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 Entire forum ➜ MUSHclient ➜ General ➜ Trigger omitting problem.

Trigger omitting problem.

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Posted by LupusFatalis   (154 posts)  Bio
Date Thu 23 Apr 2009 05:18 AM (UTC)
Message
So here is the issue. Writing a script to color certain phrases in a line for me. Triggers fine, colors fine. But when I try to get it to omit the original line from output, it omits both.
<triggers>
  <trigger
   back_colour="8"
   enabled="y"
   match="^(.+) unlocks the (.+) to the (.+)\.$"
   match_back_colour="y"
   omit_from_output="y"
   regexp="y"
   send_to="12"
   sequence="100"
  >
  <send>world.ColourTell('#FFFFFF', '', '%1')
world.ColourTell('#CCCCCC', '', ' unlocks the ')
world.ColourTell('#FFFFFF', '', '%2', )
world.ColourTell('#CCCCCC', '', ' to the ')
world.ColourTell('#FFFFFF', '', '%3')
world.ColourNote('#CCCCCC', '', '. ')</send>
  </trigger>
</triggers>
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Posted by Worstje   Netherlands  (899 posts)  Bio
Date Reply #1 on Thu 23 Apr 2009 06:03 AM (UTC)
Message
That is the proper behaviour with Send to Script (12). If you use Send to Script (after omit), you will not have this problem. I can't recall the number of that setting from bare memory tho.
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Posted by LupusFatalis   (154 posts)  Bio
Date Reply #2 on Thu 23 Apr 2009 02:05 PM (UTC)
Message
Wow, I feel silly... I didn't even see that option. And here I was thinking I was going to have to hardcode everything into a script rather than having them on my trigger files...

Actually, there is a quick question. When I convert these triggers to plugins. And they go to script. Lets say python. If for some reason I set my default script to Lua later, will they stop working? Or does the plugin tell them to use python somewhere? (That is when they aren't in a separate .py file)
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Posted by Worstje   Netherlands  (899 posts)  Bio
Date Reply #3 on Fri 24 Apr 2009 01:47 AM (UTC)
Message
Plugins have their scripting completely seperate from your world, thus adjusting the scripting language your world uses does not affect your plugins.

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