wtf
Re: wtf
Might have been on the old forums.
Were there any other scripts you wanted or just a just a few general ones? Some might need adjustment if any problems drop me a pm and i'll correct the mistakes.
class {Ticktimer}
#alias tic {#TS 60}
#TRIGGER {^The sun rises in the east.} {#TZ}
#TRIGGER {^You are thirsty.} {#TZ}
#TRIGGER {^The sun slowly disappears in the west.} {#TZ}
#TRIGGER {^You are hungry.} {#TZ}
#TRIGGER {^Shadows begin to linger as the sun slowly sinks into the horizon.} {#TZ}
#TRIGGER {^The night has begun.} {#TZ}
#CLASS 0
#CLASS {doors}
#VARIABLE door1 {gate} {}
#VARIABLE door2 {} {}
#TRIGGER {^The %1 seems to be closed} {#VAR door2 %1;open @door2;#SHOW door2 = @door2}
#TRIGGER {%w closes the %1} {#VARIABLE door2 %1}
#KEY f11 {open @door4}
#KEY f12 {close @door4}
#ALIAS 0 {#VAR door1 %1}
#ALIAS P {open @door1}
#ALIAS Z {close @door1}
#KEY key7 {call}
#key f9 {#VAR door4 @door2;#SHOW door4 = @door4}
#CLASS 0
#CLASS {horses}
#ALIAS rh {ride 1.horse}
#ALIAS rh1 {ride 1.horse}
#ALIAS rh2 {ride 2.horse}
#ALIAS rh3 {ride 3.horse}
#ALIAS rh4 {ride 4.horse}
#ALIAS lh {dismount;lead horse}
#ALIAS lh2 {dismount;lead 2.horse}
#ALIAS lh3 {dismount;lead 3.horse}
#ALIAS lh4 {dismount;lead 4.horse}
#CLASS 0
#CLASS {butcher}
#VAR weapon1 {axe} {}
#VAR weapon2 {dagger} {}
#ALIAS weapon1 {#VAR weapon1 %1; #SHOW weapon1 set to @weapon1}
#ALIAS weapon2 {#VAR weapon2 %1; #SHOW weapon2 set to @weapon2}
#ALIAS wd {remove @weapon1; wield @weapon2}
#ALIAS ws {remove @weapon2; wield @weapon1}
#ALIAS bt {remove @weapon1; wield @weapon2; butcher; butcher; butcher; remove @weapon2; wield @weapon1}
#ALIAS sclp {remove @weapon1; wield @weapon2; scalp corpse; remove @weapon2; wield @weapon1}
#ALIAS sclp2 {remove @weapon1; wield @weapon2; scalp 2.corpse; remove @weapon2; wield @weapon1}
#ALIAS skn {remove @weapon1; wield @weapon2; skin; remove @weapon2; wield @weapon1}
#CLASS 0
#CLASS {targets}
#VAR target1 {} {}
#VAR target2 {} {}
#VAR target3 {} {}
#VAR targetx {} {}
#ALIAS 1 {#VAR target1 %1;#SHOW Target1 set to @target1}
#ALIAS 2 {#VAR target2 %1;#SHOW Target2 set to @target2}
#ALIAS 3 {#VAR target3 %1;#SHOW Target3 set to @target3}
#ALIAS xxx {#VAR targetx %1;#SHOW Targetx set to @targetx}
#ALIAS b {backstab @targetx)
#KEY F1 {hide;backstab @target1}
#KEY F5 {kill @target1}
#KEY F2 {hide;backstab @target2}
#KEY F6 {kill @target2}
#KEY F3 {hide;backstab @target3}
#KEY F7 {kill @target3}
#KEY MULT {kick}
#KEY ADD {Kill @targetx}
#KEY DIV {where}
#KEY key9 up
#KEY key3 down
#KEY key0 {shield block}
#CLASS 0
#CLASS {mining}
#VAR weight1 {0} {}
#VAR ore {0} {}
#TRIGGER {^You found some %1 ore!} {#VAR ore %1;stat}
#COND {^Your height is %1 feet, %2 inches, weight %3 pounds, weight carried %4 lbs, worn: %5 lbs.} {#VAR weight1 %4;get @ore;stat;mine}
#COND {^Your height is %1 feet, %2 inches, weight %3 pounds, weight carried %4 lbs, worn: %5 lbs.} {#IF (%4-@weight1=4) {put ore pack;weight1=0} {put ore sack;weight1=0}} {skip|Param=2}
#TRIGGER {^A crazed man crashes through the wall, pickaxe in hand!} {remove pick;wield @weapon1}
#TRIGGER {^An enormous sand scorpion crashes out of the wall!} {remove pick;wield @weapon1}
#TRIGGER {^A massive black beetle digs its way out of the wall!} {remove pick;wield @weapon1}
#TRIGGER {^A massive black beetle is dead! R.I.P.} {remove @weapon1;wield pick;stat}
#COND {^Your height is %1 feet, %2 inches, weight %3 pounds, weight carried %4 lbs, worn: %5 lbs.} {#VAR weight1 %4;get ore corpse;stat;mine}
#COND {^You get a chunk of %1 ore from the corpse of a massive black beetle.} {#VAR ore %1}
#COND {^Your height is %1 feet, %2 inches, weight %3 pounds, weight carried %4 lbs, worn: %5 lbs.} {#IF (%4-@weight1=4) {put ore pack;weight1=0;remove @weapon1;wield pick} {put ore sack;weight1=0;remove @weapon1;wield pick}} {skip|Param=2}
#TRIGGER {^A baby scorpion is dead! R.I.P.} {kill baby}
#COND {^A baby scorpion is dead! R.I.P.} {remove @weapon1;wield pick;mine}
#TRIGGER {^You hit a weak spot in the rock, and the wall starts to cave in on you!} {mine}
#TRIGGER {^You didn't find anything.} {mine}
#TRIGGER {^You found a carved stone idol!} {get idol;put idol pack;mine}
#TRIGGER {^You found an ancient cuendillar artifact!} {get artifact;put artifact pack;mine}
#TRIGGER {^You found a small chunk of bright %1 stone!} {get stone;mine}
#TRIGGER {^You found some impure coal!} {mine;#WRITE 1 You found some impure coal in the @room using @pick.}
#TRIGGER {^You try to swing the pick, but are too exhausted!} {rest}
#COND {^HP:%w MV:Fresh >} {stand;mine}
#TRIGGER {^You are too exhausted to start swinging that heavy pick around!} {rest}
#COND {^HP:%w MV:Fresh >} {stand;mine}
#CLASS 0
#CLASS {minecontrol}
#ALIAS mineon {#T+ mining;#SHOW mining on;remove @weapon1;wield pick;mine}
#ALIAS mineoff {#T- mining;#SHOW mineoff;remove pick;wield @weapon1}
#ALIAS weapon1 {#VARIBLE
#CLASS 0
I doubt this one works that great now:
#CLASS {throwing}
#KEY key5 {remove @weapon1; wield throwing; throw; wield @weapon1}
#TRIGGER {^An %w narrowly misses %w, who dives out of the way!} {get throwing}
#TRIGGER {^You throw an %w throwing knife at} {wield @weapon1}
#ALIAS gt {get throwing}
#CLASS 0
Edit: oh found them, I had posted them under guest in I think the Getting Started section
Were there any other scripts you wanted or just a just a few general ones? Some might need adjustment if any problems drop me a pm and i'll correct the mistakes.
class {Ticktimer}
#alias tic {#TS 60}
#TRIGGER {^The sun rises in the east.} {#TZ}
#TRIGGER {^You are thirsty.} {#TZ}
#TRIGGER {^The sun slowly disappears in the west.} {#TZ}
#TRIGGER {^You are hungry.} {#TZ}
#TRIGGER {^Shadows begin to linger as the sun slowly sinks into the horizon.} {#TZ}
#TRIGGER {^The night has begun.} {#TZ}
#CLASS 0
#CLASS {doors}
#VARIABLE door1 {gate} {}
#VARIABLE door2 {} {}
#TRIGGER {^The %1 seems to be closed} {#VAR door2 %1;open @door2;#SHOW door2 = @door2}
#TRIGGER {%w closes the %1} {#VARIABLE door2 %1}
#KEY f11 {open @door4}
#KEY f12 {close @door4}
#ALIAS 0 {#VAR door1 %1}
#ALIAS P {open @door1}
#ALIAS Z {close @door1}
#KEY key7 {call}
#key f9 {#VAR door4 @door2;#SHOW door4 = @door4}
#CLASS 0
#CLASS {horses}
#ALIAS rh {ride 1.horse}
#ALIAS rh1 {ride 1.horse}
#ALIAS rh2 {ride 2.horse}
#ALIAS rh3 {ride 3.horse}
#ALIAS rh4 {ride 4.horse}
#ALIAS lh {dismount;lead horse}
#ALIAS lh2 {dismount;lead 2.horse}
#ALIAS lh3 {dismount;lead 3.horse}
#ALIAS lh4 {dismount;lead 4.horse}
#CLASS 0
#CLASS {butcher}
#VAR weapon1 {axe} {}
#VAR weapon2 {dagger} {}
#ALIAS weapon1 {#VAR weapon1 %1; #SHOW weapon1 set to @weapon1}
#ALIAS weapon2 {#VAR weapon2 %1; #SHOW weapon2 set to @weapon2}
#ALIAS wd {remove @weapon1; wield @weapon2}
#ALIAS ws {remove @weapon2; wield @weapon1}
#ALIAS bt {remove @weapon1; wield @weapon2; butcher; butcher; butcher; remove @weapon2; wield @weapon1}
#ALIAS sclp {remove @weapon1; wield @weapon2; scalp corpse; remove @weapon2; wield @weapon1}
#ALIAS sclp2 {remove @weapon1; wield @weapon2; scalp 2.corpse; remove @weapon2; wield @weapon1}
#ALIAS skn {remove @weapon1; wield @weapon2; skin; remove @weapon2; wield @weapon1}
#CLASS 0
#CLASS {targets}
#VAR target1 {} {}
#VAR target2 {} {}
#VAR target3 {} {}
#VAR targetx {} {}
#ALIAS 1 {#VAR target1 %1;#SHOW Target1 set to @target1}
#ALIAS 2 {#VAR target2 %1;#SHOW Target2 set to @target2}
#ALIAS 3 {#VAR target3 %1;#SHOW Target3 set to @target3}
#ALIAS xxx {#VAR targetx %1;#SHOW Targetx set to @targetx}
#ALIAS b {backstab @targetx)
#KEY F1 {hide;backstab @target1}
#KEY F5 {kill @target1}
#KEY F2 {hide;backstab @target2}
#KEY F6 {kill @target2}
#KEY F3 {hide;backstab @target3}
#KEY F7 {kill @target3}
#KEY MULT {kick}
#KEY ADD {Kill @targetx}
#KEY DIV {where}
#KEY key9 up
#KEY key3 down
#KEY key0 {shield block}
#CLASS 0
#CLASS {mining}
#VAR weight1 {0} {}
#VAR ore {0} {}
#TRIGGER {^You found some %1 ore!} {#VAR ore %1;stat}
#COND {^Your height is %1 feet, %2 inches, weight %3 pounds, weight carried %4 lbs, worn: %5 lbs.} {#VAR weight1 %4;get @ore;stat;mine}
#COND {^Your height is %1 feet, %2 inches, weight %3 pounds, weight carried %4 lbs, worn: %5 lbs.} {#IF (%4-@weight1=4) {put ore pack;weight1=0} {put ore sack;weight1=0}} {skip|Param=2}
#TRIGGER {^A crazed man crashes through the wall, pickaxe in hand!} {remove pick;wield @weapon1}
#TRIGGER {^An enormous sand scorpion crashes out of the wall!} {remove pick;wield @weapon1}
#TRIGGER {^A massive black beetle digs its way out of the wall!} {remove pick;wield @weapon1}
#TRIGGER {^A massive black beetle is dead! R.I.P.} {remove @weapon1;wield pick;stat}
#COND {^Your height is %1 feet, %2 inches, weight %3 pounds, weight carried %4 lbs, worn: %5 lbs.} {#VAR weight1 %4;get ore corpse;stat;mine}
#COND {^You get a chunk of %1 ore from the corpse of a massive black beetle.} {#VAR ore %1}
#COND {^Your height is %1 feet, %2 inches, weight %3 pounds, weight carried %4 lbs, worn: %5 lbs.} {#IF (%4-@weight1=4) {put ore pack;weight1=0;remove @weapon1;wield pick} {put ore sack;weight1=0;remove @weapon1;wield pick}} {skip|Param=2}
#TRIGGER {^A baby scorpion is dead! R.I.P.} {kill baby}
#COND {^A baby scorpion is dead! R.I.P.} {remove @weapon1;wield pick;mine}
#TRIGGER {^You hit a weak spot in the rock, and the wall starts to cave in on you!} {mine}
#TRIGGER {^You didn't find anything.} {mine}
#TRIGGER {^You found a carved stone idol!} {get idol;put idol pack;mine}
#TRIGGER {^You found an ancient cuendillar artifact!} {get artifact;put artifact pack;mine}
#TRIGGER {^You found a small chunk of bright %1 stone!} {get stone;mine}
#TRIGGER {^You found some impure coal!} {mine;#WRITE 1 You found some impure coal in the @room using @pick.}
#TRIGGER {^You try to swing the pick, but are too exhausted!} {rest}
#COND {^HP:%w MV:Fresh >} {stand;mine}
#TRIGGER {^You are too exhausted to start swinging that heavy pick around!} {rest}
#COND {^HP:%w MV:Fresh >} {stand;mine}
#CLASS 0
#CLASS {minecontrol}
#ALIAS mineon {#T+ mining;#SHOW mining on;remove @weapon1;wield pick;mine}
#ALIAS mineoff {#T- mining;#SHOW mineoff;remove pick;wield @weapon1}
#ALIAS weapon1 {#VARIBLE
#CLASS 0
I doubt this one works that great now:
#CLASS {throwing}
#KEY key5 {remove @weapon1; wield throwing; throw; wield @weapon1}
#TRIGGER {^An %w narrowly misses %w, who dives out of the way!} {get throwing}
#TRIGGER {^You throw an %w throwing knife at} {wield @weapon1}
#ALIAS gt {get throwing}
#CLASS 0
Edit: oh found them, I had posted them under guest in I think the Getting Started section
Re: wtf
If anyone is interested, here is my simple yet effective targeting script that i use... Works with zMUD 7.21
charge the obvious bits to fit your liking.
Code: Select all
#CLASS {Targetting Script}
#ALIAS ta {
#var target %1
#echo Target set to: %1
}
#ALIAS cta {
#var chargetarget %1
#echo chargetarget set to: %1
}
#ALIAS ta2 {
#var target2 %1
#echo Target2 set to: %1
}
#ALIAS ta3 {
#var target3 %1
#echo Target3 set to: %1
}
#ALIAS ho {
#var horse %1
#echo Horse set to: %1
}
#ALIAS do {
#var dothis %1
#echo Attack set to: %1
}
#ALIAS kj {@dothis @target}
#ALIAS kh {kill @target2}
#ALIAS ba {back @target}
#ALIAS baa {back @target2}
#ALIAS rh {ride @horse}
#ALIAS lh {lead @horse}
#ALIAS oi {kill @target3}
#ALIAS 0 {charge @chargetarget}
#ALIAS thelp {
#echo "ta" sets the target
#echo "ta2" sets your second target
#echo "ta3" sets your third target
#echo "do" sets the attack
#echo "kj" attacks the target
#echo "kh" kills target2
#echo "oi" attacks target3
#echo "ho" sets your horse
#echo "rh" rides your horse
#echo "lh" leads your horse
#echo "ba" backstabs target
#echo "baa" backstabs target2
}
#CLASS 0