Existing players used to logging in with their character name and moo password must signup for a website account.
- Slyter 48s
- Burgerwolf 3s PANCAKES
- Veleth 1m
- cata 7s
- Dale 4m
- xXShadowSlayerXx 1m
- BubbleKangaroo 48s
- spungkbubble 5s
- JanekSembilan 23m
- meero619 44s
- SmokePotion 1m Right or wrong, I'm getting high.
- Rillem 21s Make it personal.
- LadyLogic 8m
- Vanashis 3h
- Sivartas 8m
- zxq 2m Blackcastle was no ordinary prison.
- NightHollow 4m
And 28 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Couple of script ideas
Take them if you like them

Couple of ideas for things, and accompanying chatgpt-generated scripts.

IDEA: Payphones Someone calling the script would need to be able to complete SIC triangulation and have a progia that could somehow get the results of that triangulation. This would be used to cause the payphone(s) closest to the triangulated ID to ring and open a connection to the progia being used. Alternatively (easier) the script would just give the caller some payphone numbers to try manually dialing.

- payphones in the MOO would need to have a .phone_number property for this script to work.

- sorting assumes %payphones can be arranged by proximity. If additional distance-check logic is needed, we can implement it.

- The script will use $SIC_triangulator_result to get the rough location (%location) of a payphone. Find nearby payphones ($object) in proximity to %location. Obtain the phone numbers (%phone_numbers) of the closest payphones. Send the results to the %player's Progia device.

uses $default_script

// Retrieve the triangulated location

set "%location" $SIC_triangulator_result

// Find payphones in the triangulated location

find $object "payphone" "%payphones"

// Check if any payphones were found

if equals %payphones 0

tell %player "You couldn't locate any nearby payphones."

stop

endif

// Sort payphones by proximity to the triangulated location

sort "%payphones"

// Retrieve phone numbers of the closest payphones

set "%phone_numbers" ""

foreach %phone in %payphones

getprop %phone ".phone_number" "%number"

set "%phone_numbers" "%phone_numbers,%number"

endfor

// Remove the leading comma

math "%phone_numbers" = substr(%phone_numbers 2 len(%phone_numbers))

// Send the phone numbers to the player's Progia

notify %player "Your device displays the phone numbers of nearby payphones: %phone_numbers."

IDEA: Auto-Turret Jammer Someone calling the script would need a handheld jammer device and would have to be in the same room as the turrets they wanted to jam. Successful ElectroTech stat check would allow the jammer to switch all autoturrets (up to 6) to disarm status (with a handwave that this is at the same level of authority as the original installer) for some duration, call it a minute. Then back to armed status. Hopefully that would also imply that the mode would default to whatever it was before.

uses $default_script

// Variables and settings

set "%duration" 60 // Default disarm duration in seconds

set "%difficulty" 50 // ElectroTech difficulty threshold

// Check the %player's ElectroTech stat

checkstat %player "%electrotech" "electrotech"

if lessthan %electrotech %difficulty

tell %player "Your attempt to jam the signal failed."

stop

endif

// Find nearby Tyger autocannon systems

find $object "Tyger autocannon system" "%turrets"

if equals %turrets 0

tell %player "No Tyger autocannon systems detected nearby."

stop

endif

// Disarm turrets

foreach %turret in %turrets

getprop %turret ".installer" "%installer"

force disarm "%turret"th turret (with authority of %installer)

endfor

// Visual feedback: Turn the %handheld_jammer's light green

describe %handheld_jammer "A device with a blinking green light, indicating the turrets are disarmed."

notify %player "The handheld jammer's light turns green, and the turrets are disarmed."

// Countdown and re-arm logic

while greaterthan %duration 0

notify %player "Re-arming in: " %duration " seconds."

pause 10

decrement "%duration"

endwhile

// Re-arm turrets

foreach %turret in %turrets

force arm "%turret"th turret (with authority of %installer)

endfor

// Visual feedback: Turn the %handheld_jammer's light red

describe %handheld_jammer "A device with a blinking red light, indicating the turrets are armed."

notify %player "The handheld jammer's light turns red, and the turrets are armed again."

IDEA: Hacked Network Scanner Basically evil twin of a SIC network amplifier. In principle, all SIC-enabled or grid-enabled devices should be automatically using the closest SIC network amplifier. So sniffing of traffic at those amplifiers should reveal some information for any grid-enabled devices. This script will run after a Hacked Network Scanner is used to scan a SIC amplifier. It will accept the SIC amplifier's Network ID as input. Then run a check on the %player's Systems skill against a difficulty threshold. Then gathers info from the %room for specific objects (Felibots, Eisenhowers, Progias) and players with specific objects in inventory (NLM Liteterm or Quickterm). Outputs results to the Hacked Network Sniffer device's screen.

uses $default_script

// Variables and settings

set "%difficulty" 60 // Systems skill difficulty threshold

set "%network_id" %arg1 // Input Network ID

set "%results" ""

// Check the %player's Systems skill

checkstat %player "%systems" "systems"

if lessthan %systems %difficulty

tell %player "Your Systems skill is insufficient to use the Hacked Network Sniffer."

stop

endif

// Scan room for objects and players

find $object "Felibot" "%felibots"

find $object "Eisenhower" "%eisenhowers"

find $object "Progia" "%progias"

find $player "" "%players"

// Process Felibots

foreach %felibot in %felibots

getprop %felibot ".network_id" "%felibot_network_id"

getprop %felibot ".piloted" "%felibot_piloted"

math "%results" = %results + "Felibot: Network ID: " %felibot_network_id ", Piloted: " %felibot_piloted ".\n"

endfor

// Process Eisenhowers

foreach %eisenhower in %eisenhowers

getprop %eisenhower ".network_id" "%eisenhower_network_id"

getprop %eisenhower ".piloted" "%eisenhower_piloted"

math "%results" = %results + "Eisenhower: Network ID: " %eisenhower_network_id ", Piloted: " %eisenhower_piloted ".\n"

endfor

// Process Progias

foreach %progia in %progias

getprop %progia ".phone_number" "%progia_phone"

math "%results" = %results + "Progia: Phone Number: " %progia_phone ".\n"

endfor

// Process Players for Liteterm/Quickterm SIC IDs

foreach %player_obj in %players

find %player_obj "NLM Liteterm" "%liteterm"

find %player_obj "NLM Quickterm" "%quickterm"

if notequals %liteterm 0 or notequals %quickterm 0

getprop %player_obj ".sic_id" "%sic_id"

math "%results" = %results + "Player SIC ID: " %sic_id ".\n"

endif

endfor

// Output results to the Hacked Network Sniffer device's screen

if equals %results ""

describe %self "The Hacked Network Sniffer's screen shows: No data found."

else

describe %self "The Hacked Network Sniffer's screen shows:\n" %results

endif

notify %player "The Hacked Network Sniffer has completed its scan. Check the screen for results."

IDEA: precision SIC triangulation just like the script/code for ZMI binoculars or the cybereye, except you can input like 1 to 10 SIC IDs to 'look for'. Basically you can't see all the chips of everybody in the whole city because it's too cluttered. So you force the character to 'apply a filter' to look for only a certain SIC device.

Could also use this to locate progias.