Are you fixing the tags twice? Make sure you don't have two such plugins installed. If MXP is enabled then you shouldn't see the < unless it got processed twice.
Hmm... the plugin is not working in this case, but you gave me an idea.
I made a trigger that "gags" (omit from output) the broken line and replaces it with a fixed one (using TriggerStyleRuns/ColourTell, etc.). Ugly but effective. :3
Amended on Fri 15 Apr 2011 11:05 PM (UTC) by Twisol
Message
To be fair, I think the best behavior is to treat nonexistent/broken tags as visible text instead of hiding them. Browsers have all sorts of ways to deal with malformed HTML, even.
I don't know how zMUD or MUSHclient handle it (I didn't really explore that part of the code), but it seems like a sensible fallback.
[EDIT]: That's not to say that it's a good idea to exploit behavior that's not specced, and MM is still clearly at fault. :D
Sounds like the usual, "It worked in zMud, so we didn't bother to realize that zMud ignores its own specification when dealing with some cases of '<'."
main {
__if (Schrodinger_Cat is Alive or version >= "XP"){
____if version = "Vista" then Performance /= Number_of_Cores;
____call Functional_Code();}
__else
____call Crash_Windows();}
Amended on Fri 15 Apr 2011 07:53 PM (UTC) by Twisol
Message
You need to disable MUSHclient's MXP support. Go to Game -> Configure -> MXP/Pueblo and make sure that the "Use MXP/Pueblo" dropdown is set to "No - never". (Also let me know what it was set to originally)
[EDIT]: For the record, you can use [code] and [/code] around your preformatted text to preserve the spaces. Like so:
A Shady Inlet - - -
(------------------------------------*Forested*---) - --(M)---> E
SW S SE
Visible Exits: E S Sw Se
(You can click the "quote" link to see how I did it.)
I have a little 'cosmetic' problem with Materia Magica's compass (where it shows the visible exits in a compass format).
For example, I see this:
A Shady Inlet - - -
(------------------------------------*Forested*---) - --(M)---> E
SW S SE
Visible Exits: E S Sw Se
(...)
instead of this:
A Shady Inlet - - -
(------------------------------------*Forested*---) - <---(M)---> E
SW S SE
Visible Exits: E S Sw Se
(...)
This seems to happen when I enter a room via recall, flee, blink, warp, or any other non-walk method.
Not sure if it's a client setting. But I tried with a clean world file (standard, without importing settings from my current world file), and it's doing the same.
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