Reply to: Note 8 posted by Tymme rip
showing 50 most recent notes by Fiendish
Reply to: Note 39552 posted by Garamis Your clan can buy TP and give you those.
Reply to: Note 442 posted by Escobar while you tip your fedora?
Reply to: Note 17745 posted by Fiendish telopt 100,9 also gets sent at "[ Press Return to continue ]" :(
Reply to: Note 436 posted by Mannec > we were discussing specifically low-level spells, comparable to > d&d 1st-level stuff Gimme some examples so I know what qualifies.
Reply to: Note 62 posted by Turie I don't get it
Reply to: Note 17907 posted by Tymme The comm log can't differentiate between different kinds of INFO. So if any are showing up, then it's probably showing everything it got. Unfortunately it's hard to prove that after the fact. If you can catch it happening though, MUSHclient does have a toggle for showing the raw packet data as it comes in from the server (Edit->Debug Packets).
Reply to: Note 39543 posted by Tchalla This is actually a bug report that "auction *off 5" doesn't work.
Reply to: Note 39539 posted by Kafur > It would be nice if reforge did not have a level requirement. Ok, but if you reforge a weapon higher than your level, it will have a 20% chance of disintegrating.
Reply to: Note 7640 posted by Abelinc I beat you. And now you can't remove your note.
Reply to: Note 7638 posted by Tymme File->Global Preferences General F1,F6 are Macros
Reply to: Note 17898 posted by Fiendish Sorry, I should have included this is without compact and with gmcp-only channels (hence gmcp but no output)
I think I'm seeing this behavior pretty consistently: [1218/1218hp 878/878mn 1472/1472mv 0qt 6592tnl]> @x214comm.channel { "chan": "gossip", "msg": "@Zigenare gossips 'we both milked spirin'@", "player": "Zigenare" } <-- this blank line shouldn't appear @x214comm.channel { "chan": "immtalk", "msg": "@(@Imm@)@ Aimbot TrEz: I stole 200k for a newb@", "player": "TrEz" } @x214comm.channel { "chan": "gossip", "msg": "@Spirin gossips 'Again?'@", "player": "Spirin" } @x214comm.channel { "chan": "gossip", "msg": "@Zigenare gossips 'im done for a while, flags of our fathers time'@", "player": "Zigenare" } @x214comm.tick {} I think it only happens after prompts.
Reply to: Note 17884 posted by Crowley (reposting with permalink) > So you're telling me THIS is manually requested by me? Yes, because: > unless Fiendish manually requests it via mapper exchange. https://github.com/fiendish/aardwolfclientpackage/blob/3162f3e7884fc3eace6532b691f230204bf64fb7/MUSHclient/worlds/plugins/aard_GMCP_mapper.xml#L3497
Reply to: Note 17879 posted by Pwar > when you change areas by moving the area updates come instantly Err...the server doesn't send room.area unless you ask for it.
Reply to: Note 7630 posted by Cytan This will be fixed in my next update, but I'd like to note that #sub/#gag currently don't work across color boundaries, so that pattern wouldn't work even if fixed because there is a change in color between : and [. At least I think there should be. I can't actually see it right now. I guess that might be something for me to change next. I just need to remember why I did it this way.
Reply to: Note 7630 posted by Cytan Thank you for the roundabout bug report. I'll see about fixing this.
Reply to: Note 27451 posted by Fiendish I'm still looking for anyone who has better sounds. So far one person has messaged me saying that they have better sounds, but then never sent them, which isn't super useful. - Fiendish
Reply to: Note 39518 posted by Zengo > Allow NOPK clans an open to the public > tier gear shop, with a maximum > of 6 tier pieces. Please no. Massive open clan eq shops are what killed raiding in the first place. Do you want to spend a bunch of time getting a few pieces that are just barely better than something that you can get an endless supply of without any effort?
If I enter 'runto soh' twice, it runs to soh and then prints "You are already at the start of The School of Horror" If I enter 'runto kerofk' twice, it runs to kerofk and then does my runprefix and runs to kerofk again.
Slowness of printing messages in the latest mushclient.exe is known and being fixed. The bug is in the exe, and has nothing to do with the new plugin code.
Reply to: Note 7627 posted by Fiendish Try r1976.
Reply to: Note 7626 posted by Crowley Damn. It's not supposed to have that. Delete the lua/mw_themes/default.lua file. It looks like I need to have it validate theme files before reporting them as available.
If you never assess updates, or you just haven't checked yet, or you checked but missed it... Along with a few smaller updates, r1975 has tabbed panes in the Communication Log (chat capture) miniwindow now. Options for adding, removing, renaming, and customizing additional tabs can be found in the right-click context menu. It also has the code for the scrolling text box and the code for the vertical scrollbar separated into reusable modules. So if you're a plugin developer and have really wanted to use my miniwindow code for displaying scrollable, selectable, line-wrapped text, it should be much much easier now. Anyone can contact me for help with that if they need. It also now supports color themes for miniwindows. My plugins are already updated to work with this change, but obviously other peoples' plugins won't be (yet?). So if you like having control over your interface colors, let those plugin authors know that you enjoy using their plugins and would like them even more if they used theme-based color settings like my miniwindow plugins now do. The command for changing your color theme is currently "aard theme change". I've made a few color themes for you to try out already. If you want to make your own, you'll find the files that define them if you go digging in the MUSHclient/lua folder. Just copy one of the files in there, give it a new name similar to the others, and then make your desired internal changes. I don't yet have a guide written for exactly what to do to update plugins, but I will pretty soon. - Fiendish
Reply to: Note 7620 posted by Starling GMCP works just like triggers. You can't use data before you get it from the server, which is why we make triggers that then do stuff when they fire. Your situation is analogous to making a trigger that fires on output from the slots game, and then wondering why your trigger doesn't populate some variable without playing the slots game. The data isn't there because your trigger hasn't fired because you never asked the game to send you the right message. function OnPluginBroadcast(msg, id, name, text) -- all incoming GMCP enters here if (text == "config.noexp") then -- this is like your GMCP trigger pattern my_noexp_value = gmcp("config.noexp") -- this is where you definitely know that gmcp("config.noexp") is safe to use end end If gmcp("config.noexp") returns nothing, then you need to say "Dear server, Please send me my config.noexp value." and then you need to wait for it to arrive as above.
Reply to: Note 17822 posted by Aphelion > That's where the problem is, ANSI triggers don't process XTERM. Then shouldn't you be posting in the CMUD forum?
Reply to: Note 39398 posted by Valour > It would help in many situations Such as
Reply to: Note 17817 posted by Aphelion > It seems that CMUD turns xterm color codes into ESC[0m Even if that were true, which I don't think it is, that wouldn't explain it happening only inside of invmon tags.
Reply to: Note 39385 posted by Redwood Want to know what would be really useful to newer players? If they started at T9 R7 with a billion gold.
Reply to: Note 39383 posted by Redwood If you want to get past doors at lower levels, start as a thief instead of a warrior or get to SH and then remort thief. If you want to be a warrior instead, enjoy your additional melee attacks.
Reply to: Note 39381 posted by Redwood The entire point of classes is for them to be different. Saying that one class should have a skill at a certain level because another class does is moving in the wrong direction.
Reply to: Note 39367 posted by Wars > I dont know about you but I woud feel jaded as a newb if I saw a leaflet > sell for 1mill and no one bid on the one I auctioned. You know, I agree with you completely. The difference is that I think the solution lies in not throwing millions of gold at newbies for no reason in the first place.
Reply to: Note 7611 posted by Tymme > Makes me wonder if Mush has an onUnload or similar function? Yes it does, but Durel is right that there isn't really a good solution to this particular problem for a variety of nontechnical reasons.
Reply to: Note 410 posted by Celebrity Oddly enough, this is something that I know how to make.
Reply to: Note 39362 posted by Wars > Ravi or someone else could auto bid 500k on these if no one is bidding? Ok, but when this happens the gold needs to be taken out of the bank account of a randomly selected player. We don't need yet more gold entering the system from nowhere for nothing. Gold is already so easy to get, and shop prices aren't increasing. It's a shame that we've gotten to the point where people consider half a million or more gold to be some kind of standard expected starting amount. - Fiendish
Reply to: Note 17802 posted by Aphelion ?? keep burden Keep status added to (Polished) a @x101t@x131ol@x107era@x101ble bur@x107de@x131n. **NOTE: This is NOT the same as a 'keepflag' which is a trivia point option that makes an item not count towards your item limit. {invitem}1937958722,KM,(Polished) a @x101t@x131ol@x107era@x101ble bur@x107de@x131n,198,7,1,-1,-1 - Fiendish
Reply to: Note 48688 posted by Berty (K)(M) a painting of a bear mating with a scorpion (201)
Reply to: Note 48686 posted by Berty Ok, so I don't have either of those, but I do have a picture of a bear mating with a scorpion. Any interest?
Pwar recently developed a new soundpack plugin for my Aardwolf MUSHclient Package
project. It's like WinkleWinkle's old soundpack plugin, but has more cool
features and has some prospect of being updated more in the future.
It has been integrated into my installers since version r1960.
The problem is that I think the default set of sound files that we're using
just isn't great. For instance, the sound used to convey that a message has
arrived on the question channel doesn't intuitively convey to me that a
question has been asked. So if it's possible, I'd like to be able to reduce
the memorization learning curve with a new set of sounds that feel less
arbitrary.
I know that Aardwolf has had some good sound engineers over the years. If
anyone sends me a set of good replacement sounds, complete or partial, I'll
throw TP and/or gold at you for any that I use.
The current set of sounds is online at:
https://github.com/fiendish/aardwolfclientpackage/blob/gh-pages/sounds.md
(or in the MUSHclient sounds folder if you're using r1960 or later)
- Fiendish
Because of recurring "unsigned code" and "potential virus" warnings from
Microsoft and other antivirus vendors about the mushclient package installer
downloads, I've added a page on my website about trust.
https://fiendish.github.io/aardwolfclientpackage/trust_faq.html
If you think that the page could be improved, please let me know via personal
note what you would add or change.
- Fiendish
When I enter note mode, I get 100,3 instead of 100,5.
Reply to: Note 39307 posted by Tymme > (And if not obeying the "spirit of the rules" was a punishable offense, we'd > probably have about 1/3 the player base we do now.) Firstly... I don't believe this for a second. Clarifying intent first and then ruling based on adjudication of willful violation of that intent is exactly the same as following a mechanically-derived stricture except that 1) you write your rules a bit differently, and 2) you can finally stop having people argue that what they're doing is _technically_ completely legal. But more importantly... I'm not talking about punishing players for secret unwritten rules. I'm talking about a natural method for understanding how to write the written rules better to achieve intended goals. I fundamentally believe that: 0) Players skirting intent is demotivating to the people who create features and enforce rules. Building complex systems is hard. It's harder when players work against you. 1) Aardwolf players generally don't want to demotivate Lasher or the immortals. 2) Players who do want that should go away. - Fiendish
Reply to: Note 39309 posted by Tyebald > why unaffiliated? As someone affiliated with the affected, do my > incentives decrease as the result of the bounty? Ah. I thought I'd clarified what I meant by saying "a friend in conspiracy". But unfortunately you can't read minds, so... If you go and kill a friend, fine. The moment a friend asks you to kill them, or if you have a preset understanding to the same effect, say if a clanmate announces their wanted status to you -wink wink-, then it seems clear to me that conspiring to both collect the reward and also for the target to die under target-friendly conditions circumvents parts of the desired purpose of the game feature.
Reply to: Note 39304 posted by Tyebald > And this comes up again and again and again, and still > only comes down to, "I want the person I setwant to experience more > discomfort". Don't forget that there's a prize distribution. The purpose of the prize can only reasonably be to entice someone unaffiliated to chase the target. Having the prize go to the target or a friend in conspiracy seems to pretty clearly violate the intent.
Reply to: Note 39301 posted by Tyebald > But to rehash the rebuttals once again....it makes no difference how many > roadblocks one tries to place in the way for who's allowed to kill 'Wanted' > people. Ban clannies? They'll use an unclanned alt. Ban friends? They'll > unfriend, kill, and refriend. And so on. This is very narrow minded. If people can't figure out that willfully circumventing technical enforcement measures violates the spirit of the rule system, then maybe it needs to be made more clear for our more selfish players, but there's no reason whatsoever to ever limit your thinking to technical solutions for social problems. Consider just for the moment how your objection changes if the mechanism is accompanied by a rule saying that if you circumvent it by toggling status or logging an alt you'll be punished for doing so.
Reply to: Note 39263 posted by Starling > I really wish that our config variables were accessible via the same approach > as our other GMCP data, e.g. config_autoloot = gmcp("config.autoloot") > instead of the "sendgmcp" thing that I can't quite figure out gmcp() is for using data already received by MUSHclient. sendgmcp() is for sending a request/command to Aardwolf. You have to ask Aardwolf to send you the data before you can read it. > and which I'm not sure works in Cmud at all. They are functions added to MUSHclient by plugins. > Could GMCP config values please be made available the same as our other data? Are you asking for all configurations to be sent to the player at login without requesting them? This seems unnecessary.
Reply to: Note 55 posted by Endymion Only if you try to color-copy the colorized version instead of using the one below it.
Reply to: Note 39225 posted by Turie I thought he was proposing a new friendly service.
Reply to: Note 39222 posted by Mcgregor > Lucky cast destroys item completely. That's an odd definition of lucky.
Reply to: Note 51 posted by Endymion > DISQUALIFIED: 56 characters long Nope. \\\s = "@@x118Ne@@x82ck@@x46y @@x40Mc@@x34Ne@@x28ck@@x29fa@@x35ce" ; print(#s) --> 49 *comf* - Fiendish