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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:10 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS Weather
#VARIABLE Temperature 0
#VARIABLE Snowing 0
#VARIABLE Lightning 0
#VARIABLE Raining 0
#VARIABLE Cloudy 0
#VARIABLE Wind %null
#ALIAS clearweatherattributes {#VARIABLE Snowing 0;#VARIABLE Lightning 0;#VARIABLE Raining 0;#VARIABLE Cloudy 0}
#TRIGGER {It starts to rain.$} {#VAR Snowing 0;#VAR Raining 1}
#TRIGGER {The rain stops.$} {#VAR Raining 0}
#TRIGGER {You feel parched from the hot weather.$} {#IF (@Temperature < 90) {#VARIABLE Temperature 90}}
#TRIGGER {Lightning starts to show in the sky.$} {#VARIABLE Lightning 1}
#TRIGGER {The lightning stops.$} {#VARIABLE Lightning 0}
#TRIGGER {It starts to snow.$} {#VARIABLE Lightning 0;#VARIABLE Snowing 1}
#TRIGGER {The snow stops.$} {#VARIABLE Snowing 0}
#TRIGGER {The clouds disappear.$} {clearweatherattributes}
#TRIGGER {The sky starts to get cloudy.$} {clearweatherattributes;#VARIABLE Cloudy 1}
#ALIAS showweat {#SAY Current weather: Temperature: @Temperature, Raining: @Raining, Snowing: @Snowing, Cloudy: @Cloudy, Lightning: @Lightning, Wind: @Wind}
#TRIGGER {The temperature is about (%n) degrees.$} {#VARIABLE Temperature %1}
#TRIGGER {^The sky is (*), and a (*) wind comes from the %w.$} {clearweatherattributes;#VARIABLE wind "%2";#CASE %ismember("%1", "cloudless|cloudy|lit by flashes of lightning|rainy|lightly snowing|snowing heavily") {#NOOP} {#VARIABLE Cloudy 1} {#VARIABLE Lightning 1} {#VARIABLE Raining 1} {#VARIABLE Snowing 1} {#VARIABLE Snowing 1}}
#STA %if(@Temperature < 60, {<color blue>@Temperature</color>}, %if(@Temperature > 85, {<color red>@Temperature</color>}, @Temperature))%if(@Cloudy, " <color gray>Clouds</color>")%if(@Raining, " Raining")%if(@Snowing, " <color green>Snow</color>")%if(@Lightning, " <color brown>Lightning</color>")
#CLASS


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:27 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#ALIAS hh {
#IF ((%numparam > 0)&(%isnumber( %1))) {
horseNewhowmany = %1
#ECHO HorseHistory set to the last @horseNewhowmany horses.
horseHowMany = @horseNewHowMany
} {
#IF ((%numparam > 0)&(%1 == "clear")) {
#VAR HorseHistory ""
#VAR horseRec ""
#VAR horseNewHowMany ""
#ECHO HorseHistory cleared.
} {
#ECHO ""
#ECHO --- Last @horseHowMany Horses Seen ---
#LOOP %numitems( @horseHistory)-@horseHowMany,%numitems( @HorseHistory) {#ECHO %item( @horseHistory, %i)}
}
}
}
#VAR horseHistory {*Xierian* riding a wild stallion.|(*Qi* riding a |2|.wild stallion.)|*Qi* riding a wild stallion.} {}
#VAR horseRec {*Qi* riding a wild stallion.}
#VAR horseNewHowMany {0}
#VAR horseHowMany {10}
#TRIGGER {~*(%w)~* leaves {north|south|east|west|up|down}.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* is DISMOUNTED.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* is standing here.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* is DISMOUNTED.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* is standing here, riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* is here, fighting *~, riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* leaves * riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* has arrived from * riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* has arrived from {the north|the south|the east|the west|above|below}.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* is DISMOUNTED.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:27 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {scalping}
#ALIAS wep {
#VAR weapon %1
#ECHO %1 is now set as your weapon.
}
#ALIAS sc {
rem @weapon
draw
scalp corpse
scalp 2.corpse
sheath
wield @weapon
}
#ALIAS scc {scalp corpse}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:28 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#ALIAS sd1 {
#VAR door %1
#ECHO %1 is now set as door 1.
}
#ALIAS sd2 {
#VAR door2 %1
#ECHO %1 is now set as door 2.
}
#ALIAS x {open @door3}
#ALIAS xx {close @door3}
#ALIAS p {open @door}
#ALIAS pp {close @door}
#ALIAS zz {close @door2}
#ALIAS z {open @door2}
#TRIGGER {You skillfully discover a hidden %1.} {
#var door3 %1
#echo %1 is now set as door3
}
#TRIGGER {The %1 seems to be closed.} {
#var door3 %1
#echo %1 is now set as door3
}
#TRIGGER {The %1 is closed.} {
#var door3 %1
#echo %1 is now set as door3
}
#TRIGGER {The %1 is open.} {
#var door3 %1
#echo %1 is now set as door3
}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:28 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 5:29 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {Search script}
#ALIAS startsearch {
#VAR dirstosearch {N|S|E|W|U|D}
#FORALL @roomexlist {#DELI dirstosearch %i}
#VAR numofdirs {%numitems( @dirstosearch)}
#VAR doorsfound 0
search %item( @dirstosearch, @numofdirs)
#T+ hiddenfound
#T+ nothingfound
}
#VAR dirstosearch {}
#VAR numofdirs {0}
#VAR doorsfound {0}
#VAR roomex {W}
#VAR roomexlist {W}
#TRIGGER {~[ obvious exits: (*) ~]} {
roomex = %1
#VAR roomexlist {%replace( @roomex, " ", "|")}
}
#TRIGGER "nothingfound" {You didn't find anything.$} {
#DELI dirstosearch %item( @dirstosearch, @numofdirs)
#ADD numofdirs -1
#IF (@numofdirs = 0) {
#ECHO Room search done.
#ECHO Doors found: @doorsfound
#T- hiddenfound
#T- nothingfound
} {search %item( @dirstosearch, @numofdirs)}
} "" {disable}
#TRIGGER "hiddenfound" {You skillfully discover a hidden (%w).$} {
#DOOR %item( @dirstosearch, @numofdirs) %1
#DELI dirstosearch %item( @dirstosearch, @numofdirs)
#ADD doorsfound 1
#ADD numofdirs -1
#IF (@numofdirs = 0) {
#ECHO Room search done.
#ECHO Doors found: @doorsfound
#T- hiddenfound
#T- nothingfound
} {search %item( @dirstosearch, @numofdirs)}
} "" {disable}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 5:39 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {Scripts}
#CLASS 0
#CLASS {Scripts|Misc}
#ALIAS doors {
#IF (%null( %doorname( ,n))) {} {#ECHO Door to the NORTH: %doorname( ,n)}
#IF (%null( %doorname( ,e))) {} {#ECHO Door to the EAST: %doorname( ,e)}
#IF (%null( %doorname( ,s))) {} {#ECHO Door to the SOUTH: %doorname( ,s)}
#IF (%null( %doorname( ,w))) {} {#ECHO Door to the WEST: %doorname( ,w)}
#IF (%null( %doorname( ,u))) {} {#ECHO Door to the UP: %doorname( ,u)}
#IF (%null( %doorname( ,d))) {} {#ECHO Door to the DOWN: %doorname( ,d)}
}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Wed Sep 12, 2012 9:54 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {TickSync}
#TRIGGER {Timer now at &ticlen secs.} {#IF (@ticlen > 90 OR @ticlen < 60) {#TS 70}}
#TRIGGER {The day has begun.} {#TS}
#TRIGGER {The sun rises} {#TS}
#TRIGGER {The sun sets.} {#TS}
#TRIGGER {You suddenly feel less protected.} {#TS}
#TRIGGER {Your heartbeat calms down more as you feel less panicked.} {#TS}
#TRIGGER {The night has begun.} {#TS}
#TRIGGER {* is about to go out!} {#TS}
#TRIGGER {A * is definitely fading.} {#TS}
#TRIGGER {* has gone out!} {#TS}
#TRIGGER {You move slightly, settling your cloak into position.} {#TS}
#TRIGGER {As you watch * seems to melt into the background, vanishing.} {#TS}
#TRIGGER {The rising sun casts both warm light and long shadows across the mountains.} {#TS}
#TRIGGER {The piercing rays of dawn peek above the eastern horizon.} {#TS}
#TRIGGER {The sun peeks over the topless towers of the city.} {#TS}
#TRIGGER {An orange glow covers the grassland as the sun slowly sinks into the horizon.} {#TS}
#TRIGGER {A shadow is cast over the land as the sun vanishes beyond Garen's Wall.} {#TS}
#TRIGGER {The sun's first rays touch the eastern slopes of Garen's Wall.} {#TS}
#TRIGGER {Radiant hues permeate the horizon as the sun sinks in the west.} {#TS}
#TRIGGER {A ball of red light rises slowly from the edge of the grassland, bringing light to the savannah.} {#TS}
#TRIGGER {Light begins to peak from behind the hills.} {#TS}
#TRIGGER {The sun sinks slowly beneath the rolling hills to the west.} {#TS}
#TRIGGER {Shadows lengthen as the sun approaches the horizon.} {#TS}
#TRIGGER {Morning dew glitters in the days first sunrays.} {#TS}
#TRIGGER {The Wheel of Time spins} {#TS}
#TRIGGER {The Wheel of Time turns toward} {#TS}
#TRIGGER {A glowing portal fades from existence.} {#TS}
#TRIGGER {The sun sinks below the western horizon.} {#TS}
#TRIGGER {The corpse of * has decayed into a pile of dust.} {#TS}
#TRIGGER {* begins to dim a little.} {#TS}
#TRIGGER {Your white aura has faded.} {#TS}
#TRIGGER {The sun drops quickly in the west in a glory of color.} {#TS}
#TRIGGER {The sun begins its journey to its peak in the sky.} {#TS}
#TRIGGER {Shadows embrace the city as twilight falls over Seandar.} {#TS}
#TRIGGER {The clouds in the east burn pink and violet with the rising of the sun.} {#TS}
#TRIGGER {You feel parched from the hot weather.} {#TS}
#TRIGGER {Low deep bronze tones fill the air as a wind blows from the north.} {#TS}
#TRIGGER {Darkness gently falls as the sun slips behind the rolling hills.} {#TS}
#TRIGGER {A warm glow is cast by the rising sun.} {#TS}
#TRIGGER {The last rays of light burn red against the foothills.} {#TS}
#TRIGGER {The sun slowly rises above the plains.} {#TS}
#TRIGGER {Shadows descend upon the land as the sun drops behind the hills to the west.} {#TS}
#TRIGGER {The dust of the plains in the air turns golden with the falling hush of dusk.} {#TS}
#TRIGGER {A warm glow bathes the Illian road in a bright light.} {#TS}
#TRIGGER {The nocturnal sounds of the forest begin to rise as the sun sets in the west.} {#TS}
#TRIGGER {Thin rays of sunlight pierce the sky over the marshes.} {#TS}
#TRIGGER {Shadows grow beneath the peaks as dusk arrives.} {#TS}
#TRIGGER {The suns golden rays glisten over the Aryth ocean as it rises.} {#TS}
#TRIGGER {The sun falls slowly behind the walls of the city.} {#TS}
#TRIGGER {The sun slowly sinks in the west, casting long shadows across the city.} {#TS}
#TRIGGER {You feel your extra strength fading.} {#TS}
#TRIGGER {A harsh light emerges as the sun rises.} {#TS}
#TRIGGER {The sun bursts into the eastern skies.} {#TS}
#TRIGGER {As if by a painter's brush, the sun sets in a sky of violet, red, and blue.} {#TS}
#TRIGGER {Light breaks over the horizon through waves of heat as a new day begins.} {#TS}
#TRIGGER {The sky glows with the rising of the sun.} {#TS}
#TRIGGER {The sun begins to cast an orange glow on the trees as it rises.} {#TS}
#TRIGGER {The sun sinks behind the western wall of the city.} {#TS}
#TRIGGER {The tall towers above you shimmer brightly in the light of the rising sun.} {#TS}
#TRIGGER {The sun sets behind the Spine of the World.} {#TS}
#TRIGGER {The sun starts to rise above the walls of the city.} {#TS}
#TRIGGER {The darkness turns to a bright haze as the sun breaks the horizon to the east.} {#TS}
#TRIGGER {Dew settles on the grasslands as darkness descends.} {#TS}
#TRIGGER {The lilac blue of dawn begins to grace the sky from the east.} {#TS}
#TRIGGER {Heatwaves shimmer as the blistering sun arcs into the sky.} {#TS}
#TRIGGER {The blazing hot sun sinks beneath the horizon of the Waste.} {#TS}
#TRIGGER {The sun crests the horizon and light breaks through the trees.} {#TS}
#TRIGGER {The sky glows with subdued light as the sun dips below the horizon.} {#TS}
#TRIGGER {The sky turns red as a fiery sun sets in the west.} {#TS}
#TRIGGER {The sky turns orange and pink as the sun sinks into the Aryth Ocean.} {#TS}
#TRIGGER {The sun's blinding light is reflected in the lakes waters as it sets.} {#TS}
#TRIGGER {Golden rays of sunshine peek over the hills of the surrounding countryside.} {#TS}
#TRIGGER {Dew settles on the ground as the sun sets west of the mountains.} {#TS}
#TRIGGER {The blazing sun fades into greyness behind the towers.} {#TS}
#TRIGGER {The golden sun sinks down behind the rugged hills.} {#TS}
#TRIGGER {Ruddy amber hues streak across the vanishing horizon as night falls.} {#TS}
#TRIGGER {The sun sets behind the city's western wall.} {#TS}
#TRIGGER {The sun sinks into the hills.} {#TS}
#TRIGGER {The sunlight sweeps across the plains with the dawn.} {#TS}
#TRIGGER {The world is submerged into coolness as the sun sinks into the horizon.} {#TS}
#TRIGGER {As the sun lowers beneath the horizon, a gloomy darkness descends on the long road.} {#TS}
#TRIGGER {The sun casts its yellow light over the long road.} {#TS}
#TRIGGER {The sun slowly descends behind the hills.} {#TS}
#TRIGGER {Light fades as the red evening sun slowly drops below the horizon.} {#TS}
#TRIGGER {Vivid colors flood the sky as the sun sets over the hills.} {#TS}
#TRIGGER {The burnished disk of the sun settles behind the spires of Tar Valon.} {#TS}
#TRIGGER {The golden sun breaches the horizon, burnished rays burning away the night.} {#TS}
#TRIGGER {The sun climbs slowly above the trees in the east.} {#TS}
#TRIGGER {Shadows thicken as the sun sets behind the mountains.} {#TS}
#TRIGGER {The sun casts rays of burnished gold over the Spine of the World.} {#TS}
#TRIGGER {The setting sun casts a dim red glow throughout the forest.} {#TS}
#TRIGGER {Your extra burst of stamina fades.} {#TS}
#TRIGGER {You have been idle, and are pulled into a void.} {#TS}
#TRIGGER {The sun descends below the treeline.} {#TS}
#TRIGGER {The fiery colors of dawn settle into the forest with the rising sun.} {#TS}
#TRIGGER {The sun sets, washing the city in firey colors.} {#TS}
#TRIGGER {The sun peaks over the treetops, shedding light across the land.} {#TS}
#TRIGGER {The faint rosy hue finally fades away as the sun dips below the horizon.} {#TS}
#TRIGGER {Black peaks create looming shadows as the sun drops beneath the horizon.} {#TS}
#TRIGGER {* disappears into the void.} {#TS}
#TRIGGER {The sun casts a golden glow over the city.} {#TS}
#TRIGGER {The sinking sun dips below the moss covered tree limbs.} {#TS}
#TRIGGER {The sun slowly rises, casting a warm glow across the Saldaean fields.} {#TS}
#TRIGGER {Birds chirp merrily as the sun rises in the east.} {#TS}
#TRIGGER {As the sun dips below the horizon, the sounds of the forest take over.} {#TS}
#TRIGGER {A light, airy blue through the trees heralds the sunrise.} {#TS}
#TRIGGER {A bright orange sun rises above the morning fog.} {#TS}
#TRIGGER {Shadows lengthen as the sun sets beyond the mountains.} {#TS}
#TRIGGER {The White Tower's spire gleams softly in the first light of a new day.} {#TS}
#TRIGGER {The sun sinks quietly beneath the western horizon.} {#TS}
#TRIGGER {The boiling red sun slowly rises over the blighted lands.} {#TS}
#TRIGGER {An eerie howl breaks the silence as the sun slowly sets below the horizon.} {#TS}
#TRIGGER {The Dark One releases the sun to illuminate his minions.} {#TS}
#TRIGGER {The first light of morning shines on Amador.} {#TS}
#TRIGGER {Long shadows are cast throughout the forest as the sun slowly sets.} {#TS}
#TRIGGER {Unseen watchers howl as the sun hides behind the horizon.} {#TS}
#TRIGGER {The orange sun slowly rises from the Sea of Storms.} {#TS}
#TRIGGER {The sun peaks above the mountains washing the prairie in a yellow glow.} {#TS}
#TRIGGER {The sun slides out of sight behind the walls of the Keep.} {#TS}
#TRIGGER {The sun falls behind the jagged snowy peaks.} {#TS}
#TRIGGER {Scarlet and gold paint the sky as the sun sets in the west.} {#TS}
#TRIGGER {The plains grow dark and lonely with the day's end.} {#TS}
#TRIGGER {The forest comes to life with the song of the forest birds and the chattering of squirrels.} {#TS}
#TRIGGER {Shadows dance as the sun makes its way into the sky.} {#TS}
#TRIGGER {The sun sinks behind the Westwood to the west} {#TS}
#TRIGGER {You feel less sure of yourself.} {#TS}
#TRIGGER {As the sky burns in shades of fuchsia and gold the sun sets in the west.} {#TS}
#TRIGGER {The sun crests over the towers of Mayene, flooding the city with light.} {#TS}
#TRIGGER {The orange glow of the sun decends below the horizon.} {#TS}
#TRIGGER {A red sun rises in the east, coloring the forest in shades of red and gold.} {#TS}
#TRIGGER {The sun sinks behind the Spine of the World.} {#TS}
#TRIGGER {The sun sets, casting the streets into cool, violet shadows.} {#TS}
#TRIGGER {Darkness spreads across the Spine of the World as the sun sets in the west.} {#TS}
#TRIGGER {Darkness settles on the land with the setting of the sun.} {#TS}
#TRIGGER {The sky is painted in shades of red and purple as the sun slowly descends.} {#TS}
#TRIGGER {Dank shadows shroud the trees, the sun dipping beneath the horizon.} {#TS}
#TRIGGER {Darkness shrouds the island as the sun dips below the edge of the horizon.} {#TS}
#TRIGGER {The sun dips behind the mountains in the west, enveloping the land in shadow.} {#TS}
#TRIGGER {The sun sinks slowly beneath the Aryth Ocean on the western horizon.} {#TS}
#TRIGGER {Violet hues light the snow-capped peaks to the west as the sun dips below them.} {#TS}
#TRIGGER {The sun lowers in the sky, covering the landscape in eery twilight.} {#TS}
#TRIGGER {The darkness leaves.} {#TS}
#TRIGGER {Soft rays of morning sun peak from behind the rolling hills.} {#TS}
#TRIGGER {A dismal light is cast across Shayol Ghul with the rising of the sun.} {#TS}
#TRIGGER {The sun slowly sets over the castle walls to the west} {#TS}
#TRIGGER {Gnarled trees cast jagged shadows as the sun drops beneath the horizon.} {#TS}
#TRIGGER {Everything becomes a little darker.} {#TS}
#TRIGGER {A yellow glow from above descends beneath black spires.} {#TS}
#TRIGGER {The sun's orange rays streak the landscape as it sets.} {#TS}
#TRIGGER {The sun slowly sinks behind the majestic towers of Mayene.} {#TS}
#TRIGGER {The sun climbs above the eastern horizon, sparkling on the city and the sea.} {#TS}
#TRIGGER {The sun casts its dreary morning light through the hazy sky.} {#TS}
#TRIGGER {The hot sun rises above the hard, cracked ground.} {#TS}
#TRIGGER {Darkness descends on the land.} {#TS}
#TRIGGER {The desert air begins to cool with the setting of the sun.} {#TS}
#TRIGGER {The sun sets below the water, turning it into a blaze of glorious colors.} {#TS}
#TRIGGER {The sun slowly sets.} {#TS}
#TRIGGER {The darkness comes.} {#TS}
#TRIGGER {The forest comes to life with the rising of the sun.} {#TS}
#TRIGGER {The sun drops below the walls of the keep.} {#TS}
#TRIGGER {In the west, the setting sun shows the dark silhouette of the Mountains of Mist.} {#TS}
#TRIGGER {A gloomy light is cast across the twisted landscape.} {#TS}
#TRIGGER {The rising sun colors the Westwood red and gold.} {#TS}
#TRIGGER {The sun peeks across the scorched hills of Kandor.} {#TS}
#TRIGGER {The setting sun frames the famed blue dome of Far Madding.} {#TS}
#TRIGGER {The symphony of bird song fills the air as the sun filters through the trees.} {#TS}
#TRIGGER {The sun peeks over the Mountains of Mist.} {#TS}
#TRIGGER {The first light of dawn illuminates Tarwin's Gap.} {#TS}
#TRIGGER {The sun crests the peaks of the Dragonwall to the east.} {#TS}
#TRIGGER {A chill breeze cuts through you as the sun sinks below the hills.} {#TS}
#TRIGGER {A feeble light casts shadows across the ruined landscape.} {#TS}
#TRIGGER {The orange disk of the sun sinks below the grassy horizon.} {#TS}
#TRIGGER {Mountain peaks hide the sun as it sets in the west.} {#TS}
#TRIGGER {Darkness engulfs the terrain as the sun disappears behind the black mountains} {#TS}
#TRIGGER {Darkness falls, casting pitch black shadows.} {#TS}
#TRIGGER {The Dark One's hand covers the sun.} {#TS}
#TRIGGER {The pink hues of dusk slowly descend over the palace towers.} {#TS}
#TRIGGER {The sun sinks into a cloudbank in the western sky.} {#TS}
#TRIGGER {Golden rays of morning sun peak from behind the horizon.} {#TS}
#TRIGGER {The glorious darkness is broken by the rising of the sun.} {#TS}
#TRIGGER {The sun peeks over the eastern wall of the city.} {#TS}
#TRIGGER {The blazing sun rises over the eastern horizon.} {#TS}
#TRIGGER {Dusk approaches, bringing glorious darkness upon the land.} {#TS}
#TRIGGER {An orange hue paints the sky as the setting sun glints of the Aryth Ocean.} {#TS}
#TRIGGER {The shadows lengthen as the sun sinks beyond the horizon.} {#TS}
#TRIGGER {The burning sun rises above the mountains to the east.} {#TS}
#TRIGGER {Darkness embraces the land once again.} {#TS}
#TRIGGER {The sun sinks behind the towering trees.} {#TS}
#TRIGGER {The sun sets the plains afire as it rises in the east.} {#TS}
#TRIGGER {As the sun sets over the Fortress of Light, torches blaze to bring the Light again.} {#TS}
#TRIGGER {As the sun sets, the nocturnal sounds of the forest take over.} {#TS}
#TRIGGER {The sun drops below the flat horizon of the plains.} {#TS}
#TRIGGER {A rainbow of colors springs to life above the hills.} {#TS}
#TRIGGER {The glow of the morning sun filters through the cracks of Garen's Wall.} {#TS}
#TRIGGER {Daylight breaches the foliage overhead.} {#TS}
#TRIGGER {The sun's rays flash across the grass as it sets in the west.} {#TS}
#TRIGGER {The piercing rays of the sun streak across the morning sky.} {#TS}
#TRIGGER {Ebbing red and gold, the sun slowly sinks beneath the horizon.} {#TS}
#TRIGGER {The last ships sail from the harbor as the sun dips below the Calpene Peninsula.} {#TS}
#TRIGGER {The hills are awash in shadows as the sun sinks in the west.} {#TS}
#TRIGGER {The last rays of light begin to fade into blackness.} {#TS}
#TRIGGER {The sun sinks behind the waving plains of grass in the west.} {#TS}
#TRIGGER {The sun crests the horizon lighting the sky afire.} {#TS}
#TRIGGER {The evening sun sinks behind the horizon.} {#TS}
#TRIGGER {The first light of morning glows in the eastern sky.} {#TS}
#TRIGGER {The sun sets with a vivid display of colors over the western sky.} {#TS}
#TRIGGER {Dawn breaks, painting the sky with pink and amber hues.} {#TS}
#TRIGGER {Darkness sets in as day turns to night.} {#TS}
#TRIGGER {A sickly reddish glow spreads over the world as the sun returns.} {#TS}
#TRIGGER {The sky is awash in shades of red and purple as the sun sinks behind the mountains.} {#TS}
#TRIGGER {The sound of roosters crowing greets the rising sun.} {#TS}
#TRIGGER {Golden rays of the sunshine peek over the treetops to the east.} {#TS}
#TRIGGER {The sun sets in the western sky, throwing everything into twilight color.} {#TS}
#TRIGGER {The dull red sun becomes visible over the high peaks.} {#TS}
#TRIGGER {The blistering wind gusts with the first rays of dawn over the mountains.} {#TS}
#TRIGGER {The sun sets in the west as a blaze of dark gold and bronzed red.} {#TS}
#TRIGGER {Night falls over the ruined city, casting eerie shadows.} {#TS}
#TRIGGER {The sun sets on the hazy western horizon.} {#TS}
#TRIGGER {The air catches a chill as the sun falls below the horizon.} {#TS}
#TRIGGER {The golden rays of dawn slowly appear over the palace walls.} {#TS}
#TRIGGER {Dapples of sunlight fall onto the forest floor.} {#TS}
#TRIGGER {The day breaks, and sunlight starts to stream down onto the jungle floor.} {#TS}
#TRIGGER {The sun breaks into view as it rises over the walls.} {#TS}
#TRIGGER {The sun vanishes amongst the trees, letting night sweep the land.} {#TS}
#TRIGGER {The sun peeks over the trees, heralding the dawn of a new day.} {#TS}
#TRIGGER {A deep orange sunset heralds the end of the day.} {#TS}
#TRIGGER {Day breaks over the hills.} {#TS}
#TRIGGER {The sun's light fills the sky as it rises.} {#TS}
#TRIGGER {The blood red sun disappears behind the mountains.} {#TS}
#TRIGGER {As the night falls the cool of night refreshes the land.} {#TS}
#TRIGGER {A brilliant light spreads across the grassland.} {#TS}
#TRIGGER {The sun slips slowly below the city walls.} {#TS}
#TRIGGER {The sun casts a dim glow across the barren hills.} {#TS}
#TRIGGER {The sun descends beyond the horizon.} {#TS}
#TRIGGER {The sun sinks over the sea to the west.} {#TS}
#TRIGGER {As the sun sets, its rays fall blindingly on the Sea of Storms.} {#TS}
#TRIGGER {The sun slides gently behind the Menagerie tent spires.} {#TS}
#TRIGGER {The blistering sun scorches the parched ground.} {#TS}
#TRIGGER {The sky darkens as the sun sets in the west.} {#TS}
#TRIGGER {The sun sets over the broken gorge.} {#TS}
#TRIGGER {The sun peaks over the high watchtower of the keep.} {#TS}
#TRIGGER {The sun peeks over the eastern seas.} {#TS}
#TRIGGER {The blush of a new dawn replaces the darkness.} {#TS}
#TRIGGER {Shadows lengthen as the sun gently sinks behind the horizon.} {#TS}
#TRIGGER {The sky grows brighter as the sun peeks above the mountains.} {#TS}
#TRIGGER {A dismal light is cast with the rising of the sun.} {#TS}
#TRIGGER {The sun slips below the hills to the west.} {#TS}
#TRIGGER {The blustery plains are lit up with the sunrise.} {#TS}
#TRIGGER {The sun creeps up from below the black towering peaks.} {#TS}
#TRIGGER {The sun sets over fields of grain to the west.} {#TS}
#TRIGGER {The light becomes a little brighter} {#TS}
#TRIGGER {The sky turns the color liquid gold as the sun sets beyond the plains.} {#TS}
#TRIGGER {Sparkling light draws a track toward the eastern horizon, heralding the sunrise.} {#TS}
#TRIGGER {The warmth of the morning sun heats the air.} {#TS}
#TRIGGER {The plains are covered in a harsh red light as the sun sinks below the horizon.} {#TS}
#TRIGGER {Darkness descends upon the Spine of the World with the setting of the sun.} {#TS}
#TRIGGER {The first rays of sun shine on the broken gorge.} {#TS}
#TRIGGER {The sun descends past the horizon, striking red fire through the fetid air.} {#TS}
#TRIGGER {As the sun sets in the west, darkness descends on the forest.} {#TS}
#TRIGGER {The sun breaks the darkness as it rises over the eastern peaks.} {#TS}
#TRIGGER {The sun casts a dim light through dismal skies.} {#TS}
#TRIGGER {The sun creeps up over the trees.} {#TS}
#TRIGGER {The sun sets over the river.} {#TS}
#TRIGGER {The sun paints the sky as it sets.} {#TS}
#TRIGGER {The night chases the sun over the edge of the world.} {#TS}
#TRIGGER {The sun slowly disappears in the western horizon.} {#TS}
#TRIGGER {The first rays of dawn appear in the east.} {#TS}
#TRIGGER {As the sun starts to set, the sounds of the night take over.} {#TS}
#TRIGGER {The sun sets in the western sky.} {#TS}
#TRIGGER {Your ears seem to be all cleared up.} {#TS}
#TRIGGER {Your eyes feel less protected.} {#TS}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Thu Sep 13, 2012 1:38 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {codes}
#ALIAS listports {
#say {The following port codes are stored:}
#SHOWDB @cityports
}
#ALIAS travel {
@portnum = %eval( %1)
@port = %item( @ports, @portnum)
chann 'travel' @port
}
#ALIAS store {
@portnum = %eval( %1)
@port = %item( @ports, @portnum)
#ADDKEY cityports %2 @port
}
#ALIAS port {
@port = @cityports.%1
chann 'travel' @port
}
#TRIGGER {~[chann ~'locate life~'~]} {
@portlistnum = 0
@ports = ""
}
#TRIGGER {~[chann ~'locate object~'~]} {
@portlistnum = 0
@ports = ""
}
#TRIGGER {&object - ~[&code~] - somewhere &codedir of here.} {
@portlistnum = %eval( @portlistnum + 1)
#SUB {@portlistnum @code @object @codedir}
#ADDITEM ports @code
}
#TRIGGER {&object - ~[&code~] - somewhere &codedir of here, carried by &holder} {
@portlistnum = %eval( @portlistnum + 1)
#SUB {@portlistnum @code @object @codedir @holder}
#ADDITEM ports @code
}
#TRIGGER {&object - ~[&code~] - somewhere around here.} {
@portlistnum = %eval( @portlistnum + 1)
#SUB {@portlistnum @code @object THIS ZONE}
#ADDITEM ports @code
}
#TRIGGER {&object - ~[&code~] - somewhere around here, carried by &holder} {
@portlistnum = %eval( @portlistnum + 1)
#SUB {@portlistnum @code @object THIS ZONE @holder}
#ADDITEM ports @code
}
#TRIGGER {It is &time o'clock &ampm, on the * day of the month of &month, year *.} {
#IF (@month == @oldmonth) {} {
@cityports = ""
#say {"MONTH CHANGE - PORTS LOST"}
}
@oldmonth = @month
}
#TRIGGER {The Wheel of Time spins} {
#say {"MONTH CHANGE - PORTS LOST"}
@cityports = ""
}
#TRIGGER {The Wheel of Time turns toward} {
#say {"MONTH CHANGE - PORTS LOST"}
@cityports = ""
}
#TRIGGER {A flash of bright white light appears, and suddenly envelopes you.} {#FIND}
#CLASS 0


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 Post subject: Re: misc scripts
PostPosted: Thu Sep 13, 2012 2:13 pm 
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Joined: Thu Jun 07, 2012 10:32 am
Posts: 53
#CLASS {doors}
#ALIAS sd1 {
#VAR door %1
#ECHO %1 is now set as door 1.
}
#ALIAS sd2 {
#VAR door2 %1
#ECHO %1 is now set as door 2.
}
#ALIAS doors {
#IF (%null( %doorname( ,n))) {} {#ECHO Door to the NORTH: %doorname( ,n)}
#IF (%null( %doorname( ,e))) {} {#ECHO Door to the EAST: %doorname( ,e)}
#IF (%null( %doorname( ,s))) {} {#ECHO Door to the SOUTH: %doorname( ,s)}
#IF (%null( %doorname( ,w))) {} {#ECHO Door to the WEST: %doorname( ,w)}
#IF (%null( %doorname( ,u))) {} {#ECHO Door to the UP: %doorname( ,u)}
#IF (%null( %doorname( ,d))) {} {#ECHO Door to the DOWN: %doorname( ,d)}
}
#ALIAS x {open @door3}
#ALIAS xx {close @door3}
#ALIAS p {open @door}
#ALIAS pp {close @door}
#ALIAS zz {close @door2}
#ALIAS z {open @door2}
#VAR door3 {hope} {hope}
#VAR door {gate}
#VAR door2 {door}
#TRIGGER {You skillfully discover a hidden %1.} {
#var door3 %1
#echo %1 is now set as door3
}
#TRIGGER {The %1 seems to be closed.} {
#var door3 %1
#echo %1 is now set as door3
}
#TRIGGER {The %1 is closed.} {
#var door3 %1
#echo %1 is now set as door3
}
#TRIGGER {The %1 is open.} {
#var door3 %1
#echo %1 is now set as door3
}
#CLASS 0


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