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PostPosted: Fri Jun 02, 2006 9:13 am 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
My logs used to look like that. I make sure that ANSI codes and logging in color are turned off. That seems to fix the gobbledy-gook you're getting. That is, if you are using Zmud.

A


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PostPosted: Fri Jun 02, 2006 5:49 pm 
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Joined: Thu Mar 21, 2002 5:26 pm
Posts: 158
Ahh, thanks that did it.

Still trying to figure out what the code to stop logging is.

Anyone got any ideas?


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PostPosted: Fri Aug 11, 2006 10:41 pm 
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Joined: Sat Feb 28, 2004 5:14 pm
Posts: 819
Try the close command Dont know if it works I just log from start to end normally. You could always just go file end log if you are using a button for it ...


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 Post subject: Re: Correction to status line script
PostPosted: Mon Sep 25, 2006 12:53 pm 
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Mortal Contributor

Joined: Thu Feb 02, 2006 3:43 pm
Posts: 611
Location: CMU
D3L33T wrote:
I found a slight error in the 'Status Line' script. I read through the code, found the error and fixed it. It works now. Here's the corrected script.

Code:
#ALIAS newstatusline {#if (@statusline != %1) {#PLAY c:/zmud/ding.wav};#VAR statusline %1} {kstatus}
#VAR statusline {You still have a long way to go before the next level.} {_nodef} {kstatus}
#VAR level {14} {_nodef} {kstatus}
#VAR levelname {Initiate} {_nodef} {kstatus}
#TRIGGER {You are over one-third of the way to the next level.} {newstatusline "You are over one-third of the way to the next level."} {kstatus} 517
#TRIGGER {You are very close to half-way to the next level.} {newstatusline "You are very close to half-way to the next level."} {kstatus} 517
#TRIGGER {You are at the half-way point of your journey to the next level.} {newstatusline "You are at the half-way point of your journey to the next level."} {kstatus} 517
#TRIGGER {You have just begun your second-half journey to the next level.} {newstatusline "You have just begun your second-half journey to the next level."} {kstatus} 517
#TRIGGER {You are over two-thirds of the way to the next level.} {newstatusline "You are over two-thirds of the way to the next level."} {kstatus} 517
#TRIGGER {You are over three-fourths of the way to the next level.} {newstatusline "You are over three-fourths of the way to the next level."} {kstatus} 517
#TRIGGER {You are almost eligible for a level advancement.} {newstatusline "You are almost eligible for a level advancement."} {kstatus} 517
#TRIGGER {You may advance to the next level.} {newstatusline "You may advance to the next level."} {kstatus} 517
#TRIGGER {You have just begun your journey to the next level.} {newstatusline "You have just begun your journey to the next level."} {kstatus} 517
#TRIGGER {You still have a long way to go before the next level.} {newstatusline "You still have a long way to go before the next level."} {kstatus} 517
#TRIGGER {You gain a level!} {#MATH level @level+1;wor;#IF (@level = 50) {#VAR levelname Grandmaster};#IF (@level < 50) {#VAR levelname Champion};#IF (@level < 46) {#var levelname Master};#if (@level < 41) {#var levelname Mentor};#if (@level < 36) {#var levelname Expert};#if (@level < 31) {#var levelname Veteran};#if (@level < 26) {#var levelname Journeyman};#if (@level < 21) {#var levelname Apprentice};#if (@level < 16) {#var levelname Initiate};#if (@level < 11) {#var levelname Novice};#if (@level < 6) {#var levelname Amateur}} {kstatus} 517
#STAT {@level - @levelname - @statusline}  {kstatus}


I thought that was pretty awesome too. It doesn't seem to be working though now with the addition of the nubers after your status title. For example my char is an Expert (4) and it shows that I am Initiate. Anyone know how to fix it?


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PostPosted: Sat Dec 16, 2006 9:18 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 677
Location: The great white north
*wipes a tear from his eye* Glad to see SOMETHING about me lasted. Keep up the good work and if I really am back - Hopfully I will be able to come up with new scripts.


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PostPosted: Fri Aug 17, 2007 5:08 pm 
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Mortal Contributor

Joined: Thu Feb 02, 2006 3:43 pm
Posts: 611
Location: CMU
Rennus_Dragonsbane wrote:
Now, I know a fair number of people are going to hate me for all the scottish dwarves that will suddenly appear (I used it to give one my characters an accent), but I have created a script that will allow the replacement of words.

From a textfile called wordchange.txt in your Zmud root directory with the format:
Code:
oldword1,newword1
oldword2,newword2
oldword3,newword3
oldwordn,newwordn


And the script:
Code:
#ALIAS sa {#file 1 wordchange.txt;message="";#LOOP 1,%numwords( "%-1") {word=%word( "%-1", %i);#IF (%pos( %rightback( @word, 1), ",.;:!?")) {punct=%rightback( @word, 1);word=%leftback( @word, 1)} {punct=""};oword=%grep( 1, %concat( "^", @word, ","));#IF (@oword) { #IF (%numitems( @oword)>1) {oword=@word} {oword=%word( @oword, 2, ",");#IF (%pos( " (or) ", @oword)) {oword=%word( @oword, %random( 1, %numwords( @oword, " (or) ")), " (or) ")}}} {oword=@word};message=%concat( @message, @oword, @punct, " ")};message=%leftback( @message, 1);say @message;#close 1}
#ALIAS sayt {#file 1 wordchange.txt;message="";#LOOP 1,%numwords( "%-2") {word=%word( "%-2", %i);#IF (%pos( %rightback( @word, 1), ",.;:!?")) {punct=%rightback( @word, 1);word=%leftback( @word, 1)} {punct=""};oword=%grep( 1, %concat( "^", @word, ","));#IF (@oword) { #IF (%numitems( @oword)>1) {oword=@word} {oword=%word( @oword, 2, ",");#IF (%pos( " (or) ", @oword)) {oword=%word( @oword, %random( 1, %numwords( @oword, " (or) ")), " (or) ")}}} {oword=@word};message=%concat( @message, @oword, @punct, " ")};message=%leftback( @message, 1);sayto %1 @message;#close 1}
#ALIAS yel {#file 1 wordchange.txt;message="";#LOOP 1,%numwords( "%-1") {word=%word( "%-1", %i);#IF (%pos( %rightback( @word, 1), ",.;:!?")) {punct=%rightback( @word, 1);word=%leftback( @word, 1)} {punct=""};oword=%grep( 1, %concat( "^", @word, ","));#IF (@oword) { #IF (%numitems( @oword)>1) {oword=@word} {oword=%word( @oword, 2, ",");#IF (%pos( " (or) ", @oword)) {oword=%word( @oword, %random( 1, %numwords( @oword, " (or) ")), " (or) ")}}} {oword=@word};message=%concat( @message, @oword, @punct, " ")};message=%leftback( @message, 1);yell @message;#close 1}
#ALIAS tel {#file 1 wordchange.txt;message="";#LOOP 1,%numwords( "%-2") {word=%word( "%-2", %i);#IF (%pos( %rightback( @word, 1), ",.;:!?")) {punct=%rightback( @word, 1);word=%leftback( @word, 1)} {punct=""};oword=%grep( 1, %concat( "^", @word, ","));#IF (@oword) { #IF (%numitems( @oword)>1) {oword=@word} {oword=%word( @oword, 2, ",");#IF (%pos( " (or) ", @oword)) {oword=%word( @oword, %random( 1, %numwords( @oword, " (or) ")), " (or) ")}}} {oword=@word};message=%concat( @message, @oword, @punct, " ")};message=%leftback( @message, 1);tell %1 @message;#close 1}
#ALIAS rep {#file 1 wordchange.txt;message="";#LOOP 1,%numwords( "%-1") {word=%word( "%-1", %i);#IF (%pos( %rightback( @word, 1), ",.;:!?")) {punct=%rightback( @word, 1);word=%leftback( @word, 1)} {punct=""};oword=%grep( 1, %concat( "^", @word, ","));#IF (@oword) { #IF (%numitems( @oword)>1) {oword=@word} {oword=%word( @oword, 2, ",");#IF (%pos( " (or) ", @oword)) {oword=%word( @oword, %random( 1, %numwords( @oword, " (or) ")), " (or) ")}}} {oword=@word};message=%concat( @message, @oword, @punct, " ")};message=%leftback( @message, 1);reply @message;#close 1}
#ALIAS gt {#file 1 wordchange.txt;message="";#LOOP 1,%numwords( "%-1") {word=%word( "%-1", %i);#IF (%pos( %rightback( @word, 1), ",.;:!?")) {punct=%rightback( @word, 1);word=%leftback( @word, 1)} {punct=""};oword=%grep( 1, %concat( "^", @word, ","));#IF (@oword) { #IF (%numitems( @oword)>1) {oword=@word} {oword=%word( @oword, 2, ",");#IF (%pos( " (or) ", @oword)) {oword=%word( @oword, %random( 1, %numwords( @oword, " (or) ")), " (or) ")}}} {oword=@word};message=%concat( @message, @oword, @punct, " ")};message=%leftback( @message, 1);gtell @message;#close 1}
#TRIGGER {Opened wordchange.txt as file 1} {#gag (1)}
#TRIGGER {Closed wordchange.txt on file 1} {#gag (1)}


Sorry its not neater, but this is how Zmud exports code. Once you enter it into Zmud it should become more understandable.


I realize that this was posted AGES ago and that Rennus is no longer around, but I was hoping someone else might be able to help me out. Anyone see why I would be getting a syntax error when I try to use this? I'm at a loss.


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PostPosted: Thu Aug 30, 2007 1:04 pm 
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Mortal

Joined: Wed Mar 27, 2002 9:59 am
Posts: 318
Location: Tempe, AZ
Code:
#VAR elementalType %2
#VAR elementalTimer 70
#VAR elementalCounter 70
#LOOP @elementalTimer {
  #ADD elementalCounter -1
  #IF (@elementalcounter = 4) {#echo Your elemental will expire in two minutes.}
  #IF (@elementalcounter = 2) {#echo Your elemental will expire in one minute.}
  #WAIT 30000
  }


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PostPosted: Mon Dec 31, 2007 5:48 pm 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Since someone was asking for it, here's a zmud trigger to log upon connection --

#TRIGGER "Welcome to Shattered Kingdoms.$" {#LOG skmud.log}

I suggest having the trigger AFTER you login, so the log doesn't contain your character's password.


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PostPosted: Mon Dec 31, 2007 5:53 pm 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
furtive_death wrote:
Ahh, thanks that did it.

Still trying to figure out what the code to stop logging is.

Anyone got any ideas?


Code:
#LOG


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PostPosted: Wed Apr 02, 2008 7:18 pm 
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Mortal Philanthropist

Joined: Sat Apr 03, 2004 1:55 pm
Posts: 1330
Location: I am at one with my duality.
This one is for 7.21

It's an info catcher for spammy combat, very useful for priests or necros.

Quote:
#CLASS {info catcher}
#TRIGGER {Group:} {#capture "info"}
#TRIGGER {Characters Rank} {#capture "info"}
#TRIGGER {11:F1*12:F2*13:F3} {#capture "info"}
#TRIGGER {21:M1*22:M2*23:M3} {#capture "info"}
#TRIGGER {31:B1*32:B2*33:B3} {#capture "info"}
#TRIGGER {Leader*Yes*Yes} {#capture "info"}
#TRIGGER {Leader*Yes*No} {#capture "info"}
#TRIGGER {Leader*No*Yes} {#capture "info"}
#TRIGGER {Leader*No*No} {#capture "info"}
#TRIGGER {Member*Yes*Yes} {#capture "info"}
#TRIGGER {Member*Yes*No} {#capture "info"}
#TRIGGER {Member*No*Yes} {#capture "info"}
#TRIGGER {Member*No*No} {#capture "info"}
#CLASS 0


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