Roleplaying
From Discworld MUD Wiki
Contents |
Roleplaying mode
The MUD supports roleplaying with the option "options personal roleplaying=on". This disables some out-of-character commands, and changes the output for other commands.
Disabled commands
You're unable to use tells, remotes, or remote-souls, and players who try to use those with you will fail, getting a message that you're in roleplaying mode.
You're still able to use the talker.
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.
- Constitution: You can feel "a bit sickly", or "more healthy than usual".
- Dexterity: You can feel "more clumsy than you normally do", or "more nimble than usual".
- Intelligence: You can feel "less smart than usual", or "smarter than normal".
- Strength: You can feel "weaker than usual", or "stronger than usual".
- Wisdom: You can feel "a bit vague", or "mentally attuned".
"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 wimpy percentage, you're told that you will flee when "seriously wounded", "gravely wounded", "critically wounded", "near death", or not at all. (These correspond to the same ranges of hitpoint percentages as they do in the line about your remaining hitpoints.)
- 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.
Hit point messages
- in perfect health: At or above 90% of maxiumum hit points.
- slightly wounded: At or above 70%, and less than 90%.
- moderately wounded: At or above 50%, and less than 70%.
- seriously wounded: At or above 30%, and less than 50%.
- gravely wounded: At or above 15%, and less than 30%.
- critically wounded: At or above 6%, and less than 15.
- near death: Less than 6%.
Guild point messages
- full of energy: At or above 90% of maximum guild points.
- enthusiastic: At or above 70%, and less than 90%.
- not quite so full of beans: At or above 50%, and less than 70%.
- weary: At or above 30%, and less than 50%.
- tired: At or above 15%, and less than 30%.
- exhausted: At or above 6%, and less than 15%.
- nearly unconscious: Less than 6%.
Experience point messages
| 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."
| % | Message | 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+ |
Death messages
| 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:
- If you have never died, you see "Death has never visited you in a professional capacity".
Otherwise:
| Lives | Message |
|---|---|
| 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:
- unhurt: At maximum hitpoints
- practically unhurt: Between 95 and 100%.
- somewhat scratched: Between 90 and 95%.
- slightly hurt: Between 81 and 90%.
- slightly injured: Between 71 and 81%.
- somewhat injured: Between 61 and 71%.
- slightly wounded: Between 51 and 61%.
- wounded: Between 41 and 51%.
- badly wounded: Between 31 and 41%.
- heavily wounded: Between 21 and 31%.
- seriously wounded: Between 11 and 21%.
- critically wounded: Between 6 and 11%.
- near death: Between 0 and 6%.
Guild point messages:
- fully rested: Over 90% of maximum hitpoints.
- alert: Over 80% and up to 90%.
- fresh: Over 70% and up to 80%.
- weary: Over 60% and up to 70%.
- slightly fatigued: Over 50% and up to 60%.
- fatigued: Over 41% and up to 50%.
- very fatigued: Over 31% and up to 40%.
- highly fatigued: Over 20% and up to 30%.
- severely fatigued: Over 11% and up to 20%.
- nearly unconscious: Up to 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.)
