ccogdill Beginner
Joined: 16 Jul 2002 Posts: 27
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Posted: Thu Jul 25, 2002 11:13 pm
Spell Status and Life Guage |
I play on Dizzy Mud, this is a script i use to keep track of the spells that are affecting my charecter. The spells will show up on the status bar, if you are affected by a spell such as haste it will show as a capitol H while if you are not it will show a lower case h. It also shows in two guage bars at the top of the window your health and mana. If have less than 20% the guage turns red.
These trigger off of the long prompt so you need to set your prompt on Dizzy to the long prompt.
#CLASS {Status}
#VAR stats {} {}
#VAR p {HP1078MAXHP1078MANA1444MAXMANA1444MOVE461MAXMOVE461GOLD508SILVER3690ALIGNMENT-439EXP1159ALIGN-1000QUEST0}
#TRIGGER {The white aura around your body fades~.} {stats.Sanctuary = 0}
#TRIGGER {You feel less armored~.} {stats.Armor = 0}
#TRIGGER {You hold your weapon in a vice-like grip~.} {stats.Talon = 1}
#TRIGGER {You no longer hold your weapon so tightly~.} {stats.Talon = 0}
#TRIGGER {You feel yourself moving more quickly~.} {stats.Haste = 1}
#TRIGGER {You feel someone protecting you~.} {stats.Armor = 1}
#TRIGGER {You are surrounded by a force shield~.} {stats.Shield = 1}
#TRIGGER {You turn translucent~.} {stats.PassDoor = 1}
#TRIGGER {You are filled with holy wrath~!} {stats.Frenzy = 1}
#TRIGGER {You feel absolutely vibrant~!} {stats.Regeneration = 1}
#TRIGGER {Your muscles surge with heightened power~!} {stats.GiantStr = 1}
#TRIGGER {You are already as strong as you can get~!} {stats.GiantStr = 1}
#TRIGGER {You are already in a frenzy~.} {stats.Frenzy = 1}
#TRIGGER {Your awareness improves~.} {stats.DetectHidden = 1}
#TRIGGER {Your eyes tingle~.} {stats.DetectInvis = 1}
#TRIGGER {You can already see invisible~.} {stats.DetectInvis = 1}
#TRIGGER {Your rage ebbs~.} {stats.Frenzy = 0}
#TRIGGER {Your force shield shimmers then fades away~.} {stats.Shield = 0}
#TRIGGER {You feel weaker~.} {stats.GiantStr = 0}
#TRIGGER {You feel less aware of your surroundings~.} {stats.DetectHidden = 0}
#TRIGGER {You no longer see invisible objects~.} {stats.DetectInvis = 0}
#TRIGGER {^<(&p.hp)/(&p.maxhp)hp (&p.mana)/(&p.maxmana)m (&p.move)/(&p.maxmove)mv (&p.gold)g (&p.silver)s (&p.exp)Xnl align(&p.align) (&p.quest)min~.>} {#VAR pstring "";#IF ( @stats.Sanctuary = 1) { #VAR pstring %concat( @pstring, "S | ")} { #VAR pstring %concat( @pstring, "s | ")};#IF ( @stats.Talon = 1) { #VAR pstring %concat( @pstring, "T | ")} { #VAR pstring %concat( @pstring, "t | ")};#IF ( @stats.Haste = 1) { #VAR pstring %concat( @pstring, "H | ")} { #VAR pstring %concat( @pstring, "h | ")};#IF ( @stats.Regeneration = 1 or @stats.DivineRegen = 1) { #VAR pstring %concat( @pstring, "R | ")} { #VAR pstring %concat( @pstring, "r | ")};#IF ( @stats.GiantStr = 1) { #VAR pstring %concat( @pstring, "G | ")} { #VAR pstring %concat( @pstring, "g | ")};#IF ( @stats.Bless = 1) { #VAR pstring %concat( @pstring, "B | ")} { #VAR pstring %concat( @pstring, "b | ")};#IF ( @stats.BloodMoon = 1) { #VAR pstring %concat( @pstring, "BM | ")} { #VAR pstring %concat( @pstring, "bm | ")};#IF ( @stats.Frenzy = 1) { #VAR pstring %concat( @pstring, "F | ")} { #VAR pstring %concat( @pstring, "f | ")};#IF ( @stats.PassDoor = 1) { #VAR pstring %concat( @pstring, "P | ")} { #VAR pstring %concat( @pstring, "p | ")};#IF ( @stats.Armor = 1) { #VAR pstring %concat( @pstring, "A | ")} { #VAR pstring %concat( @pstring, "a | ")};#IF ( @stats.FlameShield = 1) { #VAR pstring %concat( @pstring, "FS | ")} { #VAR pstring %concat( @pstring, "fs | ")};#IF ( @stats.StoneSkin = 1) { #VAR pstring %concat( @pstring, "ST | ")} { #VAR pstring %concat( @pstring, "st | ")};#IF ( @stats.Shield = 1) { #VAR pstring %concat( @pstring, "SH | ")} { #VAR pstring %concat( @pstring, "sh | ")};#IF ( @stats.SteelMist = 1) { #VAR pstring %concat( @pstring, "SM | ")} { #VAR pstring %concat( @pstring, "sm | ")};#IF ( @stats.DetectInvis = 1) { #VAR pstring %concat( @pstring, "DI | ")} { #VAR pstring %concat( @pstring, "di | ")};#IF ( @stats.DetectHidden = 1) { #VAR pstring %concat( @pstring, "DH | ")} { #VAR pstring %concat( @pstring, "dh | ")};#IF ( @stats.ProtectGood = 1) { #VAR pstring %concat( @pstring, "PG | ")} { #VAR pstring %concat( @pstring, "pg | ")};#IF ( @stats.ProtectEvil = 1) { #VAR pstring %concat( @pstring, "PE")} { #VAR pstring %concat( @pstring, "pe")};#st @pstring;#GAUGE hp "hp" @p.hp @p.maxhp;#GAUGE mana "mana" @p.mana @p.maxmana}
#TRIGGER {You are surrounded by a white aura~.} {stats.Sanctuary = 1}
#TRIGGER {Your skin turns to stone~.} {Stats.StoneSkin = 1}
#TRIGGER {You are already in sanctuary~.} {stats.Sanctuary = 1}
#TRIGGER {You are surrounded by a circle of flames~.} {stats.FlameShield = 1}
#TRIGGER {You are already circled by flames~.} {stats.FlameShield = 1}
#TRIGGER {Your skin is already as hard as a rock~.} {stats.StoneSkin = 1}
#TRIGGER {You are already as alert as you can be~.} {stats.DetectHidden = 1}
#TRIGGER {This spell is much too good for you~.} {stats.Bless = 0}
#TRIGGER {You feel solid again~.} {stats.PassDoor = 0}
#TRIGGER {If you hold your weapon any tighter people will start to wonder~.~.~.} {stats.Talon = 1}
#TRIGGER {The circle of flames around your body dissipates~.} {stats.FlameShield = 0}
#TRIGGER {You feel yourself slow down~.} {stats.Haste = 0}
#TRIGGER {Your skin feels soft again~.} {stats.StoneSkin = 0}
#TRIGGER {You no longer feel so vibrant~.} {stats.Regeneration = 0}
#TRIGGER {A veil of mist covers your armor~.} {stats.SteelMist = 1}
#TRIGGER {Your armor is already coated with magical steel~.} {stats.SteelMist = 1}
#TRIGGER {The steel mist fades from your armor~.} {stats.SteelMist = 0}
#TRIGGER {You are already shielded from harm~.} {stats.Shield = 1}
#TRIGGER {You can't move any faster~!} {stats.Haste = 1}
#TRIGGER {You can't possibly feel any more vibrant~!} {stats.Regeneration = 1}
#TRIGGER {You feel righteous~.} {stats.Bless = 1}
#TRIGGER {You are already blessed.} {stats.Bless = 1}
#TRIGGER {You are already out of phase~.} {stats.PassDoor = 1}
#TRIGGER {You feel less righteous~.} {stats.Bless = 0}
#TRIGGER {You feel aligned with darkness~.} {stats.ProtectGood = 1}
#TRIGGER {You feel holy and pure~.} {stats.ProtectEvil = 1}
#TRIGGER {You feel less protected from evil~.} {stats.ProtectEvil = 0}
#TRIGGER {You feel less protected from good~.} {stats.ProtectGood = 0}
#TRIGGER {You feel less bloodthirsty~.} {stats.BloodMoon = 0}
#TRIGGER {You have been blessed with the power of the vampire~.} {stats.BloodMoon = 1}
#TRIGGER {You are already bloodthirsty~.} {stats.BloodMoon = 1}
#BUTTON 1 {hp} {} {} {} {@p.hp} {} {} {} {} {} {} {} {} {32800} {} {Gauge||12|@p.maxhp|@p.maxhp/5|7} {} "" {Explore|Inset} {Hit Points} {hp}
#BUTTON 2 {mana} {} {} {} {@p.mana} {} {} {} {} {} {} {} {} {32784} {} {Gauge||12|@p.maxmana|@p.maxmana/5|7} {} "" {Explore|Inset} {Mana} {mana}
#CLASS 0 |
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