Lots of Bots.
Posted: Thu Aug 16, 2012 5:07 pm
Darkside XP bot:
#CLASS {Statting}
#VAR moves "n|n|u|n|n|w|N|N|w|s|e|n|e|e|n|w|w|n|n|N|w|w|w|w|n|w|w|w|w|w|n|n|n|w|n|n|s|s|e|s|s|e|s|e|e|e|e|s|e|s|s|s|s|s|s|e|e|e|e|s|s|d|s|s|e|n|e|s|e|e|e|e|e|s|e|e|e|e|e|e|n|n|n|n|e|e|s|s|s|e|n|e|n|n|e|e|e|e|e|s|w|w|n|w|w|s|w|s|w|s|w|w|w|w|w|w|s|w|w|w|n|w|w|w|w|w|n|w|w|s|rem dagger;mend dagger;rest;draw"
#VAR index 0
#VAR listSize 131
#VAR weapon "dagger"
#VAR statweapon "<wielded> a sharp, red stone dagger $"
#VAR statweaponscrat "<wielded> a sharp, red stone dagger ~(scratched~)"
#VAR rest 0
#TRIGGER {You sit down and rest your tired bones.} {#VAR rest 1}
#TRIGGER {You stop resting, and stand up.} {#VAR rest 0}
#ALIAS initstat {
#VAR index 0
l;kt
}
#TRIGGER {You pierce a stout young sapling's} {disen}
#TRIGGER {You disengage from the fight.} {
@moves.@index;kt
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#ALIAS roomnum {
#VAR index %1
kt
}
#TRIGGER {They aren't here.} {
@moves.@index;kt
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {gaping maw is dead!} {alias kt k tree;kt}
#TRIGGER {A gaping maw tries to} {alias kt}
#TRIGGER {Something is creeping amongst the leaves of a nearby tree} {alias kt;k stick}
#TRIGGER {The stick is dead!} {alias kt k tree;kt}
#TRIGGER {pulled into a void} {l}
#TRIGGER {The corpse of a hard-shelled clencher is lying here.} {alias kt k tree}
#TRIGGER {A renegade commander bellows} { #IF (@rest =1) {alias kt k tree;draw;stand;eq;kt} }
#TRIGGER {is dead! R.I.P.$} {l;bc;el;hide limb;gss;fsc;ds;kt}
#TRIGGER {BLEEDING} {cw;fle}
#TRIGGER {You flee head over heels.} {e;e;e;e;e;e;e;e;e;e;e;e;e;e;e;e;s;s;s;s;s;s;s;s;s;s;s;s;d;s;s;s;s;s;rest}
#TRIGGER {insect is here, fighting YOU!} {
#ALARM +9 {alias kt}
}
#TRIGGER {A slithering, ebony snake tries} {alias kt}
#TRIGGER {A slithering, ebony snake is dead!} {alias kt k tree}
#TRIGGER {clencher is here, fighting YOU!} {
#ALARM +9 {alias kt}
}
#TRIGGER {stick is here, fighting YOU!} {
#ALARM +9 {alias kt}
#TRIGGER {snake is here, fighting YOU!} {
#ALARM +9 {alias kt}
}
#TRIGGER {A wolfish trolloc is here, howling for blood.} {k wolfish;alias kt}
#TRIGGER {Maybe you should get on your feet first?$} {rem @weapon;mend @weapon}
#TRIGGER {@statweaponscrat} {rem @weapon;mend @weapon}
#TRIGGER {You begin finishing off the edges of a} {wield @weapon;stan;l;kt}
#TRIGGER {Alas, you cannot go that way...$} {#T- statting}
#TRIGGER {@statweapon} {l;kt}
#TRIGGER {%w the %w Trolloc is here, fighting} {
@moves.@index;l
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {%w the %w Trolloc is standing here,} {}
#CLASS 0
==========================
Darkside Stat bot:
==========================
#CLASS {Statting}
#VAR moves "n|e|s;drink creek;drink creek|e|n|n|w|e|n|n|e|s|s|e|n|e|s|n|e|e|e|e|e|e|e|e|e|s|w|e|e|n|n|w|u;ge egg;eat egg|d|s|w|w|w|w|w|w|w|w|w|w|w|w|s|w|s|w|s|rest"
#VAR index 0
#VAR listSize 55
#VAR rest 0
#VAR STR 18
#VAR INT 0
#VAR WIL 0
#VAR DEX 18
#VAR CON 18
#VAR RESTAT 1
#VAR NUMSTATS
#VAR weapon "sword"
#VAR statweapon "<wielded two-handed> an oddly curved longsword $"
#VAR statweaponscrat "<wielded two-handed> an oddly curved longsword ~(scratched~)"
#ALIAS statmins {
#VAR STR %1
#VAR INT %2
#VAR WIL %3
#VAR DEX %4
#VAR CON %5
#ECHO stat mins are now: @STR @INT @WIL @DEX @CON
}
#ALIAS initstat {
#VAR index 0
sc
}
#ALIAS roomnum {
#VAR index %1
ks
}
#TRIGGER {is dead! R.I.P.} {ks}
#TRIGGER {~(Level (%d)~)} {
#IF (%1 = 3) {stat}
#IF (%1 < 3) {k sapling}
}
#TRIGGER {Your base abilities are: Str:(%d) Int:(%d) Wil:(%d) Dex:(%d) Con:(%d).$} {
#VAR RESTAT 1
#IF (%1 < @STR) {#VAR RESTAT 0}
#IF (%2 < @INT) {#VAR RESTAT 0}
#IF (%3 < @WIL) {#VAR RESTAT 0}
#IF (%4 < @DEX) {#VAR RESTAT 0}
#IF (%5 < @CON) {#VAR RESTAT 0}
#IF (@RESTAT = 0) {
#VAR numStats (@numStats + 1)
#ECHO You have statted @numStats times this session.
restat;wield @weapon;ks
}
}
#TRIGGER {They aren't here.$} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {sit down and rest your tire} {
#ALARM +200 {sta;l}
}
#TRIGGER {Alas, you cannot go that way...$} {#T- statting}
#TRIGGER {A lantern has gone out!} {rem lantern;drop lantern;hold lantern;ks}
#TRIGGER {obvious exits} {ks}
#TRIGGER {You gain a level!} {disen;sc}
#TRIGGER {@statweapon} {k sapling}
#TRIGGER {Circle of Light} {#T- statting}
#TRIGGER {%w tells you} {}
#TRIGGER {is here, fighting a spindly oak sapling.} {disen;@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
}}
#CLASS 0
===============================
Eye of the world bot (ss/ls)
===============================
#CLASS {Statting}
#VAR moves "n|e|s|drink creek|e|n|n|w|e|n|n|e|s|s|e|n|e|s|n|e|e|e|e|e|e|e|e|e|s|w|e|e|n|n|w|u|ge egg|eat egg|d|s|w|w|w|w|w|w|w|w|w|w|w|w|s|w|s|w|s|rest"
#VAR index 0
#VAR listSize 58
#VAR rest 0
#VAR STR 18
#VAR INT 0
#VAR WIL 0
#VAR DEX 18
#VAR CON 18
#VAR RESTAT 1
#VAR NUMSTATS
#VAR weapon "sword"
#VAR statweapon "<wielded two-handed> an oddly curved longsword $"
#VAR statweaponscrat "<wielded two-handed> an oddly curved longsword ~(scratched~)"
#ALIAS statmins {
#VAR STR %1
#VAR INT %2
#VAR WIL %3
#VAR DEX %4
#VAR CON %5
#ECHO stat mins are now: @STR @INT @WIL @DEX @CON
}
#ALIAS initstat {
#VAR index 0
sc
}
#ALIAS roomnum {
#VAR index %1
ks
}
#TRIGGER {is dead! R.I.P.} {ks}
#TRIGGER {~(Level (%d)~)} {
#IF (%1 = 3) {stat}
#IF (%1 < 3) {k sapling}
#IF (%1 = 4) {stat}
}
#TRIGGER {Your base abilities are: Str:(%d) Int:(%d) Wil:(%d) Dex:(%d) Con:(%d).$} {
#VAR RESTAT 1
#IF (%1 < @STR) {#VAR RESTAT 0}
#IF (%2 < @INT) {#VAR RESTAT 0}
#IF (%3 < @WIL) {#VAR RESTAT 0}
#IF (%4 < @DEX) {#VAR RESTAT 0}
#IF (%5 < @CON) {#VAR RESTAT 0}
#IF (@RESTAT = 0) {
#VAR numStats (@numStats + 1)
#ECHO You have statted @numStats times this session.
restat;wield @weapon;ks
}
}
#TRIGGER {They aren't here.$} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {sit down and rest your tire} {
#ALARM +200 {sta;l}
}
#TRIGGER {You drink the water} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {You get an egg} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {You eat the egg} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {You're not thirsty} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {Alas, you cannot go that way...$} {#T- statting}
#TRIGGER {A lantern has gone out!} {rem lantern;drop lantern;hold lantern;ks}
#TRIGGER {obvious exits} {ks}
#TRIGGER {You gain a level!} {disen;sc}
#TRIGGER {@statweapon} {k sapling}
#TRIGGER {Circle of Light} {#T- statting}
#TRIGGER {%w tells you} {}
#TRIGGER {is here, fighting a spindly oak sapling.} {disen;@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
}}
#CLASS 0
==============================
Now, go raise hell!
#CLASS {Statting}
#VAR moves "n|n|u|n|n|w|N|N|w|s|e|n|e|e|n|w|w|n|n|N|w|w|w|w|n|w|w|w|w|w|n|n|n|w|n|n|s|s|e|s|s|e|s|e|e|e|e|s|e|s|s|s|s|s|s|e|e|e|e|s|s|d|s|s|e|n|e|s|e|e|e|e|e|s|e|e|e|e|e|e|n|n|n|n|e|e|s|s|s|e|n|e|n|n|e|e|e|e|e|s|w|w|n|w|w|s|w|s|w|s|w|w|w|w|w|w|s|w|w|w|n|w|w|w|w|w|n|w|w|s|rem dagger;mend dagger;rest;draw"
#VAR index 0
#VAR listSize 131
#VAR weapon "dagger"
#VAR statweapon "<wielded> a sharp, red stone dagger $"
#VAR statweaponscrat "<wielded> a sharp, red stone dagger ~(scratched~)"
#VAR rest 0
#TRIGGER {You sit down and rest your tired bones.} {#VAR rest 1}
#TRIGGER {You stop resting, and stand up.} {#VAR rest 0}
#ALIAS initstat {
#VAR index 0
l;kt
}
#TRIGGER {You pierce a stout young sapling's} {disen}
#TRIGGER {You disengage from the fight.} {
@moves.@index;kt
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#ALIAS roomnum {
#VAR index %1
kt
}
#TRIGGER {They aren't here.} {
@moves.@index;kt
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {gaping maw is dead!} {alias kt k tree;kt}
#TRIGGER {A gaping maw tries to} {alias kt}
#TRIGGER {Something is creeping amongst the leaves of a nearby tree} {alias kt;k stick}
#TRIGGER {The stick is dead!} {alias kt k tree;kt}
#TRIGGER {pulled into a void} {l}
#TRIGGER {The corpse of a hard-shelled clencher is lying here.} {alias kt k tree}
#TRIGGER {A renegade commander bellows} { #IF (@rest =1) {alias kt k tree;draw;stand;eq;kt} }
#TRIGGER {is dead! R.I.P.$} {l;bc;el;hide limb;gss;fsc;ds;kt}
#TRIGGER {BLEEDING} {cw;fle}
#TRIGGER {You flee head over heels.} {e;e;e;e;e;e;e;e;e;e;e;e;e;e;e;e;s;s;s;s;s;s;s;s;s;s;s;s;d;s;s;s;s;s;rest}
#TRIGGER {insect is here, fighting YOU!} {
#ALARM +9 {alias kt}
}
#TRIGGER {A slithering, ebony snake tries} {alias kt}
#TRIGGER {A slithering, ebony snake is dead!} {alias kt k tree}
#TRIGGER {clencher is here, fighting YOU!} {
#ALARM +9 {alias kt}
}
#TRIGGER {stick is here, fighting YOU!} {
#ALARM +9 {alias kt}
#TRIGGER {snake is here, fighting YOU!} {
#ALARM +9 {alias kt}
}
#TRIGGER {A wolfish trolloc is here, howling for blood.} {k wolfish;alias kt}
#TRIGGER {Maybe you should get on your feet first?$} {rem @weapon;mend @weapon}
#TRIGGER {@statweaponscrat} {rem @weapon;mend @weapon}
#TRIGGER {You begin finishing off the edges of a} {wield @weapon;stan;l;kt}
#TRIGGER {Alas, you cannot go that way...$} {#T- statting}
#TRIGGER {@statweapon} {l;kt}
#TRIGGER {%w the %w Trolloc is here, fighting} {
@moves.@index;l
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {%w the %w Trolloc is standing here,} {}
#CLASS 0
==========================
Darkside Stat bot:
==========================
#CLASS {Statting}
#VAR moves "n|e|s;drink creek;drink creek|e|n|n|w|e|n|n|e|s|s|e|n|e|s|n|e|e|e|e|e|e|e|e|e|s|w|e|e|n|n|w|u;ge egg;eat egg|d|s|w|w|w|w|w|w|w|w|w|w|w|w|s|w|s|w|s|rest"
#VAR index 0
#VAR listSize 55
#VAR rest 0
#VAR STR 18
#VAR INT 0
#VAR WIL 0
#VAR DEX 18
#VAR CON 18
#VAR RESTAT 1
#VAR NUMSTATS
#VAR weapon "sword"
#VAR statweapon "<wielded two-handed> an oddly curved longsword $"
#VAR statweaponscrat "<wielded two-handed> an oddly curved longsword ~(scratched~)"
#ALIAS statmins {
#VAR STR %1
#VAR INT %2
#VAR WIL %3
#VAR DEX %4
#VAR CON %5
#ECHO stat mins are now: @STR @INT @WIL @DEX @CON
}
#ALIAS initstat {
#VAR index 0
sc
}
#ALIAS roomnum {
#VAR index %1
ks
}
#TRIGGER {is dead! R.I.P.} {ks}
#TRIGGER {~(Level (%d)~)} {
#IF (%1 = 3) {stat}
#IF (%1 < 3) {k sapling}
}
#TRIGGER {Your base abilities are: Str:(%d) Int:(%d) Wil:(%d) Dex:(%d) Con:(%d).$} {
#VAR RESTAT 1
#IF (%1 < @STR) {#VAR RESTAT 0}
#IF (%2 < @INT) {#VAR RESTAT 0}
#IF (%3 < @WIL) {#VAR RESTAT 0}
#IF (%4 < @DEX) {#VAR RESTAT 0}
#IF (%5 < @CON) {#VAR RESTAT 0}
#IF (@RESTAT = 0) {
#VAR numStats (@numStats + 1)
#ECHO You have statted @numStats times this session.
restat;wield @weapon;ks
}
}
#TRIGGER {They aren't here.$} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {sit down and rest your tire} {
#ALARM +200 {sta;l}
}
#TRIGGER {Alas, you cannot go that way...$} {#T- statting}
#TRIGGER {A lantern has gone out!} {rem lantern;drop lantern;hold lantern;ks}
#TRIGGER {obvious exits} {ks}
#TRIGGER {You gain a level!} {disen;sc}
#TRIGGER {@statweapon} {k sapling}
#TRIGGER {Circle of Light} {#T- statting}
#TRIGGER {%w tells you} {}
#TRIGGER {is here, fighting a spindly oak sapling.} {disen;@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
}}
#CLASS 0
===============================
Eye of the world bot (ss/ls)
===============================
#CLASS {Statting}
#VAR moves "n|e|s|drink creek|e|n|n|w|e|n|n|e|s|s|e|n|e|s|n|e|e|e|e|e|e|e|e|e|s|w|e|e|n|n|w|u|ge egg|eat egg|d|s|w|w|w|w|w|w|w|w|w|w|w|w|s|w|s|w|s|rest"
#VAR index 0
#VAR listSize 58
#VAR rest 0
#VAR STR 18
#VAR INT 0
#VAR WIL 0
#VAR DEX 18
#VAR CON 18
#VAR RESTAT 1
#VAR NUMSTATS
#VAR weapon "sword"
#VAR statweapon "<wielded two-handed> an oddly curved longsword $"
#VAR statweaponscrat "<wielded two-handed> an oddly curved longsword ~(scratched~)"
#ALIAS statmins {
#VAR STR %1
#VAR INT %2
#VAR WIL %3
#VAR DEX %4
#VAR CON %5
#ECHO stat mins are now: @STR @INT @WIL @DEX @CON
}
#ALIAS initstat {
#VAR index 0
sc
}
#ALIAS roomnum {
#VAR index %1
ks
}
#TRIGGER {is dead! R.I.P.} {ks}
#TRIGGER {~(Level (%d)~)} {
#IF (%1 = 3) {stat}
#IF (%1 < 3) {k sapling}
#IF (%1 = 4) {stat}
}
#TRIGGER {Your base abilities are: Str:(%d) Int:(%d) Wil:(%d) Dex:(%d) Con:(%d).$} {
#VAR RESTAT 1
#IF (%1 < @STR) {#VAR RESTAT 0}
#IF (%2 < @INT) {#VAR RESTAT 0}
#IF (%3 < @WIL) {#VAR RESTAT 0}
#IF (%4 < @DEX) {#VAR RESTAT 0}
#IF (%5 < @CON) {#VAR RESTAT 0}
#IF (@RESTAT = 0) {
#VAR numStats (@numStats + 1)
#ECHO You have statted @numStats times this session.
restat;wield @weapon;ks
}
}
#TRIGGER {They aren't here.$} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {sit down and rest your tire} {
#ALARM +200 {sta;l}
}
#TRIGGER {You drink the water} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {You get an egg} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {You eat the egg} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {You're not thirsty} {
@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
#TRIGGER {Alas, you cannot go that way...$} {#T- statting}
#TRIGGER {A lantern has gone out!} {rem lantern;drop lantern;hold lantern;ks}
#TRIGGER {obvious exits} {ks}
#TRIGGER {You gain a level!} {disen;sc}
#TRIGGER {@statweapon} {k sapling}
#TRIGGER {Circle of Light} {#T- statting}
#TRIGGER {%w tells you} {}
#TRIGGER {is here, fighting a spindly oak sapling.} {disen;@moves.@index
#VAR index (@index +1)
#IF (@index > @listSize) {
#VAR index 1
}
}
}}
#CLASS 0
==============================
Now, go raise hell!