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.
Post Reply
Ahri
Posts: 206
Joined: Tue May 31, 2016 9:37 pm

Re: Dump of mudlet related things for y'all

Post by Ahri » Sun Feb 17, 2019 7:55 pm

Thank you so much for adding Falme!

Is there anything I can do to help with adding Seandar?

I haven't figured how to use the mapping function or edit anything on your map!

Adael
Posts: 1097
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Wed Feb 20, 2019 5:16 pm

Seandar done, map in the dropbox updated.

Adael
Posts: 1097
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Mon Feb 25, 2019 8:42 pm

Updated a buncha files. Have added dates to the end of things so you can more easily tell which version you have, and reference to what I've posted. Main fix is probably making the doors and targeting and the like self contained, as there was a lil error that required another bandaid script to fix that some people did and didn't have :? . Would appreciate if people who had problems can confirm or deny that they work now :)

The mapper processes room descriptions slightly differently now. If you download the new .dat map file, you also need to update the mapper scripts/triggers/aliases. Likewise, if you download the new mapper scripts/triggers/aliases, you need the new .dat file. Sorry for any troubles that may cause. In the future, I want to work on adding zone delineators and labels, as some people have mentioned they'd like that.

Fixed a little annoyance where items that were in excellent condition showed a line also saying they're healthy :P
Fixed some triggers that had mistaken syntax and did nothing in a few spots re: weave colors, item conditions (scratched, used, worn etc),

The "Other Misc. Triggers" should contain two new things. One is a rolling timer, to keep the " -=+**+=-" etc when weaving/bashing/searching all on the same line as much as possible. It's not perfect, but works ok for now. There's also a trigger in there so that when you hit "where", you can click on someone's roomname and the map will center on that room (if the name of the room is unique, otherwise it does nothing). I'm working on something similar for fading/porting/gating so that you can simply click on a code on the screen and it'll autosend "fade xxx" or "port xxx", but need to do more testing before I add it.

I've tried to add little syntax notes to most of the aliases to make things super clear. Unsure if useful or not, there either way.

Will try to edit initial post on this thread for additional clarity in things sometime soon.

Reyne
Posts: 1425
Joined: Wed Mar 08, 2017 2:46 am

Re: Dump of mudlet related things for y'all

Post by Reyne » Thu Feb 28, 2019 2:54 pm

Adael wrote:There's also a trigger in there so that when you hit "where", you can click on someone's roomname and the map will center on that room
<3

Adael
Posts: 1097
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Thu Mar 07, 2019 2:01 pm

Fixed some slight typos in the mapper script that I came across. Only affected trying to add doors to a room, as it was giving me unexpected results.

Played with the tic timer a bit. Still not ideal, but perhaps slightly better than it was. I'll converge on something I'm happy with eventually :roll:

Figured out how to condense triggers/scripts/aliases into 1 .xml file instead of 3 separate ones. There is now just one thing you need to download for the communications, mapper, and tic timer, instead of 3 for each.

I'll probably do more spring cleaning of things over the next few weeks.

Adael
Posts: 1097
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Fri Mar 08, 2019 5:46 am

Added Gating_2019-03-08, thanks to Hope for bugging me to make this.

For anyone interested in using this, you can:

makegate xxx
-this will send embrace, channel 'gate', and (if successful) store the gatecode in a table on your computer with the xxx name you give it/add it to existing table and save.
-ex: makegate iwantagatehere, makegate fd, makegate caem, makegate THIS PLACE ROCKS
-NOTE: I had some trouble porting over old gate codes that used a number mixed in the text, ie trying to use the name 4k for example. Try to stick to just words for now I think (ie fourkings instead), I'll try to see if that was a one time mistake or an actual issue.

gate xxx
-will send embrace, channel 'gate' somestupidgatecode, where somestupidgatecode is the code from the xxx name you provide
-ex: gate iwantagatehere, gate fd, gate caem, gate THIS PLACE ROCKS

viewcodes
-will provide a list of all codes currently stored
-Should provide a list that looks like this:
Location: iwantagatehere, code: somestupidgatecode
Location: fd, code: whyaregatecodessolong
Location: caem, code: caemlynisboring
Location: THIS PLACE ROCKS, code: okenoughexamples

resetgates
-resets the table to contain no codes. use this after you die

I've also provided a command you can use to import any codes you currently have laying around. Check out the aliases, and find the one named ONETIME ADD OLD CODES. Edit the list to your specific codes, using the shortcut names you want them to have. Pay attention to where there are and aren't quotation marks. Then save profile, and with the command "addoldcodes" it should save the table to your computer (it doesn't give a success message...should probably change that. But just try gate xxx afterwards to make sure it worked).

PM or post with any issues. Cheers!

Adael
Posts: 1097
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Sat Mar 09, 2019 7:49 pm

Map updated with the rest of Tanchico (never knew the whole western half got put back in recently, must've only caught the beginning part of that change last time I was there), and updated some room descriptions east of BE. Reminder that if you update your map, you'll have to update the scripts/triggers/aliases (which have all been condensed into one downloadable file now), and vice versa.

Adael
Posts: 1097
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Sun Mar 10, 2019 7:51 pm

Map updated to include Legion, Winged Guard, Valon Guard, Gaidin, and Sal Cav clan rooms. Anyone in other clans wanting their rooms put on, lemme know :)

Adael
Posts: 1097
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Post by Adael » Tue Mar 12, 2019 5:48 pm

Comms updated to include hisses for DS when playing a troll (it previously looked for the *'s from crossrace hisses only. This means it'll now include mob fade hisses also, which may or may not provide more spam for you).
Room highlights updated so that tracks from trollocs/mydraals have A TROLLOC or A MYDRRAAL in caps to stand out more.
Melee colors fixed to better highlight hit messages. Removed a small bug where things like "You hold xxx above your head" or "You wear xxx on your head" would register as a hit :?

Groderick
Posts: 14
Joined: Sat Mar 14, 2015 8:58 am

Re: Dump of mudlet related things for y'all

Post by Groderick » Wed Mar 13, 2019 8:50 am

You can overcoome the many mobs spam by making the name a one word exact match. Therefore it wont match when "The myrddraal hisses "This is the will of the Dark Lord"

Post Reply