Yet another package for mudlet users (alpha)
Posted: 12 Feb 2018 10:22
It seems these days everyone and his mother writes mudlet scripts for genesis.
I've decided to start cleaning up my stuff. Some big things are still not ported/disarmed yet (mapper for example).
Consider 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.
Thanks for Syrk for his package that I used as reference and inspiration, and ZZ for convincing me to do it
Warnings:
- I have not tested it on Windows (yet)
- No colors except for ovbserver (but they are so I see whether triggers match properly)
- Not very usable for now
- Do not give me your updates / bug reports yet - other comments are welcome though
- 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 guild
For now it's preconfigured for 3 mudlet window sizes, it detects them and reorders only on mudlet startup:
<=1366x768
<=1920x1080
> (I play on 1440p)
For me it looks like that: but depending on resolution it reorganizes windows (some tabs are merged etc).
Installation:
If you're brave (or stupid) enough to install it - you may want to consult readme to learn what new aliases are there etc. For impatient:
- Unpack everything to some sane directory
- Add "genesis-bootstraper" to mudlet with priority -1
- Run genesis-bootstrap alias
- Restart mudlet
Features/Modules available now:
- Genesis - core module with various utilities
- Ui - core ui module
- Observer - module that will contain 99% of triggers. Observes mud state and generates events (say player_attacked(enemy))
- Typist - input module (for now just remaps numpad keys)
- Chat - newb chat and generic chat management
- Doctor - gauges (health etc)
- magic-map - obvious
- Warehouseman - inventory management
Pros:
- Most of "hard" code will be in .lua files, easy to inspect
Cons:
- Code is rather bulky
- There will be lots of updates and code will be even bigger
I've decided to start cleaning up my stuff. Some big things are still not ported/disarmed yet (mapper for example).
Consider 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.
Thanks for Syrk for his package that I used as reference and inspiration, and ZZ for convincing me to do it
Warnings:
- I have not tested it on Windows (yet)
- No colors except for ovbserver (but they are so I see whether triggers match properly)
- Not very usable for now
- Do not give me your updates / bug reports yet - other comments are welcome though
- 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 guild
For now it's preconfigured for 3 mudlet window sizes, it detects them and reorders only on mudlet startup:
<=1366x768
<=1920x1080
> (I play on 1440p)
For me it looks like that: but depending on resolution it reorganizes windows (some tabs are merged etc).
Installation:
If you're brave (or stupid) enough to install it - you may want to consult readme to learn what new aliases are there etc. For impatient:
- Unpack everything to some sane directory
- Add "genesis-bootstraper" to mudlet with priority -1
- Run genesis-bootstrap alias
- Restart mudlet
Features/Modules available now:
- Genesis - core module with various utilities
- Ui - core ui module
- Observer - module that will contain 99% of triggers. Observes mud state and generates events (say player_attacked(enemy))
- Typist - input module (for now just remaps numpad keys)
- Chat - newb chat and generic chat management
- Doctor - gauges (health etc)
- magic-map - obvious
- Warehouseman - inventory management
Pros:
- Most of "hard" code will be in .lua files, easy to inspect
Cons:
- Code is rather bulky
- There will be lots of updates and code will be even bigger