- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Here is a helpful alias, which will exa all words given in the command line.
All you have to do is copy the place's long desc and paste it into command line.
Unfortunately the long desc is not available through gmcp, as there would be no copying.
You can skip examining the words you know are useless like (a,the,in,out etc.) by appending them to the
Tested on win8.1 and firefox
In the command line put
qw Here lies the great human known as an ivory-skinned melodramatic female human.
and you will get
You find no Here
You find no lies
UPDATE: this time 3 aliases and 1 trigger, all have to be in the web client to work properly.
- alias as above to examine the room (remember it only examines the first layer, plenty of items need to be examined deeper for further clues)
- alias to automatically search all examinable items from the first layer
- alias to stop the search (when you need to escape, a fight started etc.)
- trigger helper for the search alias
UPDATE 1: since editing aliases/triggers is still a pain, I corrected search alias to accept a number, use it like this:
(qw, qws, qwst are aliases names I picked)
1. qw <desc> -> this will exa words in the <desc>
2. qws -> this will search only examinable items from <desc> with 6s delay between each search
2. qws 12 -> this will search only examinable items from <desc> with 12s delay between each search
optionally use qwst -> stops searching
- (2.43 KiB) Downloaded 205 times
- (1.26 KiB) Downloaded 205 times
I'm lost for words...
Hmm, I don't force you to use it.Zhar wrote:I hate it when I see one 'Do what?' thing generated by my scripts, and you say your script generates one for each word in the long description of the room and then you have to scroll through them and read them anyway to find one that worked?
I'm lost for words...
I simply share what I wrote and find very helpful, maybe others like it too.
I follow the Genesis rule: you want something, don't whine, code it yourself. So there you go.
I prefer reading to writing so the script is excellent for me, I guess others may like to type everything and make typos.
That is fine with me, the script is just a helper.
And no, it does not generate exa command for all the words, one can specify which words shall be omitted.
Let's take this as an example:
Code: Select all
> l On Belfalas Way in the northern parts of Pelargir. It is night. A three-way intersection here marks the meeting place of Belfalas Way with Beacon Street. Just to the southwest, the Sirith River is visible flowing silently beneath a bridge which spans the stone channel that keeps the waters in their course. Far off to the east, a tall stone structure is visible against the sky. There are three obvious exits: north, east and southwest.
Code: Select all
> exa belfalas You find no belfalas. > exa way You find no way. > exa northern You find no northern. > exa parts You find no parts. > exa pelargir The City of Pelargir covers a large area of the surrounding landscape, extending east towards the edge of the River Anduin, and west towards fertile farmland. > exa it It is a simple guild item. > exa night You find no night. > exa three-way You find no three-way. > exa intersection The intersection connects the north-south running Belfalas Way with Beacon Street which travels to the east. > exa here The City of Pelargir covers a large area of the surrounding landscape, extending east towards the edge of the River Anduin, and west towards fertile farmland. > exa marks You find no marks. > exa meeting You find no meeting. > exa place You find no place. > exa belfalas You find no belfalas. > exa way You find no way. > exa beacon You find no beacon. > exa street The street here is made of large stone slabs which show the heavy use it has received through the centuries. > exa just You find no just. > exa sirith The Sirith River flows east, travelling underneath a bridge to the southwest to flow parallel to Beacon Street as it travels into the distance. > exa river The Sirith River flows east, travelling underneath a bridge to the southwest to flow parallel to Beacon Street as it travels into the distance. > exa visible You find no visible. > exa flowing You find no flowing. > exa silently You find no silently. > exa beneath You find no beneath. > exa bridge The aged bridge spans the Sirith River, and heads deeper into the city. > exa which You find no which. > exa spans You find no spans. > exa stone You find no stone. > exa channel A stone channel has been constructed to keep the Sirith River in its course as it travels east through the city. > exa that You find no that. > exa keeps You find no keeps. > exa waters The Sirith River flows east, travelling underneath a bridge to the southwest to flow parallel to Beacon Street as it travels into the distance. > exa course You find no course. > exa far You find no far. > exa off You find no off. > exa tall You find no tall. > exa stone You find no stone. > exa structure From this distance, all that is visible is a tall stone structure. > exa visible You find no visible. > exa against You find no against. > exa sky The sky is filled with billowing clouds and gulls from the sea. >
Sure, that is also a way.Zhar wrote:I see nothing wrong with you sharing your script. What I meant by my comment was that it perhaps needs a bit of refinement.
You now have a lot more reading to do, including scrolling through text to fish for something that did produce result. I think it's faster to just manually examine anything that is an object in the room (leaves, stones, chairs, tapestries etc.). And if you want to make it faster you could simply make an alias for 'massexa <args>' and use it like 'massexa floor roof tiles chair candle' and it would issue the exa command for all the specified objects.
What I like about my way is:
- almost no typing necessary to exa/search the first layer of items
- done automatically (can not miss anything, can not make a typo)
- refine the script as you go (add unnecessary words to the list, which will cut the output substantially over time)
- provides a foundation for automatic search of the area
Perhaps the script might be improved. However I see no way to get rid of the unnecessary "You find no" lines as I did not find a way to gag the output as well as I did not find a way to capture it.
But the biggest gripe I have with this kinds of scripts is that they require you to select, copy, paste and scroll through the text. I can't speak for the others but I've never used a MUD client that would have buttons, automappers and other such things so using anything that's not your keyboard to interact with Genesis seems unnatural to me. Typing will always be faster than clicking and since Genesis is a text-based game it's good to get used to it.
Back in the day, it would have been a problem.Mersereau wrote:Wouldn't scripts like that put an unnecessary stress on the game? You're pinging the gadget with a bunch of commands just to brute force a response.
I doubt it is today, with the hardware and bandwidth that is available.
Pulp Znuga! PULP!!!!
Deleting Text - Gagging
This function deletes the current line - or any line where the cursor is currently placed. You can use repeated calls to this function to effectively erase the entire text buffer. If you want to delete or gag certain words only, you can select the text that you want to delete and then replace it with an empty string e.g:
If you get this line form the MUD: "Mary and Tom walk to the diner."
selectString( "Tom", 1 )
replace( "" )
Then the output will be changed to: "Mary and walk to the diner."
this could be used to clean up the results a bit =)
EDIT: i just noticed you might be using the web client instead of mudlet.... if that's the case, this probably wont work... but who knows....