Setting up MegaMud to work with Edits:

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Miles

Re: Setting up MegaMud to work with Edits:

Post by Miles »

MEGAMUD ON A EDITED BBS

Section 1 -- Getting MegaMud to attack new monsters:

Go to the options in your MegaMud. Then go to Game Data.
Click on the Monsters Tab. Then click on NEW.
Add in the monster name and experience value, HPs, etc.

(Sometimes when mega automatically adds MOBS it will not attack them properly so this is your ideal solution to that problem)

Section 2 -- Getting MegaMud to use new bless spells:

A. Go to the option in your MegaMud. Then go to Game Data.
Click on the Spells Tab.
Now, locate a bless spell on the list your class will never be using, locate a duplicate spell, OR add a NEW spell.
Now click on MODIFY. (Ignore this step if adding NEW spell and continue to next step)
Now change the name of the old spell/add name of the new spell you’ll be blessing with.
Now enter the code for the new spell into the box titled CODE.
Enter the necessary mana amount into the Required Mana/Kai Field.
Next click on ANY for type.
If adding a new spell be sure to select the timed duration feature.
Also if you are planning to bless party members with this spell also click on the Self and Player Tabs.
Click on OK.

B. Now click on the Messages/Responses Tab in the Game Data area.
Next click on NEW.
Now under NAME enter the name of the new spell, exactly as it appears under the Spells Tab.
Next enter the message shown when you cast the spell in the MESSAGE box.
(ie. for berzerk the message would be You are in a berzerk rage of fury!)
Next enter the ending message in the ENDS WITH box
(ie. for berzerk the Ends with would be Your berzerk state wears off)
Leave the Response field blank.
Ignore the rest of the options available and click on OK.

(Doing this will work much more efficiently than adding these new spells as events, as your mega will insure you always remain blessed with it, instead of a random event which may cast or may not depending on the number of blesses you use.)

Section 3 -- Getting MegaMud to use spells with new classes:

Go to the options in your MegaMud. Then go to Game Data.
Click on the Spells Tab.
Locate the spell which you are attempting to use and click on MODIFY.
Now ignore all the fields except TYPE.
Under TYPE click on ANY.
Click on OK.

Section 4 -- Getting MegaMud to work properly with New Classes in Party:

Go to the option in your MegaMud. Then go to Game Data.
Click on the CLASSES Tab.
Click on NEW.
Go down to the NAME Field and enter the name of the new class exactly as it appears when you type PAR.
You are welcome to change the corresponding fields to match that of the new CLASS but it is not necessary.
Now click on OK.

Section 5 -- Getting MegaMud to use your new room spells properly (Section is for Roomers):

A. Go to the SPELLS tab in your megamud.
Click on NEW.
Enter the name of the new spell in the NAME field.
Enter the 4 letter code into the CODE field.
Enter the required amount of Mana/Kai in that field.
Select the Evil in Combat box.
Select the Area box.
Go to Type and click ANY.
Next click OK.

B. (Optional) If you wish to see the actual amount of damage your spell is averaging follow the steps below.
After finishing up the above steps. Select the Messages/Responses Tab in Game Data.
Next select NEW.
Enter the name of the spell exactly as it appears under the Spells Tab.
Now enter the message that appears when the spell is cast under the MESSAGE box, but where you see the numerical value for the damage dealt, be sure to replace it with
(ie for vortex storm it would be An arcane storm of energy blasts your foes for damage!)
Now click on FIND ANYWHERE IN TEXT box.
Click on OK. Your MegaMud should now register the average damage you are dealing.

(You can also use the above method on regular attack spells, the only difference being instead of selecting the AREA box, you would select MONSTER)

Section 6 -- Getting MegaMud to use new weapons properly:

If you are a BSing class and use one weapon to BS with and another to attack with post BS.
This section will be most helpful to you.
Go to the options in your MegaMud. Then go to Game Data.
Your mega has most likely added the names of your new weapons to game data but there is no detail about them.
Locate your BSing weapon (or any new weapon.) Select MODIFY.
Now under options select the CAN USE TO BS box.
Then go to ITEM TYPE and select WEAPON.
You can repeat the above steps as necessary for all of your new weapons/items, using the above steps can also help you stop your MegaMud from picking up every new item you happen to come across as well, just de-select the AUTO-COLLECT feature.

Section 7 -- Preventing your MegaMud from doing some annoying things:

A. This portion of Section 7 will help you stop your MegaMud from constantly swapping between your pre-rest/post-rest items.
Go to your SETTINGS.
Then select the HEALTH Tab.
Now go to Pre-Rest.
Now type in eq ^Mstat^M (ie. eq healing stone^Mstat^M)
Now go to Post-Rest.
Now type in eq ^Mstat^M (ie. eq titanium jew^Mstat^M)
Click on OK.

B. This portion will get your MegaMud to stop constantly looking at players who are a new race/class
Go to your SETTINGS.
Then select the TALK tab.
Now de-select the Look at Players (to learn their inventories) box.
Click on OK.

If you like, you can also de-select the Greet Players when first met box, as this is quite annoying.
Written by Reinhard Heydrich - Master of Thule Society
syntax53

Re: Setting up MegaMud to work with Edits:

Post by syntax53 »

:wordup:

i edited it to make it look nice.
Miles
Posts: 0
Joined: Sun Oct 13, 2002 5:00 am

Setting up MegaMud to work with Edits:

Post by Miles »

MEGAMUD ON A EDITED BBS





Section 1 -- Getting MegaMud to attack new monsters:



Go to the options in your MegaMud. Then go to Game Data.

Click on the Monsters Tab. Then click on NEW.

Add in the monster name and experience value, HPs, etc.



(Sometimes when mega automatically adds MOBS it will not attack them properly so this is your ideal solution to that problem)





Section 2 -- Getting MegaMud to use new bless spells:



A. Go to the option in your MegaMud. Then go to Game Data.

Click on the Spells Tab.

Now, locate a bless spell on the list your class will never be using, locate a duplicate spell, OR add a NEW spell.

Now click on MODIFY. (Ignore this step if adding NEW spell and continue to next step)

Now change the name of the old spell/add name of the new spell you’ll be blessing with.

Now enter the code for the new spell into the box titled CODE.

Enter the necessary mana amount into the Required Mana/Kai Field.

Next click on ANY for type.

If adding a new spell be sure to select the timed duration feature.

Also if you are planning to bless party members with this spell also click on the Self and Player Tabs.

Click on OK.



B. Now click on the Messages/Responses Tab in the Game Data area.

Next click on NEW.

Now under NAME enter the name of the new spell, exactly as it appears under the Spells Tab.

Next enter the message shown when you cast the spell in the MESSAGE box.

(ie. for berzerk the message would be You are in a berzerk rage of fury!)

Next enter the ending message in the ENDS WITH box

(ie. for berzerk the Ends with would be Your berzerk state wears off)

Leave the Response field blank.

Ignore the rest of the options available and click on OK.



(Doing this will work much more efficiently than adding these new spells as events, as your mega will insure you always remain blessed with it, instead of a random event which may cast or may not depending on the number of blesses you use.)





Section 3 -- Getting MegaMud to use spells with new classes:



Go to the options in your MegaMud. Then go to Game Data.

Click on the Spells Tab.

Locate the spell which you are attempting to use and click on MODIFY.

Now ignore all the fields except TYPE.

Under TYPE click on ANY.

Click on OK.





Section 4 -- Getting MegaMud to work properly with New Classes in Party:



Go to the option in your MegaMud. Then go to Game Data.

Click on the CLASSES Tab.

Click on NEW.

Go down to the NAME Field and enter the name of the new class exactly as it appears when you type PAR.

You are welcome to change the corresponding fields to match that of the new CLASS but it is not necessary.

Now click on OK.





Section 5 -- Getting MegaMud to use your new room spells properly (Section is for Roomers):



A. Go to the SPELLS tab in your megamud.

Click on NEW.

Enter the name of the new spell in the NAME field.

Enter the 4 letter code into the CODE field.

Enter the required amount of Mana/Kai in that field.

Select the Evil in Combat box.

Select the Area box.

Go to Type and click ANY.

Next click OK.



B. (Optional) If you wish to see the actual amount of damage your spell is averaging follow the steps below.

After finishing up the above steps. Select the Messages/Responses Tab in Game Data.

Next select NEW.

Enter the name of the spell exactly as it appears under the Spells Tab.

Now enter the message that appears when the spell is cast under the MESSAGE box, but where you see the numerical value for the damage dealt, be sure to replace it with

(ie for vortex storm it would be An arcane storm of energy blasts your foes for damage!)

Now click on FIND ANYWHERE IN TEXT box.

Click on OK. Your MegaMud should now register the average damage you are dealing.



(You can also use the above method on regular attack spells, the only difference being instead of selecting the AREA box, you would select MONSTER)





Section 6 -- Getting MegaMud to use new weapons properly:



If you are a BSing class and use one weapon to BS with and another to attack with post BS.

This section will be most helpful to you.

Go to the options in your MegaMud. Then go to Game Data.

Your mega has most likely added the names of your new weapons to game data but there is no detail about them.

Locate your BSing weapon (or any new weapon.) Select MODIFY.

Now under options select the CAN USE TO BS box.

Then go to ITEM TYPE and select WEAPON.

You can repeat the above steps as necessary for all of your new weapons/items, using the above steps can also help you stop your MegaMud from picking up every new item you happen to come across as well, just de-select the AUTO-COLLECT feature.





Section 7 -- Preventing your MegaMud from doing some annoying things:



A. This portion of Section 7 will help you stop your MegaMud from constantly swapping between your pre-rest/post-rest items.

Go to your SETTINGS.

Then select the HEALTH Tab.

Now go to Pre-Rest.

Now type in eq ^Mstat^M (ie. eq healing stone^Mstat^M)

Now go to Post-Rest.

Now type in eq ^Mstat^M (ie. eq titanium jew^Mstat^M)

Click on OK.



B. This portion will get your MegaMud to stop constantly looking at players who are a new race/class

Go to your SETTINGS.

Then select the TALK tab.

Now de-select the Look at Players (to learn their inventories) box.

Click on OK.



If you like, you can also de-select the Greet Players when first met box, as this is quite annoying.





Written by Reinhard Heydrich - Master of Thule Society
syntax53
Posts: 0
Joined: Wed Apr 03, 2002 6:00 am

Re: Setting up MegaMud to work with Edits:

Post by syntax53 »

:wordup:



i edited it to make it look nice.
Kain
Posts: 0
Joined: Tue Nov 11, 2003 8:30 pm

Re: Setting up MegaMud to work with Edits:

Post by Kain »

Quote from: syntax53:wordup:

i edited it to make it look nice.

can we make it sticky too? please, this is a helpful post
Kain
Posts: 0
Joined: Tue Nov 11, 2003 8:30 pm

Re: Setting up MegaMud to work with Edits:

Post by Kain »

:wordup:



i edited it to make it look nice.



can we make it sticky too? please, this is a helpful post
pentacle
Posts: 0
Joined: Sun Jul 20, 2008 11:41 pm

Re: Setting up MegaMud to work with Edits:

Post by pentacle »

My board has installed whirling vortexes in all of the sys goto points. This causes mega to go nuts when it goes to that room. Ive relearned the room but this causes mega to not use sys goto to that point. When I relearn the entry arch in Khaz it tries to walk manually there but it will sys goto silv still. Im not certain whats going on. Im using v1.03t if that helps. Thanks.
The Ghost

Re: Setting up MegaMud to work with Edits:

Post by The Ghost »

why would you put a vortex where all the sys goto spots are?
pentacle
Posts: 0
Joined: Sun Jul 20, 2008 11:41 pm

Re: Setting up MegaMud to work with Edits:

Post by pentacle »

The vortexes lead to newer areas and I didn't put them there . Im a mmuder not the sysop. Im not certain why an item in the room would cause mega to go nuts. Any help would be appreciated. My appologies if Im posting this someplace that I shouldnt be.
Silicon™
Posts: 0
Joined: Thu Sep 16, 2010 5:18 pm

Re: Setting up MegaMud to work with Edits:

Post by Silicon™ »

bump
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