Neos2011-05-15 04:38:35
QUOTE (AquaNeos @ Dec 31 2010, 06:34 AM) <{POST_SNAPBACK}>
Alright, after quite some time working on this I now have a demesne tracker. It tracks effect times, effect statuses, demesne area, demesne center, how much power is used for mirage, and demesne size. It's currently only configured for Aquamancy, but if anyone else wants a version for their guild, I'd be up to adapting for a small credit price (changing all the variables and display takes time, also incorporating the lines). This only does what is listed. If you want something to do effects and tracking people entering/leaving the demesne will take time, due to it being still in the works. This requires you to be up to date on the latest mudlet release, because it makes use of gmcp. This only contains triggers and the necessary scripts needed to make it all work. This makes use of several functions that can also be used in other scripts. Thanks go to Demonnic, Vadi, and any others who helped me test it all out.
This will also move the demesne center as you move through-out the demesne. At this time there is no option to keep it at a room, and you must be using m&m, because it makes use of an event only found in m&m and I didn't see the need to add in my own. If you don't have m&m and want this, it will take some work to redo the event and to make sure I don't mess it up.
This will also move the demesne center as you move through-out the demesne. At this time there is no option to keep it at a room, and you must be using m&m, because it makes use of an event only found in m&m and I didn't see the need to add in my own. If you don't have m&m and want this, it will take some work to redo the event and to make sure I don't mess it up.
Redoing the overall background code for this, and have decided to also make version for every meld skillset. If you want this, and want to see a feature added, pm me with what you want, and if it can be done, will do it.
Features will be/are:
- Tracking times
- Tracking which effects are up or not
- Tracking demesne size
- Tracking area
- Tracking Center by both name and number
- Tracking who enters/leave the demesne
- Announces on a specified channel if the person is a personal enemy/org enemy or member of an enemy org
- Option to move your center with you or not
- Option to ignore announcing a certain person or several people for arena fights
- Auto-enemy people who enter your demesne if they are an org enemy and not being ignored.
- Auto-ally anyone on your side if not an ally
- Coloring of raise effect lines to make them more noticeable at times when there's a lot of spam on the screen. Colors will be configurable at some point.
- Assistance in raising effects and properly timing them. This one will take a bit more time, to make it properly configurable and well done.
Might add new features if I think it might be useful to add them in.
Can have it account for Astral Insanity, but not afflictions that stop you from talking.
This will cost credits, thinking around 10 credits or so, depends on how much work I put in and how long it all takes.
The last four are not current features in my current demesne scripts, but the first three of those four will be pretty easy to add in.
I don't have Hartstone raise effect lines, and might be missing lines from Geomancy, Pyromancy, Aeromancy, and Blacktalon. Will have to check it over and talk to members of those guilds to see what lines I might have missed.
Unknown2011-05-16 00:14:09
QUOTE (Aison @ May 8 2011, 12:15 PM) <{POST_SNAPBACK}>
Hi, what am I supposed to do about the potionlist/magiclist bit? Every time I type potionlist/magiclist it doesn't show me anything except that it's configing my pagelength to 200.
Is all I see. Same thing even when the system isn't paused. Only way I can get it to show up is by turning triggers off.
CODE
config pagelength 200
magiclist
Your current pagelength: 200
(p) 5220h, 5694m, 5700e, 10p ex<>-
magiclist
Your current pagelength: 200
(p) 5220h, 5694m, 5700e, 10p ex<>-
Is all I see. Same thing even when the system isn't paused. Only way I can get it to show up is by turning triggers off.
I had the same problem. There's a trigger that doesn't fire long enough to record all your vials if you have a whole lot of them. I think I posted the fix earlier in this thread.
Aramel2011-05-16 15:07:32
The m&m plugin for getinfo is coughing up an error when it tries to delete the temp files. I opened debug, but it doesn't tell me what the problem is, just that it's in ndb_download_done. The temp files aren't being deleted at all.
Aison2011-05-16 19:45:39
QUOTE (Cauthorn @ May 15 2011, 04:14 PM) <{POST_SNAPBACK}>
I had the same problem. There's a trigger that doesn't fire long enough to record all your vials if you have a whole lot of them. I think I posted the fix earlier in this thread.
You know I thought I went through that entire thread but I guess not. Firelength fixed the problem, thanks a bunch!
Just a quick edit but I noticed the herb tab doesn't capture everything in my rift. It only goes to functional herbs and then it stops :/ I don't really know how to fix that problem. It's not a huge deal but it'd be nice if I could see everything at the drop of a hat!
Anisu2011-05-16 21:40:48
QUOTE (Aramel @ May 16 2011, 05:07 PM) <{POST_SNAPBACK}>
The m&m plugin for getinfo is coughing up an error when it tries to delete the temp files. I opened debug, but it doesn't tell me what the problem is, just that it's in ndb_download_done. The temp files aren't being deleted at all.
in ndb_download_done change the last part to resemble this:
-- delete the temp file
io.input():close()
os.remove(filepath)
Also after you close mudlet clean house and delete all those temp files manually.
Unknown2011-05-16 21:44:36
QUOTE (Aison @ May 16 2011, 03:45 PM) <{POST_SNAPBACK}>
You know I thought I went through that entire thread but I guess not. Firelength fixed the problem, thanks a bunch!
Just a quick edit but I noticed the herb tab doesn't capture everything in my rift. It only goes to functional herbs and then it stops :/ I don't really know how to fix that problem. It's not a huge deal but it'd be nice if I could see everything at the drop of a hat!
Just a quick edit but I noticed the herb tab doesn't capture everything in my rift. It only goes to functional herbs and then it stops :/ I don't really know how to fix that problem. It's not a huge deal but it'd be nice if I could see everything at the drop of a hat!
I'll be rewriting the infotab stuff, and will keep a look out for that issue. In fact, I'll be rewriting all of the following:
Harvester
Influencer
Tabbed Chat (with blinking... or not... there'll be a config option this time)
infotabs
Astrology (I seem to recall noticing at a passing glance something changed with it)
so if anyone wants to be my guinea pi... tester, hit me up in PM. I'll also take suggestions as to what you might like tweaked in these plugins. Not that I'll implement them all, but I'm always willing to listen.
Calixa2011-05-16 23:30:08
For the infotabs, not all potions were listed, things like galvanism were not on the list, if you could default add those that'd be lovely, I snuck them manually into mine while you were in Limbo Also how about a Tarot tab for infotabs? It is one of the script ideas I have noted down, and you may be able to code it faster than I can.
Acrune2011-05-17 02:03:56
QUOTE (demonnic @ May 16 2011, 05:44 PM) <{POST_SNAPBACK}>
Astrology (I seem to recall noticing at a passing glance something changed with it)
I'll also take suggestions as to what you might like tweaked in these plugins. Not that I'll implement them all, but I'm always willing to listen.
I'll also take suggestions as to what you might like tweaked in these plugins. Not that I'll implement them all, but I'm always willing to listen.
I downloaded your astrology plugin when I came back a couple months ago. Assuming you havent changed it, there are issues.
- It breaks if anything is retrograde (nativity me for reference)
- It only works on personal astrolabes. Its just adding another trigger line, but might as well
- You don't show what ray damage falls under. You need to, because otherwise you might be doing damage when you're expecting an affliction
- Your table for the spheres is showing the wrong columns. If memory serves, you're showing endurance and willpower instead of random and power.
- Having it check memory instead of using eq for nativity is neat, but I use nativity to see what spheres someone has, so I disabled it and made it so the nativity info is printed out when I change targets, if the info is available.
I think thats everything. I dont have your tabbed stuff, so all of the above refers to the version that prints to the main window.
Unknown2011-05-17 04:11:33
QUOTE (Acrune @ May 16 2011, 10:03 PM) <{POST_SNAPBACK}>
I downloaded your astrology plugin when I came back a couple months ago. Assuming you havent changed it, there are issues.
- It breaks if anything is retrograde (nativity me for reference)
- It only works on personal astrolabes. Its just adding another trigger line, but might as well
- You don't show what ray damage falls under. You need to, because otherwise you might be doing damage when you're expecting an affliction
- Your table for the spheres is showing the wrong columns. If memory serves, you're showing endurance and willpower instead of random and power.
- Having it check memory instead of using eq for nativity is neat, but I use nativity to see what spheres someone has, so I disabled it and made it so the nativity info is printed out when I change targets, if the info is available.
I think thats everything. I dont have your tabbed stuff, so all of the above refers to the version that prints to the main window.
- It breaks if anything is retrograde (nativity me for reference)
- It only works on personal astrolabes. Its just adding another trigger line, but might as well
- You don't show what ray damage falls under. You need to, because otherwise you might be doing damage when you're expecting an affliction
- Your table for the spheres is showing the wrong columns. If memory serves, you're showing endurance and willpower instead of random and power.
- Having it check memory instead of using eq for nativity is neat, but I use nativity to see what spheres someone has, so I disabled it and made it so the nativity info is printed out when I change targets, if the info is available.
I think thats everything. I dont have your tabbed stuff, so all of the above refers to the version that prints to the main window.
Good stuff, will fix during the rewrite. This is not anything I came up against in testing, and you're the first to mention it =)
I promise, I'll never get mad at you for telling me when something doesn't work. I might tell you I did it on purpose, but I won't get mad. And chances are if I did it on purpose, it's something subjective. Or I'll then admit I did it on purpose because I was wrong... something like that.
Unknown2011-05-18 09:01:47
This mean you are playing again, Demonnic?
Unknown2011-05-19 04:14:36
QUOTE (Draylor @ May 18 2011, 05:01 AM) <{POST_SNAPBACK}>
This mean you are playing again, Demonnic?
Yup, this means I'm playing again.
Anisu2011-05-22 09:26:12
One thing I have been thinking of adding to the info tabs is to automaticly probe my cube and note that in the magic tab. Not sure if it is worth adding for everyone though.
Also for those that want to use IFFs colouring with the new tabbed chat plugin of Demonnic, you will have to set the bucket mode in his config script to false and make your iff interface look like this:
Also for those that want to use IFFs colouring with the new tabbed chat plugin of Demonnic, you will have to set the bucket mode in his config script to false and make your iff interface look like this:
CODE
table.insert(IFFChatTriggers,tempRegexTrigger(],]))
Calixa2011-05-22 10:35:24
I'd find listing of cube charges useful.
Neos2011-05-25 10:00:37
QUOTE (AquaNeos @ May 15 2011, 12:38 AM) <{POST_SNAPBACK}>
Redoing the overall background code for this, and have decided to also make version for every meld skillset. If you want this, and want to see a feature added, pm me with what you want, and if it can be done, will do it.
Features will be/are:
Might add new features if I think it might be useful to add them in.
Can have it account for Astral Insanity, but not afflictions that stop you from talking.
This will cost credits, thinking around 10 credits or so, depends on how much work I put in and how long it all takes.
The last four are not current features in my current demesne scripts, but the first three of those four will be pretty easy to add in.
I don't have Hartstone raise effect lines, and might be missing lines from Geomancy, Pyromancy, Aeromancy, and Blacktalon. Will have to check it over and talk to members of those guilds to see what lines I might have missed.
Features will be/are:
- Tracking times
- Tracking which effects are up or not
- Tracking demesne size
- Tracking area
- Tracking Center by both name and number
- Tracking who enters/leave the demesne
- Announces on a specified channel if the person is a personal enemy/org enemy or member of an enemy org
- Option to move your center with you or not
- Option to ignore announcing a certain person or several people for arena fights
- Auto-enemy people who enter your demesne if they are an org enemy and not being ignored.
- Auto-ally anyone on your side if not an ally
- Coloring of raise effect lines to make them more noticeable at times when there's a lot of spam on the screen. Colors will be configurable at some point.
- Assistance in raising effects and properly timing them. This one will take a bit more time, to make it properly configurable and well done.
Might add new features if I think it might be useful to add them in.
Can have it account for Astral Insanity, but not afflictions that stop you from talking.
This will cost credits, thinking around 10 credits or so, depends on how much work I put in and how long it all takes.
The last four are not current features in my current demesne scripts, but the first three of those four will be pretty easy to add in.
I don't have Hartstone raise effect lines, and might be missing lines from Geomancy, Pyromancy, Aeromancy, and Blacktalon. Will have to check it over and talk to members of those guilds to see what lines I might have missed.
Link to original post.
Is there anyone in the other guilds, who use mudlet, that would be interested in this? I don't want to go through the extra work, and have no one interested. I fully plan on redoing it for Aquamancy, but not gonna do it for the others if there's no one interested.
Vadi2011-05-25 17:05:14
probably lots are, it's best to just post the download link to the plugin as it is
Dysolis2011-06-22 17:15:55
Is there an auto gunner (for aethercraft) plugin for mudlet?
Sylphas2011-06-22 23:01:49
QUOTE (Dysolis @ Jun 22 2011, 01:15 PM) <{POST_SNAPBACK}>
Is there an auto gunner (for aethercraft) plugin for mudlet?
It's like three triggers. I can just pm you them.
Vadi2011-06-24 21:35:15
Stuff here could be added to the new http://ironrealms.com/mud-scripts page
Unknown2011-07-02 15:58:51
Just added some code to handle auto-bashing via GMCP.
Add a gmcp.Char.Items.List event handler to that script.
Will post the table remove handling as soon as I finish it.
Enjoy
CODE
-- Table containing our allowed mobs to attack. Feel free to add your own
rampart.tracking.allowedMobList = {"a test value",
"a black rat",
"a young rat",
"a rat"}
rampart = rampart or {}
rampart.tracking = rampart.tracking or {}
rampart.tracking.mobsToKill = rampart.tracking.mobsToKill or {}
function populateMobTable()
    rampart.tracking.mobsToKill = {}
    local mobList = gmcp.Char.Items.List
    if mobList.location == "room" then
        for _, v in ipairs(mobList.items) do
            for _, value in ipairs(rampart.tracking.allowedMobList) do
                if v.name == value then
                rampart.tracking.mobsToKill = {}
                table.insert(rampart.tracking.mobsToKill, v.id)
                end
            end
        end
    end
end
rampart.tracking.allowedMobList = {"a test value",
"a black rat",
"a young rat",
"a rat"}
rampart = rampart or {}
rampart.tracking = rampart.tracking or {}
rampart.tracking.mobsToKill = rampart.tracking.mobsToKill or {}
function populateMobTable()
    rampart.tracking.mobsToKill = {}
    local mobList = gmcp.Char.Items.List
    if mobList.location == "room" then
        for _, v in ipairs(mobList.items) do
            for _, value in ipairs(rampart.tracking.allowedMobList) do
                if v.name == value then
                rampart.tracking.mobsToKill = {}
                table.insert(rampart.tracking.mobsToKill, v.id)
                end
            end
        end
    end
end
Add a gmcp.Char.Items.List event handler to that script.
Will post the table remove handling as soon as I finish it.
Enjoy
Shedrin2011-07-02 21:38:27
QUOTE (AquaNeos @ May 25 2011, 05:00 AM) <{POST_SNAPBACK}>
Link to original post.
Is there anyone in the other guilds, who use mudlet, that would be interested in this? I don't want to go through the extra work, and have no one interested. I fully plan on redoing it for Aquamancy, but not gonna do it for the others if there's no one interested.
Is there anyone in the other guilds, who use mudlet, that would be interested in this? I don't want to go through the extra work, and have no one interested. I fully plan on redoing it for Aquamancy, but not gonna do it for the others if there's no one interested.
Aeromancer who is interested here. I didn't see any download links in your posts? If you can give me a download then I can probably fill in the Aeromancer specifics myself.