Search found 811 matches
- Tue Dec 09, 2014 4:21 am
- Forum: Game Suggestions
- Topic: Accidental givings
- Replies: 21
- Views: 13492
Re: Accidental givings
Compared with the effort involved, though... It really comes down to people need to be more careful. You're talking about either adding an else clause to every single mob with a give quest in the game, or a hard-code solution that checks first for whether or not they have a give prog, then has them...
- Fri Apr 25, 2014 5:19 am
- Forum: General Discussion
- Topic: Help wanted!
- Replies: 25
- Views: 21734
Re: Help wanted!
I don't know how it works, you're the boss guy. It was something like, if you typed history 10 or history 30, it would give you the last 10 or 30 tells or something. It might work better for us if we split it for tells and otells though and probably no need for it to keep more than 10, maybe even j...
- Tue Aug 13, 2013 8:36 pm
- Forum: Resolved Bugs
- Topic: Gate of Orc Camp Locked
- Replies: 9
- Views: 5622
Re: Gate of Orc Camp Locked
Kinni may have stolen his key and so he had nothing to unlock the gate with. OOPS! Sorry. When I had redone orcvill.are, and put a working gate back in the camp, my original speech_prog for "yes" would mpinvoke the key, unlock the gate, then mppurge the key, so stealing a key wouldn't hav...
- Wed Dec 22, 2010 6:59 am
- Forum: General Discussion
- Topic: New PK rules discussion.
- Replies: 30
- Views: 14416
Re: New PK rules discussion.
Actually, the reason the save or die spells were initially banned by the staff in PK situations is because until the save/resist system was recoded, saving throws did not work, at all. So the problem with insta-death spells was that they were guaranteed death, and the random chance to avoid it wasn'...
- Mon Jun 21, 2010 3:45 am
- Forum: General Discussion
- Topic: No XP Gain
- Replies: 11
- Views: 6301
Re: No XP Gain
Probably a digression from the original topic, but ... so far as ECL for Drow goes, would it seem a bit extreme in the case of Drow on FK for one simple reason: The premise of ECL is to balance the high powered races against the more mundane equivalents, to sort of keep them at-par with each other. ...
- Thu Jun 03, 2010 10:20 pm
- Forum: Area Building Discussion
- Topic: Enabling non-class skills with items
- Replies: 20
- Views: 13650
Re: Enabling non-class skills with items
I don't agree with giving skills unique to a class to other classes. If followers of Talona want poisoned weapons, they should find a thief capable of poisoning those weapons. My opinion as well. Conceded. But aside from Poison Weapon, there are other, more mundane skills that could be done, theore...
- Thu Jun 03, 2010 9:53 pm
- Forum: Area Building Discussion
- Topic: Enabling non-class skills with items
- Replies: 20
- Views: 13650
Re: Enabling non-class skills with items
Or a ranger. Dual wielding rangers are so... clicheKallias wrote:You'd have to take a feat to get the skill at 100%. I'd be alright with that. But items granting things doesn't make sense. If you want to shield bash, should have picked a fighter.
- Wed Jun 02, 2010 8:56 pm
- Forum: Area Building Discussion
- Topic: Enabling non-class skills with items
- Replies: 20
- Views: 13650
Re: Enabling non-class skills with items
In real D&D, or NWN, the Maskarran fighter could actually still -train- hide, and just pay more skill points to learn it. Also anyone short of those with an ethical opposition could put poison on a weapon, regardless of being a rogue or not. The skill system on FK, as much D&D code is being ...
- Mon May 31, 2010 7:41 pm
- Forum: Resolved Bugs
- Topic: storm of vengeance, and earthquake
- Replies: 3
- Views: 3163
Re: storm of vengeance, and earthquake
Because drow have spell resistance, ogres don't. We have, as I recall, already updated the race files to bring the SR in-game for the races that have it?
Those drow in Holyhead are lvl 50 drow, which means their spell resistance is going to be rather high.
Those drow in Holyhead are lvl 50 drow, which means their spell resistance is going to be rather high.
- Mon May 31, 2010 4:29 am
- Forum: Game Suggestions
- Topic: Identify - Making it actually Identify
- Replies: 4
- Views: 3291
Re: Identify - Making it actually Identify
Two very likely possibilities that can be remedied by builder intervention. Some of the magic items we have that are command or phrase triggered use object progs, rather than actual hard coded magic, to do their "magic." A long time back, Marty added the identify description field on objec...
- Wed May 19, 2010 6:20 am
- Forum: Resolved Bugs
- Topic: Armor hinderance
- Replies: 19
- Views: 11061
Re: Armor hinderance
Kregor is a level 50 ranger, wearing leather scale, proficient in medium armor. His armor almost infallibly hinders his ability to do -anything-. And the sad thing is, even if I take the armor off, he still has the hindrance. I can only ride my griffon two rooms before falling off, and he's grandmas...
- Sun May 09, 2010 11:17 am
- Forum: Game Suggestions
- Topic: Skill: Track
- Replies: 10
- Views: 6435
Re: Skill: Track
Really, if we want to D&D-ize this completely, anyone should be able to move at speed: sneak, while they may not have the Sneak skill. in D&D, everyone can try to move quietly, they just don't have any ranks and get nothing but their DEX bonus and any item bonuses to succeed. I do like the t...
- Fri May 07, 2010 6:18 pm
- Forum: Game Suggestions
- Topic: Skill: Track
- Replies: 10
- Views: 6435
Re: Skill: Track
Let's go it one better...
Allow someone to be tracked when invis/hidden, *unless* they're a ranger or druid of the appropriate level to have the "Trackless Step" ability, kind of like how thieves gain Evasion/Imp Evasion at a certain level.
Allow someone to be tracked when invis/hidden, *unless* they're a ranger or druid of the appropriate level to have the "Trackless Step" ability, kind of like how thieves gain Evasion/Imp Evasion at a certain level.
- Thu May 06, 2010 5:21 pm
- Forum: Off-topic forums
- Topic: FK on Mac
- Replies: 13
- Views: 9327
Re: FK on Mac
Tested every mud client for Mac, they all hose the VT tactical interface. You can turn the VT off, but if you're like me, the tactical interface is 99.9% of why I actually play FK. Best bet is to get Crossover for Mac. http://www.codeweavers.com/products/cxmac/ It requires no Windows install, no har...
- Thu Apr 29, 2010 10:16 pm
- Forum: Off-topic forums
- Topic: Your FK character, gaia style!
- Replies: 131
- Views: 80296
- Mon Apr 26, 2010 4:26 am
- Forum: Game Suggestions
- Topic: Druids and elemental vulnerability spells
- Replies: 0
- Views: 1742
Druids and elemental vulnerability spells
I was thinking, since the Druid's spell list has always been the anemic one of the primary casters, we do have a set of spells that aren't D20 core that would make sense for a druid to have them. Winter Mist, Blazebane, and Charged Beacon, all of which induce vulnerability to saves vs elemental dama...
- Sat Apr 24, 2010 2:47 pm
- Forum: General Discussion
- Topic: Open call for the uncoded deitity temple contributers
- Replies: 17
- Views: 9455
Re: Open call for the uncoded deitity temple contributers
The builders email is no longer in operation, as that was Christophe's email. Gwain, please send what you have to todmeister@cox.net.
Likewise, whomever has material for the shrines, please send them to the above email addy as well.
Likewise, whomever has material for the shrines, please send them to the above email addy as well.
- Thu Apr 15, 2010 6:52 am
- Forum: Area Building Discussion
- Topic: Age Check
- Replies: 7
- Views: 5842
Re: Age Check
I have a few thoughts for the judicious use of this if check, like hardly using it at all... Honestly, with a 5 minute / RL hour scale, ICly any human PC who's been around for more than a couple years is getting into middle age, and some of the legacy PCs are already well beyond the feasible lifespa...
- Thu Apr 15, 2010 6:44 am
- Forum: Area Building Discussion
- Topic: Mobs in other areas for Quests
- Replies: 3
- Views: 3686
Re: Mobs in other areas for Quests
Quick caveat that's caught often: You also have to make sure when you write progs for mobiles that will ultimately have their place outside your own area, that you set bits using questr, rather than just quest, and use your base vnum for your area, like: if questr(XX000, X, $n) == X mpmset $n questr...
- Thu Apr 15, 2010 6:34 am
- Forum: Area Building Discussion
- Topic: Mobs in Places
- Replies: 2
- Views: 3173
Re: Mobs in Places
Okay, here we go... You have two rooms, room A and room B. Room A has Mobile A, which is the one that is in the room the PC walks into. On Mobile A, you will need a greet_prog (or could be a rand_prog with a fair percentage, if you want a slight delay for the echo and the magic). This greet_prog sho...