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 Post subject: Re: HoM zMUD Scripts
PostPosted: Sat Oct 28, 2017 12:32 am 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 102
Location: Seattle
-----MountNumbers-----
Mount Numbers adds colored numbers to aid in mount targeting when using the look command.
Note: WoTMUD shortcuts for look will activate script: l, lo, loo, and look.

Type helpMountNumbers to view help file in client.

Type mountColor <type> <color> [bcolor] [background color optional]
Available types:
    Horse
    Seanchan
    Shadow

Direct download link: MountNumbersHoM.txt

Code:
#CLASS {MountNumbers}
#ALIAS helpMountNumbers {
   #SAY {%crlf "-----Mount Numbers Help File-----"}
   #SHOW {" Mount Numbers adds colored numbers to aid in mount targetting when using the look command."}
   #SHOW {"  Note: WoTMUD shortcuts for look will activate script: l, lo, loo, and look."}
   #SHOW {" "@mountMXPcolor(@mountColorHorse,|1|.)"A warhorse is here, stamping his feet impatiently."}
   #SHOW {" "@mountMXPcolor(@mountColorSeanchan,|2|.)"An armoured black stallion paws the ground."}
   #SHOW {"   Note: Armored Deathwatch horse has SS color, but runs off horse number list."}
   #SHOW {""}
   #SHOW {" Separate colored number lists for Shadow Stallions and Seanchan specialty mounts."}
   #SHOW {" "@mountMXPcolor(@mountColorSeanchan,|R1|.)"A grey-skinned winged animal is here."}
   #SHOW {" "@mountMXPcolor(@mountColorSeanchan,|T1|.)"A massive three-eyed reptile gazes at you."}
   #SHOW {" "@mountMXPcolor(@mountColorShadow,|1|.)"A black shadow stallion paws the ground here, fiery-red eyes shining with evil."}
   #SHOW {""}
   #SHOW {" Type mountColor <mountType> <color> [bcolor] [background color optional]"}
   #SHOW {"  Available types:"}
   #SHOW {"   "@mountMXPcolor(@mountColorHorse,Horse)}
   #SHOW {"   "@mountMXPcolor(@mountColorSeanchan,Seanchan)}
   #SHOW {"   "@mountMXPcolor(@mountColorShadow,Shadow)}
   #SHOW {""}
   }
#ALIAS mountColor {
   #SHOW {""}
   #IF (%null(%1)) {
      #SAY {" Usage: mountColor <type> <color> [bcolor] [background color optional]"}
      #SHOW {""}
      #SHOW {"  Available types:"}
      #SHOW {"   "@mountMXPcolor(@mountColorHorse,Horse)}
      #SHOW {"   "@mountMXPcolor(@mountColorSeanchan,Seanchan)}
      #SHOW {"   "@mountMXPcolor(@mountColorShadow,Shadow)}
      #SHOW {""}
      #ABORT 1
      } {}
   #IF (%class(%concat(mountColor,%1))=-1) {
      #SAY {%1 is an invalid type selection...}
      #ABORT 1
      } {
      #IF (%null(%2)) {
         #SAY {What color is that?...}
         #ABORT 1
         } {}
      #IF (%colorname(%2)=536870911 AND %color(%2)=-1) {
         #VAR %concat(mountColor,%1) {}
         #SAY {" "%2 is an invalid color. %concat(mountColor,%proper(%1)) variable cleared.}
         } {
         #IF (%colorname(%3)!=536870911 AND %color(%3)!=-1) {
            #VAR %concat(mountColor,%1) {%concat(%2," ",%3)}
            #SHOW {%proper(%1) color set: @mountMXPcolor(%subchar(%eval(%concat("@",mountColor,%1)),","," "),%1)}
            #ABORT 1
            }
         #VAR %concat(mountColor,%1) {%2}
         #SHOW {%proper(%1) color set: @mountMXPcolor(%subchar(%eval(%concat("@",mountColor,%1)),","," "),%1)}
         }
      }
   }
#FUNCTION mountMXPcolor {<color %1>%2</color>}
#VAR mountColorHorse {cyan}
#VAR mountColorSeanchan {magenta}
#VAR mountColorShadow {red}
#VAR mountCountHorse {0} {0}
#VAR mountCountRaken {0} {0}
#VAR mountCountShadow {0} {0}
#VAR mountCountTorm {0} {0}
#VAR mountList {battle-trained destrier|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 destrier|white-maned pony|wild stallion}
#TRIGGER "mountExitsTrigger" {^~[ obvious exits: * ~]$} {
   #T+ {MountNumbers|MountTriggers}
   #T+ {mountPromptTrigger}
   #VAR mountCountHorse {0}
   #VAR mountCountRaken {0}
   #VAR mountCountShadow {0}
   #VAR mountCountTorm {0}
   } "" {case|disable}
#TRIGGER "mountPromptTrigger" {{o|*}{ R | | S }*>} {
   #T- {mountPromptTrigger}
   #T- {mountExitsTrigger}
   #T- {MountNumbers|MountTriggers}
   } "" {case|disable|nocr|prompt}
#ONINPUT {^{l|lo|loo|look}$} {#T+ {mountExitsTrigger}}
#CLASS 0
#CLASS {MountNumbers|MountTriggers} {disable}
#TRIGGER {here, riding a shadow stallion.$} {
   #MATH mountCountShadow @mountCountShadow+1
   #SUB {here, riding a @mountMXPcolor(@mountColorShadow,|@mountCountShadow|.)shadow stallion}
   } "" {case}
#TRIGGER {^A black shadow stallion paws the ground here, fiery-red eyes shining with evil} {
   #MATH mountCountShadow @mountCountShadow+1
   #SUB {@mountMXPcolor(@mountColorShadow,|@mountCountShadow|.)A black shadow stallion paws the ground here, fiery-red eyes shining with evil}
   } "" {case}
#TRIGGER {here, riding a raken.$} {
   #MATH mountCountRaken @mountCountRaken+1
   #SUB {here, riding a @mountMXPcolor(@mountColorSeanchan,|%concat(R,@mountCountRaken)|.)raken}
   } "" {case}
#TRIGGER {^A grey-skinned winged animal is here} {
   #MATH mountCountRaken @mountCountRaken+1
   #SUB {@mountMXPcolor(@mountColorSeanchan,|%concat(R,@mountCountRaken)|.)A grey-skinned winged animal is here}
   } "" {case}
#TRIGGER {here, riding a torm.$} {
   #MATH mountCountTorm @mountCountTorm+1
   #SUB {here, riding a @mountMXPcolor(@mountColorSeanchan,|%concat(T,@mountCountTorm)|.)torm}
   } "" {case}
#TRIGGER {^A massive three-eyed reptile gazes at you} {
   #MATH mountCountTorm @mountCountTorm+1
   #SUB {@mountMXPcolor(@mountColorSeanchan,|%concat(T,@mountCountTorm)|.)A massive three-eyed reptile gazes at you}
   } "" {case}
#TRIGGER {^An armoured black stallion paws the ground} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorSeanchan,|@mountCountHorse|.)An armoured black stallion paws the ground}
   } "" {case}
#TRIGGER {here, riding an armoured black stallion.$} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {here, riding a @mountMXPcolor(@mountColorSeanchan,|@mountCountHorse|.)%1.}
   } "" {case}
#TRIGGER {here, riding {a|an} (*).$} {
   #IF (%ismember(%1,@mountList)) {
      #MATH mountCountHorse @mountCountHorse+1
      #SUB {here, riding a @mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)%1.}
      }
   } "" {case}
#TRIGGER {^A gray palfrey prances skittishly nearby} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A gray palfrey prances skittishly nearby}
   } "" {case}
#TRIGGER {^A warhorse is here, stamping his feet impatiently} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A warhorse is here, stamping his feet impatiently}
   } "" {case}
#TRIGGER {^A wild stallion bucks madly} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A wild stallion bucks madly}
   } "" {case}
#TRIGGER {^A draft horse is here} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A draft horse is here}
   } "" {case}
#TRIGGER {^A shaggy brown mare stands here} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A shaggy brown mare stands here}
   } "" {case}
#TRIGGER {^An Illianer steed stands here proudly, its black mane glistening} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)An Illianer steed stands here proudly, its black mane glistening}
   } "" {case}
#TRIGGER {^A dun mare is here, snorting angrily} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A dun mare is here, snorting angrily}
   } "" {case}
#TRIGGER {^A tall dust-colored gelding prances in a circle here} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A tall dust-colored gelding prances in a circle here}
   } "" {case}
#TRIGGER {^A Tairen bloodstock stallion stands here, tail swaying with the breeze} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A Tairen bloodstock stallion stands here, tail swaying with the breeze}
   } "" {case}
#TRIGGER {^Prancing about on dainty feet, a palomino mare stands here} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)Prancing about on dainty feet, a palomino mare stands here}
   } "" {case}
#TRIGGER {^A black stallion prances about} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A black stallion prances about}
   } "" {case}
#TRIGGER {^Eyes keen, a Domani razor stands here swishing its tail} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)Eyes keen, a Domani razor stands here swishing its tail}
   } "" {case}
#TRIGGER {^A brown horse is here, nipping at a tuft of grass} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A brown horse is here, nipping at a tuft of grass}
   } "" {case}
#TRIGGER {^A white destrier stands here proudly, alert for battle} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A white destrier stands here proudly, alert for battle}
   } "" {case}
#TRIGGER {^A chestnut stallion trots about} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A chestnut stallion trots about}
   } "" {case}
#TRIGGER {^A battle-trained destrier stands here} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A battle-trained destrier stands here}
   } "" {case}
#TRIGGER {^A spotted horse wanders skittishly around here} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A spotted horse wanders skittishly around here}
   } "" {case}
#TRIGGER {^A sturdy white-maned pony tosses its head here} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A sturdy white-maned pony tosses its head here}
   } "" {case}
#TRIGGER {^A playful colt is running about here} {
   #MATH mountCountHorse @mountCountHorse+1
   #SUB {@mountMXPcolor(@mountColorHorse,|@mountCountHorse|.)A playful colt is running about here}
   } "" {case}
#CLASS 0


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House of Medakan zMUD Scripts: Table of Contents

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PostPosted: Thu Jan 11, 2018 5:38 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 102
Location: Seattle
-----TargetBar----- [Release 1/11/2018]
To utilize all features download and install TicTimer.

Type helpTargetBar to view help file in client.

Type helpTarget for targeting specific options.
Type helpBar for status bar specific options.
Type helpTargetKeys for target keys specific options.

Direct Download Link: TargetBarHoM.txt

Code:
#CLASS {TargetBar}
#ALIAS helpTargetBar {
   #SAY {%crlf "-----TargetBar Help File-----"}
   #SHOW {" Whenever a *CrossRaceName* comes across your screen it will be placed into the barTarget5 variable."}
   #SHOW {" Targets will continue to fill, rotating from barTarget5 down through barTarget12."}
   #SHOW {" New *CrossRaceNames* rotate the list, but once captured will not cause the list to rotate further."}
   #SHOW {" *CrossRaceNames* are shown on the Status Bar in the following colors:"}
   #SHOW {"   "@barMXPhelp(@barTargetDScolor,Dark Side,@barTargetLScolor,Light Side,@barTargetSScolor,Seanchan)}
   #SHOW {""}
   #SHOW {" Type barDScolor <color> to change status bar color for Dark Side."}
   #SHOW {" Type barLScolor <color> to change status bar color for Light Side."}
   #SHOW {" Type barSScolor <color> to change status bar color for Seanchan."}
   #SHOW {""}
   #SHOW {" Your current Ansi color foreground mapping: (as set in preferences)"}
   #SHOW {"   "%ansi(4)Dark Side%ansi(0), %ansi(3)Light Side%ansi(0), and %ansi(5)Seanchan%ansi(0).}
   #SHOW {""}
   #SHOW {" Type reset512 to reset your barTarget 5 through 12 positions to default."}
   #SHOW {""}
   #SHOW {" The @targetPlayerName variable auto populates from prompt when engaged."}
   #SHOW {"  Note: if critical @targetPlayerName will be placed into @barTarget4 as well."}
   #SHOW {""}
   #SAY {" Type helpTarget for targeting specific options."}
   #SAY {" Type helpBar for status bar specific options."}
   #SAY {" Type helpTargetKeys for target keys specific options."}
   #SHOW {""}
   }
#ALIAS helpTarget {
   #SAY {%crlf "-----TargetBar Targeting Options-----"}
   #SHOW {" Set targets 1-4 with the following commands:"}
   #SHOW {" Type tg1 <name> to set <name> as @barTarget1."}
   #SHOW {" Type tg2 <name> to set <name> as @barTarget2."}
   #SHOW {" Type tg3 <name> to set <name> as @barTarget3."}
   #SHOW {" Type tg4 <name> to set <name> as @barTarget4."}
   #SHOW {"  Note: for any tg# without <name> will auto-populate with @targetPlayerName"}
   #SHOW {"   Example: tg2 dave will set @barTarget2 to dave"}
   #SHOW {"   Example: tg2 will set @barTarget2 from the @targetPlayerName variable"}
   #SHOW {""}
   #SHOW {" Set h.targets 1-4 with the following commands:"}
   #SHOW {" Type ht1 <name> to set h.<name> as @barTarget1."}
   #SHOW {" Type ht2 <name> to set h.<name> as @barTarget2."}
   #SHOW {" Type ht3 <name> to set h.<name> as @barTarget3."}
   #SHOW {" Type ht4 <name> to set h.<name> as @barTarget4."}
   #SHOW {"  Note: notes and examples above also apply for h. targeting."}
   #SHOW {""}
   #SHOW {" Type k <name> to attack <name> and set <name> as @barTarget4."}
   #SHOW {" Type hk <name> to attack h.<name> and set h.<name> as @barTarget4."}
   #SHOW {"  Note: ki <name>, kil <name>, and kill <name> do NOT change the @barTarget4 variable."}
   #SHOW {""}
   }
#ALIAS helpBar {
   #SAY {%crlf "-----TargetBar Status Bar Options-----"}
   #SHOW {" Status bar positions can be toggled on/off per user preference (all defaults: on)."}
   #SHOW {"  Type toggleBarMood to turn Mood position on/off."}
   #SHOW {"  Type toggleBarPosture to turn Posture position on/off. (Posture hidden until triggered)"}
   #SHOW {"  Type toggleBarHP to turn Hit Points position on/off."}
   #SHOW {"  Type toggleBarAP to turn Ability Points position on/off. (SP/DP hidden until triggered)"}
   #SHOW {"  Type toggleBarMV to turn Move Points position on/off."}
   #SHOW {"  *Type toggleBarFL to turn Flee Lag position on/off."}
   #SHOW {"  *Type toggleBarCP to turn Charge Pulse position on/off. (CP hidden until triggered)"}
   #SHOW {"  Type toggleBarTarget1-4 to turn 1-4 Target positions on/off."}
   #SHOW {"  Type toggleBarTarget5-12 to turn 5-12 Target positions on/off."}
   #SHOW {"  Type toggleBarNotice to turn Notice position on/off."}
   #SHOW {"  Type toggleBarSneak to turn Sneak position on/off."}
   #SHOW {"  Type toggleBarSource to turn Source position on/off. (Source hidden until triggered)"}
   #SHOW {"  Type toggleBarExit to turn Exit position on/off."}
   #SHOW {""}
   #SAY {"  Status Bar Position Locations:"}
   #SHOW {" Mood-Posture-HP-SP/DP-MV-[FL-CP]-(tg1-tg2-tg3-tg4)-(tg5-tg6-tg7-tg8-tg9-tg10-tg11-tg12)-Notice-Sneak-Source-Exits"}
   #SHOW {"  *Note: [FL-CP] (flee lag and charge pulse) functions only active if HoM TicTimer script installed."}
   }
#ALIAS helpTargetKeys {
   #SAY {%crlf "-----TargetBar Target Keys Options-----"}
   #SHOW {" All F-Key, CTRL-F-Key, and ALT-F-Key macros use default targets @barTarget1 through @barTarget12."}
   #SHOW {""}
   #SHOW {" Commands: setFkey <command>, setAFkey <command>, and setCFkey <command>."}
   #SHOW {" "}
   #SHOW {" Examples:"}
   #SHOW {"  type setFkey kill to have all Fkey(number) macros set to kill @barTarget(number)"}
   #SHOW {"  type setCFkey bash to have all CTRL-Fkey(number) macros to bash @barTarget(number)"}
   #SHOW {"  type setFkey channel 'ice spikes' to set your F1-F12 macros to channel ice spikes"}
   #SHOW {"    at @barTarget1 through @barTarget12 respectively (use ' around weave name like normal)."}
   #SHOW {""}
   }
#ALIAS barDScolor {
   #SHOW {""}
   #IF (%null(%1)) {
      #SHOW {" Usage: barDScolor <color>"}
      #ABORT 1
      } {}
   #IF (%colorname(%1)=536870911 AND %color(%1)=0) {
      #VAR barTargetDScolor {red}
      #SAY {" "%1 is an invalid color. *<color @barTargetDScolor black>DarkSideName</color>* status bar color set to default.}
      } {
      #VAR barTargetDScolor {%1}
      #SHOW {Status bar *<color @barTargetDScolor black>DarkSideName</color>* color set!}
      }
   }
#ALIAS barLScolor {
   #SHOW {""}
   #IF (%null(%1)) {
      #SHOW {" Usage: barLScolor <color>"}
      #ABORT 1
      } {}
   #IF (%colorname(%1)=536870911 AND %color(%1)=0) {
      #VAR barTargetLScolor {cyan}
      #SAY {" "%1 is an invalid color. *<color @barTargetLScolor black>LightSideName</color>* status bar color set to default.}
      } {
      #VAR barTargetLScolor {%1}
      #SHOW {Status bar *<color @barTargetLScolor black>LightSideName</color>* color set!}
      }
   }
#ALIAS barSScolor {
   #SHOW {""}
   #IF (%null(%1)) {
      #SHOW {" Usage: barSScolor <color>"}
      #ABORT 1
      } {}
   #IF (%colorname(%1)=536870911 AND %color(%1)=0) {
      #VAR barTargetSScolor {magenta}
      #SAY {" "%1 is an invalid color. *<color @barTargetSScolor black>SeanchanName</color>* status bar color set to default.}
      } {
      #VAR barTargetDScolor {%1}
      #SHOW {Status bar *<color @barTargetSScolor black>SeanchanName</color>* color set!}
      }
   }
#ALIAS toggleBarMood {
   #IF (@showBarMood) {
      #VAR showBarMood {0}
      #SAY {%crlf TargetBar Mood position enabled.}
      #T+ {targetBarMood}
      } {
      #VAR showBarMood {1}
      #SAY {%crlf TargetBar Mood position disabled.}
      #T- {targetBarMood}
      }
   }
#ALIAS toggleBarPosture {
   #IF (@showBarPosture) {
      #VAR showBarPosture {0}
      #SAY {%crlf TargetBar Posture position enabled.}
      #T+ {targetBarPosture}
      } {
      #VAR showBarPosture {1}
      #SAY {%crlf TargetBar Posture position disabled.}
      #T- {targetBarPosture}
      }
   }
#ALIAS toggleBarHP {
   #IF (@showBarHP) {
      #VAR showBarHP {0}
      #SAY {%crlf TargetBar HitPoints position enabled.}
      #T+ {targetBarHitPoints}
      } {
      #VAR showBarHP {1}
      #SAY {%crlf TargetBar HitPoints position disabled.}
      #T- {targetBarHitPoints}
      }
   }
#ALIAS toggleBarAP {
   #IF (@showBarAP) {
      #VAR showBarAP {0}
      #SAY {%crlf TargetBar AbilityPoints position enabled.}
      #T+ {targetBarAbilityPoints}
      #T+ {barAbilityPointTrigger}
      } {
      #VAR showBarAP {1}
      #SAY {%crlf TargetBar AbilityPoints position disabled.}
      #T- {targetBarAbilityPoints}
      #T- {barAbilityPointTrigger}
      }
   }
#ALIAS toggleBarMV {
   #IF (@showBarMV) {
      #VAR showBarMV {0}
      #SAY {%crlf TargetBar MovePoints position enabled.}
      #T+ {targetBarMovePoints}
      } {
      #VAR showBarMV {1}
      #SAY {%crlf TargetBar MovePoints position disabled.}
      #T- {targetBarMovePoints}
      }
   }
#ALIAS toggleBarFlee {
   #IF (@showBarFlee) {
      #VAR showBarFlee {0}
      #SAY {%crlf TargetBar Flee position enabled.}
      #T+ {targetBarFlee}
      } {
      #VAR showBarFlee {1}
      #SAY {%crlf TargetBar Flee position disabled.}
      #T- {targetBarFlee}
      }
   }
#ALIAS toggleBarCharge {
   #IF (@showBarCharge) {
      #VAR showBarCharge {0}
      #SAY {%crlf TargetBar Charge position enabled.}
      #T+ {targetBarCharge}
      #T+ {barChargeTrigger}
      } {
      #VAR showBarCharge {1}
      #SAY {%crlf TargetBar Charge position disabled.}
      #T- {targetBarCharge}
      #T- {barChargeTrigger}
      }
   }
#ALIAS toggleBarTarget1-4 {
   #IF (@showBarTargets14) {
      #VAR showBarTargets {0}
      #SAY {%crlf TargetBar Targets 1-4 position enabled.}
      #T+ {targetBar1234}
      } {
      #VAR showBarTargets {1}
      #SAY {%crlf TargetBar Targets 1-4 position disabled.}
      #T- {targetBar1234}
      }
   }
#ALIAS toggleBarTarget5-12 {
   #IF (@showBarTargets512) {
      #VAR showBarTargets {0}
      #SAY {%crlf TargetBar Targets 5-12 positions enabled.}
      #T+ {targetBar5}
      #T+ {targetBar6}
      #T+ {targetBar7}
      #T+ {targetBar8}
      #T+ {targetBar9}
      #T+ {targetBar10}
      #T+ {targetBar11}
      #T+ {targetBar12}
      } {
      #VAR showBarTargets {1}
      #SAY {%crlf TargetBar Targets 5-12 positions disabled.}
      #T- {targetBar5}
      #T- {targetBar6}
      #T- {targetBar7}
      #T- {targetBar8}
      #T- {targetBar9}
      #T- {targetBar10}
      #T- {targetBar11}
      #T- {targetBar12}
      }
   }
#ALIAS toggleBarNotice {
   #IF (@showBarNotice) {
      #VAR showBarNotice {0}
      #SAY {%crlf TargetBar Notice position enabled.}
      #T+ {targetBarNotice}
      } {
      #VAR showBarNotice {1}
      #SAY {%crlf TargetBar Notice position disabled.}
      #T- {targetBarNotice}
      }
   }
#ALIAS toggleBarSneak {
   #IF (@showBarSneak) {
      #VAR showBarSneak {0}
      #SAY {%crlf TargetBar Sneak position enabled.}
      #T+ {targetBarSneak}
      } {
      #VAR showBarSneak {1}
      #SAY {%crlf TargetBar Sneak position disabled.}
      #T- {targetBarSneak}
      }
   }
#ALIAS toggleBarSource {
   #IF (@showBarSource) {
      #VAR showBarSource {0}
      #SAY {%crlf TargetBar Source position enabled.}
      #T+ {targetBarSource}
      #T+ {barSourceTrigger}
      } {
      #VAR showBarSource {1}
      #SAY {%crlf TargetBar Source position disabled.}
      #T- {targetBarSource}
      #T- {barSourceTrigger}
      }
   }
#ALIAS toggleBarExit {
   #IF (@showBarExit) {
      #VAR showBarExit {0}
      #SAY {%crlf TargetBar Exit position enabled.}
      #T+ {targetBarExit}
      } {
      #VAR showBarExit {1}
      #SAY {%crlf TargetBar Exit position disabled.}
      #T- {targetBarExit}
      }
   }
#ALIAS barNotice {#IF (%1) {#VAR barNoticeColor {lime}} {#VAR barNoticeColor {dimgray}}}
#ALIAS barSneak {#IF (%1) {#VAR barSneakColor {lime}} {#VAR barSneakColor {dimgray}}}
#ALIAS barSource {#IF (%1) {#VAR barSourceColor {lime}} {#VAR barSourceColor {dimgray}}}
#ALIAS barMood {
   #IF (@showBarMood) {#T+ {targetBarMood}} {#T- {targetBarMood}}
   #IF (%1=Wimpy) {
      #VAR barMood {WIMPY}
      #VAR barMoodColor {lightblue}
      } {}
   #IF (%1=Normal) {
      #VAR barMood {NORMAL}
      #VAR barMoodColor {steelblue}
      } {}
   #IF (%1=Brave) {
      #VAR barMood {BRAVE}
      #VAR barMoodColor {goldenrod}
      } {}
   #IF (%1=Berserk) {
      #VAR barMood {BERSERK}
      #VAR barMoodColor {red}
      } {}
   }
#ALIAS barPosture {
   #IF (%1) {#IF (@showBarPosture) {#T+ {targetBarPosture}} {}} {#T- {targetBarPosture}}
   #IF (%1=Defensive) {
      #VAR barPosture {DEFENSE}
      #VAR barPostureColor {lightblue}
      } {}
   #IF (%1=Normal) {
      #VAR barPosture {NORMAL}
      #VAR barPostureColor {steelblue}
      } {}
   #IF (%1=Offensive) {
      #VAR barPosture {OFFENSE}
      #VAR barPostureColor {goldenrod}
      } {}
   }
#ALIAS hk {
   #VAR barTarget3 %concat("h.",%1)
   kill @barTarget3
   }
#ALIAS ht1 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: ht1 "<name>"}
         } {
         #VAR barTarget1 {%concat("h.",%eval(@promptPlayerName))}
         #SAY {%crlf @barTarget1 is now set as your barTarget1.}
         }
      } {
      #VAR barTarget1 {%concat("h.",%1)}
      #SAY {%crlf @barTarget1 is now set as your barTarget1.}
      }
   }
#ALIAS ht2 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: ht2 "<name>"}
         } {
         #VAR barTarget2 {%concat("h.",%eval(@promptPlayerName))}
         #SAY {@barTarget2 is now set as your barTarget2.}
         }
      } {
      #VAR barTarget2 {%concat("h.",%1)}
      #SAY {@barTarget2 is now set as your barTarget2.}
      }
   }
#ALIAS ht3 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: ht3 "<name>"}
         } {
         #VAR barTarget3 {%concat("h.",%eval(@promptPlayerName))}
         #SAY {@barTarget3 is now set as your barTarget3.}
         }
      } {
      #VAR barTarget3 {%concat("h.",%1)}
      #SAY {@barTarget3 is now set as your barTarget3.}
      }
   }
#ALIAS ht4 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: ht4 "<name>"}
         } {
         #VAR barTarget4 {%concat("h.",%eval(@promptPlayerName))}
         #SAY {@barTarget4 is now set as your barTarget4.}
         }
      } {
      #VAR barTarget4 {%concat("h.",%1)}
      #SAY {@barTarget4 is now set as your barTarget4.}
      }
   }
#ALIAS tg1 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: tg1 "<name>"}
         } {
         #VAR barTarget1 {%eval(@targetPlayerName)}
         #SAY {%crlf @barTarget1 is now set as your barTarget1.}
         }
      } {
      #VAR barTarget1 {%1}
      #SAY {@barTarget1 is now set as your barTarget1.}
      }
   }
#ALIAS tg2 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: tg2 "<name>"}
         } {
         #VAR barTarget2 {%eval(@targetPlayerName)}
         #SAY {%crlf @barTarget2 is now set as your barTarget2.}
         }
      } {
      #VAR barTarget2 {%1}
      #SAY {@barTarget2 is now set as your barTarget2.}
      }
   }
#ALIAS tg3 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: tg3 "<name>"}
         } {
         #VAR barTarget3 {%eval(@targetPlayerName)}
         #SAY {%crlf @barTarget3 is now set as your barTarget3.}
         }
      } {
      #VAR barTarget3 {%1}
      #SAY {@barTarget3 is now set as your barTarget3.}
      }
   }
#ALIAS tg4 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: tg4 "<name>"}
         } {
         #VAR barTarget4 {%eval(@targetPlayerName)}
         #SAY {%crlf @barTarget4 is now set as your barTarget4.}
         }
      } {
      #VAR barTarget4 {%1}
      #SAY {@barTarget4 is now set as your barTarget4.}
      }
   }
#ALIAS reset512 {
   #VAR barTarget5 {}
   #VAR barTarget5color {black}
   #VAR barTarget6 {}
   #VAR barTarget6color {black}
   #VAR barTarget7 {}
   #VAR barTarget7color {black}
   #VAR barTarget8 {}
   #VAR barTarget8color {black}
   #VAR barTarget9 {}
   #VAR barTarget9color {black}
   #VAR barTarget10 {}
   #VAR barTarget10color {black}
   #VAR barTarget11 {}
   #VAR barTarget11color {black}
   #VAR barTarget12 {}
   #VAR barTarget12color {black}
   #VAR targetCrossName {}
   }
#ALIAS setFkey {
   #IF (%null(%-1)) {
      #VAR %concat("keyFunc",%char) {} {_nodef} {TargetBar|TargetBarKeys}
      #SAY {%crlf F-key action cleared.}
      } {
      #VAR %concat("keyFunc",%char) {%-1} {_nodef} {TargetBar|TargetBarKeys}
      #SAY {%crlf %-1 is now set as the F-key action for %char.}
      }
   }
#ALIAS setCFkey {
   #IF (%null(%-1)) {
      #VAR %concat("keyCtrlFunc",%char) {} {_nodef} {TargetBar|TargetBarKeys}
      #SAY {%crlf CTRL-F-key action cleared.}
      } {
      #VAR %concat("keyCtrlFunc",%char) {%-1} {_nodef} {TargetBar|TargetBarKeys}
      #SAY {%crlf %-1 is now set as the CTRL-F-key action for %char.}
      }
   }
#ALIAS setAFkey {
   #IF (%null(%-1)) {
      #VAR %concat("keyAltFunc",%char) {} {_nodef} {TargetBar|TargetBarKeys}
      #SAY {%crlf ALT-F-key action cleared.}
      } {
      #VAR %concat("keyAltFunc",%char) {%-1} {_nodef} {TargetBar|TargetBarKeys}
      #SAY {%crlf %-1 is now set as the ALT-F-key action for %char.}
      }
   }
#ALIAS barRegenAP {
   #IF (%class(TicTimer=1)) {#VAR barTicTime {@ticTime}} {#VAR barTicTime {64}}
   #ALARM "barAlarmAP" {@barTicTime} {
      #IF (@barPosition=resting) {
         #ADD barCurrentAP {%left(%eval((@barINT+@barWIL)/2*1.41),2)}
         } {
         #ADD barCurrentAP {%left(%eval((@barINT+@barWIL)/2),2)}
         }
      #IF (@barPosition=sleeping) {
         #ADD barCurrentAP {%left(%eval((@barINT+@barWIL)/2*1.5),2)}
         } {}
      } "TargetBar"
   }
#ALIAS barRegenHP {
   #IF (%class(TicTimer=1)) {#VAR barHalfTic {%round(%eval(@ticTime*0.5))}} {#VAR barHalfTic {32}}
   #ALARM "barAlarmHP" {@barHalfTic} {
      #IF (@barPosition=resting) {
         #ADD barCurrentHP {%round(%eval(%eval(%eval(@barCON*1.5)*1.15)*0.45))}
         } {
         #ADD barCurrentHP {%round(%eval(%eval(@barCON*1.5)*0.45))}
         }
      #IF (@barPosition=sleeping) {
         #ADD barCurrentHP {%round(%eval(%eval(%eval(@barCON*1.5)*1.4)*0.45))}
         } {}
      } "TargetBar"
   }
#ALIAS barRegenMV {
   #IF (%class(TicTimer=1)) {#VAR barTicTime {@ticTime}} {#VAR barTicTime {64}}
   #ALARM "barAlarmMV" {@barTicTime} {
      #IF (@barRace=trolloc) {
         #IF (@barPosition=resting) {
            #ADD barCurrentMV %eval(47-@barEncumbranceFactor)
            } {
            #ADD barCurrentMV %eval(38-@barEncumbranceFactor)
            }
         #IF (@barPosition=sleeping) {
            #ADD barCurrentMV %eval(57-@barEncumbranceFactor)
            } {}
         } {
         #IF (@barPosition=resting) {
            #ADD barCurrentMV %eval(25-@barEncumbranceFactor)
            } {
            #ADD barCurrentMV %eval(20-@barEncumbranceFactor)
            }
         #IF (@barPosition=sleeping) {
            #ADD barCurrentMV %eval(30-@barEncumbranceFactor)
            } {}
         }
      } "TargetBar"
   }
#ALIAS barWilColor2 {
   #IF (@barFleeLag>3) {#VAR barFleeLagColor {red}} {
      #VAR barFleeLagColor {orange}
      #IF (@barFleeLag<2) {#VAR barFleeLagColor {white}} {}
      }
   }
#ALIAS barWilColor3 {
   #IF (@barFleeLag>8) {#VAR barFleeLagColor {red}} {
      #VAR barFleeLagColor {orange}
      #IF (@barFleeLag<3) {#VAR barFleeLagColor {white}} {}
      }
   }
#ALIAS barWilColor4 {
   #IF (@barFleeLag>15) {#VAR barFleeLagColor {red}} {
      #VAR barFleeLagColor {orange}
      #IF (@barFleeLag<4) {#VAR barFleeLagColor {white}} {}
      }
   }
#ALIAS barDisplayAlias {
   #VAR barChargePulse {%eval(@barFleeLag+7)}
   #IF (@barChargePulse>12) {#VAR barChargePulse {12}} {}
   #IF (@barChargePulse=12) {
      #VAR barChargePulseColor {red}
      } {
      #VAR barChargePulseColor {orange}
      #IF (@barChargePulse=7) {#VAR barChargePulseColor {white}} {}
      }
   #IF (@barWilFactor=2) {barWilColor2} {}
   #IF (@barWilFactor=3) {barWilColor3} {}
   #IF (@barWilFactor=4) {barWilColor4} {}
   }
#FUNCTION barMXPhelp {<color %1 black> %2</color><color %3 black> %4</color><color %5 black> %6 </color>}
#VAR barAbilityCondition {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 barEncumbranceCondition {}
#VAR barEncumbranceFactor {0}
#VAR barEncumbranceList {peanuts|very light|light|fairly light|somewhat heavy|heavy|moderately heavy|really heavy|incredibly heavy|maxed out}
#VAR barExitColor {white}
#VAR barExitList {}
#VAR barFleeLag {0}
#VAR barFleeLagColor {white}
#VAR barHalfTic {32}
#VAR barHitCondition {Healthy}
#VAR barINT {}
#VAR barMaxAP {}
#VAR barMaxHP {}
#VAR barMaxMV {}
#VAR barMood {}
#VAR barMoodColor {}
#VAR barMoveCondition {Fresh}
#VAR barNoticeColor {dimgray}
#VAR barPosition {}
#VAR barPosture {}
#VAR barPostureColor {black}
#VAR barPreviousAbilityCondition {}
#VAR barPreviousHitCondition {}
#VAR barPreviousMoveCondition {}
#VAR barRace {human} {human}
#VAR barSTR {}
#VAR barSneakColor {dimgray}
#VAR barSourceColor {dimgray}
#VAR barTicTime {64}
#VAR barWIL {}
#VAR barWilFactor {0}
#VAR showBarAP {1}
#VAR showBarCharge {1}
#VAR showBarExit {1}
#VAR showBarFlee {1}
#VAR showBarHP {1}
#VAR showBarMV {1}
#VAR showBarMood {1}
#VAR showBarNotice {1}
#VAR showBarPosture {1}
#VAR showBarSneak {1}
#VAR showBarSource {1}
#VAR showBarTargets14 {1}
#VAR showBarTargets512 {1}
#VAR barTargetLScolor {cyan}
#VAR barTargetDScolor {red}
#VAR barTargetSScolor {magenta}
#VAR barTarget1 {1}
#VAR barTarget1Color {white} {white}
#VAR barTarget2 {2}
#VAR barTarget2color {white} {white}
#VAR barTarget3 {3}
#VAR barTarget3color {white} {white}
#VAR barTarget4 {4}
#VAR barTarget4color {goldenrod} {goldenrod}
#VAR barTarget5 {}
#VAR barTarget5color {black}
#VAR barTarget6 {}
#VAR barTarget6color {black}
#VAR barTarget7 {}
#VAR barTarget7color {black}
#VAR barTarget8 {}
#VAR barTarget8color {black}
#VAR barTarget9 {}
#VAR barTarget9color {black}
#VAR barTarget10 {}
#VAR barTarget10color {black}
#VAR barTarget11 {}
#VAR barTarget11color {black}
#VAR barTarget12 {}
#VAR barTarget12color {black}
#VAR targetCrossName {} {}
#VAR targetPlayerCondition {}
#VAR targetPlayerName {} {}
#TRIGGER "barChargeTrigger" {You line up your charge...} {
   #T- {barChargeTrigger}
   #IF (@showBarCharge) {#T+ {targetBarCharge}} {#T- {targetBarCharge}}
   } "" {case|disable|verbatim}
#TRIGGER "barRentedTrigger" {You were rented for } {
   #T- {barRentedTrigger}
   #T- {barReconnectedTrigger}
   #IF (%class(TicTimer)=1) {
      #VAR ticFleeLag {0}
      #VAR barFleeLag {0}
      } {}
   barMood wimpy
   barNotice 0
   barPosture 0
   barSneak 0
   barSource 0
   reset512
   } "" {case|disable|verbatim}
#TRIGGER "barReconnectedTrigger" {^Reconnecting.$} {
   #T- {barReconnectedTrigger}
   #T- {barRentedTrigger}
   } "" {case|disable}
#TRIGGER "barStatTrigger" {^Your base abilities are: Str:&%dbarSTR Int:&%dbarINT Wil:&%dbarWIL Dex:&%dbarDEX Con:&%dbarCON} {
   #T- {barStatTrigger}
   #VAR barWilFactor {0}
   #IF (@barWIL>0) {#ADD barWilFactor 2} {}
   #IF (@barWIL>11) {#ADD barWilFactor 1} {}
   #IF (@barWIL>15) {#ADD barWilFactor 1} {}
   #VAR barColorFL {white}
   } "" {case|disable}
#TRIGGER "barStatRaceTrigger" {You are a %d year old %w &%wbarRace %w.} {
   #T- {barStatRaceTrigger}
   } "" {case|disable}
#TRIGGER "barDeadTrigger" {^You are dead!  Sorry...$} {
   #IF (%class(TicTimer)=1) {
      #VAR ticFleeLag {0}
      #VAR barFleeLag {0}
      } {}
   barMood wimpy
   barNotice 0
   barPosture 0
   barSneak 0
   barSource 0
   } "" {case}
#TRIGGER "barHitPointTrigger" {You have (%d)~((%d)~) hit and (%d)~((%d)~) movement points.$} {
   #T+ {barPositionTrigger}
   #T+ {barWeightsTrigger}
   #VAR barCurrentHP {%1}
   #VAR barMaxHP {%2}
   #VAR barCurrentMV {%3}
   #VAR barMaxMV {%4}
   #VAR barColorHP {white}
   #VAR barColorMV {white}
   } "" {case}
#TRIGGER "barSpellPointTrigger" {You have (%d)~((%d)~) hit, (%d)~((%d)~) {saidin|saidar|dark power} and (%d)~((%d)~) movement points.$} {
   #T+ {barPositionTrigger}
   #T+ {barWeightsTrigger}
   #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 "barWeightsTrigger" {^You are carrying * lbs and wearing * lbs, (*%w).} {
   #T- {barWeightsTrigger}
   #T+ {barEffectsTrigger}
   #VAR barEncumbranceCondition {%1}
   #VAR barEncumbranceFactor {%eval(%ismember(@barEncumbranceCondition,@barEncumbranceList)-1)}
   barNotice 0
   barSneak 0
   barSource 0
   } "" {case|disable}
#TRIGGER "barEffectsTrigger" {^- (%w) $} {
   #IF (%1="NOTICE") {barNotice 1} {}
   #IF (%1="SNEAK") {barSneak 1} {}
   #IF (%1="SOURCE") {barSource 1} {}
   } "" {case|disable}
#TRIGGER "barPrompt" {^{o|*}(*)HP:(%w)(*)MV:(%w)*>} {
   #T- {barEffectsTrigger}
   #IF ("%1"=" ") {barSneak 0} {}
   #IF ("%1"=" R ") {barSneak 0} {}
   #IF ("%1"=" R S ") {barSneak 1} {}
   #IF ("%1"=" S ") {barSneak 1} {}
   #IF (%2!=@barHitCondition) {
      #T+ {%concat(bar,%2,Trigger)}
      #VAR barHitCondition {%2}
      } {
      #VAR barPreviousHitCondition {@barHitCondition}
      }
   #IF (%trim(%delete(%3,1,3))!=@barAbilityCondition) {
      #IF (%class(%concat(barAbility,%trim(%delete(%3,1,3)),Trigger))=0) {
         #T+ {%concat(barAbility,%trim(%delete(%3,1,3)),Trigger)}
         #VAR barAbilityCondition {%trim(%delete(%3,1,3))}
         } {}
      } {
      #VAR barPreviousAbilityCondition {@barAbilityCondition}
      }
   #IF (%4!=@barMoveCondition) {
      #T+ {%concat(bar,%4,Trigger)}
      #VAR barMoveCondition {%4}
      } {
      #VAR barPreviousMoveCondition {@barMoveCondition}
      }
   } "" {case|nocr|prompt}
#TRIGGER "barConnectionPrompt" {^{o|*}*HP:%w(*)MV:%w*>} {
   #T- {barConnectionPrompt}
   #IF (@showBarAP AND %begins(%1,"SP:")) {
      #IF (@showbarSource) {#T+ {targetBarSource}} {#T- {targetBarSource}}
      #T+ {targetBarAbilityPoints}
      #VAR barAbilityType {SP}
      } {
      #T- {targetBarAbilityPoints}
      #T- {targetBarSource}
      }
   #IF (@showBarAP AND %begins(%1,"DP:")) {
      #T+ {targetBarAbilityPoints}
      #VAR barAbilityType {DP}
      } {}
   } "" {case|nocr|prompt}
#TRIGGER "targetPlayerNamePrompt" {^{o|*}*HP:*MV:%w - ([A-Z]%w): &%wtargetPlayerCondition >} {
   #VAR targetPlayerName {%1}
   #IF (%2=Critical) {#VAR barTarget3 {%1}} {}
   } "" {case|nocr|prompt}
#TRIGGER "targetPlayerAssistPrompt" {^{o|*}*HP:*MV:%w - *: %w - ([A-Z]%w): &%wtargetPlayerCondition >} {
   #VAR targetPlayerName {%1}
   #IF (%2=Critical) {#VAR barTarget3 {%1}} {}
   } "" {case|nocr|prompt}
#TRIGGER "barExitTrigger" {^~[ obvious exits: (*) ~]} {
   #VAR barExitList {%replace(%1," ","")}
   } "" {case}
#TRIGGER "barExitDark" {It is pitch black...} {
   #VAR barExitList {"?!?!"}
   } "" {case|verbatim}
#TRIGGER "barExitBlind" {You can't see a damned thing, you're blinded!} {
   #VAR barExitList {"?!?!"}
   } "" {case|verbatim}
#TRIGGER "barLoseSource" {You lose all sense of the True Source here.} {barSource 0} "" {case|verbatim}
#TRIGGER "barCantSource" {You can't bear to hold the Source any longer.} {barSource 0} "" {case|verbatim}
#TRIGGER "barSource" {You feel the flows of said?? coursing through your body.$} {barSource 1} "" {case}
#TRIGGER "barStartNotice" {You start paying increased attention to your surroundings.} {
   #T- {barStartNotice}
   #T+ {barStopNotice}
   #T+ {barRestNotice}
   #T+ {barSitNotice}
   #T+ {barSleepNotice}
   barNotice 1
   } "" {case|disable|verbatim}
#TRIGGER "barStopNotice" {You stop paying increased attention to your surroundings.} {
   #T+ {barStartNotice}
   #T- {barStopNotice}
   #T- {barRestNotice}
   #T- {barSitNotice}
   #T- {barSleepNotice}
   barNotice 0
   } "" {case|disable|verbatim}
#TRIGGER "barRestNotice" {You sit down and rest your tired bones.} {
   #T- {barStartNotice}
   #T- {barStopNotice}
   #T- {barRestNotice}
   #T- {barSitNotice}
   #T- {barSleepNotice}
   barNotice 0
   #VAR barPosition {resting}
   } "" {case|disable|verbatim}
#TRIGGER "barSitNotice" {You sit down.} {
   #T- {barStartNotice}
   #T- {barStopNotice}
   #T- {barRestNotice}
   #T- {barSitNotice}
   #T- {barSleepNotice}
   barNotice 0
   #VAR barPosition {sitting}
   } "" {case|disable|verbatim}
#TRIGGER "barSleepNotice" {You go to sleep.} {
   #T- {barStartNotice}
   #T- {barStopNotice}
   #T- {barRestNotice}
   #T- {barSitNotice}
   #T- {barSleepNotice}
   barNotice 0
   #VAR barPosition {sleeping}
   } "" {case|disable|verbatim}
#TRIGGER "barPositionTrigger" {^You are (&%wbarPosition)*.} {#T- {barPositionTrigger}} "" {case|disable}
#TRIGGER "barChangeMoodTrigger" {Mood changed to: (%w)$} {barMood %1} "" {case}
#TRIGGER "barMoodTrigger" {^Your mood is: (%w). You will flee below: %d Hit Points$} {barMood %1} "" {case}
#TRIGGER "barChangePostureTrigger" {Posture changed to: (%w)} {
   barPosture %1
   #IF (@showBarPosture) {#T+ {targetBarPosture}} {#T- {targetBarPosture}}
   } "" {case}
#TRIGGER "barPostureTrigger" {^Your posture is: (%w).$} {
   barPosture %1
   #IF (@showBarPosture) {#T+ {targetBarPosture}} {#T- {targetBarPosture}}
   } "" {case}
#TRIGGER "targetSeanchanTrigger" {~*%e[35m([A-Z]%w)%e[0m~*} {
   #VAR targetCrossName {%1}
   #IF (@targetCrossName=@barTarget5) {#ABORT 1}
   #IF (@targetCrossName=@barTarget6) {#ABORT 1}
   #IF (@targetCrossName=@barTarget7) {#ABORT 1}
   #IF (@targetCrossName=@barTarget8) {#ABORT 1}
   #IF (@targetCrossName=@barTarget9) {#ABORT 1}
   #IF (@targetCrossName=@barTarget10) {#ABORT 1}
   #IF (@targetCrossName=@barTarget11) {#ABORT 1}
   #IF (@targetCrossName=@barTarget12) {#ABORT 1}
   #VAR barTarget12color {@barTarget11color}
   #VAR barTarget11color {@barTarget10color}
   #VAR barTarget10color {@barTarget9color}
   #VAR barTarget9color {@barTarget8color}
   #VAR barTarget8color {@barTarget7color}
   #VAR barTarget7color {@barTarget6color}
   #VAR barTarget6color {@barTarget5color}
   #VAR barTarget5color {@barTarget4color}
   #VAR barTarget12 {@barTarget11}
   #VAR barTarget11 {@barTarget10}
   #VAR barTarget10 {@barTarget9}
   #VAR barTarget9 {@barTarget8}
   #VAR barTarget8 {@barTarget7}
   #VAR barTarget7 {@barTarget6}
   #VAR barTarget6 {@barTarget5}
   #VAR barTarget5 {@targetCrossName}
   #VAR barTarget5color {@barTargetSScolor}
   } "" {case|color}
#TRIGGER "targetDarkTrigger" {~*%e[31m([A-Z]%w)%e[0m~*} {
   #VAR targetCrossName {%1}
   #IF (@targetCrossName=@barTarget5) {#ABORT 1}
   #IF (@targetCrossName=@barTarget6) {#ABORT 1}
   #IF (@targetCrossName=@barTarget7) {#ABORT 1}
   #IF (@targetCrossName=@barTarget8) {#ABORT 1}
   #IF (@targetCrossName=@barTarget9) {#ABORT 1}
   #IF (@targetCrossName=@barTarget10) {#ABORT 1}
   #IF (@targetCrossName=@barTarget11) {#ABORT 1}
   #IF (@targetCrossName=@barTarget12) {#ABORT 1}
   #VAR barTarget12color {@barTarget11color}
   #VAR barTarget11color {@barTarget10color}
   #VAR barTarget10color {@barTarget9color}
   #VAR barTarget9color {@barTarget8color}
   #VAR barTarget8color {@barTarget7color}
   #VAR barTarget7color {@barTarget6color}
   #VAR barTarget6color {@barTarget5color}
   #VAR barTarget5color {@barTarget4color}
   #VAR barTarget12 {@barTarget11}
   #VAR barTarget11 {@barTarget10}
   #VAR barTarget10 {@barTarget9}
   #VAR barTarget9 {@barTarget8}
   #VAR barTarget8 {@barTarget7}
   #VAR barTarget7 {@barTarget6}
   #VAR barTarget6 {@barTarget5}
   #VAR barTarget5 {@targetCrossName}
   #VAR barTarget5color {@barTargetDScolor}
   } "" {case|color}
#TRIGGER "targetHumanTrigger" {~*%e[36m([A-Z]%w)%e[0m~*} {
   #VAR targetCrossName {%1}
   #IF (@targetCrossName=@barTarget5) {#ABORT 1}
   #IF (@targetCrossName=@barTarget6) {#ABORT 1}
   #IF (@targetCrossName=@barTarget7) {#ABORT 1}
   #IF (@targetCrossName=@barTarget8) {#ABORT 1}
   #IF (@targetCrossName=@barTarget9) {#ABORT 1}
   #IF (@targetCrossName=@barTarget10) {#ABORT 1}
   #IF (@targetCrossName=@barTarget11) {#ABORT 1}
   #IF (@targetCrossName=@barTarget12) {#ABORT 1}
   #VAR barTarget12color {@barTarget11color}
   #VAR barTarget11color {@barTarget10color}
   #VAR barTarget10color {@barTarget9color}
   #VAR barTarget9color {@barTarget8color}
   #VAR barTarget8color {@barTarget7color}
   #VAR barTarget7color {@barTarget6color}
   #VAR barTarget6color {@barTarget5color}
   #VAR barTarget5color {@barTarget4color}
   #VAR barTarget12 {@barTarget11}
   #VAR barTarget11 {@barTarget10}
   #VAR barTarget10 {@barTarget9}
   #VAR barTarget9 {@barTarget8}
   #VAR barTarget8 {@barTarget7}
   #VAR barTarget7 {@barTarget6}
   #VAR barTarget6 {@barTarget5}
   #VAR barTarget5 {@targetCrossName}
   #VAR barTarget5color {@barTargetLScolor}
   } "" {case|color}
#ONINPUT {^k &barTarget4$} {kill @barTarget4}
#ONINPUT {^{not|noti|notic|notice}$} {
   #T+ {barStartNotice}
   #T+ {barStopNotice}
   }
#ONINPUT {^{rel|rele|relea|releas|release}$} {barSource 0}
#FUNCTION barMXP1 {<font fixedsys 11><color %1> %2 </color></font>}
#FUNCTION barMXP2 {<font fixedsys 11><color %1> %2</color><color %3>:</color><color %4> %5</color><color %6>%7 </color></font>}
#FUNCTION barMXP3 {<font fixedsys 11><color %1> %2</color><color %3>:</color><color %4> %5 </color></font>}
#FUNCTION barMXP4 {<font fixedsys 11><color %1> %2</color><color %3> %4</color><color %5> %6</color><color %7> %8 </color></font>}
#FUNCTION barMXP5 {<font fixedsys 11><color %1>%2</color></font>}
#STATUS {@barMXP1(@barMoodColor black,@barMood)} "" "targetBarMood"
#STATUS {@barMXP1(@barPostureColor black,@barPosture)} "" "targetBarPosture"
#STATUS {@barMXP2(@barColorHP black,HP,white black,white black,@barCurrentHP,white black,~(@barMaxHP~))} "" "targetBarHitPoints"
#STATUS {@barMXP2(@barColorAP black,@barAbilityType,white black,white black,@barCurrentAP,white black,~(@barMaxAP~))} "" "targetBarAbilityPoints"
#STATUS {@barMXP2(@barColorMV black,MV,white black,white black,@barCurrentMV,white black,~(@barMaxMV~))} "" "targetBarMovePoints"
#STATUS {@barMXP3(@barColorFL black,FL,white black,@barFleeLagColor black,@barFleeLag)} "" "targetBarFlee"
#STATUS {@barMXP3(white black,CP,white black,@barChargePulseColor black,@barChargePulse)} "" "targetBarCharge"
#STATUS {@barMXP4(@barTarget1Color black,@barTarget1,@barTarget2Color black,@barTarget2,@barTarget3Color black,@barTarget3,@barTarget4color black,@barTarget4)} "" "targetBar1234"
#STATUS {@barMXP1(@barTarget5color black,@barTarget5)} "" "targetBar5"
#STATUS {@barMXP1(@barTarget6color black,@barTarget6)} "" "targetBar6"
#STATUS {@barMXP1(@barTarget7color black,@barTarget7)} "" "targetBar7"
#STATUS {@barMXP1(@barTarget8color black,@barTarget8)} "" "targetBar8"
#STATUS {@barMXP1(@barTarget9color black,@barTarget9)} "" "targetBar9"
#STATUS {@barMXP1(@barTarget10color black,@barTarget10)} "" "targetBar10"
#STATUS {@barMXP1(@barTarget11color black,@barTarget11)} "" "targetBar11"
#STATUS {@barMXP1(@barTarget12color black,@barTarget12)} "" "targetBar12"
#STATUS {@barMXP5(black @barNoticeColor,NOTICE)} "" "targetBarNotice"
#STATUS {@barMXP5(black @barSneakColor,SNEAK)} "" "targetBarSneak"
#STATUS {@barMXP5(black @barSourceColor,SOURCE)} "" "targetBarSource"
#STATUS {@barMXP1(@barExitColor black,Exits: @barExitList)} "" "targetBarExit"
#STATUS {<font fixedsys 11><color black black></color></font>} "" "targetBarEnd"
#CLASS 0
#CLASS {TargetBar|ConditionTriggers}
#TRIGGER "barHealthyTrigger" {@barHitCondition=Healthy} {
   #T- {barHealthyTrigger}
   barRegenHP
   #T- {barAlarmHP}
   #VAR barCurrentHP {@barMaxHP}
   } "" {exp}
#TRIGGER "barScratchedTrigger" {@barHitCondition=Scratched} {
   #T- {barScratchedTrigger}
   #IF (@barPreviousHitCondition=Healthy) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.97)))}
      } {}
   #IF (@barPreviousHitCondition=Hurt) {
      barRegenHP
      #T- {barAlarmHP}
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.90)))}
      } {}
   } "" {disable|exp}
#TRIGGER "barHurtTrigger" {@barHitCondition=Hurt} {
   #T- {barHurtTrigger}
   #IF (@barPreviousHitCondition=Healthy) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.87)))}
      } {}
   #IF (@barPreviousHitCondition=Scratched) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.87)))}
      } {}
   #IF (@barPreviousHitCondition=Wounded) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.75)))}
      barRegenHP
      } {}
   } "" {disable|exp}
#TRIGGER "barWoundedTrigger" {@barHitCondition=Wounded} {
   #T- {barWoundedTrigger}
   #IF (@barPreviousHitCondition=Healthy) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.72)))}
      } {}
   #IF (@barPreviousHitCondition=Scratched) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.72)))}
      } {}
   #IF (@barPreviousHitCondition=Hurt) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.72)))}
      } {}
   #IF (@barPreviousHitCondition=Battered) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.50)))}
      barRegenHP
      } {}
   } "" {disable|exp}
#TRIGGER "barBatteredTrigger" {@barHitCondition=Battered} {
   #T- {barBatteredTrigger}
   #IF (@barPreviousHitCondition=Hurt) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.47)))}
      } {}
   #IF (@barPreviousHitCondition=Wounded) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.47)))}
      } {}
   #IF (@barPreviousHitCondition=Beaten) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.30)))}
      barRegenHP
      } {}
   } "" {disable|exp}
#TRIGGER "barBeatenTrigger" {@barHitCondition=Beaten} {
   #T- {barBeatenTrigger}
   #IF (@barPreviousHitCondition=Wounded) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.27)))}
      } {}
   #IF (@barPreviousHitCondition=Battered) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.27)))}
      } {}
   #IF (@barPreviousHitCondition=Critical) {
      #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.15)))}
      barRegenHP
      } {}
   } "" {disable|exp}
#TRIGGER "barCriticalTrigger" {@barHitCondition=Critical} {
   #T- {barCriticalTrigger}
   #VAR barCurrentHP {%format(0,%eval(@barMaxHP*%float(.13)))}
   } "" {disable|exp}
#TRIGGER "barAbilityBurstingTrigger" {@barAbilityCondition=Bursting} {
   #T- {barAbilityBurstingTrigger}
   barRegenAP
   #T- {barAlarmAP}
   #VAR barCurrentAP {@barMaxAP}
   } "" {exp}
#TRIGGER "barAbilityFullTrigger" {@barAbilityCondition=Full} {
   #T- {barAbilityFullTrigger}
   #IF (@barPreviousAbilityCondition=Bursting) {
      #VAR barCurrentAP {%format(0,%eval(@barMaxAP*%float(.97)))}
      } {}
   #IF (@barPreviousAbilityCondition=Strong) {
      barRegenAP
      #VAR barCurrentAP {%format(0,%eval(@barMaxAP*%float(.91)))}
      } {}
   } "" {disable|exp}
#TRIGGER "barAbilityStrongTrigger" {@barAbilityCondition=Strong} {
   #T- {barAbilityStrongTrigger}
   #IF (@barPreviousAbilityCondition=Full) {
      #VAR barCurrentAP {%format(0,%eval(@barMaxAP*%float(.87)))}
      } {}
   #IF (@barPreviousAbilityCondition=Good) {
      #VAR barCurrentAP {%format(0,%eval(@barMaxAP*%float(.51)))}
      barRegenAP
      } {}
   } "" {disable|exp}
#TRIGGER "barAbilityGoodTrigger" {@barAbilityCondition=Good} {
   #T- {barAbilityGoodTrigger}
   #IF (@barPreviousAbilityCondition=Strong) {
      #VAR barCurrentAP {%format(0,%eval(@barMaxAP*%float(.47)))}
      } {}
   #IF (@barPreviousAbilityCondition=Fading) {
      #VAR barCurrentAP {%format(0,%eval(@barMaxAP*%float(.31)))}
      barRegenAP
      } {}
   } "" {disable|exp}
#TRIGGER "barAbilityFadingTrigger" {@barAbilityCondition=Fading} {
   #T- {barAbilityFadingTrigger}
   #IF (@barPreviousAbilityCondition=Good) {
      #VAR barCurrentAP {%format(0,%eval(@barMaxAP*%float(.27)))}
      } {}
   #IF (@barPreviousAbilityCondition=Trickling) {
      #VAR barCurrentAP {%format(0,%eval(@barMaxAP*%float(.16)))}
      barRegenAP
      } {}
   } "" {disable|exp}
#TRIGGER "barAbilityTricklingTrigger" {@barAbilityCondition=Trickling} {
   #T- {barAbilityTricklingTrigger}
   #IF (@barPreviousAbilityCondition=Fading) {
      #VAR barCurrentAP {%format(0,%eval(@barMaxAP*%float(.13)))}
      } {}
   #IF (@barPreviousAbilityCondition=None) {
      #VAR barCurrentAP {%format(0,%eval((@barINT+@barWIL)/2))}
      barRegenAP
      } {}
   } "" {disable|exp}
#TRIGGER "barAbilityNoneTrigger" {@barAbilityCondition=None} {
   #T- {barAbilityNoneTrigger}
   #VAR barCurrentAP {0}
   } "" {disable|exp}
#TRIGGER "barAbilitySpentTrigger" {@barAbilityCondition=Spent} {
   #T- {barAbilitySpentTrigger}
   #VAR barCurrentAP {negative}
   } "" {disable|exp}
#TRIGGER "barFreshTrigger" {@barMoveCondition=Fresh} {
   #T- {barFreshTrigger}
   barRegenMV
   #T- {barAlarmMV}
   #VAR barCurrentMV {@barMaxMV}
   } "" {exp}
#TRIGGER "barFullTrigger" {@barMoveCondition=Full} {
   #T- {barFullTrigger}
   #IF (@barPreviousMoveCondition=Fresh) {
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.98)))}
      } {}
   #IF (@barPreviousMoveCondition=Strong) {
      barRegenMV
      #T- {barAlarmMV}
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.90)))}
      } {}
   } "" {disable|exp}
#TRIGGER "barStrongTrigger" {@barMoveCondition=Strong} {
   #T- {barStrongTrigger}
   #IF (@barPreviousMoveCondition=Full) {
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.88)))}
      } {}
   #IF (@barPreviousMoveCondition=Tiring) {
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.75)))}
      barRegenMV
      } {}
   } "" {disable|exp}
#TRIGGER "barTiringTrigger" {@barMoveCondition=Tiring} {
   #T- {barTiringTrigger}
   #IF (@barPreviousMoveCondition=Strong) {
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.73)))}
      } {}
   #IF (@barPreviousMoveCondition=Winded) {
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.50)))}
      barRegenMV
      } {}
   } "" {disable|exp}
#TRIGGER "barWindedTrigger" {@barMoveCondition=Winded} {
   #T- {barWindedTrigger}
   #IF (@barPreviousMoveCondition=Tiring) {
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.48)))}
      } {}
   #IF (@barPreviousMoveCondition=Weary) {
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.30)))}
      barRegenMV
      } {}
   } "" {disable|exp}
#TRIGGER "barWearyTrigger" {@barMoveCondition=Weary} {
   #T- {barWearyTrigger}
   #IF (@barPreviousMoveCondition=Winded) {
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.28)))}
      } {}
   #IF (@barPreviousMoveCondition=Haggard) {
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.15)))}
      barRegenMV
      } {}
   } "" {disable|exp}
#TRIGGER "barHaggardTrigger" {@barMoveCondition=Haggard} {
   #T- {barHaggardTrigger}
   #IF (@barPreviousMoveCondition=Weary) {
      #VAR barCurrentMV {%format(0,%eval(@barMaxMV*%float(.13)))}
      } {}
   #IF (@barPreviousMoveCondition=Collapsing) {
      #VAR barCurrentMV {0}
      barRegenMV
      } {}
   } "" {disable|exp}
#TRIGGER "barCollapsingTrigger" {@barMoveCondition=Collapsing} {
   #T- {barCollapsingTrigger}
   #VAR barCurrentMV {negative}
   } "" {disable|exp}
#CLASS 0
#CLASS {TargetBar|TargetBarKeys}
#KEY F1 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (@barTarget1=1) {
         #SAY {%crlf "barTarget1 not set, type tg1 <name> to set barTarget1."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget1}
      }
   }
#KEY F2 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (@barTarget2=2) {
         #SAY {%crlf "barTarget2 not set, type tg2 <name> to set barTarget2."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget2}
      }
   }
#KEY F3 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (@barTarget3=3) {
         #SAY {%crlf "barTarget3 not set, type tg3 <name> to set barTarget3."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget3}
      }
   }
#KEY F4 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (@barTarget4=4) {
         #SAY {%crlf "barTarget4 not set, type tg4 <name> to set barTarget4."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget4}
      }
   }
#KEY F5 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (%null(@barTarget5)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget5."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget5}
      }
   }
#KEY F6 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (%null(@barTarget6)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget6."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget6}
      }
   }
#KEY F7 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (%null(@barTarget7)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget7."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget7}
      }
   }
#KEY F8 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (%null(@barTarget8)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget8."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget8}
      }
   }
#KEY F9 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (%null(@barTarget9)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget9."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget9}
      }
   }
#KEY F10 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (%null(@barTarget10)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget10."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget10}
      }
   }
#KEY F11 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (%null(@barTarget11)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget11."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget11}
      }
   }
#KEY F12 {
   #IF (%null(%eval(%concat("@keyFunc",%char)))) {
      #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
      } {
      #IF (%null(@barTarget12)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget12."}
         } {%eval(%concat("@keyFunc",%char)) @barTarget12}
      }
   }
#KEY CTRL-F1 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (@barTarget1=1) {
         #SAY {%crlf "barTarget1 not set, type tg1 <name> to set barTarget1."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget1}
      }
   }
#KEY CTRL-F2 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (@barTarget2=2) {
         #SAY {%crlf "barTarget2 not set, type tg2 <name> to set barTarget2."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget2}
      }
   }
#KEY CTRL-F3 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (@barTarget3=3) {
         #SAY {%crlf "barTarget3 not set, type tg3 <name> to set barTarget3."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget3}
      }
   }
#KEY CTRL-F4 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (@barTarget4=4) {
         #SAY {%crlf "barTarget4 not set, type tg4 <name> to set barTarget4."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget4}
      }
   }
#KEY CTRL-F5 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@barTarget5)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget5."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget5}
      }
   }
#KEY CTRL-F6 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@barTarget6)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget6."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget6}
      }
   }
#KEY CTRL-F7 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@barTarget7)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget7."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget7}
      }
   }
#KEY CTRL-F8 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@barTarget8)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget8."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget8}
      }
   }
#KEY CTRL-F9 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@barTarget9)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget9."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget9}
      }
   }
#KEY CTRL-F10 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@barTarget10)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget10."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget10}
      }
   }
#KEY CTRL-F11 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@barTarget11)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget11."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget11}
      }
   }
#KEY CTRL-F12 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@barTarget12)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget12."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @barTarget12}
      }
   }
#KEY ALT-F1 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (@barTarget1=1) {
         #SAY {%crlf "barTarget1 not set, type tg1 <name> to set barTarget1."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget1}
      }
   }
#KEY ALT-F2 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (@barTarget1=2) {
         #SAY {%crlf "barTarget1 not set, type tg2 <name> to set barTarget2."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget2}
      }
   }
#KEY ALT-F3 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (@barTarget3=3) {
         #SAY {%crlf "barTarget1 not set, type tg3 <name> to set barTarget3."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget3}
      }
   }
#KEY ALT-F4 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (@barTarget4=4) {
         #SAY {%crlf "barTarget4 not set, type tg4 <name> to set barTarget4."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget4}
      }
   }
#KEY ALT-F5 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@barTarget5)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget5."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget5}
      }
   }
#KEY ALT-F6 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@barTarget6)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget6."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget6}
      }
   }
#KEY ALT-F7 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@barTarget7)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget7."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget7}
      }
   }
#KEY ALT-F8 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@barTarget8)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget8."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget8}
      }
   }
#KEY ALT-F9 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@barTarget9)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget9."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget9}
      }
   }
#KEY ALT-F10 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@barTarget10)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget10."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget10}
      }
   }
#KEY ALT-F11 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@barTarget11)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget11."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget11}
      }
   }
#KEY ALT-F12 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@barTarget12)) {
         #SAY {%crlf "No crossRaceName has been captured for barTarget12."}
         } {%eval(%concat("@keyAltFunc",%char)) @barTarget12}
      }
   }
#CLASS 0
#CLASS {TargetBar|TargetBarConnect} {enable}
#TRIGGER "TargetBarConnectTrigger" {%s The Wheel Of Time MUD} {
   #T- {TargetBar|TargetBarConnect}
   #T- {targetBarCharge}
   #T+ {barReconnectedTrigger}
   #T+ {barRentedTrigger}
   #T+ {barConnectionPrompt}
   #T+ {barStatTrigger}
   #T+ {barStatRaceTrigger}
   #IF (%class(TicTimer)=1) {
      #T+ {targetBarFlee}
      #T+ {barChargeTrigger}
      #VAR showBarCharge {1}
      } {
      #T- {targetBarFlee}
      #T- {barChargeTrigger}
      #VAR showBarCharge {0}
      }
   } "" {case}
#CLASS 0
#T- {targetBarPosture}
#T- {targetBarSource}
#T- {targetBarAbilityPoints}
#T- {targetBarCharge}
#T- {targetBarFlee}

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


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PostPosted: Thu Jan 11, 2018 11:31 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 102
Location: Seattle
-----Statting----- [Update 1/13/2018]
Botting on WoTmud is against the rules, using triggers is not.
When using the automatic statting option you must stay at the keyboard, or you could be zapped for botting.
Statting script uses saplings to stat with.
Use script at your own risk.

Records stats automatically: race class homeland STR INT WIL DEX CON SUM
(saves files in same folder as your zMUD.exe file as StatRecordNAME.txt)

Type setStats <STR> <INT> <WIL> <DEX> <CON> <SUM> to set statting minimums.
Type setLightContainer <lightSource> <container> to set light source and container.

Type autoStat to start statting automatically.

Direct Download Link: StattingHoM.txt

Code:
#CLASS {Statting}
#ALIAS helpStatting {
   #SAY {%crlf "-----Statting Help File-----"}
   #SHOW {" Botting on WoTmud is against the rules, using triggers is not."}
   #SHOW {"  When using the automatic statting option you must stay at the keyboard,"}
   #SHOW {"   or you could be zapped for botting. Use script at your own risk."}
   #SHOW {""}
   #SHOW {" Records stats automatically (for current character: "%concat(StatRecord,%char)".txt)"}
   #SHOW {"  Save format: race class homeland STR INT WIL DEX CON SUM"}
   #SHOW {"   Note: zMUD saves this file as .txt file in the same folder as zMUD.exe"}
   #SHOW {""}
   #SHOW {" Type stattingColor <color> [bcolor] [background color optional]"}
   #SHOW {"  Example: "<color %subchar(%eval(@stattingColor),","," ")>A young leatherleaf begins to thicken with age.</color>}
   #SHOW {"   Note: For automatic statting, script auto targets: kill 2.sapling."}
   #SHOW {"    Hint: to remove color type command by itself: stattingColor"}
   #SHOW {""}
   #SHOW {" Type autoStat to start statting automatically."}
   #SAY {" WARNING: Botting can lead to zapping, bot at your own risk..."}
   #SHOW {"  "Hint: keep @stattingLight in @stattingContainer for autoStat day/night triggers.}
   #SHOW {""}
   #SHOW {" Type setStats <STR> <INT> <WIL> <DEX> <CON> <SUM> to set statting minimums."}
   #SHOW {"  Example: setStats 15 19 19 18 15 82 to set individual requirements."}
   #SHOW {"   Script will trigger if all stats rolled is = or > ALL stat requirements."}
   #SHOW {"    Stat SUM will trigger any roll if SUM is = or > set number."}
   #SHOW {"     Hint: Type setStats without parameters to view current set stat minimums."}
   #SHOW {""}
   #SHOW {" Type setLightContainer <lightSource> <container> to set light source and container."}
   #SHOW {"  Example: setLightContainer mirrored pouch"}
   #SHOW {"   Sets light source keyword as mirrored and container keyword to pouch. "}
   #SHOW {"    (current keywords: "@stattingLight @stattingContainer")"}
   #SHOW {""}
   #SHOW {" Type stopStat to stop the automatic statting process."}
   #SHOW {""}
   }
#ALIAS stattingColor {
   #SHOW {""}
   #IF (%null(%1)) {
      #SHOW {" Usage: stattingColor <color> [bcolor] [background color optional]"}
      #VAR stattingColor {}
      #ABORT 1
      } {}
   #IF (%colorname(%1)=536870911 AND %color(%1)=0) {
      #VAR stattingColor {}
      #SAY {" "%1 is an invalid color. stattingColor variable cleared.}
      } {
      #IF (%colorname(%2)=536870911 AND %color(%2)=0) {} {
         #VAR stattingColor {%concat(%1,",",%2)}
         #SHOW {stattingColor set: <color %subchar(%eval(@stattingColor),","," ")>A young leatherleaf begins to thicken with age.</color>}
         #ABORT 1
         }
      #VAR stattingColor {%1}
      #SHOW {stattingColor set: <color %subchar(%eval(@stattingColor),","," ")>A young leatherleaf begins to thicken with age.</color>}
      }
   }
#ALIAS autoStat {
   #IF (@stattingMinSum) {
      #T+ {Statting|Automatic}
      #T+ {stattingScoreTrigger}
      #T- {stattingSeedlingTrigger}
      stattingStart
      } {
      #SAY {%crlf Minimum stat SUM must be set above zero, type: setStats}
      }
   }
#ALIAS stopStat {
   #BEEP 0
   disengage
   #T+ {Statting|Automatic}
   #T- {stattingScoreTrigger}
   #T- {stattingRestatTrigger}
   #T- {stattingFreezesTrigger}
   #T- {stattingDisengageTrigger}
   #T- {stattingNotFightingTrigger}
   #T- {stattingDodgesTrigger}
   #T- {stattingEngagedTrigger}
   #SUSPEND stattingAlarm1
   #SUSPEND stattingAlarm2
   #SUSPEND stattingAlarm3
   #SUSPEND stattingAlarm4
   #SUSPEND stattingRestatAlarm
   #T- {Statting|Automatic}
   #SAY {%crlf "Automatic statting disabled."}
   #INPUT {}
   }
#ALIAS setStats {
   #SHOW {""}
   #IF (%null(%1)) {
      #SAY {%crlf " Current statting minimums: "STR:@stattingMinSTR INT:@stattingMinINT WIL:@stattingMinWIL DEX:@stattingMinDEX CON:@stattingMinCON SUM:@stattingMinSUM}
      #SHOW {""}
      #SAY {" Usage: setStats <STR> <INT> <WIL> <DEX> <CON> <SUM> to set statting minimums."}
      #SHOW {"  Example: setStats 15 19 19 18 15 82 to set individual requirements."}
      #SHOW {"   Script will trigger if all stats rolled is = or > ALL stat requirements."}
      #SHOW {"    Stat SUM will trigger any roll if SUM is = or > set number."}
      #ABORT 1
      } {}
   #IF (%isnumber(%1)) {
      #VAR stattingMinSTR {%1}
      #SAY {Minimum STR requirement set to %1}
      } {
      #SAY {Minimum STR requirement number not recognized or missing...}
      #ABORT 1
      }
   #IF (%isnumber(%2)) {
      #VAR stattingMinINT {%2}
      #SAY {Minimum INT requirement set to %2}
      } {
      #SAY {Minimum INT requirement number not recognized or missing...}
      #ABORT 1
      }
   #IF (%isnumber(%3)) {
      #VAR stattingMinWIL {%3}
      #SAY {Minimum WIL requirement set to %3}
      } {
      #SAY {Minimum WIL requirement number not recognized or missing...}
      #ABORT 1
      }
   #IF (%isnumber(%4)) {
      #VAR stattingMinDEX {%4}
      #SAY {Minimum DEX requirement set to %4}
      } {
      #SAY {Minimum DEX requirement number not recognized or missing...}
      #ABORT 1
      }
   #IF (%isnumber(%5)) {
      #VAR stattingMinCON {%5}
      #SAY {Minimum CON requirement set to %5}
      } {
      #SAY {Minimum CON requirement number not recognized or missing...}
      #ABORT 1
      }
   #IF (%isnumber(%6)) {
      #VAR stattingMinSUM {%6}
      #SAY {Minimum SUM requirement set to %6}
      } {
      #SAY {Minimum SUM requirement number not recognized or missing...}
      #ABORT 1
      }
   }
#ALIAS setLightContainer {
   #VAR stattingLight {%1}
   #VAR stattingContainer {%2}
   #SAY {%crlf Statting light and container set to: %1 and %2}
   }
#VAR stattingCON {0} {0}
#VAR stattingClass {} {}
#VAR stattingColor {darkorchid}
#VAR stattingContainer {pack}
#VAR stattingDEX {0} {0}
#VAR stattingHomeland {} {}
#VAR stattingINT {0} {0}
#VAR stattingLight {lantern}
#VAR stattingMinCON {0} {0}
#VAR stattingMinDEX {0} {0}
#VAR stattingMinINT {0} {0}
#VAR stattingMinSTR {0} {0}
#VAR stattingMinSUM {0} {0}
#VAR stattingMinWIL {0} {0}
#VAR stattingRace {} {}
#VAR stattingSTR {0} {0}
#VAR stattingSUM {0} {0}
#VAR stattingWIL {0} {0}
#TRIGGER "stattingScoreTrigger" {You gain a level!$} {
   #T+ {stattingLevel3}
   #T+ {stattingLevel3Trolloc}
   #IF (%class(Statting|Automatic)=1) {
      #T- {stattingCryTrigger}
      #T+ {stattingContinueTrigger}
      } {}
   score
   } "" {case|disable}
#TRIGGER "stattingLevel3" {^This ranks you as [A-Z]%w of (*) ~(Level 3~).$} {
   #T- {stattingLevel3}
   #T- {stattingLevel3Trolloc}
   #T+ {stattingCapture1}
   #T+ {stattingCapture2}
   #T+ {stattingRecordTrigger}
   #IF (%class(Statting|Automatic)=1) {
      #T+ {stattingDayTrigger}
      #T+ {stattingNightTrigger}
      #T+ {stattingOutTrigger}
      #T+ {stattingLightTrigger}
      }
   #VAR stattingHomeland {%1}
   stat
   } "" {case|disable}
#TRIGGER "stattingLevel3Trolloc" {^This ranks you as [A-Z]%w the (*) ~(Level 3~).$} {
   #T- {stattingLevel3Trolloc}
   #T- {stattingLevel3}
   #T+ {stattingCapture1}
   #T+ {stattingCapture2}
   #T+ {stattingRecordTrigger}
   #IF (%class(Statting|Automatic)=1) {
      #T+ {stattingDayTrigger}
      #T+ {stattingNightTrigger}
      #T+ {stattingOutTrigger}
      #T+ {stattingLightTrigger}
      }
   #VAR stattingHomeland {%1}
   stat
   } "" {case|disable}
#TRIGGER "stattingCapture1" {You are a %d year old {male|female} &%wstattingRace &%wstattingClass} {
   #T- {stattingCapture1}
   } "" {case|disable}
#TRIGGER "stattingCapture2" {^Your base abilities are: Str:&%dstattingSTR Int:&%dstattingINT Wil:&%dstattingWIL Dex:&%dstattingDEX Con:&%dstattingCON} {
   #T- {stattingCapture2}
   #MATH stattingSUM {@stattingSTR+@stattingINT+@stattingWIL+@stattingDEX+@stattingCON}
   #IF (%1>=@stattingMinSTR AND %2>=@stattingMinINT AND %3>=@stattingMinWIL AND %4>=@stattingMinDEX AND %5>=@stattingMinCON) {
      #BEEP 0
      stopStat
      #SAY {"Minimum statting requirements met!"}
      } {
      #IF (@stattingSUM>=@stattingMinSUM) {
         #BEEP 0
         stopStat
         #SAY {"Minimum stat sum requirements met!"}
         } {
         #IF (%class(Statting|Automatic)=1) {
            #INPUT {stopStat} 1
            #SAY {"Restatting in 5... (press enter to cancel)"}
            #T+ {stattingDodgesTrigger}
            #T+ {stattingEngagedTrigger}
            #T+ {stattingFailTrigger}
            #ALARM "stattingAlarm1" {+1} {#SAY {%crlf "IN 4 Seconds... (press enter to cancel)"}} {Statting|Automatic}
            #ALARM "stattingAlarm2" {+2} {#SAY {%crlf "IN 3 Seconds... (press enter to cancel)"}} {Statting|Automatic}
            #ALARM "stattingAlarm3" {+3} {#SAY {%crlf "IN 2 Seconds... (press enter to cancel)"}} {Statting|Automatic}
            #ALARM "stattingAlarm4" {+4} {#SAY {%crlf "IN 1 Seconds... (press enter to cancel)"}} {Statting|Automatic}
            #ALARM "stattingRestatAlarm" {+5} {
               #T+ {stattingRestatTrigger}
               #SAY {%crlf "Automatic restat in progress..."}
               #INPUT {}
               #IF (%class(stattingDisengageTrigger)=1) {disengage} {restat}
               } {Statting|Automatic}
            } {}
         }
      }
   } "" {case|disable}
#TRIGGER "stattingRecordTrigger" {^You are subjected to the following effects:$} {
   #T- {stattingRecordTrigger}
   #FILE 1 %concat(StatRecord,%char,.txt)
   #WRITE 1 {@stattingRace @stattingClass @stattingHomeland STR:@stattingSTR INT:@stattingINT WIL:@stattingWIL DEX:@stattingDEX CON:@stattingCON SUM:@stattingSUM}
   #CLOSE 1
   } "" {case|disable}
#TRIGGER "stattingColorTrigger" {^A young leatherleaf begins to thicken with age.$} {
   #COLOR {@stattingColor}
   } "" {case}
#TRIGGER "stattingSeedlingTrigger" {A seedling firmly takes root and spreads its limbs to the sky.} {
   autostat
   } "" {case|disable}
#CLASS 0
#CLASS {Statting|Automatic} {disable}
#ALIAS stattingStart {
   #SHOW {""}
   #SAY {"Botting can lead to zapping, bot at your own risk..."}
   #T- {stattingContinueTrigger}
   #T- {stattingLevel3}
   #T- {stattingLevel3Trolloc}
   #T+ {stattingStartTrigger}
   score
   }
#TRIGGER "stattingContinueTrigger" {^This ranks you as * ~(Level (%d)~).$} {
   #T- {stattingContinueTrigger}
   #T+ {stattingCryTrigger}
   #IF (%1=1) {
      kill 2.sapling
      } {}
   #IF (%1=2) {
      kill 2.sapling
      } {}
   #IF (%1=4) {
      #INPUT {stopStat} 1
      #SAY {"Restatting in 5... (press enter to cancel)"}
      #T+ {stattingDodgesTrigger}
      #T+ {stattingEngagedTrigger}
      #T+ {stattingFailTrigger}
      #ALARM "stattingAlarm1" {+1} {#SAY {%crlf "IN 4 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingAlarm2" {+2} {#SAY {%crlf "IN 3 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingAlarm3" {+3} {#SAY {%crlf "IN 2 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingAlarm4" {+4} {#SAY {%crlf "IN 1 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingRestatAlarm" {+5} {
         #T+ {stattingRestatTrigger}
         #SAY {%crlf "Automatic restat in progress..."}
         #INPUT {}
         #IF (%class(stattingDisengageTrigger)=1) {disengage} {restat}
         } {Statting|Automatic}
      } {}
   } "" {case|disable}
#TRIGGER "stattingStartTrigger" {^This ranks you as * ~(Level (%d)~).$} {
   #T- {stattingStartTrigger}
   #T+ {stattingCryTrigger}
   #T+ {stattingContinueTrigger}
   #IF (%1=1) {
      kill 2.sapling
      } {}
   #IF (%1=2) {
      kill 2.sapling
      } {}
   #IF (%1=3) {
      #INPUT {stopStat} 1
      #SAY {"Restatting in 5... (press enter to cancel)"}
      #T+ {stattingDodgesTrigger}
      #T+ {stattingEngagedTrigger}
      #T+ {stattingFailTrigger}
      #ALARM "stattingAlarm1" {+1} {#SAY {%crlf "IN 4 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingAlarm2" {+2} {#SAY {%crlf "IN 3 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingAlarm3" {+3} {#SAY {%crlf "IN 2 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingAlarm4" {+4} {#SAY {%crlf "IN 1 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingRestatAlarm" {+5} {
         #T+ {stattingRestatTrigger}
         #SAY {%crlf "Automatic restat in progress..."}
         #INPUT {}
         #IF (%class(stattingDisengageTrigger)=1) {disengage} {restat}
         } {Statting|Automatic}
      } {}
   #IF (%1=4) {
      #INPUT {stopStat} 1
      #SAY {"Restatting in 5... (press enter to cancel)"}
      #T+ {stattingDodgesTrigger}
      #T+ {stattingEngagedTrigger}
      #T+ {stattingFailTrigger}
      #ALARM "stattingAlarm1" {+1} {#SAY {%crlf "IN 4 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingAlarm2" {+2} {#SAY {%crlf "IN 3 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingAlarm3" {+3} {#SAY {%crlf "IN 2 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingAlarm4" {+4} {#SAY {%crlf "IN 1 Seconds... (press enter to cancel)"}} {Statting|Automatic}
      #ALARM "stattingRestatAlarm" {+5} {
         #T+ {stattingRestatTrigger}
         #SAY {%crlf "Automatic restat in progress..."}
         #INPUT {}
         #IF (%class(stattingDisengageTrigger)=1) {disengage} {restat}
         } {Statting|Automatic}
      } {}
   #IF (%1>4) {
      #SAY {%crlf Statting fail! Character level too high...}
      stopStat
      } {}
   } "" {case|disable}
#TRIGGER {They aren't here.$} {
   #T+ {stattingSeedlingTrigger}
   stopStat
   } "" {case}
#TRIGGER "stattingDisengageTrigger" {You disengage from the fight.} {
   #T- {stattingDisengageTrigger}
   #T- {stattingNotFightingTrigger}
   restat
   } "" {case|disable}
#TRIGGER "stattingNotFightingTrigger" {But you're not fighting anyone!?} {
   #T- {stattingNotFightingTrigger}
   #T- {stattingDisengageTrigger}
   restat
   } "" {case|disable}
#TRIGGER "stattingFreezesTrigger" {^Your blood freezes as you hear a stout young sapling's death cry.$} {
   #T- {stattingFreezesTrigger}
   #T- {stattingDisengageTrigger}
   #ALARM "stattingNotFightingAlarm" {+2} {#T- {stattingNotFightingTrigger}} "Statting"
   } "" {case|disable}
#TRIGGER "stattingDodgesTrigger" {A stout young sapling swiftly dodges your attempt to * it.$} {
   #T- {stattingDodgesTrigger}
   #T- {stattingEngagedTrigger}
   #T- {stattingFailTrigger}
   #T+ {stattingFreezesTrigger}
   #T+ {stattingDisengageTrigger}
   #T+ {stattingNotFightingTrigger}
   } "" {case|disable}
#TRIGGER "stattingEngagedTrigger" {You * a stout young sapling} {
   #T- {stattingEngagedTrigger}
   #T- {stattingFailTrigger}
   #T- {stattingDodgesTrigger}
   #T+ {stattingFreezesTrigger}
   #T+ {stattingDisengageTrigger}
   #T+ {stattingNotFightingTrigger}
   } "" {case|disable}
#TRIGGER "stattingFailTrigger" {You fail to * a stout young sapling.$} {
   #T- {stattingFailTrigger}
   #T- {stattingEngagedTrigger}
   #T- {stattingDodgesTrigger}
   #T+ {stattingFreezesTrigger}
   #T+ {stattingDisengageTrigger}
   #T+ {stattingNotFightingTrigger}
   } "" {case|disable}
#TRIGGER "stattingCryTrigger" {^Your blood freezes as you hear a stout young sapling's death cry.$} {
   #T+ {stattingContinueTrigger}
   score
   } "" {case}
#TRIGGER "stattingRestatTrigger" {You feel dizzy as time seems to spin backwards...$} {
   #T- {stattingRestatTrigger}
   stattingStart
   } "" {case|disable}
#TRIGGER "stattingOutTrigger" {A * has gone out!$} {
   remove @stattingLight
   drop all.@stattingLight
   get @stattingLight @stattingContainer
   grab @stattingLight
   } "" {case}
#TRIGGER "stattingLightTrigger" {You could not light a *.$} {
   remove @stattingLight
   drop all.@stattingLight
   get @stattingLight @stattingContainer
   grab @stattingLight
   } "" {case}
#TRIGGER "stattingDayTrigger" {The day has begun.$} {
   remove @stattingLight
   put @stattingLight @stattingContainer
   } "" {case}
#TRIGGER "stattingNightTrigger" {The night has begun.$} {
   get @stattingLight @stattingContainer
   hold @stattingLight
   } "" {case}
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


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