mpdrainchakra
mpdrainstamina
Search found 13 matches
- Wed Mar 07, 2012 8:29 pm
- Forum: Areas
- Topic: New Building additions
- Replies: 3
- Views: 1475
- Wed Mar 07, 2012 2:37 am
- Forum: Areas
- Topic: New Building additions
- Replies: 3
- Views: 1475
Re: New Building additions
I'd have to double check, but I'm pretty sure that we already have hp/chakra/stamina drain.
- Tue Feb 14, 2012 1:16 pm
- Forum: Bugs
- Topic: [BUG][CODE] Doryuudan
- Replies: 1
- Views: 982
[BUG][CODE] Doryuudan
I was messing around, testing some mob hp levels, using various jutsu. When I came to doryuudan, I fired off a 20-bullet shot. Then this happened:
You yell, "Doton: Doryuudan!"
A large dragon's head begins to form from the mud on the ground!
The dragon's mouth opens up and a white glow begins to come from its mouth!
The barrage of mud bullets begin to rocket out from the dragon's mouth!
The mud dragon's bullets fire at [mob name removed]!
The mud dragon lands 16 out the 20 mud bullets!
[mob name removed] dodges your attack!
Your Doryuudan misses [mob name removed].
You gain 0 experience.
So, basically, this jutsu has two chances to completely/partially miss its target...
You yell, "Doton: Doryuudan!"
A large dragon's head begins to form from the mud on the ground!
The dragon's mouth opens up and a white glow begins to come from its mouth!
The barrage of mud bullets begin to rocket out from the dragon's mouth!
The mud dragon's bullets fire at [mob name removed]!
The mud dragon lands 16 out the 20 mud bullets!
[mob name removed] dodges your attack!
Your Doryuudan misses [mob name removed].
You gain 0 experience.
So, basically, this jutsu has two chances to completely/partially miss its target...
- Wed Jun 30, 2010 8:45 pm
- Forum: Area Builder
- Topic: Tips and Tricks
- Replies: 15
- Views: 7047
Re: Tips and Tricks
When you start building, make sure you turn on config +olddesc. If you don't, you probably won't see the last line of your room descriptions when you write them.
- Tue Jun 29, 2010 11:02 pm
- Forum: Development
- Topic: Conceal and Fasten(?)
- Replies: 5
- Views: 2892
Re: Conceal and Fasten(?)
I agree that it could potentially be frustrating or cumbersome. I've definitely played some places before where you had to be introduced to someone in before you could know who they were (the most annoying is when you can't even recognize them over OOC without an introduction), and I don't think that's the way to go.
I suppose the way to address the not being able to look a person by name is to automatically assign them a gender tag that could be looked at, much like how Henge changes the keywords to look at someone, only this would just add a word on. Perhaps allow players to tag on an adjective which would also be a keyword? Then if you had two players concealed, you might have something like:
"A tall man concealed by a reed-woven hat"
"A dumpy man concealed by a reed-woven hat"
As for identifying someone....I suggest either having a skill or high-ish level ability that would give you a chance to bypass a person's conceal.
As for player benefit: I think this would just be a really cool thing to have right now, but if PK did ever come about, this could be an incredibly useful thing for anyone who wanted to remain unnoticed and just sorta move about with less worry than if they were just flaunting who they were.
NPC's: Absolutely. I'd love the ability to "hide" a mob like that.
I suppose the way to address the not being able to look a person by name is to automatically assign them a gender tag that could be looked at, much like how Henge changes the keywords to look at someone, only this would just add a word on. Perhaps allow players to tag on an adjective which would also be a keyword? Then if you had two players concealed, you might have something like:
"A tall man concealed by a reed-woven hat"
"A dumpy man concealed by a reed-woven hat"
As for identifying someone....I suggest either having a skill or high-ish level ability that would give you a chance to bypass a person's conceal.
As for player benefit: I think this would just be a really cool thing to have right now, but if PK did ever come about, this could be an incredibly useful thing for anyone who wanted to remain unnoticed and just sorta move about with less worry than if they were just flaunting who they were.
NPC's: Absolutely. I'd love the ability to "hide" a mob like that.
- Tue Jun 29, 2010 1:15 am
- Forum: Development
- Topic: Conceal and Fasten(?)
- Replies: 5
- Views: 2892
Re: Conceal and Fasten(?)
I was thinking that people would still be viewable by the normal means (i.e. their name), but their description would be hidden if they were concealed.
- Tue Jun 29, 2010 12:28 am
- Forum: Development
- Topic: Conceal and Fasten(?)
- Replies: 5
- Views: 2892
Conceal and Fasten(?)
So, I'm interested in finding out what players think of these ideas, as well as how feasible they are code-wise.
I'd like to be able to add a flag to some head items that would allow players to use the "conceal" command to cover their face with the object (hat or something similar).
Being "concealed" would dispaly some message like "a <man/woman> wearing <object short> is <position> here"
Fasten (maybe have 'full' and 'upper' flags for this): Players could fasten their <about body> item to conceal what they're wearing. Full would obviously be full, except maybe for feet and head/face. Upper would be for things that would only cover body, hands/arms,.....things on the upper body....and again, not head/face.
I think these would both be pretty cool, but maybe that's just me
I'd like to be able to add a flag to some head items that would allow players to use the "conceal" command to cover their face with the object (hat or something similar).
Being "concealed" would dispaly some message like "a <man/woman> wearing <object short> is <position> here"
Fasten (maybe have 'full' and 'upper' flags for this): Players could fasten their <about body> item to conceal what they're wearing. Full would obviously be full, except maybe for feet and head/face. Upper would be for things that would only cover body, hands/arms,.....things on the upper body....and again, not head/face.
I think these would both be pretty cool, but maybe that's just me
- Mon Jun 21, 2010 8:23 pm
- Forum: MUD Chat
- Topic: Should NarutoMUD Advertise More?
- Replies: 13
- Views: 3631
Re: Should NarutoMUD Advertise More?
Giyoku wrote:Low level gear: I'm not sure if the gear is level-based, as some of it doesn't seem to be so far, but as far as what is readily available? I've seen the reed set of gear, and few pieces scattered on a few tough mobs but I wonder if there is even enough to fill all the slots (are most of these ninja's naked?)
low level quests: The newbie school quests gets you a level. Not bad. After that all there seems to be is collecting the shinai parts and the quest on the west island, which basically equates to spending 50 ryo on a weapon that you might (probably) don't even want if you want to use anything but taijutsu. This is not much content. I understand that there are missions and more once you reach Genin, but anyone making it that long isn't part of your target advertising nor new players.
Areas: Maybe we just have different ideas of what 'enough' is, which is fine, but in my opinion, there just isn't much. For a newbie you have the West island, the East island, Hidden Forests, and Mansion? Most of those areas recycle the same few descriptions several times (with spelling errors) , looks like most of the mobs have no descriptions, most of the gear has no description that i've seen as a newbie.
You're fairly spot on about most of these things, and I shall address each in turn:
Gear: There is absolutely not enough gear for low level players. However, up until recently, there was literally no gear for high level players. Now that that situation has been addressed, though, the next step is to completely revamp the gear for low level players.
Quests: In my opinion, there aren't enough quests in the game in general. However, we strive to make quests interesting, challenging, and generally rewarding in more than just an xp/ryo kind of way. As such, we try to avoid churning out meaningless quests that don't have any real point other than to shove the player to an even higher level. (Shouldn't it be about the journey as well as the destination?) This is something that is also being addressed already.
Areas: Again, there definitely is a need for more areas. Many of the areas, especially newbie areas, are fairly old. NarutoMUD had a pretty long dry-spell with no builders at all, so things didn't expand for awhile. Now we're working on some pretty big things, and newbie content is a focus for us right now. Also, many of the older areas aren't as rich with content as we strive for now because, when they were implemented, NM just needed places for people to actually exist.
Giyoku wrote:In Taijutsu, you have several skills that are all basically the exact same to a new player. Kick, Double Kick, Triple Kick, Punch, No-Shadow Kick.. nothing special there really. Boukenka is passive, haburi isnt even selectable to a newbie, dragon punch isn't usable until level 18, chikara is passive, Fukutsu is passive.. Ishiryoku is also not selectable. The skills that require specific styles limit you even more, especially because anything but kame style has no kata, so it cannot be trained up.
Most of those skills aren't designed as "newbie skills"...especially the ones that require specific styles. Those skills were not originally designed to even be accessible until after one would have had plenty of time to master a style. As for Haburi and Ishiriyoku, neither is unpracticeable...and have been complained about far more times by people who practiced them thinking they wanted to use Taijutsu, then later changed their mind, but couldn't get the practice back.
Giyoku wrote:Ninjutsu, By far the strongest jutsu for a newbie with the souken mizu and kasui mizu combo, but everything else that a newbie could really get to (~45 level) is either again useless or close to it. It also has anki which is incredibly handy if you're lazy, but the relative small newbie zones make it fairly simple to get around.
Again, these aren't designed as "newbie skills." Only recently was the ability to exchange practice points for ability points implemented. Prior to that, players had to actually reach a combat level of sufficient height to attain said skills. These skills were designed and balanced more for that than the current situation.
Giyoku wrote:NPCs: Simply put, there isn't much going here either. If there were mobs that used specific jutsu's, some of the jutsus I listed above as pointless could be really handy, allowing some variety in leveling. Going around in circles, killing cookie-cutter ninjas for 25-40 levels before you can even attempt to become a genin is not my idea of 'content'.
I completely agree with you about this, and I have in fact been working to remedy this as of late. So, very soon things will start visibly changing in this area.
You seem to have much the same take on things that I, and as such I appreciate your thoughts Please know that a lot of these things are already being addressed and will hopefully be fixed, or at least much better in the very near future. Some of the things, such as the skills you mentioned, are simply in a weird limbo-esque state as an unavoidable side-effect of growing. You should definitely keep going through NM as the experience only gets better (In my opinion).
- Thu Jun 17, 2010 2:13 am
- Forum: Reviews and Critiques
- Topic: Thoughts from a new player
- Replies: 5
- Views: 1993
Re: Thoughts from a new player
These things:
Fixed.
Giyoku wrote:
- I read the other post about newbie school and see the points on both sides, there are a quick couple of things I would like to mention though:
If it's possible in the code, you could flag the slips to possibly be no drop and definitely no-wear/hold because if you are holding them (which is easy to do with wear all once you get the gear from the armory guy) the triggers do not activate.
Several of the rooms are still private, and with the wandering group of students mob, it can be pretty rough to get where you need to go sometimes. I know this is mentioned in the other post, but I did have a lot of trouble with that and it is an easy and quick fix.
The "spirit" mob looks like it tries to use the mobprog system to say a players name in one of the strings, but an error prevents this from happening.
The mobs also tell you to 'give' this item to the next npc in the quest line, but the mobs automatically 'know' with it in the inventory. The problem comes up when a new player mistakenly goes to the wrong mob and promptly 'gives' it. You could prog these mobs to recognize that they don't need this item and to give it back, as one option.
Fixed.
- Wed Oct 28, 2009 2:03 pm
- Forum: Role Play
- Topic: A Shared Interest
- Replies: 1
- Views: 1685
Re: A Shared Interest
Point awarded.
- Mon Oct 26, 2009 1:18 pm
- Forum: Role Play
- Topic: A Challenge Accepted
- Replies: 1
- Views: 1656
Re: A Challenge Accepted
Point Awarded.
- Wed Oct 14, 2009 11:59 pm
- Forum: Skills
- Topic: Multiple Attacks for Weapons
- Replies: 11
- Views: 3353
Re: Multiple Attacks for Weapons
I would agree. However, Hitoshi brought up a point that I think is fairly valid: Attacking twice with a kunai is not nearly the same thing as attacking twice with a staff or a nodachi or an oversized oar (you get the idea). Plus, there's no reason I couldn't add a wider variety of weapons for all level ranges if there was a need/want.
- Wed Oct 14, 2009 3:42 pm
- Forum: Skills
- Topic: Multiple Attacks for Weapons
- Replies: 11
- Views: 3353
Multiple Attacks for Weapons
So, there has been a discussion happening on the MUD about multiple weapon attacks. Several ideas have been put forward, including: unlocking secondary attacks for weapons just as you would unlock normal secondary attacks as you level, having a 'weapon attack skill' that increases with use (such that at 10% you would only be able to make two attacks with a kunai, and at 50% you would be able to make two attacks with a sword, etc.), and having different weapon skills (2-handed sword skill, sword skill, kunai/dagger skill, staff, club, etc.) Thought? Discuss!