Might be a bit of a stupid question, but since there skills for relatively mundane things, is there a limit on how well versed your character can be in them without having them?
I would assume someone who is not a cook by trade can still make a nice dinner for their spouse, for example, but how acrobatic can a character be without being a monk or bard, to name an example.
Edit: Some more examples: Playing an instrument without being a bard, fencing without being a warrior.
Nope, it all depends on how much time you want to sink into their backstory them learning that particular skill. Some people who have been a certain guild (monks will probably never stop being limber and once you learn an instrument it's pretty hard to forget) have more leeway as they have had the mechanical applications, but it all depends on the way you choose to present your character. Trem's been a member of four different bard archetypes and if you went by mechanical core she'd have a wildly fluctuating voice and playing style, but I present her as operatic (with the exception of my latest song which I put together while drunk).
On the flip side of what a character "knows", there are probably plenty of instances where someone has the mechanical skill but doesn't understand how it works.
On the flip side of what a character "knows", there are probably plenty of instances where someone has the mechanical skill but doesn't understand how it works.
I know that @Breandryn is a cook mechanically but specifically designs cooking items that...well...at least she is trying to cook..
Does some kind of gmcp get sent when you INR and IND and INSKIN and whatnot? My client keeps hanging if I do that for large amounts and wondering if there's something being sent I can maybe fiddle with?
Yes, if you've enabled Char.Items, but it probably isn't the source of your hang. A gmcp.Char.Items.Remove message is sent with each item that gets inrinfted to note that it has been removed from your inventory:
j lusterni >inr everything
d lusterni |[1] lusternia Comline : stopped
a lusterni #Telnet 201: Char.Items.Remove { "location": "inv", "item": { "id": "268526", "name": "a wafer of purity dust", "attrib": "egt" } }
a lusterni #Telnet 201: Char.Items.Remove { "location": "inv", "item": { "id": "268676", "name": "a sprig of chervil", "icon": "plant", "attrib": "egt" } }
1. Are manse room features a thing? Like, in Aet, I could pay 50 credits and design a non-decay static item for a room in my house, like a tree or a suit of armour. Is that a thing here?
2. Are echoes able to be purchased/set on a per-room basis? Same thing, for 50 credits I got 3 for a room which rotated. Is that option available here?
1. Are manse room features a thing? Like, in Aet, I could pay 50 credits and design a non-decay static item for a room in my house, like a tree or a suit of armour. Is that a thing here?
I don't think it's a really big thing, but I also don't see why it shouldn't be able to be done. I think artifacts@lusternia.com would be the place to at least send a request and suggested cost, and see if they can't work something out from there.
2. Are echoes able to be purchased/set on a per-room basis? Same thing, for 50 credits I got 3 for a room which rotated. Is that option available here?
No, just the archway add-on that I assume you've already seen.
Crumkane, Lord of Epicurean Delights says, "WAS IT INDEED ON FIRE, ERITHEYL."
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With a deep reverb, Contemptible Sutekh says, "CEASE YOUR INFERNAL ENERGY, ERITHEYL."
Is there a command to see all the aetherships and manses I have perms to enter but aren't my own?
PORTAL SEARCH? It doesn't show you the ones you can't enter, at least.
Thanks! I think it'd be helpful to see the intentional perms too. Perhaps time to move this to the idea box
The problem I see with this is that what counts as an 'intentional perm' in this situation? Is it the ones that explicitly state that Chirbi is allowed to enter? Gaudiguch? Not Hallifax?
Is there a command to see all the aetherships and manses I have perms to enter but aren't my own?
PORTAL SEARCH? It doesn't show you the ones you can't enter, at least.
Thanks! I think it'd be helpful to see the intentional perms too. Perhaps time to move this to the idea box
The problem I see with this is that what counts as an 'intentional perm' in this situation? Is it the ones that explicitly state that Chirbi is allowed to enter? Gaudiguch? Not Hallifax?
So 'portal search perms gaudiguch' would show what you get because you're a member of Gaudiguch, 'me' would show where you've been intentionally added, and so on. I think doing not-perms would be actually complicated, but I don't think that filtering the list you get with PORTAL SEARCH is too wild of an idea.
Afaik, only a city's power ministry can see connected manses' perms - to ensure they comply with city security rules. That's a legit reason. I can't think of a legit reason everybody needs to see that. In fact, I can see it being used to exploit security.
Will icewalls and similar mechanisms block denizens from exit or only does that work only on players? Or alternatively, is there a way that I can prevent a denizen from wondering out of the current room?
Afaik, only a city's power ministry can see connected manses' perms - to ensure they comply with city security rules. That's a legit reason. I can't think of a legit reason everybody needs to see that. In fact, I can see it being used to exploit security.
That's a different thing entirely anyways. and I don't think anyone disagrees with you
Will icewalls and similar mechanisms block denizens from exit or only does that work only on players? Or alternatively, is there a way that I can prevent a denizen from wondering out of the current room?
I seem to remember needing to find a one room area with a door and magelocking it closed when killing cattle, so I don't think icewall works. Could be wrong though
Will icewalls and similar mechanisms block denizens from exit or only does that work only on players? Or alternatively, is there a way that I can prevent a denizen from wondering out of the current room?
@Foehn Icewalls definitely blocks mobs. Doors too. I'm sure there are special ones that can melt/walk through/tumble.
Afaik, only a city's power ministry can see connected manses' perms - to ensure they comply with city security rules. That's a legit reason. I can't think of a legit reason everybody needs to see that. In fact, I can see it being used to exploit security.
That's a different thing entirely anyways. and I don't think anyone disagrees with you
Afaik, only a city's power ministry can see connected manses' perms - to ensure they comply with city security rules. That's a legit reason. I can't think of a legit reason everybody needs to see that. In fact, I can see it being used to exploit security.
That's a different thing entirely anyways. and I don't think anyone disagrees with you
Will icewalls and similar mechanisms block denizens from exit or only does that work only on players? Or alternatively, is there a way that I can prevent a denizen from wondering out of the current room?
@Foehn Icewalls definitely blocks mobs. Doors too. I'm sure there are special ones that can melt/walk through/tumble.
Either the list of exceptions is generously huge or the statement above is false. As far as I know, denizens are immune to icewall-like effects.
In fact I just did a quick test on a random denizen, unless bunnies hopping counts towards pogostick/leap for players by default
You point a star-etched emerald ring towards the north, and sparks fly out of it.
An icewall rises up to the north.
A plump wild rabbit bounces out to the north.
"Oh the year was 453CE, how I wish I was in Serenwilde now... aletter of marque come from the regent to the scummiest aethership I ever seen, gods damn them all...I was told we'd cruise the void for auronidion and dust, we'd fire no turrets, shed no tears.. now I'm a broken man on a Hallifax tier, the last of Saz's privateers."
I was planning a test when I got home, but I remember the same as you; there are any number of aetherbubbles where the native wildlife will happily tromp right through an icewall.
Doors can work, though many NPCs will just open said door unless you lock it.
<After some contemplation, I found this comment isn't particularly helpful, hence removed it.>
"Oh the year was 453CE, how I wish I was in Serenwilde now... aletter of marque come from the regent to the scummiest aethership I ever seen, gods damn them all...I was told we'd cruise the void for auronidion and dust, we'd fire no turrets, shed no tears.. now I'm a broken man on a Hallifax tier, the last of Saz's privateers."
Afaik, only a city's power ministry can see connected manses' perms - to ensure they comply with city security rules. That's a legit reason. I can't think of a legit reason everybody needs to see that. In fact, I can see it being used to exploit security.
Perhaps the new Minister of Security should be able to see it too(just the Minister, not the aides).
Will icewalls and similar mechanisms block denizens from exit or only does that work only on players? Or alternatively, is there a way that I can prevent a denizen from wondering out of the current room?
@Foehn Icewalls definitely blocks mobs. Doors too. I'm sure there are special ones that can melt/walk through/tumble.
Either the list of exceptions is generously huge or the statement above is false. As far as I know, denizens are immune to icewall-like effects.
In fact I just did a quick test on a random denizen, unless bunnies hopping counts towards pogostick/leap for players by default
You point a star-etched emerald ring towards the north, and sparks fly out of it.
An icewall rises up to the north.
A plump wild rabbit bounces out to the north.
I only made that claim with confidence because @Rhi and I used icewalls to block some mobs that had fear and were running around the guildhall. It absolutely worked and when the icewall melted they came back in. Would their regular movement, not induced by fear, be blocked by the icewall? Unclear.
I also am pretty sure doors stop some mobs, because I had to use doors during a city event where gorgons were roaming around so I'd stop getting thrashed. Again, this is obviously not always true!
I'd never count on a door or icewall if I really depended on it, or wanted to coral them for whatever reason.
Comments
I would assume someone who is not a cook by trade can still make a nice dinner for their spouse, for example, but how acrobatic can a character be without being a monk or bard, to name an example.
Edit: Some more examples: Playing an instrument without being a bard, fencing without being a warrior.
Ixion tells you, "// I don't think anyone else had a clue, amazing form."
I suspect you're experiencing this bug: https://bugs.launchpad.net/mudlet/+bug/918419
Let me know if this fixes things for you, please?
Regards,
Martin.
Discord: Pharanyx#4357
2. Are echoes able to be purchased/set on a per-room basis? Same thing, for 50 credits I got 3 for a room which rotated. Is that option available here?
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So 'portal search perms gaudiguch' would show what you get because you're a member of Gaudiguch, 'me' would show where you've been intentionally added, and so on. I think doing not-perms would be actually complicated, but I don't think that filtering the list you get with PORTAL SEARCH is too wild of an idea.
EDIT: back to questions! If anyone wants to see what I'm actually talking about as an idea and not these other things: http://forums.lusternia.com/discussion/comment/173288#Comment_173288
In fact I just did a quick test on a random denizen, unless bunnies hopping counts towards pogostick/leap for players by default
You point a star-etched emerald ring towards the north, and sparks fly out of it.
An icewall rises up to the north.
A plump wild rabbit bounces out to the north.
-Kilian
Doors can work, though many NPCs will just open said door unless you lock it.
-Kilian
I also am pretty sure doors stop some mobs, because I had to use doors during a city event where gorgons were roaming around so I'd stop getting thrashed. Again, this is obviously not always true!
I'd never count on a door or icewall if I really depended on it, or wanted to coral them for whatever reason.