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Tech GURU
Joined: 18 Oct 2000 Posts: 2733 Location: Atlanta, USA
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Posted: Fri Jul 04, 2008 10:21 pm
[2.30] Multistate Triggers Not Downloading properly from the Package Library |
I have a package that does several #SUBs and uses MXP. I've noticed that when I download the package from the library, the multistate triggers seem to be getting lost. Rather the main trigger is there, but none of the child states (triggers) are.
I can email you the package if you'd like Zugg. |
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_________________ Asati di tempari!
Last edited by Tech on Sat Jul 05, 2008 7:34 am; edited 1 time in total |
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ralgith Sorcerer
Joined: 13 Jan 2006 Posts: 715
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Posted: Fri Jul 04, 2008 11:39 pm |
wrong forum???
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_________________ CrossOver: Windows Compatibility on Mac and Linux CMUD Advocate |
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Tech GURU
Joined: 18 Oct 2000 Posts: 2733 Location: Atlanta, USA
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Posted: Sat Jul 05, 2008 7:34 am |
Why would you say that, it's a bug in the public version.
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_________________ Asati di tempari! |
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charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
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Posted: Sat Jul 05, 2008 7:56 am |
He stated wrong forum because originally it was posted in zMUD forum (an oversight on your part, I'm sure). I'm guessing one of the mods moved it over to this forum. :)
Charneus |
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Zugg MASTER
Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Mon Jul 07, 2008 7:43 pm |
Tell me the name of the package in the library and I'll take a look at it. It would also help if you emailed me the original XML (from the Export XML command) so that I can compare it with what is in the library.
Also, is this new to v2.30, or did it happen in previous version? |
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Tech GURU
Joined: 18 Oct 2000 Posts: 2733 Location: Atlanta, USA
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Posted: Tue Jul 08, 2008 9:48 pm |
The name of the package is Company Issue - Status. You can filter by name or by the MUD 'Core'.
Not sure if it's a new issue or not, just got the package to a finished state and uploaded it with the 2.30 version. |
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_________________ Asati di tempari! |
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Zugg MASTER
Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Wed Jul 09, 2008 6:11 pm |
I looked at that package in the library and didn't see any trigger states. Maybe they didn't get posted to the library somehow? Can you post your original XML so that I can try it from here?
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Tech GURU
Joined: 18 Oct 2000 Posts: 2733 Location: Atlanta, USA
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Posted: Wed Jul 09, 2008 10:23 pm |
Here goes. If need be I can email you the original package as well. So much for trade secrets.
Code: |
<?xml version="1.0" encoding="ISO-8859-1" ?>
<cmud>
<module name="Basic" global="true" copy="yes">
<uid>{B2753909-E8F8-442B-8279-47BB053B6D98}</uid>
<alias name="basePrompt" copy="yes">
<value>"setenv PROMPT <$g:$H $G:$I $cc >"</value>
</alias>
<alias name="eq" copy="yes">
<value>equipment</value>
</alias>
<alias name="sc" copy="yes">
<value>score</value>
</alias>
<menu priority="220" copy="yes">
<caption>Look</caption>
<value>look %selword</value>
</menu>
<trigger name="Shower" priority="230" copy="yes">
<pattern>(Decontamination shower)({ |,})</pattern>
<value>#sub {%1%2}</value>
</trigger>
<trigger name="RoverEnable" priority="240" copy="yes">
<pattern>Mass-Transit Node - Core Rover Garage</pattern>
<value>#CLASS Rover 1</value>
</trigger>
<class name="Rover" copy="yes">
<trigger name="BoardRover" priority="260" copy="yes">
<pattern>(Cluster (%a-%d) Core Rover)({ |,})</pattern>
<value>#sub {%1%3}</value>
</trigger>
<trigger name="ExitRover" priority="270" copy="yes">
<pattern>(({Type|You may now} ")exit("{| to disembark}.))</pattern>
<value>#sub {%2exit%3}
// ((Type ")exit(" to disembark.))
// (You may now ")exit(".))</value>
</trigger>
<trigger name="RoverArrived" priority="280" copy="yes">
<pattern>A Core Rover assigned to PMD Cluster Garage</pattern>
<value>look
#T- RoverArrived
#ALARM +5 {#T+ RoverArrived}</value>
</trigger>
<trigger name="RoverStopping" priority="290" copy="yes">
<pattern>^The rover's environmental seals unlock as the rover comes to a complete stop.</pattern>
</trigger>
</class>
</module>
<module name="CoreSkills" external="true" copy="yes">
<uid>{8E4C8278-7DDE-4A64-B71F-B1BB371E0263}</uid>
<var name="SkillMenu" type="Literal" usedef="true" copy="yes">
<value><![CDATA[ <color aliceblue><u>Skill Menu</u></color>%crlf%crlf <send '#EXEC "#RaiseEvent displaySkillsStatus Attack"'>Attack</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Weapons"'>Weapons</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Occupational"'>Occupational</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Deception"'>Deception</send>%crlf%crlf]]></value>
<default><![CDATA[ <color aliceblue><u>Skill Menu</u></color>%crlf%crlf <send '#EXEC "#RaiseEvent displaySkillsStatus Attack"'>Attack</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Weapons"'>Weapons</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Occupational"'>Occupational</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Deception"'>Deception</send>%crlf%crlf]]></default>
</var>
<event event="displaySkillsStatus" priority="120" copy="yes">
<value>#IF (@//Test/Debug == 1) {#echo Skills Status Display Called}
$SkStatus={}
#SWITCH ($type == "Attack") {
$skstatus={@SkillMaxBar( "Attack")%crlf}
$skstatus = %concat( $skstatus, @SkillMaxBar( "Defense")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Double Wielding")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Melee")%crlf)
}
($type == "Weapons") {
$skstatus={@SkillMaxBar( "Blade")%crlf}
$skstatus = %concat( $skstatus, @SkillMaxBar( "Blunt")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Gun")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Knife")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "PoleArm")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Two Handed")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Energy Gun")%crlf)
}
($type == "Occupational") {
$skstatus={@SkillMaxBar( "Computer Interface")%crlf}
$skstatus = %concat( $skstatus, @SkillMaxBar( "Engineering")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Inspection")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Mining")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Repair")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Piloting")%crlf)
}
($type == "Deception") {
$skstatus={@SkillMaxBar( "Gambling")%crlf}
$skstatus = %concat( $skstatus, @SkillMaxBar( "Locks")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Murder")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Stealing")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Stealth")%crlf)
}
#IF (@//Test/Debug == 1) {#echo Displayed skill type: $type}
//Corestatus/StatusDisplay=%concat ( @SkillMenu, $SkStatus%crlf, @BackToMain)</value>
<arglist>$type</arglist>
</event>
<func name="SkillMaxBar" copy="yes">
<value><![CDATA[$level=%db(@//Variables/Skills/CurSkillLevel,$skill)
$max=%db(@//Variables/Skills/MaxSkillLevel,$skill)
$perc=($level*100)/$max
#IF ($maxlen < 1) {$maxlen="$-20"} {$maxlen=%concat("&-",$maxlen,s)}
$Result={<bold>%format("&-20s",$Skill)</bold> <color white>%format("&3.0n",$level)" /"%format("&3.0n",$max)</color> }
$Result=%concat($Result,@//Utilities/TextBar($level, $max, 20)," ",~($perc%~))
#RETURN {$Result}]]></value>
<arglist>$skill,$maxlen</arglist>
</func>
<trigger name="SkillDuchie" priority="140" regex="true" copy="yes">
<pattern>((\w+( \w+)?)(\s+ (\d+)\s*/(\d+) )($text2:.*))</pattern>
<value><![CDATA[#LOCAL $text
$text = %concat("<send 'duchie ",%2,"'>",%2,"</send>",%4);
#ADDKEY //Variables/Skills/CurSkillLevel %2 %5
#ADDKEY //Variables/Skills/MaxSkillLevel %2 %6
#IF ($text2 != %null)
{
// Prep the substitute statement
#CALL %regex($text2,"(\s+)(\w+( \w+)?)(\s+ (\d+)\s*/(\d+).*)",$p1,$p2,$p3,$p4,$p5,$p6)
$text2 = %concat($p1,"<send 'duchie ",$p2,"'>",$p2,"</send>",$p4);
// Get the Skill values
#ADDKEY //Variables/Skills/CurSkillLevel $p2 $p5
#ADDKEY //Variables/Skills/MaxSkillLevel $p2 $p6
}
#SUB %concat($text,$text2)]]></value>
<arglist>,,,,,,$text2</arglist>
</trigger>
<trigger name="DuchieStart" priority="150" copy="yes">
<pattern>ATTACK %s lvl/max WEAPON %s lvl/max$</pattern>
<value>#T+ SkillDuchie</value>
<trigger>
<pattern>^~[Total Skill Points~]:%s(%d)</pattern>
<value>//Variables/Skills/SkillTotal=%1</value>
</trigger>
<trigger>
<pattern>^~[Intelligence Bonus~]:%s(%d)</pattern>
<value>//Variables/Skills/IntBonus=%1</value>
</trigger>
<trigger name="DuchieEnd">
<pattern>For progress toward your next skill level, use the 'duchie' command.$</pattern>
<value>#T- SkillDuchie</value>
</trigger>
</trigger>
</module>
<module name="CoreStatus" global="true" copy="yes">
<uid>{1DC5A962-98FF-4778-BD6B-A4491B4D5556}</uid>
<var name="BackToMain" usedef="true" copy="yes">
<value>%concat("Back to Main Menu")</value>
<default>%concat("Back to Main Menu")</default>
</var>
<var name="StatusDisplay" copy="yes">
<value><![CDATA[ <color aliceblue><u>Skill Menu</u></color>%crlf%crlf <send '#EXEC "#RaiseEvent displaySkillsStatus Attack"'>Attack</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Weapons"'>Weapons</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Occupational"'>Occupational</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Deception"'>Deception</send>%crlf%crlf<bold>Gambling </bold> <color white> 19 / 23</color> [<color limegreen limegreen> </color><color black black>###</color>] (82%)
<bold>Locks </bold> <color white> 25 / 41</color> [<color yellow yellow> </color><color black black>########</color>] (60%)
<bold>Murder </bold> <color white> 20 / 41</color> [<color yellow yellow> </color><color black black>##########</color>] (48%)
<bold>Stealing </bold> <color white> 19 / 41</color> [<color yellow yellow> </color><color black black>##########</color>] (46%)
<bold>Stealth </bold> <color white> 27 / 41</color> [<color yellow yellow> </color><color black black>#######</color>] (65%)
<send '#EXEC "#RaiseEvent displayMainStatus CoreStatus"'>Back to Main Menu</send>]]></value>
<default>@StatusMenu</default>
</var>
<var name="StatusMenu" usedef="true" copy="yes">
<value><![CDATA[ <color aliceblue><u>Status Menu</u></color> %crlf %crlf %crlf%if(%class(CoreStatus) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayCharacterStatus CoreStatus",%char(34),"'>Character Statistics</send>", %crlf %crlf ," "))%if(%class(CoreCombat) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayCombatStatus CoreStatus",%char(34),"'>Combat Statistics</send>", %crlf %crlf ," "))%if(%class(CoreStocks) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayStocksStatus CoreStatus",%char(34),"'>Stock Portfolio</send>", %crlf %crlf ," "))%if(%class(CoreMining) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayMiningStatus CoreStatus",%char(34),"'>Mining Statistics</send>", %crlf %crlf ," "),"")%if(%class(CoreSkills) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displaySkillsStatus CoreStatus",%char(34),"'>Skills</send>", %crlf %crlf ," "))]]></value>
<default><![CDATA[ <color aliceblue><u>Status Menu</u></color> %crlf %crlf %crlf%if(%class(CoreStatus) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayCharacterStatus CoreStatus",%char(34),"'>Character Statistics</send>", %crlf %crlf ," "))%if(%class(CoreCombat) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayCombatStatus CoreStatus",%char(34),"'>Combat Statistics</send>", %crlf %crlf ," "))%if(%class(CoreStocks) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayStocksStatus CoreStatus",%char(34),"'>Stock Portfolio</send>", %crlf %crlf ," "))%if(%class(CoreMining) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayMiningStatus CoreStatus",%char(34),"'>Mining Statistics</send>", %crlf %crlf ," "),"")%if(%class(CoreSkills) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displaySkillsStatus CoreStatus",%char(34),"'>Skills</send>", %crlf %crlf ," "))]]></default>
</var>
<macro key="F5" copy="yes">
<value>sc</value>
</macro>
<stat name="StatusWindow" showinbar="false" showinwindow="true" priority="340" copy="yes">
<value>@StatusDisplay</value>
</stat>
<event event="displayMainStatus" priority="350" copy="yes">
<value>#IF (@//Test/Debug == 1) {#echo Going back to main menu now}
StatusDisplay=@StatusMenu
#IF (@//Test/Debug == 2) {#echo @StatusDisplay}
// %if(%class(CoreMining) == 1,%concat(" Mining Statistics"))</value>
</event>
<event event="displayCharacterStatus" priority="360" copy="yes">
<value><![CDATA[$CStatus=" <color aliceblue><u>Status Menu</u></color>"
$CStatus=$CStatus + %concat(%crlf,%crlf,"<color gray>Name:</color> ",@//Variables/CoreStatus/Name," <color gray>Level:</color> ",@//Variables/CoreStatus/Level,%crlf,"<color gray>Title:</color> ",@//Variables/CoreStatus/Title,%crlf,%crlf)
$CStatus=$CStatus + %concat("<color gray>STR:</color> ",@//Variables/CoreStatus/Stats/Strength," <color gray>DEX:</color> ",@//Variables/CoreStatus/Stats/Dexterity," <color gray>CON:</color> ",@//Variables/CoreStatus/Stats/Constitution,%crlf)
$CStatus=$CStatus + %concat("<color gray>INT:</color> ",@//Variables/CoreStatus/Stats/Intelligence," <color gray>WIS:</color> ",@//Variables/CoreStatus/Stats/Wisdom," <color gray>CHA:</color> ",@//Variables/CoreStatus/Stats/Charisma,%crlf,%crlf)
$CStatus=$CStatus + %concat("<color gray>Quest Points:</color>",%format("&3.0n",@//Variables/CoreStatus/QuestPts)," <color gray>Credits:</color> ",%format("&0.0n",@//Variables/CoreStatus/Credits),%crlf,%crlf)
//Corestatus/StatusDisplay=%concat ($CStatus,@BackToMain)]]></value>
</event>
<button type="Gauge" autosize="false" width="120" height="15" autopos="false" left="101" top="17" toolbar="2" transparent="false" color="#6464FF" gaugelowcol="#64B4F0" gaugebackcol="silver" priority="370" copy="yes">
<caption>Stamina</caption>
<expr>@//Variables/CoreStatus/SP</expr>
<gaugemax>@//Variables/CoreStatus/MxSP</gaugemax>
<gaugelow>@//Variables/CoreStatus/MxSP / 4</gaugelow>
<tooltip>@//Variables/CoreStatus/SP</tooltip>
</button>
<button type="Gauge" autosize="false" width="120" height="15" autopos="false" left="101" toolbar="2" image="HEART" color="#28AA28" gaugelowcol="yellow" gaugebackcol="silver" priority="380" copy="yes">
<caption>Health</caption>
<expr>@//Variables/CoreStatus/HP</expr>
<gaugemax>@//Variables/CoreStatus/MxHP</gaugemax>
<gaugelow>@//Variables/CoreStatus/MxHP / 5</gaugelow>
<tooltip>@//Variables/CoreStatus/HP</tooltip>
</button>
<trigger name="StatImprovement" priority="390" copy="yes">
<pattern>^%sS T A T I M P R O V E M E N T C E N T E R$</pattern>
<trigger>
<pattern>^(strength......:%s)(%a*%a)(%s constitution..:%s)(*)$</pattern>
<value><![CDATA[#LOCAL $subText, $stat1, $stat2
$stat1="strength"
$stat2="constitution"
#IF (%2 == "BONUS PT") {
$subText={%1<send 'improve $stat1' 'Use a bonus point to improve $stat1'>%2</send>%3<send 'improve $stat2' 'Use a bonus point to improve $stat2'>%4</send>}
} {
#IF (%int( %2) < @//Variables/CoreStatus/AvailXP) {
$subText ={%1<send 'improve $stat1' 'Spend %2 experience points to improve $stat1'>%2</send>}
} {
$subText = {%1%2}
}
#IF ( %int( %4) < @//Variables/CoreStatus/AvailXP ) {
$subText = {$subText%3<send 'improve $stat2' 'Spend %4 experience points to improve $stat2'>%4</send>}
} {
$subText = %concat($subText, %3, %4)
}
}
#sub $subText]]></value>
</trigger>
<trigger>
<pattern>^(intelligence..:%s)(%a*%a)(%s dexterity.....:%s)(*)$</pattern>
<value><![CDATA[#LOCAL $subText, $stat1, $stat2
$stat1="intelligence"
$stat2="dexterity"
#IF (%2 == "BONUS PT") {
$subText={%1<send 'improve $stat1' 'Use a bonus point to improve $stat1'>%2</send>%3<send 'improve $stat2' 'Use a bonus point to improve $stat2'>%4</send>}
} {
#IF (%int( %2) < @//Variables/CoreStatus/AvailXP) {
$subText ={%1<send 'improve $stat1' 'Spend %2 experience points to improve $stat1'>%2</send>}
} {
$subText = {%1%2}
}
#IF ( %int( %4) < @//Variables/CoreStatus/AvailXP ) {
$subText = {$subText%3<send 'improve $stat2' 'Spend %4 experience points to improve $stat2'>%4</send>}
} {
$subText = %concat($subText, %3, %4)
}
}
#sub $subText]]></value>
</trigger>
<trigger>
<pattern>^(wisdom........:%s)(%a*%a)(%s charisma......:%s)(*)$</pattern>
<value><![CDATA[#LOCAL $subText, $stat1, $stat2
$stat1="wisdom"
$stat2="charisma"
#IF (%2 == "BONUS PT") {
$subText={%1<send 'improve $stat1' 'Use a bonus point to improve $stat1'>%2</send>%3<send 'improve $stat2' 'Use a bonus point to improve $stat2'>%4</send>}
} {
#IF (%int( %2) < @//Variables/CoreStatus/AvailXP) {
$subText ={%1<send 'improve $stat1' 'Spend %2 experience points to improve $stat1'>%2</send>}
} {
$subText = {%1%2}
}
#IF ( %int( %4) < @//Variables/CoreStatus/AvailXP ) {
$subText = {$subText%3<send 'improve $stat2' 'Spend %4 experience points to improve $stat2'>%4</send>}
} {
$subText = %concat($subText, %3, %4)
}
}
#sub $subText]]></value>
</trigger>
</trigger>
<trigger name="Prompt" priority="590" newline="false" prompt="true" copy="yes">
<pattern><(%d):(%d) (%d):(%d) (%d)c</pattern>
<value>//Variables/CoreStatus/HP=%1
//Variables/CoreStatus/MxHP=%2
//Variables/CoreStatus/SP=%3
//Variables/CoreStatus/MxSP=%4
//Variables/CoreStatus/Credits=%5
#RAISEEVENT onPrompt %1 %3 %2 %4 %5</value>
</trigger>
<trigger name="Score" priority="430" copy="yes">
<pattern>%sC O R E M U D%s STATS$</pattern>
<value>#MODULE CoreStatus</value>
<trigger>
<pattern>%sSTR:(%d)$</pattern>
<value>//Variables/CoreStatus/Stats/Strength=%1</value>
</trigger>
<trigger>
<pattern>(%w) the (*) %s Experience:(%d) DEX:(%d)</pattern>
<value>//Variables/CoreStatus/Name=%1
//Variables/CoreStatus/Title=%2
//Variables/CoreStatus/TotalXP=%3
//Variables/CoreStatus/Stats/Dexterity=%4</value>
</trigger>
<trigger>
<pattern>(%w) (%w) %s Next level:(%d) %sCON:(%d)$</pattern>
<value>//Variables/CoreStatus/Sex=%1
//Variables/CoreStatus/Race=%2
//Variables/CoreStatus/ToLvlXP=%3
//Variables/CoreStatus/Stats/Constitution=%4</value>
</trigger>
<trigger>
<pattern>Level: (%d). Position: (*).%sAvail Exp.:(%d)%s INT:(%d)</pattern>
<value>//Variables/CoreStatus/Level=%1
//Variables/CoreStatus/Position=%2
//Variables/CoreStatus/AvailXP=%3
//Variables/CoreStatus/Stats/Intelligence=%4</value>
</trigger>
<trigger>
<pattern>%sKills.....:(%d)%sWIS:(%d)$</pattern>
<value>//Variables/CoreStatus/Stats/Wisdom=%2
#IF (%class(CoreCombat) == 1) {
//Variables/CoreStatus/Kills=%1
} {
//Variables/CoreStatus/Combat/Kills=%1
}</value>
</trigger>
<trigger>
<pattern>Hire Date: (%w %w * 26%d)%sCredits...:(%d) %sCHA:(%d)$</pattern>
<value>//Variables/CoreStatus/Misc/StartDate=%1
//Variables/CoreStatus/Credits=%2
//Variables/CoreStatus/Stats/Charisma=%3</value>
</trigger>
<trigger>
<pattern>Wimpy is on at (%d)~% to direction (%w).%sCore Quad.:(*)</pattern>
<value>$Wimpy=(@//CoreStatus/Variables/MxHP * (%1/100))
#IF (%class(CoreCombat) == 1) {
//Variables/CoreCombat/Wimpy=$Wimpy
//Variables/CoreCombat/WimpyDir=%2
} {
//Variables/CoreStatus/Combat/Wimpy=$Wimpy
//Variables/CoreStatus/Combat/WimpyDir=%2
}</value>
</trigger>
<trigger>
<pattern>%s Work Shift:(%w)</pattern>
<value>#IF (%class(CoreMining) == 1) {
//Variables/CoreMining/Shift=%1
} {
//Variables/CoreStatus/Mining/Shift=%1
}</value>
</trigger>
<trigger>
<pattern>HP...: (%d)%s/(%d)%s (%w)%s Mine......:(%w)</pattern>
<value>#IF (%class(CoreMining) == 1) {
//Variables/CoreMining/Mine=%4
} {
//Variables/CoreStatus/Mining/Mine=%4
}
//Variables/CoreStatus/HP=%1
//Variables/CoreStatus/MxHP=%2
//Variables/CoreStatus/Misc/Sobriety=%3</value>
</trigger>
<trigger>
<pattern>SP...: (%d)%s/(%d)%s Miner:({A|B|C})</pattern>
<value>//Variables/CoreStatus/SP=%1
//Variables/CoreStatus/MxSP=%2
#ADDKEY //Variables/CoreStatus/Rank Miner %3</value>
</trigger>
<trigger>
<pattern>RP...: (%d)%s/(%d)%sMerc.:({A|B|C})</pattern>
<value>//Variables/CoreStatus/RP=%1
//Variables/CoreStatus/TotalRP=%2
#ADDKEY //Variables/CoreStatus/Rank Merc %3</value>
</trigger>
<trigger>
<pattern>Carry: (%d)%s/(%d)%sTech.:({A|B|C})</pattern>
<value>//Variables/CoreStatus/CarryWgt=%1
//Variables/CoreStatus/MxWgt=%2
#ADDKEY //Variables/CoreStatus/Rank Tech %3</value>
</trigger>
<trigger>
<pattern>Last mined: (%w %w * 26%d). Off-duty mining credit: (%d) drills.$</pattern>
<value>#IF (%class(CoreMining) == 1) {
//Variables/CoreMining/LastMineDate=%1
//Variables/CoreMining/OffDutyCredit=%2
} {
//Variables/CoreStatus/Mining/LastMineDate=%1
//Variables/CoreStatus/Mining/OffDutyCredit=%2
}</value>
</trigger>
<trigger>
<pattern>Total ore mined in career: (%d) units.$</pattern>
<value>#IF (%class(CoreMining) == 1) {
//Variables/CoreMining/TotalMined=%1
} {
//Variables/CoreStatus/Mining/TotalMined=%1
}</value>
</trigger>
<trigger>
<pattern>Company-issued apartment: (%w) Housing, floor #(%d), (%w) quadrant, unit #(%d)</pattern>
</trigger>
</trigger>
</module>
<module name="Setup" copy="yes">
<uid>{6DE89AC1-9117-4CFD-A962-BE55213AEF07}</uid>
<event event="onLoad" priority="50" copy="yes">
<value>#execwin %window {#MODULE Variables}
#call %pref(ToolBar2,1)</value>
</event>
<event event="onLogin" priority="60" copy="yes">
<value>basePrompt
sc</value>
</event>
</module>
<module name="Utilities" external="true" copy="yes">
<uid>{BD6607B8-DEEE-4F11-938C-F8FD2F82F819}</uid>
<func name="TextBar" copy="yes">
<value><![CDATA[#if ($len<1) {#return "Illegal Length "$len}
$perc=($val*100)/$max
$remaining=(($len*100)-($len*$perc))/100
$length=$len-$remaining
#local $col
#switch ($perc < 26) {$col="red red"}
($perc <76) {$col="yellow yellow"}
{$col="limegreen limegreen"}
#return {%concat("[","<color ",$col,">",%repeat(" ",$length),"</color><color black black>",%repeat("#",$remaining),"</color>","]")}]]></value>
<arglist>$val,$max,$len</arglist>
</func>
<class name="Autolog" initenable="true" copy="yes">
<trigger priority="90" newline="false" copy="yes">
<pattern>By what name is your character known?</pattern>
<value>#CHARACTER</value>
<trigger newline="false">
<pattern>Password:</pattern>
<value>#PW
#T- autolog
#RAISEEVENT onLogin %char
#RAISEEVENT displayMainStatus</value>
</trigger>
</trigger>
</class>
</module>
</cmud>
|
The first one is what I got when I copied, this one is what I get from an export package to XML.
Code: |
<?xml version="1.0" encoding="ISO-8859-1" ?>
<cmud>
<module name="Utilities" external="true">
<uid>{BD6607B8-DEEE-4F11-938C-F8FD2F82F819}</uid>
<func name="TextBar">
<value><![CDATA[#if ($len<1) {#return "Illegal Length "$len}
$perc=($val*100)/$max
$remaining=(($len*100)-($len*$perc))/100
$length=$len-$remaining
#local $col
#switch ($perc < 26) {$col="red red"}
($perc <76) {$col="yellow yellow"}
{$col="limegreen limegreen"}
#return {%concat("[","<color ",$col,">",%repeat(" ",$length),"</color><color black black>",%repeat("#",$remaining),"</color>","]")}]]></value>
<arglist>$val,$max,$len</arglist>
</func>
<class name="Autolog" initenable="true">
<trigger priority="90" newline="false">
<pattern>By what name is your character known?</pattern>
<value>#CHARACTER</value>
<trigger newline="false">
<pattern>Password:</pattern>
<value>#PW
#T- autolog
#RAISEEVENT onLogin %char
#RAISEEVENT displayMainStatus</value>
</trigger>
</trigger>
</class>
</module>
<module name="CoreSkills" external="true">
<uid>{8E4C8278-7DDE-4A64-B71F-B1BB371E0263}</uid>
<var name="SkillMenu" type="Literal" usedef="true">
<value><![CDATA[ <color aliceblue><u>Skill Menu</u></color>%crlf%crlf <send '#EXEC "#RaiseEvent displaySkillsStatus Attack"'>Attack</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Weapons"'>Weapons</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Occupational"'>Occupational</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Deception"'>Deception</send>%crlf%crlf]]></value>
<default><![CDATA[ <color aliceblue><u>Skill Menu</u></color>%crlf%crlf <send '#EXEC "#RaiseEvent displaySkillsStatus Attack"'>Attack</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Weapons"'>Weapons</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Occupational"'>Occupational</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Deception"'>Deception</send>%crlf%crlf]]></default>
</var>
<event event="displaySkillsStatus" priority="120">
<value>#IF (@//Test/Debug == 1) {#echo Skills Status Display Called}
$SkStatus={}
#SWITCH ($type == "Attack") {
$skstatus={@SkillMaxBar( "Attack")%crlf}
$skstatus = %concat( $skstatus, @SkillMaxBar( "Defense")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Double Wielding")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Melee")%crlf)
}
($type == "Weapons") {
$skstatus={@SkillMaxBar( "Blade")%crlf}
$skstatus = %concat( $skstatus, @SkillMaxBar( "Blunt")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Gun")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Knife")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "PoleArm")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Two Handed")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Energy Gun")%crlf)
}
($type == "Occupational") {
$skstatus={@SkillMaxBar( "Computer Interface")%crlf}
$skstatus = %concat( $skstatus, @SkillMaxBar( "Engineering")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Inspection")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Mining")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Repair")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Piloting")%crlf)
}
($type == "Deception") {
$skstatus={@SkillMaxBar( "Gambling")%crlf}
$skstatus = %concat( $skstatus, @SkillMaxBar( "Locks")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Murder")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Stealing")%crlf)
$skstatus = %concat( $skstatus, @SkillMaxBar( "Stealth")%crlf)
}
#IF (@//Test/Debug == 1) {#echo Displayed skill type: $type}
//Corestatus/StatusDisplay=%concat ( @SkillMenu, $SkStatus%crlf, @BackToMain)</value>
<arglist>$type</arglist>
</event>
<func name="SkillMaxBar">
<value><![CDATA[$level=%db(@//Variables/Skills/CurSkillLevel,$skill)
$max=%db(@//Variables/Skills/MaxSkillLevel,$skill)
$perc=($level*100)/$max
#IF ($maxlen < 1) {$maxlen="$-20"} {$maxlen=%concat("&-",$maxlen,s)}
$Result={<bold>%format("&-20s",$Skill)</bold> <color white>%format("&3.0n",$level)" /"%format("&3.0n",$max)</color> }
$Result=%concat($Result,@//Utilities/TextBar($level, $max, 20)," ",~($perc%~))
#RETURN {$Result}]]></value>
<arglist>$skill,$maxlen</arglist>
</func>
<trigger name="SkillDuchie" priority="140" regex="true" enabled="false">
<pattern>((\w+( \w+)?)(\s+ (\d+)\s*/(\d+) )($text2:.*))</pattern>
<value><![CDATA[#LOCAL $text
$text = %concat("<send 'duchie ",%2,"'>",%2,"</send>",%4);
#ADDKEY //Variables/Skills/CurSkillLevel %2 %5
#ADDKEY //Variables/Skills/MaxSkillLevel %2 %6
#IF ($text2 != %null)
{
// Prep the substitute statement
#CALL %regex($text2,"(\s+)(\w+( \w+)?)(\s+ (\d+)\s*/(\d+).*)",$p1,$p2,$p3,$p4,$p5,$p6)
$text2 = %concat($p1,"<send 'duchie ",$p2,"'>",$p2,"</send>",$p4);
// Get the Skill values
#ADDKEY //Variables/Skills/CurSkillLevel $p2 $p5
#ADDKEY //Variables/Skills/MaxSkillLevel $p2 $p6
}
#SUB %concat($text,$text2)]]></value>
<arglist>,,,,,,$text2</arglist>
</trigger>
<trigger name="DuchieStart" priority="150">
<pattern>ATTACK %s lvl/max WEAPON %s lvl/max$</pattern>
<value>#T+ SkillDuchie</value>
<trigger>
<pattern>^~[Total Skill Points~]:%s(%d)</pattern>
<value>//Variables/Skills/SkillTotal=%1</value>
</trigger>
<trigger>
<pattern>^~[Intelligence Bonus~]:%s(%d)</pattern>
<value>//Variables/Skills/IntBonus=%1</value>
</trigger>
<trigger name="DuchieEnd">
<pattern>For progress toward your next skill level, use the 'duchie' command.$</pattern>
<value>#T- SkillDuchie</value>
</trigger>
</trigger>
</module>
<module name="Setup">
<uid>{6DE89AC1-9117-4CFD-A962-BE55213AEF07}</uid>
<event event="onLoad" priority="50">
<value>#execwin %window {#MODULE Variables}
#call %pref(ToolBar2,1)</value>
</event>
<event event="onLogin" priority="60">
<value>basePrompt
sc</value>
</event>
</module>
<module name="Basic" global="true">
<uid>{B2753909-E8F8-442B-8279-47BB053B6D98}</uid>
<alias name="basePrompt">
<value>"setenv PROMPT <$g:$H $G:$I $cc >"</value>
</alias>
<alias name="eq">
<value>equipment</value>
</alias>
<alias name="sc">
<value>score</value>
</alias>
<menu priority="220">
<caption>Look</caption>
<value>look %selword</value>
</menu>
<trigger name="Shower" priority="230">
<pattern>(Decontamination shower)({ |,})</pattern>
<value>#sub {%1%2}</value>
</trigger>
<trigger name="RoverEnable" priority="240">
<pattern>Mass-Transit Node - Core Rover Garage</pattern>
<value>#CLASS Rover 1</value>
</trigger>
<class name="Rover">
<trigger name="BoardRover" priority="260">
<pattern>(Cluster (%a-%d) Core Rover)({ |,})</pattern>
<value>#sub {%1%3}</value>
</trigger>
<trigger name="ExitRover" priority="270">
<pattern>(({Type|You may now} ")exit("{| to disembark}.))</pattern>
<value>#sub {%2exit%3}
// ((Type ")exit(" to disembark.))
// (You may now ")exit(".))</value>
</trigger>
<trigger name="RoverArrived" priority="280">
<pattern>A Core Rover assigned to PMD Cluster Garage</pattern>
<value>look
#T- RoverArrived
#ALARM +5 {#T+ RoverArrived}</value>
</trigger>
<trigger name="RoverStopping" priority="290">
<pattern>^The rover's environmental seals unlock as the rover comes to a complete stop.</pattern>
</trigger>
</class>
</module>
<module name="CoreStatus" global="true">
<uid>{1DC5A962-98FF-4778-BD6B-A4491B4D5556}</uid>
<var name="BackToMain" usedef="true">
<value>%concat("Back to Main Menu")</value>
<default>%concat("Back to Main Menu")</default>
</var>
<var name="StatusDisplay">
<value><![CDATA[ <color aliceblue><u>Skill Menu</u></color>%crlf%crlf <send '#EXEC "#RaiseEvent displaySkillsStatus Attack"'>Attack</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Weapons"'>Weapons</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Occupational"'>Occupational</send> <send '#EXEC "#RaiseEvent displaySkillsStatus Deception"'>Deception</send>%crlf%crlf<bold>Gambling </bold> <color white> 19 / 23</color> [<color limegreen limegreen> </color><color black black>###</color>] (82%)
<bold>Locks </bold> <color white> 25 / 41</color> [<color yellow yellow> </color><color black black>########</color>] (60%)
<bold>Murder </bold> <color white> 20 / 41</color> [<color yellow yellow> </color><color black black>##########</color>] (48%)
<bold>Stealing </bold> <color white> 19 / 41</color> [<color yellow yellow> </color><color black black>##########</color>] (46%)
<bold>Stealth </bold> <color white> 27 / 41</color> [<color yellow yellow> </color><color black black>#######</color>] (65%)
<send '#EXEC "#RaiseEvent displayMainStatus CoreStatus"'>Back to Main Menu</send>]]></value>
<default>@StatusMenu</default>
</var>
<var name="StatusMenu" usedef="true">
<value><![CDATA[ <color aliceblue><u>Status Menu</u></color> %crlf %crlf %crlf%if(%class(CoreStatus) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayCharacterStatus CoreStatus",%char(34),"'>Character Statistics</send>", %crlf %crlf ," "))%if(%class(CoreCombat) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayCombatStatus CoreStatus",%char(34),"'>Combat Statistics</send>", %crlf %crlf ," "))%if(%class(CoreStocks) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayStocksStatus CoreStatus",%char(34),"'>Stock Portfolio</send>", %crlf %crlf ," "))%if(%class(CoreMining) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayMiningStatus CoreStatus",%char(34),"'>Mining Statistics</send>", %crlf %crlf ," "),"")%if(%class(CoreSkills) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displaySkillsStatus CoreStatus",%char(34),"'>Skills</send>", %crlf %crlf ," "))]]></value>
<default><![CDATA[ <color aliceblue><u>Status Menu</u></color> %crlf %crlf %crlf%if(%class(CoreStatus) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayCharacterStatus CoreStatus",%char(34),"'>Character Statistics</send>", %crlf %crlf ," "))%if(%class(CoreCombat) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayCombatStatus CoreStatus",%char(34),"'>Combat Statistics</send>", %crlf %crlf ," "))%if(%class(CoreStocks) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayStocksStatus CoreStatus",%char(34),"'>Stock Portfolio</send>", %crlf %crlf ," "))%if(%class(CoreMining) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displayMiningStatus CoreStatus",%char(34),"'>Mining Statistics</send>", %crlf %crlf ," "),"")%if(%class(CoreSkills) == 1,%concat(" <send '","#EXEC ",%char(34),"#RaiseEvent displaySkillsStatus CoreStatus",%char(34),"'>Skills</send>", %crlf %crlf ," "))]]></default>
</var>
<macro key="F5">
<value>sc</value>
</macro>
<stat name="StatusWindow" showinbar="false" showinwindow="true" priority="340">
<value>@StatusDisplay</value>
</stat>
<event event="displayMainStatus" priority="350">
<value>#IF (@//Test/Debug == 1) {#echo Going back to main menu now}
StatusDisplay=@StatusMenu
#IF (@//Test/Debug == 2) {#echo @StatusDisplay}
// %if(%class(CoreMining) == 1,%concat(" Mining Statistics"))</value>
</event>
<event event="displayCharacterStatus" priority="360">
<value><![CDATA[$CStatus=" <color aliceblue><u>Status Menu</u></color>"
$CStatus=$CStatus + %concat(%crlf,%crlf,"<color gray>Name:</color> ",@//Variables/CoreStatus/Name," <color gray>Level:</color> ",@//Variables/CoreStatus/Level,%crlf,"<color gray>Title:</color> ",@//Variables/CoreStatus/Title,%crlf,%crlf)
$CStatus=$CStatus + %concat("<color gray>STR:</color> ",@//Variables/CoreStatus/Stats/Strength," <color gray>DEX:</color> ",@//Variables/CoreStatus/Stats/Dexterity," <color gray>CON:</color> ",@//Variables/CoreStatus/Stats/Constitution,%crlf)
$CStatus=$CStatus + %concat("<color gray>INT:</color> ",@//Variables/CoreStatus/Stats/Intelligence," <color gray>WIS:</color> ",@//Variables/CoreStatus/Stats/Wisdom," <color gray>CHA:</color> ",@//Variables/CoreStatus/Stats/Charisma,%crlf,%crlf)
$CStatus=$CStatus + %concat("<color gray>Quest Points:</color>",%format("&3.0n",@//Variables/CoreStatus/QuestPts)," <color gray>Credits:</color> ",%format("&0.0n",@//Variables/CoreStatus/Credits),%crlf,%crlf)
//Corestatus/StatusDisplay=%concat ($CStatus,@BackToMain)]]></value>
</event>
<button type="Gauge" autosize="false" width="120" height="15" autopos="false" left="101" top="17" toolbar="2" transparent="false" color="#6464FF" gaugelowcol="#64B4F0" gaugebackcol="silver" priority="370">
<caption>Stamina</caption>
<expr>@//Variables/CoreStatus/SP</expr>
<gaugemax>@//Variables/CoreStatus/MxSP</gaugemax>
<gaugelow>@//Variables/CoreStatus/MxSP / 4</gaugelow>
<tooltip>@//Variables/CoreStatus/SP</tooltip>
</button>
<button type="Gauge" autosize="false" width="120" height="15" autopos="false" left="101" toolbar="2" image="HEART" color="#28AA28" gaugelowcol="yellow" gaugebackcol="silver" priority="380">
<caption>Health</caption>
<expr>@//Variables/CoreStatus/HP</expr>
<gaugemax>@//Variables/CoreStatus/MxHP</gaugemax>
<gaugelow>@//Variables/CoreStatus/MxHP / 5</gaugelow>
<tooltip>@//Variables/CoreStatus/HP</tooltip>
</button>
<trigger name="StatImprovement" priority="390">
<pattern>^%sS T A T I M P R O V E M E N T C E N T E R$</pattern>
<trigger>
<pattern>^(strength......:%s)(%a*%a)(%s constitution..:%s)(*)$</pattern>
<value><![CDATA[#LOCAL $subText, $stat1, $stat2
$stat1="strength"
$stat2="constitution"
#IF (%2 == "BONUS PT") {
$subText={%1<send 'improve $stat1' 'Use a bonus point to improve $stat1'>%2</send>%3<send 'improve $stat2' 'Use a bonus point to improve $stat2'>%4</send>}
} {
#IF (%int( %2) < @//Variables/CoreStatus/AvailXP) {
$subText ={%1<send 'improve $stat1' 'Spend %2 experience points to improve $stat1'>%2</send>}
} {
$subText = {%1%2}
}
#IF ( %int( %4) < @//Variables/CoreStatus/AvailXP ) {
$subText = {$subText%3<send 'improve $stat2' 'Spend %4 experience points to improve $stat2'>%4</send>}
} {
$subText = %concat($subText, %3, %4)
}
}
#sub $subText]]></value>
</trigger>
<trigger>
<pattern>^(intelligence..:%s)(%a*%a)(%s dexterity.....:%s)(*)$</pattern>
<value><![CDATA[#LOCAL $subText, $stat1, $stat2
$stat1="intelligence"
$stat2="dexterity"
#IF (%2 == "BONUS PT") {
$subText={%1<send 'improve $stat1' 'Use a bonus point to improve $stat1'>%2</send>%3<send 'improve $stat2' 'Use a bonus point to improve $stat2'>%4</send>}
} {
#IF (%int( %2) < @//Variables/CoreStatus/AvailXP) {
$subText ={%1<send 'improve $stat1' 'Spend %2 experience points to improve $stat1'>%2</send>}
} {
$subText = {%1%2}
}
#IF ( %int( %4) < @//Variables/CoreStatus/AvailXP ) {
$subText = {$subText%3<send 'improve $stat2' 'Spend %4 experience points to improve $stat2'>%4</send>}
} {
$subText = %concat($subText, %3, %4)
}
}
#sub $subText]]></value>
</trigger>
<trigger>
<pattern>^(wisdom........:%s)(%a*%a)(%s charisma......:%s)(*)$</pattern>
<value><![CDATA[#LOCAL $subText, $stat1, $stat2
$stat1="wisdom"
$stat2="charisma"
#IF (%2 == "BONUS PT") {
$subText={%1<send 'improve $stat1' 'Use a bonus point to improve $stat1'>%2</send>%3<send 'improve $stat2' 'Use a bonus point to improve $stat2'>%4</send>}
} {
#IF (%int( %2) < @//Variables/CoreStatus/AvailXP) {
$subText ={%1<send 'improve $stat1' 'Spend %2 experience points to improve $stat1'>%2</send>}
} {
$subText = {%1%2}
}
#IF ( %int( %4) < @//Variables/CoreStatus/AvailXP ) {
$subText = {$subText%3<send 'improve $stat2' 'Spend %4 experience points to improve $stat2'>%4</send>}
} {
$subText = %concat($subText, %3, %4)
}
}
#sub $subText]]></value>
</trigger>
</trigger>
<trigger name="Prompt" priority="590" newline="false" prompt="true">
<pattern><(%d):(%d) (%d):(%d) (%d)c</pattern>
<value>//Variables/CoreStatus/HP=%1
//Variables/CoreStatus/MxHP=%2
//Variables/CoreStatus/SP=%3
//Variables/CoreStatus/MxSP=%4
//Variables/CoreStatus/Credits=%5
#RAISEEVENT onPrompt %1 %3 %2 %4 %5</value>
</trigger>
<trigger name="Score" priority="430">
<pattern>%sC O R E M U D%s STATS$</pattern>
<value>#MODULE CoreStatus</value>
<trigger>
<pattern>%sSTR:(%d)$</pattern>
<value>//Variables/CoreStatus/Stats/Strength=%1</value>
</trigger>
<trigger>
<pattern>(%w) the (*) %s Experience:(%d) DEX:(%d)</pattern>
<value>//Variables/CoreStatus/Name=%1
//Variables/CoreStatus/Title=%2
//Variables/CoreStatus/TotalXP=%3
//Variables/CoreStatus/Stats/Dexterity=%4</value>
</trigger>
<trigger>
<pattern>(%w) (%w) %s Next level:(%d) %sCON:(%d)$</pattern>
<value>//Variables/CoreStatus/Sex=%1
//Variables/CoreStatus/Race=%2
//Variables/CoreStatus/ToLvlXP=%3
//Variables/CoreStatus/Stats/Constitution=%4</value>
</trigger>
<trigger>
<pattern>Level: (%d). Position: (*).%sAvail Exp.:(%d)%s INT:(%d)</pattern>
<value>//Variables/CoreStatus/Level=%1
//Variables/CoreStatus/Position=%2
//Variables/CoreStatus/AvailXP=%3
//Variables/CoreStatus/Stats/Intelligence=%4</value>
</trigger>
<trigger>
<pattern>%sKills.....:(%d)%sWIS:(%d)$</pattern>
<value>//Variables/CoreStatus/Stats/Wisdom=%2
#IF (%class(CoreCombat) == 1) {
//Variables/CoreStatus/Kills=%1
} {
//Variables/CoreStatus/Combat/Kills=%1
}</value>
</trigger>
<trigger>
<pattern>Hire Date: (%w %w * 26%d)%sCredits...:(%d) %sCHA:(%d)$</pattern>
<value>//Variables/CoreStatus/Misc/StartDate=%1
//Variables/CoreStatus/Credits=%2
//Variables/CoreStatus/Stats/Charisma=%3</value>
</trigger>
<trigger>
<pattern>Wimpy is on at (%d)~% to direction (%w).%sCore Quad.:(*)</pattern>
<value>$Wimpy=(@//CoreStatus/Variables/MxHP * (%1/100))
#IF (%class(CoreCombat) == 1) {
//Variables/CoreCombat/Wimpy=$Wimpy
//Variables/CoreCombat/WimpyDir=%2
} {
//Variables/CoreStatus/Combat/Wimpy=$Wimpy
//Variables/CoreStatus/Combat/WimpyDir=%2
}</value>
</trigger>
<trigger>
<pattern>%s Work Shift:(%w)</pattern>
<value>#IF (%class(CoreMining) == 1) {
//Variables/CoreMining/Shift=%1
} {
//Variables/CoreStatus/Mining/Shift=%1
}</value>
</trigger>
<trigger>
<pattern>HP...: (%d)%s/(%d)%s (%w)%s Mine......:(%w)</pattern>
<value>#IF (%class(CoreMining) == 1) {
//Variables/CoreMining/Mine=%4
} {
//Variables/CoreStatus/Mining/Mine=%4
}
//Variables/CoreStatus/HP=%1
//Variables/CoreStatus/MxHP=%2
//Variables/CoreStatus/Misc/Sobriety=%3</value>
</trigger>
<trigger>
<pattern>SP...: (%d)%s/(%d)%s Miner:({A|B|C})</pattern>
<value>//Variables/CoreStatus/SP=%1
//Variables/CoreStatus/MxSP=%2
#ADDKEY //Variables/CoreStatus/Rank Miner %3</value>
</trigger>
<trigger>
<pattern>RP...: (%d)%s/(%d)%sMerc.:({A|B|C})</pattern>
<value>//Variables/CoreStatus/RP=%1
//Variables/CoreStatus/TotalRP=%2
#ADDKEY //Variables/CoreStatus/Rank Merc %3</value>
</trigger>
<trigger>
<pattern>Carry: (%d)%s/(%d)%sTech.:({A|B|C})</pattern>
<value>//Variables/CoreStatus/CarryWgt=%1
//Variables/CoreStatus/MxWgt=%2
#ADDKEY //Variables/CoreStatus/Rank Tech %3</value>
</trigger>
<trigger>
<pattern>Last mined: (%w %w * 26%d). Off-duty mining credit: (%d) drills.$</pattern>
<value>#IF (%class(CoreMining) == 1) {
//Variables/CoreMining/LastMineDate=%1
//Variables/CoreMining/OffDutyCredit=%2
} {
//Variables/CoreStatus/Mining/LastMineDate=%1
//Variables/CoreStatus/Mining/OffDutyCredit=%2
}</value>
</trigger>
<trigger>
<pattern>Total ore mined in career: (%d) units.$</pattern>
<value>#IF (%class(CoreMining) == 1) {
//Variables/CoreMining/TotalMined=%1
} {
//Variables/CoreStatus/Mining/TotalMined=%1
}</value>
</trigger>
<trigger>
<pattern>Company-issued apartment: (%w) Housing, floor #(%d), (%w) quadrant, unit #(%d)</pattern>
</trigger>
</trigger>
</module>
</cmud>
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Edit: Geez I never realized how much code that actually was, and that's one package. |
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_________________ Asati di tempari! |
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Zugg MASTER
Joined: 25 Sep 2000 Posts: 23379 Location: Colorado, USA
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Posted: Wed Jul 09, 2008 10:47 pm |
OK, I think I found the problem with this. It *was* a problem in exporting the XML to the package library. There was a bug in the previous "human readable" XML that was duplicating the trigger substates in the output, and that bug "fix" had the bad side-effect of removing trigger states (and also button states) from the package library XML (which doesn't use the human-readable format, but uses a raw database format).
Give this another try in the next version. Feel free to remove your XML above if you want to protect your package ;) |
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