![]() ![]() fixed Geyser.MiniConsole:setTextFormat().fixed display() showing ‘nil’ after non-table items.improved script editor timer’s view to make it more intuitive.added setMergeTables() for specifying which GMCP modules should be merged, and which should be replaced (only for use in certain low-level scripts).added setExitWeight(), getExitWeights() for adding weights to cardinal or special exits.added setDoor(), getDoors() for adding foors to maps.added IRE.Rift to default list of enabled modules.added addSupportedTelnetOption() and a sysTelnetEvent event for open telnet support.It’s a long-running game that makes great use of MXP, and was used for MXP compatibility testing during Mudlets MXP development. Slothmud has been added to Mudlets pre-existing MUD list. See the addSupportedTelnetOption(), sendSocket() functions and the sysTelnetEvent event for making it happen – along with this guiding writeup. ![]() However, if you’d like to make something else work, such as MSDP or MSP, you now have the ability to make it happen. Mudlet already supports Aardwolf’s 102, ATCP, GMCP and MXP protocols – these are built-in and require no effort to enable. Mudlet 2.1 gains open telnet support – which means that the users are now able to implement, with their effort, support for new telnet protocols in Mudlet. This means that maps made earlier 2.1 and on 2.1 will load on Mudlet 2.1 okay, but maps maps made on the new 2.1 will not load properly on 2.0, and anything earlier. With these two map features in, Mudlet’s map format was upgraded. See the new setExitWeight() and getExitWeights() functions for doing so. Using exit weights, you can tell Mudlet which exits are more or less desirable to take, and thus be quicker in your speedwalking. For example, if one exit takes away your ability to talk for 5 seconds while the other doesn’t at all, but you have two of them in a row – obviously the two in a row are more desirable than the one. Like room weights which Mudlet already has, exit weights can make certain exits be more or less desirable for taking. The next feature that does affect pathfinding are exit weights. The doors status can be set to – open (green color), closed (yellow color) or locked (red color).ĭoors are purely visual and don’t affect pathfinding, however your speedwalking scripts can make use of the information to auto-open doors and so forth.ĭoors are set the the API – see setDoor() and getDoors() functions for doing so. The graphic we went with is minimalistic and looks good on both small and big zooms – a square in the middle of the exit. It might just be worth playing the game over again to experience the different versions of this quest.The mapper can now visually show you where doors are with a little rectangle on the exit. However, some of the quests are more interesting than the others. Regardless of what house you are in and what quest you go on, you’ll get the same rewards at the very end. These tales will lead players in very different locations and give them a different understanding of the wizarding world in the process. The Ghost of Our Love quest with the Map of Floating Candles is one of the most unique quests in Hogwarts Legacy since it’s different depending on what house you’ve been sorted into. Reward: 400 Galleons, 180 Experience Points, and Random Gear. Follow them over the wooden bridge and into the forest until you come upon a set of chairs and a table with a chest next to them. A set of floating candles will appear in the air. While next to the bridge, cast Lumos with your wand. What to do: Fast travel to the Forbidden Forest Floo Flame and head towards the stone bridge (not the wooden one). You can do this by going into the map and pressing the Wait button (F for Windows, Right Stick for Xbox and Steam Deck). So make sure to change the time of day if you need to. Make sure it’s night: The final reward for running through this quest can only be obtained at night. ![]()
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