I am really bad with mudlet beyond simple aliases and triggers. This might have been asked before but I was thinking how do I do A and upon regaining balance do B then upon regaining balance do C and so on without having to create a crazily complex set of commands. Perhaps something I can squeeze into a normally created alias
Hrm... In mudlet mapper is there a way to move the room adjacent (connected with an exit) to the one I'm standing without going to it?
Something like "rc <dir>" does for the room I'm standing.
I recall doing it in the past, but cant find documentation either online or in my notes now...
Find the room id for the room you want to move (you can get it from 'rl'), and use "rc v<id> <dir>".
Yeah, that's the "hard" way. When you need to map a new area that needs double spacing a lot this way takes long time and needs a lot of typing (or another way is to turn on/off, move, adjust, keep moving, etc which is tedious). I recall I was excited and happy when I found once something along the lines of "rc <exit> <dir>" where you didnt need to know/find the id of the <exit>, the position of it was enough, but looking through the scripts it's not there any more. Maybe it was a feature in an older version and wasnt kept in the update.
Having some difficulty with gui scripting in mudlet. Here's a picture of the problem:
There's this inexplicable black gap between the pink sleep label, and the purple gauge below it. It's inside of a Geyser.VBox, which should expand automatically to fill the gap.
So, new to mudlet, still way out of my element. Fairly simple question (maybe?):
I'm now getting told about wormholes when I change rooms, this is not relevant to me and only increases the potential information overload of my tiny little mind. How can I make svo/Mudlet/whichever is doing it stop telling me?
Oh man, I was thinking about it when I added them (just a few days ago) - whenever to display it all the time or when wormholes are on. Decided to go with all the time, because there can be one wormhole at a time in a room, and it would be helpful for people who can't use them to know that they exist (to know where a serpent can travel quickly or run, or get jealous and buy a vibrating stick)...
Well, disable the Wormhole Vision™ trigger, and that'll do it.
Oh man, I was thinking about it when I added them (just a few days ago) - whenever to display it all the time or when wormholes are on. Decided to go with all the time, because there can be one wormhole at a time in a room, and it would be helpful for people who can't use them to know that they exist (to know where a serpent can travel quickly or run, or get jealous and buy a vibrating stick)...
Well, disable the Wormhole Vision™ trigger, and that'll do it.
@Vadimuses: while we're on the wormhole topic, how can I add wormholes to my own mudlet map? I can't find anything in the documentation wiki.
Oh man, I was thinking about it when I added them (just a few days ago) - whenever to display it all the time or when wormholes are on. Decided to go with all the time, because there can be one wormhole at a time in a room, and it would be helpful for people who can't use them to know that they exist (to know where a serpent can travel quickly or run, or get jealous and buy a vibrating stick)...
Well, disable the Wormhole Vision™ trigger, and that'll do it.
@Vadimuses: while we're on the wormhole topic, how can I add wormholes to my own mudlet map? I can't find anything in the documentation wiki.
I'm using mudlet on 64bit Windows 7. And while hunting sometimes mudlet freezes and stops receiveing input. Why does it does this?
Haven't heard about this issue and there's nothing in Mudlet that makes it go "okay, let's stop receiving input now". Could your firewall problem perhaps?
For some reason anything to do with tattoos isnt working ! cannot even look at my tattoos or use them. Probably something blindingly obvious but I'm rather useless at this sort of thing.
Is this possible? Assuming I did something like, aiming in every direction or attempting to throw something in every direction, after gagging the 'not here' messages it will still send the prompt a bunch of times.
Is this something simple I'm overlooking?
I tried looking at the vconfig singleprompt option to see how it does it but I've very little experience coding not to mention I couldn't even find the damn thing in the scripts triggers or alias folders.
Is that function definition the entirety of the trigger script? If so, you need to make sure that it gets called at some point, i.e.:
function HighlightLine()
selectCurrentLine()
fg("black")
bg("deep_pink")
resetFormat()
end
HighlightLine()
Generally, it would be advisable to put the definition in a script somewhere (instead of in the trigger), so you don't have to go through the definition every time the trigger fires, and then just have the entire trigger script be just the HighlightLine() call.
You could as well leave the function definition out, if this is the only place where you want this highlight fired. So the script would be like
selectCurrentLine()
fg("black")
bg("deep_pink")
resetFormat()
If this is not the only place you want these highlights, Eld's recommandation to put the function definition into a script and calling it in the trigger.
I only want to mushroom sigils if I send certain aliases and if the sigils are flamed. If they're not flamed, I want to pick them up only when the aliases are sent. This does that, only it will also mushroom if I probe sigils that are flamed without using the aliases. If anyone knows how I can fix it, I'd appreciate it.
Aliases:
^ccc$
mushroom = cube
flame = no
send("p cube")
if flame == no then
send("get cube")
end
^mmm$
mushroom = monolith
flame = no
send("p monolith")
if flame == no then
send("get monolith")
end
Trigger:
^There is a flame-shaped sigil attached\. \((\d+) months remaining\)$
flame = yes
if mushroom == cube then
sendAll("get mushroom from pack", "attach mushroom to cubesigil")
elseif mushroom == monolith then
sendAll("get mushroom from pack", "attach mushroom to monolithsigil")
Comments
Find the room id for the room you want to move (you can get it from 'rl'), and use "rc v<id> <dir>".
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createMapper(1050,350,380,380) --x, y, width, height
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memberDictionary["bottomBorder"] = Geyser.Label:new( { name= affliction .. "BottomBorder",v_policy=Geyser.Fixed, height=1, color="black", }, affBox)
to
memberDictionary["bottomBorder"] = Geyser.Label:new( { name= affliction .. "BottomBorder",v_policy=Geyser.Fixed, height=1, color="red", }, affBox)
in order to see if the black box would get entirely colored red. Instead, I just have a thin red line.
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@Vadimuses: while we're on the wormhole topic, how can I add wormholes to my own mudlet map? I can't find anything in the documentation wiki.
Why does it does this?
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- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
function HighlightLine()
selectCurrentLine()
fg("black")
bg("deep_pink")
resetFormat()
end
I've tried the trigger line as all the following:
^(\w+) takes some (?:salve|balm) from a vial and rubs it on (?:his|her) arms\.$
^\w+ takes some (?:salve|balm) from a vial and rubs it on (?:his|her) arms.$
And different variations of the above. What could be wrong? It's all perl regex. Both the trigger itself and the group are activated.
function HighlightLine()
selectCurrentLine()
fg("black")
bg("deep_pink")
resetFormat()
end
selectCurrentLine()
fg("black")
bg("deep_pink")
resetFormat()
If this is not the only place you want these highlights, Eld's recommandation to put the function definition into a script and calling it in the trigger.
GMCP documentation: https://github.com/keneanung/GMCPAdditions
svof github site: https://github.com/svof/svof and documentation at https://svof.github.io/svof
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mushroom = cube
flame = no
send("p cube")
if flame == no then
send("get cube")
end
^mmm$
mushroom = monolith
flame = no
send("p monolith")
if flame == no then
send("get monolith")
end
Trigger:
^There is a flame-shaped sigil attached\. \((\d+) months remaining\)$
flame = yes
if mushroom == cube then
sendAll("get mushroom from pack", "attach mushroom to cubesigil")
elseif mushroom == monolith then
sendAll("get mushroom from pack", "attach mushroom to monolithsigil")
end