Reset Password
Existing players used to logging in with their character name and moo password must signup for a website account.
- Constantdisplay 11m https://youtu.be/khMb3k-Wwvg
- Coris5271 54s
- Archer 3m
- Fallacy 1h
- FancyPenguin 23m
- Cinder 1m @invis isn't the biz!
- Grey0 31m
- Napoleon 2h PORN PUPPETS
- Baron17 53s
- Hour 2h I like frogs. :)
- Kiwi 4m I guess there's always something killing me.
- pfh 2h Are you the guy? Are you the GUY?
- Hippo 1m
j Johnny 15h New Code Written Nightly. Not a GM.
- Brozilla 51m
And 15 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Default weapons
Getting them into your hand at the appropriate time.

I was looking for a thread on this, but couldn't find one. Would it be possible to get the @default-weapon me is setting to recognize a weapon in a sling, sheath, or holster? So that if a swordsman were attacked walking down the street, they would immediately begin defending themself with their preferred weapon. It would require they have that designated weapon in their possession, of course...

It would seem a logical choice for me, but I don't know if there would be enough interest, or how difficult it would be to code appropriately.

It is possible to do this currently, but it takes a bit of a work around. @macros allow you to setup a sequence like 'open sling' then 'get weapon from sling'. Then, said macro can be given an automatic trigger. A trigger could be made to respond to the text of combat starting, like 'fixes their gaze' or what have you.

Still, it's kind of clunky. What I think would be a good middle ground, would be to allow players to set an @macro as their default weapon. This takes pressure of trying to code default weapon to recognize that said default is in a container on the player and instead put the job on each player to set their default to their particular weapon and weapon container, while doing away with the need to create an awkward work around with triggers.