& help ---------------------------------------------------------------------------- ------------------------- Wiznews Topics ----------------------------- ---------------------------------------------------------------------------- BUILD - Systems and info for buildings/hangars. PARTS - Commands for part manipulation. WIZSTUFF - Things that wizards should use and know bout. AUTOPILOT - Mark's strange autopilot stuff. FUNCTIONS - bt*()'s WEAPONS - Some weapons misc data. XCODE - Xcode Data WIZRULES - Need to knew rules of behaviour. RESOURCES - Where to go for help. ---------------------------------------------------------------------------- NOTE: These files are very much out of date. Your best bet is to check the documentation wiki at http://docs.btmux or the Community portal at http://portal.btmux.com for additional help. ---------------------------------------------------------------------------- & resources ---------------------------------------------------------------------------- ---------------------- Wiznews Resources ---------------------------- ---------------------------------------------------------------------------- There are a number of resources available should you need help or further information: BTMux Documentation: http://docs.btmux.com BTMux SF Site: http://sf.btmux.com BTMux Mailing Lists: http://lists.btmux.com BTMux Forums/Portal: http://portal.btmux.com ---------------------------------------------------------------------------- & autopilot ---------------------------------------------------------------------------- ---------------------- Wiznews Autopilot ---------------------------- ---------------------------------------------------------------------------- Commds: goto <x> <y> (self-explanatory) leavebase <numheading to go to get out> wait (planned, not sure about format yet) enterbase <direction, ascii char of dir letter> load (planned, parameters unknown yet, loadcargo) unload (planned, parameters unknown yet, unloadcargo) speed <percent> Sets favored speed to <percent> of maxspeed report (planned, reports on radio about what I'm doing now) startup/shutdown (self-explanatory) jump <num> Jumps to to memaddr <num> of the command queue ---------------------------------------------------------------------------- Autogun - Follow # - Pickup # - Dropoff - Stop ---------------------------------------------------------------------------- Cont'd : Autopilot2 & autopilot2 ---------------------------------------------------------------------------- ----------------------- Wiznews Autopilot2 --------------------------- ---------------------------------------------------------------------------- To create the AI, create the object and place it inside the vehicle it is to be controlled. Then do the following steps. 1. Define type XTYPE attrib with AUTOPILOT on object 2. Set the following flag - INHERIT 3. After that, set the final flag - XCODE. 4. Do a @force on the AI with command engage to activate it or make a command attrib to activate it. Engage is to start it up and disengage is to turn it off. 5. Check each AI to verify it works by issuing commands in each one. NOTE: If it does not respond, set it !xcode and then XCODE it again and engage it to make it work properly. The AI is not perfect but it works beautifully when it is responding. ---------------------------------------------------------------------------- Cont'd : Autopilot3 & autopilot3 ---------------------------------------------------------------------------- ----------------------- Wiznews Autopilot3 ---------------------------- ---------------------------------------------------------------------------- cm[ode] <num> <r> first num = mode 0 : Flee to <r> 1 : Maintain range <r> 2 : Charge to <r> dfo[llow] <id> dumbly follows fo[llow] <id> follows fr[eq] <num> changes the main (A) freq to <num> (it's the freq sheep answer on) dgo[to] /go[to] : like dfo/fo, only <x> <y> arg, goes there (dumb/smart) he[eading] <num> changes heading to <num> (applicable only when not moving on own power) nog[un] stops using weapons ---------------------------------------------------------------------------- Cont'd : Autopilot4 & autopilot4 ---------------------------------------------------------------------------- ----------------------- Wiznews Autopilot 4 --------------------------- ---------------------------------------------------------------------------- not[arget] shoots at anything that is hostile pos[ition] <heading> <distance> position to maintain in formation in respect to leader ra[lly] <x> <y> Move to position - Not exact spot se[nsor] <mode1> <mode2> changes sensor mode sw[eight] <movement> <combat> alters 'weight' of moving (following follow/goto order) and fighting (cmode) ; basically, sensible range for both is about 1-90 with sum preferably being around 100 ta[rget] <id> sets target to <id> All commands are given in form <id> <command> [args] or all <command> [args] ---------------------------------------------------------------------------- &wizstuff ---------------------------------------------------------------------------- ---------------------------- WizStuff ------------------------------ ---------------------------------------------------------------------------- XCODE - List ------------------------------------------------- MAP - For Map linkage MECH - For Mech Template linkage DEBUG - Return information for MUX AUTOPILOT - For Autopilot AI MECHREP - For Repair of MECH XCODE Objects CUSTOM - For Mech/Tank/Aero Customization CHARGEN - For Character Generation TURRET - For MECH Turret. @viewxcode in the XCODE object returns valid valuenames. ---------------------------------------------------------------------------- Cont'd : Wizstuff2 (Scode Info. Room Desc'er) &Wizstuff2 ---------------------------------------------------------------------------- --------------------------- WizStuff2 ---------------------------------- ---------------------------------------------------------------------------- Room Descriptor ---------------- Exits/Objects - RD_HIDDEN : Pass Perception Roll to see on list. inc()'s the attrib # for BTH mod. RD_UNKNOWN : Visible by Wizzen only (any attrib contents). (Rmvd) RD_LOCK : u()able function to pass. Players - RD_SEEIDLE : Attrib exists, Logged off players are seen & idle players idle times seen. RD_NOMECH : Active Mechs aren't seen in Contents (despam) Parent #74. ---------------------------------------------------------------------------- & buildings ---------------------------------------------------------------------------- --------------------------- Buildings ---------------------------------- ---------------------------------------------------------------------------- *** NOTE ABOUT DROPSHIPS *** To create a hangar for a DS, you do everything below except putting the dbref on a BUILDLINKS somewhere. INSTEAD, you type @createbays <list of dbrefs> from the bridge of the dropship. * * * BuildFlag (X) Set with setmapvalue(dbref,buildflag,<num>) <num>: it's a bitvector as follows: 1 = externally CS 2 = internally CS (nobody can hurt each other inside) 4 = hidden (don't show info when someone steps on it) * * * Buildlinks : Series of obj #'s, seperated by spaces These are the sub-maps / objects that are located at their own BUILDCOORD's. * * * Buildentrance : (x,y) (x,y) (x,y) (x,y) (north) (east) (south) (west) <--- (X,Y entrance) Single number = distance from the border Not set = no entries * * * Buildcoord : (X,Y) coords on the larger map, omitted if not neccessary. * * * To get this whole pile of sticks working, go into the _main_ object and type 'updatelinks'. It recursively sets the stuff game needs to know about the settings. ---------------------------------------------------------------------------- Cont'd Hangars &Hangars ---------------------------------------------------------------------------- -------------------------- Hangars --------------------------------- ---------------------------------------------------------------------------- Softcode Flags * * * IS_HANGAR Mech Leavelock Check. Hangar commands. IS_TAGHANGAR Tower/Fact CF-downable. IS_REPAIRBAY Access to Repair stall/bay commands. IS_PRODUCER Is factory in econcode. IS_ECONTOWER Is tower in econcode. IS_EXCHANGE Is exchange in econcode. BAYNUMS The bay# data for +movemech. BAYREFS Matched to BAYNUMS. DB of destination. BUILDCF Scode CF tracking. (Unused). STALL.# Repairbay data. (0/DBref). AI.LEAVEDIR Degree heading for AI to leave safely. PRODREF Tower/Fact DBref of Producer Object TOWEROBJ.DB DBref of a Towers.. Tower Object. EXCHANGE.DB DBref of Exchange Object ---------------------------------------------------------------------------- &parts ---------------------------------------------------------------------------- --------------------------- Parts --------------------------------- ---------------------------------------------------------------------------- addstuff <shortname, name or name w/ wildcards> <count> Adds number of selected stuff(s) to the place you are at the moment. removestuff <shortname, name or name w/ wildcards> <count> Removes number of selected stuff(s) from the place you are at the moment. (doesn't go below 0) clearstuff Removes all econ stuff from your location... duh. loadcargo <shortname, name or name w/ wildcards> <count> Loads specified stuff(s) onboard, if less than selected available, loads those. (note: 'loadcargo * 999' propably loads about everything) unloadcargo <shortname, name or name w/ wildcards> <count> The opposite of loadcargo (note: both of these work only in proper bays, and mech must not be shutdown) manifest/stores (optional wildcard specifier) Stores shows stuff in hangar (mech/hangar command). Manifest shows list in mech. 'manifest Martell.*' would list all Martell parts. listforms Lists all possible combinations of objects available (leftmost column = short form, can't be abbreviated. right = as things are saved, middle = wildcard'able names. Must be inside an object (or you must be) with an XTYPE attrib set as DEBUG, along with the XCODE flag.) ---------------------------------------------------------------------------- & functions ---------------------------------------------------------------------------- ----------------------------- Functions ------------------------------ ---------------------------------------------------------------------------- This is a list of functions that is hcoded into the MUX and explained in details listed below. BTDESIGNEX(design) Check whether mechref 'design' is valid (whether we have a template for it) BTGETCHARVALUE(object, skill, mode) Get skill/attribute 'skill' from object 'object'. 'mode' indicates what to get exactly: 0: Get skill level or attribute base value 1: Get skill/attribute BTH 2: Get skill XP BTSETCHARVALUE(object, skill, value, mode) Set skill/attribute 'skill' of object 'object' to 'value'. 'mode' indicates what to set, exactly: 0: set the raw value (skill level, attribute level) to 'value' 1: set the BTH to 'value' (raises skill level to whatever is necessary) 2: Add 'value' XP to the XP pool of 'skill'. ---------------------------------------------------------------------------- Cont'd : Functions2 & functions2 ---------------------------------------------------------------------------- -------------------------- Functions2 -------------------------------- ---------------------------------------------------------------------------- BTGETXCODEVALUE(object, xcodevalue) Get object 'object's xcodevalue 'xcodevalue'. Each 'xcode' object (objects with a valid XTYPE and set XCODE) has various 'xcodevalues', certain properties used both internally in the btech MUX core, and in the database. You can list them with @viewxcode after you give yourself the uhm, template power i think. (maybe mech, mechrep or map power :P) Most names are selfexplanatory. examples are mapindex, mechref, radiorange on MECH objects, mapvis, windspeed on MAP objects, etcetera etcetera. see 'xcodevalue' for more info. BTSETXCODEVALUE(object, xcodevalue, value) Set object 'object's xcodevalue 'xcodevalue' to value 'value'. Pretty straight forward. Commonly used to do, for instance, weather (changing mapvis, maplight and winddir/speed on MAP objects.) BTMAKEMECH(faction, tons [, types [, optimum_tonnage [,max_variation]]]) Makes a mechsub. It *DOES NOT CREATE MECHS*. It creates a 'mechsub, 3025 Era, for faction 'faction', total tons of 'tons'. The rest of the arguments are optional. 'types' is a bitfield of just two used bits at the moment. bit 0 is 'Mechs, bit 1 is Aeros. So, type '1' makes you mechs, type '2' makes you aeros, type '3' makes you a mixture of aeros and mechs. Opt_tonnage is the optimum tonnage of the 'mechs, and max_variation the maximum variation past opt_tonnage. This function returns a list of designs. the MAKEMECHS command on the DEBUG xtype does the same, but makes a nice listing of it, including chances. Note, however that *THIS FUNCTION DOES NOT MAKE MECHS*. MAKEMECHS - Command makemechs <fact> <tons> opt_tons max_variation Creates <fact>'s mechs of total of <tons>, with optimum tonnage of opt_tons (if specified) and max variation of max_variation. Also available in function form, makemechs(fact,tons,opt_tons,max_variation) with opt_tons and max_variation optional. Also note, that the entire btmakemech() system is hardcoded, including which templates have what chances for what faction. Not very useful for this site. ---------------------------------------------------------------------------- Cont'd : Functions3 & functions3 ---------------------------------------------------------------------------- -------------------------- Functions3 -------------------------------- ---------------------------------------------------------------------------- BTMAPELEV(mapobject, x, y) Returns the 'height' of hex x,y on map 'mapobject'. Does not alter it. BTMAPTERR(mapobject, x, y) Returns the 'type' of hex x,y on map 'mapobject'. The type is just the character as it shows on 'tactical', so '^', '~', '#' etc. BTSTORES(mapobject, part) Returns the number of 'part's on map 'mapobject' (as listed by 'stores'). You add stuff to a mapobject with the 'addstuff' command. (Enter map object, type 'addstuff Agra.PPC 2' to add 2 Agra.PPC. 'say btstores(here,Agra.PPC)' will retrun 2) BTUNDERREPAIR(mechobject) Returns true (1 probably, though not certain) if mechobject 'mechobject' is undergoing repairs, 0 otherwise. ---------------------------------------------------------------------------- & Weapons ---------------------------------------------------------------------------- ----------------------------- Weapons ----------------------------- ---------------------------------------------------------------------------- WEAPONS MINES - Map Mines WEAPONS ARTY - Artillery Stuff ---------------------------------------------------------------------------- & weapons mines ---------------------------------------------------------------------------- ------------------------- Weapons Mines ------------------------------ ---------------------------------------------------------------------------- MINES For setting the mines on the map, it is set using this command: Addmine <X> <Y> <TYPE> <STRENGTH> <OPTION> The Types are as follow: Vibra, Standard, Trigger, Inferno. There is supposely one other command but Fingon does not know. It possiblity be cluster or command but we can check that later. The Option applies to Vibra is the tonnage sensor. Other note that Fingon mentioned that supposely have for Option is the command-operated mine as the detonation frequency mine. As for Trigger, I do not know. Hopefully someone will come forward with the information to make it workable. ---------------------------------------------------------------------------- & weapons arty ---------------------------------------------------------------------------- -------------------------- Weapons Arty -------------------------------- ---------------------------------------------------------------------------- Artillery Materials For loading the artillery with different options beside standard is: Reload <weapon> <loc> <critsection> <OPTION> smoke, mine, cluster and explosive. Artillery Materials - Talked to fingon and found that Firemine, Firesmoke, Firecluster and Explosive are related to Artillery and be can loaded by techs if they have standard artillery rounds. Only difference is that they have to add the extra flag to the end of the command to reload it. ---------------------------------------------------------------------------- &Xcode ---------------------------------------------------------------------------- --------------------------- Xcode -------------------------------- ---------------------------------------------------------------------------- XCODE STATUS - Status attrib list XCODE CRITSTATUS - Critstatus attrib list (Use with caution) XCODE RADIO - Attrib Radiotype datalist XCODE PCEQUIP - Data & Info on PCEquip ---------------------------------------------------------------------------- & xcode critstatus ----------------------------------------------------------------------------- -------------------------- Xcode Critstatus --------------------------------- ----------------------------------------------------------------------------- a = Mech's gyro is destroyed (2+ crits) b = Mech's sensors damaged (1 crit) c = Mech has no legs d = Mech (BSuit) is hidden. e = Mech's gyro is damaged (1 crit) f = Mech has a damaged hip g = Mech's life support is destroyed h = Mech has a destroyed leg OR vehicle has a locked turret i = Vehicle is dug in j = Vehicle is in the process of digging in. k = Mech/vehcile slite is destroyed l = Mech/vehicle slite is on. m = LOAD_OK: Mech's cargo load checked. n = OWEIGHT_OK: Mech's current weight (dested sections+cargo) is checked. o = SPEED_OK: Mech's maxspeed is ok (modded for cargo/weight, etc) p = Unused q = Unused r = Unused s = Mech tarcomp destroyed t = C3 Destroyed u = Mech's ECM destroyed. v = Mech's Beagle probe destroyed w = Mech is slimed by inferno x = (PC_INITIALIZED): This is turly unused. y = Aero (only) is spinning out of control z = CLAIRVOYANT - Mech never gets blocked LoS. A = INVISIBLE - The almighty cloak. LoS checks against mech never succeed. B = CHEAD: Basically, 'mech is turning'. Do Not Touch ---------------------------------------------------------------------------- & xcode status ---------------------------------------------------------------------------- --------------------------- Xcode Status --------------------------------- ---------------------------------------------------------------------------- a = for VTOL/Aero its 'landed'. For Mechs it's unused. b = torso twisted right 60 degrees. c = torso twisted left 60 degrees. d = unit is started. e = unit is in partial cover. (used internally, mostly. at least one of the people who locked this unit has partial cover on it.) f = unit is destroyed. g = unit is jumping. h = unit is fallen. (skirt/track destroyed for tanks) i = unit is attempting DFA. j = unit is standing up. k = 'mechs arms are flipped. l = unit has AMS and it's activated. m = unit has an (enemy) NARC beacon attached to it n = pilot is unconcious. o = unit is being towed. p = unit has locked a unit ("We mean business") q = unit has locked a building (<x> <y> b) r = unit has locked a hex (<x> <y>) s = unit has locked a hex for ignition (<x> <y> i) t = unit has locked a hex for clearing (<x> <y> c) u = unit has MASC enabled. v = unit is blinded. (la sensors near heat, for instance) w = unit is COMBAT_SAFE. (can be hit but wont take damage (will, however, be forced to do pilot rolls and such.) x = unit has its SLITE (searchlight) on. y = unit has just fired. z = unit has its ECM active. A = unit is under an ECM umbrella (being 'disturbed' by it) B = units map is under special rules (one of the following:) C = abnormal gravity (not 1G) D = abnormal temperature (enough to adjust heatsinks.) between -30 and +50 degrees celcius is considered normal E = unit is in vacuum. ---------------------------------------------------------------------------- &XCODE RADIO ---------------------------------------------------------------------------- ---------------------------- Xcode Radio --------------------------------- ---------------------------------------------------------------------------- Radiotype Statistics --------- ---------- 1-15 Normal 16 X 17-31 Normal Relay 32 X 33-47 Normal Info 48 X 49-63 Normal Relay Info 64 X 65-79 Normal Scan 80 X 81-95 Normal Relay Scan 96 X 97-111 Normal Scan Info 112 X 113-127 Normal Relay Scan Info 128+ X ---------------------------------------------------------------------------- &xcode pcequip ---------------------------------------------------------------------------- ---------------------------- Xcode PCEquip --------------------------------- ---------------------------------------------------------------------------- XCODE PCEQUIP WEAPONS - Weapons stats XCODE PCEQUIP ARMOR - Armor stats ---------------------------------------------------------------------------- Format PCEquip : #### <Weap1> <Weap2> <Ammo1> <Ammo2> <####> Head Torso Arms Legs 0= nothing 1= helmet,gloves,boots,flak_vest 2= combat helmet, combat gloves, combat boots, ablative vest 3= combat vest 4= flak armorplate 5= ablative armorplate 6= combat armorplate 7= dest armor 8= black robes ---------------------------------------------------------------------------- &xcode pcequip weapons ---------------------------------------------------------------------------- Name VRT Damage Range Ammo Price ---------------------------------------------------------------------------- Blazer 10 32 7.2 30 18000 Crossbow 15 9 2.7 20 600 FederatedLongRifle 10 9 6.6 50 10000 FlamerPistol 7 7 1.3 50 2000 GyroslugRifle 10 14 9.0 15 13000 HeavyGyrojetGun 10 27 10.5 10 19000 IntekLaserRifle 10 9 12.0 45 14000 LaserRifle 10 17 7.2 30 10000 PulseLaserPistol 10 11 1.5 50 1500 PulseLaserRifle 10 13 6.6 30 9000 SMG 5 10 2.0 50 3000 Shotgun 15 12 1.8 10 3000 SternsnachtPistol 10 16 2.0 50 2500 SunbeamLaserPistol 7 18 2.4 50 3500 Sword 3 5 .1 oo 500 Vibroblade 3 7 .1 oo 800 ZeusHeavyRifle 10 21 5.7 30 7000 NOTE: Commod Name is PC.<WeaponName> ---------------------------------------------------------------------------- &xcode pcequip armor ---------------------------------------------------------------------------- 2x Check damage blocked Name Protects From Min % Max PCEquip ----------------------------------------------------------------------- Helmet IMPACT|HEAT 5 30 15 ??? Combat Helmet IMPACT|SHRAPNEL|HEAT 10 50 30 2??? Gloves SHRAPNEL|HEAT 5 30 10 ??1? Combat Gloves IMPACT|SHRAPNEL|HEAT 10 50 30 ??2? Boots IMPACT|SHRAPNEL 10 40 25 ???1 Combat Boots IMPACT|SHRAPNEL|HEAT 20 50 50 ???2 Flak Vest SHRAPNEL 10 30 30 ?1?? Ablative Vest IMPACT|HEAT 15 40 40 ?2?? Combat Vest IMPACT|SHRAPNEL|HEAT 20 50 50 ?3?? Flak Armorplate SHRAPNEL 20 50 40 ?4?? Ablative Armorplate IMPACT|HEAT 20 50 40 ?5?? Combat Armorplate IMPACT|SHRAPNEL|HEAT 25 50 60 ?6?? Dest Armor IMPACT|SHRAPNEL|HEAT ?? 70 ?? ?7?? Black Robes IMPACT|SHRAPNEL|HEAT ?? 80 ?? ?8?? ---------------------------------------------------------------------------- &wizrules ---------------------------------------------------------------------------- ------ Wizrules ------ ---------------------------------------------------------------------------- Some basic rules and guidelines you need not be offended by which I feel must be stated due to the enourmous bad history btech MU*'s have had with admin. Do not take it personaly, I just feel it is best overall so we can state with confidence to the playerbase that we feel strongly about the legitimateness and objectivity we claim to them to have, in light of most other sites in BattleTech MU*'s history. Extreme situations involving difficult players and events excluded, here are some general guidelines to follow: - Do not use the DARK flag too indiscriminately. It is nice to avoid being bothered, but if doing so please remain in a private location, unless being used to monitor suspect players. Otherwise, please inform players in a room you are set DARK in of your presence. Privacy is important to morale. - Avoid @teleporting into public areas to often, for reasons related to DARK flags, but also to avoid player familiarity with seeing wizards in their immediate surroundings. Although we want a friendly demeanour, players who feel overfamiliar with wizards in the game area tend to feel too relaxed when dealing with administers, which can have a slew of problems long term. <Cont'd in Wizrules2> &wizrules2 - Avoid examining players site source, on-player code, and other personal information, and if done do not use the information for anything beyond the administrative task at hand. Site sources inparticular are a source of personal information relating to a players privacy, and a source of possible else-MU* rivalry and grudges if other players became aware. This invludes copying and modifying on-player code, if you want it ask for it. - One of the few die hard actions to NEVER take, except int he most EXTREME of circumstances, is to @force a player. Most actions requiring the effect of @force can be accomplished through other means, and the base concept is completely contrary to privacy. I for one would not want an invisible force unzipping my fly during a meeting at work and making me urinate on my bosses memo, depsite how much I MIGHT want to. <grin> <Cont'd in Wizrules3> &wizrules3 - Although I have been guilty of the next one in the past, I for one can admit a need to rectify the behaviour. It is very unproffesional to engage in flamboyant @wall'ing. Depending on the content, it can have the same effect as common visualization of wizzen in public areas with familiarity to creating unnessescary fear of wizards. Example : @wall My GF dumped me so leave me be. Instilling the possibility of unobjective treatment, regardless of the event, can not only make life difficult in dealing with players for that wizzen, but cause generalizations about other admin as well. The intent behind this is to present and objective and proffesional face to the playerbase. (Despite how flappy our convo's on Wizards might be or off the wall or Frustration Venting Sims might be. :) - Social interaction with the players with the admin is a very big no no. This does not mean be nice, friendly, and make puns on occasion when dealing with players, but it roots back to the 'familiarity causes problems' theory. It has been a practice in btech before to have Wiz versus All sims or non-challant appearance of wizards in group sims, which I do not want to have. I have reversed my previous overt opinions on admin having PC's in light of choosing rougher social restrictions. I wish to have ample inter-faction OOC sim options available, open channels, and the like as to allow PC's to have ample contact, so use them. The wizard is almost like being at work and logging into a clients 'root' account to fix system problems, pull your flare and kick some ass, but don't go around adding cute sayings and sending user terminals your quote of the day. (I am very guilty of that one. Got me a date, though.....) <Cont'd in Wizrules4> &wizrules4 - Do not MUX as a wizard while intoxicated. (alcohol mostly) You can inadvertantly do a plethora of problems which could take hours to describe. Don't Drink and MUX. Many vets might be aware of a mistake I made in the past with this, although an extreme personal situation existed on top, and it was very embarrasing in the end. I have no problems with PC's being raving drunk, unless it is causing other obvious problems that would be problems regardless. - Another NEVER do : NEVER use wizard information/powers for your or ANY PC's gain within the IC, or OOC, confines of the game. This includes positions of mechs, RB's, or hidden links in the game, who is within what faction, zapping a mechs damage of, or ANYTHING that even makes you ponder the thought of a player OR wizard thinking it could be. This is the most stressed, and obvious, of all the guidelines. It is so very damn obvious that I should not even bloody mention it, but recent and past events in battletech MU*'ing demand it. I do not want to imply that I think, expect, or will overly react to suspcions of it. But I /WILL/ extremely react to a diehard proveable occurence of it. (Which is easier to find than it sounds, with daily @logging systems tracking data which is monitor'ed with shell scripts and MUX based battletech code command logging) This point here is the primary purpose of this whole section, becuase of the damnable history battletech has. I personally have played 'one' non-Btech site in my day, for a limited time. So maybe my frame of reference is off, but regardless what I 'feel' it should be I have not to this date seen held properly in btech. Not that I am a saint. <Cont'd in Wizrules5> &wizrules5 - These guidelines aren't here to make the task of wizarding more difficult for you. They exist to provide some basic guidelines of ethical behavior; in general, if you follow these guidelines, players will find it quite difficult to accuse you of abusing your wizpowers. They thus work for your protection, as well as the players'. Players frequently take wizard mistakes personally and seriously, and may decide, "because wizard X did this, all other wizards probably do, too." Players who are paranoid tend to be more difficult to deal with; thus, for the sake of your sanity and that of every other wizard who ever has to deal with that player, try to avoid giving the a reason to be paranoid. If you consistently have personal problems with a player, you should also avoid wizard dealings with that player; have another wizard handle the situation instead. (Quoted from Amberyl's MUSH Manual for the plain fact it was stated so damn well in there) <Cont'd in Wizrules6> &wizrules6 Please do not take any of these as a personal assumption or a negative attitude toward any of you on my part. It needs to be said, for our little corner of btech and to aim for a respectable level, to the playerbase if not each other ;), of behaviour. Noone is perfect, and it is not like I will go around @nuking honest good admin for minor or borderline mistakes. All I ask is an honest attempt at the soul and morale of what is behind this place. I'm not at all conventionally religious, but Let he who has not Fucked Up cast the first @toad. I Fucked Up. When/if it's your turn try to do it honestly and with the least amount of fireworks possible. :)