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 Post subject: CMUD 3.34 Scripts
PostPosted: Tue Feb 19, 2013 7:08 pm 
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Mortal

Joined: Tue Feb 28, 2012 11:06 pm
Posts: 19
I thought I'd share some of the scripts I run on the latest CMUD that just make game play a bit easier. NOTE these are not all original creations. ALSO I'm posting these as XML for my ease.

These are basic ones that help Highlight the important information when in combat that may be missed when the screen is scrolling.

<class name="CombatCondition" id="488">
<trigger priority="270" id="489">
<pattern>fighting</pattern>
<value>#CW "hi,red"</value>
</trigger>
<trigger priority="520" id="490">
<pattern>a few scratches</pattern>
<value>#SUB {a few scratches (Over 90)}
#CW "yellow"</value>
</trigger>
<trigger priority="540" id="491">
<pattern>small wounds and bruises</pattern>
<value>#SUB {some small wounds and bruises (89-75)}
#CW "yellow"</value>
</trigger>
<trigger priority="541" id="492">
<pattern>a few wounds</pattern>
<value>#SUB {a few wounds (74-50)}
#CW "yellow"</value>
</trigger>
<trigger priority="550" id="493">
<pattern>big nasty wounds and scratches</pattern>
<value>#SUB {big nasty wounds and scratches (49-30)}
#CW "yellow"</value>
</trigger>
<trigger priority="560" id="494">
<pattern>pretty hurt</pattern>
<value>#SUB {pretty hurt(29-15)}
#CW "yellow"</value>
</trigger>
<trigger priority="570" id="495">
<pattern>awful condition</pattern>
<value>#SUB {awful condition(14-0)}
#CW "yellow"</value>
</trigger>
<trigger priority="580" id="496">
<pattern>in excellent condition</pattern>
<value>#SUB {in excellent condition(100)}
#CW "yellow"</value>
</trigger>
</class>


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 Post subject: Re: CMUD 3.34 Scripts
PostPosted: Tue Feb 19, 2013 7:09 pm 
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Mortal

Joined: Tue Feb 28, 2012 11:06 pm
Posts: 19
This script I use because I simply can't remember everything as far as what races are weak to what. This just replaces the race with an extension. This is not a complete list just an example set.

<class name="Races" enabled="false" id="559">
<trigger priority="160" id="560">
<pattern>Deep-Elf</pattern>
<value>#SUB {Deep-Elf(Iron,Light)}</value>
</trigger>
<trigger priority="170" id="561">
<pattern>Halfling</pattern>
<value>#SUB {Halfling(Blunt)}</value>
</trigger>
<trigger priority="180" id="562">
<pattern>Centaur</pattern>
<value>#SUB {Centaur(Fire,Energy,Low)}</value>
</trigger>
<trigger priority="230" id="563">
<pattern>Deep Elf</pattern>
<value>#SUB {Deep Elf(Iron,Light)}</value>
</trigger>
<trigger priority="240" id="564">
<pattern>Sprite</pattern>
<value>#SUB {Sprite(Iron,Blunt,Plague)}</value>
</trigger>
<trigger priority="250" id="565">
<pattern>Half-Elf</pattern>
<value>#SUB {Half-Elf(Part Iron)}</value>
</trigger>
<trigger priority="810" id="566">
<pattern>Gnome</pattern>
<value>#SUB {Gnome(Blunt)}</value>
</trigger>
<trigger priority="1410" id="567">
<pattern>Minotaur</pattern>
<value>#SUB {Minotaur(Energy,Sonic,Not Upper)}</value>
</trigger>
</class>


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 Post subject: Re: CMUD 3.34 Scripts
PostPosted: Tue Feb 19, 2013 7:11 pm 
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Mortal

Joined: Tue Feb 28, 2012 11:06 pm
Posts: 19
This script Highlights and outlines most of the phases you will see such as utters the word lkjlkj and replaces it with blindness. So you know what is being case. Disclaimer this may not all be perfectly accurate just my findings.

<class name="Spells" id="450">
<class name="Spell Results" id="451">
<trigger priority="50" id="452">
<pattern>appears to be blinded.</pattern>
<value>#CW "hi,red"
#SUB {IS BLINDED!}</value>
</trigger>
<trigger priority="290" id="453">
<pattern>appears to be deaf</pattern>
<value>#SUB {IS DEAFENED!}
#CW "hi,red"</value>
</trigger>
<trigger priority="340" id="454">
<pattern>appears to have no effect.</pattern>
<value>#SUB {RESISTED - TRY AGAIN?}
#CW "#3366FF"</value>
</trigger>
<trigger priority="360" id="455">
<pattern>looks very ill</pattern>
<value>#SUB {IS POISONED!!}
#CW "#993366"</value>
</trigger>
<trigger priority="370" id="456">
<pattern>looks very uncomfortable</pattern>
<value>#SUB {IS CURSED!!}
#CW "#993366"</value>
</trigger>
<trigger priority="380" id="457">
<pattern>looks tired and weak</pattern>
<value>#SUB {IS WEAKENED!}
#CW "#993366"</value>
</trigger>
<trigger priority="390" id="458">
<pattern>seems to be unaffected.</pattern>
<value>#SUB {IS UNAFFECTED}
#CW "#33CCCC"</value>
</trigger>
<trigger priority="440" id="459">
<pattern>turns slightly green, but it passes</pattern>
<value>#SUB {RESISTS POISON! AGAIN?}
#CW "#00CCFF"</value>
</trigger>
<trigger priority="470" id="460">
<pattern>weakness</pattern>
<value>#SUB {WEAKNESS}
#CW "#993366"</value>
</trigger>
<trigger priority="480" id="461">
<pattern>screams in agony as plague sores erupt from</pattern>
<value>#SUB {IS PLAGUED!}
#CW "#993366"</value>
</trigger>
<trigger priority="840" id="462">
<pattern>green briefly, then recovers completely.</pattern>
<value>#SUB {RESISTS POISON - TRY AGAIN?}
#CW "#33CCCC"</value>
</trigger>
</class>
<class name="Casts" id="463">
<class name="OFFENSIVE" id="464">
<trigger priority="150" id="465">
<pattern>noselacri</pattern>
<value>#SUB {BLINDNESS}
#CW "magenta"</value>
</trigger>
<trigger priority="280" id="466">
<pattern>oculoaylacri</pattern>
<value>#SUB {DEAFNESS (-ORDER-SPELL)}
#CW "magenta"</value>
</trigger>
<trigger priority="400" id="467">
<pattern>judifgz</pattern>
<value>#SUB {CURSE (-WILL-HIT)}
#CW "magenta"</value>
</trigger>
<trigger priority="410" id="468">
<pattern>xzatunso</pattern>
<value>#SUB {WEAKEN (-STR)}
#CW "magenta"</value>
</trigger>
<trigger priority="420" id="469">
<pattern>sausabru</pattern>
<value>#SUB {POISON! (-CON)}
#CW "magenta"</value>
</trigger>
<trigger priority="490" id="470">
<pattern>sraojz</pattern>
<value>#SUB {PLAGUE!}
#CW "magenta"</value>
</trigger>
<trigger priority="590" id="471">
<pattern>qkadagz</pattern>
<value>#SUB {CAUSE}
#CW "hi,red"</value>
</trigger>
<trigger priority="800" id="472">
<pattern>pzrryucandus</pattern>
<value>#SUB {HELLFIRE}
#CW "hi,red"</value>
</trigger>
<trigger priority="830" id="473">
<pattern>yrawzgculatz</pattern>
<value>#SUB {FLAMESTRIKE}
#CW "hi,red"</value>
</trigger>
<trigger priority="900" id="474">
<pattern>pabraw</pattern>
<value>#SUB {HARM!}
#CW "hi,red"</value>
</trigger>
<trigger priority="2440" id="475">
<pattern>gszabra ay yauhp</pattern>
<value>#SUB {SPEAR OF FAITH}
#CW "hi,red"</value>
</trigger>
</class>
<class name="DEFENSIVE" id="476">
<trigger priority="260" id="477">
<pattern>gaiqhjabral</pattern>
<value>#SUB {SANCTUARY}
#CW "#00CCFF"</value>
</trigger>
<trigger priority="350" id="478">
<pattern>ycandusikl</pattern>
<value>#SUB {FRENZY}
#CW "hi,red"</value>
</trigger>
<trigger priority="430" id="479">
<pattern>judicandus</pattern>
<value>#SUB {CURE}
#CW "#33CCCC"</value>
</trigger>
<trigger priority="610" id="480">
<pattern>candussido</pattern>
<value>#SUB {REMOVE}
#CW "#00CCFF"</value>
</trigger>
<trigger priority="650" id="481">
<pattern>eugzagz</pattern>
<value>#SUB {DISEASE}
#CW "#993366"</value>
</trigger>
</class>
<class name="BOTH" id="482">
<trigger priority="140" id="483">
<pattern>qfuhuqar</pattern>
<value>#SUB {CRITICAL}
#CW "hi,red"</value>
</trigger>
<trigger priority="660" id="484">
<pattern>dies</pattern>
<value>#CW "#33CCCC"</value>
</trigger>
<trigger priority="600" id="485">
<pattern>gzfuajg</pattern>
<value>#SUB {SERIOUS}
#CW "hi,red"</value>
</trigger>
<trigger priority="910" id="486">
<pattern>parl xafe</pattern>
<value>#SUB {HOLY WORD}
#CW "hi,magenta"</value>
</trigger>
</class>
</class>
<trigger priority="2540" id="487">
<pattern>You can't see a thing!</pattern>
<value>#CW "under,bold,yellow"</value>
</trigger>
</class>


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 Post subject: Re: CMUD 3.34 Scripts
PostPosted: Tue Feb 19, 2013 7:13 pm 
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Mortal

Joined: Tue Feb 28, 2012 11:06 pm
Posts: 19
This script grabs all forms of chat to a separate window.

<class name="Communication" id="614">
<class name="Clan Channel" id="615">
<trigger priority="2330" id="616">
<pattern>~[CRUCIBLE~]</pattern>
<value>#CAPTURE "Clan Channel"</value>
</trigger>
</class>
<class name="Yells" id="617">
<trigger priority="1480" id="618">
<pattern>You yell</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
<trigger priority="1490" id="619">
<pattern>yells</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
</class>
<class name="Tells" id="620">
<trigger priority="850" id="621">
<pattern>tells you</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
<trigger priority="860" id="622">
<pattern>replies</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
<trigger priority="880" id="623">
<pattern>you reply</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
<trigger priority="890" id="624">
<pattern>You tell</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
</class>
<class name="Says" id="625">
<trigger priority="910" id="626">
<pattern>you say</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
<trigger priority="920" id="627">
<pattern>says</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
<trigger priority="1160" id="628">
<pattern>asks</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
<trigger priority="1170" id="629">
<pattern>You ask</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
<trigger priority="1180" id="630">
<pattern>exclaims</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
<trigger priority="1190" id="631">
<pattern>You exclaim</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
</class>
<class name="Group" id="632">
<trigger priority="2530" id="633">
<pattern>tells the group</pattern>
<value>#CAPTURE "Chat"</value>
</trigger>
</class>
</class>


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 Post subject: Re: CMUD 3.34 Scripts
PostPosted: Tue Feb 19, 2013 7:15 pm 
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Mortal

Joined: Tue Feb 28, 2012 11:06 pm
Posts: 19
This script captures all the information from when you type info into a separate window. Great when in combat and needing to monitor other players or pets life level so it is not lost in scrolls text.

<class name="Info Catcher" id="603">
<trigger priority="1520" id="604">
<pattern>F1*F2*F3</pattern>
<value>#capture "Info"</value>
</trigger>
<trigger priority="1630" id="605">
<pattern>Group:</pattern>
<value>#capture "Info"</value>
</trigger>
<trigger priority="1640" id="606">
<pattern>Characters*Rank*Pos*Here*Follow*Prone*HP*ME*PE</pattern>
<value>#capture "Info"</value>
</trigger>
<trigger priority="1650" id="607">
<pattern>M1*M2*M3</pattern>
<value>#capture "Info"</value>
</trigger>
<trigger priority="1660" id="608">
<pattern>B1*B2*B3</pattern>
<value>#capture "Info"</value>
</trigger>
<trigger priority="1670" id="609">
<pattern>Leader*{F1|F2|F3|M1|M2|M3|B1|B2|B3}</pattern>
<value>#capture "Info"</value>
</trigger>
<trigger priority="1680" id="610">
<pattern>Member*{F1|F2|F3|M1|M2|M3|B1|B2|B3}</pattern>
<value>#capture "Info"</value>
</trigger>
</class>


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 Post subject: Re: CMUD 3.34 Scripts
PostPosted: Tue Feb 19, 2013 7:17 pm 
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Mortal

Joined: Tue Feb 28, 2012 11:06 pm
Posts: 19
This script is a bit more complicated than the others which were just basic captures. This one captures your hp,mana, and physical values to buttons which show their value each time it appears on screen. It also creates drop down menus to set your stance and aim.

<class name="Prompt Gauges" id="758">
<button type="Multistate" autosize="false" width="100" height="23" priority="228" id="635">
<caption>Aim</caption>
<button id="636">
<caption>Upper</caption>
<value>aim upper</value>
</button>
<button id="637">
<caption>Mid</caption>
<value>aim mid</value>
</button>
<button id="638">
<caption>Lower</caption>
<value>aim lower</value>
</button>
</button>
<button type="Multistate" autosize="false" width="100" height="23" priority="229" id="639">
<caption>Stance</caption>
<button enabled="false" id="640">
<caption>Aggressive</caption>
<value>mood aggressive</value>
</button>
<button id="641">
<caption>Neutral</caption>
<value>mood neutral</value>
</button>
<button id="642">
<caption>Defensive</caption>
<value>mood defensive</value>
</button>
</button>
<trigger priority="10" prompt="true" enabled="false" id="757">
<pattern>~[HP: (%d)~%~] ~[ME: (%d)~%~] ~[PE: (%d)~%~]</pattern>
<value>#VAR HpVar %1
#VAR MeVar %2
#VAR PeVar %3</value>
</trigger>
<var name="HpVar" id="759">98</var>
<var name="MeVar" id="760">11</var>
<var name="PeVar" id="761">99</var>
<button type="Gauge" variable="HpVar" autosize="false" width="150" height="23" color="red" gaugelowcol="red" gaugebackcol="#F0F0F0" priority="221" id="766">
<caption>Health</caption>
</button>
<button type="Gauge" variable="MeVar" autosize="false" width="150" height="23" color="#33CCCC" gaugelowcol="red" gaugebackcol="#F0F0F0" priority="222" id="767">
<caption>Mana</caption>
</button>
<trigger priority="10" prompt="true" id="769">
<pattern>~[HP: (%d)~%~]</pattern>
<value>#VAR HpVar %1</value>
</trigger>
<trigger priority="11" prompt="true" id="770">
<pattern>~[ME:(%d)~%~]</pattern>
<value>#VAR MeVar %1</value>
</trigger>
<trigger priority="10" prompt="true" id="771">
<pattern>~[HP:(%d)~%~]</pattern>
<value>#VAR HpVar %1</value>
</trigger>
<trigger priority="10" prompt="true" id="772">
<pattern>~[ME: (%d)~%~]</pattern>
<value>#VAR MeVar %1</value>
</trigger>
<trigger priority="10" prompt="true" id="773">
<pattern>~[PE:(%d)~%~]</pattern>
<value>#VAR PeVar %1</value>
</trigger>
<trigger priority="12" prompt="true" id="774">
<pattern>~[PE: (%d)~%~]</pattern>
<value>#VAR PeVar %1</value>
</trigger>
<trigger priority="10" prompt="true" id="775">
<pattern>~[HP: (%d)~%~]</pattern>
<value>#VAR HpVar %1</value>
</trigger>
<trigger priority="10" prompt="true" id="776">
<pattern>~[ME: (%d)~%~]</pattern>
<value>#VAR MeVar %1</value>
</trigger>
<trigger priority="12" prompt="true" id="777">
<pattern>~[PE: (%d)~%~]</pattern>
<value>#VAR PeVar %1</value>
</trigger>
<button type="Gauge" variable="PeVar" autosize="false" width="150" height="23" color="#FFCC00" gaugelowcol="red" gaugebackcol="#F0F0F0" priority="223" id="778">
<caption>Physical</caption>
</button>
</class>


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 Post subject: Re: CMUD 3.34 Scripts
PostPosted: Tue Feb 19, 2013 7:21 pm 
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Joined: Tue Feb 28, 2012 11:06 pm
Posts: 19
This one is the traveling aid script. It includes scripts for open, look, and close. Those are basic. It also has one which when you type scan looks in each directions and tells you what NPCs are there. Lastly it includes one when you type exit simply shows you all the visible exits to you from the room without the description and other clutter.

<class name="Travel" id="611">
<alias name="open" autoappend="true" id="443">
<value>#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}}}}}}}}}}</value>
</alias>
<alias name="close" autoappend="true" id="444">
<value>#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}}}}}}}}}}
</value>
</alias>
<alias name="l" autoappend="true" id="445">
<value>#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}}}}}}}}}}}}</value>
</alias>
<alias name="scan" id="788">
<value>#FORALL @exits {look %i}</value>
</alias>
<trigger priority="7890" id="789">
<pattern>Obvious exits: (*)</pattern>
<value>#VAR exits {%replace(%replace(%replace( %trim( %1), " ", "|"),"(closed",""),")","")}</value>
</trigger>
<var name="exits" type="StringList" id="790">
<value>e|s|u</value>
<json>["e","s","u"]</json>
</var>
</class>


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 Post subject: Re: CMUD 3.34 Scripts
PostPosted: Tue Feb 19, 2013 7:22 pm 
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Joined: Tue Feb 28, 2012 11:06 pm
Posts: 19
This script captures the entire who list to a separate screen window. I have not finished it and added all racial abbreviations. However it is simple to do and I can walk you through it if need be.

Here is the basics of it.

<class name="Who Catcher" language="XML" id="664">
<trigger priority="6680" id="668">
<pattern>~[--- ---~]</pattern>
<value>#CAPTURE "Who List"</value>
</trigger>
<trigger priority="6680" id="779">
<pattern>~[DEL</pattern>
<value>#CAPTURE "Who List"</value>
</trigger>
<trigger priority="6681" id="780">
<pattern>~[PAR</pattern>
<value>#CAPTURE "Who List"</value>
</trigger>
<trigger priority="6680" id="781">
<pattern>Players found:</pattern>
<value>#CAPTURE "Who List"</value>
</trigger>
</class>


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 Post subject: Re: CMUD 3.34 Scripts
PostPosted: Tue Feb 19, 2013 7:36 pm 
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Joined: Tue Feb 28, 2012 11:06 pm
Posts: 19
here are two pictures of how it fits together.

https://www.dropbox.com/s/k2b8qgay1phduoj/Pic%201.png

https://www.dropbox.com/s/668fhl18k0zjsmr/Pic%202.png


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 Post subject: Re: CMUD 3.34 Scripts
PostPosted: Sun Feb 24, 2013 5:22 pm 
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Mortal

Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
A way simpler who grabbing script.

<class name="who catcher" id="140">
<trigger priority="1410" id="141">
<pattern>Players found: &amp;whonumber</pattern>
<value>&amp;whonumber
#ADD whonumber 4
#CAPTURE @whonumber "Who List"</value>
</trigger>
<var name="whonumber" id="142">20</var>
</class>



Basically grabs the number from the bottom of the players found and captures that many lines plus the extra blank spaces. Will get confused if there is random text in your who list but saves on a lot of triggers. Oh this wont work correctly if your scroll number is lower than the who list long. Two fixes either increase scroll number. Or change the +4 to + higher number to get the extra lines made from it. Will mean it wont be quite so nice and neat.

edit: I had to fix this I had it messed up when I copy pasted it because I had a second trigger I had forgotten about made it all one.


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