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    2. chibichibi
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    Posts made by chibichibi

    • RE: anomaly jobs and myrrdin bboard not working

      Okay I figured out what's going on. So it's now posting. I just needed to fix stuff and clear some attributes on the bbpocket.

      Now, my second question is how do I update the +bbread command to just show +bblist.

      Update: ACtually, +bbread doesn't show what's unread and what's there. Shouldn't +bbread show all the boards and the messages there @krmbm

      posted in MU Code
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      chibichibi
    • RE: anomaly jobs and myrrdin bboard not working

      @krmbm

      I think something is wrong with the bbcreatenewgroup command. When it creates a new group, it sets the attribute on the bbpocket groups as #-2 and keeps it as such. It doesn't change anything even when you add it.

      The command is:
      CMD_+BBNEWGROUP [#1]: $+bbnewgroup *:@switch hasflag(%#,wizard)=1, {@create %0; @wait 1={@switch [setr(0,num(%0))]=#-1,{@pemit %#=That's not a good name for a group.},{&groups #152=[switch(words(get(#152/groups)),0,,[get(#152/groups)]%b)]%q0; &own %q0=%#; @set %q0=safe; @set %q0=inherit; &last_mod %q0=[u(#152/bbtime)]; &CANREAD %q0=1; &CANWRITE %q0=1; &config_timeout %q0=[get(#152/config_timeout)]; @pemit %#=Group number [member(get(#152/groups),%q0)] added as '%0'. Messages will have [ifelse(get(%q0/config_timeout),a [div(get(%q0/config_timeout),86400)] day,no)] timeout.}}}, {@pemit %#=You can't add groups to the message base.}

      posted in MU Code
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      chibichibi
    • RE: anomaly jobs and myrrdin bboard not working

      Yep!

      posted in MU Code
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      chibichibi
    • RE: anomaly jobs and myrrdin bboard not working

      @krmbm No. The #222 was removed and replaced with the proper DB. I'm just trying to figure out why bboards aren't being registered.

      I was able one thing, but it won't make more than one board now though. >.<

      posted in MU Code
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      chibichibi
    • RE: anomaly jobs and myrrdin bboard not working

      @krmbm said in anomaly jobs and myrrdin bboard not working:

      @@ WEB OFF
      @pemit %#=BBS INSTALLER> Cleaning up attributes...%r
      @force me=@edit [num(bbpocket)]/=#222,[num(bbpocket)]
      @force me=@edit [num(mbboard)]/
      =#222,[num(bbpocket)]

      I did that but it still doesn't work. I'm on MUX 2.10, and now it doesn't recognize any boards at all. Any board it creates is 0.

      posted in MU Code
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      chibichibi
    • anomaly jobs and myrrdin bboard not working

      I'm doing a fresh install of anomaly jobs, and none of the commands work. I'm literally copy/pasting from the Googlecode, so that makes me wonder.

      I've noticed some code not working as I don't have some functions properly setup. Is something happening on jobs code that requires a function to be properly 'functioned' beforehand?

      Also, does anyone have a fresh install of Myrrdin's BBoard. The one on MUSHcode.com has a reference dbref that isn't used at all #222.

      posted in MU Code
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      chibichibi
    • RE: 2E Mage-focused Game

      Now soft open so people can test chargen and soft RP. The grid is still being built, but I want to test the XP system, chargen, rolling to make sure all those things work. Thank you so much to @derp and @Thenomain for their help in debugging.

      If you're interested, hop on goldenroad.mudhosting.net Port 4201.

      Thanks!

      posted in Game Development
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      chibichibi
    • RE: Having trouble with Thenomain GMC code

      @Thenomain said in Having trouble with Thenomain GMC code:

      Thenomain#4633

      I added you to Discord.

      Also, I was working with Derp, and we were able to fix something things, but then it got borked when trying to fix another. For some reasons stat str* and those things no longer work, and for some reason when setting things, it puts a : before certain values. Hopefully you can help with figuring it out. Thanks!

      posted in MU Code
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      chibichibi
    • 2E Mage-focused Game

      Hi all,

      I scrapped my earlier idea for the Golden Road (the one with numerous stories). I decided to tell ONE COHESIVE story with numerous elements from the other to where it could become a cohesive MU*. Right now, I want to do a 2E Mage-focused game that has a staff-run metaplot (me), but will eventually open up other spheres, not as main characters with staff stories, but as potential other PCs for others to interact with what's going on in the world. As such, I've put in a timeline and the current setting mood. I'd love for all y'alls thoughts.

      I'm getting help with deugging, but could use someone to help with the wiki so all the world building can be put in a pretty form. DM me if intrigued. Thanks!


      Prologue:

      1900 - Founding of the Havrion Academy of Magical Pedagogy, an institute in established in as part of the Smithsonian Institutes in Washington, D.C in order to develop the best and brightest minds to lead the future of the Pentacle by El-Melloi Havrion, a Mysterium master
      1910 - The first graduating class of the academy finishes, with fifteen of the forty three students passing finals exams and being considered at least of adept level in the Pentacle; many move on to serve in esteemed positions and as researchers worldwide
      1964 - The Havrion Academy shifts from being a Mysterium led research institute into a multi-disciplinary college chantry to train the next generation. The first faculty from the Adamantine Arrows, Silver Ladder, and the Guardians of the Veil are introduced
      1983 - The Free Council is welcomed to teach its techne’ and apprentices are soon brought in, thus representing the entire Diamond order.
      1986 - Wanting to prevent potential magical disaster upon others, the combined faculty of the Havrion Academy move all leylines associated with the school from its original spot as part of the Smithsonian Institutes to a powerful node found in the town of Cayuga Falls, New York
      1999 - Professors Genevieve Caldeur and Lin Tsinghua foresee a time of danger in the future, a time of increased spiritual wounds, abyssal intrusions, and other calamities. Their prophecies are recorded in the Great Record of the Academy
      2000 - The first magical deadzone appears in San Diego, California. Magical treasures, wonders, and familiars at the San Diego consilium were completely wiped out. This repeats numerous times in San Francisco (along with a powerful 7.1 earthquake), Boston, Tokyo, Prague, and London, decimating powerful consilii that were once mainstays to the orders.
      2001 - Increased intrusions appear with an alarming rate. Large portals start appearing, only visible with mage sight, and the Adamantine Arrow declare a state of emergency. They start sending many apprentices to the academy, starting the College of Battlemagic.
      2006 - The portals and numerous abyssal intrusions start to wane down and enter a quiet period.
      2007 - Professor of Magical Theory, Deshaunte Egboh, starts to find evidence of other potential Watchtowers, and formulates his hypotheses on the Watchtowers of the Soul (the classical five), and the Watchtowers of the World.
      2009 - A powerful cosmic event can be felt throughout, as the first mages of the Watchtower of Brass and Flame from the Realm of the Djinn can be seen.
      2010 - The Watchtower of Brass and Flame is considered the first Watchtower of the World. The Mysterium and Free Council further build on Prof. Egboh’s work to discover if there are others that would correspond.
      2015 - Mages of four more Watchtowers are discovered and the full theory of the Watchtowers of the World has been formed. Prof. Egboh wins international recognition for his work.

      Chapter 1: The Death of Magic
      2019 - The first students showing promise that are representing the other Watchtowers are now being apprenticed at the Havrion Academy.

      Chapter 2: The Names of God (just a preview ^_^)

      Current Setting and Mood:
      The Diamond Orders have had a strong interest in both the wonders and the students from the Havrion Academy, especially due to the prophecies of Professors Colder and Tsinghua. Unknown to the outside world, the theoreticians and academics at Havrion know one thing is certain; magic is dying. As to why and how they can stop it and stop it from potentially spreading? That is the sole purpose for the school, its faculty, and students.

      As magic dies, abyssal intrusions and other weirder things are becoming more commonplace around the world. The Adamantine Arrows have developed the College of Battle Magic to train and develop fierce warriors of the order in order to protect the masses (and potentially magic) from threats both magical and mundane.

      The Mysterium wants to save magic by finding all grimoires, palimpsest, wonders, and other relics scatted across to world to see if this has happened before and if there’s a way to stop it. Surely, time is but a repeating cycle, they say, and there must have been some point in history (or pre-history) where mages had to contend with such a thing.

      The Libertines are taking a different approach. Humanity is magic. While the Mysterium searches on Earth, the Libertines are looking beyond, not just to other realms, but other planets. Surely, life isn’t just on Earth, and thus they look to the stars, hoping to find that somewhere, out there, LIFE IS MAGIC, so that they can take it back to Earth to teach a new way or supplement what’s going on.

      The Silver Ladder and Guardians are severe denial of ‘the death of magic’. They do not believe in the prophecies and consider it simply the Seers doing. As such, they are going out and increasing their actions against the Scelesti and the Seers of the Throne, to try to stop their perceived death of magic by removing any and all obstacles. Who knows if they’ll consider their peers obstacles in the future?


      posted in Game Development
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      chibichibi
    • RE: Having trouble with Thenomain GMC code

      @ZombieGenesis It's on the code parent, which has those references though. The errors seem to be around the statset stuff as that's where the bugs seem to be happening whenever I do the think testing.

      posted in MU Code
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      chibichibi
    • RE: Having trouble with Thenomain GMC code

      @ZombieGenesis I believe I do, but just for clarification, I need to have the d.dd attribute on the character doing the coding?

      posted in MU Code
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      chibichibi
    • RE: Having trouble with Thenomain GMC code

      I know where it's messing up now The initial messups are around the stat setting functions, primarily getstat/setstat. I've copied/pasted the code numerous times but it still messes up.

      posted in MU Code
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      chibichibi
    • Having trouble with Thenomain GMC code

      Hi all,

      I'm setting up Thenomain GMC code from the Git. I'm using Muxify to translate from the Git, but there's problems. I realized that some of that code is reliant on other objects which aren't part of the package, but I can't figure out what I'm missing. If you're willing and able to help out, please message me and I'll give you the addy. Thank you

      posted in MU Code
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      chibichibi
    • Fallcoast Domain Expired

      To log in, use the IP address:

      66.85.147.84 2009

      posted in Mildly Constructive
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      chibichibi
    • RE: Mage 2e game - The Golden Road

      So here's more info about the game, now that it's a bit fleshed out more.

      The main premise:

      You're a mage (duh) that suddenly plucked out of your normal every day life and brought to one of the many chantries in the multiverse. In the first scenario, you wake up in a large garden with a castle off in the distance, that's at least 1300 meters into the sky. You find that you can't leave and are magically blocked, so the only way to go is into the castles as you see others headed in the same direction...

      The catch: You come from one of three timelines by yourself or with your cabal. What you learn is that you're stuck in an archmage's chantry and if you want to eventually head back home, you've got to solve the mysteries of said chantry as it's all connected....

      The timelines:

      Alt Timeline #1: The Land Time Forgot

      Before recorded history, the awakened wandered the lands of Pangaea serving their families. Organized under the banner of the Elemental Masteries (Fire, WInds, River, Stone, and the Cave), these shamans served their people as wise men and women, often doing what they can to serve as intermediaries between the world of the spirit and that of the flesh. They instinctively understood magic and it's place in the world, but as the Abyss started to creep in to cause the Lie, something broke.

      As a result, in this time line, the gauntlet is never formed. The worlds of spirit and flesh never separated thus keeping humanity in its primitive state. Modern technology never developed, nor did the continental break up, and as the centuries would pass, other darker creatures would come and take advantage of this situation.

      Being plucked from this timeline, are you wanting to keep things with the status quo or are you going to rebel and change the course of history for your people?

      Alt Timeline 2: The Pyrrich Victory of the Pentacle

      Truth! Supernal truth and the American way. The Pentacle had been working on finally trying to banish the Exarch's influence from the Fallen World, and all that was left to bring the truth to the masses was to get rid of the Abyss.

      The greatest mages of the Pentacle fought with the help of various archmagi. They were somehow able to hold things back, and with perhaps the greatest magical working ever attempted in this reality, the Abyss, the Lie was finally sealed away.

      That's when things went terribly wrong. As Above, So Below. Or is it the other way around? With the Abyss sealed, all magic was lost. The spark of wonder and enlightenment throughout humanity was extinguished leaving the world a cold place. It was only then that dark masters from yet another realm came to the fold and subjugated humanity.

      As a survivor of this timeline, surely you know the folly of attempting to remove the Abyss. What's is the real connection between the Abyss and the Supernal? What is the relationship with the Truth and the Lie? With a second chance, maybe you'll find out the answers to these questions and more.

      Alt Timeline 3: Saviors from the Abyss

      The Exarchs won. The Seers of the Throne are in complete control with the various Exarchs and ministries controlling different aspects of society. It is perfection in their minds, and only those deemed worthy will ever awaken to sign their names on the Watchtowers to serve one of the many major and/or minor ministries.

      However, the universe does not appreciate such stagnation and stasis. The control of the Exarchs is not absolute. Perhaps you're one of those that simply decided to rebel and start or join a resistance to free magic to the masses. In so doing, you also have noticed something.

      There are darker awakenings. The rumored Qliphothic Watchtowers have started increasing the number of "unauthorized" awakenings. Do those mages willingly serve the Abyss or are they a means of helping the fight against the control of the Seers? Who knows? Only time will tell.

      In this timeline, you can choose to be an experienced rebel or one of the newly awakened to the Qliphothic Watchtowers.

      What you decide to do from here on out is up to you.

      posted in Game Development
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      chibichibi
    • RE: Mage 2e game - The Golden Road

      Oh then that's easy. I'll be putting stuff down that as they figure out things they'll notice modifiers for spells cause they are in an archmage chantry. It's a bonus or a penalty here and there. It's not really house rules anymore than a tweak like when the Reach gave +1 paradox roll if you did magic near water.

      posted in Game Development
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      chibichibi
    • RE: Mage 2e game - The Golden Road

      @Auspice Nearly every game I've been on has had a +spend code. Even Fallen World had it for mana. It's not that it's difficult to track, it's that it's just not enforced by the ST.

      I know on FW it was enforced that if you ran out of mana, then no spells for you. The difficulty is that a lot of staffers didn't know when mana was supposed to be spent or not thus leading to way too much casting. That's easily remedied.

      posted in Game Development
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      chibichibi
    • RE: Mage 2e game - The Golden Road

      Sorry for doublepost, but I now put together a Discord server if anyone wants to chat there.

      https://discord.gg/DTccf5

      posted in Game Development
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      chibichibi
    • RE: Mage 2e game - The Golden Road

      @Arkandel

      Is it really a stray from CoD mage if we're doing it in chantries where the regular rules of reality don't apply and part of the game is to solve the mystery of the rule? Too abstract you think? If so, I might change how I'm planning the story then.

      posted in Game Development
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      chibichibi
    • RE: Mage 2e game - The Golden Road

      @skew

      I definitely agree with 2, 3, and 4, but with paradox, I'm still trying to figure out what we can do there. Considering a lot of the game is meant to not be in WoD by Night setting, Paradox rules are definitely part of the mysteries the PCs have to figure out.

      The game I'm planning has each "chapter" set in different archmage chantries, so paradox might be meaningless or it might impose penalties depending on the path of the PC in question or even affect certain arcana differently depending on factors like type of spell, phase of moon or whatever. The initial plan is to make paradox random as fuck so the PCs should be paranoid about magic-ing problems away.

      Thoughts on that from everyone?

      posted in Game Development
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      chibichibi
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