howto

Scripts and support for your favorite MUD client.
Snizzle
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howto

Postby Snizzle » Tue Nov 19, 2002 11:11 pm

How do I clean this up so I dont have to use so many triggers? is there a way to loop or something through a single variable instead of doing this for 4 differing variables? I'm trying to get rid of so many triggers - zmud slows the hell down!

#TRIGGER {{@current_tank is in an excellent condition.}{#say %ansi(high,white) -=-=-=-=-=-= Tank %ansi(bold,green)ONE %ansi(high,white) =-=-=-=-=-=-}} {reports}
#TRIGGER {@current_tank has a few scratches.} {#say %ansi(high,white) -=-=-=-=-=-= Tank %ansi(low,yellow)ONE %ansi(high,white) =-=-=-=-=-=-} "reports"
#TRIGGER {@current_tank has some small wounds and bruises.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, yellow)ONE %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@current_tank has quite a few wounds.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, magenta)ONE %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@current_tank has some big nasty wounds and scratches.} {#say %ansi(high,white) -=-=-=-=-=-= Tank %ansi(high,magenta)ONE %ansi(high,white) =-=-=-=-=-=-} "reports"
#TRIGGER {@current_tank looks pretty hurt.} {#say %ansi(high,white) -=-=-=-=-=-= Tank %ansi(high,red)ONE %ansi(high,white) =-=-=-=-=-=-} "reports"
#TRIGGER {@current_tank is in awful condition.} {#say %ansi(high,white) -=-=-=-=-=-= Tank %ansi(bold,red)ONE %ansi(high,white) =-=-=-=-=-=-} "reports"
#TRIGGER {@current_tank is in an excellent condition.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, green)ONE %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@second_tank is in an excellent condition.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, green)TWO %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@third_tank is in an excellent condition.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, green)THREE %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@fourth_tank is in an excellent condition.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, green)FOUR %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {{@second_tank is in an excellent condition.}{#say %ansi(high,white) -=-=-=-=-=-= Tank %ansi(bold,green)ONE %ansi(high,white) =-=-=-=-=-=-}} {reports}
#TRIGGER {@second_tank has a few scratches.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( low, yellow)TWO %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@second_tank has some small wounds and bruises.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, yellow)Two %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@second_tank has quite a few wounds.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, magenta)TWO %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@second_tank has some big nasty wounds and scratches.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, magenta)TWO %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@second_tank looks pretty hurt.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, red)TWO %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@second_tank is in awful condition.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( bold, red)TWO %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {{@third_tank is in an excellent condition.}{#say %ansi(high,white) -=-=-=-=-=-= Tank %ansi(bold,green)ONE %ansi(high,white) =-=-=-=-=-=-}} {reports}
#TRIGGER {@third_tank has a few scratches.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( low, yellow)THREE %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@third_tank has some small wounds and bruises.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( bold, yellow)THREE %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@third_tank has quite a few wounds.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( bold, magenta)THREE %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@third_tank has some big nasty wounds and scratches.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, magenta)THREE %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@third_tank looks pretty hurt.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, red)THREE %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@third_tank is in awful condition.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( bold, red)THREE %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {{@fourth_tank is in an excellent condition.}{#say %ansi(high,white) -=-=-=-=-=-= Tank %ansi(bold,green)ONE %ansi(high,white) =-=-=-=-=-=-}} {reports}
#TRIGGER {@fourth_tank has a few scratches.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( low, yellow)FOUR %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@fourth_tank has some small wounds and bruises.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( bold, yellow)FOUR %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@fourth_tank has quite a few wounds.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( bold, magenta)FOUR %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@fourth_tank has some big nasty wounds and scratches.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, magenta)FOUR %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@fourth_tank looks pretty hurt.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( high, red)FOUR %ansi( high, white) =-=-=-=-=-=-} "reports"
#TRIGGER {@fourth_tank is in awful condition.} {#say %ansi( high, white) -=-=-=-=-=-= Tank %ansi( bold, red)FOUR %ansi( high, white) =-=-=-=-=-=-} "reports"
cherzra
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Postby cherzra » Wed Nov 20, 2002 5:31 pm

Am not at my zmud pc so consider this pseudo code.

#var currenttank yourmomma
#var condition {is at a few wounds|has some small scratches|whatever|else}

#trigger {{(@currenttank)({@condition})}{#say %ansi(high,white) -=-=-=-=-=-= Tank %ansi(low,yellow)ONE %ansi(high,white) =-=-=-=-=-=-}}

you can put a Case or If statement before the #say, compare the condition to the different types so you can #say whetever dependent on the situation. Doubt it would be faster, but you'd only have to make one trigger then.
old depok
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Postby old depok » Tue Nov 26, 2002 5:52 pm

Are you glancing at all the tanks in order to see what their conditions are?

Maybe try it from the Group command instead? Then make the trigger off of the hps of the tanks?

Gotta think that executing 4 glances/looks is spammy at best and probably is slowing zmud down as well.

Of course the obvious question is this one...

Why are you calling conditions of 4 tanks in the first place? If your zoning and doing this it is spammy and probably annoying your group, if your exping and have four tanks then you gotta find somewhere else to exp!

I would think that bringing it down to one tank (assuming your using for exp) would be fine for almost all occasions.


[This message has been edited by old depok (edited 11-26-2002).]
old depok
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Postby old depok » Tue Nov 26, 2002 5:58 pm

Also, are you saying this instead of gsaying it? Assuming #say is a variable that knows whether your grouped or not why would you ever say this as it would mean you weren't grouped amd as a result would only be telling yourself that the tank is hurt which you already know?

Also, why would you want to color that as no one else but you is going to see it that way.

Are you using this as a way for you to know what condition the tanks are to heal them?

If so then you should definitely replace this trigger set with the one that highlights people's hps from the group command. Far easier to sort through and much less impact on zmud.

Depok
Ambar
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Postby Ambar » Tue Nov 26, 2002 9:39 pm

#say is self only

same as #echo

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Snizzle
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Postby Snizzle » Tue Nov 26, 2002 10:31 pm

Depok,

Thanks for the reply.

I'm not really checking thier condition. Thats just a secondary thing I want to watch. I play a enchanter, so I am really glancing Dscales/Stone, globe, blur etc.

But,

Since I am already doing that, I also want to keep an eye on my tanks conditions. There are times that where all my concentration is on a main tank - a secondary tank takes some crits and I have to drop a emergency stone on them. Doesnt happen often, but it does.

What I was trying to do was maximize the info I get on a set of glances. For some reason I miss stuff in the spam. So I use highlights and #says to duplicate stuff and make it more obvious.

I used to have a zmud setup for auto scaling and stoning but lost it. So I'm back to glancing which works well if you see what you are supposed to!

Sniz
old depok
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Postby old depok » Wed Nov 27, 2002 2:04 pm

Ah. Got it.

This is why I don't play a chanter :> )

It would be interesting (I have no idea how to do this of course) to build a list from the glance and put it into another window or on the status bar. Probably could make it so you had the tank name with the spells they currently need come up with their condition.

You could automate the whole process and have the spells auto cast based upon the list and cooresponding conditions. Once the spell was cast it could then update the window or status bar.

Bet some of the enchanters with good zmud skills have trigger sets to do all this.

Whew, tired just thinking about it.

I'll go back to typing group and casting gheal now :> )
Ambar
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Postby Ambar » Sun Dec 01, 2002 4:24 pm

ok maybe this is lengthy .. BUT

i use variables and aliases to glance at 4 tanks 3 rogues and 2 clerics (if i have 5 or 6 tanks i use a rogue or cleric spot for them

#al {gtt} {glance @tank;glance @2tank;glance @3tank;glance @4tank;glr;glc}
#al {glr} {glance @rog;glance @2rog}
#al {glc} {glance @cler;glance @2rog}
#al {gt} {glance @tank}
#al {scale} {cast 'dragonsca'}
#al {has} {cast 'haste'}
#al {blur} {cast 'blur'}

tank=joe
2tank=jim
3tank=bob
4tank=steve
rog=nilan (but of course)
2rog=john
cler=barb
2cler=tracy

i use gags when the person i assigned is no longer there

F2-F4 is for tank (F2 scale, F3 haste, F4 blur)
F5-F8 is 2tank (F6 scale,F7haste,F8 blur)
F9 is has @rog
F10 has @2rog

dunno .. it works for me and it seems (to me) not to be TOO spammy and doesnt seem to slow (me) down

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Zogur
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Postby Zogur » Sun Dec 08, 2002 3:21 pm

It's good to see i am yer permanent 3tank, hun...

Bob

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Gerad
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Postby Gerad » Sun Dec 08, 2002 5:33 pm

This is pretty basic stuff, capturing variables and enabling/disabling classes, I will show you how to do each.

If we want to capture a specific variable, say, a person who sent us a tell, we use the following trigger:

#trig {%1 tells you} {person = %1}

If "Gerad tells you" comes across your screen, it sets the variable person to Gerad. You can then call the variable with another alias, or trigger, by using @person, for example,

#trig {%1 tells you} {person = %1;tell @person I am afk}

Suppose we only want it to trigger off whatever we set @person to, (by just typing in person = gerad into the command line), we can use

#trig {@person tells you} {tell @person Sorry @person, I dont want to talk to you!}

Then the trigger will call @person to gerad, and check to see if where @person is matches.


Classes, enabling/disabling.

First, in order to put an alias, trigger, or variable into a class, you must use the following prompt command, or create a class and drag/drop in the settings window.

For example,

#trigger {You are hungry} {eat rations} thefoodclass

Thusly, that trigger will be stored into the class 'thefoodclass', and we can enable/disable every setting in the class by enabling or disabling the class, think of them like file folders for settings.

To turn the class on or off, use:

#cla thefoodclass 1 (turn class on)
#cla thefoodclass 0 {turn class off)

thusly, perhaps you could create a set to sense when you are in combat, and put your food trigger into a class sensative to such, so you wont try to eat in combat.

Just some basic lessons, hope I helped someone!

-Gerad

p.s. These are the two main concepts you must grasp in order to create your conditions calling set with far less triggers! (of course, its only one way of doing it, im sure Jorus would know 100 more)



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Gindipple
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Postby Gindipple » Sun Dec 08, 2002 10:55 pm

#trig {%1 tells you} {person = %1}

use () around %1

#trig {(%1) tells you} {person = %1}

It tells zmud I will be using this paramater later.



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