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poorboy157
Newbie


Joined: 11 Nov 2007
Posts: 2

PostPosted: Sun Nov 11, 2007 8:50 pm   

Color and Timers
 
Two questions, number one, if I run a timer in a mud it appears in one spot running, is there anyway to string it out so I can visibly see how long the timer has run.

ex: Instead of (*&***) I want *&***

2nd question... is the help page concerning setting up colors going to be done at any point? I'm new to this client, have no idea about scripting etc. and am just curious if it is really that difficult to set up colors.

Thanks
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Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Mon Nov 12, 2007 8:24 am   
 
What do you mean by setting up colors?

You can look at some of the typical color commands.
#COLOR
%colorname
%color
#CW
#PCOL
%color



Finally, you should post each question in a separate post.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Mon Nov 12, 2007 12:33 pm   
 
Eh, I'm not so big on people posting all their questions separately. Bug reports, yes, because it helps if Zugg has a link straight to the report for a problem, but questions all having their own threads makes for a lot of clutter.

You weren't very specific, poorboy - I honestly have no idea what you mean by (*&***) or whatever - how are you creating these timers, and what's this display you're talking about? How do they normally look, and how would you like them to look?

And, like Tech says, "setting up colours" isn't very specific. He's covered most of the options there, but if you meant colour syntax (for putting colours in your says and whatnot) there's a tab in the preferences to fill that out.
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poorboy157
Newbie


Joined: 11 Nov 2007
Posts: 2

PostPosted: Tue Nov 13, 2007 8:16 pm   
 
Alright sorry, to clarify on my questions.

What I mean by timers, they're in game times. Nothing to do with the client. It is the roll of the dice you could say... if you're doing a special attack or some such that requires a certain amount of time a timer is visibly shown on the screen. It either is the timer sitting in one spot in the text i.e just * that rolls, or it is a whole series of symbols spread out as the timer runs. Of the various clients I've tried some show timers like this in one spot, some show them spread out and some don't show them at all leading me to believe there might be some way to change its visibility with a client as flexible as this.

Second question, I just cant figure out how to set my colors to match those of the mud. I.e most every client I've used I've been able to see me hitting something in red, missing in gray, items in yellow, races in 3 different colors, room names in blue, room descs in gray, mobs in orange. Right now all I see is different colored races and chats. I want to know how to set it up so I can see the colors I saw before again.

Thanks for your help
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5187

PostPosted: Tue Nov 13, 2007 8:36 pm   
 
Ah, now it makes sense.

The timer display done by your mud is using some sort of control code, it could either be the VT100 cursor location codes or it could be a simple use of the backspace character. Since some do it right and some don't I am going to hazard the guess that it is done with the cursor location codes. About the only thing you can adjust on those is whether or not they are on, and that is done in the terminal emulation preferences.

The colors should all display correctly in CMud. Zugg actually follows the protocol specifications precisely, while still allowing a number of bad mud implementations to be interpretted and corrected.

In order to better determine what the problem is please do the following, login to your mud, enter at the command line
Code:
#DEBUG test.txt trace.txt
Then move to a room where you can attack something, preferably something that you will both hit and miss on. Preform a few attacks then quit out and close CMud. This will make 2 files we will be interested in the contents of the test.txt, just put together snippets of it for each line that isn't colored the way you expect. The lines in the file should contain some stuff like '<27>[35mSome text' and that is what we need.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Wed Nov 14, 2007 5:25 pm   
 
Also, it's easy to change the colors. Go into the ANSI Color preferences and you can set what each of the 16 foreground and 8 background colors used by the MUD are mapped to.
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