The Gaardian Aardwolf Notes Archive

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showing 50 most recent notes by Crowley
t6 head/neck on market
Note #49351
posted on Forsale
Sunday, September 30, 2018 @ 11:52
lbid 90862, enchanted raided t6 neck
+-----------------------------------------------------------------+
| Keywords   : crescent moon necklace druid260 260neck            |
| Name       : /|\ Crescent )Moon( /|\                            |
| Id         : 1610245465                                         |
| Type       : Armor                     Level  :   260           |
| Worth      : 52,500                    Weight :     0           |
| Wearable   : neck                                               |
| Score      : 485                                                |
| Material   : silver                                             |
| Flags      : unique, glow, hum, magic, burn-proof, nolocate,    |
|            : solidified, resonated, illuminated, V3, lauction   |
| Clan Item  : From The Great Circle of Druids                    |
+-----------------------------------------------------------------+
| Stat Mods  : Strength     : +5       Intelligence : +4          |
|              Dexterity    : +4       Constitution : +4          |
|              Hit roll     : +22      Damage roll  : +25         |
|              Hit points   : +105     Moves        : -210        |
|              Luck         : +4       Wisdom       : +4          |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +15      All magic    : +11         |
+-----------------------------------------------------------------+
| Enchants:                                                       |
| Illuminate : Wisdom +4                (removable with TP only)  |
| Solidify   : Hit roll +6              (removable with TP only)  |
| Resonate   : Luck +3                  (removable by enchanter)  |
+-----------------------------------------------------------------+
 
lbid 90863, raw raided t6 head
+-----------------------------------------------------------------+
| Keywords   : ego inflatable druid260 260head 260helm            |
| Name       : /|\ Tyebald's Ego /|\                              |
| Id         : 1678378149                                         |
| Type       : Armor                     Level  :   260           |
| Worth      : 81,300                    Weight :     0           |
| Wearable   : head                                               |
| Score      : 500                                                |
| Material   : bark                                               |
| Flags      : unique, invis, magic, burn-proof, nolocate, V3,    |
|            : lauction                                           |
| Clan Item  : From The Great Circle of Druids                    |
+-----------------------------------------------------------------+
| Stat Mods  : Strength     : +4       Intelligence : +5          |
|              Wisdom       : +4       Dexterity    : +5          |
|              Constitution : +8       Hit roll     : +14         |
|              Hit points   : +130     Moves        : -260        |
|              Damage roll  : +32      Luck         : +1          |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +15      All magic    : +11         |
+-----------------------------------------------------------------+
 
Mr. Crowley
invdata
Re: zombie corpses +
Note #40532
posted on Ideas
Saturday, September 29, 2018 @ 14:18
Reply to: Note 40529 posted by Khaleesi

>I like it.
 
Great! So when we PK you... excuse me, PURGE you, you'll create a corpse with
more IQ! It might even be able to do math!
 
I'm all for an idea that increases math awareness!
 
This actually would be a cool idea for Halloween events, though.
 
Mr. Crowley
Re: Proxy bid
Note #18093
posted on Bugs
Friday, September 28, 2018 @ 11:31
Reply to: Note 18092 posted by Cheezburger

Actually, I believe it's because Azzoun proxy bid 30m before you did, and the
earlier bid takes precedent. It's explained in help proxy.
 
Mr. Crowley
Re: nospellup command ++
Note #40503
posted on Ideas
Wednesday, September 26, 2018 @ 14:46
Reply to: Note 40502 posted by Fiendish

>This would stop being a problem if I could effectively visto everyone.
 
If it's tells you're worried about, 'vistell' is your friend. If it's finger
and finding you're "offline", they can just write you a note. Also, could just
trigger off the invis message and vis automatically each time.
 
Personally, I don't add invis as a spellup spell, though. It doesn't do much
aside from bypassing some mobs (and even that's not 100%).
 
Mr. Crowley
WTS T6 raided RAW head
Note #49339
posted on Forsale
Tuesday, September 25, 2018 @ 20:17
I don't read this board, so send me a tell if serious about buying it. Make an
offer I agree with, it's yours. First come, first serve. Will put on market if
no serious offers by Friday.
 
+-----------------------------------------------------------------+
| Keywords   : ego inflatable druid260 260head 260helm            |
| Name       : /|\ Tyebald's Ego /|\                              |
| Id         : 1678378149                                         |
| Type       : Armor                     Level  :   260           |
| Worth      : 81,300                    Weight :     0           |
| Wearable   : head                                               |
| Score      : 500                                                |
| Material   : bark                                               |
| Flags      : unique, invis, magic, held, burn-proof, nolocate,  |
|            : V3                                                 |
| Clan Item  : From The Great Circle of Druids                    |
+-----------------------------------------------------------------+
| Stat Mods  : Strength     : +4       Intelligence : +5          |
|              Wisdom       : +4       Dexterity    : +5          |
|              Constitution : +8       Hit roll     : +14         |
|              Hit points   : +130     Moves        : -260        |
|              Damage roll  : +32      Luck         : +1          |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +15      All magic    : +11         |
+-----------------------------------------------------------------+
 
Mr. Crowley
invdata
Re: pthief aoe ++
Note #18087
posted on Bugs
Tuesday, September 25, 2018 @ 16:07
Reply to: Note 18086 posted by Cheezburger

I think the note is referring to Rangers and Paladins as more a spellcaster
class (or a mix of them) simply because they have more spellups in them? I
forget. Regardless, on test port, it was always Warrior got 4 hits, every other
non-pclass caster class got 6.
 
Mr. Crowley.

invdata
Re: pthief aoe
Note #18085
posted on Bugs
Tuesday, September 25, 2018 @ 16:04
Reply to: Note 18084 posted by Tymme

No, only warriors got the 4 mob hit. Every other class has at least one spell
in their compliment of spells/skills, so thief, paladin, and rangers get 6.
 
Mr. Crowley
Re: hammer weapon type ++++++
Note #40464
posted on Ideas
Sunday, September 23, 2018 @ 16:05
Reply to: Note 40463 posted by Tymme

Agree with Tymme on a crafter skill, maybe something such as:
 
Skill: replicate  
 
Recreates the weapon in a different material form with some loss to average
damage and -1 to all stats on weapon, as it is a replica of the weapon and not
an exact duplicate. This applies to all except Aardwolf weapons.
 
Mr. Crowley
Re: mobdeaths/mobquests
Note #18082
posted on Bugs
Sunday, September 23, 2018 @ 10:36
Reply to: Note 18081 posted by Starling

The note only mentions mobdeaths and mobkills, not mobquests. Maybe it was
intentional? Not a bug, anyway.
 
Mr. Crowley
Re: Area Attacks [Non-staves]
Note #18079
posted on Bugs
Sunday, September 23, 2018 @ 10:29
Reply to: Note 18078 posted by Icecool

It's actually all AOE spells that are limited for non-caster pclasses, and
intended.
 
Mr. Crowley
Re: Earthbind +
Note #40442
posted on Ideas
Thursday, September 20, 2018 @ 13:44
Reply to: Note 40441 posted by Tymme

Can't trip flying people, though.
 
Mr. Crowley
Re: Jotunheim - A Windows Path
Note #16735
posted on Typos
Wednesday, September 19, 2018 @ 19:54
Reply to: Note 16734 posted by Dathon

This happens in room 31534, as a side note.
 
Additionally, the word "peels" should be "peals".
 
Lastly, "as if the gods get ready for war" sounds odd. It probably should be
reworded to "as if the gods are preparing for war" or "as if the gods are
getting ready for war".

Mr. Crowley
Re: Scribing (and Brewing?) +
Note #40436
posted on Ideas
Wednesday, September 19, 2018 @ 14:06
Reply to: Note 40435 posted by Koala

I had completely overlooked the line in the Enchanter for scribing, so that's
something to consider.
 
In light of that information, I still believe it should be adjusted for pclass
spellcasters, but not the 80%/50% I initially requested, since that should be
an Enchanter's success rate. However, perhaps 70%/40% is something to consider
for the remaining pclass spellcasters.
 
Thanks, Koala, for adding that information!
 
Mr. Crowley
Scribing (and Brewing?)
Note #40434
posted on Ideas
Wednesday, September 19, 2018 @ 11:25
In 100 blank scrolls, I was able to scribe 51 triple casts of a spell. That's
with max int/wis/luck and 100% scribe as a mage. Given the length of time it
takes to scribe scrolls, this seems rather quite low. Scribing 4x scrolls has
netted me a 14% return rate so far.
 
I propose that scribing be modified a bit for pclass spellcasters, at the very
least. Maybe even moreso for Enchanters. As a learned scholar in the arts of
magic, it seems to make more sense that a pclass spellcaster could scribe more
easily than melee classes with the same stats, especially on multiple casts.
This would be of great value in Epics alone, where people should show up with
incomplete healing scrolls.
 
I'm not looking for 100% 4x scrolls, or even 100% 3x scrolls. But I feel that
both should be considerably higher than what their return rates are currently.
Maybe 80% for 3x, and 50% for 4x? Just a thought, something to mull over. And
again, for melee pclasses, it would remain the same. Should also apply to
brewing.
 
Mr. Crowley
Re: Colors
Note #40423
posted on Ideas
Monday, September 17, 2018 @ 15:22
Reply to: Note 40422 posted by Malas

Random colors wouldn't be so bad, as long as you're not doing it on public
channels, and under the understanding that people set their channel colors for
a specific reason, and constantly colorizing text that doesn't fit their color
scheme can cause you to lose friends.
 
Blinking text, only if it's toggleable. Don't want to cause seizures now, and
not everyone wants to deal with blinking text. Feel free to make your own text
blink on your end, though!
 
Mr. Crowley
Re: friend wannabe ?!
Note #16721
posted on Typos
Sunday, September 16, 2018 @ 21:28
Reply to: Note 16720 posted by Varic

The room is 20096, for ID purposes, but it is there.
 
Mr. Crowley
Re: Period should be Quetion Mark
Note #16719
posted on Typos
Sunday, September 16, 2018 @ 12:22
Reply to: Note 16714 posted by Xekar

>Period should be a question mark here.
 
There isn't a question being asked here, so it needs no question mark. The
ranger is simply saying he was wondering lately. Yes, it may seem weirdly
worded, but it's acceptable as is.
 
Mr. Crowley
Re: Tp enchant info +++++++
Note #40383
posted on Ideas
Tuesday, September 11, 2018 @ 19:34
Reply to: Note 40382 posted by Vespar

I believe what Vespar is referring to regarding determining the approximate
value is this:
 
When an item is put on rauction or on market, we look at it to see if it's a
base weapon (worth at most 1k), or if it's been enchanted. We base our
evaluation not on the HR/DR of the object, but about how many trivia points
were put into it, because if a person put in 100 trivia points to max enchant
it, then we want to pay what we feel 100 trivia points is worth plus the value
of the weapon. You don't want to overpay its value, nor does the seller want to
be underpaid. So having something that says "100 trivia points were used to
enchant this weapon" is useful in that measure.
 
I'm not saying it should be implemented, but it'd take out one extra step to
determine worth for those not technical enough to understand how tpenchanting
and weapons work.
 
Mr. Crowley
Manor Shopkeeper upgrade
Note #40370
posted on Ideas
Saturday, September 8, 2018 @ 21:29
Can we add an option to flag manor shopkeepers as scavenger mobs? That way, if
someone so rudely dumps junk on your porch door, your shopkeeper will kindly
clean it up by scavenging. Not looking to have it as an option for all manor
mobs, but just an option for shopkeepers. Price can be 100 qp and 500k gold, or
something in that range.
 
Mr. Crowley
Re: Pro Chef Tip Of The Day +
Note #530
posted on Misc
Saturday, September 8, 2018 @ 15:05
Reply to: Note 529 posted by Taeryn

I was going to write to say this precisely. Oil and water do not mixe for a
reason. You'll leave oily residue on the pasta, and it does nothing to prevent
the sticking.
 
In all my years of cooking. I've never once had rice or pasta burn or stick to
my pan. Why? Because with pasta, I do exactly what Taeryn said - I stir it
every 2-4 minutes, making sure that constant flow is going through until it's
done. Last night, in fact, I made homemade macaroni and cheese with pasta
shells, and the shells came clean out of the pot - nothing sticking, nothing
burnt. With rice, you really just want to make sure that you have enough water
for the rice (rice expands!), and stir the rice until the water starts boiling.
Once it's boiling, reduce down to a simmer, place a lid over it (the more
air-tight, the better, but any lid will do), and let it steam itself to
perfection.
 
You don't need to work professionally to know how to cook. It just takes a
desire to make delicious food!
 
Mr. Crowley
Re: Forge
Note #40352
posted on Ideas
Tuesday, September 4, 2018 @ 13:28
Reply to: Note 40351 posted by Tearlach

You don't need to repost the same note every three weeks.
 
I wouldn't mind a forge for the clan, but for manor, it's pretty pointless, as
people will change subclasses over time, and then what, stuck with a forge they
can't use in their manor? So, clan yes, manor, no. At least from me.
 
Mr. Crowley
Re: retreat to work even when not in combat. ++
Note #40345
posted on Ideas
Monday, September 3, 2018 @ 16:48
Reply to: Note 40344 posted by Celebrity

Except if you add this, it can create problems for people in the future. For
example, if I'm in an aggro room and I'm getting destroyed, I will try to
retreat. Retreats aren't 100%, so I spam retreat a few times to make sure I get
out of the room.
 
I retreated to a safe room, yay! But wait! I still have 3 more retreats in my
queue! CRAP, I just retreated into another aggro room, and now I'm dead. Thanks
a lot, retreat!
 
Mr. Crowley
Have xx redos count as tiers
Note #40340
posted on Ideas
Monday, September 3, 2018 @ 14:57
After a trolling discussion, a new idea came to mind.
 
For every 50 redos (or every 100?), make it count as if it were an additional
tier. This would mean that on the 51st (or 101st) redo, you could wear/cast
things 100 levels above you. Maybe this can even work for Aard items at level
201, too (so a t9 with the appropriate amount of redos would be able to get a
level 301 weapon).
 
Redos can be done fast, it's true. It's why you have to do so many to get the
benefit. As of right now, two people would have enough redos to gain the
benefit, one if we raise it to 100. It gives an alternative style of play as a
t9 who doesn't want to spend the entire day pupping, as well.
 
Just a thought, anyway.
 
Mr. Crowley
Re: Balor Spittle
Note #16700
posted on Typos
Saturday, August 25, 2018 @ 09:26
Reply to: Note 16699 posted by Dillon

It's made properly, and doesn't need to say it has a cooldown.
 
Once a mob has been balored, you cannot balor it again, much like you cannot
backstab a mob a second time because it is aware of your attacks. The cooldown
isn't to prevent you from baloring a mob a second time. It's to prevent you
from using it mob after mob after mob, as it is considered a powerful skill.
How many skills or spells do you know that can easly take 25% off a mob or even
a player? Hence why there's a cooldown.
 
Mr. Crowley
Change heal potion cost and effectiveness at Level 201
Note #40294
posted on Ideas
Friday, August 24, 2018 @ 19:48
Reply to: Note 40293 posted by Tymme

>How do rates compare to the rates from renew/restore life/cincomplete, though?
 
Considering that of the three listed, only incomplete healing can have multiple
casts via manually-brewed potions, they're almost irrelevant to the issue at
hand. Bear in mind that quaffing a potion returns 4x heals, so when I say 2,148
for a quaff, that's 537 per heal, at 575 wis. At 600 wis, you do 2,200 per
quaff, or 550 per heal.
 
Taking the 1,120 additional increase at level 201 would increase each heal by
280, so we're looking at 830 per heal with 660 wis. I don't know what
renew/restore life/incomplete healing return, but if I remember correctly,
restore life was over 1k when practiced to 100%. I don't have any of them at
100% individually, so my results would be skewed. However, at 85%, heal returns
456, renew returns 583, and restore life returns 868. If someone can provide
numbers at 100% in each, then it can be better determined if there needs to be
a scaleback on what I provided. At any rate, the cost ratio should be reduced,
and consistent. It's simply not worth having a level 201 potion that's 200%
more but only returns a 15% heal increase.
 
Mr. Crowley
Change heal potion cost and effectiveness at Level 201
Note #40292
posted on Ideas
Friday, August 24, 2018 @ 19:15
Doing some testing on healing potions and their equivalent costs and found a
largely disappointing return rate for higher level potions. Additionally, the
percentage is largely different from clan to manor potions. See below:
 
Level 201, 575 Wis 
  
Level 60 : Heals for 1,868, costs 1,440 gold. (Manor)
Level 201: Heals for 2,148, costs 4,284 gold (Manor)
Level 60 : Heals for 1,868, costs 960 gold. (Clan)
Level 201: Heals for 2,148, costs 3,216 gold. (Clan)
 
Results:
Manor potions cost increased by 197.5%.
Clan potions cost increased 235%.
Healing only increased 14.99%, and with each additional wisdom, it diminishes
to 14.58%, provided no instinct in heal (if that even counts for potions).
 
Additionally, there seems to only be an increase of 2 hp per level of the
potion, or 0.25 per cast. I propose we bump that up to 8 hp per level, so from
level 60 to level 201, there would be an additional 1120 hp rather than the 280
it currently stands at. Also, I propose making the costs for healing potions
(as well as mana potions) to be more in line with a realistic rate of exchange.
A 300% increase for only marginal increase in healing is not realistic, and
makes level 201 potions worthless, as at that level, mobs are dealing more than
280 damage per round, so you might as well be quaffing level 60 potions. Maybe
make it a flat 150% for both manor and clan potions (so 3600 for manor potions,
2400 for clan potions).
 
Mr. Crowley
Re: Description character limit/editor
Note #18046
posted on Bugs
Friday, August 24, 2018 @ 13:49
Reply to: Note 18045 posted by Khadaji

I just ran a test, and came up with the following results:
 
If I put 79 "1"s on followed by a new line, I was able to fit 998 characters.
This leaves 26 characters from the 1024 character limit. Considering that this
was broken up over 13 lines, I bet it's the newline code that is being included
in the character count.
 
If I did 1024 "1" on one line, it truncated it to 1023 characters, maybe
accounting for one new line.
 
Either way, it looks like newlines are what is causing the character limit
discrepancy. As for color coding, I couldn't tell you why it looks different
between your editor and actually seeing it.
 
Mr. Crowley
Favor in the realm for marriages +++++
Note #40278
posted on Ideas
Tuesday, August 21, 2018 @ 21:18
Reply to: Note 40277 posted by Jidian

Well, the other argument against your idea is in 'help di-double' (which you
need to read help dead ideas in the first place).
 
- Double quest point events are reserved for special occasions and will not
  be increased in frequency.
 
So, that effectively shuts down your idea right there. Even a daily increase of
frequency is still an increased frequency.
 
Mr. Crowley
Re: Favor in the realm for marriages
Note #40271
posted on Ideas
Monday, August 20, 2018 @ 19:51
Reply to: Note 40270 posted by Jidian

This would so be abused.
 
Nice idea, but probably will never happen due to the potential abuse.
 
Mr. Crowley
Re: gq mob/arboretum +
Note #18031
posted on Bugs
Thursday, August 16, 2018 @ 22:30
Reply to: Note 18030 posted by Crowley

Er, cexits, not mobs.
Re: gq mob/arboretum
Note #18030
posted on Bugs
Thursday, August 16, 2018 @ 22:29
Reply to: Note 18029 posted by Arystul

Don't believe you do, as you can translocate into most areas if you do not know
how to manipulate the mobs.
 
Mr. Crowley
Re: Dtrack is not tracking properly
Note #18027
posted on Bugs
Thursday, August 16, 2018 @ 13:27
Reply to: Note 18026 posted by Crowley

Also, the odd [1] Your venoms -- it was due to laziness, because I had deleted
those lines previously, realized they counted towards hits, then added them
from damage 6 (but they're only 1 hit each anyway).
 
Mr. Crowley
Dtrack is not tracking properly
Note #18026
posted on Bugs
Thursday, August 16, 2018 @ 13:20
Something isn't tracking right with dtrack when you use damage 6.

Using damage 6:

You attempt to bury a Dagger of Aardwolf deep into Rib Eye Stake's back!
@x111[4] Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111[7] Your light does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111[1] Your venom <-*-><*><-*-> NUKES <-*-><*><-*-> @x111Rib Eye Stake!
@x111[5] Your light does UNBELIEVABLE things to @x111Rib Eye Stake!
Rib Eye Stake is DEAD!!

Actual hit count: 4+7+1+5 = 17.

Damage tracker: 

Rounds      : [       2 ]
Swings      : [      14 ]     Swings Per Round  : [   7.00 ]

Even if it didn't include backstab (which the test below will show it does),
this is still off.

Using damage 0:

You attempt to bury a Dagger of Aardwolf deep into Rib Eye Stake's back!
@x111Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111[1] Your venom <-*-><*><-*-> NUKES <-*-><*><-*-> @x111Rib Eye Stake!
@x111Your light misses @x111Rib Eye Stake.
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light misses @x111Rib Eye Stake.
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light misses @x111Rib Eye Stake.
@x111Your light misses @x111Rib Eye Stake.
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111[1] Your venom <-*-><*><-*-> NUKES <-*-><*><-*-> @x111Rib Eye Stake!
Rib Eye Stake turns deadly pale and collapses!!

Actual hit count: 19.


Rounds      : [       3 ]
Swings      : [      19 ]     Swings Per Round  : [   6.33 ]


You attempt to bury a Dagger of Aardwolf deep into a vampire wrapped in
bandages' back!
@x111Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your light does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your light misses @x111a vampire wrapped in bandages.
@x111Your light does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your light misses @x111a vampire wrapped in bandages.
@x111Your light does UNIMAGINABLE things to @x111a vampire wrapped in bandages!
@x111Your light misses @x111a vampire wrapped in bandages.
@x111Your light does UNIMAGINABLE things to @x111a vampire wrapped in bandages!
@x111Your light misses @x111a vampire wrapped in bandages.
@x111Your light does UNIMAGINABLE things to @x111a vampire wrapped in bandages!
@x111Your light misses @x111a vampire wrapped in bandages.
@x111Your light does UNIMAGINABLE things to @x111a vampire wrapped in bandages!
A vampire wrapped in bandages is DEAD!!

Actual hit count: 16.

Damage tracker: 

Rounds      : [       3 ]
Swings      : [      16 ]     Swings Per Round  : [   5.33 ]

Back to damage 6 for testing:

You attempt to bury a Dagger of Aardwolf deep into a vampire wrapped in
bandages' back!
@x111[4] Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in
@x111bandages!
@x111[4] Your light does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111[7] Your light does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
Multiple slashes to the body end the life of a vampire wrapped in bandages!
She is DEAD!

Acutal hit count (spirals do not count towards dtracker, apparently): 4+4+7 =
15.

Damage tracker:

Rounds      : [       2 ]
Swings      : [      17 ]     Swings Per Round  : [   8.50 ]

As you can see in the above tests, both times at damage 0, the hits matched up
with the swings. But with damage 6, they were off. Spiral isn't included in
swings, so I didn't add them (I did spiral once in the damage 0 testing).
Unless I'm missing something, there seems to be a bug in dtrack and at least
damage 6 (I haven't tested any other damage settings; if I had, this note would
be 10 times as long).

Mr. Crowley
Envenom and Invmon
Note #18025
posted on Bugs
Wednesday, August 15, 2018 @ 11:32
It seems in invmon the same flag T is used for tempered and envenomed weapons.
I'm not sure this is intended, or if envenomed should have its own E flag
(since it already exists as a short flag). Case in point:
 
Tempered dagger:
{invmon}3,1896807008,-1,-1
{invitem}1896807008,KMGHT,Dagger of Aardwolf,291,5,1,-1,-1
{invmon}4,1896807008,-1,-1
You give Dagger of Aardwolf to yourself.
 
Notice the flags KMGHT.
  
You coat Dagger of Aardwolf with deadly poison.
{invitem}1896807008,KMGHT,Dagger of Aardwolf,291,5,1,-1,-1
 
The KMGHT does not change.
 
Non-Tempered dagger:
{invmon}3,1218577119,-1,-1
{invitem}1218577119,KMGH,Dagger of Aardwolf,241,5,1,-1,-1
{invmon}4,1218577119,-1,-1
You give Dagger of Aardwolf to yourself.
 
Notice only the flags KMGH.
  
You coat Dagger of Aardwolf with deadly poison.
{invitem}1218577119,KMGHT,Dagger of Aardwolf,241,5,1,-1,-1
 
The previous flags now have a T affixed to it, when it possibly should be an E.
 
Mr. Crowley
Re: manor morgue
Note #40250
posted on Ideas
Tuesday, August 7, 2018 @ 23:53
Reply to: Note 40249 posted by Deepstar

Please read 'help di-manors', especially this point:
 
- Morgues are a clan feature.  They will not be available for manors.
 
Mr. Crowley
Re: info goals
Note #18020
posted on Bugs
Sunday, August 5, 2018 @ 11:49
Reply to: Note 18019 posted by Exotabe

Not all goals give an info line.
 
Maybe your clannies are doing goals that don't return an info line?
 
Mr. Crowley
Re: action not taken. ++
Note #16679
posted on Typos
Sunday, August 5, 2018 @ 03:05
Reply to: Note 16678 posted by Starling

>Emphasis on words.
 
First, I don't think you're really in the position to argue semantics with
anyone.
 
Second, the word "words" is being used to say "it must contain at least one
word from the short description and one word from the long description." Last I
checked, one plus one equals two, which would indicate "words".
 
Just because you're not happy with mobs not containing every adjective known to
man does not mean the Imms have to bow down to a precedent you think you've
established over 15 years.
 
Mr. Crowley
Re: aard weapons +++
Note #40224
posted on Ideas
Saturday, August 4, 2018 @ 18:11
Reply to: Note 40223 posted by Milkweed

>I thought that aardweapons were supposed to be the best in the game.
 
Typically, they still are, especially at higher tiers, as you won't find many
(if any) weapons above 201 that you can use.
 
However, over time, the game evolves, as it's always done, and with the
implementation of bonusloot, it's made some gameload weapons more desirable in
some levels, and there's nothing wrong with that.
 
You shouldn't have buyer's remorse, simply because Aard weapons (and all quest
items, generally) are still very useful. You'll get good use out of something,
and if you ever feel like you have better weapons in something else, then you
can always sell off your current Aard weapon via rauction or back to questor
for 500 quest points.
 
Maybe one day Lasher will find that lowering the cost of Aard weapons or
raising their benefits will be suited to the style of game play. Maybe not.Just
enjoy what you have and don't regret anything.
 
Mr. Crowley
Envenom fails at 100%
Note #18018
posted on Bugs
Saturday, August 4, 2018 @ 03:55
Any reason why envenom should fail at 100% learned? It's happened to me twice
so far, and I have confirmed envenom is at 100%.
 
If it's intentional, I'd say that venomists should be exempt, as they are
skilled at poisons, whereas the common thief, not so much, and are bound to
fail occasionally.
 
Mr. Crowley
Re: PKautoassist on Allies
Note #40219
posted on Ideas
Friday, August 3, 2018 @ 00:20
Reply to: Note 40218 posted by Chich

Have you tried 'autopk'? That's precisely what it does.
 
Mr. Crowley
Arboretum exit typo
Note #16669
posted on Typos
Wednesday, August 1, 2018 @ 13:57
In Arboretum, room id 39130, the following message is displayed after someone
uses the custom exit:
 
A massive tangle of roots slashes through the roots and then charges into the
next part of the tunnel.
 
I'm certain that's supposed to be:
 
Player slashes through the roots and then charges into the next part of the
tunnel.
 
Mr. Crowley
Re: Addition to classchange parameters
Note #40200
posted on Ideas
Wednesday, August 1, 2018 @ 10:40
Reply to: Note 40199 posted by Crowley

>both stats and trains).
 
Should read:
 
both stats and skills).
 
Mr. Crowley would love a 'note edit' option after the note's been posted...
Addition to classchange parameters
Note #40199
posted on Ideas
Wednesday, August 1, 2018 @ 10:39
I propose adding another parameter to the classchange command.
 
Currently, we have the option to add 'noskills' in case you're comfortable with
losing some practices in primary skills when you classchange. I propose we also
add norebuild to indicate a desire to not rebuild stats (though norebuild could
cover both stats and trains).
 
It may not be used in earlier tiers, understandably so as the stat cap is far
lower, but as you grow through tiers, there are certain builds that are pretty
standard, especially if you're only switching classes rather that combat types
(melee vs caster). Not having to rebuild stats on a classchange would be a
quality of enjoyment improvement, in my opinion.
 
Mr. Crowley
Re: pardons
Note #40192
posted on Ideas
Sunday, July 29, 2018 @ 23:48
Reply to: Note 40190 posted by Impurifan

I'm wholeheartedly against this idea. If a person is banned, they were banned
for a reason. Given that you can mask your IP or log in at a library or at a
friend's house or have a friend help you out in general, all this will do is
allow someone who genuinely is not wanted to come back and cause more trouble.
 
With that said, anyone who is banned can always petition Lasher and make a case
on why they should return. It has always been, and always should be, Lasher's
choice to "pardon" a banned player.
 
Mr. Crowley
Re: Explored in Aard Hotel
Note #18007
posted on Bugs
Saturday, July 28, 2018 @ 14:10
Reply to: Note 18006 posted by Mendaloth

Immortal Homes has a level range of 0 to 0. As such, it will not show up on
normal 'area' command. Instead, you have to do areas unexplored 0 0 homes to
see it.
 
Mr. Crowley
 
P.S. I want those two other rooms, too!
bluescreen social
Note #16663
posted on Typos
Friday, July 27, 2018 @ 23:56
Line 2:
<2> -  stairs ahead blankly and  face becomes a blue screen.
 
Needs to be 
 
Mr. Crowley
Raise setwanted incrementally
Note #40163
posted on Ideas
Monday, July 23, 2018 @ 14:06
In continuing debate about setwanted, I propose we go in a slightly different
direction.
 
Far too often, setwanted is used to grief a bunch of people (usually a clan)
because someone in that group "wronged" the person setwanting by PKing them or
just by being in the same area.
 
As a counter-measure to setwanted grief, I propse we incrementally raise
setwanted price for each subsequent setwant over a 24-hour period (or have it
reset at midnight, whichever). So for the first setwanted, it'd cost the normal
2 trivia points. A second setwanted in the same 24-hour period would cost 4
trivia points, followed by 6 trivia points, 8 trivia points, then caps out at
10 trivia points per setwanted.
 
Some people just need to let their anger go, to be honest, but this
counter-measure would be a nice implementation.
 
Mr. Crowley
Re: help laser
Note #40156
posted on Ideas
Friday, July 20, 2018 @ 17:48
Reply to: Note 40155 posted by Kobus

As long as you put 'Laser Stats' as a related help file, otherwise you might
not know about it.
 
Mr. Crowley
Re: roume
Note #514
posted on Misc
Tuesday, July 17, 2018 @ 16:25
Reply to: Note 513 posted by Belfarious

>in the hope roume will forget about me
 
When you keep making alts to complain about how unfair Roume was (he most
likely wasn't, as he's one of the good guys, and it's not JUST his decision
anyway), it makes it hard for someone to forget you even existed.
 
The way you're carrying on about things, trying to put people on blast because
you feel wronged, will only come back to bite you in the ass. Why do I say
that? Because you want to air your greivances about someone, your own faults
will likely be aired, and don't say you have none, because the decision to
outcast you didn't happen on a whim.
 
If you want to complain, then you do it properly by noting the Imms on Personal
board, not a public forum. Roume has been around for decades, and is VERY
respected in this community, so the public eye will just see you as a crybaby
who didn't get his way. At least privately, you'll only be humiliated outside
the public eye.
 
To be honest, from what I've seen of you, I wouldn't want you in my clan,
either. Maybe you need to write a note to Roume and ask specifically what you
did wrong and how you can correct your behavior for future endeavors. Just a
thought.
 
Mr. Crowley
Re: Reputation ++
Note #40137
posted on Ideas
Monday, July 16, 2018 @ 22:45
Reply to: Note 40135 posted by Impurifan

But, what's to stop people from overly abusing this? Say that someone like
Advenchurer had 30 friends who were just as much a jackass as he was, and they
all just gave reputation to each other? It'd make them look like royalty then.
And if you introduced a countermeasure to take away reputation, then that'd
just get abused, too.
 
It's a nice concept overall, but I don't see it working. If your goal is to
feel better about yourself because you helped someone, then that should be
something that comes from within, not based off someone else's actions. You
help people because you want to help them, not because they might give you
reputation.
 
Mr. Crowley