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PostPosted: Wed Oct 23, 2002 4:27 pm 
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Mortal

Joined: Thu Mar 28, 2002 7:20 am
Posts: 79
Location: Hiding in the Abyss of the Dragon Sea
So my question is about this auto log code, do you need to turn it off as well??

I would really like to log some of the things that happen to me in the realms, you know, like people PKing with no IC reason, just PK to see someone else die. :x

If there is some stop log code needed Please advise so that I do not have logs that just keep going and going and going, well you know what I mean.
:lol:


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PostPosted: Wed Oct 23, 2002 6:39 pm 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
I log everything. As an Immortal. 145mb and counting...

To turn logging off, either click the lower right 'Logging' icon so it has a red X over it. Click again to re-enable logging.

Alternately use the #LOG command by itself to toggle the current logging status as on or off (filename will remain the same if you provide no arguements after the command).

zMUD 6.36b.
Registration is recommended.


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PostPosted: Tue Nov 12, 2002 2:28 am 
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Mortal

Joined: Wed Oct 23, 2002 7:22 am
Posts: 214
Location: n, n, ne, se, e, e, s, doorway
i was wondering if someone would be so kind, if they already new the code or if it wasn't too dificult and had time on thier hands, could come up with a code or something that would display party members' health (pet health in particuliar) along with your health. and if you come up with it, pls spell it out like i am a 3 year old, for i know next to nothing about code, but am sure i could put 2 and 2 together with a lil help. thanks.


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PostPosted: Thu Dec 05, 2002 3:17 am 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 677
Location: The great white north
In the words of Zavi...

*BUMP*

Actually, I would like to see other useful scripts come up here also.


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PostPosted: Mon Dec 23, 2002 3:58 pm 
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Newbie

Joined: Mon Dec 23, 2002 11:11 am
Posts: 1
Location: Jutland, Denmark
I just have to say that Myfawnys group info code is absolutely brilliant, i will try to come up with something i can share when i get a bit more knowledge of what would actually be usefull in SK :)


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PostPosted: Tue Dec 24, 2002 3:39 pm 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 677
Location: The great white north
I have been trying to refine his code to work on a 2-window interface, but still having troubles... Time will tell... sooner or later, Time will tell.


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PostPosted: Thu Jan 09, 2003 6:50 am 
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Mortal

Joined: Fri Aug 30, 2002 3:42 pm
Posts: 85
Rennus_Dragonsbane wrote:
I have been trying to refine his code to work on a 2-window interface, but still having troubles... Time will tell... sooner or later, Time will tell.


The group code stuff? What do you mean 2-window interface?


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PostPosted: Thu Jan 09, 2003 7:00 am 
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Mortal

Joined: Fri Aug 30, 2002 3:42 pm
Posts: 85
For those of you with the new zMUD 6.40, this group script is much faster and much more efficient. It also gives six control buttons for the group (hold your mouse over the button for tooltips):

To move a characters position, click their name, then their new position.

Invite person... (asks for the name of char to invite through a prompt)
Heal person (heals the character using cure critical in the position you next click)
Create default group (creates your default group if you don't already have one)
Eject person (ejects the character in the next position you click)
Disband group (disbands the group, asks for confirmation first)
Cancel command (cancels whatever you are doing with the group)

Notes: This script makes use of trigger stuff only available in zMUD 6.40 so don't use it unless you are using this public version. The buttons will be created by default in the bottom left of a toolbar.

Code:
#CLASS {Toolbars|AdvancedControl|GroupControl}
#VAR btn {}
#VAR f1 {------------}
#VAR f2 {------------}
#VAR f3 {------------}
#VAR m1 {------------}
#VAR m2 {------------}
#VAR m3 {------------}
#VAR b1 {------------}
#VAR b2 {------------}
#VAR b3 {------------}
#VAR haveGroup {0}
#VAR charHP {100}
#VAR tmpMove {}
#VAR colButton {black, white}
#VAR typeCom {0}
#TRIGGER {You are not in a group.} {haveGroup = 0}
#TRIGGER {Group: } {haveGroup = 1}
#ONINPUT "infoTrig" {info} {#NOOP %btncol( f1, white, white);#NOOP %btncol( f2, white, white);#NOOP %btncol( f3, white, white);#NOOP %btncol( m1, white, white);#NOOP %btncol( m2, white, white);#NOOP %btncol( m3, white, white);#NOOP %btncol( b1, white, white);#NOOP %btncol( b2, white, white);#NOOP %btncol( b3, white, white)}
#COND "infoTrig" {^~(11:F1~)  ~[&f1~]   ~(12:F2~)  ~[&f2~]   ~(13:F3~)  ~[&f3~]} {f1 = %trim( @f1);f2 = %trim( @f2);f3 = %trim( @f3)}
#COND "infoTrig" {^~(21:M1~)  ~[&m1~]   ~(22:M2~)  ~[&m2~]   ~(23:M3~)  ~[&m3~]} {m1 = %trim( @m1);m2 = %trim( @m2);m3 = %trim( @m3)}
#COND "infoTrig" {^~(31:B1~)  ~[&b1~]   ~(32:B2~)  ~[&b2~]   ~(33:B3~)  ~[&b3~]} {b1 = %trim( @b1);b2 = %trim( @b2);b3 = %trim( @b3)}
#COND "infoTrig" {Characters} {#TEMP {^$} { #STATE infoTrig 0}}
#COND "infoTrig" {:(??)%s%x%s%x%s&charHP} {btn = %1;#if (@charHP = 100) {colButton = "black, white"};#if (@charHP < 100) {colButton = "blue, white"};#if (@charHP < 80) {colButton = "green, white"};#if (@charHP < 60) {colButton = "magenta, white"};#if (@charHP < 40) {colButton = "red, white"};#NOOP %btncol( @btn, @colButton)} {looplines|param=10}
#BUTTON 40 {@f1} {btn = f1;#if (@tmpMove = "") {tmpMove = @@btn;typeCom = 1} {#if (@typeCom=1) {position %word( @tmpMove, %numwords( @tmpMove)) @btn};#if (@typeCom=2) {cast 'cure critical' %eval( @@btn)};#if (@typeCom=3) {eject %eval( @@btn)};tmpMove = "";info}} {} {} {} {} {} {Size} {80} {15} {Pos} {1} {1} {32895} {} {} {} "" {} {} {f1} {3}
#BUTTON 41 {@f2} {btn = f2;#if (@tmpMove = "") {tmpMove = @@btn;typeCom = 1} {#if (@typeCom=1) {position %word( @tmpMove, %numwords( @tmpMove)) @btn};#if (@typeCom=2) {cast 'cure critical' %eval( @@btn)};#if (@typeCom=3) {eject %eval( @@btn)};tmpMove = "";info}} {} {} {} {} {} {Size} {80} {15} {Pos} {1} {80} {32895} {} {} {} "" {} {} {f2} {3}
#BUTTON 42 {@f3} {btn = f3;#if (@tmpMove = "") {tmpMove = @@btn;typeCom = 1} {#if (@typeCom=1) {position %word( @tmpMove, %numwords( @tmpMove)) @btn};#if (@typeCom=2) {cast 'cure critical' %eval( @@btn)};#if (@typeCom=3) {eject %eval( @@btn)};tmpMove = "";info}} {} {} {} {} {} {Size} {80} {15} {Pos} {1} {159} {32895} {} {} {} "" {} {} {f3} {3}
#BUTTON 43 {@m1} {btn = m1;#if (@tmpMove = "") {tmpMove = @@btn;typeCom = 1} {#if (@typeCom=1) {position %word( @tmpMove, %numwords( @tmpMove)) @btn};#if (@typeCom=2) {cast 'cure critical' %eval( @@btn)};#if (@typeCom=3) {eject %eval( @@btn)};tmpMove = "";info}} {} {} {} {} {} {Size} {80} {15} {Pos} {15} {1} {32895} {} {} {} "" {} {} {m1} {3}
#BUTTON 44 {@m2} {btn = m2;#if (@tmpMove = "") {tmpMove = @@btn;typeCom = 1} {#if (@typeCom=1) {position %word( @tmpMove, %numwords( @tmpMove)) @btn};#if (@typeCom=2) {cast 'cure critical' %eval( @@btn)};#if (@typeCom=3) {eject %eval( @@btn)};tmpMove = "";info}} {} {} {} {} {} {Size} {80} {15} {Pos} {15} {80} {32895} {} {} {} "" {} {} {m2} {3}
#BUTTON 45 {@m3} {btn = m3;#if (@tmpMove = "") {tmpMove = @@btn;typeCom = 1} {#if (@typeCom=1) {position %word( @tmpMove, %numwords( @tmpMove)) @btn};#if (@typeCom=2) {cast 'cure critical' %eval( @@btn)};#if (@typeCom=3) {eject %eval( @@btn)};tmpMove = "";info}} {} {} {} {} {} {Size} {80} {15} {Pos} {15} {159} {32895} {} {} {} "" {} {} {m3} {3}
#BUTTON 46 {@b1} {btn = b1;#if (@tmpMove = "") {tmpMove = @@btn;typeCom = 1} {#if (@typeCom=1) {position %word( @tmpMove, %numwords( @tmpMove)) @btn};#if (@typeCom=2) {cast 'cure critical' %eval( @@btn)};#if (@typeCom=3) {eject %eval( @@btn)};tmpMove = "";info}} {} {} {} {} {} {Size} {80} {15} {Pos} {29} {1} {32895} {} {} {} "" {} {} {b1} {3}
#BUTTON 47 {@b2} {btn = b2;#if (@tmpMove = "") {tmpMove = @@btn;typeCom = 1} {#if (@typeCom=1) {position %word( @tmpMove, %numwords( @tmpMove)) @btn};#if (@typeCom=2) {cast 'cure critical' %eval( @@btn)};#if (@typeCom=3) {eject %eval( @@btn)};tmpMove = "";info}} {} {} {} {} {} {Size} {80} {15} {Pos} {29} {80} {32895} {} {} {} "" {} {} {b2} {3}
#BUTTON 48 {@b3} {btn = b3;#if (@tmpMove = "") {tmpMove = @@btn;typeCom = 1} {#if (@typeCom=1) {position %word( @tmpMove, %numwords( @tmpMove)) @btn};#if (@typeCom=2) {cast 'cure critical' %eval( @@btn)};#if (@typeCom=3) {eject %eval( @@btn)};tmpMove = "";info}} {} {} {} {} {} {Size} {80} {15} {Pos} {29} {159} {32895} {} {} {} "" {} {} {b3} {3}
#BUTTON 49 {} {#PROMPT tmp "Invite whom?";invite @tmp} {} {} {} {} {WALK} {Size} {20} {20} {Pos} {1} {240} {} {} {} {} "" {} {Invite person...} {} {3}
#BUTTON 50 {} {group 'the adventurer in us shall not die'} {} {} {} {} {GROUP} {Size} {20} {20} {Pos} {20} {240} {} {} {} {} "" {} {Create default group} {} {3}
#BUTTON 51 {} {tmpMove = "Heal";typeCom = 2;#SHOW %ansi( white)"Click group member to heal..."} {} {} {} {} {HEART} {Size} {20} {20} {Pos} {1} {259} {} {} {} {} "" {} {Heal person} {} {3}
#BUTTON 53 {} {tmpMove = "Eject";typeCom = 3;#SHOW %ansi( white)"Click group member to eject..."} {} {} {} {} {RUNBACK} {Size} {20} {20} {Pos} {20} {259} {} {} {} {} "" {} {Eject person} {} {3}
#BUTTON 54 {} {tmpMove = "";typeCom = 0;#SHOW %ansi( white)"Cancelled group control command"} {} {} {} {} {EXCLAIM} {Size} {20} {20} {Pos} {1} {278} {} {} {} {} "" {} {Cancel group command} {} {3}
#BUTTON 55 {} {tmpMove = "";typeCom = 0;#yesno "Are you sure you wish to disband the group?" {disband} {};info} {} {} {} {} {PERSON} {Size} {20} {20} {Pos} {20} {278} {} {} {} {} "" {} {Disband the group} {} {3}
#CLASS 0


If you have any problems, don't ask me, I'm not a support centre. :roll:

Hope this helps. :lol:


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PostPosted: Thu Jan 09, 2003 7:11 am 
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Mortal

Joined: Fri Aug 30, 2002 3:42 pm
Posts: 85
This one might help you too, but again only for zMUD 6.40

Their are three main sections here:
Equipment database management
Skills trainer database management
Pet database management

You must have a database called Equipment with at least these fields:
Name (Text)
Cost (Text)
Kind (Text)
Zone (Zone)
Room (Room)

...and a database called Trainers with at least these fields:
Room (Room)
RoomName (Text)
Zone (Text)
TrainerName (Text)
Skill (Text)
Cost (Text)

The pets get put in the equipment database with the field Kind set to Pet.

The triggers will only fire if you send 'list' or 'train' to the MUD and will both only create the entries if they don't exist in the database. This means that you can add any other information you want manually without the entries being deleted.

Code:
#CLASS {AllTriggers|DatabaseTriggers}
#VAR tmpItem {}
#VAR tmpCost {}
#VAR tmpTrainerName {}
#VAR tmpSkill {}
#VAR tmpFound {0}
#VAR curSkill {}
#VAR curCost {}
#VAR tmpList1 {}
#VAR tmpList2 {}
#ONINPUT {list} {#DBLOAD eq;#DBRESET;tmpList1 = "";tmpList2 = "";tmpRoomList = "";tmpRoomList = %query( &Room = %roomnum( ), All)}
#ONINPUT {train} {#DBLOAD tr;#DBRESET;tmpList1 = "";tmpList2 = "";tmpRoomList = "";tmpRoomList = %query( &Room = %roomnum( ), All)}
#TRIGGER "ItemTrig" {Item?Price} {#TEMP {^$} {#STATE ItemTrig 2}}
#COND "ItemTrig" {&tmpItem for &tmpCost} {tmpList1 = %concat( @tmpList1, @tmpItem, "|");tmpList2 = %concat( @tmpList2, @tmpCost, "|")} {looplines|param=99}
#COND "ItemTrig" {^*} {#loop %eval( %numitems( @tmpList1)-1) {tmpItem = %item( @tmpList1, %i);tmpCost = %item( @tmpList2, %i);tmpFound = 0;#forall @tmpRoomList {#if (%db( %i, Name) = @tmpItem) {tmpFound = 1}};#if (!@tmpFound) {#show Added item @tmpItem;#NEW Equipment {Name=@tmpItem|Kind="Unknown"|Cost=@tmpCost|Room=%roomnum( )|Zone=%zonenum( )}}}}
#TRIGGER "PetTrig" {Pet?Price} {#TEMP {^$} {#STATE PetTrig 2}}
#COND "PetTrig" {&tmpItem for &tmpCost} {tmpList1 = %concat( @tmpList1, @tmpItem, "|");tmpList2 = %concat( @tmpList2, @tmpCost, "|")} {looplines|param=99}
#COND "PetTrig" {^*} {#loop %eval( %numitems( @tmpList1)-1) {tmpItem = %item( @tmpList1, %i);tmpCost = %item( @tmpList2, %i);tmpFound = 0;#forall @tmpRoomList {#if (%db( %i, Name) = @tmpItem) {tmpFound = 1}};#if (!@tmpFound) {#show Added item @tmpItem;#NEW Equipment {Name=@tmpItem|Kind="Pet"|Cost=@tmpCost|Room=%roomnum( )|Zone=%zonenum( )}}}}
#TRIGGER "TrainTrig" {&tmpTrainerName will teach the following:} {#TEMP {^$} {#STATE TrainTrig 2}}
#COND "TrainTrig" {&curSkill for &curCost} {tmpList1 = %concat( @tmpList1, @curSkill, "|");tmpList2 = %concat( @tmpList2, @curCost, "|")} {looplines|param=99}
#COND "TrainTrig" {^*} {#loop %eval( %numitems( @tmpList1)-1) {tmpSkill = %item( @tmpList1, %i);tmpCost = %item( @tmpList2, %i);tmpFound = 0;#forall @tmpRoomList {#if (%db( %i, Skill) = @tmpSkill) {tmpFound = 1}};#if (!@tmpFound) {#show Added @tmpTrainerName as a trainer of @tmpSkill;#NEW Trainers {TrainerName=@tmpTrainerName|Skill=@tmpSkill|Cost=@tmpCost|Room=%roomnum( )|Zone=%zonenum( )|RoomName=%roomname( )}}}}
#CLASS 0


Normal caveats apply...


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PostPosted: Thu Jan 09, 2003 7:14 am 
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Mortal

Joined: Fri Aug 30, 2002 3:42 pm
Posts: 85
Now the big question is...do I post the code which maps the wilderness automatically depending upon what you see with different coloured rooms for fields, plains, hills etc...?

Hmm...nah. That ones a keeper.


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