The Wall Guard of Far Madding
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Scripts and Packages

5 posters

Page 1 of 2 1, 2  Next

Go down

Scripts and Packages Empty Scripts and Packages

Post  Mikel Mon Jun 01, 2009 1:17 am

This is a good place to post any scripts; links to packages or any other things to ease play. Please include the name of the program(s) they are designed for in the title. Any instructions should be included within your post. We had something like this before but seamed to loose it when we moved to a new system. Also, I know some of us have lost scripts/packages through system crashes/updates etc, so one place to store them all other than our hard drives would be benefiacal for all and if we get enough input could act as a valuable source for players. If you input someone else's script please give them credit where due. Once we get a few more scripts I will make an index here too and if there is anything you want but don't see then ask for it. Someone prob has it somewhere and jsut not posted.

Cheers,
Mikel

some links to scripts and package repositories:

Mandarb a'Shar headquarters, hosted by Janers http://mas.wotmad.org/

New place to keep scripts for various programs http://wotmudscripts.freeforums.org/index.php

Room Find Script (Cmud)
Room Find Script (Zmud)
Scalp script by Osmosis (CMUD + ZMUD)
Scalp Script (CMUD + ZMUD)
Scalp Script, multiple (CMUD + ZMUD)
RP log parser
Simple Buddy Script (CMUD, alter colours for ZMUD)
Containers Script (CMUD)
Door Script
Horse Care Script (CMUD)
Tickets and Receipts (CMUD)
Useful Triggers
Ways Mapping (cmud)
Boat Script (cmud)
Buddy Script (Zmud)


Last edited by Mikel on Fri Nov 20, 2009 10:30 pm; edited 12 times in total
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Room Find Script CMUD

Post  Mikel Thu Jun 18, 2009 3:33 pm

Markus Room find script for CMUD (not ZMUD) originally posted by Markus for Zmud and adapted slightly by Dru to work in cmud

To use type find (not #find), if it doesn't work check the map is up to date including exits etc and update it if not. SOme of the early versions seamed a little laggy to me although this one seams good.

#DELCLASS {Find Room}
#CLASS {Find Room}
#ALIAS find {
#T+ FindRoomTrigger
look
#SAY Preparing to seek out this room on the map.
}
#VARIABLE DescFound1 {}
#VARIABLE DescFound2 {}
#VARIABLE DescFound3 {}
#VARIABLE Exits1 {}
#VARIABLE RoomsFound {}
#VARIABLE RoomsFoundByExits {}
#TRIGGER "FindRoomTrigger" {^Preparing to seek out this room on the map.$} {
#VARIABLE RoomsFound {""}
#VARIABLE RoomsFoundByExits {""}
} "" {disable}
#CONDITION {^(*)$^(*)$^(*)$^*obvious exits: (*) ]$} {
#VARIABLE DescFound1 {%1}
#VARIABLE DescFound2 {%2}
#VARIABLE DescFound3 {%3}
#IF (%len( @DescFound1)<%len( @DescFound2)) {#VARIABLE DescFound1 {@DescFound2}}
#IF (%len( @DescFound1)<%len( @DescFound3)) {#VARIABLE DescFound1 {@DescFound3}}
#IF (@DescFound1 <> "") {
#VARIABLE DescFound1 {%replace( @DescFound1, "'", "''")}
#VARIABLE RoomsFound {%mapquery( %concat( "Desc LIKE '", "%", @DescFound1, "%", "'"))}
#VARIABLE Exits1 {%4}
#IF (%numitems( @RoomsFound) > 0) {
#FORALL @RoomsFound {#IF (@aresameexits(@Exits1,%roomexit( %i))=1) {#ADDITEM RoomsFoundByExits %i}}
#IF (%numitems( @RoomsFoundByExits)=0) {
#TELEPORT %item( @RoomsFound, 1)
#SAY %crlf Room found but exits not matching! Hidden doors likely.
#T- FindRoomTrigger
#COLOR goldenrod
}
#IF (%numitems( @RoomsFoundByExits)=1) {
#TELEPORT @RoomsFoundByExits
#SAY %crlf Matching room found!
#T- FindRoomTrigger
#COLOR green
}
#IF (%numitems( @RoomsFoundByExits)>1) {
#TELEPORT %item( @RoomsFoundByExits, 1)
#SAY %crlf Multiple matching rooms found! Guessing...
#T- FindRoomTrigger
#COLOR goldenrod
}
} {
#SAY %crlf No matching rooms found!
#T- FindRoomTrigger
#COLOR red
}
} {
#SAY %crlf Failed to retrieve room info!
#T- FindRoomTrigger
#COLOR red
}
} {disable}
#CLASS 0
#DELCLASS {subroutine_compareexits}
#CLASS {subroutine_compareexits} {hidden}
#FUNCTION aresameexits {%if( @subexits(%1)=@subexits(%2), 1, 0)}
#FUNCTION subexits {%sort( %upper( %replace( %replace( %replace( %1, "[ obvious exits: ", ""), " ]", ""), " ", "|")))}
#CLASS 0
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Room find script ZMUD

Post  Mikel Thu Jun 18, 2009 3:35 pm

same as above but this is the version for ZMUD. Thanks again to Markus

#DELCLASS {Find Room}
#CLASS {Find Room}
#ALIAS find {
#T+ FindRoomTrigger
look
#SAY Preparing to seek out this room on the map.
}
#VARIABLE DescFound1 {}
#VARIABLE DescFound2 {}
#VARIABLE DescFound3 {}
#VARIABLE Exits1 {}
#VARIABLE RoomsFound {}
#VARIABLE RoomsFoundByExits {}
#TRIGGER "FindRoomTrigger" {^Preparing to seek out this room on the map.$} {
#VARIABLE RoomsFound {""}
#VARIABLE RoomsFoundByExits {""}
} "" {disable}
#CONDITION {^(*)$^(*)$^(*)$^*obvious exits: (*) ]$} {
#VARIABLE DescFound1 {%1}
#VARIABLE DescFound2 {%2}
#VARIABLE DescFound3 {%3}
#IF (%len( @DescFound1)<%len( @DescFound2)) {#VARIABLE DescFound1 {@DescFound2}}
#IF (%len( @DescFound1)<%len( @DescFound3)) {#VARIABLE DescFound1 {@DescFound3}}
#IF (@DescFound1 <> "") {
#VARIABLE DescFound1 {%replace( @DescFound1, "'", "''")}
#VARIABLE RoomsFound {%mapquery( %concat( "Desc LIKE '", "~%", @DescFound1, "~%", "'"))}
#VARIABLE Exits1 {%4}
#IF (%numitems( @RoomsFound) > 0) {
#FORALL @RoomsFound {#IF (@aresameexits(@Exits1,%roomexit( %i))=1) {#ADDITEM RoomsFoundByExits %i}}
#IF (%numitems( @RoomsFoundByExits)=0) {
#TELEPORT %item( @RoomsFound, 1)
#SAY %crlf Room found but exits not matching! Hidden doors likely.
#T- FindRoomTrigger
#COLOR goldenrod
}
#IF (%numitems( @RoomsFoundByExits)=1) {
#TELEPORT @RoomsFoundByExits
#SAY %crlf Matching room found!
#T- FindRoomTrigger
#COLOR green
}
#IF (%numitems( @RoomsFoundByExits)>1) {
#TELEPORT %item( @RoomsFoundByExits, 1)
#SAY %crlf Multiple matching rooms found! Guessing...
#T- FindRoomTrigger
#COLOR goldenrod
}
} {
#SAY %crlf No matching rooms found!
#T- FindRoomTrigger
#COLOR red
}
} {
#SAY %crlf Failed to retrieve room info!
#T- FindRoomTrigger
#COLOR red
}
} {disable}
#CLASS 0
#DELCLASS {subroutine_compareexits}
#CLASS {subroutine_compareexits} {hidden}
#FUNCTION aresameexits {%if( @subexits(%1)=@subexits(%2), 1, 0)}
#FUNCTION subexits {%sort( %upper( %replace( %replace( %replace( %1, "[ obvious exits: ", ""), " ]", ""), " ", "|")))}
#CLASS 0
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Scalp script by Osmosis (CMUD + ZMUD)

Post  Mikel Thu Jun 18, 2009 3:39 pm

By Osmosis:

Commands:
wep xxx - sets your weapon variable
wepsb - sets your weapon as a short blade, eliminating the unnecessary rem draw blah blah blah. Note on this one its not setting a variable, it is just disabling the class that contains the weapon variable, and thus the extra commands. Oh and i tried making it wep dagger for this command like you mentioned in your post above, but it was buggy so i changed it to this, which seems to work fine


#CLASS {Scalp}
#ALIAS wep {
#var weapon %1
#t- ShortBlade
#t+ NonSB
#echo Weapon set to %1
}
#ALIAS wepsb {
#t+ ShortBlade
#t- NonSB
#echo Weapon set to dagger.
}
#VAR weapon {staff}
#CLASS 0
#CLASS {Scalp|NonSB}
#ALIAS sc {
rem @weapon
Draw dagger
Scalp corpse
Sheath dagger
wield @weapon
}
#CLASS 0
#CLASS {Scalp|ShortBlade}
#ALIAS sc {scalp corpse}
#CLASS 0


Last edited by Mikel on Thu Jun 18, 2009 4:36 pm; edited 1 time in total
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Scalp Script (consecutive version, CMUD + ZMUD)

Post  Mikel Thu Jun 18, 2009 3:43 pm

My version of Osmosis' script above. Works exactly the same except that typing sc will scalp corpse, typing sc 3 would scalp 3 corpses in a row i.e. 3.corpse, 2.corpse and 1.corpse. This is the CMUD version, but depending on the version or if in zmud you may have to alter "scalp @scalpsnum.corpse" to be "scalp @scalpsnum~.corpse"

#CLASS {Scalp}
#ALIAS wep {
#var weapon %1
#t- ShortBlade
#t+ NonSB
#echo Weapon set to %1
}
#ALIAS wepsb {
#t+ ShortBlade
#t- NonSB
#echo Weapon set to dagger.
}
#VAR weapon {staff}
#CLASS 0
#CLASS {Scalp|NonSB}
#ALIAS sc {
rem @weapon
Draw dagger
#var scalpsnum %1
#if @scalpsnum>1 {#repeat @scalpsnum {
scalp @scalpsnum.corpse
#math scalpsnum (@scalpsnum-1)
}} {scalp corpse}
Sheath dagger
wield @weapon
}
#CLASS 0
#CLASS {Scalp|ShortBlade}
#ALIAS sc {
#var scalpsnum %1
#if @scalpsnum>1 {#repeat @scalpsnum {
scalp @scalpsnum.corpse
#math scalpsnum (@scalpsnum-1)
}} {scalp corpse}
}
#CLASS 0


Last edited by Mikel on Sun Sep 20, 2009 8:01 pm; edited 1 time in total
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty RP log parser

Post  Mikel Thu Jun 18, 2009 4:52 pm

A link to Senamika's RP log editer as originally created by Janers.

http://mas.wotmad.org/rp-lizer2.php

I havnt tried this yet and doubt it will work for me what with my logs all being time stamped on every line but a few of you have told me how much you hate editing logs so try it and see.

Pretty sure you jsut cut out your log and paste it in although you do need echo on in the mud, other instructions should be obvious. Just rember what sex you are too...
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Simple buddy script (CMUD)

Post  Mikel Mon Sep 14, 2009 6:12 am

Quick buddy script for cmud (should work in zmud but will prob have to use a different form for the colours). Copy and paste the variable, 2 alias' and the trigger changeing the name of them to make more groups. Also, make sure there is a name in each variable when yo load it otherwise it can go buggy.


#class {BuddyScript}
#var {Friends} {Name|Name|Name}
#alias {friend} {#additem @friends}
#alias {delfriend} {#delitem @friends}
#trigg {{@friends}%s} {#cw bold,blue}
#var {wanteds {Name|Name|Name}
#alias {wanted} {#additem @wanteds}
#alias {delwanted} {#delitem @wanteds}
#trigg {{@wanteds}%s} {#cw bold,red}
#close


Last edited by Mikel on Fri Oct 16, 2009 1:22 am; edited 2 times in total
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Tolveor_Deschain Mon Sep 14, 2009 6:11 pm

this is for cmud?

Tolveor_Deschain
Admin

Posts : 814
Join date : 2008-05-08
Age : 41
Location : Norway

https://wallguard.rpg-board.net

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Mikel Sun Sep 20, 2009 6:41 pm

yes, edited it.
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Containers Script (CMUD)

Post  Mikel Sun Sep 20, 2009 7:12 pm

This is my lazy arse script for everything from eating, drinking, and filling skins, to butchering, changing lights, quaffing vials and bubblings etc. I go between alts so much it can be an arse rembering who is using purses, bags, packs, lightsticks, iron rations etc so is handy, also saves time in spam. It works well with the scalp script above and makes use of the same wepon variable (so if your using both jsut check you dont ahve two of the same variables...if you do delete one). I think all the instructions are here but not certain. If you need to altering let me know and I will see what we can do.

you can set your characters weapon (wep xxx), the lights they are using (lights xxx), thier water container (drinks xxx), thier pack/bag etc (cont xxx), the type of food they are carrying (foods xxx).

to remind yourself what your variables are set as type (showcon). This will also happen when you log on with a reminder to set them.

POTIONS

to get a vial out of your container and quaff it {qv}
to get a strength tea out of your container and quaff it {qt}
to get a cure poison cup out of your container and quaff it {qs}
to get a bubbling out of your container and quaff it {qb}
to get a cure fear vial out of your container and quaff it {qf}

FOOD
to eat you just use (em)
to butcher a carcase use (butcher xxx) This will try and seath your weapon, then remove it if its still there, then draw a dagger, and butcher a corpse xxx times. If you dont enter a number it will do it 4 times. It then makes you eat twice and put 2 peices of meat into your container, assuming you have enough and rewield/unsheath your weapons NB: unlike the scalp script this currently works the same for sblade and other weapon users so prob wont to alter this if you just have sblade users (remove the sheathing and removing weapon parts)


DRINKS
to drink (dri or drin)
to fill your water holder (fills <watersource here>) Note: if you dont type in a water source it will attempt to fill from 'water'. This works for most fountains, streams etc. and will also make you drink from the same source twice ( be careful of forkroot if you are a channie)


LIGHTS

to get a light out (hl)
to dump a light and get a new one out (nl)
to remove a light (rl)

#class {containers}
#var {butchernum} {4}
#var {butchernum2} {4}
#var {container} {pouch}
#var {drinks} {skin}
#var {lights} {stick}
#var {foods} {pork}
#var {weapon} {club}
#alias {mp} {exam @container}
#alias {lights} {#var lights %1;#echo Lights set to %1}
#alias {hl} {get @lights @container;hold @lights}
#alias {nl} {rem @lights;drop @lights;get @lights @container;hold @lights}
#alias {rl} {rem @lights;put @lights @container}
#alias {fills} {#local $fillstemp
#local $fillstemp2
$fillstemp=0
$fillstemp2=$fillstemp2+%1
#if $fillstemp2=0 {get @drinks @container;fill @drinks water;put @drinks @container;drink water;drink water} {get @drinks @container;fill @drinks %1;put @drinks @container;drink %1;drink %1}
}
#alias {em} {get @foods @container;eat @foods;get @foods @container;eat @foods;put @foods @container}
#alias {drin} {get @drinks @container;drink @drinks;drink @drinks;put @drinks @container}
#alias {dri} {get @drinks @container;drink @drinks;drink @drinks;put @drinks @container}
#alias {psp} {put @drinks @container}
#alias {cont} {#var container %1;#echo Container set to %1}
#alias {foods} {#var foods %1;#echo Foods set to %1}
#alias {drinks} {#var drinks %1;#echo Drinks set to %1}
#alias {qb} {get bubbling @container;quaff bubbling}
#alias {qf} {get red @container;quaff red}
#alias {qs} {get syrup @container;quaff syrup}
#alias {qt} {get thready @container;quaff thready}
#alias {qv} {get fluid @container;quaff fluid}
#alias {butcher} {sd;rem @weapon;dd;
#var butchernum 4
#math butchernum2 @butchernum+%1
#repeat @butchernum2 {
butche corpse
}
sd;wield @weapon;draw @weapon;eat meat;eat meat;put meat @container;put meat @container
}
#alias {showcon} {#say
#show %ansi(cyan) SET CONTAINER, DRINKS, WEAPON, LIGHTS, FOODS
#say
#show %ansi(cyan) CURRENTLY SET AS:
#show %ansi(cyan) container: {@container}
#show %ansi(cyan) drinks: {@drinks}
#show %ansi(cyan) weapon: {@weapon}
#show %ansi(cyan) lights: {@lights}
#show %ansi(cyan) foods: {@foods}
}
#trig {^You could not afford your rent!$} {showcon;
#show %ansi(cyan) Type 'showcon' to repeat this list.
#show %ansi(cyan) Type 'showcommands' for a list of Alias's useable by all characters.
}
#trig {^You were rented for (*) days.(*)$} {showcon;
#show %ansi(cyan) Type 'showcon' to repeat this list.
#show %ansi(cyan) Type 'showcommands' for a list of Alias's useable by all characters.
}
#alias {showcommands} {#show %ansi(bold,white,under)Commands:
#say
#show %ansi(cyan,under)HORSES
#show %ansi(cyan) rh ~# = ride ~#.horse
#show %ansi(cyan) dg ~# = diag ~#.horse
#show %ansi(cyan) equiphorse ~# = equip ~#.horse
#show %ansi(cyan) tickets ~# = looks at ~# horse tickets
#say
#show %ansi(cyan,under)BUTCHERING/SCALPING
#show %ansi(cyan) sc xxx ~# = scalps ~# corpses. If no number used, scalps corpse. Will also rem/sheath weapons
#show %ansi(cyan) butcher = sheath,draw dagger, butcher lots,sheath,draw main weapon
#show %ansi(cyan)
#show %ansi(cyan)
#say
#show %ansi(cyan,under)DOORS
#show %ansi(cyan) do xxx = sets xxx as door
#show %ansi(cyan) ~[ opens xxx door
#show %ansi(cyan) ~] closes xxx door
}
#class 0


Last edited by Mikel on Sun Sep 20, 2009 10:45 pm; edited 1 time in total
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty HorseCare script (CMUD)

Post  Mikel Sun Sep 20, 2009 8:08 pm

This is a simple script for riding, leading, diagnosing horses. It lets you use 1 alias for each of those actions no matter whether you are riding 2.horse or 5.horse.

e.g. rh would ride 1.horse, rh 4 would ride 4.horse and so on. If you dont include a number it will use use ride horse, lead horse etc.

For the horse equipment bit, if you are using the containers scripts above you could change the 'pack' to be '@containers' to make it whatever you have the containers to be set as.

Commands

rh ride horse
dh diag horse
lh lead horse
eq equip horse with all the shiz


#class {horsecare}
#alias {rh} {#local $horseridenum
#local $horseridenum2
$horseridenum=0
$horseridenum2=$horseridenum+%1
#if $horseridenum2=0 {ride horse} {ride $horseridenum2~.horse}
}
#alias {lh} {#local $horseridenum
#local $horseridenum2
$horseridenum=0
$horseridenum2=$horseridenum+%1
#if $horseridenum2=0 {lead horse} {lead $horseridenum2~.horse}
}
#alias {dh} {#local $horseridenum
#local $horseridenum2
$horseridenum=0
$horseridenum2=$horseridenum+%1
#if $horseridenum2=0 {diag horse} {diag $horseridenum2~.horse}
}
#alias {eh} {get saddle pack;get shoes pack;get bridle pack;get donning pack;equip %1~.horse bridle;equip %1~.horse shoes;equip %1~.horse saddle;equip %1~.horse donning}
#class 0
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty DOOR script (CMUD)

Post  Mikel Sun Sep 20, 2009 8:22 pm

A simple door script with macros to open the door and two alias' to pick doors (my brain works funny sometimes so ahve both depending how i am thinking that day. This SHOULDNT break timers so can set a door while running a stab or bash for instance. Same goes with the targetting scripts etc.

Note: if the macro part doesnt work, delete the macro in cmud and set up a new one. Also you probbaly ahve to have the box ticked in options that will let any key be a macro.

#class {doors}
#var {door} {northgate}
#alias {do} {#VAR door %1;#ECHO %1 is now set as your door.}
#alias {pd} {pick @door}
#alias {pg} {pick @door}
#key {[} {open @door}
#key {]} {close @door}
#class 0


Last edited by Mikel on Sat Sep 26, 2009 7:10 pm; edited 2 times in total
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Tickets/Receipts (CMUD)

Post  Mikel Sun Sep 20, 2009 8:26 pm

This will let you swiftly examine any number of tickets in your inventory. Simply type tickets xx and it will cycle though examining xx tickets starting with the lowest down. eg. tickets 3 would examine 3.ticket;examine 2.ticket;examine 1.ticket. You can alter this for receipts.


#class {tickets}
#alias {tickets} {#var ticketnum %1
#repeat @ticketnum {
m @ticketnum~.ticket
#math ticketnum (@ticketnum-1)
}
}
#class 0
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Tolveor_Deschain Mon Sep 21, 2009 4:28 am

some simple but very useful triggers that doesnt really qualify as scripts:

trigger: You fumble a dagger of green jade as you are struck.$
Action: wield dagger

Can make the same for other 1 handed weapons i guess, or put a variable as @weapon in there somewhere. its the disarm from fencing blades.
Also:
Trigger: You feel very groggy...$
Action:
wake
#wait 200
wake
#wait 200
wake
Thats really for TMC and not in pk. I dont remember how to write them out, but if you use cmud at least its very easy to go in and make triggers like that. Mikel could probably write it out if he wants though Razz

Tolveor_Deschain
Admin

Posts : 814
Join date : 2008-05-08
Age : 41
Location : Norway

https://wallguard.rpg-board.net

Back to top Go down

Scripts and Packages Empty Ways Mapper CMUD (probably ZMUD too)

Post  Mikel Sat Sep 26, 2009 6:27 pm

Ok this is somehting I made yesterday to make it easier to use the ways. It is pretty basic and I am contemplating making something alot more complicated that will auto map the ways as you use them, list routes and auto delete old routes after boot etc.

This jsut makes it easier to map them and create paths.

Instructions

To use it type 'mapwayson'. Then enter a gate eg. Far Maddings waygate, type 'leavie FM' then use them as normal. Once you get to another gate open it and check which gate is there then type 'arrive Chico' or wherever.

Then typeing 'showways' will list out the starting location and all the directions you used to get to the destination gate. The manual bit is then to copy and paste those dirctions removing the '|' between them. Then to store this as a path type 'waysdest route name directionshere'. If you copy this path you can then press the 'reverse path' buton. You now have the route there and back between the two gates.

It will keep storing the information until you type 'mapwaysoff' so you could go in naked and very quickly use this to map more than one route, then just sort them all out when your done.

Typeing 'clearways' will delete the information and replace it with x (just to have something there)




#class Ways
#alias clearways {#variable waysroutes x}
#alias mapwaysoff {#class WaysMapping 0}
#alias mapwayson {#class WaysMapping 1}
#alias showways {#show To turn on ways mapping type 'mapwayson', to turn it off again type 'mapwaysoff'.
#show
#show Current Ways Routes:
#show @waysroutes
}
#class 0
#class {ways|waysmaping}
#alias arrive {#VAR waysroutes %addItem(arrive_%1,@waysroutes)}
#alias leave {#VAR waysroutes %addItem(leaving_%1,@waysroutes)}
#alias n {#VAR waysroutes %addItem("n",@waysroutes);north}
#alias e {#VAR waysroutes %addItem("e",@waysroutes);east}
#alias s {#VAR waysroutes %addItem("s",@waysroutes);south}
#alias w {#VAR waysroutes %addItem("w",@waysroutes);west}
#alias u {#VAR waysroutes %addItem("u",@waysroutes);up}
#alias d {#VAR waysroutes %addItem("d",@waysroutes);down}
#variable waysroutes {x}
#class 0
#class {Ways|WaysTravel}
#alias waysdest {#path %1 %2}
#class 0

Anyways, should help a little. Let me know if there are any problems or idea to make it better or more useful. Quite alot could be done but there isnt a real need I dont think. NOTE: this script starts active, so once you load it turn it off.
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Tolveor_Deschain Thu Oct 08, 2009 2:06 am

theres 2 scripts i wish i had more and more. 1 is buddyscript the other is the tellhistory. anyone have either link or the whole thing? would be nice

Tolveor_Deschain
Admin

Posts : 814
Join date : 2008-05-08
Age : 41
Location : Norway

https://wallguard.rpg-board.net

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Kerienne Thu Oct 08, 2009 8:28 am

http://www.geocities.com/keshara_wotmud/Scripts/scripts.html
Kerienne
Kerienne

Posts : 278
Join date : 2008-05-08
Location : USA

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Mikel Thu Oct 08, 2009 12:40 pm

Tolveor_Deschain wrote:theres 2 scripts i wish i had more and more. 1 is buddyscript the other is the tellhistory. anyone have either link or the whole thing? would be nice


tell history is on mas website, also in janers' databse http://mas.wotmad.org/scriptdatabase/view_file.php?id=352

edit: I had said I was gonna post a buddy script later once I got chance to write it.....but i posted this weeks ago when someone needed it in game Razz is on first page.
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Riverships (half) finished

Post  Tolveor_Deschain Fri Oct 09, 2009 6:27 pm

This is a script i have been working on. the way it works is you board any ship in tear, aringill, tar valon or cairhien. This is the routes you get:
(aliases, sail to)
aricai: aringill-cairhien
aritv: aringill-tarvalon
aritear: aringill-tear
tvcai: tar valon-cairhien
tvtear: tar valon-tear
tvari: tar valon-aringill
tearari: tear-aringill
teartv: tear-tar valon
tearcai: tear-cairhien
caiari: cairhien-aringill
caitv: cairhien-tar valon
caitear:cairhien-tear
Also added an alias:
Stop: -will abort all sailing
just copy and paste in commandline. this is for CMUD. if you pester Mikel enough he could probably rewrite it to zmud.
also working on expanding it to include the whitebridge-irinjaver-illian route.
Tolveor

#class ships
#class ships/cairhienaringill
#class ships/cairhientear
#class ships/cairhientarvalon
#class ships/aringillcairhien
#class ships/aringilltear
#class ships/aringilltarvalon
#class ships/tarvalonaringill
#class ships/tarvaloncairhien
#class ships/tarvalontear
#class ships/teararingill
#class ships/tearcairhien
#class ships/teartarvalon
#alias caiari {sail south;#t+ cairhienaringill;#echo sailing from Cairhien to Aringill.} "ships"
#alias caitv {sail south;#t+ cairhientarvalon;#echo sailing from Cairhien to Tar Valon.} "ships"
#alias caitear {sail south;#t+ cairhientear;#echo sailing from Cairhien to Tear.} "ships"
#alias aricai {sail east;#t+ aringillcairhien;#echo sailing from Aringill to Cairhien.} "ships"
#alias aritv {sail east;#t+ aringilltarvalon;#echo sailing from Aringill to Tar Valon.} "ships"
#alias aritear {sail east;#t+ aringilltear;#echo sailing from Aringill to Tear.} "ships"
#alias tearcai {sail north;#t+ tearcairhien;#echo sailing from Tear to Cairhien.} "ships"
#alias teartv {sail north;#t+ teartarvalon;#echo sailing from Tear to Tar Valon.} "ships"
#alias tearari {sail north;#t+ teararingill;#echo sailing from Tear to Aringill.} "ships"
#alias tvcai {sail south;#t+ tarvaloncairhien;#echo sailing from Tar Valon to Cairhien.} "ships"
#alias tvari {sail south;#t+ tarvalonaringill;#echo sailing from Tar Valon to Aringill.} "ships"
#alias tvtear {sail south;#t+ tarvalontear;#echo sailing from Tar Valon to Tear.} "ships"
#alias stop {#class cairhienaringill 0;#class cairhientear 0;#class cairhientarvalon 0;#class aringillcairhien 0;#class aringilltear 0;#class aringilltarvalon 0;#class tarvalonaringill 0;#class tarvaloncairhien 0;#class tarvalontear 0;#class teararingill 0;#class tearcairhien 0;#class teartarvalon 0} "ships"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail west} "ships/cairhienaringill"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail west} "ships/cairhienaringill"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail west} "ships/cairhientarvalon"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/cairhientarvalon"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/cairhientarvalon
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail west} "ships/cairhientear"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail south} "ships/cairhientear"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail south} "ships/cairhientear"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail east} "ships/aringillcairhien"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/aringillcairhien"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail south} "ships/aringilltear"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail south} "ships/aringilltear"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/aringilltarvalon"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/aringilltarvalon"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/tearcairhien"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail east} "ships/tearcairhien"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/tearcairhien"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/teartarvalon"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/teartarvalon"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/teartarvalon"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/teararingill"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail west} "ships/teararingill"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail south} "ships/tarvaloncairhien"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail east} "ships/tarvaloncairhien"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail north} "ships/tarvaloncairhien"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail south} "ships/tarvalonaringill"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail west} "ships/tarvalonaringill"
#trig {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail south} "ships/tarvalontear"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail south} "ships/tarvalontear"
#cond {^{A sailor leans on the ship's railing and looks across the water.|A sailor sings hoarsely as he works.|A sailor stuffs his pipe with tabac and lights it.|A sailor takes a mop and starts scrubbing the deck.|A sailor climbs into the ship's mast and looks out over the water.|A sailor calls out the depth of the river.|A sailor neatly coils a rope on the front deck.}$} {sail south} "ships/tarvalontear"
#trig {Sails are lowered and sweeps steer the ship towards the Cairhien docks.} {#class aringillcairhien 0;#class tarvaloncairhien 0;#class tearcairhien 0;#say We have arrived in Cairhien Captain!} "ships"
#trig {Sails are lowered and sweeps steer the ship towards the Aringill docks.} {#class cairhienaringill 0;#class teararingill 0;#class tarvalonaringill 0;#say We have arrived in Aringill Captain!} "ships"
#trig {Sails are lowered and sweeps steer the ship towards the Tear docks.} {#class cairhientear 0;#class tarvalontear 0;#class aringilltear 0;#say We have arrived in Tear Captain!} "ships"
#trig {Sails are lowered and sweeps steer the ship towards the Southharbor.} {#class cairhientarvalon 0;#class teartarvalon 0;#class cairhientarvalon 0;#say We have arrived in Tar Valon Captain!} "ships"
#class 0

edit: fixed some small things. if theres any problems, like ships not going the direction you want to let me know. and remember the stop command to disable all the classes.


Last edited by Tolveor_Deschain on Fri Oct 09, 2009 11:58 pm; edited 2 times in total

Tolveor_Deschain
Admin

Posts : 814
Join date : 2008-05-08
Age : 41
Location : Norway

https://wallguard.rpg-board.net

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Mikel Fri Oct 09, 2009 6:31 pm

Tolveor_Deschain wrote:#class test
#trigger {#trigger {(A sailor leans

should be

#trigger {(A sailor leans.....


not sure on the () yet, will check some other scripts on the exact placing but think somehow should be somehtin like (trigger1|trigger2|trigger3) etc
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Mikel Fri Oct 09, 2009 6:52 pm

This:

#trigger {^{trigger1|trigger2|trigger3}$}
Mikel
Mikel

Posts : 652
Join date : 2008-05-10
Age : 44
Location : UK

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Tolveor_Deschain Fri Oct 09, 2009 10:03 pm

script above is tested and working btw(!!!)

Tolveor_Deschain
Admin

Posts : 814
Join date : 2008-05-08
Age : 41
Location : Norway

https://wallguard.rpg-board.net

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Tolveor_Deschain Fri Oct 16, 2009 6:38 pm

that tower script have crashed my cmud about 7 times... whats wrong

Tolveor_Deschain
Admin

Posts : 814
Join date : 2008-05-08
Age : 41
Location : Norway

https://wallguard.rpg-board.net

Back to top Go down

Scripts and Packages Empty BuddyScript for Zmud

Post  Merrianne Tue Nov 17, 2009 6:56 am

Mikel, not sure if you'll want to add this to your Buddyscript post, but here's the modifications I made to make it work in Zmud:



#class {BuddyScript}
#var {Friends} {Tolveor|Cris|Zenkai}
#alias {friend} {#additem friends {%1}}
#alias {delfriend} {#delitem friends {%1}}
#trigg {{@friends}%s} {#cw bold,blue}
#var {wanteds} {Benjen|Piolo|Boboliosie}
#alias {wanted} {#additem wanteds {%1}}
#alias {delwanted} {#delitem wanteds {%1}}
#trigg {{@wanteds}%s} {#cw bold,red}
#close


Merrianne
Merrianne

Posts : 11
Join date : 2009-11-05
Age : 44
Location : Bentonville, AR

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Tolveor_Deschain Sun Aug 14, 2011 7:07 am

someone should put up a simple target script since thats like the first thing you need if you start over...

Tolveor_Deschain
Admin

Posts : 814
Join date : 2008-05-08
Age : 41
Location : Norway

https://wallguard.rpg-board.net

Back to top Go down

Scripts and Packages Empty Re: Scripts and Packages

Post  Sponsored content


Sponsored content


Back to top Go down

Page 1 of 2 1, 2  Next

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum