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Tick timing triggers code


Mali

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Should have a built in tick timer.  While I have the older Zmud, it still should be under 'preferences' and scrolling down til you see Tick Timer and set the time interval to 30.  Have it display tick messages and you're set.  Zmud/Cmud is so easy in that aspect.  You'll just need a folder full of reset options due to FL's 25-35s floating tick.

The following is just my dedicated ticks so far. It's far from complete and doesn't have some triggers in this folder. But it's a start.  Just copy/paste the following into your command bar and you should be good to go for the most part.

 

#CLASS {All|TickTimer}#TRIGGER {The sun {rises|slowly disappears} in the {east|west}.} {#TS 30}#TRIGGER {You feel that once again you might ask for * favor.} {#ts 30}#TRIGGER {You are no longer tapping into your hidden potential.} {#ts 30}#TRIGGER {You are sober.} {#ts 30}#TRIGGER {An ominous crackling of dark energies echos through the night!} {#ts 30}#TRIGGER {A chilling scream echoes through the area!} {#TS 30}#TRIGGER {A blood chilling scream pierces the desert!} {#ts 30}#TRIGGER {You feel more self-confident.} {#ts 30}#TRIGGER {The Planar Blade {returns into this|moves into another} dimension.} {#ts 30}#TRIGGER {You have run out of time and failed your quest!} {#TS 30}#TRIGGER {~[The Voice of God~] ~- World shift in} {#TS 30}#TRIGGER {You can't see anything, you're sleeping!} {#TS 30}#TRIGGER {The sky is getting cloudy.} {#ts 30}#TRIGGER {The City Gate flares with arcane power!} {#ts 30}#TRIGGER {You are {hungry|starving|thirsty}.} {#ts 30}#TRIGGER {Your {hunger|thirst}*you.} {#ts 30}#TRIGGER {The night is about to end.} {#ts 30}#TRIGGER {The {day|night} has begun.} {#ts 30}#TRIGGER {A {torch|lantern} flickers.} {#ts 30}#TRIGGER {The cheerful notes of the temple of light bell announce sunrise.} {#ts 30}#TRIGGER {Ringing with holy fervor the temple of light bell announces high noon.} {#ts 30}#TRIGGER {It starts to rain.} {#ts 30}#TRIGGER {The blizzard has slowed down.} {#ts 30}#TRIGGER {The rain stopped.} {#ts 30}#TRIGGER {Let it be known that * has been granted the title of Master Questor of Aabahran!} {#ts 30}#TRIGGER {The clouds disappear.} {#ts 30}#TRIGGER {Lightning flashes in the sky.} {#ts 30}#TRIGGER {You have become better at {meditation|trance|fast healing|regeneration}!} {#ts 30}#TRIGGER {The Town Crier yells 'High Noon, and all is well!'} {#ts 30}#TRIGGER {The Town Crier yells 'Six o'clock, the sun is {rising|setting}, and all is well!'} {#ts 30}#TRIGGER {The watch bell in the Lighthouse tolls High Noon.} {#ts 30}#TRIGGER {Your warcry wears off.} {#ts 30}#TRIGGER {Brambus says 'Have you come to witness the power of the Transpectrogrampher?'} {#ts 30}#TRIGGER {You writhe in agony from the plague.} {#ts 30}#TRIGGER {You loosen your grip on your weapon.} {#TS 30}#TRIGGER {You shake and shudder profusely.} {#ts 30}#TRIGGER {You are allowed to leave the realms.} {#ts 30}#TRIGGER {A feeling of confidence enters your soul and you know that} {#ts 30}#TRIGGER {The watch bell in the Lighthouse tolls Sunset.} {#ts 30}#TRIGGER {Restoring from world shift...} {#ts 30}#TRIGGER {The Gatestone whirrs and clicks, then falls silent.} {#TS 30}#TRIGGER {Tiny bubbles of air stream from the sides of * helmet.} {#ts 30}#TRIGGER {The bellows on the side of * helmet hiss softly.} {#ts 30}#TRIGGER {Your view through your helmet is clouded by your breath.} {#ts 30}#TRIGGER {A massive gong's ringing call {heralds|marks} the {arrival of a new|end of} day.} {#TS 30}#TRIGGER {A dial makes a near silent 'tick'.} {#ts 30}#TRIGGER {Great bells can be heard ringing musically from the Temple of the One God, announcing sunrise over the sleepy Hamlet.} {#ts 30}#TRIGGER {Great bells can be heard ringing musically from the Temple of the One God, announcing sunset.} {#ts 30}#TRIGGER {A winged earth dragon coils about * {shoulder|shoulders}.} {#TS 30}#TRIGGER {{rubs|rub} the dirt out of*.} {#TS 30}#CLASS 0
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I've been toying around with how to get triggers to read my prompt to determine the tick...I never quite got it working how I wanted. Just not familiar with variables, I believe is my biggest issue. Don't know about anyone else. Help files don't really explain how "%1" etc. is really used and what it really means.

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%1 is just a temporary variable.  If you have a string like:

 

The quick brown fox jumps over the lazy dog.

 

... and you want to pattern match some of it:

 

The (%w) brown (%w) jumps (%w) the (%w) dog.

 

With Zmud, any wildcard matching in parenthesis will be set into a temporary variable, from first to last.  As we've got four things stored, each goes in to the temporary variable automatically:

%1 = quick

%2 = fox

%3 = over

%4 = lazy

 

If you have enough wild card matches, this could feasibly go to %99.

 

 

Which means when you have your trigger perform actions, you can have it reference these variables:

 

#say Get %3 the %4 %2.

 

Which would then print:

Get over the lazy fox.

 

 

If you want something a bit more permanent, that's where the #va command comes into play, and your @PermanentVariables.

 

#Trigger {You have been KILLED} {#ad DeathCount 1;#say Total deaths taken~: @DeathCount}

 

 

 

If you want further help, let's make a new thread, or I can help you via PM.

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  • Implementor
#action {~^.%1/%2(hp) %3/%4(mn) %5/%6(mv) %7tnl/%8cp/%9gl %10t/%11.$} {  #if {"%10" != "$bg"}  {    #var bg %10;    #var ltick 0;    #ticker ltick {#math {ltick} {$ltick +1}} {1}  };        #format lticks {%s%s} {$ltick} {s};        #var hpstuff2 %1(@pcnt{%1;%2}%)h %3(@pcnt{%3;%4}%)m %5(@pcnt{%5;%6}%)v - ($lticks);        #var hpstuff <ecb>%1(<g20>@percent{%1;%2}%<ecb>)h <bdd>%3(<g20>@percent{%3;%4}%<bdd>)m <cdb>%5(<g20>@percent{%5;%6}%<cdb>)v<g21> - (<bcc>$lticks<g21>);        #var otstuff <g09>[<g19>%8<g09>] <g20>@time{%10} <g09>(<g20>%7TNL<g09>/<dca>$<g20>@gold{%9}K<g09>);        #var otstuff2 [%8] @time{%10} (%7TNL/$@gold{%9}K);        #var result2 <G02> <ecb>%1(<g20>@percent{%1;%2}%<ecb>)h <bdd>%3(<g20>@percent{%3;%4}%<bdd>)m <cdb>%5(<g20>@percent{%5;%6}%<cdb>)v  <g19> <g09>< lt:<g20> $lticks ago <g09>>  <g19> <g09><g09>[<g19>%8<g09>] <g20>@time{%10} <g09>(<g20>%7TNL<g09>/<dca>$<g20>@gold{%9}K<g09>) <088>;        #showme {<G00>@ralign{{$otstuff<G00> }{<G00> $hpstuff}}<088>} {1}}{9}

 

Cmud, or wintin, or tintin++. It can be ported to Zmud as well, and probably mushclient.

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  • 4 weeks later...
  • 4 weeks later...

Just reset length on a variable reading current time on your prompt. Hold one time, check on each prompt refresh. If new is different from old reset your timer length. This keeps you very very close. Improved in combat or while running by the increased frequency of prompt updates.

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I didn't think ticks could QUITE be timed since they're not a certain number of seconds, or atleast I didn't think they were. They're roughly like 10 rounds of combat I think. I use Mudmaster solely because it uses IF statements. I'm pretty sure most people would have to have taken C++ to understand a lot of that, hehe. Do we have a lot of people here into programming? I went to college for it but didn't do it as a profession.

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  • 2 weeks later...

I didn't think ticks could QUITE be timed since they're not a certain number of seconds, or atleast I didn't think they were. They're roughly like 10 rounds of combat I think. I use Mudmaster solely because it uses IF statements. I'm pretty sure most people would have to have taken C++ to understand a lot of that, hehe. Do we have a lot of people here into programming? I went to college for it but didn't do it as a profession.

 

This is correct, you sometimes hit it on the nose.  I actually use Tic in X seconds warnings to keep myself apprised of an upcoming tic, and watch my timer as it nears the tic time to prepare and position myself to take full advantage.  The warning message is visible clearly in combat for example, and can sometimes prompt a flee, run a few rooms and nap move. 

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