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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 4:37 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
I often find myself running past herbs, and having to stop
to ponder wether or not I need the herb, if the chest needs the herb etc.
For example - I might want to collect herbs for 1 cup of strengthening tea
and 1 vial to cure fear.
That's a lot of different herbs.
And you probably have a bunch of herbs in your purse allready - so there's
a bit of work going through the herbs and finding out
how many more you need of each herb/which herbs you allready have enough of.

So I've make this huge, ugly set of triggers and aliases to have
Zmud pick up the herbs you need more of
if you pass by them - and leave those that you don't want.

#CLASS Herbcollecter
#var numbelladonna 0
#var numbroomweed 0
#var numflatwort 0
#var numforkroot 0
#var numgheandin 0
#var numgoatflower 0
#var numhoney 0
#var numivy 0
#var numjuniper 0
#var numkaf 0
#var numsheepstongue 0
#var numsleepwell 0
#var numnightsbane 0
#var numdogwort 0
#var numsunburst 0
#var numtremalking 0
#var numwillow 0
#var numhealall 0
#var numfoxgloves 0
#var numfennel 0
#var wantedbelladonna 0
#var wantedbroomweed 0
#var wantedflatwort 0
#var wantedforkroot 0
#var wantedgheandin 0
#var wantedgoatflower 0
#var wantedhoney 0
#var wantedivy 0
#var wantedjuniper 0
#var wantedkaf 0
#var wantedsheepstongue 0
#var wantedsleepwell 0
#var wantednightsbane 0
#var wanteddogwort 0
#var wantedsunburst 0
#var wantedtremalking 0
#var wantedwillow 0
#var wantedhealall 0
#var wantedfoxgloves 0
#var wantedfennel 0
#var currentplayer 0
#alias {belladonna} {#var wantedbelladonna %1}
#alias {broomweed} {#var wantedbroomweed %1}
#alias {flatwort} {#var wantedflatwort %1}
#alias {forkroot} {#var wantedforkroot %1}
#alias {gheandin} {#var wantedgheandin %1}
#alias {goatflower} {#var wantedgoatflower %1}
#alias {honey} {#var wantedhoney %1}
#alias {ivy} {#var wantedivy %1}
#alias {juniper} {#var wantedjuniper %1}
#alias {kaf} {#var wantedkaf %1}
#alias {sheepstongue} {#var wantedsheepstongue %1}
#alias {sleepwell} {#var wantedsleepwell %1}
#alias {nightsbane} {#var wantednightsbane %1}
#alias {dogwort} {#var wanteddogwort %1}
#alias {sunburst} {#var wantedsunburst %1}
#alias {tremalking} {#var wantedtremalking %1}
#alias {willow} {#var wantedwillow %1}
#alias {healall} {#var wantedhealall %1}
#alias {foxgloves} {#var wantedfoxgloves %1}
#alias {fennel} {#var wantedfennel %1}
#alias {resetherbs} {#var wantedbelladonna 0;#var wantedbroomweed 0;#var wantedflatwort 0;#var wantedforkroot 0;#var wantedgheandin 0;#var wantedgoatflower 0;#var wantedhoney 0;#var wantedivy 0;#var wantedjuniper 0;#var wantedkaf 0;#var wantedsheepstongue 0;#var wantedsleepwell 0;#var wantednightsbane 0;#var wanteddogwort 0;#var wantedsunburst 0;#var wantedtremalking 0;#var wantedwillow 0;#var wantedhealall 0;#var wantedfoxgloves 0;#echo Wanted number of herbs has been reset to 0 for all herbs.}
#alias {gpu} {get all purse;#var numbelladonna 0;#var numbroomweed 0;#var numflatwort 0;#var numforkroot 0;#var numgheandin 0;#var numgoatflower 0;#var numhoney 0;#var numivy 0;#var numjuniper 0;#var numkaf 0;#var numsheepstongue 0;#var numsleepwell 0;#var numnightsbane 0;#var numdogwort 0;#var numsunburst 0;#var numtremalking 0;#var numwillow 0;#var numhealall 0;#var numfoxgloves 0}
#alias {ppu} {put all.herb purse}
#alias {need} {#if (@numbelladonna<@wantedbelladonna) {#echo You need more Belladonna berries. You currently have @numbelladonna.};#if (@numbroomweed<@wantedbroomweed) {#echo You need more Broomweed. You currently have @numbroomweed.};#if (@numflatwort<@wantedflatwort) {#echo You need more Flatwort. You currently have @numflatwort.};#if (@numforkroot<@wantedforkroot) {#echo You need more Forkroot. You currently have @numforkroot.};#if (@numgheandin<@wantedgheandin) {#echo You need more Gheandin blossom. You currently have @numgheandin.};#if (@numgoatflower<@wantedgoatflower) {#echo You need more Goatflower petals. You currently have @numgoatflower.};#if (@numhoney<@wantedhoney) {#echo You need more Honey. You currently have @numhoney.};#if (@numivy<@wantedivy) {#echo You need more ivy. You currently have @numivy.};#if (@numjuniper<@wantedjuniper) {#echo You need more Juniper berries. You currently have @numjuniper.};#if (@numkaf<@wantedkaf) {#echo You need more Kaf. You currently have @numkaf.};#if (@numsheepstongue<@wantedsheepstongue) {#echo You need more sheepstongue. You currently have @numsheepstongue.};#if (@numsleepwell<@wantedsleepwell) {#echo You need more sleepwell. You currently have @numsleepwell.};#if (@numnightsbane<@wantednightsbane) {#echo You need more Nightsbane. You currently have @numnightsbane.};#if (@numdogwort<@wanteddogwort) {#echo You need more Dogwort. You currently have @numdogwort.};#if (@numsunburst<@wantedsunburst) {#echo You need more Sunburst root. You currently have @numsunburst.};#if (@numtremalking<@wantedtremalking) {#echo You need more tremalking. You currently have @numtremalking.};#if (@numwillow<@wantedwillow) {#echo You need more Willow bark. You currently have @numwillow.};#if (@numhealall<@wantedhealall) {#echo You need more healall. You currently have @numhealall.};#if (@numfoxgloves<@wantedfoxgloves) {#echo You need more foxgloves. You currently have @numfoxgloves.};#if (@numfennel<@wantedfennel) {#echo You need more Gray Fennel. You currently have @numfennel.}}
#trigger {^Welcome to the Wheel of Time! Type 'help' for information.} {score}
#trigger {^This ranks you as (%w)} {#var currentplayer %1}
#trigger {^Some black belladonna berries are here.} {#if (@currentplayer=YOURCHARNAME AND @numbelladonna>=@wantedbelladonna) {#echo You have enough Belladonna for now.};#if (@currentplayer=YOURCHARNAME AND @numbelladonna<@wantedbelladonna) {get black;put black purse}}
#trigger {^Tiny yellow flowers are growing upon stalks here.} {#if (@currentplayer=YOURCHARNAME AND @numbroomweed>=@wantedbroomweed) {#echo You have enough Broomweed for now.};#if (@currentplayer=YOURCHARNAME AND @numbroomweed<@wantedbroomweed) {get yellow;put yellow purse}}
#trigger {^A packet of dried brown forkroot lies here.} {#if (@currentplayer=YOURCHARNAME AND @numforkroot>=@wantedforkroot) {#echo You have enough Forkroot for now.};#if (@currentplayer=YOURCHARNAME AND @numforkroot<@wantedforkroot) {get brown;put brown purse}}
#trigger {^A small glass vial of intense red powder rests upon the floor.} {#if (@currentplayer=YOURCHARNAME AND @numgheandin>=@wantedgheandin) {#echo You have enough Gheandin blossom for now.};#if (@currentplayer=YOURCHARNAME AND @numgheandin<@wantedgheandin) {get red;put red purse}}
#trigger {^Lightly spread across the ground are a number of soft blue petals.} {#if (@currentplayer=YOURCHARNAME AND @numgoatflower>=@wantedgoatflower) {#echo You have enough Goatflowers for now.};#if (@currentplayer=YOURCHARNAME AND @numgoatflower<@wantedgoatflower) {get blue;put blue purse}}
#trigger {^A small vial of thick yellow liquid sits here.} {#if (@currentplayer=YOURCHARNAME AND @numhoney>=@wantedhoney) {#echo You have enough Honey for now.};#if (@currentplayer=YOURCHARNAME AND @numhoney<@wantedhoney) {get yellow;put yellow purse}}
#trigger {^A small sack of freshly ground green ivy.} {#if (@currentplayer=YOURCHARNAME AND @numivy>=@wantedivy) {#echo You have enough Ivy for now.};#if (@currentplayer=YOURCHARNAME AND @numivy<@wantedivy) {get green;put green purse}}
#trigger {^A small scattering of blue berries graces the ground.} {#if (@currentplayer=YOURCHARNAME AND @numjuniper>=@wantedjuniper) {#echo You have enough Juniper for now.};#if (@currentplayer=YOURCHARNAME AND @numjuniper<@wantedjuniper) {get blue;put blue purse}}
#trigger {^A bag lies open, with brown kaf beans inside.} {#if (@currentplayer=YOURCHARNAME AND @numkaf>=@wantedkaf) {#echo You have enough Kaf for now.};#if (@currentplayer=YOURCHARNAME AND @numkaf<@wantedkaf) {get brown;put brown purse}}
#trigger {^Dark black powder spills out of a small paper pouch.} {#if (@currentplayer=YOURCHARNAME AND @numsleepwell>=@wantedsleepwell) {#echo You have enough Sleepwell root for now.};#if (@currentplayer=YOURCHARNAME AND @numsleepwell<@wantedsleepwell) {get black;put black purse}}
#trigger {^A slender dark green plant is growing here in the gloom.} {#if (@currentplayer=YOURCHARNAME AND @numnightsbane>=@wantednightsbane) {#echo You have enough Nightsbane for now.};#if (@currentplayer=YOURCHARNAME AND @numnightsbane<@wantednightsbane) {get green;put green purse}}
#trigger {^A short plant with fuzzy green leaves grows here.} {#if (@currentplayer=YOURCHARNAME AND @numdogwort>=@wanteddogwort) {#echo You have enough Dogwort for now.};#if (@currentplayer=YOURCHARNAME AND @numdogwort<@wanteddogwort) {get green;put green purse}}
#trigger {^A thin, stringy yellow and red root extends from the ground.} {#if (@currentplayer=YOURCHARNAME AND @numsunburst>=@wantedsunburst) {#echo You have enough Sunburst for now.};#if (@currentplayer=YOURCHARNAME AND @numsunburst<@wantedsunburst) {get red;put red purse}}
#trigger {^A fragrant aroma rises from a small bag of tremalking black.} {#if (@currentplayer=YOURCHARNAME AND @numtremalking>=@wantedtremalking) {#echo You have enough Tremalking Black for now.};#if (@currentplayer=YOURCHARNAME AND @numtremalking<@wantedtremalking) {get black;put black purse}}
#trigger {^A piece of newly cut white willow bark lies on the ground.} {#if (@currentplayer=YOURCHARNAME AND @numwillow>=@wantedwillow) {#echo You have enough Willow bark for now.};#if (@currentplayer=YOURCHARNAME AND @numwillow<@wantedwillow) {get white;put white purse}}
#trigger {^A pale white root of healall lies on the ground.} {#if (@currentplayer=YOURCHARNAME AND @numhealall>=@wantedhealall) {#echo You have enough Healall for now.};#if (@currentplayer=YOURCHARNAME AND @numhealall<@wantedhealall) {get white;put white purse}}
#trigger {^Small pink flowers on a tall plant spread color through the area.} {#if (@currentplayer=YOURCHARNAME AND @numfoxgloves>=@wantedfoxgloves) {#echo You have enough Foxgloves for now.};#if (@currentplayer=YOURCHARNAME AND @numfoxgloves<@wantedfoxgloves) {get pink;put pink purse}}
#trigger {^A chopped pile of a knobby white root graces the ground.} {#if (@currentplayer=YOURCHARNAME AND @numsheepstongue>=@wantedsheepstongue) {#echo You have enough Sheepstongue for now.};#if (@currentplayer=YOURCHARNAME AND @numsheepstongue<@wantedsheepstongue) {get white;put white purse}}
#trigger {^A gray fennel plant grows here.} {#if (@currentplayer=YOURCHARNAME AND @numfennel>=@wantedfennel) {#echo You have enough Fennel for now.};#if (@currentplayer=YOURCHARNAME AND @numfennel<@wantedfennel) {get gray;put gray purse}}
#trigger {You put a black belladonna berry in a backpack.} {#ad numbelladonna 1}
#trigger {You put a few stalks of yellow broomweed in a small purse.} {#ad numbroomweed 1}
#trigger {You put a packet of dried brown forkroot in a small purse.} {#ad numforkroot 1}
#trigger {You put a vial of powdered red gheandin blossom in a small purse.} {#ad numgheandin 1}
#trigger {You put a small pile of blue goatflower petals in a small purse.} {#ad numgoatflower 1}
#trigger {You put a tincture of a thick yellow liquid in a small purse.} {#ad numhoney 1}
#trigger {You put a sack of green ivy in a small purse.} {#ad numivy 1}
#trigger {You put a handful of dark blue juniper berries in a small purse.} {#ad numjuniper 1}
#trigger {You put some brown kaf beans in a backpack.} {#ad numkaf 1}
#trigger {You put a pouch of black sleepwell root powder in a backpack.} {#ad numsleepwell 1}
#trigger {You put a sprig of green nightsbane in a small purse.} {#ad numnightsbane 1}
#trigger {You put some fuzzy green dogwort leaves in a small purse.} {#ad numdogwort 1}
#trigger {You put a section of red and yellow sunburst root in a small purse.} {#ad numsunburst 1}
#trigger {You put a bag of tremalking black in a small purse.} {#ad numtremalking 1}
#trigger {You put a piece of white willow bark in a small purse.} {#ad numwillow 1}
#trigger {You put a white healall root in a backpack.} {#ad numhealall 1}
#trigger {You put a few pink foxgloves in a small purse.} {#ad numfoxgloves 1}
#trigger {You put a dose of chopped white sheepstongue root in a small purse.} {#ad numsheepstongue 1}
#trigger {You put a gray fennel plant in a small purse.} {#ad numfennel 1}
#CLASS 0


Flatwort is still missing.

Let's say I want to collect herbs for 1
strengthtea and 1 fearvial. I enter the following in Zmud:

goatflower 3
willow 1
fennel 1
nightsbane 1
dogwort 1
sunburst 1
juniper 1
belladonna 2

And I will pick up herbs of the types above till
I have the wanted numbers of the different herbs.

Type need
and you'll get a message saying what herbs you still
need more of.

This script is written for use with a small purse. If you use
something else - like a pack - just search-replace the text
above with Replace purse with pack.

You also need to search replace YOURCHARNAME with the name of
your Wisdom. I added this so that you woun't start collecting
herbs on your non-wisdom alts.. :)

Type gpu to get all herbs out of the purse - this resets the herbcounter.

Type ppu or put all.herb purse to count the herbs over again.

Note - if you use change spam 1, and there is more than
one herb of the type you need in a room (A pouch of green
powder [3]) - the triggers will only pick up one herb for
each time you look at the room. I didn't bother to make
loops in my scrips since there are very few spots that
loads multiple herbs of one kind.


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 4:37 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {HorseRider}
#ALIAS ride {#if ("%-1" =~ "^%d.(%w)$") {#var mount %%1} {#var mount %1}~ride "%-1"}
#ALIAS lead {#if ("%-1" =~ "^%d.(%w)$") {#var mount %%1} {#var mount %1}~lead "%-1"}
#ALIAS rh {#if (%numparam <> 0) {#if (%1 >= 0) {~ride "%-1".@mount} {#loop 1,-1*%1 {~ride %i.@mount}}} {~ride @mount}}
#ALIAS lh {#if (%numparam <> 0) {#if (%1 >= 0) {~lead "%-1".@mount} {#loop 1,-1*%1 {~lead %i.@mount}}} {~lead @mount}}
#ALIAS dil {dism
lh}
#ALIAS saddle
{dism
#if (%numparam <> 0) {#if (%1 >= 0) {~lead "%-1".@mount} {#loop 1,-1*%1 {~lead %i.@mount}}} {~lead @mount}
#if (%numparam <> 0) {#if (%1 >= 0) {~eq "%-1".@mount saddle} {#loop 1,-1*%1 {~eq %i.@mount saddle}}} {~eq @mount saddle}
#if (%numparam <> 0) {#if (%1 >= 0) {~eq "%-1".@mount harness} {#loop 1,-1*%1 {~eq %i.@mount harness}}} {~eq @mount harness}
#if (%numparam <> 0) {#if (%1 >= 0) {~eq "%-1".@mount bag} {#loop 1,-1*%1 {~eq %i.@mount bag}}} {~eq @mount bag}
#if (%numparam <> 0) {#if (%1 >= 0) {~eq "%-1".@mount bridle} {#loop 1,-1*%1 {~eq %i.@mount bridle}}} {~eq @mount briddle}
#if (%numparam <> 0) {#if (%1 >= 0) {~eq "%-1".@mount iron} {#loop 1,-1*%1 {~eq %i.@mount iron}}} {~eq @mount iron}
#if (%numparam <> 0) {#if (%1 >= 0) {~eq "%-1".@mount donning} {#loop 1,-1*%1 {~eq %i.@mount donning}}} {~eq @mount donning}
}
#ALIAS rbag
{dism
lead @mount
#if (%numparam <> 0) {#if (%1 >= 0) {~lead "%-1".@mount} {#loop 1,-1*%1 {~lead %i.@mount}}} {~lead @mount}
#if (%numparam <> 0) {#if (%1 >= 0) {~remove bag "%-1".@mount} {#loop 1,-1*%1 {~remove bag %i.@mount}}} {~remove bag @mount}
}
#ALIAS unsaddle
{dism
lh
#if (%numparam <> 0) {#if (%1 >= 0) {~remove bag "%-1".@mount} {#loop 1,-1*%1 {~remove bag %i.@mount}}} {~remove bag @mount}
#if (%numparam <> 0) {#if (%1 >= 0) {~remove bag "%-1".@mount} {#loop 1,-1*%1 {~remove bag %i.@mount}}} {~remove bag @mount}
#if (%numparam <> 0) {#if (%1 >= 0) {~remove harness "%-1".@mount} {#loop 1,-1*%1 {~remove harness %i.@mount}}} {~remove harness @mount}
#if (%numparam <> 0) {#if (%1 >= 0) {~remove saddle "%-1".@mount} {#loop 1,-1*%1 {~remove saddle %i.@mount}}} {~remove saddle @mount}
#if (%numparam <> 0) {#if (%1 >= 0) {~remove bridle "%-1".@mount} {#loop 1,-1*%1 {~remove bridle %i.@mount}}} {~remove bridle @mount}
#if (%numparam <> 0) {#if (%1 >= 0) {~remove iron "%-1".@mount} {#loop 1,-1*%1 {~remove iron %i.@mount}}} {~remove iron @mount}
#if (%numparam <> 0) {#if (%1 >= 0) {~remove donning "%-1".@mount} {#loop 1,-1*%1 {~remove donning %i.@mount}}} {~remove donning @mount}
}
#ALIAS rsh {#if (%numparam <> 0) {#if (%1 >= 0) {~rescue "%-1".@mount} {#loop 1,-1*%1 {~rescue %i.@mount}}} {~rescue @mount}}
#ALIAS dh {#if (%numparam <> 0) {#if (%1 >= 0) {dia "%-1".horse} {#loop 1,-1*%1 {dia %{i}.horse}}} {dia horse}}
#ALIAS uh {#if (%numparam <> 0) {#if (%1 >= 0) {ungroup "%-1".horse} {#loop 1,-1*%1 {ungroup %{i}.horse}}} {ungroup horse}}
#VAR mount {horse}
#TRIGGER {being ridden by you} {#COLOR 11}
#TRIGGER {starts leading a} {#cw Cyan}
#TRIGGER {starts riding a} {#cw Cyan}
#TRIGGER {stops riding a} {#cw cyan}
#TRIGGER {^You start leading him.} {#cw 11}
#TRIGGER {^You start leading her.} {#cw 11}
#TRIGGER {^You start leading it.} {#cw 11}
#TRIGGER {A gray palfrey prances skittishly nearby.} {#cw 10}
#TRIGGER {Prancing about on dainty feet, a palomino mare stands here.} {#cw 10}
#TRIGGER {A shaggy brown mare stands here.} {#cw 10}
#TRIGGER {A black stallion prances about.} {#cw 10}
#TRIGGER {A dun mare is here, snorting angrily.} {#cw 10}
#TRIGGER {A warhorse is here, stamping his feet impatiently.} {#cw 10}
#TRIGGER {A Tairen bloodstock stallion stands here, tail swaying with the breeze.} {#cw 10}
#TRIGGER {A wild stallion bucks madly.} {#cw 10}
#TRIGGER {A draft horse is here.} {#cw 10}
#TRIGGER {A tall dust-colored gelding prances in a circle here.} {#cw 10}
#TRIGGER {A spotted horse wanders skittishly around here.} {#cw 10}
#TRIGGER {A playful colt is running about here.} {#cw 10}
#TRIGGER {A brown horse is here, nipping at a tuft of grass.} {#cw 10}
#TRIGGER {An Illianer steed stands here proudly, its black mane glistening.} {#cw 10}
#TRIGGER {A sturdy white-maned pony tosses its head here.} {#cw 10}
#TRIGGER {A sturdy roan colored horse stands alert.} {#cw 105}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 4:38 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {locs}
#ALIAS y {embrace;channel 'travel' @destination}
#ALIAS p1 {embrace;channel 'travel' @mobdestination1}
#ALIAS p2 {embrace;channel 'travel' @mobdestination2}
#ALIAS p3 {embrace;channel 'travel' @mobdestination3}
#VAR destination {Y2RydyA5IDYwNzYxMzQxNDUgMw==}
#VAR nummobsfound {0}
#VAR mobdestination1 {YmRwdiA5IDFjYmI3MGFkNDcgODY=}
#VAR mobdestination2 {ZGdtMSA5IDQ0NzNmOWY3OTIgOTY=}
#VAR mobdestination3 {YWtzMSA5IDY5MDlkYzc0MzYgMg==}
#TRIGGER {carried by a trolloc.} {#co red}
#TRIGGER {carried by a myrddraal.} {#co red}
#TRIGGER {carried by a seanchan.} {#co purple}
#TRIGGER {^(%w)%s- ~[(*)~] - } {#var destination "%2";#echo Destination set on "%1" at "%2"}
#TRIGGER {^%w%s%w(*) - ~[(*)~] - somewhere} {#if (@nummobsfound>2) {#alarm +4 {#var nummobsfound 0}};#if (@nummobsfound=2) {#var mobdestination3 "%2";#echo Mob destination 3 set at "%2";#ad nummobsfound 1;#alarm +4 {#var nummobsfound 0}};#if (@nummobsfound=1) {#var mobdestination2 "%2";#echo Mob destination 2 set at "%2";#ad nummobsfound 1;#alarm +4 {#var nummobsfound 0}};#if (@nummobsfound=0) {#var mobdestination1 "%2";#echo Mob destination 1 set at "%2";#ad nummobsfound 1;#alarm +4 {#var nummobsfound 0}}}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:01 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {Logging}
#ALIAS setuplogging {
#VARIABLE PathToCurrentLog {%concat( @PathToLog, %time( yyyymmdd), ".txt")}
#LOG @PathToCurrentLog
}
#ALIAS readlog {#LAUNCH {notepad.exe @PathToCurrentLog}}
#ALIAS gologs {
#IF (@PathToLog ="") {#LAUNCH {explorer ..\wotMUD}} {#LAUNCH {explorer @PathToLog}}
}
#ALIAS logpath {
#VARIABLE PathToLog {%1}
#IF (@PathToLog ="") {#VARIABLE PathToLog {}} {
#IF (%numparam( ) > 1) {#LOOP 2,%numparam( ) {#VARIABLE PathToLog %concat( @PathToLog, " ", %param( %i))}}
#IF (NOT %ends( @PathToLog, "\")) {#VARIABLE PathToLog {%concat( @PathToLog, "\")}}
}
setuplogging
#NOOP
}
#VARIABLE PathToLog {}
#VARIABLE PathToCurrentLog {}
#TRIGGER "SetupLoggingAtMUDLogon" {^%sMichael Seifert, and Sebastian Hammer$} {setuplogging}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:01 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {Macro} {disable}
#KEY KEY0 {#t- LookAtYou;kill @target}
#KEY DIV {release}
#CLASS {Macros for FC} {disable}
#KEY MULT {@attack @target}
#KEY DEC {#find}
#KEY KEY7 {up}
#KEY KEY9 {where}
#KEY KEY3 {notice}
#KEY KEY1 {down}
#KEY KEY5 {look}
#KEY ADD {#t- LookAtYou;channel '@weave' @target}
#KEY F1 {#t- LookAtYou;kill @target}
#KEY F2 {#var target dark;#Say Target set to DARK.}
#KEY F3 {#var target seanchan;#Say Target set to SEANCHAN.}
#KEY F4 {#var target @tgt;#say Target set to @tgt}
#KEY F5 {#var target @tgt2;#say Target set to @tgt2}
#KEY F6 {cmw;flee}
#KEY SUB {cmw;flee}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:02 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {MakeGate}
#ALIAS makegate {#var newgatealias %1;#var makinggate 1;embrace;channel 'gate'}
#ALIAS resetgates {#DELC @CurrentGater}
#VAR newgatealias {}
#VAR makinggate {0}
#VAR CurrentGater {}
#TRIGGER {^You memorize this place as (%1).$} {release;#if (@makinggate=1) {#var makinggate 0;#CLASS @CurrentGater;#alias @newgatealias {embrace;channel 'gate' %1};#echo @newgatealias set to %1.;#CLASS 0}}
#TRIGGER {You lost control of Saidar!$} {#if (@makinggate=1) {#var makinggate 0}}
#TRIGGER {^Welcome to the Wheel of Time! Type 'help' for information.} {score}
#TRIGGER {This ranks you as (%w)} {#var CurrentGater %1Gatecodes}
#TRIGGER {Cancelled.} {#if (@makinggate=1) {#var makinggate 0}}
#CLASS 0


Silje says:
first part of gate thingie done
Silje says:
look at http://www.arseth.org/wotmud/makegate.txt
Silje says:
copy and paste it into zmud prompt and hit enter
Silje says:
How it works:
Silje says:
To make a new gate type:
Silje says:
makegate whateveryouwantthealiastobenamed
Silje says:
(note - make no spaces in the aliasname)
Silje says:

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

You begin to weave the appropriate flows...

-
Ok.
You memorize this place as WWdwciA1IDZjZGM5N2UwMTdlNjliMjEgNA==.
release
whateveryouwantthealiastobenamed set to WWdwciA1IDZjZGM5N2UwMTdlNjliMjEgNA==.

* HP:Healthy SP trong MV:Fresh > Ok.

Silje says:
This stores the alias in a MyGateCode class.
Silje says:
To use the alias simply type
Silje says:
whateveryouwantthealiastobenamed
Silje says:
When you die you want your aliases deleted
Silje says:
to do so, type
Silje says:
resetgates
Silje says:
please test this a bit, -I think you have a different set of aliases, triggers etc. for each alt on your zmud, so I don't THINK Kielan and Jul's gatecodes will be stored the same place. Please check the MyGateCodes class-folder (press aliases button in zmud - you'll see MyGateCodes as a folder within)
Silje says:
if you see both Juls / Kielans/ Akays gatecodes there - you should probably not use the resetgates alias -
as it will delete the entire class.
Silje says:
anyways. probably just confusing you atm. talk to me when you get on


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:03 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#DELCLASS {Confirm Direction}
#DELCLASS {Following a Leader}
#CLASS {Map Scripts|Map Sync 1.2}
#CLASS 0
#CLASS {Map Scripts|Map Sync 1.2|Following a Leader}
#VARIABLE GroupLeader {N/A}
#VARIABLE MoveDirection {east}
#TRIGGER {You now follow (%w).$} {#VARIABLE GroupLeader %1}
#TRIGGER {You stop following %w.$} {#VARIABLE GroupLeader N/A}
#TRIGGER {@GroupLeader leaves (%w)*.$} {#VARIABLE MoveDirection %1}
#TRIGGER {^You follow *.$} {#MAP @MoveDirection}
#CLASS 0
#CLASS {Map Scripts|Map Sync 1.2|Movement Failed}
#TRIGGER {The * seems to be closed.$} {#NODIR}
#TRIGGER {Nah... You feel too relaxed to do that..$} {#NODIR}
#TRIGGER {In your dreams, or what?$} {#NODIR}
#TRIGGER {Maybe you should get on your feet first?$} {#NODIR}
#TRIGGER {No way!%sYou're fighting for your life!$} {#NODIR}
#TRIGGER {You shudder at the concept of crossing water.$} {#NODIR}
#TRIGGER {You would need to swim there, you can't just walk it.$} {#NODIR}
#TRIGGER {You are too exhausted.$} {#NODIR}
#TRIGGER {You can't ride in there.$} {#NODIR}
#TRIGGER {You can't ride on water.$} {#NODIR}
#TRIGGER {You can't ride there on a horse!$} {#NODIR}
#TRIGGER {You need a boat to go there.$} {#NODIR}
#TRIGGER {Your mount is too exhausted.$} {#NODIR}
#TRIGGER {Your mount is engaged in combat!$} {#NODIR}
#TRIGGER {Your mount ought to be awake and standing first!$} {#NODIR}
#CLASS 0
#CLASS {Map Scripts|Map Sync 1.2|Movement Succeeded}
#TRIGGER {You can't see a damned thing, you're blinded!} {#OK}
#TRIGGER {It is pitch black...} {#OK}
#TRIGGER {The door swings open and you leave the Aes Sedai chambers.} {
#MAP w
#OK
}
#TRIGGER {The door swings open and you enter the Aes Sedai chambers.} {#MAP e}
#TRIGGER {Your skin tingles all over as you pass through.} {#NODIR}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:03 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {MisSpam Counter 1.3}
#ALIAS MisSpams {
#IF (%numparam( )) {#ADD MisSpamsCount %1}
#SAY This session you've missed @MisSpamsCount spams out of @TotalSpamsCount ~(%eval( 1000*@MisSpamsCount/@TotalSpamsCount) promille~)
}
#VARIABLE TotalSpamsCount {2} {0}
#VARIABLE TargetColor {white}
#VARIABLE MisSpamsCount {3} {0}
#ONINPUT {^(?:west|w|up|u|south|s|north|n|east|e|down|d)$} {#ADD TotalSpamsCount 1} "" {notrig|regex}
#REGEX "MisSpamGracePeriod" {(You flee head over heels\.|seems to be closed\.|You are too exhausted\.|Your mount is too exhausted\.)$} {
#T- MisSpamTrigger
#ALARM +2 {#T+ MisSpamTrigger}
}
#REGEX "MisSpamTrigger" {(?:Alas, you cannot go that way\.\.\.|You would need to swim there\, you can\'t just walk it\.|You shudder at the concept of crossing water\.|You would need to swim there, you can\'t just walk it\.|You can\'t ride on water\.|You can\'t ride in there\.|You can\'t ride there on a horse\!|You need a boat to go there\.)$} {MisSpams 1}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:03 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {Narrates and Tells}
#TRIGGER {%x narrates '*'$} {#CAPTURE Communications} "" notrig
#TRIGGER {%x tells you '*'$} {#CAPTURE Communications} "" notrig
#TRIGGER {You narrate '*'$} {#CAPTURE Communications} "" notrig
#TRIGGER {You reply to %x '*'$} {#CAPTURE Communications} "" notrig
#TRIGGER {You tell %x '*'$} {#CAPTURE Communications} "" notrig
#TRIGGER {%x answers your prayer '*'$} {#CAPTURE Communications} "" notrig
#TRIGGER {You pray '*'$} {#CAPTURE Communications} "" notrig
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:04 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {Partner Script}
#ALIAS tp {tell @partner %-1}
#ALIAS partner {
#VAR partner %1
chooseleader %1
#say Partner and Leader is set as %1.
}
#ALIAS rp {rescue @partner}
#ALIAS gm {give meat @partner}
#ALIAS asp {assist @partner}
#ALIAS dp {diagnose @partner}
#TRIGGER {{@partner}%s} {#CW blue}
#KEY F1 {assist @partner}
#CLASS 0


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