Capturing Aethermap

by Unknown

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Unknown2009-09-24 07:47:33
Have any ideas on the best way to trigger capturing the aethermap when it pops up?

I could go off the "Lurching through dimensional shifts." and such lines, capture it all to my map window and gag it. But I would need a seperate trigger for each different kind of area then I think. Anyone know of a way to do it with less capture triggers?

geek.gif
Unknown2009-09-24 08:00:20
My aethermapper looks for one of the lines:

$shipname glides to the $dir.
$shipname launches into the aetherways.
$shipname is traveling
You steer $shipname to the $dir.

A match on any of those tells it that a map is likely to be following.

On the next line it makes sure there isn't a '-hull' or 'the' anywhere (which would mean either shipsight is on zero and we've got a prompt or its confused somehow) and skips over any line with 'comes into view' (since that is just a creature appearing line). The map should then definitely follow after the room name.

I don't know if that's helpful or not!
Unknown2009-09-24 08:12:09
Thats exactly what I needed Avaer! I'm VERY new to coding, its not the tools that are the problem for me at this point its how to use them and wrapping my head around the problem.

I know how to match text and all but I didn't think of using a trigger to, I'm not sure how to word it really, I guess whittle down the chance that a aethermap is coming. This should help alot. Thanks. cool.gif
Unknown2009-09-24 08:16:12
Brilliant! smile.gif

My program does the whittling by using a variable to count what state it is in: 0 means it's looking for the first set of 4 lines, 1 means its ready for a room name but will do the 'comes into view' and '-hull' checks, and 2 means its reading a map. That's definitely not the best way if you use a newer client though, since they have all kinds of fancy multiline triggers and trigger groups and such.
Unknown2009-09-24 08:31:31
Yes with Cmud i'll be using somesort of multitrigger thing but the idea behind the coding you've given me in both of your posts is what I needed. Thats what will end up stumping me on combat too i'm sure, its not the mechanics its the plan behind it all that kills me.