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Fawl
Beginner


Joined: 25 Jul 2005
Posts: 18
Location: USA

PostPosted: Mon Jul 25, 2005 3:06 am   

Can i Convert this????
 
I recently purchased z-mud. But i still play on my old wintin95 client.

Because i have a script already made out for it. Zmud wants me to enter everything one at a time.

THIS IS INSANE!!!!

Im wondering if there is a fast and easy way i can convert this wintin95 script into Z-mud.


Warning this script is very long and will probably will not allow me to post it.


yeah and each line begins with # so ignore wordwrap.


HELP ME!!!!!
#nop Setting for Fawl

#log $char-$dt.html ansi html

#nop login/quit

#action {^What name shall the scriber enter for you in the ledgers~? } {$char} {9} {autolog} {1} {skipall}
#action {Password: } {$pass\#dis autolog} {9} {autolog} {1} {skipall}
#event reconnect {#ena autolog}

#statusbar 0 text {Target: $target Tag: $attack Friend: $friend} {none} {0} {45%}
#statusbar 8 timer { sss} {ticktimer} {popin} {45%} {32}
#statusbar 9 timer { sss} {safetimer} {popin} {45%+32} {40}
#statusbar 10 timer {hhhh:mm s} {time} {popin} {45%+72} {56}

#nop ====== variables

#var {attack} {ray}
#var {canal} {gdt}
#var {weapon} {a'q}
#var {duw} {push}
#var {waar} {where}
#var {atret} {0}
#var {condition} {0}
#var {fighting} {0}
#var {subdued} {0}
#var {chase} {0}
#var {tag} {0}
#var {antiret} {0}
#var {gimp} {2}
#var {specroom} {0}
#var {whering} {0}
#var {sneaking} {0}
#var {wimper} {0}
#var {sleeper} {0}
#var {charging} {0}
#var {chargemode} {0}
#var {portal} {0}
#var {sleeping} {0}

#nop ====== Loading variables.

#action {^<%2hp %3mana %4mv} {#var hp %2;#var mana %3;#var move %4;#if $subdued=2 {#var subdued 1};#if $subdued=1 {#var subdued 0};#if {$condition=1} {#var fighting 1;#va condition 0} else {#va fighting 0}}
#action {((%1))} {targetset;#var room %1}
#action {[Exits: %0 %2} {#if {$chase=1} {#var atret %0};#var {noexit} {0}}
#action {[Exits: north]} {#if {$chase=1} {#var atret north};#var {noexit} {0}}
#action {[Exits: south]} {#if {$chase=1} {#var atret south};#var {noexit} {0}}
#action {[Exits: west]} {#if {$chase=1} {#var atret west};#var {noexit} {0}}
#action {[Exits: east]} {#if {$chase=1} {#var atret east};#var {noexit} {0}}
#action {[Exits: up]} {#if {$chase=1} {#var atret up};#var {noexit} {0}}
#action {[Exits: down]} {#if {$chase=1} {#var atret down};#var {noexit} {0}}
#action {[Exits: none]} {#var {noexit} {1}}

#alias {targetset} {#var targetatportal 0}

#nop ====== variable setting

#alias {att} {#var attack %0}
#alias {ret} {#var atret %0}
#alias {attack} {#var attack %0}
#alias {fri} {#var friend %0}
#alias {friend} {#var friend %0}
#alias {tgt} {#var target %0}
#alias {target} {#var target %0}
#alias {chn} {#var canal %0}
#alias {canal} {#var canal %0}
#alias {weap} {#var weapon %0}
#alias {weapon} {#var weapon %0}
#alias {mob} {#var mob %0}
#alias {hurt} {#var hurt %0}
#alias {waar} {#var waar %0}
#alias {duw} {#var duw %0}

#alias duwpush {#var duw push}
#alias duwdrag {#var duw drag}

#alias {ww} {#var waar where}
#alias {ws} {#var waar scan}
#alias {woff} {#var waar {#showme {Target FLED! Target FLED! Target FLED! Target FLED! Target FLED! Target FLED! Target FLED!}}}
#alias {wht} {where $target}

#nop ====== target setting

#alias {none} {#var target niemand}

#var tgta niemand
#var tgtb niemand
#var tgtc niemand
#var tgtd niemand
#var tgte niemand
#var tgtf niemand
#var tgtg niemand
#var tgth niemand
#var tgti niemand
#var tgtj niemand

#var fria niemand
#var frib niemand
#var fric niemand
#var frid niemand
#var frie niemand
#var frif niemand
#var frig niemand
#var frih niemand
#var frii niemand
#var frij niemand

#var targetnumber 1
#alias {stt} {tt$targetnumber %0;#math targetnumber {$targetnumber+1}}
#alias {tt1} {#var tgta %0}
#alias {tt2} {#var tgtb %0}
#alias {tt3} {#var tgtc %0}
#alias {tt4} {#var tgtd %0}
#alias {tt5} {#var tgte %0}
#alias {tt6} {#var tgtf %0}
#alias {tt7} {#var tgtg %0}
#alias {tt8} {#var tgth %0}
#alias {tt9} {#var tgti %0}
#alias {tt10} {#var tgtj %0}
#alias {1} {#var target $tgta;$canal I will try to kill $tgta}
#alias {2} {#var target $tgtb;$canal I will try to kill $tgtb}
#alias {3} {#var target $tgtc;$canal I will try to kill $tgtc}
#alias {4} {#var target $tgtd;$canal I will try to kill $tgtd}
#alias {5} {#var target $tgte;$canal I will try to kill $tgte}
#alias {6} {#var target $tgtf;$canal I will try to kill $tgtf}
#alias {7} {#var target $tgtg;$canal I will try to kill $tgtg}
#alias {8} {#var target $tgth;$canal I will try to kill $tgth}
#alias {9} {#var target $tgti;$canal I will try to kill $tgti}
#alias {10} {#var target $tgtj;$canal I will try to kill $tgtj}

#sub {%1$tgta%2} {%1$tgta [T1]%2}
#sub {%1$tgtb%2} {%1$tgtb [T2]%2}
#sub {%1$tgtc%2} {%1$tgtc [T3]%2}
#sub {%1$tgtd%2} {%1$tgtd [T4]%2}
#sub {%1$tgte%2} {%1$tgte [T5]%2}
#sub {%1$tgtf%2} {%1$tgtf [T6]%2}
#sub {%1$tgtg%2} {%1$tgtg [T7]%2}
#sub {%1$tgth%2} {%1$tgth [T8]%2}
#sub {%1$tgti%2} {%1$tgti [T9]%2}
#sub {%1$tgtj%2} {%1$tgtj [T10]%2}

#var friendnumber 1
#alias {sff} {ff$friendnumber %0;#math friendnumber {$friendnumber + 1}}
#alias {ff1} {#var fria %0}
#alias {ff2} {#var frib %0}
#alias {ff3} {#var fric %0}
#alias {ff4} {#var frid %0}
#alias {ff5} {#var frie %0}
#alias {ff6} {#var frif %0}
#alias {ff7} {#var frig %0}
#alias {ff8} {#var frih %0}
#alias {ff9} {#var frii %0}
#alias {ff10} {#var frij %0}
#alias {f1} {#var friend $fria;$canal Friend set to $fria}
#alias {f2} {#var friend $frib;$canal Friend set to $frib}
#alias {f3} {#var friend $fric;$canal Friend set to $fric}
#alias {f4} {#var friend $frid;$canal Friend set to $frid}
#alias {f5} {#var friend $frie;$canal Friend set to $frie}
#alias {f6} {#var friend $frif;$canal Friend set to $frif}
#alias {f7} {#var friend $frig;$canal Friend set to $frig}
#alias {f8} {#var friend $frih;$canal Friend set to $frih}
#alias {f9} {#var friend $frii;$canal Friend set to $frii}
#alias {f10} {#var friend $frij;$canal Friend set to $frij}

#nop ========================== PK variable setting

#alias {abf} {#var attack bal}
#alias {acl} {#var attack chain}
#alias {aa} {#var attack acid}
#alias {aac} {#var attack acid}
#alias {atr} {#var attack trip}
#alias {awe} {#var attack web}
#alias {aw} {#var attack web}
#alias {abs} {#var attack back}
#alias {ab} {#var attack back}
#alias {ach} {#var attack chm}
#alias {adi} {#var attack dirt}
#alias {aki} {#var attack kick}
#alias {ak} {#var attack kill}
#alias {adm} {#var attack disp}
#alias {ale} {#var attack lea}
#alias {ar} {#var attack ray}
#alias {asu} {#var attack subdue}
#alias {aed} {#var attack ed}
#alias {adv} {#var attack div}
#alias {aso} {#var attack soulstorm}
#alias {adf} {#var attack demon}
#alias {alb} {#var attack lib}
#alias {afb} {#var attack fib}
#alias {awb} {#var attack wab}
#alias {acw} {#var attack cw
#alias {aab} {#var attack acb}

#nop =========================== aliases voor shortkeys

#alias VK_F1 {word}
#alias VK_F2 {#if $subdued=0 {ray $target} else {back $target}}
#alias VK_F3 {#if $subdued=0 {back $target} else {back $target}}
#alias VK_F4 {#if $subdued=0 {$attack $target} else {back $target}}
#alias VK_F5 {#if $subdued=0 {disp $target} else {back $target}}
#alias VK_F6 {#if $subdued=0 {web $target} else {back $target}}
#alias VK_F7 {#if $subdued=0 {trip $target} else {back $target}}
#alias VK_F8 {#if $subdued=0 {dirt $target} else {back $target}}
#alias VK_F9 {#if $subdued=0 {acid $target} else {back $target}}
#alias VK_F10 {#if $subdued=0 {chain $target} else {back $target}}
#alias VK_F11 {#if $chase=0 {chaseon;#showme {automatic chase mode enabled.}};#if $chase=1 {chaseoff;#showme {automatic chase mode disabled.}}}
#alias VK_F12 {#if $tag=0 {tagon;#showme {automatic tagging mode enabled.}};#if $tag=1 {tagoff;#showme {automatic tagging mode disabled.}}}
#alias VK_ESCAPE {ref}
#alias VK_TAB {tele;setspec}
#alias VK_PGUP {$canal $target tagged at $room}
#alias VK_HOME {say spit}
#alias VK_END {$duw $target down;setspec}
#alias VK_INSERT {#if $antiret=0 {reton;#showme {Auto retreat follow on};#var antiret 1};#if $antiret=1 {#showme {Auto retreat follow off};#var antiret 0}}
#alias VK_SUBTRACT {#if $wimper=0 {wimpy 350;#var wimper 1};#if $wimper=1 {wimpy 100;#var wimper 0}}
#alias VK_MULTIPLY {scry $target}
#alias VK_DIVIDE {tripwire;$canal Tripwire placed at $room}
#alias VK_DECIMAL {#if $sneaking=0 {sneak;#showme {Sneaking on};#var sneaking 1};#if $sneaking=1 {vis;#showme {Sneaking off};#var sneaking 0}}

#key NUMPAD0 {#if {$sleeping=0} {sleep};#if {$sleeping=1} {wake}}
#key NUMPAD1 {where;#var whering 1}
#key NUMPAD2 {#if {$nobump=1} {#if {strstr($allexits,south)} {s;setdirs;setspec} else {setdirs;setspec;#show NO EXIT IN THAT DIRECTION}} else s;setspec}
#key NUMPAD3 {#if {$nobump=1} {#if {strstr($allexits,down)} {d;setdirs;setspec} else {setdirs;setspec;#show NO EXIT IN THAT DIRECTION}} else d;setspec}
#key NUMPAD4 {#if {$nobump=1} {#if {strstr($allexits,west)} {w;setdirs;setspec} else {setdirs;setspec;#show NO EXIT IN THAT DIRECTION}} else w;setspec}
#key NUMPAD5 {look}
#key NUMPAD6 {#if {$nobump=1} {#if {strstr($allexits,east)} {e;setdirs;setspec} else {setdirs;setspec;#show NO EXIT IN THAT DIRECTION}} else e;setspec}
#key NUMPAD7 {flee;setspec}
#key NUMPAD8 {#if {$nobump=1} {#if {strstr($allexits,north)} {n;setdirs;setspec} else {setdirs;setspec;#show NO EXIT IN THAT DIRECTION}} else n;setspec}
#key NUMPAD9 {#if {$nobump=1} {#if {strstr($allexits,up)} {u;setdirs;setspec} else {setdirs;setspec;#show NO EXIT IN THAT DIRECTION}} else u;setspec}

#var allexits {north east south west up down}
#var nobump 0
#alias VK_DELETE {#if $nobump=1 {#showme {Nobump mode off};#var nobump 0};#if $nobump=0 {#showme {Nobump mode on};#var nobump 1}}
#action {[Exits: *]$} {allexits=%0}
#alias {setdirs} {#var allexits {north east south west up down}}

#key ALT-NUMPAD1 {l i gate}
#key ALT-NUMPAD2 {ls}
#key ALT-NUMPAD3 {ld}
#key ALT-NUMPAD4 {lw}
#key ALT-NUMPAD5 {ttt}
#key ALT-NUMPAD6 {le}
#key ALT-NUMPAD7 {l i port}
#key ALT-NUMPAD8 {ln}
#key ALT-NUMPAD9 {lu}
#key CTRL-NUMPAD2 {$duw $target s}
#key CTRL-NUMPAD3 {$duw $target d}
#key CTRL-NUMPAD4 {$duw $target w}
#key CTRL-NUMPAD6 {$duw $target e}
#key CTRL-NUMPAD8 {$duw $target n}
#key CTRL-NUMPAD9 {$duw $target u}

#key END {scan}

#key CTRL-END {pt}
#key ALT-END {ep}
#key ADD {#if $subdued=0 {$attack $target} else {back $target}}

#alias {nq} {n;#var specroom 0}
#alias {sq} {s;#var specroom 0}
#alias {wq} {w;#var specroom 0}
#alias {eqq} {e;#var specroom 0}
#alias {uq} {u;#var specroom 0}
#alias {dq} {d;#var specroom 0}
#alias {setspec} {#var specroom 0}

#nop Aliases voor spells

#alias {ff} {c 'faerie fire'}
#alias {ray} {cast ray}
#alias {pm} {cast 'protection magic'}
#alias {demon} {cast demon}
#alias {divine} {cast divine}
#alias {ble} {cast bless}
#alias {fre} {cast frenzy}
#alias {div} {cast divine}
#alias {dem} {cast demon}
#alias {he} {cast heal}
#alias {mhe} {cast 'major heal'}
#alias {cc} {cast 'cure critical'}
#alias {fs} {cast flamestrike}
#alias {ss} {cast soulstorm}
#alias {cs} {cast soulstorm}
#alias {so} {soulstorm}
#alias {ca} {c calm}
#alias {cel} {cast 'celestial wind'}
#alias {ed} {cast 'energy drain'}
#alias {cup} {cast 'cure poison'}
#alias {cud} {cast 'cure disease'}
#alias {cub} {cast 'cure blind'}
#alias {unc} {cast 'remove curse'}
#alias {msa} {cast 'mass sanc'}
#alias {earth} {cast earthquake}
#alias {gh} {glyph hold;$canal glyph placed at $room}
#alias {scry} {cast scry}
#alias {bal} {c 'balefire' %0}
#alias {acb} {c 'acid breath' %0}
#alias {wab} {c 'water breath' %0}
#alias {fib} {c 'fire breath' %0}
#alias {frb} {c 'frost breath' %0}
#alias {lib} {c 'lightning breath' %0}
#alias {gab} {c 'gas breath' %0}
#alias {port} {c port %0}
#alias {po} {c po %0}
#alias {acid} {c acid %0}
#alias {ac} {c acid %0}
#alias {chain} {c chain %0}
#alias {cl} {c chain %0}
#alias {arm} {c arm %0}
#alias {gate} {c gate %0}
#alias {ga} {c gate %0}
#alias {inv} {c inv %0}
#alias {shi} {c shield %0}
#alias {sto} {c stone %0}
#alias {sanc} {c sanc %0}
#alias {pass} {c pass %0}
#alias {tele} {c tele}
#alias {word} {c word}
#alias {pois} {c pois %0}
#alias {poi} {c pois %0}
#alias {pla} {c plag %0}
#alias {cur} {c curse %0}
#alias {wea} {c weak %0}
#alias {weak} {c weak %0}
#alias {bli} {c bli %0}
#alias {web} {c web %0}
#alias {id} {c iden %0}
#alias {iden} {c iden %0}
#alias {locp} {c 'locate person' %0}
#alias {loco} {c 'locate object' %0}
#alias {chan} {c channel}
#alias {rol} {c rol %0}
#alias {mar} {march}
#alias {disp} {c 'dispel ma' %0}
#alias {dp} {disp}
#alias {chm} {c charm %0}
#alias {cha} {c charm %0;flee}
#alias {can} {c can %0}
#alias {inf} {c inf %0}
#alias {chill} {c chill %0}
#alias {ref} {c ref %0}
#alias {summ} {c summ %0}
#alias {slp} {c sleep %0}
#alias {unr} {c unravel}
#alias {fly} {#if $gimp=2 {#if $flyt=0 {c fly %0} else {#showme ALREADY FLYING!}}}
#var flyt 0
#action {^Your feet rise off the ground.} {#var flyt 1}
#action {^You slowly float to the ground.} {#var flyt 0}
#alias {has} {#if $gimp=2 {#if $hast=0 {c has %0} else {#showme ALREADY HASTED!}}}
#var hast 0
#action {^You feel yourself moving more quickly.} {#var hast 1}
#action {^You feel yourself slow down.} {#var hast 0}
#alias {dhid} {#if $gimp=2 {#if $dhidt=0 {c 'detect hidden' %0} else {#showme ALREADY DHIDDEN!}}}
#var dhidt 0
#action {^Your awareness improves.} {#var dhidt 1}
#action {^You feel less aware of your suroundings.} {#var dhidt 0}
#alias {dinv} {#if $gimp=2 {#if $dinvt=0 {c 'detect invis' %0} else {#showme ALREADY DINVIS!}}}
#var dinvt 0
#action {^Your eyes tingle.} {#var dinvt 1}
#action {^You no longer see invisible objects.} {#var dinvt 0}
#alias {gia} {#if $gimp=2 {#if $giat=0 {c gia %0} else {#showme ALREADY GIANT!}}}
#var giat 0
#action {^Your muscles surge with heightened power!} {#var giat 1}
#action {^You no longer feel so mighty.} {#var giat 0}
#alias {prot} {#if $gimp=2 {#if $prott=0 {c prot %0} else {#showme ALREADY PROTECTED!}}}
#var prott 0
#action {^You feel more vulnerable to your enemies.} {#var prott 0}
#action {^You feel protected from your enemies.} {#var prott 1}
#alias {sa} {#if $gimp=2 {#if $sanct=0 {c sanc %0} else {#showme ALREADY SANCED!}}}
#var sanct 0
#action {^You are surrounded by a white aura.} {#var sanct 1}
#action {^The white aura around your body fades.} {#var sanct 0}
#action {You have been KILLED!!} {#var {flyt} {0};#var {hast} {0};#var {dhidt} {0};#var {dinvt} {0};#var {giat} {0};#var {prott} {0};#var {sanct} {0}}
#alias {ce} {charge east}
#alias {cw} {charge west}
#alias {cs} {charge south}
#alias {cn} {charge north}
#alias {cd} {charge down}
#alias {cu} {charge up}

#nop PK Aliases

#alias {pkoff} {$canal All targets off.;#var {targetnumber} {0};#var chase 0;#var tag 0;none}
#alias {chaseon} {#var {chase} {1}}
#alias {chaseoff} {#var {chase} {0}}
#alias {tagon} {#var {tag} {1}}
#alias {tagoff} {#var {tag} {0}}
#alias {reton} {#var {antiret} {1}}
#alias {retoff} {#var {antiret} {0}}
#alias {chargeon} {#var {charging} {1}}
#alias {chargeoff} {#var {charging} {0}}

#alias {cgt} {#var canal gt}
#alias {ctf} {#var canal tf}
#alias {cgd} {#var canal gd}
#alias {coff} {#var canal showen}
#alias {showen} {#showme {============================== %0};#showme {==============================}}

#alias {edt} {ed $target}
#alias {cwt} {cw $target}
#alias {sot} {soulstorm $target}
#alias {fst} {fs $target}
#alias {dvt} {div $target}
#alias {dft} {demon $target}
#alias {sct} {scry $target}
#alias {ht} {hunt $target}
#alias {bft} {bal $target}
#alias {wbt} {wab $target}
#alias {lbt} {lib $target}
#alias {fit} {fib $target}
#alias {fbt} {frb $target}
#alias {gbt} {gab $target}
#alias {abt} {acb $target}
#alias {pt} {port $target}
#alias {gat} {gate $target}
#alias {p1} {port $tgta}
#alias {p2} {port $tgtb}
#alias {p3} {port $tgtc}
#alias {p4} {port $tgtd}
#alias {p5} {port $tgte}
#alias {p6} {port $tgtf}
#alias {p7} {port $tgtg}
#alias {p8} {port $tgth}
#alias {p9} {port $tgti}
#alias {p10} {port $tgtj}
#alias {at} {#if $subdued=0 {$attack $target} else {back $target}}
#alias {a1} {$attack $tgta}
#alias {a2} {$attack $tgtb}
#alias {a3} {$attack $tgtc}
#alias {a4} {$attack $tgtd}
#alias {a5} {$attack $tgte}
#alias {a6} {$attack $tgtf}
#alias {a7} {$attack $tgtg}
#alias {a8} {$attack $tgth}
#alias {a9} {$attack $tgti}
#alias {a10} {$attack $tgtj}
#alias {b1} {back $tgta}
#alias {b2} {back $tgtb}
#alias {b3} {back $tgtc}
#alias {b4} {back $tgtd}
#alias {b5} {back $tgte}
#alias {b6} {back $tgtf}
#alias {b7} {back $tgtg}
#alias {b8} {back $tgth}
#alias {b9} {back $tgti}
#alias {b10} {back $tgtj}
#alias {t1} {trip $tgta}
#alias {t2} {trip $tgtb}
#alias {t3} {trip $tgtc}
#alias {t4} {trip $tgtd}
#alias {t5} {trip $tgte}
#alias {t6} {trip $tgtf}
#alias {t7} {trip $tgtg}
#alias {t8} {trip $tgth}
#alias {t9} {trip $tgti}
#alias {t10} {trip $tgtj}
#alias {di1} {dirt $tgta}
#alias {di2} {dirt $tgtb}
#alias {di3} {dirt $tgtc}
#alias {di4} {dirt $tgtd}
#alias {di5} {dirt $tgte}
#alias {di6} {dirt $tgtf}
#alias {di7} {dirt $tgtg}
#alias {di8} {dirt $tgth}
#alias {di9} {dirt $tgti}
#alias {di10} {dirt $tgtj}
#alias {c1} {cl $tgta}
#alias {c2} {cl $tgtb}
#alias {c3} {cl $tgtc}
#alias {c4} {cl $tgtd}
#alias {c5} {cl $tgte}
#alias {c6} {cl $tgtf}
#alias {c7} {cl $tgtg}
#alias {c8} {cl $tgth}
#alias {c9} {cl $tgti}
#alias {c10} {cl $tgtj}
#alias {kt} {kill $target}
#alias {ct} {cur $target}
#alias {wt} {web $target}
#alias {bt} {back $target}
#alias {dit} {dirt $target}
#alias {dt} {disp $target}
#alias {abt} {acid $target}
#alias {act} {acid $target}
#alias {clt} {cl $target}
#alias {chat} {chain $target}
#alias {cmt} {chm $target}
#alias {cut} {cur $target}
#alias {weat} {weak $target}
#alias {blt} {bli $target}
#alias {sumt} {summ $target}
#alias {loct} {locateon;locp $target}
#alias {rt} {ray $target}
#alias {lt} {look $target}
#alias {trt} {#if {$tripped=0} {trip $target}}
#alias {dat} {disarm $target}
#alias {bat} {bash $target}
#alias {sut} {subdue $target}

#alias {tw} {$canal $target is Webbed!}
#alias {td} {$canal $target has lost Sanctuary!}
#alias {tr} {$canal $target has Recalled!}
#alias {tt} {$canal $target has Teleported!}
#alias {tc} {$canal $target has been cursed!}
#alias {tlf} {$canal $target has lost fly!}

#alias {rs} {$canal Summon me now, I need to port with no mana.}
#alias {rsr} {$canal Summon or Gate to me now, I landed in a no recall area.}
#alias {rh} {$canal I need to run and heal a bit.}
#alias {rp} {$canal I am at hp:$hp mana:$mana move:$move at $room}

#alias {dd} {duwdrag}
#alias {dp} {duwpush}

#alias {ptw} {push $target w}
#alias {pte} {push $target e}
#alias {ptn} {push $target n}
#alias {pts} {push $target s}
#alias {ptu} {push $target u}
#alias {ptd} {push $target d}
#alias {dtw} {drag $target w}
#alias {dte} {drag $target e}
#alias {dtn} {drag $target n}
#alias {dts} {drag $target s}
#alias {dtu} {drag $target u}
#alias {dtd} {drag $target d}

#alias {pw} {push $target w}
#alias {pe} {push $target e}
#alias {pn} {push $target n}
#alias {ps} {push $target s}
#alias {pu} {push $target u}
#alias {pd} {push $target d}
#alias {dw} {drag $target w}
#alias {de} {drag $target e}
#alias {dn} {drag $target n}
#alias {ds} {drag $target s}
#alias {du} {drag $target u}
#alias {ddd} {drag $target d}

#alias {rf} {rescue $friend}
#alias {rff} {ref $friend}
#alias {sanf} {sanc $friend}
#alias {sumf} {summ $friend}
#alias {tf} {tell $friend %0}
#alias {dfw} {drag $friend w}
#alias {dfe} {drag $friend e}
#alias {dfn} {drag $friend n}
#alias {dfs} {drag $friend s}
#alias {dfu} {drag $friend u}
#alias {dfd} {drag $friend d}
#alias {pfw} {push $friend w}
#alias {pfe} {push $friend e}
#alias {pfn} {push $friend n}
#alias {pfs} {push $friend s}
#alias {pfu} {push $friend u}
#alias {pfd} {push $friend d}
#alias {gg} {give %1 gold %2}
#alias {ggf} {give %1 gold $friend}
#alias {pf} {port $friend}
#alias {gaf} {gate $friend}
#alias {flf} {c fly $friend}

#alias {cal} {call lightning}
#alias {cas} {call sky}
#alias {cai} {call ice}
#alias {caf} {call fire}
#alias {cae} {call earth}

#nop ========= porting aliases

#alias {eryl} {port eryl}
#alias {ery} {port eryl}
#alias {hea} {port healer}
#alias {gue} {port mother guenna}
#alias {safe} {port safety}
#alias {fit} {port fitch}
#alias {green} {port green man}
#alias {gre} {port green man}
#alias {law} {port law}
#alias {bea} {port 2.beautifull woman}
#alias {fitch} {port fitch}
#alias {asha} {port ashaguard}
#alias {sean} {port seanchan guild}
#alias {ako} {port akorshan guild}
#alias {wc} {port child light}
#alias {whi} {port child light}
#alias {shd} {port marasciel guard}
#alias {sdi} {port marasciel guard}
#alias {aes} {port aes warder}
#alias {mas} {port mastiff}
#alias {red} {port red hand soldier}
#alias {dre} {port dreadlord watcher}
#alias {dia} {port diamond golem}
#alias {bre} {port brend}
#alias {bad} {port dasjdajkdhjkhfsd}
#alias {bp} {po superoen}
#alias {bg} {ga superoen}

#nop ================ cutoff aliases


#alias {ill} {port illian citizen;#showme Cutting off at Illian harbour}
#alias {wat} {port water man;#showme Cutting of at Water man.}
#alias {elv} {port elvira;#showme Cutting of at Elvira.}
#alias {inj} {port injured man;#showme Cutting off at Jangai Pass.}
#alias {ben} {port bene farmer;#showme Cutting off at Along the Eastern Road.}
#alias {jul} {port julius;#showme Cutting off at the foot of Mount Olympus.}
#alias {dov} {port dovran;#showme Cutting off at North Port of Tar Valon.}
#alias {joh} {port john lumber;#showme Cutting off east part of Imperial Highway.}
#alias {sha} {port shargugh;#showme Cutting off in forest east of NT.}
#alias {sea} {port 20.seanchan soldier;#showme Cutting off at Falme eastern gate.}
#alias {art} {port arthur guard;#showme Cutting off at Port Arthur northern gate.}
#alias {chu} {port church gateguard;#showme Cutting off at Cathedral southern gate.}
#alias {fal} {port fal dara;#showme Cutting off at Fal Dara Main Gate.}
#alias {tor} {port toryll;#showme Cutting off at Toryll.}
#alias {tav} {port lucinda;#showme Cutting off at south of Tavern area.}
#alias {tow} {port tower guard;#showme Cutting off at west gate Tar Valon.}
#alias {tra} {port tracy;#showme Cutting off at gate Ofcol.}
#alias {pir} {port old pirate;#showme Cutting off at river Erinin.}
#alias {ixi} {port ixit;#showme Cutting off at end of Ishtar river.}
#alias {fat} {port fat worm;#showme Cutting off at forest/dark river.}
#alias {qsp} {port queen spider;#showme Cutting off at forest/spiders.}
#alias {tea} {port blade warrior;#showme Cutting off at north gate Tear.}
#alias {eli} {port elin;#showme Cutting off at east gate Tar Valon.}
#alias {fal} {port fal dara;#showme Cutting off at main gate Fal Dara.}
#alias {ele} {port elemental guardian;#showme Cutting off at entrance elemental cannion.}
#alias {ven} {port vender;#showme Cutting off at entrance elemental cannion.}
#alias {mob} {port foreman floyd;#showme Cutting off at entrance mob factory.}
#alias {rat} {port banded rattlesnake;#showme Cutting off at Caemlyn road through absher hills.}
#alias {ven} {port vendor;#showme Cutting off at elemental canyon and Canyon road}
#alias {hie} {port hierophant;#showme Cutting off at Sacred Grove.}
#alias {aru} {port aruncus;#showme Cutting off at aruncus.}
#alias {eth} {port ethereal knight;#showme Cutting off at ethereal knight.}
#alias {lio} {port mountain lion;#showme Cutting off at Lion's den.}
#alias {god} {port godan captain;#showme Cutting off at Godan entrance.}
#alias {and} {port andromeda;#showme Cutting off at connection to broken Thalos.}
#alias {wit} {port wicked witch;#showme Cutting off at wicked witch near law.}
#alias {bak} {port 2.baker;#showme Cutting off at baker Tar Valon}
#alias {fru} {port fruit seller;#showme Cutting off at Fruit seller Falme.}
#alias {hil} {port hill giant;#showme Cutting off north of Moria.}
#alias {gar} {port garter snake;#showme Cutting off at tunnel of Moria.}
#alias {chi} {port child big eye;#showme Cutting off at processional Fal Dara.}
#alias {bra} {port bran al;#showme Cutting off at entrance Two Rivers.}
#alias {ota} {port otarin;#showme Cutting off at south gate White Tower.}
#alias {lop} {port lopar;#showme Cutting off at white cresent in Tear.}

#alias {gtk} {gate treasure keeper}
#alias {gelv} {gate elvira}
#alias {gsilk} {gate silkworm}
#alias {ggm} {gate green man}
#alias {geryl} {gate eryl}
#alias {ghea} {gate healer}
#alias {ggue} {gate mother guenna}
#alias {gsafe} {gate safety}
#alias {gfitch} {gate fitch}
#alias {gfit} {gate fitch}

#alias {hh} {heal heal}
#alias {hm} {heal mana}
#alias {hr} {heal refresh}
#alias {hu} {heal uncurse}
#alias {hp} {heal poison}
#alias {hd} {heal dis}
#alias {hb} {heal blind}

#nop ====== Castle Aliases

#alias {maw} {move all west}
#alias {man} {move all north}
#alias {mas} {move all south}
#alias {mae} {move all east}
#alias {cll} {climb ladder}
#alias {clr} {climb rope}
#alias {cat} {get rock wagon;load catapult;fire catapult}
#alias {ac} {aim catapult}
#alias {yg} {yell Uga Tuga Bonk Bonk}


#nop ====== Misc. Aliases

#action {You go to sleep.} {#var sleeping 1}
#action {You wake} {#var sleeping 0}
#alias {sleepoff} {#var sleeping 0}


#alias {ep} {exp;setspec}
#alias {epp} {enter portal}
#alias {pp} {enter portal;setspec}
#action {You open a glowing portal.} {#var portal 1}
#action {A portal beckons you to enter.} {#math portal {$portal+1}}
#action {A portal opens, but seems unstable.} {#var portal 1000}
#action {%0 makes a few arcane gestures and a glowing portal appears!} {#math portal {$portal+1}}
#action {^You have %0 experience} {enter $portal.portal;#var portal 10}
#alias {eg} {enter gate}
#alias {gg} {enter gate}

#alias {lip} {look in portal}
#alias {lig} {look in gate}
#alias {lw} {look w;#var lookdir west}
#alias {le} {look e;#var lookdir east}
#alias {ln} {look n;#var lookdir north}
#alias {ls} {look s;#var lookdir south}
#alias {ld} {look d;#var lookdir down}
#alias {lu} {look u;#var lookdir up}

#alias {ttt} {throw tobacco 1 $lookdir}

#alias {oall} {open north; open south; open east; open west; open up; open down}
#alias {on} {open north}
#alias {os} {open south}
#alias {ow} {open west}
#alias {oe} {open east}
#alias {ou} {open up}
#alias {od} {open down}

#alias {cln} {close north}
#alias {cls} {close south}
#alias {clw} {close west}
#alias {cle} {close east}
#alias {clu} {close up}
#alias {cld} {close down}

#alias {chest} {unlock chest;open chest;get all chest}
#alias {box} {unlock box;open box;get all box}
#alias {desk} {unlock desk;open desk;get all desk}

#alias {ggc} {get coin corpse}
#alias {gac} {get all corpse}

#alias {bs} {backstab %0}
#alias {aa} {autoassist}
#alias {urn} {drink urn}
#alias {bot} {drink bottle}
#alias {furn} {fill urn}
#alias {jug} {drink jug}

#alias {wimpoff} {wimpy 0}
#alias {w0} {wimpy 0}
#alias {wup} {wimpy 420}
#alias {wlow} {wimpy 150}

#alias {qr} {quest request}
#alias {qc} {quest complete}
#alias {qs} {quest status}
#alias {gj} {get 1.}


#alias {oa} {order all}
#alias {ra} {rem all}
#alias {da} {drop all}
#alias {oarf} {order all rescue $friend}
#alias {oars} {order all rescue fawl}
#alias {oak} {order all kill}
#alias {rdg} {order all rem all;o all drop all;get all}

#alias {sv} {shake vial}
#alias {dv} {drop vial}
#alias {tvw} {throw vial 1 west}
#alias {tve} {throw vial 1 east}
#alias {tvn} {throw vial 1 north}
#alias {tvs} {throw vial 1 south}
#alias {tvd} {throw vial 1 down}

#alias {app} {#var atportalattack {push $target $atret}}
#alias {apa} {#var atportalattack {$attack $target}}
#alias {apc} {#var atportalattack {cel $target}}
#var atportalattack {push $target $atret}

#action {A bluish purple stone lies on the ground.} {#if {$gemmode=1} {get 1.}}
#action {An olive colored gem lies hidden in the weeds.} {#if {$gemmode=1} {get 1.}}
#action {A crystal clear diamond lies here, shimmering in the sunlight.} {#if {$gemmode=1} {get 1.}}
#action {A dark green stone lies on the ground, half covered in mud.} {#if {$gemmode=1} {get 1.}}
#action {An intense green stone has been left here.} {#if {$gemmode=1} {get 1.}}
#action {A stone of intense yellowish orange sits on a tree stump.} {#if {$gemmode=1} {get 1.}}

#var gemmode 0
#alias {gemon} {#var gemmode 1}
#alias {gemoff} {#var gemmode 0}

#nop =============== potions and pills

#alias {book} {rec book}
#alias {clear} {quaff clear}
#alias {qre} {quaff recall}
#alias {qhe} {quaff heal}
#alias {jen} {rec scrap}
#alias {writ} {rec writ}
#alias {qsa} {quaff sanc}
#alias {bls} {bli self}
#alias {blue} {eat blue pill}
#alias {froth} {eat froth}
#alias {jenn} {rec scrap}
#alias {dark} {quaff dark}
#alias {scr} {rec scr}
#alias {kat} {eat katsi}
#alias {black} {rec black}
#alias {true} {quaff true}
#alias {ver} {quaff verm}
#alias {brewvial} {put fire caul;put sul caul;put char caul;brew}
#alias {brewver} {put shrew caul;put dragonfly caul;put wishbone caul;brew}
#alias {brewon} {#var reagents 1}
#alias {brewoff} {#var reagents 0}
#action {(Magical)} {#if $reagents=1 {get reagent}}
#var reagents 0

#nop ====== Actions - PK


#action {^%0 disarms you and sends your weapon flying!} {get $weapon;wear $weapon}
#action {^You disappear into the void.} {who}
#action {^$target (PLAYER) who is a brief walk away to the west.} {#if {$chase=1} {#if {$charging=0} {wq;w;w};#if {$charging=1} {charge west;setspec}}}
#action {^$target (PLAYER) who is a brief walk away to the east.} {#if {$chase=1} {#if $charging=0} {eqq;e;e};#if {$charging=1} {charge east;setspec}}}
#action {^$target (PLAYER) who is a brief walk away to the north.} {#if {$chase=1} {#if {$charging=0} {nq;n;n};#if {$charging=1} {charge north;setspec}}}
#action {^$target (PLAYER) who is a brief walk away to the south.} {#if {$chase=1} {#if {$charging=0} {sq;s;s};#if {$charging=1} {charge south;setspec}}}
#action {^$target (PLAYER) who is a brief walk away upwards.} {#if {$chase=1} {#if $charging=0 {uq;u;u};#if $charging=1 {charge up;setspec}}}
#action {^$target (PLAYER) who is a brief walk away downwards.} {#if {$chase=1} {#if $charging=0 {dq;d;d};#if $charging=1 {charge down;setspec}}}
#action {^$target (PLAYER) who is rather far off to the north.} {#if {$chase=1} {nq;n;n;n}}
#action {^$target (PLAYER) who is rather far off to the south.} {#if {$chase=1} {sq;s;s;s}}
#action {^$target (PLAYER) who is rather far off to the west.} {#if {$chase=1} {wq;w;w;w}}
#action {^$target (PLAYER) who is rather far off to the east.} {#if {$chase=1} {eqq;e;e;e}}
#action {^$target (PLAYER) who is rather far off upwards.} {#if {$chase=1} {uq;u;u;u}}
#action {^$target (PLAYER) who is rather far off downwards.} {#if {$chase=1} {dq;d;d;d}}
#action {^$target (PLAYER) who is close by downwards.} {#if {$chase=1} {#if $charging=0 {dq};#if $charging=1 {charge down;setspec}}}
#action {^$target (PLAYER) who is close by to the west.} {#if {$chase=1} {#if $charging=0 {wq};#if $charging=1 {charge west;setspec}}}
#action {^$target (PLAYER) who is close by to the east.} {#if {$chase=1} {#if $charging=0 {eqq};#if $charging=1 {charge east;setspec}}}
#action {^$target (PLAYER) who is close by to the north.} {#if {$chase=1} {#if $charging=0 {nq};#if $charging=1 {charge north;setspec}}}
#action {^$target (PLAYER) who is close by to the south.} {#if {$chase=1} {#if $charging=0 {sq};#if $charging=1 {charge south;setspec}}}
#action {^$target (PLAYER) who is close by upwards.} {#if {$chase=1} {#if $charging=0 {uq};#if $charging=1 {charge up;setspec}}}
#action {^$target (PLAYER) who is not far off to the west.} {#if {$chase=1} {#if $charging=0 {wq;w};#if $charging=1 {charge west;setspec}}}
#action {^$target (PLAYER) who is not far off to the east.} {#if {$chase=1} {#if $charging=0 {eqq;e};#if $charging=1 {charge east;setspec}}}
#action {^$target (PLAYER) who is not far off to the south.} {#if {$chase=1} {#if $charging=0 {sq;s};#if $charging=1 {charge south;setspec}}}
#action {^$target (PLAYER) who is not far off to the north.} {#if {$chase=1} {#if $charging=0 {nq;n};#if $charging=1 {charge north;setspec}}}
#action {^$target (PLAYER) who is not far off upwards.} {#if {$chase=1} {#if $charging=0 {uq;u};#if $charging=1 {charge up;setspec}}}
#action {^$target (PLAYER) who is not far off downwards.} {#if {$chase=1} {#if $charging=0 {dq;d};#if $charging=1 {charge down;setspec}}}
#action {^$target appears in the room.} {#if {$tag=1} {#if $fighting=0 {$attack $target}}}
#action {^$target arrives from} {#if {$tag=1} {#if $fighting=0 {$attack $target}}}
#action {^$target breaks free from submission!} {#if {$tag=1} {#if $fighting=0 {$attack $target}}}
#action {^$target comes flying} {#if {$tag=1} {#if $fighting=0 {#if $specroom=0 {$attack $target}}}}
#action {^$target has arrived.} {#if {$tag=1} {#if $fighting=0 {#if $specroom=0 {#if {$chargemode=0} {$attack $target}}}}}
#action {^$target has fled!} {duwpush;#if {$chase=1} {$waar}}
#action {^$target leaves east.} {#if {$chase=1} {#if $fighting=0 {eqq}}}
#action {^$target leaves west.} {#if {$chase=1} {#if $fighting=0 {wq}}}
#action {^$target leaves north.} {#if {$chase=1} {#if $fighting=0 {nq}}}
#action {^$target leaves south.} {#if {$chase=1} {#if $fighting=0 {sq}}}
#action {^$target leaves up.} {#if {$chase=1} {#if $fighting=0 {uq}}}
#action {^$target leaves down.} {#if {$chase=1} {#if $fighting=0 {dq}}}
#action {^$target retreats from the fight} {#if {$chase=1} {#if {$antiret=1} {$atret;setspec}}}
#action {^$target %2} {#if {$whering=1} {$canal $target @ %2;#var whering 0}}
#action {$target is here.} {duwpush;#if {$tag=1} {#if $fighting=0 {#if $specroom=0 {#if {$chargemode=0} {#if {$targetatportal=1} {$atportalattack}};#if {$chargemode=0} {#if {$targetatportal=0} {$attack $target}}}}}}} {%3}
#action {$target is here, fighting} {duwdrag}
#action {$target is lying here, face down on the ground.} {#if {$tag=1} {#if $fighting=0 {#if $specroom=0 {#if {$chargemode=0} {back $target}}}}} {%3}
#action {$target is resting here.} {duwdrag} {%1}
#action {$target is sleeping here.} {duwdrag;#if {$tag=1} {#if $fighting=0 {#if $specroom=0 {#if {$chargemode=0} {back $target}}}}} {%1}
#action {$target is sitting here} {duwdrag} {%1}
#action {^They seem to be tied up at the moment!} {#if {$tag=1} {#if $fighting=0 {back $target}}}
#action {^You drag $target} {#if {$tag=1} {#if $fighting=0 {$attack $target}}}
#action {^You slam into $target pushing %0 west.} {#if $charging=1 {#if $chase=1 {charge west}};#if $charging=0 {#if {$chase=1} {wq}}}
#action {^You slam into $target pushing %0 east.} {#if $charging=1 {#if $chase=1 {charge east}};#if $charging=0 {#if {$chase=1} {eqq}}}
#action {^You slam into $target pushing %0 north.} {#if $charging=1 {#if $chase=1 {charge north}};#if $charging=0 {#if {$chase=1} {nq}}}
#action {^You slam into $target pushing %0 south.} {#if $charging=1 {#if $chase=1 {charge south}};#if $charging=0 {#if {$chase=1} {sq}}}
#action {^You slam into $target pushing %0 up.} {#if $charging=1 {#if $chase=1 {charge up}};#if $charging=0 {#if {$chase=1} {uq}}}
#action {^You slam into $target pushing %0 down.} {#if $charging=1 {#if $chase=1 {charge down}};#if $charging=0 {#if {$chase=1} {dq}}}
#action {%0 slams into $target pushing %1 west.} {#if {$chase=1} {#if {$specroom=0} {wq}}}
#action {%0 slams into $target pushing %1 east.} {#if {$chase=1} {#if {$specroom=0} {eqq}}}
#action {%0 slams into $target pushing %1 north.} {#if {$chase=1} {#if {$specroom=0} {nq}}}
#action {%0 slams into $target pushing %1 south.} {#if {$chase=1} {#if {$specroom=0} {sq}}}
#action {%0 slams into $target pushing %1 up.} {#if {$chase=1} {#if {$specroom=0} {uq}}}
#action {%0 slams into $target pushing %1 dowm.} {#if {$chase=1} {#if {$specroom=0} {dq}}}
#action {%0 leaves west, dragging $target} {#if {$chase=1} {#if {$specroom=0} {wq}}}
#action {%0 leaves east, dragging $target} {#if {$chase=1} {#if {$specroom=0} {eqq}}}
#action {%0 leaves south, dragging $target} {#if {$chase=1} {#if {$specroom=0} {sq}}}
#action {%0 leaves north, dragging $target} {#if {$chase=1} {#if {$specroom=0} {nq}}}
#action {%0 leaves up, dragging $target} {#if {$chase=1} {#if {$specroom=0} {uq}}}
#action {%0 leaves down, dragging $target} {#if {$chase=1} {#if {$specroom=0} {dq}}}
#action {^$target is DEAD!!} {$canal $target has been sent to the Chamber of Slain!}
#action {^$target breaks free from submission} {duwpush;#if $fighting=0 {#if $tag=1 {$attack $target}}}
#action {$target sits down} {duwdrag}
#action {$target wakes up.} {duwpush}
#action {$target stands up} {duwpush}
#action {(Subdued) %0 $target} {#var subdued 2}
#action {(Subdued) $target} {#var subdued 2}
#action {%0 subdues $target} {#var subdued 2}
#action {You have subdued %0!} {#var subdued 2}
#action {Better let him get up first.} {duwdrag}
#action {You can't drag someone who is standing.} {duwpush}
#action {^By the Altar} {#var specroom 1}
#action {^Yellow Palm Healers} {#var specroom 1}
#action {^The Seat of Law} {#var specroom 1}
#action {^Mother Guenna's House} {#var specroom 1}
#action {^ By the Altar} {#var specroom 1}
#action {^ Yellow Palm Healers} {#var specroom 1}
#action {^ The Seat of Law} {#var specroom 1}
#action {^ Mother Guenna's House} {#var specroom 1}
#action {^$target is at %0} {$canal $target is at %0}
#action {^PANIC! You couldn't escape!} {#if {$move>15} {#if {$noexit=0} {flee}}}
#action {The force of %0's wind tosses you away.} {stand}
#action {You charge into battle!} {#var chargemode 1}
#action {You kneel down to catch your breath.} {stand;#var chargemode 0}
#action {You slam face first into a wall! That HURTS!} {stand;#var chargemode 0}
#action {You smash into %0, sending him reeling!} {#var chargemode 0}
#action {^You throw your weight against} {#if {$chase=1} !0} {3}
#action {You halt the charge.} {#var chargemode 0}
#action {looks at you with contempt and then ignores you.} {#if {$chase=1} !0} {3}
#action {^$target [%0] (PLAYER) who is a brief walk away to the west.} {#if {$chase=1} {#if {$charging=0} {wq;w;w};#if {$charging=1} {charge west;setspec}}}
#action {^$target [%0] (PLAYER) who is a brief walk away to the east.} {#if {$chase=1} {#if $charging=0} {eqq;e;e};#if {$charging=1} {charge east;setspec}}}
#action {^$target [%0] (PLAYER) who is a brief walk away to the north.} {#if {$chase=1} {#if {$charging=0} {nq;n;n};#if {$charging=1} {charge north;setspec}}}
#action {^$target [%0] (PLAYER) who is a brief walk away to the south.} {#if {$chase=1} {#if {$charging=0} {sq;s;s};#if {$charging=1} {charge south;setspec}}}
#action {^$target [%0] (PLAYER) who is a brief walk away upwards.} {#if {$chase=1} {#if $charging=0 {uq;u;u};#if $charging=1 {charge up;setspec}}}
#action {^$target [%0] (PLAYER) who is a brief walk away downwards.} {#if {$chase=1} {#if $charging=0 {dq;d;d};#if $charging=1 {charge down;setspec}}}
#action {^$target [%0] (PLAYER) who is rather far off to the north.} {#if {$chase=1} {nq;n;n;n}}
#action {^$target [%0] (PLAYER) who is rather far off to the south.} {#if {$chase=1} {sq;s;s;s}}
#action {^$target [%0] (PLAYER) who is rather far off to the west.} {#if {$chase=1} {wq;w;w;w}}
#action {^$target [%0] (PLAYER) who is rather far off to the east.} {#if {$chase=1} {eqq;e;e;e}}
#action {^$target [%0] (PLAYER) who is rather far off upwards.} {#if {$chase=1} {uq;u;u;u}}
#action {^$target [%0] (PLAYER) who is rather far off downwards.} {#if {$chase=1} {dq;d;d;d}}
#action {^$target [%0] (PLAYER) who is close by downwards.} {#if {$chase=1} {#if $charging=0 {dq};#if $charging=1 {charge down;setspec}}}
#action {^$target [%0] (PLAYER) who is close by to the west.} {#if {$chase=1} {#if $charging=0 {wq};#if $charging=1 {charge west;setspec}}}
#action {^$target [%0] (PLAYER) who is close by to the east.} {#if {$chase=1} {#if $charging=0 {eqq};#if $charging=1 {charge east;setspec}}}
#action {^$target [%0] (PLAYER) who is close by to the north.} {#if {$chase=1} {#if $charging=0 {nq};#if $charging=1 {charge north;setspec}}}
#action {^$target [%0] (PLAYER) who is close by to the south.} {#if {$chase=1} {#if $charging=0 {sq};#if $charging=1 {charge south;setspec}}}
#action {^$target [%0] (PLAYER) who is close by upwards.} {#if {$chase=1} {#if $charging=0 {uq};#if $charging=1 {charge up;setspec}}}
#action {^$target [%0] (PLAYER) who is not far off to the west.} {#if {$chase=1} {#if $charging=0 {wq;w};#if $charging=1 {charge west;setspec}}}
#action {^$target [%0] (PLAYER) who is not far off to the east.} {#if {$chase=1} {#if $charging=0 {eqq;e};#if $charging=1 {charge east;setspec}}}
#action {^$target [%0] (PLAYER) who is not far off to the south.} {#if {$chase=1} {#if $charging=0 {sq;s};#if $charging=1 {charge south;setspec}}}
#action {^$target [%0] (PLAYER) who is not far off to the north.} {#if {$chase=1} {#if $charging=0 {nq;n};#if $charging=1 {charge north;setspec}}}
#action {^$target [%0] (PLAYER) who is not far off upwards.} {#if {$chase=1} {#if $charging=0 {uq;u};#if $charging=1 {charge up;setspec}}}
#action {^$target [%0] (PLAYER) who is not far off downwards.} {#if {$chase=1} {#if $charging=0 {dq;d};#if $charging=1 {charge down;setspec}}}
#action {^$target [%0] appears in the room.} {#if {$tag=1} {#if $fighting=0 {$attack $target}}}
#action {^$target [%0] arrives from} {#if {$tag=1} {#if $fighting=0 {$attack $target}}}
#action {^$target [%0] breaks free from submission!} {#if {$tag=1} {#if $fighting=0 {$attack $target}}}
#action {^$target [%0] comes flying} {#if {$tag=1} {#if $fighting=0 {#if $specroom=0 {$attack $target}}}}
#action {^$target [%0] has arrived.} {#if {$tag=1} {#if $fighting=0 {#if $specroom=0 {#if {$chargemode=0} {$attack $target}}}}}
#action {^$target [%0] has fled!} {duwpush;#if {$chase=1} {$waar}}
#action {^$target [%0] leaves east.} {#if {$chase=1} {#if $fighting=0 {eqq}}}
#action {^$target [%0] leaves west.} {#if {$chase=1} {#if $fighting=0 {wq}}}
#action {^$target [%0] leaves north.} {#if {$chase=1} {#if $fighting=0 {nq}}}
#action {^$target [%0] leaves south.} {#if {$chase=1} {#if $fighting=0 {sq}}}
#action {^$target [%0] leaves up.} {#if {$chase=1} {#if $fighting=0 {uq}}}
#action {^$target [%0] leaves down.} {#if {$chase=1} {#if $fighting=0 {dq}}}
#action {^$target [%0] retreats from the fight} {#if {$chase=1} {#if {$antiret=1} {$atret;setspec}}}
#action {^$target [%0] %2} {#if {$whering=1} {$canal $target @ %2;#var whering 0}}
#action {$target [%0] is here.} {duwpush;#if {$tag=1} {#if $fighting=0 {#if $specroom=0 {#if {$chargemode=0} {#if {$targetatportal=1} {$atportalattack}};#if {$chargemode=0} {#if {$targetatportal=0} {$attack $target}}}}}}} {%3}
#action {$target [%0] is here, fighting} {duwdrag}
#action {$target [%0] is lying here, face down on the ground.} {#if {$tag=1} {#if $fighting=0 {#if $specroom=0 {#if {$chargemode=0} {back $target}}}}} {%3}
#action {$target [%0] is resting here.} {duwdrag} {%1}
#action {$target [%0] is sleeping here.} {duwdrag;#if {$tag=1} {#if $fighting=0 {#if $specroom=0 {#if {$chargemode=0} {back $target}}}}} {%1}
#action {$target [%0] is sitting here} {duwdrag} {%1}
#action {^You slam into $target [%1] pushing %0 west.} {#if $charging=1 {#if $chase=1 {charge west}};#if $charging=0 {#if {$chase=1} {wq}}}
#action {^You slam into $target [%1] pushing %0 east.} {#if $charging=1 {#if $chase=1 {charge east}};#if $charging=0 {#if {$chase=1} {eqq}}}
#action {^You slam into $target [%1] pushing %0 north.} {#if $charging=1 {#if $chase=1 {charge north}};#if $charging=0 {#if {$chase=1} {nq}}}
#action {^You slam into $target [%1] pushing %0 south.} {#if $charging=1 {#if $chase=1 {charge south}};#if $charging=0 {#if {$chase=1} {sq}}}
#action {^You slam into $target [%1] pushing %0 up.} {#if $charging=1 {#if $chase=1 {charge up}};#if $charging=0 {#if {$chase=1} {uq}}}
#action {^You slam into $target [%1] pushing %0 down.} {#if $charging=1 {#if $chase=1 {charge down}};#if $charging=0 {#if {$chase=1} {dq}}}
#action {%0 slams into $target [%2] pushing %1 west.} {#if {$chase=1} {#if {$specroom=0} {wq}}}
#action {%0 slams into $target [%2] pushing %1 east.} {#if {$chase=1} {#if {$specroom=0} {eqq}}}
#action {%0 slams into $target [%2] pushing %1 north.} {#if {$chase=1} {#if {$specroom=0} {nq}}}
#action {%0 slams into $target [%2] pushing %1 south.} {#if {$chase=1} {#if {$specroom=0} {sq}}}
#action {%0 slams into $target [%2] pushing %1 up.} {#if {$chase=1} {#if {$specroom=0} {uq}}}
#action {%0 slams into $target [%2] pushing %1 dowm.} {#if {$chase=1} {#if {$specroom=0} {dq}}}
#action {^$target [%0] is DEAD!!} {$canal $target has been sent to the Chamber of Slain!}
#action {^$target [%0] breaks free from submission} {duwpush;#if $fighting=0 {#if $tag=1 {$attack $target}}}
#action {$target [%0] sits down} {duwdrag}
#action {$target [%0] wakes up.} {duwpush}
#action {$target [%0] stands up} {duwpush}
#action {^$target [%1] is at %0} {$canal $target is at %0}

#action {A glowing portal hovers inches above the ground.} {#if {$tag=1} {#var targetatportal 1}}
#var targetatportal 0

#nop ::::: TESTING FOR EMOTES
#action {^%1 is in excellent condition.} {sleepoff;#var condition 1}
#action {^%1 has a few scratches.} {sleepoff;#var condition 1}
#action {^%1 has quite a few wounds.} {sleepoff;#var condition 1}
#action {^%1 has some small wounds and bruises.} {sleepoff;#var condition 1}
#action {^%1 has some big nasty wounds and scratches.} {sleepoff;#var condition 1}
#action {^%1 looks pretty damn hurt.} {sleepoff;#var condition 1}
#action {^%1 looks pretty hurt.} {sleepoff;#var condition 1}
#action {^%1 is in awful condition.} {sleepoff;#var {condition} {1}}

#action {^Isn't %0 just so nice?} {#showme YOU GOT CHARMED!!! YOU GOT CHARMED!!! YOU GOT CHARMED!!! YOU GOT CHARMED!!!} {2}
#action {^A sticky web forms around your body!} {#showme YOU GOT WEBBED!!! YOU GOT WEBBED!!! YOU GOT WEBBED!!! YOU GOT WEBBED!!!} {2}
#action {^You feel unclean.} {#showme YOU GOT CURSED!!! YOU GOT CURSED!!! YOU GOT CURSED!!!} {2}

#var locate 0
#alias {locateon} {#var locate 1}
#alias {locateoff} {#var locate 0}
#action {%x} {#if $locate=1 {locateoff;$canal $target located at: %x}}
#action {You lost your concentration} {#if $locate=1 {locateoff}}
#action {You can't seem to locate any} {#if $locate=1 {locateoff}}
#action {In your dreams, or what?} {#if $locate=1 {locateoff}}
#action {You don't have enough mana.} {#if $locate=1 {locateoff}}
#action {'} {#if $locate=1 {locateoff;locateon}}
#action {Nah... You feel too relaxed...} {#if $locate=1 {locateoff}}

#gag {^The bolt arcs to %0!}
#gag {^The bolt hits you!}
#gag {^You are struck by your own lightning!}

#substitute {%1 'abrazak'.} {%1 'armor'.}
#substitute {%1 'candusima'.} {%1 'refresh'.}
#substitute {%1 'eugszr waouq'.} {%1 'dispel magic'.}
#substitute {%1 'ghaiz gtui'} {%1 'stone skin'.}
#substitute {%1 'gjwwai'.} {%1 'summon'.}
#substitute {%1 'gpuzre'.} {%1 'shield'.}
#substitute {%1 'hiqahz abyzqh'.} {%1 'locate object'.}
#substitute {%1 'hiqahz dudasabru'.} {%1 'locate person'.}
#substitute {%1 'hzrzsafh'.} {%1 'teleport'.}
#substitute {%1 'judifgz abyzqh'.} {%1 'curse object'.}
#substitute {%1 'judifgz'.} {%1 'curse'.}
#substitute {%1 'noselacri'.} {%1 'blindness'.}
#substitute {%1 'oculoinfra pueoculoi'.} {%1 'detect hidden'.}
#substitute {%1 'oculoinfra uizug'.} {%1 'detect invis'.}
#substitute {%1 'qaiqzrrahuai'.} {%1 'cancellation'.}
#substitute {%1 'qpabraw dudasabru'.} {%1 'charm person'.}
#substitute {%1 'qpaiizr'.} {%1 'channel'.}
#substitute {%1 'qpaui diesilla'.} {%1 'chain lightning'.}
#substitute {%1 'sausabru'.} {%1 'poison'.}
#substitute {%1 'sraojz'.} {%1 'plague'.}
#substitute {%1 'tiax aruoiwunsoh'.} {%1 'know alignment'.}
#substitute {%1 'uiygruzuguai'.} {%1 'infravision'.}
#substitute {%1 'uizugubrz abyzgh'.} {%1 'invis object'.}
#substitute {%1 'unsozfol egruui'.} {%1 'energy drain'.}
#substitute {%1 'uoculoihuyl'.} {%1 'identify'.}
#substitute {%1 'xarr ay unsohfasl'.} {%1 'wall of entropy.'}
#substitute {%1 'xzatunso'.} {%1 'weaken'.}
#substitute {%1 'xzb'.} {%1 'web'.}
#substitute {%1 'yucandusbarr'.} {%1 'fireball'.}
#substitute {%1 'yrl'.} {%1 'fly'.}
#substitute {%1 'sagg eaaf'.} {%1 'pass door'.}
#substitute {%1 'ouaih ghcandusiohp'.} {%1 'giant strength'.}
#substitute {%1 'paghz'.} {%1 'haste'.}
#substitute {%1 'sfainfrauai aruoi'.} {%1 'protection align'.}
#substitute {%1 'candussido judifgz'.} {%1 'uncurse object'.}
#substitute {%1 'pzar'.} {%1 'heal'.}
#substitute {%1 'oahz'.} {%1 'gate'.}
#substitute {%1 'safhar'.} {%1 'portal'.}
#substitute {%1 'xafe ay candusqarr'.} {%1 'word of recall'.}
#substitute {%1 'gaiqhjabral'.} {%1 'sanctuary'.}
#substitute {%1 'yazfuz yucandus'.} {%1 'faerie fire'.}
#substitute {%1 'diesilla barh'.} {%1 'lightning bolt'.}
#substitute {%1 'yrawzgculatz'.} {%1 'flamestrike'.}
#substitute {%1 'ycandusikl'.} {%1 'frenzy'.}
#substitute {%1 'fido'.} {%1 'bless'.}
#substitute {%1 'oculowaiyucandus'.} {%1 'demonfire'.}
#substitute {%1 'grzzs'.} {%1 'sleep'.}
#substitute {%1 'safhar'.} {%1 'portal'.}
#substitute {%1 'xahzf bcandusahp'.} {%1 'water breath'.}
#substitute {%1 'diesilla bcandusahp'.} {%1 'lightning breath'.}
#substitute {%1 'aque bcandusahp'.} {%1 'acid breath'.}
#substitute {%1 'aque bragh'.} {%1 'acid blast'.}

#nop hightlights

#high {light green} {^The white aura around %0's body vanishes}
#high {light green} {^You cover %0 with sticky webs!}
#high {light green} {^%0 is covered in sticky webs!}
#high {light green} {^%0 is engulfed in smoke and flame!}
#high {light green} {^You smash into $target, sending him reeling!}
#high {light green} {You trip %0 and %1 goes down!}
#high {light green} {%0 trips $target, sending it to the ground!}
#high {light green} {You slam into %0, and send %1 flying!}
#high {light green} {%0 is surrounded by a pink outline.}
#high {light green} {%0 is blinded by the sunburst!}
#high {light green} {You have silenced %0!}

#high {light red} {^You feel unclean.}
#high {light red} {^The white aura around your body fades.}
#high {light red} {^A sticky web forms around your body!}
#high {light red} {%0 sends you sprawling with a powerful bash!}
#high {light red} {%0 smashes into you, sending you reeling!}
#high {light red} {%0 trips you and you go down!}
#high {light red} {You are blinded!}
#high {light red} {^Isn't %0 just so nice?}
#high {light red} {You no longer feel stealthy.}
#high {light red} {The spirit of the dragon lifts from your body.}
#high {light red} {You didn't find any %0}
#high {light red} {From out of nowhere, A rumbling vial smacks you in the back of the head!}
#high {light red} {%0 shakes An explosive vial, and it starts to rumble!}
#high {light red} {%0 drops A rumbling vial.}

#high {light red} {You feel very confused.}
#high {light red} {$target %2}
#high {light red} {$target [%1] %2}

#high {light green} {^$target leaves %0.}
#high {light green} {^$target has arrived.}
#high {light green} {^$target has fled!}
#high {light green} {%0 $target is here.}
#high {light green} {^$target is here.}
#high {light green} {%0 $target is here, fighting %1}
#high {light green} {^$target is here, fighting %1}

#high {light green} {^$target [%0] leaves %1.}
#high {light green} {^$target [%0] has arrived.}
#high {light green} {^$target [%0] has fled!}
#high {light green} {%0 $target [%1] is here.}
#high {light green} {^$target [%1] is here.}
#high {light green} {%0 $target [%1] is here, fighting %2}
#high {light green} {^$target [%1] is here, fighting %2}
#high {light green} {You may now quest again.}

#high {brown} {^%1 is in excellent condition.}
#high {brown} {^%1 has a few scratches.}
#high {brown} {^%1 has quite a few wounds.}
#high {brown} {^%1 has some small wounds and bruises.}
#high {brown} {^%1 has some big nasty wounds and scratches.}
#high {brown} {^%1 looks pretty damn hurt.}
#high {brown} {^%1 looks pretty hurt.}
#high {brown} {^%1 is in awful condition.}
#high {red} {^[50 %1 %2]}

#high {light green} {You Qwest %0}
#high {light green} {%0 Qwest talks: %1}
#high {light green} {You Team %0}
#high {light green} {TEAM ONE %0}
#high {light green} {TEAM TWO %0}
#high {light green} {TEAM THREE %0}

#nop Skill level

#high {cyan} {You have become better at %2!}
#high {cyan} {You learn from your mistakes, and your %2 skill improves.}

#nop safetimer XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

#nop #alias tagged {#safetimer 105}
#nop #safetimer
#timer safetimer 0 {} {} {} {safetimer} {1} {SAFE}
#alias tagged {#timer safetimer 105}
#action {*'s * does UNSPEAKABLE things to you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * <<< ERADICATES >>> you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * >>> ANNIHILATES <<< you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * === OBLITERATES === you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * ~*~*~* DEVASTATES ~*~*~* you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * ~*~*~* DEMOLISHES ~*~*~* you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * MANGLES you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * MASSACRES you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * DISMEMBERS you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * DISEMBOWELS you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * MUTILATES you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * maims you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * devastates you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * decimates you!$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * mauls you.$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * wounds you.$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * injures you.$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * hits you.$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * grazes you.$} {tagged} {6} {timer} {1} {skipall}
#action {*'s * scratches you.$} {tagged} {6} {timer} {1} {skipall}
#action {Your * does UNSPEAKABLE things to *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * <<< ERADICATES >>> *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * >>> ANNIHILATES <<< *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * === OBLITERATES === *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * ~*~*~* DEVASTATES ~*~*~* *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * ~*~*~* DEMOLISHES ~*~*~* *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * MANGLES *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * MASSACRES *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * DISMEMBERS *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * DISEMBOWELS *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * MUTILATES *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * maims *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * devastates *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * decimates *!$} {tagged} {6} {timer} {1} {skipall}
#action {Your * mauls *.$} {tagged} {6} {timer} {1} {skipall}
#action {Your * wounds *.$} {tagged} {6} {timer} {1} {skipall}
#action {Your * injures *.$} {tagged} {6} {timer} {1} {skipall}
#action {Your * hits *.$} {tagged} {6} {timer} {1} {skipall}
#action {Your * grazes *.$} {tagged} {6} {timer} {1} {skipall}
#action {Your * scratches *.$} {tagged} {6} {timer} {1} {skipall}
#action {You slam into %w pushing *.$} {tagged} {6} {timer} {1} {skipall}
#action {You drag %w %[$$exits].$} {tagged} {6} {timer} {1} {skipall}
#action {Your kicked dirt } {tagged} {6} {timer} {1} {skipall}
#action {Your trip } {tagged} {6} {timer} {1} {skipall}
#action {You have involved yourself in the fight.$} {tagged} {6} {timer} {1} {skipall}
#action {* subdues you!$} {tagged} {6} {timer} {1} {skipall}
#nop #action {Your body violently rips across the dimensions.$} {#safetimer +15 105} {6} {timer} {1} {skipall}
#action {Your body violently rips across the dimensions.$} {#math safetimer min($safetimer+15,105)} {6} {timer} {1} {skipall}
#substitute {|xyzxyz} {|$safetimer|}

#nop ticktimer XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

#timer ticktimer 0 {} {30} {} {ticktimer} {1}
#alias tick {#timer ticktimer 30}
#nop #action {You are hungry.$} {#ticktimer 30} {6} {ticktimer} {1} {skipall}
#nop #action {The day has begun.$} {#ticktimer 30} {6} {ticktimer} {1} {skipall}
#nop #action {The clouds disappear.$} {#ticktimer 30} {6} {ticktimer} {1} {skipall}
#nop #action {The sun rises in the east.$} {#ticktimer 30} {6} {ticktimer} {1} {skipall}
#nop #action {It starts to rain.$} {#ticktimer 30} {6} {ticktimer} {1} {skipall}
#nop #action {The sun slowly disappears in the west.$} {#ticktimer 30} {6} {ticktimer} {1} {skipall}
#nop #action {The night has begon.$} {#ticktimer 30} {6} {ticktimer} {1} {skipall}
#action {You are hungry.$} {tick} {6} {ticktimer} {1} {skipall}
#action {The day has begun.$} {tick} {6} {ticktimer} {1} {skipall}
#action {The clouds disappear.$} {tick} {6} {ticktimer} {1} {skipall}
#action {The sun rises in the east.$} {tick} {6} {ticktimer} {1} {skipall}
#action {It starts to rain.$} {tick} {6} {ticktimer} {1} {skipall}
#action {The sun slowly disappears in the west.$} {tick} {6} {ticktimer} {1} {skipall}
#action {The night has begon.$} {tick} {6} {ticktimer} {1} {skipall}
Reply with quote
Orang
Apprentice


Joined: 22 Jul 2004
Posts: 118
Location: USA

PostPosted: Mon Jul 25, 2005 12:30 pm   
 
copy/paste all that to a .txt file
then
on the menu click:

Settings->Import->Tintin++
then browse for your file and hit ok when u find it
Reply with quote
Fawl
Beginner


Joined: 25 Jul 2005
Posts: 18
Location: USA

PostPosted: Mon Jul 25, 2005 8:48 pm   
 
Twisted Evil Evil or Very Mad Wink Very Happy

Orang

Thank you.
Thank you.
Thank you.
Thank you.
Thank you.
Thank you.
Thank you.
Reply with quote
Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Mon Jul 25, 2005 9:37 pm   
 
Topic moved.
_________________
The only good questions are the ones we have never answered before.
Search the Forums
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Ziah
Novice


Joined: 11 Mar 2005
Posts: 40

PostPosted: Mon Jul 25, 2005 11:29 pm   
 
wow... that is a huge script
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gacameron01
Newbie


Joined: 26 Jul 2005
Posts: 5

PostPosted: Tue Jul 26, 2005 5:12 pm   
 
Fawl wrote:
Twisted Evil Evil or Very Mad Wink Very Happy

Orang

Thank you.
Thank you.
Thank you.
Thank you.
Thank you.
Thank you.
Thank you.


Heya! Did this work for you at all, i have a very similar script and importing it is utterly pointless as nothing is picked up other than aliases.
Reply with quote
Orang
Apprentice


Joined: 22 Jul 2004
Posts: 118
Location: USA

PostPosted: Tue Jul 26, 2005 7:59 pm   
 
Fawl wrote:
Twisted Evil Evil or Very Mad Wink Very Happy

Orang

Thank you.
Thank you.
Thank you.
Thank you.
Thank you.
Thank you.
Thank you.


you are very welcome :)
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