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  Topic: Database Records constantly reverting to Auto-type after manipulated by an Alias
rto0288

Replies: 2
Views: 4587

PostForum: CMUD General Discussion   Posted: Wed Sep 10, 2008 3:17 am   Subject: Database Records constantly reverting to Auto-type after manipulated by an Alias
You're the man Zugg, one problem down. More to follow I'm sure :P.
  Topic: Database Records constantly reverting to Auto-type after manipulated by an Alias
rto0288

Replies: 2
Views: 4587

PostForum: CMUD General Discussion   Posted: Tue Sep 09, 2008 2:52 pm   Subject: Database Records constantly reverting to Auto-type after manipulated by an Alias
I just jumped back into working on my 3/4 completed cmud curing system after a year and a half hiatus. It was all working (mostly) when I left... the only difference on my end is a new laptop with Vis ...
  Topic: Complicated trigger issues (detailed)
rto0288

Replies: 4
Views: 12291

PostForum: CMUD General Discussion   Posted: Tue Jan 09, 2007 10:32 pm   Subject: Complicated trigger issues (detailed)
Fang, you're a genius :) I didn't fully get it the first time around but I did some reading on %replace and was enlightened. Thankya buddy big help!
  Topic: Complicated trigger issues (detailed)
rto0288

Replies: 4
Views: 12291

PostForum: CMUD General Discussion   Posted: Tue Jan 09, 2007 9:32 pm   Subject: Complicated trigger issues (detailed)
heh tried reparse... freezes the whole application. I'm unclear on your second idea. It seems to me to be trying to make my two triggers into one which just picks apart each line. It's a nifty idea fo ...
  Topic: Complicated trigger issues (detailed)
rto0288

Replies: 4
Views: 12291

PostForum: CMUD General Discussion   Posted: Tue Jan 09, 2007 7:51 pm   Subject: Complicated trigger issues (detailed)
the MUD I play has butterflies floating around all over the place and I am writing a script to count how many are in any given room. There are 5 different kinds of butterflies but that's not much of a ...
  Topic: #EVENT
rto0288

Replies: 8
Views: 14031

PostForum: CMUD General Discussion   Posted: Sun Dec 31, 2006 4:54 pm   Subject: #EVENT
hell YEAH these things are powerful! after reading this thread I went and added a #RAISE onPrompt to my (now only!) prompt trigger which I can now use to trigger things like turning off a class when t ...
  Topic: Couple of questions switching from Zmud to Cmud
rto0288

Replies: 4
Views: 11887

PostForum: CMUD General Discussion   Posted: Sun Dec 31, 2006 2:35 pm   Subject: Couple of questions switching from Zmud to Cmud
yeah I had the same issue with the numpad once, same fix.
  Topic: Settings editor - CMUD vs zMud
rto0288

Replies: 5
Views: 15576

PostForum: CMUD General Discussion   Posted: Sun Dec 31, 2006 2:14 pm   Subject: Yeah I like the CMUD editor
Zmud's was nice but my favorite thing about CMUD is that nice "notes" textfield where I can put comments on my settings which show up in the package editor's status bar when a setting is selected. I f ...
  Topic: Serious issue with enemy highlighting script
rto0288

Replies: 5
Views: 7163

PostForum: zMUD General Discussion   Posted: Tue Apr 25, 2006 4:29 am   Subject: Serious issue with enemy highlighting script
hmm, that didn't work either but I managed to fix the problem by creating two separate triggers with different IDs (one for blinking and one for not) and having only one or the other active, toggling ...
  Topic: Serious issue with enemy highlighting script
rto0288

Replies: 5
Views: 7163

PostForum: zMUD General Discussion   Posted: Mon Apr 24, 2006 6:41 am   Subject: kinda helped but...
okay eliminated some of the mess but the original problem remains. if I have two enemies: talgon and rukimoro, I can say talgon and his name will be highlighted in red (not blinking because I don't us ...
  Topic: Serious issue with enemy highlighting script
rto0288

Replies: 5
Views: 7163

PostForum: zMUD General Discussion   Posted: Mon Apr 24, 2006 12:24 am   Subject: Serious issue with enemy highlighting script
I have a class called enemies in which I have:
- stringlist variable @enemylist to hold list of enemies
- variable @enemyblink to set whether or not enemy names blink (0 or 1)
- variable @enemycolo ...
 
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