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TinTin++ Mud Client

multpile actions per line

 
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dave9000



Joined: 05 Oct 2006
Posts: 3

PostPosted: Thu Oct 05, 2006 9:14 am    Post subject: multpile actions per line Reply with quote

Am I correct in assuming that a single line from the mud can only invoke
a single action? Is this configurable?

There are times when I would really like to be able to have more than one
action invoked per line, I mean in cases where the line matches more than
one action. the case I've run into, and I assume it is prety common,
is that I have an action that tracks hitpoints, by extracting it from the prompt
with an action.
Sometimes the mud crams its output on same line as the prompt though, and I'd
like to have an action trigger in this case also.

I've worked around this with a simple patch, (changing a single line of code) so
that all all actions that match a line will fire, and it seems to work. but
if there is a built-in way to get this behaviour I'd like to use it.

Thanks
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Scandum
Site Admin


Joined: 03 Dec 2004
Posts: 3770

PostPosted: Fri Oct 06, 2006 8:00 am    Post subject: Reply with quote

You can work around this somewhat by splitting the prompt yourself.

Asuming prompt looks like: <hp:x mv:y>

#act {^<hp:%0 mv:%1>^} {hp stuff}

#act {~%2<hp:%0 mv:%1>%3} {#showme %2<hp:%0 mv:%1>;#showme %3;#gagline} {6}

You need the ^ at the end of the first action so it only triggers when there's nothing appended to the prompt, and a lower priority for the 2nd action. Keep in mind the 2nd action is a color trigger, so it might require a bit more work to trigger it properly.
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dave9000



Joined: 05 Oct 2006
Posts: 3

PostPosted: Fri Oct 06, 2006 7:44 pm    Post subject: Reply with quote

Thanks Scandum -

That will do it for me, its more complicated but doent involve
patching the code. Also I didnt know actions could trigger
off of the output of #showme, which opens a whole world of
possible solutions for my botting scripts.

Regards
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mleo2003



Joined: 01 Nov 2006
Posts: 21
Location: Mississippi

PostPosted: Tue Nov 07, 2006 4:18 pm    Post subject: Reply with quote

I have the same problem as dave9000, but that solution isn't wanting to work for me. My prompt is this:

<620X> <36100/36100L 24000/24000V> <0Rage 104Gnosis> <3:00 AM>

Every time I try to do the color trigger, it never works. I only could get it working once, and that was by copying the output of my prompt with #config convert on verbatim, and it would only trigger if my stats were certain values.

Code:
\e[0m<\e[0;1;36m620\e[0;0;37mX> <\e[0;1;36m36100\e[0;0;37m/\e[0;1;36m36100\e[0;0;37mL \e[0;1;36m24000\e[0;0;37m/\e[0;1;36m24000\e[0;0;37mV> <\e[0;0;31m0\e[0;
0;37mRage \e[0;1;33m104\e[0;0;37mGnosis> <3:00 AM> \e[0m


The mud changes the prompt colors as my life get's higher/lower, as well as Vitality, etc... etc...

There any way to account for all that in one trigger?
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Scandum
Site Admin


Joined: 03 Dec 2004
Posts: 3770

PostPosted: Tue Nov 07, 2006 6:50 pm    Post subject: Reply with quote

You can try using: #config debug on

If Go Ahead or EOR is enabled it'll add IAC GA or IAC EOR behind the prompt which you can make an easy color trigger on.

Regardless, you can try the following:
Code:

#act {~^\e[0m<%1> <%2> <%3> <%4> \e[0m^} {hp stuff or #nop}

#act {~^\e[0m<%1> <%2> <%3> <%4> \e[0m%5}
{
    #showme \e[0m<%1> <%2> <%3> <%4> \e[0m;
    #showme %5;
    #gagline
}
{6}
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