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Tarken Aurelius
Apprentice


Joined: 23 Oct 2008
Posts: 120
Location: Cincinnati, Ohio

PostPosted: Wed Nov 12, 2008 11:22 pm   

Multiple Windows
 
If I was to take a tell and send it to a new window, simple enough. But I'm unsure how to go about it if it wraps over 2 lines:

Wookieman tells you 'then again, i'm planning a daily single miningrun of ~100 chunks when i
get back to finland, and i'll have to store it somewhere'

is there a way?
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Wed Nov 12, 2008 11:29 pm   
 
Well, you can do it with a multistate trigger, like

#trig {(%w) tells you '} {#cap window;#t+ capall}
#cond {'$} {#cap window;#t- capall}

#trig {*} {#cap window} "" {disable}

But it's much easier just to turn off server-side word wrapping if you can.
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Tarken Aurelius
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Joined: 23 Oct 2008
Posts: 120
Location: Cincinnati, Ohio

PostPosted: Wed Nov 12, 2008 11:33 pm   
 
Server-side wrapping is disabled, but some things aren't really 'optional' so to speak. The game is so huge, hard to create rules for all pre-existing things when new features are added. I'll try this.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Thu Nov 13, 2008 12:08 am   
 
I'm really not sure what your second sentence is on about, or what you mean by some things not being optional. If server-side word wrapping is off, and the wrapping in your original post was done by CMUD, then you should just be able to use

#trig {(%w) tells you '} {#cap window}

with no problems.
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: Thu Nov 13, 2008 1:55 pm   
 
Perhaps he means that even with server side wrapping turned off, the mud still breaks some lines. In my favorite mud, I've found one case of that--in room descriptions no less!
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Tarken Aurelius
Apprentice


Joined: 23 Oct 2008
Posts: 120
Location: Cincinnati, Ohio

PostPosted: Thu Nov 13, 2008 2:13 pm   
 
Ok yeah, that most recent one you gave me Fang works perfectly fine, thanks.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Thu Nov 13, 2008 11:15 pm   
 
Rahab wrote:
Perhaps he means that even with server side wrapping turned off, the mud still breaks some lines. In my favorite mud, I've found one case of that--in room descriptions no less!

This is most likely the result of someone putting those linebreaks in manually when they wrote the room description. If you report them using whatever method they have to report typos to report the rooms with bad descriptions, hopefully they'll fix them.

You see this all the time in player-written news posts, too, where they've put the linebreaks in themselves when they didn't need to.
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Rahab
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Joined: 22 Mar 2007
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PostPosted: Sun Nov 16, 2008 8:41 pm   
 
Actually, in the case I've noticed, I think it is somehow in the code of the mud. If the Exits line is too long, the mud inserts a break into it, even with server-side wrapping turned off. A bit annoying--makes it trickier to get the mapper to mark the exits in a new room. Fortunately not many rooms have so many exits.
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chamenas
Wizard


Joined: 26 Mar 2008
Posts: 1547

PostPosted: Mon Nov 17, 2008 12:47 pm   
 
The MUD I play uses line breaks in notes and descriptions all the time. I've never thought of a need for it to be otherwise though, not like I'm trying to trigger off a room description.
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: Mon Nov 17, 2008 2:55 pm   
 
Description is one thing, Exits is another. I had to make some changes to my tag triggers and configuration, because otherwise the mapper wasn't marking the existence of some of the exits.
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