Unknown2008-11-19 23:16:14
Not sure if a topic exists for this. In any case, here are some rather basic and fun little bits of code I've made so far to make life easier:
Bard Song Tracking:
Elixlist, ghetto Macgyver style
Bashing is boring. Subbing makes it more fun...
I'll add more fun stuff later...
Bard Song Tracking:
CODE
#al {whatever ya want} {perform song SONGNAME @targ;#alarm "songstat" +20 {songstat}}
#tr {Without further performance, the song will end in (%d) seconds.} {songlength=%1;
#if @songlength<35 {#say Lovely bard, your song runs out, repeat a stanza, with a shout! TIME LEFT: %1};#alarm "songstat" +20 {songstat}}
Just lets you know when your songs are running low. Obviously the echo is customizable.#tr {Without further performance, the song will end in (%d) seconds.} {songlength=%1;
#if @songlength<35 {#say Lovely bard, your song runs out, repeat a stanza, with a shout! TIME LEFT: %1};#alarm "songstat" +20 {songstat}}
Elixlist, ghetto Macgyver style
CODE
#CLASS {potions}
#ALIAS gpt {#T+ pvials;ii vial;#5 more;potionlist=%null}
#ALIAS spt {#show %cr;#show %ansi( yellow) Potions;#SHOWDB @potionlist}
#CLASS 0
#CLASS {potions|pvials}
#VAR potionlist {}
#TRIGGER {^(%w) sloshes about in it.} {potionlist.%1=%eval( %db( @potionlist, %1)+1)}
#TRIGGER {{A|An} (%w) potion sloshes about in it.} {potionlist.%1=%eval( %db( @potionlist, %1)+1)}
#TRIGGER {{A|An} (%w) purgative sloshes about in it.} {potionlist.%1=%eval( %db( @potionlist, %1)+1)}
#TRIGGER {{A|An} (%w) salve sloshes about in it.} {potionlist.%1=%eval( %db( @potionlist, %1)+1)}
#TRIGGER {A potion of (%w) sloshes about in it.} {potionlist.%1=%eval(%db(@potionlist,%1)+1)}
#CLASS 0
Credit for this goes to Teo, I just cleaned it up to catch salves and purgatives. GPT to catch what you have, SPT to show numbers of each type.#ALIAS gpt {#T+ pvials;ii vial;#5 more;potionlist=%null}
#ALIAS spt {#show %cr;#show %ansi( yellow) Potions;#SHOWDB @potionlist}
#CLASS 0
#CLASS {potions|pvials}
#VAR potionlist {}
#TRIGGER {^(%w) sloshes about in it.} {potionlist.%1=%eval( %db( @potionlist, %1)+1)}
#TRIGGER {{A|An} (%w) potion sloshes about in it.} {potionlist.%1=%eval( %db( @potionlist, %1)+1)}
#TRIGGER {{A|An} (%w) purgative sloshes about in it.} {potionlist.%1=%eval( %db( @potionlist, %1)+1)}
#TRIGGER {{A|An} (%w) salve sloshes about in it.} {potionlist.%1=%eval( %db( @potionlist, %1)+1)}
#TRIGGER {A potion of (%w) sloshes about in it.} {potionlist.%1=%eval(%db(@potionlist,%1)+1)}
#CLASS 0
Bashing is boring. Subbing makes it more fun...
CODE
#tr {^You have slain} {#sub {%item( @killtexts, %random( 1, %numitems( @killtexts)))};#co red,high}
#var {killtexts} {message one|message two|message three|etc}
#var {killtexts} {message one|message two|message three|etc}
I'll add more fun stuff later...

Desitrus2008-11-19 23:20:15
Here I thought it was the Lusternia Expansion pack as written by Luciden. Whoopsies.
Saran2008-11-19 23:46:37
I remember my favourite demesne timing script.
It added all your affects into an array and then ran an alias that checked if you had equi and balance before casting the effects in said array. so awesome but treelife didn't time right from memory because it was a standard ten seconds.
*sniffle* I want it baaaack.
It added all your affects into an array and then ran an alias that checked if you had equi and balance before casting the effects in said array. so awesome but treelife didn't time right from memory because it was a standard ten seconds.
*sniffle* I want it baaaack.
Unknown2008-11-19 23:47:27
QUOTE
Here I thought it was the Lusternia Expansion pack as written by Luciden. Whoopsies.
CODE
#al {startsex} {#echo Welcome to UnfsRUs, the best automated lovin' experience this side of the Teeth! Please enter your MODE of encounter and LOVER now! Please note that the orgy upgrade has yet to be released and you may only target a single lover at this time. We apologize for the inconvenience!}
#al {foreplay} {em %item( @{%eval( @mode)act1}, %random( 1, %numitems( @{%eval( @mode)act1}))) at ^@lovetarget, %item( @{%eval( @mode)adjectives}, %random( 1, %numitems( @{%eval( @mode)adjectives}))) ^his %item( @bodypartforeplay, %random( 1, %numitems( @bodypartforeplay)))}
#var {virginalact1} {blushes|titters|giggles}
#var {virginaladjective} {lightly|gently|shyly}
#var {sirenact1} {smirks|winks|leers}
#var {sirenadjective} {boldly|hungrily|eagerly}
#var {bodypartforeplay} {hand|cheek|thigh|chest}
Ask and ye shall receive.#al {foreplay} {em %item( @{%eval( @mode)act1}, %random( 1, %numitems( @{%eval( @mode)act1}))) at ^@lovetarget, %item( @{%eval( @mode)adjectives}, %random( 1, %numitems( @{%eval( @mode)adjectives}))) ^his %item( @bodypartforeplay, %random( 1, %numitems( @bodypartforeplay)))}
#var {virginalact1} {blushes|titters|giggles}
#var {virginaladjective} {lightly|gently|shyly}
#var {sirenact1} {smirks|winks|leers}
#var {sirenadjective} {boldly|hungrily|eagerly}
#var {bodypartforeplay} {hand|cheek|thigh|chest}
Shaddus2008-11-20 00:15:22
The hipthrust emote seems to QQ every time, what's with that?
Unknown2008-11-20 00:25:36
CODE
#al {sexbothelp} {transfer 500 credits to Sadhyra for 0 gold;#echo How about you go bashing instead, hmm?}
Shaddus2008-11-20 00:28:04
QUOTE
transfer 500 credits to sadhyra for 0 gold
You don't have 500 credits to transfer. Get a job, slacker.
You don't have 500 credits to transfer. Get a job, slacker.
Unknown2008-11-20 02:57:11
This is for MUSHclient and it requires one or two things, like a php:split function (which I for from the Lua Users' Wiki). It's the alias I use for putting venoms on my flails. It accepts a string-separated list of venoms, as many as you want (e.g., "ev mantakaya dulak senso"), and it alternates the flails to ensure even applications.
    name="envenom_flails__"
  match="^\\s*ev\\s+(.+)$"
  enabled="y"
  group="Iasmos"
  regexp="y"
  send_to="12"
  ignore_case="y"
  sequence="100"
  >
 Âlocal weapons = { 1538, 15653 }
local venoms = php:split("%1", " ")
local start = tonumber(GetVariable("last_envenom") or "1")
local i = start
for k,v in pairs(venoms) do
  i = (start + k + 1) % 2 + 1
  local weapon = weapons
  Send("envenom " .. weapon .. " with " .. v)
end
SetVariable("last_envenom", i)
 Â
CODE
 Â
  match="^\\s*ev\\s+(.+)$"
  enabled="y"
  group="Iasmos"
  regexp="y"
  send_to="12"
  ignore_case="y"
  sequence="100"
  >
 Â
local venoms = php:split("%1", " ")
local start = tonumber(GetVariable("last_envenom") or "1")
local i = start
for k,v in pairs(venoms) do
  i = (start + k + 1) % 2 + 1
  local weapon = weapons
  Send("envenom " .. weapon .. " with " .. v)
end
SetVariable("last_envenom", i)
 Â
Unknown2008-11-20 18:43:54
Ok, another newbie basic!
Bashing/influencing:
- Obviously change the alias J to your own standard attack
- ATB starts bashing. It will kill all targets in the room. J will attack again. BASHOFF will turn it off
- INFON (type), eg INFON CHARITY. It will influence all mobs in the room and then stop. INF will start influencing again. INFOFF to turn it off
- Some of the variables will need expanding or trimming, depending in your skills in influence.
- There might be a few more triggers needed to turn off the automated influencing for when the mob has been affected.
- RF weaves a reflection. RFON changes your bashing to reflecting (include name of person to be reflected, eg RFON THOROS). RFOFF to turn off reflecting
(I'm fairly certain I've pasted all the settings!)
edit: knew I forgot a trigger!
Bashing/influencing:
CODE
#CLASS {xp}
#ALIAS j {stand;play minorsecond %1 @targ}Â Â <---obviously replace this with your own attack
#ALIAS inf {#t+ influencing;influence @targ with %item( @currentinfluence, %random( 1,
%numitems( @currentinfluence)))}
#ALIAS infoff {#t- influencing}
#ALIAS infon {bashoff;#t+ influencing;currentinfluence=@%1;inf}
#ALIAS bashoff {bash=0;bashnumber=0;#t- autobash}
#ALIAS bashon {bash=1;#t+ autobash;#t- influencing}
#ALIAS atb {infoff;bashnumber=%1;bashon;j;#t+ autobash}
#ALIAS gta {get gold;get essence;get @targ}
#ALIAS rft {rf @basher}
#ALIAS rf {weave reflection on %1 me}
#ALIAS rfoff {reflecting=0;basher=%1}
#ALIAS rfon {reflecting=1}
#VAR charity {begging|supplication}
#VAR paranoia {rumours|distrust}
#VAR seduction {flattery}
#VAR weaken {mockery|teasing}
#TRIGGER {* keeps asking * why * considered} {#t- influencing}
#TRIGGER {keeps thumping * on the head} {#t- influencing}
#TRIGGER {You have slain} {#temp {You have recovered} {gta}}
#TRIGGER {A reflection of @basher blinks} {#if reflecting=1 {rft}}
#CLASS 0
#CLASS {optional|xp|autobash}
#TRIGGER {You have recovered equilibrium} {#if @reflecting=1 {rft} {j};%cr}
#TRIGGER {You have writhed free} {#if @reflecting=1 {rft} {j}}
#CLASS 0
#CLASS {optional|xp|influencing}
#TRIGGER {You have recovered} {inf}
#CLASS 0
#ALIAS j {stand;play minorsecond %1 @targ}Â Â <---obviously replace this with your own attack
#ALIAS inf {#t+ influencing;influence @targ with %item( @currentinfluence, %random( 1,
%numitems( @currentinfluence)))}
#ALIAS infoff {#t- influencing}
#ALIAS infon {bashoff;#t+ influencing;currentinfluence=@%1;inf}
#ALIAS bashoff {bash=0;bashnumber=0;#t- autobash}
#ALIAS bashon {bash=1;#t+ autobash;#t- influencing}
#ALIAS atb {infoff;bashnumber=%1;bashon;j;#t+ autobash}
#ALIAS gta {get gold;get essence;get @targ}
#ALIAS rft {rf @basher}
#ALIAS rf {weave reflection on %1 me}
#ALIAS rfoff {reflecting=0;basher=%1}
#ALIAS rfon {reflecting=1}
#VAR charity {begging|supplication}
#VAR paranoia {rumours|distrust}
#VAR seduction {flattery}
#VAR weaken {mockery|teasing}
#TRIGGER {* keeps asking * why * considered} {#t- influencing}
#TRIGGER {keeps thumping * on the head} {#t- influencing}
#TRIGGER {You have slain} {#temp {You have recovered} {gta}}
#TRIGGER {A reflection of @basher blinks} {#if reflecting=1 {rft}}
#CLASS 0
#CLASS {optional|xp|autobash}
#TRIGGER {You have recovered equilibrium} {#if @reflecting=1 {rft} {j};%cr}
#TRIGGER {You have writhed free} {#if @reflecting=1 {rft} {j}}
#CLASS 0
#CLASS {optional|xp|influencing}
#TRIGGER {You have recovered} {inf}
#CLASS 0
- Obviously change the alias J to your own standard attack
- ATB starts bashing. It will kill all targets in the room. J will attack again. BASHOFF will turn it off
- INFON (type), eg INFON CHARITY. It will influence all mobs in the room and then stop. INF will start influencing again. INFOFF to turn it off
- Some of the variables will need expanding or trimming, depending in your skills in influence.
- There might be a few more triggers needed to turn off the automated influencing for when the mob has been affected.
- RF weaves a reflection. RFON changes your bashing to reflecting (include name of person to be reflected, eg RFON THOROS). RFOFF to turn off reflecting
(I'm fairly certain I've pasted all the settings!)
edit: knew I forgot a trigger!
Unknown2008-11-21 02:06:48
Another fun, lazy little setting, this one for recharges:
Just type rch to recharge all your items.
CODE
#CLASS {recharge}
#TRIGGER {~"(%w)(%d)~"} {#additem rechargelist %1%2}
#CLASS 0
#ALIAS rch {#var rechargelist {};ii ring;ii bracelet;ii necklace;ii scroll;#t+ recharge;#alarm +3 {#t- recharge;#forall @rechargelist {recharge %i from cube}}}
#TRIGGER {~"(%w)(%d)~"} {#additem rechargelist %1%2}
#CLASS 0
#ALIAS rch {#var rechargelist {};ii ring;ii bracelet;ii necklace;ii scroll;#t+ recharge;#alarm +3 {#t- recharge;#forall @rechargelist {recharge %i from cube}}}
Just type rch to recharge all your items.

Unknown2009-09-18 00:39:26
More random, cute code:
Just set the variables "aetherbeastsummoned" and "aetherbeastsdead" to whatever echoes you want. Type funcount=1 to enable the random messages, and funcount=0 to disable it, and counting=1/counting=0 to disable counting altogether. The result is:
CODE
#class aetherhunting
#trigger {^Drawn by the flux of} {#add aetherbeasts 1
#if @counting {#if @funcount {shipt %item( @aetherbeastsummoned, %random( 1, %numitems( @aetherbeastsummoned))) @aetherbeasts on our tail!} {shipt Beast summoned. @aetherbeasts on our tail.}} {}}
#trigger {* suddenly explodes} {targetcalled=0
#math aetherbeasts (@aetherbeasts-1)
#if @counting {#if @funcount {shipt %item( @aetherbeastdead, %random( 1, %numitems( @aetherbeastdead))) @aetherbeasts left!} {shipt Beast dead. @aetherbeasts left.}} {}
turrettar=0}
#class 0
#trigger {^Drawn by the flux of} {#add aetherbeasts 1
#if @counting {#if @funcount {shipt %item( @aetherbeastsummoned, %random( 1, %numitems( @aetherbeastsummoned))) @aetherbeasts on our tail!} {shipt Beast summoned. @aetherbeasts on our tail.}} {}}
#trigger {* suddenly explodes} {targetcalled=0
#math aetherbeasts (@aetherbeasts-1)
#if @counting {#if @funcount {shipt %item( @aetherbeastdead, %random( 1, %numitems( @aetherbeastdead))) @aetherbeasts left!} {shipt Beast dead. @aetherbeasts left.}} {}
turrettar=0}
#class 0
Just set the variables "aetherbeastsummoned" and "aetherbeastsdead" to whatever echoes you want. Type funcount=1 to enable the random messages, and funcount=0 to disable it, and counting=1/counting=0 to disable counting altogether. The result is:
CODE
Standard count:
(Ship): You say, "Beast dead. 0 left."
(Ship): You say, "Beast summoned. 1 on our tail."
Random count:
(Ship): You say, "Remember, if anything happens to me, or you don't hear from me within the hour... you take this ship and you come and you rescue me. 1 on our tail!"
(Ship): You say, "Ooh, and one gone like Veyrzhul with a cubix! 1 left!"
(Ship): You say, "Now is the hour! 2 on our tail!"
(Ship): You say, "We're on an express elevator to hell: going down! 3 on our tail!"
(Ship): You say, "I must not fear. Fear is the mind-killer. 4 on our tail!"
(Ship): You say, "Beast dead. 0 left."
(Ship): You say, "Beast summoned. 1 on our tail."
Random count:
(Ship): You say, "Remember, if anything happens to me, or you don't hear from me within the hour... you take this ship and you come and you rescue me. 1 on our tail!"
(Ship): You say, "Ooh, and one gone like Veyrzhul with a cubix! 1 left!"
(Ship): You say, "Now is the hour! 2 on our tail!"
(Ship): You say, "We're on an express elevator to hell: going down! 3 on our tail!"
(Ship): You say, "I must not fear. Fear is the mind-killer. 4 on our tail!"
Unknown2009-09-18 00:46:59
For those really boring times...Trivia!
Just type TRIVIATIME (channel) to start it up (eg TRIVIATIME SQT).
People can also type "Trivia! Channel: (whatever)" to get you to start it.
SKIPQ will skip a question if it's been repeated (though the bot should remove questions as they are correctly answered).
CORRECT (name) will manually award an answer to someone if they answer and don't match the pattern answer. Make sure to capitalize their name when you type it in (because I was too lazy to code %upper in).
CURRENTSCORE will echo the score to the channel, while CURRENTQUESTION will repeat the question.
Fill the variable "triviaq" with questions, in a stringlist, and the variable "triviaa" with answers in a matching stringlist. Make sure the numbers match up!
Just type TRIVIATIME (channel) to start it up (eg TRIVIATIME SQT).
People can also type "Trivia! Channel: (whatever)" to get you to start it.
SKIPQ will skip a question if it's been repeated (though the bot should remove questions as they are correctly answered).
CORRECT (name) will manually award an answer to someone if they answer and don't match the pattern answer. Make sure to capitalize their name when you type it in (because I was too lazy to code %upper in).
CURRENTSCORE will echo the score to the channel, while CURRENTQUESTION will repeat the question.
Fill the variable "triviaq" with questions, in a stringlist, and the variable "triviaa" with answers in a matching stringlist. Make sure the numbers match up!
CODE
#CLASS {trivia}
#ALIAS trivia {trivianumber=%random( 0, %numitems( @triviaq));currentquest=%item( @triviaq, @trivianumber);currentanswer=%item( @triviaa, @trivianumber);@triviachannel Next question: @currentquest;questionasked=1;#alarm triviaquestion +90 {#if @questionasked=1 {@triviachannel Time's up!;atrivia}}}
#ALIAS skipq {@triviachannel Psh, you've already had this one!;#untrigger triviaquestion;#additem questionsasked @currentquest;#additem answersasked @currentanswer;#delnitem triviaa @trivianumber;#delnitem triviaq @trivianumber;trivia}
#ALIAS atrivia {@triviachannel The answer was: @currentanswer;questionasked=0;trivia}
#ALIAS triviastop {@triviachannel Trivia done! Final score readout...;#loo 1,%numitems( @triviacontestants) {@triviachannel %item( @triviacontestants, %i): %item( @triviapoints, %i)};#untrigger triviaquestion;#t- trivia}
#ALIAS currentscore {@triviachannel Current Score!;#loo 1,%numitems( @triviacontestants) {@triviachannel %item( @triviacontestants, %i): %item( @triviapoints, %i)}}
#ALIAS currentquestion {@triviachannel Current question is: @currentquest}
#ALIAS correct { @triviachannel %1 is Correct!;#if (%ismember( %1, @triviacontestants)) {#var triviapoints %replaceitem( %eval( %item( @triviapoints, %ismember( %1, @triviacontestants))+1), %ismember( %1, @triviacontestants), @triviapoints)} {#var triviapoints %additem( 1, @triviapoints)};#additem triviacontestants %1;#untrigger triviaquestion;#additem questionsasked @currentquest;#additem answersasked @currentanswer;#delnitem triviaa @trivianumber;#delnitem triviaq @trivianumber;trivia}
#ALIAS triviaset {#var triviaq {} {}
#VAR triviaq {} {}
#VAR questionsasked {}
#VAR answersasked {}
#TRIGGER {~(*~): (%w) says, ~"(*).~"} {givenanswer=%2;#if @currentanswer=@givenanswer {@triviachannel %1 is Correct!;#if (%ismember( %1, @triviacontestants)) {#var triviapoints %replaceitem( %eval( %item( @triviapoints, %ismember( %1, @triviacontestants))+1), %ismember( %1, @triviacontestants), @triviapoints)} {#var triviapoints %additem( 1, @triviapoints)};#additem triviacontestants %1;#untrigger triviaquestion;#additem questionsasked @currentquest;#additem answersasked @currentanswer;#delnitem triviaa @trivianumber;#delnitem triviaq @trivianumber;trivia}}
#TRIGGER {~(*~): (%w) says, ~"Question.~"} {currentquestion}
#TRIGGER {~(*~): (%w) says, ~"Score.~"} {currentscore}
#TRIGGER {~(*~): (%w) ~(from *~) says, ~"(*).~"} {givenanswer=%2;#if @currentanswer=@givenanswer {@triviachannel %1 is Correct!;#if (%ismember( %1, @triviacontestants)) {#var triviapoints %replaceitem( %eval( %item( @triviapoints, %ismember( %1, @triviacontestants))+1), %ismember( %1, @triviacontestants), @triviapoints)} {#var triviapoints %additem( 1, @triviapoints)};#additem triviacontestants %1;#untrigger triviaquestion;#additem questionsasked @currentquest;#additem answersasked @currentanswer;#delnitem triviaa @trivianumber;#delnitem triviaq @trivianumber;trivia}}
#TRIGGER {~(*~): (%w) ~(from *~) says, ~"Question.~"} {currentquestion}
#TRIGGER {~(*~): (%w) says, ~"Triviastop.~"} {triviastop}
#TRIGGER {~(*~): (%w) ~(from *~) says, ~"Score.~"} {currentscore}
#CLASS 0
#ALIAS triviatime {#t+ trivia;currentquestion=0;currentanswer=0;#var triviacontestants {};#var triviapoints {};triviachannel=%1;@triviachannel Time for Trivia! Answer here - say "Question" to repeat the question and "Score" to see the current score. "Triviastop" to turn off the trivia!;trivia}
#TRIGGER {~(*~): (%w) says, ~"Trivia! Channel: (%w).~"} {triviachannel=%2;@triviachannel Aye, aye %1!;triviatime}
#ALIAS trivia {trivianumber=%random( 0, %numitems( @triviaq));currentquest=%item( @triviaq, @trivianumber);currentanswer=%item( @triviaa, @trivianumber);@triviachannel Next question: @currentquest;questionasked=1;#alarm triviaquestion +90 {#if @questionasked=1 {@triviachannel Time's up!;atrivia}}}
#ALIAS skipq {@triviachannel Psh, you've already had this one!;#untrigger triviaquestion;#additem questionsasked @currentquest;#additem answersasked @currentanswer;#delnitem triviaa @trivianumber;#delnitem triviaq @trivianumber;trivia}
#ALIAS atrivia {@triviachannel The answer was: @currentanswer;questionasked=0;trivia}
#ALIAS triviastop {@triviachannel Trivia done! Final score readout...;#loo 1,%numitems( @triviacontestants) {@triviachannel %item( @triviacontestants, %i): %item( @triviapoints, %i)};#untrigger triviaquestion;#t- trivia}
#ALIAS currentscore {@triviachannel Current Score!;#loo 1,%numitems( @triviacontestants) {@triviachannel %item( @triviacontestants, %i): %item( @triviapoints, %i)}}
#ALIAS currentquestion {@triviachannel Current question is: @currentquest}
#ALIAS correct { @triviachannel %1 is Correct!;#if (%ismember( %1, @triviacontestants)) {#var triviapoints %replaceitem( %eval( %item( @triviapoints, %ismember( %1, @triviacontestants))+1), %ismember( %1, @triviacontestants), @triviapoints)} {#var triviapoints %additem( 1, @triviapoints)};#additem triviacontestants %1;#untrigger triviaquestion;#additem questionsasked @currentquest;#additem answersasked @currentanswer;#delnitem triviaa @trivianumber;#delnitem triviaq @trivianumber;trivia}
#ALIAS triviaset {#var triviaq {} {}
#VAR triviaq {} {}
#VAR questionsasked {}
#VAR answersasked {}
#TRIGGER {~(*~): (%w) says, ~"(*).~"} {givenanswer=%2;#if @currentanswer=@givenanswer {@triviachannel %1 is Correct!;#if (%ismember( %1, @triviacontestants)) {#var triviapoints %replaceitem( %eval( %item( @triviapoints, %ismember( %1, @triviacontestants))+1), %ismember( %1, @triviacontestants), @triviapoints)} {#var triviapoints %additem( 1, @triviapoints)};#additem triviacontestants %1;#untrigger triviaquestion;#additem questionsasked @currentquest;#additem answersasked @currentanswer;#delnitem triviaa @trivianumber;#delnitem triviaq @trivianumber;trivia}}
#TRIGGER {~(*~): (%w) says, ~"Question.~"} {currentquestion}
#TRIGGER {~(*~): (%w) says, ~"Score.~"} {currentscore}
#TRIGGER {~(*~): (%w) ~(from *~) says, ~"(*).~"} {givenanswer=%2;#if @currentanswer=@givenanswer {@triviachannel %1 is Correct!;#if (%ismember( %1, @triviacontestants)) {#var triviapoints %replaceitem( %eval( %item( @triviapoints, %ismember( %1, @triviacontestants))+1), %ismember( %1, @triviacontestants), @triviapoints)} {#var triviapoints %additem( 1, @triviapoints)};#additem triviacontestants %1;#untrigger triviaquestion;#additem questionsasked @currentquest;#additem answersasked @currentanswer;#delnitem triviaa @trivianumber;#delnitem triviaq @trivianumber;trivia}}
#TRIGGER {~(*~): (%w) ~(from *~) says, ~"Question.~"} {currentquestion}
#TRIGGER {~(*~): (%w) says, ~"Triviastop.~"} {triviastop}
#TRIGGER {~(*~): (%w) ~(from *~) says, ~"Score.~"} {currentscore}
#CLASS 0
#ALIAS triviatime {#t+ trivia;currentquestion=0;currentanswer=0;#var triviacontestants {};#var triviapoints {};triviachannel=%1;@triviachannel Time for Trivia! Answer here - say "Question" to repeat the question and "Score" to see the current score. "Triviastop" to turn off the trivia!;trivia}
#TRIGGER {~(*~): (%w) says, ~"Trivia! Channel: (%w).~"} {triviachannel=%2;@triviachannel Aye, aye %1!;triviatime}
Unknown2009-09-18 01:50:59
CODE
(Ship): You say, "Ooh, and one gone like Veyrzhul with a cubix! 1 left!"
Let's not get personal? It lacks flavor, maybe a trueheal pun would have been better.
Unknown2009-09-18 01:55:15
Umm, that's one of my echoes for Glom aetherships? I'm really confused what you're objecting to.
Unknown2009-09-18 09:30:13
Twas a joke.
Unknown2009-09-18 10:54:42
I recognize one of the messages from Pirates of the Caribbean, amirite? 

Unknown2009-09-18 16:44:07
Close - it's from Firefly. XD
Unknown2009-09-18 16:50:33
Ah. Even better then!
Unknown2009-10-08 23:15:07
Crit counter!
#TRIGGER {You play a minor second} {#add totalhits 1} - remember to change this line to your own standard attack(s).
And! Aethercraft version - remember to disable the normal counter when you're aetherhunting and disable the aethercounter when you are normally hunting!
Display looks like this!
(yes, I know the math is off by a few hits, the triggers weren't anchored early on. >_<)
CODE
#CLASS {critcounter}
#ALIAS showcrits {#math normalhits (@totalhits-@crithits-@crushhits-@oblithits-@annhits-@worldhits);totalpercent=100.0;critpercent= %format( 2, %eval( @crithits*100.00/@totalhits));crushpercent=%format( 2, %eval( @crushhits*100.00/@totalhits));oblitpercent=%format( 2, %eval( @oblithits*100.00/@totalhits));annpercent= %format( 2, %eval( @annhits*100.00/@totalhits));worldpercent= %format( 2, %eval( @worldhits*100.00/@totalhits));normalpercent= %format( 2, %eval( @normalhits*100.00/@totalhits));#math totalcrits @totalhits-@normalhits;totalcritpercent= %format( 2, %eval( @totalcrits*100.00/@totalhits));#say;#show .:*~~*:.C.:*~~*:.R.:*~~*:.I.:*~~*:.T.:*~~*:.S.:*~~*:.;#show .;#show * Hits ............................@totalhits @totalpercent% *;#show . Normal ..........................@normalhits @normalpercent% .;#show * Critical ........................@crithits @critpercent% *;#show . Crushing ........................@crushhits @crushpercent% .;#show * Obliterating ....................@oblithits @oblitpercent% *;#show . Annihilating ....................@annhits @annpercent% .;#show * World Shattering ................@worldhits @worldpercent% *;#show .;#show * Total hits: @totalhits;#show . Total criticals: @totalcrits;#show * Crit percentage: @totalcritpercent%;#show .;#show .:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:.}
#ALIAS resetcrits {totalhits=0;normalhits=0;crithits=0;crushhits=0;oblithits=0;annhits=0;worldhits
=0}
#TRIGGER {^You play a minor second} {#add totalhits 1}
#TRIGGER {^You have scored a CRITICAL hit!} {#add crithits 1}
#TRIGGER {^You have scored a CRUSHING CRITICAL hit!} {#add crushhits 1}
#TRIGGER {^You have scored an OBLITERATING CRITICAL hit!} {#add oblithits 1}
#TRIGGER {^You have scored a WORLD-SHATTERING CRITICAL hit!} {#add worldhits 1}
#TRIGGER {^You have scored an ANNIHILATINGLY POWERFUL CRITICAL hit!} {#add annhits 1}
#CLASS 0
SHOWCRITS to see em, RESETCRITS to restart the count.#ALIAS showcrits {#math normalhits (@totalhits-@crithits-@crushhits-@oblithits-@annhits-@worldhits);totalpercent=100.0;critpercent= %format( 2, %eval( @crithits*100.00/@totalhits));crushpercent=%format( 2, %eval( @crushhits*100.00/@totalhits));oblitpercent=%format( 2, %eval( @oblithits*100.00/@totalhits));annpercent= %format( 2, %eval( @annhits*100.00/@totalhits));worldpercent= %format( 2, %eval( @worldhits*100.00/@totalhits));normalpercent= %format( 2, %eval( @normalhits*100.00/@totalhits));#math totalcrits @totalhits-@normalhits;totalcritpercent= %format( 2, %eval( @totalcrits*100.00/@totalhits));#say;#show .:*~~*:.C.:*~~*:.R.:*~~*:.I.:*~~*:.T.:*~~*:.S.:*~~*:.;#show .;#show * Hits ............................@totalhits @totalpercent% *;#show . Normal ..........................@normalhits @normalpercent% .;#show * Critical ........................@crithits @critpercent% *;#show . Crushing ........................@crushhits @crushpercent% .;#show * Obliterating ....................@oblithits @oblitpercent% *;#show . Annihilating ....................@annhits @annpercent% .;#show * World Shattering ................@worldhits @worldpercent% *;#show .;#show * Total hits: @totalhits;#show . Total criticals: @totalcrits;#show * Crit percentage: @totalcritpercent%;#show .;#show .:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:.}
#ALIAS resetcrits {totalhits=0;normalhits=0;crithits=0;crushhits=0;oblithits=0;annhits=0;worldhits
=0}
#TRIGGER {^You play a minor second} {#add totalhits 1}
#TRIGGER {^You have scored a CRITICAL hit!} {#add crithits 1}
#TRIGGER {^You have scored a CRUSHING CRITICAL hit!} {#add crushhits 1}
#TRIGGER {^You have scored an OBLITERATING CRITICAL hit!} {#add oblithits 1}
#TRIGGER {^You have scored a WORLD-SHATTERING CRITICAL hit!} {#add worldhits 1}
#TRIGGER {^You have scored an ANNIHILATINGLY POWERFUL CRITICAL hit!} {#add annhits 1}
#CLASS 0
#TRIGGER {You play a minor second} {#add totalhits 1} - remember to change this line to your own standard attack(s).
And! Aethercraft version - remember to disable the normal counter when you're aetherhunting and disable the aethercounter when you are normally hunting!
CODE
#CLASS {aetherhunt|aetherturret|aethercrits}
#ALIAS showacrits {#math anormalhits (@atotalhits-@acrithits-@acrushhits-@aoblithits-@aannhits-@aworldhits);atotalpercent=100.0;acritpercent= %format( 2, %eval( @acrithits*100.00/@atotalhits));acrushpercent=%format( 2, %eval( @acrushhits*100.00/@atotalhits));aoblitpercent=%format( 2, %eval( @aoblithits*100.00/@atotalhits));aannpercent= %format( 2, %eval( @aannhits*100.00/@atotalhits));aworldpercent= %format( 2, %eval( @aworldhits*100.00/@atotalhits));anormalpercent= %format( 2, %eval( @anormalhits*100.00/@atotalhits));#math atotalcrits @atotalhits-@anormalhits;atotalcritpercent= %format( 2, %eval( @atotalcrits*100.00/@atotalhits));ahitpercent=%format( 2, %eval( @atotalhits*100.00/(@atotalhits+@amissedhits)));#say;#show .:*~~*:.A.:*~~*:.E.:*~~*:.T.:*~~*:.H.:*~~*:.E.:*~~*:.R.:*~~*:.;#show .....:*~~*:.C.:*~~*:.R.:*~~*:.I.:*~~*:.T.:*~~*:.S.:*~~*:.....;#show .;#show * Hits ............................@atotalhits @atotalpercent% *;#show . Normal ..........................@anormalhits @anormalpercent% .;#show * Critical ........................@acrithits @acritpercent% *;#show . Crushing ........................@acrushhits @acrushpercent% .;#show * Obliterating ....................@aoblithits @aoblitpercent% *;#show . Annihilating ....................@aannhits @aannpercent% .;#show * World Shattering ................@aworldhits @aworldpercent% *;#show .;#show * Total hits: @atotalhits;#show . Total misses: @amissedhits;#show * Hit percentage: @ahitpercent%;#show . Total criticals: @atotalcrits;#show * Crit percentage: @atotalcritpercent%;#show .;#show .:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:.}
#ALIAS resetacrits {atotalhits=0;anormalhits=0;acrithits=0;acrushhits=0;aoblithits=0;aannhits=0;awo
rldhits=0;amissedhits=0}
#TRIGGER {^The floor shakes as you fire a blast} {#add atotalhits 1}
#TRIGGER {^The floor shakes as you fire astray.} {#add amissedhits 1}
#TRIGGER {^You have scored a CRITICAL hit!} {#add acrithits 1}
#TRIGGER {^You have scored a CRUSHING CRITICAL hit!} {#add acrushhits 1}
#TRIGGER {^You have scored an OBLITERATING CRITICAL hit!} {#add aoblithits 1}
#TRIGGER {^You have scored a WORLD-SHATTERING CRITICAL hit!} {#add aworldhits 1}
#TRIGGER {^You have scored an annihilatingly POWERFUL CRITICAL hit!} {#add aannhits 1}
#CLASS 0
SHOWACRITS to see your turret crit rate, RESETACRITS to reset the count.#ALIAS showacrits {#math anormalhits (@atotalhits-@acrithits-@acrushhits-@aoblithits-@aannhits-@aworldhits);atotalpercent=100.0;acritpercent= %format( 2, %eval( @acrithits*100.00/@atotalhits));acrushpercent=%format( 2, %eval( @acrushhits*100.00/@atotalhits));aoblitpercent=%format( 2, %eval( @aoblithits*100.00/@atotalhits));aannpercent= %format( 2, %eval( @aannhits*100.00/@atotalhits));aworldpercent= %format( 2, %eval( @aworldhits*100.00/@atotalhits));anormalpercent= %format( 2, %eval( @anormalhits*100.00/@atotalhits));#math atotalcrits @atotalhits-@anormalhits;atotalcritpercent= %format( 2, %eval( @atotalcrits*100.00/@atotalhits));ahitpercent=%format( 2, %eval( @atotalhits*100.00/(@atotalhits+@amissedhits)));#say;#show .:*~~*:.A.:*~~*:.E.:*~~*:.T.:*~~*:.H.:*~~*:.E.:*~~*:.R.:*~~*:.;#show .....:*~~*:.C.:*~~*:.R.:*~~*:.I.:*~~*:.T.:*~~*:.S.:*~~*:.....;#show .;#show * Hits ............................@atotalhits @atotalpercent% *;#show . Normal ..........................@anormalhits @anormalpercent% .;#show * Critical ........................@acrithits @acritpercent% *;#show . Crushing ........................@acrushhits @acrushpercent% .;#show * Obliterating ....................@aoblithits @aoblitpercent% *;#show . Annihilating ....................@aannhits @aannpercent% .;#show * World Shattering ................@aworldhits @aworldpercent% *;#show .;#show * Total hits: @atotalhits;#show . Total misses: @amissedhits;#show * Hit percentage: @ahitpercent%;#show . Total criticals: @atotalcrits;#show * Crit percentage: @atotalcritpercent%;#show .;#show .:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:._.:*~~*:.}
#ALIAS resetacrits {atotalhits=0;anormalhits=0;acrithits=0;acrushhits=0;aoblithits=0;aannhits=0;awo
rldhits=0;amissedhits=0}
#TRIGGER {^The floor shakes as you fire a blast} {#add atotalhits 1}
#TRIGGER {^The floor shakes as you fire astray.} {#add amissedhits 1}
#TRIGGER {^You have scored a CRITICAL hit!} {#add acrithits 1}
#TRIGGER {^You have scored a CRUSHING CRITICAL hit!} {#add acrushhits 1}
#TRIGGER {^You have scored an OBLITERATING CRITICAL hit!} {#add aoblithits 1}
#TRIGGER {^You have scored a WORLD-SHATTERING CRITICAL hit!} {#add aworldhits 1}
#TRIGGER {^You have scored an annihilatingly POWERFUL CRITICAL hit!} {#add aannhits 1}
#CLASS 0
Display looks like this!
CODE
.:*~*:.C.:*~*:.R.:*~*:.I.:*~*:.T.:*~*:.S.:*~*:.
.
* Hits ............................608 100.0% *
. Normal ..........................440 72.37% .
* Critical ........................117 19.24% *
. Crushing ........................37 6.09% .
* Obliterating ....................9 1.48% *
. Annihilating ....................4 0.66% .
* World Shattering ................1 0.16% *
.
* Total hits: 608
. Total criticals: 168
* Crit percentage: 27.63%
.
.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.
.
* Hits ............................608 100.0% *
. Normal ..........................440 72.37% .
* Critical ........................117 19.24% *
. Crushing ........................37 6.09% .
* Obliterating ....................9 1.48% *
. Annihilating ....................4 0.66% .
* World Shattering ................1 0.16% *
.
* Total hits: 608
. Total criticals: 168
* Crit percentage: 27.63%
.
.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.
(yes, I know the math is off by a few hits, the triggers weren't anchored early on. >_<)