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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: 110
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: 110
Location: Seattle
-----Target-----
    [Updated: 3/12/2018]

Type helpTarget to view help file in client.
Type helpTargetButton to view options file in client.
Type helpTargetMacro to view options file in client.
Type helpTargetCrossRace to view options file in client.
Type helpTargetWanted to view options file in client.

Type tg1 <name> to set <name> as @target1.
Type tg2 <name> to set <name> as @target2.
Type tg3 <name> to set <name> as @target3.
Type tg4 <name> to set <name> as @target4.

Type ht1 <name> to set h.<name> as @target1.
Type ht2 <name> to set h.<name> as @target2.
Type ht3 <name> to set h.<name> as @target3.
Type ht4 <name> to set h.<name> as @target4.

Type k <name> to attack <name> and set <name> as @target4.
Type hk <name> to attack h.<name> and set h.<name> as @target4.
Note: ki <name>, kil <name>, and kill <name> do NOT change the @target4 variable.

Type toggle14 to toggle main target buttons on/off.
Type toggle58 to toggle crossRace target buttons 5-8 on/off.
Type toggle912 to toggle WANTED target buttons 9-12 on/off.
Type toggle1316 to toggle buttons 13-16 on/off. (ADD|DIV|MULT|SUB)
Note: buttons 13-16 (ADD|DIV|MULT|SUB) variables run off of the script: Characters.

Type reset58 to reset WANTED target buttons 5 through 8 to defaults.
Type reset912 to reset WANTED target buttons 9 through 12 to defaults.

Type btnColor <button> <color> to change the color of button.
Hint: btnColor all <color> to change all buttons to the same color.
Available buttons: ADD|DIV|F1|F2|F3|F4|F5|F6|F7|F8|F9|F10|F11|F12|MULT|SUB

Type btnColorDS <color> to change the color of DS captured name in buttons F5-F8. Default red text with black background.
Type btnColorLS <color> to change the color of LS captured name in buttons F5-F8. Default blue text with black background.
Type btnColorW <color> to change the color of WANTED captured names in buttons F9-F12.

Type setFkey <command> to set F1-F12 target F key command.
Type setAFkey <command> to set F1-F12 target ALT-F key command.
Type setCFkey <command> to set F1-F12 target CTRL-F key command.

Download Key16.zip file extract the folder and place a copy inside the WoTMUD folder in your zMUD directory. If your game settings folder is not titled WoTMUD then you will need to edit the file path for each button in the script to have the images display.

Direct Download Link: TargetHoM.txt
Direct Download Link: Key16.zip

Active Triggers: 6/6
Code:
#CLASS {Target}
#ALIAS helpTarget {
   #PRIORITY {
      #SAY {%crlf "-----Target Help File-----"}
      #SAY {"     [Updated: 3/23/2018]"}
      #SHOW {" Set targets 1-4 with the following commands:"}
      #SHOW {" Type tg1 <name> to set <name> as @target1."}
      #SHOW {" Type tg2 <name> to set <name> as @target2."}
      #SHOW {" Type tg3 <name> to set <name> as @target3."}
      #SHOW {" Type tg4 <name> to set <name> as @target4."}
      #SHOW {"  Note: for any tg# without <name> will auto-populate with @targetPlayerName"}
      #SHOW {"   Example: tg2 dave will set @target2 to dave"}
      #SHOW {"    Example: tg2 will set @target2 from the @targetPlayerName variable"}
      #SHOW {""}
      #SHOW {" Set h.targets 1-4 with the following commands:"}
      #SHOW {" Type ht1 <name> to set h.<name> as @target1."}
      #SHOW {" Type ht2 <name> to set h.<name> as @target2."}
      #SHOW {" Type ht3 <name> to set h.<name> as @target3."}
      #SHOW {" Type ht4 <name> to set h.<name> as @target4."}
      #SHOW {"  Note: notes and examples above also apply for h. targeting."}
      #SHOW {""}
      #SHOW {" Type k <name> to attack <name> and set <name> as @target4."}
      #SHOW {" Type hk <name> to attack h.<name> and set h.<name> as @target4."}
      #SHOW {"  Note: ki <name>, kil <name>, and kill <name> do NOT change the @target4 variable."}
      #SHOW {""}
      #SHOW {" CrossRace and WANTED names capture automatically to targets 5 through 12."}
      #SHOW {""}
      #SHOW {" Type helpTargetButton to view Target Button Help Options."}
      #SHOW {" Type helpTargetMacro to view Target Macro Help Options."}
      #SHOW {" Type helpTargetCrossRace to view Target CrossRace Help Options."}
      #SHOW {" Type helpTargetWanted to view Target WANTED Help Options."}
      #SHOW {""}
      }
   }
#ALIAS helpTargetButton {
   #PRIORITY {
      #SAY {%crlf "-----Target Button Help Options-----"}
      #SHOW {" Type toggle14 to toggle main target buttons on/off."}
      #SHOW {" Type toggle58 to toggle crossRace target buttons 5-8 on/off."}
      #SHOW {" Type toggle912 to toggle WANTED target buttons 9-12 on/off."}
      #SHOW {" Type toggle1316 to toggle macro buttons on/off. (ADD|DIV|MULT|SUB)"}
      #SHOW {""}
      #SHOW {" Type btnColor <button> <color> to change the color of a button."}
      #SHOW {"  Note: button color uses ansi foreground and background mapping as set in Prefs."}
      #SHOW {"   To set color add foreground color number with background color number(x16)."}
      #SHOW {"    Examples: btnColor F1 0 to set F1 to white fcolor (0) and black bcolor (0x16)"}
      #SHOW {"              btnColor DIV 50 to set DIV to green fcolor (2) and blue bcolor (3x16)"}
      #SHOW {" Hint: btnColor all <color> to change all buttons to the same color."}
      #SHOW {"  Button color can also be changed individually inside the settings window editor."}
      #SHOW {"   Above color examples are valid for a non-modified ansi color mapping scheme."}
      #SHOW {"    Basic ansi color names my be used with a comma separator in the <color> field. "}
      #SHOW {"     Example: btnColorF 12 black,white to set F12 to white fcolor and black bcolor."}
      #SHOW {""}
      #SHOW {" Available buttons: F1|F2|F3|F4|F5|F6|F7|F8|F9|F10|F11|F12|MULT|DIV|SUB|ADD"}
      #SHOW {""}
      #SHOW {" Type btnColorDS <color> to change the color of DS captured name in buttons F5-F8."}
      #SHOW {"  Note: default set as red text with black background (btnColorDS 4 or btnColorDS black,red)"}
      #SHOW {""}
      #SHOW {" Type btnColorLS <color> to change the color of LS captured name in buttons F5-F8."}
      #SHOW {"  Note: default set as blue text with black background (btnColorLS 3 or btnColorLS black,blue)"}
      #SHOW {""}
      #SHOW {" Type btnColorW <color> to change the color of WANTED captured names in buttons F9-F12."}
      #SHOW {"  Note: default set as bright red text with black background"}
      #SHOW {""}
      }
   }
#ALIAS helpTargetMacro {
   #PRIORITY {
      #SAY {%crlf "-----Target Macro Help Options-----"}
      #SHOW {" All F-Key, CTRL-F-Key, and ALT-F-Key macros use default targets @target1 through @target12."}
      #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 @target(number)"}
      #SHOW {"  Type setCFkey bash to have all CTRL-Fkey(number) macros to bash @target(number)"}
      #SHOW {"  Type setFkey channel 'ice spikes' to set your F1-F12 macros to channel ice spikes"}
      #SHOW {"    at @target1 through @target12 respectively (use ' around weave name like normal)."}
      #SHOW {""}
      #SHOW {"  Macro buttons 13-16 (ADD|DIV|MULT|SUB) variables are located in the script: Characters"}
      #SHOW {"   Note: if using multiple commands use string list format in macro button variable."}
      #SHOW {"    Example: sheath|draw dagger|scalp|sheath|draw sword"}
      #SHOW {""}
      }
   }
#ALIAS helpTargetCrossRace {
   #PRIORITY {
      #SAY {%crlf "-----Target CrossRace Help Options-----"}
      #SHOW {" Colored names inside asterisks automatically captured as they come across the screen."}
      #SHOW {"  Note: sets the next available crossRace target with the crossrace name."}
      #SHOW {""}
      #SHOW {" Target buttons 5 through 8 are reserved for crossRace name capture."}
      #SHOW {"  Note: once buttons fill with targets, starting at 5 and continuing to 8,"}
      #SHOW {"   new names no longer capture and buttons must be reset to change targets."}
      #SHOW {""}
      #SHOW {" Type reset58 to reset WANTED target buttons 5 through 8 to defaults."}
      #SHOW {""}
      #SHOW {" Type btnColorDS <color> to change the color of DS captured name in buttons F5-F8."}
      #SHOW {"  Note: default set as red text with black background (btnColorDS 4 or btnColorDS black,red)"}
      #SHOW {""}
      #SHOW {" Type btnColorLS <color> to change the color of LS captured name in buttons F5-F8."}
      #SHOW {"  Note: default set as blue text with black background (btnColorLS 3 or btnColorLS black,blue)"}
      #SHOW {""}
      }
   }
#ALIAS helpTargetWanted {
   #PRIORITY {
      #SAY {%crlf "-----Target WANTED Help Options-----"}
      #SHOW {" Viewing the who list will automatically save current online WANTED names."}
      #SHOW {"  Note: WANTED tag in who list are colored in the current @wantedColor."}
      #SHOW {""}
      #SHOW {" Where command output (WANTED names) colored in the current @wantedColor."}
      #SHOW {""}
      #SHOW {" Entering or looking in a room will color WANTED names in the current @wantedColor."}
      #SHOW {"  Note: sets the next available WANTED target with WANTED name"}
      #SHOW {""}
      #SHOW {" Target buttons 9 through 12 are reserved for WANTED name capture."}
      #SHOW {"  Note: once buttons fill with targets, starting at 9 and continuing to 12,"}
      #SHOW {"   new names no longer capture and buttons must be reset to change targets."}
      #SHOW {""}
      #SHOW {" Type reset912 to reset WANTED target buttons 9 through 12 to defaults."}
      #SHOW {""}
      #SHOW {" Type btnColorW <color> to change the color of WANTED captured names in buttons F9-F12."}
      #SHOW {""}
      }
   }
#ALIAS toggle14 {
   #IF (@showButton14) {
      #VAR showButton14 {0}
      #SAY {%crlf Target Buttons 1-4 enabled.}
      #LOOP 1,4 {#T+ {%concat(buttonF,%i)}}
      } {
      #VAR showButton14 {1}
      #SAY {%crlf Target Buttons 1-4 disabled.}
      #LOOP 1,4 {#T- {%concat(buttonF,%i)}}
      }
   }
#ALIAS toggle58 {
   #IF (@showButton58) {
      #VAR showButton58 {0}
      #SAY {%crlf Target Buttons 5-8 enabled.}
      #LOOP 5,8 {#T+ {%concat(buttonF,%i)}}
      } {
      #VAR showButton58 {1}
      #SAY {%crlf Target Buttons 5-8 disabled.}
      #LOOP 5,8 {#T- {%concat(buttonF,%i)}}
      }
   }
#ALIAS toggle912 {
   #IF (@showButton912) {
      #VAR showButton912 {0}
      #SAY {%crlf Target Buttons 9-12 enabled.}
      #LOOP 9,12 {#T+ {%concat(buttonF,%i)}}
      } {
      #VAR showButton912 {1}
      #SAY {%crlf Target Buttons 9-12 disabled.}
      #LOOP 9,12 {#T- {%concat(buttonF,%i)}}
      }
   }
#ALIAS toggle1316 {
   #IF (@showButton1316) {
      #VAR showButton1316 {0}
      #SAY {%crlf Buttons 13-16 enabled.}
      #FORALL {ADD|DIV|MULT|SUB} {#T+ {%concat(button,%i)}}
      } {
      #VAR showButton1316 {1}
      #SAY {%crlf Buttons 13-16 disabled.}
      #FORALL {ADD|DIV|MULT|SUB} {#T- {%concat(button,%i)}}
      }
   }
#ALIAS reset58 {
   #T+ {targetDarkTrigger}
   #T+ {targetHumanTrigger}
   #LOOP 5,8 {#VAR %concat(target,%i) {}}
   #VAR targetCrossList {}
   }
#ALIAS reset912 {
   #LOOP 9,12 {#VAR %concat(target,%i) {}}
   #VAR targetWantedList {}
   }
#ALIAS hk {
   #VAR target4 %concat("h.",%1)
   kill @target4
   }
#ALIAS ht1 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: ht1 "<name>"}
         } {
         #VAR target1 {%concat("h.",%eval(@targetPlayerName))}
         #SAY {%crlf @target1 is now set as your target1.}
         }
      } {
      #VAR target1 {%concat("h.",%1)}
      #SAY {%crlf @target1 is now set as your target1.}
      }
   }
#ALIAS ht2 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: ht2 "<name>"}
         } {
         #VAR target2 {%concat("h.",%eval(@targetPlayerName))}
         #SAY {@target2 is now set as your target2.}
         }
      } {
      #VAR target2 {%concat("h.",%1)}
      #SAY {@target2 is now set as your target2.}
      }
   }
#ALIAS ht3 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: ht3 "<name>"}
         } {
         #VAR target3 {%concat("h.",%eval(@targetPlayerName))}
         #SAY {@target3 is now set as your target3.}
         }
      } {
      #VAR target3 {%concat("h.",%1)}
      #SAY {@target3 is now set as your target3.}
      }
   }
#ALIAS ht4 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: ht4 "<name>"}
         } {
         #VAR target4 {%concat("h.",%eval(@targetPlayerName))}
         #SAY {@target4 is now set as your target4.}
         }
      } {
      #VAR target4 {%concat("h.",%1)}
      #SAY {@target4 is now set as your target4.}
      }
   }
#ALIAS tg1 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: tg1 "<name>"}
         } {
         #VAR target1 {%eval(@targetPlayerName)}
         #SAY {%crlf @target1 is now set as your target1.}
         }
      } {
      #VAR target1 {%1}
      #SAY {@target1 is now set as your target1.}
      }
   }
#ALIAS tg2 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: tg2 "<name>"}
         } {
         #VAR target2 {%eval(@targetPlayerName)}
         #SAY {%crlf @target2 is now set as your target2.}
         }
      } {
      #VAR target2 {%1}
      #SAY {@target2 is now set as your target2.}
      }
   }
#ALIAS tg3 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: tg3 "<name>"}
         } {
         #VAR target3 {%eval(@targetPlayerName)}
         #SAY {%crlf @target3 is now set as your target3.}
         }
      } {
      #VAR target3 {%1}
      #SAY {@target3 is now set as your target3.}
      }
   }
#ALIAS tg4 {
   #IF (%null(%1)) {
      #IF (%null(@targetPlayerName)) {
         #SAY {%crlf targetPlayerName variable is empty, set target manually: tg4 "<name>"}
         } {
         #VAR target4 {%eval(@targetPlayerName)}
         #SAY {%crlf @target4 is now set as your target4.}
         }
      } {
      #VAR target4 {%1}
      #SAY {@target4 is now set as your target4.}
      }
   }
#ALIAS setFkey {
   #IF (%null(%-1)) {
      #VAR %concat("keyFunc",%char) {} {_nodef} {Target|TargetKeys}
      #SAY {%crlf F-key action cleared.}
      } {
      #VAR %concat("keyFunc",%char) {%-1} {_nodef} {Target|TargetKeys}
      #SAY {%crlf %-1 is now set as the F-key action for %char.}
      }
   }
#ALIAS setCFkey {
   #IF (%null(%-1)) {
      #VAR %concat("keyCtrlFunc",%char) {} {_nodef} {Target|TargetKeys}
      #SAY {%crlf CTRL-F-key action cleared.}
      } {
      #VAR %concat("keyCtrlFunc",%char) {%-1} {_nodef} {Target|TargetKeys}
      #SAY {%crlf %-1 is now set as the CTRL-F-key action for %char.}
      }
   }
#ALIAS setAFkey {
   #IF (%null(%-1)) {
      #VAR %concat("keyAltFunc",%char) {} {_nodef} {Target|TargetKeys}
      #SAY {%crlf ALT-F-key action cleared.}
      } {
      #VAR %concat("keyAltFunc",%char) {%-1} {_nodef} {Target|TargetKeys}
      #SAY {%crlf %-1 is now set as the ALT-F-key action for %char.}
      }
   }
#ALIAS btnColor {
   #IF (%null(%1)) {
      #SHOW {%crlf "Usage: btnColor <button> <color> (use [all] in <button> field for all buttons)"}
      #ABORT 1
      } {}
   #IF (%null(%2)) {#SAY {%crlf What color is that?...}} {
      #IF (%ismember(%upper(%1),@btnList)) {
         #CALL {%btncol(%concat(button,%1),%2)}
         #SAY {%crlf Button %upper(%1) color set to %2.}
         } {
         #IF (%upper(%1)=ALL) {#FORALL @btnList {#CALL {%btncol(%concat(button,%i),%2)}}} {}
         #SAY {%crlf All Button color's are set to %2!}
         }
      }
   }
#ALIAS btnColorDS {
   #IF (%null(%1)) {
      #SHOW {%crlf "Usage: btnColorDS <color>"}
      } {
      #VAR btnColorDS {%1}
      #SAY {%crlf DS buttons capture color set to %1.}
      }
   }
#ALIAS btnColorLS {
   #IF (%null(%1)) {
      #SHOW {%crlf "Usage: btnColorLS <color>"}
      } {
      #VAR btnColorLS {%1}
      #SAY {%crlf LS buttons capture color set to %1.}
      }
   }
#ALIAS btnColorW {
   #IF (%null(%1)) {
      #SHOW {%crlf "Usage: btnColorW <color>"}
      } {
      #VAR btnColorW {%1}
      #SAY {%crlf WANTED buttons capture color set to %1.}
      }
   }
#VAR btnColorDS {4}
#VAR btnColorLS {3}
#VAR btnColorW {12}
#VAR btnList {ADD|DIV|F1|F2|F3|F4|F5|F6|F7|F8|F9|F10|F11|F12|MULT|SUB}
#VAR btnStateF1 {0}
#VAR btnStateF10 {0}
#VAR btnStateF11 {0}
#VAR btnStateF12 {0}
#VAR btnStateF2 {0}
#VAR btnStateF3 {0}
#VAR btnStateF4 {0}
#VAR btnStateF5 {0}
#VAR btnStateF6 {0}
#VAR btnStateF7 {0}
#VAR btnStateF8 {0}
#VAR btnStateF9 {0}
#VAR btnStateADD {0}
#VAR btnStateDIV {0}
#VAR btnStateMULT {0}
#VAR btnStateSUB {0}
#VAR showButton14 {1}
#VAR showButton58 {1}
#VAR showButton912 {1}
#VAR showButton1316 {1}
#VAR target1 {1}
#VAR target10 {}
#VAR target11 {}
#VAR target12 {}
#VAR target2 {2}
#VAR target3 {3}
#VAR target4 {4}
#VAR target5 {}
#VAR target6 {}
#VAR target7 {}
#VAR target8 {}
#VAR target9 {}
#VAR targetCrossList {}
#VAR targetWantedList {}
#VAR targetPlayerCondition {} {}
#VAR targetPlayerName {} {}
#TRIGGER "targetDarkTrigger" {~*%e[31m([A-Z]%w)%e[0m~*} {
   #T- {targetHumanTrigger}
   #ADDITEM targetCrossList {%1}
   #IF (%numitems(@targetCrossList)<5) {
      #VAR %concat(target,%eval(%ismember(%1,@targetCrossList)+4)) {%1}
      #CALL {%btncol(%concat(buttonF,%eval(%ismember(%1,@targetCrossList)+4)),@btnColorDS)}
      } {#T- {targetDarkTrigger}}
   } "" {case|color}
#TRIGGER "targetHumanTrigger" {~*%e[36m([A-Z]%w)%e[0m~*} {
   #T- {targetDarkTrigger}
   #ADDITEM targetCrossList {%1}
   #IF (%numitems(@targetCrossList)<5) {
      #VAR %concat(target,%eval(%ismember(%1,@targetCrossList)+4)) {%1}
      #CALL {%btncol(%concat(buttonF,%eval(%ismember(%1,@targetCrossList)+4)),@btnColorLS)}
      } {#T- {targetHumanTrigger}}
   } "" {case|color}
#TRIGGER "targetPlayerNamePrompt" {^{o|*} * - ([A-Z]%w): &%wtargetPlayerCondition >} {
   #VAR targetPlayerName {%1}
   #IF (%2=Critical) {#VAR target4 {%1}} {}
   } "" {case|nocr|prompt}
#TRIGGER "targetPlayerAssistPrompt" {^{o|*} * - *: %w - ([A-Z]%w): &%wtargetPlayerCondition >} {
   #VAR targetPlayerName {%1}
   #IF (%2=Critical) {#VAR target4 {%1}} {}
   } "" {case|nocr|prompt}
#ONINPUT {^k &target4$} {kill @target4}
#BUTTON {1} "@target1" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (@target1=1) {#SAY {%crlf "target1 not set, type tg1 <name> to set target1."}} {%eval(%concat("@keyFunc",%char)) @target1}};#VAR btnStateF1 {0}} {} {} {} {@btnStateF1} {wotmud\Key16\F1Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F1} {buttonF1} {4}
#BUTTON {2} "@target2" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (@target2=2) {#SAY {%crlf "target2 not set, type tg2 <name> to set target2."}} {%eval(%concat("@keyFunc",%char)) @target2}};#VAR btnStateF2 {0}} {} {} {} {@btnStateF2} {wotmud\Key16\F2Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F2} {buttonF2} {4}
#BUTTON {3} "@target3" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (@target3=3) {#SAY {%crlf "target3 not set, type tg3 <name> to set target3."}} {%eval(%concat("@keyFunc",%char)) @target3}};#VAR btnStateF3 {0}} {} {} {} {@btnStateF3} {wotmud\Key16\F3Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F3} {buttonF3} {4}
#BUTTON {4} "@target4" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (@target4=4) {#SAY {%crlf "target4 not set, type tg4 <name> to set target4."}} {%eval(%concat("@keyFunc",%char)) @target4}};#VAR btnStateF4 {0}} {} {} {} {@btnStateF4} {wotmud\Key16\F4Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F4} {buttonF4} {4}
#BUTTON {5} "@target5" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (%null(@target5)) {#SAY {%crlf "No crossRace name has been captured for target5."}} {%eval(%concat("@keyFunc",%char)) @target5}};#VAR btnStateF5 {0}} {} {} {} {@btnStateF5} {wotmud\Key16\F5Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F5} {buttonF5} {4}
#BUTTON {6} "@target6" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (%null(@target6)) {#SAY {%crlf "No crossRace name has been captured for target6."}} {%eval(%concat("@keyFunc",%char)) @target6}};#VAR btnStateF6 {0}} {} {} {} {@btnStateF6} {wotmud\Key16\F6Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F6} {buttonF6} {4}
#BUTTON {7} "@target7" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (%null(@target7)) {#SAY {%crlf "No crossRace name has been captured for target7."}} {%eval(%concat("@keyFunc",%char)) @target7}};#VAR btnStateF7 {0}} {} {} {} {@btnStateF7} {wotmud\Key16\F7Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F7} {buttonF7} {4}
#BUTTON {8} "@target8" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (%null(@target8)) {#SAY {%crlf "No crossRace name has been captured for target8."}} {%eval(%concat("@keyFunc",%char)) @target8}};#VAR btnStateF8 {0}} {} {} {} {@btnStateF8} {wotmud\Key16\F8Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F8} {buttonF8} {4}
#BUTTON {9} "@target9" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (%null(@target9)) {#SAY {%crlf "No WANTED name has been captured for target9."}} {%eval(%concat("@keyFunc",%char)) @target9}};#VAR btnStateF9 {0}} {} {} {} {@btnStateF9} {wotmud\Key16\F9Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F9} {buttonF9} {4}
#BUTTON {10} "@target10" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (%null(@target10)) {#SAY {%crlf "No WANTED name has been captured for target10."}} {%eval(%concat("@keyFunc",%char)) @target10}};#VAR btnStateF10 {0}} {} {} {} {@btnStateF10} {wotmud\Key16\F10Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F10} {buttonF10} {4}
#BUTTON {11} "@target11" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (%null(@target11)) {#SAY {%crlf "No WANTED name has been captured for target11."}} {%eval(%concat("@keyFunc",%char)) @target11}};#VAR btnStateF11 {0}} {} {} {} {@btnStateF11} {wotmud\Key16\F11Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F11} {buttonF11} {4}
#BUTTON {12} "@target12" {#IF (%null(%eval(%concat("@keyFunc",%char)))) {#SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}} {#IF (%null(@target12)) {#SAY {%crlf "No WANTED name has been captured for target12."}} {%eval(%concat("@keyFunc",%char)) @target12}};#VAR btnStateF12 {0}} {} {} {} {@btnStateF12} {wotmud\Key16\F12Key16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {F12} {buttonF12} {4}
#BUTTON {13} "@charDIV" {#FORALL @charDIV {%i};#VAR btnStateDIV {0}} {} {} {} {@btnStateDIV} {wotmud\Key16\DIVKey16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {DIV} {buttonDIV} {4}
#BUTTON {14} "@charMULT" {#FORALL @charMULT {%i};#VAR btnStateMULT {0}} {} {} {} {@btnStateMULT} {wotmud\Key16\MULTKey16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {MULT} {buttonMULT} {4}
#BUTTON {15} "@charSUB" {#FORALL @charSUB {%i};#VAR btnStateSUB {0}} {} {} {} {@btnStateSUB} {wotmud\Key16\SUBKey16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {SUB} {buttonSUB} {4}
#BUTTON {16} "@charADD" {#FORALL @charADD {%i};#VAR btnStateADD {0}} {} {} {} {@btnStateADD} {wotmud\Key16\ADDKey16.bmp} {} {} {} {} {} {} {0} {} {toggle} {} {Target} {} {ADD} {buttonADD} {4}
#CLASS 0
#CLASS {Target|WANTED}
#VAR wantedColor {crimson}
#VAR wantedList {}
#VAR wantedMaster {General|Lady|Lord}
#TRIGGER "wantedExitsTrigger" {^~[ obvious exits: * ~]$} {
   #T+ {wantedRoomTrigger}
   #T+ {wantedPrompt}
   } "" {case}
#TRIGGER "wantedRoomTrigger" {^([A-Z]%w) (%x)(*)$} {
   #IF (%ismember(%1,@wantedMaster)) {
      #IF (%ismember(%2,@wantedList)) {
         #PCOL {@wantedColor} %x2
         #ADDITEM targetWantedList {%1}
         #IF (%numitems(@targetWantedList)<5) {
            #VAR %concat(target,%eval(%ismember(%1,@targetWantedList)+8)) {%1}
            #CALL {%btncol(%concat(buttonF,%eval(%ismember(%1,@targetWantedList)+8)),@btnColorW)}
            } {}
         } {}
      } {
      #IF (%ismember(%1,@wantedList)) {
         #PCOL {@wantedColor} %x1
         #ADDITEM targetWantedList {%1}
         #IF (%numitems(@targetWantedList)<5) {
            #VAR %concat(target,%eval(%ismember(%1,@targetWantedList)+8)) {%1}
            #CALL {%btncol(%concat(buttonF,%eval(%ismember(%1,@targetWantedList)+8)),@btnColorW)}
            } {}
         } {}
      }
   } "" {case|disable}
#TRIGGER "wantedWhereTrigger" {^([A-Z]%w)%s- *$} {
   #IF (%ismember(%1,@wantedList)) {#PCOL {@wantedColor} %x1} {}
   } "" {case}
#TRIGGER "wantedWhoTrigger" {^%s([A-Z]%w) (*) (WANTED)$} {
   #IF (%ismember(%1,@wantedMaster)) {
      #ADDITEM wantedList {%word("%2",1)}
      } {
      #ADDITEM wantedList {%1}
      }
   #PCOL {@wantedColor} %x3
   } "" {case}
#TRIGGER "wantedTavernTrigger" {^%d%s([A-Z]%w) (*) (WANTED)$} {
   #IF (%ismember(%1,@wantedMaster)) {
      #ADDITEM wantedList {%word("%2",1)}
      } {
      #ADDITEM wantedList {%1}
      }
   #PCOL {@wantedColor} %x3
   } "" {case}
#TRIGGER "wantedPrompt" {^{o|*} * >} {
   #T- {wantedPrompt}
   #T- {wantedRoomTrigger}
   #T- {wantedWhereTrigger}
   #T- {wantedWhoTrigger}
   #T- {wantedTavernTrigger}
   } "" {case|disable|nocr|prompt}
#ONINPUT "wantedWhereInput" {^{whe|wher|where}$} {
   #T+ {wantedPrompt}
   #T+ {wantedWhereTrigger}
   #T+ {wantedTavernTrigger}
   }
#ONINPUT "wantedWhoInput" {^{wh|who}$} {
   #T+ {wantedPrompt}
   #T+ {wantedWhoTrigger}
   #T+ {wantedTavernTrigger}
   #VAR wantedList {}
   }
#CLASS 0
#CLASS {Target|TargetKeys}
#KEY F1 {
   #IF (%class(buttonF1)=1) {#BUTTON buttonF1} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (@target1=1) {
            #SAY {%crlf "target1 not set, type tg1 <name> to set target1."}
            } {%eval(%concat("@keyFunc",%char)) @target1}
         }
      }
   }
#KEY F2 {
   #IF (%class(buttonF2)=1) {#BUTTON buttonF2} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (@target2=2) {
            #SAY {%crlf "target2 not set, type tg2 <name> to set target2."}
            } {%eval(%concat("@keyFunc",%char)) @target2}
         }
      }
   }
#KEY F3 {
   #IF (%class(buttonF3)=1) {#BUTTON buttonF3} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (@target3=3) {
            #SAY {%crlf "target3 not set, type tg3 <name> to set target3."}
            } {%eval(%concat("@keyFunc",%char)) @target3}
         }
      }
   }
#KEY F4 {
   #IF (%class(buttonF4)=1) {#BUTTON buttonF4} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (@target4=4) {
            #SAY {%crlf "target4 not set, type tg4 <name> to set target4."}
            } {%eval(%concat("@keyFunc",%char)) @target4}
         }
      }
   }
#KEY F5 {
   #IF (%class(buttonF5)=1) {#BUTTON buttonF5} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (%null(@target5)) {
            #SAY {%crlf "No crossRace name has been captured for target5."}
            } {%eval(%concat("@keyFunc",%char)) @target5}
         }
      }
   }
#KEY F6 {
   #IF (%class(buttonF6)=1) {#BUTTON buttonF6} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (%null(@target6)) {
            #SAY {%crlf "No crossRace name has been captured for target6."}
            } {%eval(%concat("@keyFunc",%char)) @target6}
         }
      }
   }
#KEY F7 {
   #IF (%class(buttonF7)=1) {#BUTTON buttonF7} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (%null(@target7)) {
            #SAY {%crlf "No crossRace name has been captured for target7."}
            } {%eval(%concat("@keyFunc",%char)) @target7}
         }
      }
   }
#KEY F8 {
   #IF (%class(buttonF8)=1) {#BUTTON buttonF8} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (%null(@target8)) {
            #SAY {%crlf "No crossRace name has been captured for target8."}
            } {%eval(%concat("@keyFunc",%char)) @target8}
         }
      }
   }
#KEY F9 {
   #IF (%class(buttonF9)=1) {#BUTTON buttonF9} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (%null(@target9)) {
            #SAY {%crlf "No WANTED name has been captured for target9."}
            } {%eval(%concat("@keyFunc",%char)) @target9}
         }
      }
   }
#KEY F10 {
   #IF (%class(buttonF10)=1) {#BUTTON buttonF10} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (%null(@target10)) {
            #SAY {%crlf "No WANTED name has been captured for target10."}
            } {%eval(%concat("@keyFunc",%char)) @target10}
         }
      }
   }
#KEY F11 {
   #IF (%class(buttonF11)=1) {#BUTTON buttonF11} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (%null(@target11)) {
            #SAY {%crlf "No WANTED name has been captured for target11."}
            } {%eval(%concat("@keyFunc",%char)) @target11}
         }
      }
   }
#KEY F12 {
   #IF (%class(buttonF12)=1) {#BUTTON buttonF12} {
      #IF (%null(%eval(%concat("@keyFunc",%char)))) {
         #SAY {%crlf "F-Key command not valid, type setFKey <command> to set."}
         } {
         #IF (%null(@target12)) {
            #SAY {%crlf "No WANTED name has been captured for target12."}
            } {%eval(%concat("@keyFunc",%char)) @target12}
         }
      }
   }
#KEY CTRL-F1 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (@target1=1) {
         #SAY {%crlf "target1 not set, type tg1 <name> to set target1."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target1}
      }
   }
#KEY CTRL-F2 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (@target2=2) {
         #SAY {%crlf "target2 not set, type tg2 <name> to set target2."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target2}
      }
   }
#KEY CTRL-F3 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (@target3=3) {
         #SAY {%crlf "target3 not set, type tg3 <name> to set target3."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target3}
      }
   }
#KEY CTRL-F4 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (@target4=4) {
         #SAY {%crlf "target4 not set, type tg4 <name> to set target4."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target4}
      }
   }
#KEY CTRL-F5 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@target5)) {
         #SAY {%crlf "No crossRace name has been captured for target5."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target5}
      }
   }
#KEY CTRL-F6 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@target6)) {
         #SAY {%crlf "No crossRace name has been captured for target6."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target6}
      }
   }
#KEY CTRL-F7 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@target7)) {
         #SAY {%crlf "No crossRace name has been captured for target7."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target7}
      }
   }
#KEY CTRL-F8 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@target8)) {
         #SAY {%crlf "No crossRace name has been captured for target8."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target8}
      }
   }
#KEY CTRL-F9 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@target9)) {
         #SAY {%crlf "No WANTED name has been captured for target9."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target9}
      }
   }
#KEY CTRL-F10 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@target10)) {
         #SAY {%crlf "No WANTED name has been captured for target10."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target10}
      }
   }
#KEY CTRL-F11 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@target11)) {
         #SAY {%crlf "No WANTED name has been captured for target11."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target11}
      }
   }
#KEY CTRL-F12 {
   #IF (%null(%eval(%concat("@keyCtrlFunc",%char)))) {
      #SAY {%crlf "CTRL-F-Key command not valid, type setCFKey <command> to set."}
      } {
      #IF (%null(@target12)) {
         #SAY {%crlf "No WANTED name has been captured for target12."}
         } {%eval(%concat("@keyCtrlFunc",%char)) @target12}
      }
   }
#KEY ALT-F1 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (@target1=1) {
         #SAY {%crlf "target1 not set, type tg1 <name> to set target1."}
         } {%eval(%concat("@keyAltFunc",%char)) @target1}
      }
   }
#KEY ALT-F2 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (@target1=2) {
         #SAY {%crlf "target1 not set, type tg2 <name> to set target2."}
         } {%eval(%concat("@keyAltFunc",%char)) @target2}
      }
   }
#KEY ALT-F3 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (@target3=3) {
         #SAY {%crlf "target1 not set, type tg3 <name> to set target3."}
         } {%eval(%concat("@keyAltFunc",%char)) @target3}
      }
   }
#KEY ALT-F4 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (@target4=4) {
         #SAY {%crlf "target4 not set, type tg4 <name> to set target4."}
         } {%eval(%concat("@keyAltFunc",%char)) @target4}
      }
   }
#KEY ALT-F5 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@target5)) {
         #SAY {%crlf "No crossRace name has been captured for target5."}
         } {%eval(%concat("@keyAltFunc",%char)) @target5}
      }
   }
#KEY ALT-F6 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@target6)) {
         #SAY {%crlf "No crossRace name has been captured for target6."}
         } {%eval(%concat("@keyAltFunc",%char)) @target6}
      }
   }
#KEY ALT-F7 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@target7)) {
         #SAY {%crlf "No crossRace name has been captured for target7."}
         } {%eval(%concat("@keyAltFunc",%char)) @target7}
      }
   }
#KEY ALT-F8 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@target8)) {
         #SAY {%crlf "No crossRace name has been captured for target8."}
         } {%eval(%concat("@keyAltFunc",%char)) @target8}
      }
   }
#KEY ALT-F9 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@target9)) {
         #SAY {%crlf "No WANTED name has been captured for target9."}
         } {%eval(%concat("@keyAltFunc",%char)) @target9}
      }
   }
#KEY ALT-F10 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@target10)) {
         #SAY {%crlf "No WANTED name has been captured for target10."}
         } {%eval(%concat("@keyAltFunc",%char)) @target10}
      }
   }
#KEY ALT-F11 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@target11)) {
         #SAY {%crlf "No WANTED name has been captured for target11."}
         } {%eval(%concat("@keyAltFunc",%char)) @target11}
      }
   }
#KEY ALT-F12 {
   #IF (%null(%eval(%concat("@keyAltFunc",%char)))) {
      #SAY {%crlf "ALT-F-Key command not valid, type setAFKey <command> to set."}
      } {
      #IF (%null(@target12)) {
         #SAY {%crlf "No WANTED name has been captured for target12."}
         } {%eval(%concat("@keyAltFunc",%char)) @target12}
      }
   }
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


Last edited by Taziar on Fri Mar 23, 2018 6:37 pm, edited 9 times in total.

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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: 110
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

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House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


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PostPosted: Sat Jan 20, 2018 2:08 am 
Offline

Joined: Tue Apr 07, 2015 8:24 pm
Posts: 110
Location: Seattle
-----PlayerZone-----
    [Updated: 2/17/2018]
PlayerZone will find the room location of a player in your zone via the where command.
Three different modes to choose from:
    whereHighlight
    wherePlayer
    whereZone

Type helpPlayerZone to view help file in client.

Type whereHighlight <playerName> to highlight rooms on map where <playerName> is located.
Note: only a mouse click on the map window will clear room highlights.

Type wherePlayer <playerName> to change colors on the map where <playerName> is located.
Note: map will automatically shift to creation mode for color changing, an open map properties window will makes the script slower. Wait for script to finish before moving.

Type whereZone <playerName> to bring up a spreadsheet view of where <playerName> is located.
Note: opens a new database window if spreadsheet view is not already open.

Each of the above alias can be used without <playerName> and the name will default to @Target4 for HoM Target script compatibility.

Direct Download Link: PlayerZoneHoM.txt

Code:
#CLASS {PlayerZone}
#ALIAS helpPlayerZone {
   #PRIORITY {
      #SAY {%crlf "-----PlayerZone Help File-----"}
      #SAY {"      [Updated: 2/17/2018]"}
      #SHOW {" PlayerZone has three modes for showing where another player is located on your map."}
      #SHOW {"  Note: all three modes send the where command and only search your current zone on map."}
      #SHOW {"   Multiple room matches will show all room location possibilities."}
      #SHOW {""}
      #SHOW {" Alias List:"}
      #SHOW {"  whereHighlight"}
      #SHOW {"  wherePlayer"}
      #SHOW {"  whereZone"}
      #SHOW {""}
      #SHOW {" Type whereHighlight <playerName> to highlight rooms on map where <playerName> is located."}
      #SHOW {"  Note: only a mouse click on the map window will clear room highlights."}
      #SHOW {""}
      #SHOW {" Type wherePlayer <playerName> to change colors on the map where <playerName> is located."}
      #SHOW {"  Note: map will automatically shift to creation mode for color changing, an open map"}
      #SHOW {"   properties window will makes the script slower. Wait for script to finish before moving."}
      #SHOW {""}
      #SHOW {" Type whereZone <playerName> to bring up a spreadsheet view of where <playerName> is located."}
      #SHOW {"  Note: opens a new database window if spreadsheet view is not already open."}
      #SHOW {""}
      #SHOW {" Each of the above alias can be used without <playerName> and the name"}
      #SHOW {"  will default to @Target4 for HoM Target script compatibility."}
      #SHOW {""}
      }
   }
#ALIAS whereHighlight {
   #T+ {whereHighlightTrigger}
   #T+ {playerZonePrompt}
   #IF (%null(%1)) {#VAR wherePlayerName {}} {#VAR wherePlayerName {%1}}
   where
   }
#ALIAS wherePlayer {
   #T+ {wherePlayerTrigger}
   #T+ {playerZonePrompt}
   #IF (%null(%1)) {#VAR wherePlayerName {}} {#VAR wherePlayerName {%1}}
   where
   }
#ALIAS whereZone {
   #T+ {whereZoneTrigger}
   #T+ {playerZonePrompt}
   #IF (%null(%1)) {#VAR wherePlayerName {}} {#VAR wherePlayerName {%1}}
   where
   }
#ALIAS zoneHighlight {
   #T- {whereHighlightTrigger}
   #VAR whereRoomName {%replace(@whereRoomName,"'","''")}
   #ADDITEM whereRoomNumber %mapquery(%concat("Zoneid=",%zonenum()," AND Name='",@whereRoomName,"'"))
   #FORALL @whereRoomNumber {#PATHHIGH %null %i}
   }
#ALIAS zonePlayer {
   #T- {wherePlayerTrigger}
   #VAR whereRoomName {%replace(@whereRoomName,"'","''")}
   #VAR whereRoomColor {}
   #VAR whereRoomNumber {}
   #VAR whereLoopCount {0}
   #ADDITEM whereRoomNumber %mapquery(%concat("Zoneid=",%zonenum()," AND Name='",@whereRoomName,"'"))
   #MENU {Mapper|File|Map Creation Mode}
   #FORALL @whereRoomNumber {#VAR whereRoomColor %additem(%roomcol(%i),@whereRoomColor)}
   #FORALL @whereRoomNumber {#CALL %roomcol(%i,red)}
   #FORALL @whereRoomNumber {#CALL %roomcol(%i,black)}
   #FORALL @whereRoomNumber {#CALL %roomcol(%i,red)}
   #FORALL @whereRoomNumber {#CALL %roomcol(%i,black)}
   #FORALL @whereRoomNumber {
      #VAR whereLoopCount {%eval(@whereLoopCount+1)}
      #CALL {%roomcol(%i,%item(@whereRoomColor,@whereLoopCount))}
      }
   #MENU {Mapper|File|Follow Mode}
   }
#ALIAS zoneWhere {
   #T- {whereZoneTrigger}
   #VAR whereRoomName {%replace(@whereRoomName,"'","''")}
   #MAPQUERY {%concat( "[NAME] = '",@whereRoomName,"'") AND ZoneID = %zonenum()}
   }
#VAR whereLoopCount {}
#VAR wherePlayerName {}
#VAR whereRoomColor {}
#VAR whereRoomName {}
#VAR whereRoomNumber {}
#TRIGGER "whereHighlightTrigger" {^(%w)%s- &whereRoomName} {
   #IF (%1=%proper(@wherePlayerName)) {zoneHighlight} {
      #IF (%1=%proper(@Target4) AND %null(@wherePlayerName)) {zoneHighlight}
      }
   } "" {case|disable}
#TRIGGER "wherePlayerTrigger" {^(%w)%s- &whereRoomName} {
   #IF (%1=%proper(@wherePlayerName)) {zonePlayer} {
      #IF (%1=%proper(@Target4) AND %null(@wherePlayerName)) {zonePlayer}
      }
   } "" {case|disable}
#TRIGGER "whereZoneTrigger" {^(%w)%s- &whereRoomName} {
   #IF (%1=%proper(@wherePlayerName)) {zoneWhere} {
      #IF (%1=%proper(@Target4) AND %null(@wherePlayerName)) {zoneWhere}
      }
   } "" {case|disable}
#TRIGGER "playerZonePrompt" {^{o|*} * >} {
   #T- {playerZonePrompt}
   #T- {whereHighlightTrigger}
   #T- {wherePlayerTrigger}
   #T- {whereZoneTrigger}
   } "" {disable|nocr|prompt}
#CLASS 0

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House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


Last edited by Taziar on Sun Feb 18, 2018 1:05 am, edited 2 times in total.

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PostPosted: Mon Jan 22, 2018 12:34 am 
Offline

Joined: Tue Apr 07, 2015 8:24 pm
Posts: 110
Location: Seattle
-----Combat-----
    [Updated: 3/2/2018]

Place alias in a macro, type alias, or create alias shortcut to use.

Combat alias:
bashRepeat -repeats bash @combatTarget off of stunned message.
fleeCharge -flees, returns to room, charge @combatTarget.
fleeStab -flees, returns to room, hide, backstab @combatTarget.
narrateON -sends find command, narrates crossRace names and room name.
combatWimpy -score, change wimpy one less than current HP.

Type helpCombat to view help file in client.

Each Combat Alias also has their own help file: helpAliasName
Example: type helpBashRepeat to view bashRepeat help file.

Type combatTarget <name> to set your combat script target name.
Hint: enter combatTarget without a name and it will set target to current @target4

Direct Download Link: CombatHoM.txt

Active Triggers: 1/22
Code:
#CLASS {Combat}
#ALIAS helpCombat {
   #PRIORITY {
      #SAY {%crlf "-----Combat Help File-----"}
      #SAY {"    [Update: 3/2/2018]"}
      #SHOW {" Place alias in a macro, type alias, or create alias shortcut to use."}
      #SHOW {"  Examples: #KEY DIV {bashRepeat} - #ALIAS br {bashRepeat}"}
      #SHOW {""}
      #SHOW {" Combat alias:   -----Brief Descriptions-----"}
      #SHOW {"  bashRepeat     -repeats bash @combatTarget off of stunned message."}
      #SHOW {"  fleeCharge     -flees, returns to room, charge @combatTarget."}
      #SHOW {"  fleeStab       -flees, returns to room, hide, backstab @combatTarget."}
      #SHOW {"  narrateON      -sends find command, narrates crossRace names and room name."}
      #SHOW {"  combatWimpy    -score, change wimpy one less than current HP."}
      #SHOW {""}
      #SHOW {" Each Combat Alias also has their own help file: helpAliasName"}
      #SHOW {"  Example: type helpBashRepeat to view bashRepeat help file."}
      #SHOW {""}
      #SHOW {" Type combatTarget <name> to set your combat script target name."}
      #SHOW {"  Hint: enter combatTarget without a name and it will set target to current @target4"}
      #SHOW {""}
      }
   }
#ALIAS helpBashRepeat {
   #SAY {%crlf "-----BashRepeat Help File-----"}
   #SHOW {" BashRepeat rolls a bash and continues rolling on stunned message:"}
   #SHOW {"  They already seem to be stunned."}
   #SHOW {""}
   #SHOW {" BashRepeat cancels on the following messages:"}
   #SHOW {"  Your bash at {a|an|the}* sends {him|her|it} sprawling!"}
   #SHOW {"  Your bash at [A-Z]%w sends {him|her} sprawling!"}
   #SHOW {"  Your bash at ~*[A-Z]%w~* sends {him|her} sprawling!"}
   #SHOW {"  Cancelled."}
   #SHOW {"  As * avoids your bash, you topple over and fall to the ground!"}
   #SHOW {"  They're not here anymore!"}
   #SHOW {"  Bash who?"}
   #SHOW {""}
   #SHOW {" Note: sends command bash @combatTarget"}
   #SHOW {""}
   }
#ALIAS helpFleeCharge {
   #SAY {%crlf "-----FleeCharge Help File-----"}
   #SHOW {" FleeCharge flees from current room and returns to charge @combatTarget."}
   #SHOW {"  Note: Map must be in correct room during flee."}
   #SHOW {""}
   #SHOW {"  --On a failed flee the script shuts itself off.--"}
   #SHOW {" On a successful flee the script inputs the following:"}
   #SHOW {"  Movement back into previous room"}
   #SHOW {"  charge @combatTarget"}
   #SHOW {""}
   }
#ALIAS helpFleeStab {
   #SAY {%crlf "-----FleeStab Help File-----"}
   #SHOW {" FleeStab flees from current room and returns to hide and backstab @combatTarget."}
   #SHOW {"  Note: Map must be in correct room during flee."}
   #SHOW {""}
   #SHOW {"  --On a failed flee the script shuts itself off.--"}
   #SHOW {" On a successful flee the script inputs the following:"}
   #SHOW {"  Movement back into previous room"}
   #SHOW {"  Hide"}
   #SHOW {"  --On a failed hide the script shuts itself off.--"}
   #SHOW {"  backstab @combatTarget"}
   #SHOW {""}
   }
#ALIAS helpNarrateON {
   #SAY {%crlf "-----NarrateON Help File-----"}
   #SHOW {" NarrateON uses the find command to look in room and set location on map."}
   #SHOW {"  Note: needs HoM Mapper script installed for find command to function."}
   #SHOW {"   --if script not installed will only look in room and not set location.--"}
   #SHOW {""}
   #SHOW {" Activating NarrateON will send the following commands:"}
   #SHOW {"  find (or look)"}
   #SHOW {"   --If there are no crossRace names captured script will NOT narrate.--"}
   #SHOW {"  If crossRace names are found in the room:"}
   #SHOW {"   narrate ON! [short room name] <crossRaceNames> (if room has a short name ID >1 letter)"}
   #SHOW {"    -OR-"}
   #SHOW {"   narrate ON! <crossRaceNames> [room name] (if room does not have a short name ID >1 letter"}
   #SHOW {""}
   #SHOW {" Examples:"}
   #SHOW {" Taziar narrates ' ON! [2n] Spyder Griznak Tempest Fong'"}
   #SHOW {"   -OR-"}
   #SHOW {" Taziar narrates ' ON! Spyder Griznak Tempest Fong [Road Inside the City Walls]'"}
   #SHOW {""}
   }
#ALIAS helpCombatWimpy {
   #SAY {%crlf "-----CombatWimpy Help File-----"}
   #SHOW {" CombatWimpy will set your wimpy number to one less than current hit points."}
   #SHOW {"  Note: if used during combat HP is not shown as a number and script will turn off."}
   #SHOW {""}
   #SHOW {" Activating CombatWimpy will send the following commands:"}
   #SHOW {"  score"}
   #SHOW {"   --if numeric score is not found script shuts itself off.--"}
   #SHOW {"  change wimpy (minus 1 current HP)"}
   #SHOW {""}
   }
#ALIAS bashRepeat {
   #T+ {Combat|BashRepeat}
   bash @combatTarget
   }
#ALIAS fleeCharge {
   #T+ {Combat|FleeReturnCharge}
   flee
   }
#ALIAS fleeStab {
   #T+ {Combat|FleeReturnStab}
   flee
   }
#ALIAS combatTarget {
   #IF (%null(%1)) {
      #VAR combatFleeTarget {"@target4"}
      #SAY {@combatFleeTarget is now set as your combat script target.}
      } {}
   #IF (%len(%1)) {
      #VAR combatTarget {%1}
      #SAY {@combatTarget is now set as your combat script target.}
      } {}
   }
#VAR combatFleeFromID {}
#VAR combatTarget {@target4}
#ONINPUT "combatFleeOninput" {^{f|fl|fle|flee}$} {#VAR combatFleeFromID {%roomnum()}}
#CLASS 0
#CLASS {Combat|BashRepeat} {disable}
#TRIGGER "bashRepeatMob" {^Your bash at {a|an|the}* sends {him|her|it} sprawling!$} {#T- {Combat|BashRepeat}} "" {case}
#TRIGGER "bashRepeatPlayer" {^Your bash at [A-Z]%w sends {him|her} sprawling!$} {#T- {Combat|BashRepeat}} "" {case}
#TRIGGER "bashRepeatCross" {^Your bash at ~*[A-Z]%w~* sends {him|her} sprawling!$} {#T- {Combat|BashRepeat}} "" {case}
#TRIGGER "bashRepeatStunned" {They already seem to be stunned.$} {bash @combatTarget} "" {case}
#TRIGGER "bashRepeatCancel" {Cancelled.$} {#T- {Combat|BashRepeat}} "" {case}
#TRIGGER "bashRepeatMissed" {^As * avoids your bash, you topple over and fall to the ground!$} {#T- {Combat|BashRepeat}} "" {case}
#TRIGGER "bashRepeatGone" {^They're not here anymore!$} {#T- {Combat|BashRepeat}} "" {case}
#TRIGGER "bashRepeatWho" {Bash who?$} {#T- {Combat|BashRepeat}} "" {case}
#CLASS 0
#CLASS {Combat|FleeReturnCharge} {disable}
#TRIGGER {PANIC!  You couldn't escape!} {#T- {Combat|FleeReturnCharge}} "" {case}
#TRIGGER {You panic and attempt to flee!} {#T+ {combatFleeChargeExitsTrigger}} "" {case}
#TRIGGER "combatFleeChargeExitsTrigger" {^{*|o} * >} {
   #T- {Combat|FleeReturnCharge}
   #WALK @combatFleeFromID
   charge @combatTarget
   } "" {case|nocr|prompt}
#CLASS 0
#CLASS {Combat|FleeReturnStab} {disable}
#TRIGGER "fleeStabPanic" {PANIC!  You couldn't escape!} {#T- {Combat|FleeReturnStab}} "" {case}
#TRIGGER "fleeStabAttempt" {You panic and attempt to flee!} {#T+ {fleeStabExits}} "" {case}
#TRIGGER "fleeStabExits" {^{*|o} * >} {
   #T- {fleeStabExits}
   #WALK @combatFleeFromID
   hide
   } "" {case|disable|nocr|prompt}
#TRIGGER "fleeStabHide" {You attempt to hide yourself.} {
   #T- {Combat|FleeReturnStab}
   backstab @combatTarget
   } "" {case}
#TRIGGER "fleeStabCant" {You can't find anything to conceal yourself with.} {#T- {Combat|FleeReturnStab}} "" {case}
#TRIGGER "fleeStabConceal" {You look around for somewhere to conceal yourself, but to no avail.} {hide} "" {case}
#TRIGGER "fleeStabCant" {No way!  You're fighting for your life!} {#T- {Combat|FleeReturnStab}} "" {case}
#CLASS 0
#CLASS {Combat|NarrateON}
#ALIAS narrateON {
   #T+ {combatNarrateDS}
   #T+ {combatNarrateLS}
   #T+ {combatNarrateTrigger}
   #IF (%class(Mapper|MapFind)=1) {find} {look}
   }
#VAR onNameAll {}
#TRIGGER "combatNarrateDS" {~*%e[31m([A-Z]%w)%e[0m~*} {#ADDITEM onNameAll %1} "" {case|color|disable}
#TRIGGER "combatNarrateLS" {~*%e[36m([A-Z]%w)%e[0m~*} {#ADDITEM onNameAll %1} "" {case|color|disable}
#TRIGGER "combatNarrateTrigger" {^{o|*} * >} {
   #T- {combatNarrateTrigger}
   #T- {combatNarrateDS}
   #T- {combatNarrateLS}
   #IF (%numitems(@onNameALL)) {
      #IF (%len(%roomid())>1) {
         narrate ON! [%roomid()] %expandlist(@onNameAll," ")
         } {
         narrate ON! %expandlist(@onNameAll," ") [%roomname()]
         }
      }
   #VAR onNameAll {}
   } "" {case|disable|prompt|nocr}
#CLASS 0
#CLASS {Combat|CombatWimpy}
#ALIAS combatWimpy {
   #T+ {CombatWimpyTrigger}
   #T+ {CombatWimpyPrompt}
   score
   }
#VAR combatSetWimpy {}
#TRIGGER "CombatWimpyTrigger" {You have (%d)~(%d~) hit* movement points.$} {
   #T- {CombatWimpyTrigger}
   #T- {CombatWimpyPrompt}
   #VAR combatSetWimpy {%eval(%1-1)}
   change wimpy @combatSetWimpy
   } "" {case|disable}
#TRIGGER "combatWimpyPrompt" {^{o|*} * >} {
   #T- {CombatWimpyPrompt}
   #T- {CombatWimpyTrigger}
   } "" {case|disable|prompt|nocr}
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


Last edited by Taziar on Fri Mar 02, 2018 6:17 pm, edited 4 times in total.

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PostPosted: Thu Jan 25, 2018 9:07 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 110
Location: Seattle
-----Gate-----
    [Update: 2/20/2018]

Saves gate codes for current character.
Note: supports multiple characters automatically.

Type helpGate in client to view help file.

Type saveGate <gateName> [notes] to save a gate code to an alias.
Note: type <gateName> manually to channel 'gate' savedCode
Hint: can use multiple words in notes, [notes] field is optional.

Type showGates for a numbered list of saved gate code alias.
Note: can left click on underlined <gateName> to channel 'gate' savedCode

Type gate <#> to shortcut any alias on showGates list.
Example: type gate 2 (activates second gate alias on showGates list)

Type resetGates to reset gate codes for current character.
Note: gate codes reset automatically on R.I.P.

Direct Download Link: GateHoM.txt

Active Triggers: 1/15
Code:
#CLASS {Gate}
#ALIAS helpGate {
   #PRIORITY {
      #SAY {%crlf "-----Gate Help File-----"}
      #SAY {"      [Updated: 2/20/2018]"}
      #SHOW {" Saves gate codes for current character."}
      #SHOW {"  Note: supports multiple characters automatically."}
      #SHOW {""}
      #SHOW {" Type saveGate <gateName> [notes] to save a gate code to an alias."}
      #SHOW {"  Note: type <gateName> manually to channel 'gate' savedCode"}
      #SHOW {"   Hint: can use multiple words in notes line, [notes] field is optional."}
      #SHOW {""}
      #SHOW {" Type showGates for a numbered list of saved gate code alias."}
      #SHOW {"  Note: can left click on underlined <gateName> to channel 'gate' savedCode"}
      #SHOW {""}
      #SHOW {" Type gate <#> to shortcut any alias on showGates list."}
      #SHOW {"  Example: type gate 2 (activates second gate alias on showGates list)"}
      #SHOW {""}
      #SHOW {" Type resetGates to reset gate codes for current character."}
      #SHOW {"  Note: gate codes reset automatically on R.I.P."}
      #SHOW {""}
      }
   }
#ALIAS gate {
   #IF (%null(%concat("@",%char,GateList))) {
      #SAY {%crlf "None found, type saveGate <gateName> [notes] to save a gate code."}
      #ABORT 1
      } {}
   #IF (%null(%item(%eval(%concat("@",%char,GateList)),%1))) {
      #SAY {%crlf Gate %1 not found, type showGates to see a list of saved gate codes.}
      #ABORT 1
      } {}
   #VAR gateAlias {%item(%eval(%concat("@",%char,GateList)),%1)}
   @gateAlias
   }
#ALIAS saveGate {
   #IF (%null(%1)) {
      #SAY {%crlf "Usage: type saveGate <gateName> [notes] to save a gate code."}
      #ABORT 1
      } {}
   #IF (%class(%1)=1) {
      #SAY {%crlf "Gate alias already created, choose another <gateName>."}
      } {
      #T+ {Gate|GateTriggers}
      #VAR gateAlias {%1}
      #VAR gateNotes {- %-2}
      channel 'gate'
      }
   }
#ALIAS showGates {
   #IF (%numitems(%eval(%concat("@",%char,GateList)))=0) {
      #SAY {%crlf "None found, type saveGate <gateName> to save a gate code."}
      #ABORT 1
      } {}
   #SAY {%crlf "-----Available Gateways-----"}
   #LOOP 1,%numitems(%eval(%concat("@",%char,GateList))) {
      #MXP %if(%len(%i)=1," "%i,%i)) ~<send %item(%eval(%concat("@",%char,GateList)),%i)>~<color royalblue>%item(%eval(%concat("@",%char,GateList)),%i)~</color>~</send> %item(%eval(%concat("@",%char,GateNote)),%i)
      }
   #SHOW {""}
   }
#ALIAS resetGates {
   #DELCLASS Gate|%concat(%char,GateCodes)
   #VAR gateAlias {}
   #CLASS {Gate|%concat(%char,GateCodes)} {disable}
   #CLASS 0
   #T+ {Gate|%concat(%char,GateCodes)}
   #VAR %concat(%char,GateList) {} {_nodef} {Gate|%concat(%char,"GateCodes")}
   #VAR %concat(%char,GateNotes) {} {_nodef} {Gate|%concat(%char,"GateCodes")}
   #SAY {%crlf %char"'s gate codes reset!"}
   #SHOW {""}
   }
#VAR gateAlias {}
#VAR gateNotes {}
#TRIGGER "gateResetTrigger" {^You are dead! Sorry...$} {resetGates} "" {case}
#CLASS 0
#CLASS {Gate|GateTriggers} {disable}
#TRIGGER "gateCancelledTrigger" {Cancelled.$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateCantTrigger" {You can't summon enough energy to weave the flow.$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateCant2Trigger" {You can't seem to get in touch with that place from here.$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateFailedTrigger" {You failed.$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateFlushedTrigger" {You are too flushed from the heat of battle to complete the weave!$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateImpossibleTrigger" {Impossible! You can't concentrate enough!$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateInterruptedTrigger" {You are interrupted and stop what you are doing.$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateIsolatedTrigger" {You feel isolated from the Source!$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateLoseTrigger" {You lose all sense of the True Source here.$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateLostTrigger" {You lost control of {Saidin|Saidar}!$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateNoIdeaTrigger" {You have absolutely no idea how to weave the flows required.$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateOuchTrigger" {Ouch! You couldn't maintain the flows.$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateTouchTrigger" {You aren't in touch with {saidin|saidar} to channel it.$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateUnableTrigger" {You are unable to sense the True Source at all from here.$} {#T- {Gate|GateTriggers}} "" {case}
#TRIGGER "gateMemorizeTrigger" {^You memorize this place as (%1).$} {
   #T- {Gate|GateTriggers}
   #CLASS {Gate|%concat(%char,GateCodes)}
   #ALIAS @gateAlias {channel 'gate' %1}
   #ADDITEM %concat(%char,GateList) {@gateAlias}
   #IF (%len(@gateNotes)>0) {#VAR %concat(%char,GateNote) {%additem(@gateNotes,%eval(%concat("@",%char,GateNote)))}} {#VAR %concat(%char,GateNote) {%additem(NA,%eval(%concat("@",%char,GateNote)))}}
   #CLASS 0
   #SAY {%crlf Gate alias @gateAlias set as %1 Gate %if(%len(@gateNotes)=0,code.,code with ~[@gateNotes~] set for notes.)}
   } "" {case}
#CLASS 0
#CLASS {Gate|GateConnect} {enable}
#TRIGGER "gateConnectTrigger" {%s The Wheel Of Time MUD} {
   #T- {Gate|GateConnect}
   #IF (%class(Gate|%concat(%char,GateCodes))=-1) {
      #PRIORITY {
         #CLASS {Gate|%concat(%char,GateCodes)} {disable}
         #CLASS 0
         #VAR %concat(%char,GateList) {} {_nodef} {Gate|%concat(%char,"GateCodes")}
         #VAR %concat(%char,GateNotes) {} {_nodef} {Gate|%concat(%char,"GateCodes")}
         }      
      } {#T+ {Gate|%concat(%char,GateCodes)}}
   } "" {case}
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


Last edited by Taziar on Tue Feb 20, 2018 12:43 pm, edited 9 times in total.

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PostPosted: Thu Jan 25, 2018 10:20 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 110
Location: Seattle
-----Diagnose-----
    [Updated: 3/8/2018]

Type helpDiagnose to see help file in client.

CrossRace diagnose function: diagCross (type or place in macro)

Will send look command (find if HoM Mapper script detected)
Saves all colored names found inside asterisks
Sends diagnose command for each name found

Automatically adds condition status to end of any diagnose line.
Example: Taziar is in excellent condition. (Healthy)
Note: triggers off all wotmud shortcuts for diagnose command.
Hint: if diag human is successful the name shown will be in blue, if diag dark name will be red.
Example: diag human (Taziar is in excellent condition. (Healthy)) Taziar would be blue

If using an alias to send commands a zMUD alias will trigger script, but a WoTMUD alias will not.

Direct Download Link: DiagnoseHoM.txt

Active Triggers: 0/13
Code:
#CLASS {Diagnose}
#ALIAS helpDiagnose {
   #PRIORITY {
      #SAY {%crlf "-----Diagnose Help File-----"}
      #SAY {"     [Updated: 3/11/2018]"}
      #SHOW {" CrossRace diagnose function: diagCross (type or place in macro)"}
      #SHOW {""}
      #SHOW {" Will send look command (find if HoM Mapper script detected)"}
      #SHOW {"  Saves all colored names found inside asterisks"}
      #SHOW {"   Sends diagnose command for each name found"}
      #SHOW {""}
      #SHOW {" Automatically adds condition status to end of any diagnose line."}
      #SHOW {"  Example: Taziar is in excellent condition. (Healthy)"}
      #SHOW {"   Note: triggers off all wotmud shortcuts for diagnose command."}
      #SHOW {""}
      #SHOW {" Shows names in red for DS if dark is used as keyword."}
      #SHOW {" Shows names in blue for LS if human is used as keyword."}
      #SHOW {""}
      }
   }
#ALIAS diagCross {
   #T+ {Diagnose|DiagCrossRace}
   #IF (%class(Mapper|MapFind)=1) {find} {look}
   }
#VAR diagNames {}
#VAR diagNameColor {}
#VAR diagPromptCount {0}
#ONINPUT "diagInput" {^{dia|diag|diagn|diagno|diagnos|diagnose} (%w)$} {
   #T+ {Diagnose|Condition}
   #VAR diagPromptCount {%eval(@diagPromptCount+1)}
   #IF (%lower(%1)=dark) {
      #VAR diagNameColor {mxpred}
      } {
      #IF (%lower(%1)=human) {
         #VAR diagNameColor {mxpblue}
         } {
         #VAR diagNameColor {}
         }
      }
   }
#ONINPUT "diagHiddenInput" {^{dia|diag|diagn|diagno|diagnos|diagnose} h.(%w)$} {
   #T+ {Diagnose|Condition}
   #VAR diagPromptCount {%eval(@diagPromptCount+1)}
   #IF (%lower(%1)=dark) {
      #VAR diagNameColor {mxpred}
      } {
      #IF (%lower(%1)=human) {
         #VAR diagNameColor {mxpblue}
         } {
         #VAR diagNameColor {}
         }
      }
   }
#CLASS 0
#CLASS {Diagnose|DiagCrossRace} {disable}
#TRIGGER "diagTriggerDS" {~*%e[31m([A-Z]%w)%e[0m~*} {#ADDITEM diagNames %1} "" {case|color}
#TRIGGER "diagTriggerLS" {~*%e[36m([A-Z]%w)%e[0m~*} {#ADDITEM diagNames %1} "" {case|color}
#TRIGGER "diagNamePrompt" {^{o|*} * >} {
   #T- {Diagnose|DiagCrossRace}
   #FORALL @diagNames {diagnose %i}
   #VAR diagNames {}
   } "" {case|prompt|nocr}
#CLASS 0
#CLASS {Diagnose|Condition} {disable}
#TRIGGER "diagHealthyTrigger" {([A-Z]%w) is in excellent condition(.)$} {
   #PCOL @diagNameColor %x1
   #PSUB {. (Healthy)} %x2
   } "" {case}
#TRIGGER "diagScratchedTrigger" {([A-Z]%w) has a few scratches(.)$} {
   #PCOL @diagNameColor %x1
   #PSUB {. (Scratched)} %x2
   } "" {case}
#TRIGGER "diagHurtTrigger" {([A-Z]%w) has some small wounds and bruises(.)$} {
   #PCOL @diagNameColor %x1
   #PSUB {. (Hurt)} %x2
   } "" {case}
#TRIGGER "diagWoundedTrigger" {([A-Z]%w) has quite a few wounds(.)$} {
   #PCOL @diagNameColor %x1
   #PSUB {. (Wounded)} %x2
   } "" {case}
#TRIGGER "diagBatteredTrigger" {([A-Z]%w) has some big nasty wounds and scratches(.)$} {
   #PCOL @diagNameColor %x1
   #PSUB {. (Battered)} %x2
   } "" {case}
#TRIGGER "diagBeatenTrigger" {([A-Z]%w) looks pretty hurt(.)$} {
   #PCOL @diagNameColor %x1
   #PSUB {. (Beaten)} %x2
   } "" {case}
#TRIGGER "diagCriticalTrigger" {([A-Z]%w) is in awful condition(.)$} {
   #PCOL @diagNameColor %x1
   #PSUB {. (Critical)} %x2
   } "" {case}
#TRIGGER "diagStunnedTrigger" {([A-Z]%w) is lying here, stunned(.)$} {
   #PCOL @diagNameColor %x1
   #PSUB {. (Stunned!)} %x2
   } "" {case}
#TRIGGER "diagIncapacitatedTrigger" {([A-Z]%w) is bleeding awfully from big wounds(.)$} {
   #PCOL @diagNameColor %x1
   #PSUB {. (INCAPACITATED!!)} %x2
   } "" {case}
#TRIGGER "diagConditionPrompt" {^{o|*} * >} {
   #VAR diagPromptCount {%eval(@diagPromptCount-1)}
   #IF (@diagPromptCount<=0) {
      #T- {Diagnose|Condition}
      #VAR diagPromptCount {0}
      } {}
   } "" {case|prompt|nocr}
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


Last edited by Taziar on Sun Mar 11, 2018 1:27 pm, edited 5 times in total.

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PostPosted: Thu Feb 08, 2018 4:49 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 110
Location: Seattle
-----Locate-----
    [Updated: 2/9/2018]

Type helpLocate to view help file in client.

Channel locate (item or object) adds a number to each locate entry.
Hint: click on an underlined locate code to channel 'travel' code.

Type showLocate to view your current locate list.
Note: this list is replaced each time you successfully locate.

Type travel <number> to channel 'travel' code from current locate list.

Type saveTravel <number> <travelName> [notes] to save a travel code from the current locate list.
Note: can use multiple words, [notes] field is optional.

Type showTravel to view a list of saved travel codes.
Note: click on underlined travelName or enter alias in command line.

Type resetTravel to reset all saved travel codes.
Note: travel codes automatically reset on month change.

Type locateColor <color> [bcolor] background color optional.
Locate color triggers on: dreadlord, myrddraal, and trolloc

WoTMUD shortcuts chann, channe, or channel will activate script.
Hint: WoTMUD alias will trigger on [channel 'locate life'] and [channel 'locate object']

Direct Download Link: LocateHoM.txt

Code:
#CLASS {Locate}
#ALIAS helpLocate {
   #PRIORITY {
      #SAY {%crlf "-----Locate Help File-----"}
      #SHOW {" Channel locate (item or object) adds a number to each locate entry."}
      #SHOW {"   Hint: click on an underlined locate code to channel 'travel' code."}
      #SHOW {""}
      #SHOW {" Type showLocate to view your current locate list."}
      #SHOW {"  Note: this list is replaced each time you successfully locate."}
      #SHOW {""}
      #SHOW {" Type travel <number> to channel 'travel' code from current locate list."}
      #SHOW {""}
      #SHOW {" Type saveTravel <number> <travelName> [notes] to save a travel code from the current locate list."}
      #SHOW {"  Note: can use multiple words, [notes] field is optional."}
      #SHOW {""}
      #SHOW {" Type showTravel to view a list of saved travel codes."}
      #SHOW {"  Note: click on underlined travelName or enter alias in command line."}
      #SHOW {""}
      #SHOW {" Type resetTravel to reset all saved travel codes."}
      #SHOW {"  Note: travel codes automatically reset on month change."}
      #SHOW {""}
      #SHOW {" Type locateColor <color> [bcolor] background color optional."}
      #SHOW {"  Note: "~<color @locColorSet>@locColorSet (shown in current color)~</color>}
      #SHOW {"   Locate color triggers on: dreadlord, myrddraal, and trolloc"}
      #SHOW {""}
      #SHOW {" WoTMUD shortcuts chann, channe, or channel will activate script."}
      #SHOW {"  Hint: WoTMUD alias will trigger on [channel 'locate life'] and [channel 'locate object']"}
      #SHOW {""}
      }
   }
#ALIAS travel {
   #IF (%null(@locCode)) {
      #SAY {%crlf "None found, run a locate (object or item) to generate list."}
      #ABORT 1
      } {}
   #IF (%null(%item(@locCode,%1))) {
      #SAY {%crlf Travel number %1 not found, run a locate (object or item) to generate list.}
      #ABORT 1
      } {}
   #VAR locateTravel {%concat("channel 'travel' ",%item(@locCode,%1))}
   @locateTravel
   }
#ALIAS saveTravel {
   #IF (%null(%1)) {
      #SAY {%crlf "Usage: type saveTravel <number> <travelName> [Notes] to save a travel code."}
      #ABORT 1
      } {}
   #IF (%null(%2)) {
      #SAY {%crlf "<TravelName> missing, type saveTravel <number> <travelName> [Notes] to save a travel code."}
      #ABORT 1
      } {}
   #IF (%numitems(@locName)=0) {
      #SAY {%crlf "Travel number not found, run a locate first to set list numbers."}
      #ABORT 1
      } {}
   #IF (%class(%2)=1) {
      #SAY {%crlf "Travel alias already created, choose another <TravelName>."}
      } {
      #CLASS {Locate|%concat(%char,LocateCodes)}
      #ALIAS %2 {channel 'travel' %eval(%item(@locCode,%1))}
      #ADDITEM %concat(%char,TravelList) {%2}
      #IF (%len(%3)>0) {#VAR %concat(%char,TravelNote) {%additem("%-3",%eval(%concat("@",%char,TravelNote)))}} {#VAR %concat(%char,TravelNote) {%additem(NA,%eval(%concat("@",%char,TravelNote)))}}
      #CLASS 0
      #SAY {%crlf Travel alias %2 set as %item(@locCode,%1) Travel %if(%len(%3)=0,code.,code with ~[%-3~] set for notes.)}
      }
   }
#ALIAS showTravel {
   #IF (%numitems(%eval(%concat("@",%char,TravelList)))=0) {
      #SAY {%crlf "None found, type saveTravel <number> <TravelName> to save a Travel code."}
      #ABORT 1
      } {}
   #SAY {%crlf "-----Available Travel Locations-----"}
   #LOOP 1,%numitems(%eval(%concat("@",%char,TravelList))) {
      #MXP %if(%len(%i)=1," "%i,%i)) ~<send %item(%eval(%concat("@",%char,TravelList)),%i)>~<color royalblue>%item(%eval(%concat("@",%char,TravelList)),%i)~</color>~</send> %if(%item(%eval(%concat("@",%char,TravelNote)),%i)=NA,"",%item(%eval(%concat("@",%char,TravelNote)),%i))
      }
      #SHOW {""}
   }
#ALIAS showLocate {
   #IF (%null(@locName)) {
      #SAY {%crlf "None found, run a locate to set list."}
      #ABORT 1
      } {}
   #VAR locMaxName {}
   #PRIORITY {#LOOP 1,%numitems(@locName) {#VAR locMaxName {%additem(%len(%item(@locName,%i)),@locMaxName)}}}
   #PRIORITY {   
      #SAY {%crlf -Current Locate Name %repeat("-",%eval(%max(%expandlist(@locMaxName,","))-15)) Code %repeat("-",10) Direction - ~(Carried~)-}
      #LOOP 1,%numitems(@locName) {
         #IF (%ismember(%item(@locCarry,%i),@locColorList)) {#VAR locColor {@locColorSet}} {#VAR locColor {}}
         #MXP ~<color @locColor>%if(%len(%i)=1,~" ~"%i,%i)~</color>) %item(@locName,%i) %repeat(" ",%eval(%max(%expandlist(@locMaxName,","))-%len(%item(@locName,%i)))) ~[~<send ~"channel 'travel' %item(@locCode,%i)~">~<color royalblue>%item(@locCode,%i)~</color>~</send>~] ~<color @locColor>%item(@locDir,%i)~</color>%if(%null(%item(@locCarry,%i)),"",~(~<color @locColor>%item(@locCarry,%i)~</color>~))
         }
      #SHOW {""}
      }
   }
#ALIAS locateColor {
   #IF (%null(%1)) {
      #SAY {%crlf " Usage: locateColor <color> [bcolor] background color optional"}
      #ABORT 1
      } {}
   #IF (%colorname(%1)=536870911 AND %color(%1)=0) {
      #VAR locColorSet {}
      #SAY {%crlf %1 is an invalid color, locColorSet variable cleared.}
      } {
      #IF (%colorname(%2)=536870911 AND %color(%2)=0) {} {
         #VAR locColorSet {%concat(%1," ",%2)}
         #SHOW {%crlf Locate color set: ~<color @locColorSet>@locColorSet~</color>}
         #ABORT 1
         }
      #VAR locColorSet {%1}
      #SHOW {%crlf Locate color set: ~<color @locColorSet>@locColorSet~</color>}
      }
   }
#ALIAS resetTravel {
   #DELCLASS Locate|%concat(%char,LocateCodes)
   #CLASS {Locate|%concat(%char,LocateCodes)} {disable}
   #CLASS 0
   #T+ {Locate|%concat(%char,LocateCodes)}
   #VAR %concat(%char,TravelList) {} {_nodef} {Locate|%concat(%char,"LocateCodes")}
   #VAR %concat(%char,TravelNote) {} {_nodef} {Locate|%concat(%char,"LocateCodes")}
   #VAR locCarry {}
   #VAR locCode {}
   #VAR locDir {}
   #VAR locName {}
   #ALARM "locateResetAlarm" {+.5} {#SAY {%crlf %char"'s travel codes reset!"}} "Locate"
   }
#FUNCTION locHelpMXP {<color %1>%1</color>}
#VAR locCarry {}
#VAR locCode {}
#VAR locColor {}
#VAR locColorSet {darkred}
#VAR locColorList {dreadlord|myrddraal|trolloc}
#VAR locDir {}
#VAR locMaxName {}
#VAR locName {}
#VAR locNum {0}
#VAR locateMonth {}
#VAR locateTravel {}
#VAR locateYear {}
#TRIGGER "locateTimeTrigger" {It is %d o'clock %w, on the %d{st|nd|rd|th} day of the month of &%wlocateMonth, year &%dlocateYear.} {
   #T- {locateTimeTrigger}
   #IF (%null(%eval(%concat("@",%char,LocateTime)))) {
      #VAR %concat(%char,LocateTime) {%concat(@locateMonth,@locateYear)} {_nodef} {Locate|%concat(%char,"LocateCodes")}
      } {
      #IF (%ismember(%concat(@locateMonth,@locateYear),%eval(%concat("@",%char,LocateTime)))) {} {
         #VAR %concat(%char,LocateTime) {%concat(@locateMonth,@locateYear)} {_nodef} {Locate|%concat(%char,"LocateCodes")}
         #IF (%null(%eval(%concat("@",%char,TravelList)))) {} {
            resetTravel
            #ALARM "LocateetTimeAlarm" {+1} {#SAY {%lf Current Travel time set to @locateMonth @locateYear}} "Locate"
            }
         }
      }
   } "" {case|disable}
#TRIGGER "locateTurnsTrigger" {The Wheel of Time turns towards the} {#IF (%null(%eval(%concat("@",%char,TravelList)))) {} {time}} "" {case}
#TRIGGER "LocateSpinsTrigger" {The Wheel of Time spins between the} {#IF (%null(%eval(%concat("@",%char,TravelList)))) {} {time}} "" {case}
#TRIGGER "locateLifeTrigger" {~[channel 'locate life'~]} {
   #T+ {Locate|LocateTriggers}
   } "" {case}
#TRIGGER "locateObjectTrigger" {~[channel 'locate object'~]} {
   #T+ {Locate|LocateTriggers}
   } "" {case}
#ONINPUT "locateChannelInput" {^{chann|channe|channel} 'locate {life|object}' %w$} {
   #T+ {Locate|LocateTriggers}
   }
#ONINPUT "locateTimeInput" {^{ti|tim|time}$} {#T+ {locateTimeTrigger}}
#CLASS 0
#CLASS {Locate|LocateTriggers} {disable}
#TRIGGER "locateCodeTrigger" {^(*) - ~[(%w)~] - somewhere (*){of|around} here.$} {
   #PRIORITY {
      #VAR locNum {%eval(@locNum+1)}
      #VAR locName {%additem("%1",@locName)}
      #VAR locCode {%additem(%2,@locCode)}
      #IF (%null(%3)) {#VAR locDir {%additem("around here ",@locDir)}} {#VAR locDir {%additem("%3",@locDir)}}
      #VAR locCarry {%additem("",@locCarry)}
      #SUB {~<color @locColor>%if(%len(@locNum)=1," "@locNum,@locNum)</color>) %1 - [~<send "channel 'travel' %2">~<color royalblue>%2~</color>~</send>] - %if(%null(%3),around here,%3)}
      }
   } "" {}
#TRIGGER "locateCarriedTrigger" {^(*) - ~[(%w)~] - somewhere (*){of|around} here, carried by a (%w).$} {
   #PRIORITY {
      #VAR locNum {%eval(@locNum+1)}
      #VAR locName {%additem("%1",@locName)}
      #VAR locCode {%additem(%2,@locCode)}
      #IF (%null(%3)) {#VAR locDir {%additem("around here ",@locDir)}} {#VAR locDir {%additem("%3",@locDir)}}
      #IF (%null(%4)) {#VAR locCarry {%additem("",@locCarry)}} {#VAR locCarry {%additem(%4,@locCarry)}}
      #IF (%ismember(%4,@locColorList)) {#VAR locColor {@locColorSet}} {#VAR locColor {}}
      #SUB {~<color @locColor>%if(%len(@locNum)=1," "@locNum,@locNum)</color>) %1 - [~<send "channel 'travel' %2">~<color royalblue>%2~</color>~</send>] - ~<color @locColor>%if(%null(%3),around here,%3)~</color> ~(~<color @locColor>%4~</color>~)}
      }
   } "" {}
#TRIGGER "locatePromptTrigger" {^{o|*} * >} {
   #T- {locatePromptTrigger}
   #T- {Locate|LocateTriggers}
   } "" {case|disable|nocr|prompt}
#TRIGGER "locateCancelledTrigger" {Cancelled.$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateCantTrigger" {You can't summon enough energy to weave the flow.$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateFailedTrigger" {You failed.$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateFlushedTrigger" {You are too flushed from the heat of battle to complete the weave!$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateInterruptedTrigger" {You are interrupted and stop what you are doing.$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateIsolatedTrigger" {You feel isolated from the Source!$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateLoseTrigger" {You lose all sense of the True Source here.$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateLostTrigger" {You lost control of {Saidin|Saidar}!$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateNobodyTrigger" {^Nobody around by that name.$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateNothingTrigger" {^Nothing at all by that name.$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateOkTrigger" {^Ok.$} {
   #T+ {locatePromptTrigger}
   #VAR locNum {0}
   #VAR locName {}
   #VAR locCode {}
   #VAR locDir {}
   #VAR locCarry {}
   } "" {case}
#TRIGGER "locateOuchTrigger" {Ouch! You couldn't maintain the flows.$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateTouchTrigger" {You aren't in touch with {saidin|saidar} to channel it.$} {#T- {Locate|LocateTriggers}} "" {case}
#TRIGGER "locateUnableTrigger" {You are unable to sense the True Source at all from here.$} {#T- {Locate|LocateTriggers}} "" {case}
#CLASS 0
#CLASS {Locate|LocateConnect} {enable}
#TRIGGER "locateConnectTrigger" {%s The Wheel Of Time MUD} {
   #T- {Locate|LocateConnect}
   #T+ {locateTimeTrigger}
   #IF (%class(Locate|%concat(%char,LocateCodes))=-1) {
      #PRIORITY {
         #CLASS {Locate|%concat(%char,LocateCodes)} {disable}
         #CLASS 0
         #VAR %concat(%char,TravelList) {} {_nodef} {Locate|%concat(%char,"LocateCodes")}
         #VAR %concat(%char,TravelNote) {} {_nodef} {Locate|%concat(%char,"LocateCodes")}
         #VAR %concat(%char,LocateTime) {} {_nodef} {Locate|%concat(%char,"LocateCodes")}
         }
      } {#T+ {Locate|%concat(%char,LocateCodes)}}
   } "" {case}
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


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PostPosted: Wed Feb 21, 2018 12:50 am 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 110
Location: Seattle
-----Zone Pattern Add-on for TicBar Script-----
    [Released: 2/20/2018]

Zone Pattern Add-on is an optional add-on for the TicBar to include over 300 unique Zone sunrise and sunset emotes.

Direct Download Link: ZoneAddOnHoM.txt

Active Triggers: 321/321
Code:
#CLASS {TicBar|TicPatternZones} {disable}
#TRIGGER "" {^A ball of red light rises slowly from the edge of the grassland, bringing light to the savannah.$} {#TSET} "" {case}
#TRIGGER "" {^A blanket of heat covers the land as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^A bright orange sun rises above the morning fog.$} {#TSET} "" {case}
#TRIGGER "" {^A brilliant light spreads across the grassland.$} {#TSET} "" {case}
#TRIGGER "" {^A calm descends over the fort as night falls.$} {#TSET} "" {case}
#TRIGGER "" {^A chill breeze cuts through you as the sun sinks below the hills.$} {#TSET} "" {case}
#TRIGGER "" {^A deep orange sunset heralds the end of the day.$} {#TSET} "" {case}
#TRIGGER "" {^A dim orange glow spills over the land as the sun rises to the east.$} {#TSET} "" {case}
#TRIGGER "" {^A dismal light is cast across Shayol Ghul with the rising of the sun.$} {#TSET} "" {case}
#TRIGGER "" {^A dismal light is cast with the rising of the sun.$} {#TSET} "" {case}
#TRIGGER "" {^A dull light is cast through the sickly trees as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^A feeble light casts shadows across the ruined landscape.$} {#TSET} "" {case}
#TRIGGER "" {^A gloomy light is cast across the twisted landscape.$} {#TSET} "" {case}
#TRIGGER "" {^A harsh light emerges as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^A light, airy blue through the trees heralds the sunrise.$} {#TSET} "" {case}
#TRIGGER "" {^A rainbow of colors springs to life above the hills.$} {#TSET} "" {case}
#TRIGGER "" {^A red sun rises in the east, coloring the forest in shades of red and gold.$} {#TSET} "" {case}
#TRIGGER "" {^A shadow is cast over the land as the sun vanishes beyond Garen's Wall.$} {#TSET} "" {case}
#TRIGGER "" {^A sickly reddish glow spreads over the world as the sun returns.$} {#TSET} "" {case}
#TRIGGER "" {^A warm glow bathes the Illian road in a bright light.$} {#TSET} "" {case}
#TRIGGER "" {^A warm glow is cast by the rising sun.$} {#TSET} "" {case}
#TRIGGER "" {^A yellow glow from above descends beneath black spires.$} {#TSET} "" {case}
#TRIGGER "" {^Amidst soft colors the sun rises above the mountains in the east.$} {#TSET} "" {case}
#TRIGGER "" {^An eerie howl breaks the silence as the sun slowly sets below the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^An orange glow covers the grassland as the sun slowly sinks into the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^An orange hue paints the sky as the setting sun glints off the Aryth Ocean.$} {#TSET} "" {case}
#TRIGGER "" {^As a glorious ball of brightly minted gold, the sun rises in the east.$} {#TSET} "" {case}
#TRIGGER "" {^As if by a painter's brush, the sun sets in a sky of violet, red, and blue.$} {#TSET} "" {case}
#TRIGGER "" {^As the night falls the cool of night refreshes the land.$} {#TSET} "" {case}
#TRIGGER "" {^As the sky burns in shades of fuchsia and gold the sun sets in the west.$} {#TSET} "" {case}
#TRIGGER "" {^As the sun dips below the horizon, the sounds of the forest take over.$} {#TSET} "" {case}
#TRIGGER "" {^As the sun lowers beneath the horizon, a gloomy darkness descends on the long road.$} {#TSET} "" {case}
#TRIGGER "" {^As the sun sets in the west, darkness descends on the forest.$} {#TSET} "" {case}
#TRIGGER "" {^As the sun sets over the Fortress of Light, torches blaze to bring the Light again.$} {#TSET} "" {case}
#TRIGGER "" {^As the sun sets, its rays fall blindingly on the Sea of Storms.$} {#TSET} "" {case}
#TRIGGER "" {^As the sun sets, the nocturnal sounds of the forest take over.$} {#TSET} "" {case}
#TRIGGER "" {^As the sun starts to set, the sounds of the night take over.$} {#TSET} "" {case}
#TRIGGER "" {^Birds begin to chatter as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^Birds chirp merrily as the sun rises in the east.$} {#TSET} "" {case}
#TRIGGER "" {^Black peaks create looming shadows as the sun drops beneath the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Casting jagged shadows, the sun rises over the Mountains of Mist.$} {#TSET} "" {case}
#TRIGGER "" {^Colorful birds chirp happily as the sun rises out of the eastern seas.$} {#TSET} "" {case}
#TRIGGER "" {^Creatures begin to stir among the grass as the sun rises in the east.$} {#TSET} "" {case}
#TRIGGER "" {^Dank shadows shroud the trees, the sun dipping beneath the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Dapples of sunlight fall onto the forest floor.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness covers the land, hiding the corruption of the Blight.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness descends on the land.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness descends upon the Spine of the World with the setting of the sun.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness embraces the land once again.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness engulfs the terrain as the sun disappears behind the black mountains$} {#TSET} "" {case}
#TRIGGER "" {^Darkness falls across the road.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness falls, casting pitch black shadows.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness fills the Blight as the sun sets.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness flees as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness gently falls as the sun slips behind the rolling hills.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness sets in as day turns to night.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness settles on the land with the setting of the sun.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness shrouds the island as the sun dips below the edge of the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Darkness spreads across the Spine of the World as the sun sets in the west.$} {#TSET} "" {case}
#TRIGGER "" {^Dawn breaks, painting the sky with pink and amber hues.$} {#TSET} "" {case}
#TRIGGER "" {^Dawn glints through the leaves of Stedding Tsochan.$} {#TSET} "" {case}
#TRIGGER "" {^Dawn heralds another storm on the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Day breaks over the hills.$} {#TSET} "" {case}
#TRIGGER "" {^Daylight breaches the foliage overhead.$} {#TSET} "" {case}
#TRIGGER "" {^Dew settles on the grasslands as darkness descends.$} {#TSET} "" {case}
#TRIGGER "" {^Dew settles on the ground as the sun sets west of the mountains.$} {#TSET} "" {case}
#TRIGGER "" {^Dusk approaches, bringing glorious darkness upon the land.$} {#TSET} "" {case}
#TRIGGER "" {^Dusk gathers like a cloud over Stedding Tsochan.$} {#TSET} "" {case}
#TRIGGER "" {^Ebbing red and gold, the sun slowly sinks beneath the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Everything becomes a little darker.$} {#TSET} "" {case}
#TRIGGER "" {^Gilded rooftops shimmer as the sun rises above the Tower of Morning.$} {#TSET} "" {case}
#TRIGGER "" {^Gloomy light is cast through the dark skies as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^Gnarled trees cast jagged shadows as the sun drops beneath the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Golden rays of morning sun peak from behind the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Golden rays of sunshine peek over the hills of the surrounding countryside.$} {#TSET} "" {case}
#TRIGGER "" {^Golden rays of the sunshine peek over the treetops to the east.$} {#TSET} "" {case}
#TRIGGER "" {^Heatwaves shimmer as the blistering sun arcs into the sky.$} {#TSET} "" {case}
#TRIGGER "" {^In the west, the setting sun shows the dark silhouette of the Mountains of Mist.$} {#TSET} "" {case}
#TRIGGER "" {^Light begins to peak from behind the hills.$} {#TSET} "" {case}
#TRIGGER "" {^Light breaks over the horizon through waves of heat as a new day begins.$} {#TSET} "" {case}
#TRIGGER "" {^Light fades as the red evening sun slowly drops below the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Light splashes across the sky as the sun rises above the rooftops of Emonds Field.$} {#TSET} "" {case}
#TRIGGER "" {^Long shadows are cast as the sun rises behind the mountains to the east.$} {#TSET} "" {case}
#TRIGGER "" {^Long shadows are cast throughout the forest as the sun slowly sets.$} {#TSET} "" {case}
#TRIGGER "" {^Long shadows rise along the hills as the sun sets.$} {#TSET} "" {case}
#TRIGGER "" {^Low deep bronze tones fill the air as a wind blows from the north.$} {#TSET} "" {case}
#TRIGGER "" {^Morning dew glitters in the days first sunrays.$} {#TSET} "" {case}
#TRIGGER "" {^Mountain peaks hide the sun as it sets in the west.$} {#TSET} "" {case}
#TRIGGER "" {^Night falls over the ruined city, casting eerie shadows.$} {#TSET} "" {case}
#TRIGGER "" {^Radiant hues permeate the horizon as the sun sinks in the west.$} {#TSET} "" {case}
#TRIGGER "" {^Rays of light spread over the grasslands, stirring animals to life.$} {#TSET} "" {case}
#TRIGGER "" {^Rays of the golden sun spreads over the rugged hills as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^Ruddy amber hues streak across the vanishing horizon as night falls.$} {#TSET} "" {case}
#TRIGGER "" {^Scarlet and gold paint the sky as the sun sets in the west.$} {#TSET} "" {case}
#TRIGGER "" {^Shadows dance as the sun makes its way into the sky.$} {#TSET} "" {case}
#TRIGGER "" {^Shadows descend upon the land as the sun drops behind the hills to the west.$} {#TSET} "" {case}
#TRIGGER "" {^Shadows embrace the city as twilight falls over Seandar.$} {#TSET} "" {case}
#TRIGGER "" {^Shadows grow beneath the peaks as dusk arrives.$} {#TSET} "" {case}
#TRIGGER "" {^Shadows lengthen along Garen's Wall as the sun sets.$} {#TSET} "" {case}
#TRIGGER "" {^Shadows lengthen as the sun approaches the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Shadows lengthen as the sun gently sinks behind the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Shadows lengthen as the sun sets beyond the mountains.$} {#TSET} "" {case}
#TRIGGER "" {^Shadows thicken as the sun sets behind the mountains.$} {#TSET} "" {case}
#TRIGGER "" {^Soft rays of morning sun peak from behind the rolling hills.$} {#TSET} "" {case}
#TRIGGER "" {^Sparkles of light dance upon the sea as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^Sparkling light draws a track toward the eastern horizon, heralding the sunrise.$} {#TSET} "" {case}
#TRIGGER "" {^The Dark One releases the sun to illuminate his minions.$} {#TSET} "" {case}
#TRIGGER "" {^The Dark One's hand covers the sun.$} {#TSET} "" {case}
#TRIGGER "" {^The Imperial Capital is bathed in a warm glow as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^The White Tower is bathed in a reddish orange light as the sun sets.$} {#TSET} "" {case}
#TRIGGER "" {^The White Tower's spire gleams softly in the first light of a new day.$} {#TSET} "" {case}
#TRIGGER "" {^The air catches a chill as the sun falls below the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The area becomes extremely dark.$} {#TSET} "" {case}
#TRIGGER "" {^The blazing hot sun sinks beneath the horizon of the Waste.$} {#TSET} "" {case}
#TRIGGER "" {^The blazing sun fades into greyness behind the towers.$} {#TSET} "" {case}
#TRIGGER "" {^The blazing sun rises over the eastern horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The blistering sun scorches the parched ground.$} {#TSET} "" {case}
#TRIGGER "" {^The blistering wind gusts with the first rays of dawn over the mountains.$} {#TSET} "" {case}
#TRIGGER "" {^The blood red sun disappears behind the mountains.$} {#TSET} "" {case}
#TRIGGER "" {^The blush of a new dawn replaces the darkness.$} {#TSET} "" {case}
#TRIGGER "" {^The blustery plains are lit up with the sunrise.$} {#TSET} "" {case}
#TRIGGER "" {^The boiling red sun slowly rises over the blighted lands.$} {#TSET} "" {case}
#TRIGGER "" {^The burning sun rises above the mountains to the east.$} {#TSET} "" {case}
#TRIGGER "" {^The burnished disk of the sun settles behind the spires of Tar Valon.$} {#TSET} "" {case}
#TRIGGER "" {^The clouds brooding above darken as the sun sets.$} {#TSET} "" {case}
#TRIGGER "" {^The clouds in the east burn pink and violet with the rising of the sun.$} {#TSET} "" {case}
#TRIGGER "" {^The darkness comes.$} {#TSET} "" {case}
#TRIGGER "" {^The darkness leaves.$} {#TSET} "" {case}
#TRIGGER "" {^The darkness turns to a bright haze as the sun breaks the horizon to the east.$} {#TSET} "" {case}
#TRIGGER "" {^The day breaks, and sunlight starts to stream down onto the jungle floor.$} {#TSET} "" {case}
#TRIGGER "" {^The day has begun.$} {#TSET} "" {case}
#TRIGGER "" {^The desert air begins to cool with the setting of the sun.$} {#TSET} "" {case}
#TRIGGER "" {^The dull red sun becomes visible over the high peaks.$} {#TSET} "" {case}
#TRIGGER "" {^The dust of the plains in the air turns golden with the falling hush of dusk.$} {#TSET} "" {case}
#TRIGGER "" {^The evening sun sinks behind the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The faint rosy hue finally fades away as the sun dips below the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The fiery colors of dawn settle into the forest with the rising sun.$} {#TSET} "" {case}
#TRIGGER "" {^The fires of the sun begin to extinguish as it disappears on the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The first light of dawn illuminates Tarwin's Gap.$} {#TSET} "" {case}
#TRIGGER "" {^The first light of morning glows in the eastern sky.$} {#TSET} "" {case}
#TRIGGER "" {^The first light of morning shines on Amador.$} {#TSET} "" {case}
#TRIGGER "" {^The first rays of dawn appear in the east.$} {#TSET} "" {case}
#TRIGGER "" {^The first rays of light peak across the waters of the great sea to the east.$} {#TSET} "" {case}
#TRIGGER "" {^The first rays of sun shine on the broken gorge.$} {#TSET} "" {case}
#TRIGGER "" {^The forest comes to life with the rising of the sun.$} {#TSET} "" {case}
#TRIGGER "" {^The forest comes to life with the song of the forest birds and the chattering of squirrels.$} {#TSET} "" {case}
#TRIGGER "" {^The glorious darkness is broken by the rising of the sun.$} {#TSET} "" {case}
#TRIGGER "" {^The glow of the morning sun filters through the cracks of Garen's Wall.$} {#TSET} "" {case}
#TRIGGER "" {^The golden rays of dawn slowly appear over the palace walls.$} {#TSET} "" {case}
#TRIGGER "" {^The golden sun breaches the horizon, burnished rays burning away the night.$} {#TSET} "" {case}
#TRIGGER "" {^The golden sun sinks down behind the rugged hills.$} {#TSET} "" {case}
#TRIGGER "" {^The hills are awash in shadows as the sun sinks in the west.$} {#TSET} "" {case}
#TRIGGER "" {^The hot sun rises above the hard, cracked ground.$} {#TSET} "" {case}
#TRIGGER "" {^The howls of wolves fill the air as the sun sets.$} {#TSET} "" {case}
#TRIGGER "" {^The last rays of light begin to fade into blackness.$} {#TSET} "" {case}
#TRIGGER "" {^The last rays of light burn red against the foothills.$} {#TSET} "" {case}
#TRIGGER "" {^The last rays of light disappear as the sun sets in the west.$} {#TSET} "" {case}
#TRIGGER "" {^The last rays of the red sun disappear below the sea of green grass to the west.$} {#TSET} "" {case}
#TRIGGER "" {^The last ships sail from the harbor as the sun dips below the Calpene Peninsula.$} {#TSET} "" {case}
#TRIGGER "" {^The light becomes a little brighter.$} {#TSET} "" {case}
#TRIGGER "" {^The light begins to filter through the trees.$} {#TSET} "" {case}
#TRIGGER "" {^The lilac blue of dawn begins to grace the sky from the east.$} {#TSET} "" {case}
#TRIGGER "" {^The night chases the sun over the edge of the world.$} {#TSET} "" {case}
#TRIGGER "" {^The night has begun.$} {#TSET} "" {case}
#TRIGGER "" {^The nocturnal sounds of the forest begin to rise as the sun sets in the west.$} {#TSET} "" {case}
#TRIGGER "" {^The orange disk of the sun sinks below the grassy horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The orange glow of the sun decends below the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The orange sun slowly rises from the Sea of Storms.$} {#TSET} "" {case}
#TRIGGER "" {^The piercing rays of dawn peek above the eastern horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The piercing rays of the sun streak across the morning sky.$} {#TSET} "" {case}
#TRIGGER "" {^The pink hues of dusk slowly descend over the palace towers.$} {#TSET} "" {case}
#TRIGGER "" {^The plains are covered in a harsh red light as the sun sinks below the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The plains grow dark and lonely with the day's end.$} {#TSET} "" {case}
#TRIGGER "" {^The rising sun announces another day.$} {#TSET} "" {case}
#TRIGGER "" {^The rising sun casts both warm light and long shadows across the mountains.$} {#TSET} "" {case}
#TRIGGER "" {^The rising sun colors the Westwood red and gold.$} {#TSET} "" {case}
#TRIGGER "" {^The setting sun casts a dim red glow throughout the forest.$} {#TSET} "" {case}
#TRIGGER "" {^The setting sun frames the famed blue dome of Far Madding.$} {#TSET} "" {case}
#TRIGGER "" {^The shadows lengthen as the sun sinks beyond the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The shrill call of a jungle bird breaks the silence as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^The sinking sun dips below the moss covered tree limbs.$} {#TSET} "" {case}
#TRIGGER "" {^The sky brightens as the sun rises over the Tower of Morning.$} {#TSET} "" {case}
#TRIGGER "" {^The sky darkens as the sun sets in the west.$} {#TSET} "" {case}
#TRIGGER "" {^The sky glistens with beams of light as the sun rises over Tamika.$} {#TSET} "" {case}
#TRIGGER "" {^The sky glows with subdued light as the sun dips below the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The sky glows with the rising of the sun.$} {#TSET} "" {case}
#TRIGGER "" {^The sky grows brighter as the sun peeks above the mountains.$} {#TSET} "" {case}
#TRIGGER "" {^The sky is awash in a burst of burning gold and crimson glory as the sun sets.$} {#TSET} "" {case}
#TRIGGER "" {^The sky is awash in shades of red and purple as the sun sinks behind the mountains.$} {#TSET} "" {case}
#TRIGGER "" {^The sky is painted in shades of red and purple as the sun slowly descends.$} {#TSET} "" {case}
#TRIGGER "" {^The sky turns orange and pink as the sun sinks into the Aryth Ocean.$} {#TSET} "" {case}
#TRIGGER "" {^The sky turns red as a fiery sun sets in the west.$} {#TSET} "" {case}
#TRIGGER "" {^The sky turns the color liquid gold as the sun sets beyond the plains.$} {#TSET} "" {case}
#TRIGGER "" {^The sound of roosters crowing greets the rising sun.$} {#TSET} "" {case}
#TRIGGER "" {^The sun begins its journey to its peak in the sky.$} {#TSET} "" {case}
#TRIGGER "" {^The sun begins to cast an orange glow on the trees as it rises.$} {#TSET} "" {case}
#TRIGGER "" {^The sun breaks into view as it rises over the walls.$} {#TSET} "" {case}
#TRIGGER "" {^The sun breaks the darkness as it rises over the eastern peaks.$} {#TSET} "" {case}
#TRIGGER "" {^The sun bursts into the eastern skies.$} {#TSET} "" {case}
#TRIGGER "" {^The sun casts a dim glow across the barren hills.$} {#TSET} "" {case}
#TRIGGER "" {^The sun casts a dim light through dismal skies.$} {#TSET} "" {case}
#TRIGGER "" {^The sun casts a golden glow over the city.$} {#TSET} "" {case}
#TRIGGER "" {^The sun casts its dreary morning light through the hazy sky.$} {#TSET} "" {case}
#TRIGGER "" {^The sun casts its yellow light over the long road.$} {#TSET} "" {case}
#TRIGGER "" {^The sun casts rays of burnished gold over the Spine of the World.$} {#TSET} "" {case}
#TRIGGER "" {^The sun climbs above the eastern horizon, sparkling on the city and the sea.$} {#TSET} "" {case}
#TRIGGER "" {^The sun climbs slowly above the trees in the east.$} {#TSET} "" {case}
#TRIGGER "" {^The sun creeps up from below the black towering peaks.$} {#TSET} "" {case}
#TRIGGER "" {^The sun creeps up over the trees.$} {#TSET} "" {case}
#TRIGGER "" {^The sun crests over the towers of Mayene, flooding the city with light.$} {#TSET} "" {case}
#TRIGGER "" {^The sun crests the horizon and light breaks through the trees.$} {#TSET} "" {case}
#TRIGGER "" {^The sun crests the horizon lighting the sky afire.$} {#TSET} "" {case}
#TRIGGER "" {^The sun crests the peaks of the Dragonwall to the east.$} {#TSET} "" {case}
#TRIGGER "" {^The sun descends below the treeline.$} {#TSET} "" {case}
#TRIGGER "" {^The sun descends beyond the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The sun descends past the horizon, striking red fire through the fetid air.$} {#TSET} "" {case}
#TRIGGER "" {^The sun dips behind the mountains in the west, enveloping the land in shadow.$} {#TSET} "" {case}
#TRIGGER "" {^The sun drops below the flat horizon of the plains.$} {#TSET} "" {case}
#TRIGGER "" {^The sun drops below the walls of the keep.$} {#TSET} "" {case}
#TRIGGER "" {^The sun drops quickly in the west in a glory of color.$} {#TSET} "" {case}
#TRIGGER "" {^The sun falls behind the jagged snowy peaks.$} {#TSET} "" {case}
#TRIGGER "" {^The sun falls slowly behind the walls of the city.$} {#TSET} "" {case}
#TRIGGER "" {^The sun lowers beyond the trees, lengthening the shadows.$} {#TSET} "" {case}
#TRIGGER "" {^The sun lowers in the sky, covering the landscape in eery twilight.$} {#TSET} "" {case}
#TRIGGER "" {^The sun paints the sky as it sets.$} {#TSET} "" {case}
#TRIGGER "" {^The sun peeks above the mountains washing the prairie in a yellow glow.$} {#TSET} "" {case}
#TRIGGER "" {^The sun peeks across the scorched hills of Kandor.$} {#TSET} "" {case}
#TRIGGER "" {^The sun peeks over the Mountains of Mist.$} {#TSET} "" {case}
#TRIGGER "" {^The sun peeks over the eastern seas.$} {#TSET} "" {case}
#TRIGGER "" {^The sun peeks over the eastern wall of the city.$} {#TSET} "" {case}
#TRIGGER "" {^The sun peeks over the high watchtower of the keep.$} {#TSET} "" {case}
#TRIGGER "" {^The sun peeks over the topless towers of the city.$} {#TSET} "" {case}
#TRIGGER "" {^The sun peeks over the trees, heralding the dawn of a new day.$} {#TSET} "" {case}
#TRIGGER "" {^The sun peeks over the treetops, shedding light across the land.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises above the tops of the black mountains.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises from behind the distant Spine of the World.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises gloriously above the Menagerie.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises in the east above the Spine of the World.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises in the east breathing life into a new day.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises in the east.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises in the eastern sky, setting it afire with color.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises in the eastern sky, setting it afire with color.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises in the eastern sky.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises over the eastern hills.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises over the eastern walls of the castle.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises over the peaks of the Spine.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises over the water, sending it into glittering shards of clear light.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises slowly from behind the Mountains of Mist.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises through the lilac and gold tinged clouds in the east.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises, bathing the Fortress of Light in a wash of gold.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises, casting bright light to drive away the shadows.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises, casting light into the shadows.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises, cutting through the sharp profiles of rocky mountains.$} {#TSET} "" {case}
#TRIGGER "" {^The sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets behind the Spine of the World.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets behind the city's western wall.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets below the water, turning it into a blaze of glorious colors.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets in the west as a blaze of dark gold and bronzed red.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets in the western sky, throwing everything into twilight color.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets in the western sky.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets on the hazy western horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets over fields of grain to the west.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets over the broken gorge.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets over the river.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets the plains afire as it rises in the east.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets with a vivid display of colors over the western sky.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets, allowing shadows to creep forward.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets, casting the streets into cool, violet shadows.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets, painting the skies over Seandar in a multitude of shades of red.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets, washing the city in fiery colors.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sets.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks behind the Spine of the World.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks behind the Westwood to the west$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks behind the towering trees.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks behind the waving plains of grass in the west.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks behind the western wall of the city.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks below the western horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks into a cloudbank in the western sky.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks into the hills.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks over the sea to the west.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks quietly beneath the western horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks slowly beneath the Aryth Ocean on the western horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The sun sinks slowly beneath the rolling hills to the west.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slides gently behind the Menagerie tent spires.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slides out of sight behind the walls of the Keep.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slips below the hills to the west.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slips slowly below the city walls.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slowly descends behind the hills.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slowly disappears in the western horizon.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slowly rises above the plains.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slowly rises, casting a warm glow across the Saldaean fields.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slowly sets over the castle walls to the west.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slowly sets.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slowly sinks behind the majestic towers of Mayene.$} {#TSET} "" {case}
#TRIGGER "" {^The sun slowly sinks in the west, casting long shadows across the city.$} {#TSET} "" {case}
#TRIGGER "" {^The sun starts to rise above the walls of the city.$} {#TSET} "" {case}
#TRIGGER "" {^The sun vanishes amongst the trees, letting night sweep the land.$} {#TSET} "" {case}
#TRIGGER "" {^The sun's blinding light is reflected in the lakes waters as it sets.$} {#TSET} "" {case}
#TRIGGER "" {^The sun's first rays touch the eastern slopes of Garen's Wall.$} {#TSET} "" {case}
#TRIGGER "" {^The sun's golden rays glisten over the Aryth ocean as it rises.$} {#TSET} "" {case}
#TRIGGER "" {^The sun's light fills the sky as it rises.$} {#TSET} "" {case}
#TRIGGER "" {^The sun's orange rays streak the landscape as it sets.$} {#TSET} "" {case}
#TRIGGER "" {^The sun's rays flash across the grass as it sets in the west.$} {#TSET} "" {case}
#TRIGGER "" {^The sunlight sweeps across the plains with the dawn.$} {#TSET} "" {case}
#TRIGGER "" {^The symphony of bird song fills the air as the sun filters through the trees.$} {#TSET} "" {case}
#TRIGGER "" {^The tall towers above you shimmer brightly in the light of the rising sun.$} {#TSET} "" {case}
#TRIGGER "" {^The towers of the palace are painted in burning reds as the sun sets.$} {#TSET} "" {case}
#TRIGGER "" {^The twisted forestland darkens as the sun slowly sets.$} {#TSET} "" {case}
#TRIGGER "" {^The warmth of the morning sun heats the air.$} {#TSET} "" {case}
#TRIGGER "" {^The western horizon glows in shades of red and violet as the sun sets.$} {#TSET} "" {case}
#TRIGGER "" {^The western sky blazes in shades of red as the sun slowly sets.$} {#TSET} "" {case}
#TRIGGER "" {^The world is submerged into coolness as the sun sinks into the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Thin rays of sunlight pierce the sky over the marshes.$} {#TSET} "" {case}
#TRIGGER "" {^Unseen watchers howl as the sun hides behind the horizon.$} {#TSET} "" {case}
#TRIGGER "" {^Violet hues light the snow-capped peaks to the west as the sun dips below them.$} {#TSET} "" {case}
#TRIGGER "" {^Vivid colors flood the sky as the sun sets over the hills.$} {#TSET} "" {case}
#TRIGGER "" {^Warm golden light embraces the palace as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^Weak daylight fades to black as the sun slowly sets.$} {#TSET} "" {case}
#TRIGGER "" {^Weak light is cast through the grove as the sun rises.$} {#TSET} "" {case}
#TRIGGER "" {^Weak sunlight strains to brighten this blighted wasteland as the sun rises.$} {#TSET} "" {case}
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


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PostPosted: Fri Feb 23, 2018 6:54 pm 
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Joined: Tue Apr 07, 2015 8:24 pm
Posts: 110
Location: Seattle
-----Mapping Optional Add-On for the Mapper Script-----
    [Updated: 3/10/2018]

Mapping is an optional add-on for Mapper script that adds functionality to help when editing the zMap.

Type helpMapping for mapping specific help and options.

Type mapLook to confirm current room description and exits.
Type roomColor <color> to change current room location color.
Type doorSet <direction> to create @doorName in that direction from current location.
Type doorSet <direction> <door name> to create door with specified name in that direction from current location.

Type toggleMapping to toggle mapping macros on/off.

Mapping Macros:
RIGHT ARROW: turns map creation mode on.
LEFT ARROW: turns map follow mode on.
UP ARROW: saves current room location name/description.
DOWN ARROW: will disable mapping toggle keys.

Direct Download Link: MappingAddOnHoM.txt

Code:
#CLASS {Mapper|Mapping}
#ALIAS helpMapping {
   #PRIORITY {
      #SAY {%crlf "-----Mapping Help File-----"}
      #SAY {"    [Updated: 3/10/2018]"}
      #SHOW {" Type mapLook to confirm current room description and exits."}
      #SHOW {"  Hint: place mapLook in macro for easy access (#KEY5)."}
      #SHOW {"   Note: if room description and exits match no message is displayed."}
      #SHOW {"    With mapping macros turned ON mapLook auto triggers on movement."}
      #SHOW {""}
      #SHOW {" Type toggleMapping to toggle mapping macros on/off."}
      #SHOW {"  Hint: place toggleMapping in macro for quick toggling."}
      #SHOW {"   Note: with mapping macros ON double line movement may confuse mapLook function."}
      #SHOW {""}
      #SHOW {" Mapping Macros:"}
      #SHOW {"  RIGHT ARROW: turns map creation mode on."}
      #SHOW {"  LEFT ARROW: turns map follow mode on."}
      #SHOW {"  UP ARROW: saves current room location name/description (map creation mode must be on)."}
      #SHOW {"  DOWN ARROW: will disable mapping toggle keys."}
      #SHOW {""}
      #SHOW {" Type roomColor <color> to change the color of current room location on your map."}
      #SHOW {"  Note: roomColor with no argument will set current room to zMUD default room color."}
      #SHOW {""}
      #SHOW {" Type doorSet <direction> to create @doorName in that direction on your map."}
      #SHOW {"  Example: doorSet n to create a door north of current map location named @doorName."}
      #SHOW {""}
      #SHOW {" Type doorSet <direction> <door name> to create door in direction with given name."}
      #SHOW {"  Example: <doorSet s gate> to create a door south of current map location named gate."}
      #SHOW {"   Note: the #DOOR command sets door name the same on both sides of door"}
      #SHOW {"    you will need to manually adjust room properties for doors with different named sides."}
      #SHOW {""}
      }
   }
#ALIAS toggleMapping {
   #IF (@mappingToggle) {
      #MENU {Mapper|File|Follow Mode}
      #VAR mappingToggle {0}
      #T- {Mapper|Mapping|MapKeys}
      #T- {mappingDetection}
      #SAY {%crlf "Mapping macro keys are disabled."}
      } {
      #VAR mappingToggle {1}
      #T+ {Mapper|Mapping|MapKeys}
      #T+ {mappingDetection}
      #SAY {%crlf "Mapping macro keys are enabled."}
      }
   }
#ALIAS roomColor {
   #MENU {Mapper|File|Map Creation Mode}
   #IF (%null(%1)) {#CALL {%roomcol(,536870911)}} {#CALL {%roomcol(,%1)}}
   #MENU {Mapper|File|Follow Mode}
   }
#ALIAS doorSet {
   #IF (%ismember(%1,@mappingDirections)) {
      #MENU {Mapper|File|Map Creation Mode}
      #IF (%len(%2)) {#DOOR %1 %2} {#DOOR %1 @doorName}
      #MENU {Mapper|File|Follow Mode}
      }
   }
#ALIAS mapLook {
   #T+ {mappingRoomTrigger}
   #T+ {mappingRoomPrompt}
   look
   }
#VAR mappingDirections {n|e|s|w|u|d} {n|e|s|w|u|d}
#VAR mappingRoomDesc {}
#VAR mappingRoomExit {}
#VAR mappingRoomName {}
#VAR mappingToggle {0}
#TRIGGER "mappingRoomTrigger" {^%e[36m([A-Z]*)%e[0m$} {
   #T- {mappingRoomTrigger}
   #T- {mappingRoomPrompt}
   #T+ {mappingDescTrigger}
   #T+ {mappingExitTrigger}
   #VAR mappingRoomDesc {}
   #VAR mappingRoomName {%1}
   } "" {case|color|disable}
#TRIGGER "mappingRoomPrompt" {^{*|o} * > %e[36m([A-Z]*)%e[0m$} {
   #T- {mappingRoomTrigger}
   #T- {mappingRoomPrompt}
   #T+ {mappingDescTrigger}
   #T+ {mappingExitTrigger}
   #VAR mappingRoomDesc {}
   #VAR mappingRoomName {%1}
   } "" {case|color|disable}
#TRIGGER "mappingDescTrigger" {^*$} {
   #IF (%line=@mappingRoomName) {} {
      #IF (%begins(%line,"[ obvious exits: ")) {#T- {mappingDescTrigger}} {#VAR mappingRoomDesc {%additem(%line,@mappingRoomDesc)}}
      }
   } "" {case|disable}
#TRIGGER "mappingExitTrigger" {^~[ obvious exits: (*)~]$} {
   #T- {mappingExitTrigger}
   #T- {mappingDescTrigger}
   #T+ {mappingPrompt}
   #VAR mappingRoomExit {%lower(%sort(%replace(%if(%pos("]",%1),%left(%1,%eval(%pos("]",%1)-2)),%1)," ","|")))}
   } "" {case|disable}
#TRIGGER "mappingPrompt" {^{*|o} * >} {
   #T- {mappingPrompt}
   #IF (@mappingRoomName=%roomname()) {
      #IF (%subchar(%roomdesc(),%crlf" |","")=%subchar(@mappingRoomDesc,%crlf" |","")) {} {
         #SHOW {%crlf @mapMXPcolor(@mapColorFail,"Failed to match room description. Update map!")}
         }
      #IF (%sort(%roomexit())=@mappingRoomExit) {} {
         #SHOW {%crlf @mapMXPcolor(@mapColorFail,"Failed to match room exits. Check room links.")}
         }
      } {#SHOW {%crlf @mapMXPcolor(@mapColorFail,"Failed to match room name. Check map location.")}}
   } "" {case|disable|nocr|prompt}
#ONINPUT "mappingDetection" {^{d|down|e|east|n|north|s|south|w|west|u|up}$} {
   #T+ {mappingRoomTrigger}
   #T+ {mappingRoomPrompt}
   } "" {disable}
#CLASS 0
#CLASS {Mapper|Mapping|MapKeys} {disable}
#KEY UP {#MENU {Mapper|Actions|Look}}
#KEY DOWN {
   #MENU {Mapper|File|Follow Mode}
   #VAR mappingToggle {0}
   #T- {Mapper|Mapping|MapKeys}
   #T- {mappingDetection}
   #SAY {%crlf "Mapping macro keys are disabled."}
   }
#KEY LEFT {#MENU {Mapper|File|Follow Mode}}
#KEY RIGHT {#MENU {Mapper|File|Map Creation Mode}}
#CLASS 0

_________________
House of Medakan zMUD Scripts: Table of Contents

House of Medakan cMUD Scripts: Table of Contents


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