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Haldrik
Wanderer


Joined: 03 Sep 2007
Posts: 88

PostPosted: Sat Nov 22, 2008 11:22 pm   

Self-Expanding pattern? Storing variables in %1-%99?
 
Hey guys, tryin to come up with a trigger/pattern that stores everything in a line to %1-%99.

Pattern.

You also see a copper coin, some bronze coins, a field goblin, a thin field goblin, a musk hog, a musk hog and a field goblin.
You also see a dour field goblin, a copper coin, some bronze coins, a field goblin, a thin field goblin, a musk hog and a field goblin.
You also see a musk hog.
You also see a throwing hammer topped with a snarling lion's head and a low wall.
You also see a spotted field goblin and a beady-eyed field goblin.


So basically I need a pattern that can add everything before a "," before "and" and before "." And it needs to be able to expand and detract from anywhere of 1 variable to 10. etc



Thanks :) I've been tryin to figure this one out for awhile, I can use something like this for numerous applications in my mud.

-Haldrik
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Fang Xianfu
GURU


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

PostPosted: Sun Nov 23, 2008 4:05 am   
 
#trig {You also see (*).} {$things=%replace(%1," and",",");$things=%replace($things,", ","|");#var Stuff $things}

should do it. The idea is that you remove the " and " from the string and replace it with ", " so it looks like all the other items, then replace all the ", "s with "|", which make it a stringlist. You can do #print @stuff after running one of those test lines to see what I mean.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Sun Nov 23, 2008 6:59 am   
 
1)look for " and " instead. Not including the word boundary will cause %replace() to do some unintended things since it doesn't incorporate word-boundary functionality.

2)keep in mind that there are a lot of complex items that make it impossible to tell the difference between:

You also see a throwing hammer topped with a snarling lion's head and a low wall. <-- two items, the throwing hammer and the wall
You also see a throwing hammer topped with a snarling lion's head and a low wall. <-- one item, the throwing hammer with the lion and wall as dependants.

This is an annoying feature of DR formatting, but I can definitely guarantee that things only get more obnoxious from this point.

3)if you are trying to maintain an up-to-date item list, be aware that there are tons of item messaging you have to account for (it's a lot more than you think)
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Haldrik
Wanderer


Joined: 03 Sep 2007
Posts: 88

PostPosted: Mon Nov 24, 2008 3:58 am   
 
Great, I'm going to test it out shortly!



Matt-

What did 1) mean? are you talking about " and " vs fangs " and"? If so... roger :)


As for what I'm doing, I'm trying to build my room monitor a bit more efficiently. Before when I counted the items/mobs, I would make multiple triggers for every item that would be in the room, and I would enable the trigger on Roomname and disable the trigger on obvious exits. Now, if i can do it all in 1 trigger, it seems like it would be a lot easier on me.

Plus this same exact problem can be used for the DIR system to make a nice slow walk. Which im also stoked about.

And yes... I'm quite aware how obnoxious DR can be. But, thats ok. It's fun figuring stuff out. :) Sometimes I think its more fun to build stuff in CMUD for dragonrealms then it is actually playing.

Lol :)
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Fang Xianfu
GURU


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

PostPosted: Mon Nov 24, 2008 5:10 am   
 
Using " and " rather than " and" will cock up this script. You'll need to change the %replace to %replace(%1," and ",", ") if you do that. Hopefully it's clear why - if you don't, there won't be a space after the comma and thus the second replace won't catch it.
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Haldrik
Wanderer


Joined: 03 Sep 2007
Posts: 88

PostPosted: Mon Nov 24, 2008 11:05 am   
 
fang-


Bloody genius! :)


It works like a charm. I love it.


Thanks!
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Mon Nov 24, 2008 10:32 pm   
 
I say " and " because of obscure references like andreshlew (floating/mobile merman island), andu (in-game name of a time unit), and so forth. It's sometimes a pain to figure out how an item goes back together again so you can fix the script.
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