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Never
Newbie


Joined: 22 Dec 2001
Posts: 4

PostPosted: Sat Dec 22, 2001 1:27 am   

parsing maybe?
 
the mud Im playing requires recall when casting a spell, as in:
recall 'magic missile'
for some reason everytime recall hits the screen, it activates the #recall command. Is there anyway to turn this off or bypass it?
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Sat Dec 22, 2001 8:35 am   
 
quote:

the mud Im playing requires recall when casting a spell, as in:
recall 'magic missile'
for some reason everytime recall hits the screen, it activates the #recall command. Is there anyway to turn this off or bypass it?



Actually, 'recall' (your mud command) would not fire '#recall' (the zmud command). What's happening is there's an alias in one of the mapper classes named 'recall', and since aliases take precedence over mud i/o, the alias is getting called instead.

One way to get around this is to use the ~ character for each magickal recall you use. A better way would be to use another alias for your magick recalls (which would have the ~recall command in it to literalize the recall and have it sent to the mud).

EDIT: if you're not using the mapper and don't plan to, simply disable the mapper class(es)

li'l shmoe of Dragon's Gate MUD
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Never
Newbie


Joined: 22 Dec 2001
Posts: 4

PostPosted: Sun Dec 23, 2001 3:28 am   
 
I actually got around it by shortening the casting recall to reca which works fine and doesnt set off #recall, now though, it seems to duplicate every trigger that fires. Disabling the trigger stops the trigger completely, so it doesnt seem to be triggering from somewhere else...any ideas? It just started doing it...
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Troubadour
GURU


Joined: 14 Oct 2000
Posts: 556
Location: USA

PostPosted: Sun Dec 23, 2001 5:14 am   
 
Delete the recall alias. It should be in the AutomapperAll subclass of the System class.

Troubadour
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