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Re: Mudlet 3.0.0-delta (preview #4)

Posted: Tue Apr 05, 2016 1:21 pm
by noblestone
It still resizes the window when trying to go full screen. Any fixes?

Capture triggers, and long aliases

Posted: Tue Apr 05, 2016 6:34 pm
by Dr Sockter
So i'm new to mudlet, as I am new to this Macbook...I have a few questions some of you may be able to help me with! I came from a PC, and I used Zmud for 20 years, some of the features here are foreign to me, but I want to understand them...

So my first question is this, on a long alias for instance I want to type GTF ...and have this reaction.. 4s4e3s4e4sesswsse4s7wnw16n7w4d5ne2w....instead of typing ENTER("s") ENTER("s") ENTER("S") ENTER("S") there a faster way to send all of these directions using .4s or something similar, if not I fear I will be here till tomorrow submitting directions to this one zone...

Also in my mud there is a group function, in this scenario members of the group are expected to have certain triggers fire captures for instance.... XXX GROUP-SAYS 'SANCTUARY'.... I want to respond with... CAST 'SANCTUARY' XXX...or another example would be...ZZZ GROUP-SAYS 'ENTER YYY'....I want my command to be ENTER YYY...I can't figure these out, Mudlet is the only client I have found that offers these functions I hope I can understand this better..

Re: Mudlet 3.0.0-delta (preview #4)

Posted: Sun Apr 10, 2016 9:43 pm
by Dr Sockter
I figured out the speed walk, but I still can't capture specific names in my's hard to explain...ill give an example....

I want something like this...X = Players name

X group-says 'armor'
Cast 'armor' X

Re: Mudlet 3.0.0-delta (preview #4)

Posted: Fri Apr 15, 2016 5:29 pm
by jimbus
Welcome to Regex! This site,, is your friend. It not only test, but explains and has a bit of a reference.

There are two parts to a trigger: the regular expression that searches the input and the Lua script that sends a response.

Your regex might look like this:
Code: [show] | [select all] lua
(\w+) group-says \'(\w+)\'  --don't forget to set the string type to perl regex
( ) is a capture group, the tokens you will keep
\w is any alphanumeric
+ means there will be one or more of the proceeding item
quotes or any other special character need to be escaped with a \ if they are a literal in your string

This grabs two tokens and puts them in an array or list called matches as typical with tokenization, the first element in the array is the whole line, so your actual list of tokens starts at the 2nd through whateverth spot. Lua's lists start at 1, so your matches start at 2.

matches[2] would be your name
matches[3] would be your prayer/spell

so you could use:
Code: [show] | [select all] lua
send ("Cast \'" ..  matches[3] .. "\' " .. matches[2]);
as your response.

Now, you need to worry about your names have special characters, will the jokers in your group try to spoof your trigger (for example: Joker group-says 'heal ; shout I'm a weinie' or worse), can your spells have two or more words...
Code: [show] | [select all] lua
^(\w+) group-says, \'(\w+)(?: ([^;]+))?\'$
^ says it has to start at the beginning of the line and $ say that's the end of the line
(?: ) is a non-capturing group and ? means 0 or more... in this case I'm saying there has to be at least one word, optionally more.
[^ ] means any character, except what is in the brackets. My mud uses dash, dot and asterisk in object useage, but I don't want a command separator sneaking through.

I'm not sure this is 100%, but this is what I've figured out on my own... feel free to critique :)

Re: Mudlet 3.0.0-delta (preview #4)

Posted: Fri Apr 15, 2016 5:36 pm
by jimbus
The dialogue boxes for package manager and module manager are very similar in look and function, bu the buttons on module manager are inconsistent and confusing.

Packages: install, uninstall, cancel and ok(default)

Module: module help, install, uninstall (default)

I have more than once uninstalled when I was trying to close the window.



Re: Mudlet 3.0.0-delta (preview #4)

Posted: Sat Apr 16, 2016 3:19 am
by SlySven
I agree that they are not all they could be - and I do have them down for an overhaul - the important different about the two is that modules can be synced and shared between profiles. You can develop/rewrite/enhance a script or other item in one profile and it will automagically be reproduced in another the next time it is loaded...

The only issue is when you develop a system in one profile - you build it into a package with the exporter (that function is only on the menubar not on the main toolbar) and then load it back into the profile that you developed it on. Then you only want one set of things active in that profile - so you should then disable the non-packaged version and then do further development in the items in the editor window that have a brown top-level (package) folder icon.

I recently found there are/were some issues with toolbars (should have yellow folders) not behaving as toolbars when they are packaged like this instead they behaved as the next level down (menus, which should have blue folders) all the way down the editor tree to the buttons at the leaves of that tree.

Re: Mudlet 3.0.0-delta (preview #4)

Posted: Thu Apr 21, 2016 2:02 pm
by jimbus
I've been using modules for a month or so and I was just commenting on the interface inconsistency. Usability is sort of my thing :)

the only other thing I've noticed is player created variables don't seem to be part of package or modules. I guess I'll have to create an aliases to manage them

Re: Mudlet 3.0.0-delta (preview #4)

Posted: Thu Apr 21, 2016 8:16 pm
by SlySven
Variable are - or can be - set to be saved with the Profile - go to the "Variables" part of the editor and you will see a checkbox to the left of the variable (or function or table) name in the tree of items - if that is set then the variable will be saved in the profile. Then you may need to specify the variable in a script or the container/folder for several scripts that use that variable (not sure if it HAS to be there or if it just makes more sense to) and have something to set an initial value if the variable does NOT exist, e.g. something like:

Code: Select all

[local] variable = variable or 0 -- for a number
[local] variable = variable or "" -- for a string
[local] variable = variable or {} -- for a table
I think the local is useful if you only need it for code in the same folder or further down the same branch in the tree. One thing you can do is hold all the variables YOUR scripts/keys/aliases/buttons/triggers in a table with a unique name and then have individual variables/sub-tables of variables inside that. This avoids any problems if the variable names YOU have used from clashing with identically named items from other packages/systems - this is particularly valuable if you intend to create a system/package to distribute to other users - the BIG ones that get mentioned elsewhere within these forums are usually pretty upfront about the "name" they will use. Note that the variables part of the editor can be set to "hide" things which can be irritating or damn useful depending on whether you are trying to find something or want to hide items that do not impact on your own creations... ;)

Re: Mudlet 3.0.0-delta (preview #4)

Posted: Wed May 04, 2016 7:17 am
by Sharidin

I'm on Ubuntu 16.04 LTS and I cannot make Mudlet 3.0.0 work for me no matter what I try.

The software centre has 2.1 by default. When I add the PPA as instructed I run update and I come across the following output at the very end:

Code: Select all

W: The repository ' xenial Release' does not have a Release file.
N: Data from such a repository can't be authenticated and is therefore potentially dangerous to use.
N: See apt-secure(8) manpage for repository creation and user configuration details.
E: Failed to fetch  404  Not Found
E: Failed to fetch  404  Not Found
E: Some index files failed to download. They have been ignored, or old ones used instead.
I tried download the "general" linux x64 installer, which works fine, but afterwords Mudlet refuses to run at all, whether I try using the "Run Mudlet" icon or "mudlet" inside the "bin" folder.

Mudlet 2.1 from software centre works properly but I am on Achaea and trying to use Svof and the package does not work at all. The function "Load Externals" in the Scripts folder comes up with many lua5.1-related errors. I tried installing lua5.1 but to no avail.

Any help would be greatly appreciated!

Re: Mudlet 3.0.0-delta (preview #4)

Posted: Wed May 04, 2016 12:44 pm
by SlySven
Humm, those personal package archives (PPA?) are old - they only have the 2.1 release.

Although we use the lauchpad service as a bugtracker we keep the source code now on GitHub, so if you want a recent version you are likely to want to compile either the development or the latest 3.0.0 preview.The last packaged binaries were the "delta" preview (and that is well over a year old unfortunately and there has been a number of bug-fixes implemented since even then) as you can see if you clone the repository.

Regrettably there are still around 5-6 issues that we need to solve before we can contemplate the first 3.0 release - though yours truely and others are making some glacial progress on that score (and kudos to Nyyrazzilyss as a non-developer {I think} who is making some headway in curing the no sound on Windows problem, as personally I have not yet got a working build platform for 'Doze yet!)