Shattered Kingdoms

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PostPosted: Sat Dec 26, 2009 5:48 am 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Should be fine. If you were to hammer your local command over and over then the spam rule would kick in though.

Also, there are commands like #WAIT that delay output even in a script, so that you're not spamming the recipients with a wall of text.


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PostPosted: Tue Jan 26, 2010 2:01 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 677
Location: The great white north
Code:
#CLASS {ChatCatcher}
#TRIGGER {%w replies '%*'} {#capture "Group Tell / Tell / Cabal Chatter"}
#TRIGGER {%w tells you '%*'} {#capture "Group Tell / Tell / Cabal Chatter"}
#TRIGGER {You tell %w '%*'} {#capture "Group Tell / Tell / Cabal Chatter"}
#TRIGGER {You tell the group '%*'} {#capture "Group Tell / Tell / Cabal Chatter"}
#TRIGGER {~[%w~] %w: %*} {#capture "Group Tell / Tell / Cabal Chatter"}
#TRIGGER {%w tells the group '%*'} {#capture "Group Tell / Tell / Cabal Chatter"}
#CLASS 0
I'd just like to bump my old catcher script for Zmud, having been the victim of missed tells over the past few days... *sigh*


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PostPosted: Tue Jan 26, 2010 5:01 pm 
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Joined: Thu Jul 16, 2009 10:35 am
Posts: 553
Location: Wisconsin, USA
Thank you, I've been looking for that....


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PostPosted: Thu Jan 28, 2010 8:47 pm 
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Joined: Sun Jan 03, 2010 2:06 am
Posts: 134
Is there a way to change the colors in zMUD?

For instance, I find the color HP: % displays in to be almost unreadable, among a few other little things.


Last edited by Incendax on Fri Jan 29, 2010 4:42 pm, edited 1 time in total.

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PostPosted: Thu Jan 28, 2010 9:57 pm 
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Joined: Thu Jul 16, 2009 10:35 am
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Location: Wisconsin, USA
Yes, under settings I believe. There should be an ansi color pallet, or something similar. Click on the foreground box color that you want to change and it is should bring up a variety of colors for you to choose from.

Sorry, if that is confusing, I'm a bit exhausted.


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PostPosted: Fri Jan 29, 2010 1:18 am 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Incendax wrote:
Is there a way to chance the colors in zMUD?


From the View menu: Preferences / Colors / Foreground Mapping.

Select the color you wish to change, then pick a replacement color or use the 'Define Custom Colors' panel for something more specific. Click OK twice and you're done.


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PostPosted: Fri Jan 29, 2010 9:52 am 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: The great white north
Now Alshain's solution will change ALL dark blue text, regardless of it being just your HP.
There are two other ways - First redefine your prompt in SK using different colors.
There is another thread in the gameplay forum dedicated to this.

Second is a complex trigger, seen below:

Code:
#trigger {~[HP:(&3)~%~] ~[ME:(&3)~%~] ~[PE:(&3)~%~]} {#gag -1
#gag 1
#showprompt %crlf%ansi( purple)[%ansi( grey)HP:%ansi( green)%1%%%ansi( purple)] %ansi( purple)[%ansi( grey)MP:%ansi( high, red)%2%%%ansi( purple)] %ansi( purple)[%ansi( grey)PE:%ansi( yellow)%3%%%ansi( purple)]%crlf%ansi( grey)> %ansi( yellow)


The two gag commands are required to remove the default prompt and the > on the next line.
The %ansi statements color the text to make it look the default prompt.
The "green", "high, red" and "yellow" are the colors of your HP, ME and PE respectfully.
Finally, I had to change "ME" from the mud to "MP" because otherwise it would be infinite loop, triggering itself.

As first I thought there might be a more eloquent solution using the #CW, but I can't figure one out.


Last edited by Rennus_Dragonsbane on Sun Jan 31, 2010 1:48 pm, edited 2 times in total.

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PostPosted: Sat Jan 30, 2010 2:53 pm 
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Joined: Sun Jan 03, 2010 2:06 am
Posts: 134
Would it be illegal to have a trigger that puts any coins you pick up into a designated container?
This definitely seems to have a mechanical effect on the game, but no more than driving a mile over the speed limit and greatly reducing tedium.

If it is not illegal, how would such a trigger look?


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PostPosted: Sat Jan 30, 2010 7:00 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
That's legal. I had one set to go off after "just keep it all" flashed across the screen. It's actually got as much annoying side effects as it does benefit, but it doesn't really effect mechanics. You still have to have killed something, and PK doesn't auto-gold.

I don't have it, but I'm POSITIVE someone will.

:)


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PostPosted: Sat Jan 30, 2010 9:51 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 677
Location: The great white north
An illegal script is defended under rules2:
Code:
5.  NO BOTS --  Because Shattered Kingdoms is a roleplaying mud, this
naturally precludes the usage of client program features, such as triggers,
to automate your character to take or respond to an action or to prevent
yourself from being logged out.  You may use triggers to modify how info is
presented to you, such as to highlight or gag text, but if you aren't at the
keyboard, your character must void out in the same amount of time as normal.


Case in point, your coin script could be defined as illegal because if you were to be sitting in the wilderness
and a random NPC were to attack you, you kill it, and it gives you gold, "put all.gold" into your container
changed the amount of time it would take you to void out. Also a suspecting IMM might echo:
"Your share is " or "You keep it all" just to test you.


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