Search found 13 matches
- Fri Feb 12, 2021 10:37 am
- Forum: Help Forum
- Topic: Help setting up the mapper, multiple ways the rooms can look.
- Replies: 0
- Views: 4135
Help setting up the mapper, multiple ways the rooms can look.
Hi, I'm trying to set up the mapper, using the generic_mapper scripts that comes with it, I got it working fine until I realized the dev's have had pretty free hands on how to set up the rooms. I used brief mode at first, which was simple to set up. But I've found an area with a roaming mob that tos...
- Sat Sep 21, 2013 9:21 pm
- Forum: Scripts & Packages
- Topic: Autowalker #2
- Replies: 6
- Views: 8298
Re: Autowalker #2
I can't see why you'd want to use this trivial script anyways. Use the mapper speedwalking functions instead. I think this is really handy, escpecially since I don't use the mapper, for me speedwalking is as mandatory as scripting in a modern client. I love Mudlet, it's a great client, but a lot of...
- Sun Oct 21, 2012 7:23 am
- Forum: Mudlet Development
- Topic: [Feature Request] Drawing graphics
- Replies: 0
- Views: 2242
[Feature Request] Drawing graphics
Basic graphic handling, like drawing lines.
I've just got it in my head that a exp/hour graph would be a nice thing.
Something like the shape drawing in MushClient.
I've just got it in my head that a exp/hour graph would be a nice thing.
Something like the shape drawing in MushClient.
- Tue Sep 04, 2012 4:39 am
- Forum: Help Forum
- Topic: What is needed for the mapper?
- Replies: 2
- Views: 2560
What is needed for the mapper?
Hi, I'm wondering if somebody have a couple of spare minutes (hours) to write down what is needed to make the mapper work, I mean room title and exits are quite obvious, but are there more stuff that should/needs to be inserted when making a script? I think I'm about halfway with the script for my m...
- Tue May 15, 2012 5:52 am
- Forum: Help Forum
- Topic: [SOLVED] Discworld GMCP
- Replies: 7
- Views: 6205
Re: Discworld GMCP
Aha, thanks.
It seems like the "default" negotiation fails.
But if you make a script and register the event handler onConnect to it and put
It seems like the "default" negotiation fails.
But if you make a script and register the event handler onConnect to it and put
in it GMCP is jumpstarted.
- Mon May 14, 2012 11:54 am
- Forum: Help Forum
- Topic: [SOLVED] Discworld GMCP
- Replies: 7
- Views: 6205
Re: Discworld GMCP
This is what I get with latest git: [gunnar@elite src]$ ./mudlet Object::connect: No such slot TLuaInterpreter::slotSelect(int,QString,int) Object::connect: No such slot TLuaInterpreter::slotSelectSection(int,int,int) Object::connect: No such slot TLuaInterpreter::slotSetFgColor(int,int,int,int) Obj...
- Mon May 14, 2012 11:36 am
- Forum: Help Forum
- Topic: [SOLVED] Discworld GMCP
- Replies: 7
- Views: 6205
Re: Discworld GMCP
Seems to be a Discworld issue, it's confirmed to work with Aardwolf.
Compiling latest git.
Compiling latest git.
- Mon May 14, 2012 6:16 am
- Forum: Help Forum
- Topic: [SOLVED] Discworld GMCP
- Replies: 7
- Views: 6205
[SOLVED] Discworld GMCP
I can't for my life get Mudlet to negotiate GMCP with Discworld (LP - FluffOS driver). Mudlet gets GMCP up and running with IRE muds (checked). Discworld sends GMCP - checked with Tintin++ and Tinyfugue. Is it possible to enable superverbose output when run to a terminal to see exactly what's sent/r...
- Fri Jan 13, 2012 1:40 pm
- Forum: Howtos, FAQs and Tips & Tricks
- Topic: Modifiable permanent timers
- Replies: 11
- Views: 10500
Re: Modifiable permanent timers
Why not use this one?tsuujin wrote:I can't find one at all, actually. I'll take a look into what modding it would be like, but it looks like it'll cost me more time than I have at the moment as well.
http://www.phpbb.com/customise/db/mod/thanks_for_posts/
- Thu Jan 07, 2010 2:04 pm
- Forum: Mudlet Development
- Topic: Mudlet Mapper
- Replies: 139
- Views: 151140
Re: Mudlet Mapper
Features that I would like: Non-standard exits Portals, ie. as in carried eq. not by exits from a room. Portals, as in Aardwolf Hotel, one uses an amulet to get there, and it's just one room with exits to all the continents on Aard. Re-binding of room exits from scripts. Room script (that fires just...