User contributions

From HellWiki
For 24.16.135.162 (talk | block log | uploads | logs)
Jump to: navigation, search
Search for contributions
 
 
     
  

(newest | oldest) View (newer 50 | ) (20 | 50 | 100 | 250 | 500)

  • 10:23, 25 December 2008 (diff | hist) . . (+7,511). . N Working Out(New page: ---+ Working Out _Feeling the burn for fun and profit_ ---++ Basics In the world of HellMOO, there are six stats, which can effectively be split into 2 groups; the physical stats (Brawn,...)
  • 10:22, 25 December 2008 (diff | hist) . . (+400). . N V(New page: <B>V</B> Symbol: V<br> CEO: Vitori <br> Managers: Heroic_Age, Necrow, Vaun, and Verdana. <br> Description: Created by Vitori and Verdana in the days of JEWS...)
  • 10:22, 25 December 2008 (diff | hist) . . (+7,899). . N Utter Newbie(New page: ---++Gilmore's Guide To Hell ---+++What the hell's a MUD? Ever played Zork? A MUD's like that, but with lots of people. It's a text-based reality -- you read about what...)
  • 10:22, 25 December 2008 (diff | hist) . . (+824). . N TortureObjects(New page: The torture command lives on $creature, and can be used with any item, but for it to have it's intended effect, the object being used needs a property called .torture_stuff that contai...)
  • 10:22, 25 December 2008 (diff | hist) . . (+1,576). . N SocialCommands(New page: ---+++ Social Commands This is a list of all the social commands in HellMOO. Most of them are pretty straightforward. nod/yes - Nod your head 'yes'. Certain NPCs, like shopkeep...)
  • 10:22, 25 December 2008 (diff | hist) . . (+3,644). . N SlashFic(New page: ---++ Untitled, by Caine Gilmore returned home, the day's work had tired him out. Whatever he did at his job was tiring work, but he could not wait to return to HellMOO and make adjus...)
  • 10:21, 25 December 2008 (diff | hist) . . (+410). . N Throw(New page: ---+++Throw <I>Throwing a knife or a grenade is largely a matter of <B>Reflexes</B>.</I> The ability to throw objects with accuracy. This skill determines how lik...)
  • 10:21, 25 December 2008 (diff | hist) . . (+752). . N SkillSwim(New page: ---+++Swim <I>Consistent swimming is all about the <b>Endurance</B> to keep going.</I> The ability to move through water without drowning. This skill is used when...)
  • 10:21, 25 December 2008 (diff | hist) . . (+476). . N SkillScavenge(New page: ---+++Scavenge <I>The skilled scavenger has sharp <B>Senses</B> to notice that gem in the dung heap, and the <B>Endurance</B> to keep looking through a hundre...)
  • 10:21, 25 December 2008 (diff | hist) . . (+523). . N Rifles(New page: ---+++Rifles <I>A gunman knows how to keep his <b>Cool</B> and has the <B>Reflexes</B> to take the best possible shot.</I> The ability to use long two-...)
  • 10:21, 25 December 2008 (diff | hist) . . (+364). . N SkillQuickdraw(New page: ---+++Quickdraw <I>A true gunslinger knows how to stay <b>Cool</B> and calm his <b>Reflexes</B>.</I> The art of pulling things out of your pockets quic...) (current)
  • 10:21, 25 December 2008 (diff | hist) . . (+460). . N Pistols(New page: ---+++Pistols <I>A gunman's got to keep his <B>Cool</B> and have the <B>Reflexes</B> to take the best possible shot.</i> The ability to use one-han...)
  • 10:21, 25 December 2008 (diff | hist) . . (+356). . N Pilot(New page: ---+++Pilot <I>A pilot needs <B>Reflexes</B> of steel, <B>Senses</B> to stay alert, and <B>Brains</B> to know what that flashing light under the &...)
  • 10:21, 25 December 2008 (diff | hist) . . (+825). . N Medic(New page: ---+++Medic <i>Medical school is hard. Better hope you have the <B>Brains</B> for it.</I> The ability to use medical devices to heal or cure yourself and others. ...)
  • 10:21, 25 December 2008 (diff | hist) . . (+337). . N Locksmith(New page: ---+++Locksmith <I>The fine manipulation of a lock requires you to keep your <B>Cool</B> and trust your <B>Brains</B>.</I> The ability to work with loc...)
  • 10:21, 25 December 2008 (diff | hist) . . (+272). . N Hack(New page: ---+++Hack <I>Truly elite hax0rs are all about <B>Brains</B>. Goddamn nerds!</I> The ability to use a cyberdeck to breach computer system security and access syst...)
  • 10:21, 25 December 2008 (diff | hist) . . (+561). . N Fists(New page: ---+++Fists <I>Busting someone up in a bar fight is a matter of having the <B>Brawn</B> to deliver the hits, and the <B>Endurance</B> to take them.</I> ...)
  • 10:21, 25 December 2008 (diff | hist) . . (+1,033). . N Dodge(New page: ---+++Dodge <I>When you're diving away from gunfire or ducking under a baseball bat, it's all about <B>Reflexes</B> and <B>Senses</B>.</I> The ...)
  • 10:21, 25 December 2008 (diff | hist) . . (+363). . N Craft(New page: ---+++Craft <I>A true craftsman has <B>Brains</B> enough to use his aesthetic <B>Senses</B> tastefully.</I> The ability to modify existing items or cre...)
  • 10:21, 25 December 2008 (diff | hist) . . (+413). . N SkillClubs(New page: ---+++Clubs <I>Bashing a guy with a bat requires <B>Brawn</B> and <B>Reflexes</B> to make sure that skull cracks.</I> The ability to use one and two-ha...)
  • 10:21, 25 December 2008 (diff | hist) . . (+452). . N Blades(New page: ---+++Blades <I>A powerful swordsman has <B>Reflexes</B> of lightning, but more importantly, knows how to look <B>Cool</B> while fighting.</I> The abil...)
  • 10:21, 25 December 2008 (diff | hist) . . (+420). . N Appraise(New page: ---+++Appraise <I>It's all about having sharp <B>Senses</B> to notice the little things, and enough <B>Brains</B> to appreciate their significance.</I&...)
  • 10:20, 25 December 2008 (diff | hist) . . (+589). . N Scribe(New page: There are many ways to earn XP, need to get ahead in the game -- some are gained by combat, others from using your skills such as medic and craft, but a large amount of XP can be earned by...)
  • 10:20, 25 December 2008 (diff | hist) . . (+369). . N ROME(New page: Symbol: ROME <BR> CEO: Xann <BR> Managers: Drygonnawin, Caufman, Sway, Nous, Adel, Shyann, and Scott. <BR> Employees: Aireh, Angel, Ather, Azar, Devin, Jackson, Jerimiah,...)
  • 10:20, 25 December 2008 (diff | hist) . . (+1,371). . N Programmer Guidelines(New page: The golden rule for admins: Don't fuck with players. As an admin, you are absolutely prohibited from doing any of the following: * Reviving players who have died or healing them ...)
  • 10:20, 25 December 2008 (diff | hist) . . (+2,969). . N Skills (Programming)(New page: ---++Programming with Skills Sometimes when a player tries to do something, you want to allow the possibility of failure. This is usually done via a skill check. Skills in the HellMOO s...)
  • 10:20, 25 December 2008 (diff | hist) . . (+5,134). . N Powerplants (Programming)(New page: ---++Powerplants Powerplants are objects that generate power for an area. There might be lots of things in an area that use power, from television sets to battery chargers. When the po...)
  • 10:20, 25 December 2008 (diff | hist) . . (+17,935). . N Overview (Programming)(New page: <h1>Hell: a programmer's guide</h1> (_This is currently under construction. It may be a little while before it's done. I'll make a post when it is._) %TOC% ---+...)
  • 10:20, 25 December 2008 (diff | hist) . . (+1,626). . N NPC (Programming)(New page: ---++ $npc (#138) The NPC is the basic object parent for non-player-creatures. It includes a fair bit of behavior which you can customize by setting various properties and messages on it...)
  • 10:20, 25 December 2008 (diff | hist) . . (+4,677). . N ProgMovement(New page: ---+ Object Movement From a programmer's point of view, movement can be more complex than you might think. The core details are in [[http://www.bvu.edu/ctown/Progman/ProgrammersManual...) (current)
  • 10:20, 25 December 2008 (diff | hist) . . (+2,447). . N Zombies (Programming)(New page: -- Main.NecAnthrope - 21 May 2004 Looking back over complaints/comments about the zombies, I noticed I've never once publically stated what I intended the dynamics of them to be. So...)
  • 10:19, 25 December 2008 (diff | hist) . . (+3,046). . N Monster (Programming)(New page: Monsters is the term we affectionately use for creatures that exist mainly to be slaughtered. They are pretty complicated. If you're making one, here is a brief list of things you&#3...)
  • 10:19, 25 December 2008 (diff | hist) . . (+5,174). . N Matching (Programming)(New page: ---+ Matching Whenever the MOO server receives a line of text, a number of things happen, as described in the manual. Ge...)
  • 10:19, 25 December 2008 (diff | hist) . . (+1,465). . N Genius (Programming)(New page: ---++ $genius (#9967) The generic genius is an NPC with the ability to run persistent 'plans' -- verbs which remain suspended for long periods of time, managing the NPC's acti...)
  • 10:19, 25 December 2008 (diff | hist) . . (+4,136). . N Drugs (Programming)(New page: ---+++Generic Drug (#276) Drugs are used to affect some change on the player over time. In this simplest case this is simply the player ingesting a drug of some sort. For instance, the ...)
  • 10:19, 25 December 2008 (diff | hist) . . (+1,888). . N Drug Addiction (Programming)(New page: When you want a drug to be addictive, you can create a counterpart drug that handles the addiction. You'll want to use #5778, the generic addiction, as the parent for these types of d...)
  • 10:19, 25 December 2008 (diff | hist) . . (+10,788). . N Doors (Programming)(New page: -- Main.NecAnthrope - 07 May 2004 [ Note that if you already have a working exit and you want to easily doorify it, @make-door exit in the room (ie @make-door south) -- Main.WoodChuck - 0...)
  • 10:19, 25 December 2008 (diff | hist) . . (+815). . N Dispenser (Programming)(New page: ---+++Generic Dispenser (#880) $dispenser is an object that can be used as a container for like-typed objects. For example, a pack of cigarettes which contains twenty identical cigar...)
  • 10:19, 25 December 2008 (diff | hist) . . (+2,562). . N Bigmap (Programming)(New page: Big maps ($bigmap) are now used instead of the old contiguous map system. They work as a central settings database that rooms use when rendering maps. When a room renders its map ($room:_...)
  • 10:19, 25 December 2008 (diff | hist) . . (+3,819). . N NPC Actions (Programming)(New page: ---++NPC Action Programming Having read ProgActions, you understand how to queue actions and how to create your own custom actions, and you know how these actions get executed. Now you&#...)
  • 10:19, 25 December 2008 (diff | hist) . . (+9,911). . N Actions (Programming)(New page: ---++The Action Queue -- A programmer's perspective As you've noticed, things don't all happen at once in Hell -- the game keeps track of how long an action takes, and makes s...)
  • 10:19, 25 December 2008 (diff | hist) . . (+1,585). . N PrisonBenefits(New page: ---+ Benefits in Prison _Not the gay kind_ ---++ What to do if you find yourself in prison So you decided to butt rape Janet while wandering around freedom city and you find yourself in...)
  • 10:19, 25 December 2008 (diff | hist) . . (+1,903). . N PlayerStatusEffects(New page: ---++ Status Effects In the "most fucked up RPG evar" (also known as HellMOO to you folk), there are many things happening around you that you may not notice. These usually hav...)
  • 10:19, 25 December 2008 (diff | hist) . . (+6,143). . N PlayerSkills(New page: REGARDING THE SKILLS THAT PAY THE BILLS: Skills are an important part of HellMOO. Without them, we would never rise above the simple existance of crank-snorting AIDS infected landshrimps....)
  • 10:19, 25 December 2008 (diff | hist) . . (+5,557). . N Scavenging(New page: ---++ Scavenging: An obsessive compulsive adventure involving empty cheeto bags and shredded credit cards. You've seen all the big players running around, toting massive weapons right...)
  • 10:19, 25 December 2008 (diff | hist) . . (+88). . N Rules(New page: ---+++ Player Rules * GrindingRules * GriefingRules -- Main.SpunkY - 20 Feb 2007)
  • 10:18, 25 December 2008 (diff | hist) . . (+4,308). . N PlayerResearchSims(New page: ---++ Research Simulators Currently, there are four different research simulators in the game. They all serve one purpose: To allow someone to research and develop new recipes and schemat...)
  • 10:18, 25 December 2008 (diff | hist) . . (+66). . N Party(New page: IN PROGRESS GIVE ME A BREAK PLEASE -- Main.CrowBar - 28 Jul 2008)
  • 10:18, 25 December 2008 (diff | hist) . . (+10,577). . N Mutations(New page: ---++ Mutations In the wonderful world of HellMOO, there are powers that allow you to have resistance to specific types of damage or do something that players normally cannot do. These po...)
  • 10:18, 25 December 2008 (diff | hist) . . (+3,124). . N Movement(New page: Moving around in HellMOO, v 0.1 by GSGold: So you're in a post-apocolyptic universe where not even killing yourself will get you out of the horrible, crime-filled shithole you call ho...)

(newest | oldest) View (newer 50 | ) (20 | 50 | 100 | 250 | 500)