Shattered Kingdoms https://shatteredkingdoms.org/forums/ |
|
Current Config https://shatteredkingdoms.org/forums/viewtopic.php?f=42&t=26021 |
Page 1 of 1 |
Author: | FinneyOwnzU [ Tue Apr 19, 2016 1:43 pm ] |
Post subject: | Current Config |
here's my current config for zMUD, since i have been getting asked about it quite a bit in the game lately - recommend u use ur own aliases. i'm not using the chat catcher or healbot classes that are included in the sk settings u download with zmud. all settings should also be compatible with cmud. #CLASS {System|Pueblo} #CLASS {Combat} #CLASS {Mercenary} #CLASS {Warlock} #CLASS 0 #TRIGGER {Connected to host mud.shatteredkingdoms.org} {#LOG %concat( %title, %time( dd-mmm-yy))} "" {disable} #TRIGGER {You learn from your mistakes} {#CO 11;#BEEP} #TRIGGER {You have become better} {#CO 11;#BEEP} #TRIGGER {Obvious exits: (*)} {#VAR exits {%replace(%replace(%replace( %trim( %1), " ", "|"),"(closed",""),")","")}} #TRIGGER {You load (*) with (*).} {#GAG} #ALIAS i {info} #ALIAS word {quaff recall;get recall @container} #ALIAS wash {remove @melee;hold washer;use;remove washer;wield @melee} #ALIAS ct {cb} #ALIAS open {#if (%1="ne") {~open northeast} {#if (%1="e") {~open east} {#if (%1="se") {~open southeast} {#if (%1="s") {~open south} {#if (%1="sw") {~open southwest} {#if (%1="w") {~open west} {#if (%1="nw") {~open northwest} {#if (%1="n") {~open north} {#if (%1="d") {~open down} {#if (%1="u") {~open up} {~open %1}}}}}}}}}}} #ALIAS close {#if (%1="ne") {~close northeast} {#if (%1="e") {~close east} {#if (%1="se") {~close southeast} {#if (%1="s") {~close south} {#if (%1="sw") {~close southwest} {#if (%1="w") {~close west} {#if (%1="nw") {~close northwest} {#if (%1="n") {~close north} {#if (%1="d") {~close down} {#if (%1="u") {~close up} {~close %1}}}}}}}}}}} #ALIAS l {#if (%1=%null) {look} {#if (%1="in") {examine %2} {#if (%1="ne") {look northeast} {#if (%1="e") {look east} {#if (%1="se") {look southeast} {#if (%1="s") {look south} {#if (%1="sw") {look southwest} {#if (%1="w") {look west} {#if (%1="nw") {look northwest} {#if (%1="n") {look north} {#if (%1="d") {look down} {#if (%1="u") {look up} {examine %1}}}}}}}}}}}}} #ALIAS pick {#if (%1="ne") {~pick northeast} {#if (%1="e") {~pick east} {#if (%1="se") {~pick southeast} {#if (%1="s") {~pick south} {#if (%1="sw") {~pick southwest} {#if (%1="w") {~pick west} {#if (%1="nw") {~pick northwest} {#if (%1="n") {~pick north} {#if (%1="d") {~pick down} {#if (%1="u") {~pick up} {~pick %1}}}}}}}}}}} #ALIAS tar {#VARIABLE target %1} #ALIAS bag {#VARIABLE container %1} #ALIAS range {#VARIABLE range %1} #ALIAS melee {#VARIABLE melee %1} #ALIAS scan {#FORALL @exits {look %i}} #VAR melee {hellblaze} #VAR container {mists} #VAR target {golem} #VAR exits {n|e|s|w} #VAR range {archery} #ALIAS k {kill} "Mercenary" #ALIAS v {kill @target} "Mercenary" #ALIAS t {trip} "Mercenary" #ALIAS b {trip @target} "Mercenary" #ALIAS j {bash} "Mercenary" #ALIAS aj {bash @target} "Mercenary" #ALIAS g {dirt} "Mercenary" #ALIAS ag {dirt @target} "Mercenary" #ALIAS x {rally} "Mercenary" #ALIAS r {#if (%1="null") {order all rescue mogor} {#if (%1="n") {~retreat north} {#if (%1="ne") {~retreat northeast} {#if (%1="e") {~retreat east} {#if (%1="se") {~retreat southeast} {#if (%1="s") {~retreat south} {#if (%1="sw") {~retreat southwest} {#if (%1="w") {~retreat west} {#if (%1="nw") {~retreat northwest} {#if (%1="u") {~retreat up} {#if (%1="d") {~retreat down} {~rescue %1}}}}}}}}}}}} "Mercenary" #ALIAS rs {retreat} "Mercenary" #ALIAS m {disarm} "Mercenary" #ALIAS h {quaff heal} "Mercenary" #ALIAS hp {get all.heal @container} "Mercenary" #ALIAS sanc {get mistletoe @container;eat mistletoe} "Mercenary" #ALIAS cu {eat larkspur;get larkspur @container} "Mercenary" #ALIAS half {#ALIAS k {shoot};#ALIAS v {shoot %%1 @target};get @range @container;remove @melee;wield @range;put @melee @container} "Mercenary" #ALIAS full {#ALIAS k {kill};#ALIAS v {kill @target};get @melee @container;remove @range;wield @melee;put @range @container} "Mercenary" #ALIAS fire {skirmish @target} "Mercenary" #ALIAS k {order all kill} "Warlock" #ALIAS ak {order all kill @target} "Warlock" #ALIAS j {order all bash} "Warlock" #ALIAS aj {order all bash @target} "Warlock" #ALIAS t {order all trip} "Warlock" #ALIAS at {order all trip @target} "Warlock" #ALIAS r {order all rescue taran} "Warlock" #ALIAS rs {order all rescue} "Warlock" #ALIAS 1 {order all rescue f1} "Warlock" #ALIAS 2 {order all rescue f2} "Warlock" #ALIAS 3 {order all rescue f3} "Warlock" #ALIAS 4 {order all rescue m1} "Warlock" #ALIAS 5 {order all rescue m2} "Warlock" #ALIAS 6 {order all rescue m3} "Warlock" #ALIAS x {zap @target} "Warlock" #ALIAS mist {cast 'create spring'} "Warlock" #ALIAS fs {cast 'faerie fire'} "Warlock" #ALIAS ac {cast 'faerie fire' @target} "Warlock" #ALIAS camo {cast 'faerie fog'} "Warlock" #ALIAS dt {cast 'detect magic'} "Warlock" #ALIAS db {cast 'detect buried'} "Warlock" #ALIAS h {cast 'healing rays'} "Warlock" #ALIAS m {cast 'shocking grasp'} "Warlock" #ALIAS am {cast 'shocking grasp' @target} "Warlock" #ALIAS dh {cast 'detect hidden'} "Warlock" #ALIAS di {cast 'detect invis'} "Warlock" #ALIAS fli {cast 'fly'} "Warlock" #ALIAS bm {cast 'burning hands'} "Warlock" #ALIAS bh {cast 'burning hands' @target} "Warlock" #ALIAS b {cast 'dig'} "Warlock" #ALIAS infra {cast 'infravision'} "Warlock" #ALIAS invis {cast 'invis'} "Warlock" #ALIAS air {cast 'water breathing'} "Warlock" #ALIAS fog {cast 'control weather'} "Warlock" #ALIAS cp {cast 'cure poison'} "Warlock" #ALIAS li {cast 'lightning bolt'} "Warlock" #ALIAS bl {cast 'lightning bolt' %1 @target} "Warlock" #ALIAS sh {cast 'resist elements'} "Warlock" #ALIAS su {cast 'conjure elemental'} "Warlock" #ALIAS fi {cast 'fireball'} "Warlock" #ALIAS fire {cast 'fireball' %1 @target} "Warlock" #ALIAS mass {cast 'mass invis'} "Warlock" #ALIAS sk {cast 'stone skin'} "Warlock" #ALIAS dp {cast 'earthquake'} "Warlock" #ALIAS arm {cast 'ironguard'} "Warlock" #ALIAS ref {cast 'recharge'} "Warlock" #ALIAS cl {cast 'chain lightning'} "Warlock" #ALIAS ch {cast 'chain lightning' %1 @target} "Warlock" #ALIAS v {cast 'cone of cold'} "Warlock" #ALIAS av {cast 'cone of cold' %1 @target} "Warlock" #ALIAS g {cast 'magma spray'} "Warlock" #ALIAS ag {cast 'magma spray' @target} "Warlock" #ALIAS life {cast 'breath of life'} "Warlock" #ALIAS jac {get vortices @container;remove @melee;hold vortices;zap self;remove vortices;wear @melee} "Warlock" #ALIAS ward {get twisted @container;remove @melee;hold twisted;brandish;remove twisted;put twisted @container;wear @melee} "Warlock" #ALIAS cu {eat larkspur;get larkspur @container} "Warlock" #ALIAS mal {get teak @container;get pine @container;remove @melee;hold teak;zap self;remove teak;hold pine;zap self;remove pine;put teak @container;put pine @container;wear @melee} "Warlock" #ALIAS hp {get all.heal @container} "Warlock" #ALIAS hl {quaff heal} "Warlock" #ALIAS dk {get stone medicine;quaff stone} "Warlock" #TRIGGER {You are ready to summon another treant.} {#SAY ~>~>~>~>~>~>~> CHANGESTAFF ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You retain your stance.} {#CO 11} "Combat" #TRIGGER {* barely dodges as your cone of cold freezes the air around *.} {#CO 14} "Combat" #TRIGGER {You grab * with your hands, shocking * severely!} {#CO 9} "Combat" #TRIGGER {You feel able to conjure another elemental.} {#SAY ~>~>~>~>~>~>~> CONJURE ELEMENTAL ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You thunder forth a tremendous rallying cry!} {#CO 6} "Combat" #TRIGGER {You sound the retreat!} {#CO 6} "Combat" #TRIGGER {You trip * and {he|she|it} goes down!} {#CO 2} "Combat" #TRIGGER {You assume {a|an} {neutral|defensive|aggressive} stance.} {#CO 655} "Combat" #TRIGGER {You fight a battle of inner will.} {#GAG} "Combat" #TRIGGER {Yippee! It worked.} {#SAY ~>~>~>~>~>~>~> BABBLE ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {The ether wire phases partially out of existence. } {#CO 11} "Combat" #TRIGGER {You feel level-headed again.} {#CO 11} "Combat" #TRIGGER {Your skin feels soft again.} {#CO 11} "Combat" #TRIGGER {* goes into spasms as your lightning stream impacts {him|her|it}.} {#CO 9} "Combat" #TRIGGER {The white aura around your body fades.} {#SAY ~>~>~>~>~>~>~> SANCTUARY DOWN ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {Your body feels less fatigued.} {#CO 11} "Combat" #TRIGGER {You feel your pulse slow down.} {#SAY ~>~>~>~>~>~>~> RALLY DOWN ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {Your spirit feels more settled.} {#CO 11} "Combat" #TRIGGER {Pink flames surround *.} {#SAY ~>~>~>~>~>~>~> FAERIE FIRE ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {There is too much chaos going on right now.} {#CO 11} "Combat" #TRIGGER {Better stand up first.} {#SAY ~>~>~>~>~>~>~> STAND UP ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {Your elemental flickers slightly.} {#SAY ~>~>~>~>~>~>~> ONE TICK ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {(*) disarms (*)!} {#SAY ~>~>~>~>~>~>~> %1 DISARMED %2 ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {That group is in the thick of battle.} {#SAY ~>~>~>~>~>~>~> CANNOT STAB ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {Your mount is now rested and recharged.} {#SAY ~>~>~>~>~>~>~> SPIRIT STEED READY ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You no longer see in the dark.} {#SAY ~>~>~>~>~>~>~> INFRA DOWN ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {A spirit steed glows brightly and vanishes back to the upper planes.} {#SAY ~>~>~>~>~>~>~> STEED GONE ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {Your spirit companion flickers slightly.} {#SAY ~>~>~>~>~>~>~> ONE TICK ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {Both of {its|his|her} legs are already mangled.} {#SAY ~>~>~>~>~>~>~> SWITCH TO CIRCLE ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {Your methodical attack breaks down as * taunts you.} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {Your pulse slows to normal.} {#CO 11} "Combat" #TRIGGER {* starts to concentrate.} {#CO 13} "Combat" #TRIGGER {* utters the words} {#CO 13} "Combat" #TRIGGER {* glows with mystical energy!} {#CO 13} "Combat" #TRIGGER {* regains {his|her|its} footing.} {#CO 11} "Combat" #TRIGGER {You regain your footing.} {#CO 11} "Combat" #TRIGGER {You need to regain your feet first.} {#CO 11} "Combat" #TRIGGER {Your bash misses and you fall flat on your face!} {#SAY ~>~>~>~>~>~>~> MISSED BASH ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You slam into * and send {him|her|it} sprawling!} {#SAY ~>~>~>~>~>~>~> BASHED ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You evade * bash and {he|she|it} falls flat on {his|her|its} face.} {#SAY ~>~>~>~>~>~>~> MISSED BASH ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {(*) slams into (*) and sends (*) sprawling!} {#SAY ~>~>~>~>~>~>~> %1 BASHED %2 ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* bash misses and {he|she|it} falls flat on {his|her|its} face.} {#SAY ~>~>~>~>~>~>~> MISSED BASH ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You trip * and {he|she|it} goes down!} {#SAY ~>~>~>~>~>~>~> TRIPPED ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You try to trip * but end up tripping yourself!} {#CO 2;#SAY ~>~>~>~>~>~>~> MISSED TRIP ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* tries to trip * but ends up tripping {himself|herself|itself}!} {#SAY ~>~>~>~>~>~>~> MISSED TRIP ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* trips you and you go down!} {#SAY ~>~>~>~>~>~>~> TRIPPED ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {(*) trips (*) sending {him|her|it} to the ground.} {#SAY ~>~>~>~>~>~>~> %1 TRIPPED %2 ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* appears to be blinded.} {#SAY ~>~>~>~>~>~>~> BLIND ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* is blinded by the dirt in {his|her|its} eyes!} {#SAY ~>~>~>~>~>~>~> BLIND ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* sly taunts cause * to charge {him|her|it} in fury.} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* attempts to taunt *, but just sounds lame.} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* goes crazy as * begins taunting {him|her|it} mercilessly.} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* tries to taunt you. Maybe you should teach {him|her|it} a lesson?} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {Your sly taunts cause * to charge you in fury.} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You regain consciousness and rise unsteadily to your feet.} {#CO 11} "Combat" #TRIGGER {* regains consciousness and rises unsteadily to {its|his|her} feet.} {#CO 11} "Combat" #TRIGGER {(*) is standing behind your victim, blocking your attack.} {#SAY ~>~>~>~>~>~>~> %1 BLOCKING ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You are too busy defending yourself.} {#SAY ~>~>~>~>~>~>~> CANNOT CIRCLE ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* is still hyper-alert from combat.} {#SAY ~>~>~>~>~>~>~> HYPER ALERT ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* tries to disarm you, but fails.} {#CO 2;#SAY ~>~>~>~>~>~>~> FAILED DISARM ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {{His|Her|Its} weapon won't budge!} {#SAY ~>~>~>~>~>~>~> CURSED WEAPON ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* disarms you and sends your weapon flying!} {#CO 6;#SAY ~>~>~>~>~>~>~> BACKUP WEAPON ASAP ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You disarm (*)} {#CO 6;#SAY ~>~>~>~>~>~>~> DISARMED %1 ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You fail to disarm *} {#CO 2;#SAY ~>~>~>~>~>~>~> FAILED DISARM ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {* disarms you but you secure your weapon.} {#SAY ~>~>~>~>~>~>~> WIELD WEAPON ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You disarm (*) and send {his|her|its} weapon flying!} {#SAY ~>~>~>~>~>~>~> DISARMED %1 ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {(*) disarms (*) and sends {his|her|its} weapon flying!} {#SAY ~>~>~>~>~>~>~> %1 DISARMED %2 ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You feel unclean.} {#SAY ~>~>~>~>~>~>~> CURSED ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {(*) looks very uncomfortable.} {#SAY ~>~>~>~>~>~>~> CURSED ~<~<~<~<~<~<~<;#CO 11} "Combat" #TRIGGER {You start to {pray|chant}.} {#SUB {You start to concentrate.}} "Combat" #TRIGGER {(*) starts to {pray|chant}.} {#SUB {%1 starts to concentrate.};#CO 13} "Combat" "System|Pueblo" |
Author: | Ezaya [ Thu Apr 21, 2016 6:09 am ] |
Post subject: | Re: Current Config |
ALIAS# unl #if (%1="ne") {~unlock northeast} {#if (%1="e") {~unlock east} {#if (%1="se") {~unlock southeast} {#if (%1="s") {~unlock south} {#if (%1="sw") {~unlock southwest} {#if (%1="w") {~unlock west} {#if (%1="nw") {~unlock northwest} {#if (%1="n") {~unlock north} {#if (%1="d") {~unlock down} {#if (%1="u") {~unlock up} {~unlock %1}}}}}}}}}} I added this and it's pretty handy. Directional, usually se, mistakes are such a pain. |
Author: | Edoras [ Thu Apr 21, 2016 7:28 am ] |
Post subject: | Re: Current Config |
Yeah, fireballing the swarthy half-elf, seared halfling, or nondescript human in your group can be really frustrating, and I'm sure I'm not the only one who's gotten stuck trying to figure out why I couldn't ever get past that locked southeast door in the outpost because the game kept thinking I was trying to get philosophical and unlock myself. As a side note, for all you MUSHClient users, you might benefit from this link to accomplish the same goal. http://www.shatteredkingdoms.org/forums/viewtopic.php?f=42&t=20819 |
Page 1 of 1 | All times are UTC - 8 hours |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |