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HerenIstarian
Novice


Joined: 30 Oct 2005
Posts: 40

PostPosted: Wed Jun 06, 2012 12:34 am   

Configuring TAGs for Lusternia
 
I've used tags before and I'm stumped why they don't appear to be working correctly for Lusternia. Especially since the settings I have turned on in game make it even easier to set the TAGs. I thought I would post an example of the output and my triggers so someone can tell me what I am doing wrong. The main problem I seem to notice is that it's not tracking the vnum and desc at all.

Code:
----------- v4135 -----------
\               \   /
  \          [S]-[ ]-[S]
    \           /
     [_] [>] [_]
    /   \   /   \
 [_]     [L]     [_]
    \     |     /
     [ ]-[@]-[+]-[ ]- - -[<]-
    /     |     \
 [_]     [ ]     [_]     [x]
    \   / | \   / |
     [_] [<] [x]  |
                  |
         [x] [A] [ ] [ ]
          |         \ |
----------- 1:0:0 -----------
<RNum 4135 /><RName>Marble arch before the Necropolis.</RName>
It is warm and quite pleasant. A statue of Morgfyre stands here, memorializing
his noble spirit. Sitting on its haunches, a bloodhound rests here. A gas lamp
casts pale, ghostly light across the streets from atop a tall, ornately gilded
iron post.
You see exits leading northeast, east, southeast, and west.
<PROMPT>508h, 396m, 354e, 0p, 918en, 860w ex-</PROMPT>

I use script text for my triggers so I'm going to put it in that format.

Code:
Pattern:
<RNum (*) ~/~><RName~>(*)<~/RName~>

Script:
#TAG vnum,name {%1} {%2}

Code:
Pattern:
<RDesc~>(*)<~/RDesc~>

Script:
#tag desc {%1}


Code:
Pattern:
You see exits leading

Script:
#tag exit


Code:
Pattern:
<PROMPT~>*<~/PROMPT~>

Script:
#TAG prompt
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: Wed Jun 06, 2012 12:54 pm   
 
It would be a bit better if you showed us the actual XML code for your triggers. To see the XML code, click the XML tab at the bottom of the editor window.

I would say that the desc tag isn't working because there is no RDESC tag in the mud output.

I'm not certain why the vnum tag isn't working. Is the name tag working? Are you certain that's the actual output from the mud? By comparison with the other tags, it looks like the vnum should be coming in as "<RNum 4135 /RNum>" instead of "<RNum 4135 />". [edit]Ack, no, my error. I believe "<RNum 4135 />" is valid.[/edit]

Are the exit and prompt tags working?


Last edited by Rahab on Wed Jun 06, 2012 8:20 pm; edited 1 time in total
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Wed Jun 06, 2012 5:40 pm   
 
Doesn't Lusternia use GMCP?
_________________
EDIT: I didn't like my old signature
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HerenIstarian
Novice


Joined: 30 Oct 2005
Posts: 40

PostPosted: Thu Jun 07, 2012 1:08 am   
 
I changed the triggers a bit and they are working better but not totally. The vnum and description still aren't capturing but for general mapping this is working here is what I did (I'll use XML). Everything else is capturing fine.

Code:
<trigger name="tRoomName" priority="40" id="4">
  <pattern><![CDATA[<RNum (%d) ~/~><RName~>(*)<~/RName~>]]></pattern>
  <value>RoomNumber = %1
RoomName = %2</value>
</trigger>

Code:
<trigger param="2" priority="60" id="6">
  <pattern>(*)<~/RDesc~></pattern>
  <value>RoomDescription = %1</value>
</trigger>

Code:
<trigger priority="70" id="7">
  <pattern>You see exits leading (*).</pattern>
  <value>RoomExits = %1</value>
</trigger>

Code:
<trigger priority="50" newline="false" prompt="true" id="5">
  <pattern>*<~/PROMPT~></pattern>
  <value>#TAG name @RoomName
#TAG desc @RoomDescription
#TAG vnum @RoomNumber
#TAG exit @RoomExits
#TAG prompt</value>
</trigger>


It does have GMCP, I do know what that is but I asked and they said yes.
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HerenIstarian
Novice


Joined: 30 Oct 2005
Posts: 40

PostPosted: Thu Jun 07, 2012 1:11 am   
 
Also, it appears to be capturing the prompt as the description.

I must have had brief on at that time, here is the verbose view.


Code:

----------- v4296 -----------
                             
-[ ]- - -[ ]-[ ]-[ ]     [ ]-
  |         /       \   /
 [ ]     [ ]         [ ]
          |         /
         [_]     [ ]
                /
             [+]
              |
              |
              |
 [ ]          |
/             |
-[ ]          |
              |
---------- -3:14:0 ----------
<RNum 4296 /><RName>Narrow lane through a residential district.</RName>
One or two light fluffy clouds drift lazily through the sky. <RDesc>Large houses line
the street here, separated from the uneven cobblestones by lush, walled gardens.
The elegant buildings have been defiled by the filth that floats through the air
of Magnagora, darkening existing shadows and adding its own. The road winds
through the area, curving as it heads south toward the soaring towers of the
Necropolis that are visible through the haze. The sounds of children playing can
be heard echoing through the streets, although too few citizens are visible to
justify all the ruckus.</RDesc> A gas lamp casts pale, ghostly light across the streets
from atop a tall, ornately gilded iron post. A statue of a bloodhound stands
here, memorializing his noble spirit.
You see exits leading northeast and south.
<PROMPT>562h, 444m, 381e, 0p, 1178en, 1090w ex-</PROMPT>
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HerenIstarian
Novice


Joined: 30 Oct 2005
Posts: 40

PostPosted: Thu Jun 07, 2012 7:04 am   
 
I found information about GMCP and I am starting to learn about it. It's pretty awesome stuff.
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HerenIstarian
Novice


Joined: 30 Oct 2005
Posts: 40

PostPosted: Thu Jun 07, 2012 8:06 am   
 
So right now I can see most of the information with #show %gmcp.Char.Status or whatever. However when I use Char.Items it returns nothing. The Script Debugging Log only shows a start and a stop. I asked on the MUD and I know it's supposed to work but I can't figure out what is going wrong.
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