Triggers

The long awaited triggers are going to be uploaded in full force soon. I'm a diehard zMUD user and all my triggers will be geared towards that mud program. I will eventually add triggers and scripts for other programs. I use the most current version of zMUD so some of my triggers may not work on earlier versions... I'll test as much as possible and will rely on feedback for backwards version compatability.

All you need to do for each set of triggers is copy and paste the text into your zMUD command line then press enter and the triggers will be automatically installed. My intent is not to teach you how to make triggers/buttone etc... I'm just trying to provide you with self made tools that I've found useful in helping me mud on RoW.

IMPORTANT - Make sure you turn parsing on before you copy and paste these triggers/buttons/aliases/macros/variables. Also... make sure that all the special characters are checked in prefrences.

Magic On/Off Spell Buttons (all versions)
These are buttons I use to easily tell what spells are affecting me. They are buttons that appear above the game window. When the button is depressed and the spell is successfully cast the button will change color to indicate that you are now affected by that spell. When the spell wears off, the button will return to its origional color. Thus the illusion of "lighted" active buttons. I've also included the help file info for when you mouseover the button in case you are not sure what that spell does. I will post the script then explain each part. I will also only post two buttons. If you want more buttons, make em yourself or wait until I get sets of class specific buttons

The code:
<Start copy below here>

#CLASS {Buttons}
#VAR spells {kindred|scry}
#TRIGGER {^The strength of the Kindred flows through your veins...$} {#noop %btncol( kindred, green, white)}
#TRIGGER {^Your vampiric potence slowly withers away...$} {#noop %btncol( kindred, red, white)}
#TRIGGER {^You receive a revelatory vision...$} {#noop %btncol( scry, green, white)}
#TRIGGER {^Your clairvoyance slowly disintegrates...$} {#noop %btncol( scry, red, white)}
#TRIGGER {^You pass your hands around your body...$} {#forall {@spells} { #noop %btncol( %i, red, white)}}
#BUTTON 44 {Kindred Strength} {c kindred} {} {} {} {} {} {} {} {} {} {} {} {79} {} {} {} "" {} {Increases the strength of the target character.} {kindred} {2}
#BUTTON 48 {Scry} {c scry} {} {} {} {} {} {} {} {} {} {} {} {79} {} {} {} "" {} {Scry} {scry} {2}
#CLASS 0

<End copy above here>

Copy and paste that code into your zMUD command line then press enter.

Now I will explain each line in the code

#CLASS {Buttons}
#CLASS 0
C reates a new Class folder called, you guessed it, Buttons. It just makes it easier to find your buttons and triggers later.

#VAR spells {kindred|scry}
Creates a Variable to store the names of your spells. This is needed so when you cast dispell magic on yourself it will enable a different trigger to cycle through all the spells that are listed within the variable and turn each one off.

#TRIGGER {^You pass your hands around your body...$} {#forall {@spells} { #noop %btncol( %i, red, white)}}
This is the trigger that detects when you successfully cast dispel magic on yourself. It loops through your spells variable and sets each button with that ID to red background with white text. Turns em all off.

#TRIGGER {^The strength of the Kindred flows through your veins...$} {#noop %btncol( kindred, green, white)}
#TRIGGER {^Your vampiric potence slowly withers away...$} {#noop %btncol( kindred, red, white)}

These are the 2 triggers that detect a successfull cast of kindred strength and detect when kindred strength wears off. When kindred strength is successfully cast and not until, the button will turn from red background to green... Red - off. Green - on. All you do is press the button... The triggers will catch the rest TIP - In the trigger the ^ signifies the start/beginning of a line from the mud and a $ signifies the end of a line from the mud. Both of the above triggers are looking for a single line from the mud that contain that text between the ^ and the $. The info in the second set of {} is the commands that are run when the trigger triggers on that line.

#BUTTON 44 {Kindred Strength} {c kindred} {} {} {} {} {} {} {} {} {} {} {} {79} {} {} {} "" {} {Increases the strength of the target character.} {kindred} {2}
And now the Kindred Strength button. The first {Kindred Strength} is what you'll see as a lable on the button {c kindred} is the command that gets sent to the mud when you press the button. The mouseover part should appear obvious {Increases the strength of the target character}. The last {kindred} contains the nameID of the button. Its needed to uniquely idenntify the button. Leave everything else as it is.

I won't go over the Scry button and trigger as its basically the same as the kindred button.

Thats all there is to it You now should have 2 buttons that are primed and ready to go. Remember that if your character cannot cast kindred strenght or scry, then these buttons won't work for you. You should be able to get the basic idea of how these buttons work and you can customize and create your own to suit your own character.

Enjoy... Rovan