Jump to content

Fyrd Argentus

Member
  • Posts

    2,014
  • Joined

  • Last visited

  • Days Won

    128

Everything posted by Fyrd Argentus

  1. Well clearly I should not proceed in advance of the changes that Mur indicates are coming. My view was a "mundane" class of items quite distinct from things special enough to be in official inventory. True, we can list things we carry in our papers. This would just be a little more "justification" or "structure" to role-playing for people who wanted it. It is so sweet to be able to say, "I just happen to have here...." I never thought to include any actions other than getting and losing items (maybe trading them). And I'm talking mundane stuff that would NOT be worth even a silver.... So anyway, never mind, I will work on something else.
  2. I am imagining creating functions that store "MundaneItemKey"."XXX" where XXX is basically anything we want. This could even be created off input by the players -- walk up the Willow's Shop, tell the clerk you want a "widget" and you get the key for that (probably need to review requests to stock new items in the store -- that's better). A person's role-playing would be defined/focussed by their choices. Coders could require certain mundane items to complete quests.... "rope", "bucket" etc. Lot of book-keeping of course. Magic Mirror to show you what you have, and storage functions of all keys that have been defined. Some sort of total encumberance limit (like MP level squared). All this so it is counted and retreivable. BUT - I read about cleaning up storage, and the worries about server capacity and such. This could become a storage hog. I'm looking for discussion - would such a project be a good thing, or not?
  3. Welcome to Legend Speakers.

  4. You can clear your browser cookies and start from the beginning. However, you must use a new e-mail account. These are free on Yahoo!
  5. Nice try at a quest. We should talk clickies....

  6. The fyrdswords notes have been updated with more info to help with solving the riddles.
  7. 3 semi-finalists? Have each fight the other two. Three matches of 2/3 rounds. In the unlikely event that everybody wins one and loses one, you fall back on cumulative scores.
  8. @Anatoli - start at the beginning and read carefully. The quest is now COMPLETE in the sense that all time slots are filled with tasks. They may improve with age, and as new code becomes available, and I may even work in new twists. But there are no more dead-ends with Fyrd puffing away at his bagpipes. In case you havn't figured it out - they repeat on a 12-hour cycle so there should be no time-zone advantages or disadvantages. We have no completed tasks yet by anybody. This was meant to not be easy, and it will indeed take days.... I appreciate any reports of what MIGHT be bugs..... or might not be.
  9. Don't inhibit my creativity. I can think of LOTS of ways to use that data in a quest.
  10. Got it - simulated action points. I still want to get at and read the real ones.
  11. Simulate it? Pray tell... All I'm looking for is a way to get a reading on action points....
  12. This is exactly the behavior I've seen all three mp levels..... not smooth, not seamless. But it does get you there. No change in months....
  13. Lost Path Treasure Quest in pretty good shape now. See contests.

  14. Again, Tote's careful reports of what was happening let me find a sort-of bug and earned him a second pickle point. It seems that if you returned to the fountain before time is up, the magic spell is broken and your time allotment is gone! I have added a warning to the visions NOT to return again. Sorry, many of you were probably going back one minute later, disturbing the vision, and breaking the magic spell ..... Ten lost path treasures now linked to the fountain.
  15. Thanks for setting up the heat functions. Should we expect the uv('ap') function soon, or should I redesign those portions of my quest?
  16. Okay, first pickle point for a bug find goes to Totenkopf. Issue prevented the 13:00-24:00 ST quests from functioning right. Fixed now. Thanks Tote!
  17. Wonderful idea for contests and such. Have you read the "Fair Fight Zone" sign outside Sage's Keep? I have been promoting the concept in various machiavellian ways for some time. Tokens was a real sore point in getting people to understand how to "value" a ritual. If you set no tokens and zero slider, the game becomes quite simple and fun.
  18. Hey, same question on user's HEAT. All this talk about putting heat into items and such, how to you access that, even just to check?
  19. See title. 'ap' is not on the approved list. Is there some reason for that?
  20. New Quest! See forum and Quest tab in-game.

  21. My new quest is beginning to materialize. Visit the hut north of Wind's Sanctuary to begin. I do not yet have prizes lined up for the first few winners (beyond pickle points -- see my quest page) -- I will pursue this soon. I expect the tasks to be challenging and the quest to take days, but it could in principle be done in a single day once I am finished with all tasks. Caveat: This is my first major undertaking with MDScript. Each new bug found will result in a pickle point awarded to the first finder(again, see my quest page) over and above any extra understanding of the quest gained. Have at it! {p.s. - Start by reading the write-up in the [Quests] tab at top of game screen.}
  22. You missed me, but you seem to have a nice round 8 MP5 so I wouldn't mind dropping out anyway if that makes things easier. I signed up mostly to show support for your idea.
  23. I really don't see why communication modes that have a physical basis can't be allowed. The post-office "leave a note" thing should have been fine. We should consider creating an in-game mechanism for sending PM's. For instance, a use for birds as homing pigeons -- you can only have as many unread PM's out as you have birds, and you may let the bird wait for a reply, if you choose, or call it home.
  24. Seems to me that a creator of an item should have to [b][i]lose [/i][/b]stats that they transfer to the item. The user of the item must then pay heat every time they access those stats while they reside on the item. Then, if the stats are ever transfered from the item to user, the item would then lose those stats. In short, there should be a law of conservation of stats. This begs the question of whether it should be [b][i]allowed [/i][/b]to essentially transfer stats between players. There should be at the very least a loss function on efficiency of transfer at each step. It would be really harsh to make it percentage basis...
  25. So my solution from the days of punchcards.... @vk is now my key holder. The 1-Bit is first key, 2-bit is second key, 4-bit is third key.... if(@vk "and" 4){ } else { } I'm presuming fundamental "and" and "or" etc. functions still exist in some fashion here.... Sorry I havn't tested this, but you could make it work. As long as I'm not sharing my keys with other coders, and only need 32 keys, I create no new storage needs, and never need to clean up, and just over-write it when I create a new quest. Is there a problem with this? Won't @vk stay between me and the player indefinitly, using store() function on it?
×
×
  • Create New...