My requests are mostly just a couple of the things we've discussed in other recent posts.
1. Some script editor enhancements, specifically related to exporting scripts as a combined 'package'. Vadi describes a GUI dialogue here:
http://mudlet.sourceforge.net/phpBB3/vi ... ?f=7&t=109
2. A method by which scripts common to profiles may be kept separate to other scripts which must be unique to a profile, so that we do not need to maintain multiple instances of the same scripts. For example, I may have a set (package?) of triggers, aliases, script objects etc that is related to curing, and is the same on every character I play, while the scripts associated with that class abilities will be unique, due to each character having different abilities.
3. I did mention this way back, and I don't know if a decision was made or not, so I am bringing it up again. The screenshot at the bottom is of CMUD. zMud also had this feature (since early days also). In it, I have used the "info inventory" command to bring up a list of items in my inventory. I have right-clicked the unique ID of the tower shield I am wielding, and a menu (which I defined in script) shows. If I select the visible 'Weapon Probe' item from the menu, the command "weaponprobe shield115307" will be sent to the mud.
The script necessary to add this line to my right-click menu is simple:
Code: Select all
<menu priority="940" id="12">
<caption>Weapon Probe</caption>
<value>weaponprobe %selword</value>
</menu>
Also available is %selline, and %selected. %selline refers to the entire line, while %selected refers to current selection.
4. This may be possible at the moment; in honesty I have not yet gotten around to looking into it. I would like to be able to place clickable links on my screen. For example, I could make a trigger that matches likely website links, and makes them actual links which when clicked on will open the page in my default browser. Also, I could write triggers that parse the output of the "wares" command in a shop, substituting each line with a hyperlink, that when clicked will buy that item. Parse the output of "ab <skillname>" command so that clicking on the name of any ability in the list will send "ab <skillname> <abilityname>".
Naturally, if you did agree to implement MXP, that sort of thing would be part of the mxp implementation. But if you don't implement mxp, that feature is still very useful.