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Re: CMUD/ZMUD Script Samples

Posted: 20 Jan 2011 00:10
by Sharn
Thanks a lot, Earth. :mrgreen: Did not try it yet, but I definitely will.

Re: CMUD/ZMUD Script Samples

Posted: 20 Jan 2011 02:22
by Earth
Greneth, something is breaking the line of text so you are having problems. I'm not sure what that is, but if you can stop the line break, you will have success getting more than one line of text.

Also, when depositing coins, I have added things like:
  • You have placed the following money in our trust:
    We also keep gems for you at another branch of the GoG.
and other text in the SpeakExceptions variable, since I didn't want it to actually capture this text. If you want it to capture it, just delete that particular phrase from the variable.

It works the other way as well. The SpeakVerbs variable is by no means complete (especially if you run into someone who is a minstrel). If you want to add a verb that you want to capture, just add the value to SpeakVerbs.

Re: CMUD/ZMUD Script Samples

Posted: 20 Jan 2011 02:31
by Greneth
Earth wrote:Greneth, something is breaking the line of text so you are having problems. I'm not sure what that is, but if you can stop the line break, you will have success getting more than one line of text.

Also, when depositing coins, I have added things like:
  • You have placed the following money in our trust:
    We also keep gems for you at another branch of the GoG.
and other text in the SpeakExceptions variable, since I didn't want it to actually capture this text. If you want it to capture it, just delete that particular phrase from the variable.

It works the other way as well. The SpeakVerbs variable is by no means complete (especially if you run into someone who is a minstrel). If you want to add a verb that you want to capture, just add the value to SpeakVerbs.
I tinkered a bit and when I increase the screen width it works but the rest of the mud look horrid. Maybe its just my tiny little screen. It's not a huge problem I can get the gist of what people are saying and at least this is a much better alert then what I was using.

Thanks for the script :-)

Re: CMUD/ZMUD Script Samples

Posted: 20 Jan 2011 04:43
by Rhaegar
You have "ponders" twice in your verbs list. But that's not what I wanted to talk about, rather about some general stuff (since the thread title says script samples).

Some questions out of pure curiosity:

1. What do you hook your disembark trigger too? (not sure if your script gags "Disembark!" or lets it be and just doesn't throw it into the separate window)
2. Why capture all the text and throw it in one basket when some things are clearly more important than others (like wiz tells)? Personally I leave all the regular talk as it is, I only emphasize ask, tell, whisper, various ventriloquism techniques etc. Those are usually the important messages you don't want to miss. Also, I would never really bother to take notice of "shouts: blahblah" this is 90% bullshit anyway :P

Re: CMUD/ZMUD Script Samples

Posted: 20 Jan 2011 20:45
by Earth
Rhaegar wrote:You have "ponders" twice in your verbs list. But that's not what I wanted to talk about, rather about some general stuff (since the thread title says script samples).

Some questions out of pure curiosity:

1. What do you hook your disembark trigger too? (not sure if your script gags "Disembark!" or lets it be and just doesn't throw it into the separate window)
2. Why capture all the text and throw it in one basket when some things are clearly more important than others (like wiz tells)? Personally I leave all the regular talk as it is, I only emphasize ask, tell, whisper, various ventriloquism techniques etc. Those are usually the important messages you don't want to miss. Also, I would never really bother to take notice of "shouts: blahblah" this is 90% bullshit anyway :P
Some good questions Rhaegar. Here are my responses:
1. I trigger on Disembark! for my ship script. This script set only determines what text needs to be captured in a separate window (to separate it out from combat, herb, forge spam). When I put something in my exceptions variables, it doesn't gag the text, it just simply ignores it for the purposes of highlighting and capturing it.

2. Because I have to manually translate my scripts to Zmud compatible script, I didn't do the whole library, but only the select few as an example. The cmud xml dump of the script contains my whole communication library so it also captures some of your own character's speech. Additionally, the cmud set also includes things like wiz tells, some (but not all) messenger arrivals, mail, etc, and not only captures who sent the message, but also prints a timestamp of when a message arrived.

This is useful in general, as sometimes you get mail arrival notification in the middle of combat, but you miss it. The timestamp gives you the exact time the mail arrived, so you know how long it's been since you received the message, etc.

Re: CMUD/ZMUD Script Samples

Posted: 20 Jan 2011 21:16
by Rhaegar
That's why I set my script to hilite (with my settings it reverses the colors so it gives me black text on white background to contrast with everything else) the entire line that has "tells you" in it. This way I not only see wiz tells clearly but also postmaster messages (as he "tells you" that you have new mail).
The same goes for "gives you" as usually the messengers tend to give you the letter or a scroll.

Posting it here as a fun fact that you or the others could use. Personally I'm not a fan of splitting my screen by adding further windows as it may draw your attention too much from the events at hand.

Edit:
I'll look into the name + timestamp thingie as it's a brilliant idea. But instead of throwing it into separate window I think I'll just create a macro that stores it for the login duration and just prints out the contents when called (a bit like "dmesg | tail" in Linux).

Re: CMUD/ZMUD Script Samples

Posted: 20 Jan 2011 22:50
by Earth
Rhaegar wrote:That's why I set my script to hilite (with my settings it reverses the colors so it gives me black text on white background to contrast with everything else) the entire line that has "tells you" in it. This way I not only see wiz tells clearly but also postmaster messages (as he "tells you" that you have new mail).
The same goes for "gives you" as usually the messengers tend to give you the letter or a scroll.

Posting it here as a fun fact that you or the others could use. Personally I'm not a fan of splitting my screen by adding further windows as it may draw your attention too much from the events at hand.

Edit:
I'll look into the name + timestamp thingie as it's a brilliant idea. But instead of throwing it into separate window I think I'll just create a macro that stores it for the login duration and just prints out the contents when called (a bit like "dmesg | tail" in Linux).
If you notice in my cmud scripting set I capture "tells you:", but that line only contains "He|She|It tells you:" It doesn't say exactly who it is, so there is another trigger that looks for "An apparition of ..." and stores the value into a variable, so that when the "tells you:" line appears, the message in the capture window not only captures the text, but also captures who the person was.

In regards to your other statement, I wasn't a big on separate windows at first either, but in the midst of really spammy combat, it's nice that I don't have to scroll back so much to get what a person said. You know how some large teams go...things can be really silent for a really long time, then someone starts a conversation. The other window prevents me from missing conversation pieces, especially when the conversation pieces are combat related like: request for rescue, heal, sharpen, etc.

In the way I have docked my windows in CMUD, the top 10% - 15% of my cmud screen is conversations, and the rest is regular mud window.

All conversation is turned a green color, so don't usually need the main screen, but if I miss something, I can use the top window to reference it without missing to much of the combat itself. This is just my preference though. I guess you can just have the window float, or have it as a separate tab if you want as well, but that's really personal choice.

Re: CMUD/ZMUD Script Samples

Posted: 21 Jan 2011 03:08
by Greneth
So I fixed the problem, dont know if I would call it figuring it out. So if anyone else has this problem hopefully this helps.

You cant have the Converse window on top or bottom instead place it on the left or right spots. For whatever reason it starts reading the lines for everything else once you do that.

Re: CMUD/ZMUD Script Samples

Posted: 21 Jan 2011 03:21
by Kitriana
I actually have a nifty little status I added at the bottom of my screen that fluxes from "No mail" to "NEW MAIL!!" based on whether I rcvd a postmaster notification... helpful when i'm in combat.

Re: CMUD/ZMUD Script Samples

Posted: 21 Jan 2011 05:16
by Rhaegar
This reminds me I had a nice /afk macro somewhere.
It didn't really do much, when you typed /afk it returned echo that you're in the AFK mode, launched en emote that you're deep lost in thought, staring into space or whatever, set the vitals command to repeat every 5 minutes etc.
The thing was that when you typed /afk again, you blinked your eyes, you were no longer checking vitals and it echoed something along the lines of:
Unread mail: <mailcount>
Tells received: <tellcount>

A very basic thing but at least it allowed you to check if you missed on anything while you were smoking or something. I believe I've never really figured out how to log+timestamp stuff (there are tools for that but they seem very complex, if anyone is TF savvy, please contact me, I have some other guy's macro that logs the last thousand lines upon your death into a file but I have trouble making a similar thing for just a line or two of text since when I do it, it seems to log a line before or after what's of interest to me).