Maybe you've got timers on other clients setup that don't allow the router to drop your connection.
Not sure, reinstalled 2.1 and no change, installed 3.0 and i think it's fixed now maybe. It's going to be one of those weird things where I can't tell until I know that it's not fixed >_<
So, in switching to my new computer/hard drive, I'm finding that I miss a lot of my old toys as far as triggers/scripts are concerned. Is there any way to pull up a profile from an install that's on a drive other than the one on which Mudlet is installed?
So, in switching to my new computer/hard drive, I'm finding that I miss a lot of my old toys as far as triggers/scripts are concerned. Is there any way to pull up a profile from an install that's on a drive other than the one on which Mudlet is installed?
No, but you could install the old profile xml into your current one and transfer everything over. Do clear out doubles.
I use | as my command separator and now that I've finally learned Stratagems, I can't use set them up properly because it also uses |. Is there an easy solution that doesn't involve picking something else as my command separator?
I use | as my command separator and now that I've finally learned Stratagems, I can't use set them up properly because it also uses |. Is there an easy solution that doesn't involve picking something else as my command separator?
Okay. I've setup a thing that replaces the line for mystic pathways in the room with one that is more informative, showing where the path leads, and what area that is in.
The problem I'm having is that if I squint into a different room with a mystic pathway, my trigger is firing and replacing the mystic pathway in that room as well, but with my current room's info, as I'm grabbing the room numbers directly from gmcp.
How can I avoid this? If squinting had a preparatory line, I could exclude everything between that line and the next prompt from my echo, but that's not the case..
In your case, what you can do is to have the trigger disabled when you send your glance/squint command, then automatically re-enabled (through temptimers) a sec or half a sec later. It'll still mess up if you happen to have another way of looking into a different room (as though you were there) while you're not standing in it.
Well, I want it such that I can tell at a glance (when entering the room) where the pathway goes. That way, if I'm not using the mapper to autopath, I can still intelligently use pathways without having to enter more than just the pathfinding command.
But that doesn't solve the problem either, not directly. I still want to take the mystic pathway short description, and replace it with one that shows where that pathway goes. I guess I could similarly set a toggle variable, like "squinting" to true, and enable a trigger to capture room names from the squint to run the checking...
Mmrh, but that breaks for rooms with repeat names.
@Enyalida If you have a table of all the pathways, like the following... (first number is where the pathway is, second number is where the pathway goes to)
Then you can do this, which would trigger off of the: You see exits leading (.+) line..
if table.contains(pathways_table, gmcp.Room.Info.num) then local exists, areanum = pcall(getRoomArea, pathways_table[gmcp.Room.Info.num]) cecho("\n<DimGrey>There's a pathway here leading to <green>"..getRoomName(pathways_table[gmcp.Room.Info.num])) cecho("<DimGrey> - Area: <white>"..mmp.areatabler[areanum]) end
There's likely another way tou can do it, but that's how I have my rift tracking one set up. I think that's similar to how Vadi setup wormholes in Achaea as well, to be tracked via the mapper, though I could be wrong there.
Question for anyone else who tosses the mudlet mapper into a a miniconsole. Do you lose the ability to make it zoom in and out and such things? I haven't been able to make mine zoom in/out interact with my mouse at all lately, and I can't figure out why.
I use the following code to do it with.
GUI.Map_Container = Geyser.Container:new({
name = "GUI.Map_Container",
x = 0, y = 0,
width = "100%",
height = "100%",
},GUI.Box1)
GUI.Mapper = Geyser.Mapper:new({
name = "GUI.Mapper",
x = 20, y = 20,
width = GUI.Map_Container:get_width()-40,
height = GUI.Map_Container:get_height()-40,
},GUI.Map_Container)
--the map's default background color is black, so lets blend it in...
That's what I use for mine, code executed in that order. Might have something to do with you trying to creating labels in the wrong order, so it's trying to put the map 'behind' the other label, which in turn means mudlet is trying to interpret your scrolling as being on the 'above' label, rather than the map itself.
Try hiding the labels, and then seeing if you can scroll. ( use label_name:hide() and label_name:show() to achieve this) If you can, then my theory is right.
Where the first action is a free action but only if I have balance, and the second action obviously requires balance as well as the first action actually being performed.
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
sm add free assumes that the action doesn't actually take balance/eq and you'll be able to perform the next action, so it'll do both outd and fling in one move
@Tarkenton - I just use the createMapper() function instead of a geyser window, it allows me to zoom and stuff. I only use the one computer so I'm pretty ok with the set coordinates
Where the first action is a free action but only if I have balance, and the second action obviously requires balance as well as the first action actually being performed.
send("sm add outd hangedman|fling hangedman at " .. target)
No reason to make it two stratagems when a stratagem can have multiple actions.
I do all mine separately for script tracking purposes. The new stratagem echo thing will list them all separately, so adding and removing is just simpler by adding them separately
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Signature!
Estarra the Eternal says, "Give Shevat the floor please."
Signature!
Estarra the Eternal says, "Give Shevat the floor please."
But that doesn't solve the problem either, not directly. I still want to take the mystic pathway short description, and replace it with one that shows where that pathway goes. I guess I could similarly set a toggle variable, like "squinting" to true, and enable a trigger to capture room names from the squint to run the checking...
pathways_table = {
[12345] = 54321,
[23451] = 15432,
[34512] = 21543,
}
Then you can do this, which would trigger off of the: You see exits leading (.+) line..
if table.contains(pathways_table, gmcp.Room.Info.num) then
local exists, areanum = pcall(getRoomArea, pathways_table[gmcp.Room.Info.num])
cecho("\n<DimGrey>There's a pathway here leading to <green>"..getRoomName(pathways_table[gmcp.Room.Info.num]))
cecho("<DimGrey> - Area: <white>"..mmp.areatabler[areanum])
end
There's likely another way tou can do it, but that's how I have my rift tracking one set up. I think that's similar to how Vadi setup wormholes in Achaea as well, to be tracked via the mapper, though I could be wrong there.
Or, barring that, does anyone know how to add exclusions to Vadi's influencer so I can tell it not to influence certain denizens?
GUI.Map_Container = Geyser.Container:new({
name = "GUI.Map_Container",
x = 0, y = 0,
width = "100%",
height = "100%",
},GUI.Box1)
GUI.Mapper = Geyser.Mapper:new({
name = "GUI.Mapper",
x = 20, y = 20,
width = GUI.Map_Container:get_width()-40,
height = GUI.Map_Container:get_height()-40,
},GUI.Map_Container)
--the map's default background color is black, so lets blend it in...
GUI.Box1CSS = CSSMan.new(GUI.BoxCSS:getCSS())
GUI.Box1CSS:set("background-color", "black")
GUI.Box1:setStyleSheet(GUI.Box1CSS:getCSS())
ds_gui.labels.topright = Geyser.Label:new({x = 0, y = 0, width = "100%", height = "100%",}, ds_gui.containers.topright)
ds_gui.labels.topright:setStyleSheet([[border-image: url(C:/Users/R/Pictures/testlabel.png);background-color: black; border-color: DimGrey; border-width: 2px; border-radius: 6px; border-style: groove]])
ds_gui.labels.mapper = Geyser.Mapper:new({x = 3, y = 3, width = 394, height = math.floor((ds_gui.misc.wh*0.4)-6)}, ds_gui.containers.topright)
That's what I use for mine, code executed in that order. Might have something to do with you trying to creating labels in the wrong order, so it's trying to put the map 'behind' the other label, which in turn means mudlet is trying to interpret your scrolling as being on the 'above' label, rather than the map itself.
Try hiding the labels, and then seeing if you can scroll. ( use label_name:hide() and label_name:show() to achieve this) If you can, then my theory is right.
sendAll("sm add free outd hangedman", "sm add free fling hangedman at " ..target)
Where the first action is a free action but only if I have balance, and the second action obviously requires balance as well as the first action actually being performed.
No reason to make it two stratagems when a stratagem can have multiple actions.
There are (.*) filthy gutter mutts here.
I want it to highlight the whole sentence, but it only highlights the number in the sentence. Is there a way to get it to do the whole thing?
selectCaptureGroup(1)
setFgColor(255, 0, 0)
resetFormat()
Edit: I didn't know about these functions too, incidentally. But the mudlet wiki is a great resource for finding stuff to use.