Search found 28 matches

by Nyyrazzilyss
Fri Dec 07, 2018 7:09 pm
Forum: GCC: Gameplay Discussion
Topic: Bahamut Continued
Replies: 13
Views: 284

Re: Bahamut Continued

I can be out for this, any char
by Nyyrazzilyss
Tue Oct 02, 2018 1:05 am
Forum: MUD Client Help
Topic: Nyyrazzilyss's Mudlet Script - Adding offensive spells to the ShaScript function
Replies: 5
Views: 1490

Re: Nyyrazzilyss's Mudlet Script - Adding offensive spells to the ShaScript function

I've got shaman (+ all casters!) spell casting included in the latest dev script - I've re-written how it handles it, so it's also a bit more readable now / much less code. Thanks! Thanks for your efforts and re-writing the script. Where can I get the second version of your script? Or have you modi...
by Nyyrazzilyss
Sun Apr 08, 2018 7:53 pm
Forum: MUD Client Help
Topic: Mudlet Script v011rc2 (4/22/2018)
Replies: 6
Views: 1170

Re: Mudlet Script v011rc2 (4/8/2018)

Top left corner, what version of mudlet does it show? Example: Mudlet 3.8.0 I would guess that you're seeing that after restarting mudlet (not to mention seeing it in the first place) you're likely to have other issues. Typing: lua disableAlias("restart") Would clear that particular messag...
by Nyyrazzilyss
Sun Apr 08, 2018 7:28 pm
Forum: MUD Client Help
Topic: Mudlet Script v011rc2 (4/22/2018)
Replies: 6
Views: 1170

Re: Mudlet Script v011rc2 (4/8/2018)

EDIT: please disregard, I got it to work somehow. Thank you. Hello. I was trying to install your scripts and Im having issues. I completely scrubbed my computer of all mudlet related files and did a clean install then followd the first set of instruction. When I try to log in after i install the mo...
by Nyyrazzilyss
Sun Apr 08, 2018 7:25 pm
Forum: MUD Client Help
Topic: Mudlet Script v011rc1b (12/23/2017)
Replies: 4
Views: 1017

Re: Mudlet Script v011rc1b (12/23/2017)

Slysven added support for having new symbols in the map. This means I could add them to the mapfile, it doesn't create them itself.

Would I use it and add them eventually? Maybe.

The only difference you'd see with it at this time is that the up/down exit icons have changed.
by Nyyrazzilyss
Sun Apr 08, 2018 6:33 pm
Forum: MUD Client Help
Topic: Mudlet Script v011rc2 (4/22/2018)
Replies: 6
Views: 1170

Mudlet Script v011rc2 (4/22/2018)

I've posted a Toril script for Mudlet 3.x.x+ 3.8.1+ recommended http://www.mudlet.org If it's a prior version of Mudlet, it won't work. Latest stable script version posted (4/22/2018) is 011rc2 https://github.com/Nyyrazzilyss/NyyLIB/raw/master/NyyLIB011rc2.mpackage DOWNLOADING: Click on the above li...
by Nyyrazzilyss
Sat Apr 07, 2018 8:41 pm
Forum: MUD Client Help
Topic: Lost in LUA
Replies: 2
Views: 341

Re: Lost in LUA

Afu has an example hp gauge in another thread, however, assuming you're using my script with mudlet another way to create one would be to look for the script in it named 'promptEvent', and at the start of it replace one of the first lines ( 'function promptEvent(event)' with the below code. This wil...
by Nyyrazzilyss
Sat Mar 17, 2018 5:11 pm
Forum: MUD Client Help
Topic: Mudlet Script v011rc1b (12/23/2017)
Replies: 4
Views: 1017

Re: Mudlet Script v011rc1b (12/23/2017)

this is great, but I don't really want all the extra stuff, do you have a version with just the mapper? or how would I go about trimming this package down to just the mapper? Almost all triggers/etc can be individually enabled or disabled with the '@set' command. So, use that to disable all the tri...
by Nyyrazzilyss
Sun Dec 24, 2017 12:27 am
Forum: MUD Client Help
Topic: Mudlet Script v011rc1b (12/23/2017)
Replies: 4
Views: 1017

Mudlet Script v011rc1b (12/23/2017)

I've posted a Toril script for Mudlet 3.x.x+ 3.7.1 recommended http://www.mudlet.org If it's a prior version of Mudlet, it won't work. Latest stable script version posted (12/23/2017) is 011rc1b (removed from post, old version) Due to lack of understanding that the development script ISN'T STABLE an...
by Nyyrazzilyss
Mon Dec 04, 2017 7:27 pm
Forum: MUD Client Help
Topic: Mods to Nyss Script
Replies: 55
Views: 5767

Re: Mods to Nyss Script

when you have an locked map, the fastwalks dont work, they get lost because of gaps That would be by design. If you don't know how to walk between two room, @fwalk won't know it either. @fwalk should never path through an unknown area. It should just error indicating there isn't a known path. If fo...
by Nyyrazzilyss
Mon Dec 04, 2017 2:42 pm
Forum: MUD Client Help
Topic: Mods to Nyss Script
Replies: 55
Views: 5767

Re: Mods to Nyss Script

how to unlock the map How to do so was never hidden/or difficult to find, with the expectation that anyone with programming knowledge that wanted to would do so anyways, not matter how much it was obscured or hidden. I had always asked however for instructions not to be made public. With easy acces...
by Nyyrazzilyss
Wed Nov 15, 2017 7:43 pm
Forum: MUD Client Help
Topic: Mods to Nyss Script
Replies: 55
Views: 5767

Re: Mods to Nyss Script

A lot of the changes you've posted do work well, but just to mention a couple things > Rewrote the kick trigger The change you made having it alternate between kick, shieldpunch, or headbutt needs to also check class in it's decision making. The only class that has all 3 of those skills is warrior. ...
by Nyyrazzilyss
Fri Aug 04, 2017 12:00 am
Forum: MUD Client Help
Topic: Mudlet Script v011c (8/3/2017)
Replies: 0
Views: 1005

Mudlet Script v011c (8/3/2017)

I've posted a Toril script for Mudlet 3.x.x+ 3.6.1 recommended http://www.mudlet.org If it's a prior version of Mudlet, it won't work. Latest stable script version posted (8/3/2017) is 011c (removed from post, old version) Development script (12/16/2017) is 011dev (removed from post, old version) DO...
by Nyyrazzilyss
Tue Apr 18, 2017 2:39 am
Forum: MUD Client Help
Topic: Nyyrazzilyss's Mudlet Script - Adding offensive spells to the ShaScript function
Replies: 5
Views: 1490

Re: Nyyrazzilyss's Mudlet Script - Adding offensive spells to the ShaScript function

I've got shaman (+ all casters!) spell casting included in the latest dev script - I've re-written how it handles it, so it's also a bit more readable now / much less code. Thanks!
by Nyyrazzilyss
Tue Apr 18, 2017 2:37 am
Forum: MUD Client Help
Topic: LF: Mudlet assistance
Replies: 2
Views: 4399

Re: LF: Mudlet assistance

That exit is actually present, but thanks - I'll take a look and figure out why the command didn't recognize you changing rooms.
by Nyyrazzilyss
Fri Dec 02, 2016 12:19 am
Forum: MUD Client Help
Topic: hamstring/gsay bug log
Replies: 1
Views: 2003

Re: hamstring/gsay bug log

Will fix.

'hs' is the powers alias for haste. I didn't have it set for multiple commands, so using it put the script into spellcast - It was buffering commands until casting completed (or you got bashed, etc)
by Nyyrazzilyss
Fri Nov 25, 2016 1:27 am
Forum: GCC: Gameplay Discussion
Topic: Classes on who list
Replies: 1
Views: 3851

Re: Classes on who list

(from mudlet:) Listing of the Mortals! -=-=-=-=-=-=-=-=-=-=-=-=- [50 War] Gurru (Troll) (@Lilithelle) [50 Rog] Padi - First Wench of the Valkurian Blades (Half-Orc) (@Myrranth) [50 Inv] Pidibeple (inv) (Gnome) (@Hue) [50 Psi] Nyyrazzilyss - Jailor of the Valkurian Blades (Illithid) (@Nyyrazzilyss) [...
by Nyyrazzilyss
Thu Nov 24, 2016 4:43 pm
Forum: MUD Client Help
Topic: LF: Mudlet assistance
Replies: 2
Views: 4399

LF: Mudlet assistance

I could use some assistance in a couple areas of the mudlet script. 1) Help files While some helpfiles have been included/get occasionally updated (#help), they really need a drastic rewrite 2) Special exits on the map I've changed the script to recognize special exits (grin skull, bath pool, etc), ...
by Nyyrazzilyss
Thu Sep 08, 2016 12:37 pm
Forum: MUD Client Help
Topic: Mudlet Script v011b (5/19/17)
Replies: 9
Views: 22810

Re: Mudlet Script v010rc1 (6/26/16)

Thanks, i'll get those imported into the dev script. Feel free to make powers spell lists for the priest/lich/spell casting warriors also :) It's something i'd thought of in the past, but had never got around to doing. Updating spellcounts on successful completion needed individual triggers for each...
by Nyyrazzilyss
Tue Jun 07, 2016 7:08 pm
Forum: MUD Client Help
Topic: Mudlet Script v011b (5/19/17)
Replies: 9
Views: 22810

Re: Mudlet Script v010e (5/8/16)

The mapfiles included with the package were originally built using cmud/zmud yes. The import script that I use is also included in the package itself, though no instructions provided for use / or really intended to be used by anyone but me. I do use the cmud mapper when I need to make corrections to...
by Nyyrazzilyss
Tue Jan 05, 2016 4:47 pm
Forum: GCC: Gameplay Discussion
Topic: Toril code / github?
Replies: 3
Views: 5105

Toril code / github?

It's not just the code that makes Toril, it's the playerbase + zone files. Shev, have you considered at all moving the toril code to a public github? I'd suggest including a single zone with it (Scardale?) that it could successfully compile/run, but no other zone information. The zone information/qu...
by Nyyrazzilyss
Tue Dec 22, 2015 4:09 am
Forum: GCC: Gameplay Discussion
Topic: Changes to sneak/hide/spamming
Replies: 0
Views: 6371

Changes to sneak/hide/spamming

Thoughts in regards to two things with the mechanics of the mud: 1) Groups 'spamming' through rooms should probably be stopped. I would guess this was enabled at some time for corpse retrieval purposes. With the presence of fugue, why still allow a group of 15 people that can't sneak to run through ...
by Nyyrazzilyss
Mon Aug 31, 2015 7:50 pm
Forum: GCC: Gameplay Discussion
Topic: Weapon Size vs Mob Size
Replies: 0
Views: 3562

Weapon Size vs Mob Size

Something really needs to be reworked when it comes to weapons/mobs. How does a halfing with a dagger CIRCLE are behind a COLOSSAL dragon, and poke it with a 6 inch dagger for 10x the damage of a huge warrior with a two handed sword? I'd suggest a modifier applied to total damage after all dice/+dam...
by Nyyrazzilyss
Sun Aug 16, 2015 9:14 pm
Forum: GCC: Gameplay Discussion
Topic: Ogre strength
Replies: 1
Views: 1110

Re: Ogre strength

Just a followup on this after playing an ogre warrior for a couple months:

When equipped to the race's strengths, it's very much a tank comparable to any other race. It also has many advantages from base size=large that more then make up for the lack of agility.

It doesn't need any changes.
by Nyyrazzilyss
Thu May 28, 2015 3:15 pm
Forum: GCC: Gameplay Discussion
Topic: Ogre strength
Replies: 1
Views: 1110

Ogre strength

Adud GCC: 'me pickemup mattock with 2 fingers. why me no holdem shield? bug?'
Alurissi GCC: 'puny ogre j00 are'
Adud GCC: 'me strength 210! me strong!'
Adud GCC: 'me get even stronger, me pickemup 2 mattocks!'
Adud GCC: 'swat bug!'
by Nyyrazzilyss
Tue May 26, 2015 4:13 am
Forum: MUD Client Help
Topic: Mudlet Script v011b (5/19/17)
Replies: 9
Views: 22810

Mudlet Script v011b (5/19/17)

I've posted a Toril script for Mudlet 3.x.x 3.1+ recommended http://www.mudlet.org If it's a prior version of Mudlet, it won't work. Latest stable script version posted (5/19/2017) is 011b (removed from post, old version) Development script (7/27/2017) 011dev (removed from post, old version) https:/...
by Nyyrazzilyss
Fri May 22, 2015 3:05 pm
Forum: GCC: Gameplay Discussion
Topic: Trade XP for restring?
Replies: 4
Views: 1832

Trade XP for restring?

It was brought up in-game, but a discussion here would probably be appropriate. With the intended changes to death/corpses, xp (after level 50) is not really going to have much meaning - Granted it didn't anyways. It has been suggested that a nice option would be the ability to trade 1000% xp after ...
by Nyyrazzilyss
Tue May 19, 2015 6:58 am
Forum: GCC: Gameplay Discussion
Topic: New world?
Replies: 0
Views: 3806

New world?

I've mentioned this on main. I'm not interested in a pwipe, however, something I wouldn't mind seeing is another image of toril running (not just testmud) with the same codebase/etc, but blank pfiles. I don't think timing could be better. Zoning has really fallen off with Lilithelle no longer able t...

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