Unknown2005-09-18 05:07:28
OK. I'm at the aliases. Would I have to make aliases for each specific bodypart as well? And would it be alright if I did
CODE
get liniment from pack
apply liniment
put liniment in pack
or should I just have it applying and drinking without the pack inbetween?apply liniment
put liniment in pack
Thaemorn2005-09-18 07:12:02
There's no real reason to keep the vials in your pack. It will probably just end up getting you killed, as getting out vials is just one more command to mess up if you have stupidity - not to mention that to get something from or put something in a pack requires you to be on balance, on equilibrium, not entangled, prone, paralysed... whereas applying can be done with none of those conditions met.
For everything but the liniment, yes, make one for separate bodyparts.
MENDARMS, MENDLEGS, MENDHEAD, MENDCHEST, etc.. then the same for regeneration salve.
For everything but the liniment, yes, make one for separate bodyparts.
MENDARMS, MENDLEGS, MENDHEAD, MENDCHEST, etc.. then the same for regeneration salve.
Unknown2005-09-18 11:55:03
Why make different aliases?
#ALIAS mend {apply mending to %1}
And usage is obviously mend head, mend legs...
CODE
#ALIAS mend {apply mending to %1}
And usage is obviously mend head, mend legs...
Unknown2005-09-18 20:36:40
OK, vials in packs are out the window. I'm making a command for each specific body part, like "apply health to left arm" or will that not work. I've made the aliases already, but if that just makes things really complicated tell me.
Unknown2005-09-19 15:14:38
You can't choose a body part quite that specifically. You can apply to arms, legs, chest, gut, and head, but not left arm, right leg, etc.
Unknown2005-10-11 17:24:35
wow... that actually answered alot of my questions on where to start and how to set up certain things... and the 0.5 alarm... wow... I got a spine tickler when I saw that... I'll be having a lot of fun with Zmud when I get home today
Vix2005-10-14 02:12:20
Tried my hand at coding, but does anyone know how I would make a queue on Nexus without having to paste it to every single trigger? :/
(Is that even possible?)
EDIT: Maybe make aliases for everything? :/
(Is that even possible?)
EDIT: Maybe make aliases for everything? :/
Unknown2006-01-29 23:58:33
question-
say i get stupidity from an opponent. My stupidity trigger fires, sets the stupidity variable to 1(true). Now, how do i actually cure it? It should fire automatically right? So in the trigger that sets the variable to one, do i put the alias for the herbcue in their, or what....im lost when it comes to what to do with the actual herque itself.
thanks
say i get stupidity from an opponent. My stupidity trigger fires, sets the stupidity variable to 1(true). Now, how do i actually cure it? It should fire automatically right? So in the trigger that sets the variable to one, do i put the alias for the herbcue in their, or what....im lost when it comes to what to do with the actual herque itself.
thanks
Selwin2006-01-30 01:29:22
#TRIGGER {Hmmmm. Why must everything be so difficult to figure out?} {#if @herbbalance=1 {stupidity=1;pennyroyal} {stupidity=1}}
That's one way it could be done, lordxoren. I prefer it that way, but there are other ways to do it.
That's one way it could be done, lordxoren. I prefer it that way, but there are other ways to do it.
Unknown2006-01-30 01:55:15
I want verbose specifics on curing aeon if anyone cares to share. Like if you hit sip phlegmatic more than once, does that just kick the delay up? Like when you try to writhe again in mid-writhe? What are the exact command delays, and how long does aeon itself last if not cured?
Unknown2006-01-30 02:53:09
so....ditch that herb cue thing?
Unknown2006-03-08 01:05:42
I'm new to Lusternia, but not to IRE muds. Been playing Achaea for close to a year now.
Anyways, the way where executing the cure within the trigger is fine, but if you get two afflictions at once (courtesy of a DSLesqe attack), the command to eat both herbs with go threw before it recieves the herb eaten message from the server.
To get around that, I suggest doing something along the lines of:
That makes the trigger check to see if the two conditionals are there, herbbalance and ateherb. That helps prevent you from eating 2 herbs at once. You'd also need an alarm or something after a certain number of seconds to set ateherb to 1.
I honestly prefer doing it by queues however, because it gives you more control over what you want to cure. If I see someone curing like the afformentioned way, I can EASILY screw up their entire healing by loading on afflictions.
Anyways, the way where executing the cure within the trigger is fine, but if you get two afflictions at once (courtesy of a DSLesqe attack), the command to eat both herbs with go threw before it recieves the herb eaten message from the server.
To get around that, I suggest doing something along the lines of:
CODE
#TRIGGER {Hmmmm. Why must everything be so difficult to figure out?} {#if @herbbalance=1 @@ ateherb=1} {stupidity=1;pennyroyal;ateherb=0} {stupidity=1}}
That makes the trigger check to see if the two conditionals are there, herbbalance and ateherb. That helps prevent you from eating 2 herbs at once. You'd also need an alarm or something after a certain number of seconds to set ateherb to 1.
I honestly prefer doing it by queues however, because it gives you more control over what you want to cure. If I see someone curing like the afformentioned way, I can EASILY screw up their entire healing by loading on afflictions.
Unknown2006-03-08 02:03:56
Nocte, I'm not great at combat but I see one mistake already with that trigger - It doesn't take other status into effect. It would be better, in my oppinion, to just make the stupidity variable to one, and then have something based off your prompt where it cures you of all afflictions. This way it doesnt screw up if you have aeon or a mistake with stupidity etc.
Triggers should just change the variables.
There should be a routine (alias) which does a queue, or a bunch of queues. What actually happens is limited by if you have Aeon, if your anorexic, etc.
Triggers should just change the variables.
There should be a routine (alias) which does a queue, or a bunch of queues. What actually happens is limited by if you have Aeon, if your anorexic, etc.
Unknown2006-03-08 22:16:13
QUOTE(Oraki @ Mar 7 2006, 09:03 PM) 267144
Nocte, I'm not great at combat but I see one mistake already with that trigger - It doesn't take other status into effect. It would be better, in my oppinion, to just make the stupidity variable to one, and then have something based off your prompt where it cures you of all afflictions. This way it doesnt screw up if you have aeon or a mistake with stupidity etc.
Triggers should just change the variables.
There should be a routine (alias) which does a queue, or a bunch of queues. What actually happens is limited by if you have Aeon, if your anorexic, etc.
I understand this. At the end of my post it states that I do use queues, as they are easier to manage but also faster. I was just explaining to Selwin and lordxoren the proper eway to do a basic trigger like that.
Also, if you need any help with system building (in MUSH scripted with Lua), I'm decent at it. I am not doing any scripts right now, but if you want my spiritbond tracking system (for wicca/druids), I can give it to you for free.
Unknown2006-03-12 17:22:00
Nocte, the code you posted has a few syntax errors and wouldn't work if you actually tried it. When it comes to multiple afflictions (i.e., DSL/DSTAB in Achaea), you should delay your curing for just a split second or until the next prompt. That gives your triggers a chance to grab the next affliction and do the correct priorities. It's well known that with the dual affliction attacks you just give them the second one that prevents the first (anorexia and slickness, the slickness would prevent you from applying a salve to cure anorexia, if you went in the order you saw the messages).
Jasato2006-03-14 09:44:43
this seems like/kinda looks like the ACP set up.
I'll take this down, and work on my own. It'll help me out in learning this stuff alot better. Thanks!
I'll take this down, and work on my own. It'll help me out in learning this stuff alot better. Thanks!
Asarnil2006-03-14 10:42:10
Where do you think Zarquan learnt how to code!
Iora2006-09-11 10:32:36
I had already posted this on the Aquamancer forums, but this is a system I'm making that's designed to be helpful to all the 'newbies' in the game. As you can see it's right now designed to be just for Aquamancers (as I am one) but I'm willing to make it flexible should it become popular.
It's still very much in the works and I'd appreciate feedback and/or assistance if possible, please!
(P.S It's zMUD if you didn't know )
It's still very much in the works and I'd appreciate feedback and/or assistance if possible, please!
(P.S It's zMUD if you didn't know )
CODE
#CLASS {System|Pueblo}
#CLASS {Mythings}
#CLASS {Autobasher}
#CLASS {Reflexes}
#CLASS {Reflexes|Various}
#CLASS {Aliases}
#CLASS {Aliases|Various}
#CLASS {Reflexes|Highlights}
#CLASS {Macros}
#CLASS {Macros|Movement}
#CLASS {Aliases|System}
#CLASS {Autobasher|Newton Caverns}
#CLASS {Aliases|Illusions}
#CLASS {Reflexes|Illusions}
#CLASS {Reflexes|Illusions|Autoreflecter}
#CLASS {Variables}
#CLASS {Variables|Illusions}
#CLASS {Variables|Various}
#CLASS {Aliases|Elementalism}
#CLASS {Aliases|Emotes}
#CLASS {Mythings|Mapper}
#CLASS {Autobasher|Ratter}
#CLASS {Macros|Elementalism}
#CLASS {Aliases|Discernment}
#CLASS {Macros|HighMagic}
#CLASS {Reflexes|System}
#CLASS {Variables|System}
#CLASS {Reflexes|Discipline}
#CLASS {Macros|Elementalism|Aquamancy}
#CLASS {Reflexes|System|Autograbber}
#CLASS {Reflexes|System|Autosipper}
#CLASS {Reflexes|Afflictions}
#CLASS {Aliases|Quests}
#CLASS {Reflexes|Cures}
#CLASS {Reflexes|Cures|Herbs}
#CLASS {Reflexes|Cures|Purgatives}
#CLASS {Reflexes|Defenses}
#CLASS {Reflexes|System|Herb eating}
#CLASS {Reflexes|Afflictions|Prone}
#CLASS {Reflexes|Afflictions|Runes}
#CLASS {Reflexes|Afflictions|Purgatives}
#CLASS {Reflexes|Afflictions|Purgatives|Enflamed}
#CLASS {Reflexes|Afflictions|Purgatives|Cold}
#CLASS {Reflexes|Afflictions|Diagnose}
#CLASS 0
#ALIAS x {tar=%1;#echo "";#echo %ansi( green)System: %ansi( 7)Target: %ansi( red, high)@tar;system} "Mythings"
#ALIAS ghelp {#if (%1) {~ghelp %1} {config pagelength 250;~ghelp index;config pagelength 20}} "Mythings"
#ALIAS g {get @tar} "Mythings"
#ALIAS bon {#t+ Autobasher;#echo "";#echo %ansi( green)System: %ansi( 7)Autobashing mode %ansi( green, high)ON;#if (%class( Autoreflecter)=1) {roff};system} "Aliases|Various"
#ALIAS wh {who here} "Aliases|Various"
#ALIAS roff {#t- Autoreflecter;#echo "";#echo %ansi( green)System: %ansi( 7)Auto-reflecting mode %ansi( red, high)OFF;system} "Aliases|Various"
#ALIAS ron {#t+ Autoreflecter;#echo "";#echo %ansi( green)System: %ansi( 7)Auto-reflecting mode %ansi( green, high)ON;#if (%class( Autobasher)=1) {boff};system} "Aliases|Various"
#ALIAS ggfp {get gold from pack} "Aliases|Various"
#ALIAS pgip {put gold in pack} "Aliases|Various"
#ALIAS boff {#t- Autobasher;#echo "";#echo %ansi( green)System: %ansi( 7)Autobashing mode %ansi( red, high)OFF;system} "Aliases|Various"
#ALIAS system {#echo "";#echo %ansi( green)======================%ansi( white) SYSTEM %ansi( green)========================;#echo "";#echo %ansi( white)------------------------------------------------------;#if (@siphealth>0) {#echo %ansi( red, high)Sipping health below: %ansi( white)"Â Â Â Â Â Â "@siphealth} {#echo %ansi( red, high)Not automatically sipping health.};#echo %ansi( red, high)Sipping mana below: "Â Â Â Â Â Â " %ansi( white)@sipmana;#echo %ansi( white)------------------------------------------------------;#if (@tar!=none) {#if (%class( Autoreflecter)=0) {#echo %ansi( green)Currently targeting: %ansi( white)@tar.} {#echo %ansi( green)Currently reflecting: %ansi( white)@tar.}} {#echo %ansi( green)You are currently targeting nothing.};#echo %ansi( white)------------------------------------------------------;#if (@autostand=1) {#echo %ansi( yellow)Auto-stand %ansi( green)mode %ansi( green, high)ON.;#echo %ansi( white)------------------------------------------------------};#if (%class( Autobasher)=1) {#echo %ansi( green)Autobashing mode %ansi( green, high)ON.;#echo %ansi( white)------------------------------------------------------};#if ((@tar=rat) AND (%class( Autobasher)=1) AND (%class( Ratter)=1)) {#echo %ansi( white)------------------------------------------------------;#echo %ansi( green)You are automatically ratting.;#echo %ansi( white)------------------------------------------------------};#if (%class( Autoreflecter)=1) {#echo %ansi( green)Auto-reflecting mode %ansi( green, high)ON.;#echo %ansi( white)------------------------------------------------------};#if (@reflectme=1) {#echo %ansi( white)------------------------------------------------------;#echo %ansi( green)You are reflecting yourself automatically.;#echo %ansi( white)------------------------------------------------------};#if (@sipcounter > 2) {sipcounter=0;#echo %ansi( green)System: %ansi( 7)Sipper balance reconfigured.};#if (@herbcounter > 2) {herbcounter=0;#echo %ansi( green)System: %ansi( 7)herb balance reconfigured.};#send ""} "Aliases|System"
#ALIAS herbcure {#if (@herb_bal=1) {#if (@Recklessness=1) {eathorehound;last_herb=horehound}}} "Aliases|System"
#ALIAS astand {#if (%1=on) {autostand=1;#echo "";#echo %ansi( green)System: %ansi( yellow)Auto-stand %ansi( yellow)mode %ansi( green, high)ON};#if (%1=off) {autostand=0;#echo "";#echo %ansi( green)System: %ansi( yellow)Auto-stand %ansi( yellow)mode %ansi( red, high)OFF};#if ((%1=on) OR (%1=off)) {system} {}} "Aliases|System"
#ALIAS rmoff {#echo "";#echo %ansi( green)System: %ansi( 7)Auto-reflect %ansi( yellow)ME%ansi( 7) mode %ansi( red, high)OFF;reflectme=0;system} "Aliases|System"
#ALIAS rmon {#echo "";#echo %ansi( green)System: %ansi( 7)Auto-reflect %ansi( yellow)ME%ansi( 7) mode %ansi( green, high)ON;reflectme=1;system} "Aliases|System"
#ALIAS ? {#echo "";#echo "";#echo %ansi( green)"Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â "+++ %ansi( white)Useful commands. %ansi( green)+++;#echo "";#echo "";#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)SSK: %ansi( white)Casts Stoneskin.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)HIDE: %ansi( white)Weaves invisibility about yourself.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)ICE ~<%ansi( yellow)DIR%ansi( green)~>: %ansi( white)Casts Icewall at specified direction.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)R: %ansi( white)Weaves a reflection. Unspecified %ansi( red, high)= %ansi( white)you. Otherwise specified.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo "";#echo "";#echo %ansi( green)"Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â "+++ %ansi( white)System commands. %ansi( green)+++;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)SYSTEM: %ansi( white)Show system statistics in a neat format.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)X ~<%ansi( yellow)specified%ansi( green)~> : %ansi( white)Sets the target to specified.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)RON%ansi( white)~/%ansi( green)ROFF: %ansi( white)Enables/Disables %ansi( yellow)Auto-Reflect %ansi( white)mode ~(still in the works~).;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)ASTAND ON%ansi( white)~/%ansi( green)OFF%ansi( green): %ansi( white)Enables/Disables %ansi( yellow)Auto-standing%ansi( white).;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)RMON%ansi( white)~/%ansi( green)RMOFF: %ansi( white)Enables/Disables %ansi( yellow)Auto-Reflect Me %ansi( white)mode.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)BON%ansi( white)~/%ansi( green)BOFF: %ansi( white)Enables/Disables %ansi( purple, high)Auto-Bash %ansi( white)mode.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo "";#echo "";#echo %ansi( green)"Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â "+++ %ansi( white)Macros. %ansi( green)+++;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)KEY5: %ansi( white)Cast %ansi( red, high)BLAST %ansi( white)at your target ~(see %ansi( green, high)SYSTEM %ansi( white)for details.~);#echo %ansi( blue, high)------------------------------------------------------------------} "Aliases|System"
#ALIAS r {#if (%class( Autoreflecter)=1) {weave reflection at @tar} {#if (%1) {weave reflection at %1} {weave reflection at me}}} "Aliases|Illusions"
#ALIAS hide {weave invisibility} "Aliases|Illusions"
#ALIAS ssk {cast stoneskin} "Aliases|Elementalism"
#ALIAS ms {#if (%1) {scrying=1;cast scry %1} {scrying=1;cast scry @tar}} "Aliases|Elementalism"
#ALIAS ice {cast icewall %1} "Aliases|Elementalism"
#ALIAS sheepish {#if (%1) {em grins sheepishly at %1} {em grins sheepishly}} "Aliases|Emotes"
#ALIAS rf {room find %-1} "Mythings|Mapper"
#ALIAS pos {mp 3080} "Mythings|Mapper"
#ALIAS mp {map path %1} "Mythings|Mapper"
#ALIAS dd {diag} "Aliases|Discernment"
#ALIAS dh { #if ( %1=0) {#echo "";#echo %ansi( green)System: %ansi( 7)No longer automatically sipping %ansi( red, high)health.;siphealth=0;system};#if (%isnumber( %1!=0)) {#echo "";#echo "";#echo %ansi( green)System:%ansi( 7) Sipping %ansi( red, high, underline)health%ansi( 7) below %ansi( green, high)%1;siphealth=%1;#echo "";system};#if (!%isnumber( %1)) {#echo "";#echo %ansi( green)System: %ansi( 7)Numeric value expected.}} "Aliases|System"
#ALIAS dm {#if (%1) {#echo "";#echo "";#echo %ansi( green)System: %ansi( 7)Sipping %ansi( blue, high, underline)mana%ansi( 7) below %ansi( green, high)%1;sipmana=%1;#echo "";system} {sip mana}} "Aliases|System"
#ALIAS lib {say I can lead you to a Great Library} "Aliases|Quests"
#ALIAS sip {#if (@sipcounter > 2) {#abort -1} {~sip %1};#if (%1=frost) {purgative_bal=1;last_sip=frost};#if (%1=fire) {purgative_bal=1;last_sip=fire};#if (%1=health) {sipbal=1;last_sip=health};#if (%1=mana) {sipbal=1;last_sip=mana}} "Reflexes|System|Autosipper"
#ALIAS outr {#if (@herbcounter > 2) {#abort -1} {~outr %1}} "Reflexes|System|Autosipper"
#ALIAS eat {#if (@herbcounter > 2) {#abort -2} {~eat %1}} "Reflexes|System|Autosipper"
#ALIAS sit {#if (@autostand=1) {astand off;~sit} {~sit}} "Aliases|System"
#ALIAS eathorehound {#if (@stupidity=1) {wanteat=1;outr horehound;outr horehound;eat horehound;inr horehound;inr horehound;eat horehound;wanteat=0} {wanteat=1;outr horehound;eat horehound;wanteat=0}} "Reflexes|Cures|Herbs"
#ALIAS pcure {#if (@purgative_bal=0) {#if (@Enflamed=1) {sip frost} {Enflamed=0};#if (@Cold > 0) {sip fire};#if ((@Fire=0) AND (@Enflamed=0)) {sip fire}}} "Reflexes|Cures|Purgatives"
#ALIAS diag {#t+ Diagnose;~diag} "Aliases|System"
#ALIAS eatwormwood {#if (@stupidity=1) {outr wormwood;outr wormwood;eat wormwood;inr wormwood;inr wormwood;eat wormwood} {outr wormwood;eat wormwood}} "Reflexes|Cures|Herbs"
#ALIAS croom {#if ((%1=reset) OR (@celestroom=3316)) {celestroom=3066;go} {#add celestroom 1;mp @celestroom;go;Ratcounter=0}} "Autobasher|Ratter"
#ALIAS afflist {#if (@Afflictions) {#echo "";#echo %ansi( green)System: %ansi( 7)Current afflictions: %ansi( red, high)%expandlist( @Afflictions, ", ").}} "Reflexes|Afflictions"
#VAR tar {none} {_nodef} "Mythings"
#VAR tar_reflected {0} {_nodef} "Variables|Illusions"
#VAR have_equilibrium {1} {_nodef} "Variables|Various"
#VAR need_reflect {1} {_nodef} "Variables|System"
#VAR reflectme {0} {_nodef} "Aliases|System"
#VAR starsucker_slain {0}
#VAR siphealth {950} {_nodef} "Variables|System"
#VAR sipbal {1} {1} "Reflexes|System|Autosipper"
#VAR sipmana {1300} {_nodef} "Variables|System"
#VAR Prone {0}
#VAR sipcounter {0}
#VAR sync {1} {1} "Variables"
#VAR Afflictions {}
#VAR Recklessness {0}
#VAR Sleep {0}
#VAR purgative_bal {0} {_nodef} "Variables|System"
#VAR Enflamed {0}
#VAR herb_bal {1}
#VAR last_sip {mana} {_nodef} "Reflexes|System|Autosipper"
#VAR Fire {1} {_nodef} "Reflexes|Defenses"
#VAR Cold {0}
#VAR last_herb {horehound}
#VAR herbcounter {0} {_nodef} "Reflexes|System|Autosipper"
#VAR last_outrifted {wormwood}
#VAR smoke_bal {1}
#VAR outrifted {0} {_nodef} "Reflexes|System|Herb eating"
#VAR eaten {0} {_nodef} "Reflexes|System|Herb eating"
#VAR wanteat {0} {_nodef} "Reflexes|System|Herb eating"
#VAR Dementia {0}
#VAR Frozen {0}
#VAR celestroom {3067}
#VAR Ratcounter {3}
#VAR Prone {0} {0} "Reflexes|Afflictions|Prone"
#VAR autostand {0} {_nodef} "Reflexes|Afflictions|Prone"
#VAR scrying {0}
#VAR Unconscious {0} {_nodef} "Reflexes|Afflictions|Prone"
#TRIGGER {^You have recovered equilibrium.$} {#if ((@Prone=1) AND (@autostand=1)) {stand};have_equilibrium=1;#cw (green,high);#if ((%class( Autograbber)=1) AND (@starsucker_slain=1)) {get essence;get gold;get starsucker};#if ((%class( Autobasher)=1) AND (%class( Autoreflecter)=1)) {boff};#if (%class( Autobasher) = 1) {g;cast blast @tar};#if ((%class( Autoreflecter)=1) AND (@tar_reflected=0)) {r @tar};#if ((@need_reflect=1) AND (@reflectme=1)) {r};#if ((%class( Autobasher)=1) AND (%class( Ratter)=1) AND (@Ratcounter > 2)) {go}} "Reflexes|Various"
#TRIGGER {^You have recovered balance on all limbs.$} {#if ((@Prone=1) AND (@autostand=1)) {stand}} "Reflexes|Various"
#TRIGGER {^You must regain equilibrium first.$} {have_equilibrium=0} "Reflexes|Various"
#TRIGGER {^You will TIMEOUT in 1 minute unless you do something.$} {stat} "Reflexes|Various"
#TRIGGER {%q@tar%q} {#if (%class( Autoreflecter)=1) {#cw lime} {#cw (red,high)}} "Reflexes|Highlights"
#TRIGGER {^All of (%w)'s reflections wink out of existence!$} {#cw (purple,high,blink);#if ((%class( Autoreflecter)=1) AND (@have_equilibrium=1)) {tar_reflected=0;r}} "Reflexes|Highlights"
#TRIGGER {^A reflection of (%w) blinks out of existence.$} {#cw (purple,high,blink);#if ((%class( Autoreflecter)=1) AND (@have_equilibrium=1)) {tar_reflected=0;r}} "Reflexes|Highlights"
#TRIGGER {^The air fills with a rank odor shortly before a fink slinks in from the} {cast blast fink} "Autobasher|Newton Caverns"
#TRIGGER {^* raises an eyebrow, apparently unharmed.$} {boff} "Autobasher|Newton Caverns"
#TRIGGER {^You weave a glamour and mold it until it becomes a reflection of (%w).$} {have_equilibrium=0;#if (%class( Autoreflecter)=1) {tar_reflected=1}} "Reflexes|Illusions|Autoreflecter"
#TRIGGER {^A reflection of (%w) blinks out of existence.$} {#if (@tar=%1) {tar_reflected=0};#if (@have_equilibrium=1) {r %1}} "Reflexes|Illusions|Autoreflecter" {disable}
#TRIGGER {^All of (%w)'s reflections wink out of existence!$} {#if (@tar=%1) {tar_reflected=0};#if (@have_equilibrium=1) {r %1}} "Reflexes|Illusions|Autoreflecter" {disable}
#TRIGGER {^(%w) points {his|her} staff at a *, icy water erupting forth*} {#if (@tar=%1) {tar_reflected=0};#if (@have_equilibrium=1) {r %1}} "Reflexes|Illusions|Autoreflecter" {disable}
#TRIGGER {^Your eyes are drawn to *rat* that darts suddenly into view.} {cast blast rat} "Autobasher|Ratter"
#TRIGGER {^*rat* wanders into view, nosing about for food.$} {cast blast rat} "Autobasher|Ratter"
#TRIGGER {^*rat* noses its way cautiously out of the shadows.} {cast blast rat} "Autobasher|Ratter"
#TRIGGER {^With a squeak, *rat* darts into the room, looking about wildly.$} {cast blast rat} "Autobasher|Ratter"
#TRIGGER {^One of your reflections has been destroyed! You have 0 left.$} {#if (@reflectme=1) {need_reflect=1}} "Reflexes|System"
#TRIGGER {^You may eat or smoke another herb.$} {herb_bal=1;smoke_bal=1} "Reflexes|System"
#TRIGGER {^(%n)h, (%n)m, (%n)e, (%n)p *$} {#if (@scrying=1) {scrying=0};#if (@Recklessness=1) {#cw (red,high)} {};#if ((@outrifted=1) AND (@eaten=0) AND (@wanteat=0)) {inr @last_outrifted};#if (%class( Diagnose)=1) {#t- Diagnose};#if ((%1 < @siphealth) AND (@sipbal=1)) {sip health};#if ((%1 > @siphealth) AND (%2 < @sipmana) AND (@sipbal=1)) {sip mana};afflist;pcure;herbcure} "Reflexes|System" {nocr|prompt}
#TRIGGER {^Your insomnia has cleared up.$} {insomnia} "Reflexes|Discipline"
#TRIGGER {^You rush about in a state of utter panic.$} {compose myself} "Reflexes|Discipline"
#TRIGGER {^A bit of light essence tumbles out of the corpse of a serpentine starsucker.$} {get essence} "Reflexes|System|Autograbber" {disable}
#TRIGGER {^A serpentine starsucker has been slain by Merkada.$} {starsucker_slain=1;get essence;get gold;get starsucker} "Reflexes|System|Autograbber"
#TRIGGER {^You pick up the corpse of a serpentine starsucker.$} {starsucker_slain=0} "Reflexes|System|Autograbber"
#TRIGGER {^The potion heals and soothes you.$} {sipbal=0} "Reflexes|System|Autosipper"
#TRIGGER {^The potion flows down your throat without effect.$} {#if ((@last_sip=health) OR (@last_sip=mana)) {sipbal=0};#if ((@last_sip=frost) OR (@last_sip=fire)) {purgative_bal=0}} "Reflexes|System|Autosipper"
#TRIGGER {^You may drink another purgative or curing potion.$} {purgative_bal=0} "Reflexes|System|Autosipper"
#TRIGGER {^What is it that you wish to drink?$} {#if (@sipcounter < 3) {#add sipcounter 1};#if (@sipcounter > 2) {#echo "";#echo %ansi( blue, high)~;#send ""}} "Reflexes|System|Autosipper"
#TRIGGER {^You have no (%w) stored in the Rift.$} {#if (@herbcounter < 3) {#add herbcounter 1};#if (@herbcounter > 2) {#echo "";#echo %ansi( blue, high)~;#send ""}} "Reflexes|System|Autosipper"
#TRIGGER {^What do you want to eat?$} {#if (@herbcounter < 3) {#add herbcounter 1};#if (@herbcounter > 2) {#echo "";#echo %ansi( blue, high)~;#send ""}} "Reflexes|System|Autosipper"
#TRIGGER {^You may drink another health, mana, or bromide potion.$} {sipbal=1} "Reflexes|System|Autosipper"
#TRIGGER {(%n)h*exp-$} {sync=1;Prone=1;#if ((@autostand=1 AND @Sleep=0) AND (@Unconscious=0)) {stand};#if ((@autostand) AND (@Sleep=2)) {wake}} "Reflexes" {prompt}
#TRIGGER {(%n)h*ep-$} {sync=0;Prone=1;#if ((@autostand=1 AND @Sleep=0) AND (@Unconscious=0)) {stand};#if ((@autostand) AND (@Sleep=2)) {wake}} "Reflexes" {prompt}
#TRIGGER {(%n)h*ex-$} {sync=1;#if (@Prone=1) {Prone=0};Sleep=0} "Reflexes" {prompt}
#TRIGGER {(%n)h*e-$} {have_equilibrium=1;sync=0;#if (@Prone=1) {Prone=0};Sleep=0} "Reflexes" {prompt}
#TRIGGER {^(%w) at %2} {#if (@scrying=1) {rf %2}} "Mythings"
#TRIGGER {| BOOM! |} {squeak;#wait 1300;faint} "Mythings"
#TRIGGER {^Cupping your hands before you, they fill with water and an image forms within of$(%w) at a %1.} {rf %-1} "Mythings"
#TRIGGER {^A bit of light essence tumbles out of the corpse of *.$} {get essence} "Mythings"
#TRIGGER {^Prudence rules your psyche once again.$} {Recklessness=0;#delitem Afflictions Recklessness} "Reflexes|Cures|Herbs"
#TRIGGER {^You eat a bunch of pennyroyal.$} {last_herb=pennyroyal;herb_bal=0} "Reflexes|Cures|Herbs"
#TRIGGER {^Sanity returns to you and you are no longer demented.$} {Dementia=0;#delitem Afflictions Dementia} "Reflexes|Cures|Herbs"
#TRIGGER {^A feeling of comfortable warmth spreads over you.$} {Fire=1} "Reflexes|Defenses"
#TRIGGER {^You remove 1 (%w), bringing the total in the Rift to (%n).$} {outrifted=1;last_outrifted=%1} "Reflexes|System"
#TRIGGER {^You eat a wormwood stem.$} {#if (@last_outrifted=wormwood) {herb_bal=0;outrifted=0;eaten=1} {herb_bal=1}} "Reflexes|System|Herb eating"
#TRIGGER {^You store 1 (%w), bringing the total to (%n).$} {#if ((@last_outrifted=%1) AND (@wanteat=0)) {outrifted=0}} "Reflexes|System|Herb eating"
#TRIGGER {^(%w) makes a fist and punches towards *} {tar_reflected=0;#if (%class( Autoreflector)=1) {r}} "Reflexes|Highlights"
#TRIGGER {^This spell may only be used to cast one reflection on someone.} {tar_reflected=1} "Reflexes|Highlights"
#TRIGGER {^{A dream leech wraps itself around(%w)'s leg and begins to suck on {his|her} blood.|(%w) stares sleepily at a dream leech.}$} {#if (%class( Autoreflector)=1) {tar_reflected=0;#if (@have_equilibrium=1) {r}}} "Reflexes|Highlights"
#TRIGGER {^You have slain*rat*} {#add Ratcounter 1;#if (@Ratcounter=3) {#add celestroom 1;mp @celestroom}} "Autobasher|Ratter"
#TRIGGER {^Your legs collapse from under you and consciousness leaves you as you pass out*$} {Prone=1;Unconscious=1} "Reflexes|Afflictions|Prone"
#TRIGGER {^You are asleep and can do nothing. WAKE will attempt to wake you.$} {#if ((@autostand=1) AND (@Sleep=2)) {wake}} "Reflexes|Afflictions|Prone"
#TRIGGER {^You begin your struggle to escape from the dreamworld.$} {Sleep=1} "Reflexes|Afflictions|Prone"
#TRIGGER {^You open your eyes and yawn mightily.$} {Sleep=0;Prone=1} "Reflexes|Afflictions|Prone"
#TRIGGER {^You already are awake.$} {Sleep=0} "Reflexes|Afflictions|Prone"
#TRIGGER {^You feel incredibly tired, and fall asleep immediately.$} {Sleep=2;Prone=1;#if (@autostand=1) {wake}} "Reflexes|Afflictions|Prone"
#TRIGGER {^You close your eyes, curl up in a ball, and fall asleep.$} {Sleep=2;Prone=1;#if (@autostand=1) {wake}} "Reflexes|Afflictions|Prone"
#TRIGGER {^You must first raise yourself from the floor and stand up.$} {Prone=1} "Reflexes|Afflictions|Prone"
#TRIGGER {^You open your eyes and stretch languidly, feeling deliciously well-rested.$} {Prone=1;#if (@autostand=1) {stand}} "Reflexes|Afflictions|Prone"
#TRIGGER {^You stand up and stretch your arms out wide.$} {Prone=0} "Reflexes|Afflictions|Prone"
#TRIGGER {^You regain consciousness with a start.$} {Unconscious=0;#if (@autostand=1) {stand}} "Reflexes|Afflictions|Prone"
#TRIGGER {^You stand straight up.$} {Prone=0} "Reflexes|Afflictions|Prone"
#TRIGGER {^(%w) slings an eh rune at you, hitting you in the chest.$} {Recklessness=1;#additem Afflictions Recklessness} "Reflexes|Afflictions|Runes"
#TRIGGER {^(%w) slings a lagu rune at you, hitting you in the chest.$} {Dementia=1;#additem Afflictions Dementia} "Reflexes|Afflictions|Runes"
#TRIGGER {^around you, blistering your flesh.$} {Enflamed=1;#additem Afflictions Enflamed} "Reflexes|Afflictions|Purgatives|Enflamed"
#TRIGGER {^Flames lick around you - you are on fire!$} {Enflamed=1;#additem Afflictions Enflamed} "Reflexes|Afflictions|Purgatives|Enflamed"
#TRIGGER {^blistering your flesh.$} {Enflamed=1;#additem Afflictions Enflamed} "Reflexes|Afflictions|Purgatives|Enflamed"
#TRIGGER {^You sigh in relief as the fire on your body flickers and fades.$} {Enflamed=0;#delitem Afflictions Enflamed} "Reflexes|Afflictions|Purgatives|Enflamed"
#TRIGGER {^Steam rises from your skin as the fires that plague you are extinguished.$} {Enflamed=0;#delitem Afflictions Enflamed} "Reflexes|Afflictions|Purgatives|Enflamed"
#TRIGGER {^(%w) raises a hand towards you and blasts you with cold, frigid air.$} {#if (@fire=1) {fire=0};#if (@fire=0) {Cold=1}} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^You have a particularly intense shiver.$} {Cold=1;concentrate} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^You begin moving your frozen body slowly (%w).$} {Cold=2;#additem Afflictions Frozen} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^Your body warms up and you stop shivering.$} {Cold=0;Fire=0;#delitem Afflictions Shivering} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^Though still shivering, you are no longer frozen solid.$} {Cold=1;#delitem Afflictions Frozen} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^You feel the strength ebb from your body as the cold takes its toll.$} {Cold=1;#additem Afflictions Shivering} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^shivering.$} {Cold=1;#additem Afflictions Shivering} "Reflexes|Afflictions|Diagnose"
#TRIGGER {^demented.$} {Dementia=1;#additem Afflictions Dementia} "Reflexes|Afflictions|Diagnose"
#TRIGGER {^You are:$} {#delnitem Afflictions 1;Enflamed=0;Dementia=0;Frozen=0;Recklessness=0} "Reflexes|Afflictions|Diagnose"
#TRIGGER {^frozen stiff.$} {Cold=2;#additem Afflictions Frozen} "Reflexes|Afflictions|Diagnose"
"System|Pueblo"
#TRIGGER {^You are unconscious and thus incapable of action.$} {Unconscious=1} "Reflexes|Afflictions|Prone"
#KEY KEY5 {cast blast @tar} "Mythings"
#KEY MULT {up} "Macros|Movement"
#KEY DIV {down} "Macros|Movement"
#KEY F1 {cast ignite @tar} "Macros|Elementalism"
#KEY F2 {cast freeze @tar} "Macros|Elementalism"
#KEY F5 {evoke pentagram} "Macros|HighMagic"
#KEY F3 {aquacast hailstorm} "Macros|Elementalism|Aquamancy"
#STAT {%ansi(green)Target: %ansi(0)@tar} "Mythings"
#CLASS {Mythings}
#CLASS {Autobasher}
#CLASS {Reflexes}
#CLASS {Reflexes|Various}
#CLASS {Aliases}
#CLASS {Aliases|Various}
#CLASS {Reflexes|Highlights}
#CLASS {Macros}
#CLASS {Macros|Movement}
#CLASS {Aliases|System}
#CLASS {Autobasher|Newton Caverns}
#CLASS {Aliases|Illusions}
#CLASS {Reflexes|Illusions}
#CLASS {Reflexes|Illusions|Autoreflecter}
#CLASS {Variables}
#CLASS {Variables|Illusions}
#CLASS {Variables|Various}
#CLASS {Aliases|Elementalism}
#CLASS {Aliases|Emotes}
#CLASS {Mythings|Mapper}
#CLASS {Autobasher|Ratter}
#CLASS {Macros|Elementalism}
#CLASS {Aliases|Discernment}
#CLASS {Macros|HighMagic}
#CLASS {Reflexes|System}
#CLASS {Variables|System}
#CLASS {Reflexes|Discipline}
#CLASS {Macros|Elementalism|Aquamancy}
#CLASS {Reflexes|System|Autograbber}
#CLASS {Reflexes|System|Autosipper}
#CLASS {Reflexes|Afflictions}
#CLASS {Aliases|Quests}
#CLASS {Reflexes|Cures}
#CLASS {Reflexes|Cures|Herbs}
#CLASS {Reflexes|Cures|Purgatives}
#CLASS {Reflexes|Defenses}
#CLASS {Reflexes|System|Herb eating}
#CLASS {Reflexes|Afflictions|Prone}
#CLASS {Reflexes|Afflictions|Runes}
#CLASS {Reflexes|Afflictions|Purgatives}
#CLASS {Reflexes|Afflictions|Purgatives|Enflamed}
#CLASS {Reflexes|Afflictions|Purgatives|Cold}
#CLASS {Reflexes|Afflictions|Diagnose}
#CLASS 0
#ALIAS x {tar=%1;#echo "";#echo %ansi( green)System: %ansi( 7)Target: %ansi( red, high)@tar;system} "Mythings"
#ALIAS ghelp {#if (%1) {~ghelp %1} {config pagelength 250;~ghelp index;config pagelength 20}} "Mythings"
#ALIAS g {get @tar} "Mythings"
#ALIAS bon {#t+ Autobasher;#echo "";#echo %ansi( green)System: %ansi( 7)Autobashing mode %ansi( green, high)ON;#if (%class( Autoreflecter)=1) {roff};system} "Aliases|Various"
#ALIAS wh {who here} "Aliases|Various"
#ALIAS roff {#t- Autoreflecter;#echo "";#echo %ansi( green)System: %ansi( 7)Auto-reflecting mode %ansi( red, high)OFF;system} "Aliases|Various"
#ALIAS ron {#t+ Autoreflecter;#echo "";#echo %ansi( green)System: %ansi( 7)Auto-reflecting mode %ansi( green, high)ON;#if (%class( Autobasher)=1) {boff};system} "Aliases|Various"
#ALIAS ggfp {get gold from pack} "Aliases|Various"
#ALIAS pgip {put gold in pack} "Aliases|Various"
#ALIAS boff {#t- Autobasher;#echo "";#echo %ansi( green)System: %ansi( 7)Autobashing mode %ansi( red, high)OFF;system} "Aliases|Various"
#ALIAS system {#echo "";#echo %ansi( green)======================%ansi( white) SYSTEM %ansi( green)========================;#echo "";#echo %ansi( white)------------------------------------------------------;#if (@siphealth>0) {#echo %ansi( red, high)Sipping health below: %ansi( white)"Â Â Â Â Â Â "@siphealth} {#echo %ansi( red, high)Not automatically sipping health.};#echo %ansi( red, high)Sipping mana below: "Â Â Â Â Â Â " %ansi( white)@sipmana;#echo %ansi( white)------------------------------------------------------;#if (@tar!=none) {#if (%class( Autoreflecter)=0) {#echo %ansi( green)Currently targeting: %ansi( white)@tar.} {#echo %ansi( green)Currently reflecting: %ansi( white)@tar.}} {#echo %ansi( green)You are currently targeting nothing.};#echo %ansi( white)------------------------------------------------------;#if (@autostand=1) {#echo %ansi( yellow)Auto-stand %ansi( green)mode %ansi( green, high)ON.;#echo %ansi( white)------------------------------------------------------};#if (%class( Autobasher)=1) {#echo %ansi( green)Autobashing mode %ansi( green, high)ON.;#echo %ansi( white)------------------------------------------------------};#if ((@tar=rat) AND (%class( Autobasher)=1) AND (%class( Ratter)=1)) {#echo %ansi( white)------------------------------------------------------;#echo %ansi( green)You are automatically ratting.;#echo %ansi( white)------------------------------------------------------};#if (%class( Autoreflecter)=1) {#echo %ansi( green)Auto-reflecting mode %ansi( green, high)ON.;#echo %ansi( white)------------------------------------------------------};#if (@reflectme=1) {#echo %ansi( white)------------------------------------------------------;#echo %ansi( green)You are reflecting yourself automatically.;#echo %ansi( white)------------------------------------------------------};#if (@sipcounter > 2) {sipcounter=0;#echo %ansi( green)System: %ansi( 7)Sipper balance reconfigured.};#if (@herbcounter > 2) {herbcounter=0;#echo %ansi( green)System: %ansi( 7)herb balance reconfigured.};#send ""} "Aliases|System"
#ALIAS herbcure {#if (@herb_bal=1) {#if (@Recklessness=1) {eathorehound;last_herb=horehound}}} "Aliases|System"
#ALIAS astand {#if (%1=on) {autostand=1;#echo "";#echo %ansi( green)System: %ansi( yellow)Auto-stand %ansi( yellow)mode %ansi( green, high)ON};#if (%1=off) {autostand=0;#echo "";#echo %ansi( green)System: %ansi( yellow)Auto-stand %ansi( yellow)mode %ansi( red, high)OFF};#if ((%1=on) OR (%1=off)) {system} {}} "Aliases|System"
#ALIAS rmoff {#echo "";#echo %ansi( green)System: %ansi( 7)Auto-reflect %ansi( yellow)ME%ansi( 7) mode %ansi( red, high)OFF;reflectme=0;system} "Aliases|System"
#ALIAS rmon {#echo "";#echo %ansi( green)System: %ansi( 7)Auto-reflect %ansi( yellow)ME%ansi( 7) mode %ansi( green, high)ON;reflectme=1;system} "Aliases|System"
#ALIAS ? {#echo "";#echo "";#echo %ansi( green)"Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â "+++ %ansi( white)Useful commands. %ansi( green)+++;#echo "";#echo "";#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)SSK: %ansi( white)Casts Stoneskin.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)HIDE: %ansi( white)Weaves invisibility about yourself.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)ICE ~<%ansi( yellow)DIR%ansi( green)~>: %ansi( white)Casts Icewall at specified direction.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)R: %ansi( white)Weaves a reflection. Unspecified %ansi( red, high)= %ansi( white)you. Otherwise specified.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo "";#echo "";#echo %ansi( green)"Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â "+++ %ansi( white)System commands. %ansi( green)+++;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)SYSTEM: %ansi( white)Show system statistics in a neat format.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)X ~<%ansi( yellow)specified%ansi( green)~> : %ansi( white)Sets the target to specified.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)RON%ansi( white)~/%ansi( green)ROFF: %ansi( white)Enables/Disables %ansi( yellow)Auto-Reflect %ansi( white)mode ~(still in the works~).;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)ASTAND ON%ansi( white)~/%ansi( green)OFF%ansi( green): %ansi( white)Enables/Disables %ansi( yellow)Auto-standing%ansi( white).;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)RMON%ansi( white)~/%ansi( green)RMOFF: %ansi( white)Enables/Disables %ansi( yellow)Auto-Reflect Me %ansi( white)mode.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)BON%ansi( white)~/%ansi( green)BOFF: %ansi( white)Enables/Disables %ansi( purple, high)Auto-Bash %ansi( white)mode.;#echo %ansi( blue, high)------------------------------------------------------------------;#echo "";#echo "";#echo %ansi( green)"Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â "+++ %ansi( white)Macros. %ansi( green)+++;#echo %ansi( blue, high)------------------------------------------------------------------;#echo %ansi( green)KEY5: %ansi( white)Cast %ansi( red, high)BLAST %ansi( white)at your target ~(see %ansi( green, high)SYSTEM %ansi( white)for details.~);#echo %ansi( blue, high)------------------------------------------------------------------} "Aliases|System"
#ALIAS r {#if (%class( Autoreflecter)=1) {weave reflection at @tar} {#if (%1) {weave reflection at %1} {weave reflection at me}}} "Aliases|Illusions"
#ALIAS hide {weave invisibility} "Aliases|Illusions"
#ALIAS ssk {cast stoneskin} "Aliases|Elementalism"
#ALIAS ms {#if (%1) {scrying=1;cast scry %1} {scrying=1;cast scry @tar}} "Aliases|Elementalism"
#ALIAS ice {cast icewall %1} "Aliases|Elementalism"
#ALIAS sheepish {#if (%1) {em grins sheepishly at %1} {em grins sheepishly}} "Aliases|Emotes"
#ALIAS rf {room find %-1} "Mythings|Mapper"
#ALIAS pos {mp 3080} "Mythings|Mapper"
#ALIAS mp {map path %1} "Mythings|Mapper"
#ALIAS dd {diag} "Aliases|Discernment"
#ALIAS dh { #if ( %1=0) {#echo "";#echo %ansi( green)System: %ansi( 7)No longer automatically sipping %ansi( red, high)health.;siphealth=0;system};#if (%isnumber( %1!=0)) {#echo "";#echo "";#echo %ansi( green)System:%ansi( 7) Sipping %ansi( red, high, underline)health%ansi( 7) below %ansi( green, high)%1;siphealth=%1;#echo "";system};#if (!%isnumber( %1)) {#echo "";#echo %ansi( green)System: %ansi( 7)Numeric value expected.}} "Aliases|System"
#ALIAS dm {#if (%1) {#echo "";#echo "";#echo %ansi( green)System: %ansi( 7)Sipping %ansi( blue, high, underline)mana%ansi( 7) below %ansi( green, high)%1;sipmana=%1;#echo "";system} {sip mana}} "Aliases|System"
#ALIAS lib {say I can lead you to a Great Library} "Aliases|Quests"
#ALIAS sip {#if (@sipcounter > 2) {#abort -1} {~sip %1};#if (%1=frost) {purgative_bal=1;last_sip=frost};#if (%1=fire) {purgative_bal=1;last_sip=fire};#if (%1=health) {sipbal=1;last_sip=health};#if (%1=mana) {sipbal=1;last_sip=mana}} "Reflexes|System|Autosipper"
#ALIAS outr {#if (@herbcounter > 2) {#abort -1} {~outr %1}} "Reflexes|System|Autosipper"
#ALIAS eat {#if (@herbcounter > 2) {#abort -2} {~eat %1}} "Reflexes|System|Autosipper"
#ALIAS sit {#if (@autostand=1) {astand off;~sit} {~sit}} "Aliases|System"
#ALIAS eathorehound {#if (@stupidity=1) {wanteat=1;outr horehound;outr horehound;eat horehound;inr horehound;inr horehound;eat horehound;wanteat=0} {wanteat=1;outr horehound;eat horehound;wanteat=0}} "Reflexes|Cures|Herbs"
#ALIAS pcure {#if (@purgative_bal=0) {#if (@Enflamed=1) {sip frost} {Enflamed=0};#if (@Cold > 0) {sip fire};#if ((@Fire=0) AND (@Enflamed=0)) {sip fire}}} "Reflexes|Cures|Purgatives"
#ALIAS diag {#t+ Diagnose;~diag} "Aliases|System"
#ALIAS eatwormwood {#if (@stupidity=1) {outr wormwood;outr wormwood;eat wormwood;inr wormwood;inr wormwood;eat wormwood} {outr wormwood;eat wormwood}} "Reflexes|Cures|Herbs"
#ALIAS croom {#if ((%1=reset) OR (@celestroom=3316)) {celestroom=3066;go} {#add celestroom 1;mp @celestroom;go;Ratcounter=0}} "Autobasher|Ratter"
#ALIAS afflist {#if (@Afflictions) {#echo "";#echo %ansi( green)System: %ansi( 7)Current afflictions: %ansi( red, high)%expandlist( @Afflictions, ", ").}} "Reflexes|Afflictions"
#VAR tar {none} {_nodef} "Mythings"
#VAR tar_reflected {0} {_nodef} "Variables|Illusions"
#VAR have_equilibrium {1} {_nodef} "Variables|Various"
#VAR need_reflect {1} {_nodef} "Variables|System"
#VAR reflectme {0} {_nodef} "Aliases|System"
#VAR starsucker_slain {0}
#VAR siphealth {950} {_nodef} "Variables|System"
#VAR sipbal {1} {1} "Reflexes|System|Autosipper"
#VAR sipmana {1300} {_nodef} "Variables|System"
#VAR Prone {0}
#VAR sipcounter {0}
#VAR sync {1} {1} "Variables"
#VAR Afflictions {}
#VAR Recklessness {0}
#VAR Sleep {0}
#VAR purgative_bal {0} {_nodef} "Variables|System"
#VAR Enflamed {0}
#VAR herb_bal {1}
#VAR last_sip {mana} {_nodef} "Reflexes|System|Autosipper"
#VAR Fire {1} {_nodef} "Reflexes|Defenses"
#VAR Cold {0}
#VAR last_herb {horehound}
#VAR herbcounter {0} {_nodef} "Reflexes|System|Autosipper"
#VAR last_outrifted {wormwood}
#VAR smoke_bal {1}
#VAR outrifted {0} {_nodef} "Reflexes|System|Herb eating"
#VAR eaten {0} {_nodef} "Reflexes|System|Herb eating"
#VAR wanteat {0} {_nodef} "Reflexes|System|Herb eating"
#VAR Dementia {0}
#VAR Frozen {0}
#VAR celestroom {3067}
#VAR Ratcounter {3}
#VAR Prone {0} {0} "Reflexes|Afflictions|Prone"
#VAR autostand {0} {_nodef} "Reflexes|Afflictions|Prone"
#VAR scrying {0}
#VAR Unconscious {0} {_nodef} "Reflexes|Afflictions|Prone"
#TRIGGER {^You have recovered equilibrium.$} {#if ((@Prone=1) AND (@autostand=1)) {stand};have_equilibrium=1;#cw (green,high);#if ((%class( Autograbber)=1) AND (@starsucker_slain=1)) {get essence;get gold;get starsucker};#if ((%class( Autobasher)=1) AND (%class( Autoreflecter)=1)) {boff};#if (%class( Autobasher) = 1) {g;cast blast @tar};#if ((%class( Autoreflecter)=1) AND (@tar_reflected=0)) {r @tar};#if ((@need_reflect=1) AND (@reflectme=1)) {r};#if ((%class( Autobasher)=1) AND (%class( Ratter)=1) AND (@Ratcounter > 2)) {go}} "Reflexes|Various"
#TRIGGER {^You have recovered balance on all limbs.$} {#if ((@Prone=1) AND (@autostand=1)) {stand}} "Reflexes|Various"
#TRIGGER {^You must regain equilibrium first.$} {have_equilibrium=0} "Reflexes|Various"
#TRIGGER {^You will TIMEOUT in 1 minute unless you do something.$} {stat} "Reflexes|Various"
#TRIGGER {%q@tar%q} {#if (%class( Autoreflecter)=1) {#cw lime} {#cw (red,high)}} "Reflexes|Highlights"
#TRIGGER {^All of (%w)'s reflections wink out of existence!$} {#cw (purple,high,blink);#if ((%class( Autoreflecter)=1) AND (@have_equilibrium=1)) {tar_reflected=0;r}} "Reflexes|Highlights"
#TRIGGER {^A reflection of (%w) blinks out of existence.$} {#cw (purple,high,blink);#if ((%class( Autoreflecter)=1) AND (@have_equilibrium=1)) {tar_reflected=0;r}} "Reflexes|Highlights"
#TRIGGER {^The air fills with a rank odor shortly before a fink slinks in from the} {cast blast fink} "Autobasher|Newton Caverns"
#TRIGGER {^* raises an eyebrow, apparently unharmed.$} {boff} "Autobasher|Newton Caverns"
#TRIGGER {^You weave a glamour and mold it until it becomes a reflection of (%w).$} {have_equilibrium=0;#if (%class( Autoreflecter)=1) {tar_reflected=1}} "Reflexes|Illusions|Autoreflecter"
#TRIGGER {^A reflection of (%w) blinks out of existence.$} {#if (@tar=%1) {tar_reflected=0};#if (@have_equilibrium=1) {r %1}} "Reflexes|Illusions|Autoreflecter" {disable}
#TRIGGER {^All of (%w)'s reflections wink out of existence!$} {#if (@tar=%1) {tar_reflected=0};#if (@have_equilibrium=1) {r %1}} "Reflexes|Illusions|Autoreflecter" {disable}
#TRIGGER {^(%w) points {his|her} staff at a *, icy water erupting forth*} {#if (@tar=%1) {tar_reflected=0};#if (@have_equilibrium=1) {r %1}} "Reflexes|Illusions|Autoreflecter" {disable}
#TRIGGER {^Your eyes are drawn to *rat* that darts suddenly into view.} {cast blast rat} "Autobasher|Ratter"
#TRIGGER {^*rat* wanders into view, nosing about for food.$} {cast blast rat} "Autobasher|Ratter"
#TRIGGER {^*rat* noses its way cautiously out of the shadows.} {cast blast rat} "Autobasher|Ratter"
#TRIGGER {^With a squeak, *rat* darts into the room, looking about wildly.$} {cast blast rat} "Autobasher|Ratter"
#TRIGGER {^One of your reflections has been destroyed! You have 0 left.$} {#if (@reflectme=1) {need_reflect=1}} "Reflexes|System"
#TRIGGER {^You may eat or smoke another herb.$} {herb_bal=1;smoke_bal=1} "Reflexes|System"
#TRIGGER {^(%n)h, (%n)m, (%n)e, (%n)p *$} {#if (@scrying=1) {scrying=0};#if (@Recklessness=1) {#cw (red,high)} {};#if ((@outrifted=1) AND (@eaten=0) AND (@wanteat=0)) {inr @last_outrifted};#if (%class( Diagnose)=1) {#t- Diagnose};#if ((%1 < @siphealth) AND (@sipbal=1)) {sip health};#if ((%1 > @siphealth) AND (%2 < @sipmana) AND (@sipbal=1)) {sip mana};afflist;pcure;herbcure} "Reflexes|System" {nocr|prompt}
#TRIGGER {^Your insomnia has cleared up.$} {insomnia} "Reflexes|Discipline"
#TRIGGER {^You rush about in a state of utter panic.$} {compose myself} "Reflexes|Discipline"
#TRIGGER {^A bit of light essence tumbles out of the corpse of a serpentine starsucker.$} {get essence} "Reflexes|System|Autograbber" {disable}
#TRIGGER {^A serpentine starsucker has been slain by Merkada.$} {starsucker_slain=1;get essence;get gold;get starsucker} "Reflexes|System|Autograbber"
#TRIGGER {^You pick up the corpse of a serpentine starsucker.$} {starsucker_slain=0} "Reflexes|System|Autograbber"
#TRIGGER {^The potion heals and soothes you.$} {sipbal=0} "Reflexes|System|Autosipper"
#TRIGGER {^The potion flows down your throat without effect.$} {#if ((@last_sip=health) OR (@last_sip=mana)) {sipbal=0};#if ((@last_sip=frost) OR (@last_sip=fire)) {purgative_bal=0}} "Reflexes|System|Autosipper"
#TRIGGER {^You may drink another purgative or curing potion.$} {purgative_bal=0} "Reflexes|System|Autosipper"
#TRIGGER {^What is it that you wish to drink?$} {#if (@sipcounter < 3) {#add sipcounter 1};#if (@sipcounter > 2) {#echo "";#echo %ansi( blue, high)~;#send ""}} "Reflexes|System|Autosipper"
#TRIGGER {^You have no (%w) stored in the Rift.$} {#if (@herbcounter < 3) {#add herbcounter 1};#if (@herbcounter > 2) {#echo "";#echo %ansi( blue, high)~;#send ""}} "Reflexes|System|Autosipper"
#TRIGGER {^What do you want to eat?$} {#if (@herbcounter < 3) {#add herbcounter 1};#if (@herbcounter > 2) {#echo "";#echo %ansi( blue, high)~;#send ""}} "Reflexes|System|Autosipper"
#TRIGGER {^You may drink another health, mana, or bromide potion.$} {sipbal=1} "Reflexes|System|Autosipper"
#TRIGGER {(%n)h*exp-$} {sync=1;Prone=1;#if ((@autostand=1 AND @Sleep=0) AND (@Unconscious=0)) {stand};#if ((@autostand) AND (@Sleep=2)) {wake}} "Reflexes" {prompt}
#TRIGGER {(%n)h*ep-$} {sync=0;Prone=1;#if ((@autostand=1 AND @Sleep=0) AND (@Unconscious=0)) {stand};#if ((@autostand) AND (@Sleep=2)) {wake}} "Reflexes" {prompt}
#TRIGGER {(%n)h*ex-$} {sync=1;#if (@Prone=1) {Prone=0};Sleep=0} "Reflexes" {prompt}
#TRIGGER {(%n)h*e-$} {have_equilibrium=1;sync=0;#if (@Prone=1) {Prone=0};Sleep=0} "Reflexes" {prompt}
#TRIGGER {^(%w) at %2} {#if (@scrying=1) {rf %2}} "Mythings"
#TRIGGER {| BOOM! |} {squeak;#wait 1300;faint} "Mythings"
#TRIGGER {^Cupping your hands before you, they fill with water and an image forms within of$(%w) at a %1.} {rf %-1} "Mythings"
#TRIGGER {^A bit of light essence tumbles out of the corpse of *.$} {get essence} "Mythings"
#TRIGGER {^Prudence rules your psyche once again.$} {Recklessness=0;#delitem Afflictions Recklessness} "Reflexes|Cures|Herbs"
#TRIGGER {^You eat a bunch of pennyroyal.$} {last_herb=pennyroyal;herb_bal=0} "Reflexes|Cures|Herbs"
#TRIGGER {^Sanity returns to you and you are no longer demented.$} {Dementia=0;#delitem Afflictions Dementia} "Reflexes|Cures|Herbs"
#TRIGGER {^A feeling of comfortable warmth spreads over you.$} {Fire=1} "Reflexes|Defenses"
#TRIGGER {^You remove 1 (%w), bringing the total in the Rift to (%n).$} {outrifted=1;last_outrifted=%1} "Reflexes|System"
#TRIGGER {^You eat a wormwood stem.$} {#if (@last_outrifted=wormwood) {herb_bal=0;outrifted=0;eaten=1} {herb_bal=1}} "Reflexes|System|Herb eating"
#TRIGGER {^You store 1 (%w), bringing the total to (%n).$} {#if ((@last_outrifted=%1) AND (@wanteat=0)) {outrifted=0}} "Reflexes|System|Herb eating"
#TRIGGER {^(%w) makes a fist and punches towards *} {tar_reflected=0;#if (%class( Autoreflector)=1) {r}} "Reflexes|Highlights"
#TRIGGER {^This spell may only be used to cast one reflection on someone.} {tar_reflected=1} "Reflexes|Highlights"
#TRIGGER {^{A dream leech wraps itself around(%w)'s leg and begins to suck on {his|her} blood.|(%w) stares sleepily at a dream leech.}$} {#if (%class( Autoreflector)=1) {tar_reflected=0;#if (@have_equilibrium=1) {r}}} "Reflexes|Highlights"
#TRIGGER {^You have slain*rat*} {#add Ratcounter 1;#if (@Ratcounter=3) {#add celestroom 1;mp @celestroom}} "Autobasher|Ratter"
#TRIGGER {^Your legs collapse from under you and consciousness leaves you as you pass out*$} {Prone=1;Unconscious=1} "Reflexes|Afflictions|Prone"
#TRIGGER {^You are asleep and can do nothing. WAKE will attempt to wake you.$} {#if ((@autostand=1) AND (@Sleep=2)) {wake}} "Reflexes|Afflictions|Prone"
#TRIGGER {^You begin your struggle to escape from the dreamworld.$} {Sleep=1} "Reflexes|Afflictions|Prone"
#TRIGGER {^You open your eyes and yawn mightily.$} {Sleep=0;Prone=1} "Reflexes|Afflictions|Prone"
#TRIGGER {^You already are awake.$} {Sleep=0} "Reflexes|Afflictions|Prone"
#TRIGGER {^You feel incredibly tired, and fall asleep immediately.$} {Sleep=2;Prone=1;#if (@autostand=1) {wake}} "Reflexes|Afflictions|Prone"
#TRIGGER {^You close your eyes, curl up in a ball, and fall asleep.$} {Sleep=2;Prone=1;#if (@autostand=1) {wake}} "Reflexes|Afflictions|Prone"
#TRIGGER {^You must first raise yourself from the floor and stand up.$} {Prone=1} "Reflexes|Afflictions|Prone"
#TRIGGER {^You open your eyes and stretch languidly, feeling deliciously well-rested.$} {Prone=1;#if (@autostand=1) {stand}} "Reflexes|Afflictions|Prone"
#TRIGGER {^You stand up and stretch your arms out wide.$} {Prone=0} "Reflexes|Afflictions|Prone"
#TRIGGER {^You regain consciousness with a start.$} {Unconscious=0;#if (@autostand=1) {stand}} "Reflexes|Afflictions|Prone"
#TRIGGER {^You stand straight up.$} {Prone=0} "Reflexes|Afflictions|Prone"
#TRIGGER {^(%w) slings an eh rune at you, hitting you in the chest.$} {Recklessness=1;#additem Afflictions Recklessness} "Reflexes|Afflictions|Runes"
#TRIGGER {^(%w) slings a lagu rune at you, hitting you in the chest.$} {Dementia=1;#additem Afflictions Dementia} "Reflexes|Afflictions|Runes"
#TRIGGER {^around you, blistering your flesh.$} {Enflamed=1;#additem Afflictions Enflamed} "Reflexes|Afflictions|Purgatives|Enflamed"
#TRIGGER {^Flames lick around you - you are on fire!$} {Enflamed=1;#additem Afflictions Enflamed} "Reflexes|Afflictions|Purgatives|Enflamed"
#TRIGGER {^blistering your flesh.$} {Enflamed=1;#additem Afflictions Enflamed} "Reflexes|Afflictions|Purgatives|Enflamed"
#TRIGGER {^You sigh in relief as the fire on your body flickers and fades.$} {Enflamed=0;#delitem Afflictions Enflamed} "Reflexes|Afflictions|Purgatives|Enflamed"
#TRIGGER {^Steam rises from your skin as the fires that plague you are extinguished.$} {Enflamed=0;#delitem Afflictions Enflamed} "Reflexes|Afflictions|Purgatives|Enflamed"
#TRIGGER {^(%w) raises a hand towards you and blasts you with cold, frigid air.$} {#if (@fire=1) {fire=0};#if (@fire=0) {Cold=1}} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^You have a particularly intense shiver.$} {Cold=1;concentrate} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^You begin moving your frozen body slowly (%w).$} {Cold=2;#additem Afflictions Frozen} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^Your body warms up and you stop shivering.$} {Cold=0;Fire=0;#delitem Afflictions Shivering} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^Though still shivering, you are no longer frozen solid.$} {Cold=1;#delitem Afflictions Frozen} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^You feel the strength ebb from your body as the cold takes its toll.$} {Cold=1;#additem Afflictions Shivering} "Reflexes|Afflictions|Purgatives|Cold"
#TRIGGER {^shivering.$} {Cold=1;#additem Afflictions Shivering} "Reflexes|Afflictions|Diagnose"
#TRIGGER {^demented.$} {Dementia=1;#additem Afflictions Dementia} "Reflexes|Afflictions|Diagnose"
#TRIGGER {^You are:$} {#delnitem Afflictions 1;Enflamed=0;Dementia=0;Frozen=0;Recklessness=0} "Reflexes|Afflictions|Diagnose"
#TRIGGER {^frozen stiff.$} {Cold=2;#additem Afflictions Frozen} "Reflexes|Afflictions|Diagnose"
"System|Pueblo"
#TRIGGER {^You are unconscious and thus incapable of action.$} {Unconscious=1} "Reflexes|Afflictions|Prone"
#KEY KEY5 {cast blast @tar} "Mythings"
#KEY MULT {up} "Macros|Movement"
#KEY DIV {down} "Macros|Movement"
#KEY F1 {cast ignite @tar} "Macros|Elementalism"
#KEY F2 {cast freeze @tar} "Macros|Elementalism"
#KEY F5 {evoke pentagram} "Macros|HighMagic"
#KEY F3 {aquacast hailstorm} "Macros|Elementalism|Aquamancy"
#STAT {%ansi(green)Target: %ansi(0)@tar} "Mythings"
Shorlen2006-09-12 17:49:55
I recommend handling runes in a more compressed way, since there are 20 runes and 3 ways to give each, not to mention the supersling combinations, which add another few hundred triggers done the way you're handling them.
My rune catching system is just:
Now, the runes variable there is messed up, since zMUD databases don't copy/paste right. It's just a variable set to be a data record with the values of the runes on the left and the aliases to handle them on the right. So, "hallucinations" is my alias to add hallucinations to my curing queue, so when I'm hit by a peorth rune, I run that alias.
My rune catching system is just:
CODE
#CLASS {Curingsystem|afflictcatch|runes}
#ALIAS runeafflict {%db( @runes, %1)}
#VAR runes {urgluttonycenstupiditybeorcshygyfuparawynnlonlyhaeglweakisalethargygerimpatienceeohconfusionpeorthhallucinationseohlpeacesigilpowersinktiwazjusticefeohmasochismehrecklessmannadisloyaltylagudementiaingloversansuzhypochondriaothalaall}
#TRIGGER {^{A|An} (%w) rune whizzes in from the %w and hits you in the chest.$} {runeafflict %1}
#TRIGGER {^The ghostly outline of {a|an} (%w) rune briefly appears in front of you} {runeafflict %1}
#TRIGGER {^%w slings {a|an} (%w) rune at you, hitting you in the chest.$} {runeafflict %1}
#TRIGGER {^%w slings {a|an} (%w) rune and {a|an} (%w) rune at you, hitting you in the chest.$} {
  runeafflict %1
  runeafflict %2
  }
#TRIGGER {^{A|An} (%w) rune and {a|an} (%w) rune whiz in from the %w and hit you in the chest.$} {
  runeafflict %1
  runeafflict %2
  }
#CLASS 0
#ALIAS runeafflict {%db( @runes, %1)}
#VAR runes {urgluttonycenstupiditybeorcshygyfuparawynnlonlyhaeglweakisalethargygerimpatienceeohconfusionpeorthhallucinationseohlpeacesigilpowersinktiwazjusticefeohmasochismehrecklessmannadisloyaltylagudementiaingloversansuzhypochondriaothalaall}
#TRIGGER {^{A|An} (%w) rune whizzes in from the %w and hits you in the chest.$} {runeafflict %1}
#TRIGGER {^The ghostly outline of {a|an} (%w) rune briefly appears in front of you} {runeafflict %1}
#TRIGGER {^%w slings {a|an} (%w) rune at you, hitting you in the chest.$} {runeafflict %1}
#TRIGGER {^%w slings {a|an} (%w) rune and {a|an} (%w) rune at you, hitting you in the chest.$} {
  runeafflict %1
  runeafflict %2
  }
#TRIGGER {^{A|An} (%w) rune and {a|an} (%w) rune whiz in from the %w and hit you in the chest.$} {
  runeafflict %1
  runeafflict %2
  }
#CLASS 0
Now, the runes variable there is messed up, since zMUD databases don't copy/paste right. It's just a variable set to be a data record with the values of the runes on the left and the aliases to handle them on the right. So, "hallucinations" is my alias to add hallucinations to my curing queue, so when I'm hit by a peorth rune, I run that alias.
Iora2006-09-12 19:01:35
Oh that's a good idea, thankyou very much