The Gaardian Aardwolf Notes Archive

display all notes from
on the board
between and
containing the phrase

showing 50 most recent notes by Crowley
Re: Same CP and Quest Mob
Note #17917
posted on Bugs
Saturday, April 14, 2018 @ 13:19
Reply to: Note 17916 posted by DudeOnline

Not a bug. Quest mobs and cp mobs as the same target happen often, but cp
overrides quest ability to hunt.
Mr. Crowley
There's something wrong with epics. ++++
Note #27496
posted on General
Friday, April 13, 2018 @ 17:12
Reply to: Note 27494 posted by Koala

>Maybe if some of the people who complain that epics are broken actually join
>them, we would have better epic groups!
That'd be fine and dandy, if they were run conducive to my times, but they
never are, or if they are, I have other pressing matters. Or, for the sake of
others, being able to have the stats available.
Take me, for example. I reached t9 after 11 years of playing. This was done
back in December. See how many pups I currently have? You'd think I just
reached t9 this week! But the sad fact is, I work. I work 10 hour days 11 out
of the 14 days per pay period. Back then, it was 10 hour days 6 days a week. I
wake up at 5am, get to work at 7am, clock out at 5:30pm, and get home around
6pm. 10 hours staring at a screen all day. Come home, eat dinner, shower,
whatever. By then, it's 8-8:30pm. Sure, it may be before a scheduled run, but
guess what? I still have to wake up at 5am the next morning. Then my off days,
there's nothing usually running due to repop timing. So I implore you to cast
some sort of time stopping spell so I can catch up with the rest of the MUD.
Note, all times are MUD time.
Do you understand WHY the player base for Epics is diminishing? Because the
same people that run it are the same people who have the same schedule day in
and day out. Yeah, some people might linger in the middle of the night to catch
a run, so it'll be a fresh face, but that'll only last a run or two before they
realize that nothing works in their time zone.
If you want people to just join and AFK like others do, then sure, I'll leave
my character online, set up sounds and join in at the last possible minute.
That seems very fair, right? I mean, it's constantly being done anyway and no
one is stopping it from happening.
Additionally, if more people understood how the Epics worked, were able to take
time to learn it, then we could get leaders in different time zones. But
nowadays, Epics are just "Do what I tell you to do" and that's it. Asking
questions is far too distracting (I've been told before, "Just do what we tell
you to do, that's it."), so no one learns anything and the runs become a
monopoly. Don't even mention the guides, because sometimes, you have to do both
the run and read the guide to get an idea of what's truly going on. And unless
the leaders want to slow their roll and teach someone else, this will never
So once again, I contend that Epics are broken in general. There are some
things that could be fixed for sure, and that's what this discussion is about.
I guess, though, we can file Epics in the same folder as Raiding. Broken, many
great ideas, but which ones to implement and is it really worth it?
Mr. Crowley
Re: There's something wrong with epics. ++++
Note #27491
posted on General
Friday, April 13, 2018 @ 14:00
Reply to: Note 27489 posted by Rezit

Indeed, a per-player timeout like Winds has would be a large improvement.
However, there is a downside to that, and it's finding people who know the runs
well enough to lead them, or want to actually lead runs.
If we can't find enough leaders to run it in the interim, maybe we can have a
"Epic Leader" item that allows anyone who has been a considerable run leader
(e.g. Icecool) a reduction in that cooldown (half a regular cooldown?) to allow
for more runs. It gives more incentive for leaders to run runs, and gives
everyone else more opportunities to join runs that coincide with their
Just food for thought.
Mr. Crowley
Re: There's something wrong with epics. +
Note #27483
posted on General
Thursday, April 12, 2018 @ 20:33
Reply to: Note 27482 posted by Shaelynne

If they aren't in the group, they're able to finish the epic regardless? That
seems very broken to me. If you kick someone out of a group for being AFK, then
they should be locked out of the epic. You shouldn't be able to just follow the
leader around without being grouped with them.
The only pace that's acceptable is with Winds, because you have to leave to
play tag. But yes, if you kick an AFKer, it shouldn't matter how far into the
epic they are, they should not be rewarded unless they were in the group at the
More things to think on.
Regarding Rauru's note, Winds is a good example of what he's talking about. It
repops every 2 hours, and so people are able to run it when they can. Then
there's a timer on when they can run it again. Maybe that's the answer to not
being able to do a lot of runs: Shorten the repop times (make it 4-5 hours,
since runs can last 1-2 hours depending), and set a timeout for 24-36 hours,
whatever seems most appropriate. That would require some epic leaders to maybe
change things up a bit, but it's better than trying to match everyone's
Mr. Crowley
There's something wrong with epics.
Note #27480
posted on General
Thursday, April 12, 2018 @ 20:04
There's something wrong with epics.
Actually, there's a few things wrong with epics in general.
1. Any epic that fails to garner enough attention to run is a failure and
should probably be looked at. For example, IF2.
2. Any epic that allows a person to AFK through most of it and not contribute
is a failure. Take the players-who-shall-not-be-named that die early on and AFK
until the end, or flat out AFK and join in at the reward.
3. The reward system is broken. Maybe at the beginning there were expectations
that everyone would be able to join every epic and gain hundreds of runs to
gain that desirable piece of equipment. But that reward system has always been
favored to those who can afford to play every single day and go on every single
run. That is a failure.
For the first point, if an epic is not garnering attention, then it needs to be
reworked. There's a reason no one wants to run IF2. Find out what it is and fix
it. That way, newer players who are reaching acceptable stats to join runs
don't lose out on the opportunity.
For the second point, group leaders need to stop enabling this. If we can't AFK
and earn experience, then you shouldn't be able to AFK and earn epic gear. Yet
people do this constantly. If you find someone not contributing, please, kick
them from the group as they obviously want to just leech off everyone else.
Contributing players attack, heal, provide assistance in some way. Not "OMG I
Just stop it.
For the final point... casual players lose out. Those who get caught up in real
life and are unable to play for extended periods of time lose out. They'll
reach maybe 100 runs in five years vs those who will reach 100 runs in one
Personally, I don't join a lot of epics because I feel like I'm so far behind
I'll never catch up. Times don't mesh well, for example. I can't imagine what
some others feel, new and old alike. It's disheartening to see something that
can be so wonderful only apply to AFKers and people with loads of time on their
As to how to fix it, I only know how to fix item 2. The rest probably should be
discussed, even though it's already been discussed before.
Mr. Crowley
Prefix in notes now prevent intentional color bleeds?
Note #17903
posted on Bugs
Monday, April 9, 2018 @ 07:10
I don't recall this ever happening before, and I wonder if this was a silent
"fix" that, in my opinion, shouldn't have happened. Reporting it to Bugs simply
because I'm not sure where else to post it.
For as far back as I can remember, you could start one line with a color code,
and that color code would continue to display until you terminated it with @.
This meant that you could hit 'enter' to start a new line (or use my Note
Writing Utility with no fuss (shamless plug here!)) and not have to worry about
entering the color code again.
That seems to have changed at some point. I just wrote a note where a paragraph
was supposed to be colored, and while '.s' showed it properly, when I posted
the note, the note prefix prevented the note from being all colorful.
The only way to view it in its meant-to-be state is by toggling noprefix. I
don't know of too many people who don't have the prefix in the note. When I
switched to rawcolors, I saw that each note prefix was prefaced with an @,
thus terminating the previous color codes.
Maybe intended to work the way it was written, but it forces someone to switch
off a prefix in order to view the note in all its glory, which could
potentially set off triggers, which is why prefixes were used in the first
And before anyone says, "Just type the color code again on a new line!", you
rewrite my Note Writing plugin so that it automatically figures out what the
last color code was and applies it, and I'll applaud you. I still stand by this
Mr. Crowley
Re: OPK Timeout
Note #17902
posted on Bugs
Sunday, April 8, 2018 @ 21:00
Reply to: Note 17901 posted by Ferra

Are you referring to being able to remove it already? Read the Announce board.
You can remove OPK flag 12 hours after setting it, but you cannot add it back
until 3 days have passed. This change happened with the last reboot. If it's
something completely different, you should probably elaborate.
Mr. Crowley
Re: Remove refoge level requirement
Note #39541
posted on Ideas
Saturday, April 7, 2018 @ 07:54
Reply to: Note 39539 posted by Kafur

Alternatively, give the reforge ability to a mob for a price, like Hester's
Mr. Crowley
Re: Mush- override F1 +++
Note #7643
posted on Tech
Friday, April 6, 2018 @ 17:37
Reply to: Note 7642 posted by Abelinc

>If you ever forget where that setting is, just head to:
What if I ever forget that link? Then I'm doubly screwed!
Mr. Crowley
Re: help base stats incorrect
Note #16534
posted on Typos
Thursday, April 5, 2018 @ 22:53
Reply to: Note 16533 posted by Crowley

Correction, MOST were 2 higher. Wisdom was actually 4 higher.
Current stats under 'help vampire': 13, 11, 11, 12, 11, 15
Stats should be changed to:         15, 13, 15, 14, 13, 17
Again, not sure what the other races should be.
Mr. Crowley
help base stats incorrect
Note #16533
posted on Typos
Thursday, April 5, 2018 @ 22:41
I'm not sure if this is true for all races, but at the very least, help vampire
base stats are wrong.
I just did a rebuild, and each stat was 2 higher than what's listed under the
help file. Perhaps these need to all be updated (or a new command to show the
base stats for all like raceinfo all does for stat costs!)
Mr. Crowley
Re: gmcp area updates-- strange delay +++
Note #17884
posted on Bugs
Wednesday, April 4, 2018 @ 22:09
Reply to: Note 17883 posted by Abelinc

So you're telling me THIS is manually requested by me? I don't think so, unless
Fiendish manually requests it via mapper exchange.
GMCPDebug: simple
On The Outskirts Of A Warcamp { "num": 15952, "name": "On The Outskirts Of A Warcamp", "zone":
"takeda", "terrain": "field", "details": "", "exits": { "n": 15930, "s": 2626
}, "coord": { "id": 4, "x": 14, "y": 3, "cont": 0 } }
[ Exits: north south ]
A tall, rangy rifleman leans on his rifle.
(G) An infantry footman runs through drills here.
(G) A lancer wanders about camp with a pike on his shoulder.
room.area { "id":"takeda", "name": "Takeda's Warcamp", "x": 14, "y": 3, "z":
4, "col": "", "flags": "" } { "num": 15952, "name": "On The Outskirts Of A Warcamp", "zone":
"takeda", "terrain": "field", "details": "", "exits": { "n": 15930, "s": 2626
}, "coord": { "id": 4, "x": 14, "y": 3, "cont": 0 } }
 Mr. Crowley
Re: gmcp area updates-- strange delay +
Note #17881
posted on Bugs
Wednesday, April 4, 2018 @ 19:22
Reply to: Note 17880 posted by Fiendish

>Err...the server doesn't send room.area unless you ask for it.
Not accurate. It sends it when you first enter a room in the area from a
different area. For example, when you leave Grand City of Aylor out onto
Mesolar, you'll get room.area info becaue it's an update to that particular
field. Otherwise, it doesn't change within the area, so no need to display it
Mr. Crowley
Re: How to access gag database in MUSHClient?
Note #7631
posted on Tech
Tuesday, April 3, 2018 @ 21:58
Reply to: Note 7630 posted by Cytan

Answered in tells, but for those who ever come across the same problem,
navigate to the state file:

And work from there.
Mr. Crowley
Re: help dominion
Note #16526
posted on Typos
Saturday, March 31, 2018 @ 15:37
Reply to: Note 16525 posted by Level

Daoine's last prank was to insert itself as a lasting memory!
Trolling from the past!
Mr. Crowley
Note #39514
posted on Ideas
Thursday, March 29, 2018 @ 21:57
Help Keywords : Drain.
Help Category : Attack Spell.

Syntax: cast 'psychic drain' 
Damage: mental
Spell Number: 131

With this spell, the caster trades health with the target for mana and moves. A
more experienced caster can decrease the amount of health traded and increase
the amount of mana and moves.

Primary stat: Wisdom, Intelligence.
Affected by : Luck.

c drain Castiel
Castiel feels drained of his resources! You trade 600 health for 800 mana and
100 moves!
Obviously, the message can be tweaked, and the amounts worked on, but just a
general idea.
Mr. Crowley
Re: Clan perks/points
Note #39513
posted on Ideas
Thursday, March 29, 2018 @ 21:03
Reply to: Note 39512 posted by Castiel

Definitely something worth considering, even if some of it may need tweaking.
I'm wholeheartedly in favor of this idea, as long as that Loqui clan doesn't
get the participate! *shifty* (oh crap... uh... help?)
Mr. Crowley
Re: Campaign mobs +
Note #39498
posted on Ideas
Tuesday, March 27, 2018 @ 17:53
Reply to: Note 39495 posted by Tymme

What's funny is 1) it's every 2 hours for SH in general, not just t9s, 2) I
probably have one of the fewest amount of campaigns done for a t9, and 3) I
typically only do tp cps, so this would not really benefit me in the least.
It may not be cost effective the way I laid it out. I still think the idea has
some merit, with the appropriate tweaks. And given that it's once every 24
hours, it's not like you can spam it every campaign.
But I do think it would be cool to:
You call upon your deity to smite your mighty foe from afar!
Maybe halve one of the rewards (if not all) for choosing this option.
Mr. Crowley
Re: afk - quest info
Note #39493
posted on Ideas
Tuesday, March 27, 2018 @ 07:46
Reply to: Note 39492 posted by Blueberry

For what purpose? If yiu are AFK, then you don't need quest info...
Mr. Crowley
Campaign mobs
Note #39491
posted on Ideas
Tuesday, March 27, 2018 @ 06:20
Ever get that tortuous campaign target near the end of the Partroxis maze, or a
"black rose" in Crynn, or a mob in Nenukon, etc? Those mobs suck the life out
of me, personally, and I'm sure it does for others, too. "Oh great, gotta go
all through Nine Hells for Dugos, then all the way back up to Ruklav. There
goes 10 minutes."
Perhaps, for a nominal fee of 3 (three) trivia points (tp), one could appeal to
their deity to smite the mob from afar. However, deities are quite busy and can
only do one smiting once per day.
I think this would be a nice addition. It wouldn't be overkill, and the player
has to determine if they really want to go deep into the zone to get a mob or
just ask for help from the deity. The 3 tp cost could be negotiated, but I
don't think it should be any lower than 2 tp.
Mr. Crowley
Re: Wanted Flags And OPK
Note #39485
posted on Ideas
Monday, March 26, 2018 @ 18:16
Reply to: Note 39484 posted by Wars

Overall, I don't have an issue with wanted players being able to attack within
the confines of regular PK. However, I wonder how mcuh more difficult it'll be
to code it so if a wanted player attacks, they're restricted to regular PK
rules, but still allow anyone to attack wanted members.
Additionally, though it might not matter, if you lose the wanted flag, you only
have to wait 2 hours to get it back again. If you remove the OPK flag, however,
it's 24 hours. Kind of a time difference there.
I honestly don't think it's feasible enough to warrant a change in wanted flag
behaviour, but that's my opinion.
Mr. Crowley
Remove all and suicide to mobs during pk +++
Note #39477
posted on Ideas
Sunday, March 25, 2018 @ 19:40
Reply to: Note 39475 posted by Kane

Oh no! 40 mobs on the player and you didn't get the kill? THE NERVE!
Bet that hits right in the feels, man.
Mr. Crowley
Re: Remove all and suicide to mobs during pk ++
Note #39474
posted on Ideas
Sunday, March 25, 2018 @ 19:17
Reply to: Note 39473 posted by Kane

OH! I get it now! You only gank peope to PK them nasty bots! Makes so much
sense! I didn't know that before!
So... when will there be a gankfest for a certain unnamed, but very much
illuminated, clan?
In all seriousness, the mobs don't always get the kill. Deal with it. It's a
tactic, just like you will claim that ganking is a tactic.
Mr. Crowley
Re: Remove all and suicide to mobs during pk
Note #39472
posted on Ideas
Sunday, March 25, 2018 @ 19:09
Reply to: Note 39471 posted by Kane

Counterpoint - disallow ganking people when they are in combat with mobs
because it only shows the person attacking lacks real power and relies on help.
Ganking has been a popular trend for people who deem it necessary to have help
to beat their opponent. Why not code it so the mobs turn on the player
attacking, in a "Hey, don't mess with my food!" way?
Then after a few months, we'll be squared up.
Mr. Crowley
Re: Aardwolf MUSHclient Package r1975 notes
Note #7626
posted on Tech
Sunday, March 25, 2018 @ 11:46
Reply to: Note 7625 posted by Fiendish

Just something to note, and a warning:
If you install the latest package, it will reset your comm log settings
(meaning you'll have to change your echo preferences again).
If you plan on using the theme changer, do NOT choose "default" or you'll get a
pretty empty screen and a whole wall of error messages. I have reported this to
Fiendish already, so no need to keep reporting it if anyone else comes across
Mr. Crowley field addition
Note #39429
posted on Ideas
Friday, March 23, 2018 @ 17:51
Currently the msg field in displays the entire message, including
the player name and channel. This is fine, makes it easier to capture it for
chat log.
However, would it be possible to add a new field that displays ONLY what was
sent? For example, if I were to type tech Hi, everyone!, this new field would
show something like:
"raw_msg": "Hi, everyone!"
In the case of socials, you could do it as:
"raw_msg": "*nod"
The reason I'm asking is honesty out of desire. Since we do not have a "rechan"
feature (only "relay" for tells), I've been wanting to write such a script so I
can rechan the last thing I said to another channel (think mischans, for
example, or Epic announcements, etc).
Just a thought, anyway.
Mr. Crowley
how many games are you playing right now? +++
Note #422
posted on Misc
Sunday, March 18, 2018 @ 11:12
Reply to: Note 421 posted by Trurien

>Aardwolf is not a game.
I beg to differ. Direct from's front page:
"Aardwolf RPG is a unique and free text based roleplaying game."
You lose.
Mr. Crowley
Re: how many games are you playing right now? +++
Note #420
posted on Misc
Sunday, March 18, 2018 @ 11:07
Reply to: Note 419 posted by Tymme

1. Aardwolf, duh.
2. Dragon Age: Inquisition
3. Call of Duty: Infinite Warfare
4. Final Fantasy XV
5. Madden 18
6. NBA Live 18
7. Last of Us
8. Bloodborne
9. Ratchet & Clank
And I have several more on my PS4 that I have, but haven't played much of
lately due to the list of games above.
Mr. Crowley
Re: huge dummy in Aylorian Academy +
Note #17827
posted on Bugs
Sunday, March 18, 2018 @ 08:55
Reply to: Note 17826 posted by Anaristos

It sounds more like Mudd's saying "grep" isn't practiced, but that is what it
returns when attacking the huge dummy. If that's the case, "grep" isn't a
skill, but a damage type (help damtypes) that falls under the "slash" category.
If the weapons being used are slash weapons, then it's conceivable they would
be "grep". No bug here either way, unless "grep" shows up for every weapon
damtype used.
Mr. Crowley
Can we please fix this?
Note #16512
posted on Typos
Saturday, March 17, 2018 @ 10:17
It doesn't seem like Deadlights has caught up with the "now" times. We
shouldn't have mobs that span multiple lines to say something, such as the
A greater karmic being says 'Loyalty and goodness are virtues that must'
A greater karmic being says 'be respected and honored above all others'
A greater karmic being says 'and with the greatest care. I see that you'
A greater karmic being says 'are battle-honed, if nothing else.'
A greater karmic being says 'Thus, you deserve this.'
Ardendantilus says 'Finally, someone has come!'
Ardendantilus says 'I'm afraid it's too late for us.. our universe is already'
Ardendantilus says 'dead as ashes. But others can be saved, and we will try'
Ardendantilus says 'anything that might avenge our futile deaths and overthrow'
Ardendantilus says 'the Dark One.'
Banterus says 'That creeping wall of death is growing closer and closer.'
Banterus says 'It may be over for us, but if you can travel into that'
Banterus says 'blinding insanity and slay the beast there, it may'
Banterus says 'be of some use to the salvation of all worlds. The creature'
Banterus says 'stole something from us long ago. Although we've forgotten'
Banterus says 'how to use it, if you can activate it or find someone who'
Banterus says 'can, then all is not lost.'
Those three mobs alone could be cleaned up, and I'm sure there are probably
others that fit the mold, too. Thanks!
Mr. Crowley
Re: Dinv removal problem +++++
Note #7617
posted on Tech
Monday, March 12, 2018 @ 19:43
Reply to: Note 7616 posted by Durel

If you only have equipment in one bag, you can also just use the 'dinv ignore'
command to ignore all other bags you do not want to pull from. Very handy.
Mr. Crowley
Re: Academy Fundraising Leaflets +
Note #39377
posted on Ideas
Monday, March 12, 2018 @ 19:34
Reply to: Note 39375 posted by Turie

Obligatory repsonding to the idea, not the previous poster.
As was mentioned before Academy Fundraising Leaflets were meant to introduce
the auction system to the newbie. It wasn't really a means for someone to drop
1m gold or even 500k gold on the leaflet, as in comparison, the true value
versus the chance of someone getting a trivia point is only ~2000-3000 gold
(per Lasher, when it first came in).
If a leaflet goes unnoticed, so what? It just means someone lost the chance at
a trivia point. If someone wants to really help the newbie out and feed them
gold, then by all means, go for it. In other words, you DON'T have to receive
an item to be charitable.
As a side note, I would suggest teaching the newbie to bid on their own items
with 105 gold. I'm pretty sure they don't disappear when you buy your own
leaflet, though admittedly I could be wrong since this is a special case.
Mr. Crowley
One thing I'd love to see happen one day...
Note #27453
posted on General
Thursday, March 8, 2018 @ 12:25
I'd love to see the following some day:
You're on a quest and campaign when a global quest is called, so you join in.
You go through the list of GQ mobs, and finally get to the last one. You kill
it, and it happens to be your quest mob, final campaign mob, and final GQ mob.
The mob gives you a trivia point, the campaign gives you a trivia point, and
the global quest gives you a trivia point.
Then you go turn in your quest, and you get a fourth trivia point.
To make it sweeter, it's also the millionth mob, so you kick off hour of
That would simply be amazing to witness.
Mr. Crowley
Re: lottery warning ++++
Note #39343
posted on Ideas
Thursday, March 8, 2018 @ 12:03
Reply to: Note 39342 posted by Starling

>Compared to all that, the lottery can be fairly forgettable because it's drawn
>infrequently, and just isn't generally advertised.
It's drawn twice a week, and it's announced when it's drawn. The results are
also posted to its own board. These are never-changing. It's not "every three
days" where it could be forgotten when it will be drawn next. It's Wednesday
and Saturday every week. Those familiar with real life lotteries kind of know
this pattern, too. So if it's forgotten, then the person wasn't really
interested in it to begin with.
Here's a tip, just in case. Subscribe to the Lottery board. When the lottery is
drawn, a new note is posted. When you type 'board', you'll see that a new note
has been posted. Then you go and buy lottery tickets, then 'lboard lottery',
'note catchup', and you have set yourself up to have another reminder next time
the lottery has been drawn, AND you have your tickets.
Or, you know, write a post-it note, use your client's timer function (I'm
pretty sure most, if not all, have some sort of timer function), write a
script/plugin to remind you, etc. And yes, your rebuttal is going to be, "So
many things can be done client-side, doesn't mean it's not a good idea to
implement it!" and you'd be right. It doesn't mean it's a bad idea. There's
just so much more that could be focused upon rather than a reminder that, in my
opinion (as well as others), is unnecessary.
Mr. Crowley (or as some people like to call me, Mr. Grinch)
Re: lottery warning ++
Note #39332
posted on Ideas
Wednesday, March 7, 2018 @ 18:14
Reply to: Note 39330 posted by Celebrity

>It will increase the participation.
No, it won't. People who are interested in the lottery will particpate in the
lottery. Giving announcements that it's about to be drawn will not get more
people to participate. You see announcements for lasertag all the time. It
doesn't increase the participation. You see announcements for wars all the
time. Again, it doesn't increase participation.
In my opinion, this isn't necessary.
Mr. Crowley
Re: lottery warning
Note #39329
posted on Ideas
Wednesday, March 7, 2018 @ 18:05
Reply to: Note 39327 posted by Celebrity

Why? You know precisely what time the drawings are done... It's not like it's
Mr. Crowley
Re: Podcasts +
Note #393
posted on Misc
Tuesday, February 27, 2018 @ 18:19
Reply to: Note 392 posted by Shala

I probably should have noted that I do not have access to videos, so has to be
strictly audio when it comes to podcasts.
Picked up a few new ones last couple of days, but definitely looking for more!
As a side note, the history of some of the world's most prolific serial killers
is pretty interesting..
Mr. Crowley
Setwanted bounty ++++++++
Note #39308
posted on Ideas
Tuesday, February 27, 2018 @ 16:49
Reply to: Note 39307 posted by Tymme

Just a quick reminder, since the point is mostly moot anyway...
Restrictions on who can pk (WANTED) players is already in help di-clans.
Mr. Crowley
Note #389
posted on Misc
Monday, February 26, 2018 @ 22:01
I've taken to listening to podcasts at work, and I'm curious, what are some of
your podcasts you listen to? Currently, I'm listening to the following:
Most anything from NPR news (Wait, Wait, Don't Tell Me, etc)
My Favorite Murder
Unsolved Mysteries
Really a lot of true crime stuff
I'm just looking for something to fill my daily 8-10 hour shift at work, so
keep them coming!
Mr. Crowley
Re: Setwanted bounty
Note #39293
posted on Ideas
Monday, February 26, 2018 @ 18:58
Reply to: Note 39292 posted by Demacia

Why? So you can make clans even more rich when they pk their wanted clannies?
I propose raising setwanted costs to 6 tp.
Mr. Crowley
msg_sent in gmcp
Note #39281
posted on Ideas
Saturday, February 24, 2018 @ 20:46
I was working on a plugin, "rechan", which would allow you to rechan the last
message you sent if you mischanned, though I feel it should be an added feature
to the MUD in general.
My proposal is adding an actual "msg_sent" field to the field that
would show what was sent from the command line. For instance:
tech *nod
would show up as:
{ "chan": "tech", "msg": "@Tech@: @You nod.@", "msg_sent": "*nod",
"player": "Crowley" }
for the gmcp
Makes logical sense, I think.
Mr. Crowley
Re: note auto-wrapping +
Note #39244
posted on Ideas
Wednesday, February 21, 2018 @ 16:56
Reply to: Note 39243 posted by Crowley

To add to this, I agree that note formatting should be inherent to the MUD. We
have a system in place for builders to auto-format their descriptions, so I
don't see why the same couldn't be done to notes by adding a .f command.
Mr. Crowley
Re: note auto-wrapping
Note #39243
posted on Ideas
Wednesday, February 21, 2018 @ 16:52
Reply to: Note 39242 posted by Pwar

In the meantime, you can use my plugin which automatically wraps notes and even
includes an editor to write them in. It's pretty nifty;; the only caveat is
using the editor, you have to use a space for a blank line, otherwise it won't
separate paragraphs.
You can find it amongst my plugins listed at https://www.github/AardCrowley
Mr. Crowley
alphabetical aliases
Note #39231
posted on Ideas
Tuesday, February 20, 2018 @ 22:15
Can we please add an option to alphabetize our in-game aliases? That is all.
Mr. Crowley
Re: invdata and invitem
Note #17766
posted on Bugs
Saturday, February 17, 2018 @ 18:14
Reply to: Note 17765 posted by Castiel

I'm almost positive it's not "where can it be worn", but rather "where IS it
worn", meaning it'll always return -1 unless you're wearing it.
Of course, this makes that field unnecessary in inventory, since you have
Rex Daemon Crowley
Re: shelp / social use count.
Note #17763
posted on Bugs
Friday, February 16, 2018 @ 21:08
Reply to: Note 17762 posted by Starling

But... the social was still used, even if the target failed to exist. How is
that a bug? It's number of uses, not number of correct applications.
Rex Daemon Crowley
get/put #*
Note #39178
posted on Ideas
Thursday, February 15, 2018 @ 21:51
I know it's been suggested before, but I really think this needs to be
implemented, and I'm sure I'm not the only one.
Currently, there is no way to utilize a command on a portion of items. For
example, using get, you have to either get all  which gets every item
with that keyword in the room, or you can get  and retrieve only one
I propose something like get 20* to just get 20 of those items. This
would also work with put, as well as give. The * can be something else if
needed (>, :, e.g.), but I believe this would greatly benefit the MUD.
It's been a much-needed feature for a long while now, in my opinion.
Rex Daemon Crowley
Re: Please make 2se from recall a safe room. +++
Note #39176
posted on Ideas
Thursday, February 15, 2018 @ 20:15
Reply to: Note 39175 posted by Noegel

I think the onus is upon Dexx to change his normal room to a safe location
rather than deflecting it to the Imms to make it safe just because a player
chooses to do service there.
There are plenty of safe rooms, and plenty of rooms that are not safe. For
example, the shops south of Questor are not safe;; are we going to petition
those rooms be made safe, too? There's no need for it.
I'm sorry that someone was griefed while trying to get a spellup from Dexx. It
sucks. It's a way of PK life, especially if you choose to go OPK. There's also
no harm in sending a tell saying, "Hey, I'm OPK, can you come west and spell me
up whenever you're ready?"
Just my two cents.
Rex Daemon Crowley
Re: Keyring bug? +
Note #17752
posted on Bugs
Tuesday, February 13, 2018 @ 16:28
Reply to: Note 17751 posted by Koala

>look at the flags :)
Honestly, I don't see a reason for it to be flagged iskey, since if I remember
correctly the only reason it exists is so you loot it upon mob death. However,
as we've seen, we can completely remove that unnecessary flag and replace it
with istile or some other flag to always loot.
Rex Daemon Crowley
Angel of Death / Deadlights
Note #16487
posted on Typos
Monday, February 12, 2018 @ 20:01
@x137The Angel of Death@x137 says 'Ahhh, you've come to practice your'

@x137The Angel of Death@x137 says 'feeble powers against the spawnlings of'

@x137The Angel of Death@x137 says 'the Dark One. Be warned, He wishes to'

@x137The Angel of Death@x137 says 'confront you in honorable combat. Stop'

@x137The Angel of Death@x137 says 'wasting your time here, and go to your'

@x137The Angel of Death@x137 says 'fate..'
Please fix. That's ugly, compared to what we have now.
Rex Daemon Crowley