Zmud Run Stats Counter
This trigger counts the number of kills, amount of experience you have gained (or lost) and the amount of levels gained on a run and shows it to the group. It also counts bashes, trips, tosses and rescues, succesful or not.
Code
Copy each line individually and then paste them into zMud [1]:
#TRIGGER {^You receive (%d) experience points.} {#ad exp %1;#ad netxp %1;#ad cnt 1} {runcounter} #TRIGGER {^You attempt to bash} {#ad bash 1;stand} {runcounter} #TRIGGER {^You bash into (%*) goes down!} {#ad bash 1;#ad sucbash 1} {runcounter} #TRIGGER {^You toss (%*) to the ground!} {#ad toss 1;#ad suctoss 1;#hi} {runcounter} #TRIGGER {^You trip (%*) goes down!} {#ad trip 1;#ad suctrip 1} {runcounter} #TRIGGER {^You try to grab a hold, but miss!} {#ad toss 1} {runcounter} #TRIGGER {^You successfully rescue} {#ad rescue 1;#ad sucrescue 1} {runcounter} #TRIGGER {^You sweep, but they are just a little too quick for you.} {#ad trip 1} {runcounter} #TRIGGER {^You fail to rescue} {#ad rescue 1} {runcounter} #TRIGGER {^You successfully rescue} {#ad rescue 1;#ad sucrescue 1} {runcounter} #TRIGGER {^Your tail whacks (%*) in the head! They are stunned} {#ad tail 1} {runcounter} #TRIGGER {^You attempt a critical golden strike!} {#ad gstrike 1} {runcounter} #TRIGGER {^You attempt a golden strike!} {#ad gstrike 1} {runcounter} #TRIGGER {^Death sucks (%*) experience points from you as payment for resurrection.} {#ad death 1;#ad deathloss %1;#ad netxp -%1} {runcounter} #TRIGGER {^You flee (%*)! What a COWARD! You lose (%d) exps!} {#ad netxp -%2;#ad fleexp %2} {runcounter} #TRIGGER {^You couldn't get away! You lose (%d) exps.} {#ad netxp -%1;#ad fleexp %1} {runcounter} #TRIGGER {^You recall from combat! You lose (%d) exps.} {#ad netxp -%1;#ad fleexp %1} {runcounter} #TRIGGER {^You failed! You lose (%d) exps.} {#ad netxp -%1;#ad fleexp %1} {runcounter} #TRIGGER {^You are (%*) and a worshipper of (%x).} {#var worship %2} {runcounter} #TRIGGER {^You are (%*) and a devoted worshipper of (%x).} {#var worship %2} {runcounter} #TRIGGER {^Your gain is: (%d)/(%d) hp, (%d)/(%d) m, (%d)/(%d) mv (%d)/(%d) prac.} {#ad lev 1;emote increases in power!! |by|%1 |y|hps|n|, |br|%3 |r|mana|n|, |bw|%7 |w|practices|n|.} {runcounter} #TRIGGER {^You raise a level!!(%*)Your gain is: (%d)/(%d) hp, (%d)/(%d) m, (%d)/(%d) mv (%d)/(%d) prac.} {#ad lev 1;emote increases in power!! |by|%2 |y|hps|n|, |br|%4 |r|mana|n|, |bw|%8 |w|practices|n|.} #VAR worship {Snikt} #ALIAS runreport {get_color;gtell |bk|This run, |@bclr|@worship |bk|gave me: |@bclr|@exp |bk|xp, |@bclr|@cnt |bk|kills, |@bclr|@lev |bk|level(s).;#if {@death=0 && @fleexp=0} {} {gtell |bk|I've lost %if( @death!=0, ~|@bclr~|@deathloss ~|bk~|xp ~|bk~|by ~|@bclr~|@death ~|bk~|death~(s~))%if( @death!=0 and @fleexp!=0, ~|bk~| ~and ~|bk~|)%if( @fleexp!=0, ~|@bclr~|@fleexp ~|bk~|xp from fleeing ~and~/~or recalling) so my net gain is |@bclr|@netxp|bk| xp.};stats} #ALIAS stats {#if {@bash=0 && @trip=0 && @toss=0 && @rescue=0 && @tail=0 && @gstrike=0} {} {gtell %if( @bash!=0, ~|bk~| Bashes: ~|@bclr~|@sucbash~|bk~|~/~|@bclr~|@bash)%if( @trip!=0, ~|bk~| Trips: ~|@bclr~|@suctrip~|bk~|~/~|@bclr~|@trip)%if( @toss!=0, ~|bk~| Tosses: ~|@bclr~|@suctoss~|bk~|~/~|@bclr~|@toss)%if( @rescue!=0, ~|bk~| Rescues: ~|@bclr~|@sucrescue~|bk~|~/~|@bclr~|@rescue)%if( @tail!=0, ~|bk~| Tails: ~|@bclr~|@tail)%if( @gstrike!=0, ~|bk~| Golden strikes: ~|@bclr~|@gstrike) ~|w~|}} #ALIAS get_color {#var colors {y|g|b|r|c|p};#var bright_colors {by|bg|bb|br|bc|bp};#ad ccc 1;#if (@ccc>%numitems(@colors)) {#var ccc 1};#var clr %item(@colors,@ccc);#var bclr %item(@bright_colors,@ccc)} #ALIAS resetrun {#var exp 0;#var cnt 0;#var lev 0;#var bash 0;#var sucbash 0;#var trip 0;#var suctrip 0;#var toss 0;#var suctoss 0;#var rescue 0;#var sucrescue 0;#var death 0;#var deathloss 0;#var netxp 0;#var fleexp 0;#var tail 0;#var gstrike 0;#ec --- Resetting counters ---}
[1] Instead, you could just copy and paste it into a *.txt file. Then, in zMUD, go to "Settings -> File -> Import Text" and select the file you saved to.
Usage
After adding everything line by line, be sure to use resetrun at least once before you run, so all the variables exist.
To set the worship part to the right deity, just look at your score. Otherwise, or for atheist, it will show Snikt.
The command runreport shows run stats. If you haven't died and did nothing special, it will just show your xp. If you've died or fled, it will show you what you lost. If you've bashed, tripped, tnossed or rescued, it will show you the, succesful and total, number of those.
The command resetrun will reset the counters.
How It Works
#TRIGGER {^You receive (%d) experience points.} {#ad exp %1;#ad netxp %1;#ad cnt 1} {runcounter} #TRIGGER {^Death sucks (%*) experience points from you as payment for resurrection.} {#ad death 1;#ad deathloss %1;#ad exp -%1} {runcounter} #TRIGGER {^You flee (%*)! What a COWARD! You lose (%d) exps!} {#ad netxp -%2;#ad fleexp %2} {runcounter} #TRIGGER {^You couldn't get away! You lose (%d) exps.} {#ad netxp -%1;#ad fleexp %1} {runcounter} #TRIGGER {^You recall from combat! You lose (%d) exps.} {#ad netxp -%1;#ad fleexp %1} {runcounter} #TRIGGER {^You failed! You lose (%d) exps.} {#ad netxp -%1;#ad fleexp %1} {runcounter}
All of these keep track of your xp gains and losses. 'exp' is the variable for the experience gained, whereas 'netxp' is the netto xp, with losses from fleeing and deaths subtracted. 'cnt' is the number of kills.
#TRIGGER {Your gain is: (%d)/(%d) hp, (%d)/(%d) m, (%d)/(%d) mv (%d)/(%d) prac.} {#ad lev 1;emote increases in power!! |by|%1 |y|hps|n|, |br|%3 |r|mana|n|, |bw|%7 |w|practices|n|.} {runcounter}
This line keeps track of the amount of levels you get. It also outputs, in an emote for all to see, what your gains are.
#TRIGGER {^You attempt to bash} {#ad bash 1;stand} {runcounter} #TRIGGER {^You bash into (%*) goes down!} {#ad bash 1;#ad sucbash 1} {runcounter} #TRIGGER {^You toss(%*) to the ground!} {#ad toss 1;#ad suctoss 1;#hi} {runcounter} #TRIGGER {^You trip (%*) goes down!} {#ad trip 1;#ad suctrip 1} {runcounter} #TRIGGER {^You try to grab a hold, but miss!} {#ad toss 1} {runcounter} #TRIGGER {^You successfully rescue} {#ad rescue 1;#ad sucrescue 1} {runcounter} #TRIGGER {^You sweep, but they are just a little too quick for you.} {#ad trip 1} {runcounter} #TRIGGER {^You fail to rescue} {#ad rescue 1} {runcounter} #TRIGGER {^You successfully rescue} {#ad rescue 1;#ad sucrescue 1} {runcounter}
All these count the number of bashes, tosses, trips and rescues. It also keeps track of whether or not you fail them.
#VAR worship {Snikt} #TRIGGER {You are (%*) and a worshipper of (%x).} {#var worship %2} {runcounter}
For the final output, it can matter what deity you worship since some modify your xp gains or losses. Whenever you check your score window, this line will switch you to your deity. Default is Snikt, declared in the #VAR line.
#ALIAS runreport {get_color;gtell |bk|This run, |@bclr|@worship |bk|gave me: |@bclr|@exp |bk|xp, |@bclr|@cnt |bk|kills, |@bclr|@lev |bk|level(s).;#if {@death=0 && @fleexp=0} {} {gtell |bk|I've lost %if( @death!=0, ~|@bclr~|@deathloss ~|bk~|xp ~|bk~|by ~|@bclr~|@death ~|bk~|death~(s~))%if( @death!=0 and @fleexp!=0, ~|bk~| ~and ~|bk~|)%if( @fleexp!=0, ~|@bclr~|@fleexp ~|bk~|xp from fleeing ~and~/~or recalling) so my net gain is |@bclr|@netxp|bk| xp.};stats}
Here's where it gets tricky. All the tildes (~) are used to make sure zMUD outputs them into your window, since they're all parts of commands if not prefixed with a tilde. The first thing it does is call get_color, to select a random color (see #ALIAS get_color). Then the reports come in. The first line will look like this:
This run, Snikt gave me: a xp, b kills, c levels.
After that, the #if's begin. The next line, between the semicolons (;) checks if you've died or fled/recalled from combat. If so, it will tell you how much you've lost from this, and outputs your net gains. It will look like this:
I've lost a xp by b deaths and c xp from fleeing and/or recalling so my net gain is d xp.
After that, the alias calls the next alias, stats.
#ALIAS stats {#if {@bash=0 && @trip=0 && @toss=0 && @rescue=0} {} {gtell %if( @bash!=0, ~|bk~| Bashes: ~|@bclr~|@sucbash~|@bclr~|~/~|@bclr~|@bash)%if( @trip!=0, ~|bk~| Trips: ~|@bclr~|@suctrip~|bk~|~/~|@bclr~|@trip)%if( @toss!=0, ~|bk~| Tosses: ~|@bclr~|@suctoss~|bk~|~/~|@bclr~|@toss)%if( @rescue!=0, ~|bk~| Rescues: ~|@bclr~|@sucrescue~|bk~|~/~|@bclr~|@rescue) ~|w~|}}
Stats outputs your bash, trip, toss and rescue scores, in that order. But, only when you've used the commands during your run. In the initial #if, it checks if you've used any of the commands. If you've used them, then it will continue with what's further down the line between the curly brackets ({}). There, between the brackets, it checks per skill if you've used them, and if so, it will output the results. It will look something like this:
Bashes: 1/2 Trips: 1/2 Tosses: 1/2 Rescues: 1/2
Assuming, of course, you've used all commands twice and failed em all once out of the two attempts.
#ALIAS get_color {#var colors {y|g|b|r|c|p};#var bright_colors {by|bg|bb|br|bc|bp};#ad ccc 1;#if (@ccc>%numitems(@colors)) {#var ccc 1};#var clr %item(@colors,@ccc);#var bclr %item(@bright_colors,@ccc)}
This is an alias that stores all the possible colors in an array. You can (randomly) change the color used with get_color, use that color with @clr or the bright version of that color with @bclr. Can be nice, makes for a dynamic output.
#ALIAS resetrun {#var exp 0;#var cnt 0;#var lev 0;#var bash 0;#var sucbash 0;#var trip 0;#var suctrip 0;#var toss 0;#var suctoss 0;#var rescue 0;#var sucrescue 0;#var death 0;#var deathloss 0;#var netxp 0;#var fleexp 0;#ec --- Resetting counters ---}
This is the last alias, and it sets your variables all to 0 (except for worship, which shouldn't have to reset itself since it's not used cumulatively. The last part, '#ec --- Resetting counters ---' is only visible to you, as a local echo.