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 Post subject: Making Group Information Better
PostPosted: Fri Feb 27, 2009 11:48 pm 
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Mortal

Joined: Fri Oct 24, 2003 7:26 am
Posts: 1908
Location: Under my covers... sleeping
After the 3x3 group state is displayed, is it possible to alternate the colors for readability?
Quote:
Group: Party
<3x3 display goes here>
Characters Rank Pos In room Follow HP ME PE
$7Player1 Leader 31:B1 Yes No 100% 99% 100%
$1Pet1 Member 13:F3 Yes Yes 100% 100% 97%
$7Player2 Member 11:F1 Yes Yes 97% 100% 84%
$1Player3 Member 21:M1 Yes Yes 100% 100% 96%
$7Player4 Member 32:B2 Yes Yes 100% 99% 100%
$1Pet2 Member 22:M2 Yes No 100% 100% 99%
$7Pet3 Member 12:F2 Yes Yes 100% 67% 88%


I'm not saying it has to be blue (in fact, blue is probably a bad choice), but a different color like bright cyan or bright green may be nice.

sleeper


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PostPosted: Sat Feb 28, 2009 12:31 am 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
already talking about making that/combat more colorful


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PostPosted: Sat Feb 28, 2009 3:25 am 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
If you have zmud, you can just script colors into the info. I made each position a different color to make it easier to follow the infornmation


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PostPosted: Sat Feb 28, 2009 3:52 am 
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Joined: Mon Mar 04, 2002 10:42 am
Posts: 1053
Share your script please =)


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PostPosted: Sat Feb 28, 2009 3:53 am 
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Mortal

Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Quote:
#TR {*11:f1**Yes*} {#CO 2}
#TR {*11:f1**No*} {#CO 2}
#TR {*12:f2**Yes*} {#CO 3}
#TR {*12:f2**No*} {#CO 3}
#TR {*13:f3**Yes*} {#CO 14}
#TR {*13:f3**No*} {#CO 14}
#TR {*21:m1**Yes*} {#CO 5}
#TR {*21:m1**No*} {#CO 5}
#TR {*22:m2**Yes*} {#CO 6}
#TR {*22:m2**No*} {#CO 6}
#TR {*23:m3**Yes*} {#CO 9}
#TR {*23:m3**No*} {#CO 9}
#TR {*31:b1**Yes*} {#CO 10}
#TR {*31:b1**No*} {#CO 10}
#TR {*32:b2**Yes*} {#CO 12}
#TR {*32:b2**No*} {#CO 12}
#TR {*33:b3**Yes*} {#CO 13}
#TR {*33:b3**No*} {#CO 13}


It's a series of triggers, not really a script. You can change the colors to whatever you like.


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PostPosted: Sat Feb 28, 2009 7:21 am 
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Joined: Fri Aug 08, 2008 1:25 pm
Posts: 322
Location: Beyond the Rim
I'd taken this a step further, but was never fully satisfied with results.

To in the 'spam' of battle, have the colors match up to the colors assigned info. Made it really easy to know who was doing what, and who the NPC was damaging.


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PostPosted: Sat Feb 28, 2009 7:23 am 
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Joined: Tue May 31, 2005 8:29 pm
Posts: 616
Location: 25^N, 18^W
Add a space and you don't need double lines. It will will include both "yes" and "no" and not the (11:F1) from the 3x3 table.

Quote:
#CLASS {gcolor}
#TRIGGER {11:F1 } {#COLOR 3}
#TRIGGER {12:F1 } {#COLOR 9}
#TRIGGER {13:F1 } {#COLOR 14}
#TRIGGER {21:M1 } {#COLOR 15}
#TRIGGER {22:M1 } {#COLOR 2}
#TRIGGER {23:M1 } {#COLOR 5}
#TRIGGER {31:B1 } {#COLOR 13}
#TRIGGER {32:B1 } {#COLOR 12}
#TRIGGER {33:B1 } {#COLOR 11}
#CLASS 0


Last edited by -Johnix- on Sat Feb 28, 2009 7:48 am, edited 1 time in total.

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PostPosted: Sat Feb 28, 2009 7:27 am 
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Mortal

Joined: Fri Aug 08, 2008 1:25 pm
Posts: 322
Location: Beyond the Rim
And then I had been manually #COLORing names so while in the battle 'spam' you'd see what was going on by whom. It really made it easier to 'follow by color.'

I'm just wondering if there's another way you could set it up with variables that can be reassigned/reused.


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PostPosted: Sat Feb 28, 2009 7:43 am 
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Joined: Tue May 31, 2005 8:29 pm
Posts: 616
Location: 25^N, 18^W
I think you don't even need to use variables. PCOL and %x1..99 in a trigger (or conditional trigger) should be enough to do what you want.


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PostPosted: Sat Feb 28, 2009 2:24 pm 
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Joined: Mon Nov 15, 2004 9:03 pm
Posts: 855
Added to my triggers I'd have a chat catcher that would display my group info screen in another window of zmud which really helped having to sift through pages of large PvP group battles.

Again, its just a trigger. :P


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