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Subject review (reverse sequence)

Pages: 1 2  3  4  

Posted by Bast   (76 posts)  [Biography] bio
Date Tue 18 Jan 2011 03:46 AM (UTC)  quote  ]
Message
I am working on a new one. I have finished 75% of the feature set I would like to see in it. I am currently working on a spellup other solution and hunting a couple of bugs down. 2 weeks at the latest I hope.

If you know how to use subversion, you can checkout trunk/Bast at bastmush.googlecode.com and give it a whirl.

Bast

Bast

Scripts: http://bastmush.googlecode.com
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Posted by Fiendish   USA  (848 posts)  [Biography] bio   Global Moderator
Date Tue 18 Jan 2011 02:43 AM (UTC)  quote  ]

Amended on Tue 18 Jan 2011 02:44 AM (UTC) by Fiendish

Message
I believe that Bast is working on a brand new spellup plugin to replace the currently available gmcp modified miniwindowed plugin that was based on the old one Nick wrote. I don't know what the status of this new one is at present. I've been away for a few weeks.

http://aardwolfclientpackage.googlecode.com/
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Posted by Charlesk   (2 posts)  [Biography] bio
Date Mon 17 Jan 2011 11:04 PM (UTC)  quote  ]
Message
Hi Nick,

Thanks for the reply.

I've tried to ask on the game and have been pointed to at least one variant but it doesn't work properly.

The two issues with the script are as follows.

The most important is that it seems to send the same cast command multiple times, getting confused sometimes if the spell doesn't cast the first time. It ends up taking 2, 3 or more times as many casts to get rebuffed as it should. I can paste a sample output if that would help.

The secondary issue is that it seems to count and report failures to cast spells and then "take them off the list" even if they never were on it... this includes spells that aren't buffs at all.
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Posted by Nick Gammon   Australia  (18,770 posts)  [Biography] bio   Forum Administrator
Date Wed 12 Jan 2011 12:51 AM (UTC)  quote  ]
Message
The information provided on this forum is free of charge. :)

It's been a while since I worked on this, and thus a partial problem is that the Aardwolf spellup situation may have changed. I believe in fact that spellups are now integrated into the server-side code, but am not certain of this.

I also believe that Fiendish, and possibly others, are working on, or have worked on, improved spell-up plugins. It may well be worth asking on the Tech channel if there are more modern plugins available, or whether indeed the latest "Aardwolf Client" (which is really MUSHclient packaged up with various nifty plugins and configurations) addresses the problems you raised.

If you don't have any luck, perhaps post a more detailed example of the sorts of things you are talking about.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Charlesk   (2 posts)  [Biography] bio
Date Tue 11 Jan 2011 01:55 PM (UTC)  quote  ]
Message
I know this is an old thread, but it made more sense to bump this than to start a new one.

I've been using this plugin for a while and really like it, but it has a number of problems. Would it be possible to get these addressed? I'm willing to pay a small fee for Mr. Gammon's time to do so.

The main problems I am currently aware of:

1. It gives the "too many failures, removed from spellups list" error when you lose concentration on spells that aren't in the spellups list.

2. The script seems to get confused when you are moving or fighting and there are spellups pending, causing it to generate many duplicate spellup commands, leading to a massive lag and waste of mana.

Thanks!
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Posted by Nick Gammon   Australia  (18,770 posts)  [Biography] bio   Forum Administrator
Date Sun 15 Feb 2009 08:49 PM (UTC)  quote  ]
Message
Serialization is atomic - nothing will happen until the plugin initialization finishes.

If you are keen, you could modify the plugin to use SQLite instead of serialization. It would take a bit of work, but that would eliminate the loading delay, and the saving delay when the spells need to be written out again. See this thread for a discussion of the general idea, and how I changed the spell checker plugin to use SQLite:

http://www.gammon.com.au/forum/?id=9241

Also multiple worlds could then share the spells information, which would mean that they don't need to be downloaded each time you make a new character.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Swalec   (24 posts)  [Biography] bio
Date Sun 15 Feb 2009 11:08 AM (UTC)  quote  ]
Message
I've replicated both of these bugs. The display.timer errors often happens on load. I *think* the problem is a race condition; perhaps, if the timer runs before the plugin state is serialized? Quite likely to happen in my case, because one of my plugins has a very large state file which is slow to deserialize.

For the second issue -- no spells being cast -- I've also replicate the work around, which is to manually cast a spell. I think it's the same problem as with the repeated spell cast; the plugin doesn't know exactly what has happened on the server side. Having the plugin resync by parsing saffect would be my solution...

BTW, I think we have a version problem now. Endavis' version of the plugin has one really nice enhancement (for me!) -- it works for skills also. Would it be possible to get spellup onto a VCS somewhere; it would be a pity if we ended up with a fork.

Thanks for the effort!


Swalec
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Posted by Radial   (5 posts)  [Biography] bio
Date Sun 15 Feb 2009 07:16 AM (UTC)  quote  ]
Message
The issue I was having, yes, the spells were shown in both requested and pending.

If i manually cast a spell, spellups would recognize it and begin to count down the time remaining correctly.

I have since though fixed the issue by uninstalling aardwolf client and reinstalling and installing the plugin files using the directions from here: http://code.google.com/p/bastmush/wiki/Aardwolf_Spellups.

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Posted by Nick Gammon   Australia  (18,770 posts)  [Biography] bio   Forum Administrator
Date Sat 14 Feb 2009 06:52 PM (UTC)  quote  ]
Message
OK, we need to get to the bottom of this. We now have a couple of reports of the spellups plugin "doing nothing".

My original spellup plugin worked fine when I last used it. Admittedly that was a little while ago as I have been doing other things. First thing I would check is that timers are enabled in your main world, as timers are what are used to keep the main loop "ticking".

Next we need to establish how far it has got. On page 1 of this thread it shows how, after you ask for spellups, you briefly see something like:


Pending (2): Armor, Bless
Position: Standing


Do you in fact see a list of pending spellups like this? If not, then certainly it won't try to cast them. Remember you need to tell it which spellups you want, for example by typing:


spellup all


Next question is, if you manually spellup yourself, does the plugin detect it?

For example, if you just type:


cast 'detect magic'


Then the spellup window should then show something like:


Spellups affecting you (1):

Detect magic      7m


Does that happen?



- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by LupeMatteo   (6 posts)  [Biography] bio
Date Sat 14 Feb 2009 01:59 PM (UTC)  quote  ]
Message
Endavis, your spellup script needs work.
#1. Right-Clicking and saving as isn't the best way to install the files. Loading them up and copying and pasting them into a notepad file works the best.

#2. It doesn't work. At least not on a reliable basis. A by reliable basis, I mean more than once. Currently, I'm logged into the realm of Aardwolf. Plugins installed correctly and properly into the right locations with no spellups on me. Spellup plugin is doing nothing at all.
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Posted by Radial   (5 posts)  [Biography] bio
Date Fri 13 Feb 2009 03:04 PM (UTC)  quote  ]

Amended on Fri 13 Feb 2009 03:43 PM (UTC) by Radial

Message
Thanks, I will check this out when I can later. I have not tried any of the files from that google.com directory yet. Maybe part of the issue is there is a bunch of files here on page 1, then on another page theres a link to some newer files, then theres another elsewhere etc and some one else writes an update etc. Perhaps a modified first post that always has the most up to date version would be most helpful.

Edit

I want to report that I have uninstalled mushclient and reinstalled using the aardwolf client. i then also installed the spellups using the link here from http://code.google.com/p/bastmush/wiki/Aardwolf_Spellups with all of it's sub plugins.

The plugin appears to be working just fine! I will do this same thing on my home computer (yes Im at work;) ) that i was having the issue with maybe tomorrow and will report back.
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Posted by Bast   (76 posts)  [Biography] bio
Date Fri 13 Feb 2009 02:13 PM (UTC)  quote  ]
Message
If you are using the one from this page:

http://code.google.com/p/bastmush/wiki/Aardwolf_Spellups

There are some troubleshooting tips at the bottom of the page, along with an installation guide.


Bast

Scripts: http://bastmush.googlecode.com
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Posted by Radial   (5 posts)  [Biography] bio
Date Fri 13 Feb 2009 12:46 PM (UTC)  quote  ]

Amended on Fri 13 Feb 2009 01:22 PM (UTC) by Radial

Message
Yes, I followed the instructions in the first page. I even tried the link you posted here on page 3 with an updated version of the spellup file as well.

I would assume that if i did not do the correct files in the correct places this plugin wouldnt work as much as it is working. everything seems to be functioning correctly, it just does not cast any spells for me. they are all stuck in pending.

Please pm me with your contact info and i can zip up my directory and send it to look at if you'd like.
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Posted by Nick Gammon   Australia  (18,770 posts)  [Biography] bio   Forum Administrator
Date Fri 13 Feb 2009 07:18 AM (UTC)  quote  ]
Message
I'll try to reproduce your problem shortly, but first can I clarify something? You said:

Quote:

I am using the custom Aardwolf MUSHclient from their download page. I have not added any plugins except for this spellup plugin.


On page 1 of this thread are detailed five files in addition to the spellups plugin itself, that need to be installed, as they are "helper" files that help it to work.

Did you install all these files, in the directories described on the first page of the thread?

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Radial   (5 posts)  [Biography] bio
Date Fri 13 Feb 2009 04:21 AM (UTC)  quote  ]
Message
Continued. when the default of the sandbox text is in there, i never see any errors. it's just that the plugin still does not cast. all other functions of the plugin seem to work.

here's the default sandbox text

trust_all_worlds = false -- change to true to trust all the worlds
trust_all_plugins = false -- change to true to trust all the plugins
warn_if_not_trusted = false -- change to true to show warnings

--[[

-- Lua initialization (sandbox) --> please read comments carefully.

-- Default initialization supplied with version 3.80.

Use this to create a "sandbox" for safe execution of non-trusted scripts.

If you only run your own scripts or plugins then you may not need this.

The code in this area is executed after each Lua script space is created
but before any of your scripts are done. This can be used to initialise things
(eg. load DLLs, load files, set up variables) or to disable things as shown below.

By setting a function name to nil you effectively make it unavailable.

You can remove some functions from a library rather than all of them, eg.

os.execute = nil -- no operating system calls
os.remove = nil -- no deleting files
os.rename = nil -- no renaming files

This script will automatically be replaced if you completely delete it from
the Global Preferences, and restart MUSHclient. To avoid this, leave a comment
in (if you don't want any further action taken).

--]]

-- Example sandbox --

function MakeSandbox ()

local function ReportDisabled (pkg, func)
return function ()
error (string.format (
"Function '%s.%s' disabled in Lua sandbox - see MUSHclient global preferences",
pkg, func), 2)
end -- function
end -- ReportDisabled

package.loadlib = ReportDisabled ("package", "loadlib") -- disable loadlib function
package.loaders [3] = nil -- disable DLL loader
package.loaders [4] = nil -- disable all-in-one loader

for k, v in pairs (io) do
if type (v) == "function" then
io [k] = ReportDisabled ("io", k)
end -- type is function
end -- for

local orig_os = os -- so we know names of disabled ones

-- replace 'os' table with one containing only safe functions
os = {
date = os.date,
time = os.time,
setlocale = os.setlocale,
clock = os.clock,
difftime = os.difftime,
}

for k, v in pairs (orig_os) do
if not os [k] and type (v) == "function" then
os [k] = ReportDisabled ("os", k)
end -- not still active
end -- for

if warn_if_not_trusted then
ColourNote ("yellow", "black",
"Lua sandbox created, some functions disabled.")
end -- if warn_if_not_trusted

end -- end of function MakeSandbox


-- default is to sandbox everything --

-- To trust individual worlds or plugins, add them to the lists below.

-- To find your current world ID, do this: /print (GetWorldID ())
-- Plugin IDs are mentioned near the start of every plugin.

-- You can limit the behaviour to specific worlds, or specific plugins
-- by doing something like this:

do

-- World IDs of worlds we trust - replace with your world IDs
-- (and remove comment from start of line)

local trusted_worlds = {
-- ["a4a1cc1801787ba88cd84f3a"] = true, -- example world A
-- ["cdc8552d1b251e449b874b9a"] = true, -- example world B
-- ["1ec5aac3265e472b97f0c103"] = true, -- example world C
} -- end of trusted_worlds

-- Plugin IDs of plugins we trust - add your plugins to the table

local trusted_plugins = {
[""] = "", -- trust main script (ie. if no plugin running)
["03ca99c4e98d2a3e6d655c7d"] = "Chat",
["982581e59ab42844527eec80"] = "Random_Socials",
["4a267cd69ba59b5ecefe42d8"] = "Installer_sumcheck",
["83beba4e37b3d0e7f63cedbc"] = "Reconnecter",
} -- end of trusted_plugins


-- check worlds
if not trust_all_worlds then
if not trusted_worlds [GetWorldID ()] then
if warn_if_not_trusted then
ColourNote ("yellow", "black", "Untrusted world " .. WorldName () ..
", ID: " .. GetWorldID ())
end -- if warn_if_not_trusted
MakeSandbox ()
end -- not trusted world or plugin
end -- not trusting all worlds

-- check plugins - check name *and* plugin ID
if not trust_all_plugins then
if trusted_plugins [GetPluginID ()] ~= GetPluginName () then
if warn_if_not_trusted then
ColourNote ("yellow", "black", "Untrusted plugin " .. GetPluginName () ..
", ID: " .. GetPluginID ())
end -- if warn_if_not_trusted
MakeSandbox ()
end -- not trusted world or plugin
end -- if not trusting all plugins

end -- local block

-- warn if we can't load DLLs (checkbox might be unchecked)
if not package.loadlib and warn_if_not_trusted then
local by_this_plugin = ""
if GetPluginID () ~= "" then
by_this_plugin = " by this plugin"
end -- this is a plugin
ColourNote ("yellow", "black",
"Loading of DLLs" .. by_this_plugin .. " is disabled.")
end -- if
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