[MudWalker] ANSI colors in Mudwalker
John McKisson
john.mckisson at gmail.com
Wed Mar 12 10:29:17 PDT 2008
>On Sep 19, 2007, at 14:17, Johnny Seale wrote:
>
>> Hello there:
>>
>> Is it possible to establish a trigger in Mudwalker that will
>> display the corresponding script in an ANSI color?
>>
>> For instance, if I have a trigger that tells me when my character
>> has a broken limb, I might like my script to be displayed in color.
>>
>> Is this something I can do easily with Mudwalker?
>
>No, it's not possible at all. There's no way for a script to describe
>color output. This is a significant lack, and I'd welcome anyone's
>ideas on implementing a fix for it.
I have accomplished just this as a consequence of developing a 3rd party plugin.
My plugin resides in the filter chain before the ANSI color filter, so
any text sent inward
is treated as if it is coming from the MUD. All I had to do was get a
reference to the
singleton instance of my plugin and call [[MWChat instance]
send:myText toLinkFor:@"outward"]
for a string to be displayed on the main mud window.
Now to add ANSI color capability I defined global ansi escape
variables in mw_init.lua, and a new lua
function that can send text thru the filter chain. So now I can have
a trigger script (not in substitution) that looks like
ChatAll(KBLD .. KRED .. "I am in room " .. KCYN .. "[" .. KYEL ..
myRoomName .. KCYN .. "]" .. KRED)
Where ChatAll() is a function defined in lua that sends that string
inward along the chain as well as out to all
of my connected chat buddies, KRED/CYN etc are the ansi escape
strings, and myRoomName is a global
defined by another trigger.
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