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Istroath
Novice


Joined: 11 Feb 2005
Posts: 39

PostPosted: Fri Feb 18, 2005 8:45 pm   

Starting over
 
ok well im starting all over again to rebuild my client so im realy looking into this prompt stuff and figured out that there is two differnt type of codeing used here the perl and normal zmud now the mapper when you let it do its thing auto uses perl but to be honest with you this is the first i have herd of perl so i realy want to put it into zmud code and set up the #tag for my prompt as i know what it well always look like meaning the prompt changes a little depending on your level and also it changes if your a ghoast + i have other prompt triggers i want to use to make my prompt change colors as it gets lower anyway i need to know the best way to go about doing this. becuase there is two places in zmud to set prompt info one in the general settings for loading hp and ep into vars and the other in the zmapper then i can also from what im reading put my own prompt triggers in a class of my chooseing but so basicly im asking what is the best way to overide these two built in prompt settings and force it to listen to what i set it too like is there a class i should put this stuff in? cuz i have tried to set it up before in my own class and it seemed to work off and on but once in a while i would still get a room with the name of my prompt
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mr_kent
Enchanter


Joined: 10 Oct 2000
Posts: 698

PostPosted: Sat Feb 19, 2005 7:46 am   
 
wowyourpostishardtoreaddidyoubuyakeyboardwithoutshiftkeysandpunctuation ifyoucouldprovideuswithasampleofwhatyourpromptisthenmaybewecouldhelp youmoreimprettysureyoudontwanttooverridethemapperpromptstuffbecausethen youllreallyhavetroublekeepingthemapcurrentfinallyifyourpromptisendingupinther oomnameandyouhaveyourprompt#taggedthenyourpromptischangingmorethanyourealize
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Istroath
Novice


Joined: 11 Feb 2005
Posts: 39

PostPosted: Sat Feb 19, 2005 2:50 pm   
 
ok this is what my prompt looks like before any changes

^HP:230 EP:230>$

so this is a tipical room with prompt folowing

^Roomname(n, e and s)$
^ A item$
^HP:230 EP:230>$

now if i dont change my prompt at all on the mud it well always look like that. but if i alter the prompt setting at all on the mud it well change back to the original (as above) when you are a ghost untell you go rest and get a new body.

now i have my own prompt stuff i also use to alter the color of the hp and ep sepretly depending on there level and this is what it looks like ill also post my prompt code so you have a better idea of what it realy looks like.

prompt after my zmud changes:
^X HP:230 EP:230 X$

code used to change the prompt:
#CLASS {Prompt}
#TRIGGER {^HP:(%d) EP:(%d)>$} {#VAR HP %1;#VAR EP %2;%if(@HP<65,redhp,%if(@HP<135,yellowhp,%if(@HP<190,greenhp,cyanhp)));#SUB @HPEP}
#ALIAS redhp {%if(@EP<65,redred,%if(@EP<130,redyellow,%if(@EP<180,redgreen,redcyan)))}
#ALIAS yellowhp {%if(@EP<65,yellowred,%if(@EP<130,yellowyellow,%if(@EP<180,yellowgreen,yellowcyan)))}
#ALIAS greenhp {%if(@EP<65,greenred,%if(@EP<130,greenyellow,%if(@EP<180,greengreen,greencyan)))}
#ALIAS cyanhp {%if(@EP<65,cyanred,%if(@EP<130,cyanyellow,%if(@EP<180,cyangreen,cyancyan)))}
#ALIAS cyangreen {#VAR HPEP "%ansi(blue,black)X %ansi(high,cyan,black)HP:@HP %ansi(high,green,black)EP:@EP %ansi(blue,black)X"}
#ALIAS cyanred {#VAR HPEP "%ansi(blue,black)X %ansi(high,cyan,black)HP:@HP %ansi(high,red,black)EP:@EP %ansi(blue,black)X"}
#ALIAS cyanyellow {#VAR HPEP "%ansi(blue,black)X %ansi(high,cyan,black)HP:@HP %ansi(high,yellow,black)EP:@EP %ansi(blue,black)X"}
#ALIAS greencyan {#VAR HPEP "%ansi(blue,black)X %ansi(high,green,black)HP:@HP %ansi(high,cyan,black)EP:@EP %ansi(blue,black)X"}
#ALIAS greengreen {#VAR HPEP "%ansi(blue,black)X %ansi(high,green,black)HP:@HP EP:@EP %ansi(blue,black)X"}
#ALIAS greenred {#VAR HPEP "%ansi(blue,black)X %ansi(high,green,black)HP:@HP %ansi(high,red,black)EP:@EP %ansi(blue,black)X"}
#ALIAS greenyellow {#VAR HPEP "%ansi(blue,black)X %ansi(high,green,black)HP:@HP %ansi(high,yellow,black)EP:@EP %ansi(blue,black)X"}
#ALIAS redcyan {#VAR HPEP "%ansi(blue,black)X %ansi(high,red,black)HP:@HP %ansi(high,cyan,black)EP:@EP %ansi(blue,black)X"}
#ALIAS redgreen {#VAR HPEP "%ansi(blue,black)X %ansi(high,red,black)HP:@HP %ansi(high,green,black)EP:@EP %ansi(blue,black)X"}
#ALIAS redred {#VAR HPEP "%ansi(blue,black)X %ansi(high,red,black)HP:@HP EP:@EP %ansi(blue,black)X"}
#ALIAS redyellow {#VAR HPEP "%ansi(blue,black)X %ansi(high,red,black)HP:@HP %ansi(high,yellow,black)EP:@EP %ansi(blue,black)X"}
#ALIAS yellowcyan {#VAR HPEP "%ansi(blue,black)X %ansi(high,yellow,black)HP:@HP %ansi(high,cyan,black)EP:@EP %ansi(blue,black)X"}
#ALIAS yellowgreen {#VAR HPEP "%ansi(blue,black)X %ansi(high,yellow,black)HP:@HP %ansi(high,green,black)EP:@EP %ansi(blue,black)X"}
#ALIAS yellowred {#VAR HPEP "%ansi(blue,black)X %ansi(high,yellow,black)HP:@HP %ansi(high,red,black)EP:@EP %ansi(blue,black)X"}
#ALIAS yellowyellow {#VAR HPEP "%ansi(blue,black)X %ansi(high,yellow,black)HP:@HP EP:@EP %ansi(blue,black)X"}
#ALIAS cyancyan {#VAR HPEP "%ansi(blue,black)X %ansi(high,cyan,black)HP:@HP EP:@EP %ansi(blue,black)X"}
#VAR HP {}
#VAR EP {}
#VAR HPEP {}
#CLASS 0
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nexela
Wizard


Joined: 15 Jan 2002
Posts: 1644
Location: USA

PostPosted: Sat Feb 19, 2005 3:15 pm   
 
And that works? Talk about a lot of work to accoplish something simple....
#PCOL
#IF
#PSUB

Quote:
one in the general settings for loading hp and ep into vars

I don't recomend using this one at all, pretend it doesn't exsist

But anyways what exactly is it that you want to accomplish?
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