On Sun, Jan 05, 2003 at 12:02:29PM -0600, Tseran wrote: [...] > - Skill checks for detection. If you succeed, you get an object that > says you did. From then on, you don't need to detect it again if you > have that object. > - Test quests...if you go through the maze of brambles, you will get a > bramble invisible object, and if you don't have that object, and > somehow make it through the maze with a teleport, the questor will know > you cheated and tell you to do it again. > - Adding some kind of 'flavor' to a player. If they walk through the > marsh of skunk stench, they will always be carrying a stench object. > If they are stenched, they can't get into the hall of happiness. > > Anyone else have any ideas? [...] Most of the above affects can be accomplished with player variables if you have DG Scripts. Just a thought... -- { IRL(Jeremy_Stanley); PGP(9E8DFF2E4F5995F8FEADDC5829ABF7441FB84657); SMTP(fungi@yuggoth.org); IRC(fungi@irc.yuggoth.org#ccl); ICQ(114362511); AIM(dreadazathoth); YAHOO(crawlingchaoslabs); FINGER(fungi@yuggoth.org); MUD(Nergel@srmud.net:2325); WWW(http://fungi.yuggoth.org/); } -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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