Wondering if anyone has any or any tips on writing one for Mush.
Targeting aliases
Nevermind no, I did not wanna use Matts. I actually overthought the process and wanted to make a script when all I needed was a variable.
k @target
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match="target *"
enabled="y"
group="Reflexes"
send_to="12"
ignore_case="y"
sequence="100"
>world.setvariable "target", "%1"
world.colournote "orange", "black", "Target is now: %1"
match="youraliashere"
enabled="y"
expand_variables="y"
group="Reflexes"
send_to="12"
sequence="100"
>world.send "@target"
Interesting, you have one for Zmud too?
Ahh, yes, and on the world.send "@target" line, it'll just return what you typed. So, if you want, you can make: k be: kill @target, and g be: bash @target, and 1 be: trip @target, etc.
i wish i understood any of this, @target selects a target how? and when does it change?
When you type: target , @target (the variable) becomes the string you type. When you input whatever alias you decide, such as: KK, it'll output the string so you don't have to keep typing it out. Simple alias system/targeting system.
i wish i understood any of this' date=' @target selects a target how? and when does it change?[/quote']
It is not a feature of the MUD but of your mud client.
this seems like it would make pk a ton easier, i make a lot of typing mistakes this could cut that missed opportunity right after a tic if i didn't have to type so much and make errors typing. as much as i hate stuff like this existing i need to learn how to use it to be competitive.
this seems like it would make pk a ton easier' date=' i make a lot of typing mistakes this could cut that missed opportunity right after a tic if i didn't have to type so much and make errors typing. as much as i hate stuff like this existing i need to learn how to use it to be competitive.[/quote']
There are several books on the base code SB, I have always refrained from trying to prove I am the best programmer in favor of just playing a game I love. If I set Mush to trip you when you enter the room, and you set much to charge me on sight, the outcome then can come down to superior ISP. Not to mention, the little typing mistakes that bother you, I consider to be character inperfections, and as a character work on my personal issues.
There are several books on the base code SB' date=' I have always refrained from trying to prove I am the best programmer in favor of just playing a game I love. If I set Mush to trip you when you enter the room, and you set much to charge me on sight, the outcome then can come down to superior ISP. Not to mention, the little typing mistakes that bother you, I consider to be character inperfections, and as a character work on my personal issues.[/quote']
yea i guess your right... i must fight the urge!
I jus use targeting aliases so I can quickly change my macros without having to manually type it:
@ sandbox
You are now targeting Sandbox.
now all my macros like dirt bash hellstream sharpmetal path murder etc are targeting you, until i target someone else.
I never used to want to do this, but recently I have found I might have to change my targets 2-5 times within 10-15 minutes.
This is all in Wintin, which is similar to Zmud (wintin is like zmud but with no buffer)
#alias {set %1} {#var target %1;#panel 1 %1}
#highlight {yellow} {$target}
input "Set Sandbox", will make the variable read Sandbox, and display in the client panel "Sandbox" to show you who your target is.
usage example...
#alias {legs} {crit leg $target}
Will automatically crit Sandbox's legs if he is the current target.
Pro's to doing this. Well obviously you do not have to type complicated names. It also removes the advntage people can get by having nams like Golelel (making you hit their golem if you type in gol) or the infamouns ME names.
Cons to doing this. In heated battle where you might have multiple targets you can really get screwed up. Making it impossible for you to use your alias' unless you have backups.
Game impact? Makes things a little easier, but really doesnt supplement good chasing skills.
Other little tricks...lik tic timers are easy too, if you just havea lot of inpt controls. example...
#action {The blizzard has slowed down.} {#tickon;#ticksize 30;#tickset} {5}
#action {The clouds disappear.} {#tickon;#ticksize 30;#tickset} {5}
#action {The day has begun.} {#tickon;#ticksize 30;#tickset} {5}
#action {The lightning has stopped.} {#tickon;#ticksize 30;#tickset} {5}
#action {The night has begun.} {#tickon;#ticksize 30;#tickset} {5}
#action {The rain stopped.} {#tickon;#ticksize 30;#tickset} {5}
#action {The sky is getting cloudy.} {#tickon;#ticksize 30;#tickset} {5}
#action {The sun rises in the east.} {#tickon;#ticksize 30;#tickset;} {5}
#action {The sun slowly disappears in the west.} {#tickon;#ticksize 30;#tickset;} {5}
#action {You are hungry.} {#tickon;#ticksize 30;#tickset} {5}
All of these reset my timer on mud events (I have about 30 more than what I show here) , Ive been lazy though and should really just be using a comparison on the hour portion of my prompts that i started using when I played Valadar.
One kinda out of the box thing I have lately implemented is a HP loss / gain display that tells me how much hp I lose a round, or gain. Really only takes a few lines of script..
#action {<%1/%2hp } {#var oldhp $curhp; #var curhp %1; #math {changehp}{$oldhp - $curhp};#if {$changehp > 0} {hploss};#if {$changehp < 0} {hpgain}} {5}
#alias {hpgain} {#showme <<<-YOU GAINED $changehp HITPOINTS->>>}
#alias {hploss} {#showme <<<-YOU LOST $changehp HITPOINTS->>>}
#variable {hpgained} {-6}
#variable {oldhp} {718}
#variable {changehp} {0}
#variable {curhp} {718}
Honestly though, In the several years I have been playing this game I find these things are more quality of life adaptations than game changing. The HP changes are really just informative, and dont help at all DURING a fight since you dont have time to read them. In review (reading logs and such) they really just let you see how much a heal htis for , or what your worse round was. Targeting really just counters those people who make super long complicated names or try to take advantage of bad mud mechanics (ME NAMES!). Out of everything, I think a functioning and dynamic tic timer that can keep up with the muds ever changing tic lengths is the most valuable asset.
Lolololo....
Just use the highlight triggers in one of the sticked threads, set up some basic triggers and macros and you are set. You don't really need all the crap K. posted ![]()
now all my macros like dirt bash hellstream sharpmetal path murder etc
mmm, if only there were a char that does all that.
This reduced typing would be quite handy when you play a char where you need a lot of aliases, like with a shaman.
well I have worlds set up for each char particularly, I just rename my basic world. for example
Drakken had macros tied to hellstream, ice storm, call lightning, and dispel magic as alt+A alt+S alt+Q alt+W with my numpad as my directions, where, scan who aff who pk
Thrug had Bash charge dirt murder and mantis maul macros. All set to @target so if I hit type @ virarc (or @ 2.virarc
) my bashes charges and things would then be coming at Virarc. So on and so forth.
basically I hit one key to move, and two keys to attack left hand for macros, right hand for moving.
Haha, and people made such a big fuss over highlighting. I just type the words out, no wonder I'm not good at PK. :/
Me and you both djriacen...me and you both...
And that's why you're both not good at PK -- you're making no effort to rise up to the occasion and take advantage of what others do to become better.
