Is there a way to force the prompt to linebreak? It's messing up my triggers as some of the lines stick there and the whole trigger dies.
Linebreak at prompt
Posted by Harpuia on Sat 11 Dec 2004 12:57 AM — 6 posts, 26,292 views.
Some servers have this as a config option. I'm pretty sure that SMAUG has a 'blank' setting for having a line break sent after the prompt.
If not, it is pretty hard because the client doesn't have a really good way of knowing what is a prompt and what isn't.
However see my recent post:
http://www.gammon.com.au/forum/bbshowpost.php?bbsubject_id=2727
It is possible you might be able to write a small plugin that detects prompts (assuming they always come in separate packets) and add a linefeed to them.
However see my recent post:
http://www.gammon.com.au/forum/bbshowpost.php?bbsubject_id=2727
It is possible you might be able to write a small plugin that detects prompts (assuming they always come in separate packets) and add a linefeed to them.
There's a (slim) chance that the MUD has that functionality.. the one I play does, so I can just set prompt $HE>\n. But I don't think it's a very common feature.
Sometimes it exists, but no one is aware of it. For example, one the mud I play (TMI-2 based), the syntax for the line break is '$_'. Even some of the staff didn't know about it and it is definitely not listed in the help file for the prompts. Odds are that many do have such a command you can add, the question is what the heck it is and if anyone is willing to tell you about it. A few muds go so far as to prevent its use or hide its existance, just to make it harder for bot builders to cheat the game and have the clients play for them.
Which, on a side note, I always found bizarre anyway... I mean what the heck is the point of coding something that you can walk away and leave for hours, while making the pretense you are 'playing' anything. Frankly, some of the complex combat systems they come up with, that involve like 90 different afflictions you can get in a fight, etc., only encourage this type of 'play'. So why don't they just call those muds "Multi Bot Dungeons"? In fact, you can just upload your script to the system, have it run around killing stuff and check it once a week to see how well it is doing compared to all the other bots. ;) lol
Which, on a side note, I always found bizarre anyway... I mean what the heck is the point of coding something that you can walk away and leave for hours, while making the pretense you are 'playing' anything. Frankly, some of the complex combat systems they come up with, that involve like 90 different afflictions you can get in a fight, etc., only encourage this type of 'play'. So why don't they just call those muds "Multi Bot Dungeons"? In fact, you can just upload your script to the system, have it run around killing stuff and check it once a week to see how well it is doing compared to all the other bots. ;) lol
See forcing newlines on prompt lines for another approach to doing this.