CLIENT: Dump of mudlet related things for y'all

The place with help files for new players, weapon and equipment stats and other pertinent information for players of all levels and experience.
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Draz
Posts: 576
Joined: Sun Feb 19, 2017 9:14 pm

Re: Dump of mudlet related things for y'all

Post by Draz » Tue Sep 04, 2018 2:12 am

Hey Adael,

There are some new(old) zone additions,

Do you think you'll be readding these?

I haven't actually redownloaded your map since you first posted!

I still can't figure out how to add to it or change things

Adael
Posts: 1082
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Tue Sep 04, 2018 1:06 pm

Yeah, I'll try to post an update soon after I finish adding the Tear-Illian road.

Reyne
Posts: 1418
Joined: Wed Mar 08, 2017 2:46 am

Re: Dump of mudlet related things for y'all

Post by Reyne » Thu Sep 06, 2018 1:17 pm

I dunno why it took me so long to switch to using these, but THANK YOU. Been setting up Mudlet this morning.

The only thing I've been using on cmud up 'til now is some follow and map scripts, something to capture tells/chats in a separate window (yours is much more elegant), and a recolor. It's been a bit rough! Plus the cmud package manager likes to freeze and crash a lot.

Rajis
Posts: 491
Joined: Sat Jul 07, 2018 6:04 pm
Location: Cedar City UT

Re: Dump of mudlet related things for y'all

Post by Rajis » Thu Sep 13, 2018 3:34 pm

I don't know if other people have had this problem, but the targeting aliases were not working. Quintilius and I were trying to figure it out. The problem was targetting.primary wasn't being set. Quintilius figured out that if you make them all targettingprimary then everything works as it should. Hope that can help everyone!

Adael
Posts: 1082
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Fri Sep 14, 2018 10:12 am

Map has been updated. Includes any fixes for changed room descriptions that I've stumbled across (including the recent ones in the Westwood), and the Tear-Illian road addition.

Future updates will need include any more EF changes, and Falme/Seandar (at some point...someday, I say :P)

Adael
Posts: 1082
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Fri Sep 14, 2018 10:17 am

Rajis wrote:I don't know if other people have had this problem, but the targeting aliases were not working. Quintilius and I were trying to figure it out. The problem was targetting.primary wasn't being set. Quintilius figured out that if you make them all targettingprimary then everything works as it should. Hope that can help everyone!
Hmmm, not sure why off the top of my head. My guess is it might have been because the table targetting was never initialized at some point to start with.

Added a short term fix, new script "On Connect Script" to initialize a few things at the start just in case. Will check more later figure out what I need to do to minimize the number of things people need to have downloaded for stuff to work :oops:

Adael
Posts: 1082
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Sun Sep 23, 2018 7:06 am

Adael wrote:Map has been updated. Includes any fixes for changed room descriptions that I've stumbled across (including the recent ones in the Westwood), and the Tear-Illian road addition.

Future updates will need include any more EF changes, and Falme/Seandar (at some point...someday, I say :P)
EF changes have been made, and map on the dropbox has been updated.

Puddles
Posts: 21
Joined: Sun Oct 28, 2018 12:59 am

Re: Dump of mudlet related things for y'all

Post by Puddles » Mon Oct 29, 2018 2:44 am

Hey having some problems with your mapper. Was hoping you could help me.

I play DS and that causes some problems. Enemy player names are the same color as rooms. Your mapper catches room names via color. Most of the time it doesn't cause issues. But I just recently noticed it causes autoscan to fail.
Before the Gates of Lockshear
The tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north. The forest has been pushed back to either
side of the well used path and cleared from the log walls that make up the
settlements meager defenses. The path stretches south into the trees. The
tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north.
[ obvious exits: N E W ]
Door north: southgate
North: A ramshorned trolloc is here, fighting Derick.^^^ works fine here
A raven is here, watching.
Naugrim the Dark Master is standing here mending a weapon.
A poor, solemn villager walks by.

* S HP:Healthy MV:Tiring >
scan n
Razhak narrates 'they killing my mob'
A ramshorned trolloc is sitting here.
*Derick* is here, fighting a ramshorned trolloc, riding a warhorse.
*Kendall* is here, fighting a ramshorned trolloc, riding a bloodstock stallion.
A Shienaran gate guard is here, fighting a ramshorned trolloc.
A Shienaran gate guard is here, fighting a ramshorned trolloc.

* S HP:Healthy MV:Tiring >
Look
Your blood freezes as you hear someone's death cry. mob dies so Derick should come up on Auto Scan
Before the Gates of Lockshear
The tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north. The forest has been pushed back to either
side of the well used path and cleared from the log walls that make up the
settlements meager defenses. The path stretches south into the trees. The
tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north.
[ obvious exits: N E W ]
Door north: southgate
North: West: A grizzled Shienaran veteran looks on.^^^ Now it messes up doesn't show entire north auto scan
<<<
A raven is here, watching.
Naugrim the Dark Master is standing here mending a weapon.
A poor, solemn villager walks by.

* S HP:Healthy MV:Strong >
Any help would be greatly appreciated

Kerryk
Posts: 388
Joined: Wed Jul 15, 2015 8:37 pm

Re: Dump of mudlet related things for y'all

Post by Kerryk » Tue Oct 30, 2018 4:06 am

I think that is an actual game bug with change spam 1 command and how it interacts with auto scan sometimes.

Puddles
Posts: 21
Joined: Sun Oct 28, 2018 12:59 am

Re: Dump of mudlet related things for y'all

Post by Puddles » Tue Oct 30, 2018 12:45 pm

Kerryk wrote:I think that is an actual game bug with change spam 1 command and how it interacts with auto scan sometimes.
Well maybe that is the culprit. Before I knew about that change spam 1 possibility I did some testing and it stopped happening after adding a trigger that disables the catch name trigger from the script with a delay of .2 seconds and the restarts after seeing any line that has anything surrounded by * * and has that color. It didn't work right away only after I stopped the mapper triggers and restarted.

The other thing is it ONLY happens with player names or at least I have only been able to reproduce it that way. The second thing I have noticed is I have only been about to reproduce the effect with the north direction of autoscan.
Look
Inside an Old Outpost
The only thing that remains of the door that once blocked the entrance
to this tower are four old and rusted hinges. From the size of the hinges,
the door must have been massive indeed. There is no evidence that it
was broken open with force; none of the hinges are bent or broken. A
winding stone stair climbs the wall here like a jagged vine.
[ obvious exits: N U ]
Door up: trapdoor
North: A black flame dances here in midair.

* S HP:Healthy MV:Fresh >
Look
Inside an Old Outpost
The only thing that remains of the door that once blocked the entrance
to this tower are four old and rusted hinges. From the size of the hinges,
the door must have been massive indeed. There is no evidence that it
was broken open with force; none of the hinges are bent or broken. A
winding stone stair climbs the wall here like a jagged vine.
[ obvious exits: N U ]
Door up: trapdoor
North: A black flame dances here in midair. restarted trigger here wish I would have looked on more time before scanning

* S HP:Healthy MV:Fresh >
scan north
*Myhelper* is standing here, riding a plodding ox.

* S HP:Healthy MV:Fresh >

*Myhelper* has arrived from the north.vvvvvvv

* S HP:Healthy MV:Fresh >

*Myhelper* leaves north.^^^^^^^ with the change spam 1 option any one of these things could have fixed it

* S HP:Healthy MV:Fresh >
Look
Inside an Old Outpost
The only thing that remains of the door that once blocked the entrance
to this tower are four old and rusted hinges. From the size of the hinges,
the door must have been massive indeed. There is no evidence that it
was broken open with force; none of the hinges are bent or broken. A
winding stone stair climbs the wall here like a jagged vine.
[ obvious exits: N U ]
North: *Myhelper* is standing here, riding a plodding ox.
A black flame dances here in midair.

* S HP:Healthy MV:Fresh >
I was not able to reproduce the bug or whatever it was after this

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