The Gaardian Aardwolf Notes Archive

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showing 50 most recent notes by Abelinc
Re: bug in radiance +
Note #16776
posted on Typos
Sunday, October 7, 2018 @ 13:27
Reply to: Note 16775 posted by Broud

>Not sure what happened there, but 'bug' is already a keyword on that mob.

Yep, this one was my bad. Thanks for checking, Broud.

I do log my typed commands, although I don't echo them to the screen. I
should have done command history to double-check before posting, but I
"knew" what I typed (or so I thought), so for my note, I entered that. 
Properly from my log:

>im big
>
>They aren't here.

So I typoed bug when I tried to attack.

Abe
bug in radiance
Note #16774
posted on Typos
Sunday, October 7, 2018 @ 13:14
{rname}A Campsite Beneath the Trees (19821)
{roomchars}
(Golden Aura) A gnarled Ironwood looks out of place and far from home.
(White Aura) A creepy crawly bug is making its way towards you. [QUEST]
{/roomchars}

>im bug
They aren't here.

>im cr
You fade into existence.
[5] Your shroud of flame does BAD things to a creepy crawly bug! [4110]

Both creepy and crawly are keywords. Bug is not.

I know it fits with the letter of the rules, but it doesn't really
make sense to have creepy or crawly as keywords but not bug.

When it's the other way around, I'm usually on the side of not changing 
(it's not a creepy or a crawly)...but bug is "what it is".

Just my thoughts,
Abe
Re: New error.
Note #7755
posted on Tech
Sunday, October 7, 2018 @ 12:47
Reply to: Note 7754 posted by Teleron

>You have become better at aid! (91%)
>Trigger function "skillgain" not found or had a previous error.
>It happens every time I gain a % in a skill or spell.

When you get that "previous error" message, it basically means that
at some point in your current launch of MUSHclient, a script function
within a plugin has crashed. The first time a given script function 
crashes, MUSHclient gives you a bunch of lines with details about 
the crash, but you may not have been looking at the screen to see it.
The MUSHclient effectively "forgets" that that particular function exists
so that it doesn't have to deal with that crash again.

Especially if you don't see the initial-crash text, the first 
troubleshooting step is basically to not bother troubleshooting
and take "The IT Crowd" approach...just quit and relaunch MUSHclient
(in other words, "have you tried turning it off and back on again?")
Sometimes a crash is just a crash, and you'll never know what happened/why.
If it does indeed happen again, then you can look for a root cause to
correct.

In this case, it would be a plugin which needs to care about you learning 
new skills/spells. That means that it's about extremely likely to be a 
plugin for spellups.

Hope this helps,
Abe
Re: Lua / C.
Note #7745
posted on Tech
Saturday, September 22, 2018 @ 16:28
Reply to: Note 7744 posted by Starling

>If I write a program in C, how do I get Mushclient/Lua to send data to it?

How I'd do it would depend on what kind of data and how often you're trying
to send the data.
Options:
    Call your progam with the data as command-line arguments.
        Good for smallish amounts of discrete data
    Put the data into a tempfile, and have your program read that file
        Good for larger amounts of data or funkier formats
    Use COM objects
        Good for a full bi-directional "conversation" between MUSHclient
        and your program. Requires your program to be more complex, to
        understand how to handle the COM stuff.


Hope this helps,
Mike
Re: Larry the Missionary say text +++
Note #16657
posted on Typos
Thursday, July 26, 2018 @ 08:41
Reply to: Note 16646 posted by Taeryn

>https://wapo.st/2O7RA7S
>One space between each sentence, they said.  Science just proved them wrong.
>Washington Post article from 4 May 2018.

The only thing that paper proved was that Skidmore College researchers fail
at designing experiments to properly test a hypothesis.

Abe
Re: roume
Note #516
posted on Misc
Wednesday, July 18, 2018 @ 13:37
Reply to: Note 513 posted by Belfarious

>my alt was in bootcamp and got outcasted by Roume
>roume didnt give me any explanation at all
>nor any clear evidence of what i did wrong
>i feel this was unfair to the extremee
>and roume was personally attacking me

Perhaps when you're trying to take the moral high ground and 
say that someone else was personally attacking you, it would
be better if you had not first gossipped F you, F bootcamp, and 
Go F yourself...

Just sayin'

Abe
help disease
Note #16622
posted on Typos
Thursday, July 5, 2018 @ 01:24
Typing "help disease" gives the major swarm helpfile instead of the 
disease spell's helpfile. You can use help 65 for now to see the
proper helpfile, but disease should be removed from the major
swarm's file so it doesn't override.

Abe
Re: Quest typo
Note #16604
posted on Typos
Tuesday, June 5, 2018 @ 23:11
Reply to: Note 16603 posted by DudeOnline

>>As I got the quest, the message on the third line was:
>>'The Administrator tells you 'one it's wheels, making...'
>
>It should have read:
>'The Administrator tells you 'one of it's wheels, making...'

No, it should have read:
'The Administrator tells you 'one of its wheels, making...'

Abe
Re: new gquest rule +++
Note #39935
posted on Ideas
Tuesday, June 5, 2018 @ 01:07
Reply to: Note 39934 posted by Fenix

>secondly, its things people do that give me ideas to try and help others.

It's the thing you IMAGINED people did that give you ideas to whine about
how everything's unfair against you.

>i have no idea about the times of that gquest that sparked this idea

Of course you don't. Why bother to learn the facts first. It's not like
facts matter.

>i just know that if someone is 1 away from complete before the extended 
>time, they shouldnt be able to sit there and wait until after so others 
>dont get a chance.

If someone is that close to winning, the others already don't have a 
chance. The winner waiting is giving them a chance. If a GQ completes in
more time than would be extended-eligible, then you've already had enough
chance. That's why all GQs don't have automatic extended time.

>move onto the next and let the gq cycle continue.

The GQ cycle would continue more quickly if they wait until there's no
extended time ;-).

But again, if Akira had finished soon enough for extended time to kick
in, then you would have had LESS time for kills than you were given.
Those are the facts in this case.

UNLIKE the next GQ you entered, where YOU got the final kill shortly after
extended-eligible time was over to not give Garamis or Akira extended
time for more kills.

Just sayin'.

Abe
Re: new gquest rule +
Note #39933
posted on Ideas
Tuesday, June 5, 2018 @ 00:43
Reply to: Note 39932 posted by Throxx

Fenix wrote:
>id like to see a not be allowed to wait until after the extended time 
>mark to kill the last mob so other players wont be able to receive more 
>kills in the extended time.

If you already had longer than the time at which extended time would be
offered, then why do you think that you should be entitled to additional
time?

Talk about a self-centered sense of entitlement.

Note also that this whinefest about your perceived slight is not even 
based in reality.

Akira won the GQ 3 and a half minutes past the time where the GQ would no 
longer be eligible for extended time. So he did, in fact, give you MORE
time than extended time would have given you.

Tymme wrote:
>I thought this was in gq rules already but might have been removed with the
>rewrite?

Umm, no, there has never been a rule that you must win a GQ as quickly as 
you're humanly capable of, nor should there be. Note that "not going full 
100%" is not the same as "delaying a GQ", for which there was a rule.

A rule you may be thinking of was that you weren't allowed to intentionally 
not win, to avoid the third win of a level (and max-kills was instituted as
a check against that, to nullify that rule).

Throxx wrote:
>If its a longer one that extends past 5 min, i & others have sat at the
>last kill for a few minutes, expecially if they have many kill left.

See, that's a great thing to do for newbs that I have done occasionally 
as well.

Abe
Re: unremovable eye eq
Note #17965
posted on Bugs
Monday, June 4, 2018 @ 01:06
Reply to: Note 17964 posted by Fenix

>were shown as something after checking eq, r all and r goblin would not
>remove them. i was blind until they could be removed by an imm. seems
>like something to be fixed.

There are 2 ways to remove items that you cannot see.
1) remove 
2) wear something you CAN see

>ps cure blind and other cure spells had no affect and the blindness
>didnt show up in aff bad.

That's because it's not a spell you've got on you. This would be the
same as sanc not showing up in aff when you're wearing the aura. You
would type "aflags" to see the blindness.

Hope this helps,
Abe
Re: Mendaloth Tracker + Fiendish Aard Channels +++
Note #7682
posted on Tech
Sunday, June 3, 2018 @ 10:45
Reply to: Note 7681 posted by Fiendish

>This should not be true. storeFromOutside takes a second argument which can
>either be a tab index number or tab name string.

Sweet, so you've already done the work on your end for it. Please update the
example on your wiki page on the comm log window when you get a chance.
It only mentions the argument of the message to send.

Although, I think it'd be pimp to still have an option in the right-click
GUI to choose storeFromOutside, and have that impact the ones which
don't expressly set the tab in the CallPlugin command?

For anyone who is using Mendaloth's plugin and wants to send tracker stuff
to a tab other than "1", open the plugin in a text editor, and change 
line 117 from:
CallPlugin("b555825a4a5700c35fa80780","storeFromOutside",styles_to_colors)
to
CallPlugin("b555825a4a5700c35fa80780","storeFromOutside",styles_to_colors,2)
where the "2" is the number for whatever tab you want.

Thanks!
Abe
Re: Mendaloth Tracker + Fiendish Aard Channels
Note #7677
posted on Tech
Thursday, May 31, 2018 @ 01:17
Reply to: Note 7676 posted by Cytan

>I use Mendaloths Tracker which is a fake channel I dump log data into that
>I don't want to spam channels with.  If you don't know how it works,
>in a nutshell it uses Aardwolfs "echo" command.

While it does use aardwolf's echo command, that's not the important thing for
your issue. More on that in a minute.

>Is there a way to get echo's to show up in a custom tab?

There is no way possible to know what output from the MUD came from an echo
(except for echocommands, but that would be silly for this), so the comm log
can never have an "echo" capture or "echo" tab or option.

But how can that be, if Mendaloth's fake tracker channel shows up there?
The answer is that the echo is NOT what puts it into the comm log. How the
plugin works is that, first, it uses echo to put:
[Tracker]:My stuff goes here
across your screen. THEN, it has a trigger to match lines that start with 
that fake tag of "[Tracker]:". That trigger uses a command that Fiendish 
put into the comm log called "storeFromOutside", which is there to allow 
plugin writers (or just players) to shove lines of data into the comm log.

So what we really need is for the "non-channel echoes" options to include
storeFromOutside, and the best way to get that is via an enhancement
request to Fiendish (I'll post one to the github site).

Unfortunately, with the way that storeFromOutside works, there's also no 
way to discriminate between a storeFromOutside from Mendaloth's plugin 
vs one from Bast's plugins (or anyone else's), so it would be an all-or-
nothing proposal. This is really a limitation in the CallPlugin syntax.

Abe
Re: Can we timeout our quest cooldown offline? ++
Note #39892
posted on Ideas
Wednesday, May 30, 2018 @ 23:17
Reply to: Note 39862 posted by Crowley

>> It was abused and removed.
>
>Out of curiousity, how was it abused? I can't imagine having to remain 
>offline for 24 or even 12 hours is beneficial to the player to where it 
>would be abused. In that meantime, the player could have done so many 
>more quests instead. Even if you take in account alts, you're still 
>missing out, really.

With enough alts, you can effectively spend every moment of your life 
questing.

Abe
Re: appraise from alias +++
Note #17963
posted on Bugs
Wednesday, May 30, 2018 @ 23:06
Reply to: Note 17960 posted by Redryn

>You're sending "appr 1 " vs "appr 1", so the mud interprets "1 " as a string
>and it looks for a keyword starting with 1. In this case, some of the items
>have keywords e.g. 111Bard

Good catch! It remains a bug, but now we know that what triggers it is
a trailing space rather than parsing differences in alias vs direct commands.

Abe
Re: appraise from alias +
Note #17959
posted on Bugs
Monday, May 28, 2018 @ 18:09
Reply to: Note 17957 posted by Redryn

>Tried this, unable to recreate.
>
>Are you aliasing 2 ; or 1?

I put 2 ;s into the note because that'd be the easiest way for MUSHclient
users to create the alias. I've verified that it works this way for me 
with single or double ;s.

The output of my "alias" command is:
>alias:
>
>allappr          :  appr 1 ;; appr 2 ;; appr 3 ;; appr 4 ;; appr 5 ;; appr 6
>testappr         :  appr 1 ; appr 2 ; appr 3 ; appr 4 ; appr 5 ; appr 6

Just to see if it might be something to do with my testing in the CHAoS clan
shop, I did the next testing in the bard weapon shop, and did it with 
echocommands turned on.

The proper order of the items:
>Num  Level  Price    Qty  Item
>---  -----  -------  ---  -----------------------------------
>  1     26     3560  ---  Melpomene's Betrayal
>  2     41     5600  ---  Thalia's Sharpened Wit
>  3     60     4160  ---  Euterpe's Joyful Flute
>  4     70     8960  ---  Erato's Awakener Of Desire
>  5     81    11340  ---  Terpsichore's Whirling Lyre
>  6     91    13100  ---  Urania's Circle of Stars
>  7    111    16860  ---  Polyhymnia's Call to Heroes
>  8    151    28300  ---  Clio's Staff of Memory
>  9    181    38380  ---  Golden Harp of Calliope
>Quantity '---' means unlimited supply.
>To see the stats of an item in the store, use 'Appraise '.

>allappr
>
>You entered: appr 1
>You appraise the true value of Polyhymnia's Call to Heroes. (appr 1, item 7)
>
>+-----------------------------------------------------------------+
>| Keywords   : Polyhymnia Call Heroes 111Bard                     |
>+-----------------------------------------------------------------+
>
>[58978/58978hp 39693/39693m 442tnl 18469812gold  Dbl: 11]  >
>(the extra ";" if there just gives another prompt)
>[58978/58978hp 39693/39693m 442tnl 18469812gold  Dbl: 11]  >
>
>You entered: appr 2
>You appraise the true value of Melpomene's Betrayal. (appr 2, item 1)
>
>+-----------------------------------------------------------------+
>| Keywords   : Melpomene Betrayal 26Bard                          |
>+-----------------------------------------------------------------+
>
>[58978/58978hp 39693/39693m 442tnl 18469812gold  Dbl: 11]  >
>
>[58978/58978hp 39693/39693m 442tnl 18469812gold  Dbl: 11]  >
>You entered: appr 3
>An adept of Zaister does not have that item for sale. (appr 3)
>
>[58978/58978hp 39693/39693m 442tnl 18469812gold  Dbl: 11]  >
>
>[58978/58978hp 39693/39693m 442tnl 18469812gold  Dbl: 11]  >
>You entered: appr 4
>You appraise the true value of Thalia's Sharpened Wit. (appr 4, item 2)
>
>+-----------------------------------------------------------------+
>| Keywords   : Thalia Sharpened Wit 41bard                        |
>+-----------------------------------------------------------------+
>
>[58978/58978hp 39693/39693m 442tnl 18469812gold  Dbl: 11]  >
>
>[58978/58978hp 39693/39693m 442tnl 18469812gold  Dbl: 11]  >
>You entered: appr 5
>An adept of Zaister does not have that item for sale. (appr 5)
>
>[58978/58978hp 39693/39693m 442tnl 18469812gold  Dbl: 11]  >
>
>[58978/58978hp 39693/39693m 442tnl 18469812gold  Dbl: 11]  >
>You entered: appr 6
>You appraise the true value of Urania's Circle of Stars. (appr 6, item 6)
>
>+-----------------------------------------------------------------+
>| Keywords   : Urania's Circle Stars 91Bard                       |
>+-----------------------------------------------------------------+

As evidenced by the "echocommands", the MUD thinks that it is processing
appr 1 through appr 6, but the appraise output was of the wrong item,
based on keyword instead of list position, other than the last one.

Abe
appraise from alias
Note #17955
posted on Bugs
Sunday, May 27, 2018 @ 12:19
The appraise command parses arguments differently whether it's called 
from a multi-command alias vs when it's typed manually or used from a 
single-command alias.

Test case, manually typed:
1) Go to the CHAoS clan shop.
2) appr 2
3) appr 3
4) appr 4

Note that appr 2 appraises the luggage, appr 3 appraises the rejuv, and 
appr 4 appraises the tri-lunar elixer. Also note that a keyword on the 
tri-lunar exlixer has a keyword of 20heal.

Test case single alias:
1) Same place
2) alias testappr appr 2
3) type testappr

Note that testappr expands to appr 2, and still appraises the luggage.

Test case multi-command alias
1) Same place
2) alias testappr appr 2 ;; appr 4
3) type testappr

Testappr epands to "appr 2" and "appr 4", HOWEVER, it's parsed differently.
It shows the appraisal for the tri-lunar elixer twice, because for all 
except the last command in the multi-command alias, it wants the second
word to be a keyword argument rather than a place-in-list argument.

This all came to my attention because of ideas board post 39798, and
my suggestion to make an alias that does appraise on 1-6.

Test case using the alias I mentioned in my response (39817):
1) Same place
2) alias testappr appr 1 ;; appr 2 ;; appr 3 ;; appr 4 ;; appr 5 ;; appr 6
3) testappr

Magic from a chaos guard does not have that item for sale. (appr 1)
Tri-lunar appraisal (appr 2)
Magic from a chaos guard does not have that item for sale. (appr 3)
Magic from a chaos guard does not have that item for sale. (appr 4)
Magic from a chaos guard does not have that item for sale. (appr 5)
appraisal for whatever is item 6 in the list (sold to shop)

Abe
Re: bug - miracle + epic death?
Note #39856
posted on Ideas
Sunday, May 27, 2018 @ 11:41
Reply to: Note 39829 posted by Vilgan

>c 'mir
>It's a miracle! You have cheated death!
>470 experience refunded from the grim reaper.
>Congratulations, hero. You have increased your powers!
>You gain 3 trains.
>Lucky! You gain an extra 1 training session!

You'd have to look between the death and the miracle to see if there's
a bug. Miracle was changed many years ago to allow you to gain a small
amount of exp between the death and the miracle. Originally, any exp
gain you earned would "nullify" a miracle, but that meant that, for 
example, spelling up before casting (or receiving) a miracle could screw 
you out of the miracle if you got better at something during the spellup.

So a non-bug way to achieve what you posted would be to:
1) be low TNL/close to a pup (you would've been at 940)
2) die (lost 470 exp)
3) gain some lowish measure of exp (in this case, 60)
4) successful miracle

Abe
Re: Can we have a better appraise cmd?
Note #39817
posted on Ideas
Friday, May 25, 2018 @ 23:03
Reply to: Note 39798 posted by Morrow

>It would be nice if one can app item no.1-6 or all item on sale.

type "alias allappr appr 1 ;; appr 2 ;; appr 3 ;; appr 4 ;; appr 5 ;; appr 6

Then when you want to appraise items 1 through 6, type "allappr" and it should
give them all to you.

Abe
Re: instinct prot evil + inert
Note #39707
posted on Ideas
Thursday, May 10, 2018 @ 08:09
Reply to: Note 39706 posted by Vilgan

>My understanding is that the protection evil instinct also
>works with inertial barrier. However, this is somewhat confusing when
>looking at instinct with spells active because protection good is highlighted
>while protection evil is not.
>
>Suggestion: If affected by inertial barrier, highlight protection evil
>on the instinct screen.

I think that it would be confusing either way, but at least the way it
works now is consistent. The highlighting when you type instinct works 
exactly the same as the highlighting when you type "spells"

Sanctuary won't be highlighted when you are affected by Biofeedback or
are wearing a helm, and Haste won't be highlighted when you're wearing 
boots or under wraith form.

Perhaps there could be an additional modifier to "spells" and "instinct"
commands, like "effects", which highlights all versions of equivalent
spells/skills.

So typing "spells effects" when hidden would highlight hide, chameleon
power, and pass without trace, for example, and typing "instinct effects"
would highlight prot evil, haste, and sanctuary when appropriately affected.

Abe
Re: Manor teleport?? +
Note #17947
posted on Bugs
Tuesday, May 8, 2018 @ 22:37
Reply to: Note 17946 posted by Throxx

>Boy, that guy sure is a NEWB

To explain for others who aren't aware, when a room is created, such as
a manor room and manor porch, they are assigned to an area. But if
someone uses a land deed to move their manor, the room leading up to
the porch is part of the new area, but the porch and the manor rooms
inside are still part of the original area.

Abe
Re: Inferno Sunday 8pm +++
Note #2847
posted on Epics
Sunday, May 6, 2018 @ 13:27
Reply to: Note 2841 posted by Cerashor

>same with southern hemisphere..

Southern hemisphere has no impact on timezones. Only east/west matters.

>just cuz its done doesnt mean its considerate..

Just cuz it's not convenient FOR YOU doesn't mean it's NOT considerate.

THERE IS NO SUCH THING AS A TIME WHICH IS GOOD FOR EVERYONE. Running at
a time that is convenient for the organizer is not inconsiderate in the
least. It's merely practical.

If you want to be considerate to your "locals", then YOU organize a run.
Expecting someone else to give up their volunteer time on your schedule
regardless of their own life is quite inconsiderate OF YOU.

Abe
Re: optional age request on creation
Note #39703
posted on Ideas
Sunday, May 6, 2018 @ 13:19
Reply to: Note 39699 posted by Fenix

>in attempts to help further censor r rated channels, maybe an optional age
>request on creation could keep under age players from stumbling onto
>unappropriate channels. 

This is kinda silly when you think about it, and I HAVE a child who 
plays Aard.

1) IF it's optional that the person creating requests it, then
  a) they're already aware enough to have chosen it. So they're 
     already aware enough to just keep the curse-optional channels 
     off if they so choose. The nocurse toggle gives you a big 
     warning when you turn on curse-allowed channels.
  OR
  b) they already will simply NOT choose it in order to bypass
     netnanny restrictions like this. People under iirc 14 were
     not allowed on Facebook. So kids just put in a different
     birthdate. They're already used to stuff like that.

>it will also make me not feel so bad when saying bad
>things to people of age while joking around.

If for some reason this were to be implemented, then you absolutely 
should NOT be able to see it, so you wouldn't know when to feel bad. 
There's no good reason to paint a target on the back of kids. That's 
pretty much Net Awareness Training rule number one for kids taught
in elementary school: don't give your age on the Internet, ever.
It's right before not telling anyone where you live or that your
parents aren't home.

Abe
Re: can we please have rput
Note #39683
posted on Ideas
Thursday, May 3, 2018 @ 08:46
Reply to: Note 39682 posted by Level

>i know ive seen notes like this in the past so i wont rehash. 
>please add rput.

You can accomplish rput by putting "room" at the end of the
put command:
>put hall back
You put a hallowed light into Testament of the <(=Watchmen=)>.

>put hall back room
You put a hallowed light into a demon school backpack.

Abe
Re: raids
Note #39681
posted on Ideas
Wednesday, May 2, 2018 @ 13:28
Reply to: Note 39678 posted by Khaleesi

>So best eq being in epic gear makes raiding obsolete.

There wasn't raiding well before epic gear overshadowed raided
gear.

>We could even make it more interesting that the win
>you get could be the clans stash of gold or QP available.

HELL, no, for the same reason that PK players cannot loot
victims.

>Maybe make it even more fair that this is only available
>to clans who are more equal in size and players.
>Maybe like light and baal. And masaki to amazon ect.
>
>Could be cool.

With the unfair version, it is too OP. With the fair version,
it would change absolutely nothing. Clans who are "more equal 
in size and players" will never raid each other. The only way 
raiding works is if the raiders are much more powerful than the 
clan being raided. If defenders could come close to "holding
their own" against the attackers, then the maze complexity and 
guards effectively make it a total slaughter.

Abe
Re: 'compare ' argument interpretation
Note #17937
posted on Bugs
Sunday, April 29, 2018 @ 22:27
Reply to: Note 17936 posted by Zahir

>compare 'adjective location' eg. compare 'left ear'
>whenever the first argument is a wear location containing a space I get
>"You don't have 'wear location'." regardless of what other arguments
> are provided
>
>so there is some hopefully quite simple bug with the
>interpretation that prevents compare-by-location from working
>for locations with a space.

There are no wear locations with a space in their keyword. 
Type "wearable" to see how you should be referring to wear locations.
For the left ear, you want to compare "lear".

Abe
Re: Goodberries across the world
Note #454
posted on Misc
Wednesday, April 25, 2018 @ 23:16
Reply to: Note 453 posted by Stromth

>please, help me make andalor great again, with the power of goodberries.

Screw Stromth. He thinks small. I want to see GREATberries across the land!

Abe
Re: report +++
Note #39637
posted on Ideas
Wednesday, April 25, 2018 @ 23:00
>Hey all,
>I think we all know by now that when an Imm happens to comment on an idea
>that it doesn't mean 'end of story', unless they say so explicitly.

That thought would never have crossed my mind.

>I was hoping for a little more definition. As it was stated, the idea
>is unclear on exactly what type of output Tymme is expecting, etc.

If you want more definition, then asking for more definition would
be a better way to get it than saying this "will most likely be abused 
extensively."

>Looking at the idea from the vague perspective given, it could be seen
>as becoming spammy and abused.

Spammy and abused are not the same thing. Do you think that you see
a potential for actual abuse of the command, or do you just think
that it would/could get spammy. Spammy is a policy thing, which has 
nothing to do with this or any other particular command. We can be
spammy quite easily with or without this command. Yes, some output
of this proposed command would get to be pretty long. But in general,
the use case would not be used on public channels. The desire for
it on channels would be used more for things like clantalk, grouptell
and tell. Again, as was mentioned, people already have scripts that
do exactly this. But yet we aren't inundated with spam because of it
(unlike the rainbow scripts sometimes).

>If there is more detail to clarify the expected output (not precise 
>output, but an idea of what you're looking to see, etc).
>
>That was my only intention..

You have a VERY strange way to ask for that information.

Here is output from one such plugin that has been around for over 
4 years:
(Group) Mendaloth: 'Masteries Sonic: 38 | Bash, Disease: 2 | Acid, Energy, Negative, Fire, Mental, Magic: 1'

Abe
Reply to: Note 39636 posted by Mordist


sfail on berserk
Note #17931
posted on Bugs
Wednesday, April 25, 2018 @ 22:27
The spelltag sfail message is incorrect when trying to use berserk when
already affected by frenzy.

Test 1 - berserk first, blocking frenzy:
>bers
>{affon}211,1350
>Your pulse races as you go berserk!

>c frenz
>{sfail}49,0,2,-1
>You are already in a frenzy.

This is working properly. sfail reason 2 is appropriate for one 
spell (not recovery) blocking another.

Test 2 - frenzy first, blocking berserk:
>c frenz
>You are filled with holy wrath!
>{affon}49,3465

>bers
>{sfail}211,0,11,-1
>You get a little madder.

This is wrong. Sfail reason 11 is that the spell/skill has been disabled.
Since I successfull activated berserk above, it's obviously not disabled.

Abe
Re: report +
Note #39634
posted on Ideas
Wednesday, April 25, 2018 @ 22:02
Reply to: Note 39631 posted by Mordist

Tymme wrote:
>1) Change report to report hp/mn/mana/mv/moves, etc. (for #3 below).

I'm not sure what you mean here. That's what just "report" already does.

Mordist wrote:
>I'm sorry, I see all of this to be abused  quite
>easily, and will most likely be abused extensively.

Please clarify. I can't think of a single way that this command could be
used in a way that I would consider abuse.

>(and extremely spammy)

If spam is the type of abuse you were referring to, then this command has
nothing to do with enabling the spam or enforcing the issue. Spam is dealt 
with as spam, with or without this particular command. As was mentioned, 
there are already plugins which do exactly what this idea was requesting.

Abe
Re: Weightless EQ +
Note #39632
posted on Ideas
Wednesday, April 25, 2018 @ 21:57
Reply to: Note 39629 posted by Wars

>And no way should something like this cost a small amount of gold. If anything
>make it like weaps 2tp per halfweight.

It already does. That command is not just for weapons, it's for pretty much
anything but containers.

Abe
Re: GMCP of tell channel +
Note #39613
posted on Ideas
Monday, April 23, 2018 @ 22:47
Reply to: Note 39604 posted by Cheezburger

>In addition to this, what is the purpose of having "player" in the GMCP
>for tells, when it's the player who sent it, not the one who recieved it?

I'd counter that there is not "player" in GMCP for tells. There is "player"
in GMCP for comm.channel. Tell just happens to be a channel.

I fully expect to see a "player" of Abelinc when I say something on gossip 
channel, so why would I not expect to see a player of "Abelinc when I say 
something in tell or say?

Abe
Re: unacceptable ++
Note #39612
posted on Ideas
Monday, April 23, 2018 @ 22:17
Reply to: Note 39564 posted by Taeryn

Wow, nobody said echo?

Abe
Re: Nerfs ++
Note #27556
posted on General
Saturday, April 21, 2018 @ 21:40
Reply to: Note 27518 posted by DjVoltron

>What I don't get is the time that passes for the fixes.
>I mean after hammerswing was in for a few days, and
>everyone and their mom went blacksmith, doesn't that
>tell us there is an issue?

Actually no. The issue with hammerswing, as with the
issue with staves, was not that they were just generally
overpowered. They were overpowered in certain circumstances.
This is similar to when carryover damage came in.

>No need to wait months and
>months to be sure there is an issue, and to suggest
>so is ludicris, if that's how you spell that.

It's also not only knowing that there is an issue, but
it's a matter of what specifically the issue is, how big
of an issue it is, what a reasonable solution to that issue 
will be, and how to implement said solution. Captain Hindsight
is great and all, but he wasn't really all that helpful.

>Sure, staff is busy and we really only have one coder
>I get that too but again, if something is added
>and a problem is found, 9 times out of 10 it's
>fixed within an hour or whatever of discovery.

If the problem is identified, universally recognized to
be a problem, a solution is readily apparent and universally
considered to be a proper solution to it, and it does not
require much in the way of time to implement or test, AND
the people who have the ability to implement and test it 
have enough time on their hands to do it at the moment, then
absolutely, it can be fixed within an hour of discovery.

Also, much like with catching bots, it is NOT enough that
"everyone knows it's a problem". You need to have "actionable
intelligence" on the issue before acting.

>There is no weeks or months for people to exploit the
>issue before it's fixed. So why does this happen
>in some instances and not others? Is there a reason?

It happens for some instances and not others for the same
reason that sometimes I fix a problem with a sink at home
the day someone tells me about it, and sometimes we just
use the other kitchen or bathroom for a while until I get
around to it.

Abe
Re: Nerfs
Note #27555
posted on General
Saturday, April 21, 2018 @ 20:06
Reply to: Note 27515 posted by DjVoltron

>Ok, what I don't get is why we have to nerf things? Why not jack
>up other class skills or abilities to make them on par
>with other class skills and abilities

This is super easy to answer in 2 words: power creep.

If adjustments are only done one way, then the whole game just "devalues"
because of the power creep.

Think of it like a table. Table has a little wobble, you grab a quarter-
inch shim and put it onto the bottom of leg 1. Well, that shim was slightly
too much, so now the table is lopsided the other way. So you go grab more
shims, and stick them under the other legs.

Repeat that for 100 iterations of change to the table (years of aard), 
and what started out as a 24-inch-high coffee table is now a 55-inch-high 
bar table. Great for a bar with stools, not so good for a book next to 
your couch.

In more Aard-like terms, take the clanguards. The norm was for a
7-guard room to take an average raidparty "N" seconds to clear. As
players got stronger through gear, i/m/p, and other forms of power creep, 
the value of "N" fell to record lows. Adjustments then needed to be
made to nullify the additional power of the players with respect to
clanguards. That could be done in the form of additional HP, extra
damaging power for the guards, a damage-mitigating protection factor
for the guards, or some combination of the above, if not made to the
players themselves. The issue with tackling the change at the clanguard 
point, is that the player power is a self-driving machine when other 
factors of the game aren't changing to compensate. The clanguards can 
move back to normal speeds, but if pupping targets don't get slowed 
down at all, then players pup faster, giving them more power, to be 
able to pup faster, giving them more power, letting them pup faster,
ad infinitum, which brings us to where the clanguards needed to be 
looked at again.

Abe
There's something wrong with epics. ++++
Note #27550
posted on General
Saturday, April 21, 2018 @ 18:51
Reply to: Note 27497 posted by Celebrity

>Like - epic without boss mobs.
>Without grouping allowed.
>Not dangerous, no player deaths.

That doesn't sound very Epic...

Abe
There's something wrong with epics. ++++
Note #27549
posted on General
Saturday, April 21, 2018 @ 18:48
Reply to: Note 27496 posted by Crowley

>Additionally, if more people understood how the Epics worked, were able to 
>take time to learn it, then we could get leaders in different time zones. 
>But nowadays, Epics are just "Do what I tell you to do" and that's it. 
>Asking questions is far too distracting (I've been told before, "Just do 
>what we tell you to do, that's it."), so no one learns anything and the 
>runs become a monopoly. Don't even mention the guides, because sometimes, 
>you have to do both the run and read the guide to get an idea of what's 
>truly going on. And unless the leaders want to slow their roll and teach 
>someone else, this will never change.

While the leader may be who says it, the main reason for that attitude 
isn't really coming from the leader. Players want to blast through the 
runs and be "done". If they're slowing the roll to explain everything, 
then 90% of the players on the run will look at the epic completion note 
and say "man, that run sucked, it took us XXX minutes on EASY!", and
consider that run to be a failure.

There are really only 2 viable answers to this issue:
1) Learn on your own time after the run. Logs are great for this. You 
    don't get a feel for the rushed timing when going through the logs, 
    but going through the logs with the guides open in the other window 
    can help understand what was just blasting across your screen during 
    the run.

2) It could be good to schedule a few "newbie" or "learning" runs, maybe
    once a month, where the expectation from everyone on the run is that
    it will take at least twice as long as normal, and may not even 
    complete, but that it's OK because of the intended nature of that run.

These are the same options that were available for learning how to raid,
until the raiding testmazes came in. 

Just my thoughts,
Abe
help opk
Note #16549
posted on Typos
Saturday, April 21, 2018 @ 17:52
>Newbies: Please note that toggling on OPK will allow you to become the
>target of very high level players. Please think carefully before choosing to
>opt into this system!

I understand what you're trying to convey, but this statement is wrong.
Maybe say "targets of very highly-experienced players" or "targets of
high-powered players", but the term "level" in "high level players" has 
a pretty specific meaning that is counter to how OPK works (unlike Hardcore).

Abe
Re: BlowTorch is being worked on again
Note #7650
posted on Tech
Saturday, April 21, 2018 @ 15:16
Reply to: Note 7648 posted by Nocilis

>Android got many updates, and BlowTorch didnt. It is showing its signs of
>aging so I'm digging out the code and going to polish up the rough edges.

Hey, that's great news! Thanks for not giving up on it.

>What I lack right now is feedback and bug reports. My website that hosted 
>the forums wont let me anymore.

Yeah, the inability to look through the forums anymore has been one of the
biggest stumbling blocks for me, as most of the good info on "v2" is in the 
form of forum posts. Some have been visible through archive.org, but most 
aren't (and searchability is limited).

>I'm planning on open sourcing the tool so maybe a github repository would 
>be a good place. I'll post that link in a different thread.

That would be totally awesome! 

As docs get made for the v2 stuff, and we can get access to plugins for 
that architecture, I think that the client will really shape up in
usability. Maybe someone can take a look at the mapper that you guys
had going, and figure out how to optimize it for usability so that
the lookup speed is reasonable.

I can provide file hosting for plugins if nowhere else presents itself.

Abe
Re: k self - tricky?
Note #17927
posted on Bugs
Wednesday, April 18, 2018 @ 09:08
Reply to: Note 17925 posted by Tryllus

>Selfsar exclaims, "Some of these parts could eat you alive!"
>
>k self
>You try to attack yourself.
>**You can now take revenge on yourself for infinite minutes.
>i got this message after killing a mob in room, its same as before
>i had to type k 2.t if id kill anything else beside me until it was fixed
>so now i thought it should go same with check room mob name before
>doing it on myself.

Actually you didn't have to type k 2.t. You could've also typed:
k s
k se
k sel
k selfs
k selfsa
k selfsar

The word "self" is a special one.

Abe
Re: Yurgach goal, lost member of the Light order task.
Note #17926
posted on Bugs
Wednesday, April 18, 2018 @ 09:00
Reply to: Note 17919 posted by Zahir

>When I beckon the lost NPC I get...
>"A lost member of the Light order starts to follow you." as expected.
>But the NPC never actually follows me. If I move even 1 room,
>The NPC fails to appear alongside me and disapears from the room it was in.

For "mob follows" tasks, aside from particular-goal-specific requirements,
there are 3 important things to check.
1) Make sure the MOB can see you (invis, hide, sneak)
2) Make sure you're followable (type nofol and note the message)
3) Make sure the MOB can follow the path (doors, water/air sectors)

>I have tried logging out and in again.

One other thing to try. If the lost member is killable, go ahead and
kill them to "reset" the NPC. I haven't done the Yurgach goal yet,
so this is just general advice rather than specific knowledge about
that goal.

Hope this helps,
Abe
Re: Mush- override F1 ++
Note #7642
posted on Tech
Friday, April 6, 2018 @ 17:36
Reply to: Note 7641 posted by Fiendish

>I beat you. And now you can't remove your note.

Then I'll make it better.

If you ever forget where that setting is, just head to:
http://abelinc.me/aardclientfaq

Abe
Re: Mush- override F1
Note #7640
posted on Tech
Friday, April 6, 2018 @ 17:34
Reply to: Note 7638 posted by Tymme

>Mush has an option to add a macro for F1, but this seems to do both the macro
>and attempt to launch the old version of help.
>
>Is there a setting that will only do the macro instead, or some other way
>to override F1 calling for the old help?

Yep. File, Global Settings, General tab. f1/f6 are macros.

Abe
Re: gmcp area updates-- strange delay ++
Note #17883
posted on Bugs
Wednesday, April 4, 2018 @ 22:07
Reply to: Note 17881 posted by Crowley

>>Err...the server doesn't send room.area unless you ask for it.
>
>Not accurate. It sends it when you first enter a room in the area from a
>different area. For example, when you leave Grand City of Aylor out onto
>Mesolar, you'll get room.area info becaue it's an update to that particular
>field. Otherwise, it doesn't change within the area, so no need to display 
>it again.

This is incorrect. The mapper knows that you have left one area to enter 
another because you receive room.info.zone, but you do NOT get room.area
without expressly requesting it.

Abe
Re: How to access gag database in MUSHClient? ++
Note #7634
posted on Tech
Tuesday, April 3, 2018 @ 22:28
Reply to: Note 7633 posted by Cytan

>Thank you Crowley!  Worked great :) Now I have a whole new directory and
>sleuthe of files to nose around in! :)

Yeah, that's where plugin variables are stored (any variable that saves
across launches). However, I'll caution to only play there when MUSHclient
is closed. You probably won't ruin anything, but your changes may be
reverted when the plugin goes to save live data.

Abe
Re: Day tick count on tick GMCP
Note #39532
posted on Ideas
Monday, April 2, 2018 @ 22:55
Reply to: Note 39525 posted by Valour

>Okay this idea is about the game time echoing in the tick GMCP. Like if its
>5 AM in game time, tick shows 150 so that we can calculate the game time
>in like game tick plugins? Not a requirement but it will be better than to

I don't get it, why would tick show 150 for 5am? As game time is strictly
"on the hour", you could either use 00:00 through 23:00, or even simply 
use 0 through 23.

Abe
Re: Wanted Flags And OPK +
Note #39490
posted on Ideas
Monday, March 26, 2018 @ 23:58
Reply to: Note 39485 posted by Crowley

>However, I wonder how mcuh more difficult it'll be to code it so if 
>a wanted player attacks, they're restricted to regular PK rules, but 
>still allow anyone to attack wanted members.

That's how the wanted flag has worked since its inception, so I don't 
see it being any more complex to code WRT OPK.

Abe
Re: spells and skills +++++
Note #39480
posted on Ideas
Sunday, March 25, 2018 @ 20:06
Reply to: Note 39468 posted by Koala

>Yeah, I know about allsp and it's another thing that adds to why we don't 
>have this filter for spells/skills commands. allsp brings all of them, 
>while spells only brings what I can practice right now.

You can use "spells all" to show ones that you cannot practice yet.

>That reminds me that would be nice a notpracticed or something like. It is
>useful to sort which skills we are missing.

Heh, the spells and skills commands do allow this (but allspells does not
"spells 20 30 1 40" would show the spells between levels 20 and 30, which 
are practiced between 1 and 40%.

Abe
Re: spells and skills +++++
Note #39479
posted on Ideas
Sunday, March 25, 2018 @ 20:01
Reply to: Note 39467 posted by Exotabe

>I didn't mean to imply that the info isn't available at all. What I was trying
>to say is that it's trivial to see what's new that you can use before you
>remort into a class, but once you're there it's a long list to parse with
>no obvious highlighting of what's new.

The suggested filter doesn't change this in the least...it doesn't say what
is new, merely what the new class gets, which is preciself what allspells does.

The only way to get a list of "what's new", would be:
spells      

>Adding spells  wouldn't completely solve that problem, but it would at 
>least make the list shorter and easier to process.

How/why?

allspells  1 1

Only show me the new class's spells that are new when I remort.

As I level, allspells  1 10, etc. to only see stuff I just recently
got while out leveling.

The only real difference between allspells and spells/skills, is that with
spells/skills, you must send 2 commands to get the useful information, instead
of just one command.

Abe
Re: upgraded command for shops ++
Note #39478
posted on Ideas
Sunday, March 25, 2018 @ 19:46
Reply to: Note 39449 posted by DudeOnline

>I think that would be much better than auction
>because at least it gives a better chance of being sold
>and even showing up on 'eqsearch all' since its in a shop

Items don't show up on "eqsearch all" because they're in a shop,
and selling an item to a shop will never result in it being added
to eqsearch results. The "eqsearch all" items are a specific list 
of items picked and flagged manually by the IMMs as "easy to obtain" 
items with not-gimped stats, and not all are shop items.

Abe