Coder needed for nwod 2.0 mu



  • Hi there.
    Does it seem you have too much time on your hands? Feeling like a challenge?
    Well look no further, in places deep is looking for a coder to take us off the ground because i have limited knowledge of mu coding and getting the mush up and running has been fun, but is going slow.
    Wed be happy for any kind of help, whether youre looking to be a long term staff coder-member or a one timer helping to get us off the ground!
    Please contact me on skype ragna.jd if interested.



  • I think you should lay out a list of things that you need instead of keeping your hand close to your chest. You're asking for people to volunteer for an often thankless job without so much as a word about what's needed. What's your codebase? What commands do you want to integrate from other games? Do you have someone willing to do all the data-entry that would be needed for a Beast game if nobody's done it already? Do you want coded Shadow for the werewolves? These are things that people need to know, and if you aren't willing to share, you might not find many nibbles.


  • Admin

    Yeah, what @Sammi said. Not just in recruiting coders but in recruiting anyone to help with a volunteer project you need to tell them what it entails. Why should they be excited? What cool things are you planning for it?

    Saying it's cool isn't enough, show us the money. :)



  • In @nyctophiliac's defense, they do have an advertisement thread that is currently getting activity and provides an adequate (not great, but acceptable) idea of what sorts of IC activity they intend to have happen. But then I went and looked there, and they posted none of the information I actually wanted to know regarding the state and needs of their code.


  • Coder

    Any time someone asks for nWoD code, I imagine all they need is the basics of any Mux, and a nWoD stat system. Extras like rote management, pledges for Changeling, or any of the other support nonsense. Shift code is maybe a must have, but on the whole just for the stat fiddling.



  • I'm going to be honest here, I nuked the project when support fell through.
    But, someone told me... if I build it they will come.

    Instead of just trying to noob my way through it, however, this time I want a professional's help.

    I'll be needing:

    1. The whole code base started up from scratch.
    2. nwod stat system
    3. obviously basics like mail, jobs, etc.
    4. Fallcoast's event system would be awesome.
    5. Exalted MU's auto scene logging system with wiki integration would be extra awesome
    6. aspirations and beat system. We have something special in mind for this, not only do we have regular beats, but also Political ones specifically for the vampire and mortal venue that concentrate on status in things like mystery cult, city spheres (ie academics, health, law enforcement, etc), covenant, clan, etc. There's also the possibility of gaining "negative beats" for doing bad stuff.
    7. eventually we want to incorporate beast, the pure, mage, and changeling stuff, too.
    8. I was thinking a smallish district oriented grid to be populated with mostly PC builds, but also a select few House builds, like elysia and territories.
    9. As for Shadow and the Hedge, etc I figured people could use anywhere rooms, seems easier :)
    10. automatically handled XP system would be brilliant!
    11. a scene request system would be hot, but thats not strictly necessary
    12. Is there some kind of territory or domain function out there? Like an ST could give a district to a pack or coterie as their territory easily?

    Bonus: I'm willing to learn of course and aid in the headache of data entry, if someone shows me how, so its not so monotonous/tedious.

    As for holding my hand close, I've begun to populate the new wiki with information. It's not complete, my staff and I are quite tired but not too bad so far for a days work. The rest is on google drive, it just must be assimilated and put into the wiki which should happen over the next few days. Take a look!

    www.inplacesdeep.com

    Am I forgetting anything?


  • Admin

    @nyctophiliac said:

    Am I forgetting anything?

    The pitch. :) You mentioned mostly what you need, not what you plan to offer save for a few things (thoughts about adding more spheres in the future, extra types of Beats) but not what the game is about.

    What makes it special and different than any other nWoD MU* around? What's the theme? What makes it exciting?



  • @nyctophiliac said:

    I'm going to be honest here, I nuked the project when support fell through.
    But, someone told me... if I build it they will come.

    Well, you have to be able to build it and also convince other people that you care about it and have a premise that's broad enough to excite enough people, but not so broad that your game doesn't have any character.

    Instead of just trying to noob my way through it, however, this time I want a professional's help.

    Okay, but unless you're asking a person you know well, or you're offering money, you need to pull a little bit more weight initially in deciding exactly what you need. The following list is a good start.

    1. The whole code base started up from scratch.

    Yes, the only thing that really matters is what the coder is familiar with, but here's where you should say what you have experience with. I'm going to talk differently to someone who's used Rhost for years than I will if they've been on MUX the whole time, because they'll be used to different quirks. You should also say whether or not you have hosting already.

    1. nwod stat system

    Like Thenomain's?

    1. obviously basics like mail, jobs, etc.

    Mail is built into a codebase. Anomaly jobs is standard, a few people have tweaks in repos and what not.

    1. Fallcoast's event system would be awesome.

    Which is probably Cobalt's event system.

    1. Exalted MU's auto scene logging system with wiki integration would be extra awesome

    What codebase is this on? Do you know where to find it?

    1. aspirations and beat system. We have something special in mind for this, not only do we have regular beats, but also Political ones specifically for the vampire and mortal venue that concentrate on status in things like mystery cult, city spheres (ie academics, health, law enforcement, etc), covenant, clan, etc. There's also the possibility of gaining "negative beats" for doing bad stuff.

    Any post-GMC chargen system is going to have aspirations and beats, so that's redundant. If you have clear rules for how beats can be docked, a simple beat log would be required for tracking fluctuations. Political beats is probably a matter of adding a different number and a secondary purchase command that can only access certain stats, but you need to have all of these rules explicitly laid out in advance of a coder taking the project on. Would characters be able to lose beats even if they had spent them already?

    1. I was thinking a smallish district oriented grid to be populated with mostly PC builds, but also a select few House builds, like elysia and territories.

    And who is going to build it?

    1. As for Shadow and the Hedge, etc I figured people could use anywhere rooms, seems easier :)

    It most certainly is.

    1. Is there some kind of territory or domain function out there? Like an ST could give a district to a pack or coterie as their territory easily?

    What would be the effects of granting the territory? How would it be displayed in the MUSH. How many districts do you plan to have, and how many packs and coteries do you hope to support?



  • @Arkandel said:

    @nyctophiliac said:

    Am I forgetting anything?

    The pitch. :) You mentioned mostly what you need, not what you plan to offer save for a few things (thoughts about adding more spheres in the future, extra types of Beats) but not what the game is about.

    What makes it special and different than any other nWoD MU* around? What's the theme? What makes it exciting?

    Oh man. Lets see... i thought the site could speak for itself, however beating about the bush wont win me any favors here i see. Ill highlight a few points that i think are important and make us different.

    Apologizing ahead of time the coffee hasnt kicked in yet. My typing is going to be subpar.

    1. Real horror. For adults. No, really.
      Im somewhat disillusioned with a lot of mushes, they seem to fall into one of two categories:
      Ts cesspools filled with harems and people that are there to get it on. To me, that gets boring after a while but the mushes dont seem to be active otherwise.
      PgNwod. What mushes do run stuff i have never ever thoight of as rated R in terms of storyline horror. Theyre usually good about mystery, intrigue... but i havent shat myself once.
      I wanna shit myself. And i want my players to, too. If anything be at the edge of their seats...
      What pisses me off the most is how changeling is universally played. I seem to find nothing but candy and gum drops when the land of the fae is really terrifying. Werewolves are usually there to go beat up on shit and cock block spirits... they never feel scary. Whats the scary?! Where did it go, where are the stories of man eating beasts and scary spirits that are actually dangerous.

    2. Actual facilitated st and pc driven game, not a sandbox.
      The sts i have are veterans and have a lot of ideas for stories and we are working on a plethora of hooks for the area for every venue. I want the sts to have their long running plots as well as players submitting scene requests that will get done. I want venue wide stories. Individual stories. Pack/cult/sphere/ etc stories.... i want to provide a rich emersive setting with a gaming family rather than gaming community atmosphere with a living world type of vibe. (ie even if the pcs arent pursuing a hook, things are happening in the world.)
      I also want to provide the tools necessary to facilitate this being easy. On a lot of mushes it sometimes feels like you might step on someones toes or impact the setting too much so you might piss off and st or theres too much red tape to get to do something. Well achieving your goals isnt going to be easy ic, but it doesnt have to be a frustrating experience ooc.

    3. A personally responsible admin and st team
      Ever see those hsts and owners that do nothing but rp or do busy work instead of doing what they wanted to do - tell stories?
      I personally think this is the main reason why people and games burn out. Thats why we want to automate as many things as possible and have a few paper pushers to fill in the gaps where that fails. What the sts are concentrating on should be facilitating rp and running scenes and making the world go round.
      If an st fails to meet minimum requirement of scenes for 2 consecutive months, theyre out. I dont care if theyre my best friend, my boy or girlfriend, the person who licks my toes and stroķes my ego... you dont get to keep your title as st if you cant pull your weight. If one month youre dry on juices, you can always run player requests or grab an npc and coffee shop interact with people to stir rumors. St is not a prestigious position meant to make you popular. Its a title of service. No service, no title.

    4. A fair unbaised staff when it comes to conflict resolution.
      I have owned and ran an exalted chat for 3 years.
      I grew with experience and know how to run a chat that had minimal drama problems. I know drama is unaboidable but i also know to be unbaised and use fact based, not emotion based judgement - but i also know i am human and not infallable. Thats why i have 2 very trusted level headed co admins/hsts that helped me run said exalted site for a long time. They know how and have told me before - youre being a bit of a cunt and youre wrong so you need to take a step back. And id do the same for them.
      I know them to be fair and compassionate but they are also hardasses when it comes to conflict resolution. They also have never played favorites, which i find impressive considering the amount of stfavortism and circle jerking i have encountered elsewhere on both chats and mus
      Lastly, gaming is their life, so they have a lot of time to dedicate to the projec for the forseeable future.



  • @Sammi said:

    @nyctophiliac said:

    I'm going to be honest here, I nuked the project when support fell through.
    But, someone told me... if I build it they will come.

    Well, you have to be able to build it and also convince other people that you care about it and have a premise that's broad enough to excite enough people, but not so broad that your game doesn't have any character.

    I think the above post addresses that, please let me know if its to your satisfaction or if i missed your poi t completeky or if you need me to expound upon something.

    Instead of just trying to noob my way through it, however, this time I want a professional's help.

    Okay, but unless you're asking a person you know well, or you're offering money, you need to pull a little bit more weight initially in deciding exactly what you need. The following list is a good start.

    I may offer remunteration but my first instinct is to find someone who does this out of love, like the rest of the staff and myself. If all else fails, ill ask around for quotes and take a look at my budget. Of course, i live in south africa whose money is nt worth the money its printed on so such an endeavor may not be feasable for a while until i can save up.

    1. The whole code base started up from scratch.

    Yes, the only thing that really matters is what the coder is familiar with, but here's where you should say what you have experience with. I'm going to talk differently to someone who's used Rhost for years than I will if they've been on MUX the whole time, because they'll be used to different quirks. You should also say whether or not you have hosting already.

    Not gonna lie. Im a weeeee but of a code n00b. Trust in the assumption that i know nothing. When it comes to coding, talk to me like im a 5 year old, with clear and full sentences... and i might follow.

    1. nwod stat system

    Like Thenomain's?

    I like that one yes it was the one i attemoted to install previously.

    1. obviously basics like mail, jobs, etc.

    Mail is built into a codebase. Anomaly jobs is standard, a few people have tweaks in repos and what not.

    Sweet!

    1. Fallcoast's event system would be awesome.

    Which is probably Cobalt's event system.

    I have no idea :3

    1. Exalted MU's auto scene logging system with wiki integration would be extra awesome

    What codebase is this on? Do you know where to find it?

    I can ask, but the information i have so far is that its pueblo enchanced.

    1. aspirations and beat system. We have something special in mind for this, not only do we have regular beats, but also Political ones specifically for the vampire and mortal venue that concentrate on status in things like mystery cult, city spheres (ie academics, health, law enforcement, etc), covenant, clan, etc. There's also the possibility of gaining "negative beats" for doing bad stuff.

    Any post-GMC chargen system is going to have aspirations and beats, so that's redundant. If you have clear rules for how beats can be docked, a simple beat log would be required for tracking fluctuations. Political beats is probably a matter of adding a different number and a secondary purchase command that can only access certain stats, but you need to have all of these rules explicitly laid out in advance of a coder taking the project on. Would characters be able to lose beats even if they had spent them already?

    Well, for example, titles are worth different points. If the sheriff title is worth 5 points and you do a 5 point fuck up, they would strip the title, if you didnt have a title you would need to be stripped a point of status, an in depth conversation is needed with this, where the coder can tell me whats possible and we can talk about prerequisites to status dot beay purchass, too. I have a few ideas but i have no idea whats possible, so...

    1. I was thinking a smallish district oriented grid to be populated with mostly PC builds, but also a select few House builds, like elysia and territories.

    And who is going to build it?

    Id love to, if i am shown how i habe made a build at fall coast and have a general grasp. I quite like how they have their grid set up. As long as the system is there to be able to do builds, thats me.

    1. As for Shadow and the Hedge, etc I figured people could use anywhere rooms, seems easier :)

    It most certainly is.

    1. Is there some kind of territory or domain function out there? Like an ST could give a district to a pack or coterie as their territory easily?

    What would be the effects of granting the territory? How would it be displayed in the MUSH. How many districts do you plan to have, and how many packs and coteries do you hope to support?

    There are 11 city districts and a couple outskirts districts i would say 3 if i remember correctly. Total of 14, tentatively

    All i really wanna achieve with the territory function is to be able to enable an st to type in for example +claim <district grid square number> = person, pack or coterie.
    Then have the person pack or coterie name appear on the district description as like "Territory: The Protectorate Pack"
    It doesnt give any mechanical benefit, to the characters more an fyi thing.. though that may change when i speak with my STs... the coffee hasnt gone to the brain yet...
    Wasnt reno working on something like this.... might be worth looking into. I wonder who their system worked!



  • @nyctophiliac said:

    Wasnt reno working on something like this.... might be worth looking into. I wonder who their system worked!

    If so, it's fairly recent.

    There were discussions about it in my time but nothing was ever implemented there in that period. People just added notes on the wiki to their pack or coterie's page; nothing was mentioned in room descs unless someone added a +note to the property they owned (their player build, not the grid rooms).

    It is also worth mention that if you're going to require Pueblo, it has very limited support. (In fact, it's now so old that the help files in TinyMUX for it lead to nothing, and you have to hunt down the current new owners/maintainers of the software.) It's windows-only, for one, which cuts out all the mac users, and there are more than a few of us around. I don't know how well it's supported on tablets and mobile, either -- both of which are very popular with players.

    There are ways of integrating the MUX and wiki through SQL to accomplish some things, but unfortunately I don't know enough about that aspect to offer much in the way of advice there, and can't even tell you what's realistically possible (or not) in terms of that integration. Chime would have the best answers there; she's the integration goddess.



  • @nyctophiliac
    As far as Exalted MUSH, it should use @Volund 's code suite since he's always been heavily involved with them, so that would contain the log every scene pose-by-pose to the wiki code. It also, for PennMUSH anyway, contains a (I think complete for Mortals and Vampire) NWoD 2.0 thing but I'm not sure how complete it is, since I'm not building anything with it. He's usually willing to help with installing and setting it up though, so it can't hurt to have him tagged on this or poke him elsewise.

    As far as Territory, if you want it to matter to players, give it benefits and reasons to play with. Otherwise it's not going to have the oomph you want it to have. For example, my game, Territory control grants free Herd, a free Influence specialization (essentially a sphere) and an attendant action, and your choice of an Allies or Contacts based on the territory area and what's there. The big benefits to the player are those, but they also have the ability to farm it out/permit other characters to use it (an example I have in the territory file is rent in monthly boon(s) to stay there), and anyone given access to it by the Majordomo isn't considering poaching on the territory's blood total when they feed there, as well as be granted temporary access to the Influence and Allies/Contacts by the Majordomo (probably for a boon as well).

    Additionally, if you're having a multi-venue game, you'll have territory overlap; make sure you account for a Vampire, Werewolf, Mortal and Demon controlling the same grid square but accessing that differently and having different needs from it (Is there a Locus? Is there Infrastructure? Is there a leyline crossing?)



  • Indeed, I was wrong - domain/territory isn't just a vanity item , it has purpose. Each one of the domains had specific features and ratings.
    There will be no domain overlap due to certain blood sorcery and gifts that allow you to mark your territory. Vamps and Wolves can "ward" their territory/domain against other supernatural creatures and usually don't get along. So there's that. Once again, I'll have to defer to the HSTs and get the system posted to the wiki ASAP.

    But one thing off of the plate - we aren't doing demon.


  • Coder

    @nyctophiliac said:

    I'll be needing:

    1. The whole code base started up from scratch

    It sounds like you need a site admin to set up a game, plus the game. It's going to be very difficult to convince a stranger to do this much work for you.



  • @nyctophiliac
    Like @Thenomain said, convincing a stranger to help you do everything would require finding someone who has a clean plate and is invested in your vision. There are some things you can do to make it easier on yourself and make yourself more likely to get and retain help. Your best bet is to get a list of exactly what you need and then hope that multiple people would be willing to help you. If you have a host with shell access, someone could get the game started pretty easily and load basic, tested code packages. That would allow you to start building (until then, you should work on making a map).

    Ideally, you'll have a dedicated coder eventually, but you don't need one now. Not if you have self-contained packages of code that don't interfere with one another and are familiar to the various coders of the community from other games. If you find one coder who has the time to start up the server and do basic config setting, one who can drop in and test a sheet and chargen system, and maybe one or two others for miscellaneous things (like the wiki), you'll be pretty well off and none of those people would have to invest terribly large amounts of time. So you need to break up your requirements into manageable chunks and maybe some of us can help you.

    If you have someone willing to do all the data entry for Beast and write out any of the unique rules, Theno might be willing to add it to his system. He likes clean, well-cited, precise descriptions where the only thing he needs to figure out is how to translate them to language the MUSH can understand.

    P.S. I'm taking the time to explain this because I'm not opposed to helping. The game sounds vaguely cool, but like you're trying to roll in too many things at once. If it were open now, I'd check it out. If you came with a specific set of needs, I'd be fine with hopping on in an evening I don't work and shoving some code together. Coders aren't magical wizards conjuring forth digital playgrounds from inchoate kilobytes. A MUSH is just a building project, like any other, and most of the work has already been done. The great thing about digital building projects is that you can copy and paste large amounts of previous projects and you just have to run a few tests to make sure that you didn't forget anything. That doesn't take much time. What does take time is walking into a project where the person running the project has no idea what they want and doesn't appear to care how it gets done, just as long as the person doing the building makes it happen. This is fine if you're getting paid for your time, but it's a big ask for hobbyists who might only be vaguely interested. If you want to make this happen, you have to be the project manager (or someone on your staff does) and say, "This is what we need. These are the colors and design elements we want. This is what our grid is going to look like. These are the game systems we want to support. We like this event system and that game's AJobs customizations. These are the customizations that we want to implement." If you had that all ready in the first post in the thread, I suspect that you would have found help almost immediately.



  • @Sammi said:

    @nyctophiliac
    Like @Thenomain said, convincing a stranger to help you do everything would require finding someone who has a clean plate and is invested in your vision. There are some things you can do to make it easier on yourself and make yourself more likely to get and retain help. Your best bet is to get a list of exactly what you need and then hope that multiple people would be willing to help you. If you have a host with shell access, someone could get the game started pretty easily and load basic, tested code packages. That would allow you to start building (until then, you should work on making a map).

    I have a host with shell access, as im at digital ocean as per the 0 to mux tutorial.
    Working on a map now, have started to put it up on the wiki.
    Im really good with wiki stuff, so i expect the interation could come later... i also have a few friends that may be able to help me with wiki integration as well as a suggestion above.

    Ideally, you'll have a dedicated coder eventually, but you don't need one now. Not if you have self-contained packages of code that don't interfere with one another and are familiar to the various coders of the community from other games. If you find one coder who has the time to start up the server and do basic config setting, one who can drop in and test a sheet and chargen system, and maybe one or two others for miscellaneous things (like the wiki), you'll be pretty well off and none of those people would have to invest terribly large amounts of time. So you need to break up your requirements into manageable chunks and maybe some of us can help you.

    I want someone right now to...

    1. Install the code base system, because i tried it before and fkd up so i had to have someone come in and troubleshoot and im almost sure she would have rather done it from scratch than spend 3 days figuring out what i did wrong.
    2. Install thenomans nwod stuff. Right now we support vampire, werewolf, and mortal. I dont ķnow how much editing or work or time this needs at all.
    3. Past that, there are other addon thigs i like and have mentioned previously, and as long as they are prebuilt packages, maybe i could try to do their installation myself and when i make the place explode, i ideally need someone thats not going to yell at me when i tell them i broke it.
      I hope to eventually learn mucode, but i sometimes learn best by breaking it and then seeing how its fixed... not that i intentionally break it.

    If you have someone willing to do all the data entry for Beast and write out any of the unique rules, Theno might be willing to add it to his system. He likes clean, well-cited, precise descriptions where the only thing he needs to figure out is how to translate them to language the MUSH can understand.

    I will so do the shit out of this. Once the official book comes out and i am more confdent in my ability to know whay needs to go into mu ode n stuff.

    P.S. I'm taking the time to explain this because I'm not opposed to helping. The game sounds vaguely cool, but like you're trying to roll in too many things at once. If it were open now, I'd check it out. If you came with a specific set of needs, I'd be fine with hopping on in an evening I don't work and shoving some code together. Coders aren't magical wizards conjuring forth digital playgrounds from inchoate kilobytes. A MUSH is just a building project, like any other, and most of the work has already been done. The great thing about digital building projects is that you can copy and paste large amounts of previous projects and you just have to run a few tests to make sure that you didn't forget anything. That doesn't take much time. What does take time is walking into a project where the person running the project has no idea what they want and doesn't appear to care how it gets done, just as long as the person doing the building makes it happen. This is fine if you're getting paid for your time, but it's a big ask for hobbyists who might only be vaguely interested. If you want to make this happen, you have to be the project manager (or someone on your staff does) and say, "This is what we need. These are the colors and design elements we want. This is what our grid is going to look like. These are the game systems we want to support. We like this event system and that game's AJobs customizations. These are the customizations that we want to implement." If you had that all ready in the first post in the thread, I suspect that you would have found help almost immediately.

    Youre all wizards to me, tis why i have traveled from the wildes south of the sahara, scaling glorious peaks and spanning vast distances with this archaic magic known to me by the name of the internets to prostrate myself at your glorious golden feet and to petition for the gods of mush to smile down favorably and hold my hand as i embark upon this noble cause of roleplay....

    I actually didnt mean to come off as "i just need this to get done" and for that i apologize. I am so sorry.

    What i meant to do by giving our needs and saying i dont mind how you get it done is...

    I am a graphic designer and tattoo artist by trade...
    I see people come in every day and they want the mona lisa in stamp size on their hand and im only allowed to use three colors that dont go together and also it must not hurt. And it must take 5 minites and be really cheap.
    I compare coding to tattooing. I think of you almost as artists and you know better than me. You know what code to use the best, what system, what... everything. I dont want to come in with my imperfect knowledge of coding and be like i need x, y, and z when its impossible for those things to happen. Id like to give you an idea of what i need, then let you use your wisdom and experience and preferences to do what you do best.
    When tattooing, my best and most artistic work comes when people collaborate and compromise with me.

    Im looking for something of a partner even if short term just to get us off the ground that shares my vision, knows what i want out of the mush, but has the freedom to take it to that destination the way they think is best.

    I realize it might be a bit how shall i say, far fetched? To expect someone to jump on board and dedicate themselves long term, but its my ideal situation. So of course just setting it up wiuld be ultra helpful and awesomrad... but I want someone thats got the balls to tell me "this isnt going to work, lets do this". Have a cup of tea over skype and talk about visions or experimentations we could do, come up with a game plan that suits us both, not just me. Someone to say, "ok you want this done here are your options and my needs. You need to do x, y, and z for me."

    As we work together, i would like to help with data entry and supporting what needs to be done, but my hand needs to be held at first... Just a warning. As interest gathers for the game, people wanting to help code will come forth and help too, but i would like to start on getting the mu up and running...

    So... i realize thats a huge stretch, but hopefully my vision, passion and dedication to the project is quite evident by now even if i have a hard time expression what i need in codelingo.



  • Like I said, I'm vaguely interested. And the fact that you've not withered or become uncivil after being given the third degree is appealing. I don't feel like it would be responsible for me to commit to anything long-term, but turning on a game and then taking a few free afternoons to put together code that I mostly already know where to find? That I can do. @Thenomain's GMC chargen already has Vampire and Werewolf. The code up at Github doesn't have the Merits that were added in CoD, but I suppose he just hasn't uploaded that yet since they're active on BitN.



  • I would be happy to have you on the team, even if it is temporarily just to do the basicset up!
    As i said i want people to tell me where im wrong and someone to have enough balls to tell me what to do, and what needs to be done. You have demonstrated that and that you know what youre talking about so id a very happy panda to work with you..

    Also, takes a lot to get me to lose my cool.

    Maybe you could show me how to input merits and i could take care of it? :)



  • @nyctophiliac said:

    I would be happy to have you on the team, even if it is temporarily just to do the basicset up!

    We can figure out a time in the upcoming week where we're going to be on simultaneously and I can get the server started for you.

    Maybe you could show me how to input merits and i could take care of it? :)

    Oh, that's already taken care of. Go here and Ctrl-F for any Merit name you can think of from GMC (it hasn't been updated for the handful that appeared first in CoD, but I know Theno has them entered into a file somewhere).


  • Coder

    @Sammi said:

    @Thenomain's GMC chargen already has Vampire and Werewolf. The code up at Github doesn't have the Merits that were added in CoD, but I suppose he just hasn't uploaded that yet since they're active on BitN.

    I've forgotten to do so, yeah. Or maybe I took a "I'm still on break; you do them" attitude. On the other hand, I did finally get the willpower switch working, which was less difficult and more making sure all the moving parts fit in place (including changing the interface of some of those moving parts).

    Give me a few and I'll get the CoD on this fixed. Too bad I think I threw out the notes for it.


  • Coder

    The core code should be updated. Please let me know if I missed something or if something changed between WoD and CoD and I missed it. Thanks.


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