Search found 49 matches

by Lucky24
Thu Oct 21, 2010 11:49 am
Forum: Howtos, FAQs and Tips & Tricks
Topic: highlighting script
Replies: 2
Views: 1560

Re: highlighting script

Simplest way to do it would be to create a trigger that matches each text you want colored, check the "highlight" checkbox, and the "match all" (if you want to match multiple occurrences in one line). You can use the match type default of "substring" and simply type in each phrase exactly, or you co...
by Lucky24
Sat Oct 09, 2010 10:25 am
Forum: Help Forum
Topic: Script failure
Replies: 5
Views: 1029

Re: Script failure

Check out http://www.lua.org/pil/3.3.html for how the AND/OR/NOT operators work. BTW, your first line of code is always going to assign the first part to your local equilibrium variable, because balance.equilibrium is defined, and "<255,255,255>e" is a legitimate value. the AND statement just checks...
by Lucky24
Fri Oct 08, 2010 9:26 am
Forum: General Forum
Topic: Mapper now able to map non IRE MUDs
Replies: 48
Views: 14475

Re: Mapper now able to map non IRE MUDs

wooow. Pretty cool :D Yep, looks awesome, as long as there's a way to manually enter exit lengths as TEC doesn't have any way to uniquely identify rooms (some room descriptions are *identical*), so I think I'll just have to tell the mapper when to connect to an existing room and when to make space i...
by Lucky24
Thu Oct 07, 2010 9:28 am
Forum: General Forum
Topic: Mapper now able to map non IRE MUDs
Replies: 48
Views: 14475

Re: Mapper now able to map non IRE MUDs

TEC: The Eternal City It's a standard N,NE,E,SE,S,SW,W,NW,Down,Up world. I have all the triggers necessary to map things, including a script that does a "sizeup" on each room to get its size when I enter. I wasn't sure what 'v' was in k,v = pairs(GMCP.exits), but from your comments I think you're s...
by Lucky24
Wed Oct 06, 2010 12:18 pm
Forum: General Forum
Topic: Mapper now able to map non IRE MUDs
Replies: 48
Views: 14475

Re: Mapper now able to map non IRE MUDs

Wow, this looks great! I have one question/feature request: My mud (TEC) has room "sizes", aka, "a large plaza" can be 4x the size of a "narrow alley", and thus you have to walk 4 "narrow alleys" to make up the distance of one "large plaza". Is there any way to join these together, or would I have t...
by Lucky24
Sat Sep 25, 2010 8:48 am
Forum: Help Forum
Topic: table.save error.
Replies: 2
Views: 838

Re: table.save error.

Just adding keywords for people searching for this: saveVars() remember() remember("") loadVars() P.S. I've noticed other stuff in 1.1 that doesn't correspond to the manual exactly, like db:fetch_database(""), which throws a "attempt to call method 'fetch_database' (a nil value)" error in 1.1, like ...
by Lucky24
Fri Sep 17, 2010 10:58 am
Forum: Scripts & Packages
Topic: Custom Quick Queues
Replies: 6
Views: 3779

Re: Custom Quick Queues

I needed a way to insure no commands were overwritten, so I used a lot of the basic ideas from your sendQueue() function to write my own serialized queuing system. I haven't fully tested it yet, and I'd like to add a few more features, but right now it will accept any number of commands and pauses, ...
by Lucky24
Sun Sep 12, 2010 6:50 am
Forum: Howtos, FAQs and Tips & Tricks
Topic: zmud/nexus #wait → mudlet
Replies: 5
Views: 3564

Re: zmud/nexus #wait → mudlet

Ok, so a function of this type is neccessary to delay commands. I think I worded the example poorly; it was supposed to be an example of why the timer functions wouldn't work in some situations. Thanks :)
by Lucky24
Sun Sep 12, 2010 3:30 am
Forum: Howtos, FAQs and Tips & Tricks
Topic: zmud/nexus #wait → mudlet
Replies: 5
Views: 3564

Re: zmud/nexus #wait → mudlet

Do timers affect each other? AKA If two timers are set, will the first command be sent first, and then the second timer added on top? Also, the Batch Job Timers section on the Mudlet manual is a bit short... I'm thinking that if I implement timers extensively, I would probably want to make my own se...