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Messages - Diandra

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16
General Discussions / Re: Free banners on TMC
« on: April 30, 2012, 11:21:26 am »
The logo now shows on the 4d's website too. Thanks for the work everyone.

17
Suggestions & Ideas / Re: Unperzable Items
« on: January 22, 2012, 07:44:18 am »
Never knew the reason myself for that list.

One of the reason is probably to avoid being able to wear/wield two of the same items at the same time. Some time ago, a script was added to such items to prevent them being worn twice. Not sure though if the arti's have a similar check nowadays or need a similar check.

So if the builder making the perzes adds all scripts or adds the existing script from the original item to the script the player wants I don't see a problem with those objects being perzed.

Just remember every stat/script from the original item gets transfered to the perz so if it's a timered item the perz will have the timer too.


There's still one downside, this was on my list to fix but I never got around to it: some of those items are rewards for one-time-only quest. So in essence, those might have been by request of the original builder of the zone. Anyway if you encounter items that seem to belong to a one-time only quest meaning you don't receive the item if you repeat the quest, let me know and I'll get around trying to fix those ...eventually...  :P

18
Suggestions & Ideas / Re: MACRO: NEWBIE
« on: January 08, 2012, 05:37:09 am »
on a side note is there any way to enable forum users to edit their post after the time limit is up? Currently I think after 10-30 mins a reg forum user can no longer edit his post.

If someone has read a post and the original poster edits it to something totally different the day after, people who have read the original post won't know if it has been edited and it will be cause for confusion. So it stays as it is. Even if in your case it would be more convenient.

Of course you could copy your post and cross out the numbers yourself and repost. This way, you'll also know something has been done and the thread receives a bump as they say. ;-)


19
Suggestions & Ideas / Re: A newbs life in school, quest academy and after.
« on: December 05, 2011, 01:15:24 pm »
There's actually a board in the Seeker's guild where such info could be placed. Helper's don't have access to that board but the Seeker's leader can post things there.

And if I'm not mistaken there's already some posts there concerning the trainers and some leveling places for new players.

20
News & Announcements / Farming Fields in Old Yorke
« on: December 05, 2011, 01:12:49 pm »
All farmfields in Old Yorke have now been adjusted and you should be able to farm them once a day. Some fields couldn't be farmed when someone else had already worked on that field but that should be fixed now too.

If the garden fields in Agatha's garden need the same fix let me know and I'll have a look, otherwise they'll remain as they are now.

21
News & Announcements / Re: New semi-graphical client app
« on: November 20, 2011, 09:22:45 am »
The files have been placed on 4D's server so the installation guide has been changed somewhat:
---
1) Download and install MUSHclient.
The MUSHclient can be downloaded with the following link: http://www.gammon.com.au/files/mushclient/mushclient473.exe

It's recommended that you install the client in the following directory to avoid certain problems: C:\MUSHclient.

2) Download and unzip the 4D-plugin.
Right click on the following link and start to download the 4D-plugin: http://4dimensions.org/home/game/site/client/4D_GUI.zip

This plugin decides where the logo's, avatars, energy bars, etc are shown in the client.

Unzip the file in the same directory where you installed the MUSHclient, which was recommanded C:\MUSHclient. Unzipping this file in the MUSHclient-directory has add a file named GUI_4d.xml in the directory C:\MUSHclient\worlds\plugins.

3) Download and unzip the images-file.
Right click on the following link and start to download the 4D-plugin: http://4dimensions.org/home/game/site/client/images_4D.zip

Unzip the file in the same directory where you installed the MUSHclient. This file will add a new directory with several subdirectories, which can be found at: C:\MUSHclient\images_4d

4) Add 4Dimensions to MUSHclient.
Startup MUSHclient if you haven't already.

Select File -> New World (or Ctrl + N)

At the question to preload defaults from an existing world answer no.

At the next box fill in the next fields:

World Name:                                     4Dimensions
MUD address and port:
                                TCP/IP adress: 4dimensions.org
                                Port:              6000
And click the button: Save World Automatically On Close

Then click ok and you'll get a new window which will allow you to connect to 4D.

5) Add the plugin.
Connect to 4D and then install the plugin:

Select File -> Plugins -> Add

At the given directory (C:/MUSHclient/worlds/plugins) look for the file GUI_4D select it, by clicking on it and click open. In the screen you get to see the following line:

Added plugin C:\MUSHclient\worlds\plugins\GUI_4D.xml

Then click close.

6) Restart MUSHclient.
You will need to close the world then restart: If you're still logged on, type quit followed by zero, then:

Select File -> Close World and confirm to save everything you've just did, just click save.

Restart the client with:  Select File -> Open World

Open the 4Dimensions worldfile named 4Dimensions.MCL and start playing.

You'll now see the blue 4D-logo, an avatar for whichever race your character has. For certain spells that has been cast on you, you'll see buttons on the left side of the screen. In case they're timered you'll see a small countdown.

At the bottom of the screen, you'll see bars that present your health, mana and the needed experience.
---------
Special thanks goes to KaVir from God Wars II who made this specific plugin for 4D.

To those who already downloaded the plugin at previous times, it might be wise to download the seperate image-file and install it in the MUSHclient directory as it may hold other images than the original file.

22
Suggestions & Ideas / Re: Woodsing?
« on: November 19, 2011, 01:49:29 pm »
The 5 fields most west in Old Yorke now have the similar check as the Fort Sutter fields. So if it is working it means they can now be farmed once every 24 hours.

The two remaining fields, the two eastern ones, still have to be adjusted.


Oh and uh, the title of this thread is woodsing, so no idea what's going on with that.  :D

23
Suggestions & Ideas / Re: Woodsing?
« on: November 11, 2011, 07:10:57 am »
Alternative you could always store a variable using realtime and compare when a day had passed that way.

That's what the scripts in Sutter already use.

24
Suggestions & Ideas / Re: Woodsing?
« on: November 09, 2011, 10:43:20 pm »
Neither of the ideas suggested so far seems to work very well. With the current code, I think the best solution would be to put the script on a mob that would be purged at zone reset, which would then remove the global flag. That means that farming and gardening would be repeatable every four hours, (or even more frequent depending on where in the reset cycle the action was performed).

I think that is a bit too often, but since few players seem to be logged on that long anyhow it might be acceptable.
It would of course have affect the size of the reward, if we make it repeatable that often.

One possible idea would be to expand the time of rebooting a zone to 24 hours. (Which of course would need some coding).

But then again that would not be a good idea, since the fields are in Olde Yorke, which is used for levelling by many players. It would of course be possible to extract the fields to another zone, but that in turn means a lot of building work, which I don't feel quite motivated to take on.

I'm still convinced the solution in the Sutter's fields does work, providing Immortals don't trigger the startingscript as I know context %actor.id% mixes up the flags when Imms trigger such scripts. Then again, Imms don't go work in the fields.  ;)

So if someone could try them out?

As for adding the mob, wouldn't you still have to work with context %actor.id% again. Cause whether you add a mob or an object you still need to have a check to see if the player itself has already done the field or not. You could have the mob reset in a permanent 24-hour zone and then let them go to the farms/fields so you wouldn't have to move the fields at all and you wouldn't have to worry about the resettime of the zone (Old Yorke or Sutter) itself. But is it worth it adding a mob and purge-script if the Sutter's fields' scripts work as they are now?

Or have Once code something. ;D

And as edit: putting the mob in a 24-hour zone won't work either as it won't be purged at the zonereset seeing it will be in another zone. Or you'd have to add a self-destruct script on the mob after 24 hours minus a few seconds. Or have another mob go slay the first mob before you load the uh first mob again. Ain't scripting fun and confusing *egrin*

25
Suggestions & Ideas / Re: Woodsing?
« on: November 06, 2011, 03:03:28 am »
Could someone actually try out the fields in Fort Sutter?

If I'm not mistaken the scripts there have already been altered at a time, so they could only be plowed/whatever once a day.

However the thing also works with context and from experience I know context doesn't always work as it should be. But that's something for the coders to look at.

26
Suggestions & Ideas / Re: Revamping artifact system
« on: September 09, 2011, 10:39:14 am »
Yay, I still have the ability to confuzzle someone.  ;D

Jaros this thread started by Loria/Kvetch who wanted to 4d-world to know when an arti came available in the game. This way the (new) players (no matter how long they have played) knows: oh I can go look for an arti.

So far that part.

Half way this thread someone (well you actually ;) following Xeriuth's poll) asked for the timers on arti's to be removed. Then someone else mentioned to remove the maxload and whatnot also.

If this happens (the removing of all restrictions) then in my eyes the arti's just become like any other item ingame but it has just some higher stats than the normal equipment. So to me that is downgrading them to normal eq. In your eyes it means: yes! they're available all the time, 'no' restrictions at all, so you may consider it upgrading. ;)

And the second part has nothing to do with the first part. :)

So hopefully this clarifies a bit what I meant.

As for the rest, even if he is tired and sick (hope you feel better soon Asmo), Asmodeus hit the nail actually.

27
Suggestions & Ideas / Re: Revamping artifact system
« on: September 09, 2011, 09:27:50 am »
Isn't that exactly what Kvetch tried to adress? Inform new players (yes even those who have only played for two months) somehow about arti's.

But seeing you want to see them downgraded to normal eq with some higher stats I wouldn't name them arti's anymore.

Just my two cents.

28
Suggestions & Ideas / Re: Revamping artifact system
« on: September 09, 2011, 09:00:02 am »
So in essence all you want is to make them artifacts just like any normal object in game but just with some higher stats (well or should be). Ok... that is fun indeed.  ;)


29
Suggestions & Ideas / Re: Revamping artifact system
« on: September 09, 2011, 12:46:23 am »
If you remove the timers of the Artifacts, how can other players gain a chance on getting one, seeing there's a max on how many can be ingame and they don't load every time. Last time I checked not everyone signs up for PK and if you remove the timers of arti's in my opinion new players will even get a lesser chance of ever finding the location of arti's if they no longer disappear. Or am I missing something here?

As for the poll: How many new players actually answered that one?  ::)

30
Suggestions & Ideas / Re: Making it easier for new players how to advance
« on: September 03, 2011, 04:54:19 am »
I think the info in Mudschool is already extensive as it is. Also not everyone actually completes the school the first time they create a character.

The seekers board already holds some information so maybe some more things can be added there.

Like Virisin said, a revamp of the hintchannel might also be a good idea. But maybe that can be done in a seperate thread. Posting the current hints (seems the original thread got lost somewhere) and then see what can be removed, changed, added, etc.

One thing I haven't seen brought up is the location of where to buy certain potions once a player remorts, especially those that stay clanless for a while. So maybe this can be added somewhere too. Some locations are: the wizard shop in Old Yorke, the potion shop in the future space port somewhere and if I'm not mistaken aren't there some potions sold in Sanctuary Haze too. And not to forget the healers themselves. And while the location is being added also add directions on where to find a bank and how to withdraw money.  ;)

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