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CMUD MSDP and other useful scripts
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Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3244
Location: Pennsylvania

PostPosted: Tue Apr 21, 2015 3:06 pm    Post subject:

Did you ever get around to this? If not, I can give it a go sometime.
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Kedaleam
Immortal


Joined: 25 Mar 2006
Posts: 989
Location: Michigan

PostPosted: Tue Apr 21, 2015 3:31 pm    Post subject:

I'm an idiot and can't get anything to work properly. I wanna cry.
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Clifton



Joined: 16 Jan 2004
Posts: 530

PostPosted: Wed Apr 22, 2015 3:10 am    Post subject:

MSDP.xml

Code:
<?xml version="1.0" encoding="ISO-8859-1" ?>
<cmud>
  <class name="MSDP">
    <trigger type="Telnet" param="69" priority="20" trigontrig="false" newline="false" prompt="true">
      <pattern><![CDATA[<IAC><WILL><69>]]></pattern>
      <value>// enable MSDP clientside
#SENDRAW %char(255)%char(253)%char(69)</value>
    </trigger>
    <trigger type="Telnet" param="69" priority="5920">
      <pattern>(@MSDPVAR)([%w|_])(@MSDPVAL)(*)</pattern>
      <value>// parse MSDP vars.
#var {MSDP.%trim(%2)} {%trim(%delete(%4,1,1))} {} {MSDP-VARS}
// end.
affects = @msdp.affects
area_name = @msdp.area_name
channels = @msdp.channels
character_name = @msdp.character_name
chii = @msdp.chii
combat_style = @msdp.combat_style
damroll = @msdp.damroll
experience = @msdp.experience
experience_max = @msdp.experience_max
experience_tnl = @msdp.experience_tnl
group = @msdp.group
health = @msdp.health
health_max = @msdp.health_max
hitroll = @msdp.hitroll
inventory = @msdp.inventory
mana = @msdp.mana
mana_max = @msdp.mana_max
movement = @msdp.movement
movement_max = @msdp.movement_max
opponent_combat_style = @msdp.opponent_combat_style
opponent_health = @msdp.opponent_health
opponent_health_max = @msdp.opponent_health_max
opponent_level = @msdp.opponent_level
opponent_name = @msdp.opponent_name
opponent_weapon_offh = @msdp.opponent_weapon_offh
opponent_weapon_type = @msdp.opponent_weapon_type
power = @msdp.power
questor = @msdp.questor
room_desc = @msdp.room_desc
room_exits = @msdp.room_exits
room_map = @msdp.room_map
room_name = @msdp.room_name
room_terrain = @msdp.room_terrain
room_vnum = @msdp.room_vnum
shield = @msdp.shield
target = @msdp.target
weapon_offh = @msdp.weapon_offh
weapon_type = @msdp.weapon_type
world_time = @msdp.world_time</value>
    </trigger>
    <alias name="msdpinit">
      <value>#show %ansi(white)**MSDP Init** Run this init script only once. No need to run it again.

// Clearing MSDP variable
#var {MSDP} {} {} {MSDP-VARS}

// This string tells client what vars to get from mud.
#SENDSB 69 %CHAR(1)REPORT%CHAR(2)AFFECTS%CHAR(2)AREA_NAME%CHAR(2)CHANNELS%CHAR(2)CHARACTER_NAME%CHAR(2)CHII%CHAR(2)COMBAT_STYLE%CHAR(2)DAMROLL%CHAR(2)EXPERIENCE%CHAR(2)EXPERIENCE_MAX%CHAR(2)EXPERIENCE_TNL%CHAR(2)GROUP%CHAR(2)HEALTH%CHAR(2)HEALTH_MAX%CHAR(2)HITROLL%CHAR(2)INVENTORY%CHAR(2)MANA%CHAR(2)MANA_MAX%CHAR(2)MOVEMENT%CHAR(2)MOVEMENT_MAX%CHAR(2)OPPONENT_COMBAT_STYLE%CHAR(2)OPPONENT_HEALTH%CHAR(2)OPPONENT_HEALTH_MAX%CHAR(2)OPPONENT_LEVEL%CHAR(2)OPPONENT_NAME%CHAR(2)OPPONENT_WEAPON_OFFH%CHAR(2)OPPONENT_WEAPON_TYPE%CHAR(2)POWER%CHAR(2)QUESTOR%CHAR(2)ROOM_EXITS%CHAR(2)ROOM_MAP%CHAR(2)ROOM_NAME%CHAR(2)ROOM_TERRAIN%CHAR(2)ROOM_VNUM%CHAR(2)SHIELD%CHAR(2)TARGET%CHAR(2)WEAPON_OFFH%CHAR(2)WEAPON_TYPE%CHAR(2)WORLD_TIME



//#SENDSB 69 %CHAR(1)REPORT%CHAR(2)AFFECTS%CHAR(2)AREA_NAME%CHAR(2)CHANNELS%CHAR(2)CHARACTER_NAME%CHAR(2)CHII%CHAR(2)COMBAT_STYLE%CHAR(2)DAMROLL%CHAR(2)EXPERIENCE%CHAR(2)EXPERIENCE_MAX%CHAR(2)EXPERIENCE_TNL%CHAR(2)GROUP%CHAR(2)HEALTH%CHAR(2)HEALTH_MAX%CHAR(2)HITROLL%CHAR(2)INVENTORY%CHAR(2)MANA%CHAR(2)MANA_MAX%CHAR(2)MOVEMENT%CHAR(2)MOVEMENT_MAX%CHAR(2)OPPONENT_COMBAT_STYLE%CHAR(2)OPPONENT_HEALTH%CHAR(2)OPPONENT_HEALTH_MAX%CHAR(2)OPPONENT_LEVEL%CHAR(2)OPPONENT_NAME%CHAR(2)OPPONENT_WEAPON_OFFH%CHAR(2)OPPONENT_WEAPON_TYPE%CHAR(2)POWER%CHAR(2)QUESTOR%CHAR(2)ROOM_DESC%CHAR(2)ROOM_EXITS%CHAR(2)ROOM_MAP%CHAR(2)ROOM_NAME%CHAR(2)ROOM_TERRAIN%CHAR(2)ROOM_VNUM%CHAR(2)SHIELD%CHAR(2)TARGET%CHAR(2)WEAPON_OFFH%CHAR(2)WEAPON_TYPE%CHAR(2)WORLD_TIME
</value>
    </alias>
    <class name="MSDP-VARS">
    </class>
    <class name="Status Bars">
      <button type="Gauge" autosize="false" width="120" height="16" autopos="false" left="0" top="0" toolbar="2" toolstyle="true" color="lime" gaugelowcol="red" gaugebackcol="#CCFFFF" priority="23">
        <caption>HP: @health/@health_max</caption>
        <expr>@health</expr>
        <gaugemax>@health_max</gaugemax>
        <gaugelow>@health_max/4</gaugelow>
        <tooltip>@health</tooltip>
      </button>
      <button type="Gauge" autosize="false" width="120" height="16" toolbar="2" toolstyle="true" color="yellow" gaugelowcol="red" gaugebackcol="#CCFFCC" priority="26">
        <caption>Mana: @mana/@mana_max</caption>
        <expr>@mana</expr>
        <gaugemax>@mana_max</gaugemax>
        <gaugelow>@mana_max/5</gaugelow>
        <tooltip>@msdp.mana</tooltip>
      </button>
      <button type="Gauge" autosize="false" width="120" height="16" toolbar="2" toolstyle="true" color="aqua" gaugelowcol="red" gaugebackcol="#CCFFCC" priority="28">
        <caption>Moves: @movement/@movement_max</caption>
        <expr>@movement</expr>
        <gaugemax>@movement_max</gaugemax>
        <gaugelow>@movement_max/5</gaugelow>
        <tooltip>@msdp.moves</tooltip>
      </button>
      <button type="Gauge" autosize="false" width="240" height="16" toolbar="2" toolstyle="true" gaugelowcol="None" gaugebackcol="None" priority="32">
        <caption>Opp: %left(@opponent_name, 25) Lvl: @opponent_level</caption>
        <tooltip>@msdp.opponent_name</tooltip>
      </button>
      <button type="Gauge" autosize="false" width="120" height="16" toolbar="2" toolstyle="true" color="lime" gaugelowcol="red" gaugebackcol="#CCFFFF" priority="30">
        <caption>Enemy HP: %eval(@opponent_health*@opponent_health_max/100)/@opponent_health_max</caption>
        <expr>%eval(@opponent_health*@opponent_health_max/100)</expr>
        <gaugemax>@opponent_health_max</gaugemax>
        <gaugelow>@opponent_health_max/10</gaugelow>
        <tooltip>@opponent_health</tooltip>
      </button>
      <button type="Gauge" autosize="false" width="1000" height="20" toolbar="2" color="silver" gaugelowcol="red" gaugebackcol="#CCFFFF" priority="34">
        <caption>EXP : %eval(@experience-@experience_max)/%eval(@experience_tnl-@experience_max)</caption>
        <expr>%eval(@experience-@experience_max)</expr>
        <gaugemax>%eval(@experience_tnl-@experience_max)</gaugemax>
        <tooltip>%eval(@experience_tnl-@experience)</tooltip>
      </button>
    </class>
    <trigger type="Telnet" param="69" priority="14520" regex="true" newline="false" prompt="true">
      <pattern>ROOM_MAP(.*)[\n\r]+(.*)[\n\r]+(.*)[\n\r]+(.*)[\n\r]+(.*)[\n\r]+(.*)[\n\r]+(.*)[\n\r]+(.*)[\n\r]+(.*)[\n\r]+</pattern>
      <value><![CDATA[#clr map
#var parsedline {}

parsedline.1 = %replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%1,``,""),`1,%ansi(red)),`2,%ansi(green)),`3,%ansi(brown)),`4,%ansi(blue)),`5,%ansi(bold,magenta)),`6,%ansi(cyan)),`7,%ansi(bold,gray)),`8,%ansi(gray)),`!,%ansi(bold,red)),`@,%ansi(bold,green)),`#,%ansi(yellow)),`$,%ansi(bold,blue)),`%,%ansi(magenta)),`^,%ansi(bold,cyan)),`&,%ansi(white))
parsedline.2 = %replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%2,``,""),`1,%ansi(red)),`2,%ansi(green)),`3,%ansi(brown)),`4,%ansi(blue)),`5,%ansi(bold,magenta)),`6,%ansi(cyan)),`7,%ansi(bold,gray)),`8,%ansi(gray)),`!,%ansi(bold,red)),`@,%ansi(bold,green)),`#,%ansi(yellow)),`$,%ansi(bold,blue)),`%,%ansi(magenta)),`^,%ansi(bold,cyan)),`&,%ansi(white))
parsedline.3 = %replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%3,``,""),`1,%ansi(red)),`2,%ansi(green)),`3,%ansi(brown)),`4,%ansi(blue)),`5,%ansi(bold,magenta)),`6,%ansi(cyan)),`7,%ansi(bold,gray)),`8,%ansi(gray)),`!,%ansi(bold,red)),`@,%ansi(bold,green)),`#,%ansi(yellow)),`$,%ansi(bold,blue)),`%,%ansi(magenta)),`^,%ansi(bold,cyan)),`&,%ansi(white))
parsedline.4 = %replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%4,``,""),`1,%ansi(red)),`2,%ansi(green)),`3,%ansi(brown)),`4,%ansi(blue)),`5,%ansi(bold,magenta)),`6,%ansi(cyan)),`7,%ansi(bold,gray)),`8,%ansi(gray)),`!,%ansi(bold,red)),`@,%ansi(bold,green)),`#,%ansi(yellow)),`$,%ansi(bold,blue)),`%,%ansi(magenta)),`^,%ansi(bold,cyan)),`&,%ansi(white))
parsedline.5 = %replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%5,``,""),`1,%ansi(red)),`2,%ansi(green)),`3,%ansi(brown)),`4,%ansi(blue)),`5,%ansi(bold,magenta)),`6,%ansi(cyan)),`7,%ansi(bold,gray)),`8,%ansi(gray)),`!,%ansi(bold,red)),`@,%ansi(bold,green)),`#,%ansi(yellow)),`$,%ansi(bold,blue)),`%,%ansi(magenta)),`^,%ansi(bold,cyan)),`&,%ansi(white))
parsedline.6 = %replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%6,``,""),`1,%ansi(red)),`2,%ansi(green)),`3,%ansi(brown)),`4,%ansi(blue)),`5,%ansi(bold,magenta)),`6,%ansi(cyan)),`7,%ansi(bold,gray)),`8,%ansi(gray)),`!,%ansi(bold,red)),`@,%ansi(bold,green)),`#,%ansi(yellow)),`$,%ansi(bold,blue)),`%,%ansi(magenta)),`^,%ansi(bold,cyan)),`&,%ansi(white))
parsedline.7 = %replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%7,``,""),`1,%ansi(red)),`2,%ansi(green)),`3,%ansi(brown)),`4,%ansi(blue)),`5,%ansi(bold,magenta)),`6,%ansi(cyan)),`7,%ansi(bold,gray)),`8,%ansi(gray)),`!,%ansi(bold,red)),`@,%ansi(bold,green)),`#,%ansi(yellow)),`$,%ansi(bold,blue)),`%,%ansi(magenta)),`^,%ansi(bold,cyan)),`&,%ansi(white))
parsedline.8 = %replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%8,``,""),`1,%ansi(red)),`2,%ansi(green)),`3,%ansi(brown)),`4,%ansi(blue)),`5,%ansi(bold,magenta)),`6,%ansi(cyan)),`7,%ansi(bold,gray)),`8,%ansi(gray)),`!,%ansi(bold,red)),`@,%ansi(bold,green)),`#,%ansi(yellow)),`$,%ansi(bold,blue)),`%,%ansi(magenta)),`^,%ansi(bold,cyan)),`&,%ansi(white))
parsedline.9 = %replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%replace(%9,``,""),`1,%ansi(red)),`2,%ansi(green)),`3,%ansi(brown)),`4,%ansi(blue)),`5,%ansi(bold,magenta)),`6,%ansi(cyan)),`7,%ansi(bold,gray)),`8,%ansi(gray)),`!,%ansi(bold,red)),`@,%ansi(bold,green)),`#,%ansi(yellow)),`$,%ansi(bold,blue)),`%,%ansi(magenta)),`^,%ansi(bold,cyan)),`&,%ansi(white))

#window map {%replace(@parsedline.1,%char(2)," ") %crlf @parsedline.2 %crlf @parsedline.3 %crlf @parsedline.4 %crlf @parsedline.5 %crlf @parsedline.6 %crlf @parsedline.7 %crlf @parsedline.8 %crlf @parsedline.9}]]></value>
    </trigger>
    <trigger priority="14530" newline="false" prompt="true">
      <pattern>RVNM</pattern>
      <value>#SUB [@area_name:@room_vnum]</value>
    </trigger>
    <trigger type="Telnet" param="69" priority="14520" regex="true" newline="false" prompt="true">
      <pattern>AFFECTS(.*)</pattern>
      <value>#clr Affects

#window Affects {%replace(%replace(%replace(%replace(@affects,%char(4),""),%char(3),""),%char(1),%crlf),%char(2)," - ")}</value>
    </trigger>
    <trigger type="Telnet" param="69" priority="14520" regex="true" newline="false" prompt="true">
      <pattern>INVENTORY(.*)</pattern>
      <value>#clr inventory

#window inventory {%replace(%replace(%replace(%replace(@inventory,%char(4),""),%char(3),""),%char(1),%crlf),%char(2)," - ")}</value>
    </trigger>
  </class>
</cmud>


Windows.xml
Code:
<?xml version="1.0" encoding="ISO-8859-1" ?>
<cmud>
<window name="Affects" commandline="false" statusbar="false" width="392" height="264" host="none">
  <uid>{C11B24BE-376F-4748-958A-A40F32FA809A}</uid>
  <dockuid>{773FA55F-3107-4669-B740-8D0707B124A5}</dockuid>
</window>
<window name="inventory" commandline="false" statusbar="false" left="735" top="440" width="392" height="159" host="none">
  <uid>{5AEFE9A1-F544-4C92-8474-977A4C70C129}</uid>
  <dockuid>{773FA55F-3107-4669-B740-8D0707B124A5}</dockuid>
</window>
<window name="Map" commandline="false" statusbar="false" width="392" height="197" host="none">
  <uid>{F4144E34-D1EF-455A-9F94-97522D0830A0}</uid>
  <packages>English Directions|English Keypad|Clickable URLs|AbandonedRealms</packages>
</window>
<window name="tells" commandline="false" statusbar="false" dockalign="Top" width="392" height="347" host="none">
  <uid>{773FA55F-3107-4669-B740-8D0707B124A5}</uid>
  <dockuid>{6948024D-87F6-4332-9736-E4B97BFCEB64}</dockuid>
  <packages>AbandonedRealms</packages>
</window>
</cmud>


tells.xml

Code:
<?xml version="1.0" encoding="ISO-8859-1" ?>
<cmud>
  <class name="tells">
    <trigger priority="1020">
      <pattern>(%w) tell{s|} {your|the} group '(*)'</pattern>
      <value>#win tells %1 to group: %ansi(yellow)%2</value>
    </trigger>
    <trigger priority="1040">
      <pattern>~[(%w)~] {%1|_}~: '(%1)'</pattern>
      <value>#win tells %2 to %1: %ansi(white)%3</value>
    </trigger>
    <trigger priority="20950">
      <pattern>(%1) tell{s|} (%w) '(%1)'</pattern>
      <value>#win tells %1 to %3:  %ansi(yellow)%4</value>
    </trigger>
  </class>
</cmud>
[/b]
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Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3244
Location: Pennsylvania

PostPosted: Sat May 09, 2015 3:45 am    Post subject:

Thanks, Clifton. Great job with this. I've been customizing and adding some things. Hoping to get a release for the plugins page within a week. Here's where I'm at:

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Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3244
Location: Pennsylvania

PostPosted: Mon May 11, 2015 3:39 am    Post subject:

I've been adding some bells and whistles to Clifton's cmud xml and I'm close to release, but I'm having a problem with room sector (@msdp.room_terrain). The sector that is showing is always a room behind, even though the room name and area are always accurate. I'm hoping another set of eyes can see something obvious that I'm missing. I added the following lines above Clifton's ROOM_MAP trigger:

Code:
#window map %ansi(grey)  @area_name: @room_vnum
#window map %ansi(white)  @room_name
#window map %ansi(brown) @room_terrain


Any ideas?
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Clifton



Joined: 16 Jan 2004
Posts: 530

PostPosted: Mon May 11, 2015 3:57 am    Post subject:

have you tried using #DEBUG to see if sector updates on move? if it doesn't update on move, not sure what to tell you. if it does, you can try to force it to map to a third variable before outputting... i.e. if room_map comes in before room_sector, then you need to control where the redraw of the room_map section comes from.
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Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3244
Location: Pennsylvania

PostPosted: Tue May 12, 2015 4:03 pm    Post subject:

Yeah I couldn't get the sector to come in early, so I drew the map from another trigger. I'm going to toy with it on my shitty work computer to see what happens on different screen size/resolution.
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Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3244
Location: Pennsylvania

PostPosted: Wed May 13, 2015 3:17 pm    Post subject:

Okay, I have everything looking and working great on a hi-res monitor, but it's not going to be optimal for smaller monitors or lower resolution monitors. I think I'd like to just release two separate versions.

I need to know what our cMUD players with smaller or lower resolution monitors prefer. Here's a screenshot of my work computer, 15.5" at 1366x768 resolution. I can shrink text size, shrink button size, etc. or I can remove some elements or move some things around. I'd welcome any input here.

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Niladein



Joined: 04 Mar 2004
Posts: 60

PostPosted: Wed May 13, 2015 6:11 pm    Post subject:

No wonder I steady get my ass kicked around... You people with your magic maps, and triggers, and blah blah blah!

Just wait until I figure out how to do anything other than dirt and bash...
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Clifton



Joined: 16 Jan 2004
Posts: 530

PostPosted: Wed May 13, 2015 6:21 pm    Post subject:

Try rend life too!

I hear it's good.
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Kornhole



Joined: 15 Aug 2012
Posts: 370
Location: Melbourne, Florida

PostPosted: Wed May 13, 2015 7:06 pm    Post subject:

thanks Niladein. I have been trying to raise that point, but it hasn't seem to got any attention. AR is becoming "may the best coder win" IMO. Did you know that blind or dirted, MSDP maps still work? People who can use this, have a DISTINCT advantage over those just using a regular interface, but it appears it is intended this way. GL noobs!
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m1coftw



Joined: 05 May 2015
Posts: 265

PostPosted: Wed May 13, 2015 7:25 pm    Post subject:

agreed
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Wed May 13, 2015 7:31 pm    Post subject:

Kornhole, that "minimap dirt" thing is actually not true, and even if it was, it would have been logged as a critical bug and fixed. This stuff is accessible to everybody and easy to use IMO, any self-respecting nerd should be able to figure out how to install a plugin and enjoy the game.

http://abandonedrealms.com/plugins/

For taters, there is the webclient. It works fine. If you arent writing any other triggers, whats wrong with it? Guess we could go back to the stone age and play AR on telnet where we cant even see what we type


Last edited by Davairus on Wed May 13, 2015 7:38 pm; edited 1 time in total
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Wed May 13, 2015 7:38 pm    Post subject:

when I pk I don't use any scripts or triggers whatsoever

I use JMC or TinTin++ and I sleep before the pk and enter in all the commands I will use to dunk the guy while sleeping

then I wake up and walk to the guy and press the up arrow and enter

you are on drugs if you think msdp makes you better at pk
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Clifton



Joined: 16 Jan 2004
Posts: 530

PostPosted: Wed May 13, 2015 7:54 pm    Post subject:

LOOOOOOOOOOOOOOOOOOOL

"thanks Niladein. I have been trying to raise that point, but it hasn't seem to got any attention. AR is becoming "may the best coder win" IMO. Did you know that blind or dirted, MSDP maps still work? People who can use this, have a DISTINCT advantage over those just using a regular interface, but it appears it is intended this way. GL noobs!"


holy shit. you guys must be terrible if you think this is anywhere near remotely true. if you think the best guys are using code to win, you're just coming up with excuses.
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Niladein



Joined: 04 Mar 2004
Posts: 60

PostPosted: Wed May 13, 2015 8:00 pm    Post subject:

haha, hold on... I wasn't trying to be controversial... I just had no clue any of this was possible. I downloaded Mico's plugin last night and it was pretty awesome. I didn't have to much time to play, but who the heck knew any of that was even possible. I remember about 10 years ago having a tick counter and thinking man, I am awesome!!!!

It's incredible how much this place has changed and how smart some of you are at making this stuff work so well.

Thanks to all of you and please don't ever stop.
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Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3244
Location: Pennsylvania

PostPosted: Wed May 13, 2015 8:05 pm    Post subject:

m1co's plugin is amazing. I've been trying to stretch our msdpp capabilities to get something for our cMUD users as well. Vevier and Clifton really got most of the work done, I've just been playing around with arrangements that I think will appeal to the most players. Look for an announcement about a cMUD download sometime within a week.
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Olyn
Immortal


Joined: 23 Jul 2008
Posts: 3244
Location: Pennsylvania

PostPosted: Wed May 13, 2015 8:06 pm    Post subject:

I'm pretty sure I reported the blinded/dirt thing like a month ago when I made a test character and Dav had it fixed within the day.
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Kornhole



Joined: 15 Aug 2012
Posts: 370
Location: Melbourne, Florida

PostPosted: Thu May 14, 2015 4:44 am    Post subject:

You nailed it..I am on drugs.
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Thu May 14, 2015 8:53 am    Post subject:

me too fam, high five
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