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    Posts made by skew

    • RE: CoD - LFG

      @tragedyjones What's CoD? Is it like CofD?

      posted in A Shout in the Dark
      skew
      skew
    • RE: @lock help?

      @Taika Just a note on @Seamus' post above... &lock.staff #100=[orflags(%0,WZ)]

      This is going to create a thingy (technical term) on the global lock object that allows you to call a function that checks to see if you are staff or not, and then let you call that function later to assess whether or not the person attempting to access something is staff. It's essentially what 'isstaff()' does.

      Just know that this is checking for WZ flags, which I think means wizard. Depending on where you play, you may have different levels of staffers. I know on most of the WoD games it was pretty common to have staffers and then wizards, only giving out wizard status to a staffer who needed to use wizard commands. As such, you might have staff that are not wizards.

      Edit: The WZ checks for Wizard or Royalty. Generally, staff is set to Royalty, if not given wizard status, so the code should work nicely to check for staff-ness 🙂

      posted in MU Code
      skew
      skew
    • RE: @lock help?

      Just another angle to look at this from... This is about BBS, since I think @Seamus nailed the channel locks better than I could have...

      CANREAD: [or(isstaff(%0),strmatch( get( %0/_bio.posse ), Test ))]
      CANWRITE: [or(isstaff(%0),strmatch( get( %0/_bio.posse ), Test ))]

      To break that out, since they're the same... or() is a simple command that's set up like or(thing 1, thing2). If either of those return "1" or "True" it will allow you to read and/or write.

      Next comes isstaff() ... this is a function that's on the MUX I play on. I'm not sure if it's everywhere, but basically it's a simple test to see if the bit/value/etc is staff or not. In this case, '%0' is the user attempting access. If you are staff, it will return 1 and allow access. If not, it will return 0.

      Next, strmatch() is a comparison between two string values. strmatch( Thing 1, Thing 2). If they match, it will return 1, if they do not, it will return 0.

      Next, we have get(), which basically queries an object for the value of a particular attribute. Again, %0 is the one attempting access, and the "/_bio.posse" is something specific to this game. Posses are play groups. So, the get command says "What posse is this person in?" and then that posse is compared against the second value in the strmatch(). If they match, it returns a 1, else 0.

      I'm not sure it's the BEST way to do it, but it was very easy for me to piece through this all in my head.

      Hope that helps!

      posted in MU Code
      skew
      skew
    • RE: Something similar to WoD, but not quite

      @Bug-In-A-Jar said in Something similar to WoD, but not quite:

      I really, really like the theme of WoD. The theme being, it's real life, but there's vampires and werewolves and shit all over the place. That's cool. I enjoy that a lot.

      But I think WoD is deeply flawed and, well, I'm not sure it's keeping well. Are there competitors out there with a similar theme? If not, how much fun do you guys think it would be if someone were to create one? (Or another one, if one already exists)

      I'm not sure if you answered elsewhere, but was it that is deeply flawed?

      posted in Mildly Constructive
      skew
      skew
    • RE: Bump In The Night: A Chronicles of Darkness MUX

      @Ataru So, how about that Bump in the Night?

      posted in Adver-tis-ments
      skew
      skew
    • RE: Bump In The Night: A Chronicles of Darkness MUX

      @somasatori Oh, like the movies?

      posted in Adver-tis-ments
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    • RE: Lordbelh's playlist

      Buddy makes me want to keep STing. 🙂

      posted in A Shout in the Dark
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    • RE: Bump In The Night: A Chronicles of Darkness MUX

      We are back up once again.

      posted in Adver-tis-ments
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    • RE: Bump In The Night: A Chronicles of Darkness MUX

      @Cupcake Looks like it's done again. Sorry. Think my "up" came prematurely.

      posted in Adver-tis-ments
      skew
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    • RE: Bump In The Night: A Chronicles of Darkness MUX

      We're back up!

      posted in Adver-tis-ments
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    • RE: Bump In The Night: A Chronicles of Darkness MUX

      @Bennie We are currently down. The folks with the keys have been alerted, and we're just sitting tight until RL eases up so one of said folks can handle it. I imagine we'll be back up by lunch time. Sorry, all!

      posted in Adver-tis-ments
      skew
      skew
    • RE: I will design you a MUX

      @Ataru said in I will design you a MUX:

      I think @Thenomain is right though. Either you throw a veneer over it, but otherwise accept that its going to be a City by Night type game or you apply some kind of fantasy or alt-history twist to it to make the setting actually work. I'd prefer the latter.

      I think having some kind of source material helps with the fantasy world. To that end, Kushiel's Debut has done pretty well, using WoD as the rule set and a series of books for source material. It cuts down on the need to research and carefully set up a world, because an author has already done that for you, even if you're not trying to stick close to the source, it helps. I think you could get a similar result drawing from a popular film and/or video game.

      So. CofD rules for Fallout-world MU? You ready to help @tragedyjones?

      posted in Adver-tis-ments
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    • RE: Beast: The Advanced and Epic Merits

      @Thenomain Then definitely do "Merit Advanced". Alphabetical!

      posted in Mildly Constructive
      skew
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    • RE: Beast: The Advanced and Epic Merits

      "Library, Advanced (Type)" and "Direction Sense, Advanced" makes more sense to me. Can your code take commas? I think the comma is important, and other WoD merits have used commas before.

      I prefer "Merit, Advanced" or "Advanced Merit" because, while, yes, I need to type "Direction Sense A" to get to it, but it would maintain alphabetical order. That a list appears in alphabetical order on +sheet is more important to me than having to type a few extra letters when I need to set the merit.

      That said, I think adding "Merit, Advanced" makes more sense than making it a style, especially when you're considering tags and keeping a code accessible to all games (which might not include Beast).

      posted in Mildly Constructive
      skew
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    • RE: The State of the Chronicles of Darkness

      @Ganymede or find a Beast game!

      posted in Mildly Constructive
      skew
      skew
    • RE: Anomaly Jobs Unpublish?

      @Ganymede said:

      @skew

      Last time I checked, the +myjob/add <msg> command only publishes messages that staff can see. I could be wrong.

      You are! At least, in this case. There is the + or - next to names, but everything shows. I tested on my player bits, just to be super duper certain. I think as @Derp says, there's a bucket preference something. There's a "PUBLIC" flag on the bucket, which I think might account for it?

      posted in MU Questions & Requests
      skew
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    • Anomaly Jobs Unpublish?

      Here's the situation:

      We are sending out queries to groups of players for things like voting on status raises. We want the players responses to be private/anonymous to each other. Presently, we end up creating 5+ jobs, one job per person. However, I am quite sure there's a way to mark a job as "not published", so that each individual player on the job can only see their own response.

      Can anyone remind me how to do this? Or if someone has a better suggestion, I'll take that as well!

      posted in MU Questions & Requests
      skew
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    • RE: skew's Playlist

      @Apu Bump in the Night! Come play, it's right up your alley! bitnmux.com

      posted in A Shout in the Dark
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    • RE: Three Cheers for Staffers!

      What I look for when I staff is a sense that the people I am staffing for are having as much fun playing as I am staffing.

      It might seem silly, but I find players actually saying that they're enjoying themselves way more than I do any sort of "thanks staff!" sort of thing. Sometimes I'll get pages, sometimes I'll get OOC laughs or gasps or whatever else. I think those moments, where I can tell players are entertained, is what truly makes me want to keep telling stories.

      posted in Mildly Constructive
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    • RE: Downvotes

      @Glitch Thanks for explaining. That's how I assumed it worked, but apparently worded my post poorly.

      posted in Suggestions & Questions
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