Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse

NodeBB

NibelungN

Nibelung

@Nibelung
registered
About
Posts
288
Topics
58
Shares
0
Groups
3
Followers
0
Following
0

Posts

Recent Best Controversial

  • 4th neutral race
    NibelungN Nibelung

    aside from the fact that we're never going to make shit like this… the only stone related race I'd ever permit created is the gargoyle. there'd be a significant disadvantage to having wings and skin as hard as stone....the fact that any source of light similar to sunlight would leave you as an immobile statue would help counterbalance the abilities they'd get.

    The primary goal in race design is BALANCE... not against other races, but to the game itself. The next is to have some sense of LOGIC. Just using magic as a reason is a cop out. Let's take your example... Immune to heat? Bullshit. At most, resistant, if that. Even rock will melt with sufficient heat. Obsidian is made from volcanic sources. Last I checked, lava/magma is damn hot. Cold? Again bullshit. You can shatter rock with the right application of cold. At best, it should be RESISTANT to bash/blunt attacks, and that's only if it's not something that can outright SHATTER obsidian. Vulnerable to lightning? Are they GROUNDED to make current, much less allowing damage possible? If anything, they'd be resistant or immune. Drowning would make no sense as a vuln as they wouldn't BREATHE thus can't drown. If your stats are in the order of STR, INT, WIS, DEX and CON... then your INT and WIS are too damn high for a dumb rock creature. DEX might be a bit too high as well if they are supposed to be slow. If I were to see one of these exist, they'd be POWERHOUSES but dumb and slow as the stones they are. About all I'd ever see these used as are bludgeon attackers.

    Suggestions Archive

  • SSL java telnet?
    NibelungN Nibelung

    It's not paranoia if they ARE out to get you. 8)

    Requests

  • "rand" is pure garbage
    NibelungN Nibelung

    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

    Requests

  • Haha
    NibelungN Nibelung

    The reason for the pmounts losing their movement… all mobs have their movedice RESET at boot. Check the mobile read function Synner... ;) Medit does check to see if the mob is a mount or not before reseting the movedice.

    Bug Reports

  • Remort Only continent?
    NibelungN Nibelung

    Maybe for the most part. Perhaps have it generally accessible, for things like quest clues and other info, but leave the predominant activities remort-only.

    Fourth Continent

  • Humans and avatars
    NibelungN Nibelung

    Humans had a +3 for all STATS (hp/mana/move are VITALS) from classes instead of the +2 that other races got. Well, when Syn took that out, Humans lost the only thing they had. I was informed that this was put back, is that true? On a side note, before they were even taken away, Avatars couldn't do the +3, but instead could only go +2. I'm guessing by the fact that Xev could train his stats +1 over his limits, something of this still exists.

    If humans and avatars are meant to have that, why not just raise their max racial stats +1 and not have that? Something better can be done than just "+1" on stats given the fact that 25 is no longer the cap, +1 added to something like 20 doesn't have the same luster.

    The bug in this regard is the fact that Xev could train his stats (well, I only did one) +1 his racial max; however, it was only temporary because when he logged on next, it was reset to the racial max.

    Bug Reports

  • Sextants
    NibelungN Nibelung

    Or base it upon the condition of the object. A worn/loose sextant isn't likely to work as well as a prestine sextant. Through age (if degradation is added) and repeated use, it will eventually become damaged.

    Bug Reports

  • Training Over Max
    NibelungN Nibelung

    Ok, because I tried it as Xev some time ago and Avatars can train one over the racial max (why not just make that the racial max… O.o) but it's lost if you quit.

    Not to derail the thread, but this fights in with the topic...

    I seem to recall that Humans had a +3 for all STATS (hp/mana/move are VITALS) from classes instead of the +2 that other races got. Well, when you took that out, Humans lost the only thing they had. I was informed that this was put back, is that true? On a side note, before they were even taken away, Avatars couldn't do the +3, but instead could only go +2. I'm guessing by the fact that Xev could train his stats +1 over his limits, something of this still exists.

    If humans and avatars are meant to have that, why not just raise their max racial stats +1 and not have that? Something better can be done than just "+1" on stats given the fact that 25 is no longer the cap, +1 added to something like 20 doesn't have the same luster.

    I can make another topic regarding this if you'd like.

    Bug Reports

  • Training Over Max
    NibelungN Nibelung

    Which set of stats? str? or hp?

    Bug Reports

  • Sextants
    NibelungN Nibelung

    Depends on what v0 is set to, which is the %chance that it will work. 8)

    Bug Reports

  • Bloody Thieving Pouch of Wealth
    NibelungN Nibelung

    Found as my mort.

    You put 100 silver coins in a pouch of leprechaun skin.

    You hear the sound of jingling coins from a pouch of leprechaun skin.

    You get 0 gold coins from a pouch of leprechaun skin.

    It should've given BACK my silver. :evil:

    Bug Reports

  • Pulling carts
    NibelungN Nibelung

    it's any pulled cart (the relics are carts). You move, the movement code sees you have a pulled cart and removes it from its room, not your last room.

    One of three things would need to be done:

    1. force an auto-drop of ANY cart on teleportation

    2. prevent the action

    3. teleport the cart with the puller.

    With the case of the relics… it could do #1 or #2, depending on relic? the relic could interfere with teleportation. All other carts can just do #3.

    Bug Reports

  • Quotes :P
    NibelungN Nibelung

    :D I'm called the Smartass for a reason! :twisted:

    00:05:46 TELL: Thorin tells you 'So i guess im gonna remort'

    00:06:05 TELL: You tell Thorin 'that's nice'

    00:06:29 TELL: Thorin tells you 'Hows it work?'

    00:07:36 TELL: You tell Thorin 'you got your runes?'

    00:07:39 TELL: Thorin tells you 'yep'

    00:08:02 TELL: You tell Thorin 'donated $1000 to the Sentience Fund yet?'

    00:08:07 TELL: Thorin tells you '….'

    00:08:16 TELL: Thorin tells you 'sobs'

    00:08:25 TELL: Thorin tells you 'more like the immortal keg fund'

    00:09:06 TELL: You tell Thorin 'well, sorry'

    00:09:59 TELL: You tell Thorin 'I might be able to persuade the powers that be to let you remort'

    00:10:21 TELL: Thorin tells you 'ok'

    00:11:13 TELL: Thorin tells you 'please?'

    00:11:25 TELL: You tell Thorin 'sighs ok.. I'll see what I can do'

    00:11:41 TELL: Thorin tells you 'dances'



    For the record.. any 154+ can remort you as long as you have your runes and are level 120. :lol:

    Quotes

  • Pulling carts
    NibelungN Nibelung

    If someone pulls a cart and leaves the room via teleportation (not moving out), the cart stays there. Well objects don't track if they are being pulled directly. When someone ELSE comes along and pulls the cart, the code only checks if someone in the current room ONLY is pulling it.

    This causes problems with the relics, which are carts, when people use recall spells while pulling them. Someone else comes along and snatches it under their nose.

    Suggestion: add a field in objects for indicating it is being pulled. This will add more efficiency elsewhere in the code, such as the selfdestruct function.

    Bug Reports

  • Advanced EQ Requirements
    NibelungN Nibelung

    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 <target><type><location><#min> <#max> <%min> <%max>[ <min-dur><max-dur>]
    addmodifier <target><type><location><#min> <#max> lock <vnum>[ <min-dur><max-dur>]
    addflag <target><type><location>'<bitvector>' <on|off|toggle><%min> <%max>[ <min-dur><max-dur>][</max-dur></min-dur></on|off|toggle></bitvector></location></type></target></max-dur></min-dur></vnum></location></type></target></max-dur></min-dur></location></type></target> 
    
    Requests

  • Objects on other mobiles
    NibelungN Nibelung

    Ok, this line of thought started with having another argument on the look command for being able to look at objects in other mobile's inventory, be it worn or carried.

    look <target> at <object>
    
    It would be sneaky to have a few clones of an object where they have different descriptions on them, whereby you have to look at them to determine which is which.  This would also give better incentives to do a FULL restring on objects that players get, as the description would be viewable by other players.
    
    To view the objects in a mobile's inventory, one would need peek.  Though, the more I thought about it, the more it seemed rather illogical that the carried inventory even needs peek to see the list of them.  Well this led to the idea of looking in the containers of other mobiles.
    

    look in <object> on <target>

    Now, THAT I could see requiring peek, otherwise, you could possibly make the mob mad by doing so and failing. It looks like you're trying to steal. Of course, players wouldn't have this reaction automatically. They get to decide for themselves. Mobs would need a trigger (PEEK?) to have them respond to such actions.

    Of course, the led to the concept of stealing from other mobile's containers. Stealing from that deep in the inventory of a mobile would be vastly more difficult then trying to swipe something from main inventory. You take more time in doing so. There would need to be added restrictions on that as well. For instance, a closed container would require that you open it first. Oh, if you're down right sneaky and skilled at theft, you could do it, but why bother? The risk of getting caught is higher than if the container was already open.

    steal <object> from <object> <target>
    
    Well… that's all fine and dandy with normal theft.  But that has no flair to it.  No style.  What about distraction?  You know the thieves.  They come up to you, shake your hand and are almost out of ear shot when you find out they took your watch.  Thieves should be able to do something like this.  Do something to take the attention of the victim away from the act of theft.
    

    steal <object> <target> by <distraction>

    That would require a skill "distraction", which would be something I could see in theft skill tree. Obviously, there would be restrictions and limitations on what can be taken. Trying to steal equipment worn ought to be possible, but damned difficult for different limbs. I can see taking something off someone's wrist or fingers easily enough, but taking something from their FEET or TORSO and the like would be damned conspicuous not to mention BLATANTLY OBVIOUS! Someone trying to take your shirt off would get your attention pretty quick, wouldn't you say? Also, unstealable items, DEATH GRIPPED items, noloot items and those otherwise marked to prevent theft would cause immediate failure.

    Well, what about objects in other containers? What about using distractions to steal from those? You know about that scenario right? Guy bumps into you in a crowd, slipping away with your wallet. You tend to focus on the bump at first before thinking about if anything was taken from your pocket.

    steal <object> from <object> <target> by <distraction>
    
    Lastly… what about those that steal in groups?  One person distracts the victim while the quick-fingered-one swipes the goods, leaving the victim unaware most of the time if they were good.  Using the distraction skill again, a thief could use it to lock the focus of a victim where almost every other command will break the focus, akin to holdup but less restrictive.  I should be able to do ooc stuff while distracting someone! (well, holdup as well, but yeah...)
    

    distract <target><distraction></distraction></target>

    
    But what's a distraction?  Anything you could normally do that wouldn't otherwise change your state, ie, nothing that initiates combat.  Casting spells is a good example of something that can be used in the last form, where you are the distractor.  Using emotes could be useful for DIY theft.  Hugging someone could become suspect now! :D  The Serial Hugger!
    
    Anyways… comments?  Any holes that I haven't pointed out to be filled?</distraction></target></object></object>
    ````</distraction></target></object>
    ````</target></object></object>
    ````</target></object>
    ````</object></target>
    
    Requests

  • Notes to immortals
    NibelungN Nibelung

    since I was pestered….

    notes to "immortals" don't go to.... immortals.

    Bug Reports

  • A tree area
    NibelungN Nibelung

    Talking with Vizz about stuff to put into the wilderness code, he reminded me of a feature I wanted: settable tiles for vlinks on the map. The reason was that we could have areas that had entrances that could be something other than yellow O's. The example popped in of a big tree area in the wilderness having a dark green T for the entrance.

    So that got me thinking… have a simple tree area in the wilderness that is home to a special mob or a small group of them, particularly for things like quests or, when skill practicing requires specific trainers, skills.

    New Areas/Area Ideas

  • Whisper
    NibelungN Nibelung

    I'm wondering if this is just a visibility issue. If the mob tried to remember you and couldn't SEE you, $q would expand to "someone".

    Bug Reports

  • Boost Messages
    NibelungN Nibelung

    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.

    Requests
  • Login

  • Don't have an account? Register

  • Login or register to search.
  • First post
    Last post
0
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups