 |
|
 |
|
Related Topics:
| I see a YANI - When one throws a potion of see invisible at a stalker or any invisible monster, the monster should become visible.
YANI: #empty - While lugging stuff around the dungeon from stash to stash, it struck me that a command #empty would save me a lot of time. #empty What do you want to empty? (a) Empty the Bag of Holding into the chest? (y/n/q) J
armor yani - A bathrobe. It's red just like a regular robe and when it's it's just a robe. Of course when worn, one doesn't get better at Surely it must have some side benefits? Of course, it keeps your armor dry! All of your armor...
YANI: Voodoo - Here's the idea: if you have a figurine of a monster (Say, a figurine of a tock troll) , you can cast a spell that the figurine with any monster of the same type (ie, any rock troll). The would be ranged (range would be higher with..
YANI for YAFM - You are now wielding an axe #force in what 8 You begin chopping at the door with your axe --more-- You break down the door --more Here's Johnny! Google said but I'd be delighted if someone TDTTOEed me on this one.
|
|
|
Next: a hill of beans
|
| Author |
Message |
External

Since: Feb 01, 2008 Posts: 1
|
(Msg. 31) Posted: Fri Feb 01, 2008 11:44 am
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: rec>games>roguelike>nethack (more info?)
|
|
|
On Feb 1, 5:11 am, Derek Ray <de... DeleteThis @moot.its.only.a.spamtrap.org>
wrote:
> On 2008-02-01, dogscoff <dogsc... DeleteThis @eudoramail.com> wrote:
>
> > mode of death of the skull's owner. Then again, if you're breaking
> > bones compatibility by adding skulls, there's no harm in adding a
> > little background info to the skull when the bones are generated.
If you include information about the skull's original owner, you could
include intrinsics (such as the result of eating an amulet) and string
the skull around a chain or somesuch to make a homemade amulet,
granting you the intrinsic contained within the skull when worn. Or
eat the skull, as mentioned previously, for a chance to gain the
intrinsic. >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Nov 12, 2007 Posts: 194
|
(Msg. 32) Posted: Fri Feb 01, 2008 11:56 am
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On 2008-02-01, Marc Hartstein <marcmagus.RemoveThis@gmail.com> wrote:
> On 2008-02-01, Derek Ray <derek.RemoveThis@moot.its.only.a.spamtrap.org> wrote:
>> I expect that the OP's intent here is to directly remove the need to
>> have gold detection scrolls for the Planes.
>>
>> I'm not real thrilled with that part, since it's so specifically targeted
>> at a "hole" the player needs to fill.
> And it does such a bad job of filling it.
>
> What's the invoke timeout?
rnz(100). It varies, but i believe the most common output from this is
about 50; so we'll say 50 to 100 turns. (There's a graph on
nethack.wikia.com that I can't get to at the moment.)
> How long do players spend on each Plane?
50 turns is not a tremendously long time, really.
> If they want to curse their Quest Artifact to get one trap detection
They would confuse themselves, of course, not curse the artifact.
Cursed shows traps as $; confused shows the actual trap.
> out of it, it definitely won't break the game. If they want to hang
> out in the Planes waiting for the thing to wake up again, that's fine,
> too.
They won't need to 'hang out' for long.
I agree that it doesn't break the game, but that doesn't change that
it's an obvious "targeted solution" to a well-known universal need; the
power serves no significant purpose _other_ than this.
> I'm not sure I love the power, but I don't think you need to avoid it
> just because it looks like it would be really helpful in the endgame.
I'd rather avoid it because it's ONLY helpful in the endgame, and
nearly useless everywhere else.
--
Derek
Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Feb 01, 2008 Posts: 1
|
(Msg. 33) Posted: Fri Feb 01, 2008 1:24 pm
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Derek Ray <derek.DeleteThis@moot.its.only.a.spamtrap.org> writes:
> (Skulls have been in the "to do" list for some time now; they're fairly
> low priority because the only thing I was going to do with them was to
> have player bones always include a named skull of the deceased.
C - a skull named Yorick
--
+-----------------------------------------------------------+
| Jason F. McBrayer jmcbray.DeleteThis@carcosa.net |
| If someone conquers a thousand times a thousand others in |
| battle, and someone else conquers himself, the latter one |
| is the greatest of all conquerors. --- The Dhammapada | >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Nov 29, 2007 Posts: 4
|
(Msg. 34) Posted: Fri Feb 01, 2008 2:29 pm
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Jan 31, 2:53 am, "3cnf...@gmail.com" <3cnf....TakeThisOut@gmail.com> wrote:
> I'd like to propose a Sporkhack pirate class. Yes, this class has been
> proposed on numerous occasions. I simply think a pirate class would
> blend nicely with some of the new Spork ideas proposed, such as rusty
> weaponry inducing disease, and the 'stealthy' aspect of knives. In
> particular, a pirate could take special advantage of *water*.
Great class suggestion! I'll skip much of the other discussion, but I
wanted to hit a few highpoints.
On Jan 31, 9:34 am, pend....TakeThisOut@hotmail.com wrote:
> applied: acts as gold detection (what pirate doesn't have a nose
> for
> treasure?) .
I love the gold detection. However, in favor of the "is this really
useful?" questions, perhaps we could have it be Detect Treasure
instead?
Or is that too powerful?
As a sidenote for the quest, what do you think about burying treasure?
There is something engraved on the ground here. You read, "X"
Apply what?
a - a pickaxe
In what direction?
You begin digging downwards
You are in a pit.
You see here a chest.
It would be trapped, of course -- but o' the riches inside.
--clint >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Nov 08, 2007 Posts: 29
|
(Msg. 35) Posted: Fri Feb 01, 2008 4:31 pm
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On 2008-02-01, Derek Ray <derek RemoveThis @moot.its.only.a.spamtrap.org> wrote:
> On 2008-02-01, Marc Hartstein <marcmagus RemoveThis @gmail.com> wrote:
>> On 2008-02-01, Derek Ray <derek RemoveThis @moot.its.only.a.spamtrap.org> wrote:
>>> I expect that the OP's intent here is to directly remove the need to
>>> have gold detection scrolls for the Planes.
>>>
>>> I'm not real thrilled with that part, since it's so specifically targeted
>>> at a "hole" the player needs to fill.
>> And it does such a bad job of filling it.
>>
>> What's the invoke timeout?
>
> rnz(100). It varies, but i believe the most common output from this is
> about 50; so we'll say 50 to 100 turns. (There's a graph on
> nethack.wikia.com that I can't get to at the moment.)
Huh, you're right. I remembered it being about an order of magnitude
greater. Again, teaches me to post without checking the source first.
>> If they want to curse their Quest Artifact to get one trap detection
>
> They would confuse themselves, of course, not curse the artifact.
> Cursed shows traps as $; confused shows the actual trap.
I was assuming that, like the PYEC, its effect wouldn't change due to
confusion. (Yes, I checked this time.) You can't mispronounce the
magic words in this situation.
> I agree that it doesn't break the game, but that doesn't change that
> it's an obvious "targeted solution" to a well-known universal need; the
> power serves no significant purpose _other_ than this.
Hmmm...is this better or worse than an artifact whose invoked power
serves no significant purpose throughout the game?
It could help you find Ludios to go raid it (if it's in your game).
Ok, I'm stretching. It's a mediocre-at-best power which is kind of
neat, and has some utility in the endgame which might almost make it
worth bothering. This might or might not be acceptable as mostly
flavor on an artifact with carried/worn/wielded powers which combine
to make it interesting.
On the other hand, there might be more interesting ideas out there.
I'm just not convinced that it's a bad idea just because it was
probably inspired by a questionable motive. >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Nov 12, 2007 Posts: 194
|
(Msg. 36) Posted: Fri Feb 01, 2008 5:02 pm
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On 2008-02-01, Marc Hartstein <marcmagus.RemoveThis@gmail.com> wrote:
> On 2008-02-01, Derek Ray <derek.RemoveThis@moot.its.only.a.spamtrap.org> wrote:
>> rnz(100). It varies, but i believe the most common output from this is
>> about 50; so we'll say 50 to 100 turns. (There's a graph on
>> nethack.wikia.com that I can't get to at the moment.)
> Huh, you're right. I remembered it being about an order of magnitude
> greater. Again, teaches me to post without checking the source first.
I actually had to check the source myself to confirm, if that helps.
>>> If they want to curse their Quest Artifact to get one trap detection
>> They would confuse themselves, of course, not curse the artifact.
>> Cursed shows traps as $; confused shows the actual trap.
> I was assuming that, like the PYEC, its effect wouldn't change due to
> confusion. (Yes, I checked this time.) You can't mispronounce the
> magic words in this situation.
Sure. But that even removes the putative purpose behind the suggestion,
without actually adding anything significant.
>> I agree that it doesn't break the game, but that doesn't change that
>> it's an obvious "targeted solution" to a well-known universal need; the
>> power serves no significant purpose _other_ than this.
> Hmmm...is this better or worse than an artifact whose invoked power
> serves no significant purpose throughout the game?
I consider it roughly the same utility as the Heart of Ahriman's or Orb
of Detection's #invoke power... neither of which are awe-inspiring, to
say the least.
Overall, I'd prefer to avoid adding things that players hope will be
good, but turn out to be pointless. (The spellbook of detect foot is
the exception-that-proves-the-rule, here.)
> On the other hand, there might be more interesting ideas out there.
I'm personally inclined to ponder those better ones, and pick one of
those. What if, instead, it was 'Basic'-level "detect treasure"?
> I'm just not convinced that it's a bad idea just because it was
> probably inspired by a questionable motive.
No, it's a bad idea because it's a bad idea. But any idea that starts
out looking like a targeted "fill in the hole" sort of thing is going to
have to work uphill to gain acceptance in my eyes, just because I start
to wonder what _else_ is hidden in there that I haven't seen yet.
--
Derek
Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Nov 12, 2007 Posts: 194
|
(Msg. 37) Posted: Fri Feb 01, 2008 5:06 pm
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On 2008-02-01, HanClinto <HanClinto RemoveThis @gmail.com> wrote:
> On Jan 31, 9:34 am, pend... RemoveThis @hotmail.com wrote:
>> applied: acts as gold detection (what pirate doesn't have a nose
>> for treasure?) .
> I love the gold detection. However, in favor of the "is this really
> useful?" questions, perhaps we could have it be Detect Treasure
> instead?
Heh. I see I should read _all_ the messages before responding.
> Or is that too powerful?
Not as long as it's only "basic" level. A lot of roles get divination
already, and the difference between "basic" and "skilled" detect
treasure is pretty significant.
Since skilled detect treasure isn't broken, something a player can use
as basic level and only about half as often as the spell itself certainly
won't be.
> As a sidenote for the quest, what do you think about burying treasure?
> There is something engraved on the ground here. You read, "X"
Of course. This would actually be the best spot for your quest
artifact; on a water level filled with tiny "islands", and one of them
has the "X" on it. After you kill Zoginator or whoever, ... go lookin'!
--
Derek
Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Oct 06, 2005 Posts: 125
|
(Msg. 38) Posted: Fri Feb 01, 2008 9:14 pm
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
"3cnfsat@gmail.com" <3cnfsat.TakeThisOut@gmail.com> wrote:
> On Jan 31, 7:06 pm, Chris Odorjan <codor....TakeThisOut@gmail.com> wrote:
> > On 01/31/08 4:16 PM, Daniel Kraft wrote:
> >
> > > Ah, sounds cool! And what can a player do with skulls, or rather
> > > nothing, like with iron chains or tin openers?
> >
> > Recite Hamlet, of course
>
> Hey, shouldn't *something* notable happen with skulls and undead
> turning?
Yeah, they should turn into a disembodied head :-/
Richard >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Nov 03, 2007 Posts: 6
|
(Msg. 39) Posted: Fri Feb 01, 2008 11:44 pm
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Chris Odorjan wrote:
> On 01/31/08 4:16 PM, Daniel Kraft wrote:
>
>> Ah, sounds cool! And what can a player do with skulls, or rather
>> nothing, like with iron chains or tin openers?
>
> Recite Hamlet, of course
Skulls could have charges and detect traps, cf. Monkey Island. And of
course, pirates should insult other monsters while fighting with a
scimitar/sword. Come to think of it: Quest opponent could be an über-c,
and always leave a corpse (a rubber chicken, that is).
cu Thomas
--
"Prisons are needed only to provide the illusion that courts and police
are effective. They're a kind of job insurance."
(Leto II. in: Frank Herbert, God Emperor of Dune)
http://thomas.dergrossebruder.org/ >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Oct 15, 2007 Posts: 53
|
(Msg. 40) Posted: Sat Feb 02, 2008 1:41 am
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: rec>games>roguelike>nethack, others (more info?)
|
|
|
3cnfsat.TakeThisOut@gmail.com wrote:
> I'd like to propose a Sporkhack pirate class.
[modest snip]
> Hey, tell me what you think! YANIs are so much
> more fun when everyone gathers round to roast
> them. =)
Not just "yeah" but "Arrrr, yeah!"
> "Roasting YANIs on an open fire..."
Nope, we usually go for their authors. You doing
anything later tonight?
xanthian. >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Oct 15, 2007 Posts: 53
|
(Msg. 41) Posted: Sat Feb 02, 2008 2:05 am
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Daniel Kraft wrote:
> I admit, I don't really know anything about Teach
> and myths about him;
You might have heard of him as "Blackbeard". He hung
out, among other places, around Ocracoke, one of the
sand island outer banks islands of North Carolina in
the US, which for some reason has a splendid natural
harbor at its south tip. Offshore near there, was
"Diamond Shoals", some of the most treacherous,
wreck-ridden waters anywhere, but necessary to pass
in traveling north and south along the US coast. I'm
guessing he used local sailing knowledge of the
waters to force opponents into trouble, or perhaps
to escape pursuit himself.
His real life was so off scale, any mythos would just
be gilding the lily.
http://en.wikipedia.org/wiki/Blackbeard
xanthian.
As a retired sailor and former Ocracoke lot owner, I
feel especially close to Edward Teach. His story is
re-enacted on Ocracoke regularly. That island is one
of the few places Elizabethan English still exists
as the common speech, because it was for a very long
time and until "quite modern times" (World War II,
when the US Navy used its harbor for sheltering
destroyers) extremely isolated from the mainland. >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Oct 15, 2007 Posts: 53
|
(Msg. 42) Posted: Sat Feb 02, 2008 2:21 am
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
3cnfsat.RemoveThis@gmail.com wrote:
> Hey, shouldn't *something* notable happen with
> skulls and undead turning?
Skulls could turn in the direction of undead, as a
new form of fairly specialized warning. Maybe with a
loud "Arrrr" sound.
xanthian.
Or, if you drop a skull, an onrushing undead might
delay a few turns to trade pleasantries with it,
giving the PC a small extra escape interval.
Tribes of approaching orcs might stop to play a game
of "kick the skull" and forget the PC exists at all,
orcs not being considered overly bright at best.
A skull could be a place to _carry_ a pet rat, for
whatever good being able to carry a pet might do. >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Oct 15, 2007 Posts: 53
|
(Msg. 43) Posted: Sat Feb 02, 2008 2:42 am
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: rec>games>roguelike>nethack (more info?)
|
|
|
dogscoff wrote:
> - Put a lit candle inside one and leave it on the
> floor as a jack-o- lantern/ monster-scarer, with
> every square lit by the candle given an E-effect
> on certain monsters. The limited burn-time of
> candles should keep this from being too powerful.
> For bonus points, have the game ask the player
> which way the lantern is facing when he drops it,
> and instead of a boring circle of light,
> illuminate a skull-face pattern on the floor=-)
You've all seen this:
Apply that candle to the _top_ of the skull to make
a nifty reading light, and from the sheer atmosphere
improvement, any class should be just a bit more
likely of success at reading spellbooks ("like a
warlock").
Make a hexagram of them with the PC reading
spellbooks inside the hexagram, and success should
be nearly assured.
xanthian.
"pentagram" doesn't do well on a square grid. >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Jan 19, 2008 Posts: 4
|
(Msg. 44) Posted: Sat Feb 02, 2008 5:15 am
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Feb 1, 2:10 pm, Marc Hartstein <marcma... DeleteThis @gmail.com> wrote:
> On 2008-02-01, Boudewijn Waijers <kroi... DeleteThis @home.nl> wrote:
>
> > Ted Tofield wrote:
>
> >> There should some special consideration given to messages generated
> >> around Rust Monsters, Disenchanters, and rats don't you think?
>
> >> Something along the the lines of "Arr! The Giant rat hits!"
>
> > Could you explain?
>
> I assume it's a pun on the fact that those monsters are represented by
> 'R' or 'r', as pronounced by a pirate.
Correct indeed! silly i know but a worthy addition
I like the idea of X marks the spot as well......
Talking of spots..."a scroll of the Black Spot"..... now how to work
that in....?? >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
External

Since: Oct 15, 2007 Posts: 84
|
(Msg. 45) Posted: Sat Feb 02, 2008 1:09 pm
Post subject: Re: Arr... here be a YANI. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On 2008-02-02, Kent Paul Dolan wrote:
> 3cnfsat.DeleteThis@gmail.com wrote:
>
> > Hey, shouldn't *something* notable happen with
> > skulls and undead turning?
>
> Skulls could turn in the direction of undead, as a
> new form of fairly specialized warning. Maybe with a
> loud "Arrrr" sound.
Making "turn undead" the first(?) triple pun thingy in NetHack. Splendid.
--
Ohle Claussen | GPG-Key-ID E7149169
----------===========----------
BOFH Excuse #102:
Power company testing new voltage spike (creation) equipment >> Stay informed about: Arr... here be a YANI. |
|
| Back to top |
|
 |  |
|
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|
 |
|
|