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cutler121

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Everything posted by cutler121

  1. There was a warning posted that the astral plane may have some dangers to beware of but fortunately death in the astral plane only lasts one day. Cheers, Cutler
  2. Although I can understand the impulse to clean things up, I think the idea to delete the content of all clickables by DarkPriestess is totally unacceptable. As someone who makes quests regularly that are all in clickables, I do agree that it is better when there aren't a lot of visible test/garbage entries around, but I think you have overstated the problem. I went through every clickable on MD and 44 of them have something visible set. Only nine of these have non-working or test script entries: marindroundabout topfn test is broken marindroundabout wbrick invisible no title no text blank document gazeebo stone2 there are a few test scripts visible gazeebo upfronthide has one test script gazeebo upleftstairs has one test script the way is blocked mdaeastwall window has chewett test mdamarindsroom balcony Untitled - does nothing but may be a quest marindroundabout bigstone test script - you are dead signpost mb marbledale test - (grido test page) There are another 15 or locations which have messages set by a single player such as: Upper Drawer - This one seems to be empty, or does it... Only one of these seems like blatant spam: fountlostpath pave spam "Hi" One other location has very out of date info: signpost mb sagekeep Newspaper letters wanted & MD University Announcements And one undisclosed location has the "Transcript of Factions Meeting" which is a very long discussion on factions between Mur and RPC/PWRs. There may be many many other "hidden" scripts but nobody except Mur should be disturbed by these. Going through and deleting every clickable to fix one broken test script, 8 other visible test scripts and the small handful of other things I detailed above is totally out of scale. Giving someone (a script moderator) the ability to add a keyword to these types of problem scripts would at least allow them to be hidden so they don't bother people. As someone who has made many clickable scripts both visible and hidden, and has a bunch of quests both running and no longer in play, I would strongly strongly be against doing any kind of global delete of clickables. That is a very bad idea. Cheers, Cutler
  3. Ahhhh yes, there will be a guest using the astral plane starting on day 320. But after the quest the astral plane will remain and it opens up a new world of possibilities. There is also some research into how the astral plane works in other lands currently being done. Expect some roles and new development to arise as well. If you are interested in participating feel free to contact me. I get the feeling that we have only just begun to scratch the surface of what we can learn from the astral plane. Cheers, Cutler
  4. I think I have come to understand what is going on. I have tried to make the objects I have found easily observable so I set a link in the non-talking rock at the Gazebo of Equilibrium. Anyone who wants to see the astral plane can see what I have been describing there in the link "Entering the Astral Plane". Cheers, Cutler
  5. So as unlikely as this may sound, it looks like clickable elements have a physical presence beyond just the screen locations on which they reside. Once I realized this was the case it turned out that it wasn't just clickables that had a physical manifestation but also the arrows that allow movement from one place to another. The size and strength of these objects seem to correlate well with their effect upon the normal "real" MD. It seems as if there are also some clickable elements which aren't accessible in the normal MD because they are too weak to break through. For lack of a better term, I am calling the location in which these objects reside the MD astral plane. It seems that within the astral plane everything is colored a darkish orange very similar to the color which arises when a clickable is about to be used. It seems as if these objects in the astral plane weaken the connection to the "real" MD allowing the color to bleed through and the clickable element be accessed. I have started to categorize the objects I have found in the astral plane, but to get others to possibly help me on this research, I will be putting up a link which allows some of what I am describing to be seen within MD (so no this isn't RP). Hopefully within the next day or two I should have a set of usable links enabled (most likely accessible through a clickable element) for others to test out the workings of the astral plane for themselves. If everything goes well, I may be able to make a fair portion of the astral plane of necrovion accessible for people to explore since for some reason the necro land seems to most easily connect with the astral plane. Most likely as we learn more about the workings of the astral plane this will change. Cheers, Cutler
  6. Yes, it definitely seems to have something to do with the clickable elements. The more clickables there are at a given location, the stronger the effect seems to be. That is most likely why I noticed it at Alche's statue and the marin roundabout, they both have a lot of clickables. It is almost like there is another layer to MD under the one we are all used to residing in. I will keep working on this, I almost have a way to get to show the effect on command. Then I should be able to get a screenshot as well. Cheers, Cutler
  7. Hey Burns, There are a few problems with what you coded, you aren't ever saving the associative array @vb so it won't be available for future calls. Also to store the names, you need to add them to an array not just save them to the variable. try this: @vs = mds_storage("namestore", toau); @va = @storage[@vs]; //@va stores the names and is an array //@va = array(); array_push(@va,uv('name')); @storage[@vs] = @va; foreach(@vn as @vk => @vv) { echo "<br>VN: @vk => @vv"; } //I changed the loop to foreach since it is easier to follow what is going on when you stored @va to mds_storage you had it set as a variable not an array which is why you will get an error if you try to push a new value onto it. If you find this is a problem, just uncomment the commented line above to change the variable to an array and run it once. That will reset the variable to be an array for the future. Just remember to comment it back again. This will store a list of who clicked your clickable in the order they clicked it. In addition to not storing the assiciative array, you are redefining the @vb array with: @vb = array(uv('id') => uv('name')); when what you want to do is add a new element like: @vb[uv('id')] = uv('name'); which creates a new key/value pair but doesn't delete all of the old data as well. Cheers, Cutler
  8. I have been working with the clickable elements lately trying to get them to do interesting things and possibly work together in a more concerted fashion like I used in my last "what number am I" puzzle arcade quest. I have noticed a few times that the clickable elements which glow orange at times seem to spread out beyond the limits of the actual clickable. Has anyone else seen this? It seems like it happens most often in marind's roundabout and alche's mysterious statue. I will keep looking around to see if I can get it to happen consistently not just on a random infrequent manner. If anyone has seen clickable elements "bleed" out into the rest of the screen please let me know here how you did it and where. Also if I am able to get this to occur on command I will post a note here to see if other people are able to see this phenomenon as well. Cutler
  9. On a slightly different note, I have always been interested in the "hidden discovered properties" of armor and the ability to upgrade your armor. There were some rumors about the ability to have your armor gain exp along with the main character and if it gained enough it was possible for the armor to upgrade or mutate to a different form. This would be especially interesting if gained exp were distributed among all the armor you are wearing so people who wear full sets would rarely get enough for one piece to upgrade. I assume that this was an option that was never implemented of put out to pasture when the need for new artwork popped up. So is there any possibility of this being implemented again/new? Cutler
  10. [quote name='Muratus del Mur' date='08 November 2009 - 07:20 PM' timestamp='1257708041' post='46993'] it doeas make things more secure by covering more check situations. I will document it better because right not its written nowhere about it. I might have a way to change it (using lowercase just for the checks and revert strings for actual run) ps: no, case insensite comparison does not work here. [/quote] Exactly, making it so only lowercase letters can be output doesn't allow you to cover more check situations, that can be done either way. If you convert the strings to lowercase when you do your check then it is the same result with no added difficulties for the people trying to use the MDscripting. Your checks can still be done identically. Having to kludge together workarounds for arbitrary stuff like this just gets in the way of making nice things for MD. Cutler
  11. [quote name='Chewett' date='08 November 2009 - 09:58 AM' timestamp='1257674333' post='46932'] do you mean loading stuff like webpages or something? because last time i checked everything on the internet was case insensitive (case doesn't matter) what are you trying to do where the case matters? [/quote] Actually that isn't correct at all. There are many case sensitive html locations. For example <a href="http://www.the-cript.com/cutler/Loader2.htm">Puzzle Arcade 1</a> <a href="http://www.the-cript.com/Cutler/Loader2.htm">Puzzle Arcade 2</a> Note the only difference is the capitalized C in my name. Case insensitivity is not a general property of the internet. Cutler
  12. The inability to print upper case letters from the MD script makes it impossible to load external sites with capitalized letters. The only way I could get my scripts to load was to have them load from the default @content[0] section. Now that this has to be echoed as well all of my scripts are broken. Mur, can you get rid of the making everything lowercase it doesn't make anything more secure. Cutler
  13. I noticed that variables which are loaded and stored using retrieve(@vs)and store(@vs)are local to the user who runs the script. I am looking for a variable that will store information which every user who runs the script will get the same value. This variable could be used to store the number of times a script is called or store the name of the last person running the script so it could be displayed for the next user. Is there any kind of variable which can do this? Cutler
  14. Thanks for the clear form example, the only problem I am having is within clickables the viewable area is set as 250px in a div with no name or class so it can't be changed. Therefore I loaded my puzzle arcade games directly into the current popup window which works fine, but now the form I want to update is not on the current page. So if I want to pass any info to the MD script I need to set the action in the form, but I don't know what action will keep the return in the current popup with the MD script. Stated another way, is there a way to update form data on the original MD scripted page from a different page. The simple history.go(-1) brings me back to the correct place in MD but I can't seem to find any way to set the form data from my page... There should be a simple way to do this without opening a new window to run my game in and then closing it and passing to "opener.document...". Any help would be appreciated. Cutler
  15. [quote name='I am Bored' date='29 October 2009 - 07:36 PM' timestamp='1256844982' post='46089'] this could be used to make an adventure of epic proportions time to get to work [/quote] Using a form to set a button is great, but what I could really use is a form text box which can have the contents stored to an MD variable. The other question I have is when the example above is set, the MD script doesn't wait for the user to click a button, is submitting the form after clicking a button causing the MD script to refresh and run again with the button now set? Being able to have text input from a user would make just about anything possible. Cutler
  16. [quote name='Chewett' date='01 November 2009 - 05:14 PM' timestamp='1257095682' post='46310'] You need some way of displaying all Keys you have assigned and being able to remove all keys you assigned from everyone. That would solve the Quest cleanup problem [/quote] Yes I am interested in a function something like : mds_setkey_player(); which would return a list of all players who have had that key activated. This would allow me to keep progress of my quest to see how many people have completed each leg and also allow a quick and easy "garbage disposal" of old keys when the quest is done by sending the list of active players to the remove key routine. Does such a function exist yet? Cutler
  17. Contest Idea: The puzzle hurdle Being the MD Puzzle Strategist, it is only appropriate that my contest involve solving puzzles. As some people may already know I have created several logic puzzles for people to play which test your ability to think critically. I have set four of these puzzles to play within clickable elements around MD. Beware there can be an element of extreme pain to this if you are slow or illogical, MD has a habit of going idle if you take too long, so not only do you need to solve the puzzle you need to do it before MD resets. The first leg of this contest starts within the clickable brick at Winds Game (The passcode is "exercise"). After you have correcly solved the puzzles (they will be the same for everyone) you will be directed to the next location with a different logic puzzle game to solve. All of the legs of this contest have already been activated and are ready for anyone who wants to participate. The first six people to solve this puzzle contest will receive an old angiens egg from me and will have your name listed here. All people who are able to complete this contest will have their name updated here and will also get one free hint to one of my future quests. Good Luck !!! Cutler Note: Anyone who does skill damage to me during the Festival will be automatically disqualified from any and all rewards. People who have completed the Festival of Pain Logic Puzzle Contest: 1) Aleph Null - Old Angiens Egg Rewarded + 1 hint (l) 2) asryn - Old Angiens Egg Rewarded + 1 hint (l) 3) Kafuuka - Old Angiens Egg Rewarded + 1 hint (l) 4) Omnipto - Old Angiens Egg Rewarded + 1 hint 5) De Ranger - Old Angiens Egg Rewarded + 1 hint 6) Yoshi - Old Angiens Egg Rewarded + 1 hint (l) 7) MoNSooN - 1 hint (l) 8) tankfans - 1 hint 9) Rockistah - 1 hint 10) Pipstickz - 1 hint (l) 11) Kyphis - 1 hint 12) MRPip - 1 hint (l) 13) Asterdai - 1 hint (l) 14) Totenkopf - 1 hint 15) HellRisser - 1 hint 16) Redd - 1 hint (l)
  18. [quote name='stormrunner' post='32859' date='Jun 7 2009, 12:13 AM']*looks at his over 50 inactive adept*sure why not I he a few to hide, I've taken to cooking or beating people with them[/quote] When I look over my 70 or 80 inactive adepts its like a walk down memory lane. But sometimes Alzheimers is a blessing. Cutler
  19. The only thing you can't really recover from is getting 3K more losses than wins. Cutler
  20. The new rules have completely changed MD at the MP5 level. It is easy enough to keep ahead of the skill damage but treading water constantly to stay in place is not an enjoyable situation in the long run. I killed all of my creatures and stopped healing others with my nutcracker. I guess the fighting portion of MD is now dead to me. Thats not even taking into account the silly 30K per hit damage rits due to the new tokens. I hope MD has enough other things going on to keep peoples interest. It would be a shame if MD continued to be a barren wasteland like the last week or so. Cutler
  21. It seems to me that anytime someone tries to do something new that puts you out in front to be criticized and attacked regardless of what it is you are doing. Some people just like to argue and others just like to be hurtful. Fortunately there are lots of good people at MD as well. I know how hard it is when people treat you unjustly, and this seems to be just such a case. I chalk it up to "no good deed goes unpunished". So, that might be a bitter solace but I figure keep doing good things no matter how hurtful others get and at least one person will keep some dignity. Oh yeah, since this was concerning the buying and selling of slaves ... oh nevermind. Cutler
  22. I have been helping a bunch of people edit/improve their personal pages but there isn't a way for me to directly edit their pages. I know this is something that RPCs can do, but it would be nice if there were a way to designate a personal "editor" for your account. I was thinking that this could be a nice addition to the adept/worshipper relationship. When you are someones adept, they get an edit button when viewing your page. It could be possible to put an "opt out" button next to the adept signup for people who don't want the person they are the adept to edit their pages, but for worshippers that option seems like a good idea regardless. Cutler PS Even if it is not linked with adepts being able to give permission to another to edit your pages would be a good thing.
  23. [quote name='Braiton' post='6266' date='Mar 26 2008, 09:15 PM']Well, i think making all tiles black is impossible since you will always have to click a tile, making it orange. So you can only have 1 orange tile and the rest black.[/quote] It is possible to turn them all black. Since there is a combination of 4 tiles that turn all tiles on/off, the easiest way to see that is if you first solve the puzzle and then turn all the tiles off. Cheers, Cutler
  24. Sometimes strength is more than combat rituals and skills, I would be happy to lend my strength to this undertaking. cutler121
  25. I noticed that the birds do not seem to be adding their 50% attack bonus to rituals. I was told that the attack bonuses should stack, but that doesn't seem to be the case. Here is a simple example that shows the effect: I set up 2 rituals against a dark archer I (def 6) A) Elite Lorerootian Archer + Master Lorerootian Archer + Heretic Archer II B) Elite Lorerootian Archer + Master Lorerootian Archer + Heretic Archer II + 2 winderwilds The results (copied below) are identical. The attack damage is calculated as : (Creature ATT - OPP DEF) * 2 Elite LA does 308 in all cases (160-6)*2 Master LA does 168 in all cases (90-6)*2 Heretic A does 68 in all cases (40-6)*2 I am assuming that the lorerootian creatures get a x2 multiplier to base attack damage due to their "advanced" status. Chaos archers only get a +50% instead of +100% to base damage. So does anyone know why the birds are having no effect? Ritual A) FULL LOG: Load cutler121 creatures Load Astral Almighty creatures Applying 0% of cutler121's energetic influence Applying 0% of Astral Almighty's energetic influence cutler121's Master Lorerootian Archer does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 308 damage and remains with 377 vitality cutler121's Elite Lorerootian Archer does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 168 damage and remains with 209 vitality cutler121's Heretic Archer II does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 68 damage and remains with 141 vitality Astral Almighty's Dark Archer does weaken to weak creature(s) of cutler121 and: - Weaken defence effect: -100 - weakens Heretic Archer II for next 2 rounds and lowers its defence by -100 and remains with 800 vitality ###### START ROUND 1 ###### cutler121's Master Lorerootian Archer does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 308 damage creature DIES! cutler121's Elite Lorerootian Archer cant find any enemy creatures to target, skipping turn ... cutler121 WINS! Ritual B) FULL LOG: Load cutler121 creatures Load Astral Almighty creatures Influences for cutler121: poweraura, regenaura, attackbonus, poweraura, regenaura, attackbonus ###### Applying 0% of cutler121's energetic influence Applying 0% of Astral Almighty's energetic influence cutler121's Master Lorerootian Archer does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 308 damage and remains with 1192 vitality cutler121's Elite Lorerootian Archer does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 168 damage and remains with 1024 vitality cutler121's Heretic Archer II does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 68 damage and remains with 956 vitality Astral Almighty's Dark Archer does weaken to weak creature(s) of cutler121 and: - Weaken defence effect: -100 - weakens Heretic Archer II for next 2 rounds and lowers its defence by -100 and remains with 800 vitality cutler121's Full-grown Winderwild cant find any enemy creatures to target, skipping turn cutler121's Full-grown Winderwild cant find any enemy creatures to target, skipping turn ###### START ROUND 1 ###### cutler121's Master Lorerootian Archer does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 308 damage and remains with 648 vitality cutler121's Elite Lorerootian Archer does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 168 damage and remains with 480 vitality Applying temporary effects for cutler121, slot 3 : , weaken (round:3 weaken: defence=-100 ) cutler121's Heretic Archer II does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 68 damage and remains with 412 vitality Astral Almighty's Dark Archer does weaken to weak creature(s) of cutler121 and: Applying temporary effects for cutler121, slot 3 : , weaken (round:2 weaken: persisting) - Weaken defence effect: -100 - weakens Heretic Archer II for next 2 rounds and lowers its defence by -100 and remains with 800 vitality cutler121's Full-grown Winderwild cant find any enemy creatures to target, skipping turn cutler121's Full-grown Winderwild cant find any enemy creatures to target, skipping turn ###### START ROUND 2 ###### cutler121's Master Lorerootian Archer does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 308 damage and remains with 104 vitality cutler121's Elite Lorerootian Archer does damage to weak creature(s) of Astral Almighty and: - Dark Archer receives 168 damage creature DIES! Applying temporary effects for cutler121, slot 3 : , weaken (round:3 weaken: defence=-100 ) cutler121's Heretic Archer II cant find any enemy creatures to target, skipping turn ... cutler121 WINS! So does anyone know why the birds are not adding +50% attack damage? cutler121
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