Dump of mudlet related things for y'all

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Adael
Posts: 354
Joined: Sun Mar 22, 2015 12:34 am

Dump of mudlet related things for y'all

Postby Adael » Wed Jan 03, 2018 4:10 pm

As promised oh so long ago to some people, I have finally dumped (almost...more on that shortly) everything I have related to mudlet in one location. Credit first where it's due, most of this came from Saal's website (he and Groderick were responsible for most of it I believe) which can still be found in a previous thread (http://www.wotmod.org/viewtopic.php?f=76&t=6256), albeit with dated and no longer working files. I took all this from there way back when, and have since tinkered and expanded/deleted from it (so if you browse his website, you may or may not find most things from there here). Anyways, link to the materials first, explanations of what's there after.

https://www.dropbox.com/sh/b5k3mwonr3apb35/AAB4LWJVc42eXLcackyXP4IUa?dl=0


Short explanations of what you'll find inside in terms of how they're named:

mapper triggers/aliases/scripts + map .dat file. Some slight updates in there from my previous thread, both on the actual map and how a couple functions run. Nothing too exciting, but there it is. I'll continue adding places as my time enables me.

communications window triggers/aliases/scripts. Should capture says/yells/nars/chats/prays/speaks from the light/dark, hisses/drawls in appropriate tabs. I'll note here that it may not properly capture crossrace things (from the viewpoint of someone on LS) as I may not have things set up to trigger properly for fades/ss speaking. I'll have someone else confirm at some point and if so I can fix it hopefully :)

status line triggers: this should highlight your hp/mvs/sps as well as enemy hp. You can change the fg color highlight for everything to whatever your preference is if you don't like my scheme (scroll through healthy/scr/hurt/wound/etc and you should see where the highlight option changes from green to orange)

delete line triggers: self explanatory, lines in the mud that it'll delete from showing up on your screen. You may prefer all, some, or none of them. Not all are automatically on atm. I'm open to any suggestions of things I should add, or change if they appear to not be working properly. The seanchan gate guard yells are some that I'm not sure if they actually work as they best could to reduce spam.

melee triggers: probably one of the bigger things to get used to if you use it. suddenly everything is colorful when fighting :P. melee hits, things involving bashes, and people starting/landing charges/stabs, getting feared/psned, failing rescues, etc all have highlights attached to them. Again, feel free to browse through, read what is setting off the trigger, and change the color of things or delete them as you want.

room highlight triggers: highlights tracks to be brown (or red if bloody), plus adds markers for directions (^^, >>, vv, <<, uu, dd) to the ends of lines. highlights aggros in rooms (you might have to double check to unlock that section as I don't use it myself). ditto for the horse highlights section.

other triggers: weather highlights, following highlights, random lord/lady and clan highlights, idle trigger, other highlights that should be named to be self explanatory.

time triggers: I uploaded this, but see now that there's nothing of use really in it. probably was going to be used to get triggers for a tic timer, but never was. oh well

autostand triggers: self explanatory, though I don't use it myself.

status triggers: random flee/brave/wimpy triggers in there that are turned off 'cause I don't use them. maybe I'll take a look at them and see what they were for sometime. highlights for status affects and food/drink related things.

weaves triggers: highlights weave colors.

master mob aliases, door aliases, targetting aliases - essentially these are used the same. you can setmob, setdoor, tgt xxx. Once something has been specified, there's aliases to open/close/lock door, order mob flee/bash/rescue, kill target/h.target, charge target, etc. most of the syntax should be able to be figured out from the pattern box (example: p to kill target, o to kill h.target, q to bash target, omr to order mob rescue adael or omr xxx to order mob rescue xxx). Can be more detailed if confused.


After reading and going through a bit, I realize it'd be nice to have some notes in things to make clear how they work. I'll try to do that soon and reupload. But for now, anyone interested has something to play around with.
Open to suggestions on easier ways to group things for ease of other people also :)

Mykael
Posts: 10
Joined: Sun Dec 03, 2017 7:51 am
Location: Boston, MA (USA)

Re: Dump of mudlet related things for y'all

Postby Mykael » Wed Jan 03, 2018 5:25 pm

Thanks Adael. This is truly awesome.

Reyne
Posts: 118
Joined: Wed Mar 08, 2017 2:46 am

Re: Dump of mudlet related things for y'all

Postby Reyne » Wed Jan 03, 2018 11:47 pm

Oh wow, awesome. I was just thinking of switching to Mudlet because my current client keeps giving me troubles and that sealed the deal. Thanks!

Rajin
Posts: 9
Joined: Tue Jan 02, 2018 11:48 pm

Re: Dump of mudlet related things for y'all

Postby Rajin » Fri Jan 05, 2018 10:47 am

Thanks, this is great stuff.

Rajin
Posts: 9
Joined: Tue Jan 02, 2018 11:48 pm

Re: Dump of mudlet related things for y'all

Postby Rajin » Fri Jan 05, 2018 12:43 pm

The door scripts don't seem to be working.
Any idea why the door variable isn't available?
Also, is it possible to have door auto-opened when moving around? This is something I had setup in Cmud before.

o HP:Healthy MV:Fresh >
od
First door not set!
'setdoor xxx' to set first door.
setdoor gate
[ LUA ] - object:<Set Door> function:<Alias20>
<[string "Alias: Set Door"]:2: attempt to index global 'door' (a string value)>
od
First door not set!
'setdoor xxx' to set first door.

Adael
Posts: 354
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Postby Adael » Sun Jan 07, 2018 1:58 pm

Rajin wrote:The door scripts don't seem to be working.
Any idea why the door variable isn't available?
Also, is it possible to have door auto-opened when moving around? This is something I had setup in Cmud before.

o HP:Healthy MV:Fresh >
od
First door not set!
'setdoor xxx' to set first door.
setdoor gate
[ LUA ] - object:<Set Door> function:<Alias20>
<[string "Alias: Set Door"]:2: attempt to index global 'door' (a string value)>
od
First door not set!
'setdoor xxx' to set first door.
Hmmm, unfortunately I don't know why it's not working for you.
And I suppose you could write something up to auto open doors, but that depends on what conditions you want. When you enter a room? When you run into a closed one? etc

GroderickMashin
Posts: 25
Joined: Mon Mar 23, 2015 3:52 pm

Re: Dump of mudlet related things for y'all

Postby GroderickMashin » Mon Jan 08, 2018 3:19 am

very well done. I feel proud

GroderickMashin
Posts: 25
Joined: Mon Mar 23, 2015 3:52 pm

Re: Dump of mudlet related things for y'all

Postby GroderickMashin » Mon Jan 08, 2018 3:23 am

Rajin wrote:The door scripts don't seem to be working.
Any idea why the door variable isn't available?
Also, is it possible to have door auto-opened when moving around? This is something I had setup in Cmud before.

o HP:Healthy MV:Fresh >
od
First door not set!
'setdoor xxx' to set first door.
setdoor gate
[ LUA ] - object:<Set Door> function:<Alias20>
<[string "Alias: Set Door"]:2: attempt to index global 'door' (a string value)>
od
First door not set!
'setdoor xxx' to set first door.


If you use "door" as a list, try to initiate the door global variable to nil.

Else, try to make a LOCAL variable with a different name because propably the variable door is already used somewhere else

Rajin
Posts: 9
Joined: Tue Jan 02, 2018 11:48 pm

Re: Dump of mudlet related things for y'all

Postby Rajin » Mon Jan 08, 2018 3:37 pm

Adael wrote:
Rajin wrote:The door scripts don't seem to be working.
Any idea why the door variable isn't available?
Also, is it possible to have door auto-opened when moving around? This is something I had setup in Cmud before.

o HP:Healthy MV:Fresh >
od
First door not set!
'setdoor xxx' to set first door.
setdoor gate
[ LUA ] - object:<Set Door> function:<Alias20>
<[string "Alias: Set Door"]:2: attempt to index global 'door' (a string value)>
od
First door not set!
'setdoor xxx' to set first door.
Hmmm, unfortunately I don't know why it's not working for you.
And I suppose you could write something up to auto open doors, but that depends on what conditions you want. When you enter a room? When you run into a closed one? etc



I got it working.
What I was really wanting is to have doors automatically opened for me when moving. Looking up if there's a door in the direction I want to go, and if so, try to open it before going that way.

So, instead of mapping Numpad-4 to 'w', I added this instead.

Code: Select all

if wotmudmapper.currentID then
  for k, v in pairs({ "west"}) do
    local dir = string.sub(v, 1, 1)
    if getRoomUserData(wotmudmapper.currentID, dir) ~= "" then
     
         send("open " .. getRoomUserData(wotmudmapper.currentID, dir))
    end
  end
end
send('w')

Adael
Posts: 354
Joined: Sun Mar 22, 2015 12:34 am

Re: Dump of mudlet related things for y'all

Postby Adael » Mon Jan 08, 2018 9:47 pm

Mmm gotcha, makes sense. Roughly how I would've written the same thing.



On a separate note, the .dat map file has been updated to include a couple more smobs, a few more doors, and the areas around Stronghold/Dark Fortress.


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