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RexAxles AR Mudlet GUI, Triggers, and Aliases
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Joined: 23 Feb 2006
Posts: 877
Location: Your moms house.

PostPosted: Thu Jan 03, 2019 1:12 am    Post subject:

I've been playing with this and I have to say I really like it. It has a ton of cool functionality and I think I may start to use it as we enter the new year.

A few requests/questions.

Can one set of windows be moved to either side of the game itself? As it is, where you are typing is way off the left and the game itself is way off to the right. Any fix for this?

Targeting seems to be based on the in game functions, which is fine, but doesn't appear on the map you created. I'm not even sure if it's possible to overlay one over the other, if it isn't, that's cool, but it makes it so people who prefer to play with the room desc's brief, can no longer do so or lose that @ function for targets.

Other than that, you put in a lot of effort and it is appreciated! Thanks.

EDIT: ALSO - your maps are epic and I dig them. More of these please.
You know, Scotland has its own martial arts. Yeah, it's called Fuck You. It's mostly just head butting and then kicking people when they're on the ground.
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Joined: 07 Apr 2016
Posts: 35

PostPosted: Thu Jan 03, 2019 10:10 am    Post subject:

A few suggestions:
- auto switch weapons for combat style and weapon advantage will be interesting
- map interface with visual support to assist target location tracking
- auto tracking capability
- room name search function to find where the room is exactly
- fleeing and re-entering scripts
- maze solving
- tick pass detection
- autosleep to catch ticks and autowaking on tick pass
- forging scripts
- affects detection for one button press to upkeep essential spells
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Joined: 08 Jan 2019
Posts: 17

PostPosted: Wed Jan 09, 2019 4:02 am    Post subject:

This looks incredible. I haven't had a chance to play with it yet but it has a ton of features and looks like an awesome QoL update from how I'm used to playing MUDs. Really cool work man!

I tried reading through most of this thread and i think I noticed you talking about the sizing and placement of the windows and it doesn't seem like theres any customizability in that on our user end? The way it is set up now with the "game" itself being on the far right is hard for me. Idk why but maybe because I'm used to the text always originating on the left of the window it seems really far over there and awkward to look at.

Other than that tho from my little bit of time spent dinking around with it it looks great! Definitely planning on using it.
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Joined: 26 Oct 2018
Posts: 20

PostPosted: Thu Jan 10, 2019 3:40 pm    Post subject:

It's nice to see some folks starting to use it. I can definitely add functionality so that you can put either of the 2 columns on one side or the other. I think it will for now always remain 2 columns. I will make the default to have the chat column on the right (with map included), then will add user configurable functionality so you can hide/move either column (along with the resizing functionality already setup - mentioned in the main post).

As for "map interface with visual support to assist target location tracking", that won't be possible on the map I have created. You have no way of knowing the ROOM_VNUM a user is in based on "where" and it doesn't seem worth it to do the research / implement it just for "scan". I'll keep this in my mind though and see if I come up with something. Once I move the chat column to the right and have the who/where/score column on the left only, then you will be able to see the where box much easier at a quick clance. Then you can quickly move through rooms typing "where" and glancing at the where box as you move quicker than you can process (if that makes sense) - I have practiced this a few times and once you get used to it, it has the potential to make your tracking ability significantly increase.

"Targetting" is just a trigger that picks up on the in game message when you set a target. "$$ updated to : <person>" or w/e the message is. And it untargets from the untargetting message. It won't be possible to show your target on the map I setup.

For "auto tracking capability" - I tried something like that out with my quickwalking. It quickly became way too interruptive actually trying to do other things while "where" and move commands were being spit out automatically. Will think on it.

For "room name search functionality", I was planning on doing something like this in the future. It will really make more sense/work better once I have most or all of the mapping done.

I could do "fleeing and re-entering" script / alias.

What is "maze solving"?

I have "tick pass detection" you can turn on the tick timer with "stt". This will output "Tick Approaching" and "Ticked: #" messages.

For "autosleep to catch ticks and autowalking on tick pass" - I guess that you mean when you are quickwalking (through "qw" alias) or speedwalking by clicking on the map? Once I complete more areas and mapping I can add this in. Eventually going to make it open unlocked doors as well.

I can do forging scripts. Will put it in the plans.

For "affects detection - one button press to upkeep essentials". Just to clarify I assume you mean from the affects you are tracking via the "afftrack" alias, you would like to also put all of those up with either the press of a button or another alias? I could add that, I can add custom buttons also that become part of the toolbar instead of just UI - might do that and add an alias since some people prefer to do everything with minimal clicking (myself included).
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Joined: 07 Apr 2016
Posts: 35

PostPosted: Mon Jan 14, 2019 3:52 am    Post subject:

The previous list of features I mentioned are simply suggestions that are possibly achievable within the current framework of AR. My apologies that I am not using your client but my own implementation of CMUD.

For example, if you already have a way to detect tick passing, it would be quite simple to create a script to sleep prior to tick pass and wake upon tick pass, hence catching the tick automatically for recovery purposes.

Maze solving helps to traverse mazes like the void and grove easily. Just food for thought but implementation will be interesting and challenging (maybe).

With the entire realm mapped out, doors to interesting functions may become available.

MSDP affects shows the string of affects. Just got to parse the string to store meaningful information into variables to track the affects and manipulate the information for better use as you see fit.
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Joined: 20 Feb 2020
Posts: 1

PostPosted: Wed Feb 26, 2020 5:55 pm    Post subject:

Hey, I was just pointed to this thread, and I'd like to say that your plugin has been really helpful. Thank you!
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