<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Requests]]></title><description><![CDATA[If any forum will get a lot of use, I&#x27;d guess it would be this one. Make your requests here, imms!]]></description><link>https://forum.v2.sentiencemud.net/category/40</link><generator>RSS for Node</generator><lastBuildDate>Thu, 16 Apr 2026 00:25:26 GMT</lastBuildDate><atom:link href="https://forum.v2.sentiencemud.net/category/40.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 03 Mar 2007 16:04:49 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Achaen citizenship papers]]></title><link>https://forum.v2.sentiencemud.net/topic/548/achaen-citizenship-papers</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/548/achaen-citizenship-papers</guid><pubDate>Sat, 03 Mar 2007 16:04:49 GMT</pubDate></item><item><title><![CDATA[SSL java telnet?]]></title><description><![CDATA[It's not paranoia if they ARE out to get you. 8)
]]></description><link>https://forum.v2.sentiencemud.net/topic/546/ssl-java-telnet</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/546/ssl-java-telnet</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Fri, 23 Feb 2007 13:19:26 GMT</pubDate></item><item><title><![CDATA[Objects on other mobiles]]></title><link>https://forum.v2.sentiencemud.net/topic/524/objects-on-other-mobiles</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/524/objects-on-other-mobiles</guid><pubDate>Fri, 12 Jan 2007 02:06:11 GMT</pubDate></item><item><title><![CDATA[Act no_hunt]]></title><description><![CDATA[Nib is right; it got commented out for an unknown reason. I re-enabled and tested it for the next release.
]]></description><link>https://forum.v2.sentiencemud.net/topic/513/act-no_hunt</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/513/act-no_hunt</guid><dc:creator><![CDATA[Syn]]></dc:creator><pubDate>Thu, 21 Dec 2006 21:13:07 GMT</pubDate></item><item><title><![CDATA[Boost Messages]]></title><description><![CDATA[To be honest, I'm not really sure how you could explain away experience boosts… Sure, damage boosts == endowed powers... pneuma boosts == the gods (or just your god) favors you... quest boosts == dude the king rock man! he like totally rocks!!
One way for the boosts in general to exist outside of say, your spells or the global boosts, is have anchors to what triggers them. If/when deities are added, it could be a parameter of said deity that has a chance and boost factor that can give individual/group boosts, much like aligned churches have. Could require things like high favor with your god(dess) to gain such boosts.
QP boosts are rather simple for backstory... you please the particular questmaster, so you could get boosts from that QM for a period of time, from generocity and appreciation of service.
Damage boosts, I'd say make THAT what reckonings give, not experience boosts. I mean, c'mon, the reckoning makes you want to KILL!KILL!KILL! Surely all that rage and aggression causes more damage... In the long run, double damage oft results in double experience given that you kill mob twice as fast.
The only one left is the XP boost. Mayhaps have a state of enlightenment that opens your mind (be it through drugs or an actual journey of the mind) and alters it in such a manner that you gain experience at a faster rate.
Those are my two cents.
]]></description><link>https://forum.v2.sentiencemud.net/topic/499/boost-messages</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/499/boost-messages</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Thu, 30 Nov 2006 21:28:54 GMT</pubDate></item><item><title><![CDATA[No-mail flag]]></title><link>https://forum.v2.sentiencemud.net/topic/481/no-mail-flag</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/481/no-mail-flag</guid><pubDate>Sat, 04 Nov 2006 23:00:32 GMT</pubDate></item><item><title><![CDATA[Advanced EQ Requirements]]></title><description><![CDATA[Heh… I actually forgot about this post. Hell, not sure if I have everything in this or not, but here goes...
Ranged Affects:
Currently the affects in the system have single values on them: how much they modify, their level to their %chance of being applied. Well, I propose a change to the structure placed on object indices to allow for RANGES. This would add variability to what is applied, such as having a random chance on the affect or a random modifier. Also, there should be a way to target WHAT the affect applies toward.
To start it off, let's just dive into the new commands for OLC. Information I give will not only deal with the commands, but the affects in general. Some things will not be available to the commands (stated), but usable by the server itself.
addmodifier &lt;target&gt;&lt;type&gt;&lt;location&gt;&lt;#min&gt; &lt;#max&gt; &lt;%min&gt; &lt;%max&gt;[ &lt;min-dur&gt;&lt;max-dur&gt;]
addmodifier &lt;target&gt;&lt;type&gt;&lt;location&gt;&lt;#min&gt; &lt;#max&gt; lock &lt;vnum&gt;[ &lt;min-dur&gt;&lt;max-dur&gt;]
addflag &lt;target&gt;&lt;type&gt;&lt;location&gt;'&lt;bitvector&gt;' &lt;on|off|toggle&gt;&lt;%min&gt; &lt;%max&gt;[ &lt;min-dur&gt;&lt;max-dur&gt;][&lt;/max-dur&gt;&lt;/min-dur&gt;&lt;/on|off|toggle&gt;&lt;/bitvector&gt;&lt;/location&gt;&lt;/type&gt;&lt;/target&gt;&lt;/max-dur&gt;&lt;/min-dur&gt;&lt;/vnum&gt;&lt;/location&gt;&lt;/type&gt;&lt;/target&gt;&lt;/max-dur&gt;&lt;/min-dur&gt;&lt;/location&gt;&lt;/type&gt;&lt;/target&gt; 

]]></description><link>https://forum.v2.sentiencemud.net/topic/479/advanced-eq-requirements</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/479/advanced-eq-requirements</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Tue, 31 Oct 2006 15:07:59 GMT</pubDate></item><item><title><![CDATA[&quot;rand&quot; is pure garbage]]></title><description><![CDATA[Actually, I've got the source for the Mersenne Twister random number generator… which has a disgustingly long period for the random numbers, something about 2^19937-1. I think that is enough. I'll slap that puppy into the code.
For your reading pleasure or if you are really interesting in this generator: http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/emt.html
]]></description><link>https://forum.v2.sentiencemud.net/topic/472/rand-is-pure-garbage</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/472/rand-is-pure-garbage</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Sun, 22 Oct 2006 21:07:38 GMT</pubDate></item><item><title><![CDATA[Charge]]></title><description><![CDATA[Charge is usuable in combat, but all it does is call for an individual bash against everything in the room. Mobs can't actually use the charge skill (see Gutoblix in DV, he used to "charge $n" which is why he didn't attack even though there was an echo that he was charging into the fray). You might be able to simulate it with an mprog, though.
]]></description><link>https://forum.v2.sentiencemud.net/topic/458/charge</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/458/charge</guid><dc:creator><![CDATA[pollution]]></dc:creator><pubDate>Tue, 26 Sep 2006 23:48:20 GMT</pubDate></item><item><title><![CDATA[Offensive flag: assist_npc]]></title><link>https://forum.v2.sentiencemud.net/topic/457/offensive-flag-assist_npc</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/457/offensive-flag-assist_npc</guid><pubDate>Tue, 26 Sep 2006 23:39:30 GMT</pubDate></item><item><title><![CDATA[Message Customizations]]></title><description><![CDATA[True with regards to the stupidity… That is my only major concern with it. But then, thoses that do apply their years of experience in the field of stupidity shall be met with ridicule and hysterical laughter, before having their values reset without compensation...
]]></description><link>https://forum.v2.sentiencemud.net/topic/455/message-customizations</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/455/message-customizations</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Tue, 26 Sep 2006 00:37:49 GMT</pubDate></item><item><title><![CDATA[Relic of Valor]]></title><description><![CDATA[Relic of Bloodlust (Amulet of Bloodlust)
An amulet which I came up with many moons ago. It is an individual relic (meaning it's for individual players, not a church) that is used in summoning a reckoning (requiring a catalyst and with a reduced xp boost). It has other side affects, if they were coded in that is, such as the bloodlust spell itself which would cause the player that wears it to gain a super frenzy affect BUT become aggressive.
Relic of Protection (Light of Protection, Aura of Protection)
A sacred light that counteracts the affects of PK rooms. CPK downgrades to NPK. NPK and Arena downgrade to normal. During a reckoning, this power cancels out the affects of the reckoning induced PKness, meaning that normal PK rules apply (ie, it depends on the room).
Relic of Incarnation
A relic that makes any death instant resurrection, regardless of manner of death. This is church wide. The only way to counter this (such as you NEED to be dead) would be to touch the relic in the treasure room. Your next timered death will be normal. Arena deaths do not bother with this (as they are instant repop deaths already).
Speaking of relics, I think that whenever group effort can be accounted for when pulling cart objects, all church relics need to be modified to require at least two (or three) people with sufficient COMBINED strength to pull them, thus instilling a need for teamwork.
]]></description><link>https://forum.v2.sentiencemud.net/topic/447/relic-of-valor</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/447/relic-of-valor</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Mon, 11 Sep 2006 00:35:37 GMT</pubDate></item><item><title><![CDATA[Bitwise Operators for scripting]]></title><link>https://forum.v2.sentiencemud.net/topic/445/bitwise-operators-for-scripting</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/445/bitwise-operators-for-scripting</guid><pubDate>Wed, 06 Sep 2006 02:17:24 GMT</pubDate></item><item><title><![CDATA[Area Who Flags]]></title><description><![CDATA[&lt;quote author="Nibelung"&gt;@Nibelung:

The whole ROMesque bitvector style for things that are completely mutually exclusive is dumb. I know this isn't a critical memory thing, but still.&lt;/quote&gt; Yes. you are absolutely right. I have nfi why whisp implemented them that way… it'll be a short work order to convert them to integer values so we can have like, 30,000 of them per variable, rather than 15 or so.

:D
Me or Areo will work it up when we get a chance.
]]></description><link>https://forum.v2.sentiencemud.net/topic/440/area-who-flags</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/440/area-who-flags</guid><dc:creator><![CDATA[Syn]]></dc:creator><pubDate>Wed, 30 Aug 2006 00:42:09 GMT</pubDate></item><item><title><![CDATA[Area Head Builders]]></title><link>https://forum.v2.sentiencemud.net/topic/430/area-head-builders</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/430/area-head-builders</guid><pubDate>Fri, 18 Aug 2006 04:10:42 GMT</pubDate></item><item><title><![CDATA[Min-max format for numerical ifchecks]]></title><link>https://forum.v2.sentiencemud.net/topic/420/min-max-format-for-numerical-ifchecks</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/420/min-max-format-for-numerical-ifchecks</guid><pubDate>Thu, 03 Aug 2006 01:54:22 GMT</pubDate></item><item><title><![CDATA[Mobile FIGHT Triggers]]></title><link>https://forum.v2.sentiencemud.net/topic/418/mobile-fight-triggers</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/418/mobile-fight-triggers</guid><pubDate>Wed, 02 Aug 2006 03:45:37 GMT</pubDate></item><item><title><![CDATA[Frozen and Charred corpses]]></title><description><![CDATA[A bit delayed, but…. to facilitate something like this in scripts, I've come up with a command to expose the rawkill function, which would accept a type of kill to deal with the corpse.
rawkill &lt;victim&gt;[ &lt;type&gt;]&lt;/type&gt;&lt;/victim&gt;

Performs the rawkill function on the victim, provided the victim isn't an immortal player. The type specifies what to do with the corpse.
Possible Types:
&lt;list&gt;*   fire - Creates a charred corpse (noresurrect)


inferno - BURNS the corpses beyond recognition (instant decay)


cold - Creates a frozen corpse (noresurrect)


ice - Entombs the corpse in a block of ice (noresurrect/noanimate/nosac). Can only be looted by the original player, regardless of CPK-ness. But, the corpse can be shattered manually, scattering the items if in CPK.


stone - Creates a stone corpse (similar as ice)


acid - Dissolves the corpse (instant decay). All susceptible objects have a chance at being pitted, regardless if it is a CPK room or not.


shatter - Causes the corpse to shatter (as opposed to dissolve). When used in conjunction with clever script messages, this can appear to be a combination of ICE and a punch. CPK rules will apply, dumping any susceptible objects in the room.


beheaded - Like a slay! :D&lt;/list&gt;


]]></description><link>https://forum.v2.sentiencemud.net/topic/417/frozen-and-charred-corpses</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/417/frozen-and-charred-corpses</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Wed, 02 Aug 2006 03:13:27 GMT</pubDate></item><item><title><![CDATA[Object FIGHT scripts]]></title><link>https://forum.v2.sentiencemud.net/topic/412/object-fight-scripts</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/412/object-fight-scripts</guid><pubDate>Mon, 31 Jul 2006 00:40:19 GMT</pubDate></item><item><title><![CDATA[Boost colors]]></title><description><![CDATA[What about a wealth boost as well?
]]></description><link>https://forum.v2.sentiencemud.net/topic/409/boost-colors</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/409/boost-colors</guid><dc:creator><![CDATA[Qalinosk]]></dc:creator><pubDate>Sat, 29 Jul 2006 22:30:54 GMT</pubDate></item><item><title><![CDATA[Token Discussion]]></title><description><![CDATA[&lt;quote author="Pollution"&gt;@Pollution:

It would be handy if the timer value could be set in the same way as hit/mana dice are, have it accept dice values to introduce easy duration variation if desired.
-&gt;timer 1 d 10 + 0
1 - 10 ticks
-&gt;timer 1 d 1 + 9
Exactly 10 ticks.&lt;/quote&gt;

This should be fairly easy. I will implement it when I get a chance.
]]></description><link>https://forum.v2.sentiencemud.net/topic/408/token-discussion</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/408/token-discussion</guid><dc:creator><![CDATA[Syn]]></dc:creator><pubDate>Sat, 29 Jul 2006 06:39:36 GMT</pubDate></item><item><title><![CDATA[Desired Scripting Elements]]></title><description><![CDATA[I'd like to be able to expand some of our variables, and have actual math expressions that make use of them. This is either out of Nib's BAL or inspired by it.
The following would be for turning in diamonds in the newbie area. In this example, there is a give script for the various gems. Token 3500 would track that, and value 3, specifically, would be for tracking diamons. When you wanted your reward, you would say 'redeem gems' which would fire this script.
The script would check for the player having token 3500, and if so, if value 3 of token 3500 was greater than 0. If so, it would do some math, multiplying value 3 of the token by 1000, and awarding the total in experience to the player. It would then set value 3 to 0.
if hastoken $n 3500
and tokenvalue $n 3500 3 &gt; 0
mob awardxp $n $[$[tokenvalue $n 3500 3] * 1000]
token adjust $n 3500 3 = 0
else
mob echoat $n {DYou haven't turned any diamonds in yet.{X
endif

This script would fire if the player said something like 'gem count' It checks each value, and returns the count of each gem in an echo (or tells the player that none of each type have been turned in). If the player has at least one unredeemed gem, it also displays a total count of gems, by adding values 0 - 3 together, and printing the total in an echo to the player.
if tokenvalue $n 3500 0 &gt; 1
mob echoat $n {DYou can redeem $[tokenvalue $n 3500 0] rubies.{X
else
mob echoat $n {DYou haven't turned in any rubies.{X
endif
if tokenvalue $n 3500 1 &gt; 1
mob echoat $n {DYou can redeem $[tokenvalue $n 3500 1] sapphires.{X
else
mob echoat $n {DYou haven't turned in any sapphires.{X
endif
if tokenvalue $n 3500 2 &gt; 1
mob echoat $n {DYou can redeem $[tokenvalue $n 3500 2] opals.{X
else
mob echoat $n {DYou haven't turned in any opals.{X
endif
if tokenvalue $n 3500 3 &gt; 1
mob echoat $n {DYou can redeem $[tokenvalue $n 3500 3] diamonds.{X
else
mob echoat $n {DYou haven't turned in any diamonds.{X
endif
if tokenvalue $n 3500 0 &gt; 1
or tokenvalue $n 3500 1 &gt; 1
or tokenvalue $n 3500 2 &gt; 1
or tokenvalue $n 3500 3 &gt; 1
mob echoat $n {DYou have a total of $[$[tokenvalue $n 3500 0] + $[tokenvalue $n 3500 1] + $[tokenvalue $n 3500 2] + $[tokenvalue $n 3500 3]] gems available for redemption.{X
endif

This can ideally be used for any checkable value, tokens are simply the big thing lately and it made sense to use them for the example.
]]></description><link>https://forum.v2.sentiencemud.net/topic/405/desired-scripting-elements</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/405/desired-scripting-elements</guid><dc:creator><![CDATA[Tieryo]]></dc:creator><pubDate>Thu, 27 Jul 2006 04:54:20 GMT</pubDate></item><item><title><![CDATA[Race type and special maze]]></title><description><![CDATA[Could be mean and do like I did in the Tundra expanse…
The rooms are all connected normally, and if what I did wasn't in place, the section would just be a big open area, nothing fancy. But, all exits that are to be affected by the scripting have an exall trigger that causes people to go through a random lateral exit in the room. This is done by using a wizimob that is forced through an exit and the target is transfered to the mob. The mob would then purge itself when no longer needed. Simple. Whenever scripting allows it, you could even create a mechanism for players to bypass this scrambling, be it hard, subtle or random exploits that change with time.
]]></description><link>https://forum.v2.sentiencemud.net/topic/389/race-type-and-special-maze</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/389/race-type-and-special-maze</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Wed, 31 May 2006 07:04:24 GMT</pubDate></item><item><title><![CDATA[Armour]]></title><description><![CDATA[You have a good point with that reduction of armor weight thing. I'll add it in as it has been suggested by other people.
]]></description><link>https://forum.v2.sentiencemud.net/topic/384/armour</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/384/armour</guid><dc:creator><![CDATA[Syn]]></dc:creator><pubDate>Thu, 18 May 2006 07:53:43 GMT</pubDate></item><item><title><![CDATA[Mob Conversation Editor]]></title><description><![CDATA[Well, I've suggested a set of triggers that revolve around directed speech (sayto for examplt) that requires that you TARGET the mobile in question. With those type triggers, there wouldn't be the scatterbrained autoresponses that you get with triggering off idle speech. Of course, the pattern matching would require properly matching on WORD boundaries. Perhaps there could be a regular expression module put in with flags for triggers to do regexp matching instead of plain text.
But a conversation editor would be nice. Maybe have it paceable and configurable to do different things besides SAY something…. :!: If this could be handled like I'm thinking it could, this could be made to do speech and scripts, paced out. Each step in the conversation would have a type: speech or a script to call. Maybe have a script command to initiate a conversation sequence and stop the current sequence. Also, have some if-checks to discern if they are doing one and how far along.
]]></description><link>https://forum.v2.sentiencemud.net/topic/379/mob-conversation-editor</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/379/mob-conversation-editor</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Sun, 14 May 2006 21:00:57 GMT</pubDate></item></channel></rss>