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azurerazor
Beginner


Joined: 17 Dec 2001
Posts: 20
Location: USA

PostPosted: Tue Jun 12, 2018 11:41 pm   

Last seen list and script
 
OK this is my idea...

I'd like to capture the MOB's and PC's that I've seen

Seems like in the particular mud the sends all the PC's and Mobs with a 32m code
*from debugger*
06:42:49.064p | <ESC>[35mA handsome-looking, pot-bellied young man<ESC>[0m is sitting here.<ESC>[0m <CR><LF>

but sometimes its like this
06:42:49.064p | <ESC>[35mA red cheeked boy with a lazy eye is here.<ESC>[0m <CR><LF>

Ideally there would be a way to check the mud output against the @seen list

then Update the @seen list with a new time


Once I have that Info I'd like to put buttons with the last ten MOBs seen in my left bar (Like a list but displayed better I think)

Anyone got any ideas for how to actually do that?
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4662
Location: Pensacola, FL, USA

PostPosted: Wed Jun 13, 2018 12:24 am   
 
Well that is just how it delivers the color information to the client.
I have never had much luck with a variable ansi trigger myself, but you could to that with a static trigger easily enough.

If you copy the text from the scrollback buffer, and go to make a new trigger, make sure to check the ANSI box down at the bottom before pasting the line in.
It should but the appropriate ansi code tags in.

As for the body of the trigger it could do something like...

#ADDITEM seen {%concat(%line, "---", %time)}
#WHILE (%numitems(@seen)>10) {#CALL %pop(seen)}

Might be easier to just use a child window which you dock accordingly.

#EXECWIN MobTracker {#CLR}
#FORALL @seen {#WIN MobTracker {%i}}
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azurerazor
Beginner


Joined: 17 Dec 2001
Posts: 20
Location: USA

PostPosted: Tue Jul 17, 2018 9:20 pm   
 
I just can't get anything to work for this... On this MUD the MOB and PC descriptions are variable...

Really the only constant (which is close enough to work) is that the text will START THE LINE and will be MAGENTA (these rules will create a few 'false' positives but few enough)

Examples
A fat, dark-brown-furred, masked polecat
A tall bear with deep golden-brown fur
A shaggy, lean warg
A broad-shouldered man with a square chin
A young, well-kempt man
A grim, bearded man with dark grey eyes
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4662
Location: Pensacola, FL, USA

PostPosted: Tue Jul 17, 2018 10:58 pm   
 
Well, do you really need to track every single mob?
Is the part after the short description more static? Maybe we can back our way into it.
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azurerazor
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Joined: 17 Dec 2001
Posts: 20
Location: USA

PostPosted: Wed Jul 18, 2018 1:14 pm   
 
Maybe not - The original thought behind this was protecting against wolves which travel in packs but some of them are hidden (or can hide)... So if there was a LAST SEEN screen while you were tracking it would be easy to see if you only saw 4 out of 6 when tracking them from one place, but as you got closer you saw 3 out of 6 but one of the one who was visible had been hidden when you caught the first glance.... Basically its a memory aid since you may see 4 at one time and then 4 at another time - but it might not be the same 4. Once I got started thinking about how... it made me think how useful it could be for other things if I was tracking PC's.

When was the last time I saw Bob?

That said... I'll keep thinking I don't believe there are any other static parts of the mud text
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4662
Location: Pensacola, FL, USA

PostPosted: Wed Jul 18, 2018 7:01 pm   
 
Well lets get back to the original idea, but i think the stance bit may be the key to success.

#TR {(*) is standing here.} {#IF (%match(%1, "wolf")) {#SAY {Success, %1 has been found!}}}

Something real basic like this will see if we can spot any wolves at all, and we can make it more specific/complex once we get anything firing at all.
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azurerazor
Beginner


Joined: 17 Dec 2001
Posts: 20
Location: USA

PostPosted: Thu Jul 26, 2018 1:31 pm   
 
By the way - I'm collecting examples of this data so I can test this out. Since this MUD is RPI and hardcore perma-death it might take awhile.
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