Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: ZMud/CMud Starting Icon Setup
PostPosted: Mon Aug 06, 2012 9:27 am 
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Mortal

Joined: Mon Mar 04, 2002 10:42 am
Posts: 1053
Suggestions for additions:
Reply catcher
Cabal/tribunal chatter catcher
Notification on learning from success (currently only on failure): 'You have become better at'
Fullwriting unlock directions (unlock se --> unlock southeast), just like with open and look.

I am using CMUD through Wine, so maybe it's just bugged and these are already implemented :)

Cheers. Loving the standard scripts!


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 Post subject: Re: ZMud/CMud Starting Icon Setup
PostPosted: Mon Aug 06, 2012 9:51 am 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I have most of those fixes but I would need somewhere to send it or upload it. I have nearly aliased every single skill/spell in the game (been trying wayyyyy too many chars)


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 Post subject: Re: ZMud/CMud Starting Icon Setup
PostPosted: Mon Aug 06, 2012 10:06 am 
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Joined: Mon Mar 04, 2002 10:42 am
Posts: 1053
I don't think spell and skill aliases should be added to the standard script-package. People use very different names for their aliases.


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 Post subject: Re: ZMud/CMud Starting Icon Setup
PostPosted: Mon Dec 10, 2012 10:10 am 
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Joined: Tue May 20, 2003 10:18 am
Posts: 240
Location: In the depths of your mind
Why aren't there more use of buttons with the healer script? It wouldn't be difficult to set up a toggle button to turn on or off the healer group items. Also that script can be expanded to run from buttons and use other cure spells such as cure blindness.


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 Post subject: Re: ZMud/CMud Starting Icon Setup
PostPosted: Wed Dec 12, 2012 7:35 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
only posting in gd from now - thx and have a nice day


Last edited by FinneyOwnzU on Sat Jan 31, 2015 10:55 am, edited 1 time in total.

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 Post subject: Re: ZMud/CMud Starting Icon Setup
PostPosted: Thu Feb 06, 2014 7:07 am 
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Mortal

Joined: Sun Mar 03, 2013 10:55 am
Posts: 69
So I got a new computer, no more cmud, but I do have the zmud 7.21 with windows 8.

However, when I get on the mud, they are all disabled (the excellent package that is attached to zmud for sk). So, when I enable, and save... when I log on again, it goes back to the default...NOT enabled, nada, nothing zilch..

suggestions?

even when I add a simple alias, it doesn't save it over to when I open it again....its gone.


help? thoughts? pilot error?


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 Post subject: Re: ZMud/CMud Starting Icon Setup
PostPosted: Thu Feb 06, 2014 10:33 am 
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Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
only posting in gd from now - thx and have a nice day


Last edited by FinneyOwnzU on Sat Jan 31, 2015 10:55 am, edited 1 time in total.

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 Post subject: Re: ZMud/CMud Starting Icon Setup
PostPosted: Thu Feb 06, 2014 3:01 pm 
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Mortal

Joined: Sun Mar 03, 2013 10:55 am
Posts: 69
got it, thank you so much for your help


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 Post subject: Re: ZMud/CMud Starting Icon Setup
PostPosted: Mon Oct 20, 2014 9:00 am 
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Mortal Contributor

Joined: Tue Sep 14, 2004 1:02 am
Posts: 1585
Location: Over the hills and far away.
SK Character: Elriorith/Enfaustina/Nimolthar
FinneyOwnzU wrote:
Removed the command line from the Info and Chat Catcher windows. Changed the syntax for the Chat Catcher class from using a wild card match (%w) to a basic parameter match (%1) to deal with tells to/from NPCs - charmed/controlled pets, polymorph or an admin controlling a NPC for RP purposes.

New download available at: http://www.filedropper.com/shatteredkingdoms" target="_BLANK



Link is not working?! Can we get another link pls?


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 Post subject: Re: ZMud/CMud Starting Icon Setup
PostPosted: Mon Oct 20, 2014 11:37 am 
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Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
only posting in gd from now - thx and have a nice day


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