Search found 1766 matches

by Dalvyn
Fri Nov 27, 2009 2:47 pm
Forum: Area Building Discussion
Topic: Some technical questions
Replies: 2
Views: 1333

Re: Some technical questions

Does the player run shop code still work, as I have noticed most of them have been closed down recently ?. I'm not sure what you mean exactly by "player run shop". The code for let's say "dwelling shops" manned by a mob works, but it's more or less useless because the mob takes 50% of all purchases...
by Dalvyn
Fri Nov 27, 2009 2:36 pm
Forum: Area Building Discussion
Topic: Action Plan: Waterdeep
Replies: 44
Views: 11249

Re: Action Plan: Waterdeep

Ed, if you want, you can plan a Waterdeep redescribe session some time this week-end or this week?

Even if I can't be around, I'll log in my imm and add in a trigger so you can make me save the area (or you'll do it yourself, we'll see).

Anyway, if that can be arranged, send me a mail!
by Dalvyn
Tue Nov 24, 2009 8:04 pm
Forum: Area Building Discussion
Topic: An idea for consideration.
Replies: 2
Views: 1254

Re: An idea for consideration.

Since shops filling up is a mud-wide problem, I would prefer to consider a mud-wide solution, like shopkeepers getting rid of the older wares, or objects disappearing from their stock after a timing (depending on their worth perhaps) runs out. Adding in scrap merchants will simply allow people to se...
by Dalvyn
Sat Nov 14, 2009 1:20 pm
Forum: General Discussion
Topic: Scribe Failure Explosions
Replies: 13
Views: 2531

Re: Scribe Failure Explosions

How can you produce an explosion by attempting to write a scroll ? I can understand how it could happen when you brew a potion (even though I don't like the idea - all it does is incite the brewer to brew naked, and that's just a pain that doesn't add anything interesting to the game), but I can't e...
by Dalvyn
Wed Sep 23, 2009 9:07 pm
Forum: Area Building Discussion
Topic: (TEXTPAD) A syntax file for area files
Replies: 7
Views: 5501

Re: (TEXTPAD) A syntax file for area files

The skynet.be link I gave above still works, doesn't it?
by Dalvyn
Tue Sep 15, 2009 12:36 pm
Forum: Game Suggestions
Topic: Spell Skill Revision Suggestion
Replies: 49
Views: 7588

Re: Spell Skill Revision Suggestion

I've already ranted and ranted and ranted about this MANY times and explored half a dozen systems to come up with something sensible (and now and then, I used to bring this topic back up, to the great dismay of some imms who got bored my many rants) but, since you bring up this topic again ... *whis...
by Dalvyn
Wed Sep 09, 2009 12:28 pm
Forum: Area Building Discussion
Topic: Random Programs
Replies: 2
Views: 1282

Re: Random Programs

Note that there's a difference between rand progs and rand checks. Rand progs (>rand_prog X~) triggers constantly once every few ticks, which means that they run all the time (*). They can take a heavy toll on the server resource. Basically (and I know this is not 100% precise), a rand_prog 20 means...
by Dalvyn
Tue Aug 18, 2009 2:00 pm
Forum: Game Suggestions
Topic: Make scalping a toggle
Replies: 11
Views: 2355

Re: Make scalping a toggle

The simplest solution would actually be to replace the "scalp" object with something less gory that would still prove that you have killed a bandit. If you have a suggestion, feel free to sent it to the builders address (or start a discussion on the forum then send the results to the builders addres...
by Dalvyn
Tue Aug 04, 2009 3:26 pm
Forum: Area Building Discussion
Topic: Action Plan: Waterdeep
Replies: 44
Views: 11249

Re: Action Plan: Waterdeep

When you have a first batch of modifications to commit to the file, we can set a date and time to get together on the test port and work on it. Ed or I will tell you how to proceed with it and edit the room descriptions directly on the test port. That will also let us see how to proceed exactly for ...
by Dalvyn
Sun Aug 02, 2009 7:14 pm
Forum: General Discussion
Topic: The Waterdeep Sewers
Replies: 11
Views: 2828

Re: The Waterdeep Sewers

To be precise, I'd rather keep a wererat quest where you have to bring back the head of the big were rat to the Official. That being said, wererats could be relocated to a "side-area" or something. That's entirely possible. There's no set size limit for this area ... I would think that 100 vnums sho...
by Dalvyn
Sun Aug 02, 2009 7:08 pm
Forum: General Discussion
Topic: Alchemy and teaching
Replies: 2
Views: 968

Re: Alchemy and teaching

"Teacher/1" should be enough, if I remember correctly.
by Dalvyn
Fri Jul 31, 2009 9:51 pm
Forum: Area Building Discussion
Topic: Which areas need work?
Replies: 20
Views: 4524

Re: Which areas need work?

Well, some people can work on mob descriptions if they want, but that's the kind of editing that would have to be done later (since you need to be higher level to be able to change mob descriptions in a permanent way and the procedure is a bit trickier).
by Dalvyn
Fri Jul 31, 2009 9:49 pm
Forum: Area Building Discussion
Topic: Action Plan: Waterdeep
Replies: 44
Views: 11249

Re: Action Plan: Waterdeep

Re: extra descriptions. I *think* that it will be possible to add those when you edit room descriptions. (but not extra programs though) I much prefer using extra descriptions to adding objects. Re: intercept_prog For objects with simple and standard interactions (like benches/beds), it's easier to ...
by Dalvyn
Thu Jul 30, 2009 3:18 pm
Forum: Area Building Discussion
Topic: Which areas need work?
Replies: 20
Views: 4524

Re: Which areas need work?

P.S. The same thing could be done for wilderness area (i.e., get the room descriptions ready then copy/paste on the test port during a specially set session).
by Dalvyn
Thu Jul 30, 2009 3:15 pm
Forum: Area Building Discussion
Topic: Which areas need work?
Replies: 20
Views: 4524

Re: Which areas need work?

The general infrastructure of Waterdeep is going to be our first target. I'm going to go around the city and pick it into segments, ward by ward, street by street, and let you choose what you'd like to work with (one bit per person at a time, and then you can move on to the next). I'd like the desc...
by Dalvyn
Tue Jul 21, 2009 1:58 pm
Forum: Events
Topic: Teacher/scholar feats
Replies: 0
Views: 976

Teacher/scholar feats

I'll be around tonight [= evening for Europe, but most likely afternoon for the US] at approximately this time to set teacher/scholar feats on those who would like them. - You need to have Teacher/1 (you need to get it on your own). - You need to gather people who can "vouch" for you (i.e., assert t...
by Dalvyn
Tue Jul 21, 2009 1:09 pm
Forum: Game Suggestions
Topic: Invoker Guildhall modifications
Replies: 5
Views: 1434

Re: Invoker Guildhall modifications

Right. Feel free to report all such discrepancies that you notice to the builders address.
by Dalvyn
Wed Jul 15, 2009 4:27 pm
Forum: Area Building Discussion
Topic: Apply_Ignite
Replies: 2
Views: 1346

Re: Apply_Ignite

The best way to check this is to take a look in the FKBIT.LST file.

I don't think there is one.
by Dalvyn
Wed Jul 08, 2009 9:04 am
Forum: General Discussion
Topic: Player Dwellings
Replies: 9
Views: 2123

Re: Player Dwellings

Can't they simply "look west" before going west, like any good thief would do? :)
by Dalvyn
Sun Jul 05, 2009 4:29 pm
Forum: General Discussion
Topic: TRAINERS - MISSING SPELLS (LEVEL 3)
Replies: 16
Views: 3385

Re: TRAINERS - MISSING SPELLS (LEVEL 3)

(All the new trainers are not to be found down there, but setting up adenturing expeditions there is still a good idea no matter what)