Register to post in forums, or Log in to your existing account
 

Play RetroMUD
Post new topic  Reply to topic     Home » Forums » zMUD General Discussion
adamwalker
Apprentice


Joined: 12 Mar 2005
Posts: 195

PostPosted: Sat Dec 03, 2005 10:31 pm   

Ansi trigger and automapper
 
hey. what i wanna do is update my map description field from the mud output when i run an alias. the problem is i cant #tag my description because it wont show up an ansi code.

the room name is triggered by this ansi code...

#TRIGGER {%e[1;33m(*)%e[0m.} {#tag name} "" {color}

and the items at the bottm like people in the room are triggered by

#TRIGGER {%e[35*} {} "" {color}

but the description itself doesnt seem to have an ansi code.. and to make things worse thier so long they come as different inputs/paragraphs


is there a way to run an alias that would LOOK then take the info AFTER the room tag and BEFORE the 2nd trigger and put it into the map room that im currenty positioned in?

my just tagging the room name then doin the auto configure it picks up the room description for new rooms. but i wanna add it to rooms that already exist.


so what i basically need is...

an alias that when run looks at the room and puts the description into the variable.... then puts the contents of the variable into the current map room
a lot to ask i know
Reply with quote
nexela
Wizard


Joined: 15 Jan 2002
Posts: 1644
Location: USA

PostPosted: Sun Dec 04, 2005 1:56 am   
 
View->Prefrences->General->Emulation Uncheck the emulate control codes options click apply, look in the room possibly even move around a room or two, recheck emulate control codes, click ok, paste the output of your looking here between some [ code ] [ /code ] tags. and someone might be able help you with a multistate trigger that would work better then an alias.
_________________
Zmud Support Library
Zmud Knowledge Base
Reply with quote
adamwalker
Apprentice


Joined: 12 Mar 2005
Posts: 195

PostPosted: Sun Dec 04, 2005 9:41 am   
 
Code:
<27>[1m<27>[33mHellespont Square<27>[40m<27>[0m.
The sky is dark, night covers Avalon. Surrounding you are the wide open spaces of this central piazza, infrequently traversed by the citizens of the town,
infrequently because most seem to respect the tranquil nature of the place and chose to negotiate the square by its perimeter. Growing all around is a circle of
graceful alder trees, every so often broken up by buxom weeping willows that limply drape their branches down to the ground and provide some shade for the
pavements skirting the square. Underneath these trees children can be seen at play nearby old men that studiously ponder over a game of chess or maybe solitaire.
Within the branches hide small birds that make the leaves twitch with their spurious hops from branch to branch, and which make your ears twitch delightfully too
with each melodious chirrup. Central to the square is a large circular expanse of greenery, itself pivoted by the robust form of a statue that remembers a naval
hero, standing tall and stern-faced, revealing almost nothing in its emotion. Numerous roads lead off from this meeting place, the most prominent among them being
a wide and carefully paved avenue that heads to the north. A small, ivy-covered milestone at your feet reads "Parrius".<27>[36m<27>[36m<27>[36m Ketoliath<27>[40m<27>[0m<27>[36m<27>[40m<27>[0m is here, surrounded by a
splendid aura.<27>[40m<27>[0m<27>[35m Come to rest nearby swathed in a fervid blaze is the massive Chariot of Annihilus, pulled by four infernal horses flayed of flesh. A huge graven
eye resides here, pulsing with a fierce internal energy which causes the air around it to shimmer as if in a heat haze. A tattered book has been discarded here. A
sign stands here, bearing no legend. There are three Academic sages here. A tree has been carved with the shape of the evil eye.<27>[40m<27>[0m
You notice exits north, northeast, east, southeast, south, southwest, west, and northwest.
616h, 770m e<27>[1m- <27>[40m<27>[0m



Code:

618h, 770m e<27>[1m- <27>[40m<27>[0m
<27>[1m<27>[33mConsort Way<27>[40m<27>[0m.
The sky is dark, night covers Avalon. Expansive lawns that exhibit themselves either side of the road leading south cede here to a small and silent piazza the
centre of which is bejewelled with the delight of an ornamental fountain, a foretaste to the view behind it to the north. All around stately trees provide shade
to the whole area, trees that are no doubt regularly trimmed and that fall in to tall tapering columns complying with the protocol of the area.<27>[36m<27>[40m<27>[0m<27>[35m A tightly wound
ball of thread has been discarded here.<27>[40m<27>[0m
You notice exits north, northeast, south, and northwest.
618h, 770m e<27>[1m- <27>[40m<27>[0m


hope this is of some help! thankyou very much!
Reply with quote
TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Mon Dec 05, 2005 1:18 pm   
 
I wonder if grabbing the first two lines of the room would be better in this case. Objects get pulled into the paragraph and appear not to be easily detectable as they don't all have color or some delimeter (a wide and carefully paved avenue that heads to the north. A small, ivy-covered milestone).
Reply with quote
Display posts from previous:   
Post new topic   Reply to topic     Home » Forums » zMUD General Discussion All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

© 2009 Zugg Software. Hosted by Wolfpaw.net