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LuminariGUI.xml
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE MudletPackage>
<MudletPackage version="1.001">
<TriggerPackage>
<TriggerGroup isActive="yes" isFolder="yes" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>LuminariGUI</name>
<script></script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName>LuminariGUI</packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList />
<regexCodePropertyList />
<TriggerGroup isActive="yes" isFolder="yes" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>YATCOConfig</name>
<script></script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName>YATCOConfig</packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList />
<regexCodePropertyList />
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Tell</name>
<script>demonnic.chat:append("Tell")
if GUI.toggles.gagChat == true then
deleteLineP()
end</script>
<triggerType>0</triggerType>
<conditonLineDelta>39</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>^(\w+) tells you, '(.*)'</string>
<string>You tell </string>
</regexCodeList>
<regexCodePropertyList>
<integer>1</integer>
<integer>2</integer>
</regexCodePropertyList>
</Trigger>
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Congrats</name>
<script>demonnic.chat:append("Congrats")
if GUI.toggles.gagChat == true then
deleteLineP()
end</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>^(\w+) congrats, '(.*)</string>
<string>You congrat, '</string>
</regexCodeList>
<regexCodePropertyList>
<integer>1</integer>
<integer>2</integer>
</regexCodePropertyList>
</Trigger>
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Chat</name>
<script>demonnic.chat:append("Chat")
if GUI.toggles.gagChat == true then
deleteLineP()
end</script>
<triggerType>0</triggerType>
<conditonLineDelta>39</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>^(\w+) chats, '(.*)</string>
<string>You chat, '</string>
</regexCodeList>
<regexCodePropertyList>
<integer>1</integer>
<integer>2</integer>
</regexCodePropertyList>
</Trigger>
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Auction</name>
<script>demonnic.chat:append("Auction")
if GUI.toggles.gagChat == true then
deleteLineP()
end</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>^(\w+) auctions, '(.*)</string>
<string>You auction, '</string>
</regexCodeList>
<regexCodePropertyList>
<integer>1</integer>
<integer>2</integer>
</regexCodePropertyList>
</Trigger>
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Group</name>
<script>demonnic.chat:append("Group")
if GUI.toggles.gagChat == true then
deleteLineP()
end</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>[Group]</string>
<string>You group-say, '</string>
</regexCodeList>
<regexCodePropertyList>
<integer>2</integer>
<integer>2</integer>
</regexCodePropertyList>
</Trigger>
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Wiznet</name>
<script>demonnic.chat:append("Wiz")
if GUI.toggles.gagChat == true then
deleteLineP()
end</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>[wiznet]</string>
</regexCodeList>
<regexCodePropertyList>
<integer>2</integer>
</regexCodePropertyList>
</Trigger>
</TriggerGroup>
<TriggerGroup isActive="yes" isFolder="yes" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>GUI</name>
<script></script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList />
<regexCodePropertyList />
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Capture Wilderness Map</name>
<script>deleteLine()
clearUserWindow("map.minimap")
map.container:hide()
map.minimapcontainer:show()
maplineTrig = tempLineTrigger(1,23,[[onMapLine()]]) -- Edit the max lines to how many your MAP display shows.
padding = map.calcMinimapPadding()
function onMapLine()
-- Either match the last line of your MAP display, or use the Prompt.
local isLastLine = string.findPattern(line, "</WILDERNESS_MAP>")
if isLastLine then
deleteLine()
killTrigger(maplineTrig)
else
selectCurrentLine()
copy()
for i = 1, padding do
map.minimap:echo(" ");
end
map.adjustMinimapFontSize()
appendBuffer("map.minimap")
deleteLine()
end
end</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string><WILDERNESS_MAP></string>
</regexCodeList>
<regexCodePropertyList>
<integer>2</integer>
</regexCodePropertyList>
</Trigger>
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Capture Room Map</name>
<script>deleteLine()
clearUserWindow("map.minimap")
if GUI.buttonWindow.mudletOrAscii == "ASCII" then
map.container:hide()
map.minimapcontainer:show()
elseif GUI.buttonWindow.mudletOrAscii == "Mudlet" then
map.container:show()
map.minimapcontainer:hide()
end
map.minimap:echo("\n")
maplineTrig = tempLineTrigger(1,11,[[onRoomMapLine()]]) -- Edit the max lines to how many your MAP display shows.
padding = map.calcAsciimapPadding()
function onRoomMapLine()
-- Either match the last line of your MAP display, or use the Prompt.
local isLastLine = string.findPattern(line, "</ROOM_MAP>")
if isLastLine then
deleteLine()
killTrigger(maplineTrig)
else
selectCurrentLine()
copy()
map.minimap:echo(" ")
map.adjustAsciimapFontSize()
appendBuffer("map.minimap")
deleteLine()
end
end</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string><ROOM_MAP></string>
</regexCodeList>
<regexCodePropertyList>
<integer>2</integer>
</regexCodePropertyList>
</Trigger>
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Gag blank lines</name>
<script>deleteLine()</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>^$</string>
</regexCodeList>
<regexCodePropertyList>
<integer>1</integer>
</regexCodePropertyList>
</Trigger>
<TriggerGroup isActive="yes" isFolder="yes" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Cast Console</name>
<script></script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList />
<regexCodePropertyList />
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Started Cast</name>
<script>GUI.castConsole_startCast(matches[2], matches[3])</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>^Casting\: (.+) (\*+)$</string>
</regexCodeList>
<regexCodePropertyList>
<integer>1</integer>
</regexCodePropertyList>
</Trigger>
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Cast Complete</name>
<script>GUI.castConsole_completeCast()</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>You complete your spell...</string>
</regexCodeList>
<regexCodePropertyList>
<integer>2</integer>
</regexCodePropertyList>
</Trigger>
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Cast Aborted</name>
<script>GUI.castConsole_abortedCast()</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>You abort your spell.</string>
<string>Your spell is aborted!</string>
<string>You are unable to find the target for your spell!</string>
<string>You are unable to find the object for your spell!</string>
<string>You are unable to continue your spell in your current position!</string>
</regexCodeList>
<regexCodePropertyList>
<integer>3</integer>
<integer>3</integer>
<integer>3</integer>
<integer>3</integer>
<integer>3</integer>
</regexCodePropertyList>
</Trigger>
<Trigger isActive="yes" isFolder="no" isTempTrigger="no" isMultiline="no" isPerlSlashGOption="no" isColorizerTrigger="no" isFilterTrigger="no" isSoundTrigger="no" isColorTrigger="no" isColorTriggerFg="no" isColorTriggerBg="no">
<name>Cast Canceled</name>
<script>GUI.castConsole_canceledCast()</script>
<triggerType>0</triggerType>
<conditonLineDelta>0</conditonLineDelta>
<mStayOpen>0</mStayOpen>
<mCommand></mCommand>
<packageName></packageName>
<mFgColor>#ff0000</mFgColor>
<mBgColor>#ffff00</mBgColor>
<mSoundFile></mSoundFile>
<colorTriggerFgColor>#000000</colorTriggerFgColor>
<colorTriggerBgColor>#000000</colorTriggerBgColor>
<regexCodeList>
<string>You are unable to continue casting!</string>
<string>You are too nauseated to continue casting!</string>
</regexCodeList>
<regexCodePropertyList>
<integer>3</integer>
<integer>3</integer>
</regexCodePropertyList>
</Trigger>
</TriggerGroup>
</TriggerGroup>
</TriggerGroup>
</TriggerPackage>
<TimerPackage />
<AliasPackage>
<AliasGroup isActive="yes" isFolder="yes">
<name>LuminariGUI</name>
<script></script>
<command></command>
<packageName>LuminariGUI</packageName>
<regex></regex>
<AliasGroup isActive="yes" isFolder="yes">
<name>Toggles</name>
<script></script>
<command></command>
<packageName></packageName>
<regex></regex>
<Alias isActive="yes" isFolder="no">
<name>Gag Chat</name>
<script>--[[Toggling this will determine if the line and follow up
prompt are removed from the main buffer for chat.]]
GUI.gagChatToggle()</script>
<command></command>
<packageName></packageName>
<regex>^gag chat$</regex>
</Alias>
<Alias isActive="yes" isFolder="no">
<name>Show Self</name>
<script>--Toggles whether or not you are shown in the group tab.
GUI.showSelfToggle()</script>
<command></command>
<packageName></packageName>
<regex>^show self$</regex>
</Alias>
</AliasGroup>
<AliasGroup isActive="yes" isFolder="yes">
<name>YATCO</name>
<script></script>
<command></command>
<packageName>YATCO</packageName>
<regex></regex>
<AliasGroup isActive="yes" isFolder="yes">
<name>Demonnic</name>
<script></script>
<command></command>
<packageName></packageName>
<regex></regex>
<AliasGroup isActive="yes" isFolder="yes">
<name>Shared</name>
<script></script>
<command></command>
<packageName></packageName>
<regex></regex>
<Alias isActive="yes" isFolder="no">
<name>Reset chasing</name>
<script>demonnic.chaser:reset()</script>
<command></command>
<packageName></packageName>
<regex>^chaseres$</regex>
</Alias>
<Alias isActive="yes" isFolder="no">
<name>Debug</name>
<script>if matches[2] then
demonnic:listCategories()
else
demonnic:toggleDebug()
end</script>
<command></command>
<packageName></packageName>
<regex>^debug(?: (list))?$</regex>
</Alias>
<Alias isActive="yes" isFolder="no">
<name>debug categories</name>
<script>if matches[2] then
demonnic:watchCategory( matches[2] )
else
demonnic:listCategories()
end</script>
<command></command>
<packageName></packageName>
<regex>^debugc(?: (.*))?$</regex>
</Alias>
</AliasGroup>
<AliasGroup isActive="yes" isFolder="yes">
<name>Tabbed Chat</name>
<script></script>
<command></command>
<packageName></packageName>
<regex></regex>
<Alias isActive="yes" isFolder="no">
<name>Toggle blinking (temporary change)</name>
<script>if demonnic.chat.config.blink then
demonnic.chat.config.blink = false
demonnic.chat.tabsToBlink = {}
demonnic:echo("Blinking temporarily turned <red>off<grey>. It will reset if you edit your tabbed chat configuration, or close and reopen mudlet. To make it permanent, change demonnic.chat.config.blink to false in \"Demonnic->Tabbed Chat->Configuration options\" under scripts\n")
else
demonnic.chat.config.blink = true
demonnic.chat:blink()
demonnic:echo("Blinking temporarily turned <red>on<grey>. It will reset if you edit your tabbed chat configuration, or close and reopen mudlet. To make it permanent, change demonnic.chat.config.blink to true in \"Demonnic->Tabbed Chat->Configuration options\" under scripts\n")
end</script>
<command></command>
<packageName></packageName>
<regex>^dblink$</regex>
</Alias>
<Alias isActive="yes" isFolder="no">
<name>fixChat</name>
<script>local currentsetting = demonnic.chat.config.location
local newsetting = ""
if currentsetting == "topright" then
newsetting = "bottomleft"
elseif currentsetting == "topleft" then
newsetting = "bottomright"
elseif currentsetting == "bottomleft" then
newsetting = "topright"
elseif currentsetting == "bottomright" then
newsetting = "topleft"
end
demonnic.chat.config.location = newsetting
demonnic.chat:create()
demonnic.chat.config.location = currentsetting
demonnic.chat:create()</script>
<command></command>
<packageName></packageName>
<regex>^fixchat$</regex>
</Alias>
</AliasGroup>
</AliasGroup>
</AliasGroup>
</AliasGroup>
</AliasPackage>
<ActionPackage />
<ScriptPackage>
<ScriptGroup isActive="yes" isFolder="yes">
<name>LuminariGUI</name>
<packageName>LuminariGUI</packageName>
<script></script>
<eventHandlerList />
<ScriptGroup isActive="yes" isFolder="yes">
<name>MSDPMapper</name>
<packageName>Generic Mapper</packageName>
<script></script>
<eventHandlerList />
<Script isActive="yes" isFolder="no">
<name>MSDPMapper</name>
<packageName></packageName>
<script>mudlet = mudlet or {}
mudlet.mapper_script = true
map = map or {}
map.room_info = map.room_info or {}
map.prev_info = map.prev_info or {}
map.aliases = map.aliases or {}
map.enabled = false
map.minimap_font_size = 8
map.minimap_width = 21
map.minimap_height = 21
local defaults = {
-- using Geyser to handle the mapper in this, since this is a totally new script
mapper = {x = "-25%", y = "0%", width = "25%", height = "50%"}
}
local terrain_types = {
-- used to make rooms of different terrain types have different colors
-- add a new entry for each terrain type, and set the color with RGB values
-- each id value must be unique, terrain types not listed here will use mapper default color
["Inside"] = {id = 1, r = 130, g = 130, b = 130},
["City"] = {id = 2, r = 200, g = 200, b = 200},
["Field"] = {id = 3, r = 0, g = 170, b = 0},
["Forest"] = {id = 4, r = 0, g = 122, b = 0},
["Hills"] = {id = 5, r = 122, g = 69, b = 0},
["Low Mountains"] = {id = 6, r = 100, g = 100, b = 100},
["Water (Swim)"] = {id = 7, r = 0, g = 0, b = 255},
["Water (No Swim)"] = {id = 8, r = 0, g = 0, b = 130},
["In Flight"] = {id = 9, r = 200, g = 200, b = 255},
["Underwater"] = {id = 10, r = 43, g = 43, b = 124},
["Zone Entrance"] = {id = 211, r = 255, g = 0, b = 0},
["Road North-South"] = {id = 12, r = 119, g = 101, b = 86},
["Road East-West"] = {id = 13, r = 119, g = 101, b = 86},
["Road Intersection"] = {id = 14, r = 119, g = 101, b = 86},
["Desert"] = {id = 15, r = 234, g = 219, b = 124},
["Ocean"] = {id = 16, r = 0, g = 90, b = 90},
["Marshland"] = {id = 17, r = 81, g = 47, b = 109},
["High Mountains"] = {id = 18, r = 255, g = 255, b = 255},
["Outer Planes"] = {id = 19, r = 168, g = 42, b = 138},
["Underdark - Wild"] = {id = 20, r = 131, g = 110, b = 145},
["Underdark - City"] = {id = 21, r = 183, g = 178, b = 186},
["Underdark - Inside"] = {id = 22, r = 132, g = 132, b = 132},
["Underdark - Water (Swim)"] = {id = 23, r = 70, g = 139, b = 175},
["Underdark - Water (No Swim)"] = {id = 24, r = 34, g = 68, b = 86},
["Underdark - In Flight"] = {id = 25, r = 158, g = 178, b = 188},
["Lava"] = {id = 26, r = 255, g = 119, b = 0},
["Dirt Road North-South"] = {id = 27, r = 142, g = 85, b = 0},
["Dirt Road East-West"] = {id = 28, r = 142, g = 85, b = 0},
["Dirt Road Intersection"] = {id = 29, r = 142, g = 85, b = 0},
["Cave"] = {id = 30, r = 80, g = 80, b = 80},
["Jungle"] = {id = 31, r = 21, g = 132, b = 101},
["Tundra"] = {id = 32, r = 224, g = 224, b = 224},
["Taiga"] = {id = 33, r = 103, g = 137, b = 104},
["Beach"] = {id = 34, r = 239, g = 235, b = 0},
}
-- list of possible movement directions and appropriate coordinate changes
local move_vectors = {
north = {0,1,0}, south = {0,-1,0}, east = {1,0,0}, west = {-1,0,0},
northwest = {-1,1,0}, northeast = {1,1,0}, southwest = {-1,-1,0}, southeast = {1,-1,0},
up = {0,0,1}, down = {0,0,-1}
}
-- used to convert short dirs for full dirs
local exits = {
n = "north", s = "south", w = "west", e = "east",
nw = "northwest", ne = "northeast", sw = "southwest", se = "southeast",
u = "up", d = "down"
}
local exitmap = {
north = 1, northeast = 2, northwest = 3, east = 4,
west = 5, south = 6, southeast = 7, southwest = 8,
up = 9, down = 10, ["in"] = 11, out = 12,
[1] = "north", [2] = "northeast", [3] = "northwest", [4] = "east",
[5] = "west", [6] = "south", [7] = "southeast", [8] = "southwest",
[9] = "up", [10] = "down", [11] = "in", [12] = "out",
}
local function make_room()
local info = map.room_info
local coords = {0,0,0}
addRoom(info.VNUM)
local areas = getAreaTable()
local areaID = areas[info.AREA]
if not areaID then
areaID = addAreaName(info.AREA)
else
coords = {getRoomCoordinates(map.prev_info.VNUM)}
local shift = {0,0,0}
for k,v in pairs(map.prev_info.EXITS) do
if v == info.VNUM and move_vectors[k] then
shift = move_vectors[k]
break
end
end
for n = 1,3 do
coords[n] = coords[n] + shift[n]
end
-- map stretching
local overlap = getRoomsByPosition(areaID,coords[1],coords[2],coords[3])
if not table.is_empty(overlap) then
local rooms = getAreaRooms(areaID)
local rcoords
for _,id in ipairs(rooms) do
local x, y, z = getRoomCoordinates(id)
rcoords = {x, y, z}
for n = 1,3 do
if shift[n] ~= 0 and (rcoords[n] - coords[n]) * shift[n] >= 0 then
rcoords[n] = rcoords[n] + shift[n]
end
end
setRoomCoordinates(id,rcoords[1],rcoords[2],rcoords[3])
end
end
end
setRoomArea(info.VNUM, areaID)
setRoomCoordinates(info.VNUM, coords[1], coords[2], coords[3])
if terrain_types[info.TERRAIN] then
setRoomEnv(info.VNUM, terrain_types[info.TERRAIN].id + 16)
end
if map.prev_info then -- Check if you moved into here from another room.
local prev_exits = getRoomExits(map.prev_info.VNUM)
for dir, id in pairs(map.prev_info.EXITS) do
if prev_exits[dir] == nil then
if not setExit(map.prev_info.VNUM, id, exitmap[dir]) then
setExitStub(map.prev_info.VNUM, exitmap[dir], true)
end
end
end
end
for dir, id in pairs(info.EXITS) do
-- need to see how special exits are represented to handle those properly here
if not setExit(info.VNUM, id, exitmap[dir]) then
setExitStub(info.VNUM, exitmap[dir], true)
end
end
end
local function shift_room(dir)
local ID = map.room_info.VNUM
local x,y,z = getRoomCoordinates(ID)
local x1,y1,z1 = move_vectors[dir]
x = x + x1
y = y + y1
z = z + z1
setRoomCoordinates(ID,x,y,z)
updateMap()
end
local function speedwalk_timeout()
speedwalk_active = false
cecho("<red>SpeedWalk failed to reach destination!\n")
end
local function speedwalk_check()
speedwalk_active = speedwalk_active or false
speedwalk_timer = speedwalk_timer or false
if speedwalk_timer then killTimer(speedwalk_timer) end
-- todo: make this more versatile, consider movement cost of terrain type
local move = tonumber(msdp.MOVEMENT or "0")
if move < 10 then
cecho("<red>SpeedWalk: <white>Not enough movement to continue SpeedWalk!\n")
return
end
if #speedWalkDir < 1 then
speedwalk_active = false
return
end
if speedWalkPath[# speedWalkPath] == msdp.ROOM.VNUM then
speedwalk_active = false
cecho("<red>SpeedWalk: <white>You have arrived at your destination.\n")
return
end
if not speedwalk_active then return end
speedwalk_timer = tempTimer(10, function() speedwalk_timeout() end)
local step_n = speedwalk_vnums[msdp.ROOM.VNUM] or 0
local step_d = speedWalkDir[step_n+1]
local monk_steps = {}
-- // This will need to wait until I can get all class info from msdp (instead of just active class/total levels)
-- if msdp.CLASS == "monk" and msdp.LEVEL >= 12 then
-- for n, dir in ipairs(speedWalkDir) do
-- if n >= (step_n+1) then monk_steps[#monk_steps+1] = dir end
-- end
-- end
local pos = msdp.POSITION or "Sleeping"
if pos == "Sleeping" then send("wake") end
if pos ~= "Standing" then send("stand") end
if #monk_steps > 0 then
send("abundantstep "..table.concat(monk_steps, " "))
return
end
local door_check = msdp.ROOM.DOORS[exits[step_d]] or ""
if door_check ~= "" then send("open "..door_check.." "..exits[step_d]) end
send(step_d)
end
function doSpeedWalk()
if #speedWalkDir < 1 then return end
speedwalk_active = true
speedwalk_vnums = {}
for n, vnum in ipairs(speedWalkPath) do
speedwalk_vnums[vnum] = n
end
speedwalk_check()
end
local function handle_move()
if map.enabled == true and map.room_info.ENVIRONMENT ~= "Wilderness" then
if not getRoomName(map.room_info.VNUM) then
make_room()
else
if terrain_types[map.room_info.TERRAIN] then
setRoomEnv(map.room_info.VNUM, terrain_types[map.room_info.TERRAIN].id + 16)
end
local stubs = getExitStubs1(map.room_info.VNUM)
if stubs then
for _, n in ipairs(stubs) do
local dir = exitmap[n]
local id = map.room_info.EXITS[dir]
-- need to see how special exits are represented to handle those properly here
if getRoomName(id) then
setExit(map.room_info.VNUM, id, exitmap[dir])
end
end
end
end
end
centerview(map.room_info.VNUM)
speedwalk_check()
end
local function make_aliases()
-- Aliases
-- Let the user shift a room around via command line
table.insert(map.aliases,tempAlias([[^shift (\w+)$]],[[raiseEvent("shiftRoom",matches[2])]]))
table.insert(map.aliases,tempAlias([[^mc on$]],[[raiseEvent("startMapping")]]))
table.insert(map.aliases,tempAlias([[^mc off$]],[[raiseEvent("stopMapping")]]))
map.aliases = map.aliases or {}
local id
local tbl = {
["Start Mapping Alias"] = {[[^start mapping$]], [[map.start_mapping()]]},
["Stop Mapping Alias"] = {[[^stop mapping$]], [[map.stop_mapping()]]},
["Shift Room Alias"] = {[[^shift (\w+)$]],[[raiseEvent("shiftRoom",matches[2])]]},
--["Save Map Alias"] = {[[^save map$]], [[saveMap(getMudletHomeDir() .. "/map.dat")]]},
--["Load Map Alias"] = {[[^load map(?: (local))?$]], [[map.load_map(matches[2])]]},
--["Export Map Area Alias"] = {[[^export area (.*)]],[[map.export_area(matches[2])]]},
--["Import Map Area Alias"] = {[[^import area (.*)]],[[map.import_area(matches[2])]]},
--["Set Room Area Alias"] = {[[^set area (.*)$]], [[map.set_area(matches[2])]]},
--["Set Map Mode Alias"] = {[[^map mode (\w+)$]],[[map.set_mode(matches[2])]]},
--["Merge Rooms Alias"] = {[[^merge rooms$]], [[map.merge_rooms()]]},
--["Add Door Alias"] = {[[^add door (\w+)(?: (none|open|closed|locked)(?: (yes|no))?)?$]],[[map.set_door(matches[2],matches[3],matches[4])]]},
--["Add Portal Alias"] = {[[^add portal (.*)$]],[[map.set_portal(matches[2])]]},
--["Set Room Exit Alias"] = {[[^set exit (.+) (\d+)]],[[map.set_exit(matches[2],matches[3])]]},
--["Clear Moves Alias"] = {[[^clear moves$]], [[map.clear_moves()]]},
--["Find Me Alias"] = {[[^find me$]], [[map.find_me()]]},
--["Find Path Alias"] = {[[find path ([^;]+)(?:\s*;\s*(.+))?]],[[map.find_path(matches[2],matches[3])]]},
--["Set Recall Alias"] = {[[^set recall$]],[[map.set_recall()]]},
--["Set Character Alias"] = {[[^set character (.*)$]],[[map.character = matches[2]]},
}
for k,v in pairs(tbl) do
if map.aliases[k] and exists(map.aliases[k],"alias") ~= 0 then
killAlias(map.aliases[k])
end
id = tempAlias(v[1],v[2])
map.aliases[k] = id
end
end
--function map.set_door(dir,status,one_way)
-- -- adds a door on a given exit
-- if map.enabled then
-- if not map.room_info then error("Make Door: No room found.") end
-- dir = exitmap[dir] or dir
-- if not stubmap[dir] then error("Make Door: Invalid direction.") end
-- status = (status ~= "" and status) or "closed"
-- one_way = (one_way ~= "" and one_way) or "no"
-- if not table.contains({"yes","no"},one_way) then error("Make Door: Invalid one-way status, must be yes or no.") end
-- local exits = getRoomExits(currentRoom)
-- local target_room = exits[dir]
-- if target_room then
-- exits = getRoomExits(target_room)
-- end
-- if one_way == "no" and (target_room and exits[reverse_dirs[dir]] == currentRoom) then
-- add_door(target_room,reverse_dirs[dir],status)
-- end
-- add_door(currentRoom,dir,status)
-- print("Door added.")
-- end
--end
function map.load_map(use_local)
local path = getMudletHomeDir() .. "/map.dat"
if use_local then
loadMap(path)
print("Map reloaded from local copy.")
else
local address = 'http://www.luminarimud.com/download/map.dat'
downloading = true
downloadFile(path,address)
print("Downloading Map File.")
end
end
function map.adjustMinimapFontSize()
local w = map.minimap.get_width()
local h = map.minimap.get_height()
local font_size = 8
repeat
font_size = font_size + 1
local width, height = calcFontSize(font_size)
width = width * map.minimap_width
height = height * map.minimap_height
until (w < width) or (h < height)
map.minimap_font_size = font_size - 1
setMiniConsoleFontSize("map.minimap", map.minimap_font_size)
end
function map.adjustAsciimapFontSize()
local w = map.minimap.get_width()
local h = map.minimap.get_height()
local font_size = 8
repeat
font_size = font_size + 1
local width, height = calcFontSize(font_size)
width = width * 20
height = height * 11
until (w < width) or (h < height)
map.minimap_font_size = font_size - 1
setMiniConsoleFontSize("map.minimap", map.minimap_font_size)
end
function map.calcMinimapPadding()
local width = calcFontSize(map.minimap_font_size)
local characters = map.minimap.get_width() / width
return (characters - map.minimap_width) / 4
end
function map.calcAsciimapPadding()
local width = calcFontSize(map.minimap_font_size)
local characters = map.minimap.get_width() / width
return (characters - 19) / 4
end
local function config()
-- setting terrain colors
for k,v in pairs(terrain_types) do
setCustomEnvColor(v.id + 16, v.r, v.g, v.b, 255)
end
-- making mapper window
local info = defaults.mapper
map.container = Geyser.Container:new({name = "map.container", x = info.x, y = info.y, width = info.width, height = info.height})
map.minimapcontainer = Geyser.Container:new({name = "map.minimapcontainer", x = info.x, y = info.y, width = info.width, height = info.height})
--map.minimapbackground = Geyser.Label:new({
-- name="map.minimapbackground",
-- x=0, y=0,
-- width="100%", height="100%",
-- }, map.minimapcontainer)
-- map.minimapbackground:setColor(0,0,0)
map.minimap = Geyser.MiniConsole:new({
name="map.minimap",
x=0, y= 0,
width="100%", height="100%",
}, map.minimapcontainer)
map.minimap:setColor("black")
map.minimapcontainer:hide()
map.mapwindow = Geyser.Mapper:new({name = "map.mapwindow", x = 0, y = 0, width = "100%", height = "100%"}, map.container)
map.adjustMinimapFontSize()
make_aliases()
map.get_default_map()
end
function map.get_default_map()
-- If the user has no map, download the default map from the server!
local areas = getAreaTable()
local path = getMudletHomeDir() .. "/map.dat"
if (areas["Mosswood"] == nil) then
local address = 'http://www.luminarimud.com/download/map.dat'
downloading = true
downloadFile(path,address)
print("Downloading Map File.")
end
end
function map.start_mapping()
map.enabled=true
print("Mapping enabled.")
end
function map.stop_mapping()
map.enabled=false
print("Mapping disabled.")
end
function map.eventHandler(event,...)
if event == "msdp.ROOM" then
map.prev_info = map.room_info
map.room_info = table.update({},msdp.ROOM)
-- Check if we have moved between regular and wilderness areas
if map.prev_info.ENVIRONMENT == "Wilderness" and map.room_info.ENVIRONMENT == "Room" then
-- re-enable the mapper!
map.minimapcontainer:hide()
map.container:show()
elseif map.prev_info.ENVIRONMENT == "Room" and map.room_info.ENVIRONMENT == "Wilderness" then
-- disable the mapper!
map.container:hide()
map.minimapcontainer:show()
end
handle_move()
elseif event == "shiftRoom" then