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Forum Game: The Point Giving AI
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any player whose name contains the letter T has 0 points, and cannot gain points until they change their names
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New Law: Any points lost to law 13 are to be transferred to new525
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New law: All division operations are now multiplication operations.
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Turn 20

Current Wares:
ID Tracker - "You can run but you can't hide"?  Seriously?  That's the most cliche'd...- Illegal - Use:Secretly learn the goal of another player. - 52 points
Handcuffs - So when am I getting that lawyer monkey? - Use: Select a player.  If they have an Illegal item, skip their turn.  Otherwise, this does nothing. - 5 points
Stealth Container - Did that fire extinguisher just shoot out a gun? - Illegal - Automatic:Use when your items would be stolen for any reason.  Cancel that effect, including any other penalty associated with it.  Doesn't work against things that specifically affect illegal items.- 20 points
Spare ID - Yeah, the assholes around here like to steal shit.  You just learn to bring an extra eventually. - Automatic:Assign this ID a name.  The possessor of this ID is treated as having that name rather than their own. - 7 points

Clown Upgrades:
Interest: All points earned increased 10%. - 500 points
Insurance: Point loss from other players decreased 10%. - 700 points
Item Vault: All clowns choose an item in their inventory.  That item cannot be stolen nor used this turn under any circumstance. - 400 points
Clown Make-up: Used when an item is used against a clown.  That item has no affect.  10% chance of success. - Purchased!
Free Trade: As a free action, swap a random item with a random item of another player.  Doesn't trigger affects or counters. - 1000 points
Clown Make-up 2.0: Upgrades Clown Make-up to a 20% of success. - 2000 points
Cluwne Antidote: Turn a Cluwne into a Clown.  Unlimited stock. - 500 points
Clown Mask: Permanently add a clown mask to the shop.  This item allows humans to count as non-human for any law with the word "Clown" in it. - 600 points
The ol switcharoo: If a clown would lose a turn because of another player, the target has a 20% chance of changing to a non-clown target. - 800 points
Yoink: Clowns can choose a player.  They have a 20% chance of stealing an item from that player.  If the item has two affects, the first affect on the item immediately activates as normal.  Can't target other clowns.

Add laws:
Any player who's name contain the letter T has no points.  They can't gain points without a name change...somehow.
All points lost to Law 13 are transferred to New525.
Division is now multiplication.  Who knew?

Actions:
NateTheSquid buys a QM console.

Extra Laws:
4.The clown vault gains 10 points each turn for every clown that exists.

5.The Clown Vault funds may be used by the Clown King to buy upgrades that will effect all clowns. The prices and upgrades will be determined by the Point Machine (Technature). Any player may take an action to attempt to rob the Clown Vault of all its points. This Action has a 1/3 chance of succeeding and failure will result in them missing their next turn.
*note:Clown Vault upgrades will be under the shop and will be added to each turn. Unlike the shop, the clown upgrades will never be cycled out.

6.Points earned from the "Give" command are actually three times their original value.

7.All honks previous to December 3 2018 are to be disregarded for clown identification purposes and any previous honkers are no longer clowns.   Anytime someone honks, they have a 1 in 5 chance to become a cluwne (cluwne's are non-human).  Otherwise, they are a clown.  New clowns receive 500 points, the KOTC recieves 250 points, and the clown vault receives 100 points.

8.The ai gives each non-human player a random number of points, between 10 and 1000

9.Every 3 rounds (starting the round this takes effect) there will be a blind auction to become King of the Clowns(Or KOTC for short) with the results taking effect the next round. Any Non-human may participate in this auction and bid using their points. The KOTC will always win ties in this bid with any further ties being broken randomly. The KOTC will always count as being Non-human. All points that are spent in the auction will not be returned to the bidders and will instead be put into the Clown Vault

Law specific rule: Free action, if you've been reading this far you know what to do.  Non-humans only, as always.

10.Clowns cannot honk themselves into cluwnes.

11.Superlaggs points triple at the start of every round.

12.The person in the lead on the scoreboard receives two thousand points.

13. Divide Superlaggs points by 3 once all calculations are done.

14.When someone spends points on an item, there's a 50% chance everyone earns the points spent.

15.The alphabet is now defined as "stuvwxyzabcdefghijklmnopqr". This does not affect the spelling of words.  Who the hell knows what this is supposed to do.

16.Players with the letter T has no points and cannot gain points.

17.All points lost to law 13 are given to new525

18.Division is Multiplication now.

Fun fact: THOUSANDS! THOUSANDS OF POINTS! GONE!
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edit law 16 to be "players who are john warcrimes have no points and cannot gain points, and any law they edit or upload cannot effect the points of any players"
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New law: Players gain between 500 and 1000 points when they honk, with the actual value being arbitrarilly assigned proportionally to how extravagant their H O A N K E is. Thanks for you're time
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New Law: any points gained from multiplication are to be given to New525 as well as their original target.
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Turn 21

Man...before I knew it, we're pretty much at the home stretch already.  Who knew?

There has to be something I can do to make this interesting...hmm...Ah, I might have a few ideas.  What do you think?

*Goal Shuffle: Switch everyone's goals around.  Players won't receive goals that would be impossible (For example, you won't receive a goal saying to help you achieve your own goal.)
*Item Distribution: Take everyone's items and deal them out evenly to everyone.
*Communism Ho!: Take everyone's points and evenly distribute them.  Any laws that would interfere with this will be deleted in the process.
*Delivery Service: Buying items is now a free action.


It's the last stretch, so do your best.

------

Current Wares:
Stealth Container - Did that fire extinguisher just shoot out a gun? - Illegal - Automatic:Use when your items would be stolen for any reason.  Cancel that effect, including any other penalty associated with it.  Doesn't work against things that specifically affect illegal items.- 28 points

Coffee - OHHEYWHATYOUNEEDYOUNEEDSOMEHELPRIGHTNOWICANDOTHATMAYBE!?!  - Speedy: Doesn't use your turn - Use:Get 2 actions instead of 1 this turn. ~ 8 points
Lottery Ticket - 2...7...4...1!?! God damn it! - Unlimited Stock - Used instantly.  10% chance to multiply the amount you paid by 20.  Otherwise, this does nothing. - Choose your price.
Pen - I'm pretty sure the sword could wreck that thing? - Use:Edit a law.  Doesn't consume the single law per turn action. - 3 Points

Clown Upgrades:
Interest: All points earned increased 10%. - 500 points
Insurance: Point loss from other players decreased 10%. - 700 points
Item Vault: All clowns choose an item in their inventory.  That item cannot be stolen nor used this turn under any circumstance. - 400 points
Clown Make-up: Used when an item is used against a clown.  That item has no affect.  10% chance of success. - Purchased!
Free Trade: As a free action, swap a random item with a random item of another player.  Doesn't trigger affects or counters. - 1000 points
Clown Make-up 2.0: Upgrades Clown Make-up to a 20% of success. - 2000 points
Cluwne Antidote: Turn a Cluwne into a Clown.  Unlimited stock. - 500 points
Clown Mask: Permanently add a clown mask to the shop.  This item allows humans to count as non-human for any law with the word "Clown" in it. - 600 points
The ol switcharoo: If a clown would lose a turn because of another player, the target has a 20% chance of changing to a non-clown target. - 800 points
Yoink: Clowns can choose a player.  They have a 20% chance of stealing an item from that player.  If the item has two affects, the first affect on the item immediately activates as normal.  Can't target other clowns.

Rejected Actions:
edit law 16 to be "players who are john warcrimes have no points and cannot gain points, and any law they edit or upload cannot effect the points of any players"
Reason:This part of the law restricts player actions, not the AI.

Add Laws:
Players gain 500-1000 points when honking, based on the extravagance of their honk.
New525 recieves any points gained from multiplication.
Edit Laws:
16.Players with the letter T John Warcrimes has no points and cannot gain points.

Other:
The seed turned into a lottery ticket.  Because NateTheSquid gained the item for free, you may use it at any time to potentially multiply your points by 20.  It will be automatically used on your final turn if it hasn't been used yet.

Extra Laws:
4.The clown vault gains 10 points each turn for every clown that exists.

5.The Clown Vault funds may be used by the Clown King to buy upgrades that will effect all clowns. The prices and upgrades will be determined by the Point Machine (Technature). Any player may take an action to attempt to rob the Clown Vault of all its points. This Action has a 1/3 chance of succeeding and failure will result in them missing their next turn.
*note:Clown Vault upgrades will be under the shop and will be added to each turn. Unlike the shop, the clown upgrades will never be cycled out.

6.Points earned from the "Give" command are actually three times their original value.

7.All honks previous to December 3 2018 are to be disregarded for clown identification purposes and any previous honkers are no longer clowns.   Anytime someone honks, they have a 1 in 5 chance to become a cluwne (cluwne's are non-human).  Otherwise, they are a clown.  New clowns receive 500 points, the KOTC recieves 250 points, and the clown vault receives 100 points.

8.The ai gives each non-human player a random number of points, between 10 and 1000

9.Every 3 rounds (starting the round this takes effect) there will be a blind auction to become King of the Clowns(Or KOTC for short) with the results taking effect the next round. Any Non-human may participate in this auction and bid using their points. The KOTC will always win ties in this bid with any further ties being broken randomly. The KOTC will always count as being Non-human. All points that are spent in the auction will not be returned to the bidders and will instead be put into the Clown Vault

Law specific rule: Free action, if you've been reading this far you know what to do.  Non-humans only, as always.

10.Clowns cannot honk themselves into cluwnes.

11.Superlaggs points triple at the start of every round.

12.The person in the lead on the scoreboard receives two thousand points.

13. Divide Superlaggs points by 3 once all calculations are done.

14.When someone spends points on an item, there's a 50% chance everyone earns the points spent.

15.The alphabet is now defined as "stuvwxyzabcdefghijklmnopqr". This does not affect the spelling of words.  Who the hell knows what this is supposed to do.

16.John Warcrimes has no points and cannot gain points.

17.All points lost to law 13 are given to new525

18.Division is Multiplication now.

19.Players gain 500-1000 points for their honks, with it being higher for extravagant honks.

20.New525 also gains any points gained from multiplying points.
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edit 16: John Warcrimes has the sum of all points and cannot be called by name.
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New Law: When Calculating a "Sum of all points" or "Absoulute sum" This value is to be considered exactly 10000
Also id like to vote for: *Delivery Service: Buying items is now a free action.
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This looks fun! Ill join big grin

New Law: All laws containing player names are to shuffle said names randomly, this law is then to be deleted the following turn
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i vote delivery service, and honk
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Turn 22

Current Wares:
Mind-Slave Implant - Suicide?  Laaaaame. - Illegal - Speedy: Doesn't use your turn. - Your turn counts as the action of a player of your choice.  That player may not otherwise act this turn. - 69 points (Heh.)
Pen - I'm pretty sure the sword could wreck that thing? - Use:Edit a law.  Doesn't consume the single law per turn action. - 4 Points
Medkit - From 0 to 100 in 5 seconds flat. - Automatic:If you would lose a turn, cancel that action.  Breaks upon use. - 14 Points
Bulletproof Vest - Guaranteed to stop Bullet related bleeding or your money back! - Passive:Prevent an item from affecting you.  Automatic.  Breaks on use. ~ 16 points

Clown Upgrades:
Interest: All points earned increased 10%. - 500 points
Insurance: Point loss from other players decreased 10%. - 700 points
Item Vault: All clowns choose an item in their inventory.  That item cannot be stolen nor used this turn under any circumstance. - 400 points
Clown Make-up: Used when an item is used against a clown.  That item has no affect.  10% chance of success. - Purchased!
Free Trade: As a free action, swap a random item with a random item of another player.  Doesn't trigger affects or counters. - 1000 points
Clown Make-up 2.0: Upgrades Clown Make-up to a 20% of success. - 2000 points
Cluwne Antidote: Turn a Cluwne into a Clown.  Unlimited stock. - 500 points
Clown Mask: Permanently add a clown mask to the shop.  This item allows humans to count as non-human for any law with the word "Clown" in it. - 600 points
The ol switcharoo: If a clown would lose a turn because of another player, the target has a 20% chance of changing to a non-clown target. - 800 points
Yoink: Clowns can choose a player.  They have a 20% chance of stealing an item from that player.  If the item has two affects, the first affect on the item immediately activates as normal.  Can't target other clowns. - 1500 points

Rejected turns:
New Law: All laws containing player names are to shuffle said names randomly, this law is then to be deleted the following turn
Reason:

Quote:0.Register first!  How?  Post in the thread.  It doesn't have to say anything in particular, just so that I know you're here.  Orders will be ignored on registration, so just get ready.
Settle down there man, let me send you your goal first so you don't accidentally do something that might be bad for you.

New Laws:
When calculating "The sum of all points" or "Absolute Sum', the resulting value is 10k points.  Yeah, sure, let's just break the shit out of the economy.

Edited Law:
16.John Warcrimes has no points and cannot gain points. the sum of all points and cannot be called by name.  Whatever that last one means.

Actions:
I guess NateTheSquid Honked. (Ugh...no effort put into this whatsoever.  Minimum 500 points rewarded.)

Other:
All right...looks like we have our winner.  I'll contact the guy real quick.
...............
...............
Okay.  It took a little bit of work, but items will now be delivered directly to you.  This means you don't have to waste time fetching it and can use your action on something else.  Hooray!

Registration:
Wisecrack34

To compensate for the time spent so far, 500 points will be placed into your account.

Alert!  Important Notice!
Wisecrack, I can't send you your goal.  Please make room in your PM box or provide me a different way to send it to you.

Extra Laws:
4.The clown vault gains 10 points each turn for every clown that exists.

5.The Clown Vault funds may be used by the Clown King to buy upgrades that will effect all clowns. The prices and upgrades will be determined by the Point Machine (Technature). Any player may take an action to attempt to rob the Clown Vault of all its points. This Action has a 1/3 chance of succeeding and failure will result in them missing their next turn.
*note:Clown Vault upgrades will be under the shop and will be added to each turn. Unlike the shop, the clown upgrades will never be cycled out.

6.Points earned from the "Give" command are actually three times their original value.

7.All honks previous to December 3 2018 are to be disregarded for clown identification purposes and any previous honkers are no longer clowns. Anytime someone honks, they have a 1 in 5 chance to become a cluwne (cluwne's are non-human). Otherwise, they are a clown. New clowns receive 500 points, the KOTC recieves 250 points, and the clown vault receives 100 points.

8.The ai gives each non-human player a random number of points, between 10 and 1000

9.Every 3 rounds (starting the round this takes effect) there will be a blind auction to become King of the Clowns(Or KOTC for short) with the results taking effect the next round. Any Non-human may participate in this auction and bid using their points. The KOTC will always win ties in this bid with any further ties being broken randomly. The KOTC will always count as being Non-human. All points that are spent in the auction will not be returned to the bidders and will instead be put into the Clown Vault

Law specific rule: Free action, if you've been reading this far you know what to do. Non-humans only, as always.

10.Clowns cannot honk themselves into cluwnes.

11.Superlaggs points triple at the start of every round.

12.The person in the lead on the scoreboard receives two thousand points.

13. Divide Superlaggs points by 3 once all calculations are done.

14.When someone spends points on an item, there's a 50% chance everyone earns the points spent.

15.The alphabet is now defined as "stuvwxyzabcdefghijklmnopqr". This does not affect the spelling of words. Who the hell knows what this is supposed to do.

16.John Warcrimes has the sum of all points and cannot be called by name

17.All points lost to law 13 are given to new525

18.Division is Multiplication now.

19.Players gain 500-1000 points for their honks, with it being higher for extravagant honks.

20.New525 also gains any points gained from multiplying points.

21.All calculations are actually 10k points.
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ill buy a bulletproof vest, and make a new law: if new525 has more than 10000 points, spread all of his points past the 10000 mark equally among other players
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New Law: Any law containing a player's name is to replace said player's name with the player name of whoever added said law

Backup: Edit Law 13: Multiply Wisecrack34's points by 3 after all calculations are done
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