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 Post subject: Current Config
PostPosted: Tue Apr 19, 2016 1:43 pm 
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Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
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"


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 Post subject: Re: Current Config
PostPosted: Thu Apr 21, 2016 6:09 am 
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Mortal

Joined: Mon Mar 21, 2016 1:37 pm
Posts: 70
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.


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 Post subject: Re: Current Config
PostPosted: Thu Apr 21, 2016 7:28 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
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


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