Channel Windows

by Jalain

Back to Mechanic's Corner.

Jalain2004-12-11 05:41:48
A friend of mine from Achaea once showed me a screenshot of his Zmud, which had a different window for each of his channels.. GT, CT, OT, Shouts, Yells, Says.
Does anyone know how I could do this? I'd ask my freind, but he's sworn off IRE games and won't help me at all sad.gif
Neale2004-12-11 07:40:20
Hmm, try looking at the colour matching thread and using an action based off of that to put the text in another window. What I'm thinking of looks something like...
"when receive text '(Order):' set 'output window' to order" (same with guild, etc.)
"when receive text coloured (blah) send text to 'output window' and gag text"
That matches the channel name and sends all lines in the same colour after that to that channel window (getting all the lines of whatever it was someone was saying). Then colour all your chanels the same and don't ever use that colour anywhere else.
Unknown2004-12-11 08:58:45
I tried to do a thing like that in my zMUD for Achaea, but in the end it just got so messy I just let it be tongue.gif.
Daganev2004-12-11 09:02:47
ummmm... Just create a status window that is triggered off of ~(city~):*

then use the zmud command, can't remember off hand which one, taht capturs the line of text and sends it to the new status window.

then figure out some fun way to capture multiple lines of text, thats slightly more difficult.
Unknown2004-12-11 09:40:48
I did all that, but I couldn't stop the prompt keep on appearing in the main window. I probably could now, but I'm too used to channels the way they are.
Unknown2004-12-15 23:57:00
Because of how ZMud handles gagging, you can't avoid the prompts (or at least the associated newlines). The typical method (should work in any client where you can send text to another window):

1. trigger on the (City): (Guild): or whatever, sending that line to the other window and gagging it in the main window
2. The above trigger enables another trigger that captures and gags all text AND...
3. a trigger on the ending quote and subsequent newline to disable the trigger in 2, above.

Basically, the start of the channel text turns on sending everything received to the other window, and the ending quote turns it off. As for the prompt/newline problem...Zmud actually puts the text on the screen BEFORE the gag takes place (which is why sometimes you briefly see gagged text display on the screen) so you can't get rid of that newline. If you don't mind the newline, you can change the trigger in #3 to fire on the following prompt instead of the quote/newline combo. When the trigger fires, it will turn off the capturing trigger AND itself. Play around with the add linebreak option on the prompt, too.
Unknown2004-12-16 08:55:32
Even if I somehow got everything to be perfect, where could I put these extra windows? I only have just enough room on my screen without anything extra, my map and Status Window take the sides of the main window to the very edge of the 80-character word wrap.
Unknown2004-12-17 05:26:59
Up to you, really. It's not horribly useful in lower resolutions, but if you are in a higher one (1280x1024 or higher) you should have enough screen real estate. Adjusting your font and font size can get you a little extra horizontal space too, but resolution, mainly.
Gregori2004-12-21 11:27:41
#CLASS {Communication}
#VAR cap {}
#TRIGGER {^~((%w)~):(*)} {#var cap "%1";#class cap 1}
#TRIGGER {^(%w) tells you,} {#T+ cap}
#TRIGGER {^You tell} {#T+ cap}
#CLASS 0

#CLASS {Communication|Cap} {disable}
#TRIGGER {*} {#CAPTURE Channels}
#CLASS 0

#TRIGGER {^(%d)h, (%d)m, *} {#class cap 0} "" {nocr|prompt}
Gregori2004-12-21 11:27:43
bleh double post