Dump of mudlet related things for y'all

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Adael
Posts: 560
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:


WoTMUDmap.dat - map file. Load this through Settings->Mapper->Load another map file in:
Mapper - Contains map scripts/triggers/aliases. Most aliases have self-descriptive names and syntax. However, here is a breakdown of some possible commands:
“resetqueue” if the map stops tracking you well, followed by a “look” to recenter.
“centerview n/e/s/w/u/d” – changes your location on the map without actually moving to that room. Useful for editing data in faraway rooms while sitting somewhere safe :P
“setmarker xxx” – adds a small marker to rooms (not always visible at every zoom level sadly :( ). “setmarker “ (yes, that’s the word setmarker followed by a single space) to clear out the marker on a room. Currently (off the top of my head), the map has markers on rooms that include the following. I may or may not get rid of these at future dates as I play around with adding more visible labels.
G-gate room in city
S-smobs
P-patrols (may or may not be wandering patrols)
F-fade patrols (may or may not be wandering)
H-horse load
T-ancient tree load
“speedwalk” will, AFTER you double click on a room, send commands to go to that room
“updatedescrip xxx” where xxx is the room ID number will update rooms with changed descriptions. Note: you must look at the room and get the red “No matches found” before using this command for it to capture the changed description and work
“crz xxx” will change the zone stored for a room
“cmz xxx” will change the mapping zone when in mapping mode
“findroom xxx” where xxx is a case sensitive roomname. If unique, centers map on room, if not, returns list of room IDs with that name and their zones.
“findinzone xxx zone yyy” where xxx and yyy are case sensitive roomnames/zonenames will refine results based on zones.
“mapping” will toggle on/off mapping mode
“autoconnect” will toggle on/off the ability to autoconnect closeby rooms in mapping mode (ie rooms that are 3 units in x/y/z position away from your current room)
“bothways” will toggle on/off joining rooms together in both directions when in mapping mode, instead of making just a one way exit (is turned on by default)
“forceroom” will force the map to make a new room in mapping mode (useful when moving around rooms with the same name/description)
“makelabel color dir text” will make a label with the given color, located in the region around your current room, with the given text. Available colors can be found at: https://wiki.mudlet.org/w/File:ShowColors.png. Available inputs for dir are n/s/ne/nw/se/sw. ex: makelabel red nw CCS. Note: this is one of many ways to make labels, not necessarily the best but it creates things that consistently look similar. Labels turn out roughly as tall as the spacing between adjacent rooms.
“colorlegend” will display the current list of room colors and their significance
“crc xxx” where xxx is a name from colorlegend will chance the color of a room. Ex: crc Drink, crc Stables, crc Bank, etc.
“cme xxx” where xxx is a name from colorlegend will change the default color for new rooms in mapping mode
“createdoor n/e/s/w/u/d xxx”, “createhiddendoor n/e/s/w/u/d xxx”, “createlockeddoor n/e/s/w/u/d xxx” will create a visible (green marker on the map), hidden (yellow marker), or locked (red marker) door in the given direction with the name xxx
“deletedoor n/e/s/w/u/d” will delete a door in the given direction

AltTimer – shows a time stamp when you disconnect, and a message after 5/15 minutes saying you can log on.

Autostand triggers – what the name suggest. Locked by default, I don’t use it. Double click the trigger folder to unlock it.

Communications - Contains communications scripts/triggers/aliases. I did not write this, so I am less informed about any issues that may arise with it. You can change the colors of narrates/chats/says/etc by editing the appropriate foreground (fg) in the triggers.

Containers aliases – aliases to set containers/lights?/flasks? And maybe a few other things.

Delete Lines – contains random lines some people may want deleted to reduce mud spam (unzerking messages, blight worm screams, Falme gate ogier yells, etc). Disabled by default, as I don’t use it.

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.
With doors, you can also odn/ods, ldn/lde, cdw/cds to open/lock/close door + direction (it pulls doornames from the mapper). If these commands don’t seem to be working, try a “resetqueue” just as you would for the mapper.

Gating – aliases/triggers for Sedai to capture gate codes and store them in a table. Viewcodes xxx, gate xxx

HP/SP/MV Colors – highlights hps/mvs/enemy hps/sps in the main mud input line. SPs disabled by default as I don’t use it, double click the folder to unlock. 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)

Melee Colors – highlights for dmg, bashing, dodging, parrying, people dying, landing/failing stabs/charge, and a whole variety of things. Edit colors at your own desire. probably one of the bigger things to get used to if you use it. suddenly everything is colorful when fighting . 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 highlights – highlights tracks to be brown (or red if bloody), plus adds markers for directions (^^, >>, vv, <<, uu, dd) to the ends of lines. Also capitalizes tracks involving trolls/fades. 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. Highlights hiddens in room, weary merchants, and ponds/streams/fountains/etc in rooms.

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

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.


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 :)
Last edited by Adael on Tue Apr 02, 2019 5:22 pm, edited 3 times in total.

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: 553
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: 560
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: 26
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: 26
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: 560
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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