August 24, 2005
Arena Trophy Wagers
Pondered upon this one when Pergle mentioned arenaing for a pipe. Adaptation of the Arena system to allow one, both, or neither (nonparticipant/spectator) of the opponents to offer up a prize(s) which will be given to the winner of an arena match.
Player 1 challenges Player 2 to arena.
Player 1 offers his/her juju as trophy.
Player 2 offers his/her black cat tattoo as trophy.
Player 2 accepts.
Player 2 defeats Player 1 in the arena.
Player 2 receives a juju and black cat tattoo as a trophy.
Syntax: Arena Trophy (item)
Item remains in the offerer's inventory until the result of the match. Third party Trophying could be implemented for mass arenas or deathmatches.
Posted by Ravennacht at 01:35 PM
July 23, 2005
Flank
Flank is a two fold ability.
Flank allows the ranger to strategically anticipate any maneuver which attempts to maneuver past his defenses (such as circle or defense), and see opportunities which would allow him to pass the frontal defenses of an opponent.
First, its latent ability allows a ranger to defeat/block 1 in 10 of circle/backstab attacks. There is no damage dealt to the attacker from this flank protection, however, a 'jarring' affect could be added to possibly cause a disarm to the aggressor.
When used actively, the ranger can 'flank' an enemy attack and sideslash them past their defense, making it an attack.
In the alternative, flank could be selectively toggled... FLANK DEFENSIVE for the flanking protection or FLANK OFFENSIVE for the flanking attack maneuver.
Posted by Ravennacht at 10:31 PM
Elasticity - Shielding idea
This is a skill or spell utilized by jesters/fools/knaves which enables them to alter their body chemistry to an elastic state. While under an elasticity affect, the jester will automatically 'bounce' or 'recoil' 1 in 8 of any PHYSICAL attacks which strike him, back at the aggressor (including the possibility of initiating attacks).
The affect is similar to an elemental shielding in that the damage dealt only occurs when the jester is physically touched, not magically.
Elasticity has side affects which cause the jester to acquire an extreme weakness to cold. However a resistance to electricity is noted with the rubbery nature blocking conductivity.
Posted by Ravennacht at 10:23 PM
July 19, 2005
Rampage
This is a room attack, where the warrior hits all targets in the room with a 3-4 hit attack (head, abdomen, sweep at the feet), much similar to a mass flurry. Allows the warrior to strike multiple enemies at once, but do meager amount of damage. The warrior swings the weapon wildly, striking all those close by (room). Owing to the wild flailing of the weapon, the weapon is more likely to be disarmed (even past grip). Those grouped with the warrior are the only ones not hit by this chaotic, uncontrolled attack.
Posted by Ravennacht at 02:25 PM
July 18, 2005
Small Tutorial ala the seal
Meathe has been hammering down new code for room/object programs and squashing bugs in the current mob program system. I had asked for this tutorial from him, as he's quite good at pointing out where I have made an error. By rights it belongs on his site (go to Musings, Meandering to check out his site) but I'm going to throw it up here so I don't lose it myself. Mine own computer seems to have a propensity to wait for those occasions to lose information:
As written by Meathe on 7/18/2005
The mprog interpretter is a fussy little beast, and if the code isn't precisely how it expects it, it will throw a hissy fit and lock up.This will be fixed soon, but, even so, if it's not how it wants it, the
program will not run as expected.IF ELSE ENDIF
The if statement is fairly straight forward, but very, very fussy. Every
IF needs an ENDIF.The basic form is IF (condition) (arguments) /ELSE/ ENDIF
So if you want a goblin to say hello to people under level 15, the code
would be:IF level $n <= 15
say Hello there, newbie.
ENDIFIf, however, you want it to laugh at everyone over level 15 as well, you
need the else statement. The else statement is still part of the IF, it
needs to be between the IF and ENDIFIF level $n <= 15
say Hello there, newbie.
ELSE
laugh $n
ENDIFNesting them can get messy, and you need to keep track of where you
are. To extend the program above to laugh at everyone over level 15 and
not immortals, you need to nest the if statements, like this.
(The indented stuff in brackets is (hopefully) to make it visually
easier to see how they actually execute and not part of the program)IF level $n <= 15 (First IF)
say Hello there, newbie. ....
ELSE (Else)
IF level $n > 101 (Second IF)
say Oh my god! ....
ELSE (Else for Second IF)
laugh $n ....
ENDIF (EndSecond)
ENDIF (EndFirst)If you nest them, then the innermost IF (most recent one) is ended
first. You can nest up to 5 IF statements.
REMEMBER & FORGET
The mob will remember the name of the character ($q) and the name and
title or short desc ($Q) for use in later mprogs.The trusty goblin Has the following mprogs:
[ 0] 158 greet 100
[ 1] 159 speech hellompdump 158
say I'll remember you, $n!
mob remember $nmpdump 159
if name $n==$q
say Ah, I remember you, $Q!
mob forget $Q
endifWhen a character enters the room, the goblin will remember his/her
name. If the character then says 'hello', the second program is kicked
off. If the character was the last to enter the room (and thus is
remembered), the program will say I remember you and promptly forgets
the character. If the character says hello again (without leaving and
reentering), nothing happens.
DELAYS:
There are two parts to a delay action,The mprog code:
mob delay (number) The number is measured in 1/15ths of a tick.
And the trigger, DELAY, used to attach the program to fire after the delay.
Here we have three mprogs on the old crash test goblin.
Goblin:
[ 0] 160 greet 100
[ 1] 161 exit 0
[ 2] 162 delay 30
mpdump 160
say Hello $n!
mob remember $nmpdump 161
say Goodbye, $q!
wave
mob delay 30mpdump 162
say That $Q was a bit of a prick, really.
mob forget $qThe first one will fire as someone enters the room, say Hello and
remember the character.
The second prog will fire if the character leaves north, saying goodbye
and waving. And sets the delay timer for two ticks.After which, 162 fires, saying something mean, then forgetting the
character.
Posted by Ravennacht at 06:55 PM
Mana Pyre
A spell similar to lifeforce, but will steadily transfer MOVE points over to mana, allowing the caster to draw from MOVE as a source of energy, but at the price of rendering themselves immobile and susceptible.
Cost: 450 Mana
Spell Duration: 5 ticks
SYNTAX: Cast "Mana Pyre"
Posted by Ravennacht at 02:46 PM
July 17, 2005
Guild Bank Account
An account at the bank for each of the clans to hold funds.
CDEPOSIT (amount): Deposits funds to the clan bank account. All members may do this.
CWITHDRAW (amount): Withdraws funds from clan bank account, only leaders and immortals get this.
CBALANCE: Shows the balance in the clan's account, all can use.
This would allow clans to utilize and gather funds for the clan as a whole, whether to purchase upgrades for their halls easier, reequip members, bounty a nemesis, hire Dominion or Den.
Posted by Ravennacht at 02:44 PM
July 16, 2005
Safeguard
Safeguard would be a spell which only works when grouped with the singer casting the spell. Yes, this is one of those I would make bardic in nature just to promote the unity of groups and bringing a bard along to record the heroics of adventure.
Safeguard would allow anyone killed in the bard's party (grouped) to be returned to the morgue, with their corpse. It basically makes the victim safe from looting so long as they are grouped with the bard.
The drawback of the spell is that its duration is relatively short, for the bard cannot sing forever (remember a tick is an hour of mud time). Additionally, the affect of Safeguard never encompasses the bard that is singing it. If the bard singing the song is killed, Safeguard affect expires immediately, making grouped members lootable once again.
Posted by Ravennacht at 01:51 AM
July 14, 2005
Rhakhval - Race Idea
This race is nocturnal and subterranean by nature, they are at home in the shadows.
In appearance the Rhakhval are lithe humanoids in body form. Their facial features closely resemble bats with large ears, smallish eyes, larger nose. Leathery wing membranes connect their arms to their side, allowing them to sustain flight soundlessly. Their feet are well equipped to slashing kicks. Minor vestigial tails can be used as a whip.
Rhakhval communicate and fight utilizing sound waves and echo location. The scream of a Rhakhval is known to rupture stone quite easily. Rhakhval are able to control the pitch and tone of any sound they issue. They are perfect musicians, owing to their masterful ear to sound, they cannot, however sing or speak in any intelligible common fashion owing to the structure of their mouths.
Rhakhval are historically a good race, thou few of number owing to their ancestrel wars with the wicked drow which nearly wiped out their race. Myths claim that they are all blood-suckers, however, the Rhakhval find sustenance as insectivores. (though vampiric versions may exist, hidden from the rest of society as rogues.)
Rhakhval suffer greatly from any amount of light. Their small eyes are ill equipped to handle or adjust to light changes. Their skin, marble grey of color and thin textured, is likewise badly constructed to protect the Rhakval from the rage of the sun. While underground, Rhakhval have chameleonlike powers which allow them to seemingly merge with stone (though they are merely blending with the face of it). They are undetectable in such situations.
As the Rhakhval largely do not rely upon vision in their underground habitats, they are completely immune to all conventional forms of blinding (smoke, cast, gouge, dirt) as they rely on echo location to guide their movements. The only means of 'blinding' a Rhakhval is to deafen them, robbing their ability to hear and thus "see".
Rhakhval make extremely poor warriors being of frail stature. They are extremely intelligent, dextrous and charismatic.
Posted by Ravennacht at 05:58 PM
Witchblade
I am going to try and bank some of my ideas for the occassions that they can be used or completed at a future time, by me or whomever has the ability to do so. I hate feeling like I wanted to do something when I get the chance only to have forgotten what I wanted to try to do (tongue twist that out).
The WITCHBLADE - I came to this idea from my comics knowledge and from watching the recent series on TNT (which I do ever so much enjoy). I realize it isn't original in any sense, but it always has that holy grail kind of sensation when you see it.
(Originally posted 7/1/2002 Recovered from Livejournal)
# A magical item of godly proportions and might that has been passed through the millenia to the descendants and ancestors of such as Joan of Arc and other women of once thought mythic stature.
# Item is usable ONLY by women.
# Appears most often as a bracelet when mundane and converts to a gauntlet with a retractable sword/dirk from the central knuckle at times of action. At highest use, has the capability to plate the wielder in heavy armor.
# Item has many still unknown abilities... however based upon what is known by the mythic feats of previous wielders, the witchblade enables the wielder access to superior combat abilities, clairvoyance of certain events, a degree of enhanced health, and a minor manipulation of temporal currents (the wielder of the 'blade' exists in ALL times, not just one).
# The item is one of a kind and an artifact that is highly sought after, even by men who wish to control a chosen wielder,
# Disadvantages are many: the 'blade' is sentient and has throughout history chosen to abandon its wielder, usually at the most inopportune of times (Joan of Arc was burnt at the stake, as you recall); the 'blade' is much sought and being the bane of certain other artifacts is often pit against the servants of the shadow directly (the blade wielder will always be hunted by the forces of darkness, for should the blade fall to them, they may reap there devastation upon the mortal realms unchecked)
What do I think I would do to make this item:
# some kind of object prog that will have a chance of transing a number of mobiles (Darkness specific) to the wielder and forcing them to attack the wielder... not sure of what kind of event can trigger that. Also make them nonaggressive so that they attack the WIELDER above all else on the force. Likely some kind of purge or no flee attachment to ensure that the wielder cannot or doesnt leave such mobs behind for others.
# Item is a high end artifact, will need to be one of a kind and applicable and acceptable powers and abilities for a mortal to use... and make it in contention for others to want to slay the user to get it. It has powers as a weapon (sword) and as a gauntlet, but it mainly deals with armor and enhancement of fighting abilities with itself as a sword especially
# A minor area to house the 'blade' in the first place. Perhaps a Darkness stronghold or crypt with a guardian... story of the blade and a trace of the lineage that has wielded it in the past (preferably to include all current and future player wielders too for the sake of game continuity and dynamic presentation and damn niftiness).
# perhaps create some oprog inflictions to play on the sentient side of the object... ie if the wielder is sex changed they may be struck down by the blade, if the wielder has wisdom that falls below X value then the blade will trans itself back to the crypt (abandonment), if the wielder flees too much then the blade will do X, etc.
Don't know, likely too hard but still like to write it out for the sound of it... snicker.
(Originally posted 7/1/2002 Recovered from Livejournal)
Posted by Ravennacht at 04:03 AM
July 12, 2005
Lodestone
This spell dabbles with the weight of the victim.
Cast 'lodestone raise' [victim]
This casting sets the target at maximum weight (nullifies all other weight additions to eliminate chance of going over weight max), eliminates all flying affects since they are now too heavy (cannot have fly cast on them either). Additionally, their ability to flee is hindered by 25% owing to their heavyfootedness.
Cast 'lodestone lower' [victim]
This casting makes the target completely weightless (items carried by the person no longer add to their weight (i.e. loads carried by barbs for bash weight), weight becomes 0, person can fly "float" for duration of the spell)
The casting of the spell requires a component lodestone to imbue the spell with power. Duration of the spell is variable upon the caster's level and amount of mana.
Posted by Ravennacht at 10:41 AM
Block/Blockall
Similar to EXIT and EXALL, BLOCK/BLOCKALL, when placed on a mob/obj/room would block a character/group from leaving the room the mob/obj/room prog is on in the indicated direction until a specified action takes place (bribe, kill the mob, whatever).
The directions assignable for blocking would be NORTH, SOUTH, EAST, WEST, DOWN, UP, ALL.
Posted by Ravennacht at 10:30 AM
June 24, 2005
Stake
I would alter STAKE slightly. Since the message at the end of the two ticks of bleeding, following a staking, indicates that the victim pulls out the stake and bandages the bleeding, why not make it more realistic.
Make the bleeding from the stake be a minimum of what it is currently set at... but instead of having the person automatically remove the stake (as simply a showy message at the end of the skill affect), force them to REMOVE STAKE. (Perhaps even have the stake item occupy a body slot only occupiable BY a impaling stake) If they fail to remove the stake, they continue to receive damage while its there, perhaps even getting a disease from infection.
Removal of the stake leaves a deep wound, so they should get a heal of somekind to stop the bleeding affect. Potion/spells/healing mobs/clerics, etc.
Posted by Ravennacht at 12:18 AM
May 29, 2005
Awareness
Ranger/Strider/Paladin skill. Automatic use. Defensive only. Years of practical fighting and finesse have caused the paladin to develop a sixth sense, or awareness of dangers about him. With a high degree of proficiency in this skill, the paladin defeats a percentage of thief circle based attacks, making the ranger take a variable amount to no amount of damage from the normally devastating attacks of the backstabbers. (determined each round of fighting)
Posted by Ravennacht at 10:52 PM
May 24, 2005
Solo Run for Thieves
Island smuggling point where assassins, thieves and mercenaries gather to launder their misbegotten booty. Ruled by a guild of extreme power. Player of this class must infiltrate and gain the trust of the guild nation society and rise through the rank to possible position of power (solo run, once per reboot)
Skill testing... stealing quota, lock picking (all doors locked, must be picked)
Area for thieves/mercs/assassins only.
Posted by Ravennacht at 02:00 PM
Upgrade Idea
Meathe's Enhancement Idea for a certain piece of equipment upon Object Prog availability.
Certain activation forces player into zone/maze where they are confronted by creatures connected directly with the object (and if you don't know what it is, at least I do, hehe)
I wouldn't want to frighten anyone from its usage.
Posted by Ravennacht at 01:19 PM
May 18, 2005
Solo Run for Paladins
I've been thinking upon the solo class run idea. I think I would like to start with one for Paladins/Striders/Rangers. Paladin is my favorite class, they don't get played often, I think I'd like to direct my energy toward that run first.
Something along the thematic of an area with brain eating zombies, vampires, skeletons, werewolves, etc. Possibly something along the line of blending in Army of Darkness with the Deadite army. Something they can really get their stake into.
A new stake would be nice for the paladins with better stats, along with a special shield with a nice effect. Now that I know about the noreset flag for objects, I would lock away the run to once a reboot, to make it that much rarer too.
Posted by Ravennacht at 01:02 AM
