Gaming
 

Law

From Neverend

Law is a system of settings within politics. Law lists certain events and their consequences. Sets of laws can be saved and loaded, deleted or edited. Individual laws can be added, edited, or deleted. Laws have a default set that cannot be deleted or modified. Custom laws must be created in a new law set by creating a new set of laws and modifying them appropriately.

The political system determines who has the right to add or remove laws, modify laws, nullify laws, create a new law set, or switch to another law set. The type of political systems are:

  • Oligarchy, a select group can change laws.
  • Monarchy, a primary ruler can change laws or give permission to others to change laws.
  • Republic, a vote determines people who can change laws, which must be from a preselected list.
  • Democracy, a vote determines people who can change laws, who must be active citizens.
  • Patriarchy, only men can change laws. May be monarchic or oligarchic.
  • Matriarchy, only women can change laws. May be monarchic or oligarchic.
  • Dictatorship, a primary ruler can change laws or give permission to others to change laws.
  • Anarchy, any person may add or edit laws.

The political system also determines who can have permission given or taken away concerning the right to add or modify laws. Permission can be given and removed manually by those in power, and it can be removed and given automatically by overthrowing a ruler, reelection, or succession to the next ruler.

Laws are divided into common, specific, and custom. Common laws include basic laws such as murder and stealing. Changing or removing common laws may create a criminal territory. Specific laws are laws that apply to specific actions. Custom laws are user created laws that use a basic scripting language to specify one or more actions, variables, and consequences which are saved as a custom law.

Those who have permission to add and change laws may create just or unjust, logical or illogical, fair or unfair societies. NPC rulers are also able to create and modify laws, but use default law sets for their type of personality and alignment. The default law set for NPCs uses common laws, while evil NPCs use more restrictive law sets. NPCs may eventually create and modify custom laws based on dynamic changes and AI, but this requires testing and implementation at a later date.

Contents

[edit] Monitoring

Player and NPC actions are monitored within a territory and checked with the current set of laws. If no NPC or object reports an action, then no reporting takes place. NPCs include guards and citizens, and automatons. Objects include any magical reporting devices.

[edit] Yelling

NPCs and objects can yell in the area to alert other NPCs. This includes citizens, guards, and alarm devices such as bells and klaxons. If an NPC is within range of an NPC or object yell, they will be aware and can either yell, report, ignore, or change their behavior. Yelling creates an AoE effect and may lead to a chain reaction, but if multiple NPCs exist within an area only one or two will yell, preventing rapid yelling of the same message. The NPC may also choose to report the action, but will not report if a certain number of NPCs are already reporting, in order to prevent a mob of running NPCs. NPCs can also ignore a yell and continue normally, or they can change their behavior to suspicious or wary without yelling or reporting to anyone. Gags, mute spells, sleep, unconsciousness, or death can prevent yelling. NPCs may yell at their current location or choose to run to a guard within range before yelling.

[edit] Reporting

Reporting occurs when an action violates the law and is monitored by an NPC. Reporting has a starting stage where the NPC notices the action, a traveling stage where the report must reach someone, and an end stage where the report is complete. Reporting can be prevented in the traveling stages by restraining, attacking, or killing an NPC.

[edit] Consequences

Laws can have punishments or rewards. Some territories can reward criminal behavior instead of punish it. Others may have law exceptions that allow actions such as killing or stealing based on given permission, rank, or holding an item. A warning punishment is a verbal warning with a tolerance of 1-3, where repeating the action results in a harsher punishment.

[edit] Laws

  1. Attacking, a player or NPC attacks another player or NPC
  2. Protecting, a player or NPC is aiding a criminal by defending them from guards.
  3. Aiding, a player or NPC is aiding a criminal by healing or magical spells.
  4. Stealing
  5. Moving
  6. Vandalizing
  7. Destruction
  8. Killing
  9. Spell manipulation
  10. Brawling
  11. Littering
  12. Trespassing
  13. Obstructing, a player, NPC, object or item is in the way of another NPC
  14. Cruelty, a player or NPC is using torture, magic torture, or psychic torture without permission
  15. Threatening, a player or NPC uses a threat on another player or NPC
  16. Slavery, a player or NPC has a slave in the area
  17. Nudity, a player or NPC is showing undergarments, is topless, or has clothing with a high nudity rating
  18. Partial nudity, a player or NPC has clothing with a moderate nudity rating
  19. Light nudity, a player or NPC has clothing with a low nudity rating
  20. Injury, a player or NPC has less than half HP
  21. Escaping jail
  22. Escaping trial
  23. Escaping execution
  24. Escaping verdict

[edit] Consequences

[edit] Punishments

  • Give warning
  • Slap
  • Punch
  • Brawl
  • Duel
  • Restrain
  • Attack to unconsciousness
  • Attack to restraint
  • Attack to near death
  • Attack to death
  • Cast Y spell
  • Equip Y item
  • Use Y item
  • Escort to jail or detention area
  • Escort to trial
  • Escort to execution

[edit] Rewards

  • Give compliment
  • Give X currency
  • Give X specific items
  • Give healing
  • Cast specific spell

[edit] Escorting

Once a player or NPC has been restrained or agrees to follow, they will be lead to a designated area if that area exists. If it does not exist, the escorting does not take place. Escorting to a jail or detention area will leave the criminal in the area based on the rules for jail time. Escorting to a trial area will start a player, GM, or NPC run trial using trial scripting that ends with interruption of the trial or a verdict. Escort to an executon area can happen immediately after a crime or after a trial verdict.

[edit] Jail

Jail time is a law that uses the existing law set and assigns jail time and type of jailing. Laws may have an assigned room, area, restraint, number of occupants, or object to be used. Jail law can specify whether items should be left in inventory, placed in an area for later retrieval, or taken and stored without returning them.

[edit] Verdict

Verdicts are a set of laws that apply to players and NPCs who have that specific verdict. Verdicts may include restriction of certain behaviors, reward of certain behaviors, required actions or services over a period of time, a number of required actions, detention, or execution.

  • Give X currency
  • Spend X time in fighting arena
  • Spend X time in jail
  • Spend X time in dungeon
  • Receive X currency
  • Receive X item
  • Equip item for X time
  • Restraint for X time
  • Torture for X time
  • Execution
  • Escort to area
  • Fight X monster
  • Fight X NPC
  • Fight X players
  • Give armor
  • Give inventory

[edit] Execution

Execution is a scripted event using an execution area and a specific object that must be already constructed. Execution can be lethal or nonlethal.

  • Beheading
  • Hanging
  • Stocks
  • Impalement
  • Iron maiden
  • Rack
  • Torture
  • Magic torture
  • Psychic torture
  • Torture device
  • Torture chair
  • Torture bed
  • Receive X lashes
  • Receive X slaps
  • Receive X hits
  • Receive X spells
  • Scripted stage event

[edit] City level

City level is a measurement of area and citizenship. More citizens enable more area. More laws and positions are enabled with higher city level and technology level.

  • Hamlet, 1-8 citizens
  • Village, 9-14 citizens
  • Town, 15-24 citizens
  • City, 25-75 citizens
  • Land/Country/Nation, 75+ citizens

[edit] Technology level

Each technology level has different branches to specialize in to unlock available crafts and architecture

  • Level 1: Stone, mud, thatch, wood
  • Level 2: Bronze, Iron, Steel
  • Level 3: Brick, concrete, marble, granite
  • Level 4: Basic mechanics
  • Level 5: Clockwork, steamwork
  • Level 6: Ethereal

[edit] Treaties

Treaties exist from city to city (neutral, allied, empire, war), guild to guild (neutral, allied, enemy), and party to party (neutral, allied, enemy). Party treaties are only active when a party is active. Players who are citizens of a city, members of a guild or members of a party have "Allied PVP disabled," though players can manually set "Allied PVP enabled" and attack, where they can be tried as criminals, kicked or banned from the city, guild or party. Allied treaties work the same way by setting "Allied PVP disabled."

War treaties enable PVP from city to city, guild to guild and party to party without being considered a crime. Players who are not citizens can be freely attacked after thirty days, though actions against them are considered a crime. Players can manually set citizenship to "none."

The server keeps logs of criminal actions from perpetrator, victim, time, location, and citizenship. This allows the law to observe if certain cities promote PVP activity, and the city may declare war against them due to frequent crimes, while sending the message that cities should be responsible for their citizens, even among strangers. Citizens who attack their fellow citizens are still prosecuted. Prosecution occurs within the city where the criminal is captured, unless the criminal avoids capture, though a warrant may be created.

The military needs the city to declare war in order to attack without being considered criminal. The clergy can make the city declare war if it has enough influence in the city, and can assign special jobs. Any guild, business, party, individual, military, or clergy within the city must submit to city laws, while those that do not can operate illegally in secret or remain outside city boundaries. The court must also obey city laws.

Each job tier regulates a lower tier by assigning privileges, duties, titles, restrictions, payments, authority, law making, and can depose or fire a member. Each lower tier must serve and follow a higher tier if they are specifically working for that higher tier, otherwise they may be independent. Group positions act as one type of job through multiple members who vote singularly, in a majority, or unanimously to reach a decision. Democratic systems can depose higher tiers. Any tier can be deposed through violence.

A higher tier can give personal titles such as The Honorable, The Great, The Not So Great, The Wise, The Mad, The Swift, The Brave, The Lucky, The Late, The Righteous, The Humble, The Ready, The Unready, The Lame, The Conqueror, The Dull, The Dim, The Lazy, The Contemptuous, The Beautiful, The Wondrous, The Magnanimous, The Pompous, The Belligerent, The Calm, The Quiet, The Reserved, The Unabashed, The Dire, The Smelly, The Stinky, The Foul, The Horrid, The Vile, The Wicked, The Weak, The Dashing, The Daring, The Boisterous, The Flamboyant, The Unrefined, The Desperate, The Needy, The Repulsive, The Scatterbrained, The Subservient, The Foolhardy, The Ill Tempered, The Daft, The Lonesome, The Quarrelsome, The Prideful, The Deadly, The Harmless, The Voiciferous, The Tawdry, The Tame, The Tumultuous, The Good, The Bad, The Ugly, etc.

[edit] Government jobs

[edit] Tier 1: Multiple cities

  • Emperor/Empress
  • Lord/Lady
  • President
  • Oligarchy
  • High Council
  • Federation
  • Alliance
  • Monarch, enabled by clergy

[edit] Tier 2: City ruler

  • King/Queen
  • Governor
  • Minister
  • Senate
  • Senator
  • Parliament
  • Office
  • Elder
  • Tribe

[edit] Tier 3: Landowner

  • Prince/Princess
  • Duke/Duchess
  • Earl
  • Count
  • Viscount
  • Baron
  • Mayor
  • Thane
  • Yeoman

[edit] Tier 4

  • Sir

[edit] Tier 5

  • Squire
  • Esquire

[edit] Military jobs

[edit] Tier 1: Army leader

  • General
  • Warlord
  • War Chief
  • Admiral
  • Praetor, enabled by clergy

[edit] Tier 2: Multi-group leader

  • Major
  • Colonel
  • Chief
  • Chieftan

[edit] Tier 3: Group leader

  • Captain
  • Guard Captain
  • Commander
  • Sergeant
  • Lieutenant
  • Crusader, enabled by clergy

[edit] Tier 4: Group member

  • Corporal
  • Private
  • Paladin, enabled by clergy

[edit] Court jobs

[edit] Tier 1

  • High Council
  • Supreme Court
  • Supreme Judge
  • Grand Judge

[edit] Tier 2

  • Judge
  • Magistrate
  • Adjudicator

[edit] Tier 3

  • Executioner
  • Prosecutor
  • Jury
  • Witness

[edit] Tier 4

  • Guard (multiple duties)
  • Defendant

[edit] Clergy jobs

Clergy can act independently or be part of a city

[edit] Tier 1: Multiple cities

  • Pope
  • Antipope
  • High Priest

[edit] Tier 2: Church leader

  • Bishop
  • Deacon
  • Cardinal
  • Reverend

[edit] Tier 3: Personnel

  • Priest
  • Cleric
  • Healer
  • Mystic
  • Seer
  • Scribe
  • Sage
  • Shaman

[edit] Guild jobs

[edit] Tier 1

Can grant accept, kick and ban privileges to other members

  • Guild leader
  • Guild master
  • Guild founder (default)

[edit] Tier 2

  • Officer

[edit] Tier 3

  • Veteran, given after x days
  • Member

[edit] Tier 4

  • New member

[edit] Craft guild

[edit] Tier 1

  • Grand master
  • Guild master

[edit] Tier 2

  • Master

[edit] Tier 3

  • Expert
  • Adept

[edit] Tier 4

  • Journeyman

[edit] Tier 5

  • Novice

[edit] Tier 6

  • Apprentice

[edit] Tier 7

  • Amateur
  • Recruit
  • Neophyte

[edit] Party jobs

Party settings include a party name, assigned jobs for remembered players, and treaties for remembered parties, which can be manually saved under party settings, with up to ten settings. Party settings can also be deleted.

[edit] Tier 1

Can set accept, ban and kick, name, job and treaty privileges. Jobs are recommended roles for each member, viewable in the party screen.

  • Party leader

[edit] Tier 2

  • Party Member (default)
  • Ranged
  • Melee
  • Defender
  • Attacker
  • Mage
  • Healer
  • Enchanter
  • Rogue

[edit] Tier 3

Serves the party due to job role, payment, mana, or time.

  • Pet
  • Servant
  • Slave
  • Tamed creature
  • Golem
  • Automaton
  • Elemental
  • Magic creature
  • Summoned creature
  • Possessed creature
  • Animated item
  • Hireling
  • Mercenary
  • Bodyguard
  • Escort

[edit] Business jobs

[edit] Tier 1

  • Owner (default)
  • Director
  • Officer

[edit] Tier 2

Can work independently

  • Administrator
  • Manager
  • Supervisor
  • Vendor
  • Shopkeeper

[edit] Tier 3

  • Clerk
  • Employee
  • Servant
  • Peon
  • (Job name)