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belgarat Newbie
Joined: 21 Jun 2004 Posts: 3 Location: USA
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Posted: Mon Jun 21, 2004 1:19 am
Script help - Using zmud to speed OLC editing |
Hey guys, I'm an imm on Mirrors of the Wheel, a game based on Robert Jordans Wheel of Time series.
We've had a small problem thats been irritating me for oh.... 5 years now :P
I'd appreciate any help you guys can offer in solving this....
Our code went through a editing change a few years ago and I'm just now getting around to thinking
about this problem. We've got around 5000 objects in the game right now that have extra_descriptions
that are completely fluey
a.k.a. The lanterns stand on either side of the gates, illuminating it during hours of darkness. They are fashioned from iron and have square lanterns perched on top.]
fluey for 2 reasons, Not formated(so it aligns properly) and also because with the code change, it added those nice nonsense characters at the end.
If you try just to format it again w/o removing the old and copy/pasting it back while removing the useless characters... it simply adds more crap to the end.
Now, Its just nitpicky stuff. but as a mud is built upon its smallest stones.... this still gives the impression of sloppiness which I don't like :P
I've thought of two choices. I wouldn't mind doing the work if I could minimize it.
1. Full automated editing which I just plug in a vnum and it goes to town.
or
2. I Do the work, but it copies the desc into a variable for me so I can just type that variable and it will paste the desc
into the editor w/o me having to manually copy/paste/remove crap.....
Does anyone have any ideas?
info. We're using heavily modified OLC, Circlemud(also heavily modified), I've got the Zmud 7.05.... Need anything else?
Not all of our objects have extra descriptions(which in itself is a problem :P) so I'd form a list of objects that did, then plug
that either one by one or section by section into this thing :P
Either way, I'm not terribly familiar with anything further than the basic scripts. Anything beyond %1 or so is beyond me as
I've never had the time(and that is the true reason for this post) to learn more.
............guess thats all............ here's some shots of what our OLC looks like.
-- Item number : [3672]
1) Namelist : sledge hammer format
2) S-Desc : Format, the enormous sledge hammer
3) L-Desc :-
An enormous sledge hammer gleams brightly on the ground.
4) A-Desc :-
<not set>
5) Type : WEAPON
6) Extra flags : GODITEM 2HAND
7) Wear flags : TAKE HOLD
8) Primary wear pos : HOLD
E) Extra descriptions menu
....other options that aren't needed here.
Q) Quit
----------------------
* sample menu that has no extra descriptions
1) Keyword: <NONE>
2) Description:
<NONE>
3) Goto next description: <Not set>
0) Quit
Enter choice :
------------------------
* sample menu that has an extra descriptions in it....
Extra desc menu
1) Keyword: lampposts twin light
2) Description:
The lanterns stand on either side of the gates, illuminating it during hours of darkness. They are fashioned from iron and have square lanterns perched on top.
3) Goto next description: <Not set>
0) Quit
Enter choice : 2
------------------------
Enter the extra description:
The lanterns stand on either side of the gates, illuminating it during hours of darkness. They are fashioned from iron and have square lanterns perched on top.]
* here it waits for your imput.
-----------------------------------
Here are the steps I need.
1. Enter OLC(oedit ITEM_VNUM)
2. Enter the Extra Description menu (e)
3. Detect if there is a keyword. If so, enter the editing menu(2)
4. Copy what is there existing.
5. Remove the nonsense characters on the end. I've found evidence of only one( ] )
6. Remove the existing description(/c)
7. paste the old desc w/o the nonsense characters.
8. Reformat(/f)
9. save (/s)
10. quit out completely (q;q;y) |
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Danlo Magician
Joined: 28 Nov 2003 Posts: 313 Location: Australia
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Posted: Mon Jun 21, 2004 7:57 am |
Try this. Just type in: FormatObject ITEM_VNUM
#alias FormatObject {Oedit %number(%-1);E;#var ItemDescription {%null}}
#trigger {Keyword: {^~<None~>}} {2}
#trigger {Keyword: ~<None~>} {q;q;y}
#trigger {2~) Description:} {#T+ CaptureDescription}
#class CaptureDescription
#Trigger {{^2) Description:|3) Goto next description:}} {#var ItemDescription {%additem(%line,@ItemDescription)}}
#trigger {3~) Goto} {#T- CaptureDescription;~/c;#forall @ItemDescription {%i};~/f;~/s;q;q;y}
#class 0 |
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belgarat Newbie
Joined: 21 Jun 2004 Posts: 3 Location: USA
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Posted: Tue Jun 22, 2004 2:29 pm |
The results of
#Trigger {{^2) Description:|3) Goto next description:}} {#var ItemDescription {%additem(%line,@ItemDescription)}}
are
1) Namelist : cloak dream|2) S-Desc : an oddly glowing cloak|3) L-Desc :-|A cloak made of the very fabric of Tel'rion'riod lies here.|4) A-Desc :-|not set|5) Type : LIGHT|6) Extra flags : GODITEM |7) Wear flags : TAKE ABOUT |8) Primary wear pos : AS_COLLAR |9) Weight : 1.99 0) Cost : 379|A) Cost/Day : 25 B) Timer : 0|C) Values : 1 2 3 4 5 6 7 8 9 10 11 12 13 14|D) Applies menu|E) Extra descriptions menu|F) Player wear mesg : wears|G) Player remove mesg : stops using|H) Room wear mesg : wears|I) Room remove mesg : stops using|J) Owned by clan : -1 0 yet|M) Min Level : 101|P) Perm Affects : NOBITS |S) Script : Not Set.|Q) Quit|Enter choice : e|Extra desc menu|1) Keyword: cloak dream|2) Description:|This cloak is made of the Dream. To wear it is to bend the Pattern itself. It exists only to prove that it should not.|3) Goto next description: Set.|0) Quit
:P how might I fix this?
btw, tks for the help Danlo. :) |
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Danlo Magician
Joined: 28 Nov 2003 Posts: 313 Location: Australia
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Posted: Wed Jun 23, 2004 8:06 am |
You were meant to turn off the CaptureDescription class when you first used it. If you use it again, you should find it'll all work fine.
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