btw, end result on alias to get and light kindling
<aliases>
<alias
match="1*"
enabled="y"
send_to="10"
sequence="100"
>
<send>%1
drop %1
remove quartz
take blade from bag
light %1</send>
</alias>
</aliases>
plus one to light an object from the kindling
<aliases>
<alias
match="2* *"
enabled="y"
sequence="100"
>
<send>wear quartz
put blade in bag
take %1
light %1 from %2</send>
</alias>
</aliases>
Amended on Sun 24 Apr 2005 09:59 PM (UTC) by Flannel
Message
You CAN do it in one alias that's what the script that I gave you was for. I went ahead and put it into an alias (notice no script routine? since you seem to have it in everything regardless)
<aliases>
<alias
match="@*"
enabled="y"
send_to="12"
sequence="100"
>
<send>temp = "%1"
if (temp = "grass") then
temp = "dried grass"
end if
if (temp = "bark") then
temp = "shredded bark"
end if
send "get " & temp
send "drop " & temp
send "remove quartz"
send "take blade from bag"
send "light " & temp</send>
</alias>
</aliases>
will send shredded bark if its bark, dried grass if its grass, and anything else if its whatever else (if you wanted to make it JUST work for grass/bark, we can do that too).
As for your other alias, like I was saying, regular expression. Try matching on this:
^(.*)\|{8} > (.*)$
Which is a regexp. You CANT use a regexp quantifier ({8})with just normal *s for wildcards. It just doesn't work that way, you can't have half be a regexp, and the other half not.
The map thing is going to be way too complicated for you right now. Especially with the overlapping. Although If you have coordinates, that will simplify it some.
i know i should keep it simple, but i don't suppose there's a way to make the ansi maps in my game get translated into a bmp so that as i walk around, i'm making one large bmp map of the game world?
And also, that script that I posted was for your alias (to be able to do @ [item] or @ [grass] or @ [bark] and have it send accordingly. It had nothing to do with the trigger to figure out which to use.
And you don't check 16 lines back. It will match when that line gets there. It checks each line, one at a time.
Stick to one problem at a time, the alias was a good once, once you figure that out (including script syntax errors, if youre using VBScript or JavaScript download their help file and reference that to figure out the syntax, as well as the forums) then you can worry about setting and using a variable regarding your preferred item. Mushclient will only do what you tell it to, and if you don't tell it to do the right thing, nothing will work. So take the time and figure it out one step at a time. Simple triggers/aliases to simple scripts inside of triggers/aliases (and how they interface with triggers/aliases) to more complicated triggers/aliases (ones that interact with and depend on other things).
So go back and reread the guide again, you'll probably pick up on things you missed the first time around, and don't try to do things that are too complicated, since then all you get is confused.
i'm not matching 16 lines, it's just that it's 16 lines back to find the word forest, to get the trigger to send "shredded bark" to anywhere, and i thought i was sending it to the function, not just the script
Wait, what? Where did that come from? You could set a variable for the 'current item', but we're still working on the other problem (or did that fix itself?) since, scripting won't do you any good if you can't get scripting to work.
And that last trigger would call the 'temp' routine, and then send "shredded bark" to the script engine, which would generate a syntax error (most likely). You do one or the other (send to script or a script function) well, under normal circumstances.
Amended on Sun 24 Apr 2005 10:38 AM (UTC) by Flannel
Message
You can 'copy' the trigger and paste it here (please do) copy from the main trigger dialog (copy button).
But, a bad script won't cause problems (until it's run).
Do remove the script function though, since you don't need it.
Did you get any errors when reloading the script? I can't remember if an error will make the script engine stop working completely, but it does seem like it might.
one other thing, this is the desc i'm trying to get whether i need bark or grass from
Heavily wooded forest
Obvious exits: nothing
It is nearly pitch black here.
------------------------------------------------------------------
Dense foliage crowds this area, nearly black at this time of night. Above,
dappled wedges of the night sky are visible through the thick branches;
column-like tree trunks stand starkly against this shadowy backdrop. Fallen
branches and leaves, some tangled in the ever-present undergrowth, are visible
in the few shafts of pale light.
This area is vast.
------------------------------------------------------------------
A wood cabin is to the southwest.
==================================================================
the name of the room, in this case heavily wooded forest is always bold, and that's what i've been trying to get the alias for lighting kindling to respond to
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