Contents

zMUD allows you to connect to and play MUDs on the Internet, and provides you many useful tools, such as aliases, actions, macros, keys, buttons, scripts, maps, etc, to make your MUD life easier and more profitable.

zMUD is available as a Freeware version (v3.62a) which is not supported, and a Shareware version (v4.1 and above) which continues to be regularly updated and improved. Support is available to registered users of the Shareware version. The latest version of zMUD can be found at http://www.zuggsoft.com/zmud or in the TUCOWS Internet archive. Questions, suggestions, bug reports, etc can be sent to Zugg at zugg@zuggsoft.com

zMUD was designed based upon ideas from various versions of TINTIN, the popular UNIX MUD client. I have tried to provide compatibility with TINTIN so that users of that client will feel at home. However, since I have never actually used TINTIN myself, I cannot promise full compatibility. Concepts, functions, and syntax are similar, but may differ. Of course, the graphical environment of Windows allows functions that were not possible in the text-based UNIX world, giving MUD players even more power.

zMUD has been optimized for use on DIKU and LP combat MUDs. Since I don’t play the social MUDs, zMUD may or may not be useful in those cases. However, in combat MUDs, zMUD excels, providing many mechanisms for outlaws, robots, etc.

Features

List of zMUD features

Getting Started

Information for new users

Advanced Topics

Information for power users

Menu Reference

Reference for all menu commands

Command Reference

Reference and syntax for commands

Function Reference

Reference and syntax for built-in functions

Registering

This dialog is used to enter your registration information. See the zMUD web page for information on how to register and how much it costs. Once you have received your registration information, enter your registration name and registration ID into the boxes provided and click OK. If you have any problem entering your registration information, contact the author of zMUD

Features

zMUD has unique features for both beginning MUD players, as well as for power wizards builders and coders accustom to clients like TINTIN. Here is a list of major features:

Macro keys

assign text or commands to any key combination on the keyboard

Aliases

assign text or commands to shortcut names to save typing

Triggers

execute commands based upon patterns received from MUD. Sophisticated pattern matching functions are provided.

Variables

both text and numeric variables saved with your session

Functions

Built-in as well as user defined functions. zMUD contains a powerful programming language.

Buttons

a unique GUI interface allows commands to be executed by clicking buttons, or allows you to easily toggle features such as Triggers.

Paths

let you record directions to MUD locations, and even play them back in reverse. Called speedwalking in some clients. Path commands can be customized.

Mapper

A built-in mapping module creates maps of your MUD as you walk around and provides manual editing features for those tough-to-map locations.

Multiple Chars

Using a Multiple Document Interface (MDI), zMUD allows you to play multiple characters at the same time in different windows. Commands can easily be sent between windows, or to all windows.

Spam protection

prevents you from sending the same string to the MUD too many times and being flagged a spammer

ANSI

full ANSI color support. Colors are user-configurable.

VT100

full VT100 terminal emulation, including cursor movement and scrolling regions. Great for MUDs with status lines

Telnet

Works in both line-based MUD mode as well as character-based Telnet mode. You can use zMUD to log into your Internet Provider’s UNIX shell account.

Multimedia

Allows you to trigger sounds, MIDI, movies, etc.

Scripts

store commands in a text file and read them in as a script

Character Database

keeps a database of all of your MUD characters, and detailed notes for each one.

Tab completion

allows you to enter long strings of text by typing the first few characters and then pressing <TAB> to fill in the rest. Shift-<TAB> recalls the last long word sent by the MUD that started with a given character.

History

command history of last commands with customizable storage limit

Logging

log your session to a file for review at a later time. Log file supports ANSI color

Timer

a built-in timer allows you to take control of ticks

Status line

customizable line shows the status of variables and triggers

Customizeable

colors, fonts, sounds, special characters can all be modified and saved.

Settings files

saves all settings (aliases, macros, etc). You can have a single settings file for several characters.

Online Help

extensive online help system provides both reference and examples. Context-sensitive command help is also a keystroke away.

Command Wizard

command and function wizards show zMUD programming syntax and help you create commands and functions

Connection Wizard

contains a master list of MUDs to make connections easier

Compatability

90% compatibility with TINTIN and TINTIN+ text-based clients. Includes a TINTIN++ script importing and conversion facility.

WinSock

uses WinSock networking to provide interoperability with all systems, as well as SLIP/PPP with Trumpet WinSock software

Fast

Benchmarked against other Windows MUD and Telnet clients as the fasted scrolling client available

GUI

provides both a GUI interface as well as a traditional command line interface. Output can be scrolled and word-wrapped, and window can be frozen to prevent unwanted scrolling, and splitscreen shows scrollback at same time as live text. Scrollback buffer can be as large as 16,000 lines of text (unlimited in 32-bit version)

Windows 95

developed and tested as both a 16-bit and 32-bit Windows '95 application. 16-bit version also works on Windows 3.x. 32-bit version tested with Windows NT 4.0.

Getting Started

The very first time you start zMUD, you will need to read and accept the licensing terms. If you have not registered your copy of zMUD, you will then see the registration dialog. Registration can be done by either running the REGISTER.EXE program provided with zMUD and following its instructions, or by using your Web Browser. If you want to register using a credit card, click the URL shown in the Register dialog and your Web Browser will be connected to the proper Internet site (only tested with Netscape and Internet Explorer – does not work on Windows 3.x).

After the registration dialog, you are presented with zMUD’s main welcome dialog. Behind this dialog you can see the texture-mapped background of the main window, with a menu bar along the top, and the command input window along the bottom of the screen. As you connect to MUDs, individual MUD windows will be displayed on top of the main window’s background.

The steps in getting started with zMUD are:

Quick Start

Create a new character

Character Database

Basic usage

Introduction to Macros

Introduction to Aliases

Introduction to Variables

Defining and Using Paths/Speedwalking

Introduction to Triggers

Introduction to Buttons

Introduction to Multiplaying

Introduction to Mapping

Quick Start

The easiest way to get started quickly with zMUD is using the Connection Wizard. Either press the Connection Wizard button in the welcome dialog, or select Connection Wizard from the File menu.

The Connection Wizard will display a list of most known MUDs on the Internet, sorted by their name. You can press keys to scroll quickly to the MUD name that begins with the key you press. As you select MUDs from the list, or scroll through the list, the details of the MUD will be shown in the fields on the right. You can also edit the information on the right if you desire. When you find the MUD you want to connect to, simply press the Connect button. Press cancel to exit the wizard.

MUD Listings

The Connection Wizard can read three popular mud listing file formats from the Internet. The first two lists come from the Internet MUD Connector. The short list is the smallest of the files, while the Big List contains long descriptions of each MUD. To update any of these lists, you can click the World button in the upper right corner of the window. Then click on one of the URLs shown to launch your Web Browser and retrieve the new file. (Note, on Win 3.x systems zMUD cannot automatically launch your browser, so the URL will just be copied into the clipboard). This file should be stored in your zMUD directory to take immediate effect.

Connecting to a MUD

zMUD will attempt to connect to the MUD that you have selected. Once connected, the MUD will normally ask for your username, followed by your password. Once you have entered this information, zMUD will ask if you want to create an auto-login trigger for this MUD. If you select Yes, auto-login triggers will be created, and your character name and password will be saved to the character database. Be sure and save your settings file before you exit so that this login trigger will get saved.

That’s all there is to it! You are now connected and playing a MUD. You can continue through this help section for more information to help you get started with zMUD.

Troubleshooting: If you have trouble connecting to a MUD and get the error message "can’t lookup address", then you probably have an incorrect nameserver setup. Setting up a proper nameserver for your Internet connection is beyond the scope of this document, however, there is a work-around for this. When using the Connection Wizard, both the host name and the host address are displayed. If you are having trouble connecting to the name, simply click the USE button to use the address rather than the hostname. This will prevent zMUD from trying to look up the address from a nameserver. This will typically allow you to connect to the MUD. If the MUD administrators ever change the address of their machine, your connection will stop working until you enter the new address.

Creating a Character

To create a new character, click the Character button from the welcome dialog, or select the Another Character option from the File menu. The Character Database dialog will be displayed. zMUD keeps track of all of your MUD characters in this database. To start with, the database will be empty. To create a new character, click the New button.

The New Character dialog has several fields for you to enter data. The cursor is initially placed in the ID field. Enter a unique short name for this character -- this field is used for the title of the window, and is used in the #SESSION command (it can also be used as a parameter to zMUD to automatically launch this character when you start zMUD). Next, enter the title or name of the MUD you will be connecting to into the Title field. This is not necessarily the Internet name or address, but is a more description name. Press <TAB> to move to the Host field. Enter the Internet host name or host address of the machine you wish to connect to. Press <TAB> again and enter the port number that the MUD is running on. Now, click the Connect button to connect to the MUD.

If you leave the character Name and Password fields blank, zMUD will attempt to auto-detect these values and set up an auto-login trigger for you. If you don’t want zMUD to create an auto-login trigger, go ahead and enter values into the Character and Password fields.

Note: your character name and password are not required to use zMUD. They are used by the #CH (%char) and #PW (%pw) commands (functions). Don’t worry, your password stored in the Character Database is scrambled. As usual, use a unique password for each MUD, and never use a password that is the same as any other computer you might have an account on.

Settings Files

Associated with each MUD character is a file containing all of your preferences, colors, triggers, aliases, macro keys, buttons, etc. This file is called your Settings File. zMUD will automatically choose a setting file name based upon the title of the MUD. However, you can change this by clicking the Settings tab in the Character Database.

Here, you will see two file names: the primary settings file, and the inherited settings file. zMUD actually loads three settings files for each MUD character. First, the DEFAULT.MUD settings file is loaded. This file is used to set overall program defaults, such as default colors, fonts, etc. Next, the Inherited Settings file is loaded. Typically you will have an Inherited file related to the type of MUD (LP, DIKU, MUSH, etc) that you are playing. Finally, the Primary Settings file is loaded, which contains the triggers, macros, etc specific to this character. In several preferences dialogs you will see options for using Inherited Settings, or using the Primary Settings. Note that you can normally only edit the contents of your Primary file. To edit an Inherited File or to edit the Default file, open an Empty window (using the Empty button in the Character dialog), and use the Settings/Load menu to load the file you wish to edit. Then make your changes and save this file.

Another field in this dialog allows you to set the number of days since you last connected to a character that the character is considered old. Old characters are shown in red in the Character Database to remind you to connect to them and prevent them from being deleted. The default value for this setting is 10 days.

Other Character Fields

The drop down box to the right of the MUD Title allows you to specify the type of MUD you will be connecting to. Currently, this is not used for anything other than for your own information. The Comment field is a place for a short comment (like the class, race, or level of your character). By clicking the Notes tab, you can enter free-form text. This allows you to keep miscellaneous notes about the MUD and character you are playing.

Character Database

In the Character Database, accessed by selecting Character from the main splash screen, or by selecting Another Character from the File menu, you create and manage all of your MUD characters. To create a new character, click the New button. To edit an existing character, select the character by clicking on one of the lines, and changing the information shown to the right. To delete a character, select it by clicking on it, then click the Delete button. You can also make a copy of a character by selecting it and clicking the Copy button.

To connect to the MUD associated with a character, select the character by clicking on it, then click the Connect button. A TELNET connection will be made between your computer and the computer listed in the Host field for your character. Several attempts to connect are made. If your computer is unable to connect to the host a Cannot Connect dialog will be shown. It is possible that the Host MUD is currently unavailable. You should also check your network connection to make sure it is working.

If you want to work on your settings while disconnected from the network, select the desired character and click the Offline button. This will load the settings and open the MUD window, but no text we be sent to or from the network. If you click the Empty button, a blank MUD window will be opened. This is useful for loading and editing individual settings files in order to edit them.

Basic Usage

Once you are connected to the MUD, you will typically be prompted for your character name and password. zMUD tries to auto-detect this, and will pop-up a dialog with your character name and password and ask if you want zMUD to create an auto-login trigger for you. If you click OK, then the next time you log-in, zMUD will automatically enter your character name and password. If you click Cancel, this trigger will not be created for you. Of course, the next time you log in, zMUD will ask about creating the trigger again. If you want to stop zMUD from auto-detecting your login process, simply go into the character database and fill in a value for your character name.

Note that the text you type appears in the bottom Command Line entry field. When you press <Enter>, the text in this field is sent to the MUD. It is also echoed to your text window if you have the Echo flag enabled (default is enabled) using the current command color (changeable in the Color preferences).

When you enter your password, it will also be echoed to the screen. To prevent this, use the #PW command. Type #PW and press <Enter>. The password for this character that you entered in the Character Database will be sent to the MUD, but it will not be echoed to the text window. Also note that # is the default command character and you can change this in the Preferences dialog as described later.

The Command Line

Once you have entered your character name and password, answer any other questions displayed by the MUD. All of the text that you type will be shown in the command line. You can use the <Backspace> key to edit this line. You can also move the insertion point within the command line by clicking the mouse at the point you want to start typing. If you have a separate set of arrow keys on your keyboard, you can use the right and left arrow to move within the command line. Note that the keys on the numeric keypad have macros assigned to them by default so they cannot be used as arrow keys. When you press <Enter>, the text in the command entry field is sent to the MUD. If the Echo flag is enabled, it will be shown in the large text window in the current command color

You can enter multiple commands on the same line using the Separator character, which defaults to semi-colon (;). Thus, eat bread;drink water will send the two commands eat bread and drink water to the MUD in quick succession. Also, when commands are sent to the MUD from the command line, a newline (CR/LF) is always added to the end automatically. To prevent this newline from being sent, you can put a tilde (~) character at the end of the line. The text (without the tilde) will be send to the MUD without an automatic newline.

The Output Window

You can scroll the main MUD window by clicking the scrollbars to the right and below the main window. You can also use the PgUp and PgDn keys on the keyboard (but again, not the number pad). When you scroll the window, the screen is split, with the scrollback shown above and the live text from the MUD shown at the bottom. The split bar can be dragged to any position to see as much or as little live text as desired. Once the screen is split, the Shift-Up and Shift-Down arrows can be used to move line by line, or the PgUp and PdDn keys can be used to scroll a page at a time. You can still type commands in the command line and send them to the MUD while the screen is split. To unsplit the window and automatically return to the bottom of the scroll buffer, click the Pause button in the lower right corner of the window, or press the Ctrl-Z key, or press the ScrollLock key, or select the Split command from the Window menu, or type #FREEZE on the command line. You can also unsplit the window by dragging the scroll bar to the bottom.

You can search for text in the output window using the Find command in the Edit menu, or by pressing Ctrl-F. You can search backwards (default) and forwards through the buffer. Since this buffer can grow quite large, especially in the 32-bit version of zMUD, the Find command is very handy for rapidly locating past text. The screen is automatically split when the text is found so that you can view the scrollback buffer and the live text at the same time.

You can also copy text from the output window and paste it into other programs. When you highlight text with the mouse (click the left button at the starting location, drag the mouse with the left button still held, then release the mouse button at the end location) the screen is automatically frozen to prevent scrolling from disturbing your selection. When you release the mouse button, the text is automatically copied to the clipboard. You can select large portions of text (more that a screenful) by left clicking the start location, the left clicking while holding the Shift key at the end location. If you double-left-click, the word under the mouse is highlighted then copied to the clipboard. If you left-click in the narrow margin to the left of a line, the entire line will be selected.

Contents of the screen are stored to the clipboard in both plain ASCII text format and in color ANSI format. When you paste to an external program like Notepad, the plain text format is used. If you paste to the Command Editor the ANSI color format is used to preserve MUD colors. If you paste to the Command Line, plain text is used unless you have defined a color translation syntax in the color preferences in which case the ANSI color is converted to color commands for your MUD. If you paste more than one line of text into the command line, the line breaks are replaced with the command separator character (;).

Introduction to Macros

One of the first ways to make zMUD do more than just a dumb TELNET client is to assign commands to keys on your keyboard.

To assign a command to a key, press Control-K, or select Define Key from the Action menu. You will be prompted to press the key combination that you wish to assign a command to. Almost any key on the keyboard can be assigned a command, in combination with the Shift, ALT, and Ctrl keys. You cannot override any of the zMUD command keys (like Control-K). If you assign a command to a Windows key (like F10, or Alt-A), your command will work and the Windows function will be disabled - be careful. Also, note that zMUD automatically activates the NUMLOCK mode to allow you to assign macros to the keypad. If NUMLOCK is off, the keypad functions as the cursor keys. Since the cursor keys are used to edit the command buffer and recall from the command history, you should refrain from assigning macros to the arrow keys (although you can if you want).

Once you press the key you want to assign a command to (for example, the NUM8 key, the 8 key on the keypad) you will be prompted for the command. Enter the text you wish to be sent to the MUD when you press this key. For example, if you were assigning a command to the NUM8 key, you could enter the text north. Now, when you press the NUM8 key, the text north is sent to the MUD. Notice that when you press a macro key the text in the command entry field is selected, but is otherwise undisturbed. This is a very useful feature. For example, if there is a monster to the north that you want to hit quickly before it can hit you, you can enter kill monster in the command entry field, press the NUM8 key (to move north) quickly followed by pressing <Enter> to send the kill command to the MUD.

The setting files DIKU.MUD and LPMUD.MUD contain some sample macro key assignments that I have found useful for these two types of combat MUDs.

Macro Chaining

If you want the text assigned to the macro key to be put into the Command Line rather than sent directly to the MUD, put a tilde (~) at the end of the text assigned to the key. Then, when you press the macro key, the text will be added to the command line and your cursor will be placed right after the text so that you can complete the command and press return.

You can also chain macros using the above feature. When you press the macro key that has the tilde at the end, the text is placed into the command line. If you then press a normal macro key, the text is added to the command line and the finished command is sent to the MUD.

Here’s an example: assign the text open door ~ to the F8 key. I assume you have the normal directions like north, south, east, etc assigned to the numeric keypad. When you press F8, the text "open door " is put into the command line. If you now press the 2 key on the keypad (south), the word south is added and the command open door south is sent to the MUD. All in just two keystrokes!

Introduction to Aliases

Aliases are another way to simplify your life of MUD playing. Basically, aliases allow you to assign any command to a shortcut abbreviation.

The easiest way to create an alias is to type the command or words you want to make a shortcut for, then press Control-A, or select Make Alias from the Action menu. You will be prompted for the shortcut abbreviation you wish to assign the command to. For example, enter the text fill waterskin statue and press Control-A. Then enter fs and click OK. Now, whenever you enter fs in the command buffer, the string fill waterskin statue will be sent to the MUD.

Note that aliases are only translated if they are the first word in a command. In the example described above, if you entered the text say fs on the command line, the string say fs is sent to the MUD and fs is not translated.

Alias Preference dialog

You can edit all of your aliases using the View/Aliases menu command. This brings up the alias dialog. All of your aliases (like fs from the above example) are displayed in the list on the left. As you click on these aliases you can edit them on the right. To define a new alias, click the New button and enter the name and commands for the alias. You can copy an existing alias using the copy button, and delete an alias using the button with the picture of a trash can on it.

This is an example of a standard zMUD Preferences dialog. It has a list on the left with edit controls on the right. The OK, Cancel and Help buttons are along the button. Along the top of the dialog is a menu strip that lets you access the other preferences such as macros, triggers, etc. To the left of the menu strip is a button with a stick pin on it. When you click this button, the window will stick to the top of the screen and not get covered up by other windows. This button toggles so if you click it again the dialog returns to a normal window that can be obscured by other windows. Note that the status of the stick button and the position of the dialog is saved in your ZMUD.INI file. Along the bottom of the dialog is a help bar that displays information about the field that the mouse is positioned over.

The ALIAS command

Another way to define an alias is using the #ALIAS command. Commands are typed entirely in the command input line at the bottom of the screen, but perform a function for zMUD and normally don't send any text to the MUD. Commands are provided for users of text-based MUD clients like TINTIN, and are similar in syntax. To create an alias with the ALIAS command, type #ALIAS shortcut {command text}. The command text will then be assigned to the shortcut abbreviation that you supply. You can also list all aliases by just entering #ALIAS, or you can list the definition of a single alias using #ALIAS shortcut.

Aliases can also contain Parameters. Parameters are the text following the shortcut. For example, if you enter fs foo bar, fs is the alias shortcut, foo is the first parameter, bar is the second parameter. Parameters are assigned to specific numeric variables %1 through %99. In the previous case, %1 would contain foo, and %2 would contain bar. You can use these parameters in the alias itself.

For example, define the alias #ALIAS k {kill %1}. Now when you enter k rabbit, the command kill rabbit is sent to the MUD. Now, this isn't a very useful example, because if you add text after an aliases (like rabbit in the above example) and the alias doesn't use it as a parameter, the extra text will just be appended to the result of the alias translation. Thus #ALIAS k kill followed by k rabbit will do the same thing. However, with parameters you can get more sophisticated. For example, the alias #ALIAS kk {kill %1;kick %1} followed by kk rabbit will send the commands kill rabbit and kick rabbit to the MUD.

One last tidbit...if you assign a command to the alias atconnect, it will be executed whenever you connect to the current MUD. Other special aliases include: atexit which is executed when you exit zMUD, and atdisconnect which is executed when you disconnect from the current MUD.

Introduction to Variables

Variables are very similar to aliases. The important difference between aliases and variables is that aliases are only expanded when at the beginning of a command, while variables are expanded anywhere. To expand the variable, you precede its name with the @ character. Note that this is different then TINTIN where variables start with a $. You can change the variable character in the Preferences dialog if you wish.

To define a variable, you still use the #VARIABLE command. For example, #VAR container waterskin stores the string ‘waterskin’ into the variable container. To return the contents of the variable, precede its name with the @ character. For example, fill @container would expand to fill waterskin.

Another assignment syntax is also provided. As with some programming languages, you can use the syntax variable=value to assign a value to a variable. All variables are stored internally as character strings, just like aliases.

So, the illustrate the use of variables, with the variable @container defined as shown above, you could now create an alias #ALIAS fs {fill @container statue}. Now when you enter fs on the command line, the current value of the container variable (waterskin from the above example) is expanded and the command fill waterskin statue is sent to the MUD.

Variables are only expanded in the command line when the Expand Vars option is turned on in the General Preferences. If Expand Vars is turned off and you want to expand a variable in the command line, enclose the variable reference in angle brackets (<>). For example, if you type fill @container on the command line, fill @container will be sent to the MUD. However, if fill @container is being executed within an alias or script, then it will be properly expanded. To force it to expand on the command line, you would enter fill <@container> or turn on the Expand Var option.

System Variables

There are also several predefined system variables that are maintained by the system. These variables all begin with the parameter (%) character. Changing temporary variables does not change the modified status of your settings file, so you aren't prompted to save your settings when you exit. These system variables are used just like regular variables, except with the % character instead of the @ character.

Introduction to Paths/Speedwalking

Paths are a very powerful feature that allow you to save the directions to a location and then replay these directions at high speed at a later time. This is also called speed walking in other MUD clients. Not only is this useful for getting to common areas within the MUD, but the directions are replayed fast enough to get you past some aggressive monsters (agros). This is not fool-proof as some MUDs have high aggressive monsters that will hit you anyway. Also, when leading a party, sometimes the monster will still hit one of your other party members. However, it works most of the time and you will find yourself using Paths quite a bit.

To record a path, enter the #MARK command, or select Speedwalking from the Action menu and press the Start Recording button. Then use your normal movement commands to walk to the final destination. Then, use the #PATH command to save the directions by entering #PATH shortcut. Or, you can select Speedwalking from the Action menu, press the Stop Recording button and enter the shortcut name for this path.

Paths are saved as aliases preceded by a special character called the Movement character, which defaults to a period (.). To replay the path directions, go to the start of the path that you saved earlier with the #MARK command, and enter .shortcut. The directions saved in the path shortcut will then be replayed at high speed.

You can also send a set of directions at high speed using the Movement character by entering directions. For example .neesuwd will send north, east, east, south, up, west, down to the MUD at high speed. You can proceed any direction with a number to repeat it that many times. The above path could be abbreviated .n2esuwd.

While recording a path (after entering the #MARK command), you can inspect the current path being recorded at anytime by entering #PATH (with no parameter). The current path relative to the marked starting location will be shown in the direction syntax described above. If you make a mistake and go the wrong direction, you can use the #BACKUP command to erase the last direction from the currently recorded path. It will also attempt to move you to your previous location (e.g. if you went north by mistake, then did #BACKUP, you will be moved south).

A useful function that zMUD has added over other clients that have path features is the ability to reverse a path. For example, let's say you have the path .2s2wn assigned to a shortcut called magic (gets you from temple to magic shop). When you enter .magic while in the temple, you are taken to the magic shop. Now you buy whatever you need, and then you want to return to the temple. You can use the #REVERSE command to reverse the path by entering #REVERSE magic. You can also use the shortcut syntax of two dots: ..magic. The path .s2e2n will be sent to the MUD. If you enter #REVERSE with no parameters, than the currently recorded path (since the last #MARK) will be reversed. Kind of like leaving a trail of breadcrumbs. Note however, that in many cases, going east to a room doesn't necessarily mean that entering west will go back. The #REVERSE command only works in "Euclidean" areas of your MUD.

Note that speedwalking relies upon definitions of commands like north, south, down, etc. You can add your own commands and short-cuts (such as o for open door) using the View/Directions menu command.

Introduction to Triggers

Triggers can be tricky, but are also the most powerful feature of zMUD. Triggers (called actions on other MUD clients) allow you to execute a command whenever a particular string of text is received from the MUD. While this sounds simple, it has powerful implications.

To define a trigger, you use the #TRIGGER (or #ACTION) command. The syntax is #TRIGGER {pattern} {command}. Whenever the pattern text is received from the MUD, the command is executed. You can also define and edit triggers using the View/Triggers menu command to display the Trigger dialog.

Let's start with a simple example. When you are working in a group, it is important to see anything that someone in the group has to say. When someone in the group talks, the MUD usually says something like Zugg tells the group 'heal me'. To ensure you don't miss this important information, let's change the color of the line to red using the #COLOR red command. Thus, the trigger would be defined as #TRIGGER {tells the group} {#COLOR red}.

That was easy, and triggers like this can really enhance your MUD playing. Here's another useful example: #TRIGGER {You are thirsty} {dr}. With an alias like #ALIAS dr {drink @container} this trigger will keep your stomach happy and full by automatically drinking whenever you are thirsty from whatever container you have.

Extracting text from the MUD

Patterns can contain more complicated expressions and wildcard characters, and parts of the matched pattern can be stored in special parameters for use in the command string. Parameters were introduced when Aliases were discussed. The way you store part of the pattern into a parameter is by surrounding the part of the pattern with parenthesis. One of the wild-card strings for a pattern is %w which matches any word. So, for example #TRIGGER {(%w) tells you} {tell %1 I am busy} will match any string from the MUD that has a word followed by the string tells you. Thus, when you receive the string Zugg tells you 'Hi', you will automatically send the command tell Zugg I am busy to the MUD.

Here's another really useful one: #TRIGGER {You get (%d) coins} {split %1}. Since %d matches any set of numeric digits, whenever you pick up some gold coins, you will automatically split them to your group!

Trigger Classes

Now, you wouldn't want the above trigger to be active all of the time. Splitting coins when you are not in a group is not recommended. To assign a name (called a Class name) to a trigger, provide the name as the optional third parameter to the #TRIGGER command. For example: #TRIGGER {You get (%d) coins} {split %1} autosplit. Then you can turn the trigger on with #T+ autosplit, or turn it off with #T- autosplit. Assign these two commands to macro keys or buttons and you have full control over when you split and when you don't.

Introduction to Buttons

Combining the concepts of aliases, triggers, and variables are Buttons. Buttons not only make it easier for novice users to use these features, but provides significant functionality to power users that is not found in text-based clients such as TINTIN. Buttons can be clicked to execute a command, their caption can display the value of a variable, and they can act as a toggle to turn a feature (like triggers) on and off easily.

To define a button, right click on the button you wish to edit, or select Make Button from the Action menu. There are currently two types of buttons: push buttons and toggle buttons. A push button is clicked to execute a command and releases as soon as you release the mouse. A toggle button changes between being off (up) or on (down). The type of button is controlled by the Variable field. If you assign the name of a variable to this field, the button will be a toggle button, and the variable will contain the state of the button (0 for up/off, 1 for down/on).

In the Off Caption, enter the text you wish to display on the face of the button when the button is in its normal, off position. The next field is for the caption to be displayed when the button is pressed in, or on (this field is grayed out if the button is not a toggle button). If you leave the On Caption blank, it will use the same value as the Off Caption. You should limit captions to about 10 characters so that they fit on the button face. The value of the caption fields are evaluated, so you can put an expression containing variables and the result will be displayed on the button.

We'll skip the Value field for a moment, and move to the On Command field. Enter the command you wish to execute when the button is pressed (from Off state to On state). In the Off Command field, enter the command you wish to execute when then button is released (from On state to Off state).

The Value field is used to externally control the state of the button. You can do this with just the variable (e.g. if you assign 1 to the variable in the Variable field, the button will activate itself, if you assign 0 to this variable the button will deactivate itself). However, the Value field allows greater control as to whether the button is pressed or not. If the expression in the Value field is true, the button is in the On state (pressed). If the expression in the Value field is false, the button is in the Off state (released).

So, how about an example? In the Introduction to Triggers we created an autosplit trigger. We can make this trigger much more user friendly by using it with a button. Select Make Button from the Action menu. In the Off Caption field, enter the text AutoSplit. In the On Command field enter emote is auto-splitting;#t+ autosplit. In the Off Command field enter emote stops auto-splitting;#t- autosplit. In the Variable field, enter autosplit. Click OK to save the button definition. Now you have a button labeled AutoSplit, and it is currently off. Click the button. The command emote is auto-splitting is sent to the MUD (telling your group members what you are doing), and the autosplit trigger is enabled. The semi-colon (or Separator character) allows you to specify more than one command on the same line. Note that the button now appears in the On state (is pressed in). This gives you the visual clue that your AutoSplit function is enabled so that you don't forget. Click the button again. The text emote stops autosplitting is sent to the MUD, and the autosplit trigger is disabled. The button now appears in the Off position. Now you don't have to waste two keys on the keyboard to turn your autosplit trigger on and off, and in addition you have a nice visual clue as to whether your trigger is active or not. Try to beat this in a text-based MUD client!

Advanced Settings

In the advanced settings tab you can control many attributes of your buttons. You can set the color of the button, change the size or location, and assign a graphic (BMP file format) to the button. This allows you to create button bars that can be very complex.

Introduction to Multiplaying

If you connect to more than one character or more than one MUD (using the Another Character menu command or the Connection Wizard), zMUD will put each character into a different window. This allows you to control multiple characters at once (called multiplaying and is banned on many MUDs).

The commands that you type in the command box are sent to the character window that currently has the focus. This is usually the window on top. You can change the currently focused window in several ways: select the window from the list given in the Window menu, select it from the "tablist" of windows shown at the bottom of the screen (just above the command line) when more than one window is open. You can also cycle through the open windows using the Ctrl-N or Ctrl-Tab keys.

Each window has a name associated with it. The default name for a window is the ID of your MUD character. You can change this name using the #NAME command.

To send commands to a different window, precede your command with name: where name is the name of the window you wish to get focus, and : is the focus character (which can be changed in the Preferences). The indicated window will be brought to the top and focused, and the command will be sent to that character. To send a command to a different window without changing the focus, precede your command with :name: where name is the name of the window you want to command sent to. In this case, your current window will be unchanged. If you do not specify any window name, and just enter :hi then hi will be sent to all windows.

Note that when referring to windows by name, you don’t have to spell out the entire name, just use enough characters to uniquely determine the window. For example, if you have a window named zugg, then typing z:hi is enough to send hi to the zugg window. You can also refer to windows by there number (shown next to the name in the Window menu). For example 1:hi sends hi to the first character window. Variables are also allowed before the colon. If the variable @tank contains the value zugg, then @tank:hi will send hi to the zugg window.

Note that you can also mix these focus commands within your command line. For example, entering zugg:eat;aurora:drink will send the eat command to zugg’s window, and the drink command to aurora’s window. Aurora’s window will have the focus at the end of this. Let’s look at some more examples to make this clearer. In all of these examples, assume that we have two windows, Zugg and Aurora, and that Aurora’s window currently has focus.

eat;zugg:drink

tell aurora to eat and zugg to drink. Gives zugg the focus.

zugg:eat;drink

tell zugg to eat and drink and give zugg the focus

:zugg:eat;drink

tell zugg to eat (dont change focus) then tell aurora to drink

zugg:eat;::drink

tell zugg to eat and give him the focus. Then, change the focus back to aurora and tell her to drink.

Finally, you can use tab completion to change window focus without sending any commands to the window. Typing zugg: and pressing <TAB> will give the zugg window focus and bring it to the top. The command buffer will then be cleared, awaiting commands to be sent to this window.

Window Activity

When you have more than one window open, each window is listed along the bottom of the screen in a "tab bar". Each tab shows the name of the window. If you move your mouse over the tab, more information about the window, such as the MUD name and character name will be shown. To activate a window, just click on a tab. This is the same as clicking on the window itself, or selecting it from the list in the Window menu.

To the right of the window name in each tab is an activity indicator. When the indicator is a simple circle, that indicates the current window that has focus. Other status indicators include:

red dot session has been disconnected

green dot session has received new text since the last time it was active

yellow dot session has disconnected, but was able to automatically reconnect

yellow bolt session is connecting

Introduction to Mapping

The Shareware versions of zMUD have a mapping module built-in that allows you to create maps of your MUDs. These maps are interactive and in addition to simply giving you a visual picture of your MUD, allow you to speedwalk anywhere based upon room names, prevent you from entering dangerous rooms, keep track of the location of mobs and objects, and much more. The automapper adds a whole new perspective on MUDding, both for new users as well as advanced users.

While the mapper is very useful for new players, setting up the mapper to work properly on your MUD can be a challenge. If the information in this section is above your head, ask around on your MUD to see if someone else has configured their mapper settings already.

Here are some of the basic features of the mapper:

Zones allow maps within maps. Each zone can be multi-level

Can speedwalk to a room by double-clicking on the map

Room names and descriptions (and exits) automatically captured from the MUD

Can automatically generate map (to some extent) as you walk around

Manual editing functions for tweaking the map

Handles multiple levels (up/down), along with all 8 normal directions (n.s,e,w,ne,nw,se,sw)

Cost of room traversal can be adjusted to improve optimal speedwalking

Rooms can be flagged as water, fly, and traps.

Rooms can be marked "Do not enter" to prevent speedwalking through them

Versatile parsing can handle many MUD formats

Can read map "templates" and link them into your own maps

Handles one-way exits for maze areas

Select one of the help topics below, or press the Next button to go to the next mapper topic:

Configuring the Mapper

Example configurations

Basic map creation

Zones

Advanced map usage

Configuring the Mapper

Because every MUD is different, it is impossible to pre-configure zMUD to automatically start mapping the MUD you play. Before you can start using the mapper, you must tell it some things about your MUD so that it can figure out what a room description looks like, and how your MUD displays the exits from a room.

zMUD makes extensive use of the exit information displayed by a MUD. Because of this, make sure you have turned on any option or flag necessary on your MUD to see the exits from a room. Also, at this time zMUD does not handle exits that are displayed as part of your prompt, or exits that take up more than one line. Support for these types of MUDs is planned in a future version of zMUD.

The automapper is intimately tied with the Direction codes used by the speedwalking module. If you are not using the standard DEFAULT.MUD default settings file that is supplied with zMUD, make sure you edit your Direction Codes so that they are tied to the proper map directions. Ifyou don’t know what this means, assume you are using the proper default file and continue reading.

To configure the mapper, make sure you are connected to your MUD, then open the Automapper from the Windows menu. Before doing anything else, select the Preferences from the Edit menu of the mapper window. You might also want to click the "Stick Pin" button in the upper left corner of the mapper window to keep it on top of your other windows so that you can see it all the time.

You will see several tabs in the Mapper Preferences. Here is what each tab is for:

General set some general global options such as the existence of various toolbars in the mapper window.

Colors allows you to customize all of the colors used by the mapper

Strings set strings displayed by the MUD when you can’t move in a certain direction

Full Parsing instructions for how to parse a full room description

Brief Parsing instructions for how to parse a brief room description

Look Parsing instructions for how to parse the output of your MUDs look command

Basic Configuration

The first items that need configuration are in the Strings tab. In this tab, you must enter the command used by your MUD to display the room description (usually this command is look). Next, enter the string displayed by your MUD when you enter a dark room (usually: It is pitch black). You can also put in the strings displayed by your MUD when you can’t go in a certain direction. Next, you need to tell the mapper how your MUD displays room exits.

Select the Full Parsing tab. Room exits are usually shown with full words (like north, south, east, etc) or in a condensed format like NSEW. Select the type of exits used by your MUD using the radio button on the Full Parsing tab. If your exits are displayed different in Brief Mode or by the Look Command, select the appropriate tab and change the exit type on that tab. Next, you must enter a trigger pattern to allow the mapper to detect the room exits. This is a full pattern of the same type used by zMUD Triggers. In general, just enter the text displayed by your MUD before the actual exits are displayed. You probably want to start the pattern with a ^ character to match the beginning of a line. Also, keep in mind that you have to "escape" any special zMUD pattern characters like [], (), or {} with the escape character (~). The part of the string after what is matched by the trigger is used as exit info. Or, if you want to get fancy, the first parameter (%1) returned by the pattern is used to parse the exit information. If your room exit information is displayed in your prompt, click the Prompt option.

Here’s a simple example:

Your MUD displays exits like:

There are obvious exits: north, south, up

Set the mapper for full words, then use an Exit Pattern of: ^There are obvious exits:

Here’s a more complicated example:

Your MUD displays exits like:

[ Exits: north, south, west ]

Set the mapper for full words, then use an Exit Pattern of: ^~[ Exits:

Punctuation and spurious words like ‘and’ are ignored when parsing the exit line.

Parse Tables

Now that you have told the mapper how to recognize the room exits, you must now give instructions on how to recognize the room name and description. There are three preference tabs to control this: Full, Brief, Look. They all work the same way. In the Look tab there is a setting to tell the mapper to use the same instructions as the Full tab, and this is set by default. Thus, most people only need to set the instructions in the Full Parsing tab.

When you click on this tab you will see a set of instructions for the mapper in a box on the left, and a bunch of buttons on the right indicating the type of line that your MUD sends. To change the instructions, simply drag a button from the right into the proper position in the box on the left. You can also select instruction lines in the box on the left by clicking on them. Once selected, you can move them up or down, or delete them using the buttons below the box.

Here is what each of the buttons listed on the right do:

Room name

Capture the name of the room. If a Room Trigger is defined in the Trigger tab, the first parameter of the trigger will capture the room name, and the optional second parameter will capture the room exits. If no room trigger is defined, the entire line is taken as the room name

Room description

Capture multiple lines of the room desription. A room description is terminated either by a blank line, or by the next item (if a room name or room exit item

Room exits

Captures the exits of the room. Uses the Exit Trigger defined in the Trigger tab to capture the exits. In the Trigger tab you also set whether exits are words (like north, south, etc), or just characters (like NSEW). The first parameter of the trigger determines the text to parse. The directions must match the commands specified in the Direction Settings (under the Speedwalk dialog). Any other words are ignored, and any punctuation is ignored.

Blank line

Waits until a blank line is received until continuing with the parsing

Skip line

Throws away one line.

An instruction list of

Room name

Room description

Room exits

works on most standard DIKU MUDs. Note that only lines received from the MUD are examined when using these instructions to find the room name, etc. Lines that you enter at the keyboard and send to the MUD are ignored. Also, any lines that are gagged (using the #GAG command) or filtered (using the #NOMAP command) are ignored by the parser.

The Room Trigger is only used in very rare situations. It allows you to capture room names and room exits from a single line. Here you specify a trigger pattern with two parameters. The value of parameter 1 (%1) is used as the room name, and the optional value of parameter 2 (%2) is used to parse room exit information.

Map Configuration Examples

In this section I will list some common MUD output formats and give you the settings needed by the mapper in each case.

MERC MUD (from Dark Castle)

Arcanus Way

Sturdy branches rise from the trees on either side of the road

and extend towards each other tentatively, criss-crossing and caressing

like young lovers. Arcanus Lane ends abruptly to the east at Midwitch,

and the Magic

Shoppe lies to the south.

Exits: east south west

Use a Full Parse table of:

Room name

Room description

Room exits

with full-word exits and an exit trigger of:

^Exits:

DIKU MUD (from Highlands II)

The Temple Square

You are standing on the temple square. Huge marble steps lead up to

the temple gate. The entrance to the Clerics Guild is to the west, and

the old Grunting Boar Inn, is to the east. Just south of here you see

the market

square, the center of Glen Finin.

[Exits: n e s w u ]

An oozing green gelatinous blob is here, sucking in bits of debris.

Use a Full Parse table of:

Room name

Room description

Room exits

with full-word exits and an exit trigger of:

^~[Exits:

LPMUD

A long road going through the village. There is a hole leading down.

The road continues to the west. To the north is the shop, and to the

south is the adventurer’s guild. The road runs towards the shore to

the east.

There are five obvious exits: north, south, east, west, and down.

LPMUDs are tricky because only the room description is given in full mode, and only the room name is given in brief mode. Also, the exit line varies. If there is only one exit, the line reads:

There is one obvious exit: north

So, use a Full Parse table of:

Room description

Room exits

and a Brief Parse table of:

Room name

Room exits

Then, use full-word exits with an exit trigger of:

^There * obvious exit?:

Then you will have to map once in brief mode to get all the names, then go back in full mode to fill in the descriptions.

From Forest MUD:

Break in the Path

[Exits: east south up]

 

The path here takes a noticeable step upward as you continue to the

west. An animal trail leading into the thick brush is evident to the

south, showing tracks from many of the local fauna. The main path

continues to the east, where the faint sound of waves on a shore can

be heard.

 

A mangy mutt scrounges for some food.

A beast of burden trudges along the path.

A mangy mutt scrounges for some food.

Use a Full Parse table of

Room name

Room exits

Blank line

Room description

Use full-word exits with an exit trigger of:

^~[Exits:

Basic Map Usage

Now that you have the mapper configured, let’s use it to create a simple map. First, we will work offline (in case you didn’t get the configuration correct yet) to play with some of the basic map features. Thus, if you are connected to your MUD, close your connection and window. Then, from the Character Database, select the Empty option to get an empty window, then open the Automapper from the Windows menu.

User Interface

The mapper window consists of a main window (currently displaying a single small square with a blue dot in it), a speed-button bar along the top, just under the menu, and a button bar along the right side (call the View Panel). The button bar along the top and the View Panel on the right can be turned off in the General mapper settings.

Beneath the main window is a status bar to display the name of the current room (currently it is blank). To the right are two pull-down boxes: the first shows the name of the current "zone" (currently "untitled") and lets you edit the zone name and select a new zone; the second pulldown list displays all the specially marked rooms and portals on the current map.

The File menu allows you to manipulate your "Master Map" file. A master map file is a list of all of the "zones" that make up the complete map, along with their filenames. Each zone is stored as a separate file on the disk. Think of a map "zone" the way you think of "areas" in the MUD you play. You have a zone for the main town, and a zone for each special area on the MUD. The names of these zones and the filenames associated with them are stored in your Master Map.

Right now, a blank Master Map has been created for us, and a zone called "untitled" has been created containing a single room shown in the middle of the map.

Walking around to create a map

The easiest way to create a map is to just start walking around. Click on the main zMUD window (if the map window disappears, select it again from the Windows menu, then click the red "Stick Pin" icon in the upper left corner of the window to keep it on top of your other windows). From the main zMUD window, start entering direction commands (like north, south, etc), or press the keys on the keypad to move in these directions.

If you enter the "north" command (or press the 8 key on the keypad), a new room will be created to the north, and automatically linked to the previous room. If you now go south, you will be back where you started. Move in a few directions to create some rooms.

If you try to move to a room where there isn’t a line connecting the two, you will be asked if you want to "Link" the two rooms. If you click Yes, a line will be added linking the two rooms. If you click No, one room will be moved out of the way so that a new room can be inserted. Notice that when a room is moved, all the rooms connected to that room also move, and the connecting lines are stretched. You can manually move rooms using the Move function in the Edit menu. When you are connected to the MUD, the mapper will not ask you if you want to Link two rooms. Instead, the mapper will rely on the name of the room and its description to determine if the rooms are identical or not. This works in most cases, but sometimes you will have to edit the mistakes that the mapper makes when it gets messed up.

There is no hard-coded limit on the size of zones. You can create a zone as big as you want as long as it can fit in memory.

Selecting rooms

Now that you have some rooms on the screen, left-click on one of the rooms. Notice that the red border moves to select the room you clicked on, but the blue dot remains where it was. The blue dot indicates your position on the MUD. You can left-click on other rooms to view them without disturbing your location. However, if you right-click on a room, notice that both the red selection box as well as your blue location move. Right-clicking is useful if the mapper gets confused about where you are (such as when you Flee a room) and you need to tell it where you really are.

With a room selected, click the down-arrow button in the lower right corner of the window to reveal the edit panel. In the edit panel you can set lots of characteristics for the room you selected. You can enter its name and description (usually filled in automatically for you when you are online), enter Notes about the room, and control many advanced settings. For now, close the edit panel by clicking on the arrow button again (now it is an up-arrow). This will collapse the edit panel and hide it again.

Speedwalking on the map

To automatically speedwalk to any location on the map, simply double-left-click on the desired location. The commands needed for the shortest possible path to that destination will be displayed in your main window, and your location on the map will immediately update.

When you are connected online, the map position is only updated when the name of each room along the path is displayed by the MUD. If you havn’t filled in the names of the rooms, you will not be able to speedwalk with the mapper. Also, you cannot speedwalk from one zone to another. You can only speedwalk within the current zone (this is because only one zone is kept in memory at a time).

Instead of speedwalking by double-clicking on the map, you can also mark a location on the map, give it a name, then speedwalk to that named location from anywhere else in the zone. To do this, select the room you want to name by left-clicking on it. Expand the edit panel by clicking the down-arrow in the lower right corner. In the box for the short room name, enter a short name (such as "temple"). Then close the edit panel. Click the right-most pull-down arrow along the status panel. You should now see a list with one item (called "temple"). If you select this item with the mouse you will automatically speedwalk to the room you marked no matter where you were in the zone.

In addition to named rooms, exits to other zones will also be displayed in this list so that you can more easily walk from zone to zone.

Going online

Now that you have played with the basic functions of the mapper, connect to your favorite MUD and open tha automapper from the Window menu. Make sure your mapper has been configured as described in the previous help sections.

Again, a blank window showing a single room in the middle will be displayed. The first thing you need to do is capture the name and description of this room. Click the button with the picture of binoculars (the look button) on the mapper button bar. This should send the look command to the MUD and capture the name, descriptions, and room exits. If someone gossips or chats the moment you do this, the mapper might get confused. Use the look button again until you get the proper room name displayed in the status bar. If this isn’t working then your mapper isn’t configured properly, so return to the previous section to configure it.

Now walk in a direction and you’ll see the room added to your map, and the room name, description, and exits captured. When you are initially creating your map, make sure that there is a valid name for each room. If the name gets captured improperly, click the look button to update it.

Mapper modes

Those other buttons along the top button bar of the mapper window control the mode of the automapper. You are currently in Explore mode, which lets you create new rooms on the map. Once you have created your map you don’t want to accidentally mess it up, so you select the button labelled "Track". In Track mode, the map will track your position and show it to you graphically on the map. The next button to the left is "Follow". In Follow mode, your location will still be followed by the mapper, but the map itself will not be shown. Only the room name in the status bar will be shown. The next button to the left is "Off" which collapses the mapper and turns it off. When the map is off it doesn’t not track your location. The button to the right of the Explore button is the Edit button. This button automatically expands the edit panel, and displays other buttons for moving rooms around, deleting them, adding lines, etc. These functions are covered in more detail in the Advanced Mapping section.

Zooming

The Zoom panel contains buttons to manipulate the mapper display. You can zoom in or zoom out on the map, fit the map into the window, or select a default zoom setting. There are also arrow buttons to move up and down to view different levels. Each level is a plane of rooms that exists above and below other levels. If a room on one level gets moved, any rooms connected to it on other levels will move also. Think of levels as a stack of paper with the highest levels on top, and the lowest levels on the bottom. You can renumber levels using the Renumber function in the Edit menu.

Understanding Map Zones

A map zone is like an area on your MUD. A zone can contain as many rooms on as many different levels as you want. Zones are linked together with special rooms called portals. When you enter a portal room on the map, the current zone is saved, and the zone linked to by the portal is opened.

When you want to create a new zone, select the room you want to become the portal to the new zone, and select Create Portal from the edit menu. A list of current zones stored in the Master Map will be displayed.

Linking to Existing zones

You can create a portal to an existing zone by selecting the zone and clicking OK. You will then be asked to select the room in the other zone you want to link to. Left click on the desired room and a portal to that room will be created.

Linking to a New zone

From the zone list, you can also create a New Zone. A blank zone will be created and the portal to it will automatically be created. A portal leading back to your original zone will also be automatically created in the proper place. You will be asked to name your new zone.

Linking to a Template

Another powerful feature of the mapper is "templates". Many similar areas/zones exist on different MUDs. For example, many DIKU MUDs have an area called Thalos (or Old Thalos). You can take advantage of work done by someone else in creating a map by loading it as a template. From the zone list, select the New Zone from Template button. You will first be asked for the file containing the template (a template for Thalos is included in the zMUD distribution). Next, the template will be shown and you will be asked for a name for it. Then you will be asked for a new file to save the zone to. Do not use the same name as the template or you will overwrite and lose the template. Then, the template will be shown and you will be asked to select the room you want to link to by clicking on it. When you do this the portal to this new zone is created! Template zones are specially marked so that the first time you enter a room, the name and description from the template will be replaced by the actual description from your MUD. Keep in mind that areas on MUDs are similar, but rarely exactly the same. Use templates as a guide, but keep an eye out for changed.

Deleting a zone

From the zone list you can also delete a zone if you no longer want it or you want to recreate it again.

Advanced Mapping

The mapper in zMUD is very powerful and can be used to recreate almost any area you might encounter on a MUD. However, the "auto" part of the mapper is fairly primitive and easily confused. For example, you will not be able to "automatically" map a maze on a MUD. However, using the advanced editing tools you can tweak your map. Once you have it correct it will prove very useful for navigating that maze in the future.

In order to explore all the editing functions, start working with an Empty window offline. This will allow us to focus on the editing functions and not on the MUD itself.

Select the Edit mode from the Mode menu. This opens the edit panel and displays other buttons in the speedbar. Move around to create a few rooms on the map.

Moving rooms

You can move a room by selecting it, then pressing one of the arrow buttons in the top speed bar. Or, select the Move option from the Edit menu. You can only move a room one square at a time. This is because of the complex algorithm used to move rooms that are connected, or to move other rooms out of the way. Play around with moving rooms till you get the hang of it.

Moving a room away from another will stretch the line connecting them. Moving a room on top of another will ask you if you want to "Merge" the two rooms. Merging two rooms makes them into one single room.

You can also add rooms to the map by selecting the Add Room function from the Edit menu, then clicking on the map where you want the room created. Rooms can be deleted using the Delete Room or Delete Link functions in the Edit menu. The Delete Room function removes the room, by leaves the links (described below). The Delete Link function removes the room and all associated links. The Erase button on the button bar is assigned to the Delete Room function.

Links

Links are used to connect rooms together. There is a big distinction between links and the lines you see on the map. When a link is created, the proper lines are automatically added to the map display. However, the lines are for looks only and are not related to the actual link between rooms. Take a look at the links by clicking on the Link tab of the edit panel. In a "compass rose" diagram, each link is shown as a button. On the button is the room number that the link is connected to. Click on various rooms on your map and you will see the links displayed. If you move the cursor over one of the link buttons, the actual name of the room will be displayed if you are working online.

To add a link, click one of the link buttons, then click on the room you want to link to. A small line is added to the map to show the link, but you can link to any room on the map, not just the rooms adjacent. These links are the heart of the map and are used for speedwalking and traveling on the map. This is very important: the lines on the map are ignored, only the actual links are used.

To delete a link, click on the link button you want to delete, then right-click on the map, or click on the Checkmark button in the status line.

You can also create "unknown" links. Unknown links are used to specify a room in a particular direction, but not which room it actually is. These links are used by the mapper when the exits of a room are automatically detected. An unknown link is placed in each location so you can keep track of which places you have been. An unknown link is shown on a link button as a question mark (?) and displayed on the map with a short line segment. To create an unknown link, click on the link button you want to change, then click on the Question-mark button that is displayed in the status bar.

To delete a link, select the Delete Link function in the edit menu, then click on the line segment on the map you want deleted. Both the line segment and any links associated with it are deleted. If you select Delete Link and click on a room, the room and all its connecting links are deleted. Beware: there is no undo function currently in the mapper. Once you delete a room or link, it is gone.

Editing lines

Remember that line segments and links are different. You can edit and add line segment independently of the actual underlying room links.

You can add new lines to the map using the Add line function in the Edit menu (or the Line button on the button bar). If you then click on the map, a line segment will be added (although it might not look like what you want yet). If you want to add multiple lines, hold down the Shift key when you click on the map and the Add Line function will remain selected.

To edit a line segment to look the way you want, click on it. In the edit panel, a box showing a blow-up of the line segment will be shown. You can click in this box to add or remove segments from the line. This lets you make corners, diagonals, and lines that bend.

There is one problem with lines you add manually: if you start moving rooms around you’ll notice that these lines don’t generally move with the rooms. The mapper has no knowledge of connections when it comes to extra lines -- they are there just for looks. Thus, you should only add lines once your room layout is the way you want it.

One-way links

If you create a line segment next to a room and there is no link defined in that direction, a one-way link is displayed. This is just a visual indicator to help you understand that even though there is a link there, it doesn’t go anywhere.

Advanced Topics

zMUD is a very complex program. The combination of triggers, variables, and aliases combine to form a powerful event-driven programming language. To enhance this language are functions, introduced in this section.

Also, zMUD isn’t just for players. It includes many features designed for world builders and MUD coders. One of these is the ANSI editor window which allows you to send more than one line to the MUD, and imbed ANSI color sequences.

The following topics are covered in more detail:

Advanced Editing

Advanced Programming

Advanced Editing

In addition to the single line of input that you can send from the command input window, zMUD contains a full-window ANSI editor for composing long messages. To open this editor window, select Editor from the Window menu, or press Ctrl-Enter.

The command editor works like most editors. You can type text, use the arrow keys (or mouse) to move around, cut, copy, and paste text within the editor, or copy text from the MUD output window and paste it into the editor window. Lines can be any length, and you can use the scroll bars to display other parts of the window. The size of the editor is the same as the output window. In the 16-bit version, this limit is 16,000 lines.

The menu in the editor window allows you to load text from a file, or save the current contents to a file. The Import command inserts a file at the current cursor position, rather than replacing the buffer contents with the file. The Send command sends the contents of the editor to the MUD, and can also be activated by pressing Ctrl-Enter. Using the Prefix string to the right of the speed buttons, or by selecting Strings in the Options menu, you can change the string of text that preceeds each line as it is send to the MUD. You can also change how blank lines are sent to the MUD. Normally, each line is parsed for commands before being sent to the MUD. You can send the text verbatim by pressing the Parse speedbutton to toggle command parsing.

The Capture command allows you to take the last N lines from the MUD output window and insert them into the editor. The #CAPTURE command can be used in triggers to send MUD output to the editor window. The Capture Toggle speed button can be used to turn off capturing while you are editing.

In the Text menu, you can change the bold attribute, or the color of your text. Standard ANSI color sequences are used, and note that most MUDs filter ANSI sequences that you send (although this might change when more people using zMUD demand this colorful feature). If you have defined a color syntax for your MUD, zMUD can convert the ANSI color in this window to the color commands used by your MUD if the Color Syntax is enabled.

The buttons along the speedbar replicate the Open, Save, Capture, Send, Bold, Color, Capture Toggle, and Parse toggle menu commands. To close the window, select Close from the File menu, or press <ESC>.

Note that the text is not only sent to the MUD, but it is also parsed and executed just as if you entered it line by line into the single line buffer. Thus, you can load a script from a text file, and execute it using the Send command, or by pressing Ctrl-Enter. If you turn off the Parse option (using the speed button or menu command), then text will be sent to the MUD verbatim - it will not be parsed for commands. You can also edit the string that is sent as a prefix to each line, and control what is sent in place of blank lines.

Advanced Programming

In the section on variables and triggers you learned the basics about programming in zMUD. However, zMUD is a powerful event-driven programming language, and you have barely touched the surface of what is possible. In this section, a more detailed explanation of command parsing will be presented, and functions will be introduced. If you fully understand how zMUD parses its commands, you will find that zMUD is capable of doing most anything you desire.

Command Syntax and Parsing

Every time you enter a command and press Enter, the command text is parsed. This parsing several steps:

break the input using the separator character (;) into individual commands

determine the focus of the command

execute the command

When commands are executed, the type of each parameter determines whether the parameter will be expanded, evaluation, or left alone. For nitty-gritty details of the zMUD Programming syntax, read the zMUD Programming Language Manual on the web at http://www.zuggsoft.com/zmud/prog.htm.

For example, the #VAR command takes a String parameter, which is expanded, so

#VAR temp 5 assigns the number 5 to the variable temp

#VAR hp {100/@temp}

#SHOW @hp displays 100/5

However, the #MATH command takes an Expression which is evaluated, so

#VAR temp 5 assigns the number 5 to the variable temp

#MATH hp 100/@temp

#SHOW @hp displays 20

The #FUNC command takes a Literal which is left alone, so

#VAR temp 5 assigns the number 5 to the variable temp

#FUNC hp 100/@temp

#SHOW @hp displays 100/@temp

One final word about parsing and variable expansion. Normally, each variable must be separated by spaces to allow proper parsing. Thus, if the variable @a has the value test, you must normally say @a ing to get @a to expand. If you say @aing zMUD looks for a variable called aing. You can use the curly braces {} to surround the name of the variable to solve this problem. Thus, @{a}ing expands to testing.

You can use the above syntax to perform indirect variable addressing. Let’s say that the variable @b has the value a. Refering to @{@b} expands the value of @b, resulting in @{a} which expands to test.

If you ever want to use one of the special zMUD characters like @ or %, you can use the tilde character (~) to "quote" the special character. Thus, zugg~@zuggsoft.com would tell zMUD not to interpret @ as a variable character. To actually use a tilde character, use two of them.

Functions

In addition to variables, zMUD allows you to define functions. Think of functions as variables with parameters. Parameters are used much like they are with aliases, except that since they are expanded within a command string, the syntax for calling a function is a bit different.

You declare functions just like variables, using the #VARIABLE command. However, in the definition of the function, you can use %1, %2, etc to refer to parameters to be supplied by the caller. For example, #VARIABLE kk {kill %1;stun %1} defines a function called @kk that takes one parameter. You expand and execute this function by using the @ character in front of the function name, then put the required parameters in parenthesis (much like in a programming language). Thus @kk(zombie) will expand to kill zombie;stun zombie. Recall that this is similar to the kk alias that we defined in the Introduction to Aliases section, but unlike aliases, functions are expanded during the parsing phase anywhere in the command, rather than performed at the execution phase.

To add more power to zMUD, several predefined functions are supplied. They provide the tools necessary for some very powerful trigger processing. By using the predefined functions in combinations with your own functions, the sky is the limit!

Menu Reference

Click on the menu command that you want help on.

File

Connection Wizard display master list of MUDs

Another char connect to a new character or host

Reconnect re-establish connection to current character

Disconnect disconnect from the current session

New Log open a new log file

Append Log append to an existing log file

Log toggle logging state

Print Setup setup the current printer

Print print the current screen, buffer, or selection. You can also toggle color or B&W.

Exit disconnect from MUD and leave the program

Edit

Cut cut text from the input command line

Copy copy selected text from the input command line

Paste paste text into the command line

Select All select the entire contents of the command line

Clear clear contents of command line

Find search for a string in the scrollback buffer

View

Preferences View/edit General, colors, fonts, sounds, special characters, and memory settings.

Aliases View/edit Alias settings

Variables View/edit Variable settings

Triggers View/edit Trigger settings

Macro keys View/edit Macro key settings

Buttons View/edit Button settings

Tab Completion View/edit tab completion words

Speed Menu View/edit speed menu settings

Speed Walking View/edit speedwalking paths

Directions View/edit speedwalking directions

Settings

New clear all settings

Load load settings from a file

Save save settings to a file

Save As save settings to a different file

Import allows you to import ASCII script files, or TINTIN++ script files

Export Allows you to export macros, aliases, triggers, etc in ASCII format for later importing.

Parse toggle parsing of command line

Actions

Make Alias create an alias

Make Trigger create a trigger action

Define Keys assign a command to a key

Make Button create a new button

Add Tab Word add word to tab completion list

Speedwalking manipulate paths and control speed walking

Timer manipulate the tick timer

Synch Timer resynch the tick timer

Define Status bar edit the status bar and status window settings

Window

Tile Tile all windows so you can see them all

Cascade Place all windows on top of each other

Arrange arrange the minimized windows at the bottom of the screen

Freeze split output window to view scrollback

Refresh redraw the current window

Clear erase the screen (but maintain the scrollback)

Empty clear the scrollback buffer and reclaim memory

Command Buffer open the full-window command editor

History display the command history

Status display the status window

Automapper display the automapper window

Help

Contents show table of contents

Search search the online help database

Reference display command reference

Getting Started display the Getting Started help section

Command Wizard get help and examples of zmud commands

Function Wizard get help and examples of zmud functions

Startup Screen display the initial welcome dialog

Send Feedback send feedback to the author of zMUD

Register enter your registration code for the Shareware version

About version, credits, and copyright info

Aliases

This dialog allows you to view and edit all of your aliases. In the main list is each alias, with the name of the alias shown to the left, and the command assigned shown to the right. Click on an alias, and the shortcut name is copied into the Alias field, and the command is copied into the Command field. You can then edit the command by editing the Command field, or change name of the alias by editing the Alias field.

To create a new alias, click the New button. To delete the currently selected alias, click the Delete key. To make a copy of the selected alias, click the Copy button. Close the dialog by clicking the OK button. Display this help screen by clicking the Help button.

Along the top is the standard Preferences banner containing a menu bar to select other Preferences dialogs, and a stick-pin button that can be used to keep this dialog at the top of the screen when pressed in. The position of this dialog and the status of the stick button are stored in your ZMUD.INI file.

Auto Login

The first time you log into a new MUD, zMUD tries to automatically detect your character name and password information in order to create triggers to log you in automatically the next time.

If the information shown in this dialog is correct, click Yes and zMUD will create the autolog triggers for you. If the information is wrong, click No. If you just created a new character on this MUD, the prompts are different than those given when you log in with an existing character, so click No and let zMUD detect the information again when you log in the next time.

If you want to prevent this dialog from appearing, enter a value in the Character Name field in the Character Database.

Colors

The system tab displays the colors used for zMUD for various text. To edit one of these text colors, click the button to the right of the sample text and select the foreground and background colors from the dialog.

The Foreground tab allows you to specify the foreground color displayed for the 16 ANSI color values. The actually color displayed by each color index is shown in the boxes on the screen. Click on one of these boxes to change the actual color. This allows you to take full advantage of all the colors of your video card. Buttons are provided to set all of these colors to either normal (dim) or bright colors. The upper 8 colors are only used if you select the Use Highlight Color option on the right, otherwise the Bold font is used rather than the upper colors.

The Background tab is similar to the Foreground in that it lets you specify the mapping for the 8 background ANSI colors.

The Syntax tab allows you to enter a color syntax command language used by your MUD. Some MUDs have special ways that you can change the color of your tell and gossip commands. Next to each color, enter the letter or number used by your MUD to represent that color. Then, in the command sections on the right, enter the syntax used by your MUD and use F to represent the code of the foreground color, and B for the code of the background color. Also enter the syntax used by your MUD to return to the default color. This syntax, if enabled, is used to translate copied color text from the output window into the command line, and for text sent from the Command editor.

In the Window tab you can control the look of the background window. The background window can be a solid color, or a bitmap texture. If you disable the Use Bitmap option, the color shown will be the solid background color (you change it by clicking on the color box). If you enable textures, then the bitmap specified will be used for the background. If you leave the name of the BMP filename blank, the internal marble texture will be used. A sample of the texture is shown below the name of the BMP file. Changes to background color or texture do not take effect until you restart zMUD.

Command Editor Options

This dialog allows you to set several options used by the Command Editor. The Line Prefix contains a list of strings that can be sent at the beginning of each line by the editor. It is also accessed from the main editor window.

The Blank Line Replacement option determines what is sent to the MUD instead of sending a blank line.

Finally, the word wrap settings control word wrapping within the editor window.

Command Example

You can get an example of how to use the command currently in the command line by selecting this function. You can also press ALT-F1 (as long as you have not assigned any macros to this key).

Command Help

You can get help on the command currently in the command line by selecting this function. You can also press Control-H or F1 (as long as you have not assigned any macros to those keys).

Command Wizard

This dialog shows the commands or functions used by zMUD. Select a command from the list on the left, and a brief description of the command along with the parameters will be shown. You can enter values for the parameter, and the command or function syntax will be displayed in the status line. If you click OK, the text in the status line will be transferred to the command line.

If you want more help on the command that is selected, click the "More Help" button. To see an example of the command’s usage, click the "Example" button. Note that the Function wizard does not have these additional buttons at this time.

Directions

This dialog allows you to view and edit all of your direction definitions. These definitions are used in conjunction with the path features. In the main list is each direction, with the character defining the direction shown to the left, and the typed commands for the direction shown to the right. Click on a direction, and the defining character is copied into the Char field, the typed command is copied into the Input field, and the character used to reverse the direction is copied into the Reverse Char field. You can then edit these fields as desired.

If you want more than one command to trigger the given direction, separate the multiple commands with a vertical bar (|). For example, if you want the commands n and north and nor to trigger the n direction, put n|north|nor in the Input field.

Tip: Sometimes you need to open a door while executing a path. To do this, define a new direction with the character o in both the Char and Reverse Char fields, and then put open door in the Input Field. Now when you are recording a path and you enter open door, the character o will be added to the path.

Tip 2: Some MUDs use the directions ne, nw, se, sw. The paths can only contain a single character for each directions. Thus, make some up. For example, create a direction with a Char of q and a Reverse Char of r and put ne in the Input field. Then create another direction with a Char of r and a Reverse Char of q with sw in the Input field.

To create a new direction, click the New button. To delete the currently selected direction, click the Delete key. To make a copy of the current direction, click the Copy button. Close the dialog by clicking the OK button. Display this help screen by clicking the Help button.

Feedback

This dialog allows you to send feedback to the author of zMUD. It is very important that you enter a proper email address or the author will not be able to send a reponse back to you. Enter your email address, the subject of the email, and the text of the email, then click the Send button. Information about your registration status, zMUD version, and Windows version will be sent along with your message automatically to help the author debug your problem.

Fonts

This dialog allows you to change the command input font, or the output font of the current window. The default font is Courier 10pt. Note that zMUD does not perform wordwrapping properly if you select a font that is not fixed-pitch, or in which the bold font has a different size than the regular font. Courier has this problem, for example, so bold text doesn’t word wrap properly. True-type fonts work better, but Courier was chosen over Courier New because more lines can be fit on the screen, and there is better compatibility with Windows 3.1.

To change the font, just click on either the input or output box. A standard Windows font change dialog box will be shown. Select the desired font and size and click OK to save your change. Changes to fonts take effect immediately. Note that style changes (bold/italic) to the Input font are currently ignored.

Importing Settings

This dialog allows you to import settings from another MUD file. The settings in the file being imported are shown on the left. The settings to be imported into memory are shown on the right. You can highlight items in either list, the click one of the arrow buttons in the middle to copy it from one side to another. The settings that you have copied to the list on the right are imported into memory when you click the Import button.

The filter list below the left window selects the type of information being imported. You can import aliases, triggers, buttons, macros, variables, paths, colors, etc.

Macro Keys

This dialog allows you to view and edit all of your macro keys. In the main list is each macro, with the name of the key shown to the left, and the command assigned shown to the right. Click on a key definition, and the key value is copied into the Key field, and the command is copied into the Macro field. You can then edit the command by editing the Macro field, or change the key by clicking the Key button and pressing the new key combination.

To create a new macro, click the New button. To delete the currently selected macro, click the Delete key. You can copy the selected macro using the Copy button. Close the dialog by clicking the OK button. Display this help screen by clicking the Help button.

Along the top is the standard Preferences banner containing a menu bar to select other Preferences dialogs, and a stick-pin button that can be used to keep this dialog at the top of the screen when pressed in. The position of this dialog and the status of the stick button are stored in your ZMUD.INI file.

Make Alias

You are prompted to name an alias created from the following text:

any highlighted text in output window

any highlighted text in command line

entire contents of command line

Note that any expansion of variables is delayed so that two variable characters are not needed.

Make Trigger

You are prompted for the commands to be assigned to the pattern. The pattern is taken from any highlighted text in output window

Note that any expansion of variables is delayed so that two variable characters are not needed.

Preferences

The Preferences dialog is accessed via the Edit command in the Settings menu and allows you to change all of the parameters stored in a zMUD settings file. This settings file is associated with your MUD character in the Character database.

Select the tab of the dialog that you want help on:

General change miscellaneous parameters

Special Characters allows you to change the special characters used by zMUD

Memory allows you to monitor and change scrollback and editor memory usage.

Preferences

This dialog allows you to change some of the general system settings.

General Settings

ANSI Color

toggle whether the window interprets ANSI color commands

Word Wrap

toggle word wrapping at the window border. Lines without spaces are not wrapped. You can specify the specific column to wrap at, or select Auto Wrap to automatically track the width of the window.

Auto Clear Input

Normally, when you send a command to the MUD, the text is highlighted so that you can type over it, or press Return to send it again. If this flag is on, the command buffer is always cleared after you send a command.

Show Triggers

turns on verbose debugging information to show the details of trigger processing

Echo Commands

if on, commands sent from the input window are also echoed to the output window using the current command color

Connection Timer

enables or disables the tracking of connect time and display of the connection timer.

Help Balloons

toggles the help messages that popup when the cursor is moved over various buttons.

Speed buttons

toggle the display of speed buttons along the top of the zMUD window.

Auto NumLock

determines whether NumLock is automatically enabled when zMUD is started. Should be disabled on laptops without a keypad.

a = b syntax

If off, the var = value syntax is disabled allowing you to use the = character for your MUD.

Gag Password

If enabled, zMUD does not display any line that contains your password.

Clock

Enables or disables the clock in the command line

Window Tabs

Enables or disables the window bar shown when multiple windows are open

Clean Scrolling

allows zMUD to properly scroll while other windows obscure the zMUD window, however this slows down zMUD scrolling

Capture Commands

If on, commands echoed from the command line are captured by the #C+ command.

Auto reconnect

Toggle the display of the reconnect dialog when you are disconnected from a MUD.

Spam Count

number of times you can safely repeat the same command without being flagged a spammer

Spam Length

ignore commands with this length or less in the spam count

Spam Command

command to insert after you have repeated another command Spam Count times

Tick Interval

current timer interval

Scroll Amount

determines how often zMUD updates the screen. If set to zero, zMUD only updates the screen when no text is being received from the MUD. This is the fastest setting, but you may miss text scrolled of the screen. If set non-zero, it indicates after how many lines received from the MUD to update the screen. The default is 5.

Tab Limit

Controls the minimize size of words remembered by the dynamic tab completion. Words smaller than this amount are ignored.

Special Characters

Special characters are used by the zMUD parser to control various functions. You can disable parsing using the Parse option in the Setting menu, or you can change the special characters. You can also individually disable each special character function by unchecking it.

Command Char

character used to begin a command. Default is #

Separator Char

character used to separate multiple commands on a single line. Default is ;

Variable Char

character used to preceed a variable. Default is @

Parameter Char

character used to preceed a parameter reference. Default is %

Movement Char

character used to begin a path variable or command. Default is .

History Char

character used to recall a command from the history buffer. Default is !

Focus Char

character used to specify the window that will receive the command. Default is :

Click OK to save your changes. Click Cancel to abort. Click Help to display this help screen.

Quick Editor

The Quick Editor is used to edit long lists of commands. Each command is listed on a separate line, terminated by the command separator character (usually a semi-colon ;). When you click OK, the lines are collapsed back into a single-line definition.

Reconnect

Allows you to quickly reconnect to your current MUD session. The network link to the MUD is dropped, and then zMUD immediately tries to reconnect. If the MUD cannot be connected, a retry dialog is displayed showing a 10 second countdown. At the end of this 10 seconds, a reconnection is attempted again. You can cancel the reconnection attempt by clicking the Cancel button. You can force it to try again without waiting for 10 seconds by clicking the Retry button.

This is a great function to use after a MUD reboot to ensure that you get connected as quickly as possible.

zMUD will not allow you to change this 10 second delay. If all players using zMUD were able to attempt reconnects continuously, it would bring the poor MUD server that is trying to reboot to its knees and upset a lot of system administrators.

Speedwalking Dialog

This dialog allows you to manipulate all speedwalking and path commands. On the left is a list of all defined paths. Click on a path to move its definition into the Path Ahead field. The directions in the Path Ahead field are those that will be sent by the walking commands. The directions in the Path Behind field are those that have already been sent or recorded.

The Speed Walk button will send the directions in the Path Ahead field to the MUD quickly. Once sent, there is no way to abort them. The Slow Walk button sends the first direction in the Path Ahead field, then waits for confirmation from the MUD that the move was successful. These confirmation triggers can be set by clicking on the Settings tab. There is also a timer that can be set to abort the Slow Walk if it times out. Once confirmed, the next direction is sent, then another wait for confirmation occurs. This combination of sending a direction, then waiting for confirmation is continued till no more directions are in the Path Ahead buffer.

While Slow Walking is active, a Stop button will appear that lets you abort the Slow Walk process. The Step button moves one step in the next direction held in the Path Ahead buffer. The Backup button moves backwards one step, effectively undoing the last direction stored in the Path Behind buffer. The Turn Around button reverses the Path Ahead and Path Behind buffers.

Finally, the Start Recording button is used to start recording directions into the Path Behind buffer. The Stop Recording button terminates a recording and prompts you to save the directions in the Path Behind buffer to a named path.

Run Path

A drop-down list of saved paths is displayed. Click the down-arrow icon to drop-down the list, and click on the path you wish to run. Then click OK to run the path. You can also double-click the path name to run it. Click Cancel to abort.

Reverse Path

A drop-down list of saved paths is displayed. Click the down-arrow icon to drop-down the list, and click on the path you wish to run. Then click OK to run the path. You can also double-click the path name to run it. Click Cancel to abort.

Note that the path will be run in reverse to allow you to retrace your steps.

Save Path

You are prompted for a name for the currently recorded path. Note that the Movement character (.) at the beginning of the path name is optional and will be added for you.

Slow Walking

This dialog allows you to control the settings use to perform Slow Walking. On the left is a list of patterns received from the MUD that should confirm a successful Slow Walk step. These are turned into trigger automatically for you.

For example, a common setting is ^Exits which is usually displayed by the MUD at the bottom of a room description.

On the right you can control the Slow Walk timer. Its value is set in milliseconds (e.g. 5000 is 5 seconds). If enabled, a timeout will terminate a Slow Walk. If enabled, the step is automatically confirmed.

Sounds

This dialog allows you to enable or disable sound in zMUD. Also, you can select the sound played by the #BEEP command, and played when you start zMUD. In the input boxes, you can specify the name of a WAV file, or can enter the numeric value of the window event you wish to trigger. Window event 0 is the standard beep sound. Other sounds occur at 16, 32, 48, 64, etc.

These values are stored in the ZMUD.INI file and effect all windows.

In this dialog you can also enable or disable sounds support. Also, if you are having trouble with the sound support in zMUD, you can put the line Sound = 0 in the [Settings] section of your ZMUD.INI file.

You also specify the sounds used for connection and disconnection from the MUD in this dialog.

Speed Menu

The Speed Menu is the menu that is displayed when you right-click on the output window. You can define the items shown in this menu in this standard preferences dialog. The current menu items are shown on the left. Click New to add a new item, and enter the Item Name and associated commands in the boxes provided. You can also select which item is used as the default when you double-right-click, or whether the last selected menu item is used.

The %selline and %selword variables are very useful in the definition of menu items since they indicate the word and line that were right-clicked. For example, the definition:

kill %selword

will issue the kill command to the MUD along with the word you right clicked on. Thus, if you set this as the default action, and double-right-click on the name of a mob, that mob will be killed. This beats typing in the name of the mob.

Status Window definition

This window allows you to interactively set the definition of the status bar and the status window. The status bar is displayed at the bottom of the MUD window. The status window is displayed using the Status command in the Window menu.

Status lines and windows can contain variables or functions. The status window can contain more than one line.

Tab Completion

The Tab Completion dialog shows all of the words that can be completed automatically by enter the first few characters in the command line and pressing <TAB>. Aliases and variables are automatically expanded. To expand any other text you must add it to the tab completion list shown here. The box on the left is fully editable. To add a new word, click in the box and begin typing the word, ensuring that it is on a line by itself. To delete a word, use the <Backspace> key or <Del> key to remove the word. This box acts like a regular text editor.

To save your changes to the tab list, click the OK button. To cancel your changes and close the dialog, click the Cancel button. You can load any text file into this list using the Load button. You can also save this list to a text file using the SaveAs button. The Help button displays this help screen.

Dynamic Tab Completion

A second type of tab completion is used with the Shift-<TAB> key. The last word larger than the Tab Limit (in the Preferences) that was last displayed in the output window that starts with the last character in the command line is recalled into the command line. For example, if someone with a really complicated name such as Xenafragilicious talks to you, you can enter the X character into the command line and press Shift-<TAB> to recall the entire word.

Add Tab Word

Adds a word to the tab completion list. The word is taken from

any highlighted text in the output window

any highlighted text in the command line

last word in the command line

Timer Dialog

This dialog allows you to easily manipulate the tick timer commands in zMUD. The current value of the timer (counting down to zero) is shown on the right. The timer can be started and stopped using the Start and Stop buttons. The Synch button is used when a tick on the MUD actually occurs. The current tick interval will be modified to reflect the actual tick on the MUD. Note that most tick intervals vary depending upon the lag on the MUD, so don’t think this timer will save your life or anything. The Reset button resets the timer back to the tick interval.

The Tick interval can be set from this dialog to a given number of seconds. The Timeout Margin indicates the point at which the Timeout Command is executed. For example, if the Margin is 5, the Command will be executed when the timer reaches 5 seconds.

Triggers

This dialog allows you to view and edit all of your triggers. In the main list is each trigger, with the pattern shown to the left, and the command assigned shown to the right. Click on a trigger, and the class name is copied to the Name field, the pattern is copied to the Pattern field, and the command is copied to the Command field. You can then edit any of these fields as desired.

To create a new trigger, click the New button. To delete the currently selected trigger, click the Delete key. To make a copy of the selected trigger, click the Copy button. Close the dialog by clicking the OK button. Display this help screen by clicking the Help button.

The Enable Class button is used to enable all triggers with the class name listed in the Class field. The Disable Class button is used to disable all triggers with this class name. The Enable/Disable button enables or disables just the current trigger. This is also reflected with a check mark next to the trigger in the list on the left, and can also be toggled by double-clicking on the trigger in the list on the left.

The Enabled at Init box determines whether this trigger is automatically enabled when the settings file is loaded.

The Trigger on CR box determines whether the pattern for this trigger is checked after each line is received from the MUD, or whether it is only checked after a block of text is received. You will normally leave this box checked. However, when triggering on text that is not followed by a newline (such as username or password prompts), you should deselect this option.

At the bottom of the screen is a test area. You can enter a string of text that might be sent by the MUD and click the Test button to see if the current trigger will fire. The values of any parameters extracted from the text will also be shown. Note that zMUD will automatically create a test pattern for you based upon what you enter in the Pattern field. To prevent this, click the Lock button to the left of the test pattern.

Along the top is the standard Preferences banner containing a menu bar to select other Preferences dialogs, and a stick-pin button that can be used to keep this dialog at the top of the screen when pressed in. The position of this dialog and the status of the stick button are stored in your ZMUD.INI file.

Command Reference

Each command should be preceeded by the Command character. The default command character is # but can be changed in the Preferences dialog. You can abbreviate each command using the letters shown in boldface.

Commands:

[number] repeat following text [number] times

ABORT abort further parsing of the current command line

ACTION create or display a trigger action

ADD add a value to a variable

ALARM create an alarm trigger

ALIAS create or display an alias

ALL send a command to all windows

BACKUP remove last direction from current path

BEEP beep the speaker (or play a wave file)

BUTTON trigger a button

C+ start capturing to a window

C- stop capturing to a window

CAPTURE capture lines and send them to the editor or a window

CASE select a command from a list

CHARACTER returns the name of your character

CLOSE close a file

CLR clear the screen

COLOR change color of the last line of text

CONNECT reconnect to the current session

CR send a new line

CW color the matched word on the last line

DDE send a DDE macro to a server.

DEFAULT save special characters and reset them to defaults

DISCONNECT disconnect from the current session

ECHO echo string to current MUD window

ERASE erase a file from the disk

EXEC execute a command

FILE open a file for reading and writing

FIND find current location on map

FORALL loop through a string list and execute command for each item

FREEZE split the screen to view scrollback

GAG remove last line from screen

HELP get help on commands

H+ retrieve the next command in the history buffer

H- retrieve the previous command in the history buffer

HISTORY display the history of previous commands

HIGHLIGHT highlight the last line of text

HOST return the name of the current host

IF perform a conditional test

IGNORE toggle the processing of trigger actions

INPUT put text into the command buffer

KEY define a macro key

KILLALL delete all aliases, macros, trigger actions, tab-completion words

LMAP loop through rooms on the map

LOAD load a settings file

LOOK reload description of current room on map

LOOP execute command several times in a loop

LOG start a log file or toggle logging

MAP add a direction to the current path

MATH perform complex math and expression parsing

MARK mark the beginning of a path

MEDIA send commands to your multimedia device

MEMORY display the remaining memory

MENU execute a menu command

MESSAGE display a message in a small window

NAME change the name of the current window

NOOP nothing

NODEF restore special chars saved with #DEF

NOMAP prevent the matched line from being parsed by the mapper

OK confirm a Slow Walk step

PATH save or display the current path

PICK select commands from a list

PLAY play a wave, midi, avi, cd player, or other multimedia

PROMPT prompt for the value of an alias/variable

PW return your current password

READ read and execute a script from a file, or read a record from a file

RECALL teleport to recall location on map

RECORD record an alias

RESET reset the file back to the beginning.

RETRACE retrace a path

SAY echo text to the screen

SAVE save the current settings file

SCROLL display matching lines in scrollback buffer

SEND send a text file to the MUD prefixed by a command

SESSION open a new session

SHOW echo text to the screen

SLOW execute a path in Slow Walk mode

STATUS set the definition of the status bar

STEP resume an aborted Slow Walk and step ahead

STOP abort a Slow Walk

STW set status window definition

T+ turn on a class of triggers

T- turn off a class of triggers

T? display time remaining in timer

TAB add word to tab completion list

TELEPORT teleport to a location on the map

TIMER toggle the timer

TRIGGER create or display a trigger action

TS set the time or origin of the timer

TYPE display all or part of a text file to the screen

TZ zero the tick timer

UNALIAS remove an alias

UNGAG prevent the line from being gagged

UNKEY remove a macro key

UNTRIGGER remove a trigger

UNVAR remove a variable

UNTIL execute commands until expression is true

URL open URL in your Web Browser

VARIABLE assign a value to a variable

VERSION display the current version of zMUD

VERBATIM toggle parse mode

WAIT delay further processing until next line is received

WALK speedwalk to a marked location on the map

WHILE execute command while expression is true

WINDOW open a new window

WIZLIST display the credits for zMUD

WRAP set word wrapping

WRITE write a record to a file

YESNO Display a confirmation dialog with buttons

Predefined Functions

The following functions are defined within zMUD:

%abs(i)

return the absolute value of I

%additem(s,list)

add the string s to the specified string list

%alias(s)

expand the value of alias s

%ansi(fore,back)

return the ANSI codes for the given colors

%begins(s1,s2)

true if s1 starts with s2

%btncol(button,back,fore)

change the color of a button

%btnimage(button,filename)

change the image assigned to a button

%case(i,s1,s2,s3...)

if I=1, return s1, if I=2, return s2, etc. Up to 8 strings can be given

%char(i)

return the ASCII character associated with the number I. This function is also used to translate the system characters (;:@%!.)to their current values if they have been changed.

%color(fore,back)

converts a descriptive color into an attribute value

%concat(s1,s2,s3..)

return all strings concatenated together (up to nine parameters)

%copy(s,i,n)

return a portion of string s, starting at character position I, and returning n characters

%ddeopen(serv,topic)

open a DDE connection to the specified server and topic

%ddeclose

close a DDE connection

%dde(serv,topic,item)

fetch data from a dde server

%ddemacro(serv,topic,s)

tell the specified dde server to execute the macro in s

%ddepoke(serv,topic,item,value)

poke the data in value to a dde server

%delete(p,i,n)

return the string s with n characters starting at position I deleted.

%delitem(s,list)

delete item s from the given string list

%ends(s1,s2)

true if s1 ends with s2

%exec(s)

executes arguments as commands and returns results separated by | character

%expand(s)

expand variables and functions with the string s

%eval(p)

evaluate parameter p as an expression and return the result

%format(f,a,b,c,d...)

use a format string to format the values of a,b,c, etc. Format strings consist of a string of characters, with special format specifiers of the type %w.dx where w is the width of the field, d is the number of decimal places, and x is the format type. Format types for x include: s for string, n for number (commas every 3 digits), f for floating point, m for money (currency).

%getglobal(name)

return the value of global variable name (stored in the INI file)

%grep(i,s)

search the ith file and return lines that match the pattern in s

%if(expression,true-value,false-value)

if expression is true, return the true-value otherwise return the false-value

%insert(p,s,i)

return the string s with pattern p inserted at position I.

%ismember(s,list)

return true if s is a member of the given string list

%isnumber(s)

true if s represents a valid number

%left(s,n)

return the leftmost n characters of the string s

%leftback(s,n)

return the leftmost part of s, n characters from the end

%len(s)

return the length of the string s

%lower(s)

return the string s in lowercase

%max(a,b,c,d...)

return the maximum value of the parameters

%min(a,b,c,d...)

return the minimum value of the parameters

%mod(a,b)

return a modulus b

%null(s)

return true if s is the null string

%numwords(s,d)

return the number of words in string s, delimited by string d (if d is missing, a space is used as the word delimiter)

%number(s)

convert a string to a number

%pick(s1,s2,s3,...)

display a picklist and let the user choose one or more strings from the list. If more than one are chosen, they are returned separated by |. See #PICK for more options

%pos(p,s)

return the position of pattern p in string s. Return 0/false if not found

%proper(s)

convert s to proper case (lowercase except for first letter)

%prompt(v,p)

prompt the user for a value for the variable v. If p is present, use password mode so that the value entered by the user is not echoed.

%random(i,j)

return a random integer >= I and <= J. If J is omitted, then I specifies the maximum value, and 0 is used as the minimum value.

%read(i,rec)

read the specified record from the ith file. If rec is omitted, zero is assumed. For text files, rec is the line number to be read (0 reads the next sequential line).

%remove(p,s)

Remove substring p from string s

%repeat(s,n)

return s repeated n times

%replace(s,p,r)

return s with all occurrences of p replaced with r

%right(s,n)

return the rightmost part of s following n characters

%rightback(s,n)

return the rightmost n characters of the string s.

%setglobal(name,value)

set the value of the global variable name (stored in the INI file)

%time(format)

return the current date/time. If format is nil (or missing), a long format is used. Otherwise, use characters such as dd, mm, mmm, yy, hh, mm, ss, etc in the format string to return that part of the current date/time

%trigger(class)

return true if the specified trigger class is enabled

%trim(s)

trim spaces from beginning and end of s

%trimleft(s)

trim leading spaces from s

%trimright(s)

trim trailing spaces from s

%upper(s)

return the string s in uppercase

%word(s,i,d)

return the ith word of string s, delimited by string d (if d is missing, a space is used as the word delimiter

%write(i,s,rec)

write string s to the ith file at record rec. For text files, rec is ignored and s is appended to the file. If rec is 0, s is written to the end of the file.

%yesno(s)

Displays question in string s and returns true or false depending upon which button is clicked. See #YESNO for more options. If more than two buttons are displayed, the result is the button number, making this useful in conjunction with #CASE. With only two buttons, 0 or 1 is returned, making this useful in conjunction with #IF.

The following functions are defined to access the data in the mapper. Items in brackets [] are optional. If the room or zone parameters are omitted (or set to ‘’) then the current room or zone is used. Whenever a parameter specifies the room number, the ID (short name) of the room can be used instead.

%roomname( room, [s])

Return or set the name of the room to string s

%roomdesc( room, [s])

Return or set the description of the room to string s

%roomnum( room)

Returns the number of a room

%roomid( room, [s])

Return or set the short name (ID) of the room to string s

%roomcom( room, [s])

Return or set the command assigned to the room to string s

%roomnote( room, [s])

Return or set the Notes of the room to string s

%roomexit( room, [s])

Return or set the exit string of the room to string s. The exit string is a string list, with each direction seperated by |

%roomobj( room, [i])

Return or set the number of objects in the room to i

%roommob( room, [i])

Return or set the number of mobs in the room to i

%roomcost( room, [i])

Return or set the cost of entering a room to i

%roomkind( room, [i])

Return or set the type of the room to i. 0 = normal, 1 = water, 2 = fly, 3 = trap. Add 128 to set Do Not Enter flag.

%roomflag( room, [i])

Return or set the Reload flag of the room to i (0 = false, 1 = true)

%roomlink( room, dir, [i])

Return or set the link in direction dir to the room number i. To delete a link, i=-1, for an unknown link, i=-2

%roomportal( room, s, [i], [z])

Return or set a non-standard exit (portal). Assign the room number i and zone number z to the non-standard exit string of s.

%numrooms()

Return the number of rooms in the current zone

%numzones()

Return the number of zones in the map

%parsemode(I)

returns or sets the current mapper parse mode. I=0 is Full, I=1 is Brief, and I=2 is Look.

%walk( i)

Return the speedwalk string needed to get to room i

%zonename( zone, [s])

Return or set the name of the zone to string s

%zonenum( zone)

Return the number of a zone

Predefined Variables

The system maintained several predefined variables for you to use. Each of these variables begins with an underscore character to signify that it is a temporary variable.

%action the action executed from the last trigger

%char the name of your MUD character

%cr a newline character

%ctime the number of seconds you have been connected to the MUD

%def current list of special characters

%host the host name of the current MUD

%i same as %repeatnum

%lastcom the last command executed

%lastcom2 the command before the last command executed

%lastcom3 the command before %lastcom2

%lastinput the last line of commands executed

%line the last line received from the MUD

%line2 the line before the last line received

%line3 the line before the line before the last line received

%param1 the first parameter from the last trigger match

%param2..%param99 the parameters from the last trigger match

%port the current port connected to

%random a random number from 0 to 99

%repeatnum the current index during repeating commands, or loop command

%selected returns the text currently selected in the output or command buffer

%selline currently selected line

%selword currently selected word

%title the title of the current MUD

%trigger the line that caused the last trigger

%window the name of the current window

Repeating Commands

Syntax: #number command

Example

The specified command is sent to the MUD the number of times given by the number parameter. This number must be a constant. To use variables, see the LOOP command. The current value of the repeat counter is saved in the predefined variable %repeatnum for your use in the command.

Repeating example

#10 kill mound

send the command kill mound to the MUD 10 times.

ABORT

Syntax: #AB

Example

Aborts the processing of the current command line.

ABORT example

get all corpse;#ABORT;split

OK, this is somewhat contrived, but the command ‘get all corpse’ is sent, then the #ABORT stops further processing so that the ‘split’ command is ignored.

ACTION

Syntax: #AC pattern command [classname]

Related: #TRIGGER #T+ #T- #IGNORE

Example

This is one of the most powerful features of zMUD. It allows you to define a command to be executed whenever the matching text is received from the MUD.

The first parameter is the text to be matched. If the text contains a space, you need to enclose it in quotes. This pattern can contain special pattern matching symbols and wildcards. The second parameter is the command to be executed when the pattern is received from the MUD. Since this command usually consists of more than one word, you must enclose it in quotes. The third parameter is optional, and is the name of the trigger action class that this action is part of. Triggers can be enabled and disabled when part of a class.

For advanced trigger options, you must go to the Preferences dialog. In this dialog, you can determine whether the action is triggered at the end of each line received from the MUD, or if it is just triggered at the end of receiving a block of data from the MUD. Responding to MUD prompts such as Username and Password require a trigger that activates after a block of text is received since these prompts are not normally followed by a newline.

In the Preferences dialog you can also determine whether the trigger action is enabled when you first load the data file. You can also individually enable or disable triggers individually as well as by class name.

ACTION example

A simple trigger action

#AC {chats} {#COLOR red}

whenever a line containing the word ‘chat’ is received, the color of the line is changed to red.

Triggers for automatic logins

#AC {^Username:} {#CH}

#AC {^Password:} {#PW}

In the Preferences dialog, turn off the ‘Trigger on Newline’ option and turn on the ‘Trigger on Prompt’ so that these macros don’t wait for a newline character. Note that the ^ character at the beginning of each pattern forces them to match the beginning of a line.

Parameters in triggers

#AC {^You get (%d) coins} {split %1} autosplit

Whenever you see a line like ‘You get [number] coins’ the number of coins is stored in the %1 parameter. The command then uses this value to split the coins among the party members. A class name of autoplit is used so that you can enable and disable the trigger using the T+ and T- commands.

Pattern Matching

Patterns can contain several special character for wild-card matching.

* match any number of characters or white space

? match a single character

%d match any number of digits (0-9)

%w match any number of alpha characters (a-z) (a word)

%a match any number of alphanumeric characters (a-z,0-9)

%s match any amount of white space (spaces, tabs)

%x match any amount of non-white space

[range] match any amount of characters listed in range

^ force pattern to match starting at the beginning of the line

$ force pattern to match ending at the end of the line

(pattern) save the matched pattern in a parameter %1 though %9

~ quote the next character to prevent it to be interpreted as a wild card.

{val1|val2|val3|...} match any of the specified strings

{^string} do not match the specified string

In specifying a range, you can list specific characters such as [abc] or you can use a range [a-c]. To use a wild card character in the string itself, preceed the special character with the ~ quote character. For example, the pattern ~[test~] will match the string [test] rather than being interpreted as a range wild-card pattern. Note that the quote character can be changed in the Preferences section.

To match a blank line, use the $ pattern by itself.

You can also include variables in your pattern, and the name of the variable will be replaced with its value before the pattern match is performed.

ADD

Syntax: #AD variable amount

Example

This command allows you to perform simple arithmetic to variables. The value given by the amount parameter is added to the current value of the variable. If amount is not numeric, an error occurs. amount can also be a reference to another variable, adding its current value to the value of the listed variable. To subtract a value, use a negative amount.

This is the only math function currently implemented in zMUD. A full MATH command, ala TINTIN, is also available.

ADD example

#AD moves 1

Add one to the @moves variable

#ACTION {You get (%d) coins} {#AD gold %1}

When you pick up some coins, add their value to the @gold variable.

ALARM

Syntax: #ALA timepattern command

Related: #TRIGGER

Example

Allows you to set up a trigger based upon the time, rather than what is received from the MUD. The timepattern can contain a specific time, or can include wildcards as shown below. If preceeded with a minus (-), the connection time is used rather than the current time.

Typically, the timepattern has the format hours:minutes:seconds, although the hours and minutes are optional. If missing, the hours or minute parameter is assumed to be an asterisk wildcard. In place of a specific numeric value, you can use an asterisk to match any value, or you can list several values separated by the OR operator (|). You can also use the special wildcard *value which will match when the time MOD the value is zero. E.g. *10 matches 10, 20, 30, etc. Finally, you can put parenthesis around the wildcards to save the values matched to the %1..%9 parameters.

ALARM example

#ALARM -30:00 {save}

The hour isn’t specified, so it defaults to *. Thus, this trigger saves your game every 30 minutes of connect time.

#ALARM 3:00:00 {gossip "Why aren’t you sleeping?"}

This triggers at 3am local time.

#ALARM -59:(55|56|57|58|59) {#SHOW 60-%1}

Ok, here’s a complicated one. The pattern starts with a minus sign, so its going to look at the connection time. Then the hour parameter is missing, so any hour will match. The minutes is specified at 59. The seconds match 55 or 56 or 57 or 58 or 59, and the actual value matched is saved to %1 because of the parenthesis. The command then takes %1 (the matched seconds), subtracts it from 60 and says the result. The final result of this trigger is on the last 5 seconds of every hour, you say "5" "4" "3" "2" "1".

ALIAS

Syntax: #AL [aliasname] [string]

Related: #VARIABLE

Example

Assign the command string to the shortcut aliasname. Variables in string are expanded when the ALIAS command is executed. To delay expansion of variables, use two variable characters.

If ALIAS is used with no parameters, all aliases are listed to the output window. If ALIAS is given a single parameter, the definition of aliasname will be displayed.

Aliases can also be expanded via tab completion. If the aliasname is entered into the command line and <TAB> is pressed, the aliasname will be replaced with the string assigned to that alias.

Text following the aliasname in the command line is stored in parameters. These parameters %1 through %99 can be used in the string definition of the alias. Special parameters %-1 through %-99 are also defined which represent the parameter plus all text following it. Thus, %-1 contains all text following the alias. %-2 contains everything past the first parameter, and so on. Thus, in the example alias foo bar, alias is the aliasname, foo is assign to %1, bar is assigned to %2, foo bar is assigned to %-1, and bar is assigned to %-2. Any text following the aliasname that is not used as a parameter is appended to the results of the alias expansion.

ALIAS example

Simple alias

#AL fs {fill waterskin statue}

When fs is entered, the string fill waterskin statue is sent to the MUD.

Using delayed expansion

#AL fs {fill @container statue}

When fs is entered, the value of @container is expanded, and the result is send to the MUD. If @container has the value of jug, then the string fill jug statue is sent to the MUD.

Using parameters

#AL kk {kill %1;kick %1}

Used with a parameter. If kk rabbit is entered, the commands kill rabbit and kick rabbit are sent to the MUD.

Delayed expansion

#AL make {#ALIAS %1 {cast %1 %%1}}

This is a complicated alias which creates other aliases. In this case, the ‘make’ alias takes a parameter which is the name of a spell to cast. When you use the ‘make’ alias, another alias is created with a name equal to the spell name. Since each % is removed each time a command is parsed, the %%1 is delayed by one step. Thus, when you enter

make heal

the command

#ALIAS heal {cast heal %1}

is entered, which creates the new spell alias called ‘heal’

ALL

Syntax: #ALL command

Example

Sends the specified command to all character windows.

ALL example

#ALL quit

sends the quit command to all active character windows.

BACKUP

Syntax: #BA

Related: #PATH #RETRACE

Example

Remove the last direction from the currently recorded path.

BACKUP example

If the current path is .nsew then #BA will set the path to .nse. If the current path is .n4s then #BA will set the path to .n3s.

BEEP

Syntax: #BEEP [value]

Related: #PLAY

Example

Plays the current beep sound. If you specify a numeric value, then the corresponding windows event is played instead. The default beep sound has a value of zero.

Note that zMUD does not pause while the sound is playing. Thus, playing two beeps in a row will only sound one beep, since the first one is still playing when you start the second. To play two beeps, use the WAIT command to insert a delay.

BEEP example

#BEEP 16

play the sound for windows event 16

#BEEP;#WAIT 500;#BEEP

sounds two beeps with a 1/2 second delay. Note that zMUD continues to process other events during the delay, so this won’t slow you down.

BUTTON

Syntax: #BU number

Example

Triggers the numbered button (from 1 to 16). This is typically assigned to a macro key. The number parameter can be a variable reference, but must evaluate to a numeric value.

BUTTON example

#BU 1

triggers the first button, just as if you had clicked it.

C+

Syntax: #C+ [name]

Related: #C-

Example

Starts capturing lines and sending them to the specified window. If ‘name’ is omitted, lines are sent to the command editor (assuming capturing is enabled within the editor). Otherwise, the lines are sent to the named window. The window is created if it doesn’t exist. If the Capture Commands option is on in the preferences, then commands entered into the command line will also be captured to the window.

C+ example

#C+ temp

starts copying all lines received from the MUD to the window named temp.

C-

Syntax: #C-

Related: #C+

Example

Stops capturing text from the MUD. Opposite of C+.

C- example

#C-

Wow, imagine that!

CAPTURE

Syntax: #CAP [number] [name]

Related: Editor window

Example

Captures the last number lines of text, and copies them into another window. If number is missing, the last line is copied. If number is -1, all lines are copies. If ‘name’ is specified, the lines are sent to the named window (the window is created if it doesn’t exist). If ‘name’ is omitted, the lines are sent to the command editor window.

CAPTURE example

#CAP

capture the last line from the MUD and copy it into the editor window.

#TRIGGER {tells you} {#CAP tell;#GAG}

When a line containing the string ‘tells you’ is received from the MUD, the capture command copies the line to the tell window, and the gags it from the current window.

CASE

Syntax: #CA index command1 [commandn]

Example

Allows you to select a command from a list to be executed. The index parameter determines the command to execute from the list given by command1..commandn. If index is greater then the number of commands, it wraps around. For example, if there are four commands and you ask for the fifth, the first is returned. This allows you to use the predefined variable %random to select a random command.

If the index is negative, results are undefined.

CASE example

#CASE 2 {first command} {second command} {third command}

sends the string second command to the MUD

#CASE @joincmd {join} {rescue}

if the variable @joincmd is 1 (or 3,5,7...) the string join is returned, otherwise the string rescue is returned.

#CASE %random {Hello} {Hi there} {Hiya} {Hi}

returns a random string from the given list to the MUD.

CHARACTER

Syntax: #CH

Related: #HOST #PW

Example

Returns the name of the current character from the Character Database

CHARACTER example

If the current character name is Zugg, then #CH sends Zugg to the MUD.

CLOSE

Syntax: #CL filenum

Related: #FILE

Example

Close the file given by filenum. It must have already been opened using the FILE command.

CLOSE example

#CLOSE 1

Closes file number 1

CLR

Syntax: #CLR

Example

Clear the screen. The scrollback buffer is uneffected. To clear the entire scrollback buffer and reclaim the memory, use the Empty menu command.

CLR example

How about: #CLR

COLOR

Syntax: #CO attribute [pattern]

Related: #HIGHLIGHT

Example

If the pattern parameter is left out, this command changes the color of the last line received from the MUD. The color attribute can be a numeric attribute (compatible with the attribute values used by the text modes of DOS) or can be a combination of string values listed below, separated by commas.

If the pattern is included, a trigger is created to color any line matching the given pattern with the specified color.

Color values:

black 0

blue 1

green 2

cyan 3

red 4

magenta 5

brown 6

grey 7

yellow 14

white 15

bold 128

to make a color brighter, add 8 to the base value. For example, 9 is bright blue. To change the background color, rather than the foreground, multiply the base value by 16. For example, to get a red background, use 4*16 or 64. To make the foreground font bold, add 128 to the value.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Thus, a bold white on a blue background would be 128 + 1*16 + 15 = 159.

COLOR example

#CO red

changes the color of the last line received to red.

#CO bold,red

changes the last line to bold font and colors it red

#CO 159

set color of last line received to bold white on blue background.

#CO red {tells the group}

same as #ACTION {tells the group} {#CW red}. Whenever a string is received from the MUD containing the pattern tells the group, the phrase is colored red. Only the phrase is used because #COLOR secretly uses the #CW command. If you really want the entire line colored, you must create the trigger manually using:

#TRIGGER {tells the group} {#COLOR red}

CONNECT

Syntax: #CON

Related: #DISCONNECT

Example

Disconnects, then reconnects to the current MUD session. Save as File/Reconnect menu command.

CONNECT example

#CON

drops the session, then reconnects. If you are using auto-login triggers, you should be back to where you were.

CR

Syntax: #CR

Example

Send a blank line to the MUD.

CR example

#CR

send a blank line to the MUD

CW

Syntax: #CW color

Related: #COLOR

Example

If used after a successful trigger, this command will color the phrase matched by the trigger with the specified color.

CW example

#TRIGGER {Zugg} {#CW red}

Whenever a line is received containing the word "Zugg", these words are colored red. Note that this is similar to the #COLOR command which would color the entire line red instead.

DDE

Syntax: #DDE server topic macro

Example

This command allows you to communicate with an external program via Microsoft Windows Dynamic Data Exchange (DDE). You must consult the documentation of your external program to determine the syntax of its macros, and its defined topic names. The server name is usually the name of the program itself (without the .EXE). There are also built-in functions for DDE:

%dde(server,topic,item)

Communicates with the specified server and topic and returns the requested item as the value of the function call.

%ddepoke(server,topic,item,value)

sends value as the new item to the specified DDE server and topic.

%ddemacro(server,topic,macro)

does the same as this #DDE command and sends a DDE macro to the server.

If you open a DDE connection with the %ddeopen(server,topic) function, then you do not need to specify the server and topic in the other functions. This DDE connection is global to zMUD and available in any window. When you are finished with a DDE connection, use the %ddeclose() function.

Note the zMUD also acts as its own DDE server. The server name is zmud, the topic name is also zmud, and the only defined item name is data. Using a DDEPoke you can set data to any command string and cause all variables and function calls to be expanded. You can then yuo a DDE call to retrieve the resulting value of data. Using DDEMacro you can send a command string to zMUD and cause it to be executed as if it were typed.

DDE example

Since DDE is somewhat obscure, I have included a bunch of useful examples:

#DDE NETSCAPE WWW_OpenURL {http://pobox.com/~~zugg/zmud.html}

If you have NetScape, this command will send the specified URL and cause it to be opened. Note that because the tilde character is used in zMUD to quote special characters, you must use two of them to send one to Netscape.

#DDE ZMUD ZMUD {remove all;drop all}

Causes the indicated commands to be sent to zMUD and executed! Watch out!

%dde(Excel,’TEST.XLS’,’R1C1’)

Tells Microsoft Excel to load the spreadsheet TEST.XLS and returns the value of cell R1C1 (row 1, column 1)

%ddepoke(Excel,’TEST.XLS’,’R1C1’,@tank)

Sends the value of the variable tank to Excel which overwrites R1C1 in spreadsheet TEST.XLS

DEFAULT

Syntax: #DE [special-char-string]

Related: #NODEF

Example

Saves your current special characters on the stack and sets the defaults. This is useful at the beginning of a script to make sure standard parse characters are used while reading the script. Use the #NODEF command at the end of the script to restore the characters.

A string can be given as an argument to specify the new values of the special characters. This is a 9 character string which must be enclosed in quotes. Each character in the string represents one of the special characters. To leave the character as the default, you can use the x character as a placeholder. The characters are:

1 Command Char (#)

2 Separator Char (;)

3 Variable Char (@)

4 History Char (!)

5 Parameter Char (%)

6 Movement Char (.)

7 Focus Char (:)

8 Quote Char (~)

9 Must be a space at the end

DEFAULT example

#DEF

Saves your special characters and restores the defaults

#DEF {xx$xxxxx }

Saves your special characters, then restores defaults, then sets the Variable char (3rd char in string) to $.

DISCONNECT

Syntax: #DI

Related: #CONNECT

Example

Disconnects your current session. Careful, because it doesn’t ask if you’re sure!

DISCONNECT example

#TRIGGER {You are BLEEDING} {#DI}

Actually not a good idea, but this will disconnect you when you start bleeding, leaving you linkdead. Note that on most MUDs the monster will keep hitting your linkdead character.

ECHO

Syntax: #EC string

Related: #SAY

Example

Echo the string to the top window. Like the SAY command, except SAY echoes to the window it was issued from. The difference is when performing trigger actions. Using SAY, the trigger will echo the string to the window that issued the trigger. Using ECHO it will echo to the window the user is currently viewing.

ECHO example

#TRIGGER {The glow fades} {#ECHO {Sanc out in window %window}}

When your sanctuary spell runs out in any window containing this trigger, the window that currently has focused is given the message that Sanctuary has run out. The {} around the message is needed for zMUD to expand the variable %window.

ERASE

Syntax: #ERA filenum

Related: #FILE

Example

Erases the file opened as file number filenum.

ERASE example

#FILE 1 old.log

#ERA 1

erases file named old.log. Note that the FILE command prevents you from accessing files outside the ZMUD directory, or from accessing EXE, HLP, or MUD files.

EXEC

Syntax: #EXEC command

Example

Executes the specified command. Since the command can contain variables which are expanded, this command can be very powerful.

Note: Use this command at your own risk!

If you use this in a trigger, you open yourself up to abuse from other players that will try to set off yor triggers themselves.

EXEC example

#TRIGGER {^Zugg tells you (*)} {#EXEC %1}

Wow, what a trigger! Whenever Zugg tells you to do something, you will do it. Note the importance of using the ^ character to anchor the pattern to the beginning of the line. Without this precaution, somebody could say ‘Aurora tells you ‘Zugg tells you to drop all’’ which would cause you to inadvertently drop everything you are carrying!

FILE

Syntax: #FI number name

Related: #READ #WRITE

Example

Open a file for reading and writing. zMUD provides 10 files. Files numbered 1-5 are text files that can be read sequentially, or appended to. Files numbered 6-10 are string record files that can be read and written randomly. If the numbered file is already opened, the previous file is closed. The filename given in name is restricted to the current directory containing ZMUD.EXE and cannot refer to a EXE, HLP, or MUD file. This protects you from accidentally modifying important files on your disk.

FILE example

#FILE 1 test.txt

assigns text.txt to file 1.

FIND

Syntax: #FIN

Example

Finds the current location on the map. Issues the MUD Look command and compares the current MUD room description with the map database and sets the map location to the matching room.

FIND example

#FIN

Same as using the Find command in the mapper menu.

FORALL

Syntax: #FO list command

Example

The specified list contains items separated by | characters. This command loops through the list, assigning each element in turn to the %i variable, and executes the command.

FORALL example

list="sword|ring|shield"

#FORALL @list {repair %i}

Loops through the equipment in the list and repairs each one in turn.

FREEZE

Syntax: #FR [value]

Example

This command causes the output screen to split, displaying the scrollback buffer. Text from the MUD continues to be received, and triggers continue to execute, however, the screen does not scroll. If value is 0, the screen is unsplit, otherwise the screen is split. If value is omitted, the current split state is toggled. This command is the same as pressing Control-Z, selecting Freeze from the Window menu, or clicking in the lower right corner of the output window next to the scroll bars.

FREEZE example

#FR 1

splits the window

#FR

toggles the current split window state

GAG

Syntax: #GA [pattern]

Related: #UNGAG

Example

If the pattern is omitted, this command deleted the last line received from the MUD. If pattern is included, any line from the MUD matching the pattern is deleted from the input screen. This allows you to remove text that you don't want to see. The last syntax is equivalent to #ACTION pattern '#GAG'.

GAG example

#GA

removes the last line received from your screen.

#GA Zugg

removes any lines received from the MUD containing the string Zugg

#GA gossips

removes any lines received from the MUD containing the string gossip.

H+

Syntax: #H+

Related: #H-

Example

Retrieves the next command from the command history. This only works if you have previously used #H- to retrieve the previous command. This command is normally assigned to the down-arrow key.

H+ example

test1

test2

#H-

#H+

the #H- retrieves the test1 command, while the #H+ retrieves the test2 command.

H-

Syntax: #H-

Related: #H+

Example

Returns the previous command from the command history buffer. This command is usually assigned to the up-arrow key.

H- example

test1

test2

#H-

Retrieves the command test1 from the history buffer.

HELP

Syntax: #HE [command]

Example

Without any parameters, this command displays the Help table of contents. If you specify a command, help on that command is displayed.

HELP example

#HELP alias

displays help about the alias command

HIGHLIGHT

Syntax: #HI [pattern]

Related: #COLOR

Example

If pattern is omitted, this command makes the last line received from the MUD bold. If pattern is included, any line matching the pattern received from the MUD is made bold. This last syntax is equivalent to the command #ACTION pattern '#HIGHLIGHT'.

HIGHLIGHT example

#HI

make the last line received from the MUD bold.

#HI Zugg

highlight any line received from the MUD containing the string Zugg.

HISTORY

Syntax: #HIS

Example

Displays the last 20 commands in the output window. The number preceeding each command is the command line number. You can execute one of the previous commands by preceeded the command line number with the history character, which defaults to !. !! executes the most recent command. You can also execute a previous command using !pattern where pattern matches the text at the beginning of a previous command.

You can also pop up an interactive history dialog by right clicking in the output window, or by left clicking on the arrow button at the left of the command input line. The dialog shows the last 20 commands. If you single-click on a line, the command is copied into the edit line at the top of the dialog. You can then edit the command and press <Enter> to execute it. If you double-click on a command, it is sent directly to the MUD without allowing you to edit it, and the history dialog will close. To close the dialog without executing a command, right click on it.

Tab completion can also be used with history. If you use the history character (!) to specify a command, either numerically, or by using a pattern, then press <TAB>, the matching command will be copied into the command input buffer for editing.

HISTORY example

#HI

displays the last 20 commands

!!

executes the last command again

!3

executes the third command in the history buffer

!k

executes the last command beginning with the string k

!k<TAB>

retrieves the last command beginning with the string k for editing in the command line.

HOST

Syntax: #HO

Related: #CHAR #PW

Example

Send the name of the current MUD host.

HOST example

If the current host name is foo.bar.edu then #HO sends the string foo.bar.edu to the MUD.

IF

Syntax: #IF expression true-command [false-command]

Example

Allows conditional execution. If the expression is true, then the true-command is executed. If the expression is false, then the false-command (which is optional) is executed. Expressions can contain variables and operators.

IF example

#IF @autosplit {split @gold}

If the @autosplit variable is non-zero, then the value of @gold is expanded, the string split is sent to the MUD followed by the value of @gold.

#IF (@gold < 100000) {emote is poor} {emote is RICH!}

If the value of the @gold variable is less than 100000, then the string emote is poor is sent to the MUD, otherwise the string emote is RICH! is sent to the MUD.

#IF (@line =~ "You receive (%d) coins") {split %1}

If the value of the variable @line matches the pattern You receive %d coins, then the number of coins matched is stored in the %1 parameter, and the string split is sent to the MUD, followed by the parameter. Note the nested quotation marks needed to properly parse this command.

Expressions

zMUD implements full expressions. Expressions can contain variables, and most common operators. Parenthesis can be used to override default operator presedence. When evaluating an operation, if all parameters of the operation are numeric, then a numeric operation is used, otherwise a string operation is used. The following operators are recognized (v1 and v2 represent variables, or other expressions):

v1 + v2 add value1 to value2. If values are not numeric, the text values are concatenated.

v1 - v2 subtract value2 from value1

v1 * v2 multiply value1 by value2

v1 / v2 divide v1 by v2. Any fraction is discarded.

v1 \ v2 divide v1 by v2 and return the modulo

v1 & v2 returns the logical AND of value1 and value2

v1 and v2 same as above

v1 | v2 returns the logical OR of value1 and value2

v1 or v2 same as above

v1 xor v2 returns the logical XOR of value1 and value2

v1 = v2 true if value1 is the same as value2

v1 > v2 true if value1 is greater than value2

v1 < v2 true if value1 is less than value2

v1 >= v2 true if value1 is greater than or equal to value2

v1 <= v2 true if value1 is less than or equal to value2

v1 <> v2 true if value1 is not equal to value2

v1 != v2 true if value1 is not equal to value2

v1 =~ v2 true if the pattern in value1 is contained in value2

v1 ~= v2 same as =~

-v1 return the negative of value1

!v1 return the logical NOT of value1

If the pattern matching=~ operator is used, any saved pattern parameters are available in the true-command or false-command if expression is part of an IF command.

The constants: true, yes, on are defined with a value of 1, and the constants: false, no, off are defined with a value of 0.

IGNORE

Syntax: #IG

Related: #T+ #T-

Example

Toggle the execution of all trigger actions.

IGNORE example

#IG

start ignoring all triggers.

#IG

turn execution of triggers back on again.

INPUT

Syntax: #IN string

Example

Copy the string into the current command buffer, replacing the current contents.

INPUT example

#IN get @item

Expand the value of the @item variable and place the command get followed by this value into the current command buffer.

KEY

Syntax: #KE key command

Example

Assign a command to a key. key should be the full name of the key, for example, F1, or CTRL-A, or ALT-F2.

As an alternative syntax, you can use <key>=command as an assignment statement.

KEY example

#KEY F1 eat bread

assign the eat bread command to the F1 key

<ALT-D>={drink water}

assign the command ‘drink water’ to the ALT-D key

KILLALL

Syntax: #KILLALL

Example

Erase all macro keys, aliases, variables, triggers, tab completion words

KILLALL example

#KILLALL

deletes everything (well almost). This command cannot be abbreviated.

LMAP

Syntax: #LM path command

Related: #LOOP

Example

Loop through the given speedwalk path and execute the command for each room on the map along the path. The variable %i is set to the room number.

LM example

#LMAP ‘3sn’ {#SHOW %roomname(%i)}

From the current map location, move 3 squares south, then one square north. At each step, display the name of the room

LOAD

Syntax: #LOA filename

Related: #SAVE

Example

Load the specified settings file into the current window. Note the the current settings file is not saved! Any variables in filename are expanded.

LOAD example

#LOAD dc

Load the dc.mud settings file (.MUD is the default extension)

<F1>={#LOAD combat};<F2>={#LOAD social}

loads the combat.mud file when you press F1, and loads the social.mud file when you press F2

LOG

Syntax: #LO [filename]

Example

Given a filename parameter, this command creates a logfile with the specified file name. If the file already exists, it is opened for appending. If the file does not exist, it is created. If the filename is omitted, then the logging flag is toggled.

LOG example

#LO test.txt

start logging all input from the MUD to the file test.txt

#LO

toggle the logging flag.

LOOK

Syntax: #LOOK

Example

Executes the MUD Look command and loads the displayed name, description, and exits into the current room on the mapper.

LOOK example

#LOOK

LOOP

Syntax: #LOO range command

Example

Execute the command a number of times given by the range. The range consists of a minimum numeric value, followed by a maximum value, separated by a comma. If only the minimum value is given, then a loop of 1,value is assumed (executing the command the number of times stated by the value). The current value of the loop variable is stored into the %i variable for use in the command.

LOOP example

#LOO 3 north

sends the command north to the MUD three times

#LOO 1,4 {get coins %i.corpse}

sends the commands get coins 1.corpse, get coins 2.corpse, get coins 3.corpse, get coins 4.corpse to the MUD

#LOO @num {eat bread}

sends the eat bread command to the MUD the number of times contained in the @num variable.

MAP

Syntax: #MAP direction

Related: #PATH

Example

Add the specified direction to the current path being recorded. Also sends the location to the mapper to move you on the map

MAP example

#MAP north

if the current path is .s then the path is updated to be .sn. If the current path is .2n then the path is updated to be .3n. Then you are moved one square north on the map.

#TRIGGER {%w leaves (%w)} {#MAP %1}

Follows the leader of your group and updates the map location

MARK

Syntax: #MA

Related: #PATH

Example

Mark the beginning of a path. Clears the currently recorded path.

MARK example

#MA

clears the current path and marks the beginning of a new path. Turns on path recording.

MATH

Syntax: #MAT variable expression

Related: #ADD

Example

Assigns the value of the expression to the given variable. Expressions can contain numeric, logical, and text functions. Any variables in the expression are also expanded.

MATH example

#MATH test (1+3)*4

assigns the value of '16' to the variable @test.

#MATH test2 @test-4

if @test has the value of 16, the value of 12 is assigned to @test2

#ALIAS add {#MATH value %1+%2}

add 3 4

the value of 7 is assigned to the variable @value

MEDIA

Syntax: #ME function

Related: #PLAY

Example

Sends a command to your current multimedia device. Usually, you use this command after starting to play something with the play command. Any variables in function are expanded. Possible values of function are:

back step the media backwards

close close the current file

eject eject the media

next go to next track

pause pause the playing of the media

play start playing the media

prev go to the previous track

resume resume playing after a pause

rewind send media back to beginning

step step the media forwards

stop stop playing the media

MEDIA example

#MEDIA next

if you are playing a CD, this moves to the next track

MEMORY

Syntax: #MEM

Example

Displays the amount of Windows memory you have left. Mostly for debugging purposes.

MEMORY example

#MEM

16575234 bytes available

MENU

Syntax: #MEN command

Example

Executes the specified menu commands. Specify each menu command exactly as displayed in the menu. For submenus, each menu must be listed separated by | characters. Thus, the Exit command is specified as File|Exit. There is no way for zMUD to fill in any dialog value, this command just executes the menu command as if the user clicked on the menus.

MENU example

#MENU {File|Exit}

Exits zMUD! (You wouldn’t really do this, would you?)

#MENU {Actions|Make Button}

Pops up the Make Button dialog box.

MESSAGE

Syntax: #MES string

Example

Displays a small window containing the specified string as a message. The window is small and surrounded by a red border. There is a button in the window to close it. If the window is not closed within 10 seconds, it closes automatically.

MESSAGE example

#MESS Sanctuary is out!

Displays the specified message in an alert window.

NAME

Syntax: #NA string

Example

Change the name of the current window. The default name of a window is the name of the MUD character. With this command you can change the name to anything you want. This name is saved with the character.

NAME example

#NAME tank

gives the current window the name of tank. Now when you say tank:command the command is sent to this window.

NODEF

Syntax: #NODEF

Related: #DEFAULT

Example

Restores the special characters saved by the #DEFAULT command. Usually used at the end of a script to restore the previously saved values.

NODEF example

#NODEF

Pretty simple. Make sure you use the #DEF command to save the chars before restoring them with #NODEF.

NOMAP

Syntax: #NOMAP [pattern]

Example

Prevents the mapper from parsing the line that matches the specified pattern. If the pattern is omitted, then the line previous matched by a trigger is ignored by the mapper.

NOMAP example

#TRIGGER {gossips} {#NOMAP}

#NOMAP {gossips}

Each of these commands does the same thing. This prevents any line containing the word "gossip" from being parsed by the mapper.

NOOP

Syntax: #NO

Example

Does nothing! (Wow, what a powerful command)

NOOP example

You really need an example of this one???

OK

Syntax: #OK

Related: #SLOW #STOP

Example

Confirms the currently pending slow walk direction. This command is typically triggered by a macro to indicate that the previous movement was successful.

OK example

#TRIGGER {^Exits} {#OK}

#TRIGGER {^It is pitch black} {#OK}

When either of these two strings are received from the MUD, the pending Slow Walk direction is confirmed, allowing slow walking to continue.

PATH

Syntax: #PA [pathname]

Related: #MARK #RETRACE #MAP

Example

If pathname is omitted, the current path being recorded is displayed. If pathname is given, the currently recorded path is saved to the variable specified by pathname. The direction character (.) is prepended to the variable name automatically.

PATH example

#PA

displays the current path being recorded

#PA magic

saves the current path to the variable .magic.

PICK

Syntax: #PI val1 [val2 [val3 ...]]

Example

Display a pickbox with val1, val2, val3, ... listed on each line (up to 99 values can be specified). The user can select one or more of these lines and return them. The values are returned separated by the current command separator (;) and executed as commands. If the user presses <Escape> then no commands are executed.

The PICK command recognized two special arguments. An argument of the format p:string displays the specified string as the prompt for the dialog. An argument of the form o:1 specifies that only one selection is allowed to be chosen. Also, each value can start with an asterisk * to indicate that it is selected by default when the dialog is displayed.

To display captions for each item that are different from the command, use the syntax caption:command. The caption is displayed in the list, but the command is executed.

PICK example

#PI {get all corpse} {get all.coins corpse} {sac corpse}

displays a picklist with three values. If the user selects the first and third option, the string ‘get all corpse;sac corpse’ is returned and executed.

#PICK {p:Select an action:} {o:1} {kill @mob} {kick @mob} {*stun @mob}

displays a picklist with three values. The string "Select an action" is displayed as the prompt for the dialog box. The o:1 option specifies that only one value can be selected from the list. The * in front of the third item specifies the default item to be chosen by pressing Enter.

#PICK {p:Select an action:} {o:1} {kill:kill @mob} {kick:kick @mob} {*stun:stun @mob}

Same as the above example, except shorter captions are displayed in the list rather than the entire commands.

PLAY

Syntax: #PL filename

Related: #MEDIA

Example

Plays the specified multimedia file. The file type is determined from the file extension of the filename. Tested formats are WAV, MID, AVI. If filename refers to a drive (as in D:), the drive is assumed to point to a CDROM with a musical CD in it.

Note that zMUD does not pause while the media is playing. Also, only one media can be playing at any given time.

PLAY example

#PLAY start.wav

play the startup wav audio file

#PLAY D:

start playing the CD on drive D:

sound=ouch.wav

#TRIGGER {hits you} {#PLAY @sound}

plays the file ouch.wav whenever you are hit. There are real possibilities here!

PROMPT

Syntax: #PR aliasname

Example

Pops up a dialog box to prompt you for the value of the specified alias/variable.

PROMPT example

#PR tank

Displays a dialog box asking you to enter the value for the @tank variable. The current value of the variable is the default.

PW

Syntax: #PW

Related: #CHAR

Example

Sends the password of the current character to the MUD. This password is not echoed to the output window.

PW example

#PW

sends your password to the MUD.

READ

Syntax: #REA filename

#REA n [rec]

Example

Open the file given by filename and read it line by line, executing each line. This allows you to store commands in a script file and then execute this script. Typically the KILLALL command will be used to clear memory before reading the file.

The second form of this command reads data from the nth file (opened with the FILE command). If n is 1-5, then the file is a text file and rec is the line number to read. If rec is zero or omitted, the next sequential line is read. If n is 6-10, then the file is a structured file, and the record indicated by rec is read. If rec is zero or omitted, the next record is read.

READ example

#REA mud.txt

Read the file mud.txt line by line and execute each line as if you had typed it manually.

#FILE 1 mudlist.txt

#READ 1 10

read the 10th line from the file mudlist.txt

RECALL

Syntax: #RECALL

Example

Teleports you to the Start Location (recall location) on the map.

RECALL example

#RECALL

RECORD

Syntax: #REC [aliasname]

Related: #ALIAS

Example

Toggles the recording of an alias. When you first enter #RECORD, zMUD starts recording all the commands you send to the MUD. You can monitor this recording by entering #RECORD again during the recording. When you are done and want to save the recording, enter the #RECORD command followed by the name of the alias you wish to create. If you use an alias value of off (#RECORD off), the recording is stopped and not saved.

RECORD example

#REC

starts recording

n

w

open door

#REC

displays: Current alias: n;w;open door

#REC temple

saves the commands n;w;open door to the alias named temple and turns off recording.

RESET

Syntax: #RES n

Related: #FILE

Example

Reset the nth file back to the beginning. The file must be opened using the FILE command.

RESET example

#RES 1

reset file 1 to the beginning.

RETRACE

Syntax: #RE [pathname]

Related: #PATH

Example

Executes the specified path backwards, allow you to retrace your steps as long as you are in a euclidean section of the MUD. If the pathname is omitted, the path currently being recorded is reversed.

RETRACE example

#RE magic

If the .magic path contains .2s2wn then this will execute the path .s2e2n.

SAVE

Syntax: #SAV [filename]

Related: #LOAD

Example

Saves the current settings file. If you specify a filename, the settings are saved to that file instead. Note that the name of the settings file associated with your current character is not changed by this command.

SAVE example

#SAVE new

saves the current settings to the file new.mud

SAY

Syntax: #SA text

Example

Same as the SH command. Echoes the specified text to the screen without sending it to the MUD.

SAY example

#SA You have @gold coins

Prints You have nnnn coins to the screen where nnnn is the current value of the @gold variable.

#ACTION {aura fades} {#SA SANC IS OUT!!!!;#COLOR red}

If the string aura fades is received from the MUD, the string SANC IS OUT!!!! is displayed to your screen and colored red.

SCROLL

Syntax: #SC pattern [lines]

Example

Displays all lines in the scrollback buffer that match the specified pattern. If you do not specify how many lines to display, zMUD displays all matching lines.

SCROLL example

#SC Zugg

Displays every line in the scrollback buffer that contains the string "Zugg"

#SC Zugg 4

Displays the last 4 lines in the scrollback buffer that contains the word "Zugg"

SEND

Syntax: #SE filename [prefix] [postfix]

Example

Sends the contents of filename to the MUD. Each line of the file is prefixed by the prefix string before being sent and the postfix is appended to each line.

SEND example

#SEND notes.txt {tell zugg}

Sends the file notes.txt and prefixes each line of the file with tell zugg

SESSION

Syntax: #SES [character-name|hostname port]

Example

Opens a new MUD session to the specified character or host. If you enter a single parameter, it should be the ID of a character in the character database that you want to run. If you specify two parameters, the first is the host name or IP address of a MUD, and the second parameter is the port number.

SESSION example

#SES Zugg

Opens a new session to the entry in the character database with an ID of Zugg

#SES jitter.rahul.net 6666

opens a new session to the MUD on host jitter.rahul.net port 6666.

SHOW

Syntax: #SH text

Example

Echoes the specified text to the screen without sending it to the MUD. Similar to SAY except that the text is processed just as if it were received from the MUD (usually for testing triggers) and it is evaluated.

SHOW example

#SH You have @gold coins

Prints You have nnnn coins to the screen where nnnn is the current value of the @gold variable. Any trigger set up for this type of pattern will get triggered.

SLOW

Syntax: #SL path

Related: #STEP #STOP #OK

Example

Executes the specified path in Slow Walking mode. In this mode, a single direction is sent to the MUD, then zMUD waits for confirmation before sending the next direction. Directions are confirmed with the #OK command, and aborted with #STOP. If a Slow Walk was aborted, it can be resumed with the #STEP command

SLOW example

#SL .n2es

Sends the north command to the MUD. Then waits for confirmation. If confirmed, then east is sent, and so on.

STATUS

Syntax: #ST text

Example

Sets the definition used for the status line displayed beneath the output window. This line can contain variables which are expanded before the status line is displayed. The status line is updated whenever a variable is changed.

STATUS example

#ST {Gold: @gold Tank: @tank}

If the value of @gold is 1234 and the value of @tank is Zugg, then the text

Gold: 1234 Tank: Zugg

is displayed on the status line.

STEP

Syntax: #STE

Related: #SLOW #STOP #OK

Example

Resumes a previous aborted Slow Walk by executing the next step in the path.

STEP example

#SLOW .n2es

North is sent, but never confirmed, so Slow Walking stops

#STEP

sends north once again to restart the Slow Walk.

STOP

Syntax: #STO

Related: #SLOW #STEP #OK

Example

Aborts the current Slow Walk. Typically used in triggers.

STOP example

#TRIGGER {A gang member is here} {#STOP;kill gang}

If the pattern A gang member is here is received from the MUD, any Slow Walk is aborted and the gang member is killed. You can then resume your walking with #STEP after the gang member is dead.

STW

Syntax: #STW string

Related: #STATUS

Example

Specifies the definition of the status window. The status window is like the status line except it can contain more than one line, and can contain %ansi color sequences. The status window can be positioned and sized anywhere on the screen (the position and sized is remembered). You can use the %CR function to insert a newline, and the %ANSI function to change the color of text. Right clicking on the status window also lets you set its definition string.

STW example

#STW { Hp: @hp %cr Exp: @exp %cr %ansi(red)Tank: @tank}

Defines a three line status window. The first line shows that current hitpoints in the @hp variable, the next line shows the experience in the @exp variable, and the last line shows the name of the current tank in red.

SUBSTITUTE

Syntax: #SU string

Example

This command is used in conjunction with triggers to change the text matched by the last trigger pattern to something else. It is useful for removing clutter on the screen.

SUBSTITUTE example

#TRIGGER {(*) tells you,} {#SUB {%1:}}

Replaces all lines received from the MUD of the form xxx tells you, with the text xxx: . This saves room on the screen and is expecially useful in a subwindow that captures text matching a pattern.

T+

Syntax: #T+ classname

Example

Enable execution of all triggers with the specified classname.

T+ example

#T+ autosplit

turn on the triggers in the autosplit class.

T-

Syntax: #T- classname

Example

Disabled execution of all triggers with the specified classname.

T- example

#T- autosplit

turn off all triggers in the autosplit class.

T?

Syntax: #T?

Related: #TIMER #TS

Example

Display the amount of time remaining in the timer.

T? example

#T?

If 10 seconds are left in the timer, the string 10 secs is displayed.

TAB

Syntax: #TA word

Example

Add the specified word to the tab completion list. If you type the first part of this word and press <TAB> the rest of the word will be filled in for you.

TAB example

#TA zugg

Add zugg to the tab completion word list. If you now enter z then press <TAB> the ugg will be filled in for you.

TELEPORT

Syntax: #TE room [zone]

Related: #WALK

Example

Changes your location on the map to a specific location -- your MUD position is unchanged. You can specify either a room name (the short name of a room), or room number, and you can specify either a zone name or a zone number. If the zone is omitted, the current zone is assumed.

TELEPORT example

#TE temple Midgaard

Sends you to the room marked as the temple in the Midgaard zone

#TE 0 "New Thalos"

Sends you to room zero in the zone of "New Thalos"

TIMER

Syntax: #TI

Related: #T? #TS

Example

Toggles the timer. If the timer is off, it is turned on. If it is on, then it is turned off. Note that the amount of time left in the timer is not effected by this command.

TIMER example

#TI

turns on or off the timer.

TRIGGER

Syntax: #TR pattern command [classname]

Example

This is one of the most powerful features of zMUD. It allows you to define a command to be executed whenever the matching text is received from the MUD.

The first parameter is the text to be matched. If the text contains a space, you need to enclose it in quotes. This pattern can contain special pattern matching symbols and wildcards. The second parameter is the command to be executed when the pattern is received from the MUD. Since this command usually consists of more than one word, you must enclose it in quotes. The third parameter is optional, and is the name of the trigger action class that this action is part of. Triggers can be enabled and disabled when part of a class.

For advanced trigger options, you must go to the Preferences dialog. In this dialog, you can determine whether the action is triggered at the end of each line received from the MUD, or if it is just triggered at the end of receiving a block of data from the MUD. Responding to MUD prompts such as Username and Password require a trigger that activates after a block of text is received since these prompts are not normally followed by a newline.

In the Preferences dialog you can also determine whether the trigger action is enabled when you first load the data file. You can also individually enable or disable triggers individually as well as by class name.

TRIGGER example

A simple trigger action

#TR {chats} {#COLOR red}

whenever a line containing the word ‘chat’ is received, the color of the line is changed to red.

Triggers for automatic logins

#TR {^Username:} {#CH}

#TR {^Password:} {#PW}

In the Preferences dialog, turn off the ‘Trigger on Newline’ option and turn on the ‘Trigger on Prompt’ so that these macros don’t wait for a newline character. Note that the ^ character at the beginning of each pattern forces them to match the beginning of a line.

Parameters in triggers

#TR {^You get (%d) coins} {split %1} autosplit

Whenever you see a line like ‘You get [number] coins’ the number of coins is stored in the %1 parameter. The command then uses this value to split the coins among the party members. A class name of autoplit is used so that you can enable and disable the trigger using the T+ and T- commands.

TS

Syntax: #TS [value]

Related: #TIMER #T?

Example

Sets the value of the timer and starts the countdown. At 5 seconds before the counter hits zero the string TICK IN 5 SECONDS. is displayed on the screen. If the value is omitted, then the origin of the timer is reset.

This timer is typically used to time ticks in the MUD. To get started, enter #TS value where value is the approximate time between ticks. When a tick actually arrives, enter #TS without a parameter to fine tune the timer interval. You can then set up an action that triggers on the TICK IN 5 SECONDS. string to perform an action such as resting.

TS example

#TS 60

set the tick timer to 60 seconds and begin the countdown

#TS

refine the timer interval. Use this when the tick actually arrives.

TYPE

Syntax: #TY filenum [pattern]

Related: #FILE

Example

If pattern is omitted, the entire contents of the numbered file are displayed on the screen (starting from the current position of the file). If pattern is given, only lines matching the pattern are displayed. Pattern can contain full pattern-matching commands.

TYPE example

#FILE 1 mudlist.txt

#TYPE 1

displays the entire contents of the file mudlist.txt to the screen

#TYPE 1 castle

only displays lines from mudlist.txt containing the word castle

TZ

Syntax: #TZ

Related: #TS

Example

Resets the tick timer to zero but does not change its duration.

TZ example

#TZ

Resets the tick timer to zero

#TRIGGER {The sun rises} {#TZ}

Resets the tick timer when the text The sun rises is received from the MUD.

UNALIAS

Syntax: #UNA alias

Related: #ALIAS

Example

Deleted the specified alias from memory. Careful, there is no way to get it back after you do this.

UNALIAS example

#UNA kk

removes the alias called kk

UNGAG

Syntax: #UNG

Related: #GAG

Example

Prevents the current line from being gagged. Typically used in a trigger to undo the GAG action of a previous trigger.

UNGAG example

#TRIGGER {Zugg} {#GAG}

#TRIGGER {tells you} {#UNGAG}

Normally, the first trigger would gag all lines that contain the string Zugg. However, the second trigger looks for the string ‘tells you’ and ungags it. Thus, the string ‘Zugg tells you’ will still be displayed.

UNKEY

Syntax: #UNK key

Related: #KEY

Example

Deleted the specified key macro from memory. Careful, there is no way to get it back after you do this.

UNKEY example

#UNK <F1>

removes the macro assigned to the F1 key

UNTIL

Syntax: #UN expression commands

Example

Execute the given commands until the expression evaluates to TRUE (non-zero)

UNTIL example

#VAR A 10

#UNTIL (A = 0) {#SHOW @A;#ADD A -1}

Displays a countdown from 10 down to 1. When @A becomes 0, the loop stops.

UNTRIGGER

Syntax: #UNT pattern

Related: #TRIGGER

Example

Deleted the trigger assigned to the specified pattern from memory. Careful, there is no way to get it back after you do this.

UNTRIGGER example

#UNT {tells you}

removes the trigger associated with the pattern ‘tells you’

UNVAR

Syntax: #UNV variable

Related: #VAR

Example

Deleted the specified variable from memory. Careful, there is no way to get it back after you do this.

UNVAR example

#UNV tank

removes the variable called tank

URL

Syntax: #URL url

Example

Automatically launch your web browser to display the specified URL. Requires that you have a Web Browser that associates itself with .HTM files and that supports the Open_URL DDE call (has been tested on Windows 95 with Netscape and Internet Explorer)..

URL example

#URL http://www.pobox.com/~~zugg/zmud.html

Displays the zMUD Home Page in your Web Browser. Note that two ~ characters are used since the first one represents the default zMUD Quote character.

VARIABLE

Syntax: #VA variable value

Example

Similar to the ALIAS command. Assigns the specified value to a variable. You do not need to specify the @ variable character. This allows you to define variables independent of the user's variable character setting.

An alternative syntax is variable = value or variable := value.

VARIABLE example

#VA coins 1000

assign 1000 to the @coins variable

coins = 1000

same as above.

VERBATIM

Syntax: #VERB [value]

Example

Toggles the parsing mode. If value is specified, then it is used to set the parsing mode. Parsing is on if the value is non-zero.

VERBATIM example

#VERB

Same as selecting the Parse option from the Settings menu.

VERSION

Syntax: #VE

Example

Displays the current version and date of zMUD

VERSION example

You don’t really need an example of this, do you?

WAIT

Syntax: #WA [time]

Example

Delays processing of further commands on the line until text is received from the MUD. Sometimes command from zMUD can be executed too fast for the MUD. This command is used to slow them down.

If the time parameter is specified, the processing of further commands on the line is delayed the amount of time specified. Time is in units of milliseconds - e.g. 1000 is 1 second. Note that the commands remaining on the line are queued up for this time. You can still enter other commands on the command line while waiting. Only one WAIT can be active at a time. Starting a second WAIT cancels the first and discards the commands in the queue.

WAIT example

west;#WA;kill citizen

sends the west command to the MUD, then waits for some output from the MUD, then sends the kill citizen command. Without the #WA command, on some MUDs the kill citizen would be sent before you actually moved west.

#WA 2000;kill citizen

wait for 2 seconds, then send the kill citizen command to the MUD

WALK

Syntax: #WAL room

Example

Speedwalks you to the named room (short name) on the map. The same as selecting the room from the pulldown box on the right-most edge of the mapper status bar.

WALK example

#WALK temple

Speedwalks you to the room marked as the temple within the current zone no matter where you are in the zone.

WHILE

Syntax: #WH expression commands

Example

Execute the given commands as long as the expression evaluates to TRUE (non-zero)

WHILE example

#VAR A 10

#WHILE (A <> 0) {#SHOW @A;#ADD A -1}

Displays a countdown from 10 down to 1. When @A becomes 0, the loop stops.

WINDOW

Syntax: #WIN name [string]

Example

Display text in another window. If the window doesn’t exist, it is created. Note that when the window is first created, the file name.ZCR or name.MUD is loaded (ZSC is a text script file, MUD is a binary settings file). If a text string is specified, it is displayed in the window.

WINDOW example

#WIN tell

create a new window named ‘tell’. It tried to load tell.zsc or tell.mud as the settings for this window.

#FORALL @eqlist {#WIN status %i}

creates a window called "status" if it doesn’t already exist. Loop through the string list @eqlist and display the resulting items in the status window.

WIZLIST

Syntax: #WI

Example

Display the credits for zMUD.

WIZLIST example

Try it and see!

WRAP

Syntax: #WR [column]

Example

Toggles the auto word wrap mode. If column is specified, the text is wrapped at the given column.

WRAP example

#WRAP

Turns on word wrapping

WRITE

Syntax: #WR n value [rec]

Related: #READ

Example

Write a value to the nth file. If n is 1-5 then the file is a text file, and the value is appended to the end - rec is ignored. If n is 6-10, then the file is structured, and value is written to the record given by rec. If rec is zero or omitted, value is appended to the file.

WRITE example

#WR 1 {logged onto Dark Castle}

append the string to the end of text file number 1.

#WR 6 {this is record 3} 3

writes the string as the third record in file 6.

YESNO

Syntax: #YE question yes-command no-command

Example

Displays a dialog box that asks the specified question. If the Yes button is clicked, the yes-command is executed. If the No button is clicked, the no-command is executed. If <Escape> is pressed, then no command is executed.

You can customize the buttons by placing the caption you want for the button in front of the command, separated by a colon. For example {Sword:get sword} creates a button labeled "Sword" which executes the command "get sword" when clicked. Using these custom buttons, you can add as many buttons to the YESNO command as you want. If you put an asterisk * at the beginning of a button caption, that button is flagged as the default button.

YESNO example

#YESNO "Do you want to sac the corpse?" {sac corpse}

Displays a standard Yes/No dialog. If Yes is clicked, the corpse is sacrificed.

#YESNO "Where to you want to go today?" {Temple:.temple} {Guild:.guild} {*Microsoft:#URL http://www.microsoft.com}

Displays a dialog with three buttons, labeled: Temple, Guild, and Microsoft, respectively. The Microsoft button is the default button because of the * in the caption. If the Temple button is clicked, the command .temple is executed, which speedwalks to the temple path. The Guild button works in the same way. If the Microsoft button is clicked, the #URL command sends your web browser to the Microsoft site.