Search found 1766 matches
- Fri Nov 27, 2009 2:47 pm
- Forum: Area Building Discussion
- Topic: Some technical questions
- Replies: 2
- Views: 3439
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 ...
- Fri Nov 27, 2009 2:36 pm
- Forum: Area Building Discussion
- Topic: Action Plan: Waterdeep
- Replies: 44
- Views: 30434
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!
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!
- Tue Nov 24, 2009 8:04 pm
- Forum: Area Building Discussion
- Topic: An idea for consideration.
- Replies: 2
- Views: 3308
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...
- Sat Nov 14, 2009 1:20 pm
- Forum: General Discussion
- Topic: Scribe Failure Explosions
- Replies: 13
- Views: 7405
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...
- Wed Sep 23, 2009 9:07 pm
- Forum: Area Building Discussion
- Topic: (TEXTPAD) A syntax file for area files
- Replies: 7
- Views: 13442
Re: (TEXTPAD) A syntax file for area files
The skynet.be link I gave above still works, doesn't it?
- Tue Sep 15, 2009 12:36 pm
- Forum: Game Suggestions
- Topic: Spell Skill Revision Suggestion
- Replies: 49
- Views: 26433
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...
- Wed Sep 09, 2009 12:28 pm
- Forum: Area Building Discussion
- Topic: Random Programs
- Replies: 2
- Views: 3285
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...
- Tue Aug 18, 2009 2:00 pm
- Forum: Game Suggestions
- Topic: Make scalping a toggle
- Replies: 11
- Views: 7174
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 build...
- Tue Aug 04, 2009 3:26 pm
- Forum: Area Building Discussion
- Topic: Action Plan: Waterdeep
- Replies: 44
- Views: 30434
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 ...
- Sun Aug 02, 2009 7:14 pm
- Forum: General Discussion
- Topic: The Waterdeep Sewers
- Replies: 11
- Views: 8058
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...
- Sun Aug 02, 2009 7:08 pm
- Forum: General Discussion
- Topic: Alchemy and teaching
- Replies: 2
- Views: 2754
Re: Alchemy and teaching
"Teacher/1" should be enough, if I remember correctly.
- Fri Jul 31, 2009 9:51 pm
- Forum: Area Building Discussion
- Topic: Which areas need work?
- Replies: 20
- Views: 13586
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).
- Fri Jul 31, 2009 9:49 pm
- Forum: Area Building Discussion
- Topic: Action Plan: Waterdeep
- Replies: 44
- Views: 30434
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 ...
- Thu Jul 30, 2009 3:18 pm
- Forum: Area Building Discussion
- Topic: Which areas need work?
- Replies: 20
- Views: 13586
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).
- Thu Jul 30, 2009 3:15 pm
- Forum: Area Building Discussion
- Topic: Which areas need work?
- Replies: 20
- Views: 13586
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...
- Tue Jul 21, 2009 1:58 pm
- Forum: Events
- Topic: Teacher/scholar feats
- Replies: 0
- Views: 2438
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....
- Tue Jul 21, 2009 1:09 pm
- Forum: Game Suggestions
- Topic: Invoker Guildhall modifications
- Replies: 5
- Views: 4277
Re: Invoker Guildhall modifications
Right. Feel free to report all such discrepancies that you notice to the builders address.
- Wed Jul 15, 2009 4:27 pm
- Forum: Area Building Discussion
- Topic: Apply_Ignite
- Replies: 2
- Views: 4238
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.
I don't think there is one.
- Wed Jul 08, 2009 9:04 am
- Forum: General Discussion
- Topic: Player Dwellings
- Replies: 9
- Views: 6311
Re: Player Dwellings
Can't they simply "look west" before going west, like any good thief would do?
- Sun Jul 05, 2009 4:29 pm
- Forum: General Discussion
- Topic: TRAINERS - MISSING SPELLS (LEVEL 3)
- Replies: 16
- Views: 10415
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)