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You might want to post something like this in the game as an announce or whatnot.
I know that I don't have any questions about the HTML5 client because I will never use it, and I'm far from alone in that.
EDIT: That sound way more impolite than it was in my head. I just mean that I'm never going to play the game without my third party client and my years worth of utility/combat/bashing scripts I've got for it, and so I'll never use it for anything more serious than chatting on clans.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Just to note, Mudlet does have these similarities. They are called events, and can even be user defined rather than just game defined.
For most of my IRE mudding (which is basically just Aetolia) I fall into Khizan's category, though with Mudlet rather than MM. For Imperian though, and for various reasons, I am considering trying the html client.
I mud on a small touch screen (a 10" windows tablet). I've built quite a good GUI for this in Mudlet, though it is always a work in progress. At least in the short term though, I can't be bothered rewriting the gui for Imperian.
Which brings me to my question:
Is there any scope in the html5 client for customising the GUI? When "opportunities" in combat come up, such as a good time to impale for a basic example, I make a large, translucent button/label pop up over the main text. This serves both as a warning that now might be a good time to impale, and as a button I can press to make the impale happen.
I could easy code that in as an automatic response, but I find it more fun to semi-manual my offense.
The button wouldn't actually need to be translucent and over the main text - but is it possible for me to make a row of buttons in the gui somewhere that I can assign function calls to, and manipulate the colour/text of via scripts?
Hi I am new to the web client coming from mudlet and mush previous to that.The biggest issue I have with the client is when I need to run through a series of events. Because of the blocking issue with the client I am not
sure how to step through say a def-up, I've seen the timeout function but that just fires all the commands each with say a 2500ms delay and I never get my balance back to run the others. It seems a little backwards to have
to increment the interval for each one like say for each one like this
is there away for me to fire on individual commands as I get balance?
I'm thinking this will be useful for a bashing script so I can launch my next attack when hunting on Balance not some random timer.
So there isn't a way to grab the balance from onGMCP and firing an action off that?
so actually easy to grab balance and eq from onGMCP in the vitals
next question Is there a way to call onGMCP using run_function but have it only get a single value?