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Moab Beginner
Joined: 02 Aug 2008 Posts: 25
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Posted: Tue Sep 09, 2008 6:01 pm
Anyway to get CMUD aliases to perform like Zmud aliases? |
From what I've read in the help section is seems that CMUD does not tack the %1 text after an alias on by default as Zmud used to do.
Instead of saying #alias {gf} {get food}
and being able to type gf bag or gf pack, we now have to use #alias {gf} {get food %1}
This doesn't seem like a huge deal, except (for me) on the mud I play (Armageddon Mud) we use all those special characters to interact with our emoting system. In Zmud I could just disable any special characters from parsing and have good fun - now it seems I must use %, which is very bad.
So, currently, I'm back to using Zmud, would like like continue to use Cmud. Any solutions?
thanks! |
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chamenas Wizard
Joined: 26 Mar 2008 Posts: 1547
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Posted: Tue Sep 09, 2008 6:27 pm |
#al gf {get food %params}
%params is the new %1 I guess you could say.
Also, if you want it to capture specific arguments before that, let's just say number of food for the heck of it...
#al gf (%d) {get food %1 %-2}
where -2 acts like a %params AFTER the %1, at least that's how I understand it. |
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Tech GURU
Joined: 18 Oct 2000 Posts: 2733 Location: Atlanta, USA
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Posted: Tue Sep 09, 2008 7:04 pm |
You could also set the auto append property on the alias and then you can get rid of the %1.
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_________________ Asati di tempari! |
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Zugg MASTER
Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Tue Sep 09, 2008 7:10 pm |
You shouldn't just disable the special characters like %. First of all, CMUD handles special characters much better than zMUD did, so you should be able to send % characters to the MUD in most cases from the CMUD command line without disabling the % character. If there are cases where this doesn't work, then post those specific command lines so that it can be fixed.
If you somehow *must* disable the % character, then don't disable it, change it to something else so that you can still use the %1 and other functions. Otherwise you are severely crippling the scripting ability of CMUD, which means you might as well use some other client that doesn't even have scripting.
But Tech is correct that setting the Auto Append property for your alias will make it work like it did in zMUD. In fact, if you used the Import from zMUD feature in CMUD to load your zMUD scripts, then it will automatically set the Auto Append property for you on your imported aliases. |
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Moab Beginner
Joined: 02 Aug 2008 Posts: 25
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Posted: Wed Sep 10, 2008 12:36 am Thanks! |
Thanks for all the information! I love CMUD and didn't want to move away from it.
Also, I would point out that I don't use any of the scripting functions at all (except some pattern matching for colors and one-line aliases for my character's spells - but though I've tried many other clients, Zuggsoft products are the only ones that really work - they look good, function great and have (as seen above) great support.
Thanks again! |
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chamenas Wizard
Joined: 26 Mar 2008 Posts: 1547
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Posted: Wed Sep 10, 2008 1:25 am |
If you get a chance to dabble in the scripting, it sure can be fun.
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Zugg MASTER
Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Wed Sep 10, 2008 1:30 am |
Yeah, Chamenas is right...I didn't script when I first started playing MUDs either. But once you start playing with it, it opens up whole new possibilities and can sometimes be more fun than playing the MUD game itself.
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