Werewolf fix and event code - Note 3340

Area: Announcements - Note #3340From: TyrTo: allCc:Subj: Werewolf fix and event codeTime: Fri May 29 07:35:15 2009I've fixed the problem with werewolves condition after shifting, it should now change correctlyto 90 percent of their augmented health.I've added a new functionality into events called observers. When you start to do logged RP foran event thwart or inform etc you can add an observer by typing event observe <person> they canbe anywhere in the world and as long as they have observing on, done via event observe on/off,they will see all the RP in the room as if they were there, additionally they will be able tobroadcast messages into the room via event broadcast 'message'.Hopefully this will be able to facilitate some more interactive event thwart RPs, with the personwho runs the event being able to effectively Game Master the RP, using broadcast to RP the environment,NPCs etc. There's small bonuses for people being observed and decent ones for observers who makegood use of broadcast, to the point it's quite possible to get more fame from your event beingthwarted than from it going through, assuming reasonably detailed and interactive thwart attempts thatis.Also I've made fame rewards for thwart attempts dependant on the number of people doing the RP, ifyou're RPing alone you'll get about half what you used to, getting more for each additional person inthe group that's trying to thwart the event.Obviously you should be able to stop events by yourself, and often might have to, but I'd like to seeit avoided if possible. Trying to stop an event by yourself just means, you're not having fun becauseyou're RPing by yourself, nobody else is having fun because they're not involved, and the person readingthe log isn't having fun because it's just five lines of someone RPing by themselves. I was hoping theevent log system would be used to create cool scooby gang like RPs, hopefully this change will helpencourage that to happen more.
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