Is there any explanation why "char" does not include "char.skills", "ems" etc., but "char.vitals"? Has its JSON data formatted with spaces around square and curly brackets? I think to remember something about Mudlet requiring spaced brackets (not sure whether that was about GMCP, though). Is that because I did not 'subscribe'? or because Mudlet fails to digest received data (and to report that failure)? In this case either the (JSON) data or Mudlet is faulty. LUA: ERROR running script gmcp_trigger (Trigger212)ĮRROR::5:īad argument #2 to 'format' (string expected, got nil) Trigger name=gmcp_trigger(return isPrompt()) matched. LUA OK script gmcp_trigger (trigger212condition0) ran without errors
MUDLET MAPPER TUTORIAL FULL
GMCP event display(gmcp) to see the full contentīut there is no health in the vitals (which were there from the start - but with the drink entry only).Įcho(string.format("Health: %s, Mana: %s\n" ? Sending "char.vitals 1" or "vitals 1" yields nothing. If that does not help, you are welcome to ask some more concrete questions, before I go on and tell you kilobytes of things you already know and no bit of things you want to knowĬode: Select all I (or Mudlet) got without request or hello or gmcp log-in or …Īppears - for few seconds then drink reappears and intoxication vanishes. On package loading: see my previous post. When the package is loaded much of its "functionality" is just there, the aliases I mention can be used like Genesis commands and there are some buttons on the top left that spill out some help texts.
MUDLET MAPPER TUTORIAL HOW TO
Have you Mudlet running? connected to Genesis? do you know Mudlet? Do you have the package loaded and now wonder how to use it? "Makfly, Titan, joined three years before me" - maybe rather you help me? Hard to guess where you are standing, get you started from where? I wasn't sure about that in my previous post, but here. Is there a 'Getting started' post somewhere or something that can help people get started out on using all of those (probably) awesome functionalities? The other metallic thing (the METL1 one with the bolts on it) is just a room-filler, nothing special, just one sector around the ROCK construction.Makfly wrote: I'm pretty sure all this is pretty awesome, but I have no idea what most of that meant, nor do I have an idea of where to start to take advantage of this. The hard part (takes a lot of time) of this are the metal parts which directly connect to the rock behind them, so it looks like a backup preventing the ceiling to collapse. The shot two shows off a very advanced way of adding detail to a sky window. Nice, isn't it? :) (buildtime for the window 5-10 minutes, buildtime for the special sky effect 5-8 minutes) The part of the room uses 2 skyboxes, a bright one and dark one (can also be done with different colors, not just light-levels itself) and with the help of the VIEWPOINT PICKER I can tell which parts of the girder are completely translucent and which are only half translucent. Result: The human eye of a player sees a lot of contrasts, differences and colors and thinks: "Wow, detailz0r!!!" Another great trick in this screenshot was developed by me and I call it, the "fake translucent flat".
MUDLET MAPPER TUTORIAL WINDOWS
With such windows and girders, you can play a lot with different light levels which also affects the floor.
In the middle of this window, you see a metallic girder, part of the former building. In screenshot number one you can see a sky-opening in the ceiling out of a organic structure.
Today, with the help of high-end pcs and skyboxes, we can triple-enhance this feeling with just a few simple additional steps. Think about the many openings Episode 1 in Doom had, they all looked beautiful and enhanced the feeling of real 3D alot. Another great thing you also can always add are ceiling windows and additional structures to this windows.