Not Much has changed since the last time I actually showed my gui, main thing I have been playing with is the limb counter itself, I cleaned up a little bit. Here it is though!
And a look of some of the states of the PipBoy, (This is normal screen size, easiest way to show it since it's already sliced.)
Dunno if anyone would want him but if you do I can throw ya a link and possibly give a hand to hook it up. I use my own limb counter, but I do have Svo's on hand so I can get it working with the images.
I just started a new project just to learn more mudlet features and to see how hard it would be. It's local room tracking in all directions using Alertness/Observer/Squint/Glance and gmcp.Room data with mindnet as well. Uses 4 tables: Hostile (yellow) / Uber_Danger (red highlight) / Player (blue)/ Important_Item (gold) and populates the rooms around you accordingly. Here you can see it used during a dive observe.
Not Much has changed since the last time I actually showed my gui, main thing I have been playing with is the limb counter itself, I cleaned up a little bit. Here it is though!
And a look of some of the states of the PipBoy, (This is normal screen size, easiest way to show it since it's already sliced.)
Dunno if anyone would want him but if you do I can throw ya a link and possibly give a hand to hook it up. I use my own limb counter, but I do have Svo's on hand so I can get it working with the images.
@fendo How do you do that little man thing? I been looking around for it for months but no one has posted/helped in creating it....
Not Much has changed since the last time I actually showed my gui, main thing I have been playing with is the limb counter itself, I cleaned up a little bit. Here it is though!
And a look of some of the states of the PipBoy, (This is normal screen size, easiest way to show it since it's already sliced.)
Dunno if anyone would want him but if you do I can throw ya a link and possibly give a hand to hook it up. I use my own limb counter, but I do have Svo's on hand so I can get it working with the images.
@fendo How do you do that little man thing? I been looking around for it for months but no one has posted/helped in creating it....
Easy way would be to have 'squares' for each section, hide all but the color you want. Bars placed conveniently.
Yeah, that's basically why I went the route I did, I just had the non changing image at first with the changing counters, then finally got unlazy/less distracted and put it together with the swaps.
Here's the code I use for the display itself, I kinda put it together piecemeal so it's a bit unwieldy at the moment, there is most likely a better way to container it all so it's not so separated. https://dl.dropboxusercontent.com/u/43548886/PipboyDisplay.lua
Loving some of the work here. Lot of creativity. I've been holding mine back for a few weeks now due to how raw it's been, but I think I'm comfortable with posting it now.
It's still missing the 'modes' tabs on the top bar that'll switch it between a number of reporting schemes; like ship mode will swap the map for a ship version, and the top left window will shift to sailing related information. Also missing a few trackers, like hunger, sobriety, inventory and mobs. Most of the rest fully works though, and actively. Also note the screenshot's color is off for some reason....happened no matter what method of saving and uploading I tried.
In the case of the little man colouring thing, I think it'd be easiest to have squares with the lines cut-out so that you can lay the squares with holes in them over a label that can change colour. Might save on coding too. .png supports transparency, I say use it.
I am retired and log into the forums maybe once every 2 months. It was a good 20 years, live your best lives, friends.
At that point I'd be changing just the background colour on each portion instead of the background image though. It's probably about the same amount of work if I would have set it up that way to begin with, but I do get what you're saying with that one. Would have been nice had I started with a different approach instead of the entire png swapping method.
But after seeing the animation methods, I'm not entirely worried about a portion of image swaps considering.
Here's the code I use for the display itself, I kinda put it together piecemeal so it's a bit unwieldy at the moment, there is most likely a better way to container it all so it's not so separated. https://dl.dropboxusercontent.com/u/43548886/PipboyDisplay.lua
@Tessa how are you getting that tabbedchat to capture Says but not doublecapture channels? Every time I try to set it up for Says it just captures every channel in duplicates
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
@Edria looks like limbcounter aliases, for a reset of the left leg count.
The sweltering heat of the forge spills out across the land as the rumbling voice of Phaestus booms, "I want you to know, the Garden reaction to that one is: What?" The voice of Melantha, Goddess of the Seasons, echoes amid the rustle of leaves, "That's the censored version."
nn person - Resets the limb data of a given person.
nn t/h/rl/ll/ra/la - Resets a specific limb of the last hit person.
The sweltering heat of the forge spills out across the land as the rumbling voice of Phaestus booms, "I want you to know, the Garden reaction to that one is: What?" The voice of Melantha, Goddess of the Seasons, echoes amid the rustle of leaves, "That's the censored version."
@Tessa how are you getting that tabbedchat to capture Says but not doublecapture channels? Every time I try to set it up for Says it just captures every channel in duplicates
I actually set my says to an obscure color combination, do a color trigger and highlight it to the normal cyan and it captures it in Cyan
@Tessa how are you getting that tabbedchat to capture Says but not doublecapture channels? Every time I try to set it up for Says it just captures every channel in duplicates
Here's the capture line. Note that demonic wrote the original, not me (I suck with regex, but he'd missed a couple :P): ^(([a-zA-Z ,'^_-]+) (?:scream|ask|exclaim|mutter|whisper|chant|sing|whine|snarl|say)s?[a-zA-Z ,'-]*, ".+")$
@Tessa how are you getting that tabbedchat to capture Says but not doublecapture channels? Every time I try to set it up for Says it just captures every channel in duplicates
I actually set my says to an obscure color combination, do a color trigger and highlight it to the normal cyan and it captures it in Cyan
This is pretty ingenious. Will implement immediately!
Here's the code I use for the display itself, I kinda put it together piecemeal so it's a bit unwieldy at the moment, there is most likely a better way to container it all so it's not so separated. https://dl.dropboxusercontent.com/u/43548886/PipboyDisplay.lua
If you have any questions or anything can ask! Otherwise, enjoy!
sadly I dont use SVO but, Happen to know what this represents?
function on_llBtn_press()
--expandAlias("lcr ll")
expandAlias("nn ll")
end
?
You guys got it right. I have resets hooked to the buttons themselves. The first one is part of my own limbcounter (lcr ll one) the second is part of SVO's (nn ll), so you can just implement it to reset your counts as you see fit. Sorry for the lack of commenting there, shoulda had something.
Still a work in progress - deciding where to go with it. I'm going to tab the room info, under the map - just need to decide what else I want to show. Also, can do bars/buttons on the top, and something in the top right. Then I need to clean up the consoles, make them blend in more seamlessly.
By the by, a tip for anyone who is just starting with a GUI. For width and height, "-0" works a -lot- better than 100%. If you offset anything using x or y, 100% will 'bleed' to the bottom or right. "-0" will flow up against it, and stop. Or any negative number, if you wish a gap.
By the by, a tip for anyone who is just starting with a GUI. For width and height, "-0" works a -lot- better than 100%. If you offset anything using x or y, 100% will 'bleed' to the bottom or right. "-0" will flow up against it, and stop. Or any negative number, if you wish a gap.
By the by, a tip for anyone who is just starting with a GUI. For width and height, "-0" works a -lot- better than 100%. If you offset anything using x or y, 100% will 'bleed' to the bottom or right. "-0" will flow up against it, and stop. Or any negative number, if you wish a gap.
? Sounds like he means that if you give a GUI element x=100, width="100%", it will overhang the right edge by 100 pixels, while if you do x=100, width=-0, it will extend exactly to the right edge.
By the by, a tip for anyone who is just starting with a GUI. For width and height, "-0" works a -lot- better than 100%. If you offset anything using x or y, 100% will 'bleed' to the bottom or right. "-0" will flow up against it, and stop. Or any negative number, if you wish a gap.
?
Sounds like he means that if you give a GUI element x=100, width="100%", it will overhang the right edge by 100 pixels, while if you do x=100, width=-0, it will extend exactly to the right edge.
That is exactly it. Quote the negative though. Though not sure why, sometimes not quoting a negative number doesn't work. It always works if you quote it. Ran into that with two boxes, both width -10, but one worked, and the other broke.
Just thought I'd mention it because the manual mentions negative numbers for X and Y, but not width/height.
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
They don't work for me either. If you use something like Firebug to inspect the elements, grab the URL and stick it into your browser's address bar, there's a redirect going on which is perhaps stopping it from showing up.
Hmm. I just tried on another browser, seems they were only working for me because they were cached. Changed the recent one to a link. Thanks!
By the by, got the room info capture for GMCP sorted out for mudlet. In case anyone wants: (gives you a table, roomitems, that has a key of the ID and value of the name)
Script Name: RoomItemsTracker
Event Handlers:
gmcp.Char.Items.Add
gmcp.Char.Items.Remove
gmcp.Char.Items.List
Script:
roomitems = {}
RoomItemsTracker = function (act)
roomitems = roomitems or {}
if act == "gmcp.Char.Items.List" then
if gmcp.Char.Items.List.location == "room" then
roomitems = {}
for k, v in ipairs (gmcp.Char.Items.List.items) do
@Tessa: That UI is gorgeous and just about everything I am looking for in an interface. Are you considering releasing the template at all?
I haven't considered it yet, no. I've been too focused on all the aspects of the functionality, such as potion and mob trackers, more accurate wilderness/ship maps, a menu-style configuration system, etc. It's unlikely that (anytime soon at least) I'll pack up a stripped-down template to post up publicly. A lot of it is tied together so it'd take a good bit of time to pick it all apart. If you're intent on getting it though, feel free to contact me privately.
Comments
Here it is though!
And a look of some of the states of the PipBoy, (This is normal screen size, easiest way to show it since it's already sliced.)
Dunno if anyone would want him but if you do I can throw ya a link and possibly give a hand to hook it up. I use my own limb counter, but I do have Svo's on hand so I can get it working with the images.
I just started a new project just to learn more mudlet features and to see how hard it would be. It's local room tracking in all directions using Alertness/Observer/Squint/Glance and gmcp.Room data with mindnet as well. Uses 4 tables: Hostile (yellow) / Uber_Danger (red highlight) / Player (blue)/ Important_Item (gold) and populates the rooms around you accordingly. Here you can see it used during a dive observe.
zGUI 4.0 - A Free GUI for Mudlet 4.10+
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Here's the code I use for the display itself, I kinda put it together piecemeal so it's a bit unwieldy at the moment, there is most likely a better way to container it all so it's not so separated.
https://dl.dropboxusercontent.com/u/43548886/PipboyDisplay.lua
Here's the images as well for funsies:
https://dl.dropboxusercontent.com/u/43548886/limbcounter.zip
If you have any questions or anything can ask!
Otherwise, enjoy!
It's still missing the 'modes' tabs on the top bar that'll switch it between a number of reporting schemes; like ship mode will swap the map for a ship version, and the top left window will shift to sailing related information. Also missing a few trackers, like hunger, sobriety, inventory and mobs. Most of the rest fully works though, and actively. Also note the screenshot's color is off for some reason....happened no matter what method of saving and uploading I tried.
But after seeing the animation methods, I'm not entirely worried about a portion of image swaps considering.
One of those live and learn things!
function on_llBtn_press()
--expandAlias("lcr ll")
expandAlias("nn ll")
end
?
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
The voice of Melantha, Goddess of the Seasons, echoes amid the rustle of leaves, "That's the censored version."
The voice of Melantha, Goddess of the Seasons, echoes amid the rustle of leaves, "That's the censored version."
^(([a-zA-Z ,'^_-]+) (?:scream|ask|exclaim|mutter|whisper|chant|sing|whine|snarl|say)s?[a-zA-Z ,'-]*, ".+")$
Sorry for the lack of commenting there, shoulda had something.
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Svof
Mudlet Discord join up
Sounds like he means that if you give a GUI element x=100, width="100%", it will overhang the right edge by 100 pixels, while if you do x=100, width=-0, it will extend exactly to the right edge.
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Results of disembowel testing | Knight limb counter | GMCP AB files
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Looks nice! I like the gague style in particular. Interested in seeing how it turns out with your planned changes.