Ayisdra2009-01-10 16:28:09
It normally does check it when I logined on, just that one time it didn't seem to work.
Unknown2009-01-10 16:32:17
Oh it always checks date and time, it just doesn't affect the GUI bar. I know it reads it properly, otherwise the Herbs script wouldn't work right.
Unknown2009-01-10 17:06:47
I wonder what you're doing differently then.
Unknown2009-01-11 02:36:10
When I do /treant:Uninstall(), it shouldn't affect my own triggers and alias correct? Even if I labeled my own personal bashing triggers "Treant_bashing"? I did that mainly to keep a nice layout (I'm OCD about certain things).
Unknown2009-01-11 02:43:01
QUOTE (Enigma @ Jan 10 2009, 09:36 PM) <{POST_SNAPBACK}>
When I do /treant:Uninstall(), it shouldn't affect my own triggers and alias correct? Even if I labeled my own personal bashing triggers "Treant_bashing"? I did that mainly to keep a nice layout (I'm OCD about certain things).
The Uninstall function removes only certain hardcoded groups of aliases and triggers. Variables, however, since they have no groups are removed if they start with "treant_"...
Unknown2009-01-11 18:41:29
I'd like to know where are the very basic scripts, like the balance and equilibrium regain triggers stored. I looked through the triggers list, and most of the stuff in the Treant folder, but can't find them. I saw someone mention something about Treant's inbuilt balance system, and was trying to make a defup script off that.
I mostly learnt about VBScript from Ethelon's free system, and would like to learn how Lua works by looking at your more basic scripts. I'm looking at the tutorials you linked, but as I've mentioned, they're a little too generic, so I'd prefer to look at working codes and then build from there.
I mostly learnt about VBScript from Ethelon's free system, and would like to learn how Lua works by looking at your more basic scripts. I'm looking at the tutorials you linked, but as I've mentioned, they're a little too generic, so I'd prefer to look at working codes and then build from there.
Ilyarin2009-01-11 18:48:40
There's a defup system already available in Treant. If you read the text files that came with it, you will find out how to set it up.
Unknown2009-01-11 19:22:21
Ah, I thought so too, but where is it? I've looked in the template, and in the guildskills specific scripts. I've tested it, and only nightsight is triggered, nothing else is.
EDIT: Ok, I found it. I guess it was silly of me to not look in defs. Still, I have no idea how to use it. I think its the one that goes def_up(these), but can't seem to get it to work, nor do I have any idea what should I put in place of 'these'.
EDIT: Ok, I found it. I guess it was silly of me to not look in defs. Still, I have no idea how to use it. I think its the one that goes def_up(these), but can't seem to get it to work, nor do I have any idea what should I put in place of 'these'.
Unknown2009-01-11 19:25:55
QUOTE (Caerulo @ Jan 11 2009, 02:22 PM) <{POST_SNAPBACK}>
Ah, I thought so too, but where is it? I've looked in the template, and in the guildskills specific scripts. I've tested it, and only nightsight is triggered, nothing else is.
There's a section about setting up defenses in the treant_install text file.
Everiine2009-01-11 19:26:34
QUOTE (Caerulo @ Jan 11 2009, 02:22 PM) <{POST_SNAPBACK}>
Ah, I thought so too, but where is it? I've looked in the template, and in the guildskills specific scripts. I've tested it, and only nightsight is triggered, nothing else is.
If you do AUTOS you'll see the functions you can set to fire automatically. Do AUTO
Ilyarin2009-01-11 19:26:46
Do TCONFIG SKILLS (sometimes you have to do it twice for it to work). Then look at the helpfiles in the Treant folder. I don't know what it's called exactly. But basically you have to set up a little table in your Lua Script (the one where you do require "treant" etc). Then you can create an alias called 'defup' and fill it with all the things you want to raise.
Unknown2009-01-11 19:28:22
Ah, that helped clarify a lot. Now to test it out. I've always wondered where to place the table.
EDIT: Ok, I guess my question now should be changed to this: Besides the aliases/triggers/variable on MUSHclient and the scripts in the Treant folder, are there any other code hidden somewhere?
EDIT: Ok, I guess my question now should be changed to this: Besides the aliases/triggers/variable on MUSHclient and the scripts in the Treant folder, are there any other code hidden somewhere?
Unknown2009-01-11 20:14:53
There is no trigger for balance or equilibrium recovery in Treant, as it's all based on the prompt flags. You'll need to look at the prompt:capture function for that bit.
There is no "hidden" code with Treant. It's all in the various Lua modules and imported straight into your world from the XML settings files. Doing it this way makes it much simpler to build your own things on top of the system instead of having a dozen plugins that talk to each other through complicated mechanisms. (I do have a few plugins included, but only because they're auxiliary functionality not based on the main system directly.)
There is no "hidden" code with Treant. It's all in the various Lua modules and imported straight into your world from the XML settings files. Doing it this way makes it much simpler to build your own things on top of the system instead of having a dozen plugins that talk to each other through complicated mechanisms. (I do have a few plugins included, but only because they're auxiliary functionality not based on the main system directly.)
Unknown2009-01-12 05:09:51
Ah, thank you so much.
Unknown2009-01-13 13:54:46
QUOTE (Gregori @ Jan 6 2009, 06:39 AM) <{POST_SNAPBACK}>
I swiped the code for kills/deaths and reproduced it for my treant influence win/loss stuff... Works pretty nice. Now I just need to think of better names for the commands.
Could you be nice and post it for us? Pretty please?
One more question: How do you load all those scripts in the Treant folder? Let's say I managed to get Gregori's influence counter (please?). How would I load that into MUSHclient?
Unknown2009-01-13 14:23:49
QUOTE (Caerulo @ Jan 13 2009, 08:54 AM) <{POST_SNAPBACK}>
One more question: How do you load all those scripts in the Treant folder? Let's say I managed to get Gregori's influence counter (please?). How would I load that into MUSHclient?
Lua scripts are loaded with the require command, unless they're not modules...
XML settings are imported with the ImportXML function or through the File -> Import function on the menus.
Unknown2009-01-13 14:30:16
Ah, I see. So for example, I put a
CODE
require "influence"
in the treant.lua file?Unknown2009-01-13 14:31:48
QUOTE (Caerulo @ Jan 13 2009, 09:30 AM) <{POST_SNAPBACK}>
Ah, I see. So for example, I put a
CODE
require "influence"
in the treant.lua file?Close. Put it in YOUR Lua file. The Treant files are overwritten when you do an upgrade.
Unknown2009-01-13 15:46:49
Okay i'm getting really frustrated. I installed the program on my home computer, works perfectly fine nothing wrong. I installed it on my work computer, worked perfectly fine, made my alias and my targetting trigger. My computer screwed up over the weekend, I restarted, restarted mush and none of my stuff was there, nothing was there, gui bar didn't work and I didn't get the Initialized version 1.12. I said okay uninstall everything, redo the entire thing from scratch. It's not working, all I get is treant initialized gui isn't working and no version. I can't think of what I'm doing wrong because I'm following the directions exactly, hell I installed it perfectly fine twice already but now somethings not clicking. Any help anyone can give me will be great i'm pulling out my hair here.
Unknown2009-01-13 15:52:00
You did the /treant:Install() and you're using the Treant directory as your working directory still? I mean, if you did it twice already, it's got to be something small (and perhaps too obvious) that's missing in your current setup.