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    ixokai

    @ixokai

    Coder

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    Best posts made by ixokai

    • RE: Space Games and Travel Time? Why? Why Not?

      The hobby is not as big as it used to be.

      The absolutely last freaking thing it needs is, "Anyone wanna RP?"

      To be answered by, "Sure! Uhh, you're on Coruscant and I'm on Tattooine, um. I can get there in two hours?"

      The more centers of RP there are the harder it is for people to actually connect. The longer people go bored wanting to RP but being unable to for reasons that are built in, the more likely they'll give up and go read a book or watch TV.

      posted in MU Questions & Requests
      I
      ixokai
    • RE: FCs on Comic MUs

      @kanye-qwest said in FCs on Comic MUs:

      @tnp but is @ixokai going to take steps to protect players if the /playerbase/ cares that they app a bi or gay FC?

      Yes.

      It won't happen, but if it did: players do not, flatly, have a right to care about how someone elses character is being played. If a player doesn't like that, they can play elsewhere.

      EDIT:

      Let me rephrase. People have a right to care about anything they want to care about. Quietly, privately and in their own skull. They absolutely do not have a right to bug other players about if they're playing a character "right" or not. That won't be tolerated-- for any situation, be it a character's race, gender, sexuality, particular universe they come from, background, attitude, relationships with other characters... any of it.

      It's never happened before but it'd be considered a conduct violation: it'd be dealt with, without hesitation.

      We'd aren't the biggest game around but we are not concerned with numbers. If someone's a douchebag, we're fine with having one less player.

      posted in Mildly Constructive
      I
      ixokai
    • RE: Genosha (Interest Poll)

      @rizbunz said in Genosha (Interest Poll):

      Sorry. Ended the poll and went ahead and removed the idea. Didn't mean to ruffle feathers, I was just curious what people thought.

      You didn't ruffle feathers. One person had a silly tiffy of silliness.

      Someone is always going to be that one person who is being dumb. We rotate for whose turn it is.

      posted in Game Development
      I
      ixokai
    • RE: Flights 'n Tights MUX

      I've known about this place for awhile and I can't get it through my head to so much as reach out and look at it, let alone log on, for fear of the sticky creepiness that seems to just radiate off of it.

      This is not homophobia. Secret comic book reveal as I throw off my cape: I am teh gay! (I know, @sunny, you are shocked, SHOCKED)

      Here's the center of what bugs me: "This is a haven for gay, bisexual, and queer male characters." The fuck? No gay guy I know thinks like this after the stupid college years. If you want to be a LGBT haven, where is the lesbians? The transgendered Superwoman? I can see and get behind you there. But no. This is about the GUYS. All about the people you wanna bang in tights.

      This entire thing reeks of a creepy fetishization of what's my life and noo thank you. I suspect there's a lot of women with gay fetishes instead of actual LGBT people on this game. I don't have an issue with those ladies usually, I don't go poking my RP partners and asking their RL genders (talk about creepy!), but this is a step too far.

      Yeah I see they say they welcome everyone etcetc but when you declare what you're for you can't just walk that back.

      posted in Adver-tis-ments
      I
      ixokai
    • RE: FCs on Comic MUs

      @tempest said in FCs on Comic MUs:

      Staff's apparent focus on the 'anti-gay/anti-women' elements of the timeframe seems kind of....strange.

      I have absolutely no idea what you're talking about.

      There's all kinds of -isms. Staff isn't focused on any particular one or two. Staff has never said the game is anti-women or are "focused" on that. The civil rights act was just enacted; there's a lot of racism, too.

      Its just a realization that the PC's are exceptional when they overcome the biases of the time. Emma Frost is a CEO. But that's exceptional.

      As for why the game is set when it is-- X-Men: First Class.

      @lithium said in FCs on Comic MUs:

      @ixokai Sexism and intolerance is a thing even today. Anyone who thinks otherwise is lying to themselves or perhaps so privileged they don't see it.

      I... know?

      The thing for me is that RP and Games are meant to be an escape from reality, and it seems an odd point to try and enforce for gaming pleasure.

      No one's enforcing sexism or racism. Just saying when apping: take into account the time. But PC's are PC's and special.

      Or maybe it's just not directed towards me, and that is completely fine, but it strikes me as a bit odd where you claim that sexuality doesn't matter for even FC's on your game, but then you put forth that intolerance about sexuality and sex is a big thing on your game.

      I never put forth that "intolerance about sexuality" is a "big thing".

      It just happens in the background. Like-- the only "gay" clubs are mafia-run and still they get raided from time to time. Do we eye people in a gay club and go NPC a police action? No... do we poke people and say, hey, get gaybashed! No...

      Its just the the texture of the background. Most RP doesn't involve -isms or -phobias because most PC's are supers, and once you're a mutant or an alien or someone who turns into a giant green rage machine,... stones and glass houses. That and most people are OOCly not wanting to play -ists.

      @Lithium Its not that 'women are supposed to be barefoot and pregnant in the kitchen', that's a dramatic overstatement. But that women in certain professional fields would face challenges men wouldn't. Look at the Hidden Figures movie. The men are shocked! shocked! That women not only work at NASA but meaningfully contribute in more then secretarial roles. That's the background in which PC's find themselves: if someone wants to play a woman character in a role that doesn't traditionally have women, they're allowed to. The app should just be written such as to acknowledge this.

      posted in Mildly Constructive
      I
      ixokai
    • Loggers

      Some people have expressed interest in my loggers, so here's the Penn version (I'll add the Rhost version later).

      This isn't actually anything like super clever or advanced/special code, its really pretty basic and easy, so its not a big deal. But it has a dramatic and positive effect on those games which like logs.

      Some of the key features:

      • By default it ignores lines that have 'OOC' in the first word, though this can be turned off.
      • It logs everything it hears, but if you make a mistake in a pose, you can simply +log/undo to delete the last entry and repose.
      • You can +log/show with an argument of like '5' to see just the last 5 poses, useful if you disconnect and need reposes without anyone having to repose to you.
      • It formats your logs for wiki output (will need to be customized for your game's particulars)

      On my games, I modify the room parent so the @conformat actually changes get(%i0/shortdesc) to be: objeval(%i0,u(%i0/shortdesc)) for the express purposes of these loggers use their shortdesc to report their on/off status brightly to avoid confusion.

      The usage is pretty simple: @create an object, drop it, +log/make object, and voila. Its now a logger. +log/on object and pose away. +log/capture is a quick shortcut command to set all the metadata for the log, or you can set them individually. Then +log/wiki

      On the parent you'll want to modify SHOW_HEADER_WIKI to match whatever the wikicode your logs need for your wiki.

      This is the parent:
      
      -- START --
      @create Logging Parent; LP
      @set Logging Parent; LP = NO_COMMAND
      &AHEAR Logging Parent; LP=@include me/CHECK_INCLUDE_OOC[v(include_ooc)];@include me/CHECK_CONNECT;&log`[inc(after(last(sortby(sort_log,lattr(me/LOG`*))),`))] me=[secs()] %0
      @set Logging Parent; LP/AHEAR=no_command prefixmatch
      &CHECK_CONNECT Logging Parent; LP=@break strmatch(%0,* has connected.);@break strmatch(%0,* has disconnected.);@break strmatch(%0,* has reconnected.);@break strmatch(%0,* has partially disconnected)
      &CHECK_INCLUDE_OOC0 Logging Parent; LP=@break strmatch(first(%0),*OOC*)
      &CHECK_INCLUDE_OOC1 Logging Parent; LP=
      &DESCRIBE Logging Parent; LP=Status: [ifelse(v(logging),[ansi(hg,ON)],[ansi(hr,OFF)])]%ROOC Included? [ifelse(v(include_ooc),[ansi(hg,YES)],[ansi(hr,NO)])]%R%R[ansi(hw,Scene Information:)]%R%T[ansi(hw,Summary)]: [get(me/SCENE`SUMMARY)]%r%t[ansi(hw,Date)]: [get(me/SCENE`DATE)]%r%t[ansi(hw,Cast)]: [iter(get(me/SCENE`CAST),name(##))]%R%t[ansi(hw,Location Name)]: [get(me/SCENE`LOCATION)]%R%t[ansi(hw,Location Description)]: [get(me/SCENE`LOCATIONDESC)]%R%R[ansi(hw,Log entries recorded)]: [words(lattr(me/LOG`))]
      @set Logging Parent; LP/DESCRIBE=no_command visual prefixmatch public nearby
      &DO-SET-LOG-OOC Logging Parent; LP=&include_ooc me=[not(get(me/include_ooc))];@remit %l=[ansi(hy,OOC)]: [name(me)] is now set [ifelse(v(include_ooc),[ansi(hg,TO)] include OOC communication,[ansi(hr,TO NOT)] include OOC communication)].
      &DO-SHOW-LOG Logging Parent; LP=@dol/inline HEADER [setq(0,sortby(sort_log,lattr(me/LOG`*)))][ifelse(t(%2),extract(%q0,mul(%2,-1),%2),%q0)] FOOTER={@pemit %0=[switch(%i0,HEADER,u(SHOW_HEADER_%1),FOOTER,u(SHOW_FOOTER_%1),u(SHOW_LOG_%1,%i0))]}
      &DO-START-LOG Logging Parent; LP=&logging me=1;@listen me=*;@remit loc(me)=[ansi(hy,OOC)]: This scene is now being logged by [ansi(hw,name(me))].
      &DO-STOP-LOG Logging Parent; LP=&logging me=0;@remit loc(me)=[ansi(hy,OOC)]: This scene is no longer being logged by [ansi(hw,name(me))].
      &DO-UNDO-LOG Logging Parent; LP=&log`[after(last(sortby(sort_log,lattr(me/LOG`*))),`)] me;@pemit/contents loc(me)=[ansi(hw,OOC)]: The last entry in the log has been undone.
      &INCLUDE_OOC Logging Parent; LP=0
      &LISTEN Logging Parent; LP=*
      @set Logging Parent; LP/LISTEN=no_command prefixmatch
      &LOG Logging Parent; LP=
      &LOGGING Logging Parent; LP=0
      &MESSAGE_LOGGING0 Logging Parent; LP=[ansi(y,OFF)]
      &MESSAGE_LOGGING1 Logging Parent; LP=[ansi(hg,ON)] [ansi(hr,- SCENE IS BEING LOGGED)]
      &SHORTDESC Logging Parent; LP=is currently [u(message_logging[v(logging)])].
      &SHOW_FOOTER_PLAIN Logging Parent; LP=[line_with_text([ansi(hw,end of log)])]
      &SHOW_FOOTER_WIKI Logging Parent; LP=[line_with_text([ansi(hw,end of log)])]
      &SHOW_HEADER_PLAIN Logging Parent; LP=[line_with_text([ansi(hw,[name(me)]'s Log)])]
      &SHOW_HEADER_WIKI Logging Parent; LP=[line_with_text([ansi(hw,[name(me)]'s Log)])]%r[[include LogInfoBox%r|summary=[get(me/SCENE`SUMMARY)]%r|date=[get(me/SCENE`DATE)]%R|location=[get(me/SCENE`LOCATION)]%r|related=If there are no related logs, put 'None', -- please don't leave blank! [!-- IMPORTANT: The formatting MUST be: [http://marvel1963mush.wikidot.com/log:name NameOfLogGoesHere] --]%r|themesong=None%r]]%r[[include LogPlayerTop]]%r[iter(get(me/SCENE`CAST),[[include LogIcon name=[lcstr(name(%i0))]]],%b,%r)]%r[[include LogPlayerBottom]]%R%R====%R%R
      &SHOW_LOG_PLAIN Logging Parent; LP=[setq(0,get(me/%0))][ansi(hx,%[[timefmt($H:$M:$S,first(%q0))]%])] [rest(%q0)]
      &SHOW_LOG_WIKI Logging Parent; LP=[rest(get(me/%0))]%r%r*%r
      &SORT_LOG Logging Parent; LP=comp(after(%0,`),after(%1,`),N)
      -- END --
      
      This is the master room: note the last command, set @VP to the dbref of the parent:
      
      -- START -- 
      @create Logging Commands; LC
      @lock/Use Logging Commands; LC=IS_APPROVED/1
      @lset Logging Commands; LC/Use=no_inherit
      @set Logging Commands; LC = TRUST
      @set Logging Commands; LC = WIZARD
      &CMD-+LOG/CAPTURE Logging Commands; LC=$+log/capture *:@include me/DO_CHECK_BASIC;&scene`cast %q<logger>=[lvplayers(%l)];&scene`location %q<logger>=[name(%l)];&scene`locationdesc %q<logger>=[ifelse(hasflag(%l,temporary),get(%l/tempdesc),get(%l/desc))];&scene`date %q<logger>=[ictime()];@pemit %#=Captured.
      &CMD-+LOG/CAST Logging Commands; LC=$+log/cast *=*:@include me/DO_CHECK_BASIC;@eval [setq(cast,iter(%1,pmatch(%i0)))];@break strmatch(%q<cast>,*#-1*)={@pemit %#=I can't find anyone named: [iter(%1,ifelse(t(pmatch(%i0)),,%i0))].};&SCENE`CAST %q<logger>=%q<cast>;@pemit %#=[ansi(hy,OOC)]: Cast set to: [itemize(iter(%q<cast>,name(%i0),%b,|),|)].
      &CMD-+LOG/DATE Logging Commands; LC=$+log/date *=*:@include me/DO_CHECK_BASIC;&scene`summary %q<logger>=[ifelse(strmatch(lcstr(%1),today),ictime(),%1)];@pemit %#=[ansi(hy,OOC: Date set to: [ansi(hw,%1)].
      &CMD-+LOG/LOCDESC Logging Commands; LC=$+log/location/desc *=*:@include me/DO_CHECK_BASIC;&SCENE`LOCATIONDESC %q<logger>=[switch(%1,here,objeval(%#,u(%l/desc)),%l)];@pemit %#=[ansi(hy,OOC)]: Location description set to: [get(%q<logger>/SCENE`LOCATIONDESC)].;
      &CMD-+LOG/LOCNAME Logging Commands; LC=$+log/location/name *=*:@include me/DO_CHECK_BASIC;&SCENE`LOCATION %q<logger>=[switch(%1,here,name(%l),%1)];@pemit %#=[ansi(hy,OOC)]: Location name set to: [get(%q<logger>/SCENE`LOCATION)].;
      &CMD-+LOG/MAKE Logging Commands; LC=$+log/make *:@eval [setq(logger,locate(%#,%0,Tn))];@break hastype(%q<logger>,PLAYER)={@pemit %#=You can't make a player a logger!};@assert t(%q<logger>)={@pemit %#=I can't find an object named [ansi(hw,%0)].};@break match(parent(%q<logger>),%vp)={@pemit %#=That object is already a scene logger.};@parent %q<logger>=%vp;&LOGGING %q<logger>=0;@lock/listen %q<logger>=logging/1;@listen %q<logger>=*;@pemit %#=You have made [ansi(hw,name(%q<logger>))] a Scene Logger.;
      &CMD-+LOG/OFF Logging Commands; LC=$+log/off *:@include me/DO_CHECK_BASIC;@assert get(%q<logger>/logging)={@pemit %#=[ansi(hw,name(%q<logger>))] is not logging this scene.};@tri %q<logger>/DO-STOP-LOG=%q<logger>
      &CMD-+LOG/ON Logging Commands; LC=$+log/on *:@include me/DO_CHECK_CONTROLS;@break get(%q<logger>/logging)={@pemit %#=[ansi(hw,name(%q<logger>))] is already logging this scene.};@tri %q<logger>/DO-START-LOG=%q<logger>
      &CMD-+LOG/OOC Logging Commands; LC=$+log/ooc *:@include me/DO_CHECK_CONTROLS;@tri %q<logger>/DO-SET-LOG-OOC=%#
      &CMD-+LOG/RECLAIM Logging Commands; LC=$+log/reclaim:@pemit %#=[ansi(hw,OOC)]: Reclaiming all loggers...;@dol children(%vp)={@assert strmatch(%#,owner(##));&logging ##=0;@pemit %#=... [ansi(hw,name(##))];@tel ##=%#}
      &CMD-+LOG/RETURN Logging Commands; LC=$+log/return *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-STOP-LOG=%q<logger>;@tel %q<logger>=owner(%q<logger>);@mail [name(owner(%q<logger>))]=Logger Returned/[name(%#)] has returned your logger to you from [name(%l)];
      &CMD-+LOG/SHOW Logging Commands; LC=$+log/show *:@break strmatch(%0,*=*);@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,plain
      &CMD-+LOG/SHOW-LAST Logging Commands; LC=$+log/show *=*:@assert isint(%1)={@pemit %#=The second argument is expected to be a number, got [ansi(hw,%1)]};@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,plain,%1
      &CMD-+LOG/SUMMARY Logging Commands; LC=$+log/summary *=*:@include me/DO_CHECK_BASIC;&SCENE`SUMMARY %q<logger>=%1;@pemit %#=[ansi(hy,OOC)]: Summary set to: [ansi(hw,%1)].
      &CMD-+LOG/UNDO Logging Commands; LC=$+log/undo *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-UNDO-LOG=%q<logger>
      &CMD-+LOG/WIKI Logging Commands; LC=$+LOG/wiki *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,wiki
      &CMD-+LOG/WIPE Logging Commands; LC=$+log/wipe *:@include me/DO_CHECK_CONTROLS;@wipe %q<logger>/LOG`*;@wipe %q<logger>/SCENE`*;@pemit %#=[ansi(hw,name(%q<logger>))] has had its current log wiped.
      &CMD-+LOG/POSE Logging Commands; LC=$+log/pose *=*:@include me/DO_CHECK_BASIC;@tri %q<logger>/ahear=%1;@pemit %#=[ansi(hw,OOC)]: Pose added.
      &DESCRIBE Logging Commands; LC=
      @set Logging Commands; LC/DESCRIBE=no_command visual prefixmatch public nearby
      &DO_CHECK_BASIC Logging Commands; LC=@eval [setq(logger,locate(%#,%0,Tni))];@assert t(%q<logger>)={@pemit %#=I can't find an object named [ansi(hw,%0)].};@assert match(parent(%q<logger>),%vp)={@pemit %#=That object is not a Scene Logger.};
      &DO_CHECK_CONTROLS Logging Commands; LC=@include me/DO_CHECK_BASIC;@assert controls(%#,%q<logger>)={@pemit %#=You do not control that scene logger.};
      &IS_APPROVED Logging Commands; LC=not(strmatch(get(%#/status),NEW))
      &UFAIL Logging Commands; LC=You must be approved to use the logging system.
      @set Logging Commands; LC/UFAIL=no_command prefixmatch
      @VP Logging Commands; LC=#396
      -- END --
      
      
      Here's the help file:
      
      -- START --
      The +log system is used for logging of scenes in such a way that it minimizes the amount of stuff you have to clean before posting, not to mention making sure you post the log in the correct format.
      
      The scene revolves around Scene Loggers, which are plain objects that you own and re-use from one scene to the next. You never really need to have more then one. To create a <logger>, type: @create <logger> and then drop it. You can make this a scene <logger> then by typing: +log/make <logger>. Once you drop the <logger>, the following commands are available:
      
      +log/on <logger> - activate logging
      +log/off <logger> - deactivate logging
      +log/ooc <logger> - toggle if OOC communication is logged. Default: off.
      +log/show <logger>=X - show the current log or X lines of it. (=X is optional.).
      +log/wipe <logger> - clear the current log.
      +log/undo <logger> - remove the last entry in the log. Useful to repose a correction.
      +log/pose <logger>=<pose> - add a pose directly to the logger
      
      Before posting, you can store the scene information with:
      
      +log/summary <logger>=description - set summary of current scene
      +log/cast <logger>=person1 person2 .. personN - set participants in log
      +log/location/name <logger>=name - name of place where log takes place. 'here' gets current room name.
      +log/location/desc <logger>=text - description of place where log takes place. 'here' takes current room desc.
      
      +log/capture <logger> - cast, location/name and location/desc all in one handy command
      
      When you're ready to post your log, +log/wiki <logger> will show you the current log and wiki formatting.
      
      When done, just 'get' your <logger> and take it with you. If you see someone's <logger> laying around, +log/return <logger> will return it to their inventory.
      
      If you've lost your logger, +log/reclaim will teleport ALL of your loggers to your inventory whether they're in use or not.
      -- END -- 
      

      This is the Rhost version of the code. It probably would require very minimal tweaking to work on MUX but I don't know.

      This is the Rhost version of the code, though it requires the penn_setq option to be set to on.
      
      The logging parent:
      
      --START--
      @create Logging Parent; LP=10
      @Ahear Logging Parent; LP=@include me/CHECK_INCLUDE_OOC[v(include_ooc)];@include me/CHECK_CONNECT;&log-[inc(after(last(sortby(sort_log,lattr(me/LOG-*))),-))] me=[secs()] %0
      &CHECK_CONNECT Logging Parent; LP=@break strmatch(%0,* has connected.);@break strmatch(%0,* has disconnected.);@break strmatch(%0,* has reconnected.);@break strmatch(%0,* has partially disconnected)
      &CHECK_INCLUDE_OOC0 Logging Parent; LP=@break strmatch(first(%0),*OOC*)
      @Desc Logging Parent; LP=Status: [ifelse(v(logging),[ansi(hg,ON)],[ansi(hr,OFF)])]%ROOC Included? [ifelse(v(include_ooc),[ansi(hg,YES)],[ansi(hr,NO)])]%R%R[ansi(hw,Scene Information:)]%R%T[ansi(hw,Summary)]: [get(me/SCENE-SUMMARY)]%r%t[ansi(hw,Date)]: [get(me/SCENE-DATE)]%r%t[ansi(hw,Cast)]: [iter(get(me/SCENE-CAST),name(##))]%R%t[ansi(hw,Location Name)]: [get(me/SCENE-LOCATION)]%R%t[ansi(hw,Location Description)]: [get(me/SCENE-LOCATIONDESC)]%R%R[ansi(hw,Log entries recorded)]: [words(lattr(me/LOG-))]
      &DO-SET-LOG-OOC Logging Parent; LP=&include_ooc me=[not(get(me/include_ooc))];@remit %l=[ansi(hy,OOC)]: [name(me)] is now set [ifelse(v(include_ooc),[ansi(hg,TO)] include OOC communication,[ansi(hr,TO NOT)] include OOC communication)].
      &DO-SHOW-LOG Logging Parent; LP=@dol/inline HEADER [setq(0,sortby(sort_log,lattr(me/LOG-*)))][ifelse(t(%2),extractword(%q0,mul(%2,-1),%2),%q0)] FOOTER={@pemit %0=[switch(%d0,HEADER,u(SHOW_HEADER_%1),FOOTER,u(SHOW_FOOTER_%1),u(SHOW_LOG_%1,%d0))]}
      &DO-START-LOG Logging Parent; LP=&logging me=1;@listen me=*;@remit loc(me)=[ansi(hy,OOC)]: This scene is now being logged by [ansi(hw,name(me))].
      &DO-STOP-LOG Logging Parent; LP=&logging me=0;@remit loc(me)=[ansi(hy,OOC)]: This scene is no longer being logged by [ansi(hw,name(me))].
      &DO-UNDO-LOG Logging Parent; LP=&log-[after(last(sortby(sort_log,lattr(me/LOG-*))),-)] me;@pemit/contents loc(me)=[ansi(hw,OOC)]: The last entry in the log has been undone.
      &INCLUDE_OOC Logging Parent; LP=0
      @Listen Logging Parent; LP=*
      &LOGGING Logging Parent; LP=0
      &MESSAGE_LOGGING0 Logging Parent; LP=[ansi(y,OFF)]
      &MESSAGE_LOGGING1 Logging Parent; LP=[ansi(hg,ON)] [ansi(hr,- SCENE IS BEING LOGGED)]
      &SHORTDESC Logging Parent; LP=is currently [u(message_logging[v(logging)])].
      &SHOW_FOOTER_PLAIN Logging Parent; LP=[ui-footer([ansi(hw,end of log)])]
      &SHOW_FOOTER_WIKI Logging Parent; LP=[ui-footer([ansi(hw,end of log)])]
      &SHOW_HEADER_PLAIN Logging Parent; LP=[ui-header([ansi(hw,[name(me)]'s Log)])]
      &SHOW_HEADER_WIKI Logging Parent; LP=[ui-header([ansi(hw,[name(me)]'s Log)])]%r[[include logheader%r|summary=[get(me/SCENE-SUMMARY)]%r|location=[get(me/SCENE-LOCATION)]%r|desc=[get(me/SCENE-LOCATIONDESC)]%R]]%r%r[[include logcastbegin]]%r[iter(get(me/SCENE-CAST),[[include logccon name=[lcstr(name(%i0))]]],%b,%r)]%r[[include logcastend]]%r%r[[include logstart]]%R%R====%R%R
      &SHOW_LOG_PLAIN Logging Parent; LP=[setq(0,get(me/%0))][ansi(hx,%[[timefmt($02H:$02T:$02S $P,first(%q0))]%])] [rest(%q0)]
      &SHOW_LOG_WIKI Logging Parent; LP=[rest(get(me/%0))]%r%r-----%r%r
      &SORT_LOG Logging Parent; LP=ncomp(after(%0,-),after(%1,-))
      @set Logging Parent; LP=NO_COMMAND
      --STOP--
      
      The master room commands: be sure to set @VP to the dbref of above:
      
      --START--
      @create Logging Commands; LC=10
      &CMD-+LOG/CAPTURE Logging Commands; LC=$+log/capture *:@include me/DO_CHECK_BASIC;&scene-cast %q<logger>=[lcon(%l/player)];&scene-location %q<logger>=[name(%l)];&scene-locationdesc %q<logger>=[ifelse(hasflag(%l,temporary),get(%l/tempdesc),get(%l/desc))];&scene-date %q<logger>=[time()];@pemit %#=Captured.
      &CMD-+LOG/CAST Logging Commands; LC=$+log/cast *=*:@include me/DO_CHECK_BASIC;@eval [setq(cast,iter(%1,pmatch(%i0)))];@break strmatch(%q<cast>,*#-1*)={@pemit %#=I can't find anyone named: [iter(%1,ifelse(t(pmatch(%i0)),,%i0))].};&SCENE-CAST %q<logger>=%q<cast>;@pemit %#=[ansi(hy,OOC)]: Cast set to: [itemize(iter(%q<cast>,name(%i0),%b,|),|)].
      &CMD-+LOG/DATE Logging Commands; LC=$+log/date *=*:@include me/DO_CHECK_BASIC;&scene-summary %q<logger>=[ifelse(strmatch(lcstr(%1),today),time(),%1)];@pemit %#=[ansi(hy,OOC: Date set to: [ansi(hw,%1)].
      &CMD-+LOG/LOCDESC Logging Commands; LC=$+log/location/desc *=*:@include me/DO_CHECK_BASIC;&SCENE-LOCATIONDESC %q<logger>=[switch(%1,here,objeval(%#,u(%l/desc)),%l)];@pemit %#=[ansi(hy,OOC)]: Location description set to: [get(%q<logger>/SCENE-LOCATIONDESC)].;
      &CMD-+LOG/LOCNAME Logging Commands; LC=$+log/location/name *=*:@include me/DO_CHECK_BASIC;&SCENE-LOCATION %q<logger>=[switch(%1,here,name(%l),%1)];@pemit %#=[ansi(hy,OOC)]: Location name set to: [get(%q<logger>/SCENE`LOCATION)].;
      &CMD-+LOG/MAKE Logging Commands; LC=$+log/make *:@eval [setq(logger,locate(%#,%0,Tn))];@break hastype(%q<logger>,PLAYER)={@pemit %#=You can't make a player a logger!};@assert t(%q<logger>)={@pemit %#=I can't find an object named [ansi(hw,%0)].};@break match(parent(%q<logger>),%vp)={@pemit %#=That object is already a scene logger.};@parent %q<logger>=%vp;&LOGGING %q<logger>=0;@lock/use %q<logger>=logging/1;@set %q<logger>=!no_command;@listen %q<logger>=*;@pemit %#=You have made [ansi(hw,name(%q<logger>))] a Scene Logger.;
      &CMD-+LOG/OFF Logging Commands; LC=$+log/off *:@include me/DO_CHECK_BASIC;@assert get(%q<logger>/logging)={@pemit %#=[ansi(hw,name(%q<logger>))] is not logging this scene.};@tri %q<logger>/DO-STOP-LOG=%q<logger>
      &CMD-+LOG/ON Logging Commands; LC=$+log/on *:@include me/DO_CHECK_CONTROLS;@break get(%q<logger>/logging)={@pemit %#=[ansi(hw,name(%q<logger>))] is already logging this scene.};@tri %q<logger>/DO-START-LOG=%q<logger>
      &CMD-+LOG/OOC Logging Commands; LC=$+log/ooc *:@include me/DO_CHECK_CONTROLS;@tri %q<logger>/DO-SET-LOG-OOC=%#
      &CMD-+LOG/RECLAIM Logging Commands; LC=$+log/reclaim:@pemit %#=[ansi(hw,OOC)]: Reclaiming all loggers...;@dol children(%vp)={@assert strmatch(%#,owner(##));&logging ##=0;@tel ##=%#}
      &CMD-+LOG/RETURN Logging Commands; LC=$+log/return *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-STOP-LOG=%q<logger>;@tel %q<logger>=owner(%q<logger>);mail/send [name(owner(%q<logger>))]=Logger Returned//[name(%#)] has returned your logger to you from [name(%l)];
      &CMD-+LOG/SHOW Logging Commands; LC=$+log/show *:@break strmatch(%0,*=*);@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,plain
      &CMD-+LOG/SHOW-LAST Logging Commands; LC=$+log/last *=*:@assert isint(%1)={@pemit %#=The second argument is expected to be a number, got [ansi(hw,%1)]};@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,plain,%1
      &CMD-+LOG/SUMMARY Logging Commands; LC=$+log/summary *=*:@include me/DO_CHECK_BASIC;&SCENE-SUMMARY %q<logger>=%1;@pemit %#=[ansi(hy,OOC)]: Summary set to: [ansi(hw,%1)].
      &CMD-+LOG/UNDO Logging Commands; LC=$+log/undo *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-UNDO-LOG=%q<logger>
      &CMD-+LOG/WIKI Logging Commands; LC=$+LOG/wiki *:@include me/DO_CHECK_BASIC;@tri %q<logger>/DO-SHOW-LOG=%#,wiki
      &CMD-+LOG/WIPE Logging Commands; LC=$+log/wipe *:@include me/DO_CHECK_CONTROLS;@wipe %q<logger>/LOG-*;@wipe %q<logger>/SCENE-*;@pemit %#=[ansi(hw,name(%q<logger>))] has had its current log wiped.
      &CMD-+LOG/POSE Logging Commands; LC=$+log/pose *=*:@include me/DO_CHECK_BASIC;@tri %q<logger>/ahear=%1;@pemit %#=[ansi(hw,OOC)]: Pose added.
      &DO_CHECK_BASIC Logging Commands; LC=@eval [setq(logger,locate(%#,%0,Tni))];@assert t(%q<logger>)={@pemit %#=I can't find an object named [ansi(hw,%0)].};@assert match(parent(%q<logger>),%vp)={@pemit %#=That object is not a Scene Logger.};
      &DO_CHECK_CONTROLS Logging Commands; LC=@include me/DO_CHECK_BASIC;@assert controls(%#,%q<logger>)={@pemit %#=You do not control that scene logger.};
      &IS_APPROVED Logging Commands; LC=[!hasflag(%#,wanderer)]	
      @Ufail Logging Commands; LC=You must be approved to use the logging system.
      @set Logging Commands; LC=SHOWFAILCMD INHERIT STOP
      @VP Logging Commands; LC=#359
      --STOP--
      
      Help file is the same as Penn version.
      
      posted in MU Code
      I
      ixokai
    • RE: The Eighth Sea - Here There Be Monsters

      First real event tonight (still ongoing, but I can see the writing on the wall); have done some other RPs.

      First: @faraday -- maybe FS3 is meant for more high tech, but they adapted it good. I'm a voodoo priest. Its hella fun. Partially because they smartly know which knobs to twist, but mostly, because @faraday made the most fun combat code for mushes that has ever been.

      Second: As always, @Seraphim73 and @GirlCalledBlu are great storytellers. They have interesting, good characters. And its nice to see they have help this time. They are open and engaging to work with.

      Third: I was worried about 'three ships', but them all based out of Tortuga, I don't think it splits the RP so bad.

      posted in Adver-tis-ments
      I
      ixokai
    • RE: PC antagonism done right

      @faraday said in PC antagonism done right:

      Antagonism makes for good stories, but in a MU* environment I think it's a lost cause. Mostly for the reasons you mentioned, but it's even more than that. Let's pretend that there's a totally mature player who won't start OOC drama, needs no encouragement to play antagonism, and is an awesome RPer. I don't want that person playing my character's antagonist, I want them playing my friend.

      Man I could not disagree more. If I can find someone who is cool, who I know is OOCly not crazy, who will be wanting to play a rival, antagonist or enemy, I'd value that person 100x more as my antagonist then my friend.

      Making friends is easy.

      Having meaningful rivalry (where its entirely IC and doesn't bleed over into OOC powergaming) is the true gems and value of what makes quality.

      posted in Mildly Constructive
      I
      ixokai
    • RE: The 100: The Mush

      I've been playing on this game for about a week or so and am having a ton of fun, and though I missed the Landing and first few things, am already quite involved in the goings on.

      Staff's also incredibly helpful and friendly, and the player base is mostly really mature and fun. (There's one person who seems to have IC/OOC separation issues, but its not a symptom of the game at large).

      I've never played on a Faraday combat game before, and just yesterday we had a huge combat situation where there was like 15 of us Delinquents against something like 10 grounders (but a few of our fighters were non-combatants or ... not good combatants :)). It was a bit involved to get used to, but really, by the end everything went smoother and lower-stress/tension then any MUSH combat I've been on in any game ever.

      EDIT to add: Oh and its the first MUSH which had a wikidot based wiki (as opposed to mediawiki) that I didn't find deeply fucking annoying.

      Apparently wikidot has grown up since I last glared at it.

      posted in Adver-tis-ments
      I
      ixokai
    • RE: FCs on Comic MUs

      @mietze said in FCs on Comic MUs:

      Reading up on all the comic MU stuff makes me glad I never tried them, honestly it is pretty stunning to me that OCs are so disdained! Since I often like the worlds/themes of a genre or place more than I enjoy endless chaining to source material detail (and yes, I understand from reading wikipedia that comic book FCs probably have ten million ways you can go with any given character since they like to rewrite/mix up/alt universe it up) that I would not wish to offend someone by playing a beloved character "wrong" because I didn't know as much about them as a true fangirl should.

      I'm not a huge comics fan (though I love reading about them as well as listening to friends talk about them). But I have gone to a few events for comics fans as the driver/interested companion/for interesting peoplewatching/because I really enjoy people, and I have seen people almost literally froth at the mouth over canon and deviations and stuff.

      It seems like if you're not a totally ovaries to the wall fan person, but wanted to try out a new mush experience you never had before, that you'd want to pick either a super obscure (but how would you know if it was?!) or OC character!

      This opinion is held by a lot of people; some people feel they might play a character wrong (my opinion? Tell me if someone tells you that because I'll happily ban them), or just doesn't like playing 'other peoples stories'.

      Some of my best friends who I invited over to m1963 were gunshy on the FC thing so made some OC's and got comfortable and now have a mix of OC's and FC's.

      I love OC's, myself. I'd never play on a comic game which had a culture that was negative about them.

      posted in Mildly Constructive
      I
      ixokai

    Latest posts made by ixokai

    • RE: Poll: Fantasy Earth 2.0

      @thenomain said in Poll: Fantasy Earth 2.0:

      @ixokai

      What about the 20s bugs you? If it's the social dynamics, they're wiped out with the human race.

      Fair point I had forgotten to consider. I have a knee-jerk reaction to historical settings.

      posted in Game Development
      I
      ixokai
    • RE: Poll: Fantasy Earth 2.0

      @thenomain said in Poll: Fantasy Earth 2.0:

      A lot of people prefer Modern over Noir for their D&D Earth. I'll be honest, I'm rather surprised; are people Noir'd out?

      If you could translate the theme/feel of Noir to a modern timeperiod, that'd be one thing. For me, its the 1920's thing that bugs me.

      posted in Game Development
      I
      ixokai
    • RE: Potential Buffy Game

      @ixokai said in Potential Buffy Game:

      @bad-at-lurking said in Potential Buffy Game:

      All roads lead to Dayton.

      Mostly because Ohio has really bad road signs.

      That could be an interesting plot. There's a devil's trap that makes all roads lead to Dayton for anything supernatural 🙂

      Refinement of plot idea: the REASON someone put a devils trap over Ohio to churn the supernatural to Dayton... is to effectively safeguard the hellmouth in Cleveland.

      posted in Game Development
      I
      ixokai
    • RE: DigitalOcean Mediawiki ShortURL

      @bobotron said in DigitalOcean Mediawiki ShortURL:

      @ixokai

      -rw-r--r--. 1 elmerg elmerg 1623 Dec 8 2017 /var/www/v5game/public_html/mw/index.php

      I was wondering if this is a permissions issue; on my wiki's apache (or www or whatever) usually owns the mediawiki installation. You see "elmerg elmerg"? That's the user and group that owns the directory. Its permissions are set to user = read/write, group=read, everyone else=read.

      Which should be enough for apache to read and execute php as php from a browser isn't executed according to the +x permission.

      My last shot in the dark is:

      Do:

      ls -la /var/www

      To see who owns that, and:

      sudo chown -R <user>:<group> /var/www/v5game

      But I don't think it'll fix it. I have no idea what's going on 😞

      You might try digging around for the access and error logs in apache, unfortunately I don't know where they are in red hat os's.

      posted in Mildly Constructive
      I
      ixokai
    • RE: DigitalOcean Mediawiki ShortURL

      @bobotron Try that again with "ls -la" instead of just "ls"

      posted in Mildly Constructive
      I
      ixokai
    • RE: DigitalOcean Mediawiki ShortURL

      @bobotron said in DigitalOcean Mediawiki ShortURL:

      @ixokai

      https://justpaste.it/78j5y

      I wonder if my SSL is messing with it? I wouldn't think so, but...

      No, because that's not a site's ssl configuration (and in general, ssl and rewrite work together fine)

      Aaand...

      Just to be for sure safe, from the server can you:

      ls /var/www/v5game/public_html/mw/index.php

      and see a file?

      @skew said in DigitalOcean Mediawiki ShortURL:

      While I really don't have any idea how any of this works... I do notice that site/mw/index.php/article is not site/index.php/article, the latter obviously being what the "most common" mediawiki setup seems to be.

      The index.php shortening is a hack, but works, but ew. No, /wiki is incredibly common.

      Could be you need to go about this a very different way if you want to do site/wiki/article. More likely, you'll have success with site/mw/wiki/article?

      Not that wouldn't work at all. @Bobotron is going about it the recommended and right way, its just not working (and I don't know why)

      posted in Mildly Constructive
      I
      ixokai
    • RE: DigitalOcean Mediawiki ShortURL

      @bobotron said in DigitalOcean Mediawiki ShortURL:

      @ixokai

      Oh, my bad. Sorry, I thought the two different things I had posted about the setup might've been getting crossed. It's in the game.conf virtual host config file. I also tried the .htaccess version and it didn't work either. I know mod_rewrite is enabled, which was the first thing suggested to me.

      Can you pastebin your site.conf? I can't think of anything else but looking at the whole config

      posted in Mildly Constructive
      I
      ixokai
    • RE: Potential Buffy Game

      @bad-at-lurking said in Potential Buffy Game:

      All roads lead to Dayton.

      Mostly because Ohio has really bad road signs.

      That could be an interesting plot. There's a devil's trap that makes all roads lead to Dayton for anything supernatural 🙂

      posted in Game Development
      I
      ixokai
    • RE: DigitalOcean Mediawiki ShortURL

      @bobotron said in DigitalOcean Mediawiki ShortURL:

      @ixokai

      Currently the wiki is stored in site.com/mw
      The site loads as: site.com/mw/index.php/Article
      The goal is to be: site.com/wiki/Artice

      I don't know why you keep telling me this. I have known this since your first post.

      I said I'm leaning towards stumped as to why you're getting a 404, not that you need to re-explain the information you've already given.

      Are you configuring this in a .htaccess or in an apache config file?

      posted in Mildly Constructive
      I
      ixokai
    • RE: DigitalOcean Mediawiki ShortURL

      @bobotron said in DigitalOcean Mediawiki ShortURL:

      And I had read over that, and kept looking at it and it seemed to match what the redworks builder was giving me. Even going back in and making the directory /wiki/Article, it still doesn't work.

      I'm confused, what do you mean 'making the directory /wiki/Article'? The whole point of this is those don't exist?

      Otherwise, I'm leaning towards stumped

      posted in Mildly Constructive
      I
      ixokai