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<H1>Re: [MUD-Dev] Reputation, was butthead features</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Reputation, was butthead features</LI>
<LI><em>From</em>: Adam Wiggins &lt;<A HREF="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 8 Aug 1997 10:24:20 -0700 (MST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:nightfall#inficad,com">nightfall#inficad,com</A></LI>
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<PRE>
[Jeff K:]
&gt; &gt;something like "Hehheh, I squished 3 ants last night".
&gt; &gt;
&gt; &gt;How does the game tell the difference? Does it? Does it need to?
&gt; 
&gt; I don't believe it really needs to.  Any one comment has minimal impact,
&gt; its the pattern (and absuers ARE pattern creatrues) that ends up hurting you.
&gt; 
&gt; Actually, it goes a bit further then just parsing.  Ocne a trigger is
&gt; envc\counerted there is a % chance it wil actually effect your infamy based
&gt;  on location (in the city, the walls have ears) and numerb of PC or actual
&gt; NPC witnesses present

A quick and dirty suggestion that just occured to me: log random statements
heard by NPCs, with more important (ie, a townguard vs a peasant) NPCs
having a higher probablity to 'remember' a given statement.  Then, at your
(or whoever's) leisure, page through the log looking for interesting stuff.
This would probably be most useful at the begining, since it will key you
off to what your triggers should actually be.


</PRE>

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<LI><STRONG><A NAME="00419" HREF="msg00419.html">Re: [MUD-Dev] Reputation, was butthead features</A></STRONG>
<UL><LI><EM>From:</EM> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00402" HREF="msg00402.html">[MUD-Dev] Reputation, was butthead features</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 06 Aug 1997, 02:16 GMT
<UL>
<LI><strong><A NAME="00407" HREF="msg00407.html">Re: [MUD-Dev] Reputation, was butthead features</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 06 Aug 1997, 09:41 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00411" HREF="msg00411.html">RE: [MUD-Dev] Reputation, was butthead features</A></strong>, 
Koster, Kristen <a href="mailto:kkoster#origin,ea.com">kkoster#origin,ea.com</a>, Wed 06 Aug 1997, 21:30 GMT
<UL>
<LI><strong><A NAME="00419" HREF="msg00419.html">Re: [MUD-Dev] Reputation, was butthead features</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 07 Aug 1997, 00:43 GMT
<UL>
<LI><strong><A NAME="00431" HREF="msg00431.html">Re: [MUD-Dev] Reputation, was butthead features</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Fri 08 Aug 1997, 17:15 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00401" HREF="msg00401.html">[MUD-Dev] Ultima Online/Generalized AI</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 06 Aug 1997, 02:13 GMT
<LI><strong><A NAME="00400" HREF="msg00400.html">RE: [MUD-Dev] Graphic MUDS/perspectives</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 06 Aug 1997, 01:58 GMT
<UL>
<LI><strong><A NAME="00406" HREF="msg00406.html">Re: [MUD-Dev] Graphic MUDS/perspectives</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 06 Aug 1997, 09:34 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00397" HREF="msg00397.html">Re: [MUD-Dev]  Sparse Arrays and co-ordinate based worlds</A></strong>, 
Cynbe ru Taren <a href="mailto:cynbe#laurel,actlab.utexas.edu">cynbe#laurel,actlab.utexas.edu</a>, Wed 06 Aug 1997, 00:26 GMT
</LI>
</UL></BLOCKQUOTE>

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