Idea : Horse dismount tracking script

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Tran
Posts: 84
Joined: Sat Apr 30, 2016 1:49 pm

Re: Idea : Horse dismount tracking script

Post by Tran » Thu Aug 25, 2016 9:35 pm

I'm home! And installing it now and testing it out.

galfrey
Posts: 82
Joined: Mon Aug 10, 2015 5:28 pm

Re: Idea : Horse dismount tracking script

Post by galfrey » Thu Aug 25, 2016 9:57 pm

would it be possible for it to do it when you lose the horse after leading it too? i tried it out of curiosity and it works really well at the moment but would be good if it unhighlighted after lead and rehighlighted and recorded spams if the horse is lost while following you (for tunnels etc)

I dont have a clue how to do any of this at all so it was just a though, if its not possible im sure the people who use it will be fine with that was simply curious

Tran
Posts: 84
Joined: Sat Apr 30, 2016 1:49 pm

Re: Idea : Horse dismount tracking script

Post by Tran » Thu Aug 25, 2016 10:03 pm

Ok, first impressions :

I did most of my tests slowly.

Horseloc works great even while horse hoping.

Gotohorse also works great even while horse hoping.

Forgethorse works to reset the color of the map IF you don't horse hop. It will change the Map room Color everytime you dismount any horse.

So far I've found that if you ride a horse, go to room X, dism, move 1n, ride a new horse and dism immediately. Both your room and 1s of you will be green on the map. OH! I think it's because I was messing with colts, black stallions and a prancing pony. Some respond to Him and others to Her.

IE :

You start riding him.
You start riding her.

Also after a bit more time of testing and messing around.

- Gotohorse : Does not take norides into consideration.

(Minor detail seeing as there aren't all that many no rides to begin with AND I should be dism if ever I use Gotohorse in the first place!)

- Horseloc, Gotohorse and the Mapcolorchange all have the tiniest lag that means that if I am spamming hard to point B from point A and dism half way through, the "Marker" will be 4-5 rooms off from the room I dismounted at.

(Minor detail seeing as the Map color marker should still give me a pretty good idea of where the horse is as opposed to no idea at all.)

The main problem I am seeing so far is that my Map is becoming covered in little Green squares from the dismount triggers. I am not sure if that's due to dismounting and remounting too quickly or because of the male and female horses or what exactly. Is there a way to forgetallhorses? Or something of the like..?

I will test more things out in the near future, but for tonight I don't have enough time unfortunately.

byrg
Posts: 380
Joined: Fri Aug 07, 2015 8:56 pm

Re: Idea : Horse dismount tracking script

Post by byrg » Thu Aug 25, 2016 10:55 pm

 
Last edited by byrg on Tue Aug 26, 2025 11:35 am, edited 1 time in total.

byrg
Posts: 380
Joined: Fri Aug 07, 2015 8:56 pm

Re: Idea : Horse dismount tracking script

Post by byrg » Thu Aug 25, 2016 11:05 pm

 
Last edited by byrg on Tue Aug 26, 2025 11:35 am, edited 1 time in total.

Taziar
Posts: 961
Joined: Sat Mar 21, 2015 10:28 pm

Re: Idea : Horse dismount tracking script

Post by Taziar » Fri Aug 26, 2016 12:13 pm

Note on #ECHO vs. #SHOW

They both do the same thing mainly... Text displayed with #SHOW will fire any trigger that matches, where #ECHO will not. #SHOW also defaults to whatever your foreground text color is set to, #ECHO default color is set with the zMud system message color that you can set in color settings.

Taziar

Yeri
Posts: 110
Joined: Sat May 23, 2015 4:26 am

Re: Idea : Horse dismount tracking script

Post by Yeri » Fri Aug 26, 2016 6:50 pm

I figured out the highlighting issue - it has to do with how Zmud parses prompts. When commands are coming in quickly, output is given on the same line, like so:

* HP:Healthy MV:Full > You start riding him. <----- SAME LINE, DOESN'T BEGIN WITH 'You start riding' BECAUSE OF PROMPT

As opposed to what we're looking for, which is the un-lagged version:

* HP:Healthy MV:Full > ride horse
You start riding him. <------ NEW LINE

So the fix involves making sure your prompt is taken care of when matching:

^*> You start riding --> This is what I was going to propose, but: *BADGUY* hisses 'MY POWER IS LIMITLESS' > You start riding' matches it, so that's out.
^You start riding --> Needs no changes I think.

byrg
Posts: 380
Joined: Fri Aug 07, 2015 8:56 pm

Re: Idea : Horse dismount tracking script

Post by byrg » Fri Aug 26, 2016 9:56 pm

 
Last edited by byrg on Tue Aug 26, 2025 11:35 am, edited 1 time in total.

byrg
Posts: 380
Joined: Fri Aug 07, 2015 8:56 pm

Re: Idea : Horse dismount tracking script

Post by byrg » Fri Aug 26, 2016 10:38 pm

 
Last edited by byrg on Tue Aug 26, 2025 11:35 am, edited 1 time in total.

Taziar
Posts: 961
Joined: Sat Mar 21, 2015 10:28 pm

Re: Idea : Horse dismount tracking script

Post by Taziar » Sat Aug 27, 2016 12:48 am

Name the triggers, and put the {disable} tag on them. Then either use an #ALIAS or #ONINPUT to enable the trigger when you want to use it. #T+ {triggerName} will turn it on. Then put #T- {triggerName} inside the trigger so that after it operates it turns itself back off.

#TRIGGER "triggerName" {pattern} {trigger operations} "" {disable}

This also optimizes zMud to be less laggy as each new line is not matched against a {disable} trigger. Imagine thousands of triggers checking every new line, turn most off and only have them on right before you need them will help greatly with that.

#T+ #T- will also turn on/off #CLASS so you could do that also... just turn the class on when you need it and off when you dont. No way to false trigger then.

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