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 Post subject: Help files for DLDS
PostPosted: Thu Aug 31, 2006 9:01 am 
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Here are what I've come up with for helpfiles for features to be tested in DLDS. They're pretty barebones for now (they will be revised later), and don't include some of the more obvious ones.

But here they are!



Mailing Items
-------------
You can mail items to other players by purchasing packaging from any postmaster. You would then place any items you want (aside from containers, due to a weird bug) into the box and mail it off. When you mail the package, you will be brought to an editor where you can enter a message to the recipient. Please note that if there is no message sent to the recipient, then they may not know that they have a package waiting.

Currently the cost to mail items is 10 gold coins per pound of the filled box. You can only mail items in containers purchased from the post office. To view a list of packaging, simply type 'list' while at the post office and then use the 'buy' command to purchase the desired packaging.

You can go to the post office at any time and use the 'check' command to see if you have mail or packages waiting for you. If you have multiple packages waiting, then they will all be given to you when you 'receive' them.

> mail <player> <box>


Knocking
--------
You can use the 'knock' command on any closed door to, well, knock on it. If anyone is in the room on the other side of the door you are knocking on (and they are awake), then they will hear you knock.

> knock <door name/direction>


Improved Haste
--------------
This spell works like the Improved Strength spell, although it modifies dexterity instead of strength.


Tossing
-------
You can toss items into other items in the room, to other characters (player and non-player characters) or into adjacent rooms.

> toss <item> <item | ground | direction | character>


Gateway
-------
This spell is for magic-users who have achieved the status of Hero or Heroine. It will open a portal both at the caster and at the target. The gateway spell currently has the same limitations as the portal and minor portal spells, meaning if you or your target is in an area that absorbs magic or is protected from teleportation, you cannot create a gateway.


Closing Portals
---------------
You can now close portals that you have created or if you have knowledge of the spell used to create the portal. If a gateway (two-way portal) is in the room and you attempt to close it, if successful, both portals will be closed. If you enter a portal you have created and use 'close portal' on the other side, the portal you have just entered will be closed, but ONLY if you do it in the room the portal leads to.


Fishing
-------
If you have a fishing pole and bait, and are in a room flagged for either saltwater or freshwater fish, you can attempt to catch fish there. There will be bait shops that will sell bait and tackle so that you can go fishing. To begin fishing, you 'cast' your pole or line, and 'pull' your pole or line.

> cast pole
You cast your fishing line into the water.

> pull line
You pull your fishing line from the water and catch a striped redfish!

> bait line stinking
You bait a simple fishing pole with some slimy, stinking bait.



Retreating
----------
Some classes will receive a retreating skill, which will give them a tactical advantage. This will allow you to flee in a specific direction via the 'flee' command. If your skill check is successful, you will flee in the direction you specify. If you fail the skill check, a normal flee will be executed and you will attempt to flee in a random direction.



Inventory Peeking
-----------------
Some classes will receive a skill that will allow them to peek into others' inventory. This currently works in the same way that thieves currently peek into others' inventories, seemingly innately. The skill is based on skill level, not character level. To use the skill, you would have to type 'peek <target>'. If the skill check is successful, nobody will see you peek, but if it fails, a normal 'look' will be performed with the inventory of the person you are peeking will be shown.

> peek &lt;character&gt;



Item Planting and Palming
-------------------------
These are new skills to some classes that will allow them to either plant items onto other characters, in the room (a discreet drop) or into other items in the room. Palming works in the same way, but it's a discreet 'take'. If the skill check passes, nobody will see the action, but if it fails, a normal 'take', 'put' or 'drop' will be performed.

> plant &lt;item&gt; &lt;character | room | item&gt;

> palm &lt;item&gt; &lt;room | item&gt;


Combat Forms
------------
There are three basic combat forms that everyone can use: normal, aggressive and defensive.

Normal: No offensive or defensive bonuses or penalties are applied.
Defensive: Offense is decreased, but defense is increased.
Aggressive: Defense is decreased, but offense is increased.

To switch forms, you use the 'form' command. You can also optionally set a 'default' combat form to use whenever you enter combat, by using 'form default <form>'. If you wish to view what forms you are currently using, or will default to, use the 'form' command by itself.

Monks and ninjas receive special combat forms:
--Tiger: Emphasis on offense, defense is decreased
--Python: Emphasis on defense, offense is decreased
--Leopard: Emphasis on speed and accuracy, offense is decreased
--Dragon: Emphasis on offense, defense is decreased
--Crane: Emphasis on defense, offense is decreased

Monks receive special combat forms:
--Drunken Immortal: Emphasis on defense and confusion, offense is decreased
--Acrobatic Immortal: Emphasis on defense without sacrifice to offense
--Flexible Immortal: Emphasis on defense without sacrifice to offense

Ninjas receive special weapon forms:
--Drunken Swords: Defense increased when using swords (confuses enemy)
--Tiger Swords: Offense is increased when using swords
--Butterfly Knives: Defense is increased when using knives (confuses enemy)


Obscuring Mist
--------------
When this spell is cast, a thick mist quickly fills the area, allowing the caster to obtain a quick escape or conceal the area's contents and occupants. The mist will dissipate after some time, but can make it extremely difficult to see.



Elemental Shield
----------------
This spell will allow the affected character to be protected, not immune to, attacks from heat and cold. Not only is the affected character protected, but his belongings, carried and worn, are also protected.



Phantom Armor
-------------
This spell allows the affected character to receive a veil of protection by producing a magical, weightless shell of armor around him.


Blur
----
This spell will distort the affected character's appearance so that it is difficult to land a solid strike against him.


Hypnotic Pattern
----------------
When cast, this spell will send a pattern of mesmerizing shapes and colors into midair, and those who look at the
pattern will enter a trance, which does not last for very long. If the affected character is struck, the spell on them is broken.


Horror
------
When cast, this spell will conjure up the innermost fears within the targeted character's mind, causing them to flee in terror.



Negative Space
--------------
When a character is affected by this spell, their entire vision is altered to look like they are standing in a void. They are not blinded, as they are visible to themselves, nor are they deaf as any and all sounds are audible. Every direction exists as normal, though they cannot tell north from south, east from west.



Simulacrum
----------
This powerful spell will conjure an illusion of the caster that will do as the caster wills. The illusion will follow the caster anywhere he should go and obey his every command.



Programmed Image
----------------
This spell will allow an illusionist to leave an exact image of himself in any given area, as to hopefully throw off anyone hunting him. The image will disappear after some time or if it is attacked.



Projected Image
---------------
This spell will allow an illusionist to project an illusion of himself in the direction of any character that can be teleported to (via teleport, minor portal, portal or gateway.) The image will disappear if attacked and will vanish after some time.


Nondetection
------------
This spell will protect the affected character from magical scrying spells such as translook and scry.


Divine Shield
-------------
Cleric-only spell for Lesser Avatar level (currently level 200.)

When affected, the cleric will be immune to any actions, good or bad, against him. Should he attempt to make any action, good or bad, against any other character or object not in his possession, the spell will be broken. He may, however, use this as a means of regrouping himself or providing a shield to himself in a hostile environment so that he may make his escape.



Summon Mount
------------
Cavalier-only spell for Lesser Avatar level (currently level 200.)

When cast, the cavalier will summon forth a mount of immense power. This mount will only obey the summoner and will only allow the summoner to mount it. This mount behaves in the same manner as any other mountable creature in the world (such as following all instructions and limitations on movement) but will only respond to the summoner.


Shockshield
-----------
Mage-only spell for Lesser Avatar level (currently level 200.)

This spell will surround the magic-user with an aura of fierce electricity that will strike back at anyone making any kind of attacks against him.


Weapon Specialization
---------------------
Warrior-only skill for Lesser Avatar level (currently level 200.)

When practiced, this skill will allow the warrior to more effectively use any weapon he is currently proficient in using.


Feral Rage
----------
Barbarian-only skill for Lesser Avatar level (currently level 200.)

When a barbarian invokes this skill, a deep, unrelenting fury inside of him will be unleashed upon his target. It will seem as if the barbarian will stop at nothing to totally destroy his target, though after the rage has subsided, it will leave him extremely tired; possibly too exhausted to move.


Shapeshift
----------
Illusionist-only spell for Lesser Avatar level (currently level 200.)

This spell will allow the illusionist to take on the appearance of any creature he desires (except for player characters.) This spell will make the illusionist look EXACTLY like the targeted creature, which can have some interesting effects.


Divine Wrath
------------
Paladin-only spell for Lesser Avatar level (currently level 200.)

When used, this spell will unleash a holy (or unholy, if he is an anti-paladin) fury channeled from his deity, directed at everything in the area. Most undead will likely be destroyed, but those who survive will be severely hurt. Those who follow the same path as the caster will not be affected (nor will player characters unless both are roleplaying or consented.)


Hasten
------
Monk-only skill for Lesser Avatar level (currently level 200.)

When invoked, the monk will be able to dodge attacks at an incredible speed. Moving so quickly will surely drain the monk's stamina very quickly, so great care must be taken when this skill is invoked.


Fade
----
Thief-only skill for Lesser Avatar level (currently level 200.)

This skill will allow a thief to make a very quick escape to the character of his choice, provided that they can be teleported to. This will severely drain the energy of the thief, and is only meant to be a quick escape, should he need it.


Critical Strike
---------------
Assassin-only skill for Lesser Avatar level (currently level 200.)

Being that an assassin is typically a hired, professional killer, they have devised a skill only the most elite are able to obtain. This strike will allow an assassin to pour his energy into a strike as to effectively bring down his target. If he is on the brink of death when the strike is made, he will sacrifice his own life to complete the hit.


Airshield
---------
Ranger-only spell for Lesser Avatar level (currently level 200.)

This spell will surround the ranger with his own personal tornado, which will blow an opponent's strikes so they cannot land a solid hit. This will not stop every hit made against the ranger, though it may weaken them.


Summon Wind
-----------
Druid-only spell for Lesser Avatar level (currently level 200.)

When cast, the druid will conjure up swirling winds about the area, much akin to being inside of a tornado. There is a chance that debris will be blown up and may strike people or creatures in the immediate vicinity. There is also the chance that some may be blown over or even blown away into an adjacent area.



Restoration Hymn
----------------
Bard-only song for Lesser Avatar level (currently level 200.)

When this hymn is performed, the one being sang to will be completely rejuvenated. This song takes an intense amount of precision, and the bard must not be off-key even slightly when performing it. It cannot, however, be used on himself.


Shadow
------
Ninja-only skill for Lesser Avatar level (currently level 200.)

Ninjas are masters of stealth, and only the absolute elite are able to successfully master the art of shadowing someone. Using all of their training and knowledge, the ninja can shadow someone and remain so well hidden that not even magical scrying can reveal their presence.

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 Post subject:
PostPosted: Thu Aug 31, 2006 11:18 am 
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So many new combinations are going to be possible.
I can't wait for dlds now. There's some very
interesting skills/spells, i guess we'll see
how it works soon. Good work again Vulsin! :D

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PostPosted: Thu Aug 31, 2006 11:25 am 
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Hmm, strange, can't edit my own posts... anyway..
I wanted to say that perhaps with fishing there
could be few new shops or a fish market where
players can sell their catch for the day. :)
I think that'd be cool for new players to fish
and chat to other fisherman around at the same time.
(no shouting, scares the fish! >.< )
Maybe even have like a score board at the fish
market of top 10 fisherman who caugh the 'biggest fish'. :D

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 Post subject:
PostPosted: Sat Sep 09, 2006 9:26 pm 
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That's a splendid idea, Boj. Fishing contests and such would be wonderful to add to the new fishing code.

Thanks for the idea.

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 Post subject:
PostPosted: Thu May 03, 2007 12:07 am 
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Woooooooooooooooooooooooo!!!!
200. . ninja , foot in fist.
the world may never know, what it's like not to be scried upon. . . oh no. that's what it feels like at 1am.
Cool, i don't have to worry about numbnutz alarming the ferret. . those things are hideously ferocious I here. Meow.
Sorry.

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