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 Post subject: Re: HoM cMUD Scripts
PostPosted: Sun Sep 30, 2018 5:07 am 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 135
Location: Seattle
-----Map-----
    [Updated: 8/25/2019]
Map follows sneaking group leader via Dline mechanics.
Built in brief mode for optimal map follow functions.
Map script is designed to be used in SAFE mode.

Type helpMap to view help file in client.
Type helpMapFind to view Find command related help file in client.
Type helpFleeDline to view Flee and Dline related help file in client.

Type colorMap <type> [color] to set colors for Map messages of the specified type.
Available colorMap types: (shown in current set color)
    Fail - Fail message color:
    Search - Search message color:
    Success - Success message color:

Type toggleMap to toggle all Map related messages on/off.
    Type toggleFind to turn only MapFind related messages on/off.
    Type toggleDline to turn only Dline related messages on/off.
      Note: sneak leader follow function uses Dline mechanics and will trigger messages.

Type toggleMapBrief to toggle client side brief mode.
    Note: mimics the brief command, but allows for optimal map follow functions.

Type toggleDlineFind to turn automatic dline/flee find command on/off.
    Note: When on and map position fails on a flee (or sneak lead) the find command is automatically sent.

Direct download link: MapCmud.txt

Active Triggers: 23/31
Input Triggers: 3
Events: onConnect
Code:
#CLASS {Map}
#ALIAS helpMap {
   #PRINT {%crlf <C dodgerblue>-----Map Help File-----</C>}
   #PRINT {<C dodgerblue>  [Updated: 8/25/2019]</C>}
   #PRINT { Map follows sneaking group leader via Dline mechanics.}
   #PRINT {  Note: script is designed to be used in SAFE mode.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>colorMap <type> [color]</C> to set colors for Map messages of the specified type.}
   #PRINT {  Available colorMap types: (shown in current set color)}
   #PRINT {   <C %replace(@mapColorFail,","," ")>Fail - Fail message color: @mapColorFail</C>}
   #PRINT {   <C %replace(@mapColorSearch,","," ")>Search - Search message color: @mapColorSearch</C>}
   #PRINT {   <C %replace(@mapColorSuccess,","," ")>Success - Success message color: @mapColorSuccess</C>}
   #PRINT {}
   #PRINT {  Note: can use [foreground background] format, background color is optional.}
   #PRINT {   Example: colorMap fail red darkgray}
   #PRINT {}
   #PRINT { Type <C dodgerblue>toggleMap</C> to toggle all Map related messages on/off.}
   #PRINT {  <C dodgerblue>Message setting: %if(@showMap,ON,OFF)</C>}
   #PRINT {}
   #PRINT { Type <C dodgerblue>toggleMapBrief</C> to toggle client side brief mode.}
   #PRINT {  Note: mimics the brief command, but allows for optimal map follow functions.}
   #PRINT {    <C dodgerblue>Map Brief Mode: %if(%class(mapBriefMode),ON,OFF)</C>}
   #PRINT {}
   #PRINT { <C dodgerblue> -----MapFind-----</C>}
   #PRINT { Type find to send look command and set current map location.}
   #PRINT {  Hint: place in macro for quick access.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>toggleFind</C> to turn only MapFind related messages on/off.}
   #PRINT {  <C dodgerblue>Message setting: %if(@showFind,ON,OFF)</C>}
   #PRINT {}
   #PRINT { <C dodgerblue> -----FleeDline-----</C>}
   #PRINT { FleeDline sets map position after a flee is detected.}
   #PRINT {  Notes: works for both in-combat and out-of-combat flees.}
   #PRINT {   Tracks movement during flee for dline map correction.}
   #PRINT {}
   #PRINT { For script compatibility set all directional commands to single letters.}
   #PRINT {  Examples: <C dodgerblue>n e s w d u</C>}
   #PRINT {}
   #PRINT { Type <C dodgerblue>toggleDlineFind</C> to turn automatic dline/flee find command on/off.}
   #PRINT {  Note: When on and map position fails on a flee the find command is automatically sent.}
   #PRINT {   <C dodgerblue>Dline Find Mode: %if(%class(dlineAutoFind),ON,OFF)</C>}
   #PRINT {}
   #PRINT { Type <C dodgerblue>toggleDline</C> to turn only Dline related messages on/off.}
   #PRINT {  Note: sneak leader follow function uses Dline mechanics and will trigger messages.}
   #PRINT {   <C dodgerblue>Message setting: %if(@showDline,ON,OFF)</C>}
   #PRINT {}
   }
#ALIAS colorMap {
   #IF (%null(%1)) {
      #PRINT {%crlf  <C dodgerblue>Usage: colorMap <type> [color]</C>}
      #PRINT {}
      #PRINT {  Available Alert types: (shown in current set color)}
      #PRINT {   <C %replace(@mapColorFail,","," ")>Fail - Fail message color: @mapColorFail</C>}
      #PRINT {   <C %replace(@mapColorSearch,","," ")>Search - Search message color: @mapColorSearch</C>}
      #PRINT {   <C %replace(@mapColorSuccess,","," ")>Success - Success message color: @mapColorSuccess</C>}
      #PRINT {}
      #PRINT {  Note: can use [foreground background] format, background color is optional.}
      #PRINT {   Example: colorMap fail red darkgray}
      #PRINT {}
      } {
      #IF (%class(%concat("mapColor",%1))=-1) {
         #PRINT {%crlf <C dodgerblue>%1 is an invalid type selection...</C>}
         } {
         #IF (%null(%2)) {
            #PRINT {%crlf <C dodgerblue>What color is that?...</C>}
            } {
            #IF (%colorname(%2)=536870911 AND %color(%2)=0) {
               #VAR %concat("mapColor",%1) {}
               #PRINT {%crlf <C dodgerblue>%2 is an invalid color. %concat("mapColor",%proper(%1)) variable cleared.</C>}
               } {
               #IF (%null(%3)) {
                  #VAR %concat("mapColor",%1) {%2}
                  #PRINT {%crlf Map %proper(%1) message color set: <C %2>%2</C>}
                  } {
                  #IF (%colorname(%3)=536870911 AND %color(%3)=0) {
                     #VAR %concat("mapColor",%1) {}
                     #PRINT {%crlf <C dodgerblue>%3 is an invalid color. %concat("mapColor",%proper(%1)) variable cleared.</C>}
                     } {
                     #VAR %concat("mapColor",%1) {%concat(%2," ",%3)}
                     #PRINT {%crlf Map %proper(%1) message color set: <C %2 %3>%2 %3</C>}
                     }
                  }
               }
            }
         }
      }
   }
#ALIAS toggleMap {
   #IF (@showMap) {
      #VAR showMap 0
      #VAR showFind 0
      #VAR showDline 0
      #PRINT {%crlf <C dodgerblue>Map related messages are now disabled.</C>}
      } {
      #VAR showMap 1
      #VAR showFind 1
      #VAR showDline 1
      #PRINT {%crlf <C dodgerblue>Map related messages are now enabled.</C>}
      }
   }
#ALIAS toggleFind {
   #IF (@showFind) {
      #VAR showFind 0
      #PRINT {%crlf <C dodgerblue>Find related messages are now off.</C>}
      } {
      #VAR showFind 1
      #PRINT {%crlf <C dodgerblue>Find related messages are now on.</C>}
      }
   }
#ALIAS toggleDline {
   #IF (@showDline) {
      #VAR showDline 0
      #PRINT {%crlf <C dodgerblue>FleeDline related messages are now off.</C>}
      } {
      #VAR showDline 1
      #PRINT {%crlf <C dodgerblue>FleeDline related messages are now on.</C>}
      }
   }
#ALIAS toggleDlineFind {
   #IF (%class(dlineAutoFind)) {
      #T- dlineAutoFind
      #PRINT {%crlf <C dodgerblue>Dline auto find on failed detection is now off.</C>}
      } {
      #T+ dlineAutoFind
      #PRINT {%crlf <C dodgerblue>Dline auto find on failed detection is now on.</C>}
      }
   }
#ALIAS toggleMapBrief {
   #IF (%class(mapBriefMode)) {
      #T- mapBriefMode
      #PRINT {%crlf <C dodgerblue>Client side brief mode is now off.</C>}
      } {
      #T+ mapBriefMode
      #PRINT {%crlf <C dodgerblue>Client side brief mode is now on.</C>}
      #PRINT {<C dodgerblue> Set in-game brief mode to off. </C>}
      }
   }
#ALIAS find {
   #T+ onFindExit
   #T+ onFindPrompt
   #VAR findByDesc {}
   #VAR findByExit {}
   #IF (@showFind) {
      #PRINT {<C @mapColorSearch> Searching map for your current location...</C>}
      #SENDRAW {look}
      } {
      #SEND {look}
      }
   }
#VAR dlineDescMatched {}
#VAR dlineExitMatched {}
#VAR dlinePossibleKeys {}
#VAR findByDesc {} {}
#VAR findByExit {} {}
#VAR fleeDlineDirections {}
#VAR fleeRoomKey {}
#VAR mapColorFail red
#VAR mapColorSearch green
#VAR mapColorSuccess dodgerblue
#VAR mapCurrentDirection {}
#VAR mapGroupLeader {}
#VAR mapMoveAdjustment {}
#VAR mapMoveDirection {}
#VAR mapRoomDesc {}
#VAR mapRoomExit {}
#VAR mapRoomKey {}
#VAR mapRoomName {}
#VAR showDline 1
#VAR showFind 1
#VAR showMap 1
#VAR mapDisplayPath 0
#VAR mapFleeFrom 0
#TRIGGER "mapHeelsTrigger" {^You flee head over heels.$} {
   #T+ mapFleePrompt
   #VAR mapFleeFrom %roomnum
   } "" {case}
#TRIGGER "mapFleePrompt" {{o|*} * >} {
   #T- mapFleePrompt
   #VAR mapDisplayPath %upper(%reversedir(%remove(.,%walk(@mapFleeFrom)),1))
   #IF (%null(@mapDisplayPath)) {} {#PRINT {<C white red> You fled @mapDisplayPath </C>}}
   } "" {disable|nocr|prompt}
#TRIGGER "mapRoomTrigger" {^%e[36m([A-Z]*)%e[0m$} {
   #IF (%match(%1,"%w speaks from the %w '*'")) {} {
      #T+ mapDescTrigger
      #T+ mapExitTrigger
      #VAR mapRoomDesc {}
      #VAR mapRoomName {%1}
      #VAR mapRoomKey {%mapquery(NAME = '%replace(%1,"'","''")')}
      }
   } "" {case|color}
#TRIGGER "mapRoomPrompt" {^{o|*} * > %e[36m([A-Z]*)%e[0m$} {
   #IF (%match(%1,"%w speaks from the %w '*'")) {} {
      #T+ mapDescTrigger
      #T+ mapExitTrigger
      #VAR mapRoomDesc {}
      #VAR mapRoomName {%1}
      #VAR mapRoomKey {%mapquery(NAME = '%replace(%1,"'","''")')}
      }
   } "" {case|color}
#TRIGGER "mapDescTrigger" {^(*)$} {
   #IF (%match(%1,"{*|o} * >")) {} {
      #IF (%match(%1,^@mapRoomName$)) {} {
         #IF (%begins(%line,"[ obvious exits: ")) {
            #T- mapDescTrigger
            } {
            #VAR mapRoomDesc {%additem(%line,@mapRoomDesc)}
            #IF (%class(mapBriefMode)) {#GAG}
            }
         }
      }
   } "" {case|disable}
#TRIGGER "mapExitTrigger" {^~[ obvious exits: (*) ~]$} {
   #T- mapExitTrigger
   #VAR mapRoomExit (%lower(%sort(%replace(%if(%pos("]",%1),%left(%1,(%pos("]",%1)-2)),%1)," ","|"))))
   #RAISE onFindExit
   #RAISE onFleeExit
   } "" {case|disable}
#TRIGGER "mapPrompt" {^{*|o} * >} {
   #T- onMapAdjustment
   #T+ mapFollowSneak
   #VAR mapMoveAdjustment {}
   #RAISE onFindPrompt
   #RAISE eventFleePrompt
   #RAISE eventLookPrompt
   #RAISE eventSneakFollow
   } "" {case|nocr|prompt}
#TRIGGER "fleeFleeTrigger" {^You panic and attempt to flee!$} {
   #IF (%class(dlineFleeDetection)) {
      #RAISE eventFleeDline
      #T- dlineFleeDetection
      }
   #T+ onDlineRelatedDetection
   } "" {case}
#TRIGGER "fleePanicTrigger" {PANIC!  You couldn't escape!$} {
   #T- fleePanicTrigger
   #T- fleeZerkTrigger
   #T- onDlineRelatedDetection
   #T- eventFleePrompt
   #T+ dlineFleeDetection
   #VAR fleeDlineDirections {}
   } "" {case|disable}
#TRIGGER "fleeZerkTrigger" {Berserk! Death! Death! Fight to the death!$} {
   #T- fleeZerkTrigger
   #T- fleePanicTrigger
   #T- onDlineRelatedDetection
   #T+ dlineFleeDetection
   #VAR fleeDlineDirections {}
   } "" {case|disable}
#TRIGGER "mapSetFollow" {You now follow ([A-Z]%w).$} {
   #T+ mapStopTrigger
   #T+ mapLeavesTrigger
   #T+ mapFollowSneak
   #VAR mapGroupLeader %1
   } "" {case}
#TRIGGER "mapStopTrigger" {You stop following @{mapGroupLeader}.$} {
   #T- mapStopTrigger
   #T- mapLeavesTrigger
   #T- mapFollowTrigger
   #T- mapFollowSneak
   #VAR mapGroupLeader {}
   } "" {case|disable}
#TRIGGER "mapLeavesTrigger" {^@mapGroupLeader leaves (%w)*.$} {
   #T- mapFollowSneak
   #T+ mapFollowTrigger
   #VAR mapMoveDirection %1
   } "" {case|disable}
#TRIGGER "mapFollowTrigger" {^You follow {@mapGroupLeader|someone}.$} {
   #T- mapFollowTrigger
   #MOVE @mapMoveDirection
   #VAR mapMoveDirection {}
   } "" {case|disable}
#TRIGGER "mapFollowSneak" {^You follow someone.$} {
   #RAISE eventFleeDline
   #T+ eventSneakFollow
   } "" {case|disable}
#TRIGGER "mapClosedTrigger" {The (*) seems to be closed.$} {
   #IF (%doorname(,@mapMoveAdjustment)=%1) {
      #NODIR 1
      } {
      #MOVE @mapMoveAdjustment
      #VAR mapMoveAdjustment {}
      #NODIR 1
      }
   } "" {case}
#TRIGGER "mapAlasTrigger" {Alas, you cannot go that way...$} {
   #IF (%roomlink(,@mapMoveAdjustment)=-1) {} {
      #MOVE @mapMoveAdjustment
      #VAR mapMoveAdjustment {}
      #NODIR 1
      }
   } "" {case}
#TRIGGER "mapRestingTrigger" {Nah... You feel too relaxed to do that..} {
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapSleepingTrigger" {In your dreams, or what?} {
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapSittingTrigger" {Maybe you should get on your feet first?} {
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapFightingTrigger" {No way!  You're fighting for your life!} {
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapShudderTrigger" {You shudder at the concept of crossing water.} {
   #MOVE @mapMoveAdjustment
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapSwimTrigger" {You would need to swim there, you can't just walk it.} {
   #MOVE @mapMoveAdjustment
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapExhaustedTrigger" {You are too exhausted.} {
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapRideInside" {You can't ride in there.} {
   #MOVE @mapMoveAdjustment
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapRideWater" {You can't ride on water.} {
   #MOVE @mapMoveAdjustment
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapCantRide" {You can't ride there on a horse!} {
   #MOVE @mapMoveAdjustment
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapBoatTrigger" {You need a boat to go there.} {
   #MOVE @mapMoveAdjustment
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapMountHaggard" {Your mount is too exhausted.} {
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapMountFighting" {Your mount is engaged in combat!} {
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapMountSleeping" {Your mount ought to be awake and standing first!} {
   #NODIR 1
   } "" {case|verbatim}
#TRIGGER "mapBlindTrigger" {You can't see a damned thing, you're blinded!} {
   #OK
   } "" {case|verbatim}
#TRIGGER "mapDarkTrigger" {It is pitch black...} {
   #OK
   } "" {case|verbatim}
#ONINPUT "dlineFleeDetection" {^{f|fl|fle|flee}$} {
   #T- dlineFleeDetection
   #T+ onDlineRelatedDetection
   #T+ fleePanicTrigger
   #T+ fleeZerkTrigger
   #RAISE eventFleeDline
   } "" {}
#ONINPUT "mapMovementInput" {^({d|e|n|s|u|w})$} {
   #T+ onMapCurrent
   #RAISE onDlineRelatedDetection %1
   #RAISE onMapAdjustment %1
   #RAISE onMapCurrent %1
   } "" {}
#ONINPUT "mapLookInput" {^{l|lo|loo|look}$} {
   #IF (%class(mapBriefMode)) {
      #T+ eventLookPrompt
      #T- mapBriefMode
      } {}
   } "" {}
#EVENT onConnection {
   #T+ onFindExit
   #T+ onFindPrompt
   #VAR findByDesc {}
   #VAR findByExit {}
   #T- onFleeExit
   #T- eventFleePrompt
   #T- eventLookPrompt
   #T- eventSneakFollow
   #T- onMapAdjustment
   #T- onDlineRelatedDetection
   }
#EVENT onMapAdjustment {
   #T- onMapAdjustment
   #T- onMapCurrent
   #VAR mapMoveAdjustment %1
   #IF (@mapCurrentDirection=@mapMoveAdjustment) {
      #VAR mapMoveAdjustment {}
      }
   }
#EVENT onMapCurrent {
   #T- onMapCurrent
   #T+ onMapAdjustment
   #VAR mapCurrentDirection %1
   }
#EVENT onDlineRelatedDetection {
   #VAR fleeDlineDirections {%additem(%1,@fleeDlineDirections)}
   }
#EVENT onFindExit {
   #T- onFindExit
   #RAISE eventFindRoom
   }
#EVENT onFindPrompt {
   #T- onFindPrompt
   #IF (@showFind) {#RAISE eventMessageRoom}
   }
#EVENT onFleeExit {
   #T- onFleeExit
   #RAISE eventFindDline
   }
#EVENT eventSneakFollow {
   #T- eventSneakFollow
   #RAISE eventFindDline
   }
#EVENT eventFleePrompt {
   #T- eventFleePrompt
   #T- onDlineRelatedDetection
   #T- fleePanicTrigger
   #T- fleeZerkTrigger
   #IF (@showDline) {#RAISE eventMessageDline}
   #FORALL @fleeDlineDirections {#MOVE %i}
   #VAR fleeDlineDirections {}
   #T+ dlineFleeDetection
   }
#EVENT eventLookPrompt {
   #T- eventLookPrompt
   #T+ mapBriefMode
   }
#EVENT mapBriefMode {}
#EVENT dlineAutoFind {}
#EVENT eventFindRoom {
   #IF (%numitems(@mapRoomKey)=1) {
      #TELEPORT @mapRoomKey
      } {
      #IF (%numitems(@mapRoomKey)=0) {
         #IF (@showFind) {} {
            #SHOW {%crlf <C @mapColorFail>Room name not found, check your map!</C>}
            }
         } {
         #RAISE eventFindDesc
         }
      }
   }
#EVENT eventFindDesc {
   #IF (@showFind) {#ADD showFind 1}
   #FORALL @mapRoomKey {
      #IF (%subchar(%roomdesc(%i),%crlf" |","")=%subchar(@mapRoomDesc,%crlf" |","")) {
         #ADDITEM findByDesc %i
         }
      }
   #IF (%numitems(@findByDesc)=1) {
      #TELEPORT @findByDesc
      } {
      #RAISE eventFindExit
      }
   }
#EVENT eventFindExit {
   #IF (@showFind) {#ADD showFind 1}
   #FORALL @mapRoomKey {
      #IF (@mapRoomExit=%sort(%roomexit(%i))) {
         #ADDITEM findByExit %i
         } {
         #IF (%numitems(@findByExit)=1) {
            #TELEPORT @findByExit
            } {
            #IF (%ismember(%roomkey,@mapRoomKey)) {} {
               #TELEPORT %item(@mapRoomKey,%random(1,%numitems(@mapRoomKey)))
               }
            }
         }
      }
   }
#EVENT eventFleeDline {
   #T+ onFleeExit
   #T+ eventFleePrompt
   #VAR dlineDescMatched {}
   #VAR dlineExitMatched {}
   #VAR dlinePossibleKeys {}
   #VAR fleeRoomKey {%roomkey()}
   #FORALL %roomexit(@fleeRoomKey) {
      #FORALL %roomlink(@fleeRoomKey,%i) {
         #ADDITEM dlinePossibleKeys {%j}
            }
         }
   }
#EVENT eventFindDline {
   #IF (@showDline) {#VAR showDline {1}}
   #FORALL @dlinePossibleKeys {
      #IF (%ismember(%i,@mapRoomKey)) {
         #IF (%subchar(%roomdesc(%i),%crlf" |","")=%subchar(@mapRoomDesc,%crlf" |","")) {
            #ADDITEM dlineDescMatched {%i}
            }
         }
      }
   #IF (%numitems(@dlineDescMatched)=1) {
      #IF (@showDline) {#ADD showDline 1}
      #TELEPORT @dlineDescMatched
      } {
      #FORALL @dlinePossibleKeys {
         #IF (%ismember(%i,@mapRoomKey)) {
            #IF (@mapRoomExit=%sort(%roomexit(%i))) {
               #ADDITEM dlineExitMatched {%i}
               }
            }
         }
      #IF (%numitems(@dlineExitMatched)>1) {
         #IF (@showDline) {#ADD showDline 2}
         #IF (%class(dlineAutoFind)) {
            #ALARM "dlineFindAlarm" {+1} {
               find
               } "Map"
            }
         } {
         #IF (@showDline) {#ADD showDline 1}
         #TELEPORT @dlineExitMatched
         }
      }
   }
#EVENT eventMessageRoom {
   #IF (%numitems(@mapRoomKey)=0) {
      #PRINT {%crlf <C @mapColorFail>Room name not found, check your map!</C>}
      } {
      #IF (%numitems(@mapRoomKey)>1) {
         #PRINT {%crlf <C @mapColorSearch>Multiple matches, searching descriptions...</C>}
         #RAISE eventMessageDesc
         } {
         #PRINT {%crlf <C @mapColorSuccess>Room found! Setting map position.</C>}
         }
      }
   }
#EVENT eventMessageDesc {
   #IF (%numitems(@findByDesc)=0) {
      #PRINT {<C @mapColorFail> Failed to match room description...</C>}
      #RAISE eventMessageExit
      } {
      #IF (%numitems(@findByDesc)>1) {
         #PRINT {<C @mapColorSearch> Multiple matches, searching exits...</C>}
         #RAISE eventMessageExit
         } {
         #PRINT {<C @mapColorSuccess> Description Found! Setting map position.</C>}
         }
      }
   }
#EVENT eventMessageExit {
   #IF (%numitems(@findByExit)=0) {
      #PRINT {<C @mapColorFail> Failed to match room exits...</C>}
       #IF (%ismember(%roomkey(),@mapRoomKey)) {
         #PRINT {<C @mapColorSuccess> Map position is already in room with matching name. No action taken.</C>}
         } {
         #PRINT {<C @mapColorSuccess> Setting map position to room with matching name (random).</C>}
         }
      } {
      #IF (%numitems(@findByExit)=1) {
         #PRINT {<C @mapColorSuccess> Exits Found! Setting map position.</C>}
         } {
         #PRINT {<C @mapColorSearch> Multiple exits match...</C>}
          #IF (%ismember(%roomkey(),@mapRoomKey)) {
            #PRINT {<C @mapColorSuccess> Map position is already in room with matching name. No action taken.</C>}
            } {
            #PRINT {<C @mapColorSuccess> Setting map position to room with matching name (random).</C>}
            }
         }
      }
   }
#EVENT eventMessageDline {
   #IF (%class(eventSneakFollow)) {
      #PRINT {%crlf <C @mapColorSearch>Follow the Leader! Searching for correct room...</C>}
      } {
      #PRINT {%crlf <C @mapColorSearch>Flee Detected! Attempting to correct map position...</C>}
      }
   #IF (@showDline=2) {
      #IF (%class(eventSneakFollow)) {
         #PRINT {<C @mapColorSuccess> Sneaky! Setting map position.</C>}
         } {
         #PRINT {<C @mapColorSuccess> Flee Double Line Success! Setting map position.</C>}
         }
      } {
      #IF (@showDline=3) {
         #IF (%class(eventSneakFollow)) {
            #PRINT {<C @mapColorSearch> Multiple possible map positions after following.</C>}
            } {
            #PRINT {<C @mapColorSearch> Multiple possible map positions after fleeing.</C>}
            }
         #IF (%class(dlineAutoFind)) {
            #IF (%class(eventSneakFollow)) {
               #PRINT {<C @mapColorFail> Failed to correct map position after following.</C>}
               #PRINT {<C @mapColorSearch> Sending find command...</C>}
               } {
               #PRINT {<C @mapColorFail> Failed to correct map position after fleeing.</C>}
               #PRINT {<C @mapColorSearch> Sending find command...</C>}
               }
            } {
            #IF (%class(eventSneakFollow)) {
               #PRINT {<C @mapColorFail> Failed to correct map position after following.</C>}
               } {
               #PRINT {<C @mapColorFail> Failed to correct map position after fleeing.</C>}
               }
            }
         }
      }
   }
#EVENT eventMapFind {
   #T+ onFindExit
   #T+ onFindPrompt
   #VAR findByDesc {}
   #VAR findByExit {}
   #IF (@showFind) {
      #PRINT {<C @mapColorSearch> Searching map for your current location...</C>}
      #SENDRAW {look}
      } {
      #SEND {look}
      }
   }
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


Last edited by Taziar on Mon Aug 26, 2019 12:30 am, edited 10 times in total.

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 Profile  
 
 Post subject: Re: HoM cMUD Scripts
PostPosted: Sat Oct 06, 2018 4:46 am 
Offline

Joined: Tue Apr 07, 2015 8:24 pm
Posts: 135
Location: Seattle
-----Pulse Timer----- (aka spinning timer)
    [Updated 10/16/2018]

Type helpPulseTimer to view help file in client.

Image

Direct download link: PulseTimer.txt
Active Triggers: 3/16
Oninput: 0
Events: onConnect, custom
Code:
#CLASS {PulseTimer}
#ALIAS helpPulseTimer {
   #PRINT {%crlf <C dodgerblue>-----Pulse Timer Help File-----</C>}
   #PRINT {      <C dodgerblue>[Updated: 8/25/2019]</C>}
   #PRINT {}
   #PRINT { Usage: <C dodgerblue>colorPulse <type> [color]</C> to set color for type.}
   #PRINT {  Available types: (shown in current set color)}
   #PRINT {   Pulse - Pulse symbol color: <C @pulseColorPulse>%proper(@pulseColorPulse)</C>}
   #PRINT {}
   #PRINT {  Note: can use [foreground background] format, background color is optional.}
   #PRINT {   Example: colorPulse info red darkgray}
   #PRINT {}
   #PRINT { Usage: <C dodgerblue>fontPulse <font></C> to set font type for Pulse Timer.}
   #PRINT {  Note: single name fonts only, fonts like Times New Roman will bug out.}
   #PRINT {   Current font type: <C dodgerblue>%proper(@pulseFont)</C>}
   #PRINT {}
   #PRINT { Usage: <C dodgerblue>sizePulse <#></C> to set font size for Pulse Timer.}
   #PRINT {  Note: cannot be more or less than 4-5 points from default session font size.}
   #PRINT {   Hint: if timer does not show correctly try adjusting sizePulse #}
   #PRINT {    Current font size: <C dodgerblue>@pulseSize</C>}
   #PRINT {}
   #PRINT { For standard results set color, font, and size to the same as default session.}
   #PRINT {}
   #PRINT { <C dodgerblue>-----Special Function-----</C>}
   #PRINT {  Usage: <C dodgerblue>rainbowPulse</C> to toggle Pulse Timer rainbow color rotation on/off.}
   #PRINT {   Rainbow function: <C dodgerblue>%if(%class(eventRainbowPulse),ON,OFF)</C>}
   #PRINT {}
   }
#ALIAS colorPulse {
   #IF (%null(%1)) {
      #PRINT {%crlf  Usage: <C dodgerblue>colorPulse pulse [color]</C>}
      #PRINT {}
      #PRINT {   Pulse - Pulse symbol color: <color @pulseColorPulse>%proper(@pulseColorPulse)</C>}
      #PRINT {}
      #PRINT {  Note: can use [foreground background] format, background color is optional.}
      #PRINT {   Example: colorPulse pulse red darkgray}
      #PRINT {}
      } {
      #IF (%class(%concat("pulseColor",%1))=-1) {
         #PRINT {%crlf <C dodgerblue>%1 is an invalid type selection...</C>}
         } {
         #IF (%null(%2)) {
            #PRINT {%crlf <C dodgerblue>What color is that?...</C>}
            } {
            #IF (%colorname(%2)=536870911 AND %color(%2)=0) {
               #VAR %concat("pulseColor",%1) {}
               #PRINT {%crlf <C dodgerblue>%2 is an invalid color. %concat("pulseColor",%proper(%1)) variable cleared.</C>}
               } {
               #IF (%null(%3)) {
                  #VAR %concat("pulseColor",%1) {%2}
                  #PRINT {%crlf %proper(%1) color set: <color %2>%2</C>}
                  } {
                  #IF (%colorname(%3)=536870911 AND %color(%3)=0) {
                     #VAR %concat("pulseColor",%1) {}
                     #PRINT {%crlf <C dodgerblue>%3 is an invalid color. %concat("pulseColor",%proper(%1)) variable cleared.</C>}
                     } {
                     #VAR %concat("pulseColor",%1) {%concat(%2," ",%3)}
                     #PRINT {%crlf %proper(%1) color set: <color %2 %3>%2 %3</C>}
                     }
                  }
               }
            }
         }
      }
   }
#ALIAS sizePulse {
   #IF (%isnumber(%1)) {
      #VAR pulseSize %1
      #PRINT {%crlf Pulse Timer symbol font size set to: <C dodgerblue>@pulseSize</C> %crlf}
      } {
      #PRINT {%crlf What kind of number is that... %crlf}
      }
   }
#ALIAS fontPulse {
   #IF (%null(%1)) {
      #PRINT {%crlf Font name not detected... %crlf}
      } {
      #VAR pulseFont {%-1}
      #PRINT {%crlf Pulse Timer symbol font set to: <C dodgerblue>@pulseFont</C> %crlf}
      }
   }
#ALIAS rainbowPulse {
   #IF (%class(eventRainbowPulse)) {
      #T- {eventRainbowPulse}
      #PRINT {%crlf Pulse Timer symbol color set to normal. %crlf}
      } {
      #T+ {eventRainbowPulse}
      #PRINT {}
      #MXP { Pulse Timer color set: <color red>R<color orange>A<color yellow>I<color green>N<color blue>B<color indigo>O<color violet>W</C>}
      #PRINT {</C>}
      }
   }
#VAR pulseColorPulse {white}
#VAR pulseCount {}
#VAR pulseFont {consolas}
#VAR pulseLastPrompt {}
#VAR pulseRainbowCount {0}
#VAR pulseRainbowList {red|orange|yellow|green|blue|indigo|violet}
#VAR pulseSize {14}
#TRIGGER "pulseChargeTrigger" {^(You line up your charge...)(*)$} {
   #IF (%ends(%line,"> ")) {
      #PSUB {@pulseLastPrompt %e[K} %x1
      #PRINT {You line up your charge...}
      }
   } "" {case}
#TRIGGER "pulseBeginTimer" {^(%s)(*)$} {
   #IF (%null(%2)) {
      #T+ {eventDashFirst}
      #T+ {pulseDash}
      #T+ {pulseDashLine}
      #VAR pulseCount 1
      #T+ {pulsePrompt}
      #T+ {pulseCancelled}
      #T+ {pulseOk}
      } {
      #IF (%ends(%line,"> ")) {
         #PSUB {@pulseLastPrompt %e[K} %x1
         #PRINT {%crlf}
         #T+ {eventDashFirst}
         #T+ {pulseDash}
         #T+ {pulseDashLine}
         #VAR pulseCount 1
         }
      }
   } "" {nocr|prompt}
#TRIGGER "pulseBeginLine" {^(%s)(*)$} {
   #IF (%null(%2)) {
      #T+ {eventDashFirst}
      #T+ {pulseDash}
      #T+ {pulseDashLine}
      #VAR pulseCount 1
      #T+ {pulsePrompt}
      #T+ {pulseCancelled}
      #T+ {pulseOk}
      } {
      #IF (%ends(%line,"> ")) {
         #PSUB {@pulseLastPrompt %e[K} %x1
         #PRINT {%crlf}
         #T+ {eventDashFirst}
         #T+ {pulseDash}
         #T+ {pulseDashLine}
         #VAR pulseCount 1
         }
      }
   } "" {}
#TRIGGER "pulseDash" {^(-)} {
   #ADD pulseCount 1
   #PSUB {" "} %x1
   #RAISE eventRainbowPulse
   #MXP {<FONT @pulseFont @pulseSize @pulseColor><DEST X=@pulseCount>%1</DEST></FONT>}
   #RAISE eventDashFirst
   #RAISE eventDashLast
   #T+ {pulsePrompt}
   #T+ {pulseCancelled}
   #T+ {pulseOk}
   } "" {disable|nocr|prompt}
#TRIGGER "pulseDashLine" {^(-)} {
   #PRINT {}
   #ADD pulseCount 1
   #PSUB {" "} %x1
   #RAISE eventRainbowPulse
   #MXP {<FONT @pulseFont @pulseSize @pulseColor><DEST X=@pulseCount>%e[2A%1</DEST></FONT>}
   #VAR pulseCount 1
   #RAISE eventDashFirst
   #RAISE eventDashLast
   #T+ {pulsePrompt}
   #T+ {pulseCancelled}
   #T+ {pulseOk}
   } "" {disable}
#TRIGGER "pulseEqual" {^(=)} {
   #ADD pulseCount 1
   #PSUB {" "} %x1
   #RAISE eventRainbowPulse
   #MXP {<FONT @pulseFont @pulseSize @pulseColor><DEST X=@pulseCount>%1</DEST></FONT>}
   #RAISE eventEqualFirst
   #RAISE eventEqualLast
   } "" {disable|nocr|prompt}
#TRIGGER "pulseEqualLine" {^(=)} {
   #PRINT {}
   #ADD pulseCount 1
   #PSUB {" "} %x1
   #RAISE eventRainbowPulse
   #MXP {<FONT @pulseFont @pulseSize @pulseColor><DEST X=@pulseCount>%e[2A%1</DEST></FONT>}
   #VAR pulseCount 1
   #RAISE eventEqualFirst
   #RAISE eventEqualLast
   } "" {disable}
#TRIGGER "pulsePlus" {^(+)} {
   #ADD pulseCount 1
   #PSUB {" "} %x1
   #RAISE eventRainbowPulse
   #MXP {<FONT @pulseFont @pulseSize @pulseColor><DEST X=@pulseCount>%1</DEST></FONT>}
   #RAISE eventPlusFirst
   #RAISE eventPlusLast
   } "" {disable|nocr|prompt}
#TRIGGER "pulsePlusLine" {^(+)} {
   #PRINT {}
   #ADD pulseCount 1
   #PSUB {" "} %x1
   #RAISE eventRainbowPulse
   #MXP {<FONT @pulseFont @pulseSize @pulseColor><DEST X=@pulseCount>%e[2A%1</DEST></FONT>}
   #VAR pulseCount 1
   #RAISE eventPlusFirst
   #RAISE eventPlusLast
   } "" {disable}
#TRIGGER "pulseStar" {^(~*)} {
   #ADD pulseCount 1
   #PSUB {" "} %x1
   #RAISE eventRainbowPulse
   #MXP {<FONT @pulseFont @pulseSize @pulseColor><DEST X=@pulseCount>%1</DEST></FONT>}
   #RAISE eventStarLast
   #RAISE eventStarFirst
   } "" {disable|nocr|prompt}
#TRIGGER "pulseStarLine" {^(~*)} {
   #PRINT {}
   #ADD pulseCount 1
   #PSUB {" "} %x1
   #RAISE eventRainbowPulse
   #MXP {<FONT @pulseFont @pulseSize @pulseColor><DEST X=@pulseCount>%e[2A%1</DEST></FONT>}
   #VAR pulseCount 1
   #RAISE eventStarLast
   #RAISE eventStarFirst
   } "" {disable}
#TRIGGER "pulseSpace" {^(%s)} {
   #ADD pulseCount 1
   #MXP {<FONT @pulseFont @pulseSize @pulseColor><DEST X=@pulseCount>%1</DEST></FONT>}
   #T+ {pulseDash}
   #T+ {pulseDashLine}
   #T+ {eventDashFirst}
   } "" {disable|nocr|prompt}
#TRIGGER "pulseSpaceLine" {^(%s)} {
   #PRINT {}
   #ADD pulseCount 1
   #MXP {<FONT @pulseFont @pulseSize @pulseColor><DEST X=@pulseCount>%e[2A%1</DEST></FONT>}
   #VAR pulseCount 1
   #T+ {pulseDash}
   #T+ {pulseDashLine}
   #T+ {eventDashFirst}
   } "" {disable}
#TRIGGER "pulsePrompt" {^({o|*} * > )} {
   #PSUB {%1} %x1
   #T- {pulsePrompt}
   #T- {pulseCancelled}
   #T- {pulseOk}
   #T- {pulseDash}
   #T- {pulseDashLine}
   #T- {eventDashFirst}
   #T- {eventDashLast}
   #T- {pulseEqual}
   #T- {pulseEqualLine}
   #T- {eventEqualFirst}
   #T- {eventEqualLast}
   #T- {pulsePlus}
   #T- {pulsePlusLine}
   #T- {eventPlusFirst}
   #T- {eventPlusLast}
   #T- {pulseStar}
   #T- {pulseStarLine}
   #T- {eventStarFirst}
   #T- {eventStarLast}
   #T- {pulseSpace}
   #T- {pulseSpaceLine}
   #T+ {pulseBeginLine}
   #T+ {pulseBeginTimer}
   } "" {nocr|prompt}
#TRIGGER "pulseLastPrompt" {^({o|*} * > )} {
   #VAR pulseLastPrompt %1
   } "" {nocr|prompt}
#TRIGGER "pulseCancelled" {^Cancelled.} {
   #T- {pulseCancelled}
   #T+ {pulseBeginLine}
   #T+ {pulseBeginTimer}
   } "" {disable}
#TRIGGER "pulseOk" {^Ok.} {
   #T- {pulseOk}
   #T+ {pulseBeginLine}
   #T+ {pulseBeginTimer}
   } "" {disable}
#EVENT eventDashFirst {
   #T- {eventDashFirst}
   #T- {pulseDash}
   #T- {pulseDashLine}
   #T- {pulseBeginLine}
   #T- {pulseBeginTimer}
   #T+ {pulseEqual}
   #T+ {pulseEqualLine}
   #T+ {eventEqualFirst}
   }
#EVENT eventDashLast {
   #T- {eventDashLast}
   #T- {pulseDash}
   #T- {pulseDashLine}
   #T+ {pulseSpace}
   #T+ {pulseSpaceLine}
   }
#EVENT eventEqualFirst {
   #T- {eventEqualFirst}
   #T- {pulseEqual}
   #T- {pulseEqualLine}
   #T+ {pulsePlus}
   #T+ {pulsePlusLine}
   #T+ {eventPlusFirst}
   }
#EVENT eventEqualLast {
   #T- {eventEqualLast}
   #T- {pulseEqual}
   #T- {pulseEqualLine}
   #T+ {pulseDash}
   #T+ {pulseDashLine}
   #T+ {eventDashLast}
   }
#EVENT eventPlusFirst {
   #T- {eventPlusFirst}
   #T- {pulsePlus}
   #T- {pulsePlusLine}
   #T+ {pulseStar}
   #T+ {pulseStarLine}
   #T+ {eventStarFirst}
   }
#EVENT eventPlusLast {
   #T- {eventPlusLast}
   #T- {pulsePlus}
   #T- {pulsePlusLine}
   #T+ {pulseEqual}
   #T+ {pulseEqualLine}
   #T+ {eventEqualLast}
   }
#EVENT eventStarFirst {
   #T- {eventStarFirst}
   #T+ {eventStarLast}
   }
#EVENT eventStarLast {
   #T- {eventStarLast}
   #T- {pulseStar}
   #T- {pulseStarLine}
   #T+ {pulsePlus}
   #T+ {pulsePlusLine}
   #T+ {eventPlusLast}
   }
#EVENT eventRainbowPulse {
   #ADD pulseRainbowCount 1
   #VAR pulseColorPulse (%item(@pulseRainbowList,(@pulseRainbowCount\%numitems(@pulseRainbowList)+1)))
   }
#EVENT onConnect {
   #T+ {pulseLastPrompt}
   }
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


Last edited by Taziar on Mon Aug 26, 2019 12:32 am, edited 1 time in total.

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 Profile  
 
PostPosted: Sat Oct 20, 2018 9:29 pm 
Offline

Joined: Tue Apr 07, 2015 8:24 pm
Posts: 135
Location: Seattle
-----Mounts-----
    [Released: 8/16/19]

Type helpMounts to view help file in client.

Type helpMountsClan to view list of current clan mounts.

Direct download link: MountsCmud.txt

Active Triggers: 1/43
Code:
#CLASS {Mounts}
#ALIAS helpMounts {
   #PRINT {%crlf<C dodgerblue> -----Mounts Help File-----</C>}
   #PRINT {<C dodgerblue>    [Updated: 8/16/2019]</C>}
   #PRINT { Mounts script adds numbers to aid in mount targeting when using the look command or entering a room.}
   #PRINT {  Note: colors the entire line whenever you see a mount that is not being ridden.}
   #PRINT {   <C @mountColorHorse>"|"1"|" A warhorse is here, stamping his feet impatiently.</C>}
   #PRINT {   <C @mountColorSeanchan>"|"2"|" An armoured black stallion paws the ground.</C>}
   #PRINT {     Note: armoured Deathwatch horse has SS color, but runs off horse keyword list.}
   #PRINT {}
   #PRINT { Separate colored number lists for shadow stallions, raken, and torm.}
   #PRINT { <C @mountColorSeanchan>"|"R1"|" A grey-skinned winged animal is here.</C>}
   #PRINT { <C @mountColorSeanchan>"|"T1"|" A sleek well-trained torm glares fiercely about.</C>}
   #PRINT { <C @mountColorShadow>"|"1"|" A black shadow stallion paws the ground here, fiery-red eyes shining with evil.</C>}
   #PRINT {}
   #PRINT { When you ride a mount only the number is colored:}
   #PRINT { <C @mountColorHorse>"|"1"|" </C>A warhorse is here, stamping his feet impatiently, being ridden by you.}
   #PRINT { <C @mountColorShadow>"|"1"|" </C>A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.}
   #PRINT {}
   #PRINT { When you see someone else ride a mount, the mount name and number is colored.}
   #PRINT { Taziar Medakan, Sun Captain is standing here, riding <C @mountColorHorse>"|"2"|" bloodstock stallion</C>}
   #PRINT { ~*<C red>Rig</C>~* is here, fighting Reen mending a weapon, riding <C @mountColorShadow>"|"2"|" shadow stallion</C>}
   #PRINT {}
   #PRINT { Type mountColor <mountType> [fcolor bcolor] [background color optional]}
   #PRINT {  Available mount types:}
   #PRINT {   <C @mountColorClan>Clan</C>}
   #PRINT {   <C @mountColorHorse>Horse</C>}
   #PRINT {   <C @mountColorSeanchan>Seanchan</C>}
   #PRINT {   <C @mountColorShadow>Shadow</C>}
   #PRINT {}
   #PRINT { Type <C dodgerblue>helpMountsClan</C> to view clan mount list.}
   #PRINT {}
   }
#ALIAS helpMountsClan {
   #PRINT {%crlf %crlf <C dodgerblue> Clan Horse List:</C>}
   #PRINT {   Child of Light:            <C @mountColorClan>An armored white cavalry horse stands here, ready for battle.</C>}
   #PRINT {   Civil Watch:               <C @mountColorClan>A piebald rouncey stands here, its mane plaited with ribbons.</C>}
   #PRINT {   Defender of the Stone:     <C @mountColorClan>A Tairen destrier barded in black and gold stands here.</C>}
   #PRINT {   Deathwatch:                <C @mountColorSeanchan>An armoured black stallion paws the ground.</C>}
   #PRINT {   Dragonsworn:               <C @mountColorClan>A tall bay stallion stands here, ears alert for danger.</C>}
   #PRINT {   Forrester:                 <C @mountColorClan></C>}
   #PRINT {   Hand of Light:             <C @mountColorClan>A battle-trained destrier stands here.</C>}
   #PRINT {   Gleeman:                   <C @mountColorClan>A donkey wearing a patchwork blanket stands here.</C>}
   #PRINT {   Illian Companion:          <C @mountColorClan>An Illianer golden-maned steed stands here observing its surroundings.</C>}
   #PRINT {   Illuminator:               <C @mountColorClan>A sturdy fell pony stands here, multi-colored tubes protruding from its saddlebags.</C>}
   #PRINT {   Imperial Guard:            <C @mountColorSeanchan>A blood bay charger stands here ready for adventure.</C>}
   #PRINT {   Kandori Merchants' Guild:  <C @mountColorClan>A long-eared mule is here, looking hardy.</C>}
   #PRINT {   Legion of Unity:           <C @mountColorClan>A black and ivory stallion stands here, still as night.</C>}
   #PRINT {   Lion Warden:               <C @mountColorClan>A red Andoran charger, pride of her majesties stables.</C>}
   #PRINT {   Lion Warden:               <C @mountColorClan>A white destrier stands here proudly, alert for battle.</C>}
   #PRINT {   Morat'raken:               <C @mountColorSeanchan>A grey-skinned winged animal is here.</C>}
   #PRINT {   Morat'torm:                <C @mountColorSeanchan>A sleek well-trained torm glares fiercely about.</C>}
   #PRINT {   Rising Sun:                <C @mountColorClan>A large destrier stands here, wearing full barding etched with a rising sun.</C>}
   #PRINT {   Red Eagle:                 <C @mountColorClan>A jet black courser stands here, clad in the red-and-gold livery of Manetheren.</C>}
   #PRINT {   Saldaean Cavalry:          <C @mountColorClan></C>}
   #PRINT {   Shienaran Lancer:          <C @mountColorClan>A battle-trained Shienaran warlander stands here, vigilant of its surroundings.</C>}
   #PRINT {   Sword and Hand:            <C @mountColorClan>A cut-throat Domani razor stands here tossing its head.</C>}
   #PRINT {   Thiefbane:                 <C @mountColorClan>A silver-haired thoroughbred stands here, alert for its master's whistle.</C>}
   #PRINT {   Wall Guard:                <C @mountColorClan>A placid red roan steed is here, caparisoned with the banner of a golden fist..</C>}
   #PRINT {   White Leopard:             <C @mountColorSeanchan></C>}
   #PRINT {   White Tower:               <C @mountColorClan>A pale destrier stands here, adorned with the white flame of Tar Valon.</C>}
   #PRINT {   Winged Guard:              <C @mountColorClan>A blood bay stallion is here, pawing the ground restlessly.</C>}
   #PRINT {   Wisdom:                    <C @mountColorClan>A dapple grey courser with a finely brushed coat dances from spot to spot.</C>}
   #PRINT {}
   }
#ALIAS mountColor {
   #PRINT {}
   #IF (%null(%1)) {
      #PRINT { Usage: mountColor <type> <C> [bcolor] [background color optional]}
      #PRINT {}
      #PRINT {  Available types:}
      #PRINT {   <C @mountColorClan>Clan</C>}
      #PRINT {   <C @mountColorHorse>Horse</C>}
      #PRINT {   <C @mountColorSeanchan>Seanchan</C>}
      #PRINT {   <C @mountColorShadow>Shadow</C>}
      #PRINT {}
      } {
      #IF (%class(%concat(mountColor,%1))=-1) {
         #PRINT {%1 is an invalid type selection...}
         } {
         #IF (%null(%2)) {
            #PRINT {What color is that?...}
            } {
            #IF (%colorname(%2)=536870911 AND %color(%2)=-1) {
               #VAR %concat(mountColor,%1) {}
               #PRINT { %2 is an invalid color. %concat(mountColor,%proper(%1)) variable cleared.}
               } {
               #IF (%null(%3)) {
                  #VAR %concat(mountColor,%1) {%2}
                  #PRINT {%proper(%1) color set: <C %2>%2</C>}
                  } {
                  #IF (%colorname(%3)!=536870911 AND %color(%3)!=0) {
                     #VAR %concat(mountColor,%1) {}
                     #PRINT { %3 is an invalid color. %concat(mountColor,%proper(%1)) variable cleared.}
                     } {
                     #VAR %concat(mountColor,%1) %concat(%2," ",%3)
                     #PRINT {%proper(%1) color set: <C %2 %3>%2 %3</C>}
                     }
                  }
               }
            }
         }
      }
   }
#VAR mountColorClan goldenrod
#VAR mountColorHorse cyan
#VAR mountColorSeanchan magenta
#VAR mountColorShadow red
#VAR mountCountHorse 0
#VAR mountCountRaken 0
#VAR mountCountShadow 0
#VAR mountCountTorm 0
#VAR mountList {black stallion|bloodstock stallion|brown horse|brown stallion|chestnut stallion|Domani razor|draft horse|dun mare|dust-colored gelding|gray palfrey|Illianer steed|playful colt|prancing palomino mare|roan charger|shaggy brown mare|spotted horse|warhorse|white-maned pony|wild stallion}
#VAR mountClanList {armored white cavalry horse|battle-trained gray destrier|battle-trained Shienaran warlander|blood bay stallion|cut-throat Domani razor|donkey wearing a patchwork blanket|fine piebald rouncey|golden-maned steed|jet black courser|large destrier|long-eared mule|pale destrier|red Andoran charger|red roan steed|sturdy fell pony|Tairen destrier|tall bay stallion|white destrier}
#TRIGGER "mountExitsTrigger" {^~[ obvious exits: *~]$} {
   #T+ {Mounts|MountTriggers}
   #T+ {mountPromptTrigger}
   } "" {case}
#TRIGGER "mountPromptTrigger" {{o|*} * >} {
   #T- {mountPromptTrigger}
   #T- {Mounts|MountTriggers}
   #VAR mountCountHorse 0
   #VAR mountCountRaken 0
   #VAR mountCountShadow 0
   #VAR mountCountTorm 0
   } "" {case|nocr|prompt}
#CLASS 0
#CLASS {Mounts|MountTriggers} {disable}
#TRIGGER "mountRideShadow" {, riding (a shadow stallion.)$} {
   #ADD mountCountShadow 1
   #PSUB {<C @mountColorShadow>"|"@mountCountShadow"|" shadow stallion</C>} %x1
   } "" {case}
#TRIGGER "mountShadow" {^(A black shadow stallion paws the ground here, fiery-red eyes shining with evil*)$} {
   #ADD mountCountShadow 1
   #IF %ends(%1,"being ridden by you.") {
      #PSUB {<C @mountColorShadow>"|"@mountCountShadow"|"</C>%e[33m  %1} %x1
      } {
      #PSUB {<C @mountColorShadow>"|"@mountCountShadow"|" %1</C>} %x1
      }
   } "" {case}
#TRIGGER "mountRideRaken" {, riding (a raken.)$} {
   #ADD mountCountRaken 1
   #PSUB {<C @mountColorSeanchan>"|"%concat(R,@mountCountRaken)"|" raken</C>} %x1
   } "" {case}
#TRIGGER "mountRaken" {^(A grey-skinned winged animal is here*)$} {
   #ADD mountCountRaken 1
   #IF %ends(%1,"being ridden by you.") {
      #PSUB {<C @mountColorSeanchan>"|"%concat(R,@mountCountRaken)"|"</C>%e[33m %1} %x1
      } {
      #PSUB {<C @mountColorSeanchan>"|"%concat(R,@mountCountRaken)"|" %1</C>} %x1
      }
   } "" {case}
#TRIGGER "mountRideTorm" {, riding (a torm.)$} {
   #ADD mountCountTorm 1
   #PSUB {<C @mountColorSeanchan>"|"%concat(T,@mountCountTorm)"|" torm</C>} %x1
   } "" {case}
#TRIGGER "mountTorm" {^(A sleek well-trained torm glares fiercely about*)$} {
   #ADD mountCountTorm 1
   #IF %ends(%1,"being ridden by you.") {
      #PSUB {<C @mountColorSeanchan>"|"%concat(T,@mountCountTorm)"|"</C>%e[33m %1} %x1
      } {
      #PSUB {<C @mountColorSeanchan>"|"%concat(T,@mountCountTorm)"|" %1</C>} %x1
      }
   } "" {case}
#TRIGGER "mountRideArmoured" {, riding (an armoured black stallion.)$} {
   #ADD mountCountHorse 1
   #PSUB {<C @mountColorSeanchan>"|"@mountCountHorse"|" armoured black stallion</C>} %x1
   } "" {case}
#TRIGGER "mountArmoured" {^(An armoured black stallion paws the ground*)$} {
   #ADD mountCountHorse 1
   #IF %ends(%1,"being ridden by you.") {
      #PSUB {<C @mountColorSeanchan>"|"@mountCountHorse"|"</C>%e[33m %1} %x1
      } {
      #PSUB {<C @mountColorSeanchan>"|"@mountCountHorse"|" %1</C>} %x1
      }
   } "" {case}
#TRIGGER "mountRideImperial" {, riding (a blood bay charger.)$} {
   #ADD mountCountHorse 1
   #PSUB {<C @mountColorSeanchan>"|"@mountCountHorse"|" armoured black stallion</C>} %x1
   } "" {case}
#TRIGGER "mountImperial" {^(A blood bay charger stands here ready for adventure*)$} {
   #ADD mountCountHorse 1
   #IF %ends(%1,"being ridden by you.") {
      #PSUB {<C @mountColorSeanchan>"|"@mountCountHorse"|"</C>%e[33m %1} %x1
      } {
      #PSUB {<C @mountColorSeanchan>"|"@mountCountHorse"|" %1</C>} %x1
      }
   } "" {case}
#TRIGGER "mountRideHorse" {, riding ({a|an} (*).)$} {
   #IF (%ismember(%2,@mountList)) {
      #ADD mountCountHorse 1
      #PSUB {<C @mountColorHorse>"|"@mountCountHorse"|" %2</C>} %x1
      } {
      #IF (%ismember(%2,@mountClanList)) {
         #ADD mountCountHorse 1
         #PSUB {<C @mountColorClan>"|"@mountCountHorse"|" %2</C>} %x1
         }
      }
   } "" {case}
#TRIGGER "mountGray" {^(A gray palfrey prances skittishly nearby*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountWarhorse" {^(A warhorse is here, stamping his feet impatiently*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountWild" {^(A wild stallion bucks madly*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountDraft" {^(A draft horse is here*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountShaggy" {^(A shaggy brown mare stands here*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountIllianer" {^(An Illianer steed stands here proudly, its black mane glistening*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountDun" {^(A dun mare is here, snorting angrily*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountTall" {^(A tall dust-colored gelding prances in a circle here*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountBloodstock" {^(A Tairen bloodstock stallion stands here, tail swaying with the breeze*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountPalomino" {^(Prancing about on dainty feet, a palomino mare stands here*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountBlack" {^(A black stallion prances about*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountRazor" {^(Eyes keen, a Domani razor stands here swishing its tail*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountBrown" {^(A brown horse is here, nipping at a tuft of grass*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountChestnut" {^(A chestnut stallion trots about*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountSpotted" {^(A spotted horse wanders skittishly around here*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountTremalking" {^(A sturdy white-maned pony tosses its head here*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountColt" {^(A playful colt is running about here*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountRoan" {^(A sturdy roan colored horse stands alert*)$} {
   #RAISE eventMount %1
   } "" {case}
#TRIGGER "mountClanChild" {^(An armored white cavalry horse stands here, ready for battle*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanCivil" {^(A piebald rouncey stands here, its mane plaited with ribbons*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanDefender" {^(A Tairen destrier barded in black and gold stands here*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanDragon" {^(A tall bay stallion stands here, ears alert for danger*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanEagles" {^(A jet black courser stands here, clad in the red-and-gold livery of Manetheren*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanCompanions" {^(An Illianer golden-maned steed stands here observing its surroundings*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanGleemen" {^(A donkey wearing a patchwork blanket stands here*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanHand" {^(A battle-trained destrier stands here*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanIlluminator" {^(A sturdy fell pony stands here, multi-colored tubes protruding from its saddlebags*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanKandori" {^(A long-eared mule is here, looking hardy*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanLancer" {^(A battle-trained Shienaran warlander stands here, vigilant of its surroundings*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanLionWarden" {^(A white destrier stands here proudly, alert for battle*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanRising" {^(A large destrier stands here, wearing full barding etched with a rising sun*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanSword" {^(A cut-throat Domani razor stands here tossing its head*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanThiefbane" {^(A silver-haired thoroughbred stands here, alert for its master's whistle*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanWallGuard" {^(A placid red roan steed is here, caparisoned with the banner of a golden fist*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanWarden" {^(A red Andoran charger, pride of her majesties stables*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanWhiteTower" {^(A pale destrier stands here, adorned with the white flame of Tar Valon*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanWinger" {^(A blood bay stallion is here, pawing the ground restlessly*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#TRIGGER "mountClanWisdoms" {^(A dapple grey courser with a finely brushed coat dances from spot to spot*)$} {
   #RAISE eventClanMount %1
   } "" {case}
#EVENT eventClanMount {
   #ADD mountCountHorse 1
   #IF %ends(%1,"being ridden by you.") {
      #PSUB {<C @mountColorClan>"|"@mountCountHorse"|"</C>%e[33m %1} %x1
      } {
      #PSUB {<C @mountColorClan>"|"@mountCountHorse"|" %1</C>} %x1
      }
   }
#EVENT eventMount {
   #ADD mountCountHorse 1
   #IF %ends(%1,"being ridden by you.") {
      #PSUB {<C @mountColorHorse>"|"@mountCountHorse"|"</C>%e[33m %1} %x1
      } {
      #PSUB {<C @mountColorHorse>"|"@mountCountHorse"|" %1</C>} %x1
      }
   }
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


Last edited by Taziar on Sat Aug 17, 2019 1:24 am, edited 2 times in total.

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PostPosted: Mon Oct 22, 2018 3:07 am 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 135
Location: Seattle
-----RENT-----

Type helpRent to view help file in client.

Image

Code:
#CLASS {Rent}
#ALIAS helpRent {
   #PRINT {%crlf %crlf <C @rentColor>-----Rent Help File-----</C>}
   #PRINT {<C @rentColor>   [Updated: 10/22/2018]</C>}
   #PRINT { Saves a list of all equipment deposited in any rent when the list command is used.}
   #PRINT { Script saves data across all characters automatically adding new names via the <C @rentColor>~%char</C> function.}
   #PRINT { Uses cMUD map functions <C @rentColor>~%roomkey</C>, <C @rentColor>~%roomname</C> and <C @rentColor>~%zonename</C> to save data for each rent location.}
   #PRINT {}
   #PRINT { Usage: <C @rentColor>showRent</C> for list of available rents and usage syntax.}
   #PRINT {  Syntax: <C @rentColor>showRent <rentnumber> [character, current if omitted]</C>}
   #PRINT {   Example: <C @rentColor>showRent all <Name></C> will show all items in all rent locations for that character name.}
   #PRINT {}
   #PRINT { Usage: <C @rentColor>addRent</C> in any room with an innkeeper to create a rent location there.}
   #PRINT {  Note: Make sure cMUD map is in proper room position.}
   #PRINT {}
   #PRINT { Usage: <C @rentColor>deleteRent <rentNumber></C> to delete a rent location and all contents.}
   #PRINT {}
   #PRINT { Usage: <C @rentColor>clearRent <rentNumber> <characterName></C> to clear a character's rent for that location.}
   #PRINT {}
   #PRINT { Usage: <C @rentColor>searchRent <item keyword(s)></C> to search for an item in all rents across all alts.}
   #PRINT {}
   }
#ALIAS showRent {
   #IF (%null(%param(1))) {
      #PRINT {%crlf <C @rentColor>showRent <rentnumber> [character, current if omitted]</C> %crlf}
      #PRINT { -------------Available Rents-------------}
      #LOOP 1,%numitems(@rentKey) {
         #PRINT {%if(%len(%i)=1,"  "%i," "%i)) %item(@rentZone,%i) - %item(@rentName,%i)}
         }
      #PRINT {}
      } {
      #IF (%null(%param(2))) {
         #VAR rentChar %char
         } {
         #VAR rentChar %param(2)
         }
      }
   #IF (%isnumber(%param(1))) {
      #VAR rentCurrent %item(@rentKey,%param(1))
      #IF (%item(@rentZone,%param(1)) AND %item(@rentName,%param(1))) {
         #PRINT {%crlf -----Rent Contents for <C @rentColor>%proper(@rentChar)</C>-----}
         #PRINT {%crlf %item(@rentZone,%param(1)) - %item(@rentName,%param(1))}
         }
      #IF (%null(%expand(%concat("@",@rentChar,@rentCurrent)))) {
         #PRINT { <C @rentColor>%proper(@rentChar) has no items stored at this location!</C>}
         } {
         #LOOP 1,%numitems(%expand(%concat("@",@rentChar,@rentCurrent))) {
            #PRINT {%if(%len(%i)=1,"  "%i," "%i)) %item(%expand(%concat("@",@rentChar,@rentCurrent)),%i)}
            }
         }
      } {
      #IF (%param(1)=all) {
         #PRINT {%crlf -----All Rent Contents for <C @rentColor>%proper(@rentChar)</C>-----}
         #LOOP 1,%numitems(@rentKey) {
            #VAR rentCurrent %item(@rentKey,%i)
            #PRINT {%crlf %item(@rentZone,%i) - %item(@rentName,%i)}
            #IF (%null(%expand(%concat("@",@rentChar,@rentCurrent)))) {
               #PRINT { <C @rentColor>%proper(@rentChar) has no items stored at this location!</C>}
               } {
               #LOOP 1,%numitems(%expand(%concat("@",@rentChar,@rentCurrent))) {
                  #PRINT {%if(%len(%j)=1,"   "%j,"  "%j)) %item(%expand(%concat("@",@rentChar,@rentCurrent)),%j)}
                  }
               }
            }
         }
      }
   }
#ALIAS addRent {
   #IF (%ismember(%roomkey,@rentKey)) {
      #PRINT { <C @rentColor>Rent already in database.</C>}
      } {
      #VAR rentKey %additem(%roomkey,@rentKey)
      #VAR rentName %additem(%roomname,@rentName)
      #VAR rentZone %additem(%zonename,@rentZone)
      #PRINT { <C @rentColor>Rent added!</C>}
      }
   }
#ALIAS clearRent {
   #IF (%null(%param(1))) {
      #PRINT {%crlf Usage: <C @rentColor>clearRent <rentNumber> <characterName></C>}
      } {
      #IF (%null(%item(@rentKey,%param(1)))) {
         #PRINT {%crlf  Not a valid rent number, <C @rentColor>clearRent</C> for usage.}
         } {
         #IF (%ismember(%proper(%param(2)),@rentCharList)) {
            #VAR %concat(%lower(%param(2)),%item(@rentKey,%param(1))) {} {_nodef} {Rent|RentContent}
            #PRINT { <C @rentColor>Rent cleared!</C>}
            } {
            #PRINT {%crlf  Not a valid character name...}
            }
         }
      }
   }
#ALIAS deleteRent {
   #IF (%null(%param(1))) {
      #PRINT {%crlf Usage: <C @rentColor>deleteRent <rentNumber></C>}
      } {
      #IF (%null(%item(@rentKey,%param(1)))) {
         #PRINT {%crlf  Not a valid rent number, <C @rentColor>deleteRent</C> for usage.}
         } {
         #FORALL @rentCharList {
            #TEMP "rentTEMP" {Variable * removed.} {#GAG} "Rent" {}
            #UNVAR %concat(%lower(%i),%item(@rentKey,%param(1))) {Rent|RentContent}
            }
         #VAR rentKey %delnitem(@rentKey,%param(1))
         #VAR rentName %delnitem(@rentName,%param(1))
         #VAR rentZone %delnitem(@rentZone,%param(1))
         #PRINT { <C @rentColor>Rent deleted!</C>}
         }
      }
   }
#ALIAS searchRent {
   #IF (%null(%params)) {
      #PRINT {%crlf Usage: <C @rentColor>searchRent <item keyword(s)></C>}
      } {
      #T- {eventRentSearch}
      #VAR rentSearchItem %lower(%params)
      #PRINT {%crlf Searching rents for: <C @rentColor>@rentSearchItem</C>}
      #LOOP 1,%numitems(@rentCharList) {
         #LOOP 1,%numitems(@rentKey) {
            #IF (%pos(@rentSearchItem,%eval(%concat("@",%item(@rentCharList,%i),%item(@rentKey,%j))))) {
               #T+ {eventRentSearch}
               #PRINT {%crlf %proper(%item(@rentCharList,%i)) - %item(@rentZone,%j) - %item(@rentName,%j)}
               #LOOP 1,%numitems(%eval(%concat("@",%item(@rentCharList,%i),%item(@rentKey,%j)))) {
                  #IF (%pos(@rentSearchItem,%item(%eval(%concat("@",%item(@rentCharList,%i),%item(@rentKey,%j))),%k))>0) {
                     #PRINT {%if(%len(%k)=1,"  "%k," "%k)) <C @rentColor>%item(%eval(%concat("@",%item(@rentCharList,%i),%item(@rentKey,%j))),%k)</C>}
                     } {
                     #PRINT {%if(%len(%k)=1,"  "%k," "%k)) %item(%eval(%concat("@",%item(@rentCharList,%i),%item(@rentKey,%j))),%k)}
                  }
               }
            }
         }
      }
      #IF (%class(eventRentSearch)) {
         #T- {eventRentSearch}
         } {
         #PRINT {%crlf Did not find any: <C @rentColor>@rentSearchItem</C>}
         }
      }
   }
#VAR rentChar {}
#VAR rentCharList {}
#VAR rentColor dodgerblue
#VAR rentCurrent {}
#VAR rentItem {}
#VAR rentItemCost {}
#VAR rentSearchItem {}
#TRIGGER "rentInnTrigger" {tells you, 'I don't have any items for you here.'$} {
   #VAR %concat(%lower(%char),%roomkey) {} {_nodef} {Rent|RentContent}
   #PRINT { Rent Cleared!}
   } "" {case|disable}
#TRIGGER "rentListTrigger" {%d. %d {item|items} stored for (%d {day|days}), (*) rent due.$} {
   #T+ {rentItemTrigger}
   #T+ {eventRentPrompt}
   #VAR rentItemCost %concat([,%1," ",%2,])
   } "" {disable|case}
#TRIGGER "rentItemTrigger" {^%s([a-z]*)$} {
   #T- {rentItemTrigger}
   #VAR rentItem %additem(%concat(%1," ",@rentItemCost),@rentItem)
   } "" {disable}
#TRIGGER "rentPrompt" {^{o|*} * >} {
   #T- {rentPrompt}
   #RAISE eventListPrompt
   #RAISE eventRentPrompt
   } "" {case|disable|prompt|nocr}
#ONINPUT "rentListInput" {^{li|lis|list}$} {
   #IF (%ismember(%roomkey,@rentKey)) {
      #VAR rentCurrent %roomkey
      #T+ {eventListPrompt}
      #T+ {rentInnTrigger}
      #T+ {rentListTrigger}
      #T+ {rentPrompt}
      }
   } "" {}
#EVENT onConnect {
   #T- {eventRentPrompt}
   #T- {eventListPrompt}
   #ADDITEM rentCharList %char
   }
#EVENT eventListPrompt {
   #T- {eventListPrompt}
   #T- {rentInnTrigger}
   #T- {rentListTrigger}
   }
#EVENT eventRentPrompt {
   #T- {eventRentPrompt}
   #VAR %concat(%lower(%char),%roomkey) {@rentItem} {_nodef} {Rent|RentContent}
   #VAR rentItem {}
   #PRINT { <C @rentColor>Rent Updated!</C>}
   }
#EVENT eventRentSearch {}
#CLASS 0
#CLASS {Rent|RentContent}
#VAR rentKey {}
#VAR rentName {}
#VAR rentZone {}
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


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PostPosted: Sun Aug 18, 2019 2:57 am 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 135
Location: Seattle
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Direct download link: TimingCmud.txt

Code:
#CLASS {Timing}
#ALIAS helpTiming {
   #PRINT {%crlf <C dodgerblue>-----Timing Help File-----</C>}
   #PRINT {     <C dodgerblue>[Update:8/25/2019]</C>}
   #PRINT {}
   #PRINT { Set timing on login by forcing mud to show tic emote message.}
   #PRINT {  Note: 4 flees will give a "calms" message on next tic}
   #PRINT {}
   #PRINT { <C white dodgerblue> Timer now at %d secs. </C> is an estimated tic notification.}
   #PRINT {}
   #PRINT { <C white green> Timer now at %d secs. </C> is a registered tic notification.}
   #PRINT {}
   #PRINT { Type <C dodgerblue>ticData</C> to view tic statistics.}
   #PRINT {}
   }
#ALIAS ticData {
   #IF (%null(@timingList)) {
      #PRINT {%crlf Sorry, insufficient tic data gathered...}
      #PRINT {%lf Note: flee 2-4 times for 2 consecutive tics.}
      #PRINT {%lf This will give consecutive calms messages to accurately create data.}
      } {
      #PRINT {%crlf Minimum tic time: <C dodgerblue>%min(@timingList) seconds</C>}
      #PRINT {%lf Average tic time: <C dodgerblue>%copy(%eval(%float(%eval(%replace(@timingList,|,+)))/%numitems(@timingList)),1,5) seconds</C>}
      #PRINT {%lf Maximum tic time: <C dodgerblue>%max(@timingList) seconds</C>}
      #PRINT {%lf Total number of consecutive recorded tics: <C dodgerblue>%eval(%numitems(@timingList)-1)</C>}
      }
   }
#EVENT eventAlarmPulse {
   #T- eventMobPulse
   #ALARM "alarmMobPulse" {11} {
      #RAISE eventAlarmPulse
      } "Timing"
   #IF (@timingPulse=50) {
      #VAR timingTic 0
      #VAR timingPulse 0
      #IF (%null(@timingAverage)) {
         #TSET 62
         } {
         #TSET %eval(@timingAverage+1)
         }
      #ALARM "alarmMobPulse" {12} {
         #RAISE eventAlarmPulse
         } "Timing"
      } {
      #IF (@timingPulse=40) {
         #T+ Timing|TicZonePatterns
         }
      #VAR timingPulse (@timingPulse+10)
      }
   #ALARM "alarmPulseTic" {+3} {
      #T+ eventMobPulse
      #T+ eventTimingTic
      } "Timing"
   }
#EVENT eventMobPulse {
   #T- eventMobPulse
   #ALARM "alarmMobPulse" {11} {
      #RAISE eventAlarmPulse
      } "Timing"
   #IF (@timingPulse=50) {
      #RAISE eventTimingTic
      } {
      #IF (@timingPulse=40) {
         #T+ Timing|TicZonePatterns
         }
      #VAR timingPulse (@timingPulse+10)
      }
   #ALARM "alarmPulseTic" {+3} {
      #T+ eventMobPulse
      #T+ eventTimingTic
      } "Timing"
   }
#EVENT eventTimingTic {
   #T- eventTimingTic
   #T- eventMobPulse
   #T- Timing|TicZonePatterns
   #VAR timingTic 1
   #VAR timingPulse 0
   #IF (%null(@timingAverage)) {
      #TSET 62
      } {
      #TSET @timingAverage
      }
   #ALARM "alarmMobPulse" {12} {
      #RAISE eventAlarmPulse
      } "Timing"
   #ALARM "alarmPulseTic" {+3} {
      #T+ eventMobPulse
      #T+ eventTimingTic
      } "Timing"
   }
#EVENT onConnect {
   #ALARM "alarmMobPulse" {180} {
      #RAISE eventAlarmPulse
      } "Timing"
   }
#EVENT onDisconnect {
   #SUSPEND alarmMobPulse
   }
#VAR timingAverage {} {}
#VAR timingConnection {0} {0}
#VAR timingConnection2 {0} {0}
#VAR timingLength {}
#VAR timingList {} {}
#VAR timingMob {}
#VAR timingPet {}
#VAR timingPulse {}
#VAR timingShadow {a crow|a flock of crows|a rat|a raven|a red-eyed raven}
#VAR timingTic {1}
#TRIGGER "timingTimerTrigger" {(Timer now at %d secs.)$} {
   #RAISE eventOnTic
   #IF (@timingTic) {
      #SUB { %1 }
      #CW {white,green}
      #VAR timingConnection %ctime
      #VAR timingLength (@timingConnection-@timingConnection2)
      #VAR timingConnection2 %ctime
      #IF (@timingLength<70 AND @timingLength>59) {
         #VAR timingList %additem(@timingLength,@timingList)
         #VAR timingAverage %copy(%eval(%float(%eval(%replace(@timingList,"|","+")))/%numitems(@timingList)),1,2)
         } {}
      } {
      #SUB { %1 }
      #CW {white,dodgerblue}
      }
   }
#TRIGGER "timingCrossArrived" {^~*([A-Z]%w)~* has arrived from {above|below|the east|the north|the south|the west}} {
   #T- timingMobArrived
   #T+ timingPrompt
   } "" {case}
#TRIGGER "timingPCArrived" {^[A-Z]%w has arrived from {above|below|the east|the north|the south|the west}} {
   #T- timingMobArrived
   #T+ timingPrompt
   } "" {case}
#TRIGGER "timingMobArrived" {^({A|An|The} *) has arrived from {above|below|the east|the north|the south|the west}} {
   #IF (%ismember(%lower(%1),@timingPet) OR %lower(%1)=@timingMob OR %ismember(%lower(%1),@timingShadow)) {
      #T- timingMobArrived
      }
   #T+ timingPrompt
   } "" {case}
#TRIGGER "timingCrossLeaves" {^~*([A-Z]%w)~* leaves {down|east|north|south|west|up}} {
   #T- timingMobLeaves
   #T+ timingPrompt
   } "" {case}
#TRIGGER "timingPCLeaves" {^[A-Z]%w leaves {down|east|north|south|west|up}} {
   #T- timingMobLeaves
   #T+ timingPrompt
   } "" {case}
#TRIGGER "timingMobLeaves" {^({A|An|The} *) leaves {down|east|north|south|west|up}} {
   #IF (%ismember(%lower(%1),@timingPet) OR %ismember(%lower(%1),@timingShadow)) {
      #T- timingMobLeaves
      }
   #T+ timingPrompt   
   } "" {case}
#TRIGGER "timingMobLead" {({A|An|The} *) starts following you.$} {
   #ADDITEM timingPet %lower(%1)
   } "" {case}
#TRIGGER "timingMobStop" {({A|An|The} *) stops following you.$} {
   #DELITEM timingPet %lower(%1)
   } "" {case}
#TRIGGER "timingMobHate" {({A|An|The} *) hates your guts!$} {
   #DELITEM timingPet %lower(%1)
   } "" {case}
#TRIGGER "timingMobDisband" {You have disbanded the group.$} {
   #VAR timingPet {}
   } "" {case}
#TRIGGER "timingMobDisband" {You are currently working solo.$} {
   #VAR timingPet {}
   } "" {case}
#TRIGGER "timingMobGroup" {Your group consists of:$} {
   #T+ timingGroupList
   #T+ timingPrompt
   } "" {case}
#TRIGGER "timingGroupList" {^([a-z]*)$} {
   #ADDITEM timingPet %lower(%1)
   } "" {case|disable}
#TRIGGER "timingFlyHigher" {^{A|An|The} * flaps {his|her|its} wings and flies high into the sky.$} {
   #RAISE eventMobPulse
   } "" {case}
#TRIGGER "timingFlyLower" {^{A|An|The} * is flying much lower now...$} {
   #RAISE eventMobPulse
   } "" {case}
#TRIGGER "timingMobLanding" {^{A|An|The} * flaps {his|her|its} wings as {he|she|it} comes in to land nearby.$} {
   #RAISE eventMobPulse
   } "" {case}
#TRIGGER "timingMobStand" {^{A|An|The} * clambers to * feet.$} {
   #RAISE eventMobPulse
   } "" {case}
#TRIGGER "timingMobStand" {^{A|An|The} * sniffs the ground...$} {
   #RAISE eventMobPulse
   } "" {case}
#TRIGGER "timingPrompt" {^{o|*} * >} {
   #T- timingPrompt
   #IF (%class(timingGroupList)) {
      #T- timingGroupList
      } {
      #IF (%class(timingMobLeaves)=0 OR %class(timingMobArrived)=0) {
         #T+ timingMobLeaves
         #T+ timingMobArrived
         } {
         #RAISE eventMobPulse
         }
      }
   } "" {disable|nocr|prompt}
#TRIGGER "timingNamePrompt" {^{o|*} * - ([a-z]*): [A-Z]%w >} {
   #IF (%1=@timingMob) {} {#VAR timingMob {%1}}
   } "" {case|nocr|prompt}
#TRIGGER "timingAssistPrompt" {^{o|*} * - *: %w - ([a-z]*): [A-Z]%w >} {
   #IF (%1=@timingMob) {} {#VAR timingMob {%1}}
   } "" {case|nocr|prompt}
#TRIGGER "timingRankTrigger" {^This ranks you as } {
   #T- timingHungryTrigger
   #T- timingThirstyTrigger
   #T+ timingRanksPrompt
   } "" {case}
#TRIGGER "timingRanksPrompt" {^{*|o} * >} {
   #T- timingRanksPrompt
   #T+ timingHungryTrigger
   #T+ timingThirstyTrigger
   } "" {case|disable|nocr|prompt}
#TRIGGER "timingHungryTrigger" {You are hungry.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER "timingThirstyTrigger" {You are thirsty.$} {#RAISE eventTimingTic} "" {case}
#CLASS 0
#CLASS {Timing|TicPatterns}
#VAR timingFeelList {better|less paranoid|less sure of yourself|parched from the hot weather|the blindness fade|your extra strength fading|your limbs are now responding again}
#TRIGGER {^A glowing portal fades from existence.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As you watch * seems to melt into the background, vanishing.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The Wheel of Time {spins between|turns towards} the} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The corpse of * has decayed into a pile of dust.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The flows holding the light ball have dissipated.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The {day|night} has begun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^You breathe easier again as the cold sweats have faded.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^You feel {@timingFeelList}.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^You have been idle, and are pulled into a void.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^You move slightly, settling your cloak into position.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^You suddenly feel less protected.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Your %w aura has faded.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Your ears seem to be all cleared up.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Your extra burst of stamina fades.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Your eyes feel less protected.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Your heartbeat {calms|races} *.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^[A-Z]%w disappears into the void.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^[A-Z]* begins to dim a little.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^[A-Z]* has gone out!$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^[A-Z]* is about to go out!$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^[A-Z]* is definitely fading.$} {#RAISE eventTimingTic} "" {case}
#CLASS 0
#CLASS {Timing|TicZonePatterns} {disable}
#TRIGGER {^A ball of red light rises slowly from the edge of the grassland, bringing light to the savannah.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A blanket of heat covers the land as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A bright orange sun rises above the morning fog.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A brilliant light spreads across the grassland.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A calm descends over the fort as night falls.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A chill breeze cuts through you as the sun sinks below the hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A deep orange sunset heralds the end of the day.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A dim orange glow spills over the land as the sun rises to the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A dismal light is cast across Shayol Ghul with the rising of the sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A dismal light is cast with the rising of the sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A dull light is cast through the sickly trees as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A feeble light casts shadows across the ruined landscape.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A gloomy light is cast across the twisted landscape.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A harsh light emerges as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A light, airy blue through the trees heralds the sunrise.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A rainbow of colors springs to life above the hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A red sun rises in the east, coloring the forest in shades of red and gold.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A shadow is cast over the land as the sun vanishes beyond Garen's Wall.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A sickly reddish glow spreads over the world as the sun returns.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A warm glow bathes the Illian road in a bright light.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A warm glow is cast by the rising sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^A yellow glow from above descends beneath black spires.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Amidst soft colors the sun rises above the mountains in the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^An eerie howl breaks the silence as the sun slowly sets below the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^An orange glow covers the grassland as the sun slowly sinks into the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^An orange hue paints the sky as the setting sun glints off the Aryth Ocean.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As a glorious ball of brightly minted gold, the sun rises in the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As if by a painter's brush, the sun sets in a sky of violet, red, and blue.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As the night falls the cool of night refreshes the land.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As the sky burns in shades of fuchsia and gold the sun sets in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As the sun dips below the horizon, the sounds of the forest take over.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As the sun lowers beneath the horizon, a gloomy darkness descends on the long road.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As the sun sets in the west, darkness descends on the forest.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As the sun sets over the Fortress of Light, torches blaze to bring the Light again.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As the sun sets, its rays fall blindingly on the Sea of Storms.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As the sun sets, the nocturnal sounds of the forest take over.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^As the sun starts to set, the sounds of the night take over.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Birds begin to chatter as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Birds chirp merrily as the sun rises in the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Black peaks create looming shadows as the sun drops beneath the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Casting jagged shadows, the sun rises over the Mountains of Mist.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Colorful birds chirp happily as the sun rises out of the eastern seas.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Creatures begin to stir among the grass as the sun rises in the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Dank shadows shroud the trees, the sun dipping beneath the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Dapples of sunlight fall onto the forest floor.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness covers the land, hiding the corruption of the Blight.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness descends on the land.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness descends upon the Spine of the World with the setting of the sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness embraces the land once again.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness engulfs the terrain as the sun disappears behind the black mountains$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness falls across the road.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness falls, casting pitch black shadows.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness fills the Blight as the sun sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness flees as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness gently falls as the sun slips behind the rolling hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness sets in as day turns to night.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness settles on the land with the setting of the sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness shrouds the island as the sun dips below the edge of the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Darkness spreads across the Spine of the World as the sun sets in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Dawn breaks, painting the sky with pink and amber hues.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Dawn glints through the leaves of Stedding Tsochan.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Dawn heralds another storm on the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Day breaks over the hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Daylight breaches the foliage overhead.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Dew settles on the grasslands as darkness descends.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Dew settles on the ground as the sun sets west of the mountains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Dusk approaches, bringing glorious darkness upon the land.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Dusk gathers like a cloud over Stedding Tsochan.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Ebbing red and gold, the sun slowly sinks beneath the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Everything becomes a little darker.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Gilded rooftops shimmer as the sun rises above the Tower of Morning.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Gloomy light is cast through the dark skies as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Gnarled trees cast jagged shadows as the sun drops beneath the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Golden rays of morning sun peak from behind the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Golden rays of sunshine peek over the hills of the surrounding countryside.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Golden rays of the sunshine peek over the treetops to the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Heatwaves shimmer as the blistering sun arcs into the sky.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^In the west, the setting sun shows the dark silhouette of the Mountains of Mist.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Light begins to peak from behind the hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Light breaks over the horizon through waves of heat as a new day begins.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Light fades as the red evening sun slowly drops below the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Light splashes across the sky as the sun rises above the rooftops of Emonds Field.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Long shadows are cast as the sun rises behind the mountains to the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Long shadows are cast throughout the forest as the sun slowly sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Long shadows rise along the hills as the sun sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Low deep bronze tones fill the air as a wind blows from the north.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Morning dew glitters in the days first sunrays.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Mountain peaks hide the sun as it sets in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Night falls over the ruined city, casting eerie shadows.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Radiant hues permeate the horizon as the sun sinks in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Rays of light spread over the grasslands, stirring animals to life.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Rays of the golden sun spreads over the rugged hills as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Ruddy amber hues streak across the vanishing horizon as night falls.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Scarlet and gold paint the sky as the sun sets in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Shadows dance as the sun makes its way into the sky.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Shadows descend upon the land as the sun drops behind the hills to the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Shadows embrace the city as twilight falls over Seandar.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Shadows grow beneath the peaks as dusk arrives.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Shadows lengthen along Garen's Wall as the sun sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Shadows lengthen as the sun approaches the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Shadows lengthen as the sun gently sinks behind the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Shadows lengthen as the sun sets beyond the mountains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Shadows thicken as the sun sets behind the mountains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Soft rays of morning sun peak from behind the rolling hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Sparkles of light dance upon the sea as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Sparkling light draws a track toward the eastern horizon, heralding the sunrise.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The Dark One releases the sun to illuminate his minions.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The Dark One's hand covers the sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The Imperial Capital is bathed in a warm glow as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The White Tower is bathed in a reddish orange light as the sun sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The White Tower's spire gleams softly in the first light of a new day.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The air catches a chill as the sun falls below the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The area becomes extremely dark.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The blazing hot sun sinks beneath the horizon of the Waste.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The blazing sun fades into greyness behind the towers.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The blazing sun rises over the eastern horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The blistering sun scorches the parched ground.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The blistering wind gusts with the first rays of dawn over the mountains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The blood red sun disappears behind the mountains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The blush of a new dawn replaces the darkness.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The blustery plains are lit up with the sunrise.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The boiling red sun slowly rises over the blighted lands.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The burning sun rises above the mountains to the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The burnished disk of the sun settles behind the spires of Tar Valon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The clouds brooding above darken as the sun sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The clouds in the east burn pink and violet with the rising of the sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The darkness comes.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The darkness leaves.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The darkness turns to a bright haze as the sun breaks the horizon to the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The day breaks, and sunlight starts to stream down onto the jungle floor.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The day has begun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The desert air begins to cool with the setting of the sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The dull red sun becomes visible over the high peaks.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The dust of the plains in the air turns golden with the falling hush of dusk.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The evening sun sinks behind the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The faint rosy hue finally fades away as the sun dips below the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The fiery colors of dawn settle into the forest with the rising sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The fires of the sun begin to extinguish as it disappears on the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The first light of dawn illuminates Tarwin's Gap.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The first light of morning glows in the eastern sky.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The first light of morning shines on Amador.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The first rays of dawn appear in the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The first rays of light peak across the waters of the great sea to the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The first rays of sun shine on the broken gorge.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The forest comes to life with the rising of the sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The forest comes to life with the song of the forest birds and the chattering of squirrels.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The glorious darkness is broken by the rising of the sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The glow of the morning sun filters through the cracks of Garen's Wall.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The golden rays of dawn slowly appear over the palace walls.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The golden sun breaches the horizon, burnished rays burning away the night.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The golden sun sinks down behind the rugged hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The hills are awash in shadows as the sun sinks in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The hot sun rises above the hard, cracked ground.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The howls of wolves fill the air as the sun sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The last rays of light begin to fade into blackness.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The last rays of light burn red against the foothills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The last rays of light disappear as the sun sets in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The last rays of the red sun disappear below the sea of green grass to the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The last ships sail from the harbor as the sun dips below the Calpene Peninsula.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The light becomes a little brighter.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The light begins to filter through the trees.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The lilac blue of dawn begins to grace the sky from the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The night chases the sun over the edge of the world.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The night has begun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The nocturnal sounds of the forest begin to rise as the sun sets in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The orange disk of the sun sinks below the grassy horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The orange glow of the sun decends below the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The orange sun slowly rises from the Sea of Storms.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The piercing rays of dawn peek above the eastern horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The piercing rays of the sun streak across the morning sky.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The pink hues of dusk slowly descend over the palace towers.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The plains are covered in a harsh red light as the sun sinks below the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The plains grow dark and lonely with the day's end.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The rising sun announces another day.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The rising sun casts both warm light and long shadows across the mountains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The rising sun colors the Westwood red and gold.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The setting sun casts a dim red glow throughout the forest.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The setting sun frames the famed blue dome of Far Madding.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The shadows lengthen as the sun sinks beyond the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The shrill call of a jungle bird breaks the silence as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sinking sun dips below the moss covered tree limbs.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky brightens as the sun rises over the Tower of Morning.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky darkens as the sun sets in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky glistens with beams of light as the sun rises over Tamika.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky glows with subdued light as the sun dips below the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky glows with the rising of the sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky grows brighter as the sun peeks above the mountains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky is awash in a burst of burning gold and crimson glory as the sun sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky is awash in shades of red and purple as the sun sinks behind the mountains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky is painted in shades of red and purple as the sun slowly descends.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky turns orange and pink as the sun sinks into the Aryth Ocean.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky turns red as a fiery sun sets in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sky turns the color liquid gold as the sun sets beyond the plains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sound of roosters crowing greets the rising sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun begins its journey to its peak in the sky.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun begins to cast an orange glow on the trees as it rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun breaks into view as it rises over the walls.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun breaks the darkness as it rises over the eastern peaks.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun bursts into the eastern skies.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun casts a dim glow across the barren hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun casts a dim light through dismal skies.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun casts a golden glow over the city.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun casts its dreary morning light through the hazy sky.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun casts its yellow light over the long road.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun casts rays of burnished gold over the Spine of the World.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun climbs above the eastern horizon, sparkling on the city and the sea.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun climbs slowly above the trees in the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun creeps up from below the black towering peaks.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun creeps up over the trees.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun crests over the towers of Mayene, flooding the city with light.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun crests the horizon and light breaks through the trees.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun crests the horizon lighting the sky afire.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun crests the peaks of the Dragonwall to the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun descends below the treeline.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun descends beyond the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun descends past the horizon, striking red fire through the fetid air.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun dips behind the mountains in the west, enveloping the land in shadow.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun drops below the flat horizon of the plains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun drops below the walls of the keep.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun drops quickly in the west in a glory of color.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun falls behind the jagged snowy peaks.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun falls slowly behind the walls of the city.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun lowers beyond the trees, lengthening the shadows.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun lowers in the sky, covering the landscape in eery twilight.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun paints the sky as it sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun peeks above the mountains washing the prairie in a yellow glow.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun peeks across the scorched hills of Kandor.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun peeks over the Mountains of Mist.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun peeks over the eastern seas.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun peeks over the eastern wall of the city.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun peeks over the high watchtower of the keep.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun peeks over the topless towers of the city.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun peeks over the trees, heralding the dawn of a new day.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun peeks over the treetops, shedding light across the land.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises above the tops of the black mountains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises from behind the distant Spine of the World.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises gloriously above the Menagerie.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises in the east above the Spine of the World.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises in the east breathing life into a new day.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises in the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises in the eastern sky, setting it afire with color.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises in the eastern sky.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises over the eastern hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises over the eastern walls of the castle.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises over the peaks of the Spine.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises over the water, sending it into glittering shards of clear light.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises slowly from behind the Mountains of Mist.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises through the lilac and gold tinged clouds in the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises, bathing the Fortress of Light in a wash of gold.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises, casting bright light to drive away the shadows.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises, casting light into the shadows.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises, cutting through the sharp profiles of rocky mountains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets behind the Spine of the World.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets behind the city's western wall.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets below the water, turning it into a blaze of glorious colors.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets in the west as a blaze of dark gold and bronzed red.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets in the western sky, throwing everything into twilight color.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets in the western sky.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets on the hazy western horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets over fields of grain to the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets over the broken gorge.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets over the river.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets the plains afire as it rises in the east.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets with a vivid display of colors over the western sky.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets, allowing shadows to creep forward.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets, casting the streets into cool, violet shadows.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets, painting the skies over Seandar in a multitude of shades of red.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets, washing the city in fiery colors.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks behind the Spine of the World.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks behind the Westwood to the west$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks behind the towering trees.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks behind the waving plains of grass in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks behind the western wall of the city.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks below the western horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks into a cloudbank in the western sky.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks into the hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks over the sea to the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks quietly beneath the western horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks slowly beneath the Aryth Ocean on the western horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun sinks slowly beneath the rolling hills to the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slides gently behind the Menagerie tent spires.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slides out of sight behind the walls of the Keep.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slips below the hills to the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slips slowly below the city walls.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slowly descends behind the hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slowly disappears in the western horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slowly rises above the plains.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slowly rises, casting a warm glow across the Saldaean fields.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slowly sets over the castle walls to the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slowly sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slowly sinks behind the majestic towers of Mayene.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun slowly sinks in the west, casting long shadows across the city.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun starts to rise above the walls of the city.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun vanishes amongst the trees, letting night sweep the land.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun's blinding light is reflected in the lake's waters as it sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun's first rays touch the eastern slopes of Garen's Wall.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun's golden rays glisten over the Aryth ocean as it rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun's light fills the sky as it rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun's orange rays streak the landscape as it sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sun's rays flash across the grass as it sets in the west.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The sunlight sweeps across the plains with the dawn.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The symphony of bird song fills the air as the sun filters through the trees.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The tall towers above you shimmer brightly in the light of the rising sun.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The towers of the palace are painted in burning reds as the sun sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The twisted forestland darkens as the sun slowly sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The warmth of the morning sun heats the air.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The western horizon glows in shades of red and violet as the sun sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The western sky blazes in shades of red as the sun slowly sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^The world is submerged into coolness as the sun sinks into the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Thin rays of sunlight pierce the sky over the marshes.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Unseen watchers howl as the sun hides behind the horizon.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Violet hues light the snow-capped peaks to the west as the sun dips below them.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Vivid colors flood the sky as the sun sets over the hills.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Warm golden light embraces the palace as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Weak daylight fades to black as the sun slowly sets.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Weak light is cast through the grove as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#TRIGGER {^Weak sunlight strains to brighten this blighted wasteland as the sun rises.$} {#RAISE eventTimingTic} "" {case}
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


Last edited by Taziar on Mon Aug 26, 2019 12:31 am, edited 1 time in total.

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PostPosted: Wed Aug 21, 2019 8:28 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 135
Location: Seattle
Code:
#CLASS {StatusBar}
#ALIAS helpStatusBar {
   #PRINT {%crlf -----<C dodgerblue>StatusBar Help File</C>-----}
   #PRINT {      <C dodgerblue>[Updated: 8/21/2019]</C>}
   #PRINT {}
   #PRINT {   <C dodgerblue>Mood</C>    shows current mood in upper case}
   #PRINT {   <C dodgerblue>Posture</C> shows current posture in upper case (hidden unless detected)}
   #PRINT {   <C dodgerblue>HP</C>      current hit points(max HP)}
   #PRINT {   <C dodgerblue>AP</C>      current SP/DP points(max SP/DP) (hidden unless detected)}
   #PRINT {   <C dodgerblue>MV</C>      current move points(max MV)}
   #PRINT {   <C dodgerblue>FL</C>      pulses of accumulated flee lag (requires Timing script)}
   #PRINT {   <C dodgerblue>CP</C>      charge pulses 7 minimum to 12 maximum (requires Timing script)}
   #PRINT {   <C dodgerblue>Notice</C>  green if active}
   #PRINT {   <C dodgerblue>Sneak</C>   green if active}
   #PRINT {   <C dodgerblue>Source</C>  green if active (hidden unless detected)}
   #PRINT {   <C dodgerblue>Effect</C>  current effects list (effects not shown: %replace(@barExclusionList,|,", "))}
   #PRINT {}
   #PRINT {  Bar Position Locations:}
   #PRINT { Mood-Posture-HP-(SP/DP)-MV-FL-CP-Notice-Sneak-Source-Effect}
   #PRINT {}
   #PRINT { Type <C dodgerblue>barFont <font></C> to change the Bar font type.}
   #PRINT {  Note: only single word font names allowed.}
   #PRINT {}
   }
#ALIAS barFont {
   #IF (%null(%1)) {
      #PRINT {%crlf Usage: <C dodgerblue>barFont <font></C>}
      #PRINT {  Current font: <C dodgerblue>@barFont</C>}
      } {
      #VAR barFont {%1}
      #PRINT {%crlf Bar font changed to: <C dodgerblue>@barFont</C>}
      }
   }
#VAR barAbilityCond Bursting
#VAR barAbilityType {} {}
#VAR barCON {}
#VAR barChargePulse 7
#VAR barChargePulseColor white
#VAR barColorAP red red
#VAR barColorFL red red
#VAR barColorHP red red
#VAR barColorMV red red
#VAR barCurrentAP {}
#VAR barCurrentHP {}
#VAR barCurrentMV {}
#VAR barDEX {}
#VAR barEffectsDisplay {}
#VAR barEffectsEnd {                                                                                                                  }
#VAR barEffectsList {}
#VAR barExclusionList {NOTICE|SNEAK|SOURCE}
#VAR barFleeInput 0
#VAR barFleeLag 0
#VAR barFleeLagColor white
#VAR barFont Consolas
#VAR barHitCond Healthy
#VAR barINT {}
#VAR barMaxAP {}
#VAR barMaxHP {}
#VAR barMaxMV {}
#VAR barMood {}
#VAR barMoodColor {}
#VAR barMoveCond Fresh
#VAR barNoticeColor dimgray
#VAR barPosture {}
#VAR barPostureColor black
#VAR barPrevAbilityCond {}
#VAR barPrevHitCond {}
#VAR barPrevMoveCond {}
#VAR barSTR {}
#VAR barSneakColor dimgray
#VAR barSourceColor dimgray
#VAR barWIL {}
#VAR barWilFactor 0
#VAR timingFleeLag 0
#TRIGGER "barDeadTrigger" {^You are dead!  Sorry...$} {
   #VAR barFleeLag 0
   #RAISE barMood Wimpy
   #RAISE barNotice 0
   #RAISE barPosture 0
   #RAISE barSneak 0
   #RAISE barSource 0
   } "" {case}
#TRIGGER "barHitPointTrigger" {You have (%d)~((%d)~) hit and (%d)~((%d)~) movement points.$} {
   #VAR barCurrentHP %1
   #VAR barMaxHP %2
   #VAR barCurrentMV %3
   #VAR barMaxMV %4
   #VAR barColorHP white
   #VAR barColorMV white
   } "" {case}
#TRIGGER "barSpellPointTrigger" {You have (%d)~((%d)~) hit, (%d)~((%d)~) {saidin|saidar|dark power} and (%d)~((%d)~) movement points.$} {
   #VAR barCurrentHP %1
   #VAR barMaxHP %2
   #VAR barCurrentAP %3
   #VAR barMaxAP %4
   #VAR barCurrentMV %5
   #VAR barMaxMV %6
   #VAR barColorAP white
   #VAR barColorHP white
   #VAR barColorMV white
   } "" {case}
#TRIGGER "barMoodTrigger" {^Your mood is: (%w). You will flee below: %d Hit Points$} {
   #RAISE barMood %1
   } "" {case|disable}
#TRIGGER "barPostureTrigger" {^Your posture is: (%w).$} {
   #RAISE barPosture %1
   } "" {case|disable}
#TRIGGER "barSubjectedTrigger" {^You are subjected to the following effects:} {
   #T- barSubjectedTrigger
   #T- barMoodTrigger
   #T- barPostureTrigger
   #T+ barEffectsTrigger
   #RAISE barNotice 0
   #RAISE barSneak 0
   #RAISE barSource 0
   #VAR barEffectsList {}
   #VAR barEffectsDisplay {}
   } "" {case|disable}
#TRIGGER "barEffectsTrigger" {^- (*) $} {
   #ADDITEM barEffectsList {%1}
   #IF (%ismember(%1,@barExclusionList)) {#DELITEM barEffectsList {%1}}
   #IF (%1=NOTICE) {#RAISE barNotice 1}   
   #IF (%1=SOURCE) {#RAISE barSource 1}   
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case|disable}
#TRIGGER "barPrompt" {^{o|*}(*)HP:(%w)(*)MV:(%w)*>} {
   #T- barEffectsTrigger
   #IF (%1=" ") {
      #RAISE barSneak 0
      } {
      #IF (%1=" R ") {
         #RAISE barSneak 0
         } {
         #IF (%1=" S ") {
            #RAISE barSneak 1
            } {
            #IF (%1=" R S ") {
               #RAISE barSneak 1
               }
            }
         }
      }
   #IF (%2!=@barHitCond) {
      #T+ %concat(bar,%2,Trigger)
      #VAR barHitCond %2
      } {
      #VAR barPrevHitCond @barHitCond
      }
   #IF (%trim(%delete(%3,1,3))!=@barAbilityCond) {
      #IF (%class(%concat(barAbility,%trim(%delete(%3,1,3)),Trigger))=0) {
         #T+ %concat(barAbility,%trim(%delete(%3,1,3)),Trigger)
         #VAR barAbilityCond (%trim(%delete(%3,1,3)))
         }
      } {
      #VAR barPrevAbilityCond @barAbilityCond
      }
   #IF (%4!=@barMoveCond) {
      #T+ %concat(bar,%4,Trigger)
      #VAR barMoveCond %4
      } {
      #VAR barPrevMoveCond @barMoveCond
      }
   } "" {case|nocr|prompt}
#TRIGGER "barLoseSource" {You lose all sense of the True Source here.} {
   #RAISE barSource 0
   } "" {case|verbatim}
#TRIGGER "barCantSource" {You can't bear to hold the Source any longer.} {
   #RAISE barSource 0
   } "" {case|verbatim}
#TRIGGER "barSource" {You feel the flows of {saidin|saidar} coursing through your body.$} {
   #RAISE barSource 1
   } "" {case}
#TRIGGER "barStartNotice" {You ({start|stop}) paying increased attention to your surroundings.$} {
   #IF (%1=start) {
      #T+ barRestNotice
      #T+ barSitNotice
      #T+ barSleepNotice
      #RAISE barNotice 1
      } {
      #T- barRestNotice
      #T- barSitNotice
      #T- barSleepNotice
      #RAISE barNotice 0
      }
   } "" {case}
#TRIGGER "barRestNotice" {You sit down and rest your tired bones.} {
   #T- barRestNotice
   #T- barSitNotice
   #T- barSleepNotice
   #RAISE barNotice 0
   } "" {case|disable|verbatim}
#TRIGGER "barSitNotice" {You sit down.} {
   #T- barRestNotice
   #T- barSitNotice
   #T- barSleepNotice
   #RAISE barNotice 0
   } "" {case|disable|verbatim}
#TRIGGER "barSleepNotice" {You go to sleep.} {
   #T- barRestNotice
   #T- barSitNotice
   #T- barSleepNotice
   #RAISE barNotice 0
   } "" {case|disable|verbatim}
#TRIGGER "barChangeMoodTrigger" {Mood changed to: (%w)$} {
   #RAISE barMood %1
   } "" {case}
#TRIGGER "barChangePostureTrigger" {Posture changed to: (%w)} {
   #RAISE barPosture %1
   } "" {case}
#TRIGGER "barRentedTrigger" {You were rented for } {
   #T- barRentedTrigger
   #T- barReconnectedTrigger
   #T+ barStatTrigger
   #T+ barMoodTrigger
   #T+ barPostureTrigger
   #T+ barSubjectedTrigger
   #VAR barFleeLag 0
   #RAISE barMood Wimpy
   #RAISE barNotice 0
   #RAISE barSneak 0
   #RAISE barSource 0
   } "" {case|disable|verbatim}
#TRIGGER "barReconnectedTrigger" {^Reconnecting.$} {
   #T- barReconnectedTrigger
   #T- barRentedTrigger
   #T+ barStatTrigger
   #T+ barMoodTrigger
   #T+ barPostureTrigger
   #T+ barSubjectedTrigger
   } "" {case|disable}
#TRIGGER "barStatTrigger" {^Your base abilities are: Str:&%dbarSTR Int:&%dbarINT Wil:&%dbarWIL Dex:&%dbarDEX Con:&%dbarCON} {
   #T- barStatTrigger
   #VAR barWilFactor 0
   #IF (@barWIL>0) {#VAR barWilFactor (@barWilFactor+2)}
   #IF (@barWIL>11) {#VAR barWilFactor (@barWilFactor+1)}
   #IF (@barWIL>15) {#VAR barWilFactor (@barWilFactor+1)}
   #VAR barColorFL white
   } "" {case|disable}
#TRIGGER "barConnectionPrompt" {^{o|*}*HP:%w(*)MV:%w*>} {
   #T- barConnectionPrompt
   #IF (%begins(%1," SP:")) {
      #T+ StatBarAP
      #T+ StatBarSource
      #VAR barAbilityType SP
      } {
      #IF (%begins(%1," DP:")) {
         #T+ StatBarAP
         #VAR barAbilityType DP
         }
      }
   } "" {case|nocr|prompt}
#TRIGGER "ticHeelsTrigger" {You flee head over heels.$} {
   #IF (@barFleeInput=1) {
      #T- StatusBar|FleeInput
      }
   #IF (@barFleeInput>0) {
      #ADD barFleeInput -1
      }
   #IF (%class(StatusBar|FleeInput)=1 AND @barFleeInput=0) {
      #T- barFleeRoomColor
      }
   #ADD barFleeLag 1
   #RAISE eventBarDisplay
   } "" {case}
#TRIGGER "ticPanicTrigger" {PANIC!  You couldn't escape!$} {
   #IF (@barFleeInput=1) {
      #T- StatusBar|FleeInput
      }
   #IF (@barFleeInput>0) {
      #ADD barFleeInput -1
      }
   #IF (%class(StatusBar|FleeInput)=1 AND @barFleeInput=0) {
      #T- barFleeRoomColor
      }
   #ADD barFleeLag 1
   #RAISE eventBarDisplay
   } "" {case}
#ONINPUT "barFleeOninput" {^{f|fl|fle|flee}$} {
   #IF (%class(StatusBar|FleeInput)=1) {
      #VAR barFleeInput (@barFleeInput+1)
      } {
      #VAR barFleeInput {0}
      #VAR barFleeInput (@barFleeInput+1)
      }
   #T+ StatusBar|FleeInput
   #T+ barFleeRoomColor
   } "" {}
#ONINPUT "TicReleaseInput" {^{rel|rele|relea|releas|release}$} {
   #RAISE barSource 0
   } "" {}
#ONINPUT "TicStatInput" {^stat$} {
   #T+ barMoodTrigger
   #T+ barPostureTrigger
   #T+ barSubjectedTrigger
   } "" {}
#EVENT onConnect {
   #T+ barReconnectedTrigger
   #T+ barRentedTrigger
   #T+ barConnectionPrompt
   #IF (%class(Timing)=1) {
      #T+ StatBarFL
      #T+ StatBarCP
      } {
      #T- StatBarFL
      #T- StatBarCP
      }
   #T- StatBarAP
   #T- StatBarPosture
   #T- StatBarSource
   }
#EVENT barNotice {
   #IF (%1) {
      #VAR barNoticeColor lime
      } {
      #VAR barNoticeColor dimgray
      }
   }
#EVENT barSneak {
   #IF (%1) {
      #VAR barSneakColor lime
      } {
      #VAR barSneakColor dimgray
      }
   }
#EVENT barSource {
   #IF (%1) {
      #VAR barSourceColor lime
      } {
      #VAR barSourceColor dimgray
      }
   }
#EVENT barMood {
   #IF (%1=Wimpy) {
      #VAR barMood {WIMPY}
      #VAR barMoodColor {lightblue}
      } {
      #IF (%1=Normal) {
         #VAR barMood {NORMAL}
         #VAR barMoodColor {dodgerblue}
         } {
         #IF (%1=Brave) {
            #VAR barMood {BRAVE}
            #VAR barMoodColor {goldenrod}
            } {
            #IF (%1=Berserk) {
               #VAR barMood {BERSERK}
               #VAR barMoodColor {red}
               }
            }
         }
      }
   }
#EVENT barPosture {
   #IF (%1=Defensive) {
      #VAR barPosture {DEFENSE}
      #VAR barPostureColor {lightblue}
      } {
      #IF (%1=Normal) {
         #VAR barPosture {NORMAL}
         #VAR barPostureColor {dodgerblue}
         } {
         #IF (%1=Offensive) {
            #VAR barPosture {OFFENSE}
            #VAR barPostureColor {goldenrod}
            }
         }
      }
   }
#EVENT eventOnTic {
   #T- {eventOnTic}
   #VAR timingFleeLag @barFleeLag
   #VAR barFleeLag (@timingFleeLag/@barWilFactor)
   #VAR timingFleeLag @barFleeLag
   #RAISE eventBarDisplay
   }
#EVENT eventBarDisplay {
   #ALARM "alarmONtic" {+10} {
      #T+ eventOnTic
      } "StatusBar"
   #VAR barChargePulse (@barFleeLag+7)
   #IF (@barChargePulse>11) {
      #VAR barChargePulse 12
      #VAR barChargePulseColor red
      } {
      #IF (@barChargePulse=7) {
         #VAR barChargePulseColor white
         } {
         #VAR barChargePulseColor orange
         }
      }
   #IF (@barWilFactor=4) {
      #IF (@barFleeLag>15) {
         #VAR barFleeLagColor red
         } {
         #VAR barFleeLagColor orange
         #IF (@barFleeLag<4) {
            #VAR barFleeLagColor white
            }
         }
      } {
      #IF (@barWilFactor=3) {
         #IF (@barFleeLag>8) {
            #VAR barFleeLagColor red
            } {
            #VAR barFleeLagColor orange
            #IF (@barFleeLag<3) {
               #VAR barFleeLagColor white
               }
            }
         } {
         #IF (@barWilFactor=2) {
            #IF (@barFleeLag>3) {
               #VAR barFleeLagColor red
               } {
               #VAR barFleeLagColor orange
               #IF (@barFleeLag<2) {
                  #VAR barFleeLagColor white
                  }
               }
            }
         }
      }
   }
#STATUS {<font @barFont 10><C @barMoodColor black> @barMood </C></font>} "" StatBarMood
#STATUS {<font @barFont 10><C @barPostureColor black> @barPosture </C></font>} "" StatBarPosture
#STATUS {<font @barFont 10><C @barColorHP black> HP<C white black>: @barCurrentHP~(@barMaxHP~) </C></font>} "" StatBarHP
#STATUS {<font @barFont 10><C @barColorAP black> @barAbilityType<C white black>: @barCurrentAP~(@barMaxAP~) </C></font>} "" StatBarAP
#STATUS {<font @barFont 10><C @barColorMV black> MV<C white black>: @barCurrentMV~(@barMaxMV~) </C></font>} "" StatBarMV
#STATUS {<font @barFont 10><C @barColorFL black> FL<C white black>:<C @barFleeLagColor black> @barFleeLag </C></font>} "" StatBarFL
#STATUS {<font @barFont 10><C white black> CP:<C @barChargePulseColor black> @barChargePulse </C></font>} "" StatBarCP
#STATUS {<font @barFont 10><C black @barNoticeColor> NOTICE </C></font>} "" StatBarNotice
#STATUS {<font @barFont 10><C black @barSneakColor> SNEAK </C></font>} "" StatBarSneak
#STATUS {<font @barFont 10><C black @barSourceColor> SOURCE </C></font>} "" StatBarSource
#STATUS {<font @barFont 10><C white black> Effects: @barEffectsDisplay @barEffectsEnd</C></font>} "" StatBarEffect
#CLASS 0
#CLASS {StatusBar|FleeInput} {disable}
#TRIGGER "barFleeRoomColor" {%e[36m} {
   #T+ barFleeRoomTrigger
   } "" {color}
#TRIGGER "barFleeRoomTrigger" {^~[ obvious exits: * ~]$} {
   #T- barFleeRoomTrigger
   #IF (@barFleeInput=1) {
      #T- StatusBar|FleeInput
      }
   #ADD barFleeInput -1
   #ADD barFleeLag 1
   #RAISE eventBarDisplay
   } "" {case|disable}
#TRIGGER "" {Nah... You feel too relaxed to do that..$} {
   #T- StatusBar|FleeInput
   #VAR barFleeInput {0}
   } "" {case}
#TRIGGER "" {In your dreams, or what?$} {
   #T- StatusBar|FleeInput
   #VAR barFleeInput {0}
   } "" {case}
#TRIGGER "" {Maybe you should get on your feet first?$} {
   #T- StatusBar|FleeInput
   #VAR barFleeInput {0}
   } "" {case}
#TRIGGER "" {You are too exhausted.$} {
   #IF (@barFleeInput=1) {
      #T- StatusBar|FleeInput
      }
   #ADD barFleeInput -1
   #ADD barFleeLag 1
   #RAISE eventBarDisplay
   } "" {case}
#TRIGGER "" {You can't ride in there.$} {
   #IF (@barFleeInput=1) {
      #T- StatusBar|FleeInput
      }
   #ADD barFleeInput -1
   #ADD barFleeLag 1
   #RAISE eventBarDisplay
   } "" {case}
#TRIGGER "" {You can't ride there on a horse!$} {
   #IF (@barFleeInput=1) {
      #T- StatusBar|FleeInput
      }
   #ADD barFleeInput -1
   #ADD barFleeLag 1
   #RAISE eventBarDisplay
   } "" {case}
#TRIGGER "" {Your mount is too exhausted.$} {
   #IF (@barFleeInput=1) {
      #T- StatusBar|FleeInput
      }
   #ADD barFleeInput -1
   #ADD barFleeLag 1
   #RAISE eventBarDisplay
   } "" {case}
#TRIGGER "" {You can't see a damned thing, you're blinded!$} {
   #IF (@barFleeInput=1) {
      #T- StatusBar|FleeInput
      }
   #ADD barFleeInput -1
   #ADD barFleeLag 1
   #RAISE eventBarDisplay
   } "" {case}
#TRIGGER "" {It is pitch black...$} {
   #IF (@barFleeInput=1) {
      #T- StatusBar|FleeInput
      }
   #ADD barFleeInput -1
   #ADD barFleeLag 1
   #RAISE eventBarDisplay
   } "" {case}
#CLASS 0
#CLASS {StatusBar|EffectTriggers}
#TRIGGER "barArmorON1" {^You feel a flow of energy from * to you, and you feel protected.$} {
   #ADDITEM barEffectsList ARMOR
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barArmorON2" {^You weave flows of Spirit around yourself, and you feel protected.$} {
   #ADDITEM barEffectsList ARMOR
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barArmorOFF" {^You suddenly feel less protected.$} {
   #DELITEM barEffectsList ARMOR
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barBlindON1" {^The air around your eyes seems to catch fire, blinding you!$} {
   #ADDITEM barEffectsList BLIND
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barBlindON2" {^The bright flash of the explosion momentarily blinds you.$} {
   #ADDITEM barEffectsList BLIND
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barBlindOFF" {^You feel the blindness fade.$} {
   #DELITEM barEffectsList BLIND
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barChillON" {^You shiver from an icy cold force sent by} {
   #ADDITEM barEffectsList CHILL
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barChillOFF" {^You feel your limbs are now responding again.$} {
   #DELITEM barEffectsList CHILL
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barContagionON1" {Beads of cold sweat begin to emerge from your face!$} {
   #ADDITEM barEffectsList CONTAGION
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barContagionON" {waves at you, and a cold sweat begins attacking your every muscle.$} {
   #ADDITEM barEffectsList CONTAGION
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barContagionOFF" {^You breathe easier again as the cold sweats have faded.$} {
   #DELITEM barEffectsList CONTAGION
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barCureBlindON" {^Your eyesight returns.$} {
   #ADDITEM barEffectsList {CURE BLIND}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barCureBlindOFF" {^Your eyes feel less protected.$} {
   #DELITEM barEffectsList {CURE BLIND}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barCureFearON" {^You feel your sense of panic slip away.$} {
   #ADDITEM barEffectsList {CURE FEAR}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barCureFearOFF" {^You feel less sure of yourself.$} {
   #DELITEM barEffectsList {CURE FEAR}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barFearON" {gazes deeply into your soul.. very chilling.$} {
   #ADDITEM barEffectsList FEAR
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barFearOFF" {^You feel less paranoid.$} {
   #DELITEM barEffectsList FEAR
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barLightBallON" {^The room becomes brighter as you create a sphere of light above your hand.$} {
   #ADDITEM barEffectsList {LIGHT BALL}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barLightBallOFF" {^The flows holding the light ball have dissipated.$} {
   #DELITEM barEffectsList {LIGHT BALL}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barOverchannelON1" {You dangerously draw more power from {saidar|saidin} than before.$} {
   #ADDITEM barEffectsList OVERCHANNEL
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barOverchannelON2" {You feel more and more {saidar|saidin} rushing through your body, your entire being feels suffused with the Power.$} {
   #ADDITEM barEffectsList OVERCHANNEL
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barPoisonON" {^A strangled cough racks your lungs, causing agony!$} {
   #ADDITEM barEffectsList POISON
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barPoisonON2" {Oops, it tasted rather strange!$} {
   #ADDITEM barEffectsList POISON
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barPoisonON3" {^You cough and shiver.$} {
   #ADDITEM barEffectsList POISON
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barPoisonON4" {swirls about with *, slicing across your body!$} {
   #ADDITEM barEffectsList POISON
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barPoisonOFF" {^You feel better.$} {
   #DELITEM barEffectsList POISON
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barRefreshON" {^You feel a sudden burst of stamina!$} {
   #ADDITEM barEffectsList REFRESH
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barRefreshOFF" {^Your extra burst of stamina fades.$} {
   #DELITEM barEffectsList REFRESH
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barStrengthON1" {^Flows of Fire and Spirit work into your muscles, enhancing your strength.$} {
   #ADDITEM barEffectsList STRENGTH
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barStrengthON2" {^A surge of adrenaline works into your muscles, enhancing your strength.$} {
   #ADDITEM barEffectsList STRENGTH
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barStrengthOFF" {^You feel your extra strength fading.$} {
   #DELITEM barEffectsList STRENGTH
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barWardVsDamageON1" {^A carefully woven flow of Earth, Air, and Water forms an aura about your body!$} {
   #ADDITEM barEffectsList {WARDING VS DMG}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barWardVsDamageON2" {forms a beautiful weave of white light about your body.$} {
   #ADDITEM barEffectsList {WARDING VS DMG}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barWardVsDamageOFF" {^Your white aura has faded.$} {
   #DELITEM barEffectsList {WARDING VS DMG}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barWardVsEvilON1" {^A carefully woven spirit forms a blue aura about your body!$} {
   #ADDITEM barEffectsList {WARDING VS EVIL}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barWardVsEvilON2" {forms a beautiful weave of blue light about your body.$} {
   #ADDITEM barEffectsList {WARDING VS EVIL}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#TRIGGER "barWardVsEvilOFF" {^Your blue aura has faded.$} {
   #DELITEM barEffectsList {WARDING VS EVIL}
   #VAR barEffectsDisplay (%replace(%sort(@barEffectsList),"|"," "))
   } "" {case}
#CLASS 0
#CLASS {StatusBar|CondTriggers}
#TRIGGER "barHealthyTrigger" {@barHitCond=Healthy} {
   #T- barHealthyTrigger
   #VAR barCurrentHP @barMaxHP
   } "" {exp}
#TRIGGER "barScratchedTrigger" {@barHitCond=Scratched} {
   #T- barScratchedTrigger
   #IF (@barPrevHitCond=Healthy) {
      #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.97))))
      } {}
   #IF (@barPrevHitCond=Hurt OR @barPrevHitCond=Wounded) {
      #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.90))))
      } {}
   } "" {disable|exp}
#TRIGGER "barHurtTrigger" {@barHitCond=Hurt} {
   #T- barHurtTrigger
   #IF (@barPrevHitCond=Healthy OR @barPrevHitCond=Scratched) {
      #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.87))))
      } {}
   #IF (@barPrevHitCond=Wounded OR @barPrevHitCond=Battered) {
      #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.75))))
      } {}
   } "" {disable|exp}
#TRIGGER "barWoundedTrigger" {@barHitCond=Wounded} {
   #T- barWoundedTrigger
   #IF (@barPrevHitCond=Healthy OR @barPrevHitCond=Scratched OR @barPrevHitCond=Hurt) {
      #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.72))))
      } {}
   #IF (@barPrevHitCond=Battered OR @barPrevHitCond=Beaten) {
      #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.50))))
      } {}
   } "" {disable|exp}
#TRIGGER "barBatteredTrigger" {@barHitCond=Battered} {
   #T- barBatteredTrigger
   #IF (@barPrevHitCond=Hurt OR @barPrevHitCond=Wounded) {
      #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.47))))
      } {}
   #IF (@barPrevHitCond=Beaten OR @barPrevHitCond=Critical) {
      #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.30))))
      } {}
   } "" {disable|exp}
#TRIGGER "barBeatenTrigger" {@barHitCond=Beaten} {
   #T- barBeatenTrigger
   #IF (@barPrevHitCond=Wounded OR @barPrevHitCond=Battered) {
      #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.27))))
      } {}
   #IF (@barPrevHitCond=Critical) {
      #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.15))))
      } {}
   } "" {disable|exp}
#TRIGGER "barCriticalTrigger" {@barHitCond=Critical} {
   #T- barCriticalTrigger
   #VAR barCurrentHP (%format(0,%eval(@barMaxHP*%float(.13))))
   } "" {disable|exp}
#TRIGGER "barAbilityBursting" {@barAbilityCond=Bursting} {
   #T- barAbilityBursting
   #VAR barCurrentAP @barMaxAP
   } "" {exp}
#TRIGGER "barAbilityFull" {@barAbilityCond=Full} {
   #T- barAbilityFull
   #IF (@barPrevAbilityCond=Bursting) {
      #VAR barCurrentAP (%format(0,%eval(@barMaxAP*%float(.97))))
      } {}
   #IF (@barPrevAbilityCond=Strong) {
      #VAR barCurrentAP (%format(0,%eval(@barMaxAP*%float(.91))))
      } {}
   } "" {disable|exp}
#TRIGGER "barAbilityStrong" {@barAbilityCond=Strong} {
   #T- barAbilityStrong
   #IF (@barPrevAbilityCond=Bursting OR @barPrevAbilityCond=Full) {
      #VAR barCurrentAP (%format(0,%eval(@barMaxAP*%float(.87))))
      } {}
   #IF (@barPrevAbilityCond=Good) {
      #VAR barCurrentAP (%format(0,%eval(@barMaxAP*%float(.51))))
      } {}
   } "" {disable|exp}
#TRIGGER "barAbilityGood" {@barAbilityCond=Good} {
   #T- barAbilityGood
   #IF (@barPrevAbilityCond=Full OR @barPrevAbilityCond=Strong) {
      #VAR barCurrentAP (%format(0,%eval(@barMaxAP*%float(.47))))
      } {}
   #IF (@barPrevAbilityCond=Fading) {
      #VAR barCurrentAP (%format(0,%eval(@barMaxAP*%float(.31))))
      } {}
   } "" {disable|exp}
#TRIGGER "barAbilityFading" {@barAbilityCond=Fading} {
   #T- barAbilityFading
   #IF (@barPrevAbilityCond=Strong OR @barPrevAbilityCond=Good) {
      #VAR barCurrentAP (%format(0,%eval(@barMaxAP*%float(.27))))
      } {}
   #IF (@barPrevAbilityCond=Trickling) {
      #VAR barCurrentAP (%format(0,%eval(@barMaxAP*%float(.16))))
      } {}
   } "" {disable|exp}
#TRIGGER "barAbilityTrickling" {@barAbilityCond=Trickling} {
   #T- barAbilityTrickling
   #IF (@barPrevAbilityCond=Good OR @barPrevAbilityCond=Fading) {
      #VAR barCurrentAP (%format(0,%eval(@barMaxAP*%float(.13))))
      } {}
   #IF (@barPrevAbilityCond=None) {
      #VAR barCurrentAP (%format(0,%eval((@barINT+@barWIL)/2)))
      } {}
   } "" {disable|exp}
#TRIGGER "barAbilityNone" {@barAbilityCond=None} {
   #T- barAbilityNone
   #VAR barCurrentAP {0}
   } "" {disable|exp}
#TRIGGER "barAbilitySpent" {@barAbilityCond=Spent} {
   #T- barAbilitySpent
   #VAR barCurrentAP {negative}
   } "" {disable|exp}
#TRIGGER "barFreshTrigger" {@barMoveCond=Fresh} {
   #T- barFreshTrigger
   #VAR barCurrentMV @barMaxMV
   } "" {exp}
#TRIGGER "barFullTrigger" {@barMoveCond=Full} {
   #T- barFullTrigger
   #IF (@barPrevMoveCond=Fresh) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.98))))
      } {}
   #IF (@barPrevMoveCond=Strong OR @barPrevMoveCond=Tiring OR @barPrevMoveCond=Winded) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.90))))
      } {}
   } "" {disable|exp}
#TRIGGER "barStrongTrigger" {@barMoveCond=Strong} {
   #T- barStrongTrigger
   #IF (@barPrevMoveCond=Fresh OR @barPrevMoveCond=Full) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.88))))
      } {}
   #IF (@barPrevMoveCond=Tiring OR @barPrevMoveCond=Winded OR @barPrevMoveCond=Weary) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.75))))
      } {}
   } "" {disable|exp}
#TRIGGER "barTiringTrigger" {@barMoveCond=Tiring} {
   #T- barTiringTrigger
   #IF (@barPrevMoveCond=Full OR @barPrevMoveCond=Strong) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.73))))
      } {}
   #IF (@barPrevMoveCond=Winded OR @barPrevMoveCond=Weary OR @barPrevMoveCond=Haggard) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.50))))
      } {}
   } "" {disable|exp}
#TRIGGER "barWindedTrigger" {@barMoveCond=Winded} {
   #T- barWindedTrigger
   #IF (@barPrevMoveCond=Strong OR @barPrevMoveCond=Tiring) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.48))))
      } {}
   #IF (@barPrevMoveCond=Weary OR @barPrevMoveCond=Haggard OR @barPrevMoveCond=Collapsing) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.30))))
      } {}
   } "" {disable|exp}
#TRIGGER "barWearyTrigger" {@barMoveCond=Weary} {
   #T- barWearyTrigger
   #IF (@barPrevMoveCond=Tiring OR @barPrevMoveCond=Winded) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.28))))
      } {}
   #IF (@barPrevMoveCond=Haggard OR @barPrevMoveCond=Collapsing) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.15))))
      } {}
   } "" {disable|exp}
#TRIGGER "barHaggardTrigger" {@barMoveCond=Haggard} {
   #T- barHaggardTrigger
   #IF (@barPrevMoveCond=Winded OR @barPrevMoveCond=Weary) {
      #VAR barCurrentMV (%format(0,%eval(@barMaxMV*%float(.13))))
      } {}
   #IF (@barPrevMoveCond=Collapsing) {
      #VAR barCurrentMV {0}
      } {}
   } "" {disable|exp}
#TRIGGER "barCollapsingTrigger" {@barMoveCond=Collapsing} {
   #T- barCollapsingTrigger
   #VAR barCurrentMV {negative}
   } "" {disable|exp}
#CLASS 0

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House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


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PostPosted: Tue Aug 27, 2019 1:45 am 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 135
Location: Seattle
Code:
#CLASS {Rent}
#ALIAS helpRent {
   #PRINT {%crlf <C dodgerblue>-----Rent Help File-----</C>}
   #PRINT {<C dodgerblue>   [Updated: 8/26/2019]</C>}
   #PRINT { Saves a list of all equipment deposited in any rent when the list command is used.}
   #PRINT { Script saves data across all characters automatically adding new names via the <C dodgerblue>~%char</C> function.}
   #PRINT { Uses cMUD map functions <C dodgerblue>~%roomkey</C>, <C dodgerblue>~%roomname</C> and <C dodgerblue>~%zonename</C> to save data for each rent location.}
   #PRINT {}
   #PRINT { Usage: <C dodgerblue>showRent</C> for list of available rents and usage syntax.}
   #PRINT {  Syntax: <C dodgerblue>showRent <rentnumber> [character, current if omitted]</C>}
   #PRINT {   Example: <C dodgerblue>showRent all <Name></C> will show all items in all rent locations for that character name.}
   #PRINT {}
   #PRINT { Usage: <C dodgerblue>addRent</C> in any room with an innkeeper to create a rent location there.}
   #PRINT {  Note: Make sure cMUD map is in proper room position.}
   #PRINT {}
   #PRINT { Usage: <C dodgerblue>deleteRent <rentNumber></C> to delete a rent location and all contents.}
   #PRINT {}
   #PRINT { Usage: <C dodgerblue>clearRent <rentNumber> <characterName></C> to clear a character's rent for that location.}
   #PRINT {}
   #PRINT { Usage: <C dodgerblue>searchRent <item keyword(s)></C> to search for an item in all rents across all alts.}
   #PRINT {}
   }
#ALIAS showRent {
   #IF (%null(%param(1))) {
      #PRINT {%crlf <C dodgerblue>showRent <rentnumber> [character, current if omitted]</C> %crlf}
      #PRINT { -------------Available Rents-------------}
      #LOOP 1,%numitems(@rentKey) {
         #PRINT {%if(%len(%i)=1,"  "%i," "%i)) %item(@rentZone,%i) - %item(@rentName,%i)}
         }
      #PRINT {}
      } {
      #IF (%null(%param(2))) {
         #VAR rentChar %char
         } {
         #VAR rentChar %param(2)
         }
      }
   #IF (%isnumber(%param(1))) {
      #VAR rentCurrent %item(@rentKey,%param(1))
      #IF (%item(@rentZone,%param(1)) AND %item(@rentName,%param(1))) {
         #PRINT {%crlf -----Rent Contents for <C dodgerblue>%proper(@rentChar)</C>-----}
         #PRINT {%crlf %item(@rentZone,%param(1)) - %item(@rentName,%param(1))}
         }
      #IF (%null(%expand(%concat("@",@rentChar,@rentCurrent)))) {
         #PRINT { <C dodgerblue>%proper(@rentChar) has no items stored at this location!</C>}
         } {
         #LOOP 1,%numitems(%expand(%concat("@",@rentChar,@rentCurrent))) {
            #PRINT {%if(%len(%i)=1,"  "%i," "%i)) %item(%expand(%concat("@",@rentChar,@rentCurrent)),%i)}
            }
         }
      } {
      #IF (%param(1)=all) {
         #PRINT {%crlf -----All Rent Contents for <C dodgerblue>%proper(@rentChar)</C>-----}
         #LOOP 1,%numitems(@rentKey) {
            #VAR rentCurrent %item(@rentKey,%i)
            #PRINT {%crlf %item(@rentZone,%i) - %item(@rentName,%i)}
            #IF (%null(%expand(%concat("@",@rentChar,@rentCurrent)))) {
               #PRINT { <C dodgerblue>%proper(@rentChar) has no items stored at this location!</C>}
               } {
               #LOOP 1,%numitems(%expand(%concat("@",@rentChar,@rentCurrent))) {
                  #PRINT {%if(%len(%j)=1,"   "%j,"  "%j)) %item(%expand(%concat("@",@rentChar,@rentCurrent)),%j)}
                  }
               }
            }
         }
      }
   }
#ALIAS addRent {
   #IF (%ismember(%roomkey,@rentKey)) {
      #PRINT { <C dodgerblue>Rent already in database.</C>}
      } {
      #VAR rentKey %additem(%roomkey,@rentKey)
      #VAR rentName %additem(%roomname,@rentName)
      #VAR rentZone %additem(%zonename,@rentZone)
      #PRINT { <C dodgerblue>Rent added!</C>}
      }
   }
#ALIAS clearRent {
   #IF (%null(%param(1))) {
      #PRINT {%crlf Usage: <C dodgerblue>clearRent <rentNumber> <characterName></C>}
      } {
      #IF (%null(%item(@rentKey,%param(1)))) {
         #PRINT {%crlf  Not a valid rent number, <C dodgerblue>clearRent</C> for usage.}
         } {
         #IF (%ismember(%proper(%param(2)),@rentCharList)) {
            #VAR %concat(%lower(%param(2)),%item(@rentKey,%param(1))) {} {_nodef} {Rent|RentContent}
            #PRINT { <C dodgerblue>Rent cleared!</C>}
            } {
            #PRINT {%crlf  Not a valid character name...}
            }
         }
      }
   }
#ALIAS deleteRent {
   #IF (%null(%param(1))) {
      #PRINT {%crlf Usage: <C dodgerblue>deleteRent <rentNumber></C>}
      } {
      #IF (%null(%item(@rentKey,%param(1)))) {
         #PRINT {%crlf  Not a valid rent number, <C dodgerblue>deleteRent</C> for usage.}
         } {
         #FORALL @rentCharList {
            #TEMP "rentTEMP" {Variable * removed.} {#GAG} "Rent" {}
            #UNVAR %concat(%lower(%i),%item(@rentKey,%param(1))) {Rent|RentContent}
            }
         #VAR rentKey %delnitem(@rentKey,%param(1))
         #VAR rentName %delnitem(@rentName,%param(1))
         #VAR rentZone %delnitem(@rentZone,%param(1))
         #PRINT { <C dodgerblue>Rent deleted!</C>}
         }
      }
   }
#ALIAS searchRent {
   #IF (%null(%params)) {
      #PRINT {%crlf Usage: <C dodgerblue>searchRent <item keyword(s)></C>}
      } {
      #T- eventRentSearch
      #VAR rentSearchItem %lower(%params)
      #PRINT {%crlf Searching rents for: <C dodgerblue>@rentSearchItem</C>}
      #LOOP 1,%numitems(@rentCharList) {
         #LOOP 1,%numitems(@rentKey) {
            #IF (%pos(@rentSearchItem,%eval(%concat("@",%item(@rentCharList,%i),%item(@rentKey,%j))))) {
               #T+ eventRentSearch
               #PRINT {%crlf %proper(%item(@rentCharList,%i)) - %item(@rentZone,%j) - %item(@rentName,%j)}
               #LOOP 1,%numitems(%eval(%concat("@",%item(@rentCharList,%i),%item(@rentKey,%j)))) {
                  #IF (%pos(@rentSearchItem,%item(%eval(%concat("@",%item(@rentCharList,%i),%item(@rentKey,%j))),%k))>0) {
                     #PRINT {%if(%len(%k)=1,"  "%k," "%k)) <C dodgerblue>%item(%eval(%concat("@",%item(@rentCharList,%i),%item(@rentKey,%j))),%k)</C>}
                     } {
                     #PRINT {%if(%len(%k)=1,"  "%k," "%k)) %item(%eval(%concat("@",%item(@rentCharList,%i),%item(@rentKey,%j))),%k)}
                  }
               }
            }
         }
      }
      #IF (%class(eventRentSearch)) {
         #T- eventRentSearch
         } {
         #PRINT {%crlf Did not find any: <C dodgerblue>@rentSearchItem</C>}
         }
      }
   }
#VAR rentChar {}
#VAR rentCharList {}
#VAR rentCurrent {}
#VAR rentItem {}
#VAR rentItemCost {}
#VAR rentSearchItem {}
#TRIGGER "rentInnTrigger" {tells you, 'I don't have any items for you here.'$} {
   #VAR %concat(%lower(%char),%roomkey) {} {_nodef} {Rent|RentContent}
   #PRINT { <C dodgerblue>Rent Cleared!</C>}
   } "" {case|disable}
#TRIGGER "rentListTrigger" {%d. %d {item|items} stored for (%d {day|days}), (* rent due).$} {
   #T+ rentItemTrigger
   #T+ eventRentPrompt
   #VAR rentItemCost %concat([,%1," ",%2,])
   } "" {disable|case}
#TRIGGER "rentItemTrigger" {^(%s)([a-z]*)$} {
   #IF (%len(%1)>4) {
      #VAR rentItem %additem(%concat(%2," ",[in container]),@rentItem)
      } {
      #VAR rentItem %additem(%concat(%2," ",@rentItemCost),@rentItem)
      }
   } "" {disable}
#TRIGGER "rentPrompt" {^{o|*} * >} {
   #T- rentPrompt
   #T- rentItemTrigger
   #RAISE eventListPrompt
   #RAISE eventRentPrompt
   } "" {case|disable|prompt|nocr}
#ONINPUT "rentListInput" {^{li|lis|list}$} {
   #IF (%ismember(%roomkey,@rentKey)) {
      #VAR rentCurrent %roomkey
      #T+ eventListPrompt
      #T+ rentInnTrigger
      #T+ rentListTrigger
      #T+ rentPrompt
      }
   } "" {}
#EVENT onConnect {
   #T- eventRentPrompt
   #T- eventListPrompt
   #ADDITEM rentCharList %char
   }
#EVENT eventListPrompt {
   #T- eventListPrompt
   #T- rentInnTrigger
   #T- rentListTrigger
   }
#EVENT eventRentPrompt {
   #T- eventRentPrompt
   #VAR %concat(%lower(%char),%roomkey) {@rentItem} {_nodef} {Rent|RentContent}
   #VAR rentItem {}
   #PRINT { <C dodgerblue>Rent Updated!</C>}
   }
#EVENT eventRentSearch {}
#CLASS 0
#CLASS {Rent|RentContent}
#VAR rentKey {}
#VAR rentName {}
#VAR rentZone {}
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


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