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Do you mean, from a MUD admin point of view? I had a considerable amount of cooperation from Lasher, the admin of Aardwolf. He put in extra tags in the MUD output that you could optionally turn on, which had stuff like your inventory in a machine parse-able form.
If you are only a player though, you have to make do with what a particular MUD sends. As an example, yesterday I did an inventory miniwindow demonstration on YouTube, that simply put the inventory as received from the MUD, into a separate window.
Conceptually you should be able to adapt most of the plugins for any MUD, provided you solve problems like identifying the start and end of things (eg. the map, if there is one). Again, Aardwolf helped by putting things like {map} and {mapend} around maps, to make the task much easier.
A polite message to the admins of a MUD may get some cooperation, as it is in their interests to have players keen to play, and a better user interface is going to help with that. Something like a configuration option a player can set, and then the MUD adds extra tags around things like inventory, maps, stats, etc. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | top |
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