Alertness parsing [gmcp]

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Mosr
Posts: 30
Joined: Wed Jul 21, 2010 1:24 pm

Alertness parsing [gmcp]

Post by Mosr »

turns
Your enhanced senses inform you that Denex has entered Entering the main gate of Ashtan nearby.
into
[ALERTNESS]: Denex here.

or into
Your enhanced senses inform you that Denex has entered Entering the main gate of Ashtan nearby.
[ALERTNESS]: Denex here.
Requires GMCP. Check out the script portion for the toggle for the gag. The gag is enabled by default.


Edit: this works for all mapped areas and directions.
[ALERTNESS]: Yuloth northwest
Attachments
room_parse_script.xml.xml
(2.25 KiB) Downloaded 233 times

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Rakon
Posts: 350
Joined: Tue Feb 16, 2010 7:41 pm
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Re: Alertness parsing [gmcp]

Post by Rakon »

There are a lot of areas in achaea that are not mapped server side. How is this script better or different from standard alertness triggers, being based off of GMCP?

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Vadi
Posts: 4852
Joined: Sat Mar 14, 2009 3:13 pm

Re: Alertness parsing [gmcp]

Post by Vadi »

Looks nice, I'll add it to the IRE Mapper script - I'll add compression into it firstly though.

A lot of areas are being mapped out by the way, my new mapper script which notifies was when a map update happened is pretty much going off every day.

Mosr
Posts: 30
Joined: Wed Jul 21, 2010 1:24 pm

Re: Alertness parsing [gmcp]

Post by Mosr »

GMCP room info doesn't give names. Unless of course you just want to have alertness echo you some room numbers.

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Rakon
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Re: Alertness parsing [gmcp]

Post by Rakon »

Mosr wrote:GMCP room info doesn't give names. Unless of course you just want to have alertness echo you some room numbers.

I don't think you understand what I was questioning. How is your GMCP script better than utilizing an in game trigger matching the text of an alertness line?

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Vadi
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Joined: Sat Mar 14, 2009 3:13 pm

Re: Alertness parsing [gmcp]

Post by Vadi »

I'm confused at this point now - 'in game trigger'?

Mosr
Posts: 30
Joined: Wed Jul 21, 2010 1:24 pm

Re: Alertness parsing [gmcp]

Post by Mosr »

That would defeat the entire purpose of having a script that takes the alertness line and translates it to "PERSON NORTHWEST" instead of "PERSON - THE MAIN GATES OF ASHTAN".

Unless of course you found some kind of in game mechanic that automatically updates a table with the adjacent room names.


&Vadi: if by compression you mean compressing people like you did with your trample script- I did something like that but chose not to include it for some reason. Not exactly sure why, but I'll look forward to not having to redo it. :) Also, if you're gonna add it to the standard package, might wanna include an alias-toggle for the gag or something. :D

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Vadi
Posts: 4852
Joined: Sat Mar 14, 2009 3:13 pm

Re: Alertness parsing [gmcp]

Post by Vadi »

Well if you have it done, repost it?

I don't think an alias will be necessary, triggers will still work and this output is better.

Mosr
Posts: 30
Joined: Wed Jul 21, 2010 1:24 pm

Re: Alertness parsing [gmcp]

Post by Mosr »

Sorry if I was unclear. I don't have it anymore- it was deleted on accident when I was trying to delete something else.

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