Ah that makes sense. You simply want to know if you pressed "ki" <tab> whether you will get "kick" or "kill" or something?
I don't see a big problem in doing that. :)
Quote:
I have a Mudding page at my site aimed toward blind users.
I would be interested to read that. Positive feedback is an encouragement to developers to add support to their programs.
BTW, I'm not sure how easy the GUI interface is to use if you can't see much or at all. I never use screen reading software so I have no idea how well it represents dialog boxes with lots of checkbuttons etc.
The ideas presented in this thread might help:
http://www.gammon.com.au/forum/bbshowpost.php?bbsubject_id=7123&page=999999
For example, assuming you install into your script space the script ItemToTable (near the bottom of the page), and use the tprint function provided in the supplied exampscript.lua file, then you could simply examine a trigger by typing:
t = ItemToTable ("trigger", "exits")
tprint (t)
In this case my trigger was called "exits". This would display (and thus have read out to you):
"enabled"="y"
"custom_colour"="2"
"name"="exits"
"sequence"="100"
"match"="Obvious exits:"
Now assuming you also install the functions mentioned in the first post on that page, you can change a value (like the enabled flag) and replace the trigger:
t.enabled = false
LuaAddTrigger (t)
This effectively would let you add or modify triggers, aliases and timers using a command-line type interface. I'm not sure if that is easier or not, but the option is there.
To find the names of all your triggers, you can do a simple script in Lua:
table.foreachi (GetTriggerList (), print)
You could start getting fancy and make an alias that gets the trigger list and filters it against a supplied regexp, to filter down to a handful.