update colors for new tt++ schemes, add map-door-text custom entry aliases, update some incident highlights

This commit is contained in:
Brandon Cornejo 2026-02-08 18:37:22 -06:00
parent fbde7032f4
commit 06dfcf3771
2 changed files with 82 additions and 52 deletions

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@ -1,40 +1,42 @@
#CLASS {actions} {kill}; #CLASS {actions} {kill};
#CLASS {actions} {open}; #CLASS {actions} {open};
#NOP ==[TPA Alerts]== #NOP ==[TPA Alerts]==;
#HIGHLIGHT {^There is a sudden white flash. Your magical shield has broken.$} {bold red underscore}; #HIGHLIGHT {^There is a sudden white flash. Your magical shield has broken.$} {Red underscore};
#HIGHLIGHT {^There is a sudden white flash around {(?!a passing wizard).+}.$} {bold red underscore}; #HIGHLIGHT {^There is a sudden white flash around {(?!a passing wizard).+}.$} {Red underscore};
#ACTION {^There is a sudden white flash around {(?!a passing wizard).+}.$} { #ACTION {^There is a sudden white flash around {(?!a passing wizard).+}.$} {
#showme {\a}; #showme {\a};
#line {log} {$chat_file}; #return @log_line_to_chat{};
}; };
#SUB {^In blocking the attack {(?:.+)} floating around {(?:\w+\b\W*?){1,8}} is knocked out of orbit.$} #NOP ==[EFF Alerts]==;
{<199><438>In blocking the attack <788>%1<099><188><438> floating around <788>%2<099><188><438> is knocked out of orbit.<099>}; #SUB {^In blocking the attack {(?:.+)} floating around {(?:\w+\b\W*?){1,8}} is knocked out of orbit.$} {<199><438>In blocking the attack <788>%1<099><188><438> floating around <788>%2<099><188><438> is knocked out of orbit.<099>};
#ACTION {^In blocking the attack {(?:.+)} floating around {(?:\w+\b\W*?){1,8}} is knocked out of orbit.$} {
#showme {\a};
#line {log} {$chat_file};
};
#NOP ==[T-Shop Alerts]== #NOP ==[T-Shop Alerts]==
#HIGHLIGHT {Greasy sparks crawl over the %1 wall, and a door silently materialises.} {bold green underscore}; #HIGHLIGHT {^Greasy sparks crawl over the %1 wall, and a door silently materialises.$} {green underscore};
#HIGHLIGHT {There is a doorway in the %1 wall leading into a curious shop.} {bold green underscore}; #HIGHLIGHT {^There is a doorway in the %1 wall leading into a curious shop.$} {green underscore};
#ACTION {^Greasy sparks crawl over the %1 wall, and a door silently materialises.$} { #showme {\a}; };
#ACTION {^There is a doorway in the %1 wall leading into a curious shop.$} { #showme {\a}; };
#NOP ==[Incident Highlighting]== #NOP ==[Incident Highlighting]==
#HIGHLIGHT {^%1 grabs %2 from you. You struggle briefly but %3 wrests it from your grip and makes for a hasty retreat.$} {bold red underscore}; #SUB {^The%1grabs your%2. You struggle briefly but {she|he|it} wrests it from your grip and makes for a hasty retreat.} {<488><119>The<088><fca>%1<488><119>grabs your<088><afc>%2<488><119>. You struggle briefly but {she|he|it} wrests it from your grip and makes for a hasty retreat.};
#HIGHLIGHT {^%1 grabs {his|her|its} %2. You struggle briefly but {he|she|it} wrests it from your grip and makes for a hasty retreat.} {bold red underscore}; #SUB {^The%1and%2struggle briefly over%3before%4wrests it free%5$} {<488><119>The<088><fca>%1<488><119>and<088><fca>%2<488><119>struggle briefly over<088><afc>%3<488><119>before%4wrests it free%5};
#HIGHLIGHT {^%1 grabs your %2. You struggle briefly but {she|he|it} wrests it from your grip and makes for a hasty retreat.} {bold red underscore}; #SUB {^The%1suddenly snatches%2from%3and makes a run for it.$} {<488><119>The<088><188><fca>%1<488><119>suddenly snatches<088><188><afc>%2<488><119>from<088><188><fca>%3<488><119>and makes a run for it.};
#HIGHLIGHT {^As %1 dies %2 drops %3 in shock.$} {bold green underscore}; #HIGHLIGHT {^As %1 dies %2 drops %3 in shock.$} {green underscore};
#HIGHLIGHT {^When you open the %1 you think you can hear a faint rumbling sound from it.$} {red underscore}; #HIGHLIGHT {^When you open the %1 you think you can hear a faint rumbling sound from it.$} {red underscore};
#HIGHLIGHT {^Whoops! You tried to carry too many things and fumbled %1} {red underscore}; #HIGHLIGHT {^Whoops! You tried to carry too many things and fumbled %1} {red underscore};
#HIGHLIGHT {%1 juggles around his stuff and fumbles %2} {red underscore}; #HIGHLIGHT {%1 juggles around his stuff and fumbles %2} {red underscore};
#HIGHLIGHT {^The sparkles around you fall to the ground and vanish.$} {red underscore}; #HIGHLIGHT {^The sparkles around you fall to the ground and vanish.$} {red underscore};
#HIGHLIGHT {^You sail past the brindle horse, flying over the side of the mountain in the process!$} {Red underscore};
#ACTION {^You sail past the brindle horse, flying over the side of the mountain in the process!$} {
#showme {\a};
};
#NOP ==[Command Color Highlighting]== #NOP ==[Command Color Highlighting]==
#SUB {%w %w with a total of %* item} {<148>%1 %2<099> with a total of <148>%3<099> item}; #SUB {%w %w with a total of %* item} {<148>%1 %2<099> with a total of <148>%3<099> item};
#NOP ==[Truffle Found]== #NOP ==[Truffle Found]==
#HIGHLIGHT {truffle pigs? unearths a truffle from the ground.} {bold green}; #HIGHLIGHT {truffle pigs? unearths a truffle from the ground.} {Green};
#NOP ==[Attention Soul(s)]== #NOP ==[Attention Soul(s)]==
#ACTION {^{(?!Ryattenoki).+} tugs on your sleeve in a desperate attempt to get some attention.$} { #ACTION {^{(?!Ryattenoki).+} tugs on your sleeve in a desperate attempt to get some attention.$} {
@ -46,14 +48,14 @@
#SUB {a hammer chip would break %1 of rock} {a hammer chip would break <138>%1<099> of rock}; #SUB {a hammer chip would break %1 of rock} {a hammer chip would break <138>%1<099> of rock};
#SUB {pickaxe strike would break %1 inches.} {pickaxe strike would break <138>%1<099> inches.}; #SUB {pickaxe strike would break %1 inches.} {pickaxe strike would break <138>%1<099> inches.};
#SUB {You determine that directly behind this wall is a small gem vein of %1, exactly %2 deep.} {You determine that directly behind this wall is a small gem vein of %1, exactly <138>%2<099> deep.}; #SUB {You determine that directly behind this wall is a small gem vein of %1, exactly %2 deep.} {You determine that directly behind this wall is a small gem vein of %1, exactly <138>%2<099> deep.};
#HIGHLIGHT {You shake your pan gently, as glittering purple gathers under the cloudy water.} {bold magenta}; #HIGHLIGHT {You shake your pan gently, as glittering purple gathers under the cloudy water.} {Magenta};
#HIGHLIGHT {You shake your pan from side to side, as the last of the sediment leaves the pan and the water runs clear for just a moment.} {bold magenta}; #HIGHLIGHT {You shake your pan from side to side, as the last of the sediment leaves the pan and the water runs clear for just a moment.} {Magenta};
#HIGHLIGHT {Something doesn't smell right. You take a sniff but the faint odour of rotten eggs makes you cough.} {bold green underscore}; #HIGHLIGHT {Something doesn't smell right. You take a sniff but the faint odour of rotten eggs makes you cough.} {Green underscore};
#HIGHLIGHT {Somewhere above you, you hear the rumble of falling rock.} {bold green underscore}; #HIGHLIGHT {Somewhere above you, you hear the rumble of falling rock.} {Green underscore};
#HIGHLIGHT {You suddenly feel like you can't breathe.} {bold green underscore}; #HIGHLIGHT {You suddenly feel like you can't breathe.} {Green underscore};
#HIGHLIGHT {You collapse on the ground, your muscles spasming uncontrollably.} {bold green underscore}; #HIGHLIGHT {You collapse on the ground, your muscles spasming uncontrollably.} {Green underscore};
#HIGHLIGHT {You can't smell it any more, but you're getting a dizzy sort of headache. Maybe you should get out of here.} {bold green underscore}; #HIGHLIGHT {You can't smell it any more, but you're getting a dizzy sort of headache. Maybe you should get out of here.} {Green underscore};
#HIGHLIGHT {The air here is just as choking as before.} {bold green underscore}; #HIGHLIGHT {The air here is just as choking as before.} {Green underscore};
#ACTION {You shake your pan gently, as glittering purple gathers under the cloudy water.} { #showme {\a}; }; #ACTION {You shake your pan gently, as glittering purple gathers under the cloudy water.} { #showme {\a}; };
#ACTION {You shake your pan from side to side, as the last of the sediment leaves the pan and the water runs clear for just a moment.} { #showme {\a}; }; #ACTION {You shake your pan from side to side, as the last of the sediment leaves the pan and the water runs clear for just a moment.} { #showme {\a}; };
#ACTION {Something doesn't smell right. You take a sniff but the faint odour of rotten eggs makes you cough.} { #showme {\a}; }; #ACTION {Something doesn't smell right. You take a sniff but the faint odour of rotten eggs makes you cough.} { #showme {\a}; };
@ -62,45 +64,45 @@
#ACTION {You collapse on the ground, your muscles spasming uncontrollably.} { #showme {\a}; }; #ACTION {You collapse on the ground, your muscles spasming uncontrollably.} { #showme {\a}; };
#ACTION {You can't smell it any more, but you're getting a dizzy sort of headache. Maybe you should get out of here.} { #showme {\a}; }; #ACTION {You can't smell it any more, but you're getting a dizzy sort of headache. Maybe you should get out of here.} { #showme {\a}; };
#ACTION {The air here is just as choking as before.} { #showme {\a}; }; #ACTION {The air here is just as choking as before.} { #showme {\a}; };
#HIGHLIGHT {The air here seems fresher.} {bold yellow underscore}; #HIGHLIGHT {The air here seems fresher.} {Yellow underscore};
#NOP ==[Gemcutting/Finesmithing]== #NOP ==[Gemcutting/Finesmithing]==
#HIGHLIGHT {You take the diamond-tipped chisel from your roll of gemcutting tools and delicately chip %1} {bold green}; #HIGHLIGHT {You take the diamond-tipped chisel from your roll of gemcutting tools and delicately chip %1} {green};
#HIGHLIGHT {You take the diamond-tipped chisel from your roll of gemcutting tools and chip away %1} {bold red}; #HIGHLIGHT {You take the diamond-tipped chisel from your roll of gemcutting tools and chip away %1} {Red};
#HIGHLIGHT {You take the diamond-tipped chisel from your roll of gemcutting tools and, struggling with %1} {bold red}; #HIGHLIGHT {You take the diamond-tipped chisel from your roll of gemcutting tools and, struggling with %1} {Red};
#HIGHLIGHT {With a start, you realise that you've been going about this all wrong, %1} {bold red}; #HIGHLIGHT {With a start, you realise that you've been going about this all wrong, %1} {Red};
#SUB {You estimate that the %1 is worth A$%2. You} {You estimate that the <149>%1<099> is worth A$<139>%2<099>. You}; #SUB {You estimate that the %1 is worth A$%2. You} {You estimate that the <149>%1<099> is worth A$<139>%2<099>. You};
#NOP ==[Achievements]== #NOP ==[Achievements]==
#HIGHLIGHT {the {green|aqua|cyan|blue|yellow|red|orange|beige|brown|grey|black|violet|mauve|pink|purple} ball} {bold cyan}; #HIGHLIGHT {the {green|aqua|cyan|blue|yellow|red|orange|beige|brown|grey|black|violet|mauve|pink|purple} ball} {Cyan};
#ACTION {^The %1 duellist has yielded to you, if this satisfies you then enter "accept surrender from duellist" to accept} { #ACTION {^The %1 duellist has yielded to you, if this satisfies you then enter "accept surrender from duellist" to accept} {
#showme {\a}; #showme {\a};
} }
#HIGHLIGHT {blackbird} {violet}; #HIGHLIGHT {blackbird} {violet};
#HIGHLIGHT {old {men|man|women|woman|shopper|shoppers|beggar|beggars}} {bold magenta}; #HIGHLIGHT {old {men|man|women|woman|shopper|shoppers|beggar|beggars}} {magenta};
#ACTION {^One of the truffle pigs unearths a truffle from the ground.$} { #ACTION {^One of the truffle pigs unearths a truffle from the ground.$} {
#delay {120} { #showme {<ccc>CAN TRUFFLE FARM AGAIN<999>} } #delay {120} { #showme {<ccc>CAN TRUFFLE FARM AGAIN<999>} }
}; };
#NOP ==[PK Actions]== #NOP ==[PK Actions]==
#HIGHLIGHT {You reach towards your goal but apuse suddenly as %1 seems to sense something. {She|He|It} doesn't spot you and %2} {bold green}; #HIGHLIGHT {You reach towards your goal but pause suddenly as %1 seems to sense something. {She|He|It} doesn't spot you and %2} {Green};
#HIGHLIGHT {You try to filch %1 from %2 but {she|he|it} notices you and manages to %3} {bold red}; #HIGHLIGHT {You try to filch %1 from %2 but {she|he|it} notices you and manages to %3} {Red};
#ACTION {A stream of expletives drifts down from above with %1} { #showme {\a}; }; #ACTION {A stream of expletives drifts down from above with %1} { #showme {\a}; };
#ACTION {There is the faintest of sounds, as of a gnat yawning, then a WHOOSH sound. %2} { #showme {\a}; }; #ACTION {There is the faintest of sounds, as of a gnat yawning, then a WHOOSH sound. %2} { #showme {\a}; };
#HIGHLIGHT {A stream of expletives drifts down from above with %1} {bold red underscore}; #HIGHLIGHT {A stream of expletives drifts down from above with %1} {Orange};
#HIGHLIGHT {There is the faintest of sounds, as of a gnat yawning, then a WHOOSH sound. %2} {bold red underscore}; #HIGHLIGHT {There is the faintest of sounds, as of a gnat yawning, then a WHOOSH sound. %2} {Lime};
#NOP ==[Shelox]== #NOP ==[Shelox]==
#HIGHLIGHT {^Screaming echoes throughout the lair!$} {bold red}; #HIGHLIGHT {^Screaming echoes throughout the lair!$} {Red};
#HIGHLIGHT {^You see a thick string of web hurtling at you and then everything suddenly goes black.$} {bold green}; #HIGHLIGHT {^You see a thick string of web hurtling at you and then everything suddenly goes black.$} {green};
#HIGHLIGHT {^Webbing shoots out from the frog that looks an awful lot like Queen Shelox's abdomen and slams into %1.$} {bold green}; #SUB {^Webbing shoots out from the frog that looks an awful lot like Queen Shelox's abdomen and slams into %1.$} {<028>Webbing shoots out from the frog that looks an awful lot like Queen Shelox's abdomen and slams into <128>%1<028>.};
#HIGHLIGHT {^Webbing shoots out from Queen Shelox's abdomen and slams into %1.$} {bold green}; #SUB {^Webbing shoots out from Queen Shelox's abdomen and slams into %1.$} {<028>Webbing shoots out from Queen Shelox's abdomen and slams into <128>%1<028>.};
#ACTION {^An ominous gurgling noise can be heard coming from the frog that looks an awful lot like Queen Shelox's abdomen.$} { #showme {\a}; }; #ACTION {^An ominous gurgling noise can be heard coming from the frog that looks an awful lot like Queen Shelox's abdomen.$} { #showme {\a}; };
#ACTION {^An ominous gurgling noise can be heard coming from Queen Shelox's abdomen.$} { #showme {\a}; }; #ACTION {^An ominous gurgling noise can be heard coming from Queen Shelox's abdomen.$} { #showme {\a}; };
#HIGHLIGHT {^%1 giant spiders climb up from below!} {bold violet}; #HIGHLIGHT {^%1 giant spiders climb up from below!} {Violet};
#HIGHLIGHT {^%1 spiders scuttle up from below and join the fight!} {bold violet}; #HIGHLIGHT {^%1 spiders scuttle up from below and join the fight!} {Violet};
#NOP ==[Horses]== #NOP ==[Horses]==
@ -109,12 +111,14 @@
#NOP ==[Tab Completions]== #NOP ==[Tab Completions]==
#ACTION {^[%1 has gained the %2 achievement %3]$} { #ACTION {^[%1 has gained the %2 achievement %3]$} {
#tab {%1}; #tab {%1};
#return @log_line_to_chat{};
} }
#NOP ==[End Session On Quit]== #NOP ==[End Session On Quit]==
#ACTION {Thanks for playing. See you next time.} { #nop #ACTION {Thanks for playing. See you next time.} {;
#end; #nop Don't do this anymore, since history buffer is with tt++ not tmux now, we want to see what we missed while idling out.;
} #nop #end;
#nop };
#CLASS {actions} {close}; #CLASS {actions} {close};

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@ -28,10 +28,10 @@
{ {
#foreach {a;b;c;d;e;f} {cnt2} #foreach {a;b;c;d;e;f} {cnt2}
{ {
#var result <000>; #local result <000>;
#foreach {a;b;c;d;e;f} {cnt3} #foreach {a;b;c;d;e;f} {cnt3}
{ {
#var result $result <$cnt1$cnt2$cnt3> <<888>$cnt1$cnt2$cnt3><088> #local result $result <$cnt1$cnt2$cnt3> <<888>$cnt1$cnt2$cnt3><088>
}; };
#showme $result #showme $result
} }
@ -39,17 +39,17 @@
} }
#ALIAS {minesolve %1 %2 %3} { #ALIAS {minesolve %1 %2 %3} {
#var {total} {%1}; #local {total} {%1};
#var {hammer} {%2}; #local {hammer} {%2};
#var {pickaxe} {%3}; #local {pickaxe} {%3};
#var {solvecommand} {python3 -c 'import math; t,p,h = $total,$pickaxe,$hammer; pu,hu = int(math.floor(t/p)+1), int(math.floor(t/h)+1); print(*sorted([(i, j) for j in range(0,hu) for i in range(0,pu) if ((i*p) + (j*h) == t)], key=lambda t: t[1])[0]);'}; #local {solvecommand} {python3 -c 'import math; t,p,h = $total,$pickaxe,$hammer; pu,hu = int(math.floor(t/p)+1), int(math.floor(t/h)+1); print(*sorted([(i, j) for j in range(0,hu) for i in range(0,pu) if ((i*p) + (j*h) == t)], key=lambda t: t[1])[0]);'};
#script {result} {$solvecommand}; #script {result} {$solvecommand};
#replace {result[1]} { } {;}; #replace {result[1]} { } {;};
#list {solution} {create} {$result[1]}; #list {solution} {create} {$result[1]};
#format {minesolvedisplay} {<149>[MineSolver] Best solution is <139>%d<149> pickaxe strikes and <139>%d<149> hammer chips for a total of <159>%f<149> inches.<099>} {$solution[1]} {$solution[2]} {$total}; #format {minesolvedisplay} {<acf>[<fff>mines<acf>] Best solution is <139>%d<acf> pickaxe strikes and <139>%d<acf> hammer chips for a total of <159>%f<acf> inches.<099>} {$solution[1]} {$solution[2]} {$total};
#echo {$minesolvedisplay}; #echo {$minesolvedisplay};
}; };
@ -93,3 +93,29 @@
#ALIAS {gatherstones} { #ALIAS {gatherstones} {
#10 get rock;put white rocks&white stones&white pebbles in knapsack;bury rocks in me&stones in me&pebbles in me #10 get rock;put white rocks&white stones&white pebbles in knapsack;bury rocks in me&stones in me&pebbles in me
} }
#nop Map Door Text custom match controls;
#ALIAS {mdtc add %1} {
#local {mdtc_command} {python3 src/mdt_matchcontrol.py add %1};
#script {result} {$mdtc_command};
#if {"$result" == "0"} {
#echo {<acf>[<fff>mdt<acf>] <138>*<acf> Failed to add a new custom match for '<cfa>%1<acf>'.};
#return;
} {
#echo {<acf>[<fff>mdt<acf>] <138>*<acf> Successfully added a new custom match for '<cfa>%1<acf>'.};
};
};
#ALIAS {mdtc remove %1} {
#local {mdtc_command} {python3 src/mdt_matchcontrol.py remove %1};
#script {result} {$mdtc_command};
#if {"$result" == "0"} {
#echo {<acf>[<fff>mdt<acf>] <138>*<acf> Failed to remove a custom match for '<cfa>%1<acf>'.};
#return;
} {
#echo {<acf>[<fff>mdt<acf>] <138>*<acf> Successfully removed a custom match for '<cfa>%1<acf>'.};
};
};