& 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NOTE: These files are very much out of date.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. :)