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Color Newbie
Joined: 05 Feb 2010 Posts: 5
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Posted: Fri Feb 05, 2010 12:56 am
Possible to retrieve non-displayed info from mud? |
Is there a way to retrieve information from the mud when the info isn't actually displayed as in-game text?
What I'd like is to have my hps/mana/etc displayed in my status bar while turning off my in-game prompt. Thus my hps/mana/etc would not actually be displayed anywhere in the game, but I would have them on my prompt. Obviously the game keeps track of my hps whether my prompt is displayed or not, but is there any way to extract that information and use it in my status bar without pulling it directly from in-game text? |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Fri Feb 05, 2010 1:31 am |
If there's no in-game text, there's no way to get the data. It's that simple. ;)
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_________________ EDIT: I didn't like my old signature |
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wrym Magician
Joined: 06 Jul 2007 Posts: 349 Location: The big palace, My own lil world
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Posted: Fri Feb 05, 2010 2:17 am |
MXP tags can be non ingame text matt!
color, what you want to do is create a prompt trigger that captures all the values you want, hps/mana/moves/XP ect, and puts them into either a varible or DB record, and then #gag the prompt, the mud will still send the prompt, but you never see it! then you use the varible(s) you filled with your prompt trigger for your gauges! |
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_________________ "To the engineer, all matter in the universe can be placed into one of two categories: (1) things that need to be fixed, and (2) things that will need to be fixed after you've had a few minutes to play with them" - Scott Adams, The Dilbert Principle |
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charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
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Posted: Fri Feb 05, 2010 2:31 am |
Telnet options are another non in-game text, so to speak. You don't see it appear on your screen, but it happens. ;)
But yeah, your best bet is just to gag the prompt instead, unless the Admins tell you that they have a way for the information to be sent without you having to view it on the screen.
Charneus |
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Color Newbie
Joined: 05 Feb 2010 Posts: 5
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Posted: Fri Feb 05, 2010 2:42 am |
Awesome, thanks wyrm!
With #gag does it display a blank line instead of the prompt, or will it not even make the extra line? What I mean is, I would also like to create some kind of permanent display showing the health of my group members. The only way to see their health is the 'group' command which scrolls one line of text for each member. If I #gag the group display, will it still scroll out a blank line for each group member?
I'd like to be able to keep track of group health during combat, which will require repeatedly typing 'group' during the combat. But obviously I don't want to keep scrolling the combat lines off the page or I won't be able to see what's going on. |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Fri Feb 05, 2010 2:52 am |
Those are still in the game, though. You just don't see them on-screen. ;)
Given that most muds use double-spacing, it might appear that it's leaving a blank line, but it's not. It's just removing the line of text that was between two blanks. |
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_________________ EDIT: I didn't like my old signature |
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wrym Magician
Joined: 06 Jul 2007 Posts: 349 Location: The big palace, My own lil world
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Posted: Fri Feb 05, 2010 4:55 am |
You can also use #gag # to gag a line before the line that is actually triggering on. and i have a similar group report trigger as well, I use an alarm to automatically send the group command, capture to another window and gag it.
And no i don't belive zmud replaces the line with a blank line but puts the NEXT line in it's place, it's been long time since i used zmud. |
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_________________ "To the engineer, all matter in the universe can be placed into one of two categories: (1) things that need to be fixed, and (2) things that will need to be fixed after you've had a few minutes to play with them" - Scott Adams, The Dilbert Principle |
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