Ok, so what I'm trying to do is make a log of every help file on my MUD. But I don't want to sit there and type 'help 1', 'help 2', 'help 3', etc. manually because there's almost 3000 help files. I don't think there are help files for 1 - 19 so I think the first help file is 'help 20'. So right now if I type 'help 1' this is the output I get:
civilized <100%hp 100%m 100%mv 1900tnl (50.00%) 7 PM>
help 1
Unable to find what you were looking for. Make sure to check your spelling.
civilized <100%hp 100%m 100%mv 1900tnl (50.00%) 7 PM>
So I need a variable that represents the help file number (in this case '1') and a trigger that will trigger on the output
Unable to find what you were looking for. Make sure to check your spelling.
increment my variable by one, and send to the MUD 'help 2'. This will continue to trigger until it gets to the first help file
civilized <100%hp 100%m 100%mv 1900tnl (50.00%) 9 AM>
help 20
EMPIRE IMPERIALS 'IMPERIAL LAW' ECHELONS EMPEROR RECRUITER 'ARCANE SECT'
In ages past, a mighty Empire existed, bent on civilizing all of Thera by
force. Consisting of four sects, the Blades, the Divine, the Black, and
the Shadow, its citizens spread across the lands like locusts, attempting
to bring all under their dominion. Betrayed by the Arcane Sect, and the
dread Lich Valguarnera, the Empire fell into ruins, until all that was left
was an empty palace, and the decaying Imperial lands, a distant memory of a
dream unrealized.
Time passed, and a rumbling was heard throughout Thera. Once again, the
call went out for new citizens to create an Empire. Their goals remain the
same... all of Thera will be brought under Imperial control, to promote
order and civilization. Wary of past alliances that brought about its
previous ruination, the Empire has banished the Arcane Sect forever. Four
sects remain the heart of the Empire, however.
The Blade Sect consists of warriors and bards.
The Black Sect consists of anti-paladins and necromancers.
The Divine Sect consists of shamans and healers.
The Shadow Sect consists of assassins and thieves.
Admittance to the Empire is available only to those with dark hearts,
orderly ethos and begins with the bloodoath, which can be administered by
any citizen. Druids and rangers cannot join the Empire due to their
affinity with nature.
There are seven echelons of status in the Empire, from the lowliest,
bloodoath, to the highest, Emperor. Those of a higher echelon have the
power to promote, or demote those below them, based on their worth as
citizens. Every citizen within the Empire has pledged their heart, their
soul and their life to the Empire and are bound to follow Imperial Law.
See also: 'DIVINE SECT', 'BLACK SECT', 'SHADOW SECT', 'BLADE SECT',
'PROMOTION', 'DEMOTION'
civilized <100%hp 100%m 100%mv 1900tnl (50.00%) 10 AM>
Note that this help file just returns me to my prompt so there's no specified output to trigger. For this I would need some kind of timer to increment my variable by one and send to the MUD 'help 21'. Some help files are larger than one page
civilized <100%hp 100%m 100%mv 1900tnl (50.00%) 3 PM>
help 2345
ARCHERY BOW BOWS
Syntax: automatic skill
The vast majority of adventurers and heroes find archery much too
impractical
for a life of head-to-head combat, and leave bows and arrows in the hands
of archers that can shoot their weapons from the safety of battlements.
Two exceptions to this rule, however, are the hunter and the raider.
The hunter is a specialized ranger who has adapted the skill of archery to
be
suitable for a life of adventure. Perpetually trying to keep distance in
confrontation requires a hunter's endurance and cunning, and typically with
the
time required to load and aim, only a single shot can be fired in a round of
combat.
As Goblins are socialized into a world in which speed and keeping enemies at
a
distance are essential to survival, their raiders likewise train to keep
confrontation on their own terms--and archery provides them the distance
necessary to avoid enemies that would otherwise crush them.
Ranged attacks do, however, afford opportunities unique in the art
of war, but only a true hunter or skilled raider possesses an arsenal of
skills
capable of making the bow viable enough to withstand the chaos of a direct
fray.
Arrows fired from bows are impossible to parry. The training of a hunter
allows
them to use their bow even in the water.
The archery skill allows the hunter and raider to wield their bows, which
requires two hands.
[Hit Return to continue]
See also: HUNTER, RAIDER.
civilized <100%hp 100%m 100%mv 1900tnl (50.00%) 4 PM>
See near the bottom where it says
I need a trigger to send return to the MUD which should be easy enough to do via the GUI. And then the timer will kick in and continue the process.
I hope this makes clearer what I'm trying to do. |