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Garrison Beginner
Joined: 21 Oct 2003 Posts: 21 Location: USA
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Posted: Tue Oct 28, 2003 6:03 am
Setting specific language to a color |
Hello everyone.
Thanks for the help on the last topic, I appreciate it.
I'm back with another question, though.
I know it can be done..I just don't know how...
Using ANSI colors, how can I get specific text to show up in specific colors?
I have my prompt setup to look like this:
H:80/81 Ma:33/128 Mv:95/200 Mob: wounded >
What I'd like to do is have the mob status show in different colors as it gets progressively..um..dead-er :)
For example..it would start off green at "few scratches"..get do, say, yellow, for "wounded" and red for "badly wounded" / "awful".
Thanks so much for the help! |
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IceChild Magician
Joined: 11 Oct 2000 Posts: 419 Location: Post Falls, ID, USA
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Posted: Tue Oct 28, 2003 6:42 am |
First, a trigger on your prompt:
Pattern:
Mob~: @(*)MobStatus ~>
Then, a simple little check:
#IF (@MobStatus = "few scratches") { #cw %color(green,black) } { #IF(@MobStatus = "wounded") { #cw %color(yellow,black) } { #IF((@MobStatus = "awful") or (@MobStatus = "badly wounded")){ #cw %color(red, black) } {}}}
Something like that should work (warning, I just pulled this outta nowhere, it's not debugged, but it should work unless my brain is hosed.) |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Tue Oct 28, 2003 9:53 am |
#TR {H:%d/%d Ma:%d/%d Mv:%d/%d Mob: (*) ~>} {#IF ("%1" = "few scratches") {#PCOL hi,green %x1};#IF ("%1" = "wounded") {#PCOL yellow %x1};#IF (("%1" = "badly wounded") OR ("%1" = "awful")) {#PCOL hi,red %x1}} {} {prompt}
Editor Version
Pattern:
H:%d/%d Ma:%d/%d Mv:%d/%d Mob: (*) ~>
Value:
#IF ("%1" = "few scratches") {#PCOL hi,green %x1}
#IF ("%1" = "wounded") {#PCOL yellow %x1}
#IF (("%1" = "badly wounded") OR ("%1" = "awful")) {#PCOL hi,red %x1}
Options:
Prompt |
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Garrison Beginner
Joined: 21 Oct 2003 Posts: 21 Location: USA
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Posted: Tue Oct 28, 2003 11:28 pm |
Well...chalk this up to being a noob with zMUD..
But what's the #TR ?
Where would I put that info?
Do I actually put all of that info into the Pattern as well, just as you typed it?
I figured out the Value and the Options alright...that was pretty self explanatory :)
Thanks again for the help! |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Wed Oct 29, 2003 1:40 am |
#TR is the shortened name of #TRIGGER. If you use that, all that's needed is to copy the entire line (from #TR to {prompt}) to the command line.
If you use the editor, the pattern is the line under Pattern:. I thought that was just as obvious as the Value and Options. |
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Garrison Beginner
Joined: 21 Oct 2003 Posts: 21 Location: USA
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Posted: Wed Oct 29, 2003 2:33 am |
I figured that's what you meant...but I just wanted to make sure :)
So..I go in and try the Editor route:
Triggers button
New
Pattern:
H:%d/%d Ma:%d/%d Mv:%d/%d Mob: (*) ~>
Value:
#IF ("%1" = "few scratches") {#PCOL hi,green %x1}
#IF ("%1" = "wounded") {#PCOL yellow %x1}
#IF (("%1" = "badly wounded") OR ("%1" = "awful")) {#PCOL hi,red %x1}
Options:
checked "Prompt" (fyi, New Line was already checked)
Saved
Went and attacked something...but no colors.
So where did I go wrong?
Thanks again for helping the noob! :) |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Wed Oct 29, 2003 5:56 am |
Yes, I knew that Newline was already checked, that's a default condition. I meant for it to stay that way since I didn't say to change it.
I can't tell where you went wrong, it works for me. Some possibilities are:
You didn't put in enough spaces between items
You changed the Newline option
You have an earlier version which doesn't include #PCOL
The Newline option comes into play when the prompt appears on the same line with other MUD output. |
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Garrison Beginner
Joined: 21 Oct 2003 Posts: 21 Location: USA
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Posted: Tue Nov 04, 2003 6:23 pm |
This is rather weird...
The colors and coding works (cheers LightBulb!)...but it doesn't work every time..which is odd.
Any thoughts as to why? |
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