If you got any usefull triggers to share please mail them to me at wvd_vegt@knoware.nl And of-cource thanks to all that had usefull triggers to contribute to this page.
My command separator is ^ instead of ; to prevent problems with the Kobra commands.
| category | pattern | command | requirements |
| ships | Cube says: Entering standard orbit around | land | a spaceship |
| ships | Flight computer: Hyperjump completed. | orbit^land | a spaceship + pilot skills 100 |
| ships | Cube says: I can't move the ship. | launch | a spaceship + autopilot |
| ships | Flight computer: The ship is landed. Unable to comply. | launch | a spaceship |
| ships | Flight computer: We don't have enough fuel to hyperjump to that system | pilot starbase | a spaceship + autopilot |
| ships | Cube says: Reached the Starbase Starbase | board^out^e^buy canister^w^enter ship^fill ship^launch | a spaceship + autopilot |
| category | pattern | command | requirements |
| combat | You killed | get all from corpse | a freshly killed corpse |
| combat | ~[Hp ~* | #BEEP | hfrep on |
| combat | Give me 125 credits NOW! | pay death | death + al least 125 credits |
| combat | pay me first | pay death | death + al least 125 credits |
| combat | You're busy firing the Wookiee bowcaster! | cock bowcaster | a Wookiee bowcaster |
| combat | You cock the Wookiee bowcaster with great strength! | fire | a Wookiee bowcaster |
| combat | The silverfish bleeps: Tracking target | dive | - |
| category | pattern | command | requirements |
| misc | You fail to hold on to all of your money. You drop some. | get all credits | money to loose |
| misc | Points restored from the other object. | wear all | something to wear after being linkdead |
| misc | ^Gamedriver tells you: You are idle. | look | this one is illegal for kobra |
The following triggers must be configured as Prompt to
work correctly.
| category | pattern | command | requirements |
| reading | ^----- More ----- ~(q or <CR>~) | #CR^#GAG | aliases to list |
| reading | ^Note ~#%d More: | #CR^#GAG | a bulletin board note to read |
I use the following aliases (be sure to turn the commandline
parsing on). The multimple command aliases are much faster than
the Kobra aliases based on the do command.
| category | alias name | command | requirements |
| weapons | dl44 | pull lever^insert pack in tap^insert pack in pistol | a dl-44 pistol and a powertap |
| weapons | rs | deactivate saber^insert saber in tap | a lightsaber and a powertap |
| weapons | er | deactivate armour^insert armour | an ER-armour and a powertap |
The following is nice to setup as a button. When pressed it does four things :
- Ask below what level of hp's to run, - Ask where to run to (or what else to do), - Ask what to do when you don't run, - Create a trigger that does this.
When above the level it will automatically gamma (or you could change it to shape or try to drink) every time your hp's change. This button is nice to create the conditions to run when fighting big monsters like tritons elite troopers or stargate's Q1 that can do 50+ hp's damage in one hit. You can then set the runathp variable to 100 (to be on the safe side). For the runcmd you can also enter somthing like a do n,e,w mud command to get you to the nearest bar. The docmd is issued each time the trigger is executed. It could be set to try to drink someting or just gamma.
The command is split into several lines to make it more readable, it must however be entered as one line in Zmud.
#PR runathp^ #PR runcmd^ #PR docmd^
#TRIGGER {~[Hp[* ](%d)}
{%if( %1 > @runathp , @docmd, @runcmd }
{wimpy}
The first three lines prompt you for the variables needed. The next lines setup a trigger of the wimpy class containing a trigger pattern that triggers on the Kobra hp/fp monitor (use hfrep on). If the pattern is found it's parsed for the hp's so the action taken can be made depended of the hp's value found.
The following settings for the Zmud automapper seem to work a bit for the Cruu pyramid (although it random it's still usefull to get out again).
Room descriptions are in the standard lpmud format:
You are somewhere in the labyrinth of an ancient building.
There is a hall that leads from the south to the west.
The walls on the north and east show nothing but weird writing.
There are two obvious exits: south, west.
The biggest trick with the Zmud automapper is to watch the
automapper window if the map follows the walking around correctly
during the initial map creation. If not, correct it at once by
clicking with the right mouse button on the correct location
(often first move back to where you came from, so the new rooms
gets painted on screen). It seems the Zmud automapper gets easily
confused by rooms with the same description (and that seems to
happen a lot in mazes). Also it seems to react better to full
command like up and down instead of u and d.
»last updated on 04 march 1998«