AL Client - colours and target/door script

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isabel
Posts: 1778
Joined: Wed Aug 31, 2016 5:19 am

AL Client - colours and target/door script

Post by isabel » Wed Apr 05, 2017 3:44 am

Could really use help on three things with this client. Unfortunately their main page seems to be defunct now, otherwise the website had this info:

(1) Colours - So right now these three things are a dull (and borderline unreadable) red against the black background:

all opponent/mob melee
all tells
all dark side players

I fiddled with the colour highlight thing but nothing has so far worked. The only thing I managed to do was underline that red :(

(2) Target script - Just a basic one where I can set it for player by name would be really helpful. I think it was something like

#set variable $target$
#set tar $target$ %1

something like that :P

(3) Door script - Paj gave me a basic one but if someone has one for multiple doors (2 or 3 really). So that it would move the previous door to a secondary alias.

The %1 seems to be closed.
command >>
#alias 9 open %1;
#alias 0 close %1;
#alias 8 pick %1;
#alias 7 unlock %1

Thanks in advance if anyone gets around to this. Much appreciated!

Paj

Re: AL Client - colours and target/door script

Post by Paj » Wed Apr 05, 2017 9:10 am

tells seem to be mud-defined as red, yells/bellows mud-defined as yellow. says in room are default white.

Under Windows >> Properties
I made two extra windows that I use to process chats/narrates, and yells/tells/and room talk. Be sure when you enable these to increase your buffer line parameter in properties in case you want to scroll back. My main window (combat/movement) I set to 100,000. use arrow keys to scroll, as scrolling using the bar or mouse in any window but main window can defunct that window (lose the active line).

Keywords - chats, narrates, speaks from the
Keywords - You say', bellows ', says ', tells you ', whispers to you '

Under properties also you can change background color to a preferred color. If you want to use color sparse/off then the foreground color will be your text color (colour?.. having that moment when color doesn't look right with two O's, ha).

Game colors
color complete - rooms and combat will be colored and all below.
color normal - tells, yells, chats, narrates will be colored
color sparse - no color
color off - no color

Highlights I use for specific names as I see them, Aes Sedai I hightlight white, junior Tower gray, Gaidin cyan, Red Eagle a bright red, Black Talon PK red, suspected/known darkfriends PK red. I couldn't change txt color based on %1 tells you %2.

Hope that helps a bit.

-Aaron

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