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PostPosted: Sun May 14, 2017 6:16 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 155
Location: Seattle
House of Medakan cMUD Scripts

Installation Instructions for cMUD
Character name must be saved in the Name: field of the Auto Login tab.
This step allows the %char variable to contain the name of the connected character.
Without the %char variable, many of the House of Medakan scripts will fail.
If you choose not to use the %char variable you must create your own variable that captures
your character name on connection and replace that variable for all instances of %char variable.
THIS IS THE NUMBER 1 REASON WHEN THINGS DON'T WORK!
Help files: https://sites.google.com/site/houseofme ... help-files

Table of Contents

_________________
House of Medakan cMUD Scripts: Table of Contents

House of Medakan zMUD Scripts: Table of Contents


Last edited by Taziar on Sun Oct 13, 2019 12:13 am, edited 64 times in total.

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 Post subject: Re: HoM cMUD Scripts
PostPosted: Sun May 14, 2017 6:20 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 155
Location: Seattle
Type helpBank to view help file in client.

Image

Direct download: BankCMUD.txt

Code:
#CLASS {Bank}
#ALIAS helpBank {
   #PRINT {%crlf <C dodgerblue>-----Bank Help File-----</C>}
   #PRINT {   <C dodgerblue>[Updated:10/12/2019]</C>}
   #PRINT { Keeps track of all character's bank account balances.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>balBank</C> to view current balance for current character.}
   #PRINT {  Note: helpBank shows all balances for all characters.}
   #PRINT {}
   #VAR bankTotal {}
   #PRINT { <C dodgerblue>--Character Balance--</C>}
   #SORT bankList
   #FORALL @bankList {
      #PRINT {  %i %repeat(" ",%eval(13-%len(%i))) %repeat(" ",%eval(4-%len(%eval(%eval(%concat(~@,bankAccount,%i))/20))))%eval(%eval(%concat(~@,bankAccount,%i))/20) gold crowns.}
      #ADD bankTotal %eval(%eval(%concat(~@,bankAccount,%i))/20)
      }
   #PRINT {}
   #PRINT {  Total balance: <C goldenrod>@bankTotal</C> gold crowns.}
   #PRINT {}
   }
#VAR bankList {}
#VAR bankTotal {}
#ALIAS balBank {
   #PRINT {%crlf %char's balance is: <C dodgerblue>%eval(%eval(%concat(~@,bankAccount,%char))/20)</C> gold crowns. %crlf}
   }
#TRIGGER "bankBalance" {whispers to you 'Your balance is the equivalent of (%d) copper.'} {
   #VAR %concat(bankAccount,%char) %1
   } "" {case|disable}
#TRIGGER "bankDeposit" {tells you, '(%d) copper has been credited to your account.'} {
   #ADD %concat(bankAccount,%char) %1
   } "" {case|disable}
#TRIGGER "bankWithdraw" {tells you '(%d) copper has been deducted from your account.'} {
   #ADD %concat(bankAccount,%char) -%1
   } "" {case|disable}
#TRIGGER "bankPrompt" {{o|*} * >} {
   #T- bankPrompt
   #T- bankBalance
   #T- bankDeposit
   #T- bankWithdraw
   } "" {disable|nocr|prompt}
#ONINPUT "bankBalInput" {^{bal|bala|balan|balanc|balance}$} {
   #T+ bankBalance
   #T+ bankPrompt
   } "" {}
#ONINPUT "bankDepInput" {^{de|dep|depo|depos|deposi|deposit} (%d)$} {
   #T+ bankDeposit
   #T+ bankPrompt
   } "" {}
#ONINPUT "bankWithInput" {^{wit|with|withd|withdr|withdra|withdraw} (%d)$} {
   #T+ bankWithdraw
   #T+ bankPrompt
   } "" {}
#EVENT onConnect {
   #IF (%class(%concat(bankAccount,%char))=-1) {
      #ADDITEM bankList %char
      #VAR %concat(bankAccount,%char) 0 {_nodef} "Bank"
      }
   }
#CLASS 0

_________________
House of Medakan cMUD Scripts: Table of Contents

House of Medakan zMUD Scripts: Table of Contents


Last edited by Taziar on Wed Oct 16, 2019 2:19 am, edited 6 times in total.

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 Post subject: Re: HoM cMUD Scripts
PostPosted: Wed Aug 23, 2017 11:31 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 155
Location: Seattle
Type helpClanChest to view help file in client.

Image

Direct download: ClanChestCMUD.txt

Code:
#CLASS {ClanChest}
#ALIAS helpClanChest {
   #PRINT {%crlf <C dodgerblue>-----Clan Chest Help File-----</C>}
   #PRINT {      <C dodgerblue>[Updated: 9/21/2019]</C>}
   #PRINT {}
   #PRINT { Type <C dodgerblue>saveChest</C> when at quartermaster to save generic list.}
   #PRINT {  Note: type <C dodgerblue>saveChest <name></C> to save chest list with name.}
   #PRINT {   Example: saveChest Companions will save a list under the name Companions.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>showChest</C> to view contents of generic save list.}
   #PRINT {  Note: type <C dodgerblue>showChest <name></C> to view a previously named list.}
   #PRINT {   Example: showChest Companions will show the last list you saved with that name.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>searchChest <item></C> to view list of matched items with current item numbers.}
   #PRINT {  Note: to determine what chest list is searched first showChest <name> to set default.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>sortChest <item></C> to sort named items together.}
   #PRINT {  Note: works like the searchChest function except single keyword only.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>matchChest <name></C> when at quartermaster to compare a saved list with current chest contents.}
   #PRINT {  Note: matching items show in default text color, non-matching items show in <C dodgerblue>dodgerblue</C>.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>showChestList</C> to see list of current saved chest names.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>deleteChest <name></C> to delete a saved chest list.}
   #PRINT {}
   #PRINT { Script automatically gags any buggy chest slots (Oops! message).}
   #PRINT {}
   }
#ALIAS saveChest {
   #PRINT {}
   #IF (%len(%1)) {
      #IF (%ismember(%proper(%1),@clanChestNameList)) {
         #VAR %concat(chest,%proper(%1)) {} {_nodef} "ClanChest"
         #PRINT {Saving over existing chest list: %proper(%1)}
         } {
         #ADDITEM clanChestNameList %proper(%1)
         #VAR %concat(chest,%proper(%1)) {} {_nodef} "ClanChest"
         #PRINT {Saving new chest list: %proper(%1)}
         }
      #VAR clanChestName %proper(%1)
      } {
      #PRINT {Chest List Loading...}
      #T+ clansaveChestTrigger
      }
   #T+ clanChestTempTrigger
   #T+ clanChestPromptTrigger
   #T+ clanChestOopsTrigger
   #T+ clanChestFinishedTrigger
   #VAR clansaveChest {}
   #VAR clanChestTemp {}
   #VAR clanAddTemp 1
   #SEND {list}
   }
#ALIAS showChest {
   #PRINT {%crlf  One moment, retrieving chest list... %crlf}
   #IF (%ismember(%proper(%1),@clanChestNameList)) {
      #VAR clanChestName %proper(%1)
      #VAR clanChestTemp (%concat("@chest",%proper(%1)))
      #FORALL @clanChestTemp {
         #PRINT { %i}
         }
      #IF (%numitems(@clanChestTemp)) {} {
         #PRINT {  No list found!}
         }
      } {
      #FORALL @clansaveChest {
         #PRINT { %i}
         }
      #IF (%numitems(@clansaveChest)) {} {
         #PRINT {  No list found!}
         }
      }
   #PRINT {}
   }
#ALIAS searchChest {
   #IF (%len(%-1)>0) {
      #VAR clanSearchSuccess {0}
      #VAR clanSearchItem {%lower(%-1)}
      #PRINT {%crlf  One moment, searching chest list:@clanChestname for: %-1...}
      #IF (%pos(@clanSearchItem,@clanChestTemp)>0) {
         #VAR clanSearchSuccess 1
         #PRINT {}
         #FORALL @clanChestTemp {
            #IF (%pos(@clanSearchItem,%i)) {
               #PRINT {  %i}
               }
            }
         }
      #IF (@clanSearchSuccess=0) {
         #PRINT {%crlf Did not find any: @clanSearchItem}
         }
      #IF (%numitems(@clanChestTemp)) {} {
         #PRINT {%crlf Type: showChest <name> or saveChest to load list to search.}
         }
      } {
      #PRINT {%crlf  Type: searchChest <item keyword(s)>}
      }
   }
#ALIAS sortChest {
   #IF (%len(%1)>0) {
      #VAR clanSortList {}
      #VAR clanSearchSuccess {0}
      #VAR clanSearchItem {%lower(%1)}
      #PRINT {%crlf  One moment, sorting chest list:@clanChestname for: %1...}
      #IF (%pos(@clanSearchItem,@clanChestTemp)>0) {
         #VAR clanSearchSuccess 1
         #PRINT {}
         #FORALL @clanChestTemp {
            #IF (%pos(@clanSearchItem,%i)) {
               #PRINT {  %i}
               #ADDITEM clanSortList %trim(%left(%i,%pos(.,%i)))
               }
            }
         #LOOP %numitems(@clanSortList),1 {
            #SEND {withdraw %item(@clanSortList,%i)}
            }
         #REPEAT %numitems(@clanSortList) {
            #SEND {deposit @clanSearchItem}
            }
         }
      #IF (@clanSearchSuccess=0) {
         #PRINT {%crlf Did not find any: @clanSearchItem}
         }
      #IF (%numitems(@clanChestTemp)) {} {
         #PRINT {%crlf Type <C dodgerblue>showChest <name></C> or <C dodgerblue>saveChest</C> to load list to sort.}
         }
      } {
      #PRINT {%crlf  Type <C dodgerblue>sortChest <item keyword(s)></C>}
      }
   }
#ALIAS showChestList {
   #PRINT {%crlf Saved chest list names:%crlf}
   #FORALL @clanChestNameList {
      #PRINT { %i}
      }
   #PRINT {}
   }
#ALIAS deleteChest {
   #IF (%ismember(%proper(%1),@clanChestNameList)) {
      #DELITEM clanChestNameList %proper(%1)
      #UNVAR %concat(chest,%proper(%1)) "ClanChest"
      } {
      #PRINT {%crlf %proper(%1) is not a saved chest list.}
      }
   }
#ALIAS matchChest {
   #PRINT {}
   #IF (%ismember(%proper(%1),@clanChestNameList)) {
      #VAR clanChestName %proper(%1)
      #VAR clanMatchON 1
      #VAR clansaveChest {}
      #VAR clanChestTemp {}
      #T+ clansaveChestTrigger
      #T+ clanChestPromptTrigger
      #T+ clanChestOopsTrigger
      #T+ clanChestFinishedTrigger
      #SEND {list}
      } {
      #PRINT {%crlf Usage: matchChest <savedChestName>}
      }
   #PRINT {}
   }
#VAR clanAddTemp {}
#VAR clanMatchON {}
#VAR clanSaveChest {}
#VAR clanSortList {}
#VAR clanChestName {}
#VAR clanChestNameList {}
#VAR clanChestTemp {}
#VAR clanSearchItem {}
#VAR clanSearchSuccess {}
#TRIGGER "clanChestOopsTrigger" {%d. Oops! Item not found! Try again later.$} {
   #GAG
   } "" {case|disable}
#TRIGGER "clansaveChestTrigger" {(%d. [a-z]*)$} {
   #VAR clansaveChest %additem(%1,@clansaveChest)
   } "" {case|disable}
#TRIGGER "clanChestTempTrigger" {(%d. [a-z]*)$} {
   #VAR clanChestTemp %additem(%1,@clanChestTemp)
   } "" {case|disable}
#TRIGGER "clanChestPromptTrigger" {~* Press <Return> to continue, q to quit ~*>} {
   #CR
   } "" {case|disable|nocr|prompt}
#TRIGGER "clanChestFinishedTrigger" {{o|*} * >} {
   #T- clansaveChestTrigger
   #T- clanChestTempTrigger
   #T- clanChestOopsTrigger
   #T- clanChestPromptTrigger
   #T- clanChestFinishedTrigger
   #IF (@clanAddTemp) {
      #VAR clanAddTemp 0
      #VAR %concat(chest,@clanChestName) @clanChestTemp {_nodef} "ClanChest"
      }
   #IF (@clanMatchON) {
      #VAR clanMatchON 0
      #VAR clanChestTemp %expand(%concat("@chest",@clanChestName))
      #PRINT {%crlf Non matching entries show in <C dodgerblue>dodgerblue</C> %crlf}
      #FORALL @clansaveChest {
         #IF (%ismember(%i,@clanChestTemp)) {
            #PRINT { %i}
            } {
            #PRINT {<C dodgerblue> %i</C>}
            }
         }
      }
   } "" {case|disable|nocr|prompt}
#CLASS 0

_________________
House of Medakan cMUD Scripts: Table of Contents

House of Medakan zMUD Scripts: Table of Contents


Last edited by Taziar on Wed Oct 16, 2019 2:20 am, edited 12 times in total.

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 Post subject: Re: HoM cMUD Scripts
PostPosted: Fri Jul 20, 2018 7:55 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 155
Location: Seattle
Type helpClumsy to view help file in client.

Image

Direct download: ClumsyCMUD.txt

Code:
#CLASS {Clumsy}
#ALIAS helpClumsy {
   #PRINT {%crlf <C dodgerblue>-----Clumsy Help File-----</C>}
   #PRINT {   <C dodgerblue>[Updated: 8/28/2019]</C>}
   #PRINT { Script tracks individual character clumsy data across sessions.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>showClumsy</C> to toggle session message on/off for all characters.}
   #PRINT { Type <C dodgerblue>showClumsyOT</C> to toggle over time message on/off for current character.}
   #PRINT {}
   #PRINT { Type any of the following commands to show individual clumsy data: }
   #PRINT {   <C dodgerblue>bashCount</C>}
   #PRINT {   <C dodgerblue>chargeCount</C>}
   #PRINT {   <C dodgerblue>clumsyCount</C>}
   #PRINT {   <C dodgerblue>kickCount</C>}
   #PRINT {   <C dodgerblue>stabCount</C>}
   #PRINT {   <C dodgerblue>throwCount</C>}
   #PRINT {   <C dodgerblue>criticalCount</C> (throw critical)}
   #PRINT {}
   #PRINT { Type <C dodgerblue>resetClumsy</C> to reset data for current session only.}
   #PRINT { Type <C dodgerblue>resetClumsyData</C> to reset ALL data for current character.}
   #PRINT {  Note: Shows date (month/day/year) since resetting data.}
   #PRINT {}
   }
#ALIAS showClumsy {
   #IF (@showClumsy) {
      #VAR showClumsy 0
      #PRINT {Clumsy session message is turned on.}
      } {
      #VAR showClumsy 1
      #PRINT {Clumsy session message is turned off.}
      }
   }
#ALIAS showClumsyOT {
   #IF (%expand(%concat("@",show,%char,OT))) {
      #VAR %concat(show,%char,OT) 0
      #PRINT {Clumsy over time message for %char is turned on.}
      } {
      #VAR %concat(show,%char,OT) 1
      #PRINT {Clumsy over time message for %char is turned off.}
      }
   }
#ALIAS bashCount {
   #RAISE eventBashCount
   }
#ALIAS chargeCount {
   #RAISE eventChargeCount
   }
#ALIAS clumsyCount {
   #RAISE eventBashCount
   #RAISE eventChargeCount
   #RAISE eventKickCount
   #RAISE eventStabCount
   #RAISE eventThrowCount
   #RAISE eventCriticalCount
   }
#ALIAS kickCount {
   #RAISE eventKickCount
   }
#ALIAS stabCount {
   #RAISE eventStabCount
   }
#ALIAS throwCount {
   #RAISE eventThrowCount
   }
#ALIAS criticalCount {
   #RAISE eventCriticalCount
   }
#ALIAS resetClumsyData {
   #RESET Clumsy
   #VAR %concat(clumsy,%char,LandBash) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,LandCharge) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,LandKick) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,LandStab) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,LandThrow) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,LandThrowCritical) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,MissBash) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,MissCharge) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,MissKick) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,MissStab) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,MissThrow) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,PercentageBash) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,PercentageCharge) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,PercentageKick) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,PercentageStab) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,PercentageThrow) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,PercentageThrowCritical) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,TotalBash) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,TotalCharge) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,TotalKick) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,TotalStab) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(clumsy,%char,ThrowTotal) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #VAR %concat(%char,OT) {%time("m/d/20y")} {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
   #PRINT {Clumsy data for %char is now reset.}
   }
#ALIAS resetClumsy {
   #RESET Clumsy
   }
#VAR clumsyLandBash 0 0
#VAR clumsyLandCharge 0 0
#VAR clumsyLandKick 0 0
#VAR clumsyLandStab 0 0
#VAR clumsyLandThrow 0 0
#VAR clumsyLandThrowCritical 0 0
#VAR clumsyMissBash 0 0
#VAR clumsyMissCharge 0 0
#VAR clumsyMissKick 0 0
#VAR clumsyMissStab 0 0
#VAR clumsyMissThrow 0 0
#VAR clumsyPercentageBash 0 0
#VAR clumsyPercentageCharge 0 0
#VAR clumsyPercentageKick 0 0
#VAR clumsyPercentageStab 0 0
#VAR clumsyPercentageThrow 0 0
#VAR clumsyPercentageThrowCritical 0 0
#VAR clumsyTotalBash 0 0
#VAR clumsyTotalCharge 0 0
#VAR clumsyTotalKick 0 0
#VAR clumsyTotalStab 0 0
#VAR clumsyTotalThrow 0 0
#VAR showClumsy 1
#TRIGGER "clumsyBashLand" {^Your bash at * sprawling!$} {
   #VAR clumsyLandBash (@clumsyLandBash+1)
   #VAR %concat(clumsy,%char,LandBash) (%expand(%concat("@",clumsy,%char,LandBash))+1)
   #VAR clumsyTotalBash (@clumsyLandBash+@clumsyMissBash)
   #VAR clumsyPercentageBash (@clumsyLandBash*100/@clumsyTotalBash)
   #VAR %concat(clumsy,%char,TotalBash) (%expand(%concat("@",clumsy,%char,LandBash))+%expand(%concat("@",clumsy,%char,MissBash)))
   #VAR %concat(clumsy,%char,PercentageBash) (%expand(%concat("@",clumsy,%char,LandBash))*100/%expand(%concat("@",clumsy,%char,TotalBash)))
   #IF (@showClumsy) {
      #PRINT {This session you've landed @clumsyLandBash out of @clumsyTotalBash bashes (@{clumsyPercentageBash}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandBash)) out of %expand(%concat("@",clumsy,%char,TotalBash)) bashes (%expand(%concat("@",clumsy,%char,PercentageBash))~% landed)}
      }
   } "" {case}
#TRIGGER "clumsyBashTopple" {^As * your bash, you topple over and fall to the ground!$} {
   #VAR clumsyMissBash (@clumsyMissBash+1)
   #VAR %concat(clumsy,%char,MissBash) (%expand(%concat("@",clumsy,%char,MissBash))+1)
   #VAR clumsyTotalBash (@clumsyLandBash+@clumsyMissBash)
   #VAR clumsyPercentageBash (@clumsyLandBash*100/@clumsyTotalBash)
   #VAR %concat(clumsy,%char,TotalBash) (%expand(%concat("@",clumsy,%char,LandBash))+%expand(%concat("@",clumsy,%char,MissBash)))
   #VAR %concat(clumsy,%char,PercentageBash) (%expand(%concat("@",clumsy,%char,LandBash))*100/%expand(%concat("@",clumsy,%char,TotalBash)))
   #IF (@showClumsy) {
      #PRINT {This session you've missed @clumsyMissBash out of @clumsyTotalBash bashes (@{clumsyPercentageBash}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've missed %expand(%concat("@",clumsy,%char,MissBash)) out of %expand(%concat("@",clumsy,%char,TotalBash)) bashes (%expand(%concat("@",clumsy,%char,PercentageBash))~% landed)}
      }
   } "" {case}
#TRIGGER "clumsyChargeLand" {^Chaaaaarrrge!! * bleeds profusely as you skewer * with *!$} {
   #VAR clumsyLandCharge (@clumsyLandCharge+1)
   #VAR %concat(clumsy,%char,LandCharge) (%expand(%concat("@",clumsy,%char,LandCharge))+1)
   #VAR clumsyTotalCharge (@clumsyMissCharge+@clumsyLandCharge)
   #VAR clumsyPercentageCharge (@clumsyLandCharge*100/@clumsyTotalCharge)
   #VAR %concat(clumsy,%char,TotalCharge) (%expand(%concat("@",clumsy,%char,MissCharge))+%expand(%concat("@",clumsy,%char,LandCharge)))
   #VAR %concat(clumsy,%char,PercentageCharge) (%expand(%concat("@",clumsy,%char,LandCharge))*100/%expand(%concat("@",clumsy,%char,TotalCharge)))
   #IF (@showClumsy) {
      #PRINT {This session you've landed @clumsyLandCharge out of @clumsyTotalCharge charges (@{clumsyPercentageCharge}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandCharge)) out of %expand(%concat("@",clumsy,%char,TotalCharge)) charges (%expand(%concat("@",clumsy,%char,PercentageCharge))~% landed)}
      }
   } "" {case}
#TRIGGER "clumsyChargeOops" {^Oops. Your lame efforts cause you to miss.$} {
   #VAR clumsyMissCharge (@clumsyMissCharge+1)
   #VAR %concat(clumsy,%char,MissCharge) (%expand(%concat("@",clumsy,%char,MissCharge))+1)
   #VAR clumsyTotalCharge (@clumsyMissCharge+@clumsyLandCharge)
   #VAR clumsyPercentageCharge (@clumsyLandCharge*100/@clumsyTotalCharge)
   #VAR %concat(clumsy,%char,TotalCharge) (%expand(%concat("@",clumsy,%char,MissCharge))+%expand(%concat("@",clumsy,%char,LandCharge)))
   #VAR %concat(clumsy,%char,PercentageCharge) (%expand(%concat("@",clumsy,%char,LandCharge))*100/%expand(%concat("@",clumsy,%char,TotalCharge)))
   #IF (@showClumsy) {
      #PRINT {This session you've clumsied @clumsyMissCharge out of @clumsyTotalCharge charges (@{clumsyPercentageCharge}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've clumsied %expand(%concat("@",clumsy,%char,MissCharge)) out of %expand(%concat("@",clumsy,%char,TotalCharge)) charges (%expand(%concat("@",clumsy,%char,PercentageCharge))~% landed)}
      }   
   } "" {case}
#TRIGGER "clumsyStabLand" {^* makes a strange sound as you place * in * back!$} {
   #VAR clumsyLandStab (@clumsyLandStab+1)
   #VAR %concat(clumsy,%char,LandStab) (%expand(%concat("@",clumsy,%char,LandStab))+1)
   #VAR clumsyTotalStab (@clumsyLandStab+@clumsyMissStab)
   #VAR clumsyPercentageStab (@clumsyLandStab*100/@clumsyTotalStab)
   #VAR %concat(clumsy,%char,TotalStab) (%expand(%concat("@",clumsy,%char,LandStab))+%expand(%concat("@",clumsy,%char,MissStab)))
   #VAR %concat(clumsy,%char,PercentageStab) (%expand(%concat("@",clumsy,%char,LandStab))*100/%expand(%concat("@",clumsy,%char,TotalStab)))
   #IF (@showClumsy) {
      #PRINT {This session you've landed @clumsyLandStab out of @clumsyTotalStab stabs (@{clumsyPercentageStab}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandStab)) out of %expand(%concat("@",clumsy,%char,TotalStab)) stabs (%expand(%concat("@",clumsy,%char,PercentageStab))~% landed)}
      }   
   } "" {case}
#TRIGGER "clumsyStabOoops" {^Ooops. Your clumsy execution broadcasts your intentions.$} {
   #VAR clumsyMissStab (@clumsyMissStab+1)
   #VAR %concat(clumsy,%char,MissStab) (%expand(%concat("@",clumsy,%char,MissStab))+1)
   #VAR clumsyTotalStab (@clumsyLandStab+@clumsyMissStab)
   #VAR clumsyPercentageStab (@clumsyLandStab*100/@clumsyTotalStab)
   #VAR %concat(clumsy,%char,TotalStab) (%expand(%concat("@",clumsy,%char,LandStab))+%expand(%concat("@",clumsy,%char,MissStab)))
   #VAR %concat(clumsy,%char,PercentageStab) (%expand(%concat("@",clumsy,%char,LandStab))*100/%expand(%concat("@",clumsy,%char,TotalStab)))
   #IF (@showClumsy) {
      #PRINT {This session you've clumsied @clumsyMissStab out of @clumsyTotalStab stabs (@{clumsyPercentageStab}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've clumsied %expand(%concat("@",clumsy,%char,MissStab)) out of %expand(%concat("@",clumsy,%char,TotalStab)) stabs (%expand(%concat("@",clumsy,%char,PercentageStab))~% landed)}
      }
   } "" {case}
#TRIGGER "clumsyKickLand" {Your boots need polishing again -- blood all over...$} {
   #RAISE eventKickSuccess
   } "" {case}
#TRIGGER "clumsyKickHit" {Your kick hits * in the solar plexus!$} {
   #RAISE eventKickSuccess
   } "" {case}
#TRIGGER "clumsyKickMiss" {You miss your kick at * groin, much to * relief...$} {
   #RAISE eventKickFail
   } "" {case}
#TRIGGER "clumsyKickMile" {Your beautiful full-circle kick misses * by a mile.$} {
   #RAISE eventKickFail
   } "" {case}
#TRIGGER "clumsyThrowTrigger" {You throw * at *.$} {
   #T+ clumsyThrowLand
   #T+ clumsyThrowRip
   #T+ clumsyThrowCrit
   #T+ clumsyThrowDeflect
   #T+ clumsyThrowMiss
   #ALARM "clumsyThrowAlarm" +10 {
      #RAISE eventThrown
      } "Clumsy"
   } "" {case}
#TRIGGER "clumsyThrowLand" {^* grunts in pain as * is struck by *.$} {
   #RAISE eventThrowSuccess
   } "" {case|disable}
#TRIGGER "clumsyThrowRip" {^* rips through * guts as * collapses to the ground.$} {
   #RAISE eventThrowSuccess
   } "" {case|disable}
#TRIGGER "clumsyThrowCrit" {^* spasms in excruciating pain as * is struck by *.$} {
   #RAISE eventThrown
   #VAR clumsyLandThrow (@clumsyLandThrow+1)
   #VAR clumsyLandThrowCritical (@clumsyLandThrowCritical+1)
   #VAR %concat(clumsy,%char,LandThrow) (%expand(%concat("@",clumsy,%char,LandThrow))+1)
   #VAR %concat(clumsy,%char,LandThrowCritical) (%expand(%concat("@",clumsy,%char,LandThrowCritical))+1)
   #VAR clumsyPercentageThrowCritical (@clumsyLandThrowCritical*100/@clumsyLandThrow)
   #VAR %concat(clumsy,%char,PercentageThrowCritical) (%expand(%concat("@",clumsy,%char,LandThrowCritical))*100/%expand(%concat("@",clumsy,%char,LandThrow)))
   #VAR clumsyTotalThrow (@clumsyMissThrow+@clumsyLandThrow)
   #VAR clumsyPercentageThrow (@clumsyLandThrow*100/@clumsyTotalThrow)
   #VAR %concat(clumsy,%char,ThrowTotal) (%expand(%concat("@",clumsy,%char,MissThrow))+%expand(%concat("@",clumsy,%char,LandThrow)))
   #VAR %concat(clumsy,%char,PercentageThrow) (%expand(%concat("@",clumsy,%char,LandThrow))*100/%expand(%concat("@",clumsy,%char,ThrowTotal)))
   #IF (@showClumsy) {
      #PRINT {This session you've landed @clumsyLandThrow out of @clumsyTotalThrow throws (@{clumsyPercentageThrow}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandThrow)) out of %expand(%concat("@",clumsy,%char,ThrowTotal)) throws (%expand(%concat("@",clumsy,%char,PercentageThrow))~% landed)}
      }
   } "" {case|disable}
#TRIGGER "clumsyThrowDeflect" {^* deflects * that was thrown at *.$} {
   #RAISE eventThrowFail
   } "" {case|disable}
#TRIGGER "clumsyThrowMiss" {^* just misses * and falls to the ground.$} {
   #RAISE eventThrowFail
   } "" {case|disable}
#EVENT OnConnect {
   #IF (%class(Clumsy|%concat(%char,ClumsyVariables))=-1) {
      #CLASS {Clumsy|%concat(%char,ClumsyVariables)} {disable}
      #CLASS 0
      #VAR %concat(clumsy,%char,LandBash) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,LandCharge) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,LandKick) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,LandStab) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,LandThrow) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,LandThrowCritical) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,MissBash) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,MissCharge) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,MissKick) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,MissStab) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,MissThrow) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,PercentageBash) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,PercentageCharge) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,PercentageKick) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,PercentageStab) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,PercentageThrow) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,PercentageThrowCritical) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,TotalBash) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,TotalCharge) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,TotalKick) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,TotalStab) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(clumsy,%char,ThrowTotal) 0 {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(show,%char,OT) {1} {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      #VAR %concat(%char,OT) {%time("m/d/20y")} {_nodef} {Clumsy|%concat(%char,ClumsyVariables)}
      } {
      #T+ {Clumsy|%concat(%char,ClumsyVariables)}
      }
   }
#EVENT eventBashCount {
   #PRINT {%crlf <C dodgerblue>Bash Data:</C>}
   #IF (@clumsyTotalBash>0) {
      #PRINT {This session you've landed @clumsyLandBash out of @clumsyTotalBash bashes (@{clumsyPercentageBash}~% landed)}
      } {
      #PRINT {No current session data available...}
      }
   #IF (%expand(%concat("@",clumsy,%char,TotalBash))>0) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandBash)) out of %expand(%concat("@",clumsy,%char,TotalBash)) bashes (%expand(%concat("@",clumsy,%char,PercentageBash))~% landed)}
      } {
      #PRINT {No over time data available...}
      }
   }
#EVENT eventChargeCount {
   #PRINT {%crlf <C dodgerblue>Charge Data:</C>}
   #IF (@clumsyTotalCharge>0) {
      #PRINT {This session you've landed @clumsyLandCharge out of @clumsyTotalCharge charges (@{clumsyPercentageCharge}~% landed)}
      } {
      #PRINT {No current session data available...}
      }
   #IF (%expand(%concat("@",clumsy,%char,TotalCharge))>0) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandCharge)) out of %expand(%concat("@",clumsy,%char,TotalCharge)) charges (%expand(%concat("@",clumsy,%char,PercentageCharge))~% landed)}
      } {
      #PRINT {No over time data available...}
      }
   }
#EVENT eventKickCount {
   #PRINT {%crlf <C dodgerblue>Kick Data:</C>}
   #IF (@clumsyTotalKick>0) {
      #PRINT {This session you've landed @clumsyLandKick out of @clumsyTotalKick kicks (@{clumsyPercentageKick}~% landed)}
      } {
      #PRINT {No current session data available...}
      }
   #IF (%expand(%concat("@",clumsy,%char,TotalKick))>0) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandKick)) out of %expand(%concat("@",clumsy,%char,TotalKick)) kicks (%expand(%concat("@",clumsy,%char,PercentageKick))~% landed)}
      } {
      #PRINT {No over time data available...}
      }
   }
#EVENT eventStabCount {
   #PRINT {%crlf <C dodgerblue>Stab Data:</C>}
   #IF (@clumsyTotalStab>0) {
      #PRINT {This session you've landed @clumsyLandStab out of @clumsyTotalStab stabs (@{clumsyPercentageStab}~% landed)}
      } {
      #PRINT {No current session data available...}
      }
   #IF (%expand(%concat("@",clumsy,%char,TotalStab))>0) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandStab)) out of %expand(%concat("@",clumsy,%char,TotalStab)) stabs (%expand(%concat("@",clumsy,%char,PercentageStab))~% landed)}
      } {
      #PRINT {No over time data available...}
      }
   }
#EVENT eventThrowCount {
   #PRINT {%crlf <C dodgerblue>Throw Data:</C>}
   #IF (@clumsyTotalThrow>0) {
      #PRINT {This session you've landed @clumsyLandThrow out of @clumsyTotalThrow throws (@{clumsyPercentageThrow}~% landed)}
      } {
      #PRINT {No current session data available...}
      }
   #IF (%expand(%concat("@",clumsy,%char,ThrowTotal))>0) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandThrow)) out of %expand(%concat("@",clumsy,%char,ThrowTotal)) throws (%expand(%concat("@",clumsy,%char,PercentageThrow))~% landed)}
      } {
      #PRINT {No over time data available...}
      }
   }
#EVENT eventCriticalCount {
   #PRINT {%crlf <C dodgerblue>Critical Throw Data:</C>}
   #IF (@clumsyTotalThrow>0) {
      #PRINT {This session you've landed @clumsyLandThrowCritical critical throws out of @clumsyLandThrow total landed throws (@{clumsyPercentageThrowCritical}~% crits landed)}
      } {
      #PRINT {No current session data available...}
      }
   #IF (%expand(%concat("@",clumsy,%char,LandThrow))>0) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandThrowCritical)) criticals out of %expand(%concat("@",clumsy,%char,LandThrow)) total landed throws (%expand(%concat("@",clumsy,%char,PercentageThrowCritical))~% crits landed)}
      } {
      #PRINT {No over time data available...}
      }
   }
#EVENT eventKickFail {
   #VAR clumsyMissKick (@clumsyMissKick+1)
   #VAR %concat(clumsy,%char,MissKick) (%expand(%concat("@",clumsy,%char,MissKick))+1)
   #VAR clumsyTotalKick (@clumsyLandKick+@clumsyMissKick)
   #VAR clumsyPercentageKick (@clumsyLandKick*100/@clumsyTotalKick)
   #VAR %concat(clumsy,%char,TotalKick) (%expand(%concat("@",clumsy,%char,LandKick))+%expand(%concat("@",clumsy,%char,MissKick)))
   #VAR %concat(clumsy,%char,PercentageKick) (%expand(%concat("@",clumsy,%char,LandKick))*100/%expand(%concat("@",clumsy,%char,TotalKick)))
   #IF (@showClumsy) {
      #PRINT {This session you've clumsied @clumsyMissKick out of @clumsyTotalKick kicks (@{clumsyPercentageKick}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've clumsied %expand(%concat("@",clumsy,%char,MissKick)) out of %expand(%concat("@",clumsy,%char,TotalKick)) kicks (%expand(%concat("@",clumsy,%char,PercentageKick))~% landed)}
      }
   }
#EVENT eventKickSuccess {
   #VAR clumsyLandKick (@clumsyLandKick+1)
   #VAR %concat(clumsy,%char,LandKick) (%expand(%concat("@",clumsy,%char,LandKick))+1)
   #VAR clumsyTotalKick (@clumsyLandKick+@clumsyMissKick)
   #VAR clumsyPercentageKick (@clumsyLandKick*100/@clumsyTotalKick)
   #VAR %concat(clumsy,%char,TotalKick) (%expand(%concat("@",clumsy,%char,LandKick))+%expand(%concat("@",clumsy,%char,MissKick)))
   #VAR %concat(clumsy,%char,PercentageKick) (%expand(%concat("@",clumsy,%char,LandKick))*100/%expand(%concat("@",clumsy,%char,TotalKick)))
   #IF (@showClumsy) {
      #PRINT {This session you've landed @clumsyLandKick out of @clumsyTotalKick kicks (@{clumsyPercentageKick}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandKick)) out of %expand(%concat("@",clumsy,%char,TotalKick)) kicks (%expand(%concat("@",clumsy,%char,PercentageKick))~% landed)}
      }   
   }
#EVENT eventThrowFail {
   #RAISE eventThrown
   #VAR clumsyMissThrow (@clumsyMissThrow+1)
   #VAR %concat(clumsy,%char,MissThrow) (%expand(%concat("@",clumsy,%char,MissThrow))+1)
   #VAR clumsyTotalThrow (@clumsyMissThrow+@clumsyLandThrow)
   #VAR clumsyPercentageThrow (@clumsyLandThrow*100/@clumsyTotalThrow)
   #VAR %concat(clumsy,%char,ThrowTotal) (%expand(%concat("@",clumsy,%char,MissThrow))+%expand(%concat("@",clumsy,%char,LandThrow)))
   #VAR %concat(clumsy,%char,PercentageThrow) (%expand(%concat("@",clumsy,%char,LandThrow))*100/%expand(%concat("@",clumsy,%char,ThrowTotal)))
   #IF (@showClumsy) {
      #PRINT {This session you've clumsied @clumsyMissThrow out of @clumsyTotalThrow throws (@{clumsyPercentageThrow}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've clumsied %expand(%concat("@",clumsy,%char,MissThrow)) out of %expand(%concat("@",clumsy,%char,ThrowTotal)) throws (%expand(%concat("@",clumsy,%char,PercentageThrow))~% landed)}
      }   
   }
#EVENT eventThrowSuccess {
   #RAISE eventThrown
   #VAR clumsyLandThrow (@clumsyLandThrow+1)
   #VAR %concat(clumsy,%char,LandThrow) (%expand(%concat("@",clumsy,%char,LandThrow))+1)
   #VAR clumsyTotalThrow (@clumsyMissThrow+@clumsyLandThrow)
   #VAR clumsyPercentageThrow (@clumsyLandThrow*100/@clumsyTotalThrow)
   #VAR %concat(clumsy,%char,ThrowTotal) (%expand(%concat("@",clumsy,%char,MissThrow))+%expand(%concat("@",clumsy,%char,LandThrow)))
   #VAR %concat(clumsy,%char,PercentageThrow) (%expand(%concat("@",clumsy,%char,LandThrow))*100/%expand(%concat("@",clumsy,%char,ThrowTotal)))
   #IF (@showClumsy) {
      #PRINT {This session you've landed @clumsyLandThrow out of @clumsyTotalThrow throws (@{clumsyPercentageThrow}~% landed)}
      }
   #IF (%expand(%concat("@",show,%char,OT))) {
      #PRINT {Since %expand(%concat("@",%char,OT)) you've landed %expand(%concat("@",clumsy,%char,LandThrow)) out of %expand(%concat("@",clumsy,%char,ThrowTotal)) throws (%expand(%concat("@",clumsy,%char,PercentageThrow))~% landed)}
      }
   }
#EVENT eventThrown {
   #T- clumsyThrowLand
   #T- clumsyThrowRip
   #T- clumsyThrowCrit
   #T- clumsyThrowDeflect
   #T- clumsyThrowMiss
   }
#CLASS 0

_________________
House of Medakan cMUD Scripts: Table of Contents

House of Medakan zMUD Scripts: Table of Contents


Last edited by Taziar on Wed Oct 16, 2019 2:20 am, edited 7 times in total.

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 Post subject: Re: HoM cMUD Scripts
PostPosted: Sat Jul 21, 2018 1:56 am 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 155
Location: Seattle
Type helpColors to view help file in client.

Image

Direct download: ColorsCMUD.txt

Code:
#CLASS {Colors}
#ALIAS helpColors {
   #PRINT {%crlf <C dodgerblue>-----Colors Help File-----</C>}
   #PRINT {    <C dodgerblue>[Updated: 9/1/2019]</C>}
   #PRINT {}
   #PRINT { Type <C dodgerblue>colorAlert <type> <color> [bcolor]</C> to set colors for alerts of the specified type.}
   #PRINT {  Available colorAlert types: (shown in current set color) [background color optional]}
   #PRINT {   <C %replace(@colorAlertLow,","," ")> Low            (low priority alerts) </C>}
   #PRINT {   <C %replace(@colorAlertMedium,","," ")> Medium      (medium priority alerts) </C>}
   #PRINT {   <C %replace(@colorAlertHigh,","," ")> High          (high priority alerts) </C>}
   #PRINT {   <C %replace(@colorAlertDeadly,","," ")> Deadly     (highest priority alerts) </C>}
   #PRINT {      Note: Weaves targeted at you use the Deadly alert color.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>colorToggle <type></C> to toggle color triggers on/off.}
   #PRINT {  Available colorToggle types: (current toggle mode)}
   #PRINT {   MiscColors  %if(%class(Colors|MiscColors),"    (ON)","    (OFF)")}
   #PRINT {   SkillColors  %if(%class(Colors|SkillColors),"   (ON)","   (OFF)")}
   #PRINT {   WeavesReceived  %if(%class(Colors|WeavesReceived),"(ON)","(OFF)")}
   #PRINT {}
   }
#ALIAS colorAlert {
   #PRINT {}
   #IF (%null(%1)) {
      #PRINT { Usage: <C dodgerblue>colorAlert <type> <color> [bcolor]</C> [background color optional]"}
      #PRINT {  Available Alert types: (shown in current set color)"}
      #PRINT {   <C %replace(@colorAlertLow,","," ")> Low               (low priority alerts) </C>}
      #PRINT {   <C %replace(@colorAlertMedium,","," ")> Medium         (medium priority alerts) </C>}
      #PRINT {   <C %replace(@colorAlertHigh,","," ")> High             (high priority alerts) </C>}
      #PRINT {   <C %replace(@colorAlertDeadly,","," ")> Deadly        (highest priority alerts) </C>}
      #PRINT {     Note: Weaves targeted at you use the Deadly alert color.}
      #PRINT {}
      } {
      #IF (%class(%concat("colorAlert",%1))=-1) {
         #PRINT {%1 is an invalid type selection...}
         } {
         #IF (%null(%2)) {
            #PRINT {What color is that?...}
            } {
            #IF (%colorname(%2)=536870911 AND %color(%2)=0) {
               #VAR %concat("colorAlert",%1) {}
               #PRINT { %2 is an invalid color. %concat("colorAlert",%proper(%1)) variable cleared.}
               } {
               #IF (%null(%3)) {
                  #VAR %concat("colorAlert",%1) {%2}
                  #PRINT {Alert %proper(%1) color set: <C %2>%2</C>}
                  } {
                  #IF (%colorname(%3)=536870911 AND %color(%3)=0) {
                     #VAR %concat("colorAlert",%1) {}
                     #PRINT { %3 is an invalid color. %concat("colorAlert",%proper(%1)) variable cleared.}
                     } {
                     #VAR %concat("colorAlert",%1) {%concat(%2,",",%3)}
                     #PRINT {Alert %proper(%1) color set: <C %2 %3>%2 %3</C>}
                     }
                  }
               }
            }
         }
      }
   }
#ALIAS colorToggle {
   #PRINT {}
   #IF (%null(%1)) {
      #PRINT { Usage: colorToggle <type>}
      #PRINT {  Available colorToggle types: (current toggle mode)}
      #PRINT {   CommColors  %if(%class(Colors|CommColors),"    (ON)","    (OFF)")}
      #PRINT {   MiscColors  %if(%class(Colors|MiscColors),"    (ON)","    (OFF)")}
      #PRINT {   SkillColors  %if(%class(Colors|SkillColors),"   (ON)","   (OFF)")}
      #PRINT {   WeavesReceived  %if(%class(Colors|WeavesReceived),"(ON)","(OFF)")}
      } {
      #IF (%class(Colors|%1)=-1) {
         #PRINT {%1 is an invalid type selection...}
         } {
         #IF (%class(Colors|%1)=1) {
            #T- {Colors|%1}
            #PRINT { Color triggers for %1 have been turned off.}
            } {
            #T+ {Colors|%1}
            #PRINT { Color triggers for %1 have been turned on.}
            }
         }
      }
   }
#VAR colorAlertDeadly {white,red}
#VAR colorAlertHigh {white,darkred}
#VAR colorAlertLow {white,royalblue}
#VAR colorAlertMedium {white,mediumblue}
#CLASS 0
#CLASS {Colors|SkillColors}
#TRIGGER {^(Your bash at )(*)( sends * sprawling!)$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertLow} %x1
      #PCOL {@colorAlertLow} %x3
      } {
      #CW @colorAlertLow
      }
   } "" {case}
#TRIGGER {^(As )(*)( avoids your bash, you topple over and fall to the ground!)$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertMedium} %x1
      #PCOL {@colorAlertMedium} %x3
      } {
      #CW @colorAlertMedium
      }
   } "" {case}
#TRIGGER {^(*)( sends )(*)( sprawling with a powerful bash!)$} {
   #IF (%begins(%1,~*)) {
      #IF (%3=you) {
         #PCOL {@colorAlertHigh} %x2
         #PCOL {@colorAlertHigh} %x3
         #PCOL {@colorAlertHigh} %x4
         } {
         #PCOL {@colorAlertMedium} %x2
         #PCOL {@colorAlertLow} %x3
         #PCOL {@colorAlertMedium} %x4
         }
      } {
      #IF (%begins(%3,~*)) {
         #PCOL {@colorAlertLow} %x1
         #PCOL {@colorAlertMedium} %x2
         #PCOL {@colorAlertMedium} %x4
         } {
         #IF (%3=you) {
            #CW @colorAlertHigh
            } {
            #CW @colorAlertMedium
            }
         }
      }
   } "" {case}
#TRIGGER {^(You dodge a bash from )(*)( who loses * balance and falls!)$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertLow} %x1
      #PCOL {@colorAlertLow} %x3
      } {
      #CW @colorAlertLow
      }
   } "" {case}
#TRIGGER {^(Suddenly )(*)( places * in your back!)$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertHigh} %x1
      #PCOL {@colorAlertHigh} %x3
      } {
      #CW @colorAlertHigh
      }
   } "" {case}
#TRIGGER {^(*)( clumsily approaches you with *, but you fend off the attack.)} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertLow} %x2
      } {
      #CW @colorAlertLow
      }
   } "" {case}
#TRIGGER {[A-Z]* starts barreling down on you, * aimed at your chest.} {
   #CW @colorAlertHigh
   } "" {case}
#TRIGGER {(*)( starts barreling down on you, * aimed at your chest.)} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertHigh} %x2
      } {
      #CW @colorAlertHigh
      }
   } "" {case}
#TRIGGER {^(Suddenly )(*)( charges you with *!)$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertHigh} %x1
      #PCOL {@colorAlertHigh} %x3
      } {
      #CW @colorAlertHigh
      }
   } "" {case}
#TRIGGER {^[A-Z]* clumsily charges you with *, but you deftly step aside.$} {
   #CW @colorAlertLow
   } "" {case}
#TRIGGER {^(*)( clumsily charges you with *, but you deftly step aside.)$} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertLow} %x2
      } {
      #CW @colorAlertLow
      }
   } "" {case}
#TRIGGER {(*)( wipes %w boots in your face!)$} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertHigh} %x2
      } {
      #CW @colorAlertHigh
      }
   } "" {case}
#TRIGGER {You're hit in solar plexus, wow, this is breathtaking!!$} {
   #CW @colorAlertHigh
   } "" {case}
#TRIGGER {^(*)( grunts in pain as %w is struck by *.)$} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertLow} %x2
      } {
      #CW @colorAlertLow
      }
   } "" {case}
#TRIGGER {^(*)( spasms in excruciating pain as %w is struck by *.)$} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertLow} %x2
      } {
      #CW @colorAlertLow
      }
   } "" {case}
#TRIGGER {^[A-Z]* rips through %w*'s guts as %w collapses to the ground.$} {
   #CW {@colorAlertLow}
   } "" {case}
#TRIGGER {^([A-Z]* rips through )(*)( guts as %w collapses to the ground.)$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertHigh} %x1
      #PCOL {@colorAlertHigh} %x3
      } {
      #CW @colorAlertHigh
      }
   } "" {case}
#TRIGGER {^[A-Z]* deflects * that was thrown at %w.$} {
   #CW {@colorAlertMedium}
   } "" {case}
#TRIGGER {^(*)( deflects * that was thrown at %w.)$} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertMedium} %x2
      } {
      #CW @colorAlertMedium
      }
   } "" {case}
#TRIGGER {^([A-Z]* just misses )(*)( and falls to the ground.)$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertMedium} %x1
      #PCOL {@colorAlertMedium} %x3
      } {
      #CW @colorAlertMedium
      }
   } "" {case}
#CLASS 0
#CLASS {Colors|WeavesReceived}
#TRIGGER {^The impact of an unseen force sends you sprawling!$} {
   #CW @colorAlertDeadly
   } "" {case}
#TRIGGER {^Arrrgggh!!! Your body is on FIRE! You have precious few moments to save your sorry life!$} {
   #CW @colorAlertDeadly
   } "" {case}
#TRIGGER {^The air around your eyes seems to catch fire, blinding you!$} {
   #CW @colorAlertDeadly
   } "" {case}
#TRIGGER {^A strangled cough racks your lungs, causing agony!$} {
   #CW @colorAlertDeadly
   } "" {case}
#TRIGGER {^(*)( hands weave a bright red flame...)$} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertDeadly} %x2
      } {
      #CW @colorAlertDeadly
      }
   } "" {case}
#TRIGGER {^(You gasp in pain as streaks of fire from )(*)( burn your body!)$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertDeadly} %x1
      #PCOL {@colorAlertDeadly} %x3
      } {
      #CW @colorAlertDeadly
      }
   } "" {case}
#TRIGGER {^(Your body is pierced by * spikes sent by )(*)!$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertDeadly} %x1
      } {
      #CW @colorAlertDeadly
      }
   } "" {case}
#TRIGGER {^(*)( gestures and you begin to lose your balance.)$} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertDeadly} %x2
      } {
      #CW @colorAlertDeadly
      }
   } "" {case}
#TRIGGER {^(*)( calls lightning from the sky to strike you, sizzling your insides!)$} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertDeadly} %x2
      } {
      #CW @colorAlertDeadly
      }
   } "" {case}
#TRIGGER {^(Your body is burned by a %w fireball sent by )(*)!$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertDeadly} %x1
      } {
      #CW @colorAlertDeadly
      }
   } "" {case}
#TRIGGER {^~*[A-Z]%w~* (gazes deeply into your soul.. very chilling.)$} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertDeadly} %x2
      } {
      #CW @colorAlertDeadly
      }
   } "" {case}
#TRIGGER {^(You shiver from an icy cold force sent by )(*).$} {
   #IF (%begins(%2,~*)) {
      #PCOL {@colorAlertDeadly} %x1
      } {
      #CW @colorAlertDeadly
      }
   } "" {case}
#TRIGGER {^(*)( waves at you, and a cold sweat begins attacking your every muscle.)$} {
   #IF (%begins(%1,~*)) {
      #PCOL {@colorAlertDeadly} %x2
      } {
      #CW @colorAlertDeadly
      }
   } "" {case}
#CLASS 0
#CLASS {Colors|MiscColors}
#TRIGGER {You aren't in touch with {saidin|saidar} to channel it.$} {#CW @colorAlertMedium} "" {case}
#TRIGGER {You are unable to sense the True Source at all from here.$} {#CW @colorAlertMedium} "" {case}
#TRIGGER {You feel isolated from the Source!$} {#CW @colorAlertMedium} "" {case}
#TRIGGER {You lose all sense of the True Source here.$} {#CW @colorAlertMedium} "" {case}
#TRIGGER {^You sense a hidden life form in the area...$} {#CW @colorAlertDeadly} "" {case}
#TRIGGER {~*KERBOOM~* The explosion rips you from the ground and tosses you through the air.$} {#CW @colorAlertDeadly} "" {case}
#TRIGGER {~*KERBOOM~* An explosion sounds in the distance.$} {#CW @colorAlertHigh} "" {case}
#TRIGGER {PANIC!  You couldn't escape!$} {#CW @colorAlertHigh} "" {case}
#TRIGGER {[A-Z]* is thrown from your hands as you are struck.$} {#CW @colorAlertDeadly} "" {case}
#TRIGGER {You disarm * weapon with one swift strike.$} {#CW @colorAlertMedium} "" {case}
#TRIGGER {You fumble * as you are struck.$} {#CW @colorAlertHigh} "" {case}
#TRIGGER {^Ouch! That Really did HURT!$} {#CW @colorAlertDeadly} "" {case}
#TRIGGER {No way!  You're fighting for your life!$} {#CW @colorAlertLow} "" {case}
#TRIGGER {You panic and attempt to flee!} {#CW @colorAlertMedium} "" {case}
#CLASS 0

_________________
House of Medakan cMUD Scripts: Table of Contents

House of Medakan zMUD Scripts: Table of Contents


Last edited by Taziar on Wed Oct 16, 2019 2:21 am, edited 8 times in total.

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 Profile  
 
 Post subject: Re: HoM cMUD Scripts
PostPosted: Sun Aug 26, 2018 2:21 am 
Offline

Joined: Tue Apr 07, 2015 8:24 pm
Posts: 155
Location: Seattle
Type helpCombat to view help file in client.



Direct download: [url][/url]

Code:
Currently in debug

_________________
House of Medakan cMUD Scripts: Table of Contents

House of Medakan zMUD Scripts: Table of Contents


Last edited by Taziar on Sat Oct 12, 2019 9:02 pm, edited 4 times in total.

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 Profile  
 
 Post subject: Re: HoM cMUD Scripts
PostPosted: Sun Aug 26, 2018 12:25 pm 
Offline

Joined: Tue Apr 07, 2015 8:24 pm
Posts: 155
Location: Seattle
Type helpComms to view help file in client.

Image

Direct download: CommsCMUD.txt

Code:
#CLASS {Comms}
#ALIAS helpComms {
   #PRINT {%crlf <C dodgerblue>-----Comms Help File-----</C>}
   #PRINT {     <C dodgerblue>[Update: 8/31/2019]</C>}
   #PRINT { Adds all communications to a new window named Communications.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>gagComms</C> to toggle gagging communications from the main screen.}
   #PRINT {  Communication gag is: <C dodgerblue>%if(@commsGag,ON,OFF)</C>}
   #PRINT {}
   #PRINT { Type <C dodgerblue>colorComms <type> <color> [bcolor]</C> to set colors for comms of the specified type.}
   #PRINT {  Available colorComms types: (shown in current set color) [background color optional]}
   #PRINT {   <C %replace(@colorBellow,","," ")> Bellow    (in zone yells)</C>}
   #PRINT {   <C %replace(@colorChat,","," ")> Chat      (global chats)</C>}
   #PRINT {   <C %replace(@colorNarrate,","," ")> Narrate   (global narrates)</C>}
   #PRINT {}
   #PRINT { <C dodgerblue>-----note regarding unwanted prompts-----</C>}
   #PRINT { To ensure that prompts do not also become captured with comms and are not}
   #PRINT { send to the Communications window you must create a new trigger inside the}
   #PRINT { Communications window and insert the following:}
   #PRINT {}
   #PRINT {     trigger pattern: ^({o|*} * > )(*)$}
   #PRINT {     trigger command: #SUB {~%2}}
   #PRINT {}
   }
#ALIAS colorComms {
   #PRINT {}
   #IF (%null(%1)) {
      #PRINT { Usage: colorComms <type> <color> [bcolor] [background color optional]}
      #PRINT {  Available Comms types: (shown in current set color)}
      #PRINT {   <C %replace(@colorBellow,","," ")> Bellow    (in zone yells) </C>}
      #PRINT {   <C %replace(@colorChat,","," ")> Chat      (global chats) </C>}
      #PRINT {   <C %replace(@colorNarrate,","," ")> Narrate   (global narrates) </C>}
      #PRINT {}
      } {
      #IF (%class(%concat("color",%1))=-1) {
         #PRINT {%1 is an invalid type selection...}
         } {
         #IF (%null(%2)) {
            #PRINT {What color is that?...}
            } {
            #IF (%colorname(%2)=536870911 AND %color(%2)=0) {
               #VAR %concat("color",%1) {}
               #PRINT { %2 is an invalid color. %concat("color",%proper(%1)) variable cleared.}
               } {
               #IF (%null(%3)) {
                  #VAR %concat("color",%1) {%2}
                  #PRINT {Comms %proper(%1) color set: <C %2>%2</C>}
                  } {
                  #IF (%colorname(%3)=536870911 AND %color(%3)=0) {
                     #VAR %concat("color",%1) {}
                     #PRINT { %3 is an invalid color. %concat("color",%proper(%1)) variable cleared.}
                     } {
                     #VAR %concat("color",%1) {%concat(%2,",",%3)}
                     #PRINT {Comms %proper(%1) color set: <C %2 %3>%2 %3</C>}
                     }
                  }
               }
            }
         }
      }
   }
#ALIAS gagComms {
   #IF (@commsGag) {
      #VAR commsGag {0}
      #PRINT {%crlf Main screen is set to show all communications.}
      } {
      #VAR commsGag {1}
      #PRINT {%crlf Main screen is set to gag all communications.}
      }
   }
#VAR commsGag {0}
#VAR colorBellow {royalblue}
#VAR colorChat {dimgray}
#VAR colorNarrate {saddlebrown}
#TRIGGER "commsChatTrigger" {You chat '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsNarrateTrigger" {You narrate '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsPrayTrigger" {You pray '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsReplyTrigger" {You reply to %x '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsTellTrigger" {You tell %x '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsAnswersTrigger" {%x answers your prayer '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsChatsTrigger" {%x chats '*'$} {
   #COLOR @colorChat
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsNarratesTrigger" {%x narrates '*'$} {
   #COLOR @colorNarrate
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsSpeaksTrigger" {%x speaks from the {Light|Dark} '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsTellsTrigger" {%x tells you '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsBellowTrigger" {You bellow '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsHissTrigger" {You hiss '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsDrawlTrigger" {You drawl '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsSayTrigger" {You say '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsBellowsTrigger" {%x bellows '*'$} {
   #COLOR @colorBellow
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsHissesTrigger" {%x hisses '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsDrawlsTrigger" {%x drawls '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#TRIGGER "commsSaysTrigger" {%x says '*'$} {
   #CAPTURE Communications
   #IF (@commsGag) {#GAG} {}
   } "" {case}
#CLASS 0

_________________
House of Medakan cMUD Scripts: Table of Contents

House of Medakan zMUD Scripts: Table of Contents


Last edited by Taziar on Wed Oct 16, 2019 2:21 am, edited 6 times in total.

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 Profile  
 
 Post subject: Re: HoM cMUD Scripts
PostPosted: Sun Aug 26, 2018 2:26 pm 
Offline

Joined: Tue Apr 07, 2015 8:24 pm
Posts: 155
Location: Seattle
Type helpCondition to view help file in client.

Image

Direct download: ConditionCMUD.txt

Code:
#CLASS {Condition}
#ALIAS helpCondition {
   #PRINT {%crlf <C dodgerblue>-----Condition Help File-----</C>}
   #PRINT {     <C dodgerblue>[Updated: 9/21/2019]</C>}
   #PRINT { Triggers on any form of the look, diagnose, and examine commands.}
   #PRINT {}
   #PRINT { Adds condition status to end of a PC or Mob name.}
   #PRINT {  Example: Taziar is in excellent condition.  Healthy}
   #PRINT {}
   #PRINT {  Note: colors condition sub if Colors script installed.}
   #PRINT {   Example: Taziar has a few scratches. <C white royalblue> Healthy </C>}
   #PRINT {}
   }
#TRIGGER "condHealthyTrigger" {([A-Z]*) is in excellent condition(.)$} {
   #IF (%begins(%1,"It")) {} {
      #PSUB {. <C %replace(@colorAlertLow,","," ")> Healthy </C>} %x2
      }
   } "" {case}
#TRIGGER "condScratchedTrigger" {([A-Z]*) has a few scratches(.)$} {
   #PSUB {. <C %replace(@colorAlertLow,","," ")> Scratched </C>} %x2
   } "" {case}
#TRIGGER "condHurtTrigger" {([A-Z]*) has some small wounds and bruises(.)$} {
   #PSUB {. <C %replace(@colorAlertLow,","," ")> Hurt </C>} %x2
   } "" {case}
#TRIGGER "condWoundedTrigger" {([A-Z]*) has quite a few wounds(.)$} {
   #PSUB {. <C %replace(@colorAlertMedium,","," ")> Wounded </C>} %x2
   } "" {case}
#TRIGGER "condBatteredTrigger" {([A-Z]*) has some big nasty wounds and scratches(.)$} {
   #PSUB {. <C %replace(@colorAlertMedium,","," ")> Battered </C>} %x2
   } "" {case}
#TRIGGER "condBeatenTrigger" {([A-Z]*) looks pretty hurt(.)$} {
   #PSUB {. <C %replace(@colorAlertHigh,","," ")> Beaten </C>} %x2
   } "" {case}
#TRIGGER "condCriticalTrigger" {([A-Z]*) is in awful condition(.)$} {
   #PSUB {. <C %replace(@colorAlertHigh,","," ")> Critical </C>} %x2
   } "" {case}
#TRIGGER "condStunnedTrigger" {([A-Z]*) is lying here, stunned(.)$} {
   #PSUB {. <C %replace(@colorAlertDeadly,","," ")> STUNNED </C>} %x2
   } "" {case}
#TRIGGER "condIncapacitatedTrigger" {([A-Z]*) is bleeding awfully from big wounds(.)$} {
   #PSUB {. <C %replace(@colorAlertDeadly,","," ")> INCAPACITATED </C>} %x2
   } "" {case}
#CLASS 0

_________________
House of Medakan cMUD Scripts: Table of Contents

House of Medakan zMUD Scripts: Table of Contents


Last edited by Taziar on Wed Oct 16, 2019 2:22 am, edited 6 times in total.

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 Profile  
 
 Post subject: Re: HoM cMUD Scripts
PostPosted: Sun Aug 26, 2018 4:51 pm 
Offline

Joined: Tue Apr 07, 2015 8:24 pm
Posts: 155
Location: Seattle
Type helpDoors to view help file in client.

Image

Direct download: DoorsCMUD.txt

Code:
#CLASS {Doors}
#ALIAS helpDoors {
   #PRINT {%crlf <C dodgerblue>-----Doors Help File-----</C>}
   #PRINT {   <C dodgerblue>[Updated: 10/12/2019]</C>}
   #PRINT { The ~@doorName variable is automatically filled with trigger events.}
   #PRINT {  Hint: set macros for open ~@doorName and close ~@doorName to spam a door.}
   #PRINT {}
   #PRINT {  Type <C dodgerblue><command></C> to complete action:}
   #PRINT {    <C dodgerblue>cd</C> to close  ~@doorName}
   #PRINT {    <C dodgerblue>kd</C> to knock  ~@doorName}
   #PRINT {    <C dodgerblue>ld</C> to lock   ~@doorName}
   #PRINT {    <C dodgerblue>od</C> to open   ~@doorName}
   #PRINT {    <C dodgerblue>pd</C> to pick   ~@doorName}
   #PRINT {    <C dodgerblue>ud</C> to unlock ~@doorName}
   #PRINT {}
   #PRINT {   <C dodgerblue>cda</C> to close all doors (door names must be saved in map properties).}
   #PRINT {   <C dodgerblue>oda</C> to open  all doors (door names must be saved in map properties).}
   #PRINT {}
   #PRINT { Type <C dodgerblue><command> <direction></C> to use door name saved in map properties for that direction.}
   #PRINT {  Example: cd n to close ~%doorname north (~%doorName is door name saved in map properties)}
   #PRINT {}
   #PRINT { Recognized directions: <C dodgerblue>n e s w u d</C>}
   #PRINT {  Note: anything not a recognized direction will be ignored and <command> ~@doorName used instead.}
   #PRINT {   Example: cd sw (incorrect directional) will send command: <C dodgerblue>close ~@doorName</C>}
   #PRINT {}
   #PRINT { Type <C dodgerblue> showDoorExits</C> to toggle door name in exit line function on/off.}
   #PRINT {  Example: [ obvious exits: E W ] [ E: chamberdoor ]}
   #PRINT {   Current toggle: <C dodgerblue>%if(@showDoorExits,ON,OFF)</C>}
   #PRINT {}
   #PRINT { Type <C dodgerblue>setDoor <direction></C> to create ~@doorName in that direction on your map.}
   #PRINT {  Example: setDoor n to create a door north of current map location named ~@doorName.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>setDoor <direction> <door name></C> to create door in direction with given name.}
   #PRINT {  Example: [setDoor s gate] to create a door south of current map location named gate.}
   #PRINT {   Note: the setDoor command sets door name the same on both sides of door,}
   #PRINT {    must manually adjust room properties for doors with different named sides.}
   #PRINT {}
   }
#ALIAS setDoor {
   #IF (%ismember(%1,@doorDirection)) {
      #MENU {Mapper|File|Map}
      #IF (%len(%2)) {#DOOR %1 %2} {#DOOR %1 @doorName}
      #MENU {Mapper|File|Follow}
      }
   }
#ALIAS cd {
   #IF (%ismember(%lower(%1),@doorDirection)) {
      #IF (%null(%doorname(,%1))) {
         #PRINT {%crlf Door name not saved in map properties for that direction... %crlf}
         } {
         #SEND {close %doorname(,%1) %item(@doorDirectionInput,%ismember(%lower(%1),@doorDirection))}
         #IF (@doorName=%doorname(,%1)) {} {
            #VAR doorName {%doorname(,%1)}
            #UPDATE Macros
            #PRINT {%crlf doorName is now set as: <C dodgerblue>@doorName</C> %crlf}
            }
         }
      } {
      #SEND {close @doorName}
      }
   }
#ALIAS kd {
   #IF (%ismember(%lower(%1),@doorDirection)) {
      #IF (%null(%doorname(,%1))) {
         #PRINT {%crlf Door name not saved in map properties for that direction... %crlf}
         } {
         #SEND {knock %doorname(,%1) %item(@doorDirectionInput,%ismember(%lower(%1),@doorDirection))}
         #IF (@doorName=%doorname(,%1)) {} {
            #VAR doorName {%doorname(,%1)}
            #UPDATE Macros
            #PRINT {%crlf doorName is now set as: <C dodgerblue>@doorName</C> %crlf}
            }
         }
      } {
      #SEND {knock @doorName}
      }
   }
#ALIAS ld {
   #IF (%ismember(%lower(%1),@doorDirection)) {
      #IF (%null(%doorname(,%1))) {
         #PRINT {%crlf Door name not saved in map properties for that direction... %crlf}
         } {
         #SEND {lock %doorname(,%1) %item(@doorDirectionInput,%ismember(%lower(%1),@doorDirection))}
         #IF (@doorName=%doorname(,%1)) {} {
            #VAR doorName {%doorname(,%1)}
            #UPDATE Macros
            #PRINT {%crlf doorName is now set as: <C dodgerblue>@doorName</C> %crlf}
            }
         }
      } {
      #SEND {lock @doorName}
      }
   }
#ALIAS od {
   #IF (%ismember(%lower(%1),@doorDirection)) {
      #IF (%null(%doorname(,%1))) {
         #PRINT {%crlf Door name not saved in map properties for that direction... %crlf}
         } {
         #SEND {open %doorname(,%1) %item(@doorDirectionInput,%ismember(%lower(%1),@doorDirection))}
         #IF (@doorName=%doorname(,%1)) {} {
            #VAR doorName {%doorname(,%1)}
            #UPDATE Macros
            #PRINT {%crlf doorName is now set as: <C dodgerblue>@doorName</C> %crlf}
            }
         }
      } {
      #SEND {open @doorName}
      }
   }
#ALIAS pd {
   #IF (%ismember(%lower(%1),@doorDirection)) {
      #IF (%null(%doorname(,%1))) {
         #PRINT {%crlf Door name not saved in map properties for that direction... %crlf}
         } {
         #SEND {pick %doorname(,%1) %item(@doorDirectionInput,%ismember(%lower(%1),@doorDirection))}
         #IF (@doorName=%doorname(,%1)) {} {
            #VAR doorName {%doorname(,%1)}
            #UPDATE Macros
            #PRINT {%crlf doorName is now set as: <C dodgerblue>@doorName</C> %crlf}
            }
         }
      } {
      #SEND {pick @doorName}
      }
   }
#ALIAS ud {
   #IF (%ismember(%lower(%1),@doorDirection)) {
      #IF (%null(%doorname(,%1))) {
         #PRINT {%crlf Door name not saved in map properties for that direction... %crlf}
         } {
         #SEND {unlock %doorname(,%1) %item(@doorDirectionInput,%ismember(%lower(%1),@doorDirection))}
         #IF (@doorName=%doorname(,%1)) {} {
            #VAR doorName {%doorname(,%1)}
            #UPDATE Macros
            #PRINT {%crlf doorName is now set as: <C dodgerblue>@doorName</C> %crlf}
            }
         }
      } {
      #SEND {unlock @doorName}
      }
   }
#ALIAS cda {
   #FORALL %roomexit() {
      #IF (%null(%doorname(,%i))) {} {
         #SEND {close %doorname(,%i) %item(@doorDirectionInput,%ismember(%i,@doorDirection))}
         }
      }
   }
#ALIAS oda {
   #FORALL %roomexit() {
      #IF (%null(%doorname(,%i))) {} {
         #SEND {open %doorname(,%i) %item(@doorDirectionInput,%ismember(%i,@doorDirection))}
         }
      }
   }
#VAR showDoorExits 1
#VAR doorName {}
#VAR doorExitsName {}
#VAR doorDirection {d|e|n|s|u|w}
#VAR doorDirectionInput {down|east|north|south|up|west}
#VAR doorRoomName {}
#TRIGGER "doorSeemsTrigger" {The (%w) seems to be closed.$} {
   #IF (%1=@doorName) {} {
      #VAR doorName %1
      #UPDATE Macros
      #PRINT { doorName is now set as: <C dodgerblue>@doorName</C>}
      }
   } "" {case}
#TRIGGER "doorHiddenTrigger" {You skillfully discover a hidden (%w).$} {
   #IF (%1=@doorName) {} {
      #VAR doorName %1
      #UPDATE Macros
      #PRINT { doorName is now set as: <C dodgerblue>@doorName</C>}
      }
   } "" {case}
#TRIGGER "doorClosedTrigger" {The (%w) is closed.$} {
   #IF (%1=@doorName) {} {
      #VAR doorName %1
      #UPDATE Macros
      #PRINT { doorName is now set as: <C dodgerblue>@doorName</C>}
      }
   } "" {case}
#TRIGGER "doorOpenTrigger" {The (%w) is open.$} {
   #IF (%1=@doorName) {} {
      #VAR doorName %1
      #UPDATE Macros
      #PRINT { doorName is now set as: <C dodgerblue>@doorName</C>}
      }
   } "" {case}
#TRIGGER "doorObviouslyTrigger" {The (%w) is obviously open.$} {
   #IF (%1=@doorName) {} {
      #VAR doorName %1
      #UPDATE Macros
      #PRINT { doorName is now set as: <C dodgerblue>@doorName</C>}
      }
   } "" {case}
#TRIGGER "doorVisableTrigger" {The (%w) is quite visible.$} {
   #IF (%1=@doorName) {} {
      #VAR doorName %1
      #UPDATE Macros
      #PRINT { doorName is now set as: <C dodgerblue>@doorName</C>}
      }
   } "" {case}
#TRIGGER "doorExitsTrigger" {^(~[ obvious exits: *~])$} {
   #FORALL @doorDirection {
      #IF (%null(%doorname(,%i))) {} {#ADDITEM doorExitsName %concat(%upper(%i):," ",%doorname(,%i))}
      }
   #IF (%null(@doorExitsName)) {} {
      #SUB {%1 [ %replace(@doorExitsName,"|"," ") ]}
      }
   #VAR doorExitsName {}
   } "" {case}
#CLASS 0

_________________
House of Medakan cMUD Scripts: Table of Contents

House of Medakan zMUD Scripts: Table of Contents


Last edited by Taziar on Wed Oct 16, 2019 2:22 am, edited 5 times in total.

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 Profile  
 
 Post subject: Re: HoM cMUD Scripts
PostPosted: Wed Sep 05, 2018 3:35 pm 
Offline

Joined: Tue Apr 07, 2015 8:24 pm
Posts: 155
Location: Seattle
Type helpFive15 to view help file in client.

Image

Direct download: Five15CMUD.txt

Code:
#CLASS {Five15}
#ALIAS helpfive15 {
   #PRINT {%crlf <C dodgerblue>-----Five15 Help File-----</C>}
   #PRINT {    <C dodgerblue>[Updated: 8/31/2019]</C>}
   #PRINT {}
   #PRINT { Type <C dodgerblue>515</C> to view current time waiting to reconnect.}
   #PRINT {  Note: automatically inputs 515 into command line on disconnection.}
   #PRINT {}
   #PRINT { Renting, quitting, and 'sleep well and wake' automatically start the 5/15 timer.}
   #PRINT {  Note: includes a 30 minute timer for immortal and darkfriend switching.}
   #PRINT {}
   #PRINT { 20 minute linkless timer starts on any other disconnection.}
   #PRINT {  Note: Once linkless timer finishes the 5/15 timer will start.}
   #PRINT {}
   }
#ALIAS 515 {
   #PRINT {}
   #IF (%alarm(fiveSameSideAlarm)>0) {
      #PRINT { <C darkgray>Sameside wait:</C> %eval(%alarm(fiveSameSideAlarm)/1000/60\1440)m %eval(%alarm(fiveSameSideAlarm)/1000\60)s}
      }
   #IF (%alarm(fiveCrossRaceAlarm)>0) {
      #PRINT { <C darkgray>Crossrace wait:</C> %eval(%alarm(fiveCrossRaceAlarm)/1000/60\1440)m %eval(%alarm(fiveCrossRaceAlarm)/1000\60)s}
      }
   #IF (%alarm(fiveLinklessAlarm)>0) {
      #PRINT { <C darkgray>Time until linkless rented:</C> %eval(%alarm(fiveLinklessAlarm)/1000/60\1440)m %eval(%alarm(fiveLinklessAlarm)/1000\60)s}
      }
   #IF (%alarm(fiveThirtyAlarm)>0 AND %alarm(fiveLinklessAlarm)=-1) {
      #PRINT { <C darkgray>Thirty timer:</C> %eval(%alarm(fiveThirtyAlarm)/1000/60\1440)m %eval(%alarm(fiveThirtyAlarm)/1000\60)s}
      }
   #IF (%class(fiveSameSideAlarm)=-1 AND %class(fiveCrossRaceAlarm)=-1 AND %class(fiveLinklessAlarm)=-1 AND %class(fiveThirtyAlarm)=-1) {
      #PRINT {%crlf Five15 timer not active...}
      }
   }
#TRIGGER "five15Sleep" {You {drawl|hiss|say} 'sleep well and wake'} {
   #T+ event515Timer
   #T- event20Timer
   #ALARM "five15ResetAlarm" {+5} {
      #T- event515Timer
      #T+ event20Timer
      } "Five15"
   } "" {}
#ONINPUT {^{ren|rent}$} {
   #T+ event515Timer
   #T- event20Timer
   #ALARM "five15RentAlarm" {+5} {
      #T- event515Timer
      #T+ event20Timer
      } "Five15"
   }
#ONINPUT {^quit$} {
   #T+ event515Timer
   #T- event20Timer
   #ALARM "five15QuitAlarm" {+5} {
      #T- event515Timer
      #T+ event20Timer
      } "Five15"
   }
#EVENT event515Timer {
   #ALARM "five15Alarm" {+1} {
      #PRINT {%crlf<C white red> 5/15 minute countdown started... now! </C> <C red>(</C>%time(h:nn:ss)<C red>)</C>}
      } "Five15"
   #ALARM "fiveSameSideAlarm" {+301} {
      #BEEP 0
      #PRINT {%crlf<C white green> You may log on a sameside alt. </C>}
      #BEEP 0
      } "Five15"
   #ALARM "fiveCrossRaceAlarm" {+901} {
      #BEEP 0
      #PRINT {%crlf<C white green> You may log on a crossrace alt. </C>}
      #BEEP 0
      } "Five15"
   #ALARM "fiveThirtyAlarm" {+1801} {
      #BEEP 0
      #PRINT {%crlf<C white green> Thirty minute wait completed... </C>}
      #BEEP 0
      } "Five15"
   #INPUT 515 1
   }
#EVENT event20Timer {
   #PRINT {%crlf<C white blue> 20 minute linkless countdown started... now! </C> <C blue>(</C>%time(h:nn:ss)<C blue>)</C>}
   #ALARM "fiveLinklessAlarm" {+1201} {
      #BEEP 0
      #T+ event515Timer
      #RAISE event515Timer
      #BEEP 0
      } "Five15"
   #INPUT 515 1
   }
#EVENT OnConnect {
   #IF (%class(fiveSameSideAlarm)=1) {
      #TEMP {Trigger {fiveSameSideAlarm} removed.} {#GAG} "Five15" {case|verbatim}
      #UNTRIGGER fiveSameSideAlarm
      }
   #IF (%class(fiveCrossRaceAlarm)=1) {
      #TEMP {Trigger {fiveCrossRaceAlarm} removed.} {#GAG} "Five15" {case|verbatim}
      #UNTRIGGER fiveCrossRaceAlarm
      }
   #IF (%class(fiveLinklessAlarm)=1) {
      #TEMP {Trigger {fiveLinklessAlarm} removed.} {#GAG} "Five15" {case|verbatim}
      #UNTRIGGER fiveLinklessAlarm
      }
   #IF (%class(fiveThirtyAlarm)=1) {
      #TEMP {Trigger {fiveThirtyAlarm} removed.} {#GAG} "Five15" {case|verbatim}
      #UNTRIGGER fiveThirtyAlarm
      }
   #T- event515Timer
   #T+ event20Timer
   #INPUT {}
   }
#EVENT OnDisconnect {
   #RAISE event515Timer
   #RAISE event20Timer
   }
#CLASS 0

_________________
House of Medakan cMUD Scripts: Table of Contents

House of Medakan zMUD Scripts: Table of Contents


Last edited by Taziar on Wed Oct 16, 2019 2:23 am, edited 5 times in total.

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