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hokusai001
Newbie


Joined: 11 Jan 2016
Posts: 3

PostPosted: Fri Dec 11, 2020 11:45 pm   

Discworld Mud map door text
 
So I play Discworld Mud, I usually use Mushclient when leading groups due to a UI created that allows Map Door Text (look around all directions I can see to see who is in them). Normally I have to use my alias to check it out.

When I do, it looks like this:
H.P. Haxxter is one north, the limit of your vision is one north from here, a fat priestess is one east, a large black and white dog is one east and one southeast, the limit of your vision is one east and one southeast from here, a tall man and a fat priest are one east and one northeast and the limit of your vision is one east and one northeast from here.

I want it to auto look every time I move into a new room but look more like this:

H.P. Haxxter is one north
a fat priestess is one east
a large black and white dog is one east and one southeast
a tall man and a fat priest are one east and one northeast


SO I want an auto trigger to a new window that seperates each room location like this. Anyway to do that on CMUD Pro?
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4690
Location: Pensacola, FL, USA

PostPosted: Sat Dec 12, 2020 1:09 am   
 
It is possible.

Code:

#TR {the limit of your vision} {
  #GAG
  //First we want to turn the line into a list
  $list=%replace(%line, ", ", "|")
  //Then we want to get rid of the repetious limit stuff
  #FORALL $list {#IF (%match(%i, "the limit of your vision")) {#DELITEM $list %i}}
  //And then we display the output:
  #WINDOW windowName %expandlist($list, %cr)
  }
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hokusai001
Newbie


Joined: 11 Jan 2016
Posts: 3

PostPosted: Sat Dec 12, 2020 9:18 pm   
 
After some work I got it looking right!

Is there any way to make it do that automatically when I enter a new room?

And clear everything that was in the window before?
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chaossdragon
Apprentice


Joined: 09 Apr 2008
Posts: 168

PostPosted: Sun Dec 13, 2020 2:37 am   
 
#TR {There are %w obvious exits:} {#CLR windowName;"look"}

zmud used the command :windowName:#CLR
cmud does not but should work with #CLR windowName

followed with your Map Door Text command to trigger the above recommendation by Shalimar.
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hokusai001
Newbie


Joined: 11 Jan 2016
Posts: 3

PostPosted: Sun Dec 13, 2020 2:52 am   
 
I did that, and it works well, except it causes a lot of lag for when I move now =(
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chaossdragon
Apprentice


Joined: 09 Apr 2008
Posts: 168

PostPosted: Sun Dec 13, 2020 3:49 am   
 
I'd wait for Shalimar to weigh in with his opinion/solution...
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4690
Location: Pensacola, FL, USA

PostPosted: Sun Dec 13, 2020 2:32 pm   
 
:windowName:#CLR

Should still work. I tend to use:

#EXECWIN windowName {#CLR}

Discworld has a bit of input delay if you enter a lot of game commands, as I recall.
Might that be the culprit of your lag?

If not, adding:

#WAIT 0

To the start of the original trigger might help.
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hpoonis2010
Adept


Joined: 18 Jun 2019
Posts: 279

PostPosted: Sun Dec 13, 2020 4:21 pm   
 
onRoomEnter event?
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4690
Location: Pensacola, FL, USA

PostPosted: Sun Dec 13, 2020 5:09 pm   
 
hpoonis makes a good point, no need to double process each room that way.
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jacobhue
Newbie


Joined: 26 Jan 2022
Posts: 3

PostPosted: Fri Jan 28, 2022 9:28 am   
 
The Discworld is a flat planet resting on the backs of four giant elephants, which themselves stand on the back of a giant turtle. The elephants' names are Berilia, Tubul, Great T'Phon and Jerakeen.

They are so big that they can only be seen properly from the air. On their heads rest snow-clad mountain ranges, through which vast caverns lead down to an underworld inhabited by a race of evil trolls.www.omegle.fyi [url=https://www.bazoocam.fyi/"]www.bazoocam.fyi[/url] www.chatrandom.one
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