


MXP is very bugged at the moment, I have to disable it. I don't think adding it to CHARACTER_LOCATION is ideal since a lot of the time I would want to turn it off to reduce data, but sometimes I want to read the room descriptions - such as when mapping or exploring an area.ĭoes your roomnvum request differ from msdp.CHARACTER_? cnl 40 Prime Poster Posts: 58 Joined: Wed 12:16 am Status: OfflineĬnl wrote:Feature request: MSDP variable that contains room description and roomnvum. I don't think adding it to CHARACTER_LOCATION is ideal since a lot of the time I would want to turn it off to reduce data, but sometimes I want to read the room descriptions - such as when mapping or exploring an area. (not a huge loss for most players though I'm betting)įeature request: MSDP variable that contains room description and roomnvum. Most variables/data you would get from MXP can be pulled out of MSDP, which works well in Mudlet, however you don't get the clickable links or menu links this way that you would with MXP. Players can disable MXP (can be toggled on/off in sloth by typing mxp). Sloth can switch to using temp secure mode ( [4z ), prefixing the individual MXP tags instead of flagging an entire block, maybe each terminated with [3z. Sloth can encode plain text ampersands inside lock secure MXP blocks as & Until terminated with [7z all loose "&" should be encoded as "&" - if I'm reading the spec docs correctly. I can't find a good authoritative resource on the MXP specification but I think this issue is at least partially on the SlothMUD side. It is caused by the unescaped & (ampersand) chars in the list. Genesis-scripts-_2d7775d.zip script package (25.There is a bug where Mudlet does not display store items on list command.
#Mudlet timers code#
There will be lots of updates and code will be even bigger Chat - newb chat and generic chat management Typist - input module (for now just remaps numpad keys) Observes mud state and generates events (say player_attacked(enemy)) Observer - module that will contain 99% of triggers. Genesis - core module with various utilities Add "genesis-bootstraper" to mudlet with priority -1

Unpack everything to some sane directory
#Mudlet timers install#
If you're brave (or stupid) enough to install it - you may want to consult readme to learn what new aliases are there etc.
#Mudlet timers windows#
genesis-scripts-.jpg (229.63 KiB) Viewed 4325 timesīut depending on resolution it reorganizes windows (some tabs are merged etc). Obviously a lot of ingame information will have to be added by user (so, you will be responsible for mapping realms, adding herbs etc.) - I like my current guildįor now it's preconfigured for 3 mudlet window sizes, it detects them and reorders only on mudlet startup: Do not give me your updates / bug reports yet - other comments are welcome though No colors except for ovbserver (but they are so I see whether triggers match properly) Thanks for Syrk for his package that I used as reference and inspiration, and ZZ for convincing me to do it Some big things are still not ported/disarmed yet (mapper for example).Ĭonsider that "alpha preview" - you may test it on alt on separate genesis profile but do *not* try to load it on your main "script" profile. I've decided to start cleaning up my stuff.

It seems these days everyone and his mother writes mudlet scripts for genesis.
