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shaun.murray Magician

Joined: 23 Jul 2005 Posts: 334 Location: Chicago
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Posted: Tue Jun 10, 2008 6:07 pm
#psub question, not coming out rite... |
| Code: |
<trigger priority="10100" ansi="true" id="1010">
<pattern>%e[1;31m(*) lands %e[0;37m~[%e[1;37m (%d) of (%d) %e[0;37m~]%e[1;31m attacks on you~: %e[1;37m(*) ~((%d)~)%e[1;31m damage(*)%e[0m$</pattern>
<value>#psub {~[ %eval(%2 * %5) ~]} %x1</value>
</trigger> |
From the MUD:
A wolfen warrior lands ( 1 of 6 ) attacks on you: tickling damage (2) damage.
Trigger fires, and does the psub, but it looks like this....
A wolfe[ 2 ]( 1 of 6 ) attacks on you: tickling damage (2) damage.
I'm trying to get it to look like this (will add in the %ansi coloring later....)
[ 2 ] A wolfen warrior lands ( 1 of 6 ) attacks on you: tickling damage (2) damage. |
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Wed Jun 11, 2008 1:08 pm |
You have %x1 as the start point for replacing, so I would expect it to replace "a wolfen" with "[2]", which is not what you want. I think you want:
| Code: |
| #psub {~[ %eval(%2 * %5) ~]} 0 %x1 |
As a side note, you have more parentheses than you need, unless you are doing other stuff that you haven't included in this code snippet. You aren't using %3 or %4. |
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shaun.murray Magician

Joined: 23 Jul 2005 Posts: 334 Location: Chicago
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Posted: Wed Jun 11, 2008 3:35 pm |
This is an ANSI trigger btw... (not sure what/how to make it have that flag, but you get the jist)
| Code: |
| #trig {%e[1;31m(*) lands %e[0;37m~[%e[1;37m (%d) of (%d) %e[0;37m~]%e[1;31m attacks on (*)~: %e[1;37m(*) ~((%d)~)%e[1;31m damage(*)%e[0m$} {#psub {~[ %eval(%2 * %6) ~]} 0 %x1} |
This is what its looking like tho....
[ 27 ] dark lion lands [ 3 of 9 ] attacks on you: grazing (9) damage.
As far as the sidenote... I think thats what I had in there when I was playing with it trying to get it to work. Heh.... |
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Zugg MASTER

Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Wed Jun 11, 2008 6:48 pm |
Sorry, but #SUB and #PSUB are not supported in ANSI triggers right now. It's on the to-do list for the future.
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shaun.murray Magician

Joined: 23 Jul 2005 Posts: 334 Location: Chicago
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Posted: Wed Jun 11, 2008 8:09 pm |
gar! nooooo!!! i'm LOVING ANSI triggers, sooo much more powerful imho. they coming out in the new release, or in v3?
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Tech GURU

Joined: 18 Oct 2000 Posts: 2733 Location: Atlanta, USA
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Posted: Wed Jun 11, 2008 9:02 pm |
For such a low-level change, I'm guessing v3 or later.
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_________________ Asati di tempari! |
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Zugg MASTER

Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Wed Jun 11, 2008 9:29 pm |
Yeah, it will be a while. The problem is that with ANSI triggers, the ANSI codes are included in the pattern string, which messes up the "counting" of screen position used in #PSUB (since the ansi codes are invisible on the screen).
Also, I should remind people that ANSI triggers are slower than normal triggers since it requires CMUD to reconstruct the ANSI codes for each line of text from the screen display. |
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shaun.murray Magician

Joined: 23 Jul 2005 Posts: 334 Location: Chicago
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Posted: Thu Jun 12, 2008 3:21 am |
every trigger is checked, right? so alot of ANSI triggers would noticeably slow it down? i'm thinking that for ALL battle text might be a bad idea to use the ANSI triggers. my only issue, is that using normal triggers, ill end up with a BAGILLION different triggers for all the different types of attacks an whatnot that are available. and using ANSI, id be able to single out if a certain line is combat, or communication. however, if it slows down my run and messes up my rates... heh, need I say more? LoL
anywho... food for thought for later... thanks everyone! |
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Zugg MASTER

Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Thu Jun 12, 2008 6:02 am |
Every "enabled" trigger is checked, yes. So only use ANSI triggers when absolutely necessary. And group other triggers into class folders and then enable/disable the class folders as needed.
For example, all of my combat triggers are in a "combat" class folder, and I have a single trigger that can detect when I enter combat mode (start killing a mob) and when I exit (the mob dies, or I die) that can enable/disable the combat class.
You might want to create a new post with more specifics about your exact situation and exact triggers and I'm sure some of the Gurus can help you with optimization of your trigger patterns. |
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