I think a better way to stop this, is make it so platemail isnt all that easy to take off, or have the game remember that the mage was jsut wearing the platemail and give a message like (You are still in the process are removing your armor) And it isnt skills like pick lock that will suffer all that much from wearing armor, it would be skills like hide in shadows (you cant rem and wear plate when you do that or you arent hiding anymore), etc. There are ways to get around smart players, just have to make the code smarter :) Mystra (fradventures.com 8888) On Thu, 25 Jun 1998, Angus Mezick wrote: > #alias fb {rem plate;wear robe;cast 'fireball of death' %1; rem robe;wear plate} > #alias pick {rem plate;pick %1;wear plate} > > These two tintin-like aliases are the main reason to use class bits. Yes, your > way is nicer and more elegant, but they will abuse the hell out of it. These > are tricky players. > > Try this: > We have it set up so a charmed mob flees if its master isn't in the room and it > is fighting. Also, there is a good chance the master will be hit and not the > charmie. Ok, our players would grab 15 sets of marbles and an army of charmies, > have a friend (not grouped) stand in the room (if not an area attack mob), drop > the marbles, order the charmies to attack, and recall. The charmies couldn't > flee, so they would kill the monster and the char would loot the corpse, grab > the survivors, and go to the next target. > > I laughed for a good 5 minutes on this one. Just remember, a lot of these > players are rather bright, and if you can think of a way to cheat, they know at > least 2 more ways. > > --Angus - still smirking about the marble gag. > > ______________________________ Reply Separator _________________________________ > Subject: Re: [Newbie] Strength & Cleric Restrict > Author: INTERNET:CIRCLE@POST.QUEENSU.CA at CSERVE > Date: 6/25/98 12:59 AM > > > I'm also coding an AD&D type mud and we added an item "classification" value > to objects, which does a few things actually. 1) It allows us to restrict > any class from any item. 2) It gives us the availability of weapon > specialization. 3) We can use it to form "tight weapon groups" and "broad > groups". Basically, the classification is a list of several types of weapons > and armor and any other type of item that might be restricted to certain > classes or we can gain from in my prior list. The list will be cross > referenced against a table using the player's class and the object > classification to get a yes or no response and if it's no, then we allow the > user to use the object, but they will not be able to use any of their class > abilities (i.e. a mage can wear platemail, but he's not going to be casting > any spells with it on, and a thief in platemail has little or no chance to > perform effectively in thieving skills.). I thought this was a much better > way to go about it than !CLASS bits for object flags. > > Rick/Ao > Forgotten Realms Adventures > fradventures.com 8888 > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | > +------------------------------------------------------------+ > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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