

You gossip, 'more like some inter-mud civil war, dragging 4D in to remove this player benamas'

You gossip, 'HoS is the level, all other players have 1, 10, 15, etc'

You gossip, 'so I thought that could be equiv to GM / Hero'

*This is the first log for what happened on 4D



29
Suggestions & Ideas / Governance System
« on: July 17, 2008, 08:18:05 am »
I think players should be able to have a governance system, in which they can decide and abide by the unwritten rules of the game, without much imm intervention.

There are some ways off the top of my head in which players can ruin a mud, and act within the scope of the rules, such that very little can be done to them. (*In-game, at least.) So if you want to act like a prick, and the PLAYERS decide that you are acting like a prick, you'll be treated like a prick.

What I propose is a small 'group' of people, comprised of one person from each clan, to be formed, with the membership rotated 3-4 times a year. So say, maybe from Jan-Mar, the person representing Chaos would be Virisin, from Apr - Jun, it would change to say, Kitolani.

This group can decide on the Mud's unwritten policies, rules, and any pressing matters, and would meet up with the Imms weekly/monthly if needed. They can also choose their successors every few months too. They can have their own channel if they require one as well.

The members of the group get some special abilities to use only if a minimum of two to three members are online, and if they agree to use it. These include HERO like abilities such as silence, freeze, slay, transportation of a player to a !RECALL room (where the player can only be released by aforesaid members OR imms OR after a period of time). 

Misuse of these abilities would have an extremely heavy punishment.

What do you guys think of this idea? Only code that needs to be done would probably be the adding of a private channel (if needed), the rest can all be scripted, and it does allow players to effectively have a greater sense of belonging / contributing to the Mud.





30
Scripting Board / Anti-Freezing Scripts
« on: July 08, 2008, 10:43:11 am »
I got inspired after Lionheart got frozen in the BP, and came up with these 3 scripts (attached to an object), which *should* prevent such occurences. All you need to do is to constantly type in *something* within a period of time (which you can choose), and you'll be safe. Fail to type it (which means that you're probably frozen), and you'll be killed, letting you start over again.

Here are the scripts.

First one, to let you define what time you want to give yourself.
Code: [Select]
Name: 'Slayme time trigger',  VNum: [46097], RNum: [ 1912]
Trigger Intended Assignment: Objects
Trigger Type: Command, Numeric Arg: 3, Arg list: slayme
Commands:
* Thought of by Erwin, inspiration given by Lionheart freezing in BP
* This script lets you choose from a default time, or a time which you want before you are killed
set time %arg%
eval check (%time% * (-1))
* I realized that if say, I typed slayme abcde, it would still count as > 0, since there is something
* in the argument.
* Wasn't sure if there is a simple way of finding whether the arguments you typed in are digits,
* or words, so...
* So, I figured, if it was multiplied by -1, only an argument comprised of digits will give a
* negative value.
if %arg% == default
  set time 9
  %echo% Default time set, you will be killed if you do not respond within the period of 130 seconds.
  global time
  unset num
elseif %arg% > 0 && %check% < 0
  * Hence here the check
  set time %arg%
  global time
  eval realtime (13 * (%arg% + 1) )
  %echo% Time set. You will be killed if you do not respond within the period of %realtime% seconds.
  unset num
else
  %echo% Invalid time, please select either default or a positive number of at least 1.
endif

Second one, a random trigger, which counts down

Code: [Select]
Name: 'random slay trigger',  VNum: [46098], RNum: [ 1913]
Trigger Intended Assignment: Objects
Trigger Type: Random, Numeric Arg: 100, Arg list: None
Commands:
* Thought of by Erwin, inspiration given by Lionheart freezing in BP
* This script is the countdown process, giving 01 x warning before slay.
if %time% < 1
  set time 10
endif
if %num% < %time%
  eval num %num% + 1
  global num
elseif %num% == %time%
  eval num %num% + 1
  global num
  if %self.carried_by%
    eval actor %self.carried_by%
    if %actor.level% > 1 && %actor.level% <= 50
      %echo% You might want to key in your code word now, or you will die in the next 13 seconds.
      %echo% You fade from sight as you blend with your surroundings.   
      * This is the trigger phrase / word. I chose this because it is well..common, and used
      * almost by everyone who doesn't want to log out when AFK.   
    endif
  endif
else
  unset num
  if %self.carried_by%
    eval actor %self.carried_by%
    if %actor.level% > 1 && %actor.level% <= 50
      %damage% %actor% 10000     
    endif
  endif
endif


And lastly...

Code: [Select]
Name: 'the anti-slayme command',  VNum: [46096], RNum: [ 1911]
Trigger Intended Assignment: Objects
Trigger Type: Command, Numeric Arg: 3, Arg list: who
Commands:
unset num
return 0

As you can see, I set my client to type 'who' to prevent me from getting kicked out.

Would appreciate any comments to help tidy / improve these scripts further :)

Pages: 1 [2] 3