I think I remember reading a post from Dalvyn (or possibly one of the other admin-types) recently stating that hidden alignment is basically not in use anymore-- does this mean I shouldn't add or subtract good/lawful as a result of a quest?
If this is not the case and I can still add or subtract it, is there any way to affect only the law/chaos and not the good/evil, or vice-versa? From the way the spectrum is set up, it looks like it's run on a one-dimensional scale rather than a two-dimensional grid.
On a related note, is there any chance of a character "falling from grace" (at least without an IMM to do it, and presumably pick through that character's items for things which are no longer appropriate) under the current system, or are there any plans in the making for a system under which a character could do such? I ask this because I can think of certain objects or affects which ought, by rights, to abandon someone who changes his behavior in a way that is antagonistic towards the spirit of the object or affect upon him.
Hidden Alignment
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Hidden Alignment
Dear Enemy: May the Lord hate you and all your kind, may you be turned orange in hue, and may your head fall off at an awkward moment.
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- Sword Grand Master
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You can modify the hidden lawful and good of characters doing your quest but I think that this system got so far into disuse that there's next to no hope to ever see it used again.
You might want to check the section on "mp-" commands, especially "mpmadd" to see how to modify hidden alignment. I think that there are 2 hidden values, one for the law/chaos axis and one for the evil/good axis.
Phew. Had to re-read your last paragraph a few times to make sure I understood what you meant Not everybody is an experienced lawyer!
There is no automatic system that will check all the items a character wears once his (hidden or visible) alignment is changed so, if you want that, you have to make the item check from time to time.
For something like a weapon, you can use a wear_prog (that is triggered each time the character holds the weapon) and make the weapon jump out of the characters' hands if his alignment is too far from the weapon's, or if the character has done something (technically: if a given quest bit is set on them).
For other objects that have to be used with a special command (e.g., water skins, wands, charged items), you can add this check to the intercept_prog (or speech_prog) that triggers the effect.
For clothes/armour, you can either use rand_prog or time_prog (where $c - not $n - is the character who is wearing the object). Rand progs would trigger randomly (but they can use a lot of resource) while time_prog would only trigger on specific times (you can put several time_progs, one at 3am, one at 11am, and one at 18/6pm for example).
Let me know if that was not what you had in mind though.
You might want to check the section on "mp-" commands, especially "mpmadd" to see how to modify hidden alignment. I think that there are 2 hidden values, one for the law/chaos axis and one for the evil/good axis.
Phew. Had to re-read your last paragraph a few times to make sure I understood what you meant Not everybody is an experienced lawyer!
There is no automatic system that will check all the items a character wears once his (hidden or visible) alignment is changed so, if you want that, you have to make the item check from time to time.
For something like a weapon, you can use a wear_prog (that is triggered each time the character holds the weapon) and make the weapon jump out of the characters' hands if his alignment is too far from the weapon's, or if the character has done something (technically: if a given quest bit is set on them).
For other objects that have to be used with a special command (e.g., water skins, wands, charged items), you can add this check to the intercept_prog (or speech_prog) that triggers the effect.
For clothes/armour, you can either use rand_prog or time_prog (where $c - not $n - is the character who is wearing the object). Rand progs would trigger randomly (but they can use a lot of resource) while time_prog would only trigger on specific times (you can put several time_progs, one at 3am, one at 11am, and one at 18/6pm for example).
Let me know if that was not what you had in mind though.