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andytrpt Newbie
Joined: 05 Jul 2007 Posts: 2
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Posted: Thu Jul 05, 2007 12:44 pm
Spare a moment to help a novice? |
Having played Imperian for a while now (my first ever mud!) I've taken the plunge and started using Cmud rather than iron realms' nexus. I have absolutely no idea where to begin.
Is there a TOTAL newbie's guide? - I got quite good at nexus and really enjoy playing. The transition to cmud (which i know is way better) is causing total aggro. All i've managed to do is log on and do everything manually.
Or better still - does anyone have a couple of scripts (along with idiot proof instructions) that I can experiment with to get the feel of what it's all about.
At the moment my experiments just mean certain death!
Thanks in advance |
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Fang Xianfu GURU
Joined: 26 Jan 2004 Posts: 5155 Location: United Kingdom
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Posted: Thu Jul 05, 2007 1:18 pm |
I did have some Imperian-related scripts, but they've all been lost in the years since I played. If you've used nexus, you've already met many of the concepts that CMUD uses anyway - triggers, aliases, variables and so on. You could try starting reading the help file on the #trigger, #alias and #variable commands, which will lead you into the more complex things CMUD does with those things. The best way to learn really is to think of a problem you want solving and ask for help solving it, either in Imperian or here on the Zuggsoft forums.
That said, there are some free script resources for Achaea on Larkin's website that you might find useful as a source of inspiration. I'm sure the Imperian community has some stuff it can share too. |
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oldguy2 Wizard
Joined: 17 Jun 2006 Posts: 1201
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Posted: Thu Jul 05, 2007 2:12 pm |
Fang Xianfu wrote: |
I did have some Imperian-related scripts, but they've all been lost in the years since I played. If you've used nexus, you've already met many of the concepts that CMUD uses anyway - triggers, aliases, variables and so on. You could try starting reading the help file on the #trigger, #alias and #variable commands, which will lead you into the more complex things CMUD does with those things. The best way to learn really is to think of a problem you want solving and ask for help solving it, either in Imperian or here on the Zuggsoft forums.
That said, there are some free script resources for Achaea on Larkin's website that you might find useful as a source of inspiration. I'm sure the Imperian community has some stuff it can share too. |
I am not sure if I would point him to Larkin's page. The system he wrote for Achaea will not work in CMUD. Not to mention it is pretty complicated for a beginner and would end up confusing him even more. However, I suppose looking at the basic triggers wouldn't hurt although they are all in regex.
It's too bad there isn't anyone working on projects for CMUD combat systems like Larkin started on Sourceforge years ago with his ACP in ZMUD for Iron Realm's games. |
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Fang Xianfu GURU
Joined: 26 Jan 2004 Posts: 5155 Location: United Kingdom
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Posted: Thu Jul 05, 2007 2:15 pm |
The trouble is that there aren't really any other free scripting resources. It's mostly DIY or paid-for.
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oldguy2 Wizard
Joined: 17 Jun 2006 Posts: 1201
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Posted: Thu Jul 05, 2007 2:23 pm |
Fang Xianfu wrote: |
The trouble is that there aren't really any other free scripting resources. It's mostly DIY or paid-for. |
Well maybe should start one like I mentioned? One of the things that make playing MUD's so difficult is having to write an entire combat/healing system for the clients. A lot of people aren't like yourself for example and don't really have experience with coding but really enjoy MUD games. Also they don't have the loads of time it takes. Not to mention without said system you are just dead in the water competing against all the coders in the game.
That being said, yes they should learn but what do they do in the meantime? The fact is, without people like Larkin half of the people playing Achaea now wouldn't be playing at all! |
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Larkin Wizard
Joined: 25 Mar 2003 Posts: 1113 Location: USA
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Posted: Thu Jul 05, 2007 5:42 pm |
I'm flattered for the mention, but I don't have anything public posted for CMUD yet other than a few small modules for Lusternia in the package library. If I had more free time, I'd be writing more scripts/packages and tutorials...
As for being lost and a complete novice to the client, just let us know what questions you have or what you want to do with CMUD, and we'll see if we can't answer your concerns adequately here. |
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forren Novice
Joined: 26 Apr 2007 Posts: 44
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Posted: Mon Jul 09, 2007 11:56 am |
I’m in the process of finishing my CMud system for Lusternia. I started from scratch, learning as I went from other systems as references. Here are some basics:
Trigger patterns:
Let’s say you capture the line “Bob throws a stick at you as he appears stronger.” and you want to store something like it in your own trigger.
Wildcard Basics
When you store the trigger in Cmud, you want to make sure it can match different people doing the same thing. We use wildcards so the pattern doesn’t have to be exactly the same each time, but can match on variants.
Some useful wildcards:
%w – Single word
%d – Number
* - Multiple words, letters, numbers, whatever – it’ll match.
{a|b} – Either a or b.
^ - beginning of a line anchor.
Note: surround the wildcard with () to make sure it captures to a temporary wildcard variable (%1, %2, %3….)
For this trigger, let’s say we want to capture anyone throwing a stick at you.
You could try: (%w) throws a stick at you as {he|she} appears stronger. If it’s always the beginning of a line (many things in Lusternia are, same probably follows in Imperian), add a ^ before the rest of the pattern so it won’t be matched when people say the line on clans, tells, etc, and will only work on the beginning of the line. If you needed to reference the name of the person throwing the stick, it’s stored in %1.
A lot of what I did initially on Cmud was practicing trigger patterns. If you’re testing to see if it matches, use #SAY blah or something similar as the command in the trigger value so you know that it’s working.
As far as the trigger itself….
In order to make a trigger do something, we need to learn some important Cmud commands and functions.
Introduction to basic command and function use.
You should look all of these up with #HELP but I’m going to post a few examples of how I commonly use them.
#VAR variableName 1 ----sets the variable to 1.
#VAR variableName %null --Sets the variable to null.
#IF (condition) {truecommands} {falsecommands}
#IF (@asleep==1) {#SAY LOL UR ASLEEP; #SAY LOL!} {stand; smoke pipe}
%ismember(string, @stringList) --Returns the item number in the string list if it is part of the list, 0 (false) if it is not part of it.
#IF (%ismember(aeon, @afflictionList)) {#SAY I have aeon!} {#SAY I don’t have aeon, keep on curing!}
%pos(substring, @largerstring) -- Returns the position number if the substring is part of the string, 0 (false) if it is not part of it.
#IF (%pos(“e”, @miscPromptCharacters)) {#VAR equilibrium 1} {#VAR equilibrium 0}
#FORALL @stringList {commands} -- Loops through every entry in the string list. %i is the variable used to indicate the current entry.
#FORALL @afflictionList {#SAY I have affliction %i and I LIKE IT!}
Hope this helps. |
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andytrpt Newbie
Joined: 05 Jul 2007 Posts: 2
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Posted: Mon Jul 09, 2007 12:47 pm |
Thanks so much - reckon i've got some bits and bobs to get started - I'll let you know how i get on.
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