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Re: Post your friggen add-ons!
Posted: Mon Apr 11, 2005 1:29 pm
by syntax53
well another two months have gone by and still not one person has submitted anything even tho a number of people said they would. i think warhawk and i should just take down nmr.mudinfo.net, mudinfo.net, and i should flush nightmare's and MME's source code into a data shredder. it would save us each $10/month at least. it's actually been 8 months since the system was implemented (http://www.forumshq.com/showthread.php?t=7513), and only demosthenes and i have done shit about it.
the lair mod needs some changes and more area mods. the spell mod needs some changes, namely reducing monster cast levels for the upgraded spells. but why should me or demos. devote one more minute of time to help the thankless bastards that just download and install.
we've been asking for someone to make an action add-on for quite some time. that takes almost zero knowledge of mud outside of getting the dats and installing NMR. have we even seen that? no.
:fyou:
Re: Post your friggen add-ons!
Posted: Mon Apr 11, 2005 3:02 pm
by Drago
well another two months have gone by and still not one person has submitted anything even tho a number of people said they would. i think warhawk and i should just take down nmr.mudinfo.net, mudinfo.net, and i should flush nightmare's and MME's source code into a data shredder. it would save us each $10/month at least. it's actually been 8 months since the system was implemented (http://www.forumshq.com/showthread.php?t=7513), and only demosthenes and i have done shit about it.
the lair mod needs some changes and more area mods. the spell mod needs some changes, namely reducing monster cast levels for the upgraded spells. but why should me or demos. devote one more minute of time to help the thankless bastards that just download and install.
we've been asking for someone to make an action add-on for quite some time. that takes almost zero knowledge of mud outside of getting the dats and installing NMR. have we even seen that? no.
:fyou:
I don't do areas.. I only do spells occasionally and text blocks mostly.. and text blocks are board specific, so I can't make a base add-on to implement a text-block fix as the quest rewards are different for each class.. as far as an action addon.. I've tought of doing something like that for my board, but never get around to it as 3/4 of my day is devoted to my 7 month old daughter right now.. anyway.. trashing nmr would be detrimental to the mudding community, but it's your program.
-Drago
Re: Post your friggen add-ons!
Posted: Mon Apr 11, 2005 5:38 pm
by PeterParker
Syn...I have a few areas that I would be more than happy to add. The only problem is I have absolutely NO idea how to export an area that I had done. If you could help me through that, and where to email them to so you can add them to the website, I would try and get it done this weekend.
Lodin
OK, before you call me a dumb-ass, Amber just showed me in this thread how to do it.... I shouldn't look at this stuff after a long day at work I guess. I will try and get an area or two sent to you this weekend.
Re: Post your friggen add-ons!
Posted: Tue Apr 12, 2005 1:41 am
by Raiden
well another two months have gone by and still not one person has submitted anything even tho a number of people said they would. i think warhawk and i should just take down nmr.mudinfo.net, mudinfo.net, and i should flush nightmare's and MME's source code into a data shredder. it would save us each $10/month at least. it's actually been 8 months since the system was implemented (http://www.forumshq.com/showthread.php?t=7513), and only demosthenes and i have done shit about it.
the lair mod needs some changes and more area mods. the spell mod needs some changes, namely reducing monster cast levels for the upgraded spells. but why should me or demos. devote one more minute of time to help the thankless bastards that just download and install.
we've been asking for someone to make an action add-on for quite some time. that takes almost zero knowledge of mud outside of getting the dats and installing NMR. have we even seen that? no.
:fyou:
I'm working on it Syn. We have a complete system for straight fighter classes (thief, warrior, witchunter), and a martial arts system (mystics, ninjas), complete with the shops and items.
The fighers get 'combat glasses' which there are ten of, and they progress with each level up to level 125. They get slight increases in max damage, hit point regen, and perception.
The martial arts users have a belt system, beginning with the white belt, that goes all the way up to the ninth degree black belt. These gives martial artists slight increases in backstabs, stealth, max and min bs damage.
Of course the users need to have 1.11pb13 to take advantage of the figher system.
I am working on getting these exported, but it has been incredibly slow going, since my bbs is now hosted on a server in Illinois instead of in my home.
If I export the items, should I include the shops? They have NPC's in them. Currently I have the martial arts shop for levels 1-69 in silvermere south of the Sheriff's office. Level's 70-99 are in Evengard, and levels 100+ are in Trinity. The fighter shops are located north and east of the deed shop in Silvermere for levels 1-69, in Evengard for 70-99, and Trinity for 100+.
Re: Post your friggen add-ons!
Posted: Tue Apr 12, 2005 1:56 am
by Raiden
well another two months have gone by and still not one person has submitted anything even tho a number of people said they would. i think warhawk and i should just take down nmr.mudinfo.net, mudinfo.net, and i should flush nightmare's and MME's source code into a data shredder. it would save us each $10/month at least. it's actually been 8 months since the system was implemented (http://www.forumshq.com/showthread.php?t=7513), and only demosthenes and i have done shit about it.
Personally, I can see how Erek could easily take this differently then you meant. Even if you were trying to prove a point, Syntax. Even I myself was a little bit flustered when I saw this, seeing how large a part that mudinfo and nightmare redux play in the edited mud community.
the lair mod needs some changes and more area mods. the spell mod needs some changes, namely reducing monster cast levels for the upgraded spells. but why should me or demos. devote one more minute of time to help the thankless bastards that just download and install.
Personally, I agree with this to. Left and right we see boards that are going up with next to no edits, with all of the available pre-made mods, and yet no thanks and/or contributions are given in return. Even as many, many boards have created 'mods' or 'systems' within their mud that could benefit the mud community if they were shared. I think one of the main things that are holding other users back is mainly laziness... But I know another part of this is that while they created these systems, they aren't willing to share them, since they may be a pretty unique part of their board.
There is more than enough manpower and experience within the MMB community, everyone just needs to get off of their asses and spend the twenty minutes needed to help improved the existing mods, or export their own.
we've been asking for someone to make an action add-on for quite some time. that takes almost zero knowledge of mud outside of getting the dats and installing NMR. have we even seen that? no.
:fyou:
[/rant]
Personally, I haven't seen a thread asking for this, but perhaps it was one that I missed.
Re: Post your friggen add-ons!
Posted: Tue Apr 12, 2005 8:53 am
by syntax53
If I export the items, should I include the shops? They have NPC's in them. Currently I have the martial arts shop for levels 1-69 in silvermere south of the Sheriff's office. Level's 70-99 are in Evengard, and levels 100+ are in Trinity. The fighter shops are located north and east of the deed shop in Silvermere for levels 1-69, in Evengard for 70-99, and Trinity for 100+.
include anything you think is relavent. just note anything you'd think we'd need to know about.
Re: Post your friggen add-ons!
Posted: Tue Apr 12, 2005 10:08 am
by Raiden
include anything you think is relavent. just note anything you'd think we'd need to know about.
Allrighty then! We'll hop to it.
Re: Post your friggen add-ons!
Posted: Tue Apr 12, 2005 4:20 pm
by syntax53
well holy shit!
From Date Subject Size
Webmaster 2:58 pm NMR: New Add-On Submited 1.4 k
Webmaster 2:54 pm NMR: New Add-On Submited 1.5 k
thanks raiden!
Re: Post your friggen add-ons!
Posted: Tue Apr 12, 2005 7:56 pm
by Raiden
well holy shit!
From Date Subject Size
Webmaster 2:58 pm NMR: New Add-On Submited 1.4 k
Webmaster 2:54 pm NMR: New Add-On Submited 1.5 k
thanks raiden!
Your quite welcome. We are working on a couple more for you as well. Let me know if those descriptions were enough.
Re: Post your friggen add-ons!
Posted: Tue Apr 12, 2005 8:58 pm
by Amber
OK, we just uploaded our Deep Caverns area. Hope we did it right!!! We thought we would start with this one because this is the very first area we ever made. (I have quite a few actions and I am working on more. I like different actions.) We have been putting it off because we though it was going to be complicated but it was toooooo easy. If that works out well, and we did it right, we have more we would like to share.
Amber and Lodin