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Messages - nosecret

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I thought of a couple others since I've been experimenting with creating macros


FIRST
user-space-accessible "drop" command

user-space-accessible capability to select items from backpack

so in essence (example only):

/backpack_item 3 Potion of healing
/drop selected_backpack_item

SECOND (Stolen shamelessly from iD)

ability to rebind keys on the fly (allows user to create interesting one-button toggle shortcuts)
ability to insert one-tic-per-command waits to account for lag
ability to group strings of actions (such as with a semicolon, and assign them to aliases

so in essence (allows one key to cycle through greetings as you run thru a town or an area):

bind a "Greet Traveler
alias "Greet_Traveler_0" "target next player; say 'Good day, friend!'; bind a Greet_Traveler_1"
alias "Greet_Traveler_1" "target next player; say 'Oi there!'; bind a Greet_Traveler_2"
alias "Greet_Traveler_2" "target next player; say 'What're yew gawping at?!?!'; bind a Greet_Traveler_1"




2
General Discussion / Re: Pronouncing your name....
« on: September 27, 2007, 05:58:46 pm »
gih-rahz-ah vuh-seh-with

Giraxa Vesewith

3
If a compass is too difficult, how about a roseline/compsas rose GL Overlay or (probably even easier) constellations that give us our bearings.  as far as settings go, they could simply be imperfections in the "ceiling" surface of the stalactite or something.

4
PvP,PK and Thieving /
« on: March 30, 2005, 04:04:05 am »
As one who plays rogues almost exclusively when given a choice, it seems simple to me.

This is indeed an rpg.  as such, the rogue should be allowed to thieve and to pickpocket at will.  he/she should also be ready to accept consequences of his/her actions.

the victim should be able to post wanted bulletins and/or bounties for the purloiner of his property.  the act of thieving should nullify the thief\'s no pk settings (but not auto-hostile unless caught in the act AND it was in the presence of the party hostiling) insofar as the victim and his/her allies are concerned.  the rest of the gaming world should have to rely on acceptance of any bounty to be able to override the thief\'s anti-pk settings.

should the victim not immediately catch the thief, said victim should be able (if he/she can afford the beareacratic fee) to file for a bounty on the thief.

remember, there\'s some other thief out there with knowledge of my rogue\'s whereabouts.  a decent rogue\'s gotta have some political ties and alliances.  make the bounty high enough and you\'ll get the info necessary to retrieve your item AND the rogue\'s head, perhaps.  there is, after all, only limited honor among thieves.

the fee could be a percentage (OHHHHH OR A MULTIPLE) of the take, and a npc could act as the arbiter of the bounty.  if the AI would be too hard, then perhaps a non-hostile/neutral certified-public-accountant-like player who could volunteer for that job as an additional role in citizenship in the game world.

the thief could also return the item to that third party with a fee or premium to wipe the slate clean for that particular infraction.

think of it as a baldur\'s gate-esque cowled wizard\'s like thingy...only thievery, not spellcasting, is the infraction involved.

if nothing else, it would add serious depth!

i\'d kill to lay out such an underlying system...i can\'t code though!

sorry about the lower case... am emailing from a tungsten.

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