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  Topic: Slowwalk Swimming w/o Automapper?
Craivus

Replies: 1
Views: 3116

PostForum: zMUD General Discussion   Posted: Tue May 18, 2004 3:10 pm   Subject: Slowwalk Swimming w/o Automapper?
I play on a MUD where sometimes you need to swim. This can be in any direction (though I have not yet seen up or down): north, west, south, east, sw, ne, nw, se. When you try to walk somewhere you n ...
  Topic: Difficulty with an ANSI trigger
Craivus

Replies: 3
Views: 4845

PostForum: zMUD General Discussion   Posted: Fri May 14, 2004 7:39 pm   Subject: Difficulty with an ANSI trigger
While I still would appreciate an answer to the question in my earlier post, I think I sort of understand it. zMUD seems to strip any non-displayed color before it parses triggers, and also resets th ...
  Topic: Difficulty with an ANSI trigger
Craivus

Replies: 3
Views: 4845

PostForum: zMUD General Discussion   Posted: Fri May 14, 2004 6:30 pm   Subject: Difficulty with an ANSI trigger
I don't understand what you are saying. According to the output I am receiving from the MUD, taken from setting zMUD to not emulate color codes, I am indeed getting a 36 before each item and a 37 aft ...
  Topic: Difficulty with an ANSI trigger
Craivus

Replies: 3
Views: 4845

PostForum: zMUD General Discussion   Posted: Fri May 14, 2004 7:04 am   Subject: Difficulty with an ANSI trigger
I'm trying to develop a way of stringing together, for purposes of parsing, all of the contents in a particular room on my MUD. The items in the room are delineated only by color, however each item c ...
  Topic: Poss. zMUD bug -- multiple CRs/LFs?
Craivus

Replies: 8
Views: 8324

PostForum: zMUD General Discussion   Posted: Tue Sep 30, 2003 4:55 pm   Subject: Poss. zMUD bug -- multiple CRs/LFs?
You know what's weird though, is that the extra blank line is being sent BEFORE the one that works... erm, not sure if that makes much sense, but it's almost as if zMUD is sending some sort of newline ...
  Topic: Poss. zMUD bug -- multiple CRs/LFs?
Craivus

Replies: 8
Views: 8324

PostForum: zMUD General Discussion   Posted: Tue Sep 30, 2003 4:37 pm   Subject: Poss. zMUD bug -- multiple CRs/LFs?
Well, thanks for your help LightBulb! At least now we are closer to finding the issue here!

Does anyone know a way to by default only send a CR?

Zugg, is this even possible with zMUD? I guess ...
  Topic: Poss. zMUD bug -- multiple CRs/LFs?
Craivus

Replies: 8
Views: 8324

PostForum: zMUD General Discussion   Posted: Mon Sep 29, 2003 11:27 pm   Subject: Poss. zMUD bug -- multiple CRs/LFs?
quote:Originally posted by LightBulb
You might want to try
#SEND {ssh -l foobar foo.bar.edu}
#SENDPrompt {ssh -l foobar foo.bar.edu}
#SENDP {ssh -l foobar foo.bar.edu};#CR
#SENDP {ssh -l foobar f ...
  Topic: Poss. zMUD bug -- multiple CRs/LFs?
Craivus

Replies: 8
Views: 8324

PostForum: zMUD General Discussion   Posted: Mon Sep 29, 2003 9:42 pm   Subject: Poss. zMUD bug -- multiple CRs/LFs?
Thanks Zugg, I did just go and take a look at all the posts mentioning SSH. However, they seem to be talking about SSH tunneling, where as I want zMUD to actually log in to the SSH server, as I want ...
  Topic: Poss. zMUD bug -- multiple CRs/LFs?
Craivus

Replies: 8
Views: 8324

PostForum: zMUD General Discussion   Posted: Mon Sep 29, 2003 3:50 pm   Subject: Poss. zMUD bug -- multiple CRs/LFs?
Hi there,

For programmability reasons, I want to connect to a secure shell account via zMUD. zMUD, as you know, does not support SSH (Zugg, consider this a veiled feature request please :). The s ...
  Topic: Trigger on next line received from the mud
Craivus

Replies: 4
Views: 4846

PostForum: zMUD General Discussion   Posted: Sat Apr 19, 2003 12:46 am   Subject: Trigger on next line received from the mud
OK, guess I wasn't descriptive enough, as I did not elicit a helpful response.

I want to trigger on the next line received from the mud, no matter what the line contains, as a form of lag compensat ...
  Topic: Trigger on next line received from the mud
Craivus

Replies: 4
Views: 4846

PostForum: zMUD General Discussion   Posted: Fri Apr 18, 2003 11:02 pm   Subject: Trigger on next line received from the mud
The topic says it all... how do you do it best ?

  Topic: Puzzled on alarms with state-triggers
Craivus

Replies: 7
Views: 7664

PostForum: zMUD General Discussion   Posted: Wed Apr 16, 2003 4:00 am   Subject: Puzzled on alarms with state-triggers
Here's my current solution, replacing:


#COND {q} {#MATH int_waitfor {@roundtime + 1}} {gsl|disable}
#COND {@int_waitfor} {combine my stone with my other stone} {alarm|disable}


With:


#C ...
  Topic: Puzzled on alarms with state-triggers
Craivus

Replies: 7
Views: 7664

PostForum: zMUD General Discussion   Posted: Wed Apr 16, 2003 1:43 am   Subject: Puzzled on alarms with state-triggers
I don't think a command buffer is necessary at all, nor is it a proper solution to the problem.

A command buffer stores all the commands in a string list, and pops one out and executes it when roun ...
  Topic: Puzzled on alarms with state-triggers
Craivus

Replies: 7
Views: 7664

PostForum: zMUD General Discussion   Posted: Tue Apr 15, 2003 8:03 pm   Subject: Puzzled on alarms with state-triggers
Sure, one sec...

Here's an example of the actual triggers that do something, this one does stone removing/combining:


#TRIGGER "stones_trig" {You count out one stone from the %w stone ...
  Topic: Puzzled on alarms with state-triggers
Craivus

Replies: 7
Views: 7664

PostForum: zMUD General Discussion   Posted: Tue Apr 15, 2003 12:24 pm   Subject: Puzzled on alarms with state-triggers
Hmm. That's less than ideal for this situation. You see, the trigger pattern for roundtime is GSL q, and determining the actual roundtime is somewhat complex. I've got a bit of scripting that gets ...
  Topic: Puzzled on alarms with state-triggers
Craivus

Replies: 7
Views: 7664

PostForum: zMUD General Discussion   Posted: Tue Apr 15, 2003 3:57 am   Subject: Puzzled on alarms with state-triggers
Alright everyone, I've got all of some elaborate scripts for learning skills on Dragonrealms made into rather simple multi-state triggers. However, there is a part where one needs to wait for roundti ...
  Topic: A few suggestions for Zugg:
Craivus

Replies: 0
Views: 2519

PostForum: zMUD General Discussion   Posted: Mon Apr 14, 2003 4:53 am   Subject: A few suggestions for Zugg:
Hi Zugg, longtime user here, just a few suggestions for you:

1. Make %trigger check, by id, whether a trigger is enabled.

2. Have alarm states in multistate triggers with variable alarm length ...
  Topic: Checking, by id, whether a trigger is enabled?
Craivus

Replies: 1
Views: 2872

PostForum: zMUD General Discussion   Posted: Mon Apr 14, 2003 3:22 am   Subject: Checking, by id, whether a trigger is enabled?
How is this done? %trigger is currently an alias for %class, and works fine with classes, but not with trigger ids.

  Topic: Checking state of a trigger?
Craivus

Replies: 1
Views: 3359

PostForum: zMUD General Discussion   Posted: Mon Apr 14, 2003 2:47 am   Subject: Checking state of a trigger?
Rofl... actually, that's EXACTLY how you do it! I should have searched the help.

  Topic: Checking state of a trigger?
Craivus

Replies: 1
Views: 3359

PostForum: zMUD General Discussion   Posted: Mon Apr 14, 2003 2:32 am   Subject: Checking state of a trigger?
Hi, how would I check the state of a multistate trigger? For example, with help from kilthan, I have made one to separate two stones, wait, combine, wait. I want to include using this trigger in a l ...
  Topic: #WAIT versus #TEMP {*} (and a variable question)
Craivus

Replies: 10
Views: 14975

PostForum: zMUD General Discussion   Posted: Sun Apr 13, 2003 1:36 am   Subject: #WAIT versus #TEMP {*} (and a variable question)
Also, can someone point me to a good explanation of #COND and trigger-states? I haven't been zmud-programming since back way before they were invented, and the help seems to be lacking on them.

  Topic: #WAIT versus #TEMP {*} (and a variable question)
Craivus

Replies: 10
Views: 14975

PostForum: zMUD General Discussion   Posted: Sun Apr 13, 2003 1:30 am   Subject: #WAIT versus #TEMP {*} (and a variable question)
Thanks for all the advice all, I'll play around with it... still, though, does anyone know why #TEMP {*} is not working as expected?

  Topic: #WAIT versus #TEMP {*} (and a variable question)
Craivus

Replies: 10
Views: 14975

PostForum: zMUD General Discussion   Posted: Wed Apr 09, 2003 1:49 am   Subject: #WAIT versus #TEMP {*} (and a variable question)
Alright, I figured that #TEMP {*} would be a good alternative to #WAIT. Unfortunately, #WAIT is working for me and the other option is screwing up. Here is an example alias, do_stones:


remove 1 ...
  Topic: Quick trigger question
Craivus

Replies: 2
Views: 5430

PostForum: zMUD General Discussion   Posted: Sun Apr 06, 2003 11:36 pm   Subject: Quick trigger question
Putting #NOOP before it will work. Not proper syntax, but it will work.

  Topic: Getting rid of images in DragonRealms
Craivus

Replies: 3
Views: 4186

PostForum: zMUD General Discussion   Posted: Sun Apr 06, 2003 11:26 pm   Subject: Getting rid of images in DragonRealms
Yes, I saw that, however for images that have already been downloaded, it does not work.

 
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