HUGE list of scripts for zmud

January 15, 2009 06:06PM
Thought I'd post this, after looking through and cleaning up my files, I found this and thought it would be of help to old and new players using zmud. Since this has been put together over the years, I'm sorry for not being able to give credit for all of it, but some of it is what I've written, most of it is from others and there are places where you can see where I've copied it from. Hope this helps.

#TRIGGER {utters the words, 'qafsacandusar pabraoculoilla '.} {#sub {utters the words, 'Corporeal Hardening'.}} "Spells"
#TRIGGER {utters the words, 'qafsacandusar gayhunsouio '.} {#sub {utters the words, 'Corporeal Softening'.}} "Spells"
#TRIGGER {utters the words, 'qaiz ay qare '.} {#sub {utters the words, 'Cone of Cold'.}} "Spells"
#TRIGGER {utters the words, 'wzhabaruq ghixuio '.} {#sub {utters the words, 'Metabolic Slowing'.}} "Spells"
#TRIGGER {utters the words, ' ghaizgpahhzf'.} {#sub {utters the words, 'Stoneshatter'.}} "Spells"
#TRIGGER {utters the words, ' qpaiizr pzah'.} {#sub {utters the words, 'Channel Heat'.}} "Spells"
#TRIGGER {utters the words, ' ajudirabra unsopaiqzwunsoh'.} {#sub {utters the words, 'Ocular Enhancement'.}} "Spells"
#TRIGGER {utters the words, 'judifgz '.} {#sub {utters the words, 'Curse'.}} "Spells"
#TRIGGER {utters the words, 'sausabru '.} {#sub {utters the words, 'Poison'.}} "Spells"
#TRIGGER {utters the words, ' qfuwsabru gqajfoz'.} {#sub {utters the words, 'Crimson Scourge'.}} "Spells"
#TRIGGER {utters the words, 'qpurr hajqp '.} {#sub {utters the words, 'Chill Touch'.}} "Spells"
#TRIGGER {utters the words, 'eja euwunsoguai '.} {#sub {utters the words, 'Duo Dimension'.}} "Spells"
#TRIGGER {utters the words, 'qaihfarrze yucandusbarr'.} {#sub {utters the words, 'controlled fireball'.}} "Spells"
#TRIGGER {utters the words, 'yaftze diesilla'.} {#sub {utters the words, 'forked lightning'.}} "Spells"
#TRIGGER {utters the words, 'abrazak'.} {#sub {utters the words, 'armor'.}} "Spells"
#TRIGGER {utters the words, 'gpaqtuio hajqp'.} {#sub {utters the words, 'shocking grasp'.}} "Spells"
#TRIGGER {utters the words, 'yucandusbarr'.} {#sub {utters the words, 'fireball'.}} "Spells"
#TRIGGER {utters the words, 'sraojz'.} {#sub {utters the words, 'plague'.}} "Spells"
#TRIGGER {utters the words, 'qpurr hajqp'.} {#sub {utters the words, 'chill touch'.}} "Spells"
#TRIGGER {utters the words, 'grzzs'.} {#sub {utters the words, 'sleep'.}} "Spells"
#TRIGGER {utters the words, 'qaiyjcandus gwatz wzspuh'.} {#sub {utters the words, 'conjure smoke mephit'.}} "Spells"
#TRIGGER {utters the words, 'candusgugh izoahuzz'.} {#sub {utters the words, 'resist negative'.}} "Spells"
#TRIGGER {utters the words, 'candusgugh saguhuzz'.} {#sub {utters the words, 'resist positive'.}} "Spells"
#TRIGGER {utters the words, 'judifgz'.} {#sub {utters the words, 'curse'.}} "Spells"
#TRIGGER {utters the words, 'sfainfrauai'.} {#sub {utters the words, 'protection'.}} "Spells"
#TRIGGER {utters the words, 'noselacri'.} {#sub {utters the words, 'blindness'.}} "Spells"
#TRIGGER {utters the words, 'qaihfar hgruigrjqunsoqz'.} {#sub {utters the words, 'control translucence'.}} "Spells"
#TRIGGER {utters the words, 'hiqahz abyzqh'.} {#sub {utters the words, 'locate object'.}} "Spells"
#TRIGGER {utters the words, 'spagz eaaf'.} {#sub {utters the words, 'phase door'.}} "Spells"
#TRIGGER {utters the words, 'oculoil gjwwailla'.} {#sub {utters the words, 'deny summoning'.}} "Spells"
#TRIGGER {utters the words, 'ghaiz gtui'.} {#sub {utters the words, 'stone skin'.}} "Spells"
#TRIGGER {utters the words, 'qaiyjcandus oculowai'.} {#sub {utters the words, 'conjure demon'.}} "Spells"
#TRIGGER {utters the words, 'gpaszgpuyh'.} {#sub {utters the words, 'shapeshift'.}} "Spells"
#TRIGGER {utters the words, 'eabratbuie'.} {#sub {utters the words, 'darkbind'.}} "Spells"
#TRIGGER {utters the words, 'yazfuz yao'.} {#sub {utters the words, 'faerie fog'.}} "Spells"
#TRIGGER {utters the words, 'hzrzsafh'.} {#sub {utters the words, 'teleport'.}} "Spells"
#TRIGGER {utters the words, 'eugwuggar'.} {#sub {utters the words, 'dismissal'.}} "Spells"
#TRIGGER {utters the words, 'qzrzghuar qufqrz'.} {#sub {utters the words, 'celestial circle'.}} "Spells"
#TRIGGER {utters the words, 'hpkadawahjfouq qufqrz'.} {#sub {utters the words, 'thaumaturgic circle'.}} "Spells"
#TRIGGER {utters the words, 'uoculoihuyl'.} {#sub {utters the words, 'identify'.}} "Spells"
#TRIGGER {utters the words, 'gayhunso'.} {#sub {utters the words, 'soften'.}} "Spells"
#TRIGGER {utters the words, 'gjwwai'.} {#sub {utters the words, 'summon'.}} "Spells"
#TRIGGER {utters the words, 'buie zrzwunsohar'.} {#sub {utters the words, 'bind elemental'.}} "Spells"
#TRIGGER {utters the words, 'qaiyjcandus zrzwunsohar'.} {#sub {utters the words, 'conjure elemental'.}} "Spells"
#TRIGGER {utters the words, 'unsorabraoz'.} {#sub {utters the words, 'enlarge'.}} "Spells"
#TRIGGER {utters the words, 'xafe ay candusqarr'.} {#sub {utters the words, 'word of recall'.}} "Spells"
#TRIGGER {utters the words, 'sagg eaaf'.} {#sub {utters the words, 'pass door'.}} "Spells"
#TRIGGER {utters the words, 'yjwbrz'.} {#sub {utters the words, 'fumble'.}} "Spells"
#TRIGGER {utters the words, 'ghix'.} {#sub {utters the words, 'slow'.}} "Spells"
#TRIGGER {utters the words, 'waouq wuggurz'.} {#sub {utters the words, 'magic missile'.}} "Spells"
#TRIGGER {utters the words, 'diesilla barh'.} {#sub {utters the words, 'lightning bolt'.}} "Spells"
#TRIGGER {utters the words, 'oculoinfra uizug'.} {#sub {utters the words, 'detect invis'.}} "Spells"
#TRIGGER {utters the words, 'ouaih ghcandusiohp'.} {#sub {utters the words, 'giant strength'.}} "Spells"
#TRIGGER {utters the words, 'paghz'.} {#sub {utters the words, 'haste'.}} "Spells"
#TRIGGER {utters the words, 'uizug'.} {#sub {utters the words, 'invis'.}} "Spells"
#TRIGGER {utters the words, 'yazfuz yucandus'.} {#sub {utters the words, 'faerie fire'.}} "Spells"
#TRIGGER {utters the words, 'yrl'.} {#sub {utters the words, 'fly'.}} "Spells"
#TRIGGER {utters the words, 'yawuruabra'.} {#sub {utters the words, 'familiar'.}} "Spells"
#TRIGGER {utters the words, 'bhiaerjgh ay hpz hxzrzz yuunsoeg'.} {#sub {utters the words, 'bloodlust of the twelve fiends'.}} "Spells"
#TRIGGER {utters the words, 'gsuoculofpaieg'.} {#sub {utters the words, 'spiderhands'.}} "Spells"
#TRIGGER {utters the words, 'qlqhiiz'.} {#sub {utters the words, 'cyclone'.}} "Spells"
#TRIGGER {utters the words, 'xzatunso'.} {#sub {utters the words, 'weaken'.}} "Spells"
#TRIGGER {utters the words, 'uiygruzuguai'.} {#sub {utters the words, 'infravision'.}} "Spells"
#TRIGGER {utters the words, 'sausabru'.} {#sub {utters the words, 'poison'.}} "Spells"
#TRIGGER {utters the words, 'wagg uizug'.} {#sub {utters the words, 'mass invis'.}} "Spells"
#TRIGGER {utters the words, 'xgruuhpyafw'.} {#sub {utters the words, 'wraithform'.}} "Spells"
#TRIGGER {utters the words, 'qfuwsabru gqajfoz'.} {#sub {utters the words, 'crimson scourge'.}} "Spells"
#TRIGGER {utters the words, 'aiuwahz oculoae'.} {#sub {utters the words, 'animate dead'}} "Spells"
#TRIGGER {utters the words, 'xarr ay yucandus'.} {#sub {utters the words, 'wall of fire'.}} "Spells"
#TRIGGER {utters the words, 'uquqrz'.} {#sub {utters the words, 'icicle'.}} "Spells"
#TRIGGER {utters the words, 'oculoinfra waouq'.} {#sub {utters the words, 'detect magic'.}} "Spells"
#TRIGGER {utters the words, 'zabrahpbuie'.} {#sub {utters the words, 'earthbind'.}} "Spells"
#TRIGGER {utters the words, 'yucandusgpuzre'.} {#sub {utters the words, 'fireshield'.}} "Spells"
#TRIGGER {utters the words, 'qcandusahz gsfuio'.} {#sub {utters the words, 'create spring'.}} "Spells"
#TRIGGER {utters the words, 'zawsufuq hajqp'.} {#sub {utters the words, 'deathly touch'.}} "Spells"
#TRIGGER {utters the words, 'iaza'.} {#sub {utters the words, 'nova'.}} "Spells"
#TRIGGER {utters the words, 'uqunsozzerzg'.} {#sub {utters the words, 'iceneedles'.}} "Spells"
#TRIGGER {utters the words, 'gpuzre ay zabrahp'.} {#sub {utters the words, 'shield of earth'.}} "Spells"
#TRIGGER {utters the words, 'yfaghgpuzre'.} {#sub {utters the words, 'frostshield'.}} "Spells"
#TRIGGER {utters the words, 'aufgpuzre'.} {#sub {utters the words, 'airshield'.}} "Spells"
#TRIGGER {utters the words, 'diesillagpuzre'.} {#sub {utters the words, 'lightningshield'.}} "Spells"
#TRIGGER {utters the words, 'efaxi'.} {#sub {utters the words, 'drown'.}} "Spells"
#TRIGGER {utters the words, 'zabrahpgpuzre'.} {#sub {utters the words, 'stoneshield'.}} "Spells"
#TRIGGER {utters the words, 'saxzf xafe turr'.} {#sub {utters the words, 'power word kill'.}} "Spells"
#TRIGGER {utters the words, 'gqajfoz'.} {#sub {utters the words, 'scourge'.}} "Spells"
#TRIGGER {utters the words, 'qcandusahz xahzf'.} {#sub {utters the words, 'create water'.}} "Spells"
#TRIGGER {utters the words, 'yragp'.} {#sub {utters the words, 'flash'.}} "Spells"
#TRIGGER {utters the words, 'diesbuie'.} {#sub {utters the words, 'lightbind'.}} "Spells"
#TRIGGER {utters the words, 'ozlgzf'.} {#sub {utters the words, 'geyser'.}} "Spells"
#TRIGGER {utters the words, 'xahzfgpuzre'.} {#sub {utters the words, 'watershield'.}} "Spells"
#TRIGGER {utters the words, 'uqzgpabraeg'.} {#sub {utters the words, 'iceshards'.}} "Spells"
#TRIGGER {utters the words, 'unsoojry'.} {#sub {utters the words, 'geyser'.}} "Spells"
#TRIGGER {utters the words, 'szbbrz ha bajroculof'.} {#sub {utters the words, 'pebble to boulder'.}} "Spells"
#TRIGGER {utters the words, 'wzhabaruq djuqtunsouio'.} {#sub {utters the words, 'metabolic quickening'.}} "Spells"

Thread



#ALIAS rearm {get @current_wield;wield @current_wield}
#TRIGGER {You wield (*)} {#VAR current_wield @wield_check;#ECHO Your current wield is now @current_wield}
#TRIGGER {disarms you} {get @current_wield;wiel @current_wield}
#ALIAS {wield} {wiel %1;#VAR wield_check %1}


#TRIGGER {People near you} {#t+ AutoTab}
#TRIGGER {~(PK~) (%w) *} {#tab %1 TabList} "AutoTab"
#TRIGGER {$} {#t- AutoTab} "AutoTab"
#TRIGGER {~(PK~) (%w) *} {#tab %1 TabList}
#TRIGGER {(%w) leaves (%w)} {#VAR Person %1;#VAR Direction %2}
#TRIGGER {@Person has fled!} {@Direction} "FleeTrigger"
#TRIGGER {You lost your concentration.} {#cw white}
#ALIAS k {murder}
#ALIAS t {#var target}
#ALIAS loot {order all get all corpse;get all corpse}
#ALIAS heart {get heart;eat heart}
#ALIAS barrel {get barrel bag;fill barrel;put barrel bag}
#ALIAS mort {say Hail to the king under the mountain}
#ALIAS r {rest}
#ALIAS s {sleep}
#ALIAS st {stand}
#ALIAS wherepeople {where}
#ALIAS sc {score}
#ALIAS sk {skill}
#ALIAS aff {affects}
#ALIAS {pot} {get key;north;unlock west;open west;west;get pot;drop key;east;south;west}
#ALIAS moneyrun {#3 east;south;#8 east;north;#5 east;#3 south;#5 east;#2 north;up;get all.key bag;unlock chest;open chest;get all chest;put all.key bag}
#ALIAS moneyleave {#3 north;#5 west;south;#8 west;north;#3 west;s;save}
#TRIGGER {A small wooden chest sits in the corner of the loft.} {down;#2 south;#2 east;#2 north;down;#2 east;get all.key bag;unlock chest;open chest;get all chest;put all.key bag;#2 west;up;#2 south;#7 west;moneyleave}
#TRIGGER {You have become better at (*)} {#PLAY cuckoo.wav}
#TRIGGER {You have perfected (*)} {#PLAY cuckoo.wav}
#TRIGGER {You learn from your mistakes, and (*)} {#PLAY cuckoo.wav}
#TRIGGER {As the (*) falls, the (*) appears in (*)} {#cw red}
#TRIGGER {Welcome to The Carrion Fields. Let the bloodshed begin!} {#lo UNNAMEDCHAR%time("mm-dd-yy")}
#TRIGGER {You step out from your cover.} {#echo *** VISIBLE! ***}
#TRIGGER {A frost giant stands here barking orders to the others.} {#echo *** JUMNARL! ***}
#TRIGGER {(*) is in perfect health.} {#sub {%1 is in perfect health. (100%)}} {CombatStatus} 517
#TRIGGER {(*) has a few scratches.} {#sub {%1 has a few scratches. (90% - 100%)}} {CombatStatus} 517
#TRIGGER {(*) has some small but disgusting cuts.} {#sub {%1 has some small but disgusting cuts. (75% - 90%)}} {CombatStatus} 517
#TRIGGER {(*) is covered with bleeding wounds.} {#sub {%1 is covered with bleeding wounds. (50% - 75%)}} {CombatStatus} 517
#TRIGGER {(*) is gushing blood.} {#sub {%1 is gushing blood. (30% - 50%)}} {CombatStatus} 517
#TRIGGER {(*) is writhing in agony.} {#sub {%1 is writhing in agony. (15% - 30%)}} {CombatStatus} 517
#TRIGGER {(*) is convulsing on the ground.} {#sub {%1 is convulsing on the ground. (0% - 15%)}} {CombatStatus} 517
#TRIGGER {@target sprawling with a powerful bash.} {#echo *** @target BASHED! ***}
#TRIGGER {appears to be blind} {#echo *** BLINDED! ***}
#TRIGGER {looks very ill} {#echo *** POISONED! ***}
#TRIGGER {Your shield fades away.} {#echo *** PROTECTIVE SHIELD DOWN ***}
#TRIGGER {starts aiming at you!} {#echo *** TARGETING YOU! ***}
#TRIGGER {screams and attacks you} {#echo *** ATTACKING YOU! ***}
#TRIGGER {You no longer see invisible objects.} {#echo *** DETECT INVIS DOWN! ***}
#TRIGGER {You feel solid again.} {#echo *** PASS DOOR DOWN ***}
#TRIGGER {warcry has worn off} {#echo *** WARCRY DOWN ***}
#TRIGGER {Your rage ebbs.} {#echo *** FRENZY DOWN! ***}
#TRIGGER {is blinded by the dirt} {#echo *** DIRTED! ***}
#TRIGGER {@target becomes entangled in a patch of overgrown briar!} {#echo *** @target BRIARED! ***}
#TRIGGER {(*) around you roars with the fury of several wildly blazing fires!} {#cw red}
#TRIGGER {(*) wipes the dirt from (*) eyes.} {#cw yellow}
#TRIGGER {you feel less armored.} {#echo *** ARMOR DOWN! ***}
#TRIGGER {you feel less protected.} {#echo *** PROTECTION DOWN! ***}
#TRIGGER {The golden haze in your vision disappears.} {#echo *** DETECT GOOD DOWN! ***}
#TRIGGER {The red in your vision disappears.} {#echo *** DETECT EVIL DOWN! ***}
#TRIGGER {You feel less righteous.} {#echo *** BLESS DOWN! ***}
#TRIGGER {You see a fuzzy portal of some sort and a little green.} {#cw bold,green}
#TRIGGER {You are thirsty.} {#echo *** YOU ARE THIRSTY! ***}
#TRIGGER {You are hungry.} {#echo *** YOU ARE HUNGRY! ***}
#TRIGGER {You are no longer invisible.} {#echo *** NOT INVISIBLE! ***}
#TRIGGER {The herbs look more plentiful here.} {#echo *** HERBS AGAIN! ***}
#TRIGGER {The detect magic wears off.} {#echo *** DETECT MAGIC! ***}
#TRIGGER {(*)tells you} {#cw white}
#TRIGGER {You think you can make out faint sounds of life in this direction.} {#cw white}
#TRIGGER {Connected to host www.carrionfields.org}
#VARIABLE lasthour 0
#TRIGGER {~<%d~%hp %d~%m %d~%mv %dtnl (%d) {A|P}M>} {#if (%1!=@lasthour) {#var lasthour %1;#echo *** HOUR ***}} "" {nocr|prompt}
#ALIAS rearm {get @current_wield;wield @current_wield}
#TRIGGER {You wield (*)} {#VAR current_wield @wield_check;#ECHO Your current wield is now @current_wield}
#TRIGGER {disarms you} {get @current_wield;wiel @current_wield}
#ALIAS {wield} {wiel %1;#VAR wield_check %1}
#TRIGGER {pk} {#cw yellow}
#TRIGGER {PK} {#cw yellow}
#CLASS LastPosition
#TRIGGER {You go to sleep.} {#var position 2}
#TRIGGER {You wake up and start resting.} {#var position 1}
#TRIGGER {You rest.} {#var position 1}
#TRIGGER {You wake and stand up.} {#var position 0}
#TRIGGER {You stand up.} {#var position 0}
#CLASS 0
#VARIABLE lasthour 0
#TRIGGER {~<%d~%hp %d~%m %d~%mv %dtnl (%d) {A|P}M>} {#if (%1!=@lasthour) {#var lasthour %1;#echo *** HOUR ***}} "" {nocr|prompt}
#TRIGGER {~<%d|%dhp %d|%dm %d|%dmv %dtnl (%d) {A|P}M>} {#if (%1!=@lasthour) {#var lasthour %1;#echo *** HOUR ***}} "" {nocr|prompt}
#KEY F4 {#IF (@position == 2) {rest;eatfood;sleep} {eatfood}}
#KEY F3 {#IF (@position == 2) {rest;driwater;sleep} {driwater}}
#ALIAS eatfood {get bread bag;get bread bag;eat bread;eat bread}
#ALIAS driwater {get barrel bag;drink barrel;drink barrel;put barrel bag}
#CLASS StatsScript
#ST Str:@Str Int:@Int Wis:@Wis Dex:@Dex Con:@Con
#ALIAS setstat {#var %1 %2}
#TRIGGER {Your (%w){ength|elligence|dom|terity|stitution} increases} {#add %1 1}
#CLASS 0
#KEY F5 {murder @target}
#KEY F6 {dirt @target}
#KEY F7 {bash @target}
#KEY F8 {get all.coins corpse;sacrifice corpse}
#KEY F9 {examine corpse}
#KEY F10 {take all corpse}
#KEY F11 {examine pit}
#KEY F12 {take all pit}
#KEY DIV {scan north}
#KEY MULT {scan east}
#KEY SUB {scan south}
#KEY ADD {scan west}
#KEY PGUP {scan up}
#KEY PGDN {scan down}
#KEY CTRL-DIV {look north}
#KEY CTRL-MULT {look east}
#KEY CTRL-SUB {look south}
#KEY CTRL-ADD {look west}
#KEY CTRL-PGUP {look up}
#KEY CTRL-PGDN {look down}
#KEY INS {scan all}
#KEY KEY0 {#IF (@position == 2) {rest;wherepeople;sleep} {wherepeople}}
#KEY KEY1 {where pk}
#KEY KEY2 {south}
#KEY KEY3 {down}
#KEY KEY4 {west}
#KEY KEY5 {look}
#KEY KEY6 {east}
#KEY KEY7 {flee}
#KEY KEY8 {north}
#KEY KEY9 {up}
#KEY CTRL-ALT-KEY2 {unlock south}
#KEY CTRL-ALT-KEY3 {unlock down}
#KEY CTRL-ALT-KEY4 {unlock west}
#KEY CTRL-ALT-KEY6 {unlock east}
#KEY CTRL-ALT-KEY8 {unlock north}
#KEY CTRL-ALT-KEY9 {unlock up}
#KEY CTRL-KEY2 {open south}
#KEY CTRL-KEY3 {open down}
#KEY CTRL-KEY4 {open west}
#KEY CTRL-KEY6 {open east}
#KEY CTRL-KEY8 {open north}
#KEY CTRL-KEY9 {open up}
prompt ~<%hhp %mm %vmv %Xtnl %T>


#BUTTON 6 {Friend} {#prompt tempFriend;#ADDITEM myFriends @tempFriend;#UNVAR tempFriend} {} {} {} {} {} {} {} {} {} {} {} {} {} {} {} "" {} {} {}
#BUTTON 7 {Neutral} {#prompt tempNeutral;#ADDITEM myNeutral @tempNeutral;#UNVAR tempNeutral} {} {} {} {} {} {} {} {} {} {} {} {} {} {} {} "" {} {} {}
#BUTTON 8 {Enemy} {#prompt tempEnemies;#ADDITEM myEnemies @tempEnemies;#UNVAR tempEnemies} {} {} {} {} {} {} {} {} {} {} {} {} {} {} {} "" {} {} {}

Then, the triggers:

#TRIGGER {{@myFriends}} {#cw lime} "" {case}
#TRIGGER {{@myNeutral}} {#cw cyan} "" {case}
#TRIGGER {{@myEnemies}} {#cw orange} "" {case}

#ALIAS t {#var target}
#TRIGGER {@target} {#cw yellow}



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Hrmm...
Posted by Mostly Harmless * on 13:31:19 11/12/2005:
I think this is his setup. I found it in a text file I just managed to come across while going through my unlabeled CD/DVD stacks. Hope it helps:
---
*** This is for the targets. ***
#ALIAS t1 {#VAR target1 %1}
#ALIAS t2 {#VAR target2 %1}
#ALIAS t3 {#VAR target3 %1}

*** This is for some alias' I use. ***
#ALIAS c {commune}
#ALIAS r1 {rescue @target1}
#ALIAS r2 {rescue @target2}
#ALIAS r3 {rescue @target3}

#ALIAS h1 {c 'mend wounds' @target1}
#ALIAS h2 {c 'mend wounds' @target2}
#ALIAS h3 {c 'mend wounds' @target3}

#ALIAS h1 {c 'sanctuary' @target1}
#ALIAS h2 {c 'sanctuary' @target2}
#ALIAS h3 {c 'sanctuary' @target3}

Step 1:
Click on the macros button from the toolbar within the client. Select "New," then press F8 (or whichever function key) when the Key field is selected. In the value field, type in randomemote. Click save, and then close the window.

Step 2:
You now need to create a "randomemote" alias. Copy and paste: #ALIAS randomemote {emote %item( @randomemotes, %random( 1, %numitems( @randomemotes)))} into the command line of your client, making sure you get all the brackets. This will take a random from the randomemotes list and send it to the mud.

Step 3:
This creates the list randomemotes. #VAR randomemotes {AAAAA|BBBBBB|CCCCCCC|DDDDDDD|EEEEEEE}. Copy and paste this into the command line as well, after putting your own emotes in place for the placeholders.

Step 4:
Press F8 repeatedly while offline to ensure it works.

=============
(1) Colour:
-----------
#class colour
#action {(%w) says '(*)'} {#CO 11}
#action {(%w) tells the group '(*)'} {#CO 11}
#action {(%w) tells you '(*)'} {#CO 11}
#action {(%w) whispers '(*)'} {#CO 13}
#action {(%w) yells '(*)'} {#CO 10}
#action {(PK)} {#CO 14}
#action {You say '(*)'} {#CO 11}
#action {You tell (%w) '(*)'} {#CO 11}
#action {You tell your group '(*)'} {#CO 11}
#action {You whisper '(*)'} {#CO 13}
#action {You yell '(*)'} {#CO 10}
#action {[[yourCabalOfChoice]] (%w): (*)} {#CO 42}
#class 0

**These colours work best with a black
**zmud screen and white text.

(2) Damage:
-----------
#class damage
#action {(%w)'s (%w) &damage2 (%w)} {}
#action {Your (%w) &damage (%w)} {}
#action {@damage} {#cw 10;#VAR damage none}
#action {@damage2} {#cw 12;#VAR damage2 none}

#class 0

**Note: For some reason after putting these in, not all your
**attacks are coloured. To overcome this, after putting in these
**triggers, paste in a line Your slash EVISCERATES Bob and it should
**be fine. If the first line recieved is the enemies damage, it
**seems to somehow stuff it up, so just put in a test line as
**above and it should work, at least it does for me.
**What this does it is basically makes ALL of the damage you cause from
**normal hits and virtually every skill green, while making all enemy
**damage red from normal hits and all enemy skills. I don't think I could
**mud without those 4 lines heh.

(3) Disarm:
-----------
#class disarm
#alias set {#VAR weapon}
#alias set2 {#VAR weapon2}
#action {(%w) disarms you} {#COLOR 10;get @weapon;wield @weapon}
#class 0

**On my setup I have a button which you can toggle - press down/up
**to activate/deactivate the disarm class. So you can turn this on
**for ranking and turn it off for pk or whatever.

(4) Summon:
-----------
#class summon
#action {&target has summoned you!} {#COLOR 10;#ECHO =+=SUMMONED=+=}
#class 0

**the &target basically means that it sets the name of whoever summoned
**you into your current target variable, so you can quickly hit your
**macro for murder @target before a necro and sleep you or whatever.

(5) Misc:
---------
#class misc
#action {fail} {#sub FAIL}
#action {is DEAD!!} {#CO 14}
#action {tells you} {#CAP tell}
#action {tells the group} {#CAP tell}
#action {You tell} {#CAP tell}
#action {You are covered with glowing purple dust} {+++FOGGED+++FOGGED+++}
#action {You are revealed!} {#echo ===VIS===VIS===}
#action {You can no longer find the strength to wield %1.} {#COLOR 46;#ECHO;#ECHO === DROPPED WEAPON ===;#ECHO}
#action {You step out of the shadows} {#ECHO +++HIDE+++HIDE+++}
#action {[[yourCabalOfChoice]] (%w): (*)} {#CAP yourCabalOfChoice}
#alias q {quaff return}
#alias qq {quaff teleportation}
#alias qr {g diminution @container;quaff diminution}
#alias qe {g yellow @container;eat yellow}
#alias qf {g flying @container;quaff flying} // Good idea to keep two types: flight and flying on hand.
#alias ll {glance @target}
#alias cont {#VAR container}
#alias h {hide;sneak}
#alias g {get %1 @container}
#class 0

#class target
#alias v {#VAR target %1;#echo Target set to @target.}
#class 0

Paths:
======
No paths for you :P

Random Emotes:
==============
#alias res %if(%random(1) = 1,@em1,@em2)
etc...

Prompt:
=======
prompt [%hhp %mm %vmv %Xtnl | %W %T] - PRE 30
prompt [%h/%Hhp %mm %vmv %Xtnl | %W %T] - 30+
prompt [%h/%Hhp %mm %vmv | %W %T] - HERO

==========
Variables:
==========
damage
damage2
stalks
target
weapon
container

**These will be put in automatically so you
**don't need to enter them manually.

===============
Assassin Setup:
===============
#class assassin_setup
#alias 1 {markoftheprey @target}
#alias 2 {vanish}
#alias 3 {poisondagger}
#alias 4 {poisondarts sleep @target}
#alias 5 {poisondarts acid @target}
#alias b {bindwounds}
#alias bli {blindness}
#alias ` {murder @target} //should possibly be under misc class oh well.
#action {You begin to stalk %1} {#var stalks 1;#st You have - @stalks - stalks on %1 | TARGET = @target}
#action {You continue to stalk %1} {#ad stalks 1;#st You have - @stalks - stalks on %1 | TARGET = @target}
#class 0

Macros:
-------
F1 - trip @target
F2 - dirt @target
F3 - strangle @target
F4 - tigerclaw @target

F5 - crescentkick
F6 - axekick
F7 - mountainstormkick
F8 - doublespinkick

F9 - risingphoenixkick
F10 -
F11 - stalk @target
F12 - assassinate @target

============
Thief Setup:
============
#class thief_setup
#alias 1 {steal %1 @target}
#alias 2 {rem @weapon2;ho blackjack}
#alias 3 {rem blackjack;wield @weapon2}
**Replace the blackjack with shield if playing a trapper.
#alias 4 {%if("%1"="p",trap physical knockout tube %2,trap direction knockout tube %2)}
#alias 5 {%if("%1"="p",trap physical damage flask %2,trap direction damage flask %2)}

#st TARGET = @target
#class 0

Macros:
-------
F1 - bla @target
**If trapper, replace F1 with thief waylay.
F2 - backstab @target
F3 - knife @target
F4 - trip @target
F5 - weapontrip @target
Insert - get eyeball @container;recite eyeball



==============
Trannie Setup:
==============
#Class Spells
#VAR tank
#VAR other
#st TARGET = @target | TANK = @tank | OTHER = @other

**Ok this is basically each separate spell separated
**so you can edit it easily etc. Its all just one big
**alias as you can see below.

%if("%1"="haste",%if("%2"="tank",cast 'metabolic quickening' @tank,%if("%2"="sec",cast 'metabolic

quickening' @other,cast 'metabolic quickening' %2)),

%if("%1"="slow",%if("%2"="tank",cast 'metabolic slowing' @tank,%if("%2"="sec",cast 'metabolic slowing'

@other,cast 'metabolic slowing' %2)),

%if("%1"="enl",%if("%2"="tank",cast 'enlarge' @tank,%if("%2"="sec",cast 'enlarge' @other,cast 'enlarge'

%2)),

%if("%1"="red",%if("%2"="tank",cast 'reduce' @tank,%if("%2"="sec",cast 'reduce' @other,cast 'reduce' %2)),

%if("%1"="fly",%if("%2"="tank",cast 'fly' @tank,%if("%2"="sec",cast 'fly' @other,cast 'fly' %2)),

%if("%1"="det",%if("%2"="tank",cast 'ocular enhancement' @tank,%if("%2"="sec",cast 'ocular enhancement'

@other,cast 'ocular enhancement' %2)),

%if("%1"="word",%if("%2"="tank",cast 'word of recall' @tank,%if("%2"="sec",cast 'word of recall'

@other,cast 'word of recall' %2)),

%if("%1"="grip",%if("%2"="tank",cast 'spiderhands' @tank,%if("%2"="sec",cast 'spiderhands' @other,cast

'spiderhands' %2)),

%if("%1"="soft",%if("%2"="",cast 'corporeal softening' @target,cast 'corporeal softening' %2),

%if("%1"="fum",%if("%2"="",cast 'fumble' @target,cast 'fumble' %2),

%if("%1"="bind",%if("%2"="",cast 'earthbind' @target,cast 'earthbind' %2),

%if("%1"="dec",%if("%2"="",cast 'decalcify' @target,cast 'decalcify' %2),

%if("%1"="disf",%if("%2"="",cast 'disrupt flesh' @target,cast 'disrupt flesh' %2),

%if("%1"="disb",%if("%2"="",cast 'disrupt bone' @target,cast 'disrupt bone' %2),

%if("%1"="diso",%if("%2"="",cast 'disrupt organ' @target,cast 'disrupt organ' %2),

%if("%1"="neuro",%if("%2"="",cast 'neurological disruption' @target,cast 'neurological disruption' %2),

%if("%1"="str",%if("%2"="tank",cast 'giant strength' @tank,%if("%2"="sec",cast 'giant strength' @other,cast

'giant strength' %2)),

%if("%1"="repb",%if("%2"="tank",cast 'repair bone' @tank,%if("%2"="sec",cast 'repair bone' @other,cast

'repair bone' %2)),

%if("%1"="repo",%if("%2"="tank",cast 'repair organ' @tank,%if("%2"="sec",cast 'repair organ' @other,cast

'repair organ' %2)),

%if("%1"="repf",%if("%2"="tank",cast 'repair flesh' @tank,%if("%2"="sec",cast 'repair flesh' @other,cast

'repair flesh' %2)),

%if("%1"="disp",%if("%2"="",cast 'dispel magic' @target,cast 'dispel magic' %2),

%if("%1"="stone",cast 'corporeal hardening'),

%if("%1"="pass",%if("%2"="tank",cast 'pass door' @tank,%if("%2"="sec",cast 'pass door' @other,cast 'pass

door' %2)),

%if("%1"="calc",cast 'calcify'))),





-----------------------------

This was written for zMud 5.54, which is available at:
[www.silversand.net]

First things first. Define your variables.

#VAR target - your main target.
#VAR tank - your tank.
#VAR other - your other groupmate.

Next, set up your status bar:

#st TARGET = @target | TANK = @tank | OTHER = @other

Then, write a few aliases which allow you to set values
to these 3 variables. What I use:

#alias v {#VAR target %1;#echo Target set to @target.}
#alias v1 {#VAR tank %1;#echo Tank set to @tank.}
#alias v2 {#VAR other %1;#echo Other set to @other.}

Syntax:
-------
c
c %1 %2

Abbreviation List:
------------------
haste = metabolic quickening
slow = metabolic slowing
enl = enlarge
red = reduce
fly = fly
det = ocular enhancement
word = word of recall
grip = spiderhands
soft = corporeal softening
stone = coporeal hardening
fum = fumble
bind = earthbind
dec = decalcify
calc = calcify
disp = dispel magic
disf = disrupt flesh
disb = disrupt bone
diso = disrupt organ
hold = neurological disruption
str = giant strength
repb = repair bone
repo = repair organ
repf = repair flesh
pass = pass door

Different spells have different possible targets. Below the
%if statements are separated so its easier to see how they
come together and how it all works.

**Spells like haste are ones you want to use on group members.
**So valid targets are tank, sec (second groupmate = @other),
**or if not one of them, then %2 (whatever word follows c haste).

%if("%1"="haste",%if("%2"="tank",cast 'metabolic quickening' @tank,%if("%2"="sec",cast 'metabolic quickening'

@other,cast 'metabolic quickening' %2)),

**Spells like soften are ones you want to use on mobs and
**possibly during pks. So valid targets are not your groupmates,
**but your target or another specified target (%2). Only problem
**with this is that if your fighting someone and you want to cast
**soften, you have to either make them the target first or type c
**soft nameOfMobOrPk. So you could change the hostile spells so that
**when %2=null it does c soften and when %2=someValue, it does
**c soften someValue, then use a macro that does c soften @target.
**It all depends on personal preference really.

%if("%1"="soft",%if("%2"="",cast 'corporeal softening' @target,cast 'corporeal softening' %2),


Now copy this next bit and paste it in the command
line. Then open up your aliases and edit it manually,
making sure that the lines of code go as far to the
right as possible - should be about 3 lines in total.

#alias c %if("%1"="haste",%if("%2"="tank",cast 'metabolic quickening' @tank,%if("%2"="sec",cast 'metabolic

quickening' @other,cast 'metabolic quickening' %2)),%if("%1"="slow",%if("%2"="tank",cast 'metabolic slowing'

@tank,%if("%2"="sec",cast 'metabolic slowing' @other,cast 'metabolic slowing'

%2)),%if("%1"="enl",%if("%2"="tank",cast 'enlarge' @tank,%if("%2"="sec",cast 'enlarge' @other,cast 'enlarge'

%2)),%if("%1"="red",%if("%2"="tank",cast 'reduce' @tank,%if("%2"="sec",cast 'reduce' @other,cast 'reduce'

%2)),%if("%1"="fly",%if("%2"="tank",cast 'fly' @tank,%if("%2"="sec",cast 'fly' @other,cast 'fly'

%2)),%if("%1"="det",%if("%2"="tank",cast 'ocular enhancement' @tank,%if("%2"="sec",cast 'ocular enhancement'

@other,cast 'ocular enhancement' %2)),%if("%1"="word",%if("%2"="tank",cast 'word of recall' @tank,%if("%2"="sec",cast

'word of recall' @other,cast 'word of recall' %2)),%if("%1"="grip",%if("%2"="tank",cast 'spiderhands'

@tank,%if("%2"="sec",cast 'spiderhands' @other,cast 'spiderhands' %2)),%if("%1"="soft",%if("%2"="",cast 'corporeal

softening' @target,cast 'corporeal softening' %2),%if("%1"="fum",%if("%2"="",cast 'fumble' @target,cast 'fumble'

%2),%if("%1"="bind",%if("%2"="",cast 'earthbind' @target,cast 'earthbind' %2),%if("%1"="dec",%if("%2"="",cast

'decalcify' @target,cast 'decalcify' %2),%if("%1"="disf",%if("%2"="",cast 'disrupt flesh' @target,cast 'disrupt

flesh' %2),%if("%1"="disb",%if("%2"="",cast 'disrupt bone' @target,cast 'disrupt bone'

%2),%if("%1"="diso",%if("%2"="",cast 'disrupt organ' @target,cast 'disrupt organ'

%2),%if("%1"="hold",%if("%2"="",cast 'neurological disruption' @target,cast 'neurological disruption'

%2),%if("%1"="str",%if("%2"="tank",cast 'giant strength' @tank,%if("%2"="sec",cast 'giant strength' @other,cast

'giant strength' %2)),%if("%1"="repb",%if("%2"="tank",cast 'repair bone' @tank,%if("%2"="sec",cast 'repair bone'

@other,cast 'repair bone' %2)),%if("%1"="repo",%if("%2"="tank",cast 'repair organ' @tank,%if("%2"="sec",cast 'repair

organ' @other,cast 'repair organ' %2)),%if("%1"="repf",%if("%2"="tank",cast 'repair flesh' @tank,%if("%2"="sec",cast

'repair flesh' @other,cast 'repair flesh' %2)),%if("%1"="disp",%if("%2"="",cast 'dispel magic' @target,cast 'dispel

magic' %2),%if("%1"="stone",cast 'corporeal hardening',%if("%1"="pass",%if("%2"="tank",cast 'pass door'

@tank,%if("%2"="sec",cast 'pass door' @other,cast 'pass door' %2)),%if("%1"="calc",cast 'calcify',c %1 %2)))


I also recommend binding your pk spells into macros on the
F1-->F12 keys:

F1: slow
F2: soften
F3: fumble
F4: dispel magic
F5: disrupt bone
F6: disrupt organ

or whatever you use the most...
===========
(2) Damage:
-----------
#class damage
#action {(%w)'s (%w) &damage2 (%w)} {}
#action {@damage} {#cw 10;#VAR damage none}
#action {@damage2} {#cw 12;#VAR damage2 none}
#action {Your (%w) &damage (%w)} {}
#class 0

should be:

(2) Damage:
-----------
#class damage
#action {(%w)'s (%w) &damage2 (%w)} {}
#action {Your (%w) &damage (%w)} {}
#action {@damage} {#cw 10;#VAR damage none}
#action {@damage2} {#cw 12;#VAR damage2 none}

#class 0

Now the damage bit will work properly
============

Thread: Subthread

(ZMud) Basic zmud set up-Romanul - Menengrath * 04:24:12 11/9/2005
Hrmm... - Mostly Harmless * 13:31:19 11/12/2005
Re: Hrmm... - Romanul * 16:59:19 11/15/2005
Note: you can still search the archives from the search... Just to let you know. - nt Devildogg7051 04:09:24 11/12/2005
Post a Reply:
Subject Author Posted

HUGE list of scripts for zmud

Longhorns January 15, 2009 06:06PM

Yikes..

Java January 16, 2009 07:13AM

Re: Yikes..

Longhorns January 16, 2009 07:21AM

You don't EVER type "s"?

Java January 16, 2009 07:24AM

Got any mush client? nt

night January 16, 2009 06:15AM

Re: Got any mush client? nt

Longhorns January 16, 2009 06:44AM

Funny you say that when I see quite alot of other people ask and get answers on such, you even made a whole list.

night January 16, 2009 08:17AM

Actually, he copy/pasted the list from other people. As he admitted above. nt

Java January 16, 2009 08:25AM



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