Roleplaying

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Roleplaying command

The roleplaying command has five syntaxes. First, there are three relating to the list of active roleplayers:

roleplaying set <action> in <location>
roleplaying list
roleplaying unset

There are also two relating to being in roleplaying mode:

roleplaying immersive
roleplaying nonimmersive

The first syntax (roleplaying set ...) puts you on the list of active roleplayers, with an action and location, so that others can find you for roleplaying--for example, "roleplaying set fishing in the Ankh". It will cause you to show up when someone uses "roleplaying list" or "who roleplayers"--although the location and action will only show up with "roleplaying list". It lasts until you unset it, use the same syntax to change it to something else, or log out.

  • There is also an inform to tell you when someone adds themselves to the list of active roleplayers, or removes themselves from it.
  • This messages cannot include "profanity and odd symbols", including numbers, and the action and location can each be up to thirty characters long.

The second syntax (roleplaying list) gives you a list of active roleplayers, along with the action and locations they've set.

roleplaying list
Womble is fishing in the Ankh.

The third syntax (roleplaying unset) removes you from the list of active roleplayers.

The fourth syntax (roleplaying immersive) changes several of your settings, putting you into immersive roleplaying mode. The changes are as follows:

  • Turns your earmuffs on if they are not already on.
  • Has you earmuff remotes if you are not already doing so.
  • Has you earmuff remote souls (that is, souls from people not in the same room as you) if you are not already doing so.
  • Has you earmuff tells if you are not already doing so.
  • Sets "options output numbers = descriptive", which changes various score-related things to show descriptive rather than numeric information.

If you already had one of these set, it will leave it alone. Also, you can change any individual setting manually afterwards.

The fifth syntax (roleplaying nonimmersive) undoes the changes to your settings. For example, if you had earmuffs set to allowfriends before going into roleplaying mode, they'll be returned to that when you turn it off, whereas if you simply had earmuffs off, they'll be turned back off. Also, any settings you changed manually after going into roleplaying mode will be left alone.

Note that the different functions of the command are independent of each other: you can have yourself set as actively roleplaying without being in roleplaying mode, and vice versa.

Descriptive output

The "descriptive numbers" aspect of roleplaying mode changes various things.

Score

Different score types are changed in different ways.

"Score quests" and "score achievements" are entirely disabled.

"Score burden", "score alignment", "score temperature", "score age", "score relationships", and "score fighting" are unchanged.

For "score stats", you're only told about modifications your stats are under.

Stat Negative (-) stat effect Positive (+) stat effect
Constitution You feel a bit sickly. You feel more healthy than usual.
Dexterity You feel more clumsy than you normally do. You feel more nimble than usual.
Intelligence You feel less smart than usual. You feel smarter than normal.
Strength You feel weaker than usual. You feel stronger than usual.
Wisdom You feel a bit vague. You feel mentally attuned.

If none of your stats are altered, it simply says: You feel fine.

"Score" by itself changes in the following ways:

  • Instead of your guild level, you're told your guild post-title (the same one that shows up in "whoami").
  • Instead of your exact hit points and guild points, you get a sentence that tells you roughly how healthy and how full of energy you are (see below).
  • Instead of your exact amount of xp, you get an estimation of whether you could learn something (see below).
  • Instead of your exact wimpy percentage, you're told whether you will flee and if so the range of hit points (same as for reporting your hit points) when this will happen (see below).
  • In the line regarding your burden and temperature, your % burden is removed.
  • Instead of being told your number of deaths and remaining lives, you're told how interested Death is in you.
  • The line that tells you your age is removed.

"Score brief" has altered hit points, guild points, and xp messages in the same way that "score" does.

Score hit point and guild point messages

Score HP message % of maximum Score GP message
in perfect health 90 - 100 full of energy
slightly wounded 70 - 89 enthusiastic
moderately wounded 50 - 69 not quite so full of beans
seriously wounded 30 - 49 weary
gravely wounded 15 - 29 tired
critically wounded 6 - 14 exhausted
near death 1 - 5 nearly unconscious

Score wimpy

Score wimpy message Wimpy set to this % of maximum hit points
You will flee when you are seriously wounded. 30
You will flee when you are gravely wounded. 15 - 29
You will flee when you are critically wounded. 6 - 14
You will flee when you are near death. 1 - 5
You will not flee. 0

Score experience point messages

Mudlib-unconf.gif This section contains formulae or data from the distribution mudlib. This information may be several years out of date, so needs to be verified as correct. You can help by performing research to validate it.

Messages regarding the amount of experience you have vary based on the average of all the xp costs for all your skills, representing how much it costs to increase a skill on average, considering all your skills.

Thus, the messages should accurately give you the range for how many levels you can increase if you have the same level in all your skills.

% for next level = current exp / ( sum of each skill's "xp cost" / number of skills ) * 100%

The formula that calculates the "xp cost" is complex, taking into account the bonus and level of the skills. It probably approximates how much you'd pay for learning the next level from yourself.

Assuming the formula really works that way, if you have every skill at 10 levels and you have half of the xp cost to teach yourself one skill to level 11 (21 587 xp / 2 = 10 794 xp), you'd get the message "By the luck of a coin, you might be able to learn something new."

% for next level Score experience point messages How many average levels?
0 - 20 You don't think you can learn much at the moment. 0 - 1/5
21 - 59 By the luck of a coin, you might be able to learn something new. 1/5 - 3/5
60 - 100 If you squeezed it, you could gain some insight. 3/5 - 1
101 - 300 You might be able to learn something new, if you found the right teacher. 1 - 3
301 - 400 A small amount could be learned with training. 3 - 4
401 - 800 A bit of training might be in order. 4 - 8
801 - 1200 You could very well learn something new from training. 8 - 12
1201 - 1500 You could benefit from training. 12 - 15
1501 - 2000 You feel like training might help. 15 - 20
2001 - 2500 You should consider training your skills. 20 - 25
2501 - 4000 Your skills could be greatly improved with training. 25 - 40
4001+ Certainly a hearty training session is in order. 40+

Score Death messages

Mudlib-unconf.gif This section contains formulae or data from the distribution mudlib. This information may be several years out of date, so needs to be verified as correct. You can help by performing research to validate it.

The line that usually tells you how many times you've died and how many lives you have left before dying your final death is replaced with one of the following messages:

Lives Score lives message
Never died Death has never visited you in a professional capacity.
0 Death has a special interest in your next appointment.
1 - 3 Death is starting to lose patience with you.
4 - 7 You and Death are on good terms.
8+ You have an "arrangement" with Death.

Monitor

Your monitor gives you different, and more precise, sets of "fuzzy" hit point and guild point ranges than score brief does.

Health messages:

HP monitor % of maximum hitpoints
unhurt 100
practically unhurt 95 - 99
somewhat scratched 90 - 95
slightly hurt 81 - 90
slightly injured 71 - 81
somewhat injured 61 - 71
slightly wounded 51 - 61
wounded 41 - 51
badly wounded 31 - 41
heavily wounded 21 - 31
seriously wounded 11 - 21
critically wounded 6 - 11
near death 1 - 6

Guild point messages:

GP monitor % of maximum guild points
fully rested 90 - 100
alert 80 - 90
fresh 70 - 80
weary 60 - 70
slightly fatigued 50 - 60
fatigued 41 - 50
very fatigued 31 - 40
highly fatigued 20 - 30
severely fatigued 11 - 20
nearly unconscious 0 - 10

GP

The "gp" command gives you the same gp messages as "score" does, but for each type of gp. (The percentages are relative to the amount of that type of gp you have, so that when you're at full gp you'll be "full of energy" with regards to all non-guild tasks.)

Skills

The numbers in the output of the skills command are replaced with one of the following text descriptions.

Bonus Skills description
0-50 Novice
51-100 Apprentice
101-200 Competent
201-300 Proficient
301-350 Skilled
351-400 Adept
401-500 Expert
501+ Master

Languages

Your ability in languages reported by the speak (or sp) command is described using the following textual descriptions.

Ability (%) Language description
0-15 Novice
16-30 Apprentice
31-45 Competent
46-60 Proficient
61-75 Skilled
76-85 Adept
86-95 Expert
96-100 Master

See also

External links