| Subject: | variables in AR |
| Author: | Dan Pinal <danp--massmedia.com> |
| Date: | 18-Sep-2003 17:55:19 |
Curses and Diseases are not variables but effects that have their own
code associated with them and were written is P-code. Other
variables are Alignment and Bozo. The Bozo value defines how big a
"Bozo" the player is. Killing defenseless paupers or
healers and those that mean you no harm greatly increases this
value. Being a cheapskate only moderately so. Also you can
get on a "hit list" which inserts the odds for assassins in
your encounters. Quitting an evil guild will automatically puts you
on the hit list. So does killing paupers willy nilly. Hit
list odds are also moderated by your Bozo value. Assassin levels
can also be increased by your Bozo value as well.
I think Phil once told me that there were two City healers who were only
around half the time and that he envisioned them donating the other half
of the day to charity work in the Dungeon. This is why we put only
2 healers in the Dungeon, and also why they will heal you no matter what
you donate. Being cheap will increase your Bozo value. Also,
killing a healer will mean you never encounter one in that 12 hour time
shift again. Kill both and you will never get a random encounter
with one again, only a special item can summon a healer from the
City. Naturally, since killing a healer screws over fellow
adventurers stuck in the Dungeon, they put you on the hit list.
When an assassin gives you "Greetings from a friend", it's
because you pissed off the local population.
Dan
At 08:46 PM 9/18/2003 +0100, carl sankey wrote:
What are the variables in AR
Stamina
Charisma
Strength
Intelligence
Wisdom
Skill
Speed
Gold
Silver
Copper
Water Flasks
Food packets
Gems
Jewels
Crystals
Keys
Compasses
Timepieces
Curses
Diseases
but what else?
If you can help add other variables then let me
know, or if I could add new variables eg Awareness(how visible you are to
encounters)
Thanks
Carl
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