Ilyarin2009-05-29 03:00:14
Below is the Forging plugin for MUSHClient that I developed today. It is capable of comparing weapons against multiple user-specified targets, and reforging if necessary. It is also capable of outrifting any consumable commodities if the design calls for them.
I strongly suggest reading the readme file, or entering 'Forging:help'(case-sensitive) after installing the plugin.
If updating to a newer version, extract the files to the same location as your current Forging plugin and allow the old one to be overwritten.
Thank you to the person who helped test this.
CURRENT VERSION:
OLD VERSIONS:
I strongly suggest reading the readme file, or entering 'Forging:help'(case-sensitive) after installing the plugin.
If updating to a newer version, extract the files to the same location as your current Forging plugin and allow the old one to be overwritten.
Thank you to the person who helped test this.
CURRENT VERSION:
OLD VERSIONS:
Ilyarin2009-05-29 03:01:00
Shaddus2009-05-29 14:41:43
Oops, I seem to have posted here in error, and bumped this post. Oh well.
Unknown2009-05-29 14:52:13
The INITIATE FORGING command is rather unnecessary, as you can just put the script code in the script tags. Strangely, though, you've only got one tiny function in that script box and tons of script in all the aliases and triggers.
(If I ever run out of ideas for things to implement and tweak, I might have to rewrite this to be compatible with Treant. )
(If I ever run out of ideas for things to implement and tweak, I might have to rewrite this to be compatible with Treant. )
Ronny2009-05-29 14:55:57
Pretty much all you need is here for a free forging script though. Though I don't use MUSH, I'm sure a lot of people are grateful for this.
Ilyarin2009-05-29 16:17:08
QUOTE (Zarquan @ May 29 2009, 03:52 PM) <{POST_SNAPBACK}>
The INITIATE FORGING command is rather unnecessary, as you can just put the script code in the script tags. Strangely, though, you've only got one tiny function in that script box and tons of script in all the aliases and triggers.
(If I ever run out of ideas for things to implement and tweak, I might have to rewrite this to be compatible with Treant. )
(If I ever run out of ideas for things to implement and tweak, I might have to rewrite this to be compatible with Treant. )
QUOTE
Today, 04:00 AM
I will see to that shortly.
Casilu2009-05-29 16:39:05
QUOTE
I will see to that shortly.
Well, I like it fine. Thanks Ilyarin, now I can forge for 2 sets of insane stats at once.
Edit:
Ilyarin2009-05-30 10:42:10
If you update to the latest version (v1.2) you no longer have to activate the plugin with "initialise forging". I've also updated syntaxes for brevity and American-English:
+ You can use FTAR as equivalent to FORGETARGET.
+ You can use FC as equivalent to FORGECOMMS. (ie, FC 20 RUBY)
+ "armour" can be spelt as "armor", or just "a". (ie, FTAR A 90 90)
+ "weapon" can be reduced to just "w". (ie, FTAR W 0 0 280)
+ You can use FTAR as equivalent to FORGETARGET.
+ You can use FC as equivalent to FORGECOMMS. (ie, FC 20 RUBY)
+ "armour" can be spelt as "armor", or just "a". (ie, FTAR A 90 90)
+ "weapon" can be reduced to just "w". (ie, FTAR W 0 0 280)
Ilyarin2009-08-01 09:25:10
Fairly substantial overhaul of how this plugin works. The script has been refined and the syntax brought over to the standardised C_S system.
I'm not sure how much demand there is for a forging plugin anymore, although it is still useful for forging shields and monk weapons. In order to facilitate easier production of knight weapons and armour, I've considered adding an auto-temper which will fire after you achieve some preset minimum standards. Would this be a desirable addition?
I'm not sure how much demand there is for a forging plugin anymore, although it is still useful for forging shields and monk weapons. In order to facilitate easier production of knight weapons and armour, I've considered adding an auto-temper which will fire after you achieve some preset minimum standards. Would this be a desirable addition?
Unknown2009-08-01 09:54:00
Is this compatible with Treant, by any chance?
Ilyarin2009-08-01 10:26:26
All of my plugins are built on my Lusternia world which always has Treant enabled. I know of no compatability issues.