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chrisdewet
Newbie


Joined: 25 Jun 2013
Posts: 4

PostPosted: Wed Jun 26, 2013 11:51 am   

CR-Null removal- Spinningtimer.dll
 
Hi guys.

In wotmud there was a plugin that one can upload called the spinning timer. When you look at the plugin detail it states that cr-null is removed so that weaving in the mud is easier.
I have tried building a code from someone elses idea. It didnt work. Is there a setting in cmud that allows you to manually switch off the crnull setting?

Example

You sense Cassidy connecting to the True Source.
You do the best you can!

You begin to weave the appropriate flows...m: Scratched - Equitant: Battered >
*Equitant* panics, and attempts to flee!

- <<<<<<<<<<<<<<<<<This is called the spinning timer. In zmud it look like this.-=+**+=- -=
*Equitant* leaves east.

*<<<<<<<<<<<<<<<<<<It runs vertically instead of horisontally. I need it to be horisontally
Cassidy leaves east riding a Domani razor.
You follow Cassidy.


+k dark
Cancelled.
They aren't here.

* R HP:Scratched SP:Good MV:Fresh >
*Equitant* has arrived from the east.

* R HP:Scratched SP:Good MV:Fresh > k



I build a code triggering on You being to weave ...

#trigger {-} {#sub "-"} "" "disabled|prompt"
#cond {+} {#sub "-=+"} "duration=500"
#cond {~*} {#sub "-=+*"} "duration=500"
#cond {~*} {#sub "-=+**"} "duration=500"
#cond {+} {#sub "-=+**+"} "duration=500"
#cond {=} {#sub "-=+**+="} "duration=500"
#cond {-} {#sub "-=+**+=-"} "duration=500"

From someone elses code.
It doesnt work all the time as it does the following.

Cassidy strikes *Kayr*'s right foot hard.
*Kayr* tries to pierce Cassidy, but she parries successfully.
The Shienaran commander hacks Cathratic's body.
The grizzled veteran tries to crush Cathratic, but he parries successfully.
The grizzled veteran barely crushes Cathratic's body.
The grizzled veteran tries to blast Cathratic, but he dodges the attack.
Cathratic swiftly dodges the grizzled veteran's attempt to blast him.
A sergeant tries to slash Cathratic, but he parries successfully.

--= <<<<<<<<<<<<<<<<<<<<<<<<<<<<<It sometimes does this, but not all the time?
*Cathratic* leaves down.

-
Cassidy panics, and attempts to flee!
*Equitant* sends Cassidy sprawling with a powerful bash!

=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Equitant*.

* R HP:Scratched SP:Fading MV:Full - Cassidy: Battered - Equitant: Hurt >
You slash *Equitant*'s right leg.
A sergeant joins your fight!
The grizzled veteran joins a sergeant's fight!
The grizzled veteran joins a sergeant's fight


Thanks
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Wed Jun 26, 2013 6:22 pm   
 
CMud has no way to void or otherwise modify the way the carriage return works. You press the ENTER key or use #CR/%cr or use any command that automatically includes a cr in the output and you WILL get that cr.

It sounds like you're wanting a timing display that cycles through a specific series of symbols, with the entire series taking up just one character of space. If this is the case, you can do this by cursor-control functionality built into MXP (see the DEST tag). This simply tells CMud where to start printing the text.
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Anaristos
Sorcerer


Joined: 17 Jul 2007
Posts: 821
Location: California

PostPosted: Wed Jun 26, 2013 11:18 pm   
 
You can do it as Matt suggested or you may attach the control codes directly to the output stream before issuing the print. The explanation of the ANSI codes can be found here.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Thu Jun 27, 2013 3:35 am   
 
Not all of the ansi cursor codes work properly. Some, I think, just don't work at all, and others work inconsistently/unexpectedly.
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chrisdewet
Newbie


Joined: 25 Jun 2013
Posts: 4

PostPosted: Tue Jul 02, 2013 12:31 pm   
 
Well. Im now more confused than when i started this.
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