Nearly everyone uses Zmud for mudding nowadays, but I still like the old style of dos/unix based client programs. I'm sure there are still people out there that use TinTin++. Mudmaster is based on TinTin++ except it runs under Windows 9x systems. Besides my liking for the interface, it is also freeware. Granted, you don't have all windows popping up all over the place but that's exactly why I like this client. Enough with my explanations. I know everyone have their aliases, triggers, macros, scripts and whatnot, here's a little bit of what I have in my load up file.
/alias {hoff} {/variable {autohunt} 0} {}
/alias {hon} {/variable {autohunt} 1} {}
/variable {autohunt} {1} {}
Essentially, it will only respond to the correct text if it appears on a new line. The rest of the trigger deals with the variable autohunt. As you can see, it is conditional upon autohunt being set to true or in this case 1. I have 2 aliases that will control my Autohunt, hon and hoff. These two aliases turns on and off autohunt. This makes it easy to turn off Autohunt in dangerous areas or simply when I do not need them thus avoiding the fear of illusions leading you into DTs. It is also possible to set up a trigger to automatically shut autohunt down once you have found your prey. There are many ways to control your autohunt triggers (including grouping the entire set of triggers into a group and shutting off the group) and regardless which method you use, you SHOULD have a way to control your triggers AT ALL TIMES especially triggers like these that can potentially be dangerous to your character.
/action {You receive %0 experience} {/math {mobs} {$mobs+1};/var temp $0;/math {temp} {$temp / 1000};/math {xp} {$xp+$temp}/var temp 0;/var Average 0;/math {Average} {$xp / $mobs}} {}
/variable {temp} {0} {}
/variable {Average}{0} {}
/variable {Damcap} {0} {}
/variable {mobs} {0} {}
/variable {xp} {0}{}
Note: This works only if you've set fight type to compact by typing 'Fighttype compact'
A. This is my
damage cap counter for myself. It triggers on the text 'You nearly send'
and
only if it is on a new line. It then increments the variable Damcap
by 1. Since I make modifications to my triggers, aliases, etc nearly everytime
I log on, it writes the current value of Damcap
to the file as well. This is why I reset the variable with '/var Damcap
0' everytime I log on. One can make a trigger for all levels of damage
(rip to shreds, demolish, decimate, etc) easily by duplicating the first
trigger and declaring a separate variable for each type of damage. Of course
one must also reset all these variables each time they log on so you'll
know how many of each type of damage your character has dealt. This maybe
a little different in Zmud but those interested can probably figure out
how to adapt it to Zmud fairly easily. The way I check how many damcaps
I've dealt in this session of play is by typing /var. It will give
me the values and names for all the variables currently declared. Of course
an alias can be used to read the variable Damcap
and output it as well.
Some of you may remember that I counted damcaps
for every hitter in SL runs. I went through the tedious process of setting
up a separate trigger for each person because for some reason there were
technical difficulties in writing a generic one line trigger to update
variables.
The second trigger /action {^You receive %0 experience}
{/math {mobs} {$mobs+1}} {} keeps track of how many mobs you have killed.
This includes group kills. It will give you a rough idea of the mobs vs
dam caps ratio. Of course if you always hit easier mobs you will rip and
damcap a lot more than hitting the vampire all the time. It's just a reference
for your character. It also doesn't account for spells and skills. To accurately
guage the damage your character does, you can write up a set of triggers
to keep track of those as well or simply estimate it. I also keep track
of how much xp I get every session. It's not really useful but since the
trigger for the xp was already written to keep track the number of mobs,
I might as well keep track of xp as well. The last few things calculate
the average XP per mob in 1000s of xp. The variables are integers and I
could not find a way to declare them as double double, so I divided the
values by 1000.
B. For those of you that need to reconnect often, this method will not work well. It will reset the variables everytime you reconnect to Legend. I have the same problem during the summer when I'm home from school. So instead of reseting the variables everytime you log on, we should reset the variables everytime we load up the client. My Mudmaster loads the file Legend everytime I execute the program. Within the Legend script file, I call the init file with /read init at the very end which resets all the variables to 0 and echos to the client that it has done so. Now I don't reset all the variables with everytime I log on to Legend but instead I reset it everytime I load up Mudmaster. However, with this method, I can't save any changes I've made to my aliases, triggers, etc because it will overwrite the '/read init' in the Legend script file. The best thing I can think of now is to just make an alias that performs /read init or make an alias that initiates all the variables. I like to read in another file, even though disk access is slower by a teeny tiny fraction, because its easier to edit the file.
File: Legend
/action {^You nearly send} {/math {Damcap} {$Damcap+1}} {}
/action {^You receive %0 experience} {/math {mobs} {$mobs+1};/math
{xp} {$xp+$0}} {}
/alias {legend} {/session legend mud.sig.net 9999} {}
/alias {init} {/read init} {}
File: Init
/variable {Damcap} {0} {}
/variable {mobs} {0} {}
/variable {xp} {0}{}
/showme { }
/showme {Variables are initiated to 0}
Alert Mode:
/action {^You quickly attack and hit} {/if {$alertmode = 1} {/playwav
{ring};st}} {}
/alias {guardoff} {/variable {alertmode} 0;/playwav {ring}} {}
/alias {guardon} {/variable {alertmode} 1;/playwav {ring}} {}
This is just a variation of the Autohunt triggers. I know its not advisable to go afk with a clanned character at ANY time even if you are in your clan hall, but sometimes I want to quickly go afk and come back. So here's the trigger for playing a sound when my character goes into combat while I'm not at the keyboard. Hopefully I will hear it and be back in time to get to safety. Its same as the Autohunt triggers in that it depends on a variable which I can control by using 2 aliases to turn it on or off.
Highlights:
/highlight {Minako} {cyan,back black} {}
If your computer is fast enough and/or you're a paranoid pkiller, you can consider using highlights to quickly identify a person on the who or whoshort list. Although most people are running Pentium or faster computers, there are still many people out there running sub-Pentium computers. Each trigger and highlight slows the client down by a bit. If you add one extra trigger or highlight, it will not matter. But it will add up if you have 100-200 highlights and your computer isn't the fastest in the world especially running the resource consuming Windows, Icq, Aim, Anti-virus shield, and who knows what else in the background. The highlight function is provided in Zmud as well and it is fairly easy to use. I use the function to highlight pkill enabled persons and friends that I would send a personal greeting to when I logged on. However there are a limited number of shades that one can use thus grouping clanned persons by colors has gotten a lot more difficult in the recent years.
Miscellaneous:
There are lots of aliases, triggers, and macros that I use to quickly move from one area to another, give items to another, cast spells, change into spam eq, etc. The list goes on and on. Read up on the help files for you client. It may take an hour to program your first trigger or alias but it'll be save you a lot of time and effort in the long run. But also be careful with triggers because they can be executed independently of you causing you to lose some control over YOUR character. If you are going to set up triggers, consider using a group or a variable to control the set of triggers so you have some control over your triggers. Legend will not reimburse you for things that your client did accidentally or not. It has also grown in popularity to attempt to set off other people's triggers on purpose. Personally I feel this will improve the way we write our triggers so they become better and less susceptible to attack, however sometimes it can be detrimental to your character. Keep this in mind when writing your triggers.