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MadBomber Beginner
Joined: 17 Oct 2002 Posts: 26 Location: USA
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Posted: Fri Oct 18, 2002 6:26 am
Extra Window Grouping and Extra Window Status bars |
Window Grouping Problem:
Ok. I've got all my 'tells', 'gossip', and 'group' messages captured (#CAP) to their individual windows; Tells, Gossip, and Group, respectively. I noticed that if I drag the windows on top of another, they combine to one window with a tab that labels the window to switch between them. Every time I drag a window into that grouping, it adds a tab for that window. So, I took my #CAP windows and placed them on each other to create one window with 3 tabs. So, now I have my main MUD window and the second window is so that I can rotate through any type of 'messages' that I may recieve.
My problem isn't getting them to combine to one window with the 3 tabs, it's getting it to save that 'look' or 'configuration' of windows so that I don't have to drag them over each other every time I start my MUD. I have tried saving all 3 #CAP windows settings and my main windows settings before I quit, but has no effect. I am using zMUD 6.16.
Status Bar Update Problem:
In each one of my #CAP windows, I have Variable set that display the exp I need for each of the four classes on the MUD in thier status bars. So, no matter which of those 3 tabs I am on, I can still see how much experience I need. Well, my main windows' status bar of HP/MN/MV seems to update every time the variable changes, but the status bar of each of my 3 'message' windows does NOT update. It shows every time I load my MUD character, but the variable will change, and not update the status bar. I have even checked to see if the variable is different than what is displayed, and indeed, it is. How can I get the 3 'message' windows to be updated correctly?
Thanks for your help,
MadBomber |
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MadBomber Beginner
Joined: 17 Oct 2002 Posts: 26 Location: USA
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Posted: Fri Oct 18, 2002 11:18 am |
Oh if you have LAYOUT problems. Lock your layout - that was my problem :)
From here out it's pretty much a tutorial on how to capture information to other windows cause this is really really useful and I know there are a lot of you that have this problem. I had to split it into two posts though cause it is too long. So here is part 1.
To update variables in other windows besides your main, have them call variables within THEIR OWN settings file and update those variables with a trigger from your main window. For example, on my MUD, I've got a set of triggers that grabs information from the following display. This is what I get when I type 'level' on my MUD:
Class Current Cost to level
--------------------------------------------
Mage 17 2000000
Cleric 9 3125000
Thief 12 2000000
Warrior 25 7000000
You currently have 1562634 experience, 63 total levels.
This trigger stores my current experience (from the above information from the command 'level') in the variable xp_tot for my main window and gossip_xp_tot, group_xp_tot, and tells_xp_tot, for each of my extra (#CAP) windows, respectively.
Pattern: ^You currently have &xp_tot experience, %d total levels.
Value:
:Gossip:#VAR gossip_xp_tot @xp_tot
:Group:#VAR group_xp_tot @xp_tot
:Tells:#VAR tells_xp_tot @xp_tot
xp_tot was stored from the pattern with the &xp_tot command. The ":" surrounds the window in which you want to send commands to. In my case, :Gossip:, :Group:, and :Tells:. Then give your commands immediately following the last ":".
On to part 2... |
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MadBomber Beginner
Joined: 17 Oct 2002 Posts: 26 Location: USA
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Posted: Fri Oct 18, 2002 11:19 am |
This next trigger stores my Warrior's 'level', 'experience for next level', 'experience needed til I level', and a 'display variable' into the variables for each of my windows. It sees if my 'experience for next level' (@warr_exp) exceeds my 'total experience' (@xp_tot) or whether it doesn't. If it doesn't, it stores the 'display variable' (@warr_disp) as 'experience needed til I level' (@warr_need). If it does exceed, it stores the display variable (@warr_disp) as GO LEVEL! so that I can easily see when I need to level. Use something like this for each of your classes; mage, cleric, thief, etc...
Pattern: ^Warrior%s&%d{warr_level}%s&%d{warr_exp}*
Value:
#IF (@warr_exp>@xp_tot) {
#math warr_need (@warr_exp-@xp_tot)
#VAR warr_disp {@warr_need}
:gossip:#VAR gossip_warr_disp {@warr_need}
:group:#VAR group_warr_disp {@warr_need}
:tells:#VAR tells_warr_disp {@warr_need}
} {
#VAR warr_disp {GO LEVEL!}
:gossip:#VAR gossip_warr_disp {GO LEVEL!}
:group:#VAR group_warr_disp {GO LEVEL!}
:tells:#VAR tells_warr_disp {GO LEVEL!}
}
#MATH warr_nlevel {@warr_level+1}
:gossip:#VAR gossip_warr_nlevel @warr_nlevel
:group:#VAR group_warr_nlevel @warr_nlevel
:tells:#VAR tells_warr_nlevel @warr_nlevel
And lastly, here is the pattern of my status bar for my Gossip window that contains my needed experience for each of my classes til their next level and what their next level is:
Status Line: <b>Warr:</b> %format( "&.0n", @gossip_warr_disp) - @gossip_warr_nlevel <b>Thief:</b> %format( "&.0n", @gossip_thief_disp) - @gossip_thief_nlevel <b>Cleric:</b> %format( "&.0n", @gossip_cler_disp) - @gossip_cler_nlevel <b>Mage:</b> %format( "&.0n", @gossip_mage_disp) - @gossip_mage_nlevel
The best part about it...it actually works, I love it.
Take care and good luck,
MadBomber |
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