We're always looking for ways to reduce the perceived need for external scripts and systems in Achaea. We certainly like the variety of options out there, but we don't want people to feel obligated to download Wundersys or svo to play on a basic level.
So I'm opening up this thread to discuss features that you guys find invaluable in these systems, so we can consider backporting them into the game itself (and making everyone's life easier!)
Can be anything, from features that change the readability of game outputs, mechanical benefits, or any general "quality of life" improvements that these systems provide.
Comments
Prio swaps for defense in certain situations
The mappers ability to search for a room and walk to that specific room versus the general area.
More prompt options in configuration prompt (maybe I haven't played with it enough)
Ease of use for functions versus alias for defense upkeep etc. Like the toggle boxes that svo/wunder use.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
More customizable curing(tree and active)
Class based priority swaps.
Echos for bad type stuff (holocaust, behead, deliverance, ect)
https://ada-young.appspot.com/pastebin/b8ba9b53
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
auto gare
auto dash
auto wings
auto galloping
ect
One of my favorite scripts, relays the path required to walk to get to a person when I scry or farsee.
Consolidating elixirs/salves. For example, if I have 5 vials with 60 health sips each and 2 with 60 mana sips, have a single command that will pour them together so I have one vial with 200 health sips, one with 100 health sips, one with 120 mana sips, and 4 empties. Even better if it consolidates them into the vials with the longest decay time remaining.
Checking QW for a list of people. Basically something like QW FRIENDS, but with your own arbitrary list of people to check. Being able to have multiple lists would be best (so I can have a list of people who are likely to jump me, a list of friends (who may or may not be on my actual friends list), a list of merchants I often deal with, etc., and check each list separately). You can even monetise that, charging lessons/credits for extra list slots. At the very least, QW ALLIES and QW ENEMIES would be nice to have.
Pretty much everyone can search WHO with thirdeye to find people, so why not just make that an explicit command? So having thirdeye lets you SEEK <person> for the same balance cost as WHO. Although I'd still use my own who parser, since I check the entire who list against huge lists of people (the same as the QW lists I mentioned) rather than just seeking one person.
Being able to ink a tattoo on the first available body part, without having to explicitly specify where to ink it. So I can just do INK BOAR ON <adventurer|ME> and it will find a free slot on its own.
When following someone, automatically include the output of LOOK so you can see the room you just followed them into without having to manually (or with a client-side script) look yourself. This should be a config option obviously, and it should obey other config options that apply to LOOK (such as mapshow, plants, weather, brief/verbose, etc.).
A config option to prevent server-side curing from sending commands when doing something that would be interrupted by them (implanting/uprooting totems, splicing/cancelling wormholes, inking tattoos or having tattoos inked on you, etherchannel, etc.). I've seen a couple newbie alchemists who couldn't figure out why etherchannel would never work for them (since the system would always try to sip mana and interrupt it).
Autotargeting. Let players set a custom list of denizens (either specific IDs or just keywords), and if one of them is in the room (they walk in, or they're in the room when you walk in) and there's not a denizen matching your current target in the room, target the denizen from the list (starting from the top of the list, so you can reorder the list to change the priority). This would be more useful than tab targeting because it's more selective and doesn't require a specific client.
A prompt tag (or some other kind of notice) that alerts you to the fact that you're naked (don't have some kind of clothing covering your groin, or chest for females). It's easy to not realise that you're walking around with nothing on (clothes decayed and you missed it in decay spam or just forgot, you undressed yourself and forgot to get dressed again, someone used a force command to make you undress as a prank and you didn't notice, etc.).
A config option to automatically pick up anything dropped by a denizen you've killed (or just gold; have the options be "gold", "everything", or "off"). Doesn't have to be immediate, it can be on balance or with a 1s delay or something to give others a chance to grab stuff before you can.
Improve the WIELD/UNWIELD commands to make use of weapon containers. Make it so WIELD LONGSWORD will find a longsword that's in a scabbard (or WIELD BOW will wield a worn bow), and maybe have the ability to specify a default container for a weapon so when you unwield it (either with UNWIELD, or when you automatically unwield it to wield something else) it gets put back into its scabbard instead of being left in your inventory. The improvements to the WIELD command have been extremely useful, but can't be used at all with weapon containers, so client-side scripts to manage wielding are still necessary there.
A prompt tag for showing changes in health/mana/endurance/willpower. This could also be done as a config option that shows changes separately from the prompt, so you don't have to spam the prompt to watch for changes without a message (like when you want to see the mana/end/will drain of some ability).
I think that covers all my not-class-specific quality of life scripts that could reasonably be implemented.
Anyway, what with WALKTO being able to go to denizens, if you know an area well, you can pretty much always get to it quickly by remembering a denizen there anyway.
It's fine (and inescapable) to have stronger autowalking in Mudlet and I know a lot of people will say "well just don't use it if you don't like it!", but I would prefer not to see full room-specific autowalking backported into the game.
Autodashing/galloping/making use of the Mhun passive and Tarnel attunement and wings and all that good stuff with WALKTO would be nice though. And I wouldn't at all mind being able to WALKTO a person after you scry them as though you had the beloved trait with them or whatever (though it would make the trait less useful). Given what a big part of combat running away briefly is, being able to track someone down is pretty important and it's a lot easier to do that with a Mudlet-like autowalker.
In terms of things that I think would be nice to see added:
- Pipe management. Right now, despite there being server-side curing, you pretty much have to script pipe management. Relighting and refilling by hand would be a nightmare and the system doesn't do it.
- Autodiagnose on x number of unknown afflictions.
- Define a configuration for tree/fitness/restoration - so you can have a few sets of conditions for treeing where you just list afflictions. Like CURING TREE 1 3 UNKNOWN would have you cure when you have 3 unknown afflictions and CURING TREE 2 ASTHMA PARALYSIS IMPATIENCE would have you tree when you have those three and CURING TREE 3 ASTHMA 2 UNKNOWN would have you tree with asthma and 2 unknown afflictions.
- Use the same system as 3 to be able to define a list of priority swaps.
- Option to PAUSE the serverside queue.
Ultimately though I think most of the things you'd need to be able to play the game without significant scripting would be rather large projects. Even elementary combat all but requires highlights and gags and does require aliases and keybindings. A lot of abilities are pretty hard to deal with quickly enough without scripting. One could imagine actually providing a "base system" for each class kind of like how Battlerage is built into the HTML5 client now, and I really think that would be a huge boon to the game's accessibility (if you could go in and start trying to fight immediately rather than having to spend hours setting things up first), but that'd be a massive project.Similarly, it would require a pretty big rework of a lot of skills like enchanting or concoctions to make them less reliant on scripts. That seems more doable, but it again highlights a problem with automating things - manual stuff buys you immersion. Having to put all the ingredients into the pot and having to do all the enchantment stuff is immersive and I don't think getting rid of that is the answer. One potential solution is to do something sort of like what was done with lessons where you see the messages initially, but then it skips repeating them. Because the immersion factor becomes weaker the more times you do the things. So maybe you have to do the recipes by hand once or even a certain number of times until you "master" them, but then you can just BREW HEALTH or whatever and it'll do the actions automatically, as if you had scripted them. This is also similar to the above concept of having to walk somewhere manually before you can walk there automatically.
Expanded map options like @Austere said.
Actually pretty much everything everyone's said.
Harvesting toggles.
Seafaring/sub/wilderness maps in the map window.
But I really like where this is heading. I don't know if it's all feasible, working within a web browser, but this sort of thing might make me switch from Mudlet to the client for the sheer ease of portability.
Tattoos: This is already the case, has been for some time now.
Wielding: Being able to replace my complex client-side script with simple in-game commands would be fantastic.
HMEW changes: Showing the actual ongoing costs/drains on abilities in their AB files would be nice, and probably saves the need for a non-prompt config option and/or blank command spamming.
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Like Mishgul said, tradeskills are just unreasonably difficult to make use of without scripts. Just have the command do all of the necessary outrifting and inpotting/putting in the forge/whatever required to actually make whatever it is. So BREW HEALTH (or whatever the actual Remedies command is) would outrift the reagents for health, put them in a pot, and then actually brew it. Same for tattoos: outrift the required inks for the tattoo when inking on yourself or somebody else.
Change enchanting to work like forging does now? One command to enchant the item. Retains the flavour of the different actions involved without the annoyance of entering tons of commands.
Not really script-related, but if you're already making changes in that area... Get rid of the necessity to drop items to use tradeskills. I should be able to brew remedies without dropping the damn pot.
My inkmilling script does a couple of things:
Tells me how many inks I can mill of a specified colour based on available reagents in my rift.
Gracefully handles the fact there are different reagents of the same type. If I need ten red reagents, and have five of one and five of the other, it uses them both without me needing to manually figure that out.
Tells me if I try to create more inks than I have reagents for, so I don't end up outrifting reagents and putting them in the mill, only to have to take them back out and inrift them again.
And, while I'm thinking about inkmilling and all of the issues I had with it, change GET GROUP INK FROM MILL to work even if there's a single ink in there, so scripts aren't required to handle the two different cases.
Results of disembowel testing | Knight limb counter | GMCP AB files
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
If you have this, for example:
Left leg: Tree
Left leg: empty
It won't work and you'll have to specify left leg.
I think we do need more setalias space. I love using setalias when I can because I am not a coder and this helps simplify things for me much more easily.
Not a big user of all of Vadi's name database features, but there are some features of it I'd miss if he discontinued updating svo... such as the qwhom function which checks the who list and shows you what area people are in and then the room name. Of course it respects veils and gems and who has them, and if you're on Sapience you obviously can't see where people up north or on a different plane are. It becomes really useful like when I'm trying to avoid raid parties, or if a hunting area seems full of people I'll avoid it and go somewhere else.
It also lets you check by area (ppin <area name>), visible people in a group (ppwith <person>), and you can check who is in what city and what room name in that city (I forget the syntax). By checking who is in what city, I don't mean citizens, but whoever is roaming around in that city.
So file a BUG about it.
Results of disembowel testing | Knight limb counter | GMCP AB files
Other things like this:
- Butchering corpses
- Milking venoms
- Forging (at least the old way? I don't know if it's still true)
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
Maybe something you can toggle like TUNNELVISION that removes titles/wielded from room descriptions?
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
Currently:
Would like:
SETVAR blah Sarapis
SETVAR halb Tecton's idea
[spoiler]For the output of WARES, the item IDs are right-aligned; I realign them so the start of the number portion of the ID lines up. I also add some more colouration to make the ID easier to read. For example:
I also add some MXP so I can click on an item in a shop to probe it, or right-click for a menu with probe, weaponprobe, and buy.
On fleetsense, I add how long the ship has been docked (it shows the docking date already, I just automatically compare it to the current date so I can easily tell how long ago it was), and show how long the wages and food should last. Example (the "Docked for" and "Wages/Rations Remaining" lines are my additions):
I add some name highlighting (colouring a name to separate it from the title) in a few places, although most of the time it's hard to automatically tell the name apart (I pretty much just do it when I have a specific target in the output, like with honours or my own attacks, though I also include NWHO since it's not hard to keep a list of novice titles and most newbies don't have custom titles). I don't mean configurable name highlighting, since that's already been explained as impractical, but just the sort of non-configurable name colouring that WHO/CWHO already have. I also add some MXP to names in certain places, to honours/locate/look at people.
I add a line to honours to indicate if a person is an enemy of my city.
I don't actually do it for reasons I can't remember (maybe the game's MXP colouring getting in the way, or some obscure zMUD bug making it hard?), but I would like if the exits line was coloured to make it easier to tell closed and opened doors apart (highlighting exits with closed doors in a different colour, for example; although the exits colour being customisable complicates that).
I colour denizens in IH, partly so I can tell the denizens apart from the items.
Some other miscellaneous MXP stuff: clicking on news posts to read them in the SEARCHNEWS output, clicking on designs to probe them in NDS, clicking on items in IH to probe them (actually, it looks like this was already added, but only for the ID and not the name).
Tracking which classlead reports have already been read, so I can just use a single alias to keep reading the next unread report.
Also more who searching stuff, even though most of this is probably far beyond what would be considered for server-side implementation. The options my who script has are:
- Show a specific person.
- Show a specific person and anyone else in the room with them.
- Show all people in a preset list.
- Show
all people in a preset list and anyone else in the room with them
(output is sorted by room, to easily see who's together). The people on
the list are coloured differently so I can more easily pick them out if
they're in a large group.
- Show all souls, or all phased serpents (since those two things are specifically indicated by the game, making them easy to search for).
- Show anyone in a preset list of rooms rather than a list of people (sorted by room, obviously).
Allows for partial matches, so I can see anyone in a house, or get an
idea of who's in a forest location by matching rooms with foresty words,
and things like that.
- Show all rooms that contain more than
one person (useful for seeing when people are gathering somewhere,
indicating that there's likely something happening there if it's not one
of the normal gathering rooms; this is sorted by room, with the most
populated rooms first).
- Show all people who have a visible
location (this is used when I'm on an island, so I can quickly see who
else is on the same island, and thus visible).
I replace all instances of "El'Jazira" with "el'Jazira", as it was meant to be.[/spoiler]
With the new outfits system, a command to wear an outfit and remove everything that's not part of the outfit would be useful. With that and the previously mentioned alert when I'm naked, I think I could delete my client-side clothing management system.
- auto pre-caching (for anything riftable)
- meditate keepup
- a 'dor' feature..basically a single command or alias that will repeat every x (configurable) seconds and/or when unhindered/on-bal/room change
- a configurable timer for queueing to auto-cancel itself. I have a script so that I can spam "queue add eqbal <blah>" that cancels itself every X milliseconds (configurable) so I can still spam an alias and use queueing, but not have to use another alias to cancel a queue if i decide I don't want that command to actually go through on balance...I just don't re-enter the alias for .5 sec if i don't want it to queue.
- add <direction> to alertness so people aren't using mapper scripts to see where someone that hits alertness is
- more attention to serverside commands that SPAM you if graced/hindered/no kai/some other pre-req. I know a lot of returning/new players get overwhelmed if something spams them and they don't know how to turn it off.
i'd say affliction prio-swapping, but there are so many possible scenarios that i'm not sure how to make this a feature for everyone to use
Well, I'd prefer a better organised and more functional NDS ultimately, but I'll take clickable as a starter.
Crafting should also automatically outrift the necessary comms. We already do it for magi Artificing.
If on focus and herb balance, please focus first. So much goldenseal has died needlessly because of this dumbery.