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nazradin Apprentice
Joined: 23 Mar 2003 Posts: 114 Location: New Zealand
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Posted: Mon Apr 28, 2003 7:03 am
GS3 travel scripts |
travel scripts
creates buttons to take you from place to place
travelscripts off/on hides/shows all the buttons
these assume that you have the required skills and shield/weapon away for any of the more difficult places, if you lag, have trouble with climbing or forget to put stuff away just hit the pause catch up and then start
buttons are on panel 4
edited 5.05.03 added a whole lot more scripts and buttons, still a few to go but almost there
edited 12.05.03 added multi state buttons to make neater, main travel script is 1st state and sub scripts also listed incase you need to start partial script. added triggers to link partial scripts to make travel require less re starting.
edit 19.05
added a few more scipts to vaalor hunting grounds and a level 0-4 message script for vaalor that once started will run in a loop untill stoped.
edit 28.05 more added
edit 2.06 more added
edit 28.06
added a couple more small scripts and added a trigger that pauses script if it gets out of sinc, toggle the pause button to continue scipt when caught up
edit 7.07
updated all the buttons to work with the stop trigger and added a few more scripts
MAJOR EDIT 24.01.07 have changed the actual travel script, it now triggers on obvious paths/exits instead of pausing 1 second before executing next command, this makes it a lot faster but a: you need to add look triggers for some actions to keep the script moving or just look if it pauses and b: it does not handle a lot of the rooms which give rt as the rt comes at the same time as the room discription means you usually have to type in the repeat command again to keep it moving when rt expires good thing is it doesnt keep going thought the script untill you move or look so its easy to just follow the on screen directions , the o screen directions the change in speed is well worth this annoyance. I left the old alarm in the script disabled incase you prefer that. I also added a trigger that looks to continue the scripts for things such as banking and doing actions that dont actually move you. Thanks to shalimar for the help on this.
Nazradin
another major edit 25.07.04
many new hunting area scripts
was having trouble selecting from the drop down menus occasionally so now when an area is selected it also sets tohunt and from hunt buttons which are simple push
travel to illistim/landing has been improved
for some places you need to stow and unstow your weapons wearstuff/removestuff edit to your taste
if your making a new script for these rember to add a look on a new line at the end, inorder to activate the trigger, if it stalls also "look" to restart, multiple looking can speed up script as well
#CLASS {Travel}
#ALIAS wearstuff {#if (%gsl( p) = "Vipershroud, Precipice" and @direction = toillistim) {open my @container;put @weapon in my @container;climb boulder;#alarm +2 {hiddenvillage_tree_c}};#if (%gsl( p) = "Vipershroud, Sheer Cliff" and @direction = tolanding) {open my @container;put @weapon in my @container;climb boulder;#alarm +2 {tree_village_b}};#if (%gsl( p) = "Locksmehr River Trail") {#alarm +@rt {open my @container;put @weapon in my @container;#alarm +2 {river_zul_ropebridge}}};#if (%gsl( p) ="Locksmehr River, Wiley Island") {open my @container;put @weapon in my @container;#alarm +2 {zul_river_ropebridge}};#if (%gsl( p) ="Noman's Land, Urgh Pens") {open my @container;put @weapon in my @container;#alarm +1 {climb path}};look}
#ALIAS removestuff {#if (%gsl( p) = "Vipershroud, Precipice" and @direction = tolanding) {get staff from my @container;close my @container;#alarm +1 {tree_village_b}};#if (%gsl( p) = "Vipershroud, Sheer Cliff" and @direction = toillistim) {get staff from my @container;close my @container;#alarm +1 {hiddenvillage_tree_c}};#if (%gsl( p) = "Locksmehr River Trail") {get staff from my @container;close my @container;#alarm +1 {ropebridge_river}};#if (%gsl( p) ="Locksmehr River, Wiley Island") {get staff from my @container;close my @container;#alarm +1 {ropebridge_zul}};look}
#TRIGGER {The town guard steps in front of you and says, "Excuse me, sir, there's an entrance fee to use this gate. Five silvers please."} {give guard 5 silver;go gate}
#BUTTON 123 {off} {#T- travelstuff;look} {on} {#T+ travelstuff;#T+ traveldisable;look} {} {1} {} {Size} {20} {15} {Pos} {1} {991} {} {} {} {} "" {} {} {} {2}
#CLASS 0
#CLASS {Travel|travelstuff}
#ALIAS orchard_val {movement = cli wall|se|s|s|go path|e|n|ne|e|e|ne|go trail|se|go bridge|se|se|go Gate|s|w|s|s|s|s|s|s|e|s|e|e|e;look}
#ALIAS river_landing {movement = out;look}
#ALIAS ropebridge_zul {movement = se|go bridge|go bank|ne|nw|nw|ne|ne|ne|ne|e|se|se|sw|up|ne|se|up|up|ne|up|se|down|down|e|ne|e|se|e|e|up|se|sw|up|sw|se|se|se|e|e|e|e|e|n|w|go bridge|e|se|se|e|e|e|ne|ne|ne|ne|n|n|n|n|nw|nw|nw|nw|nw|nw|nw|climb ladder|climb down|cli down|climb down|nw|w|nw|n|ne|n|nw|n|n|ne|ne|ne|ne|n|n|ne|ne|se|ne|ne|ne|ne|ne|se|ne|se|se|e|climb boulder|look trail;look}
#ALIAS val_orchard {movement = w|w|w|n|w|n|n|n|n|n|n|e|n|go gate|nw|nw|go bridge|nw|go trail|sw|w|w|sw|sw|go path|n|n|nw|climb north wall;look}
#ALIAS Illistim_dias {movement = go gate|n|n|go port|nw|ne|go gate|sw|w|ne|n|nw|nw|ne|go dais;look}
#ALIAS dias_Illistim {movement = out|se|se|sw|se|se|s|sw|e|ne|go gate|sw|se|go port|s|s|out;look}
#ALIAS val_Illistim_a {movement = w|w|w|n|w|n|n|n|n|n|n|e|n|go gate|nw|nw|go bridge|nw|nw|n|nw|n|nw|search|go crevasse|n|n|nw|nw|n|n|nw|n|nw|nw|n|n|go gang;look}
#ALIAS val_Illistim_b {movement = go path|nw|nw|nw|w|nw|nw|nw|w|w|nw|nw|nw|n|n|nw|nw|nw|n|nw|nw|nw|n|n|nw|nw|nw|w|nw|nw|nw|nw|w|w|nw|nw|nw|w|w|w|nw|nw|nw|w|nw|nw|nw|n|nw|w|ne|n|e|e|ne;look}
#ALIAS Illistim_val_a {movement = sw|w|w|s|sw|e|se|s|se|se|se|e|se|se|se|e|e|e|se|se|se|e|e|se|se|se|se|e|se|se|se|s|s|se|se|se|s|se|se|se|s|s|se|se|se|e|e|se|se|se|e|se|se|se|go dock|go gang;look}
#ALIAS Illistim_val_b {movement = s|s|se|se|s|se|s|s|se|se|s|s|search|go crevasse|se|s|se|s|se|se|go bridge|se|se|go Gate|s|w|s|s|s|s|s|s|e|s|e|e|e;look}
#ALIAS Illistim_zul {movement = Sw|w|w|s|sw|sw|se|sw|s|s|s|sw|w|se|s|sw|sw|s|se|s|s|sw|sw|w|nw|w|sw|s|go bridge|go step|go bridge|sw|sw|climb wall|sw|s|se|w|sw|s|s|w|sw|w|sw|s|se|s|s|s|sw|s|s|se|se|sw|sw|sw|s|sw|w|sw|s|sw|s|nw|go bridge|sw|up|up|s|se|se|s|s|s|s|sw|w|w|go path|s|s|sw|w|sw|sw|s|s|se|s|s|sw|s|sw|sw|s|s|w|sw|s|go open|sw|nw|w|s|s|w|sw|out|w|sw|se|sw|d|s|w|w|s|d|s|s|sw|w|d|sw|s|se|d|s|s|sw|go open|w|nw|out|w|sw|sw|s|s|sw|sw|se|sw|sw|w|w|nw|w|sw|w|w|s|s|s|sw|sw|go footbridge|w|sw|sw|s|s|se|sw|w|w|s|s|sw|sw|s|e|sw|s|s|s|sw|sw|s|up|up|up|go crevasse|s|s|se|out|s|sw|sw|s|s|s|sw|s|sw|s|se|s|s|s|sw|sw|climb boulders|sw|sw|s|se|s|sw|sw|s|go opening|se|se|sw|s|sw|s|go crevasse|sw|out|sw|s|sw|sw|se|sw|sw|sw|s|go cavern|se|se|se|s|s|sw|sw|sw|go tunnel|s|sw|s|sw|se|sw|s|se|se|se|s|s|sw|sw|s|s|go bridge|s|s|s|s|go edge|s|sw|se|sw|se|s|s|sw|w|sw|s|sw|sw|sw|sw|s|sw|sw|sw|s|glacia_zul_b;look}
#ALIAS Illistim_blackforest {movement = sw|w|w|s|sw|sw|se|sw|s|s|s|sw|w|se|s|sw|sw|s|se|s|s|sw|sw|w|nw|w|sw|s|go bridge|go step|go bridge|sw|sw|climb wall|sw|s|se|w|sw|s|s|w|sw|w|sw|s|se|s|s|s|sw|s|s|se|se|sw|sw|sw|s|sw|w|sw|s|sw|s|nw|go bridge|sw|up|up|s|se|se;look}
#ALIAS blackforest_glacia {movement = s|s|s|s|sw|w|w|go path|s|s|sw|w|sw|sw|s|s|se|s|s|sw|s|sw;look}
#ALIAS clear {movement = %null;movementslow = %null;look}
#ALIAS glacia_zul {movement = Sw|s|s|w|sw|s|go open|sw|nw|w|s|s|w|sw|out|w|sw|se|sw|d|s|w|w|s|d|s|s|sw|w|d|sw|s|se|d|s|s|sw|go open|w|nw|out|w|sw|sw|s|s|sw|sw|se|sw|sw|w|w|nw|w|sw|w|w|s|s|s|sw|sw|go footbridge|w|sw|sw|s|s|se|sw|w|w|s|s|sw|sw|s|e|sw|s|s|s|sw|sw|s|up|up|up|go crevasse|s|s|se|out|s|sw|sw|s|s|s|sw|s|sw|s|se|s|s|s|sw|sw|climb boulders|sw|sw|s|se|s|sw|sw|s|go opening|se|se|sw|s|sw|s|go crevasse|sw|out|sw|s|sw|sw|se|sw|sw|sw|s|go cavern|se|se|se|s|s|sw|sw|sw|go tunnel|s|sw|s|sw|se|sw|s|se|se|se|s|s|sw|sw|s|s|go bridge|s|s|s|s|go edge|s|sw|se|sw|se|s|s|sw|w|sw|s|sw|sw|sw|sw|s|sw|sw|sw|s|glacia_zul_b;look}
#ALIAS zuleast_zulwest {movement = go arch|w|sw|sw|sw|w|n|n|w|nw|w|w|w|sw|sw|w|w|nw|w|buy ticket;look}
#ALIAS zulwest_zuleast {movement = go arch|se|e|e|ne|ne|e|e|e|se|e|s|s|e|ne|ne|ne|e|e|buy ticket;look}
#ALIAS zul_Illistim {movementslow = w|out|climb trail|climb path|cli mountain}
#ALIAS zul_glacia {movement = w|out|climb trail|climb path|cli mountain|ne|se|s|se|e|se|se|e|se|ne|e|ne|n|ne|ne|down|down|go fissure|n|n|ne|nw|n|ne|climb boulder|n|ne|ne|ne|n|ne|ne|ne|ne|n|ne|e|ne|n|n|nw|ne|nw|ne|n|go bridge|n|n|n|n|go open|n|n|ne|ne|n|n|nw|nw|nw|n|ne|nw|ne|n|ne|n|go cavern|ne|ne|ne|n|n|nw|nw|nw|go opening|n|ne|ne|ne|nw|ne|ne|n|ne|go crevasse|ne|out|n|ne|n|ne|nw|nw|go open|n|ne|ne|n|nw|n|ne|ne|climb boulder|ne|ne|n|n|n|nw|n|ne|n|ne|n|n|n|ne|ne|n|go crevasse|nw|n|n|out|down|down|down|n|ne|ne|n|n|n|ne|w|n|ne|ne|n|n|e|e|ne|nw|n|n|ne|ne|e|go footbridge|ne|ne|n|n|n|e|e|ne|e|se|e|e|ne|ne|nw|ne|ne|n|n|ne|ne|e|go thicket|se|e|out|ne|n|n|up|nw|n|ne|up|e|ne|n|n|up|n|e|e|n|up|ne|nw|ne|e|go tunnel|ne|e|n|e|n|e|n|e|se|ne|out|n|ne|e|n|n|ne;look}
#ALIAS glacia_blackforest {movement = ne|n|ne|n|n|nw|n|n|ne|ne|e|ne|n|n|go path|e|e|ne|n|n|n|n;look}
#ALIAS blackforest_Illistim {movement = nw|nw|n|down|down|go bridge|ne|se|n|ne|n|ne|e|ne|n|ne|ne|ne|nw|nw|n|n|ne|n|n|n|nw|n|ne|e|ne|e|n|n|ne|e|nw|n|ne|climb wall|ne|go bridge|ne|go step|n|n|ne|e|se|e|ne|ne|n|n|nw|n|ne|ne|n|nw|e|ne|n|n|n|ne|nw|ne|ne|n|e|e|ne;look}
#ALIAS zul_ladder_a {movementslow = w|nw|nw|sw|climb cliff|se|climb crevice|zul_ladder_b;look}
#ALIAS ladder_ropebridge_a {movementslow = climb ladder|climb up|climb up|climb up|ladder_ropebridge_b;look}
#ALIAS ropebridge_river {movementslow = w|se|se|sw|sw|sw|sw|sw|sw|sw|s|s|s|se|se|s|ropebridge_river_b;look}
#ALIAS landing_sol {movement = Sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|se|se|sw|sw|ne|w|s|s|s|s|se|se|ne|ne|e|e|go brid|se|s|se|s|e|s|s|Sw|s|s|s|s|e|sw|sw|e|se|sw|w|sw|e|se|se|se|se|s|go stream|sw|sw|sw|s|s|sw|go ford|s|s|s|s|se|se|sw|sw|s|sw|sw|s|s|sw|se|up|s|sw|s|down|s|go ramp|w|w|w|w|w|w|w|sw|sw|s|s|go road|w|s|s|s|s|s|s|e|e|se|s|se|e|go colu|up|s|se|e|e|s|s|s|s|se|down|down|down|down|down|down|down|se|sw|sw|sw|go bridge|sw|sw|s|s|sw|sw|sw|sw|sw|s|s|s|s|sw|sw|sw|sw|sw|s|s|sw|w|w|w|w|w|nw|w|go ravine|s|d|sw|s|s|sw|go bridge|up|se|se|se|se|s;look}
#ALIAS landing_caravansary {movement = Sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|se|se|sw|sw|ne|w|s|s|s|s|se|se|ne|ne|e|e|go brid|se|s|se|s|e|s|s;look}
#ALIAS caravansary_vaneur {movement = Sw|s|s|s|s|e|sw|sw|e|se|sw|w|sw|e|se|se|se|se|s;look}
#ALIAS vaneur_sol {movement = go stream|sw|sw|sw|s|s|sw|go ford|s|s|s|s|se|se|sw|sw|s|sw|sw|s|s|sw|se|up|s|sw|s|down|s|go ramp|w|w|w|w|w|w|w|sw|sw|s|s|go road|w|s|s|s|s|s|s|e|e|se|s|se|e|go colu|up|s|se|e|e|s|s|s|s|se|down|down|down|down|down|down|down|se|sw|sw|sw|go bridge|sw|sw|s|s|sw|sw|sw|sw|sw|s|s|s|s|sw|sw|sw|sw|sw|s|s|sw|w|w|w|w|w|nw|w|go ravine|s|d|sw|s|s|sw|go bridge|up|se|se|se|se|s;look}
#ALIAS raganrahk_sol {movement = s|sw|s|down|s|go ramp|w|w|w|w|w|w|w|sw|sw|s|s|go road|w|s|s|s|s|s|s|e|e|se|s|se|e|go colu|up|s|se|e|e|s|s|s|s|se|down|down|down|down|down|down|down|se|sw|sw|sw|go bridge|sw|sw|s|s|sw|sw|sw|sw|sw|s|s|s|s|sw|sw|sw|sw|sw|s|s|sw|w|w|w|w|w|nw|w|go ravine|s|d|sw|s|s|sw|go bridge|up|se|se|se|se|s;look}
#ALIAS sol_brokentower {movement = n|nw|up|nw|nw|nw|nw|ne|n|n|ne|up|n|go ra|go bridge|w|w|n|n|go br;look}
#ALIAS brokentower_bonespear {movement = go door|w|w|sw|w|sw|w|w|w|w|w|sw|w|w|w|w|w|w|w|w|sw|w|w|w|w|w|w|w|sw|sw|w|w|w|w|w|go bridge|w|w|w|w|w|w|w|sw|w|sw|w|w|w|w|sw|sw|w|w|w|w|w|w|w|w|go path|sw|sw|sw|sw|sw|sw|sw|go beach|se|se|se|se|e|e|se|se|s|s|s|se|se|s|s|sw|s|cli cliff|ne|ne|ne|ne|cli hole|ne|ne|ne|n|cli hole|s|se|e|se|e|ne|nw|ne|cli hill|se|se|se|e|e|go path|e|e|e|se;look}
#ALIAS sol_landing {movement = N|nw|up|nw|nw|nw|nw|ne|n|n|ne|up|n|go ramp|e|se|e|e|e|e|e|ne|n|n|ne|ne|ne|ne|ne|n|n|n|n|ne|ne|ne|ne|ne|n|n|ne|go bridge|ne|ne|ne|ne|nw|up|up|up|up|up|up|up|nw|n|n|n|n|w|w|nw|n|down|go col|w|nw|n|nw|w|w|n|n|n|n|n|n|e|go road|n|n|ne|ne|e|e|e|e|e|e|e|go ramp|n|up|n|ne|n|down|nw|ne|n|n|ne|ne|n|ne|ne|nw|nw|n|n|n|n|go ford|ne|n|n|ne|ne|ne|go stream|N|nw|nw|nw|nw|w|ne|e|ne|nw|w|ne|ne|w|n|n|n|n|ne|N|n|w|n|nw|n|nw|go brid|w|w|sw|sw|nw|nw|n|n|n|n|e|ne|nw|nw|n|go path|ne|n|n|n|nw|n|nw|n|ne|n|n|n|n|n|ne;look}
#ALIAS vaneur_caravansary {movement = N|nw|nw|nw|nw|w|ne|e|ne|nw|w|ne|ne|w|n|n|n|n|ne;look}
#ALIAS caravansary_landing {movement = N|n|w|n|nw|n|nw|go brid|w|w|sw|sw|nw|nw|n|n|n|n|e|ne|nw|nw|n|go path|ne|n|n|n|nw|n|nw|n|ne|n|n|n|n|n|ne;look}
#ALIAS landing_mule {movement = sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|se|se|se|se|se|e|e|ne|e|e|e|go trail|n|ne|e|se|e|ne|n|ne|n|n|n|go trunk|nw|ne|up|n|up|up|e|ne|ne|go glac|ne|n|e|ne|ne|e|ne|se|e|se|e|se|go chasm|down|e|d|chasmfloor_mule;look}
#ALIAS mule_landing {@movementslow = w|w|nw|s|w|s|s|s|sw|e|wait|wait|wait|sw|sw|sw|wait|wait|wait|s|s|climb branch|w|down|s|go trail|wait|wait|wait|sw|sw|climb bank|s|e|se|wait|wait|wait|s|sw|s|wait|wait|wait|s|sw|wait|wait|wait|w|wait|wait|wait|sw|sw|wait|wait|wait|sw|wait|wait|wait|w|climb rockslide|wait|wait|wait|sw|wait|wait|wait|w|wait|wait|wait|w|w|sw|sw|w|w|w|nw|wait|wait|wait|nw|wait|wait|wait|w|wait|wait|wait|w|sw|go bridge|s|sw|s|sw|s|s|wait|wait|wait|enc|sw|sw|wait|wait|wait|sw|s|s|s|sw|s|s|chasmfloor_landing;look}
#ALIAS bank_val {movement = e|e|e|n|e|n|n|n|n|n|n|w|n|w|w|go door|remove @container|sell @container|wear @container|close @gemcontainer|out|w|w|go door|remove @gemcontainer|sell @gemcontainer|wear @gemcontainer|out|e|n|e|go door|go arch|bank2_val;look}
#ALIAS bank2_val {movement = wealth|deposit @coins|check balance|out|out|se|e|s|e|s|s|s|s|s|s|w|s|w|w|w;look}
#ALIAS bank_Illistim {movement = out|sw|sw|se|se|sw|go cottage| remove @gemcontainer|sell @gemcontainer|wear @gemcontainer|close @gemcontainer|out|w|w|nw|n|n|n|nw|sw|w|w|w|w|w| go bank|n|go arch|bank2_Illistim;look}
#ALIAS bank2_Illistim {movement = wealth|deposit @coins|check balance|out|s|out|e|e|e|e|e|ne|se|s|s|s|se|e|e|ne|go dais;look}
#ALIAS dias_rguild {movement = out|se|se|sw|sw|sw|w|w|nw|n|n|n|ne|ne|ne|se|ne|n|go arboretum|go gold door|lean door|kick door|pull door|slap door|tap door|kiss door|push door|go door|go stair|w|s;look}
#ALIAS river_ropebridge {movement = out|e|e|e|e|e|e|se|se|e|e|e|se|e|se|down|e|e|up|ne|n|e|ne|ne|ne|ne|ne|n|ne|ne|n|n|nw|nw|n|n|n|ne|ne|ne|ne|ne|ne|ne|nw|nw|e|look rope;look}
#ALIAS ropebridge_ladder {movement = se|go bridge|go bank|ne|nw|nw|ne|ne|ne|ne|e|se|se|sw|up|ne|se|up|up|ne|up|se|down|down|e|ne|e|se|e|e|up|se|sw|up|sw|se|se|se|e|e|e|e|e|n|w|go bridge|e|se|se|e|e|e|ne|ne|ne|ne|n|n|n|n|nw|nw|nw|nw|nw|nw|nw|look ladder;look}
#ALIAS ladder_zula {movementslow = climb ladder|climb d|climb d|climb d|ladder_zul_a2;look}
#ALIAS ladder_zulb {movement = se|se|e|e|e|ne|ne|ne|ne|up|se|climb cliff|nw|nw|nw|nw|climb cliff|se|se|se|se|climb crevice|nw|climb precipice|ne|se|se|e|go crevasse|buy ticket;look}
#ALIAS Illstim_skulltemple {movement = sw|w|w|s|sw|sw|se|sw|s|s|s|sw|w|se|s|sw|sw|s|se|s|s|sw|sw|w|nw|w|sw|s|go bridge|go step|go bridge|sw|sw|climb wall|sw|s|se|w|sw|s|s|w|sw|w|go grove|e|e|up|ne|n|n|n|n|nw|ne|up|e|ne|nw|e|ne|cli fracture|cli outcr|nw|w|s|sw|n|n|w|s|w|n|w;look}
#ALIAS val_col {movement = w|w|w|n|w|w|w|n|n|n|n|climb grate|go hatch|s|s|go door|e|go door|e|climb ladder|n|n|n|n|n|go niche|touch pointed stone |push pointed stone |push small stone|push round stone|push long stone|push thick stone |push flat stone|stance off|stand|go hallway|n|n;look}
#ALIAS col_val {movement = s|s|s|go hall|out|search|go crevice|s|s|s|s|s|s|s|cli ladd|w|go door|w|go door|n|n|go hatch|cli grate|s|s|s|s|e|e|e|s|e|e|e;look}
#ALIAS landing_wizguild {movement = sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|east|go path|cli st|go port|go door|go arch|go granite arch|east|go sta|go door;look}
#ALIAS wizguild_landing {movement = go door|go stair|w|w|s|go arch|go mar arch|go door|go port|cli sta|go path|w|ne|n|n|n|nw|n|nw|n|ne|n|n|n|n|n|ne;look}
#ALIAS phoniex_landing {movement = w|go door|w|w|s|w|w|n|n|w|w|w|nw|n|n|e|n|go gate;look}
#ALIAS landing_phoniex {movement = go gate|s|w|s|s|se|e|e|e|s|s|e|e|n|e|e|go entry|e;look}
#ALIAS landing_hiddenvillage {movement = sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|se|se|se|se|se|e|e|ne|e|e|e|go trail|n|ne|e|se|e|ne|n|ne|n|n|n|go trunk|nw|go gap|ne|e|se|ne|e|se|search|go footpath|s|ne;look}
#ALIAS pinefar_rift {movement = go door|go step|se|s|e|se|ne|e|cli ro|ne|e|cli stones|n|cli bo|nw|nw|ne|e|n|e|se|ne|go hatch|go open|n|nw|nw|n|n|e|go arch|cli west step|w|nw|nw|n|cli slope|ne|e|ne|se|se|s|sw|s|sw|nw|sw|cli slope|nw|n|ne|n|se|e|se|cli slope|se|sw|search|go ledge|sw|recite "look tine...see different stone alighned with different words;...push tine...look again...get grey stone aligned with humility;then either send mana to crown or cast spells at crown till it shines with steady brilliance;...then touch crown and say Aenatumgana then go door";look}
#ALIAS val_neartofarforest {movement = e|e|e|go gate|se|se|se|se|go oak|ne|ne|ne|n|n|n|n|n|go river;look}
#ALIAS neartofarforest_val {movement = go river|s|s|s|s|s|sw|sw|sw|go trail|nw|go bridge|nw|nw|go gate|w|w|w;look}
#ALIAS val_rogueguild {movement = w|w|w|n|w|w|w|get @lockpick from my @lockpickcontainer|pick shed with my @lockpick|put @lockpick in my @lockpickcontainer|open shed|go shed|pull hoe|pull rake|pull shovel|go panel|lean door|kick door|pull door|slap door|tap door|kiss door|push door|go door|n|n|n|cli ladder|n|go plank|w|go trap|s|go stair|n|n|n|go trap|down|ne|cli ladder|e|n;look}
#ALIAS rogueguild_val {movement = out|w|go panel|sw|up|go trapdoor|s|s|s|go staircase|n|climb rope|e|go plank|s|climb ladder|n|e|go chute|out|e|e|s|s|s|s|s|e|S|e|e|e;look}
#ALIAS val_foothills {movement = w|w|w|n|w|n|n|n|n|n|n|e|n|go gate|nw|nw|go bridge|nw|nw|n|go path|w|w|sw|sw|se;look}
#ALIAS foothills_val {movement = nw|ne|ne|e|e|go path|s|se|se|go bridge|se|se|go Gate|s|w|s|s|s|s|s|s|e|s|e|e|e;look}
#ALIAS password {movement = lean door|kick door|pull door|slap door|tap door|kiss door|push door|go door;look}
#ALIAS landing_LuinneBheinn {movement = sw|s|s|s|s|s|se|e|e|go bridge|climb bank|ne|ne|n|w|ne|n|ne|ne|n|n|ne|n|climb rockslide|e|sw|s|se|go footpath|up|se|e|ne|e|ne|e|se|go plank|ne|e|se|s|sw|climb crevice|up|se|e|e|up|sw|e|e|e|e|e|up|climb mountainside|up|se|ne|e|go drawbridge;look}
#ALIAS river_zul_ropebridge {movementslow = cli rope|shuff east|shuff east|shuff east;look}
#ALIAS zul_river_ropebridge {movementslow = cli rope|shuff west|shuff west|shuff west;look}
#ALIAS val_yandersfarm {movement = w|w|w|go gate|sw|sw|sw|sw|sw|s|go track|n|nw|nw;look}
#ALIAS val_ramblingmedows {movement = w|w|w|go gate|sw|sw|sw|sw|sw|s|sw|s|s|s|s|s|s|e|e|e;look}
#ALIAS yandersfarm_val {movement = se|se|s|go track|n|ne|ne|go bridge|ne|ne|go gate|e|e|e;look}
#ALIAS ramblingmedows_val {movement = w|w|w|n|n|n|n|n|n|ne|n|ne|ne|go bridge|ne|ne|go gate|e|e|e;look}
#ALIAS locker_val {movement = n|n|n|n|n|n|n|n|n|n|w|out|s|e|se|e|s|e|s|s|s|s|s|s|w|s|w|w|w;look}
#ALIAS val_locker {movement = e|e|e|n|e|n|n|n|n|n|n|w|n|w|w|w|n|n|go hall|e|s|s|s|s|s|s|s|s|s|s;look}
#ALIAS val_cemetery {movement = e|e|e|n|e|n|n|n|n|n|n|w|n|go gate|ne|ne|ne|ne|ne|ne|go path|n|ne|nw|n|n|n|n|n|n;look}
#ALIAS val_plainsofbone {movement = e|e|e|n|e|n|n|n|n|n|n|w|n|go gate|ne|ne|ne|ne|ne|ne|go path|n|ne|nw|n|n|n|n|n|n|n|n|n|n|n|n|ne|nw|go fence;look}
#ALIAS cemetery_val {movement = s|s|s|s|s|s|se|sw|s|go path|sw|sw|sw|go bridge|sw|sw|go gate|s|e|s|s|s|s|s|s|w|s|w|w|w;look}
#ALIAS voln_landing {movement = w|w|w|go trail|s|s|sw|w|go bridge|w|w|nw|n|n|n|n|N|ne;look}
#ALIAS lockerphoniex_sol {movement = close locker|go open|out|s|s|e|e|e|go stair|w|out|ne|e|ne;look}
#ALIAS sol_lockerphoniex {movement = sw|w|sw|go warehouse|e|go stair|w|w|w|n|n|go door|go open|open locker;look}
#ALIAS landing_vaneur {movement = Sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|se|se|sw|sw|ne|w|s|s|s|s|se|se|ne|ne|e|e|go brid|se|s|se|s|e|s|s|Sw|s|s|s|s|e|sw|sw|e|se|sw|w|sw|e|se|se|se|se|s|go grass|e|ne|n|go draw|n|go draw;look}
#ALIAS mule_lockerphoniex {movement = s|w|s|go entry|w|go door|n|n|n|n|go cranberry arch|lean tart book|go curtain;look}
#ALIAS lockerphoniex_mule {movement = close locker|go curtain|pull lever|go arch|s|s|s|s|go door|e|out|n|e|n;look}
#ALIAS val_deed {movement = e|e|e|n|e|e|e|n|n|n|go path|s|s|sea vine|go door|close door;look}
#ALIAS deedvaalor {movement = close door|pull hemp|open draw;look}
#ALIAS phoniex_phoniexworkshop {movement = w|go door|go arch|go door|s|go black door;look}
#ALIAS phoniexworkshop_phoniex {movement = go door|n|go door|go arch|go entry|e;look}
#ALIAS deed_vaalor {movement = go door|n|n|go path|s|s|s|w|w|w|s|w|w|w;look}
#ALIAS varunardraw_caravansary {movement = go draw|s|go draw|s|sw|w|go grass| N|nw|nw|nw|nw|w|ne|e|ne|nw|w|ne|ne|w|n|n|n|n|ne;look}
#ALIAS landing_anwyn {movement = sw|s|s|s|s|s|se|e|e|go bridge|climb bank|ne|ne|n|w|ne|n|ne|ne|n|n|ne|n|climb rockslide|e|sw|s|se|n|ne|n|N|n|n|n|se|s|se|se|e|e|go trail|se|s|go stream|s|e|s|se|e|se|e|s|e|se|e|n|ne|go draw|go bar|go arch|go gate;look}
#ALIAS phoniex_locker {movement = go door|go stair|e|e|go open|open locker;look}
#ALIAS Illistim_emeraldforest {movement = sw|w|w|s|sw|sw|se|sw|s|s|s|sw|w|se|s|sw|sw|s|se|s|s|sw|sw|w|nw|w|sw|s|go bridge|go step|go bridge|sw|sw|climb wall|sw|s|se|w|sw|s|s|w|sw|w|go grove;look}
#ALIAS emeraldforest_Illistim {movement = go grove|e|ne|e|n|n|ne|e|nw|n|ne|climb wall|ne|go bridge|ne|go step|n|n|ne|e|se|e|ne|ne|n|n|nw|n|ne|ne|n|nw|e|ne|n|n|n|ne|nw|ne|ne|n|e|e|ne;look}
#ALIAS Illistim_sylvarraend {movement = sw|w|w|s|sw|e|se|s|se|se|se|e|se|se|se|e|e|e|se|se|se|e|e|se|se|se|se|e|se|se|se|s|s|sw|sw|s|w|nw|nw|sw;look}
#ALIAS dias_furrier_dias {movement = out|sw|sw|se|se|sw|go cottage| remove @gemcontainer|sell @gemcontainer|wear @gemcontainer|out|w|w|nw|n|n|n|nw|sw|w|w|w|w|w| go bank|n|N|out|ne|n|e|go keep|e|e|out|ne|ne|go cottage|remove @container|sell @container|wear @container|out|sw|sw|go keep|w|w|out|w|s|sw|go bank|s|go arch|bank2_Illistim;look}
#ALIAS sylvarraend_Illistim {movement = ne|se|se|e|n|ne|ne|n|n|nw|nw|nw|w|nw|nw|nw|nw|w|w|nw|nw|nw|w|w|w|nw|nw|nw|w|nw|nw|nw|n|nw|w|ne|n|e|e|ne;look}
#ALIAS dias_locker_keep {movement = out|sw|sw|se|se|sw|w|w|nw|n|n|n|nw|sw|w|w|w|w|w| go bank|n|N|out|ne|n|e|go keep|go arch|s|s|s|s|s|go curtain|open locker;look}
#ALIAS locker_keep_dias {movement = close locker|go curtain|n|n|n|n|N|go arch|out|w|s|sw|go bank|s|go arch|bank2_Illistim;look}
#ALIAS dias_lockerphoniex {movement = out|sw|sw|se|se|sw|w|w|nw|n|n|n|nw|sw|w|s|sw|se|go door|ne|go marble arch|pull sconce|go open|open locker;look}
#ALIAS lockerphoniex_dias {movement = close locker|go curtain|pull ring|go arch|sw|out|nw|ne|n|e|ne|se|s|s|s|se|e|e|ne|go dais;look}
#ALIAS landing_wizguildshop {movement = sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|east|go path|cli st|go port|go arch;look}
#ALIAS wizguildshop_landing {movement = out|go port|cli sta|go path|w|ne|n|n|n|nw|n|nw|n|ne|n|n|n|n|n|ne;look}
#ALIAS col_darkness_mule {movement = w|nw|e|e|n|n|w|n|w|w|w|w;look}
#ALIAS col_darkness_sol {movement = s|e|s|e|out|climb wall|n|n|n|n|n|n|nw|nw;look}
#ALIAS col_darkness_dais {movement = go step|lever stuff|go steps|go passage|go opening| out|e|e|e|e|go grate|n|n|n|e|n|go hall|out|go door|patrons_dais;look}
#ALIAS patrons_dais {movement = go door|out|n|n|e|e|ne|ne|ne|s|s|e|e|e|e|e|e|e|ne|se|s|s|s|se|e|e|ne|go dais;look}
#ALIAS col_darkness_teras {movement = touch teeth|touch teeth|touch left wing|touch right wing|s|out|s|s|climb fence|ne|e|s|s;look}
#ALIAS rguild_dias {movement = n|e|go staircase|out|out|out|s|sw|nw|sw|sw|sw|s|s|s|se|e|e|ne|go dais;look}
#ALIAS lockerphoniex_phoniex {movement = close locker|go open|w|w|go stair|go door;look}
#ALIAS Ilistim_Maaghara_tower {movement = sw|w|w|s|sw|sw|se|sw|s|s|s|sw|w|se|s|sw|sw|s|se|s|s|sw|sw|w|nw|w|sw|s|go bridge|go step|go bridge|sw|sw|climb wall|sw|s|se|w|sw|s|s|w|sw|w|sw|s|se|s|s|s|sw|s|s|se|se|sw|sw|sw|s|sw|w|sw|s|sw|s|nw|go bridge|sw|up|up|s|se|se|se|s|sw|se|go bridge|s|sw|s|sw|e|s|ne|ne|e|ne|e|s|e|ne|e|go path|s|s|cl st|e|se|go door|ne|up|nw|w|up|cli step|cli staircase|e|up|nw|e;look}
#ALIAS dias_locksmith {movement = out|sw|sw|se|se|sw|go cottage| remove @gemcontainer|sell @gemcontainer|wear @gemcontainer|close @gemcontainer|out|w|w|nw|n|n|n|nw|sw|w|w|w|w|w| go bank|n|N|out|ne|n|e|go keep|e|e|out|ne|ne|se|ne|go building;look}
#ALIAS locksmith_dias {movement = out|sw|nw|sw|sw|go keep|w|w|out|w|s|sw|go bank|s|go arch|bank2_Illistim;look}
#ALIAS dias_briarstonecourt {movement = out|sw|sw|se|se|sw|w|w|nw|n|n|n|nw|sw|w|w|w|w|w|w|w|n|n|nw;look}
#ALIAS briarstonecourt_dias {movement = se|s|s|e|e|e|e|e|e|e|ne|se|s|s|s|se|e|e|ne|go dais;look}
#ALIAS landing_AIcrystal {movement = sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|se|se|se|se|se|e|e|ne|e|n|ne|n|ne|go thanot door|go stair|w|go stair|s|go mirror|touch mirror;look}
#ALIAS deeds_illistim_nalfein {movement = open tome|read tome|turn tome page Nalfein;look}
#ALIAS dias_hall_of_patrons {movement = out|sw|sw|se|se|sw|w|w|nw|n|n|n|nw|sw|w|w|w|w|w|w|w|n|n|sw|sw |sw|w|w|s|s|go hall|go door|n;look}
#ALIAS val_lunuleweald {movement = e|e|e|go gate|se|se|se|se|climb bank|d|d|s|se|go log|d|e|n|go trail|se|se|se;look}
#ALIAS locksmith_vaalor {movement = out|e|e|n|e|n|e|e|go shop|remove my @container|sell my @container|wear my @container|out|e|n|e|go door|go arch|bank2_val}
#ALIAS lunuleweald_vaalor {movement = nw|nw|nw|up|s|w|up|go log|nw|n|up|up|cli bank|nw|go bri|nw|nw|go gate|w|w|w;look}
#ALIAS landing_locksmith {movement = go gate|s|w|s|s|e|e|e|e|e|go door|go door}
#ALIAS locksmith_landinga {movement = go door|out|w|w|w|w|w|s|s|s|s|s|e|go shop|remove @container|sell @container|wear @container|close @gemcontainer|out|w|n|n|n|n|go bank|go arch|wealth|locksmith_landingb}
#ALIAS locksmith_landingb {movement = wealth|deposit @coins|check balance|go arch|out|n|n|n|e|n|go gate}
#ALIAS landing_sorcguild {movement = nw|nw|nw|go road|w|w|nw|w|w|w|nw|nw|w|w|sw|w|w|w|sw|w|go path|w|w|w|w|w|w|w|w|w|w|w|w|w|w|go path|go port;look}
#ALIAS zul_locker {movement = e|e|se|e|s|go door|go hall|w|w|go cur|open locker;look}
#ALIAS locker_zul {movement = close locker|go cur|e|e|e|go door|n|w|nw|w|w}
#ALIAS zul_mraentcavern {movement = w|sw|nw|n|n|nw|go tunnel|go blocks|d|d;look}
#ALIAS mraentcavern_zul {movement = u|u|go blocks|out|se|s|s|se|ne|e}
#ALIAS zul_zaerthutunnels {movement = w|sw|sw|w|s|go crev;look}
#ALIAS zaerthutunnels_zul {movement = go cre|n|e|ne|ne|e;look}
#ALIAS landing_GY {movement = sw|s|s|s|s|s|se|e|e|go bridge|e|ne|n|go trail|e|e|go ne n untill you get outa maze then go trail go path}
#ALIAS GY_HiddenValley {movement = go arch|e|say shadow bind my soul|s|go ramp|n|down|n|go corridor|ne|ne|go pile|down|down|e|n|n|go grating|d|d|n|e|go crevice|ne|ne|ne|e|search|go crevice|u|u|putharness @weapon|climb open|getharness @weapon|nw|w|w|sw}
#ALIAS ramp_ledge {movement = cli ramp|se|e|ne|go crevice}
#ALIAS ledge_ramp {movement = up|sw|w|nw|climb ramp}
#ALIAS zul_trollburialgrounds {movement = e|s|s|e|s|sw|go arch|s|se|se|go crevice|up|up|sw|se|e|se|d|d;look}
#ALIAS trollburialgrounds_zul {movement = up|up|nw|w|nw|ne|d|d|go crevice|nw|nw|n|n|ne|n|w|n|n|w}
#ALIAS zul_cartnorth {movement = e|e|se|e|s|s|e|ne|ne|ne|e|e|buy ticket;look}
#ALIAS Illistim_wraithenmist {movement = sw|w|w|s|sw|e|se|s|se|se|se|e|se|se|go path|ne|se|cli tree|ne|ne|se|se|e|e|ne|n|ne|se|ne|ne|se|ne|ne|ne|n|n|nw|nw|sw|w|sw|nw|ne}
#ALIAS varneurdraw_landing {movement = go draw|s|go draw|s|sw|w|go grass| N|nw|nw|nw|nw|w|ne|e|ne|nw|w|ne|ne|w|n|n|n|n|ne|N|n|w|n|nw|n|nw|go brid|w|w|sw|sw|nw|nw|n|n|n|n|e|ne|nw|nw|n|go path|ne|n|n|n|nw|n|nw|n|ne|n|n|n|n|n|ne;look}
#ALIAS illistim_highplains {movement = sw|w|w|s|sw|e|se|s|se|se|se|e|se|se|se|e|e|e|se|se|se|e|e|se|se|se|se|e|go trail|n|ne|n|nw|nw|n|ne|se|e|se|e|ne|e|se|climb rav|d|se|cli rock|e|cli slope|se|cli slope|e|e|se|e|cli rock|cli stair;look}
#ALIAS dias_seethe_naedal {movement = out|sw|sw|se|se|sw|w|w|nw|n|n|n|nw|sw|w|w|w|w|w|w|w|n|n|sw|sw |sw|w|w|w|go gate|go trail|up|up|n|nw|up|w|nw}
#ALIAS yegharren_highplains {movement = climb rav|d|se|cli rock|e|cli slope|se|cli slope|e|e|se|e|cli rock|cli stair;look}
#ALIAS vaalor_bog {movement = w|w|w|n|w|n|n|n|n|n|n|e|n|go gate|nw|nw|go bridge|nw|nw|n|nw|n|nw|search|go crevasse|n|n|nw|nw|n|n|nw|n|nw|e|climb gully;look}
#ALIAS val_lockerphoniex {movement = w|w|w|n|w|n|n|n|go door|sw|s|s|go arch|pull stat|go open|open locker;look}
#ALIAS lockerphoniex_val {movement = close locker|go cur|pull ring|go arch|n|n|ne|out|s|s|s|e|s|e|e|e;look}
#ALIAS chasmfloor_mule {movementslow = n|n|ne|n|n|n|ne|wait|wait|ne|ne|wait|wait|n|n|ne|n|ne|n|go Bridge|ne|e|wait|wait|e|wait|wait|se|wait|wait|se|e|e|e|ne|ne|e|e|wait|wait|e|wait|wait|ne|climb rock|e|wait|wait|ne|wait|wait|ne|ne|e|wait|wait|ne|n|wait|wait|n|ne|n|wait|wait|nw|w|go river|climb bank|ne|ne|go trail|wait|wait|n|climb tree|e|down|wait|wait|n|n|wait|wait|ne|ne|ne|wait|wait|w|ne|n|n|n|e|n|se|e|e;look}
#ALIAS mule_frozenbattlefield {movement = w|w|w|w|w|go gate|w|w|sw|sw|go trail|n|nw|w|go path;look}
#ALIAS frozenbattlefield_mule {movement = go path|e|se|s|go trail|ne|ne|e|e|go gate|e|e|e|e|e}
#ALIAS mule_iceplains {movement = w|w|w|w|w|go gate|w|w|sw|sw|go trail|go gate}
#ALIAS iceplains_mule {movement = go gate|go trail|ne|ne|e|e|go gate|e|e|e|e|e}
#ALIAS chasmfloor_landing {movement = up|w|up|up|sw|w|n|nw|w|n|w|sw|sw|w|s|sw|sw|sw|sw|w|down|down|s|down|sw|se|go trunk|s|s|s|sw|s|sw|w|nw|w|sw|s|go trail|w|w|w|sw|w|w|nw|nw|nw|nw|nw|n|go path|ne|n|n|n|nw|n|nw|n|ne|n|n|n|n|n|ne;look}
#ALIAS mulebank {movement = look|deposit @coins|out|w;look}
#ALIAS genericbank {#if (%gsl( p) = "Icemule Trace, Town Center") {movement = e|s|s|go gem|remove @container|sell @container|wear @container|out|n|n|go bank|mulebank};#if (%gsl( p) = "Ta'Vaalor, Victory Court") {movement = e|e|e|n|e|n|n|n|n|n|n|w|n|w|w|go door|remove @container|sell @container|wear @container|close @gemcontainer|out|w|w|go door|remove @gemcontainer|sell @gemcontainer|wear @gemcontainer|out|e|n|e|go door|go arch|bank2_val};#if (%gsl( p) = "Ta'Illistim, Hanging Gardens") {dias_furrier_dias};#if (%gsl( p) = "Vaalor bank") {bank2_val};#if (%gsl( p) = "United Bank of City-States") {movement = go arch|out|n|n|n|e|n|go gate};#if (%gsl( p) = "Icemule Trace, Bank") {mulebank};#if (%gsl( p) = "Glowing Zircon Gem Shop") {movement = remove @container|sell @container|wear @container|out|n|n|go bank|mulebank};#if (%gsl( p) = "River's Rest, Town Commons") {movement = go path|s|e|go gem|remove @container|sell @container|wear @container|out|e|go bank|wealth|rrestbank};#if (%gsl( p) = "River's Rest Bank, Teller") {rrestbank};#if (%gsl( p) = "Diamante's Gemshop") {movement = remove @container|sell @container|wear @container|out|e|go bank|wealth|rrestbank};#if (%gsl( p) = "Galena's Lockworks") {movement = out|w|nw|go gemshop|remove @container|sell @container|wear @container|out|e|go bank|wealth|rrestbank};#if (%gsl( p) = "Relynard's Pawnshop") {movement = out|sw|go gemshop|remove @container|sell @container|wear @container|out|e|go bank|wealth|rrestbank};#if (%gsl( p) = "Gemcutter's, Front Room") {movement = remove @container|sell @container|wear @container|out|w|n|n|n|n|go bank|go arch|wealth|banklanding};#if (%gsl( p) = "First Elanith Bank, Teller") {movement = wealth|banklanding};look}
#ALIAS glacia_zul_b {movementslow = clim boulder|sw|s|se|sw|s|s|go fissure|up|up|sw|sw|s|sw|w|sw|nw|w|nw|nw|w|nw|n|nw|sw|climb mountain|climb path|climb trail|go cavern|buy ticket;look}
#ALIAS ladder_ropebridge_b {movement = se|se|se|se|se|se|se|s|s|s|s|sw|sw|sw|sw|w|w|w|nw|nw|w|go bridge|e|s|w|w|w|w|w|nw|nw|nw|ne|d|ne|nw|d|w|w|nw|w|sw|w|up|up|nw|d|sw|d|d|nw|sw|d|ne|nw|nw|w|sw|sw|sw|sw|se|se|sw|go bridge|go island|nw|look rope;look}
#ALIAS ropebridge_river_b {movement = s|sw|sw|s|sw|sw|sw|sw|sw|w|s|sw|d|w|w|up|nw|w|nw|w|w|w|nw|nw|w|w|w|w|w|w|go dock|give ferryman 10 silver|go gangplank;look}
#ALIAS zul_ladder_b {movement = nw|nw|nw|nw|climb ledge|se|se|se|se|climb cliff|nw|d|sw|sw|sw|sw|w|w|w|nw|nw|sw|w|nw|nw|sw|nw|sw|sw|sw|sw|sw|nw|sw|sw|s|s|sw|sw|sw|sw|s|s|se|s|sw|s|se|e|se|look ladder;look}
#ALIAS river_tree {movementslow = out|w|search;look}
#ALIAS river_tree_b {movementslow = se|se|go stream|s|sw|sw|down|sw|s|search;look}
#ALIAS tree_village {movementslow = out|sw|sw|s|se|sw|se|cli boulder;look}
#ALIAS hiddenvillage_landing {movement = n|go foot|nw|w|sw|nw|w|sw|go gap|se|go trunk|s|s|s|sw|s|sw|w|nw|w|sw|s|go trail|w|w|w|sw|w|w|nw|nw|nw|nw|nw|n|go path|ne|n|n|n|nw|n|nw|n|ne|n|n|n|n|n|ne;look}
#ALIAS landing_illistim {movement = sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|se|se|se|se|se|e|e|ne|e|e|e|go trail|n|ne|e|se|e|ne|n|ne|n|n|n|go trunk|nw|go gap|ne|e|se|ne|e|se|search|go footpath|s|ne|hiddenvillage_tree;look}
#ALIAS hiddenvillage_tree {movement = ne|search}
#ALIAS tree_river {movementslow = n|ne|up|ne|go stream|n|ne|nw|nw|ne|e|go dock}
#ALIAS hiddenvillage_tree_b {movement = n|nw|d|"wearstuff";look}
#ALIAS tree_village_b {movementslow = up|se|s|se|sw;look}
#ALIAS hiddenvillage_tree_c {movementslow = nw|ne|nw|n|ne|ne|search}
#ALIAS ladder_zul_a2 {movement = nw|w|nw|n|ne|n|nw|n|n|ne|ne|ne|ne|n|n|ne|ne|se|ne|ne|ne|ne|ne|se|ne|se|se|e|climb boulder|look trail;look}
#ALIAS LuinneBheinn_landing {#echo not done yet}
#ALIAS brokentower_sol {movement = go breach|s|s|e|e|go bridge|go rav|s|down|sw|s|s|sw|go bridge|up|se|se|se|se|s;look}
#ALIAS zul_Illistim_b {movement = ne|se|s|se|e|se|se|e|se|ne|e|ne|n|ne|ne|down|down|go fissure|n|n|ne|nw|n|ne|climb boulder|n|ne|ne|ne|n|ne|ne|ne|ne|n|ne|e|ne|n|n|nw|ne|nw|ne|n|go bridge|n|n|n|n|go open|n|n|ne|ne|n|n|nw|nw|nw|n|ne|nw|ne|n|ne|n|go cavern|ne|ne|ne|n|n|nw|nw|nw|go opening|n|ne|ne|ne|nw|ne|ne|n|ne|go crevasse|ne|out|n|ne|n|ne|nw|nw|go open|n|ne|ne|n|nw|n|ne|ne|climb boulder|ne|ne|n|n|n|nw|n|ne|n|ne|n|n|n|ne|ne|n|go crevasse|nw|n|n|out|down|down|down|n|ne|ne|n|n|n|ne|w|n|ne|ne|n|n|e|e|ne|nw|n|n|ne|ne|e|go footbridge|ne|ne|n|n|n|e|e|ne|e|se|e|e|ne|ne|nw|ne|ne|n|n|ne|ne|e|go thicket|se|e|out|ne|n|n|up|nw|n|ne|up|e|ne|n|n|up|n|e|e|n|up|ne|nw|ne|e|go tunnel|ne|e|n|e|n|e|n|e|se|ne|out|n|ne|e|n|n|ne|ne|n|ne|n|n|nw|n|n|ne|ne|e|ne|n|n|go path|e|e|ne|n|n|n|n|nw|nw|n|down|down|go bridge|ne|se|n|ne|n|ne|e|ne|n|ne|ne|ne|nw|nw|n|n|ne|n|n|n|nw|n|ne|e|ne|e|n|n|ne|e|nw|n|ne|climb wall|ne|go bridge|ne|go step|n|n|ne|e|se|e|ne|ne|n|n|nw|n|ne|ne|n|nw|e|ne|n|n|n|ne|nw|ne|ne|n|e|e|ne;look}
#ALIAS mule_southernslope {movement = e|e|e|e|e|go gate|e|ne|climb trail|up|up|se|e|e|e|climb landslide|up|ne|nw|up|nw|ne|go rocks|n|n|nw|d|ne|n}
#ALIAS teras_basaltflats {movement = n|n|n|n|go gate|n|n|nw|go road|w|w|go trail|nw|w|n|ne|ne|ne|ne|go bridge;look}
#ALIAS landing_wehntoph {movement = sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|w|go foot|s|s|se|sw|s|s|e|go pass|go trail|climb rav|climb ridge|jump chasm;look}
#ALIAS val_toadwort {movement = e|e|e|go gate|se|se|se|se|climb bank|d|d|s|se|sw|se|sw|d;look}
#ALIAS toadwort_val {movement = up|nw|ne|ne|nw|n|up|up|cli bank|nw|go bri|nw|nw|go gate|w|w|w;look}
#ALIAS bankval_valc {#alarm +1 {movement = {go arch|wealth|deposit @coins|check balance|out|out|se|e|s|e|s|s|s|s|s|s|w|s|w|w|w|sit|vaalormessagesrest}}}
#ALIAS landing_signpost {movement = sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|se|se|se|se|se|e|e|ne|e|e|e|go trail;look}
#ALIAS signpost_landing {movement = go trail|w|w|w|sw|w|w|nw|nw|nw|nw|nw|n|go path|ne|n|n|n|nw|n|nw|n|ne|n|n|n|n|n|ne;look}
#ALIAS brokentower_pineforest {tohunt = brokentower_pineforest;movement = go door|w|w|sw|w|sw|w|w|w|w|w|sw|w|w|w|w|w|w|w|w|sw|w|w|w|w|w|w|w|sw|sw|w|w|w|w|w|go bridge|w|w|w|w|w|w|w|sw|w|sw|w|w|w|w|sw|sw|w|w|w|w|w|w|w|w|go path|sw|sw|sw|sw|sw|sw|sw|go beach|se|se|se|se|e|e|go path;look}
#ALIAS landing_gap {movement = sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|se|se|se|se|se|e|e|ne|e|e|e|go trail|n|ne|e|se|e|ne|n|ne|n|n|n|go trunk|nw;look}
#ALIAS gap_landing {movement = se|go trunk|s|s|s|sw|s|sw|w|nw|w|sw|s|go trail|w|w|w|sw|w|w|nw|nw|nw|nw|nw|n|go path|ne|n|n|n|nw|n|nw|n|ne|n|n|n|n|n|ne;look}
#ALIAS landing_graendlorpasture {movement = sw|w|s|sw|sw|s|s|s|s|s|sw|go clear|se|w|s|w|sw|w|sw|nw|nw|nw;look}
#ALIAS graendlorpasture_landing {movement = se|se|se|ne|e|ne|e|n|e|nw|w|ne|n|n|n|n|n|ne|ne|e|n|ne}
#ALIAS landing_smugglingtunnels {movement = sw|s|s|s|s|s|sw|s|se|s|se|s|s|s|sw|s|s|se|se|se|se|se|e|e|ne|e|n|ne|n|ne|go thanot door|go cur|n|e|go door|go trap|w|s|go paint;look}
#ALIAS smugglingtunnels_landing {movement = out|n|e|go trap|go door|w|s|go cur|go thanot door|sw|s|sw|s|w|sw|w|w|nw|nw|nw|nw|nw|n|go path|ne|n|n|n|nw|n|nw|n|ne|n|n|n|n|n|ne;look}
#ALIAS rrest_seacaves {movement = go path|ne|e|n|n|nw|go outc|s|go sta|cli ladder|go grate|e|swim tunn;look}
#ALIAS seacaves_rrest {movement = swim tunnel|w|go grate|cli ladder|go sta|n|go bramb|se|s|s|w|sw|go path}
#ALIAS rrestbank {movement = wealth|deposit @coins|out|w|w|n|go path;look}
#ALIAS banklanding {movement = wealth|deposit @coins|go arch|out|s|s;look}
#ALIAS sol_cyclopscave {movement = go door|w|w|sw|w|sw|w|w|w|w|w|sw|w|w|w|w|w|w|w|w|sw|w|go trail|s|sw|se|wearstuff;look}
#ALIAS cyclopscave_sol {movement = go path|ne|nw|n|go trail|e|ne|e|e|e|e|e|e|e|e|ne|e|e|e|e|e|ne|e|ne|e|e|go door;look}
#ALIAS landing_deed {movement = n|n|go step|go arch|go purple ban|go door|go walk|search vine;look}
#ALIAS deed_landing {movement = go door|go walk|go door|out|out|go step|s|s;look}
#ALIAS deedlanding {movement = open door|close door|pull rope|open draw;look}
#TRIGGER {You peer into the mist and see that the trail heads off to the &%wpeertrail} {d;@peertrail;ladder_zulb}
#TRIGGER {You let go of the rope and drop back down on to solid ground.} {#if (%gsl( p) = "Locksmehr River Trail") {removestuff;ropebridge_river};#if (%gsl( p) ="Locksmehr River, Wiley Island") {removestuff;ropebridge_zul};look}
#TRIGGER {The ferryman removes a small paper sign from the dock railing.} {give ferryman 10 silver;go gangplank}
#TRIGGER {The rope ladder is not being used by anyone at the moment.} {#IF (%gsl( p) ="Dead Plateau, Rope Ladder" and @direction = "toillistim") {ladder_zula};#if (%gsl( p) ="Glo'antern Moor, Rope Ladder" and @direction = "tolanding") {ladder_ropebridge_a}}
#TRIGGER {{You can't go there.|You can't do that while laying down.|I could not find what you were referring to.|Sorry, you may only type ahead 2 commands|You climb up on to the rope and shuffle a short distance towards the other side of the river.}} {#T- traveldisable} "" {disable}
#TRIGGER {{You trudge slowly through the swamp, each step causing a squishy sucking sound and releasing a foul odor of decay.|You climb onto the rope ladder and slowly make your way downward.|You slowly make your way down the rope ladder...|You climb down the rest of the ladder slowly, then hop off onto solid ground.|The mist clears suddenly as you are halfway up the cliff, revealing a large peak above and mountains looming around the perimeter of the valley.|You quickly climb the icy {trail|path|mountainside}.|You squeeze through the narrow crevasse, gasping for full breaths as you head for the other side.|You climb down the the cliff carefully.|You climb onto the rope ladder and slowly make your way upward.|You slowly make your way up the rope ladder...|You climb up the remaining few rungs of the ladder and pull yourself up onto the plateau.|You shuffle your hands slowly across the rope...}} {#T- traveldisable;#alarm +10 {#T+ traveldisable;look}}
#TRIGGER {You start over the large boulders, but it proves too treacherous.} {cli boulder}
#TRIGGER {You adjust your gear comfortably and feel satisfied that you are not encumbered enough to notice.} {#alarm +11 {look}}
#TRIGGER {You hastily exit the cart.} {#if (%gsl( p) = "Kharag 'doth Dzulthu, Tunnels" and @direction = tolanding) {zuleast_zulwest};#if (%gsl( p) = "DragonSpine Mountains, Crevasse" and @direction = "tolanding") {zul_ladder_a};#if (%gsl( p) = "Zul Logoth, Western Mines" and @direction = toillistim) {zulwest_zuleast};#if (%gsl( p) = "Kharag 'doth Dzulthu, Tunnels" and @direction = toillistim) {zul_illistim}}
#TRIGGER {You discover a southwest path!} {#if (%gsl( p) = "Vipershroud, Locksmehr River" and @direction = tolanding) {go path;river_tree_b};look}
#TRIGGER {You don't find anything of interest here.} {#if (%gsl( p) = "Vipershroud, Fallen Tree") {#alarm +@rt {search}};#if (%gsl( p) = "Vipershroud, Inside the Tree") {#alarm +@rt {search}};#if (%gsl( p) = "Vipershroud, Edge of Settlement" and @direction = toillistim) {#alarm +@rt {search}};look}
#TRIGGER {You discover an obscured crack!} {#if (%gsl( p) = "Vipershroud, Fallen Tree" and @direction = tolanding) {#alarm +@rt {go crack;search}};#if (%gsl( p) = "Vipershroud, Fallen Tree" and @direction = toillistim) {#alarm +@rt {go crack;search}}}
#TRIGGER {You discover a narrow opening!} {#if (%gsl( p) = "Vipershroud, Inside the Tree" and @direction = tolanding) {#alarm +@rt {tree_village}};#if (%gsl( p) = "Vipershroud, Inside the Tree" and @direction = toillistim) {#alarm +@rt {tree_river}};look}
#TRIGGER {You discover a northwest path!} {#if (%gsl( p) = "Vipershroud, Edge of Settlement" and @direction = toillistim) {#alarm +@rt {go path;hiddenvillage_tree_b}}}
#TRIGGER {The intense, sticky heat combined with the lack of air cause you to become woozy.} {#alarm +@rt {out}}
#TRIGGER {Time drags on by...} {#alarm +6 {look}}
#TRIGGER {You quickly climb the {icy trail|icy path|icy mountainside.}} {#alarm +@rt {look}}
#TRIGGER {You trudge slowly through the swamp, each step causing a squishy sucking sound and releasing a foul odor of decay} {#alarm +@rt {look}}
#TRIGGER {You shuffle your hands slowly across the rope...} {#alarm +@rt {look}}
#TRIGGER {You climb up on to the rope and shuffle a short distance towards the other side of the river.} {#alarm +@rt {look}}
#TRIGGER {No one is currently crossing the river on the rope.} {#if (%gsl( p) = "Locksmehr River Trail") {wearstuff};#if (%gsl( p) ="Locksmehr River, Wiley Island") {wearstuff}}
#TRIGGER {He nimbly walks up the gangplank and takes his place on the dock.} {#IF (%gsl( p) = "Locksmehr River Ferry") {go gangplank} {#IF (%gsl( p) = "Locksmehr River, North Dock" OR %gsl( p) = "Locksmehr River, South Dock") {give ferryman 10 silver;go gangplank}}}
#TRIGGER {An elven crewmember scrambles back onto the boat and lowers the gangplank.} {#IF (%gsl( p) = "Lake of Fear, South Dock") {go gang};#IF (%gsl( p) = "Lake of Fear, North Dock") {go gang};#IF (%gsl( p) = "Lake of Fear, Ferry") {out;#ALARM +1 {#IF (%gsl( p) = "Lake of Fear, South Dock") {Illistim_val_b} {val_Illistim_b}}}}
#TRIGGER {is climbing the rope ladder and is currently } {#ALARM +30 {look ladder}}
#TRIGGER {You start to swim through the water but come up gasping for air.} {swim tunnel}
#TRIGGER {You search through the vines.} {#alarm +@rt {search vine}}
#TRIGGER {You search through the vines and find an opened oak door.} {#alarm +@rt {go door}}
#TRIGGER {But the door is already open.|You hear a muffled *clunk*.} {look}
#BUTTON 124 {Vaalor} {} {val_neartofarforest|val_orchard|val_foothills|val_yandersfarm|val_ramblingmedows|val_locker(City Hall)|vaalormessages|val_cemetery|val_plainsofbone|val_deed|val_lunuleweald|valoor_locksmith|vaalor_bog|val_locker(phoniex)|val_toadwort} {#T+ traveldisable;tohunt = val_neartofarforest;fromhunt = neartofarforest_val;val_neartofarforest;look|#T+ traveldisable;tohunt = val_orchard;fromhunt = orchard_val;val_orchard;look|#T+ traveldisable;tohunt = val_foothills;fromhunt = foothills_val;val_foothills;look|#T+ traveldisable;tohunt = val_yandersfarm;fromhunt = val_yandersfarm_val;look|#T+ traveldisable;tohunt = val_ramblingmedows;fromhunt = ramblingmedows_val;val_ramblingmedows;look|#T+ traveldisable;tohunt = val_locker;fromhunt = locker_val;val_locker;look|#T+ traveldisable;tohunt = vaalormessages;vaalormessages;look|#T+ traveldisable;tohunt = val_cemetery;fromhunt = cemetery_val;val_cemetery;look|#T+ traveldisable;tohunt = val_plainsofbone;fromhunt = plainsofbone_val;val_plainsofbone;look|#T+ traveldisable;tohunt = val_deed;fromhunt = deed_val;val_deed;look|#T+ traveldisable;tohunt = val_lunuleweald;fromhunt = lunuleweald_val;val_lunuleweald;look|#T+ traveldisable;movement = w|w|w|n|w|w|w|n|n|n|n|n|go shop;look|#T+ traveldisable;tohunt = vaalor_bog;fromhunt = bog_vaalor;vaalor_bog;look|#T+ traveldisable;tohunt = val_lockerphoniex;fromhunt = lockerphoniex_val;val_lockerphoniex;look|#T+ traveldisable;tohunt = val_toadwort;fromhunt = toadwort_val;val_toadwort} {} {} {} {Size} {85} {15} {Pos} {254} {1} {48} {0|0|0|0|0|0|0|0|0|0|0|0|0|0|0} {} {} "" {} {} {} {4}
#BUTTON 125 {CLEAR} {clear} {} {} {} {} {} {Size} {85} {15} {Pos} {124} {1} {124} {} {} {} "" {} {} {} {4}
#BUTTON 126 {landing_sol} {} {landing_sol|landing_caravansary|caravansary_vaneur|varneur_sol|raganrahk_sol} {#T+ traveldisable;landing_sol|#T+ traveldisable;landing_caravansary|#T+ traveldisable;caravansary_vaneur|#T+ traveldisable;varneur_sol|#T+ traveldisable;raganrahk_sol} {} {} {} {Size} {90} {17} {Pos} {135} {1} {105} {0|0|0|0|0} {} {} "" {} {} {} {4}
#BUTTON 127 {Solhaven} {} {sol_brokentower|brokentower_bonespear|sol_locker(phoniex)|brokentower_pineforest|sol_cyclopscave} {#T+ traveldisable;tohunt = sol_brokentower;fromhunt = brokentower_sol;#if (%gsl( p) = "Solhaven, North Market") {sol_brokentower};look|#T+ traveldisable;tohunt = brokentower_bonespear;fromhunt = bonespear_brokentower;#if (%gsl( p) = "Vornavis, Broken Tower") {brokentower_bonespear};look|#T+ traveldisable;tohunt = sol_lockerphoniex;fromhunt = lockerphoniex_sol;#if (%gsl( p) = "Solhaven, North Market") {sol_lockerphoniex};look|brokentower_pineforest|#T+ traveldisable;tohunt = sol_cyclopscave;fromhunt = cyclopscave_sol;#if (%gsl( p) = "Vornavis, Broken Tower") {sol_cyclopscave}} {} {} {} {Size} {85} {15} {Pos} {197} {1} {112} {0|0|0|0|0} {} {} "" {} {} {} {4}
#BUTTON 128 {sol_landing} {} {sol_landing|caravansary_landing|vaneur_caravansary|} {#T+ traveldisable;sol_landing|#T+ traveldisable;caravansary_landing|#T+ traveldisable;vaneur_caravansary} {} {} {} {Size} {90} {17} {Pos} {118} {1} {117} {0|0|0} {} {} "" {} {} {} {4}
#BUTTON 129 {landing|mule} {#T+ traveldisable;#if (%gsl( p) = "Wehnimer's, Outside Gate") {direction = landingmule;landing_mule};#if (%gsl( p) = "Glatoph, Chasm Floor" and direction = "landingmule") {chasmfloor_mule};#if (%gsl( p) = "Icemule Trace, South Gate") {direction = mulelanding;mule_landing};#if (%gsl( p) = "Glatoph, Chasm Floor" and direction = "mulelanding") {chasmfloor_landing};look} {} {} {} {} {} {Size} {85} {15} {Pos} {34} {1} {} {} {} {} "" {} {} {} {4}
#BUTTON 130 {Illistim} {} {Illistim_dias|Illstim_skulltemple|Illstim_blackforest|Illistim_emeraldforest|Illistim_sylvarraend|dias_locker(keep)|dias_locker(phoniex)|Ilistim_Maaghara_tower|dias_brairstone court|dias_hall_of_patrons|illistim_wraithenmist|illistim_highplains|dias_seethe_naedal|yegharren_highplains} {#T+ traveldisable;tohunt = Illistim_dias;fromhunt = dias_Illistim;Illistim_dias;look|#T+ traveldisable;tohunt = Illstim_skulltemple;fromhunt = skulltemple_Illstim;Illstim_skulltemple;look|#T+ traveldisable;tohunt = Illstim_blackforest;fromhunt = blackforest_Illstim;Illstim_blackforest;look|#T+ traveldisable;tohunt = Illistim_emeraldforest;fromhunt = emeraldforest_Illistim;Illistim_emeraldforest;look|#T+ traveldisable;tohunt = Illistim_sylvarraend;fromhunt = sylvarraend_Illistim;Illistim_sylvarraend;look|#T+ traveldisable;tohunt = dias_locker_keep;fromhunt = locker_keep_dias;dias_locker_keep;look|#T+ traveldisable;tohunt = dias_lockerphoniex;fromhunt = lockerphoniex_dias;dias_lockerphoniex;look|#T+ traveldisable;tohunt = Ilistim_Maaghara_tower;fromhunt = Maaghara_tower_Illistim;Ilistim_Maaghara_tower;look|#T+ traveldisable;tohunt = dias_briarstonecourt;fromhunt = briarstonecourt_dias;dias_briarstonecourt;look|#T+ traveldisable;tohunt = dias_hall_of_patrons;fromhunt = hall_of_patrons_dias;dias_hall_of_patrons;look|#T+ traveldisable;tohunt = illistim_wraithenmist;fromhunt = wraithenmist_illistim;illistim_wraithenmist;look|#T+ traveldisable;tohunt = illistim_highplains;fromhunt = highplains_illistim;illistim_highplains;look|#T+ traveldisable;tohunt = dias_seethe_naedal;fromhunt = seethe_naedal_dias;dias_seethe_naedal;look|#T+ traveldisable;tohunt = yegharren_highplains;fromhunt = highplains_yegharren;yegharren_highplains;look} {} {} {} {Size} {85} {15} {Pos} {239} {1} {64} {0|0|0|0|0|0|0|0|0|0|0|0|0|0} {} {} "" {} {} {} {4}
#BUTTON 131 {Landing} {} {landing_wizguild|landing_phoniex|landing_hiddenvillage|landing_LuinneBheinn|landing_vaneur|phoniex_phoniexworkshop|landing_anwyn|phoniex_locker|landing_wizguildshop|landing_AIcrystal|landing_sorcguild|landing_GY|GY_HiddenValley|caravansary_vaneur|landing_caravansary|landing_wehntoph|landing_signpost|landing_gap|landing_graendlorpasture|landing_smugglingtunnels} {#T+ traveldisable;tohunt = landing_wizguild;fromhunt = wizguild_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_wizguild};look|#T+ traveldisable;tohunt = landing_phoniex;fromhunt = phoniex_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_phoniex};#if (%gsl( p) = "phoniex") {phoniex_landing};look|#T+ traveldisable;tohunt = landing_hiddenvillage;fromhunt = hiddenvillage_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_hiddenvillage};#if (%gsl( p) = "A Dark Forest Path") {hiddenvillage_landing};look|#T+ traveldisable;tohunt = landing_LuinneBheinn;fromhunt = LuinneBheinn_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_LuinneBheinn};#if (%gsl( p) = "LuinneBheinn") {LuinneBheinn_landing};look|#T+ traveldisable;tohunt = landing_vaneur;fromhunt = vaneur_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_vaneur};#if (%gsl( p) = "Vaneur") {vaneur_landing};look|#T+ traveldisable;tohunt = phoniex_phoniexworkshop;fromhunt = phoniexworkshop_phoniex;#if (%gsl( p) = "Wehnimer's, Outside Gate") {phoniex_phoniexworkshop};#if (%gsl( p) = "Phoniex") {phoniexworkshop_phoniex};look|#T+ traveldisable;tohunt = landing_anwyn;fromhunt = anwyn_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_anwyn}|#T+ traveldisable;tohunt = phoniex_locker;fromhunt = locker_phoniex;#if (%gsl( p) = "Wehnimer's, Outside Gate") {phoniex_locker};#if (%gsl( p) = "Phoniex") {locker_phoniex};look|#T+ traveldisable;tohunt = landing_wizguildshop;fromhunt = wizguildshop_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_wizguildshop};#if (%gsl( p) = "Wizguild shop") {wizguildshop_landing};look|#T+ traveldisable;tohunt = landing_AIcrystal;fromhunt = AIcrystal_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_AIcrystal};look|#T+ traveldisable;tohunt = landing_sorcguild;fromhunt = sorcguild_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_sorcguild};look|#T+ traveldisable;tohunt = landing_GY;fromhunt = GY_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_GY};look|#T+ traveldisable;tohunt = GY_HiddenValley;fromhunt = HiddenValley_GY;#if (%gsl( p) = "Crypt") {GY_HiddenValley};look|#T+ traveldisable;tohunt = vaneur_caravansary;fromhunt = caravansary_vaneur;#if (%gsl( p) = "varneur") {vaneur_caravansary};#if (%gsl( p) = "Northern Caravansary, Stockade") {caravansary_vaneur};look|#T+ traveldisable;tohunt = landing_caravansary;fromhunt = caravansary_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_caravansary};#if (%gsl( p) = "Northern Caravansary, Stockade") {caravansary_landing};look|#T+ traveldisable;tohunt = landing_wehntoph;fromhunt = caravansary_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_wehntoph}|#T+ traveldisable;tohunt = landing_signpost;fromhunt = signpost_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_signpost};look|#T+ traveldisable;tohunt = landing_gap;fromhunt = gap_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_gap};look|#T+ traveldisable;tohunt = landing_graendlorpasture;fromhunt = graendlorpasture_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_graendlorpasture}|#T+ traveldisable;tohunt = landing_smugglingtunnels;fromhunt = smugglingtunnels_landing;#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_smugglingtunnels}} {} {} {} {Size} {85} {15} {Pos} {225} {1} {32} {0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0} {} {} "" {} {} {} {4}
#BUTTON 132 {pinefar|rift} {#T+ traveldisable;pinefar_rift;#if (%gsl( p) = "Lodge") {@direction = torift;pinefar_rift};look} {} {} {} {} {} {Size} {85} {15} {Pos} {51} {1} {} {} {} {} "" {} {} {} {4}
#BUTTON 133 {Rogue Guild} {} {password|val_rogueguild|rogueguild_val|dias_rguild|rguild_dias} {#T+ traveldisable;password|#T+ traveldisable;val_rogueguild|#T+ traveldisable;rogueguild_val|#T+ traveldisable;dias_rguild|#T+ traveldisable;rguild_dias} {} {} {} {Size} {90} {17} {Pos} {441} {1} {} {0|0|0|0|0} {} {} "" {} {} {} {4}
#BUTTON 134 {Mule} {} {mule_locker(phoniex)|mule_frozenbattlefield|mule_iceplains|mule_southernslope} {#T+ traveldisable;tohunt = mule_lockerphoniex;fromhunt = lockerphoniex_mule;#if (%gsl( p) = "Icemule Trace, Town Center") {mule_lockerphoniex};look|#T+ traveldisable;tohunt = mule_frozenbattlefield;fromhunt = frozenbattlefield_mule;#if (%gsl( p) = "Icemule Trace, Town Center") {mule_frozenbattlefield};#if (%gsl( p) = "A Frozen Battlefield") {frozenbattlefield_mule};look|#T+ traveldisable;tohunt = mule_iceplains;fromhunt = iceplains_mule;#if (%gsl( p) = "Icemule Trace, Town Center") {mule_iceplains};look|#T+ traveldisable;tohunt = mule_southernslope;fromhunt = southernslope_mule;#if (%gsl( p) = "Icemule Trace, Town Center") {mule_southernslope};look} {} {} {} {Size} {85} {15} {Pos} {182} {1} {} {0|0|0|0} {} {} "" {} {} {} {4}
#BUTTON 135 {Teras} {} {teras_basaltflats|} {#T+ traveldisable;tohunt = teras_basaltflats;#if (%gsl( p) = "Dragonspine and Krodera") {teras_basaltflats}} {} {} {} {Size} {85} {15} {Pos} {167} {1} {31} {} {} {} "" {} {} {} {4}
#BUTTON 136 {Zul} {} {zul_locker|zul_mraentcavern|zul_zaerthutunnels|zul_trollburialgrounds|zul_cartnorth} {#T+ traveldisable;tohunt = zul_locker;fromhunt = locker_zul;zul_locker;look|#T+ traveldisable;tohunt = zul_mraentcavern;fromhunt = mraentcavern_zul;zul_mraentcavern;look|#T+ traveldisable;tohunt = zul_zaerthutunnels;fromhunt = zaerthutunnels_zul;zul_zaerthutunnels;look|#T+ traveldisable;tohunt = zul_trollburialgrounds;fromhunt = trollburialgrounds_zul;zul_trollburialgrounds;look|#T+ traveldisable;tohunt = zul_cartnorth;fromhunt = cartnorth_zul;zul_cartnorth;look} {} {} {} {Size} {85} {15} {Pos} {211} {1} {80} {0|0|0|0|0} {} {} "" {} {} {} {4}
#BUTTON 137 {Warrior Guild} {} {Armor|bushes|Floors|rake} {movement = go door|n|e|go step|get rag from rack|go step|rub arm|go door|rub arm|go door|w|go door|rub arm|rub other arm|go door|rub arm|s|rub arm|n|e|go step|put rag on rack|go step|w|s|go door;look|getshears;look|floors;look|getrake;look} {} {} {} {Size} {90} {17} {Pos} {153} {1} {} {0|0|0|0} {} {} "" {} {} {} {4}
#BUTTON 138 {to hunt} {#T+ traveldisable;@tohunt} {} {} {} {} {} {Size} {85} {15} {Pos} {356} {1} {} {} {} {} "" {} {} {} {4}
#BUTTON 139 {fromhunt} {#T+ traveldisable;@fromhunt;look} {} {} {} {} {} {Size} {85} {15} {Pos} {372} {1} {} {} {} {} "" {} {} {} {4}
#BUTTON 140 {hunting areas} {#T+ traveldisable;#if (%gsl( p) = "A Dark Crevice") {ledge_ramp};#if (%gsl( p) = "A Dark Shaft") {ramp_ledge};look} {} {} {} {} {} {Size} {85} {15} {Pos} {324} {1} {} {} {} {} "" {} {} {} {4}
#BUTTON 141 {generic bank} {#T+ traveldisable;genericbank} {} {} {} {} {} {Size} {85} {15} {Pos} {271} {1} {} {} {} {} "" {} {} {} {4}
#BUTTON 142 {vaalor|illistim} {#T+ traveldisable;#if (%gsl( p) = "Ta'Illistim, City Gate") {direction = tovaalor;Illistim_val_a};#if (%gsl( p) = "Lake of Fear, South Dock" and @direction = tovaalor ) {Illistim_val_b};#if (%gsl( p) = "Lake of Fear, North Dock" and @direction = toillistim ) {val_Illistim_b};#if (%gsl( p) = "Ta'Vaalor, Victory Court") {direction = toillistim;val_Illistim_a};look} {} {} {} {} {} {Size} {85} {15} {Pos} {2} {1} {} {} {} {} "" {} {} {} {4}
#BUTTON 143 {Illistim|landing} {#T+ traveldisable;#if (%gsl( p) = "Ta'Illistim, City Gate") {direction = tolanding;Illistim_zul};#if (%gsl( p) = "Whistler's Pass, Creek" and @direction = tolanding) {blackforest_glacia};#if (%gsl( p) = "Whistler's Pass, Creek" and @direction = toillistim) {blackforest_illistim};#if (%gsl( p) = "Whistler's Pass, Grassy Field" and @direction = tolanding) {glacia_zul};#if (%gsl( p) = "Whistler's Pass, Grassy Field" and @direction = toillistim) {glacia_blackforest};#if (%gsl( p) = "Eastern DragonSpine, Slope" and @direction = toillistim) {zul_illistim_b};#if (%gsl( p) = "Kharag 'doth Dzulthu, Tunnels" and @direction = toillistim) {zul_illistim};#if (%gsl( p) = "Kharag 'doth Dzulthu, Tunnels" and @direction = tolanding) {zuleast_zulwest};#if (%gsl( p) = "Zul Logoth, Western Mines" and @direction = toillistim) {zulwest_zuleast};#if (%gsl( p) = "DragonSpine Mountains, Crevasse" and @direction = "tolanding") {zul_ladder_a};#if (%gsl( p) ="Glo'antern Moor, Rope Ladder" and @direction = "tolanding") {ladder_ropebridge_a};#if (%gsl( p) = "Dead Plateau, Rope Ladder" and @direction = tolanding ) {ladder_ropebridge_b};#if (%gsl( p) = "Locksmehr River, Wiley Island" and @direction = "tolanding") {look rope};#if (%gsl( p) = "Locksmehr River Trail" and @direction = tolanding ) {ropebridge_river};#if (%gsl( p) = "Locksmehr River, North Dock" and @direction = "tolanding") {give ferryman 10 silver;go ferry};#if (%gsl( p) = "Locksmehr River, North Dock" and @direction = "toillistim") {river_ropebridge};#if (%gsl( p) = "Locksmehr River, South Dock" and @direction = tolanding ) {river_tree};#if (%gsl( p) = "Vipershroud, Locksmehr River" and @direction = tolanding ) {river_tree_b};#if (%gsl( p) = "Vipershroud, Inside the Tree" and @direction = tolanding ) {tree_village};#if (%gsl( p) = "Vipershroud, Inside the Tree" and @direction = tolanding) {tree_river};#if (%gsl( p) = "A Dark Forest Path" and @direction = tolanding ) {hiddenvillage_landing};#if (%gsl( p) = "A Dark Forest Path" and @direction = toillistim ) {hiddenvillage_tree};#if (%gsl( p) = "Wehnimer's, Outside Gate") {direction = toillistim;landing_illistim};look} {} {} {} {} {} {Size} {85} {15} {Pos} {18} {1} {} {} {} {} "" {} {} {} {4}
#BUTTON 144 {landing|sol} {#T+ traveldisable;#if (%gsl( p) = "Wehnimer's, Outside Gate") {direction = tosolhaven;landing_sol};#if (%gsl( p) = "Northern Caravansary, Stockade" and direction = "tolanding") {caravansary_landing};#if (%gsl( p) = "Plateau, Flynth River" and direction = "tolanding") {vaneur_caravansary};#if (%gsl( p) = "Plateau, Flynth River" and direction = "tosolhaven") {vaneur_sol};#if (%gsl( p) = "Solhaven, North Market") {direction = tolanding;sol_landing};look} {} {} {} {} {} {Size} {85} {15} {Pos} {68} {1} {} {} {} {} "" {} {} {} {4}
#BUTTON 145 {COL} {#if (%gsl( p) = "Ta'Vaalor, Victory Court") {val_col};#if (%gsl( p) = "Catacombs, Altar") {col_val}} {} {} {} {} {} {Size} {85} {15} {Pos} {291} {1} {} {} {} {} "" {} {} {} {4}
#BUTTON 146 {go @direction} {@direction} {} {} {} {} {} {Size} {85} {15} {Pos} {84} {1} {} {} {Gauge||12|||7} {} "" {Explore|Inset} {} {} {4}
#BUTTON 147 {R.Rest} {} {rrest_seacaves|} {tohunt = rrest_seacaves;fromhunt = seacaves_rrest;rrest_seacaves|} {} {} {} {Size} {85} {15} {Pos} {151} {1} {} {0|0} {} {} "" {} {} {} {4}
#BUTTON 148 {deeds} {#T+ traveldisable;#if (%gsl( p) = "Garden of Ancients, Niche") {deedvaalor};#if (%gsl( p) = "Ta'Vaalor, Victory Court") {val_deed;tohunt = val_deed;fromhunt = deed_vaalor};#if (%gsl( p) = "temple") {deeds_illistim_nalfein};#if (%gsl( p) = "Wehnimer's, Outside Gate") {landing_deed;tohunt = landing_deed;fromhunt = deed_landing};#if (%gsl( p) = "Hearthstone, Garden Niche") {deedlanding}} {} {} {} {} {} {Size} {85} {15} {Pos} {108} {1} {} {} {} {} "" {} {} {} {4}
#CLASS 0
#CLASS {Travel|travelstuff|Mapkeys}
#ALIAS magstower {movement = touch green leaf|touch gold leaf|touch red leaf|touch blighted leaf|touch hand|recite Listen to the wind in the forest~;That which whispers the words of the lady of the tower~;She of old who is called Maaghara.}
#ALIAS vruul {movement = say Lo Thal Ta Shin}
#ALIAS themoon {movement = push medium moon|pull Relief|tap U|tap T|tap h|tap e|tap x|pull globe|go stair}
#BUTTON 75 {passkeys} {#if (%gsl( p) = "Secluded Valley") {yell jaron galarn};look} {} {} {} {} {} {Size} {85} {15} {Pos} {307} {1} {} {} {} {} "" {} {} {} {4}
#CLASS 0
#CLASS {Travel|travelstuff|traveldisable}
#VAR staller {You ask the furrier|You ask the gemcutter|You wear|You drape|The teller thumbs through the books and says|You remove|You make a careful search of the area and discover|You close a|You put|You remove|You search through the vines and find an opened mistwood door|Quit wasting my time}
#TRIGGER {{@staller}} {#IF (%numitems( @movement)) {look}}
#TRIGGER {Obvious {paths|exits}:} {#IF (%numitems( @movement)) {#IF (@rt>0) {#TR {TICK IN} {look;reset}} {%item( @movement, 1);#DELN movement 1}};#IF (%numitems( @movementslow)) {#alarm +1 {#IF (@rt>0) {#TR {TICK IN} {look;reset}} {%item( @movementslow, 1);#DELN movementslow 1}}}}
#CLASS 0
#CLASS {Travel|travelstuff|illistim deeds}
#TRIGGER {the image of an ancient man of scholarly bent. He has the appearance of one who is cool and calculating.} {movement = e|go panel|get taper from shelf|light my taper with candle|go panel|w|n|go tha door|kneel|~recite put gems on censer then light it with taper then meditate}
#TRIGGER {a gaunt man with heavy-lidded eyes and a mysterious smile. His eyes are without whites, leaving deep black pools broken only by a faint grey swirl. He is dressed all in black.} {movement = e|go panel|get taper from shelf|light my taper with candle|go panel|w|ne|go oak door|kneel|~recite put gems on censer then light it with taper then meditate}
#TRIGGER {a towering man amid a swirl of water that obscures his lower half. He has a beard of seaweed and algae, and robes of blue and grey. In his hand, he is wielding a trident.} {movement = e|go panel|get taper from shelf|light my taper with candle|go panel|w|se|go mod door|kneel|~recite put gems on censer then light it with taper then meditate}
#TRIGGER {a lithe young man dressed in a simple tunic carrying a messenger's pouch across one shoulder.} {movement = e|go panel|get taper from shelf|light my taper with candle|go panel|w|nw|go Haon door|kneel|~recite put gems on censer then light it with taper then meditate}
#TRIGGER {a great cat.} {movement = e|go panel|get taper from shelf|light my taper with candle|go panel|w|sw|go mon door|kneel|~recite put gems on censer then light it with taper then meditate}
#CLASS 0 |
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nazradin Apprentice
Joined: 23 Mar 2003 Posts: 114 Location: New Zealand
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Posted: Sun May 18, 2003 6:37 pm |
found error in message script .
make sure that defualt value is clear for movement.
have added script to main travel script now
nazradin |
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Calbrenar Beginner
Joined: 18 Nov 2003 Posts: 11
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Posted: Wed Nov 19, 2003 3:16 pm |
Created a new class folder and pasted it in but when I click buttons nothing happens?
Showing a syntax error like all scripts gotten from forums so far has as well. |
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Calbrenar Beginner
Joined: 18 Nov 2003 Posts: 11
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Posted: Wed Nov 19, 2003 3:40 pm |
Tried building a movement thing based on what I saw in yours but it doesn't do anything when I enter it. Not sure what to do. The zmud help files don't seem very useful.
movement = n|nw|u|nw|nw|nw|nw|w|u|nw|w|w|nw|climb path|u|go brush|n|n|n|n|go breach |
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nazradin Apprentice
Joined: 23 Mar 2003 Posts: 114 Location: New Zealand
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Posted: Mon Jul 26, 2004 2:12 am bump |
bumping a major edit
Naz |
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