Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Thu Mar 28, 2024 10:53 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: Current Config
PostPosted: Tue Apr 19, 2016 1:43 pm 
Offline
Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
here's my current config for zMUD, since i have been getting asked about it quite a bit in the game lately - recommend u use ur own aliases. i'm not using the chat catcher or healbot classes that are included in the sk settings u download with zmud. all settings should also be compatible with cmud.

#CLASS {System|Pueblo}
#CLASS {Combat}
#CLASS {Mercenary}
#CLASS {Warlock}
#CLASS 0
#TRIGGER {Connected to host mud.shatteredkingdoms.org} {#LOG %concat( %title, %time( dd-mmm-yy))} "" {disable}
#TRIGGER {You learn from your mistakes} {#CO 11;#BEEP}
#TRIGGER {You have become better} {#CO 11;#BEEP}
#TRIGGER {Obvious exits: (*)} {#VAR exits {%replace(%replace(%replace( %trim( %1), " ", "|"),"(closed",""),")","")}}
#TRIGGER {You load (*) with (*).} {#GAG}
#ALIAS i {info}
#ALIAS word {quaff recall;get recall @container}
#ALIAS wash {remove @melee;hold washer;use;remove washer;wield @melee}
#ALIAS ct {cb}
#ALIAS open {#if (%1="ne") {~open northeast} {#if (%1="e") {~open east} {#if (%1="se") {~open southeast} {#if (%1="s") {~open south} {#if (%1="sw") {~open southwest} {#if (%1="w") {~open west} {#if (%1="nw") {~open northwest} {#if (%1="n") {~open north} {#if (%1="d") {~open down} {#if (%1="u") {~open up} {~open %1}}}}}}}}}}}
#ALIAS close {#if (%1="ne") {~close northeast} {#if (%1="e") {~close east} {#if (%1="se") {~close southeast} {#if (%1="s") {~close south} {#if (%1="sw") {~close southwest} {#if (%1="w") {~close west} {#if (%1="nw") {~close northwest} {#if (%1="n") {~close north} {#if (%1="d") {~close down} {#if (%1="u") {~close up} {~close %1}}}}}}}}}}}
#ALIAS l {#if (%1=%null) {look} {#if (%1="in") {examine %2} {#if (%1="ne") {look northeast} {#if (%1="e") {look east} {#if (%1="se") {look southeast} {#if (%1="s") {look south} {#if (%1="sw") {look southwest} {#if (%1="w") {look west} {#if (%1="nw") {look northwest} {#if (%1="n") {look north} {#if (%1="d") {look down} {#if (%1="u") {look up} {examine %1}}}}}}}}}}}}}
#ALIAS pick {#if (%1="ne") {~pick northeast} {#if (%1="e") {~pick east} {#if (%1="se") {~pick southeast} {#if (%1="s") {~pick south} {#if (%1="sw") {~pick southwest} {#if (%1="w") {~pick west} {#if (%1="nw") {~pick northwest} {#if (%1="n") {~pick north} {#if (%1="d") {~pick down} {#if (%1="u") {~pick up} {~pick %1}}}}}}}}}}}
#ALIAS tar {#VARIABLE target %1}
#ALIAS bag {#VARIABLE container %1}
#ALIAS range {#VARIABLE range %1}
#ALIAS melee {#VARIABLE melee %1}
#ALIAS scan {#FORALL @exits {look %i}}
#VAR melee {hellblaze}
#VAR container {mists}
#VAR target {golem}
#VAR exits {n|e|s|w}
#VAR range {archery}
#ALIAS k {kill} "Mercenary"
#ALIAS v {kill @target} "Mercenary"
#ALIAS t {trip} "Mercenary"
#ALIAS b {trip @target} "Mercenary"
#ALIAS j {bash} "Mercenary"
#ALIAS aj {bash @target} "Mercenary"
#ALIAS g {dirt} "Mercenary"
#ALIAS ag {dirt @target} "Mercenary"
#ALIAS x {rally} "Mercenary"
#ALIAS r {#if (%1="null") {order all rescue mogor} {#if (%1="n") {~retreat north} {#if (%1="ne") {~retreat northeast} {#if (%1="e") {~retreat east} {#if (%1="se") {~retreat southeast} {#if (%1="s") {~retreat south} {#if (%1="sw") {~retreat southwest} {#if (%1="w") {~retreat west} {#if (%1="nw") {~retreat northwest} {#if (%1="u") {~retreat up} {#if (%1="d") {~retreat down} {~rescue %1}}}}}}}}}}}} "Mercenary"
#ALIAS rs {retreat} "Mercenary"
#ALIAS m {disarm} "Mercenary"
#ALIAS h {quaff heal} "Mercenary"
#ALIAS hp {get all.heal @container} "Mercenary"
#ALIAS sanc {get mistletoe @container;eat mistletoe} "Mercenary"
#ALIAS cu {eat larkspur;get larkspur @container} "Mercenary"
#ALIAS half {#ALIAS k {shoot};#ALIAS v {shoot %%1 @target};get @range @container;remove @melee;wield @range;put @melee @container} "Mercenary"
#ALIAS full {#ALIAS k {kill};#ALIAS v {kill @target};get @melee @container;remove @range;wield @melee;put @range @container} "Mercenary"
#ALIAS fire {skirmish @target} "Mercenary"
#ALIAS k {order all kill} "Warlock"
#ALIAS ak {order all kill @target} "Warlock"
#ALIAS j {order all bash} "Warlock"
#ALIAS aj {order all bash @target} "Warlock"
#ALIAS t {order all trip} "Warlock"
#ALIAS at {order all trip @target} "Warlock"
#ALIAS r {order all rescue taran} "Warlock"
#ALIAS rs {order all rescue} "Warlock"
#ALIAS 1 {order all rescue f1} "Warlock"
#ALIAS 2 {order all rescue f2} "Warlock"
#ALIAS 3 {order all rescue f3} "Warlock"
#ALIAS 4 {order all rescue m1} "Warlock"
#ALIAS 5 {order all rescue m2} "Warlock"
#ALIAS 6 {order all rescue m3} "Warlock"
#ALIAS x {zap @target} "Warlock"
#ALIAS mist {cast 'create spring'} "Warlock"
#ALIAS fs {cast 'faerie fire'} "Warlock"
#ALIAS ac {cast 'faerie fire' @target} "Warlock"
#ALIAS camo {cast 'faerie fog'} "Warlock"
#ALIAS dt {cast 'detect magic'} "Warlock"
#ALIAS db {cast 'detect buried'} "Warlock"
#ALIAS h {cast 'healing rays'} "Warlock"
#ALIAS m {cast 'shocking grasp'} "Warlock"
#ALIAS am {cast 'shocking grasp' @target} "Warlock"
#ALIAS dh {cast 'detect hidden'} "Warlock"
#ALIAS di {cast 'detect invis'} "Warlock"
#ALIAS fli {cast 'fly'} "Warlock"
#ALIAS bm {cast 'burning hands'} "Warlock"
#ALIAS bh {cast 'burning hands' @target} "Warlock"
#ALIAS b {cast 'dig'} "Warlock"
#ALIAS infra {cast 'infravision'} "Warlock"
#ALIAS invis {cast 'invis'} "Warlock"
#ALIAS air {cast 'water breathing'} "Warlock"
#ALIAS fog {cast 'control weather'} "Warlock"
#ALIAS cp {cast 'cure poison'} "Warlock"
#ALIAS li {cast 'lightning bolt'} "Warlock"
#ALIAS bl {cast 'lightning bolt' %1 @target} "Warlock"
#ALIAS sh {cast 'resist elements'} "Warlock"
#ALIAS su {cast 'conjure elemental'} "Warlock"
#ALIAS fi {cast 'fireball'} "Warlock"
#ALIAS fire {cast 'fireball' %1 @target} "Warlock"
#ALIAS mass {cast 'mass invis'} "Warlock"
#ALIAS sk {cast 'stone skin'} "Warlock"
#ALIAS dp {cast 'earthquake'} "Warlock"
#ALIAS arm {cast 'ironguard'} "Warlock"
#ALIAS ref {cast 'recharge'} "Warlock"
#ALIAS cl {cast 'chain lightning'} "Warlock"
#ALIAS ch {cast 'chain lightning' %1 @target} "Warlock"
#ALIAS v {cast 'cone of cold'} "Warlock"
#ALIAS av {cast 'cone of cold' %1 @target} "Warlock"
#ALIAS g {cast 'magma spray'} "Warlock"
#ALIAS ag {cast 'magma spray' @target} "Warlock"
#ALIAS life {cast 'breath of life'} "Warlock"
#ALIAS jac {get vortices @container;remove @melee;hold vortices;zap self;remove vortices;wear @melee} "Warlock"
#ALIAS ward {get twisted @container;remove @melee;hold twisted;brandish;remove twisted;put twisted @container;wear @melee} "Warlock"
#ALIAS cu {eat larkspur;get larkspur @container} "Warlock"
#ALIAS mal {get teak @container;get pine @container;remove @melee;hold teak;zap self;remove teak;hold pine;zap self;remove pine;put teak @container;put pine @container;wear @melee} "Warlock"
#ALIAS hp {get all.heal @container} "Warlock"
#ALIAS hl {quaff heal} "Warlock"
#ALIAS dk {get stone medicine;quaff stone} "Warlock"
#TRIGGER {You are ready to summon another treant.} {#SAY ~>~>~>~>~>~>~> CHANGESTAFF ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You retain your stance.} {#CO 11} "Combat"
#TRIGGER {* barely dodges as your cone of cold freezes the air around *.} {#CO 14} "Combat"
#TRIGGER {You grab * with your hands, shocking * severely!} {#CO 9} "Combat"
#TRIGGER {You feel able to conjure another elemental.} {#SAY ~>~>~>~>~>~>~> CONJURE ELEMENTAL ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You thunder forth a tremendous rallying cry!} {#CO 6} "Combat"
#TRIGGER {You sound the retreat!} {#CO 6} "Combat"
#TRIGGER {You trip * and {he|she|it} goes down!} {#CO 2} "Combat"
#TRIGGER {You assume {a|an} {neutral|defensive|aggressive} stance.} {#CO 655} "Combat"
#TRIGGER {You fight a battle of inner will.} {#GAG} "Combat"
#TRIGGER {Yippee! It worked.} {#SAY ~>~>~>~>~>~>~> BABBLE ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {The ether wire phases partially out of existence. } {#CO 11} "Combat"
#TRIGGER {You feel level-headed again.} {#CO 11} "Combat"
#TRIGGER {Your skin feels soft again.} {#CO 11} "Combat"
#TRIGGER {* goes into spasms as your lightning stream impacts {him|her|it}.} {#CO 9} "Combat"
#TRIGGER {The white aura around your body fades.} {#SAY ~>~>~>~>~>~>~> SANCTUARY DOWN ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {Your body feels less fatigued.} {#CO 11} "Combat"
#TRIGGER {You feel your pulse slow down.} {#SAY ~>~>~>~>~>~>~> RALLY DOWN ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {Your spirit feels more settled.} {#CO 11} "Combat"
#TRIGGER {Pink flames surround *.} {#SAY ~>~>~>~>~>~>~> FAERIE FIRE ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {There is too much chaos going on right now.} {#CO 11} "Combat"
#TRIGGER {Better stand up first.} {#SAY ~>~>~>~>~>~>~> STAND UP ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {Your elemental flickers slightly.} {#SAY ~>~>~>~>~>~>~> ONE TICK ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {(*) disarms (*)!} {#SAY ~>~>~>~>~>~>~> %1 DISARMED %2 ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {That group is in the thick of battle.} {#SAY ~>~>~>~>~>~>~> CANNOT STAB ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {Your mount is now rested and recharged.} {#SAY ~>~>~>~>~>~>~> SPIRIT STEED READY ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You no longer see in the dark.} {#SAY ~>~>~>~>~>~>~> INFRA DOWN ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {A spirit steed glows brightly and vanishes back to the upper planes.} {#SAY ~>~>~>~>~>~>~> STEED GONE ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {Your spirit companion flickers slightly.} {#SAY ~>~>~>~>~>~>~> ONE TICK ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {Both of {its|his|her} legs are already mangled.} {#SAY ~>~>~>~>~>~>~> SWITCH TO CIRCLE ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {Your methodical attack breaks down as * taunts you.} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {Your pulse slows to normal.} {#CO 11} "Combat"
#TRIGGER {* starts to concentrate.} {#CO 13} "Combat"
#TRIGGER {* utters the words} {#CO 13} "Combat"
#TRIGGER {* glows with mystical energy!} {#CO 13} "Combat"
#TRIGGER {* regains {his|her|its} footing.} {#CO 11} "Combat"
#TRIGGER {You regain your footing.} {#CO 11} "Combat"
#TRIGGER {You need to regain your feet first.} {#CO 11} "Combat"
#TRIGGER {Your bash misses and you fall flat on your face!} {#SAY ~>~>~>~>~>~>~> MISSED BASH ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You slam into * and send {him|her|it} sprawling!} {#SAY ~>~>~>~>~>~>~> BASHED ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You evade * bash and {he|she|it} falls flat on {his|her|its} face.} {#SAY ~>~>~>~>~>~>~> MISSED BASH ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {(*) slams into (*) and sends (*) sprawling!} {#SAY ~>~>~>~>~>~>~> %1 BASHED %2 ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* bash misses and {he|she|it} falls flat on {his|her|its} face.} {#SAY ~>~>~>~>~>~>~> MISSED BASH ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You trip * and {he|she|it} goes down!} {#SAY ~>~>~>~>~>~>~> TRIPPED ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You try to trip * but end up tripping yourself!} {#CO 2;#SAY ~>~>~>~>~>~>~> MISSED TRIP ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* tries to trip * but ends up tripping {himself|herself|itself}!} {#SAY ~>~>~>~>~>~>~> MISSED TRIP ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* trips you and you go down!} {#SAY ~>~>~>~>~>~>~> TRIPPED ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {(*) trips (*) sending {him|her|it} to the ground.} {#SAY ~>~>~>~>~>~>~> %1 TRIPPED %2 ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* appears to be blinded.} {#SAY ~>~>~>~>~>~>~> BLIND ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* is blinded by the dirt in {his|her|its} eyes!} {#SAY ~>~>~>~>~>~>~> BLIND ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* sly taunts cause * to charge {him|her|it} in fury.} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* attempts to taunt *, but just sounds lame.} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* goes crazy as * begins taunting {him|her|it} mercilessly.} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* tries to taunt you. Maybe you should teach {him|her|it} a lesson?} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {Your sly taunts cause * to charge you in fury.} {#SAY ~>~>~>~>~>~>~> TAUNT ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You regain consciousness and rise unsteadily to your feet.} {#CO 11} "Combat"
#TRIGGER {* regains consciousness and rises unsteadily to {its|his|her} feet.} {#CO 11} "Combat"
#TRIGGER {(*) is standing behind your victim, blocking your attack.} {#SAY ~>~>~>~>~>~>~> %1 BLOCKING ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You are too busy defending yourself.} {#SAY ~>~>~>~>~>~>~> CANNOT CIRCLE ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* is still hyper-alert from combat.} {#SAY ~>~>~>~>~>~>~> HYPER ALERT ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* tries to disarm you, but fails.} {#CO 2;#SAY ~>~>~>~>~>~>~> FAILED DISARM ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {{His|Her|Its} weapon won't budge!} {#SAY ~>~>~>~>~>~>~> CURSED WEAPON ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* disarms you and sends your weapon flying!} {#CO 6;#SAY ~>~>~>~>~>~>~> BACKUP WEAPON ASAP ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You disarm (*)} {#CO 6;#SAY ~>~>~>~>~>~>~> DISARMED %1 ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You fail to disarm *} {#CO 2;#SAY ~>~>~>~>~>~>~> FAILED DISARM ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {* disarms you but you secure your weapon.} {#SAY ~>~>~>~>~>~>~> WIELD WEAPON ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You disarm (*) and send {his|her|its} weapon flying!} {#SAY ~>~>~>~>~>~>~> DISARMED %1 ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {(*) disarms (*) and sends {his|her|its} weapon flying!} {#SAY ~>~>~>~>~>~>~> %1 DISARMED %2 ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You feel unclean.} {#SAY ~>~>~>~>~>~>~> CURSED ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {(*) looks very uncomfortable.} {#SAY ~>~>~>~>~>~>~> CURSED ~<~<~<~<~<~<~<;#CO 11} "Combat"
#TRIGGER {You start to {pray|chant}.} {#SUB {You start to concentrate.}} "Combat"
#TRIGGER {(*) starts to {pray|chant}.} {#SUB {%1 starts to concentrate.};#CO 13} "Combat"
"System|Pueblo"


Top
 Profile  
Reply with quote  
 Post subject: Re: Current Config
PostPosted: Thu Apr 21, 2016 6:09 am 
Offline
Mortal

Joined: Mon Mar 21, 2016 1:37 pm
Posts: 70
ALIAS# unl #if (%1="ne") {~unlock northeast} {#if (%1="e") {~unlock east} {#if (%1="se") {~unlock southeast} {#if (%1="s") {~unlock south} {#if (%1="sw") {~unlock southwest} {#if (%1="w") {~unlock west} {#if (%1="nw") {~unlock northwest} {#if (%1="n") {~unlock north} {#if (%1="d") {~unlock down} {#if (%1="u") {~unlock up} {~unlock %1}}}}}}}}}}

I added this and it's pretty handy. Directional, usually se, mistakes are such a pain.


Top
 Profile  
Reply with quote  
 Post subject: Re: Current Config
PostPosted: Thu Apr 21, 2016 7:28 am 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Yeah, fireballing the swarthy half-elf, seared halfling, or nondescript human in your group can be really frustrating, and I'm sure I'm not the only one who's gotten stuck trying to figure out why I couldn't ever get past that locked southeast door in the outpost because the game kept thinking I was trying to get philosophical and unlock myself.

As a side note, for all you MUSHClient users, you might benefit from this link to accomplish the same goal.

http://www.shatteredkingdoms.org/forums/viewtopic.php?f=42&t=20819


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC - 8 hours


Who is online

Users browsing this forum: Google [Bot] and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group