misc scripts

Setup, mapping, script help, etc.
zain
Posts: 53
Joined: Thu Jun 07, 2012 10:32 am

misc scripts

Post by zain »

lots of random scripts i have atm most of them are other ppls and a it looks like they put tons of hard work in puting them here for referance
please dont post anything but more scripts if u need help with one or have requests start your own thread ;)










afk script


#CLASS {Afk}
#ALIAS AfkEnable {
#VAR afk 1
#SHOW %ansi( bold, white, under)AFK Script Enabled
say afk
#CLASS Afktriggers 1
}
#ALIAS AfkDisable {
#VAR afk 0
#SHOW %ansi( bold, white, under)AFK Script Disabled
say back from afk
#CLASS Afktriggers 0
}
#ALIAS afk {%if( @afk=0, AfkEnable, AfkDisable)}
#VAR afk {0}
#CLASS 0
#CLASS {Afk|AfkTriggers}
#TRIGGER {(%w) tells you '(*)'} {tell %1 afk trigger!}
#TRIGGER {(%w) asks you '(*)'} {repl afk trigger!}
#TRIGGER {(%w) whispers to you, '(*)'} {whisper %1 afk trigger!}
#CLASS 0







some old fc script




#CLASS {Aliases for FCs} {disable}
#ALIAS r {release}
#ALIAS t {embrace}
#ALIAS f {channel 'ice spikes' %1;#var target %1}
#ALIAS b {channel 'blind' %1;#var target %1}
#ALIAS gang {get statuette pack;hold statuette}
#ALIAS rang {rem statuette;put statuette pack}
#ALIAS zing {#say Weave changed to Call Lightning;#var weave {call lightning}}
#ALIAS spikes {#say Weave changed to Ice Spikes;#var weave {ice spikes}}
#ALIAS attackblind {#say Attack changed to Blind;#var attack {channel 'blind'}}
#VAR weave {ice spikes} {ice spikes}
#VAR attack {charge} {charge}


#TRIGGER {You can't alter a weave when you aren't in touch with the Source.} {emb}


#CLASS 0






fc buddy script




#CLASS {Allytriggers}
#ALIAS ally {
#VAR ally %1
#ECHO %1 is now set as your ally.
}
#ALIAS 5 {channel 'cure light wounds' @ally}
#ALIAS 2 {channel 'Warding vs damage' @ally}
#ALIAS 3 {channel 'strength' @ally}
#ALIAS 4 {channel 'armor' @ally}
#ALIAS ta {tell @ally}
#CLASS 0




someones tgt script duno whos



#CLASS {Attack}
#ALIAS tgt {
#var tgt %1
#var target @tgt
#say Custom-target set to @tgt
}
#ALIAS tgt2 {
#var tgt2 %1
#var target2 @tgt2
#say Custom-target2 set to @tgt2
}
#ALIAS tgt3 {
#var tgt3 %1
#var target3 @tgt3
#say Custom-target2 set to @tgt3
}
#ALIAS tgt4 {
#var tgt4 %1
#var target4 @tgt4
#say Custom-target2 set to @tgt4
}
#ALIAS tgt5 {
#var tgt5 %1
#var target5 @tgt5
#say Custom-target2 set to @tgt5
}
#ALIAS kic {
#t- LookAtYou
kick %1
#var target %1
}
#ALIAS ba {
#t- LookAtYou
bash %1
#var target %1
}
#ALIAS bad {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
bash "%-1".dark
#var target %1.dark
} {#loop 1,-1*%1 {bash %{i}.dark}}} {
bash dark
#var target dark
}
}
#ALIAS bas {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
bash "%-1".seanchan
#var target %1.seanchan
} {#loop 1,-1*%1 {bash %{i}.seanchan}}} {
bash seanchan
#var target seanchan
}
}
#ALIAS baf {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
bash "%-1".fade
#var target %1.fade
} {#loop 1,-1*%1 {bash %{i}.fade}}} {
bash fade
#var target fade
}
}
#ALIAS ba1 {
#t- LookAtYou
bash @target
}
#ALIAS ba2 {
#t- LookAtYou
bash @target2
}
#ALIAS ba3 {
#t- LookAtYou
bash @target3
}
#ALIAS ba4 {
#t- LookAtYou
bash @target4
}
#ALIAS ba5 {
#t- LookAtYou
bash @target5
}
#ALIAS x {
#t- LookAtYou
k @target
}
#ALIAS k {
#t- LookAtYou
kill %1
#var target %1
}
#ALIAS k1 {
#t- LookAtYou
kill @target
}
#ALIAS k2 {
#t- LookAtYou
kill @target2
}
#ALIAS k3 {
#t- LookAtYou
kill @target3
}
#ALIAS k4 {
#t- LookAtYou
kill @target4
}
#ALIAS k5 {
#t- LookAtYou
kill @target5
}
#ALIAS kall {
#t- LookAtYou
k @target
k @target2
k dark
k seanchan
}
#ALIAS kd {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".dark
#var target %1.dark
} {#loop 1,-1*%1 {kill %{i}.dark}}} {
kill dark
#var target dark
}
}
#ALIAS kse {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".seanchan
#var target %1.seanchan
} {#loop 1,-1*%1 {kill %{i}.seanchan}}} {
kill seanchan
#var target seanchan
}
}
#ALIAS kf {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".fade
#var target %1.fade
} {#loop 1,-1*%1 {kill %{i}.fade}}} {
kill fade
#var target fade
}
}
#ALIAS kfade {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".fade
#var target %1.fade
} {#loop 1,-1*%1 {kill %{i}.fade}}} {
kill fade
#var target fade
}
}
#ALIAS ktroll {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".trolloc
#var target %1.trolloc
} {#loop 1,-1*%1 {kill %{i}.trolloc}}} {
kill trolloc
#var target trolloc
}
}
#ALIAS ktr {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".trolloc
#var target %1.trolloc
} {#loop 1,-1*%1 {kill %{i}.trolloc}}} {
kill trolloc
#var target trolloc
}
}
#ALIAS knew {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".newbie
#var target %1.newbie
} {#loop 1,-1*%1 {kill %{i}.newbie}}} {
kill newbie
#var target newbie
}
}
#ALIAS kc {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".cat
#var target %1.cat
} {#loop 1,-1*%1 {kill %{i}.cat}}} {
kill cat
#var target cat
}
}
#ALIAS kr {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".rat
#var target %1.rat
} {#loop 1,-1*%1 {kill %{i}.rat}}} {
kill rat
#var target rat
}
}
#ALIAS kb {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".bear
#var target %1.bear
} {#loop 1,-1*%1 {kill %{i}.bear}}} {
kill bear
#var target bear
}
}
#ALIAS kga {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".gator
#var target %1.gator
} {#loop 1,-1*%1 {kill %{i}.gator}}} {
kill gator
#var target gator
}
}
#ALIAS ksn {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".snake
#var target %1.snake
} {#loop 1,-1*%1 {kill %{i}.snake}}} {
kill snake
#var target snake
}
}
#ALIAS ksc {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".scorpion
#var target %1.scorpion
} {#loop 1,-1*%1 {kill %{i}.scorpion}}} {
kill scorpion
#var target scorpion
}
}
#ALIAS kt {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".tree
#var target %1.tree
} {#loop 1,-1*%1 {kill %{i}.tree}}} {
kill tree
#var target tree
}
}
#ALIAS ktree {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".tree
#var target %1.tree
} {#loop 1,-1*%1 {kill %{i}.tree}}} {
kill tree
#var target tree
}
}
#ALIAS kgr {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".grass
#var target %1.grass
} {#loop 1,-1*%1 {kill %{i}.grass}}} {
kill grass
#var target grass
}
}
#ALIAS kpl {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".plant
#var target %1.plant
} {#loop 1,-1*%1 {kill %{i}.plant}}} {
kill plant
#var target plant
}
}
#ALIAS kp {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".plant
#var target %1.plant
} {#loop 1,-1*%1 {kill %{i}.plant}}} {
kill plant
#var target plant
}
}
#ALIAS ka {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".ant
#var target %1.ant
} {#loop 1,-1*%1 {kill %{i}.ant}}} {
kill ant
#var target ant
}
}
#ALIAS kant {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".ant
#var target %1.ant
} {#loop 1,-1*%1 {kill %{i}.ant}}} {
kill ant
#var target ant
}
}
#ALIAS kth {
#t- LookAtYou
kill @thief
}
#ALIAS kl {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".lizard
#var target %1.lizard
} {#loop 1,-1*%1 {kill %{i}.lizard}}} {
kill lizard
#var target lizard
}
}
#ALIAS kliz {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".lizard
#var target %1.lizard
} {#loop 1,-1*%1 {kill %{i}.lizard}}} {
kill lizard
#var target lizard
}
}
#ALIAS bs {
#t- LookAtYou
hide
backstab %1
#var target %1
}
#ALIAS bs1 {
#t- LookAtYou
hide
backstab @target
}
#ALIAS bs2 {
#t- LookAtYou
hide
backstab @target2
}
#ALIAS bs3 {
#t- LookAtYou
hide
backstab @target3
}
#ALIAS bs4 {
#t- LookAtYou
hide
backstab @target4
}
#ALIAS bs5 {
#t- LookAtYou
hide
backstab @target5
}
#ALIAS bsd {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".dark
#var target %1.dark
} {#loop 1,-1*%1 {backstab %{i}.dark}}} {
backstab dark
#var target dark
}
}
#ALIAS bstroll {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".trolloc
#var target %1.trolloc
} {#loop 1,-1*%1 {backstab %{i}.trolloc}}} {
backstab trolloc
#var target trolloc
}
}
#ALIAS bsf {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".fade
#var target %1.fade
} {#loop 1,-1*%1 {backstab %{i}.fade}}} {
backstab fade
#var target fade
}
}
#ALIAS bsfade {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".fade
#var target %1.fade
} {#loop 1,-1*%1 {backstab %{i}.fade}}} {
backstab fade
#var target fade
}
}
#ALIAS bsse {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".seanchan
#var target %1.seanchan
} {#loop 1,-1*%1 {backstab %{i}.seanchan}}} {
backstab seanchan
#var target seanchan
}
}
#ALIAS bst {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".tree
#var target %1.tree
} {#loop 1,-1*%1 {backstab %{i}.tree}}} {
backstab tree
#var target tree
}
}
#ALIAS bstree {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".tree
#var target %1.tree
} {#loop 1,-1*%1 {backstab %{i}.tree}}} {
backstab tree
#var target tree
}
}
#ALIAS bsc {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".cat
#var target %1.cat
} {#loop 1,-1*%1 {backstab %{i}.cat}}} {
backstab cat
#var target cat
}
}
#ALIAS bsb {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".bear
#var target %1.bear
} {#loop 1,-1*%1 {backstab %{i}.bear}}} {
backstab bear
#var target bear
}
}
#ALIAS bsga {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".gator
#var target %1.gator
} {#loop 1,-1*%1 {backstab %{i}.gator}}} {
backstab gator
#var target gator
}
}
#ALIAS bsl {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".lizard
#var target %1.lizard
} {#loop 1,-1*%1 {backstab %{i}.lizard}}} {
backstab lizard
#var target lizard
}
}
#ALIAS bsliz {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".lizard
#var target %1.lizard
} {#loop 1,-1*%1 {backstab %{i}.lizard}}} {
backstab lizard
#var target lizard
}
}
#ALIAS bssc {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".scorpion
#var target %1.scorpion
} {#loop 1,-1*%1 {backstab %{i}.scorpion}}} {
backstab scorpion
#var target scorpion
}
}
#ALIAS bssn {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
backstab "%-1".snake
#var target %1.snake
} {#loop 1,-1*%1 {backstab %{i}.snake}}} {
backstab snake
#var target snake
}
}
#ALIAS ch {
#t- LookAtYou
charge %1
#var target %1
}
#ALIAS ch1 {
#t- LookAtYou
charge @target
}
#ALIAS ch2 {
#t- LookAtYou
charge @target2
}
#ALIAS ch3 {
#t- LookAtYou
charge @target3
}
#ALIAS ch4 {
#t- LookAtYou
charge @target4
}
#ALIAS ch5 {
#t- LookAtYou
charge @target5
}
#ALIAS chd {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".dark
#var target %1.dark
} {#loop 1,-1*%1 {charge %{i}.dark}}} {
charge dark
#var target dark
}
}
#ALIAS chf {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".fade
#var target %1.fade
} {#loop 1,-1*%1 {charge %{i}.fade}}} {
charge fade
#var target fade
}
}
#ALIAS chfade {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".fade
#var target %1.fade
} {#loop 1,-1*%1 {charge %{i}.fade}}} {
charge fade
#var target fade
}
}
#ALIAS chtroll {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".trolloc
#var target %1.trolloc
} {#loop 1,-1*%1 {charge %{i}.trolloc}}} {
charge trolloc
#var target trolloc
}
}
#ALIAS chse {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".seanchan
#var target %1.seanchan
} {#loop 1,-1*%1 {charge %{i}.seanchan}}} {
charge seanchan
#var target seanchan
}
}
#ALIAS chnew {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".newbie
#var target %1.newbie
} {#loop 1,-1*%1 {charge %{i}.newbie}}} {
charge newbie
#var target newbie
}
}
#ALIAS chc {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".cat
#var target %1.cat
} {#loop 1,-1*%1 {charge %{i}.cat}}} {
charge cat
#var target cat
}
}
#ALIAS chb {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".bear
#var target %1.bear
} {#loop 1,-1*%1 {charge %{i}.bear}}} {
charge bear
#var target bear
}
}
#ALIAS chban {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".bandit
#var target %1.bandit
} {#loop 1,-1*%1 {charge %{i}.bandit}}} {
charge bandit
#var target bandit
}
}
#ALIAS cht {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".tree
#var target %1.tree
} {#loop 1,-1*%1 {charge %{i}.tree}}} {
charge tree
#var target tree
}
}
#ALIAS chga {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".gator
#var target %1.gator
} {#loop 1,-1*%1 {charge %{i}.gator}}} {
charge gator
#var target gator
}
}
#ALIAS chsn {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".snake
#var target %1.snake
} {#loop 1,-1*%1 {charge %{i}.snake}}} {
charge snake
#var target snake
}
}
#ALIAS chsc {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".scorpion
#var target %1.scorpion
} {#loop 1,-1*%1 {charge %{i}.scorpion}}} {
charge scorpion
#var target scorpion
}
}
#ALIAS chliz {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".lizard
#var target %1.lizard
} {#loop 1,-1*%1 {charge %{i}.lizard}}} {
charge lizard
#var target lizard
}
}
#ALIAS chgr {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".grass
#var target %1.grass
} {#loop 1,-1*%1 {charge %{i}.grass}}} {
charge grass
#var target grass
}
}
#ALIAS chpl {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".plant
#var target %1.plant
} {#loop 1,-1*%1 {charge %{i}.plant}}} {
charge plant
#var target plant
}
}
#ALIAS chp {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".plant
#var target %1.plant
} {#loop 1,-1*%1 {charge %{i}.plant}}} {
charge plant
#var target plant
}
}
#ALIAS chant {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
charge "%-1".ant
#var target %1.ant
} {#loop 1,-1*%1 {charge %{i}.ant}}} {
charge ant
#var target ant
}
}
#ALIAS chth {
#t- LookAtYou
charge @thief
}
#ALIAS bush {
#t- LookAtYou
hide
ambush %1
#var target %1
}
#ALIAS bush1 {
#t- LookAtYou
hide
ambush @target
}
#ALIAS bush2 {
#t- LookAtYou
hide
ambush @target2
}
#ALIAS bush3 {
#t- LookAtYou
hide
ambush @target3
}
#ALIAS bush4 {
#t- LookAtYou
hide
ambush @target4
}
#ALIAS bush5 {
#t- LookAtYou
hide
ambush @target5
}
#ALIAS bushd {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
ambush "%-1".dark
#var target %1.dark
} {#loop 1,-1*%1 {ambush %{i}.dark}}} {
ambush dark
#var target dark
}
}
#ALIAS bushtroll {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
ambush "%-1".trolloc
#var target %1.trolloc
} {#loop 1,-1*%1 {ambush %{i}.trolloc}}} {
ambush trolloc
#var target trolloc
}
}
#ALIAS bushf {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
ambush "%-1".fade
#var target %1.fade
} {#loop 1,-1*%1 {ambush %{i}.fade}}} {
ambush fade
#var target fade
}
}
#ALIAS bushfade {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
ambush "%-1".fade
#var target %1.fade
} {#loop 1,-1*%1 {ambush %{i}.fade}}} {
ambush fade
#var target fade
}
}
#ALIAS bushse {
#t- LookAtYou
hide
#if (%numparam <> 0) {#if (%1 >= 0) {
ambush "%-1".seanchan
#var target %1.seanchan
} {#loop 1,-1*%1 {ambush %{i}.seanchan}}} {
ambush seanchan
#var target seanchan
}
}
#ALIAS kvguy {k vyaschlofisc}
#ALIAS kh {
#t- LookAtYou
#if (%numparam <> 0) {#if (%1 >= 0) {
kill "%-1".human
#var target %1.human
} {#loop 1,-1*%1 {kill %{i}.human}}} {
kill human
#var target human
}
}
#ALIAS kbobo {k Boboliosie}
#VAR thief {}
#VAR tgt {rosemary}
#VAR target {goose} {goose}
#VAR tgt2 {rosemary}
#VAR target2 {rosemary}
#VAR tgt3 {jadia}
#VAR target3 {jadia}
#VAR tgt4 {tebbs}
#VAR target4 {tebbs}
#VAR tgt5 {locke}
#VAR target5 {locke}
#TRIGGER { slash } {
#cw red
#sub " SLASH "
}
#TRIGGER { slashes } {
#cw red
#sub " SLASHES "
}
#TRIGGER { slash.} {
#cw red
#sub " SLASH."
}
#TRIGGER { blast } {
#cw red
#sub " BLAST "
}
#TRIGGER { blasts } {
#cw red
#sub " BLASTS "
}
#TRIGGER { blast.} {
#cw red
#sub " BLAST."
}
#TRIGGER { hack } {
#cw red
#sub " HACK "
}
#TRIGGER { hacks } {
#cw red
#sub " HACKS "
}
#TRIGGER { hack.} {
#cw red
#sub " HACK."
}
#TRIGGER { strike } {
#cw blue
#SUB " STRIKE "
}
#TRIGGER { strikes } {
#cw blue
#SUB " STRIKES "
}
#TRIGGER { strike.} {
#cw blue
#SUB " STRIKE."
}
#TRIGGER { lance } {
#cw blue
#sub " LANCE "
}
#TRIGGER { lances } {
#cw blue
#sub " LANCES "
}
#TRIGGER { lance.} {
#cw blue
#sub " LANCE."
}
#TRIGGER { smite } {
#cw red
#sub " SMITE "
}
#TRIGGER { smites } {
#cw red
#sub " SMITES "
}
#TRIGGER { smite.} {
#cw red
#sub " SMITE."
}
#TRIGGER { cleave } {
#cw blue
#sub " CLEAVE "
}
#TRIGGER { cleaves } {
#cw blue
#sub " CLEAVES "
}
#TRIGGER { cleave.} {
#cw blue
#sub " CLEAVE."
}
#TRIGGER { pierce } {
#cw yellow
#sub " PIERCE "
}
#TRIGGER { pierces } {
#cw yellow
#sub " PIERCES "
}
#TRIGGER { pierce.} {
#cw yellow
#sub " PIERCE."
}
#TRIGGER { stab } {
#cw yellow
#sub " STAB "
}
#TRIGGER { stabs } {
#cw yellow
#sub " STABS "
}
#TRIGGER { stab.} {
#cw yellow
#sub " STAB."
}
#TRIGGER { parries successfully.} {#cw 8}
#TRIGGER { doges } {#cw 8}
#TRIGGER {you dodge the attack.} {#cw 8}
#TRIGGER {attempt to hit you.} {
#t- LookAtYou
#cw 8
}
#TRIGGER { parry successfully.} {
#t- LookAtYou
#cw 8
}
#TRIGGER { deflects the blow.} {#cw 8}
#TRIGGER {you deflect the blow.} {
#t- LookAtYou
#cw 8
}
#TRIGGER { hard.} {#cw red}
#TRIGGER { extremely hard.} {#cw red}
#TRIGGER { sprawling with a powerful bash!} {
#cw red
#sub " SPRAWLING WITH A POWERFUL BASH!"
}
#TRIGGER {avoids being bashed} {
#t- LookAtYou
#cw white
}
#TRIGGER { very hard.} {#cw red}
#TRIGGER { bloody fragments!} {
#cw red
#sub " BLOODY FRAGMENTS!"
}
#TRIGGER {^You gallantly rescue } {#color 11}
#TRIGGER {Ouch! That Really did HURT!} {#cw 12}
#TRIGGER {Your body is burned by a tremendous fireball sent by} {#cw 12}
#TRIGGER {gallantly rescues} {#color 11}
#CLASS 0
Last edited by zain on Sun Sep 30, 2012 8:37 pm, edited 2 times in total.
zain
Posts: 53
Joined: Thu Jun 07, 2012 10:32 am

Re: misc scripts

Post by zain »

#class TravelExpire
#var FoundMatch 0
#var Destinations %null
#var CurrentTime %null
#alias goto {#var FoundMatch 0;#forall @Destinations {#if (%lower(%i.Familiar) = %lower("%1")) {#var FoundMatch 1;#if (%i.Month = @CurrentTime.Month and %i.Year = @CurrentTime.Year) {channel 'travel' %i.Earthcode} {#say Travel code for %1 is not for the current month! Travel aborted!}}};#if (@FoundMatch = 0) {#say No matches found for %1!;listdests}}
#alias listdests {#say Current saved destinations:;#forall @Destinations {#if (%i.Month = @CurrentTime.Month and %i.Year = @CurrentTime.Year) {makelink %i.Familiar %i.Earthcode}};#show}
#alias makelink {#exec "#mxp ~<send href=~"channel 'travel' %2~">%1~</send>"}
#alias listolddests {#say Old destinations:;#forall @Destinations {#if (%i.Month <> @CurrentTime.Month or %i.Year <> @CurrentTime.Year) {#say %i.Familiar was %i.Earthcode during %i.Month, %i.Year}}}
#alias delolddests {#forall @Destinations {#if (%i.Month <> @CurrentTime.Month or %i.Year <> @CurrentTime.Year) {#delitem Destinations %i}}}
#alias newdest {#forall @Destinations {#if (%i.Familiar = %1) {#delitem Destinations %i}};#additem Destinations %addkey(%addkey(%addkey(%addkey("",Familiar,%1),Earthcode,%2),Month,@CurrentTime.Month),Year,@CurrentTime.Year);#say New destination %1 added.}
#alias updatetime {#send {time};#t+ {TravelExpire|TimeUpdate};#ala +30 {#t- {TravelExpire|TimeUpdate}}}
#trigger {The Wheel of Time turns towards the Light...$} {updatetime}
#trigger {The Wheel of Time turns towards the Dark...$} {updatetime}
#trigger {The Wheel of Time spins between the Dark and the Light...$} {updatetime}
#trigger {^You could not afford your rent!$} {updatetime}
#trigger {^You receive your change from rent.$} {updatetime}
#trigger {^Reconnecting.$} {updatetime}
#trigger {^You take over your own body, already in use!$} {updatetime}
#class {TravelExpire|TimeUpdate} {disable}
#trigger {^(%*)It is %d o'clock {am|pm}, on the %d{st|nd|rd|th} day of the month of (%w), year (%d).$} {#if ("%1" =~ "~* * > " or "%1" = %null) {#if (@CurrentTime.Month <> %2 or @CurrentTime.Year <> %3) {#say Month changed, current earthcodes invalidated!;#var CurrentTime %addkey(%addkey("",Month,%2),Year,%3)}};#t- {TravelExpire|TimeUpdate}}
#class 0
#input %null
#if (%trigger(TravelExpire) <> -1) {#say Class imported successfully} {#say An error occurred importing the class;#abort 1}
updatetime

Instead of deleting your port codes at a month change, mine just won't let you use them. This is mainly because someone
could attempt to wreak havoc on channelers by causing fake time messages to come up
(it is possible to get around ^ in WoTMUD).

If someone did try something like this and managed to make the script think that the month had changed,
all you would have to do would be type updatetime and let it recalibrate.

Basic overview of commands:

newdest Caemlyn caemlynearthcode

Assigns the keyword Caemlyn to caemlynearthcode

goto Caemlyn

Looks up earthcode for Caemlyn keyword and travels using it. If not found, calls listdests


listdests

Displays all keywords for the current month as hyperlinks (if you click on one, it will travel there automatically)

listolddests

Displays keywords for previous months. Does not create hyperlinks


delolddests

Deletes all keywords for previous months


updatetime

Manually trigger the check for month and year to see if either needs updating.


Note: this uses stringlists of database records so some bugs in the zMUD settings editor make it unwise to
edit the Destinations variable manually. Use the aliases.

- Charbal
zain
Posts: 53
Joined: Thu Jun 07, 2012 10:32 am

Re: misc scripts

Post by zain »

#class {container}
#var {container} {NULL}
#alias container {
#var container {%1}
#say {container set to %1}
}
#alias {pap} {put all @container}
#alias {gl} {get light @container}
#alias {ep} {exam @container}
#class 0
zain
Posts: 53
Joined: Thu Jun 07, 2012 10:32 am

Re: misc scripts

Post by zain »

#CLASS {Mapping}
#ALIAS Mapfollowon {
#Say Follow Mapping is ON.
#t+ Mapfollow
}
#ALIAS Mapfollowoff {
#Say Follow Mapping is OFF.
#t- Mapfollow
}
#ALIAS open {
op %1
adddoor %1
}
#ALIAS close {
clo %1
adddoor %1
}
#ALIAS o {ope @door}
#ALIAS oo {ope @door1}
#ALIAS ooo {ope @door2}
#ALIAS oooo {ope @door3}
#ALIAS ooooo {ope @door4}
#ALIAS oooooo {ope @door5}
#ALIAS o1 {
ope @door
ope @door1
}
#ALIAS o2 {
ope @door
ope @door1
ope @door2
}
#ALIAS o4 {
ope @door
ope @door1
ope @door2
ope @door3
ope @door4
}
#ALIAS o5 {
ope @door
ope @door1
ope @door2
ope @door3
ope @door4
ope @door5
}
#ALIAS c {clos @door}
#ALIAS cc {clos @door1}
#ALIAS ccc {clos @door2}
#ALIAS cccc {clos @door3}
#ALIAS ccccc {clos @door4}
#ALIAS cccccc {clos @door5}
#ALIAS c1 {
clos @door
clos @door1
}
#ALIAS c2 {
clos @door
clos @door1
clos @door2
}
#ALIAS c3 {
clos @door
clos @door1
clos @door2
clos @door3
}
#ALIAS c4 {
clos @door
clos @door1
clos @door2
clos @door3
clos @door4
}
#ALIAS c5 {
clos @door
clos @door1
clos @door2
clos @door3
clos @door4
clos @door5
}
#ALIAS pick {
pic %1
adddoor %1
}
#ALIAS p {pi @door}
#ALIAS lock {
loc %1
adddoor %1
}
#ALIAS unlock {
unloc %1
adddoor %1
}
#ALIAS mcm {#MENU {Mapper|File|Map Creation Mode}}
#ALIAS map {#MENU {Mapper|File|Map Creation Mode}}
#ALIAS fm {#MENU {Mapper|File|Follow Mode}}
#ALIAS follow {#MENU {Mapper|File|Follow Mode}}
#ALIAS adddoor {
#IF (@door <> "%-1") {
#VAR door5 @door4
#VAR door4 @door3
#VAR door3 @door2
#VAR door2 @door1
#VAR door1 @door
#VAR door "%-1"
}
}
#ALIAS mm {open %doorname( ,"%-1")}
#ALIAS mapoff {#MENU {Mapper|File|Mapper Off}}
#ALIAS maplook {#MENU {Mapper|Actions|Look}}
#ALIAS ml {#MENU {Mapper|Actions|Look}}
#ALIAS o3 {
ope @door
ope @door1
ope @door2
ope @door3
}
#VAR door {%doorname( ,w)}
#VAR door1 {secretdoor}
#VAR door2 {}
#VAR door5 {Doors}
#VAR door4 {Doors}
#VAR door3 {}
#TRIGGER {Alas, you cannot go that way} {#NODIR}
#TRIGGER {You would need to swim there, you can't just walk it.} {#nodir}
#TRIGGER {The (%w) seems to be closed.} {
#cw 11
adddoor %1
#NODIR
}
#TRIGGER {You need a boat to go there.} {#nodir}
#TRIGGER {Your mount is too exhausted.} {#nodir}
#TRIGGER {Your mount is engaged in combat!} {#nodir}
#TRIGGER {It seems to be locked.} {
#cw 11
#NODIR
}
#TRIGGER {You can't ride there on a horse!} {#nodir}
#TRIGGER {You can't ride in there.} {#nodir}
#TRIGGER {You are too exhausted.} {#nodir}
#TRIGGER {The door seems to be jammed shut.} {#nodir}
#TRIGGER {No way! You're fighting for your life!} {#nodir}
#TRIGGER {Nah... You feel too relaxed to do that..} {
stand
#cw Cyan
#nodir
}
#TRIGGER {You can't ride on water.} {#nodir}
#TRIGGER {It is pitch black...} {#ok}
#TRIGGER {The (%w) is open.} {
#cw 11
adddoor %1
}
#TRIGGER {The (%w) is closed.} {
#cw 11
adddoor %1
#NODIR
}
#TRIGGER {You skillfully discover a hidden (%w).} {
#cw 11
adddoor %1
}
#TRIGGER {The (%w) is locked.} {
#cw 11
adddoor %1
#NODIR
}
#TRIGGER {You shudder at the concept of crossing water.} {#nodir}
#TRIGGER {You panic and attempt to flee!} {#MENU {mapper|File|Follow mode}}
#TRIGGER {The (%w) is obviously open} {
#cw 11
adddoor %1
}
#TRIGGER {You skillfully discover a hidden} {#cw 11}
#TRIGGER {open} {#cw yellow}
#TRIGGER {close} {#cw yellow}
#CLASS 0
zain
Posts: 53
Joined: Thu Jun 07, 2012 10:32 am

Re: misc scripts

Post by zain »

#CLASS EMOTEWEAVES
#TRIGGER {^Welcome to the Wheel of Time! Type 'help' for information.} {score}
#TRIGGER {^This ranks you as (%w)} {#var currentplayer %1}
#VAR patient 0
#VAR firsttry 1
#VAR currentplayer 0
#ALIAS arm {#var busy 1;#var patient %proper( %1);#if (@currentplayer=YOURCHARNAME AND @firsttry=1 AND @patient=YOURCHARNAME) {emote mixes honey, goatflowers and flatwort to a brown, smelly liquid - and swallows a spoonful of it.;#var firsttry 0};#if (@currentplayer=YOURCHARNAME AND @patient!=YOURCHARNAME AND @firsttry=1) {emote mixes honey, goatflowers and flatwort to a brown, smelly liquid - and makes %proper( %1) swallow a spoonful of it.;#var firsttry 0};embrace saidar;channel 'armor' %1}
#TRIGGER {^You weave flows of Spirit into} {#var firsttry 1;#if (@currentplayer=YOURCHARNAME) {emote gives an apologetic shrug, as @patient grimaces at the taste of the medicine.;release}}
#TRIGGER {^You weave flows of Spirit around yourself, and you feel protected.} {#var firsttryarm 1;#if (@currentplayer=YOURCHARNAME) {emote tries to conceal a small grimace at the taste of her own medicine.;release}}
#ALIAS st {#var busy 1;#var patient %proper( %1);#if (@currentplayer=YOURCHARNAME AND @firsttry=1) {emote mixes willow bark and goatflower petals, and vigorously rubs the liniment on %proper( %1)'s arms.;#var firsttry 0};embrace saidar;channel 'strength' %1}
#TRIGGER {^You bind flows of Fire and Spirit into their muscles.} {#var firsttry 1;#if (@currentplayer=YOURCHARNAME) {emote nods contentedly as @patient's biceps visibly grow in size.;release}}
#VAR diceroll 0
#ALIAS clw {#var busy 1;#var patient %proper( %1);#ad diceroll 1;#if (@diceroll>4) {#var diceroll 0};#if (@currentplayer=YOURCHARNAME AND @diceroll=1) {emote cleans %proper( %1)'s wounds with water containing crushed dogwort sap.;emote applies sunburst root on %proper( %1)'s wounds to stop the bleeding, and ivy to mend torn flesh and cool.;#var firsttry 0};embrace saidar;channel 'cure light wounds' %1}
#ALIAS csw {#var busy 1;#var patient %proper( %1);#ad diceroll 1;#if (@diceroll>2) {#var diceroll 0};#if (@currentplayer=YOURCHARNAME AND @diceroll=1) {emote cleans %proper( %1)'s wounds with water containing crushed dogwort sap.;emote applies sunburst root on %proper( %1)'s wounds to stop the bleeding, and ivy to mend torn flesh and cool.;#var firsttry 0};embrace saidar;channel 'cure serious wounds' %1}
#TRIGGER {^You channel flows of Air and Spirit into (%w)} {#if (@currentplayer=YOURCHARNAME AND @firsttry=0) {emote carefully wraps @patient's wounds with clean linen bandages, and fastens them neatly.;#var firsttry 1}}
#VAR wvding 1
#ALIAS wvd {#var busy 1;#var patient %proper( %1);#if (@currentplayer=YOURCHARNAME AND @wvding=1 AND @patient=YOURCHARNAME) {emote grabs a handful of silver-colored powder from a container and releases it into the air around her.;emote nods as the powder reacts with oxygen and starts to glow.;emote lets the powder settle on her.;#var wvding 0};#if (@currentplayer=YOURCHARNAME AND @patient!=YOURCHARNAME AND @wvding=1) {emote grabs a handful of silver-colored powder from a container and releases it into the air around @patient.;emote nods as the powder reacts with oxygen and starts to glow.;emote lets the powder settle on @patient.;#var wvding 0};embrace saidar;channel 'warding vs damage' %1}
#TRIGGER {^You lost control of Saidar!} {#if (@currentplayer=YOURCHARNAME AND @wvding=0) {emote curses as a gust of wind blows the powder away from @patient.;#var wvding 1}}
#TRIGGER {You protect her in carefully woven flows of Earth, Air, and Water.} {#var wvding 1}
#TRIGGER {You protect him in carefully woven flows of Earth, Air, and Water.} {#var wvding 1}
#TRIGGER {A carefully woven flow of Earth, Air, and Water forms an aura about your body!} {#var wvding 1}
#ALIAS ref {#if (@currentplayer=YOURCHARNAME) {emote gets a liniment made of flatwort, kaf and ivy from a pack - and massages it into the muscles of those around her that are tired.};embrace;channel 'refresh'}
#TRIGGER {obvious exits:} {#var firsttry 1;#var wvding 1;#var diceroll 1}
#CLASS 0


Demonstration of the above:

Eastbridge Avenue
The wide avenue opens to the west onto a large field in Whitebridge's park.
To the north the avenue runs along the inside of the city walls.
[ obvious exits: E W ]
A rooster is here, looking for his hens.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Bursting MV:Fresh > [arm bob]
emote mixes honey, goatflowers and flatwort to a brown, smelly liquid - and makes Bob swallow a spoonful of it.
embrace saidar
channel 'armor' bob
Ok.

* R HP:Healthy SP:Bursting MV:Fresh > You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Bursting MV:Fresh > You begin to weave the appropriate flows...

-=+*
You lost control of Saidar!

* R HP:Healthy SP:Full MV:Fresh > embrace saidar
channel 'armor' bob
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Full MV:Fresh > You begin to weave the appropriate flows...

-=+*
You lost control of Saidar!

* R HP:Healthy SP:Full MV:Fresh > embrace saidar
channel 'armor' bob
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Full MV:Fresh > You begin to weave the appropriate flows...

-=+*
Ok.
You weave flows of Spirit into a rooster, who should now be more adept in combat.
emote gives an apologetic shrug, as Bob grimaces at the taste of the medicine.
release

* R HP:Healthy SP:Full MV:Fresh > Ok.

* R HP:Healthy SP:Full MV:Fresh > Ok.

* R HP:Healthy SP:Full MV:Fresh > [arm anumet]
emote mixes honey, goatflowers and flatwort to a brown, smelly liquid - and swallows a spoonful of it.
embrace saidar
channel 'armor' anumet
Ok.

* R HP:Healthy SP:Bursting MV:Fresh > You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Full MV:Fresh > You begin to weave the appropriate flows...

-=TICK IN 5 SECONDS.
+*
Ok.
You weave flows of Spirit around yourself, and you feel protected.
emote tries to conceal a small grimace at the taste of her own medicine.
release

* R HP:Healthy SP:Strong MV:Fresh > Ok.

* R HP:Healthy SP:Strong MV:Fresh > Ok.

* R HP:Healthy SP:Full MV:Fresh > look
Eastbridge Avenue
The wide avenue opens to the west onto a large field in Whitebridge's park.
To the north the avenue runs along the inside of the city walls.
[ obvious exits: E W ]
A simple man blends into the crowd of the city
A rooster is here, looking for his hens.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Full MV:Fresh > [st bob]
emote mixes willow bark and goatflower petals, and vigorously rubs the liniment on Bob's arms.
embrace saidar
channel 'strength' bob
Ok.

* R HP:Healthy SP:Full MV:Fresh > You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Full MV:Fresh > You begin to weave the appropriate flows...

-=+**+=- -=+*
You lost control of Saidar!

* R HP:Healthy SP:Strong MV:Fresh > embrace saidar
channel 'strength' bob
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Strong MV:Fresh > You begin to weave the appropriate flows...

-=+**+=- -=+*
The Caemlyn city alarm sounds loudly in the distance.
Ok.
You bind flows of Fire and Spirit into their muscles.
emote nods contentedly as Bob's biceps visibly grow in size.
release

* R HP:Healthy SP:Strong MV:Fresh > Ok.

* R HP:Healthy SP:Strong MV:Fresh > Ok.

* R HP:Healthy SP:Bursting MV:Fresh > look
Eastbridge Avenue
This wide avenue runs just within the outer wall of Whitebridge. The wall isn't
the sturdiest of protections, and you doubt seriously whether this town is
truly safe from any sort of threat. The road continues south and bends out of
sight to the north.
[ obvious exits: N S ]
A rooster is here, looking for his hens.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Bursting MV:Fresh > [csw bob]
emote cleans Bob's wounds with water containing crushed dogwort sap.
emote applies sunburst root on Bob's wounds to stop the bleeding, and ivy to mend torn flesh and cool.
embrace saidar
channel 'cure serious wounds' bob
Ok.

* R HP:Healthy SP:Bursting MV:Fresh > Ok.

* R HP:Healthy SP:Bursting MV:Fresh > You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Bursting MV:Fresh > You begin to weave the appropriate flows...

-=+**+=- -=+*
Ok.
You channel flows of Air and Spirit into a rooster, healing him.
emote carefully wraps Bob's wounds with clean linen bandages, and fastens them neatly.

* R HP:Healthy SP:Full MV:Fresh > Ok.

* R HP:Healthy SP:Full MV:Fresh > [csw bob]
embrace saidar
channel 'cure serious wounds' bob
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Full MV:Fresh > You begin to weave the appropriate flows...

-=+**+=- -=+*
Ok.
You channel flows of Air and Spirit into a rooster, healing him.

* R HP:Healthy SP:Strong MV:Fresh > [csw bob]
embrace saidar
channel 'cure serious wounds' bob
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Strong MV:Fresh > You begin to weave the appropriate flows...

-=+**+=- -=+*
You lost control of Saidar!

* R HP:Healthy SP:Strong MV:Fresh > [csw bob]
emote cleans Bob's wounds with water containing crushed dogwort sap.
emote applies sunburst root on Bob's wounds to stop the bleeding, and ivy to mend torn flesh and cool.
embrace saidar
channel 'cure serious wounds' bob
Ok.

* R HP:Healthy SP:Strong MV:Fresh > Ok.

* R HP:Healthy SP:Strong MV:Fresh > You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Strong MV:Fresh > You begin to weave the appropriate flows...

-=+**+=- -=+*
Ok.
You channel flows of Air and Spirit into a rooster, healing him.
emote carefully wraps Bob's wounds with clean linen bandages, and fastens them neatly.

* R HP:Healthy SP:Strong MV:Fresh > Ok.

* R HP:Healthy SP:Strong MV:Fresh > look
Eastbridge Avenue
This wide avenue runs just within the outer wall of Whitebridge. The wall isn't
the sturdiest of protections, and you doubt seriously whether this town is
truly safe from any sort of threat. The road continues south and bends out of
sight to the north.
[ obvious exits: N S ]
A rooster is here, looking for his hens.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Strong MV:Fresh > [wvd bob]
emote grabs a handful of silver-colored powder from a container and releases it into the air around Bob.
emote nods as the powder reacts with oxygen and starts to glow.
emote lets the powder settle on Bob.
embrace saidar
channel 'warding vs damage' bob
Ok.

* R HP:Healthy SP:Strong MV:Fresh > Ok.

* R HP:Healthy SP:Strong MV:Fresh > Ok.

* R HP:Healthy SP:Strong MV:Fresh > You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Strong MV:Fresh > You begin to weave the appropriate flows...

-=+**+=- -=+**+=- -=+*
Ok.
You protect him in carefully woven flows of Earth, Air, and Water.

* R HP:Healthy SP:Strong MV:Fresh > weaves release 1
You release the flows.

* R HP:Healthy SP:Strong MV:Fresh > [wvd bob]
emote grabs a handful of silver-colored powder from a container and releases it into the air around Bob.
emote nods as the powder reacts with oxygen and starts to glow.
emote lets the powder settle on Bob.
embrace saidar
channel 'warding vs damage' bob
Ok.

* R HP:Healthy SP:Strong MV:Fresh > Ok.

* R HP:Healthy SP:Strong MV:Fresh > Ok.

* R HP:Healthy SP:Strong MV:Fresh > You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Strong MV:Fresh > You begin to weave the appropriate flows...

-=+**+=- -=+*

You lost control of Saidar!
emote curses as a gust of wind blows the powder away from Bob.
* R HP:Healthy SP:Fading MV:Fresh > Ok.

* R HP:Healthy SP:Fading MV:Fresh > [ref]
emote gets a liniment made of flatwort, kaf and ivy from a pack - and massages it into the muscles of those around her that are tired.
embrace
channel 'refresh'
Ok.

* R HP:Healthy SP:Fading MV:Fresh > You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Fading MV:Fresh > You begin to weave the appropriate flows...

-=+**+=- -=+**+=-
Ok.
You channel flows of Spirit, and refresh those around you.
* R HP:Healthy SP:Trickling MV:Fresh >
zain
Posts: 53
Joined: Thu Jun 07, 2012 10:32 am

Re: misc scripts

Post by zain »

#CLASS {Findperson}
#ALIAS fp {#var fkltarget %proper( %1);where;#VAR currentposition %roomnum( );#ALARM +1 {findperson}}
#ALIAS findperson {#VAR OldFilter %mapfilter( );#NOOP %mapfilter( %concat( "[Name] LIKE '", @personloc, "'"));#IF (%numrooms( ) > 0) {#VAR personvnum %mapvnum( 1)} {#echo No rooms found!};#NOOP %mapfilter( @OldFilter);#NOOP %maplocked( 0);#MENU {Mapper|File|Map Creation Mode};#var oldcolor %roomcol( @personvnum);#NOOP %roomcol( @personvnum, red);#TE @personvnum "wotmud";#ALARM +1 { #NOOP %roomcol( @personvnum, @oldcolor)};#ALARM +2 {#MENU {Mapper|File|Follow Mode};#NOOP %maplocked( 1);#TE @currentposition "wotmud"}}
#VAR ptarget {0}
#VAR personvnum {4238}
#VAR personloc {Well-Travelled Track}
#VAR oldcolor {536870911}
#VAR OldFilter {}
#VAR fkltarget {Anumet}
#VAR oldcolor2 {536870911}
#VAR oldcolor3 {536870911}
#VAR personvnum2 {4253}
#VAR personvnum3 {4409}
#VAR currentposition {4238}
#TRIGGER {(%w)%s - (*)} {#if (@fkltarget=%1) {#var personloc {%2};#var personloc %replace( @personloc, "'", "''")}}
#CLASS 0
zain
Posts: 53
Joined: Thu Jun 07, 2012 10:32 am

Re: misc scripts

Post by zain »

#CLASS {Map Scripts|Find Room 2.2}
#ALIAS find {
#PRIORITY {
#VARIABLE FindRoomName {}
#VARIABLE FindRoomDesc {}
#VARIABLE FindRoomExits {}
#IF (%begins( %proper( %1), "V")) {
#SAY %crlf Find Room will now use VERBOSE mode.
#VARIABLE FindVerbose {2}
}
#IF (%begins( %proper( %1), "B")) {
#SAY %crlf Find Room will now use BRIEF mode.
#VARIABLE FindVerbose {1}
}
#IF (%begins( %proper( %1), "S")) {
#SAY %crlf Find Room will now use SILENT mode.
#VARIABLE FindVerbose {0}
}
#IF (%begins( %proper( %1), "M")) {
#SAY %crlf Find Room is currently in %item( "SILENT|BRIEF|VERBOSE", %eval( @findverbose+1)) mode.
#SAY %char( 32)Modes available: SILENT, BRIEF, VERBOSE.
}
#IF (%numparam( ) = 0) {
look
#IF (@findverbose) {#SAY Preparing to find this room on the map.}
#T+ FindRoomTrigger
#T+ FindRoomExitsTrigger
}
#NOOP
}
}
#FUNCTION frsubexits {%sort( %upper( %replace( %replace( %replace( %1, "[ obvious exits: ", ""), " ]", ""), " ", "|")))}
#VARIABLE FindRoomDesc {This is an inn favored by the merchants who come to Fal Dara. It is a quiet}
#VARIABLE FindRoomName {The Peaceful Knight''s Rest}
#VARIABLE RoomsFoundByName {38653}
#VARIABLE RoomsFoundByDesc {6113}
#VARIABLE FindRoomExits {S}
#VARIABLE RoomsFoundByExits {38354|38355|38356|38383}
#VARIABLE findverbose {1}
#REGEX "FindRoomTrigger" {(?:^|> )(\033.?.?36m(?!\a+ (?:speaks from the |answers your prayer)).*\033)} {
%literal( #PRIORITY {#VARIABLE FindRoomName {%trimleft( %right( %line, %pos( '> ', %line)))}})
#NOOP
} "" {notrig|color|disable}
#CONDITION {^(*)$} {
#IF (%line =~ "^*obvious exits: (*) ]$") {#VARIABLE FindRoomDesc {}} {#VARIABLE FindRoomDesc {%1}}
#STATE FindRoomTrigger 0
} {looplines|param=50|notrig|disable}
#TRIGGER "FindRoomExitsTrigger" {^*obvious exits: (*) ]$} {
#PRIORITY {
#VARIABLE FindRoomExits {%1}
#T- FindRoomTrigger
#IF (@findverbose=2) {#SAY}
#IF (%numitems( @FindRoomName) = 0) {
#IF (@findverbose) {
#SAY %char( 32)Failed to retrieve room info!
#COLOR red
}
} {
#IF (@findverbose=2) {
#SAY %char( 32)Searching for room names...
#COLOR darkgray
}
#VARIABLE FindRoomName {%replace( @FindRoomName, "'", "''")}
#VARIABLE RoomsFoundByName {%mapquery( NAME = '@FindRoomName')}
#IF (%numitems( @RoomsFoundByName) = 0) {
#IF (@findverbose) {
#SAY %crlf No matching room name found! Update your map.
#COLOR red
}
} {
#IF (%numitems( @RoomsFoundByName) = 1) {
#TELEPORT {@RoomsFoundByName}
#IF (@findverbose=2) {
#SAY %crlf Matching room name found! Correcting map position.
#COLOR green
} {
#IF (@findverbose=1) {
#SAY %crlf Matching room found! Correcting map position.
#COLOR green
}
}
} {
#IF (@findverbose=2) {
#SAY %char( 32)Multiple matching room names found.
#COLOR goldenrod
#SAY %char( 32)Searching through descriptions...
#COLOR darkgray
}
#IF (%numitems( @FindRoomDesc) = 0) {
#IF (@findverbose=2) {
#SAY %char( 32)Failed to retrieve room description!
#COLOR red
}
#VARIABLE RoomsFoundByDesc {@RoomsFoundByName}
} {
#VARIABLE RoomsFoundByDesc {}
#FORALL @RoomsFoundByName {#IF (%begins( %roomdesc( %i), @FindRoomDesc)) {#ADDITEM RoomsFoundByDesc %i}}
}
#IF (%numitems( @RoomsFoundByDesc)=1) {
#TELEPORT {@RoomsFoundByDesc}
#IF (@findverbose = 2) {
#SAY %crlf Matching room description found! Correcting map position.
#COLOR green
} {
#IF (@findverbose = 1) {
#SAY %crlf Matching room found! Correcting map position.
#COLOR green
}
}
} {
#IF (%numitems( @RoomsFoundByDesc)=0) {
#IF (@findverbose=2) {
#SAY %char( 32)No matching room description found! Update your map.
#COLOR red
}
#VARIABLE RoomsFoundByDesc {@RoomsFoundByName}
} {
#IF (@findverbose=2) {
#SAY %char( 32)Multiple matching descriptions found.
#COLOR goldenrod
}
}
#IF (@findverbose=2) {
#SAY %char( 32)Searching through exits...
#COLOR darkgray
}
#VARIABLE RoomsFoundByExits {}
#FORALL @RoomsFoundByDesc {#IF (@frsubexits(@FindRoomExits)=@frsubexits(%roomexit( %i))) {#ADDITEM RoomsFoundByExits %i}}
#IF (%numitems( @RoomsFoundByExits)=1) {
#TELEPORT {@RoomsFoundByExits}
#IF (@findverbose=2) {
#SAY %crlf Matching room exits found! Correcting map position.
#COLOR green
} {
#IF (@findverbose=1) {
#SAY %crlf Matching room found! Correcting map position.
#COLOR green
}
}
} {
#IF (%numitems( @RoomsFoundByExits)=0) {
#IF (@findverbose=2) {
#SAY %char( 32)No matching room exits found! Hidden doors suspected.
#COLOR goldenrod
}
#VARIABLE RoomsFoundByExits {@RoomsFoundByDesc}
}
#IF (%numitems( @RoomsFoundByExits)>1) {
#IF (@findverbose=2) {
#SAY %char( 32)Multiple matching room exits found!
#COLOR goldenrod
}
#VARIABLE RoomsFoundByExits {@RoomsFoundByDesc}
}
#IF (%ismember( %roomkey, @RoomsFoundByExits)) {
#IF (@findverbose) {
#SAY %crlf Multiple possible matches, and your map is already in one of them. No action taken.
#COLOR goldenrod
}
} {
#TELEPORT %item( @RoomsFoundByExits, 1)
#IF (@findverbose) {
#SAY %crlf Multiple possible matches! Randomly guessing map position...
#COLOR goldenrod
}
}
}
}
}
}
}
#IF (@findverbose) {#SAY}
}
#T- FindRoomExitsTrigger
} "" {notrig|disable}
#CLASS 0
zain
Posts: 53
Joined: Thu Jun 07, 2012 10:32 am

Re: misc scripts

Post by zain »

#CLASS {Map Scripts|Flee and Doubleline 1.4}
#ALIAS FindingRoomAfterFleeing {
#VARIABLE FledToIDs {%mapquery( Name = '@FleeToName')}
#FORALL %roomexit( @FleeFromID) {#FORALL %roomlink( @FleeFromID , %i) {#IF (%ismember( %j, @FledToIDs)) {#ADDITEM FledToIDsByNames %j}}}
#IF (@Line2AfterFlee =~ "obvious exits: ") {#FORALL @FledToIDsByNames {#IF (@fdlsubexits( @Line2AfterFlee)=@fdlsubexits(%roomexit( %i))) {#ADDITEM FleeToIDsByLine2 %i}}} {#FORALL @FledToIDsByNames {#IF (%begins( %roomdesc( %i), @Line2AfterFlee)) {#ADDITEM FleeToIDsByLine2 %i}}}
#IF (%numitems( @FleeToIDsByLine2)=0) {#VARIABLE FleeToIDsByLine2 {@FledToIDsByNames}}
#IF (%numitems( @FleeToIDsByLine2)=1) {
#IF (@FleeDlineVerbose) {#SAY Correcting map position after fleeing.}
#TELEPORT @FleeToIDsByLine2
#FORALL @PostFleeDirections {#MAP %i}
} {#IF (%numitems( @FleeToIDsByLine2)>1) {
#IF (@FleeDlineVerbose) {#SAY Multiple possible map positions after fleeing. Guessing...}
#TELEPORT %item( @FleeToIDsByLine2, 1)
#FORALL @PostFleeDirections {#MAP %i}
} {#IF (@FleeDlineVerbose) {#SAY Failed to correct map position after fleeing.}}}
}
#ALIAS fleedline {
#IF (%begins( %proper( %1), "V")) {
#SAY %crlf VERBOSE mode not supported at this time. Setting BRIEF mode.
#VARIABLE FleeDlineVerbose {1}
}
#IF (%begins( %proper( %1), "B")) {
#SAY %crlf Flee and Doubleline will now use BRIEF mode.
#VARIABLE FleeDlineVerbose {1}
}
#IF (%begins( %proper( %1), "S")) {
#SAY %crlf Flee and Doubleline will now use SILENT mode.
#VARIABLE FleeDlineVerbose {0}
}
#IF (%begins( %proper( %1), "M")) {
#SAY %crlf Flee and Doubleline is currently in %item( "SILENT|BRIEF|VERBOSE", %eval( @FleeDlineVerbose +1)) mode.
#SAY %char( 32)Modes available: SILENT, BRIEF.
}
#NOOP
}
#FUNCTION fdlsubexits {%sort( %upper( %replace( %replace( %replace( %replace( %1, "[ ", ""), "obvious exits: ", ""), " ]", ""), " ", "|"))))}
#VARIABLE FleeFromID {6079}
#VARIABLE FledToIDs {6103|6104|6078|6080|6081|6087}
#VARIABLE Line2AfterFlee {obvious exits: N S}
#VARIABLE PostFleeDirections {n|w}
#VARIABLE FleeToName {A Long Road}
#VARIABLE FleeToIDsByLine2 {6080}
#VARIABLE FledToIDsByNames {6078|6080}
#VARIABLE Line1AfterFlee {A Long Road}
#VARIABLE FleeDlineVerbose {1}
#ONINPUT "DetectingFleeForDline" {^(?:flee|fle|fl|f)$} {
#VARIABLE PostFleeDirections {}
#T+ DlineRelatedDetection
#ALARM StopDlineRelatedDetection {+15} {#T- DlineRelatedDetection}
#VARIABLE FleeFromID {%roomkey( )}
} "" {notrig|regex}
#TRIGGER "FleeGoingThrough" {^You flee head over heels.$} {
#VARIABLE FledToIDsByNames {}
#VARIABLE FleeToIDsByLine2 {}
#IF (%walkmode( )) {#VARIABLE FleeFromID {%roomkey( )}}
}
#CONDITION {^(*)$^(*)$} {
#VARIABLE Line1AfterFlee {%1}
#VARIABLE Line2AfterFlee {%2}
#VARIABLE FleeToName {%replace( @Line1AfterFlee, "'", "''")}
#PRIORITY {FindingRoomAfterFleeing}
#T- DlineRelatedDetection
} {within|param=2}
#ONINPUT "DlineRelatedDetection" {^(west|w|up|u|south|s|north|n|east|e|down|d)$} {#VARIABLE PostFleeDirections {%additem( %1, @PostFleeDirections)}} "" {notrig|disable|regex}
#CLASS 0
#T- DlineRelatedDetection
zain
Posts: 53
Joined: Thu Jun 07, 2012 10:32 am

Re: misc scripts

Post by zain »

#CLASS {General Alias for all classes} {disable}
#ALIAS z {#t- LookAtYou;#if (%numparam <> 0) {#if (%1 >= 0) {kill "%-1".seanchan;#var target %1.seanchan} {#loop 1,-1*%1 {kill %{i}.seanchan}}} {kill seanchan;#var target seanchan}}
#ALIAS a {#t- LookAtYou;#if (%numparam <> 0) {#if (%1 >= 0) {kill "%-1".dark;#var target %1.dark} {#loop 1,-1*%1 {kill %{i}.dark}}} {kill dark;#var target dark}}
#ALIAS stride {em strides off in deep thought.}
#ALIAS sc {remove spear;draw dagger;#if (%numparam <> 0) {#if (%1 >= 0) {scalp "%-1".corpse} {#loop 1,-1*%1 {scalp %{i}.corpse}}} {scalp corpse};sheath dagger;wield spear}
#ALIAS scalpc {remove spear;draw dagger;#if (%numparam <> 0) {#if (%1 >= 0) {scalp "%-1".corpse} {#loop 1,-1*%1 {scalp %{i}.corpse}}} {scalp corpse};sheath dagger;wear spear}
#ALIAS but {remove spear;draw dagger;#if (%numparam <> 0) {#if (%1 >= 0) {butcher "%-1".corpse} {#loop 1,-1*%1 {butcher %{i}.corpse}}} {butcher corpse};#if (%numparam <> 0) {#if (%1 >= 0) {butcher "%-1".corpse} {#loop 1,-1*%1 {butcher %{i}.corpse}}} {butcher corpse};#if (%numparam <> 0) {#if (%1 >= 0) {butcher "%-1".corpse} {#loop 1,-1*%1 {butcher %{i}.corpse}}} {butcher corpse};#if (%numparam <> 0) {#if (%1 >= 0) {butcher "%-1".corpse} {#loop 1,-1*%1 {butcher %{i}.corpse}}} {butcher corpse};#if (%numparam <> 0) {#if (%1 >= 0) {butcher "%-1".corpse} {#loop 1,-1*%1 {butcher %{i}.corpse}}} {butcher corpse};sheath dagger;wield spear}
#ALIAS wimp {change wimpy}
#ALIAS cmw {change mood wimpy}
#ALIAS cmb {change mood brave;change wimpy 50}
#ALIAS zero {change wimpy 0}
#ALIAS ff {drink %1;#var fountain %1;drink @fountain;get all.flask pack;fill 1.flask @fountain;fill 2.flask @fountain;put all.flask pack}
#ALIAS ds {get skin pack;drink skin;put skin pack}
#ALIAS df {get flask pack;drink flask;put flask pack}
#ALIAS g {#find}
#ALIAS rstick {remove stick;put stick pack}
#ALIAS gstick {get stick pack;hold stick}
#ALIAS sc {remove spear;draw dagger;#if (%numparam <> 0) {#if (%1 >= 0) {scalp "%-1".corpse} {#loop 1,-1*%1 {scalp %{i}.corpse}}} {scalp corpse};sheath dagger;wield spear}
#ALIAS scalpc {remove spear;draw dagger;#if (%numparam <> 0) {#if (%1 >= 0) {scalp "%-1".corpse} {#loop 1,-1*%1 {scalp %{i}.corpse}}} {scalp corpse};sheath dagger;wear spear}
#ALIAS but {remove spear;draw dagger;#if (%numparam <> 0) {#if (%1 >= 0) {butcher "%-1".corpse} {#loop 1,-1*%1 {butcher %{i}.corpse}}} {butcher corpse};#if (%numparam <> 0) {#if (%1 >= 0) {butcher "%-1".corpse} {#loop 1,-1*%1 {butcher %{i}.corpse}}} {butcher corpse};#if (%numparam <> 0) {#if (%1 >= 0) {butcher "%-1".corpse} {#loop 1,-1*%1 {butcher %{i}.corpse}}} {butcher corpse};#if (%numparam <> 0) {#if (%1 >= 0) {butcher "%-1".corpse} {#loop 1,-1*%1 {butcher %{i}.corpse}}} {butcher corpse};#if (%numparam <> 0) {#if (%1 >= 0) {butcher "%-1".corpse} {#loop 1,-1*%1 {butcher %{i}.corpse}}} {butcher corpse};sheath dagger;wield spear}
#ALIAS z {#t- LookAtYou;#if (%numparam <> 0) {#if (%1 >= 0) {kill "%-1".seanchan;#var target %1.seanchan} {#loop 1,-1*%1 {kill %{i}.seanchan}}} {kill seanchan;#var target seanchan}}
#ALIAS a {#t- LookAtYou;#if (%numparam <> 0) {#if (%1 >= 0) {kill "%-1".dark;#var target %1.dark} {#loop 1,-1*%1 {kill %{i}.dark}}} {kill dark;#var target dark}}
#ALIAS v {charge @target}
#ALIAS attackcharge {#say Attack changed to Charge;#var attack {charge}}




#TRIGGER {The sun rises} {#cw White}
#TRIGGER {^The day has begun} {#cw White}
#TRIGGER {The sun sets} {#cw White}
#TRIGGER {^The night has begun} {#cw White}

#CLASS 0
zain
Posts: 53
Joined: Thu Jun 07, 2012 10:32 am

Re: misc scripts

Post by zain »

#CLASS {GroupDiag}
#ALIAS updategroup {
group
#TEMP {Your group consists of:} {
#VAR Group %null
#T+ {GroupDiag|Update}
}
}
#ALIAS diagroup {#FORALL @Group {dia %i}}
#ALIAS addgroup {#ADDITEM Group "%1"}
#ALIAS remgroup {#DELITEM Group "%1"}
#VAR Group {Calabrel|Geobrae|Netr|Daemi|Ethan|Muntson|Saal}
#CLASS 0
#CLASS {GroupDiag|Update} {disable}
#ALIAS addgroup {#ADDITEM Group "%1"}
#ALIAS remgroup {#DELITEM Group "%1"}
#TRIGGER {^(%w)} {#ADDITEM Group "%1"}
#TRIGGER {^$} {#T- {GroupDiag|Update}}
#CLASS 0
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