Project Tuna

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Project Tuna is the specialized Cleft of Dimensions client. It is available for download at the Cleft of Dimensions main website's [Download Page]

The game can be played with any normal Telnet client as well, but without the enhanced features.

Enabling Special Features

Project Tuna's special features require builders to take some additional steps when making their area.

Mob Asset

The Mob Asset command allows builders to play music at the player or put art in their tertiary window

Sound

Syntax: mob asset <victim> sound <file>

Example: mob asset all sound qst1

Now, here is a list of all the sound effects in our library and where they're used in the code. With the exception of QST1 and QST2, I did not check usage of these in mobprogs.

Some of these sfx are important player cues (SPRS, FLEE, VICT, CAST) and we should probably avoid using them for anything else. Some sfx aren't yet used at all!

1UP - restore, ultra jump

ATTK - fumes, poisoned food

BEAM - numerous

BEAM2 -

BLDG -

BLIP -

BLOD -

BOMB -

BONK - squeaky weapons

BRCK - numerous

BUMP - numerous

BURN - numerous

CAST - spell fail

CHAT - chat

CHOK - choke

CHOP -

CHRG - charge, bide

CHRP -

CNCH - dirt kick, poltergeist

COIN - buy/sell, gptoss

DIE - player death

DOG -

DOOR -

DRAN - draining spells

EAT - eating

ENTR -

FALL - trickshot

FIND - note posting (anything better?)

FLEE - flee

FONE -

GOST - Big Boo, screech (anything better?)

GROW - various buffs

GUN - Jutsu

HEAL - numerous heals

HELI -

HIT - Air Blast

HIT2 - attacking a mob, Star Rain, entangle, legionnaire, machine golem (would prefer this be unique to attacking mobs)

ICE - Ice Smash/Blizzard

JMP2 - reconnecting player, ultra jump

JUMP - reconnecting player, ultra jump

KICK -

LASR - numerous

LEVL - levelup

LOGF - player logout

LOGO - player login

MECH - summoner's temporary summons, shadow step

MISS - rescue

MOTO - motorcycle skills

PAUS - Stop

PKUP -

PKUP2 -

PLNT - various wood-element spells

PNCH -

PWIT - ink blast, smite

PWUP -

QST1 - bannered quest start (mprogs)

QST2 - bannered quest complete (mprogs)

QUAK - earthquake, hammerhand

RAY -

RIP - overpower, machine golem

RISE -

ROAR -

ROKT -

ROLL -

SCAN - sizeup, Read Magic, Scan

SCRM -

SCRT -

SHLD - various buffs

SLAM2 -

SMSH - aurablast, Exodus (guardian force)

SPIT

SPIT2

SPLS - Bismark (guardian force)

SPLS2 - Acid Rain, Bubblebeam, Vitriol, Gastro Acid

SPRS - being attacked (aggro mobs)

SQEK - taunt

SRNK - sound when Brilliance, Sage Aura, and similar spells wear off

STAI -

SUPR -

THUD - numerous

TITL - title screen

TOSS - fling

TRNS - darkside

UNLK - lock/unlock/pick lock/arcane lock

VEGE - acid blast

VICT - defeat enemy

WARP - recall, transfer, finale (anything better?), necro, cleft rift, summon, exit

WATR - acid rain, surf

WIN -

XPL1 - numerous

ZAP - numerous

Art

Syntax: mob asset <victim> art <helpfile name> <duration in beats, -1 means until toggled>

Example: mob asset $i art art_kaleidoscope -1

This allows the builder to shove an ascii image into the tertiary window for special effects. The ascii image takes the form of any normal helpfile, but asciiart files should be prefixed with art_ for organization purposes. Art files probably shouldn't be more than about 60 characters wide to prevent wrapping.

Maps

Creating a map for an area, visible in the tertiary window (or with the Map command), consists of creating a helpfile with the same name as the area with three zeroes on the end (EG truce.are000). The zeroes are a placeholder for possible future sophistication.

Scripting in Other Clients

Some developers may desire to write scripts for other MUD clients to support Project Tuna style escape sequences. The sound pack is available for download at the Cleft of Dimensions main website's [Download Page]

A table of the codes follows:

Name Escape Sequence Notes
PRIMARYWIN \e[90n Send text to primary window. This and all other Project Tuna window-switching/clearing escape sequences end with a lowercase n
PROMPTWIN \e[91n
SECONDARYWIN \e[92n
TERTIARYWIN \e[93n
NULLCODE \e[0n
CLEARTERTIARY \e[1n
CLEARPROMPT \e[2n
SCROLLPRIMARY \e[3n
REQUESTREFRESH \e[70n Sent by Protuna to request a codclient refresh action
REQUESTSWITCH \e[71n Sent by Protuna to request a codclient switch action
OFFERHANDSHAKE \e[80n Used by server to negotiate TELOPT_FLAG_CODCLIENT at login
RETURNHANDSHAKE \e[81n Expected from clients if they are Project Tuna.
SND_COD_NULL \e[0g Null sound effect. All sound effect escape sequences end with a lowercase g
SND_COD_1UP \e[1g These match the filenames of the .WAV files in the official sound pack.
SND_COD_ATTK \e[2g
SND_COD_BEAM \e[3g
SND_COD_BLOD \e[4g
SND_COD_BRCK \e[5g
SND_COD_BUMP \e[6g
SND_COD_BURN \e[7g
SND_COD_CAST \e[8g
SND_COD_CHAT \e[9g
SND_COD_CHRG \e[10g
SND_COD_CNCH \e[11g
SND_COD_COIN \e[12g
SND_COD_DIE \e[13g
SND_COD_ENTR \e[14g
SND_COD_FIND \e[15g
SND_COD_FLEE \e[16g
SND_COD_GROW \e[17g
SND_COD_HEAL \e[18g
SND_COD_HIT \e[19g
SND_COD_HIT2 \e[20g
SND_COD_ICE \e[21g
SND_COD_JMP2 \e[22g
SND_COD_JUMP \e[23g
SND_COD_KICK \e[24g
SND_COD_LASR \e[25g
SND_COD_LEVL \e[26g
SND_COD_LOGF \e[27g
SND_COD_LOGO \e[28g
SND_COD_MECH \e[29g
SND_COD_PLNT \e[30g
SND_COD_PWIT \e[31g
SND_COD_RIP \e[32g
SND_COD_SMSH \e[33g
SND_COD_SPLS \e[34g
SND_COD_SRNK \e[35g
SND_COD_THUD \e[36g
SND_COD_TITL \e[37g
SND_COD_TRNS \e[38g
SND_COD_VICT \e[39g
SND_COD_WARP \e[40g
SND_COD_XPL1 \e[41g
SND_COD_ZAP \e[42g
SND_COD_BLDG \e[43g
SND_COD_DOG \e[44g
SND_COD_DOOR \e[45g
SND_COD_DRAN \e[46g
SND_COD_EAT \e[47g
SND_COD_FALL \e[48g
SND_COD_FONE \e[49g
SND_COD_GOST \e[50g
SND_COD_GUN \e[51g
SND_COD_MOTO \e[52g
SND_COD_PNCH \e[53g
SND_COD_QST1 \e[54g
SND_COD_QST2 \e[55g
SND_COD_QUAK \e[56g
SND_COD_SPRS \e[57g
SND_COD_TOSS \e[58g
SND_COD_UNLK \e[59g
SND_COD_VEGE \e[60g
SND_COD_WATR \e[61g
SND_COD_WIN \e[62g
SND_COD_CHOK \e[63g
SND_COD_SPLS2 \e[64g
SND_COD_SLAM2 \e[65g
SND_COD_SHLD \e[66g
SND_COD_SCAN \e[67g
SND_COD_PAUS \e[68g
SND_COD_DBUF \e[69g
SND_COD_MISS \e[70g
SND_COD_SQEK \e[71g
SND_COD_SUPR \e[72g
SND_COD_SCRM \e[73g
SND_COD_BONK \e[74g
SND_COD_HELI \e[75g
SND_COD_CHRP \e[76g
SND_COD_SPIT \e[77g
SND_COD_SPIT2 \e[78g
SND_COD_PWUP \e[79g
SND_COD_PKUP \e[80g
SND_COD_CRSH \e[81g
SND_COD_PKUP2 \e[82g
SND_COD_ROKT \e[83g
SND_COD_BOMB \e[84g
SND_COD_RISE \e[85g
SND_COD_ROAR \e[86g
SND_COD_BEAM2 \e[87g
SND_COD_RAY \e[88g
SND_COD_ROLL \e[89g
SND_COD_BLIP \e[90g
SND_COD_SCRT \e[91g
SND_COD_STAI \e[92g


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