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ReedN Wizard
Joined: 04 Jan 2006 Posts: 1279 Location: Portland, Oregon
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Posted: Wed Aug 08, 2007 8:17 am
Alternate ways of entering directions |
If I enter "e", Zmud knows I am attempting to move because the direction is defined. It then starts looking for a room name and will change my location when it finds it. If there is an alternate way of moving, such as "swim e", Zmud has no idea I'm trying to move unless I trigger the result line with a #move, in which case I am being moved by an alternate mechanism.
Is there anyway to activate the normal movement mechanism by defining somehow the alternate commands so they are recognized as normal movement commands? |
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Fang Xianfu GURU
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Joined: 26 Jan 2004 Posts: 5155 Location: United Kingdom
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Posted: Wed Aug 08, 2007 8:35 am |
Like all good problems, there's more than one way to do it. The way I'd do it is with a trigger and the #move command, like:
#trig {You swim to the (%w)} {#move %1}
You could also use the #direction command to create new directions so that zMUD understands that "swim e" is a movement command. That's more complex, though. |
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ixy Novice
Joined: 18 Mar 2007 Posts: 39
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Posted: Wed Aug 08, 2007 8:36 am |
Hmm not sure if this is what you mean:
1. go into settings
2. then click view > show inherited
3. open the system folder that appeared
4. open the directions folder
5. change your viewing mode to all if it isn't already, then select a direction, where it says commands: add the one you want? ie e|east|swim e |
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Arminas Wizard
Joined: 11 Jul 2002 Posts: 1265 Location: USA
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Posted: Wed Aug 08, 2007 12:24 pm |
Yes, that's it.
Though personally I do what Fang does with the swimming. |
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_________________ Arminas, The Invisible horseman
Windows 7 Pro 32 bit
AMD 64 X2 2.51 Dual Core, 2 GB of Ram |
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ReedN Wizard
Joined: 04 Jan 2006 Posts: 1279 Location: Portland, Oregon
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Posted: Wed Aug 08, 2007 5:21 pm |
Excellent, thanks for the suggestion with the directions folder, that's exactly what I needed!
I added "e|east|swim e|crash e|tumble e|leap e" and now I can just use my normal movement failsafes for all these possible forms of movement without the need to trigger and execute #move. |
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