Vadi2011-01-02 02:37:47
Disabling the trigger, deleting the trigger, or getting the line fixed in Lusternia would do it.
mmignore is for afflictions only. I doubt you'd want to never get up.
mmignore is for afflictions only. I doubt you'd want to never get up.
Yiila2011-01-02 03:06:16
I have a trigger as follows:
In the RegEx Tester my test of "You see a 001 (a)." or "You see a 453 (
." both capture just fine. In game, however, if matches is a, then matches is matched also, but if matches is b, then matches does not match.
Any idea why? Seems like an odd behavior, but I don't see it.
EDIT: Even changing the trigger to:
Isn't matching both items...
CODE
^You see a (\\d+) \\(a|b\\)\\.$
    Which is set to colour highlight on match and do:
        echo (matches)
        echo (matches)
    Which is set to colour highlight on match and do:
        echo (matches)
        echo (matches)
In the RegEx Tester my test of "You see a 001 (a)." or "You see a 453 (

Any idea why? Seems like an odd behavior, but I don't see it.
EDIT: Even changing the trigger to:
CODE
^You see a (\\d+) \\(\\w+\\)\\.$
Isn't matching both items...
Lilia2011-01-02 03:46:08
QUOTE (Vadi @ Jan 1 2011, 08:37 PM) <{POST_SNAPBACK}>
Disabling the trigger, deleting the trigger, or getting the line fixed in Lusternia would do it.
mmignore is for afflictions only. I doubt you'd want to never get up.
mmignore is for afflictions only. I doubt you'd want to never get up.
I mmignore prone all the time. I like to sit on chairs you know.
QUOTE (Yiila @ Jan 1 2011, 09:06 PM) <{POST_SNAPBACK}>
I have a trigger as follows:
In the RegEx Tester my test of "You see a 001 (a)." or "You see a 453 (
." both capture just fine. In game, however, if matches is a, then matches is matched also, but if matches is b, then matches does not match.
Any idea why? Seems like an odd behavior, but I don't see it.
EDIT: Even changing the trigger to:
Isn't matching both items...
CODE
^You see a (\\d+) \\(a|b\\)\\.$
    Which is set to colour highlight on match and do:
        echo (matches)
        echo (matches)
    Which is set to colour highlight on match and do:
        echo (matches)
        echo (matches)
In the RegEx Tester my test of "You see a 001 (a)." or "You see a 453 (

Any idea why? Seems like an odd behavior, but I don't see it.
EDIT: Even changing the trigger to:
CODE
^You see a (\\d+) \\(\\w+\\)\\.$
Isn't matching both items...
\\((a|

Otherwise, it will match on "You see a 827 (a" or "b)."
I don't know why you think it's matching fine, using the website you listed, not everything turned yellow, which means it's not matching everything.
^You see a (\\d+) \\(\\w+\\)\\.$
This will match right, but it's only capturing one thing, which is the number. Make sure it's \\((\\w+)\\) if you want it to capture that part.
Yiila2011-01-02 04:01:01
Well that example isn't the exact example I was using when it matched fine, I had been working on it earlier and have just gotten back to it. I think I have it matching now as:
Thank you very much for your help.
CODE
^You see a (\\d+) \\((a|c)\\)\\.$
matches "You see a 4564 (a)." returning the 4564 and the a, appropriately.Thank you very much for your help.
Yiila2011-01-02 04:44:31
M&M returns things to the user, E.G. (springup) when one springs up. This is colour themed (the "(" are blue and the text is white.) Is this a function I can access to colour code my own things the same as M&M? E.G. "mm.echo("same colours!")" ? Or, do I need to colour it myself? I don't see a colouring function in the docs, hope I didn't miss it.
EDIT: Got it:
Also, just found the API spec in the Mudlet Manual @manual.html#THINGY
Yay!
EDIT: Got it:
CODE
cecho("(TEXT)")
Also, just found the API spec in the Mudlet Manual @manual.html#THINGY
Yay!
Esano2011-01-02 05:00:48
QUOTE (Vadi @ Jan 2 2011, 01:37 PM) <{POST_SNAPBACK}>
Disabling the trigger, deleting the trigger, or getting the line fixed in Lusternia would do it.
mmignore is for afflictions only. I doubt you'd want to never get up.
mmignore is for afflictions only. I doubt you'd want to never get up.
Tremors only knocks you down (and has a chance of breaking a leg) if you're not levitating: you could add in a check for levitate def as well, I expect.
Yiila2011-01-02 08:51:04
What is the most efficient way to do the following: I have three triggers as follows:
I want to trigger each one with something like:
However, I want each line to have their own replace(). I thought they could all three be in the same trigger (in spots 0, 1, and 2 respectively) but I think I misunderstood those numbers...
Also, any idea why something like:
echo(" ____ ___ \\n")
echo("/\\ _`\\ /\\_ \\ \\n")
echo("\\ \\ \\L\\ \\ __ \\//\\ \\ \\n")
echo(" \\ \\ _ <' /'__`\\ \\ \\ \\ \\n")
echo(" \\ \\ \\L\\ \\/\\ \\L\\.\\_ \\_\\ \\_ \\n")
echo(" \\ \\____/\\ \\__/.\\_\\/\\____\\ \\n")
echo(" \\/___/ \\/__/\\/_/\\/____/ \\n")
EDIT: It looks fine in the editor but looks silly once I finalize the post... even using code tags...
shows up as unaligned garbage in game, even with wrapwidth set to 0? I have tried with and without the \\n, both to no avail.
CODE
Oh no, this is bad.
Why is this happening?
This is just silly now!
Why is this happening?
This is just silly now!
I want to trigger each one with something like:
CODE
selectString(line, 1)
replace("More Useful Text Here!")
replace("More Useful Text Here!")
However, I want each line to have their own replace(). I thought they could all three be in the same trigger (in spots 0, 1, and 2 respectively) but I think I misunderstood those numbers...
Also, any idea why something like:
echo(" ____ ___ \\n")
echo("/\\ _`\\ /\\_ \\ \\n")
echo("\\ \\ \\L\\ \\ __ \\//\\ \\ \\n")
echo(" \\ \\ _ <' /'__`\\ \\ \\ \\ \\n")
echo(" \\ \\ \\L\\ \\/\\ \\L\\.\\_ \\_\\ \\_ \\n")
echo(" \\ \\____/\\ \\__/.\\_\\/\\____\\ \\n")
echo(" \\/___/ \\/__/\\/_/\\/____/ \\n")
EDIT: It looks fine in the editor but looks silly once I finalize the post... even using code tags...
shows up as unaligned garbage in game, even with wrapwidth set to 0? I have tried with and without the \\n, both to no avail.
Sylphas2011-01-02 09:11:10
The first thing that pops to mind is to make sure you're using a fixed-width font in Mudlet. I don't see why you wouldn't be, but who knows.
For the first trigger, you can combine them all in one like that, but you'll need to put an if/elseif structure in to check matches and figure out which line actually triggered it, something like:
I have no real clue if it would just be faster to match that with three triggers, though, or if a different way of checking the line would be quicker (something like checking the first letter of the line with matches:sub(1), maybe, if they're all different?).
For the first trigger, you can combine them all in one like that, but you'll need to put an if/elseif structure in to check matches and figure out which line actually triggered it, something like:
CODE
local replacement
if matches == "Oh no, this is bad." then
  replacement = "string1"
elseif matches == "Why is this happening?" then
  replacement = "string2"
elseif matches == "This is just silly now!" then
  replacement = "string3"
end
selectString(line, 1)
replace(replacement)
if matches == "Oh no, this is bad." then
  replacement = "string1"
elseif matches == "Why is this happening?" then
  replacement = "string2"
elseif matches == "This is just silly now!" then
  replacement = "string3"
end
selectString(line, 1)
replace(replacement)
I have no real clue if it would just be faster to match that with three triggers, though, or if a different way of checking the line would be quicker (something like checking the first letter of the line with matches:sub(1), maybe, if they're all different?).
Yiila2011-01-02 09:20:46
Well, after changing fonts, it still does not echo correctly (which is odd since those scorpions from a few pages ago work just fine.) It looks just fine in the script window on Mudlet as well...
Well, I only wanted them combined for the convenience, 3 individual triggers is doable as well.
I'll try what you suggest, thanks so much for your help!
Well, I only wanted them combined for the convenience, 3 individual triggers is doable as well.
I'll try what you suggest, thanks so much for your help!
Neos2011-01-02 09:42:55
I can try and help after getting some sleep.
Unknown2011-01-02 09:53:44
It looked unaligned when I copy-pasted it over to Notepad. I had to add some extra spaces to the later echos to align them, and even then, the right side of the ASCI image looks garbled. You sure that you copied it correctly to your script?
Vadi2011-01-02 13:12:50
QUOTE (Esano @ Jan 2 2011, 12:00 AM) <{POST_SNAPBACK}>
Tremors only knocks you down (and has a chance of breaking a leg) if you're not levitating: you could add in a check for levitate def as well, I expect.
It's there. Levitation is also rather useless in geo melds, isn't it? It'll be down within the first 10s.
A tip on aligning, you don't have to use multiple cecho calls per line. You can use one with this trick:
cecho(])
And it'd look okay - you won't need to use \\n for a newline, and it will preserve spacing as well. This of course will get unaligned in the code once you start adding the colour tags, but at least it's an easy start.
Esano2011-01-02 15:25:24
QUOTE (Vadi @ Jan 3 2011, 12:12 AM) <{POST_SNAPBACK}>
It's there. Levitation is also rather useless in geo melds, isn't it? It'll be down within the first 10s.
Yeah, when lodestone ticks. I just interpreted Dysolis' post as standing after a tremor in an allied meld, where you shouldn't have lost levitation or been actually hit by tremors.
Vadi2011-01-02 19:38:37
QUOTE (Esano @ Jan 2 2011, 10:25 AM) <{POST_SNAPBACK}>
Yeah, when lodestone ticks. I just interpreted Dysolis' post as standing after a tremor in an allied meld, where you shouldn't have lost levitation or been actually hit by tremors.
That's already in. The person complaining didn't have levitation up.
Okin2011-01-04 03:05:03
Is there a standalone sipper available for Mudlet? I have a friend who's just started playing and can't afford to invest in a full system just yet. Just something to sip health/mana/ego, for very basic bashing.
Lorina2011-01-04 03:40:13
So I am a Musher...I remember there was a DoAfter thing I used for setting up my demesne....But I can't seem to figure it out in mudlet? What do you other melders use to set up a demesne?
Anisu2011-01-04 03:53:02
QUOTE (Lorina @ Jan 4 2011, 04:40 AM) <{POST_SNAPBACK}>
So I am a Musher...I remember there was a DoAfter thing I used for setting up my demesne....But I can't seem to figure it out in mudlet? What do you other melders use to set up a demesne?
http://forums.lusternia.com/index.php?s=&a...st&p=793949
Neos also offers a plugin that should work out the box for an aqua. (see the mudlet plugin topic)
Lorina2011-01-04 03:53:45
Oooo thanks!
Unknown2011-01-04 15:41:56
QUOTE (Okin @ Jan 4 2011, 04:05 AM) <{POST_SNAPBACK}>
Is there a standalone sipper available for Mudlet? I have a friend who's just started playing and can't afford to invest in a full system just yet. Just something to sip health/mana/ego, for very basic bashing.
Hi, I am the friend that Okin was referring to. I was wondering if anyone knows of an autosipper that I could use for mudlet. I will invest in a system as soon as I can afford to, but at the moment this is not possible. Can anyone help me please??
Thanks
Jules2011-01-04 16:33:44
It ain't all that hard to build one, to be honest... Lemme hack something together real quick, and I'll post it here. Do you want just health/mana/bromides support? Or the full shebang, with sparkleberry and health scroll support baked in?