@read 1-300 on *rpg-newsd  Message 1 on *RPG-News (#9551): Date: Thu Dec 16 16:35:54 1993 PST From: Moriah (#50459) To: *RPG-News (#9551) OOPS. sent too soon. Sure hope someone posted about that change.. Could some G_M fix it please! -------------------------- Message 2 on *RPG-News (#9551): Date: Thu Dec 16 16:42:15 1993 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: money Money and Elias are broken for the time being. It has to do with the change-over and some verbs that are called differently right now. Please don't try to deal with Elias, or excange money right now. It'll just break things. We'll let you know when It's fixed. Thanks. -M -------------------------- Message 3 on *RPG-News (#9551): Date: Thu Dec 16 17:04:27 1993 PST From: Moriah (#50459) To: *RPG-News (#9551) G_M, you may wanna check out #-1 too, all the coins have the name, "generic gold coins" or "generic silver coins" instead of thier quantity. -M -------------------------- Message 4 on *RPG-News (#9551): Date: Sun Dec 19 06:52:27 1993 PST From: G8keeper (#61219) To: *RPG-News (#9551) and *RPG-Stuph (#21259) Subject: The Cultist Area The cultist area is closing for renovations for a while. I'll announce it's grand re-opening as soon as possible. Thanks. (and any suggestions will be gladly considered!) -G8 -------------------------- Message 5 on *RPG-News (#9551): Date: Mon Dec 20 21:38:21 1993 PST From: G8keeper (#61219) To: *RPG-News (#9551) Is there a way of setting #259.alive? or am i blind? -G8 -------------------------- Message 6 on *RPG-News (#9551): Date: Mon Dec 20 22:45:22 1993 PST From: G8keeper (#61219) To: *RPG-News (#9551) Subject: Searchable monster (#7936) I've made a @kid of #259 that has search defined on it. It works the same way as search does on rooms, only it requires a 'this' as it's dobjstr. It also has settable messages for successes, failures, and another one, feelie (for if the monster is still alive when someone tries to search him). It probably needs a lot more work and tweeks, but I considered using it on a 'permanant corpse'. Perhaps, this could be used with the "corpse" property? Any suggestions would be welcome. See what you think. -G8 (Moriah) -------------------------- Message 7 on *RPG-News (#9551): Date: Tue Dec 21 15:52:52 1993 PST From: Satan (#540) To: *RPG-News (#9551), *Features (#42343), *Programmers'-Bulletin-Board (#6437), *chatter (#16543), *projects (#44433), and *Refrigerator (#6443) Subject: SpoofRPG [ Ignored due to crosspost limit; mailing list count: 6 ] -------------------------- Message 8 on *RPG-News (#9551): Date: Sun Dec 26 03:07:14 1993 PST From: Keelah (#30246) To: *RPG-Stuph (#21259) and *RPG-News (#9551) Subject: Bank and ATM machine. I am creating at the moment, an ATM machine. The way it would work is that you, first, will request an account, and get an ATM card and password. Then anytime you want to deposit any coinage, you will insert your card and press deposit. It will then ask you to insert you coins. When you want to withdraw, you insert your card (enter PIN number)...and type the amount you want to withdraw. This ATM will be placed in a bank, eventually. RIght now I want to get to the ATM working. If you like this idea, please respond, any complaints, tell me them. Oh yea...the atm cards you get will be owned by me, and not you, so you won't lose quota. --Keelah. -------------------------- Message 9 on *RPG-News (#9551): Date: Wed Dec 29 19:45:40 1993 PST From: Isagi (#21077) To: *RPG-News (#9551) Subject: Hello again silly mortals ;> I was thinking (YES, I know - it's rare) about some new item I'd like to drop into the lap of some unsuspecting mortal. Basically it would be a mostly run of the mill katana, but it would be called a 'katana of quality'. Basically, whenever it is implemented, the weapon would not degrade from active usage. No nicks or scratches on this little baby from trying to slay brick walls or the like. ;> Boring idea, right? But wait, there's more.. Not only would it be immune from the effects of chipping/scratching/dulling/melting from the onslaught of a red dragon's fiery belch, but it would be an enchanted item. The K.O.Q. would actually steal 'maintenance' points from items around it. Like say, the character's favourite suit of plate armour. :> There would be no effect on 'magic' (read non-G_M) items, but if you carry around a lot of stuff it'll be hit for maintenance loss. I have a task scheduler that I wrote a while back that will take care of this kind of stuff. It won't just be a 'look at what the character's carrying at midnight every day' type of degradation. I'll have it do a histogram of items, and whatever the character has on them for more than eight hours at a time will be affected. On a side note, if you're interested about my flexible task scheduler do a peek at #24874:add_task'. To see some of the things that it is capable of doing try 'tasks #24874'. -- Isagi the little Anterran -------------------------- Message 10 on *RPG-News (#9551): Date: Wed Dec 29 20:08:58 1993 PST From: Isagi (#21077) To: *RPG-News (#9551) Subject: Ouch (@TRANSLATION: Why is $local.rpg.toady a $recyclable?) All in the header. I used its 'eval' verb with my orb of morphing's equipment change code. Now I'm forced to call it with my permissions.. :< It's no longer safe, what if some smart programmer decides to use my perms to change something with moveto? -- Isagi the unhappy programmer -------------------------- Message 11 on *RPG-News (#9551): Date: Wed Dec 29 23:47:27 1993 PST From: Froxx (#49853) To: Frobno (#49397), Isagi (#21077), and *RPG-News (#9551) Subject: $local.rpg.toady restored With some amount of pain, I've restored $local.rpg.toady. It's now marked as `immortal' so it won't get reaped. (It wasn't even registered as a 2nd or shared character.) -------------------------- Message 12 on *RPG-News (#9551): Date: Thu Dec 30 13:01:20 1993 PST From: Dagard (#49807) To: *RPG-News (#9551) Subject: Voodoo Doll Cleaning Just a quick note to letcha know I cleaned out 15 Voodoo Dolls that had $garbage children as their characters. I think what happened is that they were players who got recycled, and their voodoo dolls didn't get recycled too. --D -------------------------- Message 13 on *RPG-News (#9551): Date: Fri Dec 31 19:23:46 1993 PST From: Ogwul (#43860) To: *RPG-News (#9551) Subject: Some verbs that may prove useful... On message 245 of *Technology-Today I mentioned that I had recently made a generic_utils object (#58766). Well, I also made a child for myself (og_utils, #61155) and crafted some verbs on it that I think may benefit the LRPG at large. If you would like to peruse them, please feel free to type ''look #61155''. You will get a detailed summary of what is on it. Questions and comments are very welcome. -- Ogwul -------------------------- Message 14 on *RPG-News (#9551): Date: Fri Dec 31 21:01:39 1993 PST From: Ogwul (#43860) To: *RPG-News (#9551) Subject: Some new stuff... I gave Grand_Master some new items that I crafted for the RPG and they are now registered in the dispensor (#52766). If you feel inclined, please feel free to peruse #64134, #11636, #45865, #22841 -- leather gloves, hard leather boots, roundshield, and buckler shield, respectively. -- Ogwul -------------------------- Message 15 on *RPG-News (#9551): Date: Fri Dec 31 21:21:01 1993 PST From: Quinn (#19845) To: *RPG-News (#9551) and *RPG-Stuph (#21259) Subject: Noo Bovus Welcome Ogwul as a new Grand_Master! Consider him as Baby 1994 and me old man 1993. *wink* -------------------------- Message 16 on *RPG-News (#9551): Date: Mon Jan 3 11:20:42 1994 PST From: Miles (#50636) To: *RPG-News (#9551) Subject: [Morphius (#50367): Re-applying] Date: Mon Jan 3 11:06:39 1994 PST From: Morphius (#50367) To: Miles (#50636) Subject: Re-applying Hi, all! Well, I'm re-applying for a GM-bit... How should I put this?...uhh...well, I think it'd be a good idea b'cuz: 1: Morphius (or his alter-ego!) is on for a good part of a Californian morn 2: Morphius is a good programmer! (i.e., knows how to get what he wants done in code.) 3: He has learned his lesson and promises to be a good GM! Seriously, there are lots of reasons why I think it'd be a good idea... Unfortunately, none of them are coming to me at the moment. Like I said, I'm on for most of the time I can be...I'm usually always willing to help people...I try to be, anyway. Besides, I *love* to program, and as some of the letters to *RS implied, some programming will be needed. I think I'm able to handle the responsibility that comes along with it, too. Ack...nothing else is coming to my brain now. Maybe more l8r[?]. Morphius (The Chromium Man) -------------------------- Message 17 on *RPG-News (#9551): Date: Mon Jan 3 11:25:42 1994 PST From: Miles (#50636) To: *RPG-News (#9551) Subject: Re-applying The previous post was forwarded by me because Morphius was unable to post directly himself (obviously). I support Morphius being reinstated as a GM. He has alot of imagination, and possibly not quite as frisky as he has been in the past. :) ---------- Miles -------------------------- Message 18 on *RPG-News (#9551): Date: Mon Jan 3 12:01:40 1994 PST From: Dred (#49925) To: *RPG-News (#9551) Subject: Morphius GM? I dunno. He says he's reformed, but I see no concrete proof. And remember, he got de-GM'd TWICE.. -------------------------- Message 19 on *RPG-News (#9551): Date: Mon Jan 3 19:20:50 1994 PST From: Taskmaster (#46102) To: *RPG-News (#9551) I agree with Dred. From everything I've known of him and everything pcs have told me of, I really don't think he's mature enough to handle it still. True, he could be reformed, but deep inside, I doubt it. -------------------------- Message 20 on *RPG-News (#9551): Date: Mon Jan 3 22:51:22 1994 PST From: Miles (#50636) To: *RPG-News (#9551) Subject: Re-applying Morphius has in the meantime done some constructive programming. His Generic Squire (#59978) has 64 kids. Let's err on the side of generosity. -------------------------- Message 21 on *RPG-News (#9551): Date: Fri Jan 7 15:45:48 1994 PST From: Taskmaster (#46102) To: *RPG-News (#9551) Subject: I've just started distributing the RPG lockpicks thru my AHaB Klaus. They are available thru the GMED, and the lockpick's object # is #43508. Of course, in order to use them, we need locks to pick. As far as I know, Ogwul and myself have set some up. 'help #43508' gives info on making them. Page or mail me if interested. - TM -------------------------- Message 22 on *RPG-News (#9551): Date: Fri Jan 7 23:20:09 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: #48119:may_view I've hacked the LRPG AHaB so that fellow GMs can view your AHaB properties. If there's great outcry with this, I might change it back, but it seemed a good way to spread AHaB knowledge without giving it away to the players. -------------------------- Message 23 on *RPG-News (#9551): Date: Sat Jan 15 08:59:34 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: Searchable Room I've modified the 'search' verb on the Searchable Room extensively. I tested it out on the C&C for quite a while, so it should work..< crossing fingers!>. One additional change: It now has owner definable messages.. so you can define your own success and failure messages. If you have any problems.. lemme know. -M -------------------------- Message 24 on *RPG-News (#9551): Date: Sat Jan 15 09:04:18 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Oh.. the modifying i did, should decrease your db useage a lot! (if your room has been searched much.) eventually. -M -------------------------- Message 25 on *RPG-News (#9551): Date: Sat Jan 15 15:17:20 1994 PST From: Isagi (#21077) To: *RPG-News (#9551) Subject: #24874:midas_curse [Midas' Curse] Here's the help on #24874:midas_curse ---- Midas's Curse - randomly removes a money object from a player's possession and teleports it to $nothing. Usage: midas_curse(OBJ victim) -- Snip Snip -- -- Isagi the little Anterran -------------------------- Message 26 on *RPG-News (#9551): Date: Sat Jan 29 03:50:08 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: sigh Mooriah-- You're buying backpacks that are being given away for free. And I couldn't send this privately because you're refusing me. Also-- might wanna make him understand "Buy (my|this|the|these) (*)." -------------------------- Message 27 on *RPG-News (#9551): Date: Sat Jan 29 08:09:58 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: backpacks Yes, I am buying back backpacks, because people have bought them from the store. They began, maxxed out in stock. I will continue to sell backpacks, because they WERE part of the original deal. If someone buys one from him, Elias will buy one back. As for the refusing your mail? Since you've brought this to a public forum, I'll respond in kind. You seem to forget, that I've told you I would not refuse your mail, so we could discuss RPG related information. But that I did not want to hear from you otherwise.. thuss the gag. You have repeatedly sent me mail, with unwanted hugs, wuggles and other assorted messages. You have completely ignored my wishes on this matter, ergo the @refuse mail from quinn. Once again, publically, I am stating: I do not want your friendship. We will not be friends. Do not attempt to contact me for any reason outside of RPG business. You seem unable to understand the concept of @gag. It means, 'I do not wish to be bothered by you anymore.' This includes the mail. -------------------------- Message 28 on *RPG-News (#9551): Date: Sat Feb 12 16:40:50 1994 PST From: Isagi (#21077) To: *RPG-News (#9551) Subject: G7's old areas Hopefully I'm not stepping on anyone's toes by doing this - but I am about to set up a task in my scheduler that moves all lost gold/silver/copper in #-1 to the vault in G7's anachronistic tower. You know, the place north from the princess' room? (#377) Some code borrowed from Miles' #37377:@mine to throw together a list of lost monies. Thanks Miles! It seems that money just collects there and is picked up by some greedy GMs ;> I've decided to recycle it back into the RPG. Comments or sugggestions are welcome. All flames will be forwarded to the $recycler. :> On another note, Ogwul, one of your machinations seems to be collecting a lot of RPG money. Is this also lost money from #-1? -- Isagi the little trouble maker -------------------------- Message 29 on *RPG-News (#9551): Date: Sat Feb 12 18:12:41 1994 PST From: Dred (#49925) To: Isagi (#21077) and *RPG-News (#9551) Subject: Re: G7's old areas Well, the tower is now owned by G8Keeper, a character shared by Moriah and myself. (Subject should say `G8's new areas') heh We've acquired a bunch of G7's areas and are working to improve them. I've taken over upkeep of the tower. I'm working on improving and enhancing it. Have you visited it lately? I have been planning on putting treasure in the vault. But I think all the #-1 money may be a bit much. Perhaps instead of putting it all in one place, you could poll all the GMs and see if they have a place they might like money to magically appear in. Then your sweeper task could choose one of these spots randomly and dump each bit of money there. Distribute it a little more evenly. I'd probably offer the Tower Vault from my (As G8) area. Dred -------------------------- Message 30 on *RPG-News (#9551): Date: Sat Feb 12 18:28:48 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: Loose Change Good idea! Allow GMs to register dumping sites which could receive all the loose change being collected. -------------------------- Message 31 on *RPG-News (#9551): Date: Sun Feb 13 11:42:45 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: Store How about a little message in your store, or on ELias, informing players of the dept of EnvProt (#10161)? Also-- could you make up a little fier for the old Armoury? Have people been using the store? I've avoided re-outfitting myself simply because it seemed too much of a pain in the ass. It was tedious enough pulling all the starter equipment from dispensers. -quinn (who first tried to @qsend to you directly) -------------------------- Message 32 on *RPG-News (#9551): Date: Mon Feb 14 09:27:08 1994 PST From: Dred (#49925) To: *Technology-Today (#7667) and *RPG-News (#9551) Subject: Sharable cells #513 Introducing the Generic Cube with Sharable Cells #513. This room is a child of Quinn's generic coordinate cube #53993. The main purpose of this generic is to cut down on the size of the mega-room by allowing the owner to designate cells as sharing descriptions and/or titles. This should cut on the number of times you have to enter in a description or title. For instance, if your maze has one passage which is basically the same, yet consists of a number of cells: Weird Maze A twisty little maze with passages all alike. Instead of entering that in for each cell, you enter it in once and designate which cells are to use that description and title. For you RPGers, th cube with sharable cells has been inserted in the hierarchy between #53993 and #35120 (cube with constructs). This means that all kids of #6168 (generic Dungeon branch of mega-room) already have this available to them. As always, see help #513. Dred (On the Eleventh Edge) -------------------------- Message 33 on *RPG-News (#9551): Date: Mon Feb 14 13:44:49 1994 PST From: TWIST (#37972) To: *RPG-News (#9551) Did anyone ever solve the problem with characters hording gear for profit? My idea- place a limit to the amount of rpg gear any one rpg player/squire can carry. If a player can lift 30 battleaxes, why shouldn't that player carry them to a store for profit? The Idea of being able to move any amout of gear is silly. Yes encumberance slows you dowm. B.F.D. if I wait at the bottom of the mine shaft, collect gear, then t-port to the C&C what does my encumberance matter? I didn't fight anything. Backpacks and squires should have limits to both the amount and wieght they can carry. (I.E. I can put 15,000 coins in a sack, but that sack will rip when I pick it up. I might also be able to *lift* 20 military picks, but I will never make it through the door...and as moist squires are *MUCH* weaker then their owner......you get the idea?) I also think that people who are excessively encumbered should receive damage and fatuige. Why you ask? Simple I can lift (max press) 300lbs. but I would rip most of the muscles in my arms and back to shreads if I tried to exert myself (like enter melee combat, or climb stairs, or sneaze hard.) When (if) player find that they can't bring everything in pairs, and a kitchen sink to boot with them then the task of bringing hoards of gear to sell suddenly starts to take HUGE tracks of time. Just a passing though. TWIST -------------------------- Message 34 on *RPG-News (#9551): Date: Mon Feb 14 18:10:39 1994 PST From: TWIST (#37972) To: *RPG-News (#9551) Subject: RPGsquires. TheTaskMaster and I talked about my earlier letter, TTM had a problem with squires, and how to limit them. The idea we came up with is as follows: Make squires rpg puppets. These puppets would have to be bought, or optionaly the object owner would have to pay to have his puppet 'trained' as a squire. Give the puppet a doll, make it capable of doing rpg actions. Also make it capable of dieing.....I suggest puppet/squires not be able to cast spells, and they should only be able to attack if the owner is in the same room..... this *IS* just an idea....it could help get rid of the piles of coinage people have (the better the squire, the more clams it costs) and it can also help kill the problem of people carrying 2000 axes to old elias. What'cha thing? TWIST -------------------------- Message 35 on *RPG-News (#9551): Date: Mon Feb 14 21:02:26 1994 PST From: Taskmaster (#46102) To: TWIST (#37972) and *RPG-News (#9551) Subject: Re: RPGsquires. TWIST, this was yer idea; I just advised you - take credit where it's due. > The idea we came up with is as follows: Make squires rpg puppets. > These puppets would have to be bought, or optionaly the object > owner > would have to pay to have his puppet 'trained' as a squire. I think what he means is: buy a voodoo doll to have it tote ~equipment/$. Problem though: -why- would someone wanna pay for this if they didn't have to??? ~monster can hold ~equipment still even if we did set this up, so why would they wanna pay if encumberence didn't apply to the cheapies? There'd hafta be a security hack to get around this, which would be a real pain. It's -possible- to do it, but.... > Give the puppet a doll, make it capable of doing rpg actions. > Also make it capable of dieing.....I suggest puppet/squires > not be able to cast spells, and they should only be able to attack > if the owner is in the same room..... I think -this- the best part of the idea: the doll to get the squire killed to prevent their toting of $ anymore, until they get it re-"trained" to carry again. > this *IS* just an idea....it could help get rid of the piles of > coinage > people have (the better the squire, the more clams it costs) and > it can > also help kill the problem of people carrying 2000 axes to old > elias. It'll sure help getting rid of $ (price-gouging, oh my!) and probably put a dent in the re-sale problem too. But, the deligent pcs will -still- get around this by not even caring and waiting in the Mine Shaft for goodies and go back and forth 30 times. (hey, if i wanted $, I'd do it :) I think this is a pretty good idea - although it needs a lotta thought though in the implementation sense. - TM -------------------------- Message 36 on *RPG-News (#9551): Date: Tue Feb 15 09:33:56 1994 PST From: TWIST (#37972) To: *RPG-News (#9551) and Taskmaster (#46102) Subject: problem with puppet security. TTM mentions that the currant puppets can walk freely in an rpg area....I remember at one point in the rpg's past when non rpg objects couldn't be dropped in rpg areas, I don't know if this holds true anylonger, but wouldn't that be the easiest way to control non-rpg squires? TWIST -------------------------- Message 37 on *RPG-News (#9551): Date: Tue Feb 15 13:44:52 1994 PST From: Isagi (#21077) To: *RPG-News (#9551) Subject: Maybe I should but in.. :> Moriah, please correct me if I'm wrong. From my understanding of the C & C and Elias, they have some sort of maximum inventory? I mean, Elias will stop buying back axes if he already has thirty or so of them in the store. He'll only buy more back if he sells them! Moriah (the smart kid that she is ;>) put this in almost day one with the store. Once again, I may be completely wrong on how the store operates. Oh, and what gives you guys the idea that the store is selling back $$$$$$$ (huge money) on massively scavenged gear? -- Isagi the confused Anterran P.S. I'm gearing up to start a shoppe of my own, A MAD Tinkerer's Shoppe. :> -------------------------- Message 38 on *RPG-News (#9551): Date: Tue Feb 15 16:13:45 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: Elias Yes, Isagi, you have stated correctly how elias operates. He has a max limit to how many items he'll 'retain' in-stock. Isagi, I've been VERY busy irl (My Graphics teacher thinks his class is the only thing anyone should want to do, and assigns projects accordingly! Sorry I haven't been around much. I still haven't made the Shopkeeper's FO. I have it in the works.. please bear with me ok? TM and TWIST, I'd like to correct (as G8) some of the problems with equipment lying around at the bottom of the shaft. Perhaps, this too will help solve some of the glut of equipment being horded. I'm afraid, though, that I've forgotten most of the things that have been floating around about how to do this. Could someone point me to where I can read up on how to implement how to make equipment be retained on a corpse?? (didn't i see that that was possible a while back?) And how to implement making the equipment 'inferior' to begin with, (condition? ) when the monster births? If someone can point to the posts, I'd sure appreciate it, as I really have limited time at present, and would rather spend if fixing these things than searching for the instructions. Thanks in advance.. -M -------------------------- Message 39 on *RPG-News (#9551): Date: Tue Feb 15 16:22:55 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: Store Quinn, what is the EnvProt? a new area? I've been busy and have evidently missed something.. and what is a fier? a flier? if so, then just what do you want it to say? Yes, people use the store all the time. Most think it is easier than before, (so I've been told). And at least, rather more interesting. (That is what I've been told anyway). Please tell me what you'd like Elias to say, and I'll try to put it into his .knowledge prop. -M -------------------------- Message 40 on *RPG-News (#9551): Date: Tue Feb 15 16:24:43 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Could I please ask all GMs also, that have Elias pointing out their areas, to let me know, when your area has changed, or you've recycled it? I'd need to change Elias' blurbs to accomodate. Please don't forget about us! .. Thanks -M -------------------------- Message 41 on *RPG-News (#9551): Date: Tue Feb 15 21:23:40 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) and *Technology-Today (#7667) Subject: coordinate construct cube (#35120) Two new props: .coordinate_title If set true, the coordinates of player's cell will be appended in parentheses to the cell's title. .squeezable True by default, this controls whether or not a player can squeeze through a diagonal passage. For example: ;here.squeezable -> 1 --------- |OOOOOO<<<| |OOO * . | | . OOO . | --------- > sw | You go southwest. ;here.squeezable -> 0 --------- |OOOOOO<<<| |OOO * . | | . OOO . | --------- > sw | Constructs to the south and west prohibit your passage. -------------------------- Message 42 on *RPG-News (#9551): Date: Wed Feb 16 10:48:36 1994 PST From: dr (#7003) To: *RPG-News (#9551) Subject: Squires and Encumbrance... Ok, we can pretty easily add some movement penalties for encumbrance, which would make a squire or two cool treasure bearers, etc. I had an NPC-type that could be hired to do stuff like carry your stuff around fight for you, follow others' orders, etc...but it is currently suffereing from bit-rot (i.e. I never updated the parser to use the inline regexp stuff...) Anyone interested in hearing more and possibily helping me update the stuff is welcome to mail me personally... -------------------------- Message 43 on *RPG-News (#9551): Date: Wed Feb 23 14:09:26 1994 PST From: PiMeson (#65711) To: *RPG-News (#9551) Subject: Inferior equipment Moriah, I think what you are looking for is :prime_mine. This will allow you to set the effectiveness of the weapons the NPC is carrying (100% by default). Once :prime_mine is set, the NPC will be birthed with weapons of those effectiveness henceforth. PiMeson. -------------------------- Message 44 on *RPG-News (#9551): Date: Sat Feb 26 17:24:11 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: soundchaser's idea Soundchaser sent me mail describing an idea he had for an area. I've been wanting an arena for the RPG, using :death_effects. Anyway, he's very interested in being a GM, if not especially qualified. Here's his request. (scuse the formatting--i pasted it straight from my email) I have thought of a much better idea. What I want to do is make an arena. Kind of like what they had during the Roman empire. What it entails is this: The the player can either buy or create a Control Rod for the arena. This rod will contain all of the info that the player will need to operate in the areana. The arena will be a place where the player can control a monster. The player will have his monster compete against other player's monster. (Don't worry. The monster won't be able to attack a child of $player.) If the player wins his match he will be given some "winning points" that will be stored on the control rod. The player can then cash these points in for either potential points for his rod, or credts on the rod, or actual money. The potential points will be used to better the monsters abilities. The credits will be used to increase the monsters equipment. Any bystander will be able to bet on the outcome of the upcoming match. The odds will depend on the abilites of the competing monsters. The way this would work is: The rod will have some properties for the monster. A verb will read the properties from the rod to the monster, then :birth it. The player will then control the monster by invokeing verbs on the rod to control the monster that was :birthed by that rod. (I am assuming that my perms. will work for this, and that :do will let the monster wield,unwield, or whatever.) There will be other verbs for directing the attack at particular enemy(s). As well as general info verbs like "stat ". I could go into much more detail, but it would take up a lot of space. I will save you from my long-windedness as best as I can. I hope you like this idea better than the last. After I got this one, I realized how lame the other was. If you have any questions, please ask. I really want to do this. Thanks, Soundchaser (I posted it here for suggestions and recommendations/warnings, btw) -------------------------- Message 45 on *RPG-News (#9551): Date: Tue Mar 1 15:56:59 1994 PST From: Roo (#50040) To: *RPG-News (#9551) Subject: GrimReaper I got an interesting request from GrimReaper today. He wanted his stats in emp and app to be 1. There is no way to "train" to lower those. > GrimReaper pages, "I want my empathy and appearance to be 1...I cant be a HANDSOME *GRIMREAPER*!" I know altering player stats is against the rules. I didn't see the harm in LOWERING them for him though. Since not many GMs were on at the time to form any concensus, I went ahead an set them for him, and told him that it might be temporary if there was a significant reason I hadnt thought of for him not to have this set to 1 each. Let me know if you think of a good reason why I shouldn't have granted this request. I have saved his previous values and can restore them. -Roo -------------------------- Message 46 on *RPG-News (#9551): Date: Tue Mar 1 17:31:56 1994 PST From: Frobno (#49397) To: *RPG-News (#9551) Subject: Emp and that bit... I don't really feel strongly one way or the other about lowering certain stats, but that brings up the issue of how Initiation works now. A case *might* be made that newly initiated players get more starting potential, but start at 0 for each basic stat, or get a much smaller random "roll" range when the doll is created for the initial stat values. This would allow them to control buying/training for stats more in the early going. Again, I'm not particularly endorsing a change, but it's something to consider. You all probably know this already (but that never stopped me before from rambling on endlessly, did it?)... "Empathy" as a stat is only an indication of how empathetic something SEEMS to others, not how empathetic it really is. I give you the politician with the 23 Emp as a prime example. Sure, he's got rosy cheeks and kisses babies, but maybe he also has midnight meetings with the Corleone family, eh? Yeah, and I know...Grim Reaper doesn't want to *seem* empathetic, either. Personally, I'm not so hot for players to be role-playing the ACTUAL deity-like beings, such as Death, anyway. You can be a normal human homicidal maniac (or dispenser of justice, however you want to view it), just as easily. People acting in the name of a creature of deity-status might give other players the idea that this is some officially (GM) sanctioned character. I'm all for players killing each other all they want, mind you. It keeps things interesting, in any case. Just as long as it doesn't add to the number of complaints GMs get from players who think they're being individually persecuted by GMs. --Frobno (Hey, I actually posted a message. Tsk, and I'm usually such a quiet boy...) -------------------------- Message 47 on *RPG-News (#9551): Date: Thu Mar 3 15:45:28 1994 PST From: Isagi (#21077) To: *RPG-News (#9551) Subject: Storm spells and extending the LRPG core I've been planning on creating a new breed of monsters that are 'recharged' by storm spells. The idea is that they would be hit by the spell, gain as much energy from it as it would have damaged them, and not hate the caster. I may work the recharging out a little differently, maybe use qual instead of dam, who knows? Under the current handling of ~doll:magic_effect this is a tad impossible. ;> Would it be possible for magic_effect to be modified to react differenly if E_NONE were returned from an object's magic_effect verb? I was thinking of just skipping the 'blah seems unaffected by..' message. That information skipping would let my new monster handle all the dreary tinkering for the spell's effect. Please? With sugar and poisonous raspberries on top? ;> -- Isagi the little @TYPO Anterrn --> Anterran -------------------------- Message 48 on *RPG-News (#9551): Date: Thu Mar 3 16:03:12 1994 PST From: G8keeper (#61219) To: *RPG-News (#9551) How about G_M making a special room just to store all our RPG specific generics. That way, we could go there and sort out what's available .. sorta too. Also, it would keep the generics out of #-1 and the utility closet,.. etc. I've gotten several questions about the 'generic loyal kobold' before I figured out why. Just a thought. -M -------------------------- Message 49 on *RPG-News (#9551): Date: Fri Mar 4 17:15:49 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: Just so we know who we're working for... Alright. Quinn, where can I get a container to put money in that I can easily retrieve money from? Like: 'get gold from container' The money has been screwed with and its programming sucks now. Us players have to hack to get it off of ghouls and corpses. Getting them from Squires is quite a feat, too. What needs to be done, Quinn? I heard you have your own moo you are working on. Great. Thats excellent. I'm happy for you. But I know all too well that dividing yourself over moos is not good for either. I rarely see you outside of Nocturne not idling for 3 or four hours. You are spreading yourself WAY too thin. This money problem has been going on for months. And the 'wall' verb should be REMOVED from the generic staff. the Grim_Reaper -------------------------- Message 50 on *RPG-News (#9551): Date: Fri Mar 4 21:12:48 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Umm.. did I just miss something? Quinn == Grim_Reaper? -------------------------- Message 51 on *RPG-News (#9551): Date: Sun Mar 6 10:59:09 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: Money Umm.. I could be way off base.. but could this be the problem? #52018:"d*rop th*row dropsome" 21: elseif (object = this:get_collective(player.location)) 22: player:tell(object); #52018:get_collective this none this 7: counter = valid(object = this:find_collective(where)) ? object |tostr(object); #52018:find_collective this none this 13: return counter && $nothing; As drop is giving me a #-1 as if it's using player:tell(), I imagine these lines are the culprits. I also suspect that :distribute() also calls :get_collective and :find_collective(). If i'm wrong.. would someone explain why you'd 'return counter && nothing' ?? -M -------------------------- Message 52 on *RPG-News (#9551): Date: Sun Mar 6 12:44:16 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) er.. scratch that. It's not it. -M -------------------------- Message 53 on *RPG-News (#9551): Date: Sun Mar 6 12:54:49 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) YAY for TM! I think he found it. Susa is out of building quota.. hrm. He and G_M should be exempt from the 5 object limit! How to go about that? -------------------------- Message 54 on *RPG-News (#9551): Date: Sun Mar 6 17:52:33 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: Quota I posted to *core about this. GM and Susa seem to periodically pick up Recyclables that they SHOULD NOT own. I don't know how this happens, but it fucks up quota so that they cannot create. I'll work on more informative messages for money when quota fucks up. Are there any other problems with it, or is GrimReaper (as usual) dumping problems in our laps without the slightest hint of what's wrong? -------------------------- Message 55 on *RPG-News (#9551): Date: Sun Mar 6 20:05:14 1994 PST From: Grand_Master (#2693) To: *RPG-News (#9551) Subject: Player reapage changed. I changed the .threshold at which an inactive RPGer gets culled from 123 days to 90 days. As yduJ pointed out, players actually get totally reaped from the MOO in under 123 days, so little additional savings were being realized. At about 2k a pop, voodoo dolls take a little space that could be better used if a player just never RPs. dr -------------------------- Message 56 on *RPG-News (#9551): Date: Sun Mar 6 20:07:34 1994 PST From: Taskmaster (#46102) To: *RPG-News (#9551) Okay, but please remember this: people are going to be fumed every September when they go back to school. Let's keep it at 90 days right before the summer hits. -------------------------- Message 57 on *RPG-News (#9551): Date: Mon Mar 7 05:00:08 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: Quota If you knew about this, why didn't you post it here to keep us all informed? We get bothered all day with questions about it We could have answered these questions. Next time, would you mind being a little more courteous to the other GMs here? Thank you. -M -------------------------- Message 58 on *RPG-News (#9551): Date: Mon Mar 7 05:15:24 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: Quota I didn't know about the problem MYSELF until GrimReaper posted a second-hand flame to *rpg-stuph. Why didn't you ASK me what was wrong? I had no idea the money problem had anything to do with quota. Neither did you, from what you said in an earlier post about having no problems with it. Bronte told me last night she couldn't create a new PC, so I went into the Initiation Chamber and worked on the problem (which is the Quota problem) until it was fixed. I then posted to *wiz and *core informing those who can DO something about the real problem that it existed. In addition, I installed a new, more informative, message to ~money so players got more than #-1 when it failed. The "#-1" message is something else I did not know about until Cyg-bear told me yesterday. -------------------------- Message 59 on *RPG-News (#9551): Date: Mon Mar 7 05:35:39 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: Why? .. he asks? Why didn't anyone ask you? Cause you were Idle all day. That's why. But I see from your letter, that you only found out what the problem was last night. After TM figured it out, and I posted it. But, you were told of the problem yesterday morning, by Cyg and anj. Why didn't you put the "more informative message" on the money then? My point? I (and probably the other GMs) would like to be kept informed. But since you, apparently, knew of the problem, and left it all day for the rest of us to fend off questions about, you could have at least posted that there was a problem and you would look into it later. As it was, no one had a clue that anything was.. or would.. be done. Keeping other GMs informed is only commmon courtesy, as well as (I believe) your duty as a G_M. But then, what do I know? I only want to see things run a bit smoother round here. Common sense would dictate that keeping us (GMs) informed as to the problems, and the status of their resolution, would help keep this organization more coherant. -------------------------- Message 60 on *RPG-News (#9551): Date: Mon Mar 7 05:49:02 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: Telling I didn't think to do so at the time, since morning is when I go to bed. I'm sorry I wasn't lucid enough to realize my gross discourtesy before I went to bed (I idle as I sleep) for the day. All sarcasm aside, you're right in that I should have posted something. You're being a fucking bitch about getting your obvious point across, but you're right. -------------------------- Message 61 on *RPG-News (#9551): Date: Mon Mar 7 06:05:31 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Well, I'm glad to see you agree. Perhaps this will lead to better communication in the future. It seems funny to me though, that anyone that points out a mistake you make, is a 'fucking bitch'. Is there a bit of insecurity showing there Quinn? Well, the problem is on it's way to being solved, hopefully. Maybe, my being a 'fucking bitch' will help the RPG and other GMs in the future. -M (thinking that Quinn is getting too testy and thinks it's his bedtime again.) -------------------------- Message 62 on *RPG-News (#9551): Date: Mon Mar 7 06:36:34 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: 'fucking bitch' The fucking bitchiness came from your publicly pointing out a mistake that could have been pointed out in private, and including wild accusations about my duty having been shirked. But then, Mooriah monkey hear no evil she gag Quinn yes she does no speakie him do you? So you gotta spit your bile in public. Flame a response if you like. I'll drop it here. -------------------------- Message 63 on *RPG-News (#9551): Date: Mon Mar 7 06:57:57 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Wild accusations? Hmm.. seems you admitted that what should have been done, wasn't done. As for publically saying this. Well, .. 1. This was a public matter, as other GMs were involved. 2. Since when should you be afforded courtesies, that you deny others? 3. Yes, I gag you.. and now refuse your mail. Why? I've told you often enough. You abused that too. Drop it? Ok.. lets do. Why not stop being such a whiny little boy? You've admitted a mistake.. something that could have been a 'big' thing to do. But you downgrade it with your pettiness. Stop being so insecure and whiny. Sheesh. -------------------------- Message 64 on *RPG-News (#9551): Date: Wed Mar 9 10:57:44 1994 PST From: TWIST (#37972) To: *RPG-News (#9551) Subject: uhhm...guys? Just to let you all know *THIS* message is 100% flame, blame, and shame free. Would it be possible for us as a group (gms) to all sit down, and talk about what we are doing as a whole, without the infighting? Players can an do kill each other....we are the gms...we are supposed to be beyond that. Now behave or I'll pull out my wet noddle, and thrash you all with it! (the idea for us to all sit down was the only really valid point of this letter.) TWIST -------------------------- Message 65 on *RPG-News (#9551): Date: Wed Mar 9 15:53:06 1994 PST From: Isagi (#21077) To: *RPG-News (#9551) Subject: Ah, children? Could we please beat up on the mortals instead of each-other? Isn't it in the GM's guidebook to bash the "other" denizens.. -- Isagi still hasn't put down the riot shield -------------------------- Message 66 on *RPG-News (#9551): Date: Thu Mar 10 06:46:34 1994 PST From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: A question. Is there a RPG room that has details? Like Generic Detailed Room. It would save a little quota on signs and such for the arena. Soundchaser. -------------------------- Message 67 on *RPG-News (#9551): Date: Fri Mar 11 05:44:55 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: Shops Q: Can different shops handle the same specialty items? A: (In my opinion) Yes, a little healthy competition might be nice. Players will soon find out who is getting a bigger cut .. etc. The above is only my opinion.. what do ya'll think? -M -------------------------- Message 68 on *RPG-News (#9551): Date: Sat Mar 12 22:33:56 1994 PST From: Taskmaster (#46102) To: *RPG-News (#9551) Just placed a nice helpful verb on Miles' GM Feature Object called @chances. It'll give you a list of all .*_chance properties and their values for a given monster. I know this would be better on *features, but this is just a GM verb so why publicize? - TTM -------------------------- Message 69 on *RPG-News (#9551): Date: Sun Mar 13 17:37:56 1994 PST From: Roo (#50040) To: *RPG-News (#9551) Subject: armour on animals All my monsters are animals, with .animal = 1 and a nat_prot ~= (3-8) They dont wear any armour, so it seems silly to me to see: "The blow is stopped by the armour on The Beetle's left leg." I would like to see: If .animal =1 then substitue "armour" with .nat_prot_description, such as: a Rhino: The blow is stopped by the thick leathery skin on the Rhino's hind leg. an insect: The blow is stopped by the outer skeleton on the Cockroach's torso. Could we add this, please? Roo -------------------------- Message 70 on *RPG-News (#9551): Date: Mon Mar 14 17:24:17 1994 PST From: Taskmaster (#46102) To: *RPG-News (#9551) Subject: Spell macros I just want to throw this into discussion - I've been noticing spell macros callable on feature verbs, written by non-GMs, where you can cast, for example, 25 firebolts at yourself and the macro handles this. Does anyone feel that this sort of multiple spell casting via features defeats the entire purpose of practicing magic? You can see how to call these spells on the generic staff(#331) and the spell name. Since there's no :trust checks, anyone can call the verbs. I'm just curious on what the rest of us GMs think about this. - TTM Mind you, I'm not necessarily trying to bring up a security issue, but wonder what everyone else feels about this. Doesn't this macro sort of thing just bypass the whole purpose of role-playing? -------------------------- Message 71 on *RPG-News (#9551): Date: Mon Mar 14 19:54:14 1994 PST From: Dred (#49925) To: *RPG-News (#9551) Subject: Re: Spell macros I, too, have seen a number of these `macro' verbs here and there. Or those that make VR commands non-VR. (Such as `fb monster' instead of `firebolt monster with staff'). I asked the programmers about them, and one of the big arguments I got back was `people can do this with fancy client programs on their local machine, so why not do it in MOO?' Which is a good point in a way. However, I still don't think it justifies the verbs. I don't see any way to prevent it. I'd rather not see it. The spam involved, not to mention lag, is very annoying. Frankly, if there were an easy and elegant way to stop them, I'd vote for it. I don't think there is one, though. Dred -------------------------- Message 72 on *RPG-News (#9551): Date: Tue Mar 15 03:39:03 1994 PST From: Miles (#50636) To: *RPG-News (#9551) Subject: Re: Spell macros I don't see anything wrong with 'firebolt monster' as opposed to 'firebolt monster with staff', provided the player has to be carrying a staff for the shorter version to work. To abbreviate the command with 'fb monster' seems ok too. A player can already wield a weapon and then 'att monster' rather than typing the full 'attack monster with weapon' each time. I don't agree with Dred that this makes VR commands non-VR. Few players type out the full 'go east' when simply 'e' will suffice and such repetitive or common commands ought to be short. Even outside of RPG, a basic $thing has the verb alias 'd' for 'drop', 'g' for 'get', etc. Spell macros that allow 25 actions all at once are another story though... -------------------------- Message 73 on *RPG-News (#9551): Date: Tue Mar 15 17:40:26 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: Object? What is the object number of the common parent for RPG equipment as distinguished from RPG weapons and armour and other non-"equipment". (Reference is made to 85 on *rpg-dev and 288 on *gms). -M -------------------------- Message 74 on *RPG-News (#9551): Date: Wed Mar 16 05:30:09 1994 PST From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: It finally happened. :) Ok, after a week, and almost twenty working verbs, I have finally hit a mental block. It was bound to happen. :) What I am having problems with is this: I need some way to get a "power rating" on the gladiators. The problem isthat there won't always be a doll for the monster around, and the skills needed will be different ones over time . The power rating will be needed to handicap the betting part of the game, and determining the "prize" for a win or loss for the combatants. The other problem I am having is with $string_utils pretty printing. I just don't get it. I understand most every other command used in MOO programming, but this is just baffling me. :) Anyway, what I want to use this for is a kind of stat sheet. I don't want it as spammy as @sheet, or as revealing as "stat". The same applies here as in the first problem. Like I said, the answers are probable obvious, but I guess I just need someone to point me in the right direction. Any help will be greatly appreciated. Soundchaser- -------------------------- Message 75 on *RPG-News (#9551): Date: Wed Mar 16 05:39:47 1994 PST From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Views from TNKOTB. :) In reference to the "cheat" FOs. I like the idea of anything that would save any typing .But Monsta-Killa's FO is pushing things. The next thing would be for someone to do a check on health, and automatically healing when "score" reads "wounded" or worse. Whether or not that is realistic, I feel that the PCs should be the ones to perform the actions not a FO. Well, that was about as short and possibly as confused sounding as I could make it. :) . Soundchaser- -------------------------- Message 76 on *RPG-News (#9551): Date: Wed Mar 16 10:58:32 1994 PST From: dr (#7003) To: *RPG-News (#9551) Subject: #517 (Generic LRPG Thing) Well, that's it. Prolly better to reference it as $local.rpg.equipment. dr -------------------------- Message 77 on *RPG-News (#9551): Date: Wed Mar 16 11:03:14 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: $local.rpg.thing Actually, reference it as the subject line. I grepped and replaced all occurrences of $local.rpg.equipment with the above, because was going to make a $local.rpg.equipment eventually. Mooriah, what unique properties would this class have? You're the one who wanted it most. I've held off creating it, prefering that it be something more than a placeholder. -------------------------- Message 78 on *RPG-News (#9551): Date: Wed Mar 16 15:45:48 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: #517 No, No, No dr.. you misunderstand my question. There was suppose to be an object made like #82 Generic weapon and #418 Generic armour .. whose parent is #517 .. that generic equipment (like ropes, lights, backpacks.. etc) could be descended from, that would enable sorting equipment from the whole list of created RPG stuff. Right now, I'm able to sort weapons, and armour.. but not "equipment"... tools.. what ever you want to call them. The store sells weapons, armour and equipment. There needs to be a way for me to check the the validity and category of a tool such as a rope, torch, backpack.. etc. Thanks.. -M -------------------------- Message 79 on *RPG-News (#9551): Date: Wed Mar 16 15:49:56 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: sigh Teach me to respond to a list without reading ALL the messages! Honestly, I don't know what properties it should have. I haven't really thought about that aspect of it. Probably, It could and should have some unique properties, but I'd have to think on that a bit. I was just wanting it for the "placeholder" advantageso 7M2 (gosh I hate my messed up unix account!) -M -------------------------- Message 80 on *RPG-News (#9551): Date: Thu Mar 17 03:47:43 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Am I correct in assuming that the RPG vacuum does not vacuum RPG money? -M -------------------------- Message 81 on *RPG-News (#9551): Date: Thu Mar 17 05:34:00 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: MoneySweeping GM doesn't own Susa's money. So your answer is; No, the vacuum does not sweep money. Maybe someone stole it? -------------------------- Message 82 on *RPG-News (#9551): Date: Fri Mar 18 14:18:17 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: @moving money? I don't seem to be able to @move to me anymore.. if that object is a money object. Either from #-1 .. or from my own monster to me. (Elias) .. whassup? -M -------------------------- Message 83 on *RPG-News (#9551): Date: Fri Mar 18 14:19:26 1994 PST From: Taskmaster (#46102) To: *RPG-News (#9551) Yeah, I've noticed that too - although you can call :moveto on any money object directly and it works. -------------------------- Message 84 on *RPG-News (#9551): Date: Fri Mar 18 15:01:38 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: money Use @teleport to move money. It saves task_perms through the movement task, working with the simplified security. I got sick of accounting for all the different security holes being used to steal it. -------------------------- Message 85 on *RPG-News (#9551): Date: Sat Mar 19 16:53:43 1994 PST From: Taskmaster (#46102) To: *RPG-News (#9551) How often are the death logs deleted? Is it a manual thing by G_M, or is there a set interval? - TTM -------------------------- Message 86 on *RPG-News (#9551): Date: Sat Mar 19 21:25:05 1994 PST From: Roo (#50040) To: *RPG-News (#9551) Subject: The Terrarium Just to keep you abreast of what is going on with other gms: The Terrarium RPG area which was planned to open within the next month, will be delayed. Pb and myself were working on it jointly, but due to personal and professional RL issues, PB has felt it necessary to relinquish his work on the area. I have taken over all of his portion of the area, and plan to work diligently (if a bit overwhelmed at the moment) to see it to completion. I hope to do justice to his portion, and believe that it will be a complex, fun, puzzle filled area. (If you get into fighting overgrown bugs) Anyway, wish me luck. Off to work I go. -------------------------- Message 87 on *RPG-News (#9551): Date: Sat Mar 19 22:06:55 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: Store A while back, it was discussed that all stores should be forced to carry the free items. With the newbie store carrying them, it's been suggested to me, that other stores not be forced to carry these items. Isagi would like to make a specialty store that only carries special weapons. This forcing him to trade in the freebies, destroys the atmosphere in his store. If there are no objections, I'm gonna change it so that the stores are not forced to carry these items. Elias will always have an ample supply for newbies (the main user of these items). I would encourage all shopowners though, to carry these items if possible, as they don't count against your G_M inventory allowance, and it's good policy. Thanks.. -M -------------------------- Message 88 on *RPG-News (#9551): Date: Sun Mar 20 02:18:05 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: Misc TTM: I delete the death logs after reading it, usually one every day or two; there is no regular purging. Mooriah: Who ever said all stores must carry free stuff? I thought the debate was that the Armoury should be able to dispense the free items. -------------------------- Message 89 on *RPG-News (#9551): Date: Sun Mar 20 02:23:24 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: $local.rpg.recycler This is now #4489, the new recycler. Only Grand_Masters can use it directly, but its verbs are used by $local.rpg.grabber and the doll creation process. The verb that (should) fix things is :_create, which validates GM's owned objects if an E_QUOTA is returned from the pass to $recycler. It also saves a callers() list if something goes rotten in :_recycle. Maybe this will give some clues to the real problem and lead to a cure rather than this alleviation of symptoms. -------------------------- Message 90 on *RPG-News (#9551): Date: Sun Mar 20 06:34:26 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: store Quinn: There was a discussion on *gms back when the store was being built. Guess you missed it. I'll mark you down as being -for- removing the restriction though. -M -------------------------- Message 91 on *RPG-News (#9551): Date: Sun Mar 20 16:44:02 1994 PST From: Taskmaster (#46102) To: *RPG-News (#9551) Subject: @monster-status/@mstatus on #37377 In an effort for us gms to make sure the monster part of the RPG is up and running, I made another verb on #37377 to list all monsters in the Cemetery, and whether or not they are gestating. It's @monster-status/@mstatus. -- TTM -------------------------- Message 92 on *RPG-News (#9551): Date: Wed Mar 23 07:08:03 1994 PST From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: An update This is for anyone who might be wondering about my progress on the Arena. I am all but done with the main portion that will get it operational. All that is left for that is to get the verbs installed, and debugged. I am going to wait a little while on the betting aspect of the arena. I would like to observe how things operate first, so that I can get a better idea of how to handicap, and award the winners. I am going to use a modified version of the :exp verb for the "power rating". It should work the same, but without using the doll. If anyone has any suggestions on the amounts to be awarded, feel free to put your two cents in the pot. :) Or for that matter, any concerns about the same. Soundchaser -------------------------- Message 93 on *RPG-News (#9551): Date: Wed Mar 23 08:41:02 1994 PST From: dr (#7003) To: *RPG-News (#9551) Subject: Generic Light Source Fixes... I fixed a bug in the generic light source and did some code cleanage, more on the way. The generic light source is #18754. The light source is supported by all sorts of functionality in #16020, which also got a code face-lift recently, and #16050 (ditto). If you insist on re-creating the wheel for your rooms, the .burning property on #18754 tells whether or not the thing is lit. There is a 'candlefeet' property which is supposed to be an approximation of how many lumens the torch/light gives off, but I don't know the scale and will prolly just make a :lumens() verb. A :condition() verb was added to #18754 to allow easier calculations by rpg store/shopkeepers. dr -------------------------- Message 94 on *RPG-News (#9551): Date: Wed Mar 23 16:44:27 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: problems Ok, for some time, I've been missing all the money that Elias takes in from the store. I set a trap and caught the thief and how it was accomplished. The verb on #9338:hacked_get is being invoked and the money moved out of it's contents. If you want to see the whole list of callers() look at #30428.trace. (I'm making it readable again.) Please fix this. Now, what should be done with the thief? The store has had a fortune stolen from it. In fact, ALL the money from the store's beginning. I was leaving it in the safe, until we found a way to regulate/recycle.. something the money. As it is, we have a glut of money. Oh.. the theif? Tamalai, no doubt, I've got it recorded three times. I probably would have had more, but I disabled Elias' storing money a few days ago, because of a unlocking problem. What should be done with Tamalai? -M -------------------------- Message 95 on *RPG-News (#9551): Date: Wed Mar 23 16:59:49 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: money I tried to move Tamalai's money to me, to keep til we decide what to do. @move doesn't work, neither does @teleport ... PLEASE fix ONE of these -------------------------- Message 96 on *RPG-News (#9551): Date: Wed Mar 23 17:21:21 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) I've taken what money Tamalai has left. I made a log of the transaction and mailed a copy to Tamalai and will hold this money until it's decided what to do. - -------------------------- Message 97 on *RPG-News (#9551): Date: Thu Mar 24 06:06:40 1994 PST From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Something wierd. ?? A player showed me something odd this morning. He was going to kill Proud Kobold, and proud didn't have a weapon of anykind. I figured this was just G8keeper doing some changes. But that is not all. We went around and checked the others, and some have objects in their .mine property that don't look like they belong there. One of them had a "cup". The cup's obj# was in the kobolds .mine property, but was not owned by a GM, and was not a valid object. There was another case like this, but the object was a room. Lord_Radius also said that he went and killed Sir Oftswing and it contained some players voodoo doll. It appears as though that the monsters are using "recycled" objects. Could it be the change in the LRPG recycler? Or the dispenser? He was also wondering about missile weapons. . Soundchaser. -------------------------- Message 98 on *RPG-News (#9551): Date: Thu Mar 24 06:06:43 1994 PST From: Dagard (#49807) To: *RPG-News (#9551) Subject: re: Tamalai Lock him in a room with me for about 10 minutes Or... we COULD un-rpg him, and hook into #88:create_pc (or whatever that verb is... I've too much lag to look myself) to keep him from re-rpging for say.. two weeks. Oh yeah, and make sure Alaria doesn't remember him, so he can't just start back up with his old stats. Or... we could realize that yes, theft happens in the real world, and individuals are gonna thieve here too. (thieve? oh well) Then, just tighten the code or hack something so he can't get it from Elias anymore.. -->D -------------------------- Message 99 on *RPG-News (#9551): Date: Thu Mar 24 07:41:02 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: hmm Since several Gms have told me they missed this part of my message.. lemme reiterate it. Tamalai broke in through: #9338:hacked_get Grand_Master (#2693) rxd any out of/from inside/from this Please fix this. Next, it's not the money, and it's not the thievery so much.. I suppose I was paralleling it with a player finding a loophole in the core here, and abusing it, rather than reporting it. That's a toadable offense. Now, is breaking into the RPG code and abusing it rather than reporting the loophole .. bad? -M (knowing it's a smaller scale, but you know the theorem about like triangles... ??) -------------------------- Message 100 on *RPG-News (#9551): Date: Thu Mar 24 08:45:05 1994 PST From: Quinn (#19845) To: *RPG-News (#9551) Subject: .mine A lot of .mine lists are messed up, and I think it has to do with the quota problems. The quota problems should be FIXED now, but for a time a lot of (maybe all the active monsters) were scrambled. Sigh. I suppose we should have anticipated quota problems way back when, but with 10000 objects, why bother? -------------------------- Message 101 on *RPG-News (#9551): Date: Thu Mar 24 08:59:44 1994 PST From: G8keeper (#61219) To: Soundchaser (#62871) and *RPG-News (#9551) Subject: Re: Something wierd. ?? > From: Soundchaser (#62871) > [stuff about Sir Oftswing] I've fixed Sir Oftswing, and found that Prowler was also messed up. I'll let my other half fix the kobolds when she gets online. I suggest all GMs check their recently killed monsters for this problem. > He was also wondering about missile weapons. exits support missiles>. Check out the Missile Transmitting Exit #16049. I use it in the Tower and it works fairly well. G8keeper [Dred] -------------------------- Message 102 on *RPG-News (#9551): Date: Thu Mar 24 11:16:24 1994 PST From: Grand_Master (#2693) To: *RPG-News (#9551) Subject: Hole Closed (hopefully) I removed the verbs :hacked_get and :hacked_put from #9338, and Quinn put in better security checks in the real :get and :put routines. How can we convince folks who find or know about these holes to give us the knowledge rather than use them in the service of crime? A reward for reports of true bugs/holes? wrt: Tamalai specifically...he shouldn't be allowed to keep his ill-gotten gain, Moriah can decide how much that is from her logs, I suppose. Anyway, some form of object lesson that is public and VR (Role Played would be cool) like a witch trial or something would make us all look like something more than paranoid control freaks...we are GMs after all :) Maybe he should be made to dunk his hands in a boiling cauldron and pull out a lead bar (or face the ultimate penalty without getting remembered) which would decrease his dexterity and perhaps melee by a significant but not irreparable amount? After some good role playing, perhaps with Elias taking the witness stand? dr -------------------------- Message 103 on *RPG-News (#9551): Date: Thu Mar 24 11:17:50 1994 PST From: dr (#7003) To: *RPG-News (#9551) Subject: Missile Weapons and exits... My #16050 is also a missile-transmitting exit, also supporting transparency, transparency to darkened rooms, and the usual guarding functions (block and clear) that monsters have used. Right now, remote missile combat is not supported in the #74:attack and other doll routines, tho I have modified versions of those verbs that DO support missile combat, and handily too. I have been holding off on putting them in because (a) they use a few more ticks than the current ones, and I want to test them thoroughly to make sure they aren't prone to breaking combat, and (b) because all my monsters are in rooms where these exits lead, and not all of them deal with missile combat correctly. For an example of a way for monsters to deal with remote missile attacks, check out #12650:notify_attack, which is a boiled down version of something Isagi wrote. It works pretty well, but I would like to have my monsters deal with the case where they cannot join...i.e. flee! ...hence the debugs. :) So bug me if missile weapons sound cool and I will get the testing underway more quickly... dr -------------------------- Message 104 on *RPG-News (#9551): Date: Thu Mar 24 14:58:51 1994 PST From: Taskmaster (#46102) To: dr (#7003) and *RPG-News (#9551) Subject: Re: Missile Weapons and exits... > So bug me if missile weapons sound cool and I will get the testing > underway more quickly... Bug bug bug. I'm got a project lined up for some RPG doors and want the missile transmitting ability, of course when the doors are open. I think I'd love this generic as a parent to 'em. I've got a lotta stuff going myself, but don't rush it on my account (unless some other GM wants him to :) - TM -------------------------- Message 105 on *RPG-News (#9551): Date: Fri Mar 25 09:21:55 1994 PST From: G8keeper (#61219) To: *RPG-News (#9551) Shouldn't .iforce be on #259.. since wall of force is a monster ability and weapon? -------------------------- Message 106 on *RPG-News (#9551): Date: Fri Mar 25 11:01:22 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: the mine's .mine properties Well, I've redone all of G8's Kobolds that are in the mines. Gemba still has some Kobolds that wander around the caverns. If you happen to see him on, you might wanna tell him to change his kobold's .mine properties.. i think they are messed up too. -M (glad this icky task is over) -------------------------- Message 107 on *RPG-News (#9551): Date: Fri Mar 25 14:37:01 1994 PST From: dr (#7003) To: *RPG-News (#9551) Subject: Looking for alcohol... Has anyone got a cool alcoholic beverage that I could sell at various bars I am setting up...one that has some RPG effects and would be worth a few coppers to imbibe (temporary strength+1, dex-1, wisdom-1)? How about wine? dr -------------------------- Message 108 on *RPG-News (#9551): Date: Sat Mar 26 02:48:29 1994 PST From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Hmmmmm. A simple question....... It seems as though some of the players are using the @gmq verb to see when a monster is going to come back alive so they can kill it. What do y'all think of this? It seems as though that is kind of taking away from the puzzles. At least it does to me. Or maybe some of the puzzles need more "advertising". Most of the players I know log-in go kill their favorite monsters, then hang out till they are alive again, and at least half don't even have a Olive Branch. Soundchaser -------------------------- Message 109 on *RPG-News (#9551): Date: Sun Mar 27 00:43:46 1994 PST From: Taskmaster (#46102) To: *RPG-News (#9551) Due to the recent problem of the broken .mine properties on the RPG monsters, I coded yet another feature verb to #37377. '@minesweeper [with search]. Very helpful verb. -- TM (zonked late at night) -------------------------- Message 110 on *RPG-News (#9551): Date: Tue Mar 29 15:30:48 1994 PST From: Grand_Master (#2693) To: *RPG-News (#9551) Subject: Purged *rpg-doco I took 171k of the rpg-doco mailing list offline, it is now available via anonymous ftp at bahamut.hacks.arizona.edu in the /pub/MOO/misc directory. Anyone who wants to undertake the daunting task of boiling it down to the true informational points it presents will have the undying gratitude of this Grand_Master. dr -------------------------- Message 111 on *RPG-News (#9551): Date: Sat Apr 2 04:11:51 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: @beasties |@beasties with owner g8 |#34843:parse_beasties_args, line 56: Task ran out of ticks ... |... called from #34843:@beasties, line 17 |... called from #6:my_huh (this == #61219), line 29 |... called from #7069:my_huh (this == #61219), line 3 |... called from #26026:my_huh (this == #61219), line 3 |... called from #40099:my_huh (this == #61219), line 4 |... called from #219:do_huh, line 6 |... called from #1:huh (this == #13655), line 2 |(End of traceback) -M -------------------------- Message 112 on *RPG-News (#9551): Date: Sat Apr 2 06:35:07 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Subject: #9505.peaceful I thought this was going to be fixed so firebolts and storms and such couldn't be cast in it.. It's pretty silly to make a room peaceful, but allow someone to toast another in it.. sheesh. -M -------------------------- Message 113 on *RPG-News (#9551): Date: Sat Apr 2 06:36:51 1994 PST From: Moriah (#50459) To: *RPG-News (#9551) Oh.. or has it been fixed? and the spells just fail? Can I change those messages then to something on the room, like: You sense something interfering with your magical abilities.... etc. -------------------------- Message 114 on *RPG-News (#9551): Date: Sun Apr 3 13:58:43 1994 PDT From: Miles (#50636) To: *RPG-News (#9551) Subject: storms Humm.. players are casting multiple storms and then disconnecting. The lightning then keeps hitting the monster and when the player connects again, the monster is sometimes dead. This needs to be fixed. Also, it is not very informative to do away with the messages for when storms leave an area. Players have a right to see what is in front of them (er.. or above them). -------------------------- Message 115 on *RPG-News (#9551): Date: Sun Apr 3 19:01:56 1994 PDT From: Grand_Master (#2693) To: *RPG-News (#9551) Subject: silent storms ...the fix I made to allow storms to disperse without a message to that effect from :endblast() is documented in the comment in #328:blastfork...this is so that magic items like the one Frobno made that sweeps all storms from the room can generate their own message instead of folks just seeing a bunch of 'dissipates' messages...if the 'silent' parameter is not sent to :kill_storm(), #328:blastfork() dispenses the message as usual. dr -------------------------- Message 116 on *RPG-News (#9551): Date: Tue Apr 5 08:02:26 1994 PDT From: G8keeper (#61219) To: *RPG-News (#9551) Subject: bug I found the following screwiness: >l sir A perfect gentle knight, with neither stain nor blemish. The sort of face that appears on recruiting posters. Sir Oftswing seems uninjured. Sir Oftswing is wearing suit of chainmail and greaves. He is wielding broadsword in his primary hand and kite shield, bearing the following device: "A golden heart" in his secondary hand. The kite shield, bearing the following device: "A golden heart" bears A golden heart. Carrying: from $local.rpg:look_gear: 20: crest = crest + " The " + weapon:title() + " bears " + weapon.crest + "."; >;#60792:title() => "kite shield, bearing the following device: \"A golden heart\"" >;#60792.crest => "A golden heart" It appears that some redundancy has gotten into the :look_gear and .crest protocols. Should probably get straightened out. G8 [Dred] -------------------------- Message 117 on *RPG-News (#9551): Date: Wed Apr 6 06:11:27 1994 PDT From: Taliesin (#37114) To: *RPG-News (#9551) and Quinn (#19845) Subject: The groovie-room's .magic_effect and spellsinging I have been getting complaints of tracebacks from spellsingers who sing in a child of the Groovie-room (#9505). I've determined the cause...it's because the .magic_effect property is !c, and all children of #9505 end up with an unreadable .magic_effect, which causes an E_PERM when referenced by my spellsongs. I've noticed a :get_prop verb, but it doesn't exactly work, and I don't want to hack in a special case just for groovie-rooms. Is there any way to fix this? I'm pretty sure my spellsingers would like to be groovie again... :) Thank you, Taliesin the Master Bard -------------------------- Message 118 on *RPG-News (#9551): Date: Wed Apr 6 10:10:58 1994 PDT From: Taliesin (#37114) To: *RPG-News (#9551) Subject: New spellsong for your perusal before public release I have finished my work on a new spellsong, called 'holdfoe'. It might need some fine tuning, and I'd like your opinion on it. It's #16238:holdfoe, with perms set to readable, so you can check out the code. It's been tested by me, but is offline right now until it's been given the Stamp of Approval(tm) by the other GMs (that's you. :). If you like it, it'll be +x and available for public use by any spellsinger. Taliesin the Master Bard -------------------------- Message 119 on *RPG-News (#9551): Date: Wed Apr 6 10:26:20 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) Subject: groovie I don't know why this was x-posted to both *GMs and myself, but anyway--the problem is not with groovie room but with the generic dungeon. It wasn't my fault, but I fixed it as Grand_Master anyway. -------------------------- Message 120 on *RPG-News (#9551): Date: Wed Apr 6 17:17:12 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: John_Constantine's Stuff... Anyone wanna take over John_Constantine's mansion and finish that last little bit? He seems more or less terminally dead. @nj has mentioned that he would like to be involved...if any GM wants to sponsor him (i.e. teach him stuff, answer his questions, etc) or just do the project themselves mail Grand_Master and we'll see if any wizards will help us. dr -------------------------- Message 121 on *RPG-News (#9551): Date: Thu Apr 7 08:21:52 1994 PDT From: Dalf (#57892) To: *RPG-News (#9551) Subject: Am alive, and rl busy (Tax Seasons almost over). P) I will be back. noff said -------------------------- Message 122 on *RPG-News (#9551): Date: Thu Apr 7 12:55:37 1994 PDT From: Taliesin (#37114) To: *Spellsinger's Guild (#50648), *RPG-News (#9551), and *RPG-Stuph (#21259) Subject: *fanfare* Hear Ye, Hear Ye! Announcing the release of a NEW SPELLSONG! Yes, that's right, the third spellsong is now available for public use by any spellsinger! The song is called "holdfoe", and when played it will prevent any opponents who are affected by it from attacking. Yes, even if your friends are beating it into pulp, the only thing the creature can do is parry in defense. Another product from the minds at the Spellsinger's Guild! Taliesin the Master Bard -------------------------- Message 123 on *RPG-News (#9551): Date: Thu Apr 7 15:10:04 1994 PDT From: Taliesin (#37114) To: *RPG-News (#9551) Subject: :combat_effect() I think GMs should consider adding a check on the doll's combat_effects property if they've designed unique :act verbs on their monsters. That way, they'll be compatible with any effects someone else may come up with. This also means that if a GM is developing a use for combat_effects, e should post it on here, so that we can put any immunities or such in our :act verbs. This will help inter-GM communication and create a system where every part meshes nicely with every other part to form a complete whole. For my part, the holdfoe spellsong's :combat_effect verb will return the string "PARALYZED!" when called. If you get that result returned, you can can implement immunity...contact me for more info if this interests you. Taliesin the Master Bard -------------------------- Message 124 on *RPG-News (#9551): Date: Thu Apr 7 17:36:18 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: FYI Hi.. thought this info might be of interest. Maybe GMs might want to see what's out there.. and vary their use a little bit.. :) ----------------------- Outstanding items owned by GrandMaster. Weapons: 7 Unlicensed particle accelerator 65 Scythe (#4318) 178 Kite shield (#283) 51 Crossbow (#8833) 110 Broadsword (#76) 61 Longbow (#8909) 199 Katana (#155) 57 Mace (#21543) 112 Rapier (#243) 73 Shortsword (#20847) 245 Scimitar (#1660) 140 Two-handed sword (#43337) 451 Staff (#331) 19 Giant club (#5506) 8 Athame (#154) 8 Bullwhip (#52610) 67 One handed club (#159) 3 Halberd (#58135) 58 Two handed club (#370) 65 Olive branch (#4878) 183 Dagger (#3089) 46 Lyre (#39910) 236 Battleaxe (#4038) 65 Lute (#37179) 298 Sai (#8751) 13 Lockpick (#51818) 15 Javelin (#10902) 12 Roundshield (#45865) 39 Machete (#20769) 0 Buckler shield (#22841) 115 Military pick (#20868) 2999 << Total Weapons Armour: 135 Leather jacket (#1247) 48 Studded leather jacket (#40308) 306 Skull-cap (#2138) 46 Suit of scalemail (#40305) 386 Suit of chainmail (#457) 219 Leather chaps (#47326) 330 Greaves (#20864) 69 Heavy robes (#20253) 354 Vambraces (#20865) 39 Leather gloves (#64134) 241 War helm (#38579) 55 Hard leather boots (#11636) 113 Suit of platemail (#38584) 2341 << Total Armour 5340 << Grand Total ----------------------- I'm putting this verb onna Shopkeeper's FO. (If it ever comes about! I'm STILL waiting [6 months now!] for that $local.rpg.equipment object! The FO is stymied until G_M decides to do it!) -M :) -------------------------- Message 125 on *RPG-News (#9551): Date: Sat Apr 9 11:25:28 1994 PDT From: G8keeper (#61219) To: *RPG-News (#9551) Subject: #59847 s3 Have any of you seen this FO? It permits someone to sit at the Alter of the Grove and cast 1500 spells.. etc. What do ya'll think of it? I don't think it's proper.. should something be done? -M -------------------------- Message 126 on *RPG-News (#9551): Date: Sat Apr 9 11:33:41 1994 PDT From: G8keeper (#61219) To: *RPG-News (#9551) Subject: Re: 521 and John_Constantine's Stuff... I believe that Chaos told me once that he'd like to finish that. Perhaps, you should ask him? -M -------------------------- Message 127 on *RPG-News (#9551): Date: Sun Apr 10 10:16:21 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Subject: Spell macros I think we can abolish the problem with the spell macros with some relative ease. The problem was: how can we keep some access by players to create "good" interfaces with ~staff:spell and avoid the "bad" interfaces (the spammy macros)? Best example, about a month ago, was Kristia's Friendly Spells FO, of the "good" interface. Instead of the full typing out of "slow Klaus with staff", you could "slow Klaus" and have the macro/interface handle the match to the RPG staff. The "bad" macro/interface, as many have been noticing, is the "s3" verb. Spammy, and probably part of the lag problem. I offer this solution: 1) place RPG security on ~staff:spell. 2) To keep the non-spammy "good" macros from breaking on FO's that aren't owned by GMs, have a GM own those verbs (and place proper security on them to prevent possible hacks). This way, for example, perhaps Freeze_Baby can own those particular verbs currently owned by Kristia on that FO and keep them working properly. 3) All other macro verbs would break, and to have them working once again, would require a GM to own the verb. This'll give us at least some control on players having access to ~staff:spell. I think that most of us who have looked at the :s3 verb think it's not really fair nor helpful to the lag problems. If indeed these tasks outta ticks are being caused by this, it's one less problem to worry about if we can tackle it this way. I don't see any BIG problems involved with this way.... - TM -------------------------- Message 128 on *RPG-News (#9551): Date: Sun Apr 10 11:26:45 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Argh. s/~staff:spell/~staff's individual spells (:firebolt, :slow, :storm)/ -------------------------- Message 129 on *RPG-News (#9551): Date: Sun Apr 10 15:00:24 1994 PDT From: Grand_Master (#2693) To: *RPG-News (#9551) Subject: new weapon, new prop New weapon, longsword. #60226, available in the dispenser/grabber, damage 20, but kinda slow and harder to parry with as compared to a rapier. Also heavier, tho not as heavy as a two-handed. MSRP: 50 gold. :) Added a prop $local.rpg.dispenser, which is #52766, the equipment grabber, because I could never remember that number without asking someone :) dr -------------------------- Message 130 on *RPG-News (#9551): Date: Sun Apr 10 19:52:27 1994 PDT From: Isagi (#21077) To: *RPG-News (#9551) Subject: Proposed changes to dolls for temporary attribute changes I've created a bunch of verbs on my rpg_utils (#61176) (also referrable by #21077.rpg_utils) to help manage all the problems we've had lately with stats being raised above 25 and characters cheating. :> Just take a look at #61176:att_schedule, #61176:get_unmod_att, and #61176:do_att_schedule. :att_schedule(STR Attribute, NUM time_to_end, NUM modifier) - adds a temporary modifier to the doll's att_schedule list. also modifies the attribute to the new value. :get_unmod_att(STR Attribute) - returns the value of the original attribute minus all modifiers. :do_att_schedule() - pretty self-explanatory checks through the att_schedule list and returns attributes to their original values if the scheduled time has been passed. Could someone please move this code to the dolls? Could we all then start using these for temporary attribute changes? It'd save us a whole lot of problems, I think. ;> All that the code needs to do is have :do_att_schedule hooked into doll:invite. I've also modified the code to clear the att_schedule property whenever it is set to the empty list. This should cut down on DB usage, I hope.. -- Isagi the little Anterran P.S. @prop #74.att_schedule {} ;> -------------------------- Message 131 on *RPG-News (#9551): Date: Mon Apr 11 03:15:41 1994 PDT From: Gemba (#14) To: *RPG-News (#9551) Subject: I'm back... Tell someone who cares, you say... :) Anyway, I have risen from near-death and regained net-access for the foreseeable future. Don't expect me to do too much hacking about with LRPG, I'm not likely to have time, but I do intend to progressively repair my adventuring areas. Anyway, dr and Quinn have changed the locks on G_M :). They needn't feel obliged to give me a new set of keys. So far I've repaired my kobolds (maybe that's why people are getting killed; they are _armed_ now! :)). I'll get around to fixing ghostbusters eventually. Re several other issues: John_Constantine is actually Morpheus, who, I gather, has managed to connect recently, though probably not often enough to wade through the megabytes of *mail to get to the posts about his area. Before giving his stuff away you probably ought to ask him. Macro spell verbs should be a _big_ nono. I'd suggest that any gm who gives mere mortals access to such things ought to be !gmed ASAP. And if there are holes that let non-gms write such verbs, they should be plugged, IMHO. Well, IMNSHO, actually :). It sounds like the economy needs a bit of shock therapy. Several issues need to be addressed: Where does money come from? Where does it go? What do players do with it? The answer to the first question at the moment seems to be from monster resurrection. This means there is an endless supply of money, which requires an endless sink to flush it down. I think it'd be nicer to have a non-infinite money supply, but I don't have any good suggestions yet... Failing a good way of limiting _supply_ of money, we need a way to destroy infinite amounts of it. Buying weapons at shops partly solves that problem, but there is a limit to how often players need to re-equip. I gather that weapons degrade now, but I doubt they degrade fast enough to stop players acquiring vast wealth. Also, what happens to money given to shopkeepers? (This is a genuine question, I don't actually know). If that money isn't actually destroyed somehow, then the economy isn't going to work due to the infinite money supply. One way of limiting the money supply is to not give money to monsters when they are born, but instead make them earn their keep by taking it off the bodies of PCs they do in. Or let them steal it if anyone has implemented a pickpocket skill. I really should have edited this offline, it's a bit rambly and incoherent. Oh well.... Anyway, I ought to say I'm impressed with the current state of LRPG. I had feared it would have fallen into disrepair and/or been expunged from the MOO by now, but my fears seem to have been completely unfounded. Gemba -------------------------- Message 132 on *RPG-News (#9551): Date: Tue Apr 12 01:31:03 1994 PDT From: John_Constantine (#3118) To: *RPG-News (#9551) Subject: Not dead yet. Far from it, in fact. Thanks, Gemba, for keeping the jackals back for a little longer :) Seriously though, I'm still having modem problems, so it'll be a little while yet before I can finish the cthulhu house. However, I don't want to hand the reigns over to anyone else, either. Give me time, it's coming... The other JC -------------------------- Message 133 on *RPG-News (#9551): Date: Tue Apr 12 05:48:48 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Welcome back Gemba!! I can answer some of your questions.. >Also, what happens to money given to shopkeepers? (This is a genuine question, >I don't actually know). If that money isn't actually destroyed somehow, then >the economy isn't going to work due to the infinite money supply. Nothing is happening at the moment. Money is just being stored in a safe. I did have some ideas for it's use and re-use back when the store was being implemented. I posted some ideas and implemented a few checks on the generic shopkeeper but nothing of any consequence has yet been done. >One way of limiting the money supply is to not give money to monsters when >they are born, but instead make them earn their keep by taking it off the >bodies of PCs they do in. Or let them steal it if anyone has implemented a >pickpocket skill. Actually, I've made a monster that can be pickpocketed. (At least the player has a chance of not being caught, and then a chance of finding somthing.) I'm not quite through with it, but close. I suppose, that I could turn it around and let the monster pick their pocket. Though, this will entail some planning. (steal money only, small items like magestones.. How to distinguish them.. etc ??) Honestly, that might take a while, as i don't have a lot of free time at the moment. Again, welcome back! -M -------------------------- Message 134 on *RPG-News (#9551): Date: Tue Apr 12 17:45:04 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Umm.. dr.. #52766 was already in core_objects before.. as "grabber".. now it's in there twice.. is that a problem? -------------------------- Message 135 on *RPG-News (#9551): Date: Thu Apr 14 20:46:49 1994 PDT From: Dred (#49925) To: *RPG-News (#9551) Subject: mine list problems still As the subject says, we're still getting non-rpg items in our monsters .mine lists. I've had to reset Sir Oftswing several times now. What's the deal? All the G_M owned stuff should be in .protected and not swept for any reason until :set_mine is called again to release it. (hopefully during :birth). Could something be wrong with the sweeper? I'm stimied. Dred -------------------------- Message 136 on *RPG-News (#9551): Date: Sat Apr 16 15:14:15 1994 PDT From: Grand_Master (#2693) To: *RPG-News (#9551) Subject: #7457 bug fixed... Urm, the bug about people being able to get the effect of being in the spring without actually being there has been removed, and they no longer appear to be sitting there, soaking :) Dred reported a bug with crests appearing twice on sheilds, which I believe I have also fixed. Please let us know of either #7547 or the shields work/appear incorrect or trace on you. dr -------------------------- Message 137 on *RPG-News (#9551): Date: Sat Apr 16 17:09:43 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: Fixing Weapons... I am whipping up a blacksmith to put in my marketplace who will fix folks' broken weapons for a price. If anyone has any ideas to add to it, let me know. dr -------------------------- Message 138 on *RPG-News (#9551): Date: Sun Apr 17 21:19:02 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Will some kindly G_M @add-alias "notify_payment" to #259:notify_* ? Thank-ee. -- TM -------------------------- Message 139 on *RPG-News (#9551): Date: Sun Apr 17 21:23:42 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Argh, skip that. Mebbe next time I'll be more awake to try to dig into money notification (like ~money:do_notification) - TM (klutz) -------------------------- Message 140 on *RPG-News (#9551): Date: Wed Apr 20 08:37:08 1994 PDT From: Freeze_Baby (#73979) To: *RPG-News (#9551) Subject: #74.misc I've proposed this idea ta' a couple GMS so far ta' get the general feel of what people think. Anyway the base idea is to add a .misc prop to the #74 dolls. This would allow GMS to place information upon the doll, generic information for there puzzles and other such stuff. Even tho this is a tad slower for a check I feel that the clean space will by far make up for it, for example if you look at Quinn's priest of abysia stored area you'll find 2 objects for priest because they were long ago reaped. Anyway this would avoid extrenous information from being stored and stop people from haveing to write a check verb and running it once in awile, as for the memory taken up I feel that will people dying daily the .misc prop would remain fairly low in information stored on it. One of the reasons I am requesting this prop is because I wish to make a puzzle that will give Pc's individual chant benifit using the :jumble() so that we avoid PC's from giving out mantra's and such without solving puzzles. Also this would alow the mantra for the character to be wiped out when the PC dies and then alow them to re-do the puzzle and grow once again in the RPG. Anyway that's all I'z got, suggestions comments whatever apreciated :) Thanx, FZB -------------------------- Message 141 on *RPG-News (#9551): Date: Wed Apr 20 12:44:26 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Could some friendly G_M please have the sweeper also not recycle an item if it's in a monster's or room's .hidden property? I'd appreciate it.. thanks :) -M -------------------------- Message 142 on *RPG-News (#9551): Date: Sat Apr 23 01:12:59 1994 PDT From: Bodhisattva (#62871) To: *RPG-News (#9551) and *RPG-Stuph (#21259) Subject: Hello Hi! This is Soundchaser's wife. He has givin me explicit instructions on what I am supposed to do. I hope this works. He has been in the hospital with the Flu and then cought pneumonia, and is still kind of slickly (What a whiner). He wanted me to tell everyone who was wondering, that he will be back soon. I have been getting his mail for him, printing it out, and taking it to him. He is at his mothers now. Anyway, he said something about redoing the Arena because of something called lag and to many ticks. He says hi. -------------------------- Message 143 on *RPG-News (#9551): Date: Sun Apr 24 16:35:06 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) and darkrider (#7003) Subject: potions I added a '@doses this is number' verb to the generic potion (#20687), and also :set_doses[_left]() verbs. -------------------------- Message 144 on *RPG-News (#9551): Date: Tue Apr 26 17:46:31 1994 PDT From: Grand_Master (#2693) To: *RPG-News (#9551) Subject: Character sheet broken and fixed. Well, sheet was allovasudden broken and I didn't know why. After changing the code to make it work with the current state of the .sheet_atts and .sheet_level properties on #46, I realized what happened. Someone ran :compile_sheet() (which was executable and unprotected) for what must have been the first time in years, and messed up the properties royally. I assume someone took Dagard's innocent query to heart and decided to find out what :compile_sheet does. Answer: Make darkrider have to to many minutes of recostructive surgery on $local.rpg. Please, if you don't know what an RPG core verb does, DON'T EXECUTE IT. Please. Please. dr -------------------------- Message 145 on *RPG-News (#9551): Date: Wed Apr 27 11:18:21 1994 PDT From: darkrider (#7003) To: Freeze_Baby (#73979), *RPG-News (#9551), and *RPG-Doco (#4044) Subject: My generic room #16020... Is now descended from #49444, the LRPG sleeping room, authored by Quinn. help #16020 gives a brief overview, and points at the help commands both for setup and usage. The functionality is too long to list completely, but it includes support for multi-room areas (room adjacency, really helpful for missile weapons combat so that you can find targets in other room, not to mention the possibilities for ambushes :) , darkness support, integrated with #16050 for maximum coolness, special searching behaviour, echo processing, customized locking and shared control among multiple players. darkrider -------------------------- Message 146 on *RPG-News (#9551): Date: Thu Apr 28 20:44:34 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Subject: This :attack thang I think I've discovered the problem that's circulating on *RPG-Stuph - it's because Ogwul has a :Attack verb that's !r. Here's the code for ~weapon:attack: 21: elseif (!(vloc = $object_utils:has_verb(player.location, "attack"))) 22: "...just check for attack, so speciality verbs on weapons like 'shoot'"; 23: "...aren't disallowed."; 24: player:tell("Are you kidding? These are horrible fighting conditions. Go to a real battleground."); 25: elseif (!$local.rpg:trusted(verb_info(vloc[1], "attack")[1])) 26: player:tell("Your host's status belies the apparent acceptability of this battlefield."); 27: else line 26 returns true because in effect, the call is !#46:trusted(E_PERM), instead of !#46:trusted(verb-owned-by-GM). The 'verb_info()' function can't get the info on the verb cuz it's !r, so it returns E_PERM, hence the "host status" message. Do we want to perhaps get a wiz to write a verb check of "attack", or just tell all GMs: "Keep 'em +r"? - TM -------------------------- Message 147 on *RPG-News (#9551): Date: Thu Apr 28 20:50:49 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Ack. I meant, line 25, and !#46:trusted(verb-owner). Sorry bout that. - TM (klutz) -------------------------- Message 148 on *RPG-News (#9551): Date: Fri Apr 29 10:36:12 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: We need an Object Librarian... ...there are so many generics in this system, so few of which everyone knows about...we end up spending a lot of time re-creating each others' stuff, or not taking advantage of cool ways that people have developed to make our adventures more complex. I think we need someone or something that can keep track off all the generics we have developed and ARE developing, so that there is an easy way to browse through a current list of what might be useful out there. Anyone have any ideas? *rpg-doco seems not to have been the solution, since in this lag it is just as easy to create the redundant object as it is to read through a huge mailing list looking for something that might not have ever been written about. dr -------------------------- Message 149 on *RPG-News (#9551): Date: Fri Apr 29 19:41:36 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) Subject: Borax Welcome Borax as a new GM. Overdue. -------------------------- Message 150 on *RPG-News (#9551): Date: Fri Apr 29 21:03:20 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) In response to dr comments, maybe we can have a GM common room set up, and inside have a generics container, similar to G_M's Vault and filing cabinet. -------------------------- Message 151 on *RPG-News (#9551): Date: Sat Apr 30 01:50:01 1994 PDT From: Bodhisattva (#62871) To: *RPG-News (#9551) Subject: Suggestion... The Adventurers Database is a child of generic room(#3). Why not put a few `shelves' in there? You could name the shelves something like `LRPG Weapons',`LRPG Rooms', and so forth. Then just fill them up with the appropriate objects. That way all we would need to do is either use @contents, or write a verb that will return the contents of a particular `shelf'. Soundchaser -------------------------- Message 152 on *RPG-News (#9551): Date: Sat Apr 30 04:43:05 1994 PDT From: Freeze_Baby (#73979) To: *RPG-News (#9551) Subject: "Generic's Wouldn't it be easier just ta' have one of the current GM FO's have a command like this: @genericrpg rooms, then it go's thru its .grooms prop or some equivelent prop, and have one for weapons, just with it being the argstr And then another command for GMS to add generics to the list like this: @add-rpggeneric to ? Just a thought, also If GMS used moriah's GMs help thingy on there generic's that would also be helpfull... FZB -------------------------- Message 153 on *RPG-News (#9551): Date: Sat Apr 30 10:19:37 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: help messages.... What is Moriah's GM help FO format? I have had the tendency to add .help_msg properties to my stuff, in fact, I just realized that generic money didn't have a help message and corrected it, so that people get information when they type 'help gold' when presented with a gold object. While it might be cool to have a FO that gives us a shorthand way of getting information on generics in whatever library thing we decide upon, I think that an actual VR presentation is also in order, a room full of dusty relics, or part of the museum, or whatnot. Or perhaps different books in the Academy Library writable by GMs? That area could use some renovation/gm presence... dr -------------------------- Message 154 on *RPG-News (#9551): Date: Sat Apr 30 10:28:40 1994 PDT From: Keelah (#30246) To: *RPG-News (#9551) I wouldn't mind adding a RPG part to the musuem...but I would need someone's help in compiling lists of stuff and separating in catergories..If that is what is wanted...--Keelah. -------------------------- Message 155 on *RPG-News (#9551): Date: Sun May 1 09:09:39 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Can a G_M hack be placed on #74:magic_effect to call a :magic_effect verb (if any) on the location of the mage, in the spirit of :death_effects and :combat_effects? Sometimes, for example, storms cannot and should not be fired off in certain locations (metarooms).... -------------------------- Message 156 on *RPG-News (#9551): Date: Sun May 1 21:28:24 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Is it possible to set any instance of $local.rpg.money to $0? - TM -------------------------- Message 157 on *RPG-News (#9551): Date: Sun May 1 22:19:56 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) ER, I meant, -should- it be possible. I know you can do it; question is: should a money object be called '$0 silver pieces' and still exist. Initial creation names it to "generic silver coins" (using silver as an example). Should ~money:set_quantity have a check to either prevent money to be set to 0, or when it IS set to 0, have the money object recycle itself? -------------------------- Message 158 on *RPG-News (#9551): Date: Tue May 3 06:11:58 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Back on track :) Well, after my little adventure I am back on track with the arena. After reading some of the postings while I was sick , I am slightly changing the way the attacks will be made. All I am doing is moving some verbs from an object to a FO. I was going to have the FO call the verbs on the object. I should have realized that that was wastful, but hey what can I say, I was on a roll at the time. I like the flexibility of the verb args on a FO anyway. Soundchaser -------------------------- Message 159 on *RPG-News (#9551): Date: Tue May 3 11:38:53 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: For the ftp impaired... To get a copy of the raw archive of *rpg-doco: ftp bahamut.hacks.arizona.edu When the prompt says: Name (...): You type: ftp When the prompt says: Password (...): You type: me@my.email.address You can then type: cd /pub/MOO/misc You should be able to do a 'dir' and see the file...rpg-doco-1-raw. As long as you have space on your drive, you should just be able to get rpg-doco-1-raw at that point and have it dragged across to your local system. I suggest 'ascii' mode, which you can guarantee before doing this by typing the command: ascii. If you are using DOS, OS/2 with the lame dos-like limits, or some system V unixes, you may need to make the filename shorter for your local copy, which you do in the get command by saying: get rpg-doco-1-raw rpgdoco.txt Your local file will then be called rpgdoco.txt. dr -------------------------- Message 160 on *RPG-News (#9551): Date: Wed May 4 15:55:52 1994 PDT From: anj (#59447) To: *RPG-News (#9551) Subject: Hello, everyone. I've been trying to catch up on all the GM posts over the last few days. Just starting to get to the RPG Doco now. In any event, I thought I'd give some feedback on some of the things I've read here. The idea of what to do with Moriah's thieves never seemed to go anywhere. I say we cut off one of each of their hands, for an unspecified period of time. Post a note about it on the sign in the secluded grove. I agree that there is an overabundance of money, though it makes for a lot of visitors to my loft to read Miles' ledger. :) Let's start the degradation of weapons now. No sense waiting for the Tinker's shop to open. Elias has plenty of weapons on hand. And maybe he could take orders for what he doesn't have in stock, through some kind of down payment. {; RPG containers would have to be size limited, then, so that players don't start hoarding. Maybe 5-10 objects in a container...with money ..gold, silver and copper together counting as just one object. but backpacks and their contents counting separately. Weapons unused could have a one month life. Weapons in use, a shorter life. A separate section in the museum would be cool. But would it be open to the public? How about just keeping the books, we could use frand's encyclopedia, in the Illuminati Library. Maybe make it indecipherable to non-GMs. You may have heard about the Tome of Lore which is now in the Atrium. Thanks to those of you who helped me with it. Should it be fertile? Do I need to add a map? Would you like any changes? Keelah asked me to write a note about it for the Museum. I was thinking along the lines of it being mysteriously unearthed somewhere after having been thought to have lost by BabyBriar, or something like that...any suggestions here? I've been struggling with coding a bit. I've asked some gms but figure it'll be more efficient to ask here. For one, I'm trying to get my first monster to hang on to her stuff when she dies. I've tried ;#64443:set_prop("mine", {list}), and a bunch of and a bunch of other ways, too. I keep getting permission denied tracebacks. Also, I'm trying to get her to wander. I've set her chance of wandering to 100 and @started her...but she just wants to hang around. I was told that I don't have to own the places she wanders to. Is that right? I'm stymied. Please, the more specific your help is to me, the better. Thanks. -------------------------- Message 161 on *RPG-News (#9551): Date: Wed May 4 16:13:14 1994 PDT From: Taskmaster (#46102) To: anj (#59447) and *RPG-News (#9551) Subject: Re: Hello, everyone. I've been trying to catch up on all the GM posts over the last few days. Just starting to get to the RPG Doco now. > A separate section in the museum would be cool. But would it be > open to the public? How about just keeping the books, we could use > frand's encyclopedia, in the Illuminati Library. Maybe make it After blabbing with dr, I think the Illuminati Library is a better place to store our things at (no offense Keelah). It's sorta the reason WHY it's there in the first place... > tried ;#64443:set_prop("mine", {list}), and a bunch of and a bunch > of other ways, too. I keep getting permission denied tracebacks. > Also, I'm trying to get her to wander. I've set her chance of > wandering to 100 and @started her...but she just wants to hang > around. I was told that I don't have to own the places she wanders > to. Is that right? I'm stymied. Please, the more specific your You need the Dr Moreau FO (#5011). It's a very easy .mine utility. - TM -------------------------- Message 162 on *RPG-News (#9551): Date: Wed May 4 16:31:57 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Or try ;monster#:set_mine({listOfObjects}) sorry anj, i'd misunderstood your question :) -------------------------- Message 163 on *RPG-News (#9551): Date: Wed May 4 17:19:41 1994 PDT From: anj (#59447) To: *RPG-News (#9551) Subject: guess i was a little unlcear about the hanging on to stuff at deat. my monster, 64443, an lrpg-ahab is equipped with some silver, teeth, a buckler shield and a dagger at birth. i'd like her to hang on to the dagger and maybe the shield. so when she dies, she takes them with her. i've tried dr moreau's fo. no luck. i've tried ;#64443:set_prop("mine", {list}) i've tried the keep_at_death props on the weapons. i either get back perm denied or the object numbers of the weapons. but when she dies, she still drops everything (but the teeth, of course). i noticed that the teeth are wielded in her hand. so i've set .animal to true. could we (a G_M) hack into :$local.rpg:look_gear so that personal weapons wouldn't be shown...that way she could be seen wielding a dagger and a shield, but not wielding her teeth. say she's a fairly young monster. her teeth aren't false...she shouldn't have to fight with them in hand for several more decades... -------------------------- Message 164 on *RPG-News (#9551): Date: Wed May 4 18:08:19 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Is it just my Ahabs? or are any of them actually wandering anymore? -M -------------------------- Message 165 on *RPG-News (#9551): Date: Wed May 4 23:49:54 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Any help/ideas?? I am moving some verbs from an object(Control Rod) to a FO. The rod is part of my security to make sure things happen a certain way, otherwise I wouldn't use it. Anyway, what I need is a simple and quick way to see if the player has one in his possesion. The way I am doing it now is this: for thing in (player.contents) rpg:maybe_stop_time(3); if ($object_utils:isa(thing, utils.rod)) rod = thing; endif endfor I need to have whatever either define or return the object number of the rod on the player's person. I noticed that on $local.rpg there are verbs for matching monsters and players. Would something like this be helpful to the other GMs, and could something like it be added to $local.rpg? Maybe just pass to the verb what you are looking for in what. I didn't like player:match(). It was too hackable. I need some help on one other thing. I am trying to figure out the verbs caller() and caller_perms(). I thought that I understood them from reading the manual, but looking at how they are used in the LRPG core, I got completely confused. Soundchaser -------------------------- Message 166 on *RPG-News (#9551): Date: Thu May 5 10:23:46 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: Strange Happenings... Aurelia (#70289) is not an RPG player, but for some reason is getting RPG things moved to her some times...chainmail and copper pieces this week. Can someone explain this? Check your code, GMs. dr -------------------------- Message 167 on *RPG-News (#9551): Date: Thu May 5 12:21:08 1994 PDT From: Dred (#49925) To: *RPG-News (#9551) Subject: Re: Strange Happenings... > Aurelia (#70289) is not an RPG player, but for some reason is > getting RPG things moved to her some times...chainmail and copper > pieces this week. > Can someone explain this? Check your code, GMs. > dr I think I found part of the problem. She had a bunch of stuff in her SSPC possessions (things that get moved in and out of your inventory when you morph) that got recycled and then @recreated as RPG equipment. They were never removed from the list and were still there as the rpg equipment. So...when she morphed. Voila. In her possession. That part is fixed now. Dred -------------------------- Message 168 on *RPG-News (#9551): Date: Sun May 8 07:01:54 1994 PDT From: Isagi (#21077) To: *RPG-News (#9551) Subject: Potential gotcha with Generic Shopkeeper (#8085) because of AHaB as parent About two days ago, Sruli stopped accepting any type of money during a transaction. Trying to 'give gold to Sruli' wouldn't work. But using 'Give Sruli $25 from gold' would work! I tracked it down to the AHaB:acceptable verb, which prevents it from being overburdened. :> Of course, if your shoppekeeper is going to carry around $50,000 in gold the default value of '3' is not good. :< -- Isagi the little Anterran -------------------------- Message 169 on *RPG-News (#9551): Date: Wed May 11 20:12:16 1994 PDT From: Dagard (#49807) To: *RPG-News (#9551) Subject: Let's try this again... Okay, Object #15800 is my 'Global GM Utilities' package.. if you've got an object with useful verbs (like ogwul's breathe, or my behead), just submit to #15800 Wanna see what's on it? Just submit to #15800 to see the list. -->D -------------------------- Message 170 on *RPG-News (#9551): Date: Wed May 11 20:14:08 1994 PDT From: Dagard (#49807) To: *RPG-News (#9551) I almost forgot... what it does is let a gm call any verb on any of the objects in the .rpg_utils property check it out -------------------------- Message 171 on *RPG-News (#9551): Date: Sat May 14 02:28:16 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: question Ok, I have been fooling around with my stuff, and have a potential problem. What I need to know is, Is there an easy way to keep a generic monster from leaving it's weapons behind when it dies? I was thinking of creating a cache of equipment that the gladiators could take from them, and making all of the weapons unique, but I don't have enough quota, and there would be alot of unused stuff. So, each time around the gladiators would be equiped with generics. Would I have to write a verb to feed the equipment into the recycler? Maybe something like this: for thing in (~corpse) recycle(thing) endfor I haven't looked to see how the recycler is used, but you get the idea.:) Is this the best way? Soundchaser -------------------------- Message 172 on *RPG-News (#9551): Date: Sat May 14 03:09:33 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) Subject: NoDrop@Death You can just hack :deposit_loot to return 0, or to only drop non-weapons, or whatever you like. That's the verb that drops things. -------------------------- Message 173 on *RPG-News (#9551): Date: Sat May 14 03:15:36 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Ok, how about this Ok, but what happens when the monster is restarted with a different set of equipment? WIll it just start stacking up inside the monster? Soundchaser -------------------------- Message 174 on *RPG-News (#9551): Date: Mon May 16 04:32:51 1994 PDT From: Quinn (#19845) To: *AHaB (#55820) and *RPG-News (#9551) Subject: Wanderin' AHaBs There were wandering very infrequently, cuz :take_exit was making a SECOND check for chance-of-wandering. So they had about half (less, actually) of a percentage chance of wandering than what was set. It should work better now. Also, I set the base chance_of_wandering to 65 and the base chance_of_spewing to 35. Very sorry it took me so long to do this. -------------------------- Message 175 on *RPG-News (#9551): Date: Fri May 20 18:19:28 1994 PDT From: Borax (#45216) To: *RPG-News (#9551) Subject: strangeness... #652 roundshield has 8 kids, 7 of which are called corpse of Draaba and the other is kite shield (#84699). Is this a mistake or are we making shields from Draaba's flesh? -Rax (confused) -------------------------- Message 176 on *RPG-News (#9551): Date: Sun May 22 17:19:36 1994 PDT From: Isagi (#21077) To: *RPG-News (#9551) Subject: Storms on multiple kids of #328 I'm not sure if the problem still exists, but I remember hearing something about a player running around with a normal staff and some fancy-smancy staff, both with (different) unique spell database properties. There was something about having a storm running on both #328 and the other magic database. If that problem still exists, then I have a fix for it: Instead of using this.storms on #328 use $code_utils:verb_loc().storms in all of the storm related verbage (blast, zap, endblast, storms_cast_by, kill_storm, storms_active_in). That way, all of the storms will run on #328, and not on any children of the database. Once again, I'm not sure if this is still a problem, the task running the storms on the other DB's may be gone solving the problem. -- Isagi the little Anterran P.S. Maybe I should just get G_M perms and fix half the system (not to mention kill the other half in the process. ;>) -------------------------- Message 177 on *RPG-News (#9551): Date: Sun May 22 19:03:35 1994 PDT From: Grand_Master (#2693) To: *RPG-News (#9551) Subject: Re: Storms on multiple kids of #328 Done. Isagi's suggestion also simplifies code from gms who had to loop through the various magic databases. Now .storms and .silent_storms are in one place on $local.rpg.magic_db Miles -------------------------- Message 178 on *RPG-News (#9551): Date: Mon May 23 04:46:33 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: :birth() & :die() <:birth()> I have a simple request for this verb. In my gladiator arena, I reuse #259 for the gladiators. I have it set up so that the glads are reset to the players glad.name and different weapons, etc. Anyway, when the player calls it's gladiator my programs change the properties accordingly, then it calls ~glad:birth(). In the last few lines of the :birth() verb are some player:tell() verbs. Is there any way to put a check in there somewhere so that only GMs get that info? I tried copying the verb and just deleting those lines, but that screwed up the perms. . <:die()> I just need some advice on this. I set `monster.gestate = 0. I don't want the gladiator to be rebirthed. But when :die() is called by the normal means, the gladiator stays where it is. I have another verb that calls glad:die(), and it works fine. The only differnace between the two calls, is whether or not some other verbs are called, then it goes on to the normal :die() stuff. The only thing I have done to the normal :die() code is remove the call to this:deposit_loot(). What is going on here? The verb are on object number #71198. They are readable at the moment. Soundchaser :) -------------------------- Message 179 on *RPG-News (#9551): Date: Mon May 23 07:02:09 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) Subject: Turnabout... It'd be nice to have a monster that uses programming tricks to defeat cheating players, but is nice to everyone else. Like silently teleporting an extremely heavy weight into an opponent. Or teleporting inside of them and picking up their gold. Teleporting out when injured. Teleporting players IN when at their weakest. Maybe a new class of CHEATING WEASEL MONSTERS. -------------------------- Message 180 on *RPG-News (#9551): Date: Mon May 23 09:28:29 1994 PDT From: Dagard (#49807) To: *RPG-News (#9551) Subject: turnabout On the subject of lying, cheating weasel AHaB Scum, I'm working on a child of AHaB that gets better every time it dies. Yup. Say it's .istr is 12 , but when it dies, it's strength is 13 (bad analogy, but you get the idea). Now, the next time it's birthed, it's strength is 13. Unfortunately, I'm gonna have to use a kludgy hack, as the .i properties are +c now... :( Well, that and the fact that most of the skills don't have matching .i properties on #259. -->D (Wishing G_M still owned .i and that ALL the .i were on #259 -------------------------- Message 181 on *RPG-News (#9551): Date: Mon May 23 22:02:02 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: OOOPPSS!! Well, I have had another brain fart. I am sure everyone noticed. :) :) What I wanted on :birth() is alrady there, and my problem with :die() was that the security conditional I put in did not account for Grand_Master calling the verb. Sheeesh!! Just ignore me sometimes folks. I have said it before; I sometimes miss the obvious. Dagard, I have to do something like what you are trying to do to get the Gladiators to advance like players. Basically all I did was `reverse' the set-up loop in birth so that it reads the value of the `att'on the doll and writes the value to the proper place. And I just call the verb before :die() is executed. If you have a better way, please let me know. Soundchaser -------------------------- Message 182 on *RPG-News (#9551): Date: Wed May 25 02:26:56 1994 PDT From: Grand_Master (#2693) To: *RPG-News (#9551) Subject: #328:print_storms() i added this verb to the magic database an example for using it is on Alchemy Lab (#9471):look_self Kristia's FO (#57580) uses it for @storms and the GM FO (#37377) uses it for @killstorm i am thinking about adding it as the default look_self() for #258, the generic RPG room i dunno though.. it may be annoying opinions? Miles -------------------------- Message 183 on *RPG-News (#9551): Date: Fri May 27 09:40:50 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: Shopkeeper Ok, Back when I made the generic shopkeeper, it was decided to let each individual owner deside whether his shopkeeper would be honest or not. Taking money without being in the midst of a transaction is one of these decisions a shopkeeper must make. I did not write a this as an option, because all you have to do is make a :notify_payment verb on your child and give him the appropriate actions. If you wish to copy the :notify_payment I've written on Elias, I just made it +r. You will also have to copy the property "nothing_to_pay_for". If there are any other questions.. just ask. Hopefully my computer will be outta the shop today.. :) -M -------------------------- Message 184 on *RPG-News (#9551): Date: Fri May 27 11:01:38 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Confused I am confused. I thought I had it right, but I guess not. In setting a monsters mine property, and you want the monster to use just basic weapons and armour, all you have to do is set the monsters mine property to the number of the generic right? I have tried that. What I ended up with was the monster carring #331. Then I tried using the :grab verb to set the mine property, but ended up leaving some objects in #-1. It seemed to me that #259:check_mine() wouldn't create a child of the generics unless they were already children of the generics. What I mean by `leaving some objects in #-1' is that :grab() created the children I wanted, then when :duty() was called it created some more and replaced the others. I then changed my call to :grab() to include the monsters name. That worked fine except when I called :duty() the monster had two sets of each. I guess the reason I am having a problem is that I have to keep changing the individual monsters mine property. In order for the players gladiators to have different weapons, I have a property that is read to set the monsters .mine{}. What exactly can I do to fix this? Soundchaser -------------------------- Message 185 on *RPG-News (#9551): Date: Fri May 27 21:31:40 1994 PDT From: Dagard (#49807) To: *RPG-News (#9551) Is it a bad thing that people can cast spells in non-RPG rooms? I can just see a firebolt fight breaking out in the living room. -------------------------- Message 186 on *RPG-News (#9551): Date: Fri May 27 21:34:22 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) That's been the case since the beginning of the RPG. I believe a prop could be created in non-RPG rooms to prevent RPG activities, but that was a while back, and I don't remember the name offhand.. -------------------------- Message 187 on *RPG-News (#9551): Date: Fri May 27 21:44:40 1994 PDT From: Dagard (#49807) To: *RPG-News (#9551) Subject: #331:spell Maybe slip these lines in between lines 17 and 18 of #331:spell elseif (!(vloc = $object_utils:has_verb(player.location, "magic_effect"))) player:tell("Are you kidding? These are horrible conditions for casting spells!"); return; elseif (!$local.rpg:trusted_verb(vloc[1], "magic_effect")) player:tell("Your host's status belies the apparent acceptability of this battlefield."); return; At least this way, nobody'd have to hack anything, unless they were using !RPG rooms for their adventures. And even then, it's not too big a deal to just slap a magic effect verb on. -->D -------------------------- Message 188 on *RPG-News (#9551): Date: Sat May 28 03:21:39 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: The Arena Well folks, it looks like it is done. The only things left are correcting a few typos, and fixing a few messages. . I even have most of the rulebook finished. It is in The Arena Library, and there are some helpful and IMPORTANT info contained in it. In particular read `RULES!!!!'. :) For those of you that haven't been there, READ THE BOOK. It has all of the basic info on how to get started. For those of you who already have Membership Cards, you will need to @recreate it or whatever. I have changed some of the basic properties, and I don't think @chparent will update yours. :( Just mail me any questions, comments, bugs, or registration info. I will get to it as soon as possible. Soundchaser -------------------------- Message 189 on *RPG-News (#9551): Date: Sat May 28 03:26:31 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: OOOPPPSSS!! Wrong group -------------------------- Message 190 on *RPG-News (#9551): Date: Sat May 28 05:24:48 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Hmmmm. Making mistakes around here, you run into some interesting things. My latest problem I have fixed. While fooling around though, I noticed that there are a WHOLE BUNCH of weapons and armour located at #-1. Is this right? It seems like an awful lot of things that aren't being used. Or are they being used? Could this be another argument in favor of the RPG repository? I know rooms and exits are kept there, and dolls being there only makes some sense, but why all the other stuff? The eval I used was: ;;for thing in (#2693.owned_objects) $command_utils:suspend_if_needed(3); if (thing.location == #-1) player:tell(thing.name); endif endfor Soundchaser -------------------------- Message 191 on *RPG-News (#9551): Date: Sat May 28 11:10:57 1994 PDT From: Grand_Master (#2693) To: Sassenach (#63546) and *RPG-News (#9551) Subject: announcement Sassanach is RPG's latest gm. Congratulations and good luck in your projects. -------------------------- Message 192 on *RPG-News (#9551): Date: Sun May 29 09:24:36 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: #566 owned by GrandMaster I've had complaints, about this, (actually the pile of rubble inna small cave).. Anyway, It wounds and doesn't give any messages to that effect. All the player's see are survive messages, or die messages. The player isn't clued in that he is wounded at all. Perhaps, some hint of possible wounding should be written into the survive message, or an additional message should be given if the player is wounded. Anyway, already one player has died, cause he kept trying and didn't know he was killing himself.. sigh -M -------------------------- Message 193 on *RPG-News (#9551): Date: Tue May 31 12:04:29 1994 PDT From: Quisinart (#63546) To: *RPG-News (#9551) Subject: New weapon I have an idea for a new weapon and have a few questions about it. The weapon would be a thrown rock (I'm actually looking to make some thrown coconuts, but figure the rock is more generic). The weapon itself is no problem to make, but I'm wondering about the skill that should be used for it. The generic thrown weapon uses #6232 (Club) as a skill, other than that, there is a dagger and javelin skill for throwing. The rock is nothing like a dagger or javelin. The club is a melee weapon - seems pretty ridiculous to have it improve by throwing a lot of rocks. I figure making the skill is not much of a problem - mainly it seems to be figuring out good values for the properties. Unfortunately, it doesn't seem like I can test the rock out with the skill I make until it is put in $local.rpg.skills - since $local.rpg:resolve() seems to be used in combat. Is there some sort of process I need to go through to do this (for that matter, does anyone else have a better idea?) I know adding a skill requires more changes than just the .skills property in $local.rpg - the dolls would require another property and the sheet would need some modifications. This may not be worth it for a rock throwing skill, so I'd like to hear what other people think. If all else fails, I could implement this idea without the new weapon - similar to the code Flug uses to hurl boulders, but that doesn't seem the same - for one thing, players could be able to pick up the coconuts and throw them back, while they'd never be able to do that with the boulder. Quizno/Quisinart -------------------------- Message 194 on *RPG-News (#9551): Date: Tue May 31 12:06:37 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: #566 is cool. If you look carefully at the object #566, you see that there are .fail_exit and .succ_exit properties. If you look at the object #27203 (the south exit from Small Cave) you see that I have configured those exits will all relevant messages to show the person that they have succeeded or failed, and if so, what happens to them. If you fail to climb the mountain of rubble and slide back down in an avalanche, it tells you that rocks 'slam...into your body'. If you look at yourself at that point, you see that you are injured. I feel that if you keep climbing and getting slammed down, and take no account of your safety, you get what you deserve (in this case, a rock crushing your head). If you have a problem with something I do, feel free to tell me about it. If you choose to do so publicly or semi-publicly (as Moriah often does for her own reasons) get your facts straight. And spelling doesn't hurt, either. dr -------------------------- Message 195 on *RPG-News (#9551): Date: Tue May 31 13:47:29 1994 PDT From: Quisinart (#63546) To: *RPG-News (#9551) Subject: #74:check_fatigue Shouldn't this verb also look at the player's encumbrance, or is that up to the GM to do before calling the verb? (And does anyone have any examples of calling this with a parameter based on the player's encumbrance?) Quisinart -------------------------- Message 196 on *RPG-News (#9551): Date: Thu Jun 2 12:17:48 1994 PDT From: Quisinart (#63546) To: *RPG-News (#9551) Subject: error in #10898:used? (Generic Thrown weapon) On line 7 of #10898:used is the line: elseif (length(x) == 3) throw = index("throw", x[3][2]); where c is a list of the verbs that were called to get here. The problem with this is the verbs must have been called: weapon:throw -> doll:attack -> weapon:used, and weapon:throw must have been the first verb called. This prevents any puppet from throwing anything, because other verbs must be called to call weapon:throw. Would there be a problem in changing line 7 to: elseif (length(x) >= 3) I did this on my generic rock (#3640) so a monster I'm making can throw it. What problems can arise from this that were trying to be avoided? Thanks. Quisinart. -------------------------- Message 197 on *RPG-News (#9551): Date: Fri Jun 3 16:48:34 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: RPGCore project... This seems like an appropriate list. I just put up a MOO, dedicated to the task of creating a well-designed RPG MOO core so that people can create RPG MOOs quickly and easily. Anyone who is DAMNED good at MOO programming and into writing RPG core systems might be interested in helping out. @send me MOOmail for details if you have some energy to expend on the project. dr -------------------------- Message 198 on *RPG-News (#9551): Date: Sun Jun 5 03:46:12 1994 PDT From: Miles (#50636) To: *RPG-News (#9551) Tindomerel (#82267) would like a gm bit. Squires now pick up equipment when the owner dies, which I'm lead to believe this programmer originated. Any opinions for or against? -------------------------- Message 199 on *RPG-News (#9551): Date: Sun Jun 5 04:58:45 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Squires Hmmm. It depends on how far it should go. IMHO. If they could do that, they should be able to fight as well, or even required to if the player was in danger if dying. Maybe even go as far as trying to avenge it's master's death. And in that case, they shouldn't be able to pick up stuff if they die. That's just my opinion. :) Soundchaser -------------------------- Message 200 on *RPG-News (#9551): Date: Sun Jun 5 10:55:27 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) Subject: Tindy I told her to post to Grand_Master about it, so all the GM's could offer an opinion. I really don't mind her being a GM; in fact, she would probably do some very nice work. I had reservations because someone, whose name I don't remember, warned me against making her a GM. I shrugged it off at the time. Anyway, I'm abstaining with a lean towards for. -------------------------- Message 201 on *RPG-News (#9551): Date: Sun Jun 5 19:03:56 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Tindy I don't really know her all that well. Then again, I haven't `been around' all that often lately. I guess this is just a useless posting. Sue me, I'm sleepy. :) She was helpful in some of the initial debuggin of some of my code. Soundchaser <-- Basking in the sweet, thick fog of the sandman. -------------------------- Message 202 on *RPG-News (#9551): Date: Mon Jun 6 14:44:07 1994 PDT From: Quisinart (#63546) To: *RPG-News (#9551) Subject: @set-mine with only a non G_M ownerd weapon I'm trying to set the .mine property of a monster to a weapon that I made (and only that weapon). I can't use ;set_value() because it isn't defined on #259, and @set-mine doesn't like either my weapon as the iobj or "" (nothing). I only want this one weapon to be in the property... How would I do this. Quisinart -------------------------- Message 203 on *RPG-News (#9551): Date: Tue Jun 7 13:46:55 1994 PDT From: Borax (#45216) To: *RPG-News (#9551) Subject: Tindy and the bit. Hiya, I work with Tindy fairly often. I find her to be a quick study. She has a fairly good understanding of MOOcode after a short time on LMOO. Tindy started quizzing me on how my Squat's worked about 2-3 months ago, and since she's come up with several good ideas (including the code for them). Lately she coded the aforementioned code for squires to pick up their owner's stuff after death. This uses some public verbs from the RPG system which she has been playing with. In short, she's got alot of ideas, she's resourceful, and she's easy to get along with (*that comment is NOT to be read into :) *). With people like Isagi and Quinn looking over her shoulder, her code should get optimal quick-like. -Rax (I think that's a 'yes' vote) -------------------------- Message 204 on *RPG-News (#9551): Date: Wed Jun 8 13:06:58 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) and Tindomerel (#82267) Subject: Tindy No objections, so there she is--our newest GM, Tindomerel. -------------------------- Message 205 on *RPG-News (#9551): Date: Thu Jun 9 12:41:55 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) Subject: help? (or a bullet to the back of my head please.) I need some help figurin' this one out. I am making a magical girdle (a wide leather belt). its magic only works when worn. I was going to just hack the #418:wear and remove code. My problem? When I move the code to the object (which has #418 as a parent) the verb wont work...(the traceback is from line 10) I am just stumped (yeh yeh big suprise there) any ideas? thanks, TWIST (p.s. use the .44mag please?) -------------------------- Message 206 on *RPG-News (#9551): Date: Thu Jun 9 13:37:56 1994 PDT From: Borax (#45216) To: TWIST (#37972) and *RPG-News (#9551) Subject: Re: help? (or a bullet to the back of my head please.) > Date: Thu Jun 9 12:41:55 1994 PDT > From: TWIST (#37972) > To: *RPG-News (#9551) > Subject: help? (or a bullet to the back of my head please.) > > I need some help figurin' this one out. > I am making a magical girdle (a wide leather belt). > its magic only works when worn. I was going to just hack the > #418:wear and remove code. > My problem? When I move the code to the object (which has #418 as > a parent) > the verb wont work...(the traceback is from line 10) > I am just stumped (yeh yeh big suprise there) any ideas? > thanks, > TWIST > (p.s. use the .44mag please?) You're gonna shoot yourself TWIST... In line 10 you're trying to change the value of .wearing on a voodoo doll. But the prop is owned by grand_master. uh-uh, won't work.. try changing it to a this:set_value("wearing", this); -Rax (Cleaning his gun in case he was wrong) -------------------------- Message 207 on *RPG-News (#9551): Date: Thu Jun 9 13:41:06 1994 PDT From: Borax (#45216) To: TWIST (#37972) and *RPG-News (#9551) Subject: whoops... make that doll:set_value("wearing", this); Make that doll:set_att("wearing", {this, @doll:get_att("wearing")}); -Rax -------------------------- Message 208 on *RPG-News (#9551): Date: Thu Jun 9 16:44:41 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) Just to let you know, I will soon be releasing a 'magic item' that augments a charaters stats. This letter is for those of you who have objects/monsters that remember players stats. Also I want to say thanks to borax, and carrot for helping me with my junk... TWIST -------------------------- Message 209 on *RPG-News (#9551): Date: Fri Jun 10 18:22:38 1994 PDT From: StarDancer (#82267) To: *RPG-News (#9551) Subject: Thanks! I jus wanna say how happy I am 'bout bein made GM. I 'm fraid I mite use @heal too often, but I mos'ly wanna make stuff's that's fun. I'd also like ta say there's a lotta difrence of opinion a what's fun, but I basicly wanna bring more players inta here. An now for the thank-you's: First to Borax, the firs person who called me a programmer. Ya got no idea how much that meant ta me. Next Isagi-chan, for lettin me into Sruli's an too many things ta say here. Then Soundchaser, for voting for me. And to Quinn for actuly giving me the bit. Miles for nominating me. An I gotta mention those players who died to test my verbs. I couldn't of done it without 'em. BTW, I *will* need ta beta-test my verbs. That means some more players are gonna die. How do I restore 'em? Until I can restore somebody who died inna line a duty, I don't want to kill anybody. "Tindy" -------------------------- Message 210 on *RPG-News (#9551): Date: Sat Jun 11 07:30:17 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: #82:announce_kill Is there a way around this verb? The way I had envisioned my arena was that the gladiators aren't really killed, just defeated. This verb has it hardcoded as `killed'. Would it be possible to have one of the multiple personalities of Grand_master to change this? Maybe put a property on #259 called `defeat_type', or something, that defaults to `killed'. Or maybe there is a better way. ?? Soundchaser <-- intrigued by the Sybilness of many gms. -------------------------- Message 211 on *RPG-News (#9551): Date: Sat Jun 11 10:24:41 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) and Grand_Master (#2693) Subject: RPG money/monsters broken due to quota again Problems. At least 23 monsters are not rebirthing from the Cemetery due to them attempting to create money upon rebirth. Attempts to create money from ~silver:mint() returns E_QUOTA (out of Susa's quota, for those who don't know). Doing a '@quota susa' returns this: >Susa has a total building quota of 25,563,000 bytes. >His total usage was 560,253 as of Sun Jun 5 06:36:44 1994 EDT. >Susa may create up to 25,002,747 more bytes of objects, properties, or verbs. >There is 1 object which does not have a .object_size property and will thus prevent additional building. Could this have occured from lag in the creation process, or just a random act? - TM -------------------------- Message 212 on *RPG-News (#9551): Date: Sat Jun 11 10:43:43 1994 PDT From: Quisinart (#63546) To: *RPG-News (#9551) Subject: New area almost ready My new area is alomst ready - it is a tropical jungle island, and I'm looking for a themely way to connect it to the rest of the RPG. I've been thinking of a boat, which could be beached at some (or one of several) rooms nect to oceans, but amd still trying to work out consistancy problems... say someone takes the boat to the island, how does it get back to the mainland? If it goes back, how do the people on the island get it back again?... etc. I figured someone out there may already be working on something like this, and there may be a way to integrate a way to get to my area with yours. Any other suggestoins are welcome, as well as offers from other GMs to allow my to connect via one of their rooms. Thanks. Quisinart P.S. If anyone else has some ideas having to do with a tropical jungle, the island is big enough for expansion - I have a cave that currently goes nowhere (though I have ideas about it) and there is a volcano on the island that I'm not doing anything with... Let me know if you have ideas you'd like to add on to it. -------------------------- Message 213 on *RPG-News (#9551): Date: Sat Jun 11 11:39:23 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) G_M I've fixed the RPG problem - I did a re-summarization of Susa and his objects, thus setting the .object_size property on the culprit object (pain in the ass it is - there's no way for me to find out what object it was/is) and letting us bring all the broken stuff back up. - TM -------------------------- Message 214 on *RPG-News (#9551): Date: Mon Jun 13 20:32:34 1994 PDT From: Taskmaster (#46102) To: Soundchaser (#62871) and *RPG-News (#9551) Subject: Re: #82:announce_kill > Is there a way around this verb? The way I had envisioned my arena > was > that the gladiators aren't really killed, just defeated. Here's an idea for you - hack the Arena's :announce_all_but to filter out the word 'killed', and replace it with 'defeated': Note the call from #82:announce_kill... #82:announce_kill this none this 6: corpse.location:announce_all_but({corpse}, by.name + " killed " + corpse.name + "!"); Hack your :announce_all_but like this: @program #58985:announce_all_but return ($object_utils:isa(caller, $local.rpg.weapon) && match("^%w* killed %w*!$", args[2])) ? pass(args[1], strsub(args[2], "killed", "defeated")) | pass(@args); . Think it'll work. Nice tight code too. - TM -------------------------- Message 215 on *RPG-News (#9551): Date: Mon Jun 13 20:35:17 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) Subject: kilt Have them die, but dragged off to the Hospital for resurrection. -------------------------- Message 216 on *RPG-News (#9551): Date: Tue Jun 14 08:01:08 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Re: #82:announce_kill > Here's an idea for you - hack the Arena's :announce_all_but to > filter out the word 'killed', and replace it with 'defeated': > Note the call from #82:announce_kill... > > #82:announce_kill this none this > 6: corpse.location:announce_all_but({corpse}, by.name + " killed > " + > corpse.name + "!"); > > Hack your :announce_all_but like this: > > @program #58985:announce_all_but > return ($object_utils:isa(caller, $local.rpg.weapon) && > match("^%w* killed %w*!$", args[2])) ? pass(args[1], > strsub(args[2], "killed", "defeated")) | pass(@args); > . > > Think it'll work. Nice tight code too. - TM Cool Beans! Yeah, It looks like it would work fine. It could be changed to return just about anything. :) I wish I had thought of it. ;) Thanks alot Soundchaser -------------------------- Message 217 on *RPG-News (#9551): Date: Tue Jun 14 08:04:27 1994 PDT From: Soundchaser (#62871) To: *RPG-News (#9551) Subject: Re: kilt > Date: Mon Jun 13 20:35:17 1994 PDT > From: Quinn (#19845) > To: *RPG-News (#9551) > Subject: kilt > > Have them die, but dragged off to the Hospital for resurrection. That's an idea as well. Hmmm I think I could integrate the two. Thanks Soundchaser -------------------------- Message 218 on *RPG-News (#9551): Date: Tue Jun 14 11:15:57 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) Subject: silver.. Did anyone lose $590,000 silver? I found it on one of my monsters, and it was in his .mine list. (I didn't put it there either.) Twist -------------------------- Message 219 on *RPG-News (#9551): Date: Wed Jun 15 12:28:44 1994 PDT From: Tindomerel (#82267) To: *RPG-News (#9551) Subject: Quota for Spam My next idea is to create custom weapons in exchange for quota. Most of the changes will be cosmetic, essentially, the weapon will only *appear* to have more power, and possibly some other effects that will not affect game-play. Aren't I despicable? Quinnsy even *you* haven't done anything this sleazy. "Tindy" -------------------------- Message 220 on *RPG-News (#9551): Date: Wed Jun 15 14:09:07 1994 PDT From: Miles (#50636) To: Tindomerel (#82267) and *RPG-News (#9551) Subject: Re: Quota for Spam Please DO NOT trade special weapons or armour for quota. The RPG players are vulnerable to this sort of deal, but it is guaranteed to create problems. It is not the direction LRPG should go. I suppose I should clearly mark this as an opinion, but it is actually more than that because I'll revoke your gm bit if you do. :) *hugs* -------------------------- Message 221 on *RPG-News (#9551): Date: Wed Jun 15 16:28:26 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) Subject: #258:block Anyone have any clue what #258:block was meant for? The verb body is empty... anybody? -------------------------- Message 222 on *RPG-News (#9551): Date: Thu Jun 16 12:12:58 1994 PDT From: Tindomerel (#82267) To: *RPG-News (#9551) Subject: RE Quota To put it somewhat differently, I am attempting to implement such concepts as "Customer Satisfaction" and "Quality through improvement." This facility is owned by the Xerox Corporation, and there is no way the wizards or any employee of the Xerox corporation can argue with that. "Xorch" -------------------------- Message 223 on *RPG-News (#9551): Date: Thu Jun 16 14:08:42 1994 PDT From: Isagi (#21077) To: *RPG-Stuph (#21259) and *RPG-News (#9551) Subject: Public apology to Moriah This is for Moriah, who's put up with my problems for the past two months. As I'm sure you've heard, Sruli's buggy. He'll sell items even if he's out of stock on them. At totally wrong prices! [Techie stuff, 'Sruli.inventory[#][3]' somehow changes from 0 to 1 without me being able to catch the change in 'Sruli:in_gen'. This is not just for the Katanas of quality, it also happens with light sabers.. :<] I've said this bug is Moriah's fault even though I've never seen how any of her programming could have caused it. She also pointed out to me that a lot of other bugs on Sruli were my fault and not hers. I never mentioned that to anyone.. This is a public apology for that mistake. It seems like my last message to her struck a nerve.. Moriah, sorry. I'm going to work around this bug, I've known how for a while. I just wanted to find it so someone else didn't get caught by it. Because of this, Sruli's going to be a lot slower in reacting to things than Elias or any other Shopkeeper. My apologies to you players for that. I'm going to hack Sruli to do multiple redundant checks on whether an item for sale is actually Kosher. [Techie stuff: 'Sruli:check_item' is going to partially ignore his 'inventory' property and do a comparison of 'children(item)' and how many should actually be in creation, returning 'none in stock' if the next one to be created shouldn't be.] -- Isagi the little Anterran -------------------------- Message 224 on *RPG-News (#9551): Date: Thu Jun 16 21:28:07 1994 PDT From: Tindomerel (#82267) To: *RPG-News (#9551) and Miles (#50636) Subject: Re Quota for Spam Well after I'd calmed down from my last discussion with his "Q"ness, I figured this was something I *had* ta ask about before I did anything. Let's face it I'm prolly the "youngest" GM ever, an well, sometimes I'm gonna act like it... "Tindy" -------------------------- Message 225 on *RPG-News (#9551): Date: Fri Jun 17 08:28:42 1994 PDT From: Tindomerel (#82267) To: Quinn (#19845) and *RPG-News (#9551) Subject: Re Re Quota for spam Uhhh I kinda forgot ta mention that his "Q"ness told me to post an, well he *was* rite. "Tindy" -------------------------- Message 226 on *RPG-News (#9551): Date: Fri Jun 17 08:56:01 1994 PDT From: Moriah (#50459) To: Isagi (#21077), *RPG-News (#9551), and *RPG-Stuph (#21259) Thank you Isagi. You are a true gentleman. :) Actually, your suggestion about hacking :check_item() to check your own inventory based on length(children(item)) is probably the best idea yet. Since you won't have to pass the args (unless you add GM dispensed items) It shouldn't make much difference in the proformance time. Actually, It might be a few ticks faster, since :check_item has to munge through a bunch of associated lists. (Don't hold me to these comments though, I'm just talking off the top of my head, and haven't actually thought it completely through) Lemme know if I can help. Thanks again. -M -------------------------- Message 227 on *RPG-News (#9551): Date: Fri Jun 17 09:08:31 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Any good areas ya'll want me to add to Elias' blurbs? -M -------------------------- Message 228 on *RPG-News (#9551): Date: Fri Jun 17 13:21:26 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: RPX Generic Room - Security I just made it a bit harder for folks to escape from the RPX Generic Room (#16020) by teleporting out. This also keeps the state of darkness in the rooms correct even when people attempt the hack that used to get them out. dr -------------------------- Message 229 on *RPG-News (#9551): Date: Mon Jun 20 14:44:20 1994 PDT From: StarDancer (#82267) To: *RPG-News (#9551) Subject: Too much junk Okay guys, sounds like time for a new feature. It isn too tough ta make the squat check if it's overloaded. For quick fix I c'n hack together a verb that'll make it drop evrythin. (I already made a verb that makes it pick up evrythin.) I also gotta verb that's like a vacuum-cleaner attachment. I'm gonna talk ta 'Rax 'bout puttin it onna generic. I'd 'preciate it if you guys would clean up places where there's a lotta junk lyin around, an MOO-mail 'Rax an me bout where and when ya find it. I just posted this on *squat, an wanna get feed back. I mean the sweeper's busted, an this could be quick fix 'til it's back. Anyway I want feed-back, I don' have ta like it, but I *will* read it. "Tindy" -------------------------- Message 230 on *RPG-News (#9551): Date: Mon Jun 20 15:52:25 1994 PDT From: Borax (#45216) To: *RPG-News (#9551) Subject: generic curse Hiya, I've got a generic that I'd like to bounce off the GM populace. Generic curse (#5300) is an object that will show up in the player's :look_gear, but will not be on the player. The object # is inserted in the player's doll.wearing, and the name of the curse object is the stigma that tells the person they're cursed. For an example see : an odd star-shaped scar (#1188) which is the curse/stigma of a werewolf. When a player is bitten by a werewolf and lives, they are cursed to change to one on a full moon (I'm working on it...not quite done yet). So the curse object keeps a database of the cursed, and I am free to put on my own verb that'll do the dirty work to them when my scheduler kicks it off. I have a few buggy things to figure... like how will stat savers like alaria know not to restore the cursed stats instead of real ones. Any input I can get on what kinda problems this generic might cause would be a great help. Sooo, curse someone with a beauty mark and +10 app and check it out! -Rax -------------------------- Message 231 on *RPG-News (#9551): Date: Tue Jun 21 08:11:46 1994 PDT From: anj (#59447) To: *RPG-News (#9551) and Borax (#45216) Subject: curses! the curse idea sounds good. i con't see any potential programming bugs, but i wonder how players will use the curse. will they go hog wild with it? what are the costs of using a curse? what are its limits? can any rpger cast a curse? i like the idea of making the curses very specific, parameters. perhaps the curse could be part of an adventure for which players get potential. maybe they'd get the mark of the werewolf and every five hours of their being logged in they'd spend an hour with 0 sanity...maybe unable to perform any rpg tasks until healed. the healing then, becomes another issue. it could just cost x amount of gold. or maybe it could subside on its own after a few months, making the initial chance of being bitten slimmer. -------------------------- Message 232 on *RPG-News (#9551): Date: Tue Jun 21 15:33:49 1994 PDT From: StarDancer (#82267) To: *RPG-News (#9551) Subject: Weird weapons Is there any reason for not defining an ok_for_player prop, an changing the if statement in the used verb to: " if (is_player(by = args[1]) && !this.ok_for_player) Move #50181:used to #82, an trash #50181? or would that make problems? Anyway, ya know how I like ta mess with things :) "Tindy" -------------------------- Message 233 on *RPG-News (#9551): Date: Wed Jun 22 02:07:53 1994 PDT From: Grand_Master (#2693) To: *RPG-News (#9551) Barring any strenuous objections, I'm going to make wbw a gm; it is long overdue. It is a unilateral decision on my part, but one I feel strongly about, due to the enormous amount of work wbw put into his area. ---------- Miles -------------------------- Message 234 on *RPG-News (#9551): Date: Wed Jun 22 18:06:59 1994 PDT From: StarDancer (#82267) To: *RPG-News (#9551) Subject: New GM Well I'd like ta meet this person an see what e's done. I'm *always* intrested in generics and pieces a code. "Tindy" -------------------------- Message 235 on *RPG-News (#9551): Date: Wed Jun 22 23:29:53 1994 PDT From: StarDancer (#82267) To: *RPG-News (#9551) and Grand_Master (#2693) Subject: sweeper Okay, I've fixed the sweeper, or actually it's a new FO, "#802:scrub" Now *do* make sure that items like #155 have the unique prop set to 1. Mind givin me somethin difficult? An I do wanna play with my new toys. "Tindy" -------------------------- Message 236 on *RPG-News (#9551): Date: Thu Jun 23 16:13:36 1994 PDT From: Isagi (#21077) To: *RPG-News (#9551) Subject: Generic items unique? That may cause a problem.. I may be wrong on this, but because of inheritance (or however it's spelled) any kid of #155 will also be unique. Once again I may be totally wrong on this.. Proposed solution: Add a verb to all generics called is_generic, that simply does 'return (this == $code_utils:verb_loc())', that way only generics will have a 'generic' stamp. ;> Of course, this'll also help me with my newly created item dispenser. ;> A simple way to check if an item is a generic is to simply run 'eval #item:is_generic()' with a return value of one meaning yes. Sorry about the inconsistant babbling, just my ideas on the situation. -- Isagi "O' ne-ge SAIgo DA!" Paltiel -------------------------- Message 237 on *RPG-News (#9551): Date: Thu Jun 23 16:36:06 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) Subject: unique Use $local.rpg.vacuum:unique(obj). -------------------------- Message 238 on *RPG-News (#9551): Date: Mon Jun 27 11:31:36 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) How can I keep certain monsters from wandering past a certain point? TWIST -------------------------- Message 239 on *RPG-News (#9551): Date: Sat Jul 2 12:01:47 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) and Grand_Master (#2693) Subject: hey I think something is broken I have looked at several new players and they have wierd stats, like they are starting with a 35 heal, and multiple other magic based skills... TWIST -------------------------- Message 240 on *RPG-News (#9551): Date: Sat Jul 2 19:44:04 1994 PDT From: StarDancer (#82267) To: *RPG-News (#9551) Subject: funny coincidence Ya know something else happened before stats got weird. I wonder if it's jus a coincidence? "Tindy" -------------------------- Message 241 on *RPG-News (#9551): Date: Sat Jul 2 19:47:57 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Hmm. The stats thing -is- curious. For instance, all new Illuminati have a 12 Magic and 12 Recall (there's more than that though).... - TM -------------------------- Message 242 on *RPG-News (#9551): Date: Sun Jul 3 23:33:05 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) Subject: my stats Will the idiot, newbie/GM who keeps setting my stats kindly STOP. I do not want my stats set, I would rather earn them. As is fair, and *legal* thanks, TWIST -------------------------- Message 243 on *RPG-News (#9551): Date: Mon Jul 4 20:45:35 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) I second TWIST. Someone dropped my STR and AGL (which I've also earned before I even became a GM) -5- points each. I occasionally dump my sheet to make sure I set my stats back to normal if I'm testing. It's bad enough we sometimes hear how we GMs 'cheat on our stats'. -------------------------- Message 244 on *RPG-News (#9551): Date: Mon Jul 4 21:27:16 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Subject: Doll reaping Can doll reaping be set to 90 or 120 days until sometime in mid September? Reason I say this is because there's a lotta college students who'll come back and discover all their hard work was nuked over the summer. Think this happened last year... Right now, I believe it'll kill most of the seasonal RPGers by, oh, the end of July. - TM -------------------------- Message 245 on *RPG-News (#9551): Date: Wed Jul 6 15:48:37 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) should elias sell o-yori's? only until another store is made that will? -------------------------- Message 246 on *RPG-News (#9551): Date: Wed Jul 6 17:09:56 1994 PDT From: Isagi (#21077) To: *RPG-News (#9551) and Isagi (#21077) Subject: Emb*lazon with ^_^ Catchy title eh? Just curious - I know there's a way to 'wipe off' the names of objects. Like 'dub katana as' will remove any silly names on my katana. Is there a similar way to do this with 'emblazon'? I've looked at the code - #3451:emb*lazon if anyone's interested - and can't seem to figure out a way to remove the crest on a shield.. :< The thing that brought this up is that one of my creations (Slash) was carrying a buckler shield bearing 'rd'. If this was some kind of joke, then it's funny, else - how do I wipe those damn things off when my monsters get birthed! I don't want a mauler/crusher to get a Huge iron shield bearing a slighty moldy pickle. ^_- Help -- Isagi the little Anterran -------------------------- Message 247 on *RPG-News (#9551): Date: Thu Jul 7 01:57:38 1994 PDT From: StarDancer (#82267) To: *RPG-News (#9551) Subject: complaints an stuff If I'm messin up somebody's puzzles or somethin I *rilly* wanna know 'bout it. I *rilly* only gotta hazy idea of what I'm allowed ta do. I dunno evrythin 'bout the system, an I had *no* idea rebirthin monsters was a prollem. Any other complaints I wanna know 'bout so's I don step on any more toes'n I gotta. "Tindy" -------------------------- Message 248 on *RPG-News (#9551): Date: Thu Jul 7 05:57:46 1994 PDT From: Moriah (#50459) To: StarDancer (#82267) and *RPG-News (#9551) Subject: Re: complaints an stuff > Date: Thu Jul 7 01:57:38 1994 PDT > From: StarDancer (#82267) > To: *RPG-News (#9551) > Subject: complaints an stuff > > If I'm messin up somebody's puzzles or somethin I *rilly* wanna > know 'bout it. I *rilly* only gotta hazy idea of what I'm allowed > ta do. I dunno evrythin 'bout the system, an I had *no* idea > rebirthin monsters was a prollem. > Any other complaints I wanna know 'bout so's I don step on any > more toes'n I gotta. > "Tindy" Suggestion: If you really don't want to "mess up" then ask *before* you do something. There are usually veteran GMs connected. Just page one of us *before* you act. This would serve to educate you in what is expected of you as well. -M -------------------------- Message 249 on *RPG-News (#9551): Date: Fri Jul 8 11:11:16 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: I need an opinion I'm making a generic Searchable monster. (you can hide things in deep pockets and when the monster dies, (provided there is a custom corpse) players can search the monster to find hidden loot or clues or tools.. etc) My question: If there are other NPCs around, should they ever attempt to interfere with the search of a fallen comrad? -M -------------------------- Message 250 on *RPG-News (#9551): Date: Fri Jul 8 15:57:35 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) Subject: looting Intelligent, emotional monsters, or those with strong family/pack ties would probably interfere. Greedy monsters would interfere if you were stealing loot THEY could have. Monsters under influence of a higher power would halt the looting if the looted object was important to their master. In a word: Yes. But it depends on the monsters. -------------------------- Message 251 on *RPG-News (#9551): Date: Fri Jul 8 16:00:20 1994 PDT From: Borax (#45216) To: *RPG-News (#9551) Subject: looting Sure, I'd stop someone from looting a fallen comrade. Maybe it could be optional... or an intelligence test? (maybe there's a better skill? greed skill :) ) -Rax -------------------------- Message 252 on *RPG-News (#9551): Date: Fri Jul 8 16:20:58 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: looting Ok. how bout this? The fallen comrad has a property :guards() .. it can contain "friends" or objects such as talismen.. etc. These are there specifically to interfere with "live" searches..ie pickpockets. what if i call :notify_freind_death() on each item in :guards() if the verb is there. That way, each monster can have a customised reaction. Other monsters can be customised if needed through :notify_death() .. can't they? -M -------------------------- Message 253 on *RPG-News (#9551): Date: Fri Jul 8 17:29:34 1994 PDT From: Borax (#45216) To: *RPG-News (#9551) Subject: Ogwul's disarming monsters... I was wondering if anyone out there knows something (like the verbnames) about #20766. Og has them set up so you can read them... but you have to know the verbnames first. I need to know if there's a way to make a weapon so that the wyverns cannot take it from you. (like teeth?! can a dragon extract your teeth?!) Thanks, -Rax -------------------------- Message 254 on *RPG-News (#9551): Date: Sat Jul 9 09:10:01 1994 PDT From: TWIST (#37972) To: Borax (#45216) and *RPG-News (#9551) Subject: disarm.. I made a suggestion to add to the verb, something like .slippery {} which would have a list of things the beastie couldn't grab. my .02$ -------------------------- Message 255 on *RPG-News (#9551): Date: Sat Jul 9 13:14:15 1994 PDT From: StarDancer (#82267) To: *RPG-News (#9551) Subject: disarm I could be totally ignorant, but wouldn adding a .slippery prop to #82 an having :disarm check for the prop save ticks an quota? "Tindy" -------------------------- Message 256 on *RPG-News (#9551): Date: Sat Jul 9 15:22:34 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) Subject: Adding Props to #82 You have to understand there are THOUSANDS of children of #82. Every property we add adds overhead to every one of those children, adding more to the db. They've got to be added sparingly. -Quinn (using 'add' too much in this post) -------------------------- Message 257 on *RPG-News (#9551): Date: Sat Jul 9 16:09:04 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) #82 prop -------------------------- Message 258 on *RPG-News (#9551): Date: Sat Jul 9 16:11:32 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: #82 prop (and bah on @qsend) 3865 weapons (just G_M owned) ... but who's counting? :) -M -------------------------- Message 259 on *RPG-News (#9551): Date: Sat Jul 9 18:54:20 1994 PDT From: StarDancer (#82267) To: *RPG-News (#9551) Subject: Props an stuff. Well, ignorance *is* curable. "Tindy" -------------------------- Message 260 on *RPG-News (#9551): Date: Mon Jul 11 07:46:47 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) Subject: complaints about equipment cost.. My .02$- Why doesn't someone make a Smithy, where some fat little dwarf will *ALWAYS* buy back metal goods, but for a fraction of the cost...(He isn't concerned with what it is, just how much metal is there) TWIST (I'd try to do it, but I am on E for quota) -------------------------- Message 261 on *RPG-News (#9551): Date: Mon Jul 11 12:55:30 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: FO I've made an FO. called the Shopkeeper's FO. It's not finished yet, but there is a completed verb named @GMtot*als which gives the outstanding number of each item dispensed by G_M. It's #700. Type help #700 for details. I'm telling ya'll now, cause it makes it a lot easier to do what anj just suggested to do on *rs. -M -------------------------- Message 262 on *RPG-News (#9551): Date: Mon Jul 11 13:28:35 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: sigh What if I wrote a verb, that ran once every random(7) days.. that decreased one of the items in inventory at the store, so that Elias will buy something random back. it's not very realistic, but it might appease people.. whatcha think? -M -------------------------- Message 263 on *RPG-News (#9551): Date: Mon Jul 11 13:50:47 1994 PDT From: anj (#59447) To: *RPG-News (#9551) sounds good to me. i don't know why that'd be unrealistic...maybe he sells them when you're not around...maybe it would dump some items more often.. -------------------------- Message 264 on *RPG-News (#9551): Date: Mon Jul 11 13:53:12 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: money Well, I'd have to dump the money for them too.. just to keep things even. ok? -M -------------------------- Message 265 on *RPG-News (#9551): Date: Mon Jul 11 14:00:59 1994 PDT From: Borax (#45216) To: *RPG-News (#9551) Subject: Destroyed armour... I figured that the best way to explain missing armour is that you've just hacked the monster to death!! Do you expect to have done it without destroying the armour that was protecting it's body?? -Rax PS You could probably say the same for the weapons breaking with all the parrying going on... PPS Does the .condition of a weapon change it's effectiveness in battle? Maybe it's time to make stuff break? -------------------------- Message 266 on *RPG-News (#9551): Date: Mon Jul 11 14:10:01 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: verb on #517 Could some friendly G_M make a verb on #517 ... #517:set_condition() => sets #517.condition It would allow us to set the .condition property between 0-100. This way, I could write my own hack in :birth to make each weapon and armour come out with a different condition property.. maybe random. AND maybe.. Elias could buy more, cause the conditions affects the price.. what if we all lowered the condition of monster's weapons and armour??? -M P. S. I know that there is a condition prop on the monster that is used when :birthing now. But all the items in mine are the same that way. If I could hack it. (with a :set_condition()) Each item could be have a different value. -------------------------- Message 267 on *RPG-News (#9551): Date: Mon Jul 11 14:13:00 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: more Maybe a :set_worth() verb too :) -M -------------------------- Message 268 on *RPG-News (#9551): Date: Mon Jul 11 15:09:35 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: New: Searchable Monster (#7936) This new monster is useful as a corpse. You can hide rewards, clues, special things in it's pockets. You could even have players have to search the monster to see if there is any loot. :) search => resolves on search and may give the hidden items. help #7936:search for more info. Have fun. -M -------------------------- Message 269 on *RPG-News (#9551): Date: Mon Jul 11 15:17:50 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: New: Pickpocket-able Monster (#3300) Yes! Use the new thieving skill! attempt to steal it! Most all reactions are hackable and you can list special guards that can resolve to notice the theft and warn the victim. Very versitile. pickp*ocket|pp => player chances a theft. help #3300:pp for more info. Have fun. -M -------------------------- Message 270 on *RPG-News (#9551): Date: Mon Jul 11 16:12:42 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: #3300 and #7936 Oh, I forgot to mention.. The ancestry of these is #259 -> #7936 -> #3300 So, if you wanna add the feature to any of your monsters, you can :). -------------------------- Message 271 on *RPG-News (#9551): Date: Tue Jul 12 11:08:47 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: guests rpging Isn't there a way to kill the dolls on Guests as they disconnect? I looked at Technicolor_Guest today and saw: |l tech |Technicolor_Guest |By definition, guests appear nondescript. |This one's coloration, however, is unusually vibrant. |It is awake and looks alert. |Technicolor_Guest seems uninjured. |Technicolor_Guest is wearing Dog and dancing and party room. It is wielding |Calyx's Scrabble Room in its primary hand. Wierd. -M -------------------------- Message 272 on *RPG-News (#9551): Date: Tue Jul 12 16:27:34 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Moriah, I think the fixup verb on Quinn's fo of godlike powers (#51994) is designed to fix Guestly RPG doll problems. If we kill their dolls each time they logoff, I don't think they'd get as much interest to RPG... -------------------------- Message 273 on *RPG-News (#9551): Date: Tue Jul 12 18:39:14 1994 PDT From: Isagi (#21077) To: *RPG-News (#9551) Subject: #61176:set_condition(OBJ item) Let's hear it for a hackable RPG system. ^_^ Moriah, I think this may do what you were after. ;> Now to find a hole in '.worth'.. ;> Back to hacking.. Ooh what's this? A security hole in the ARB stuff.. Umm.. you never saw me type that.. Also, if you don't want to try and remember the hard coded object number, just try '#21077.rpg_utils'. ^_^ -- Isagi the silly Anterran P.S. Thisn't a joke like my :midas_curse on *RS. -------------------------- Message 274 on *RPG-News (#9551): Date: Wed Jul 13 05:58:32 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: TM.. Yes TM, I know about that verb. Since when are guests already trained and illuminated when they connect? -M -------------------------- Message 275 on *RPG-News (#9551): Date: Wed Jul 13 06:02:46 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Thank you isagi. I had hoped to avoid having to spam the server with so many calls, when one would do if the :set_condition() and :set_worth() were put on the parent.. but, thanks for the pointer to your verb. Nice to not have to write one :) -M -------------------------- Message 276 on *RPG-News (#9551): Date: Wed Jul 13 07:53:20 1994 PDT From: anj (#59447) To: *RPG-News (#9551) i'll have to agree with moriah on that tm. besides, guests have no way of getting the same color when they connect. i wasn't aware of that aspect of quinn's fo. but is m's original question answered? -------------------------- Message 277 on *RPG-News (#9551): Date: Wed Jul 13 13:51:09 1994 PDT From: Borax (#45216) To: *RPG-News (#9551) Subject: Problem with kids of Poisoned Teeth (#61595) I noticed one of my monsters wasn't dying because of a traceback from poisoned teeth (#61595):death_effect. The problem seems to be that the .root property is supposed to be a list, but is a single object instead. While looking for this problem I noticed that PB hasn't oficially added :make_fertile() to this object, but has a verb called #61595:#61595:make_fertile_someday() (really! no typo) it seems that PB is probably still testing the teeth and a couple of GMs have made kids of un untested object. If you're gonna make kids of an untested weapon, *please* don't use them to f**k up my monsters. Thanks, -Rax PS PB, could you remove #75825 from the .root property so there won't be any more problems?? Thanks! -------------------------- Message 278 on *RPG-News (#9551): Date: Wed Jul 13 15:16:45 1994 PDT From: Borax (#45216) To: *RPG-News (#9551) Subject: last post... Sorry, all the references to .root in the last post should be .poisoned. Or more specifically root.poisoned. -Rax -------------------------- Message 279 on *RPG-News (#9551): Date: Wed Jul 13 20:10:12 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: RPG Money Utils (#2700) I've put a few of the money manipulation verbs that I've found useful on an object so we can all use them. This list is not exhaustive, nor is it all of the ones I intend to put on it. But these are all I've cleaned up enough to "publish" :) There is help. help #2700 Have fun. -M -------------------------- Message 280 on *RPG-News (#9551): Date: Wed Jul 13 21:47:56 1994 PDT From: Quinn (#19845) To: *RPG-News (#9551) Subject: poisoned teeth From what Roo has told me, this generic isn't even finished and people should not be making kids of it anyway. All complaints should go to the unauthorized users of it, and the unauthorized users should make no complaints, as the teeth are admittedly an unfinished project. -------------------------- Message 281 on *RPG-News (#9551): Date: Thu Jul 14 10:48:45 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: Poison Damage Generally speaking, it is quite easy to do poison damage. My verb #51963:special_damage works fine for a giant spider's nasty poisoned pincers. :) The special damage hook is in #74:receive_damage. Simple and effective. dr -------------------------- Message 282 on *RPG-News (#9551): Date: Thu Jul 14 15:10:49 1994 PDT From: Taskmaster (#46102) To: *RPG-News (#9551) Subject: RPG Guests >Yes TM, I know about that verb. Since when are guests already trained and > illuminated when they connect? Since the last time they logged in as that Guest. >i'll have to agree with moriah on that tm. besides, guests have no way of > getting the same color when they connect. i wasn't aware of that aspect of > quinn's fo. but is m's original question answered? anj, you -can- specifically choose which guest you want to be. Try 'connect blue_guest' sometime. I probably would be the first to clamour to have guests' dolls nuked at logoff. As a PC, I was only killed once; by Red_Guest, as a matter of fact. E attacked me while I was trying to heal myself in the Celestial Spring. I wasn't that bad of a character; but Red_Guest was -really- good of one. Someone had logged onto em and began training like crazy. (yes, it's insulting to get killed by a guest of all players, but hey, e was good... it took a posse to whack 'em). - TM -------------------------- Message 283 on *RPG-News (#9551): Date: Thu Jul 14 18:58:35 1994 PDT From: Moriah (#50459) To: *RPG-News (#9551) Subject: Guests Well, TM, I'm not given to logging in as a guest to play the RPG. I don't know when that policy was changed, as it wasn't policy when *I* last logged in as a guest. I defer to your experience in connecting as a Guest. Anyway, your scenario is exactly why Guests should die when disconnected. Guests are just that. Temporary characters. Their stats should not be such that it enables them to kill regular players. If their stats are not deleted at logout, it can conceivably train with each successive connection and gain above regular characters. Temporary characters should not be able to do this. These characters are here to get a "taste" of Lambda. They should be encouraged to seek real characters if they want to continue to play around in our backyard. I would like to see each Guest's doll either :die() at logout, or the stats reset to just below a newbie RPGer. -M (thinking that next, we'll be selling those Guests the Lambda Empire State Building .. sheesh) -------------------------- Message 284 on *RPG-News (#9551): Date: Fri Jul 15 10:15:02 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: Who Cares? Frankly, if a guest logs on, finds they are a very good rpg player, and has fun, more power to them. They'll be more likely to continue the game when they get a real character if they had a butt-kicking/triumphant time after just wandering in ... dr -------------------------- Message 285 on *RPG-News (#9551): Date: Fri Jul 15 10:21:58 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) Subject: guests.. If y'all are so damned worried about the stats guests have, do this: log in as a guest, goto the termination chamber, press the button. problem solved. -------------------------- Message 286 on *RPG-News (#9551): Date: Fri Jul 15 13:01:54 1994 PDT From: Borax (#45216) To: *RPG-News (#9551) Subject: aging and weathering armour/weapons. I've heard a couple good ideas towards programming a way for armour and weapons to lose condition points. I thought I'd post them to bounce the idea off a few more skulls via the list. Moriah suggested that we have a daily (weekly maybe?) sweep of degrading the condition of armour so it looses condition and gradually rots away. This could probably be done with one verb fired off by the same cycler the does the sweeps. not much quota involved... and it could suspend as much as it needs to cause nobody's gonna notice the difference much until it rots away. Twist mentioned something about degrading armour/weapons via the new :notify_clang verb. This simulates the damage weapons & armour take in battle. This change could also measure the condition of the armour to see if it's ready to fall apart from overuse.. say 10% condition would probably fall apart from a good hit. And things like military picks would degrade armour alot more than daggers. The verb could be put into #82:notify_clang() and calculate degradation using the attacking weapon's pen and dam vs. the hardness of the armour. Possibly taking the quality of the hit into effect, too. Of course, these are all ramblings until I get the quota :) ... I'll post some good algorithms here or bug a G_M about installing them if there's general consesus that this is not a totally insane idea. -Rax (just changing the subject) -------------------------- Message 287 on *RPG-News (#9551): Date: Fri Jul 15 13:30:34 1994 PDT From: darkrider (#7003) To: *RPG-News (#9551) Subject: #82:notify_clang Well, that's what the verb was intended for, in part: weapons degradation or damage. It seems a spammy solution for the degration over time to fork a process...what can be done instead is to use the last-used time stamp and update the armour ONLY when it is actually used. I am indebted to Chaos for showing me the value of 'demand updating' of this sort :) :) *smooch*. Perhaps we can come up with yet another hook on weapons that tells what their interaction with a particular armour might be...for example, a club would not do as much damage to leather armour as a two-handed sword. Any ideas there? Should we have a few types of damage ('slashing', 'crushing') or what? dr -------------------------- Message 288 on *RPG-News (#9551): Date: Sat Jul 16 15:24:59 1994 PDT From: Quisinart (#63546) To: *RPG-News (#9551) Subject: Weapon conditions All this talk about weapon degradation reminds me of something I thought of a while back... Right now, monsters can parry with their claws and teeth - but wouldn't you think these can be damaged by a parry (in some cases at least). Also, #82:notify_clang only degrades the weapon that hits armour, not the armour itself (though it may have the ability to affect it as well with the parameters... I haven't looked that closely) - but I don't see a hook to degrade the condition of the armour or a weapon that parries another weapon (unless you use announce_clang). This leads to my idea: add another hook to the weapon/armour used to parry to degrade it, and in the case of natural weapons, have them become less efective as their condition drops and eventually useless. I haven't fully thought this through - just throwing the idea out for people to think about. One other idea to throw out - what do people think about a grow and shrink spell - it would affect the doll.size property of whatever its cast on. I'm not thinking of it as a regular spell, but on a unique item. Anyone thought about this before? Any big problems with it (the spell would be temporary - like slow) Quis -------------------------- Message 289 on *RPG-News (#9551): Date: Sun Jul 17 08:56:00 1994 PDT From: Isagi (#21077) To: *RPG-News (#9551), StarDancer (#82267), and Isagi (#21077) Subject: Generic constricting monster (#1205) #21077.rpg_utils.generic_constricting_monster === #1205 Currently totally undocumented, but it works. Most of the code was borrowed from StarDancer's (apparently defunct) python. Constricted players can't attack, but they can walk out of the room to be unconstricted. Multiple redundancy checks for if the victim is actually in the room to be constricted in the first place, etc.. ^_^ One other thing - why wasn't Tindomerel's UN-GM'ing posted to this list? -- Isagi the little Anterran -------------------------- Message 290 on *RPG-News (#9551): Date: Sun Jul 17 17:16:16 1994 PDT From: Hellspawn_Mutant (#56872) To: *RPG-News (#9551) Subject: razor-claws O.k. I've customized the messages and hacked the check for is_player so that players can now use CLAWS. I'm calling them razor-claws, and my intention is to set up a surgical operation in my shack in the swamp and charge players rpg gold to have the razor-claws surgically installed... Currently, you can 'wield' them as though they don't need a hand. This might cause trouble (2H axe AND claws can be done, for example)... If y'all think I ought to adjust that, lemme know. Seems to me that the usual "only swing with both when you're good with 'em" rule should still apply... I'm gonna code a fancy verb for the surgery operation, and charge $500 gold for one hand, or $800 gold for both. Currently, they only do the damage of regular claws. I'd like to up that a little bit, and would REALLY like to modify custom wield/unwield for them as well. Obviously, I'll need help with that (HINT, HINT!, Mr. G_M!). that's it for now. I'm gonna wait for the other GM's feedback before I actually implement this... HM -------------------------- Message 291 on *RPG-News (#9551): Date: Sun Jul 17 17:26:09 1994 PDT From: Hellspawn_Mutant (#56872) To: *RPG-News (#9551) Subject: One more thing... I need to be able to lock the claws to the person too... Should I let the next voodoo doll have them automatically, or do you lose them when you die? How can I lock the claws so they can't, for example, be grabbed by a wyvern, or dropped so another player can pick them up and use them? HM -------------------------- Message 292 on *RPG-News (#9551): Date: Sun Jul 17 18:41:12 1994 PDT From: TWIST (#37972) To: *RPG-Stuph (#21259) and *RPG-News (#9551) Subject: The following letters are just info I got from another player as MR._Evil -------------------------- Message 293 on *RPG-News (#9551): Date: Sun Jul 17 18:45:43 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) Subject: [Mr._Evil (#38341): [Ashes (#58088): Re: StarDancer (With her head in the clouds.)]] Date: Sun Jul 17 18:44:14 1994 PDT From: Mr._Evil (#38341) To: TWIST (#37972) Subject: [Ashes (#58088): Re: StarDancer (With her head in the clouds.)] Date: Thu Jul 7 22:04:50 1994 PDT From: Ashes (#58088) To: Mr._Evil (#38341) Subject: Re: StarDancer (With her head in the clouds.) I think that's great. It's about time someone with power (Sort of) told her off. I'm tired of her abusing her powers, and I've told her that. I don't appreciate, nor do I believe, the wild tales she tells total strangers. Maybe someday she'll have that power revoked. Hopefully, it'll be before she goes too far. -Ashes. (Burning in the flame.) -------------------------- Message 294 on *RPG-News (#9551): Date: Sun Jul 17 18:45:50 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) Subject: [Mr._Evil (#38341): [Ashes (#58088): Heh...]] Date: Sun Jul 17 18:44:24 1994 PDT From: Mr._Evil (#38341) To: TWIST (#37972) Subject: [Ashes (#58088): Heh...] Date: Thu Jul 7 02:39:26 1994 PDT From: Ashes (#58088) To: Mr._Evil (#38341) Subject: Heh... Mind if I ask what you did to piss starDancer off? I noticed your on her refusals list right under my name. Just curious. -------------------------- Message 295 on *RPG-News (#9551): Date: Sun Jul 17 18:51:24 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) and *RPG-Stuph (#21259) Subject: about those letters.. Why was I put onto Tindys .banned list? We had a bit of a falling out.....I killed her puppet/squire/monster *SO* she killed me...costing me what little stats I had.. I was not pleased an we ended up arguin'. We called each other names, I got banned. Questions/comments? TWIST -------------------------- Message 296 on *RPG-News (#9551): Date: Sun Jul 17 20:18:33 1994 PDT From: TWIST (#37972) To: *RPG-Stuph (#21259), *RPG-News (#9551), and StarDancer (#82267) Subject: Mr.-evil Yup Mr._Evil is on e of my other characters. Nope you did not restore my stats. to a 20,000 exp character...hummmmmlittle bit of a differance there.. I also killed myself 2 after you reset my stats, and you continue to do so. You claimed when you killed me it was a typo...you must have typoed TWICE when you ATTACKED me, which, btw, is a NONO for GMs..especially ones with 'fixed' stats. Questions/comments? TWIST. -------------------------- Message 297 on *RPG-News (#9551): Date: Sun Jul 17 20:20:38 1994 PDT From: TWIST (#37972) To: StarDancer (#82267), *RPG-News (#9551), and *RPG-Stuph (#21259) Subject: missed line The third line of that last letter should be Twist was a 2000 exp character, you reset his stats... -------------------------- Message 298 on *RPG-News (#9551): Date: Sun Jul 17 21:08:13 1994 PDT From: PB (#50224) To: *RPG-News (#9551) Subject: Catching up Damn, concentrate on real life for a couple of months and all hell breaks loose. First of all, anyone who blamed any GM for lowering their stats owes that GM an apology. It turns out there is a bug somewhere in my poisoinous teeth that occassionally does not restore the stats it lowers. Roo has already covered this, but I wanted to make the association and take responsibility for the stat changes. The fact that people used #61595 as the parent of their weapons before it was fully tested is another matter entirely, one that has already been addressed as well. FYI this matter has been resolved by chparenting the generic poisonous teeth to #517 and renaming :make_fertile (Yes, Borax, I accidentally put the object number in the new verb name.) But this was AFTER the kids had been made and the bug had bitten. I would also like to take responsibilty for making this object parentable before it was bug free. Second, Borax, I found no kid on #61595 on which .poisoned was not a list. I also failed to find #75825 on any of the .poisoned lists. I can only assume that problem was fixed by Tindy before I read the post, but I will see to it that the .poisoned prop cannot be made a non-list. Next, darkrider, thank you for pointing us to the :special_damage hook, I think it will help increase the flow of creativity. For Roo's purposes and mine, however, it does not provide the level of complexity our weapon requires. Lastly (lucky you), someone suggested (yes I know who it was but that is irrelevant) that if some-GM is unsure of some aspect of general RPG policy that said GM ask some-veteran-GM before acting. Good advice, but incomplete. It is often the case that the only veteran GMs logged on are the ones who have been idling for 4 hours or more. On numerous occassions I have been the only active GM on and so naturally I get all the questions and requests. If I don't know the answers, or know whether or not the requests are things I can or should do, I usually just admit my ignorance. However, if I were feeling especially helpful, things like birthing a monster that someone wants to fight would not necessarily strike me as something that is obviously against the unwritten laws of being a GM. If nobody is around to ask, and I go ahead and birth the monster, and unknowingly upset somebody's puzzle, of course I would want to be told. Yes, I have inadvertently upset the "ecosystem" but should that count as a blackmark against me such that I am at risk of losing my GM bit? I'm perhaps naive to think that people would have a higher tolerance for error than that. Therefore, to add to the suggestion that you ask someone if you don't know whether a particular action should be allowed, I would also suggest that you find out exactly why someone performed an action that you think should not have been allowed. Give someone the benefit of the doubt that they at least gave the consequences of their action some thought before performing it. Oversights are just as possible as buggy code. Speaking of which, Quinn has already indirectly made this suggestion, but if a GM has not announced his/her new pet project anywhere, then it would be a good idea to ask before using the code in your own objects. As the objects we create here get more and more complex, and as they delve deeper and deeper into the category of "nobody has tried this yet", bugs are more and more likely, and not necessarily detectable using standard testing procedures. Tolerance here is desirable as well. Also, when a GM posts to a public forum such as RPG-Stuph chastizing another GM for something without having all the information on the topic, and ends the flame with a plug for his/her own area in an almost political fashion, I would tend to call that upsetting the ecosystem as well. What it boils down to is responsibility as a GM, and it extends far beyond abuse of power. Many of us have been guilty of acting irresponsibly as a GM, myself included, and certainly not just StarDancer. We are all learning as we go along. Let's all try to keep that in mind. -P "Ghandi" B (entirely too fond of parentheses) -------------------------- Message 299 on *RPG-News (#9551): Date: Mon Jul 18 06:56:47 1994 PDT From: Miles (#50636) To: Isagi (#21077), *RPG-News (#9551), and Tindomerel (#82267) Subject: Tindy > One other thing - why wasn't Tindomerel's UN-GM'ing posted to > this list? > -- Isagi the little Anterran A fair question. At the time, it seemed cruel to hurt her feelings any more than I already had. In principle, I'm in favor of a system that allows gms more of an active role in deciding which programmers get gm bits, or lose them, or are reinstated. Please feel free to post ideas or proposals for such a method. -------------------------- Message 300 on *RPG-News (#9551): Date: Mon Jul 18 09:53:49 1994 PDT From: TWIST (#37972) To: *RPG-News (#9551) Subject: GMRB (GameMasterReviewBoard) I talked with both Miles and Ogwul- Both of them said they would like to form a GM review board. I suggest one of two set ups: 1) a board of three GMs and 1 G_M (whose vote is worth two) {ties goto G_M} 2) or any five GMs I think the RPG as a whole should elect the GM's in either method, the 'office' will be held untill either the GM wants to step down, six months pass (no limit on terms served) or gets deGMed. The responsiblities would be: 1) Determining if a player who asks should become a GM. 2) Determine if a GM should have his/her bit removed for whatever reasons. 3) Determine if an exGM may have his/her bit back. 4)Guide new GM's form becoming EX-GMs. 5) Checking a GM's grace period progress. these areas are all open for questions/comments/debate my 1.25$ (actually more like $1.26..but whose counting?) TWIST --------------------------