Search found 426 matches

by Everybody
Wed Feb 12, 2003 2:55 am
Forum: Area Building
Topic: Themes for Areas
Replies: 68
Views: 106854

Forgotten Realms mythology... there's a large set of caverns far under the surface of the world - that's the Underdark - drow are the dominant race down in there, but the Duergar (gray or dark dwarves) and illithids also have large communities down there (not to mention roaming bands of goblin, or p...
by Everybody
Tue Feb 11, 2003 12:32 am
Forum: Code suggestions
Topic: Set merchants
Replies: 17
Views: 17821

Sorry, but I have to ask: how would you expect someone to be able to set up a decent bot against a randomized list of items to find, considering (from what I inferred) that they'd be taken from the mud as a whole?
by Everybody
Tue Feb 11, 2003 12:28 am
Forum: Code suggestions
Topic: It sounds stupid maybe but err dexterity checks?
Replies: 4
Views: 16876

I'm not sure what you're proposing in the first place, snarf.... a room that automatically moves you unless you make a dex check? or dex checks on certain events that move you if you fail? I'm not overly familiar with when they would come up in rl rpg sessions, so I'd appreciate some filling in...
by Everybody
Sat Feb 08, 2003 3:35 am
Forum: Races
Topic: Illithids
Replies: 54
Views: 90003

As far as logistics of skills (i.e. what makes sense for a race to have), I'm all for ills getting a charm skill. Of course, given our general antitheses towards charm spells/skills in general (they create a ton of hassle for imms), I'm only for it if we dump it from avians. I never really understoo...
by Everybody
Thu Feb 06, 2003 10:42 pm
Forum: Ask Kiri
Topic: Combat System
Replies: 21
Views: 19103

Actually, if I'm recalling correctly, when Slart explained it, the parry/dodge was 50% apiece (even for mobs) and hitroll played a part in the percentage those skills kicked in, as well. I wouldn't be surprised if either of these were modifications from the original merc code.
by Everybody
Thu Feb 06, 2003 12:50 pm
Forum: Ask Kiri
Topic: Combat System
Replies: 21
Views: 19103

Actually, the combat system gets worse (player-wise) when you progress farther past 30. If we didn't have hard-coded caps for things (AC bottoms out at -300 for players and -150 for mobs), we'd never be able to kill anything. Mob hit points rise at far too great a rate for players to keep up, and th...
by Everybody
Thu Feb 06, 2003 12:44 pm
Forum: Ask Kiri
Topic: Attributes: To enhance or not to enhance
Replies: 7
Views: 7266

It's not really "spread about" - there's a standard formula for figuring it out. The Mud figures out an initial modifier from your con, then chooses a random number between the racial minimum and racial maximum. Add the two together and you get your hp gain at level. Each race has somewhat different...
by Everybody
Thu Feb 06, 2003 12:31 pm
Forum: Code suggestions
Topic: additional affects of flaming items
Replies: 23
Views: 21252

Probably more like giant strength or enchant... +1/5 levels, or 10 levels. At level 50, you'd be reducing your opponent's save by +5 (using it per 10 levels, obviously), which would be a... 25% better chance to get each subsequent spell through. That's fairly substantial. I still don't agree that el...
by Everybody
Thu Feb 06, 2003 12:17 pm
Forum: Code suggestions
Topic: spec_castillithid
Replies: 19
Views: 37549

Dive was working on a series of specs, many of which are in - love_<race>, cast_druid, cast_elf. He had mentioned creating one which would cast illithid spells, but I don't know what's happening with that right now. As far as revamping to make the code have mobs cast area-determined spells - i.e. ea...
by Everybody
Thu Feb 06, 2003 12:10 pm
Forum: Races
Topic: Elves
Replies: 42
Views: 65522

*blink* I could've sworn current hps worked into the acid blast computation, somehow. If it doesn't, the spell ramps up extremely well (better than any other level based spell by a ton).
by Everybody
Mon Feb 03, 2003 9:24 pm
Forum: Races
Topic: Elves
Replies: 42
Views: 65522

I believe Slart's point is that it's a very powerful effect to be handled by only mana cost. Sure, all the other spells have only a mana cost, but they generally have very limited effects. Yes, this could be handled by having it have a very limited duration, by a high mana cost, etc. but the results...
by Everybody
Mon Feb 03, 2003 3:07 am
Forum: Code suggestions
Topic: additional affects of flaming items
Replies: 23
Views: 21252

Ahem. "Elves get fireball and... a bunch of mana wasters?" I believe acid blast should be included in there. Especially at high levels, it does extremely good damage. Now, to the main point. Fixing the flaming code was a step in the right direction. Elves can solo fairly effectively (yes, flaming eq...
by Everybody
Sat Feb 01, 2003 3:58 pm
Forum: Ask Kiri
Topic: Attributes: To enhance or not to enhance
Replies: 7
Views: 7266

I believe I told you about con & wis/int. Now then, attributes affect your character at two different points, at level, and all the rest of the time. What you want to get high at level is: Wis/Int - this affects how much mana you'll get at level. If you're a druid, wis will affect somewhat more; if ...
by Everybody
Sat Feb 01, 2003 3:42 pm
Forum: Code suggestions
Topic: additional affects of flaming items
Replies: 23
Views: 21252

I actually wouldn't mind seeing the flaming tag also affect a mob's chance of saving against a spell. Probably at a (much) lower amount than it affects damaging spells, but any slight bonus would be neat.
by Everybody
Sat Feb 01, 2003 12:59 am
Forum: Ask Kiri
Topic: Saves
Replies: 11
Views: 8538

For your first question, yes. All the save vs. <whatever> affects are just added up and combined into your save vs. spell. Alright, the way I understand Slart's first response is: each level above you a mob is, your base chance to save vs. any spells they cast goes down by 5%, vice versa if you're a...