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A place where you can share your MUD client scripts, get scripting ideas, or otherwise force your client to do what and how you want it. All clients welcome. The only stupid script is the one that doesn't parse.
  1. What's new in this player forum
  2. Log is on: C:\Users\name\OneDrive\Documents\My Games\CMUD\ForsakenLands\Logs\Charactor 11Sep23.txt It was trying to go to a different location. All working now. Including Disconnect
  3. You're probably going to want another event in the main FL section (where your aliases are): ondisconnect that just has #LOG in the script text. Probably won't solve your problem, but you'll want one anyway. As it seems to be temperamental, you could always pull the event into the main section so that it's not in a folder that's disabled by default.
  4. I added a LOG Folder because there wasn't one and its not logging to it or where I was manually logging too. When I mouse over character I can see the right character - Sorry I am sorry much trouble >.< lol
  5. Click the magnifying glass in the upper left, under the folder icon so you can see your events and variables and, well, everything. Select the OnConnect event. Where you're viewing the XML tab in the image above, choose "Script Text". In my opinion, it's easier to work like this. In this, it names it Kassieti. Which is fine, if that's the only character you're using. If you change characters often, you'll need a variable in there instead, as you've got in yours. On that screen, it should look like this: #LOG %concat(Logs\@Character," ",%time(d),%time(mmm),%time(y)) If it does, double check to make sure you have a folder called "Logs" in your CMud folder. If it looks like this: #LOG %concat(Logs\@Character," ",%time(d),%time(mmm),%time(y)) Means you don't have that variable made. You can either use the New pulldown at the top there, or throw this into your command line: #VAR Character Akoz and it should make one for you. Just replace "Akoz" with your character name.
  6. @Kassieti Is this what you meant to do for this? I am really lost in all of this lol - I know I did something wrong as its not working 😐
  7. This post has 4 parts that show how to use Mudlet to create aliases - targeted, untargeted, and on-the-fly targets. Part 1: the targeting alias Part 2: the target highlighting trigger Part 3: general spell alias template Part 4: targeted spell alias ---------- PART 1: alias to set the target CREATE ALIAS Name: set target Pattern: ^target (.+)$ Command: <leave blank> Lua code: target = matches[2] cecho("<light_slate_blue>My target is now: <red>"..target.."\n") Click "Save Item". Explanation: this does nothing expect set the variable used for targeting. The cecho is used to show that the script functioned. NOTE: You need to set a target before adding the trigger or targeted spell alias. If not, you may get an error. ---------- PART 2: highlighting This actually has 2 parts. You have to create a Trigger and a Script. CREATE TRIGGER Name: target name In the 1st field, add "highlightTarget()" w/o quotes. In the dropdown, select "lua function". Click "Save Item". CREATE SCRIPT Name: target highlight Lua script: function highlightTarget() if target_high then killTrigger(target_high) end if target_low then killTrigger(target_low) end target_low = tempTrigger(target:lower(), [[selectString("]] .. target:lower() .. [[", 1) fg("red") resetFormat()]]) target_high = tempTrigger((target:lower()):title(), [[selectString("]] .. (target:lower()):title() .. [[", 1) fg("red") resetFormat()]]) end Click "Save Item". Note: As is, the script makes the target red. If you want to change it, simply change "red" to any mudlet color. ---------- Part 3: General spell alias template (it will work for more than spells) Name: faerie fire Pattern: ^ff(.*) Lua Code: send("cast 'faerie fire'"..matches[2]) Click "Save Item". Potential issues: If you have multiple aliases and the wrong alias is being triggered, you need to adjust your patterns. The key is using unique patterns. Explanation: Pattern: The "^" tells it to match the beginning of the line. You can change the letters to suit your purposes. The "(.*)" grabs anything after the pattern's letters to use as a match. Code: "Send" sends the text to the game (vs echo that only sends it to the screen.) It sends whatever is in the (). All you should need to adjust is what's in the single quotes. Usage: "ff" will send "cast 'faerie fire'" without the double quotes. "ff asdf" will send "cast 'faerie fire' asdf" without the double quotes. "matches[2]" takes care of everything after the pattern's letters including spaces ---------- Part 4: targeted spell alias CREATE ALIAS Name: faerie fire t Pattern: ^tff$ Lua Code: send("send 'faerie fire' "..target) Click "Save Item". Same potential issues as any alias. Usage: "tff" (if target is set to "bob") will send "cast 'faerie fire' bob" without the double quotes. ---------- That's the basics. You should be able to do a lot with these scripts. If you have any issues, let me know.
  8. Yes, you should be able to make a new class and in the XML section, paste it in there. Do not forget to change the pattern of the trigger (this in green: <%d{g|exp}> (%d) {D|M}) to match your prompt and the switch block to match that. Example: Your prompt looks like this: <123/123hp 123/123m 123/123mv><0h><1234g> You need to make the trigger pattern look like this: <%dh> And the switch block from: #SWITCH ($TIME) (000) {#PCOL #4444444 %x1} (100) {#PCOL 0008 %x1} (200) {#PCOL 0008 %x1} .... and so on. To: #SWITCH ($TIME) (0) {#PCOL #4444444 %x1} (1) {#PCOL 0008 %x1} (2) {#PCOL 0008 %x1} .... and so on. If your prompt does something like <123/123hp 123/123m 123/123mv><0:00h><1234g>, you'll need to replace the %d (number matching) to * (general wild card) and the switch block to match. <*h> #SWITCH ($TIME) (0:00) {#PCOL #4444444 %x1} (1:00) {#PCOL 0008 %x1} (2:00) {#PCOL 0008 %x1} .... and so on.
  9. Is this something that is just copy, pasted, and dropped in somewhere?
  10. First need to give credit to Mattamune, as he is the one that designed this (as far as I am aware). I have attached the zip file (FITicker.zip) that you will need at the bottom of this post. See the following steps for installation and setup. #1: Make sure MUSHclient is completely closed/not a running application. You will need to unzip the file (FITicker.xml) and place it into the following directory: "\MUSHclient\worlds\plugins\" #2: Now you can launch MUSHclient and open the world you want to add this Plugin to. Go to File > Plugins and click Add. Choose the FITicker.xml file and click Open. You have now installed this plugin for this world. Next you will need to edit the plugin to work with your setup. #3: In the Plugins window, click Edit. #4: Based on your prompt, you will need to adjust the below highlighted section to match what is in your prompt. Your prompt must include the time (%t). #5: Then you need to adjust the script so that the variable (shown below) matches the position that your time variable is in. In the First Example mentioned below, the time (22) is in the 10th position. #6: Go to File > Close. Then completely close the MUSHclient application. Make sure you save! #7: Test out your tick timer. Be aware that this relies on the information on your prompt and so when the value of time changes, the timer will reset. So if you are sitting idle, the timer will slowly be, but as you move around or refresh the prompt, it will alert you to an incoming tick. *NOTES* Each portion of (\d+) represents one of the variables (such as HP, Mana, etc.). The match statement needs to be between quotation marks and has to start with the "^". The usage of special characters So as a First Example prompt that matches with the above screenshot match statement: [715/715 752/752 412/412 3850 16623 D 22] or [%h/%H %m/%M %v/%V %g %X %i %t] Second Example: [%h/%H|%m/%M|%v/%V|%ggd|%t|%Xtnl|%i]%e%n%p Shows as: [715/715|752/752|412/412|3850gd|22|16623tnl|D][Exits: D] Your match statement would look like this: "^\[(\d+)\/(\d+)\|(\d+)\/(\d+)\|(\d+)\/(\d+)\|(\d+)gd\|(\d+)*" FlTicker.zip
  11. Everything I do is in Wintin 95 The original client, Enjoy. Alias are called by Action variable based on HP loss or Gain #alias {hpgain} {#showme <<<-YOU GAINED $changehp HITPOINTS->>>} #alias {hploss} {#showme <<<-YOU LOST $changehp HITPOINTS->>>} Action Constantly watches your prompt, initial {} configurable to your own prompt. #action {<%1/%2hp } {#var oldhp $curhp; #var curhp %1; #math {changehp}{$oldhp - $curhp};#if {$changehp > 0} {hploss};#if {$changehp < 0} {hpgain}} {5} Variables defined, you dont have to make these, except for the {oldhp $curhp} one, i believe. The action will create the others. #variable {hpgained} //hp gained from last sample #variable {oldhp} //your previous sample hp #variable {oldhp $curhp} //loads your cur hp into your previous hp. #variable {curhp} //your current hp as of this prompt refresh #variable {changehp} //the variance between the two, is checked to determine which alias is called. Tip: Type "#message VAR" at login to turn off client variable echo if it is on. I have a small astetic bug, it shows a gain as a - number. Just need to add an ABS Value to the result for hp gain but I am lazy. Echoes are unique enough to highlight if you so desire.
  12. That's more or less what this does using local variables. Essentially a temporary variable that is used and accessed only in that script block. It takes the current prompt hp, adds the new to the stored hp in a local variable, displays the difference (if any) and stores the current. I'm doubting there's an appreciable difference over thousands of firings between that and a pull-compare-ignore/display trigger. Part of the reason it lumps all non-combat changes together is the way it fires. It's set up that way as I feel that out of combat hp changes just feels spammy, especially if you're poisoned and it's displaying a 1hp loss per round. I haven't found a happy medium or worked out a preferred way to display it yet. So this works, with quirks. I'd still love to see what you did with yours. Part of the reason this forum exists is to bounce ideas off each other. Perhaps improve on things. Take what you've done and modify it to our personal preferences or to inspire something else which we might not have thought of before.
  13. I hold the current hp in a variable. If the new hp is different, i display the diff and hold the new number. This of course registers for any hp change in or our of combat.
  14. Inspired by @Kyzarius's logs in which he shows hp change from round to round. While this script isn't doing exactly what I want and how I want it, it is functional as is. Pros are that it fires only in combat and only then if there's a change to your health. You can tell if you lose (red) or gain (bright green) health at a glance, expressed in positive integers. Current cons (in my eyes) are that any hp change out of combat is lumped together in the first round and you're shit outta luck if that bard song lands. Snippet of my prompt and the pattern matched in green. Adjust as necessary: Magick: [===|===|---|---][50] <300/600hp 600/600m 600/600mv> <class name="Damage" id="64"> <var name="HP" id="2287">590</var> <trigger priority="27265" prompt="true" id="2739"> <pattern>~[%d~]$<(%d)/%dhp</pattern> <value><![CDATA[$HPNEW = %1 $HP = @HP #ADD $HP -$HPNEW #SWITCH ($HP > 0) {#CR:#SAY %ansi(red)<<<<LOST $HP HEALTH>>>>} ($HP < 0) {#CR:#SAY %ansi(bright,green)<<<<GAINED %abs($HP) HEALTH>>>>} #VAR HP $HPNEW </value> </trigger> </class>
  15. My prompt is setup to show the time (in the format ##00) between gold and being mounted status. Adjust accordingly. <class name="TickTimer" id="30"> <trigger priority="22040" prompt="true" id="2204"> <pattern>&lt;%d{g|exp}&gt; (%d) {D|M}</pattern> <value>$TIME = %1 #SWITCH ($TIME) (000) {#PCOL #4444444 %x1} (100) {#PCOL 0008 %x1} (200) {#PCOL 0008 %x1} (300) {#PCOL 0008 %x1} (400) {#PCOL 0008 %x1} (500) {#PCOL 0008 %x1} (600) {#PCOL 0004 %x1} (700) {#PCOL 0006 %x1} (800) {#PCOL 0006 %x1} (900) {#PCOL 0006 %x1} (1000) {#PCOL 0006 %x1} (1100) {#PCOL 0014 %x1} (1200) {#PCOL 0015 %x1} (1300) {#PCOL 0014 %x1} (1400) {#PCOL 0006 %x1} (1500) {#PCOL 0006 %x1} (1600) {#PCOL 0006 %x1} (1700) {#PCOL 0006 %x1} (1800) {#PCOL 0004 %x1} (1900) {#PCOL 0008 %x1} (2000) {#PCOL 0008 %x1} (2100) {#PCOL 0008 %x1} (2200) {#PCOL 0008 %x1} (2300) {#PCOL 0008 %x1} #IF ($TIME != @TIME) {#echo "":#TS 30:#VAR time %1} {}</value> </trigger> <var name="TIME" id="2205">000</var> </class>
  16. Useful to reference which weapons your opponent cannot use. This assumes you have a green on black display. #ALIAS WBAR {#show Can't use~: %ansi(green)Axe %ansi(black)Dagger %ansi(green)Flail %ansi(black)Mace %ansi(green)Polearm %ansi(green)Spear %ansi(black)Staff %ansi(black)Sword %ansi(green)Whip} Weapons #ALIAS WBMG {#show Can't use~: %ansi(green)Axe %ansi(black)Dagger %ansi(green)Flail %ansi(black)Mace %ansi(green)Polearm %ansi(green)Spear %ansi(black)Staff %ansi(black)Sword %ansi(black)Whip} Weapons #ALIAS WBER {#show Can't use~: %ansi(black)Axe %ansi(black)Dagger %ansi(black)Flail %ansi(black)Mace %ansi(black)Polearm %ansi(black)Spear %ansi(black)Staff %ansi(black)Sword %ansi(green)Whip} Weapons #ALIAS WBLM {#show Can't use~: %ansi(green)Axe %ansi(black)Dagger %ansi(green)Flail %ansi(green)Mace %ansi(black)Polearm %ansi(black)Spear %ansi(green)Staff %ansi(black)Sword %ansi(green)Whip} Weapons #ALIAS WCLE {#show Can't use~: %ansi(green)Axe %ansi(green)Dagger %ansi(black)Flail %ansi(black)Mace %ansi(green)Polearm %ansi(green)Spear %ansi(black)Staff %ansi(green)Sword %ansi(black)Whip} Weapons #ALIAS WDKN {#show Can't use~: %ansi(black)Axe %ansi(black)Dagger %ansi(black)Flail %ansi(black)Mace %ansi(black)Polearm %ansi(black)Spear %ansi(green)Staff %ansi(black)Sword %ansi(black)Whip} Weapons #ALIAS WDRU {#show Can't use~: %ansi(green)Axe %ansi(black)Dagger %ansi(green)Flail %ansi(black)Mace %ansi(green)Polearm %ansi(black)Spear %ansi(black)Staff %ansi(black)Sword %ansi(green)Whip} Weapons #ALIAS WHEA {#show Can't use~: %ansi(green)Axe %ansi(green)Dagger %ansi(black)Flail %ansi(black)Mace %ansi(green)Polearm %ansi(green)Spear %ansi(black)Staff %ansi(green)Sword %ansi(black)Whip} Weapons #ALIAS WINV {#show Can't use~: %ansi(green)Axe %ansi(black)Dagger %ansi(green)Flail %ansi(black)Mace %ansi(green)Polearm %ansi(green)Spear %ansi(black)Staff %ansi(green)Sword %ansi(green)Whip} Weapons #ALIAS WMON {#show Can't use~: %ansi(green)Axe %ansi(black)Dagger %ansi(green)Flail %ansi(green)Mace %ansi(black)Polearm %ansi(black)Spear %ansi(black)Staff %ansi(black)Sword %ansi(black)Whip} Weapons #ALIAS WNEC {#show Can't use~: %ansi(green)Axe %ansi(black)Dagger %ansi(green)Flail %ansi(green)Mace %ansi(green)Polearm %ansi(green)Spear %ansi(black)Staff %ansi(green)Sword %ansi(black)Whip} Weapons #ALIAS WNIN {#show Can't use~: %ansi(green)Axe %ansi(black)Dagger %ansi(green)Flail %ansi(green)Mace %ansi(green)Polearm %ansi(black)Spear %ansi(black)Staff %ansi(black)Sword %ansi(green)Whip} Weapons #ALIAS WPAL {#show Can't use~: %ansi(green)Axe %ansi(green)Dagger %ansi(green)Flail %ansi(black)Mace %ansi(black)Polearm %ansi(green)Spear %ansi(black)Staff %ansi(black)Sword %ansi(green)Whip} Weapons #ALIAS WRAN {#show Can't use~: %ansi(black)Axe %ansi(black)Dagger %ansi(black)Flail %ansi(green)Mace %ansi(green)Polearm %ansi(black)Spear %ansi(black)Staff %ansi(black)Sword %ansi(black)Whip} Weapons #ALIAS WSHA {#show Can't use~: %ansi(green)Axe %ansi(green)Dagger %ansi(black)Flail %ansi(black)Mace %ansi(green)Polearm %ansi(green)Spear %ansi(black)Staff %ansi(green)Sword %ansi(black)Whip} Weapons #ALIAS WTHI {#show Can't use~: %ansi(green)Axe %ansi(black)Dagger %ansi(green)Flail %ansi(black)Mace %ansi(green)Polearm %ansi(black)Spear %ansi(green)Staff %ansi(black)Sword %ansi(green)Whip} Weapons #ALIAS WWAR {#show Can't use~: %ansi(black)Axe %ansi(black)Dagger %ansi(black)Flail %ansi(black)Mace %ansi(black)Polearm %ansi(black)Spear %ansi(black)Staff %ansi(black)Sword %ansi(black)Whip} Weapons #ALIAS WBLA {#show Can't use~: %ansi(green)Axe %ansi(black)Dagger %ansi(green)Flail %ansi(green)Mace %ansi(black)Polearm %ansi(black)Spear %ansi(green)Staff %ansi(black)Sword %ansi(green)Whip} Weapons
  17. Simple alias for when you'd like to see the perks without pulling up the wiki or have access to the help file. I believe this should work with clients such as TinTin++ and wintin as well. If it works with your client, I'll adjust the tags accordingly. #ALIAS perkshow { #ECHO " 1. Overweight: 12 hour defecate timer" #ECHO " 20% more carry weight" #ECHO " 25% more lag damage dealt" #ECHO "" #ECHO " 2. Underweight: Hunger/thirst 50% slower" #ECHO " Regen normally when hungry/thirsty" #ECHO " 5% increased hit/mana/move gain" #ECHO "" #ECHO " 3. Athletic: +Hitroll (+3 >=40; +2 >= 20; +1 <20)" #ECHO " +Damroll (+3 >=50; +2 >= 30; +1 >= 10)" #ECHO "" #ECHO " 4. Healthy: 100% regen/fast healing (102% max)" #ECHO " +15 hp/hour hitgain" #ECHO " CON loss every 6 deaths (not 5)" #ECHO "" #ECHO " 5. Educated: 100% Wands/staves/scrolls (102% max)" #ECHO " 10% learn bonus to anatomy/skill/spells" #ECHO "" #ECHO " 6. Stout: -50% lag damage to self" #ECHO " -50% chance being cleaved to sleep" #ECHO " +1 hp/rank (49 total)" #ECHO "" #ECHO " 7. Nimble: 100% balance (101% max)" #ECHO " +16.5% carry items" #ECHO " -5% to be hit by bash/bodyslam/blackjack/strangle/throw" #ECHO "" #ECHO " 8. Aristocratic: 100% to all charmie skills/spells (101% max)" #ECHO " 105% max leadership" #ECHO " +5% chance to call horde" #ECHO " Mobs within 3 levels are aggro instead of 5" #ECHO "" #ECHO " 9. Tall: 100% kick and double kick (105% max)" #ECHO " 100% parry and first parry (101% max)" #ECHO " +1 hit/dam" #ECHO " +2 mv/rank" #ECHO "" #ECHO "10. Short: 100% hide/camo/sneak/quiet movement (103% max)" #ECHO " +5% chance to hide/camo" #ECHO " 101% max dodge" #ECHO " 25% less trip and trample lag" #ECHO "" #ECHO "11. Alcoholic: Drinking alcohol quenches thirst like water" #ECHO " No penalty when drunk" #ECHO " 103% max drunken stance" #ECHO " 101% max water to wine" #ECHO "" #ECHO "12. Addict: No withdrawls" #ECHO "" #ECHO "13. Lucky: Perm -10AC" #ECHO " Cannot be hexed" #ECHO " No bad tarot card draws" #ECHO " 10% better chance to keep high luck" #ECHO "" #ECHO "14. Pious: 33% more gold on NPC kills" #ECHO " Recall lag cut by 50%" #ECHO " -50% chance to be affected by blasphemy/corruption" #ECHO "" #ECHO "15. Magical: 100% meditation/trance/mana shield (102% max)" #ECHO " +1% chance to save spells" #ECHO " +2 mana/rank (98 total)" #ECHO " +5 mana/hour managain" #ECHO "" #ECHO "16. Artificer: +5 psi enhance, enchant weapon, enchant armor, bless arms" #ECHO " +5 mana charge" #ECHO " Weapon/armor -5 levels when calculating enchant/enhance chance" #ECHO " Created/edged weapons/arrows are better" #ECHO " Easier to level crusader/malform" #ECHO " 100% to all those malform/fletchery/enchant/mana charge/etc skills" #ECHO " +1 to those skills also, except for the +5 ones" #ECHO "" #ECHO "17. Tinkerer: 100% wands/decoy" #ECHO " 100% stone/flesh golem/defuse/animate corpse (101% max)" #ECHO " 100% sharpen (105% max)" #ECHO " -50% cool down time for flesh/stone golem/animate corpse/decoy" #ECHO "" #ECHO "18. Eagle-eye: +10% chance to sense motion on walk in messages" #ECHO " +2 scan range" #ECHO " +3-5 scout range" #ECHO " Can always detect traps" #ECHO " +2 base hitroll" #ECHO " +1 archery range" #ECHO "" #ECHO "19. Adventurer: 100% identify/lore (101% max)" #ECHO " Lore is 100% accurate" #ECHO " -50% xp loss" #ECHO " +15% xp on mob kills" #ECHO "" #ECHO "20. Heroic: Allowed to use mercy (Dark Knight and Crusaders excluded)" #ECHO " 100% heroism/rescue/charge (101% max)" #ECHO " -50% to be hysteriaed" #ECHO " -300% to be feared" #ECHO "" #ECHO "21. Miser: 100% haggle/panhandle (105% max)" #ECHO " 102% max pawn" #ECHO " No bank/vault/locker fees" #ECHO "" #ECHO "22. None: You have no special perks." }
  18. You will need to create the folder titled Logs in your session folder first for this to function. File names will have the example format: Default 19Nov17. To change logging characters on the fly, use the logcharacter alias. Eg: logcharacter Magick Note: This class normally holds my @character variable, so if you're also using my blademaster class, you can remove either, if you choose. I recommend keeping this one and deleting the one in the blademaster class. As it currently sits, this class will automatically log your session whenever you connect to the MUD, even if the class was disabled before closing Cmud. Note: This is your initial connection after your session selection, this does not include reconnection. <class name="Logging" initenable="true" id="2508"> <event event="OnConnect" priority="21030" id="2103"> <value>#LOG %concat(Logs\@Character," ",%time(d),%time(mmm),%time(y))</value> </event> <event event="OnDisconnect" priority="21040" id="2104"> <value>#TI 0 #LOG</value> </event> <var name="Character" id="2105">Default</var> <alias name="changecharacter" id="2506"> <value>Character = %-1</value> </alias> <alias name="logcharacter" id="2509"> <value>Character = %-1 #LOG %concat(Logs\@Character," ",%time(d),%time(mmm),%time(y))</value> </alias> </class>
  19. Add this to any .tin file you load: #sub {~^%1 \e[0;31m{scratches|scratch|grazes|graze|hits|hit|injures|injure|wounds|wound|mauls|maul|decimates|decimate|devastates|devastate|maims|maim|MUTILATES|MUTILATE|LACERATES|LACERATE|DISMEMBERS|DISMEMBER|MASSACRES|MASSACRE|MANGLES|MANGLE}\e[0;0m you{!|.}$} {<g12>%1 <fbb>%2<g12> you%3<088>} {5} #sub {~^%1 \e[0;31m%2 {DEMOLISHES|DEMOLISH|OBLITERATES|OBLITERATE|DISINTEGRATES|DISINTEGRATE|ANNIHILATES|ANNIHILATE|ERADICATES|ERADICATE} %4\e[0;0m you!$} {<g12>%1 <fbb>%2 %3 %4<g12> you!<088>} {5} #sub {~^%1 \e[0;31m%2 UNSPEAKABLE things %3\e[0;0m you!$} {<g12>%1 <fbb>%2 UNSPEAKABLE THINGS %3<g12> you!<088>} {5} #sub {~^%1 \e[0;36m{misses|miss}\e[0;0m you{!|.}$} {<g12>%1 <aee>%2<g12> you%3<088>} {5} #sub {~^You%1 \e[0;33m{scratches|scratch|grazes|graze|hits|hit|injures|injure|wounds|wound|mauls|maul|decimates|decimate|devastates|devastate|maims|maim|MUTILATES|MUTILATE|LACERATES|LACERATE|DISMEMBERS|DISMEMBER|MASSACRES|MASSACRE|MANGLES|MANGLE}\e[0;0m %3$} {<g21>You%1 <fda>%2<g21> %3<088>} {5} #sub {~^You%1 \e[0;33m%2 {DEMOLISHES|DEMOLISH|OBLITERATES|OBLITERATE|DISINTEGRATES|DISINTEGRATE|ANNIHILATES|ANNIHILATE|ERADICATES|ERADICATE} %4\e[0;0m %5$} {<g21>You%1 <fda>%2 %3 %4<g21> %5<088>} {5} #sub {~^You%1 \e[0;33m%2 UNSPEAKABLE things %3\e[0;0m %4$} {<g21>You%1 <fda>%2 UNSPEAKABLE things %3<g21> %4<088>} {5} #sub {~^You%1 \e[0;36m{misses|miss}\e[0;0m %3$} {<g21>You%1 <aee>%2<g21> %3<088>} {5} #sub {~^%1 \e[0;1;30m{scratches|scratch|grazes|graze|hits|hit|injures|injure|wounds|wound|mauls|maul|decimates|decimate|devastates|devastate|maims|maim|MUTILATES|MUTILATE|LACERATES|LACERATE|DISMEMBERS|DISMEMBER|MASSACRES|MASSACRE|MANGLES|MANGLE}\e[0;0m %3$} {<088>%1 <daa>%2<088> %3<088>} {5} #sub {~^%1 \e[0;1;30m%2 {DEMOLISHES|DEMOLISH|OBLITERATES|OBLITERATE|DISINTEGRATES|DISINTEGRATE|ANNIHILATES|ANNIHILATE|ERADICATES|ERADICATE} %4\e[0;0m %5$} {<088>%1 <daa>%2 %3 %4<088> %5<088>} {5} #sub {~^%1 \e[0;1;30m%2 UNSPEAKABLE things %3\e[0;0m %4!$} {<088>%1 <daa>%2 UNSPEAKABLE things %3<088> %4!<088>} {5} #sub {~^%1 \e[31;1m{misses|miss}\e[0m you{!|\.}$} {<g12>%1 <aee>%2<g12> you%3<088>} {5} #sub {~^%1 \e[31;1m{scratches|scratch|grazes|graze|hits|hit|injures|injure|wounds|wound|mauls|maul|decimates|decimate|devastates|devastate|maims|maim|MUTILATES|MUTILATE|EVISCERATES|EVISCERATE|DISMEMBERS|DISMEMBER|MASSACRES|MASSACRE|MANGLES|MANGLE}\e[0m you{!|\.}$} {<g12>%1 <fbb>%2<g12> you%3<088>} {5} #sub {~^You%1 \e[31m{scratches|scratch|grazes|graze|hits|hit|injures|injure|wounds|wound|mauls|maul|decimates|decimate|devastates|devastate|maims|maim|MUTILATES|MUTILATE|EVISCERATES|EVISCERATE|DISMEMBERS|DISMEMBER|MASSACRES|MASSACRE|MANGLES|MANGLE}\e[0m %3$} {<g21>You%1 <cba>%2<g21> %3<088>} {5} #sub {~^You%1 \e[31m{misses|miss}\e[0m %3$} {<g21>You%1 <aee>%2<g21> %3<088>} {5} This essentially makes your damage and 'misses' a little bit lighter than your group mates, so you can better differentiate your damage.
  20. Add this to your script init .tin file: #event {SESSION CONNECTED} { #script {logFilePath} {date +'logs/%Y/%B/%d/'}; #script {logFileName} {date +'%I_%M%p.log'}; #system {mkdir -p ${logFilePath[1]}}; #log {overwrite} {${logFilePath[1]}${logFileName[1]}} } This will create logs with the following setup: [:~/tintin/scripts] $ cd logs [:~/tintin/scripts/logs] $ ls 2014 2015 2016 2017 [:~/tintin/scripts/logs] $ cd 2017 [:~/tintin/scripts/logs/2017] $ ls August February January June March November September [:~/tintin/scripts/logs/2017] $ cd November [:~/tintin/scripts/logs/2017/November] $ ls 01 [:~/tintin/scripts/logs/2017/November] $ cd 01 [:~/tintin/scripts/logs/2017/November/01] $ ls 01_49AM.log 01_53AM.log [:~/tintin/scripts/logs/2017/November/01] $ If you are using wintin, this will have to be modified to use windows folder creation commands and directory posix.
  21. CMud might have something similar to this in the package library, but I don't care. A happy, condensed list, each name and number in the color it shows. Note: The numbered list only goes to 1023. 1024-2048 (maybe higher, I forget) is italicized and just looks gaudy to me. Example: <class name="Colors" initdisable="true" enabled="false" id="18"> <trigger priority="7700" id="7700"> <pattern>(%d)</pattern> <value>#pcol %1 %x1</value> </trigger> <trigger priority="7710" repeat="true" id="7710"> <pattern>%s(%d)</pattern> <value>#cw %1</value> </trigger> <trigger priority="7720" id="7720"> <pattern>(%w)%s(%w)%s(%w)%s(%w)%s(%w)</pattern> <value>#pcol %1 %x1 #pcol %2 %x2 #pcol %3 %x3 #pcol %4 %x4 #pcol %5 %x5 </value> </trigger> <alias name="namelist" id="7730"> <value>#show "aliceblue antiquewhite aqua aquamarine azure" #show "beige bisque black blanchedalmond blue" #show "blueviolet brown burlywood cadetblue chartreuse" #show "chocolate coral cornflowerblue cornsilk crimson" #show "cyan darkblue darkcyan darkgoldenrod darkgray" #show "darkgreen darkkhaki darkmagenta darkolivegreen darkorange" #show "darkorchid darkred darksalmon darkseagreen darkslateblue" #show "darkslategray darkturquoise darkviolet deeppink deepskyblue" #show "dimgray dodgerblue firebrick floralwhite forestgreen" #show "fuchsia gainsboro ghostwhite gold goldenrod" #show "gray green greenyellow honeydew hotpink" #show "indianred indigo ivory khaki lavender" #show "lavenderblush lawngreen lemonchiffon lightblue lightcoral" #show "lightcyan lightgoldenrodyellow lightgreen lightgrey lightpink" #show "lightsalmon lightseagreen lightskyblue lightslategray lightsteelblue" #show "lightyellow lime limegreen linen magenta" #show "maroon mediumaquamarine mediumblue mediumorchid mediumpurple" #show "mediumseagreen mediumslateblue mediumspringgreen mediumturquoise mediumvioletred" #show "midnightblue mintcream mistyrose moccasin navajowhite" #show "navy oldlace olive olivedrab orange" #show "orangered orchid palegoldenrod palegreen paleturquoise" #show "palevioletred papayawhip peachpuff peru pink" #show "plum powderblue purple red rosybrown" #show "royalblue saddlebrown salmon sandybrown seagreen" #show "seashell sienna silver skyblue slateblue" #show "slategray snow springgreen steelblue tan" #show "teal thistle tomato turquoise violet" #show "wheat white whitesmoke yellow yellowgreen"</value> </alias> <alias name="numberlist" id="7740"> <value>#show "0000 0032 0064 0096 0128 0160 0192 0224 0256 0288 0320 0352 0384 0416 0448 0480 0512 0544 0576 0608 0640 0672 0704 0736 0768 0800 0832 0864 0896 0928 0960 0992" #show "0001 0033 0065 0097 0129 0161 0193 0225 0257 0289 0321 0353 0385 0417 0449 0481 0513 0545 0577 0609 0641 0673 0705 0737 0769 0801 0833 0865 0897 0929 0961 0993" #show "0002 0034 0066 0098 0130 0162 0194 0226 0258 0290 0322 0354 0386 0418 0450 0482 0514 0546 0578 0610 0642 0674 0706 0738 0770 0802 0834 0866 0898 0930 0962 0994" #show "0003 0035 0067 0099 0131 0163 0195 0227 0259 0291 0323 0355 0387 0419 0451 0483 0515 0547 0579 0611 0643 0675 0707 0739 0771 0803 0835 0867 0899 0931 0963 0995" #show "0004 0036 0068 0100 0132 0164 0196 0228 0260 0292 0324 0356 0388 0420 0452 0484 0516 0548 0580 0612 0644 0676 0708 0740 0772 0804 0836 0868 0900 0932 0964 0996" #show "0005 0037 0069 0101 0133 0165 0197 0229 0261 0293 0325 0357 0389 0421 0453 0485 0517 0549 0581 0613 0645 0677 0709 0741 0773 0805 0837 0869 0901 0933 0965 0997" #show "0006 0038 0070 0102 0134 0166 0198 0230 0262 0294 0326 0358 0390 0422 0454 0486 0518 0550 0582 0614 0646 0678 0710 0742 0774 0806 0838 0870 0902 0934 0966 0998" #show "0007 0039 0071 0103 0135 0167 0199 0231 0263 0295 0327 0359 0391 0423 0455 0487 0519 0551 0583 0615 0647 0679 0711 0743 0775 0807 0839 0871 0903 0935 0967 0999" #show "0008 0040 0072 0104 0136 0168 0200 0232 0264 0296 0328 0360 0392 0424 0456 0488 0520 0552 0584 0616 0648 0680 0712 0744 0776 0808 0840 0872 0904 0936 0968 1000" #show "0009 0041 0073 0105 0137 0169 0201 0233 0265 0297 0329 0361 0393 0425 0457 0489 0521 0553 0585 0617 0649 0681 0713 0745 0777 0809 0841 0873 0905 0937 0969 1001" #show "0010 0042 0074 0106 0138 0170 0202 0234 0266 0298 0330 0362 0394 0426 0458 0490 0522 0554 0586 0618 0650 0682 0714 0746 0778 0810 0842 0874 0906 0938 0970 1002" #show "0011 0043 0075 0107 0139 0171 0203 0235 0267 0299 0331 0363 0395 0427 0459 0491 0523 0555 0587 0619 0651 0683 0715 0747 0779 0811 0843 0875 0907 0939 0971 1003" #show "0012 0044 0076 0108 0140 0172 0204 0236 0268 0300 0332 0364 0396 0428 0460 0492 0524 0556 0588 0620 0652 0684 0716 0748 0780 0812 0844 0876 0908 0940 0972 1004" #show "0013 0045 0077 0109 0141 0173 0205 0237 0269 0301 0333 0365 0397 0429 0461 0493 0525 0557 0589 0621 0653 0685 0717 0749 0781 0813 0845 0877 0909 0941 0973 1005" #show "0014 0046 0078 0110 0142 0174 0206 0238 0270 0302 0334 0366 0398 0430 0462 0494 0526 0558 0590 0622 0654 0686 0718 0750 0782 0814 0846 0878 0910 0942 0974 1006" #show "0015 0047 0079 0111 0143 0175 0207 0239 0271 0303 0335 0367 0399 0431 0463 0495 0527 0559 0591 0623 0655 0687 0719 0751 0783 0815 0847 0879 0911 0943 0975 1007" #show " " #show "0016 0048 0080 0112 0144 0176 0208 0240 0272 0304 0336 0368 0400 0432 0464 0496 0528 0560 0592 0624 0656 0688 0720 0752 0784 0816 0848 0880 0912 0944 0976 1008" #show "0017 0049 0081 0113 0145 0177 0209 0241 0273 0305 0337 0369 0401 0433 0465 0497 0529 0561 0593 0625 0657 0689 0721 0753 0785 0817 0849 0881 0913 0945 0977 1009" #show "0018 0050 0082 0114 0146 0178 0210 0242 0274 0306 0338 0370 0402 0434 0466 0498 0530 0562 0594 0626 0658 0690 0722 0754 0786 0818 0850 0882 0914 0946 0978 1010" #show "0019 0051 0083 0115 0147 0179 0211 0243 0275 0307 0339 0371 0403 0435 0467 0499 0531 0563 0595 0627 0659 0691 0723 0755 0787 0819 0851 0883 0915 0947 0979 1011" #show "0020 0052 0084 0116 0148 0180 0212 0244 0276 0308 0340 0372 0404 0436 0468 0500 0532 0564 0596 0628 0660 0692 0724 0756 0788 0820 0852 0884 0916 0948 0980 1012" #show "0021 0053 0085 0117 0149 0181 0213 0245 0277 0309 0341 0373 0405 0437 0469 0501 0533 0565 0597 0629 0661 0693 0725 0757 0789 0821 0853 0885 0917 0949 0981 1013" #show "0022 0054 0086 0118 0150 0182 0214 0246 0278 0310 0342 0374 0406 0438 0470 0502 0534 0566 0598 0630 0662 0694 0726 0758 0790 0822 0854 0886 0918 0950 0982 1014" #show "0023 0055 0087 0119 0151 0183 0215 0247 0279 0311 0343 0375 0407 0439 0471 0503 0535 0567 0599 0631 0663 0695 0727 0759 0791 0823 0855 0887 0919 0951 0983 1015" #show "0024 0056 0088 0120 0152 0184 0216 0248 0280 0312 0344 0376 0408 0440 0472 0504 0536 0568 0600 0632 0664 0696 0728 0760 0792 0824 0856 0888 0920 0952 0984 1016" #show "0025 0057 0089 0121 0153 0185 0217 0249 0281 0313 0345 0377 0409 0441 0473 0505 0537 0569 0601 0633 0665 0697 0729 0761 0793 0825 0857 0889 0921 0953 0985 1017" #show "0026 0058 0090 0122 0154 0186 0218 0250 0282 0314 0346 0378 0410 0442 0474 0506 0538 0570 0602 0634 0666 0698 0730 0762 0794 0826 0858 0890 0922 0954 0986 1018" #show "0027 0059 0091 0123 0155 0187 0219 0251 0283 0315 0347 0379 0411 0443 0475 0507 0539 0571 0603 0635 0667 0699 0731 0763 0795 0827 0859 0891 0923 0955 0987 1019" #show "0028 0060 0092 0124 0156 0188 0220 0252 0284 0316 0348 0380 0412 0444 0476 0508 0540 0572 0604 0636 0668 0700 0732 0764 0796 0828 0860 0892 0924 0956 0988 1020" #show "0029 0061 0093 0125 0157 0189 0221 0253 0285 0317 0349 0381 0413 0445 0477 0509 0541 0573 0605 0637 0669 0701 0733 0765 0797 0829 0861 0893 0925 0957 0989 1021" #show "0030 0062 0094 0126 0158 0190 0222 0254 0286 0318 0350 0382 0414 0446 0478 0510 0542 0574 0606 0638 0670 0702 0734 0766 0798 0830 0862 0894 0926 0958 0990 1022" #show "0031 0063 0095 0127 0159 0191 0223 0255 0287 0319 0351 0383 0415 0447 0479 0511 0543 0575 0607 0639 0671 0703 0735 0767 0799 0831 0863 0895 0927 0959 0991 1023" </value> </alias> </class>
  22. An entire class in XML. Create a blank class, open the XML tab, click in the window, ctrl+a, paste and save. Currently set up for toolbar 2, which you can change to suit your preferences. You may need to have the toolbar docked on the right or left as is. Adjustments are needed for top/bottom. In the screenshot: Preferences -> User Interface -> Buttons -> Toolbar 2: Right. In this class, we have: An instant encumbrance reference listing how much weight you can hold in various slots every time you look at your equipment Works for monks, too Trigger turns itself off Second trigger turns the first on when and only when your character name matches the @character variable. This way you can move it to a generic class (folder) and not worry about seeing it unless you're on your blademaster/monk. The @character variable must be set for this to work. Gauges for your anatomies (color and max currently needs adjusting manually should your needs change for expertise/mastery/both) Light green for every anatomy below 100 Dark green for every anatomy at 100 Current setup has yellow for demihuman and giant expertise Current setup has orange for beast mastery The alias resetanat will update your anatomy levels the next time you check your score. Good for new/multiple MON/BLM characters. Push buttons that indicate minimum anatomy needed for each critical strike, color coded for standard, expertise, mastery and expertise+mastery. Buttons also include effects of each critical strike (may not be 100% accurate). Most of these courtesy of @f0xx's blademaster guide. Will send the relevant command to the MUD when clicked. Required Variables For reference: <class name="Blademaster" enabled="false" id="2083"> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="green" priority="80" id="2391"> <caption>000 - CHEST: Damage</caption> <value>#SEND Critical chest</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="green" priority="82" id="2393"> <caption>020 - STOMACH: Hunger</caption> <value>#SEND Critical stomach</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="green" priority="84" id="2394"> <caption>040 - LEGS: -DEX</caption> <value>#SEND Critical legs</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="green" priority="86" id="2398"> <caption>060 - HEAD: -Mana</caption> <value>#SEND Critical head</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="green" priority="88" id="2399"> <caption>075 - WRISTS: Weaken</caption> <value>#SEND Critical wrists</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="green" priority="90" id="2400"> <caption>090 - FEET: Caltrops</caption> <value>#SEND Critical feet</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="yellow" priority="92" id="2401"> <caption>101 - KIDNEYS: Poison</caption> <value>#SEND Critical kidneys</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="yellow" priority="94" id="2402"> <caption>104 - TEMPLE: Telelock</caption> <value>#SEND Critical temple</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="yellow" priority="96" id="2403"> <caption>107 - DIAPHRAGM: Med Lag</caption> <value>#SEND Critical diaphragm</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="yellow" priority="98" id="2404"> <caption>110 - EYES: Blind</caption> <value>#SEND Critical eyes</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="orange" priority="100" id="2405"> <caption>113 - HEART: Spellbane</caption> <value>#SEND Critical heart</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="orange" priority="102" id="12776"> <caption>116 - LUNGS: Move Damage</caption> <value>Critical lungs</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="orange" priority="104" id="2406"> <caption>119 - SPLEEN: Drained</caption> <value>#SEND Critical spleen</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="orange" priority="106" id="2407"> <caption>120 - SOLAR PLEXUS: Hvy Lag</caption> <value>#SEND Critical solarplexus</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="maroon" priority="108" id="2408"> <caption>121 - AORTA: Bleed</caption> <value>#SEND Critical aorta</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="maroon" priority="110" id="2409"> <caption>126 - INTESTINE: Plague</caption> <value>#SEND Critical intestine</value> </button> <button autosize="false" width="150" height="20" toolbar="2" inset="true" toolstyle="true" color="maroon" priority="112" id="2410"> <caption>130 - BRAIN: Paralyze</caption> <value>#SEND Critical stomach</value> </button> <button type="Gauge" autosize="false" width="150" height="15" toolbar="2" inset="true" toolstyle="true" color="green" gaugelowcol="#99CC00" gaugebackcol="silver" priority="58" id="2423"> <caption>"Mob": @AnatMob</caption> <expr>@AnatMob</expr> <gaugemax>100</gaugemax> <gaugelow>100</gaugelow> </button> <button type="Gauge" autosize="false" width="150" height="15" toolbar="2" inset="true" toolstyle="true" color="green" gaugelowcol="#99CC00" gaugebackcol="silver" priority="74" id="2424"> <caption>Unique: @AnatUnique</caption> <expr>@AnatUnique</expr> <gaugemax>100</gaugemax> <gaugelow>100</gaugelow> </button> <button type="Gauge" autosize="false" width="150" height="15" toolbar="2" inset="true" toolstyle="true" color="yellow" gaugelowcol="#99CC00" gaugebackcol="silver" priority="62" id="2425"> <caption>Elf: @AnatElf</caption> <expr>@AnatElf</expr> <gaugemax>110</gaugemax> <gaugelow>100</gaugelow> </button> <button type="Gauge" autosize="false" width="150" height="15" toolbar="2" inset="true" toolstyle="true" color="green" gaugelowcol="#99CC00" gaugebackcol="silver" priority="64" id="2426"> <caption>Dwarf: @AnatDwarf</caption> <expr>@AnatDwarf</expr> <gaugemax>100</gaugemax> <gaugelow>100</gaugelow> </button> <button type="Gauge" autosize="false" width="150" height="15" toolbar="2" inset="true" toolstyle="true" color="yellow" gaugelowcol="#99CC00" gaugebackcol="silver" priority="66" id="2427"> <caption>Demihuman: @AnatDemihuman</caption> <expr>@AnatDemihuman</expr> <gaugemax>110</gaugemax> <gaugelow>100</gaugelow> </button> <button type="Gauge" autosize="false" width="150" height="15" toolbar="2" inset="true" toolstyle="true" color="yellow" gaugelowcol="#99CC00" gaugebackcol="silver" priority="68" id="2428"> <caption>Giant: @AnatGiant</caption> <expr>@AnatGiant</expr> <gaugemax>110</gaugemax> <gaugelow>100</gaugelow> </button> <button type="Gauge" autosize="false" width="150" height="15" toolbar="2" inset="true" toolstyle="true" color="#FF9900" gaugelowcol="#99CC00" gaugebackcol="silver" priority="70" id="2429"> <caption>Beast: @AnatBeast</caption> <expr>@AnatBeast</expr> <gaugemax>120</gaugemax> <gaugelow>100</gaugelow> </button> <button type="Gauge" autosize="false" width="150" height="15" toolbar="2" inset="true" toolstyle="true" color="green" gaugelowcol="#99CC00" gaugebackcol="silver" priority="72" id="2430"> <caption>Flying: @AnatFlying</caption> <expr>@AnatFlying</expr> <gaugemax>100</gaugemax> <gaugelow>100</gaugelow> </button> <button type="Gauge" autosize="false" width="150" height="15" toolbar="2" inset="true" toolstyle="true" color="green" gaugelowcol="#99CC00" gaugebackcol="silver" priority="60" id="2431"> <caption>Human: @AnatHuman</caption> <expr>@AnatHuman</expr> <gaugemax>100</gaugemax> <gaugelow>100</gaugelow> </button> <button type="Separator" autosize="false" width="150" height="15" toolbar="2" textcolor="None" priority="76" id="2432"> <caption>Spacer</caption> </button> <trigger name="EqEncumber" type="Loop Lines" param="14" priority="24380" enabled="false" id="2438"> <pattern>~<worn (*)~>%s</pattern> <value>$Encumbrance=%1 #SWITCH ($Encumbrance) ("on head") { #PSU {$Encumbrance} 6 12 #PSU {%ansi(cyan)5} 21 21} ("on torso") { #PSU {$Encumbrance} 6 13 #PSU {%ansi(cyan)15} 20 21} ("on arms") { #PSU {$Encumbrance} 6 12 #PSU {%ansi(cyan)10} 20 21} ("on hands") { #PSU {$Encumbrance} 6 13 #PSU {%ansi(cyan)5} 21 21} ("on legs") { #PSU {$Encumbrance} 6 12 #PSU {%ansi(cyan)10} 20 21} ("on feet") { #PSU {$Encumbrance} 6 12 #PSU {%ansi(cyan)10} 20 21} ("about body") { #PSU {$Encumbrance} 6 15 #PSU {%ansi(cyan)5} 21 21} ("about waist") { #PSU {$Encumbrance} 6 16 #PSU {%ansi(cyan)10} 20 21}</value> </trigger> <trigger priority="24390" id="2439"> <pattern>(*) is using~:</pattern> <value>#IF (%1=@Character) { #T+ EqEncumber #ALARM EncOff {+1} {#T- EqEncumber } {}</value> </trigger> <var name="Character" id="2105"></var> <var name="AnatMob" id="2411">100</var> <var name="AnatHuman" id="2412">83</var> <var name="AnatElf" id="2413">57</var> <var name="AnatDwarf" id="2414">22</var> <var name="AnatDemihuman" id="2415">110</var> <var name="AnatGiant" id="2416">110</var> <var name="AnatBeast" id="2417">120</var> <var name="AnatFlying" id="2418">28</var> <var name="AnatUnique" id="2419">100</var> <alias name="anatreset" id="2720"> <value>#T+ AnatReset</value> </alias> <trigger name="AnatReset" priority="24200" enabled="false" id="2420"> <pattern>Anatomy ~:Mob Human Elf Dwarf DemiHum Giant Beast Flying Unique</pattern> <trigger> <pattern>%s(%d)%s(%d)%s(%d)%s(%d)%s(%d)%s(%d)%s(%d)%s(%d)%s(%d)</pattern> <value>AnatMob=%1 AnatHuman=%2 AnatElf=%3 AnatDwarf=%4 AnatDemihuman=%5 AnatGiant=%6 AnatBeast=%7 AnatFlying=%8 AnatUnique=%9 #T- AnatReset</value> </trigger> </trigger> <trigger priority="24220" id="2422"> <pattern>You have gained knowledge about (%w)!</pattern> <value>$Anat=%1 #SWITCH ($Anat) ("mob") {#ADD AnatMob 1} ("human") {#ADD AnatHuman 1} ("elf") {#ADD AnatElf 1} ("dwarf") {#ADD AnatDwarf 1} ("demihuman") {#ADD AnatDemihuman 1} ("giant") {#ADD AnatGiant 1} ("beast") {#ADD AnatBeast 1} ("flying") {#ADD AnatFlying 1} ("unique") {#ADD AnatUnique 1}</value> </trigger> </class> If by chance there's any problems with this, please let me know.
  23. XML for an affects color trigger. Easy to expand. The down side is only single word affects work and custom affects won't. IE only the highlighted affect will trigger: Affects: - - - 20 21 3 - - - - 38 KAI DMS SHA BS BF BT BLA IRN KYO DW VOW Spell: mounted : for 123 hours Spell: pass door : for 3 hours <trigger priority="7830" id="2259"> <pattern>Spell: (%w)*~:*for %d hours</pattern> <value>$SPELL=%1 #SWITCH ($SPELL) ("curse") {#CW lawngreen} ("stance") {#CW bright,white} ("lifeforce") {#CW bright,white} ("sanctuary") {#CW bright,white} ("blindness") {#CW lightslategray} ("protection") {#CW palevioletred} ("blasphemy") {#CW mediumspringgreen}</value> </trigger> I did do one for hyphenated or two-word affects, though. Still easily expandable: <trigger priority="7830" id="2265"> <pattern>Spell: (%w)(?)(%w)*~:*for %d hours</pattern> <value>$SPELL = %1 #ADD $SPELL %2 #ADD $SPELL %3 #SWITCH ($SPELL) ("holy vengeance") {#CW grey} ("combat stance") {#CW bright,white} ("challenge-effect") {#CW pink}</value> </trigger> This should cover 95% of spells in FL. To cover the three-or-more word spells (shield of thorns), it shouldn't be difficult expanding the two-word trigger. Again, one might be able to consolidate the two, but this works.
  24. Simple triggers to tell you the approximate percentage your enemy's health is at. There's way to consolidate them into one, but I haven't cared enough to do that. #TRIGGER {is in excellent condition.} {#SAY 100~+~%} #TRIGGER {has a few scratches.} {#SAY 90~-99~%} #TRIGGER {has some small wounds and bruises.} {#SAY 75~-89~%} #TRIGGER {has quite a few wounds.} {#SAY 50~-74~%} #TRIGGER {has some big nasty wounds and scratches.} {#SAY 30~-49~%} #TRIGGER {looks pretty hurt.} {#SAY 15~-29~%} #TRIGGER {is in awful condition.} {#SAY 0~-14~%}
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