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Wanderer


Joined: 19 Jul 2004
Posts: 68

PostPosted: Sun Jul 27, 2008 3:27 am   

Achaea: Full Heal script
 
Well I have some scripts lying around I don't really use anymore and figured I may as well post them so others might benefit...First is a full heal script for Achaea.

This is based on Larkin's full heal script, modified to properly account for zmud's buggy handling of prompts, gag spam generated when the queued healing alias (fhq) is used, and track activity to another window. Also, the full wipe class was removed as well as the ability update code. So, if you don't have healing as transcendental, you'll need to manually disable the triggers that cure afflictions you cannot heal yet. This might work with cMUD but I haven't tested it.

Use should be straight forward: "fh <person>" to invoke the script for a single target, "fhadd <person>" for every person you want to check in a queue and "fhq" to invoke the script for everyone in the queue.

Here's the code, enjoy, let me know if zmud screwed something up when exporting:

Code:

#CLASS {Healing}
#ALIAS fh {#if (%class(Healing|Fullwipe) = 0) {#var HealCount 0;#var HealMax 1;#t+ Healing|Fullheal;#if (%1) {~diag %1} {~diag me}}}
#ALIAS fw {#if (%class(Healing|Fullheal) = 0) {#var HealCount 0;#var HealMax 1;#t+ Healing|Fullwipe;#if (%1) {~diag %1} {~diag me}}}
#ALIAS fhq {#if (%class( Healing|Fullwipe) = 0) {#var HealCount 0;#var HealMax %numitems( @HealQueue);#t+ Healing|Fullheal;#PRI {#gagon;#forall @HealQueue {~diag %i};#gagoff}}}
#ALIAS fwq {#if (%class(Healing|Fullheal) = 0) {#var HealCount 0;#var HealMax %numitems(@HealQueue);#t+ Healing|Fullwipe;#forall @HealQueue {~diag %i}}}
#ALIAS fhadd {#additem HealQueue {%proper(%1)}}
#ALIAS fhrem {#delitem HealQueue {%proper(%1)}}
#ALIAS fhreset {#var HealQueue me;#var HealCount 0;#var HealMax 0;#var HealTarget me}
#ALIAS fhneed {#if (!@Channels.%1) {#addkey Channels %1 0;#additem ChannelsNeeded %1;#alarm "fh_needed" +0.1 {#echo {You need to open channels: %replace(@ChannelsNeeded, "|", ", ")};#var ChannelsNeeded ""}}}
#ALIAS fqnext {#add HealCount 1;#if (@HealCount >= @HealMax) {#t- healcaptrig trigger;#t- Healing|Fullheal;#t- Healing|Fullwipe;#var HealCount 0;#var HealMax 0}}
#VAR Channels {} {}
#VAR ChannelsNeeded {} {}
#VAR HealTarget {me} {me}
#VAR HealQueue {me} {me}
#VAR HealCount {0} {0}
#VAR HealMax {0} {0}
#STAT {}
#STW {HealQueue: %replace(@HealQueue, "|", ", ")%{cr}Channels: %replace(%replace(%expanddb(@Channels, ", "), "=0", ":NO"), "=1", ":yes")}
#CLASS 0
#CLASS {Healing|Channels}
#TRIGGER {You have harnessed the power of} {#var Channels "";#t+ Healing|Channels|Open}
#TRIGGER {You feel your insides clench as your soul is frozen} {#var Channels ""}
#TRIGGER {You have been slain} {#var Channels ""}
#TRIGGER {The power of air is harnessed to your will.} {#addkey Channels Air 1}
#TRIGGER {The strength of earth is at your command.} {#addkey Channels Earth 1}
#TRIGGER {Elemental fire burns at your behest.} {#addkey Channels Fire 1}
#TRIGGER {Purest water soothes you into calm.} {#addkey Channels Water 1}
#TRIGGER {You merge the four elemental channels} {#addkey Channels Spirit 1}
#TRIGGER {You sever the link to the realm of (%w).} {#addkey Channels %1 0}
#CLASS 0
#CLASS {Healing|Channels|Open} {disable}
#TRIGGER {^({Air|Earth|Fire|Water|Spirit})} {#addkey Channels %1 1}
#TRIGGER {^%dh, %dm} {#t- Healing|Channels|Open} "" {nocr|prompt}
#CLASS 0
#CLASS {Healing|Fullheal} {disable}
#TRIGGER {^(%w) is:} {#VAR HealTarget %1;#t+ healcaptrig trigger}
#COND {^%dh, %dm} {fqnext}
#TRIGGER {^You are:} {#var HealTarget me;#t+ healcaptrig trigger}
#COND {^%dh, %dm} {fqnext}
#TRIGGER {{Whom do you wish to diagnose|You must regain equilibrium first.|You must have a spirit channel open| must be in the local area for your remote diagnosis|You must regain balance first.| is in perfect health.}} {#add HealCount 1;#if (@HealCount >= @HealMax) {#t- Healing|Fullheal;#t- Healing|Fullwipe};#t+ healcaptrig trigger}
#TRIGGER "fh_paralysis" {^paralysed.$} {#if (@Channels.Fire) {heal @HealTarget paralysis;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)paralysis%ansi( grey).} {fhneed Fire}}
#TRIGGER "fh_fear" {^afflicted by fear.$} {#if (@Channels.Water) {heal @HealTarget fear;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)fear%ansi( grey).} {fhneed Water}}
#TRIGGER "fh_confusion" {^confused.$} {#if (@Channels.Fire) {heal @HealTarget confusion;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)confusion%ansi( grey).} {fhneed Fire}}
#TRIGGER "fh_slickness" {^extremely oily.$} {#if (@Channels.Earth) {heal @HealTarget slickness;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)slickness%ansi( grey).} {fhneed Earth}}
#TRIGGER "fh_stuttering" {^a stuttering fool.$} {#if (@Channels.Fire) {heal @HealTarget stuttering;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)stuttering%ansi( grey).} {fhneed Fire}}
#TRIGGER "fh_paranoia" {^paranoid.$} {#if (@Channels.Fire and @Channels.Water) {heal @HealTarget paranoia;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)paranoia%ansi( grey).} {fhneed Fire;fhneed Water}}
#TRIGGER "fh_shyness" {^afflicted by unbearable shyness.$} {#if (@Channels.Earth) {heal @HealTarget shyness;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)shyness%ansi( grey).} {fhneed Earth}}
#TRIGGER "fh_hallucinations" {^hallucinating.$} {#if (@Channels.Earth) {heal @HealTarget hallucinations;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)hallucinations%ansi( grey).} {fhneed Earth}}
#TRIGGER "fh_generosity" {^extremely generous.$} {#if (@Channels.Earth) {heal @HealTarget generosity;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)generosity%ansi( grey).} {fhneed Earth}}
#TRIGGER "fh_loneliness" {^very lonely.$} {#if (@Channels.Air and @Channels.Water) {heal @HealTarget loneliness;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)loneliness%ansi( grey).} {fhneed Air;fhneed Water}}
#TRIGGER "fh_impatience" {^impatient.$} {#if (@Channels.Fire) {heal @HealTarget impatience;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)impatience%ansi( grey).} {fhneed Fire}}
#TRIGGER "fh_unconsciousness" {^afflicted by lapses in consciousness.$} {#if (@Channels.Earth and @Channels.Fire) {heal @HealTarget unconsciousness;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)unconsciousness%ansi( grey).} {fhneed Earth;fhneed Fire}}
#TRIGGER "fh_claustrophobia" {^claustrophobic.$} {#if (@Channels.Fire and @Channels.Water) {heal @HealTarget claustrophobia;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)claustrophobia%ansi( grey).} {fhneed Fire;fhneed Water}}
#TRIGGER "fh_vertigo" {^afraid of heights.$} {#if (@Channels.Earth and @Channels.Fire) {heal @HealTarget vertigo;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)vertigo%ansi( grey).} {fhneed Earth;fhneed Fire}}
#TRIGGER "fh_sensitivity" {^sensitive to pain.$} {#if (@Channels.Earth and @Channels.Water) {heal @HealTarget sensitivity;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)sensitivity%ansi( grey).} {fhneed Earth;fhneed Water}}
#TRIGGER "fh_dizziness" {^overcome by dizziness.$} {#if (@Channels.Water) {heal @HealTarget dizziness;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)dizziness%ansi( grey).} {fhneed Water}}
#TRIGGER "fh_arms" {^afflicted by a crippled {left|right} arm.$} {#if (@Channels.Earth) {heal @HealTarget arms;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)crippled arms%ansi( grey).} {fhneed Earth}}
#TRIGGER "fh_dementia" {^demented.$} {#if (@Channels.Fire) {heal @HealTarget dementia;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)dementia%ansi( grey).} {fhneed Fire}}
#TRIGGER "fh_clumsiness" {^afflicted with clumsiness.$} {#if (@Channels.Air and @Channels.Water) {heal @HealTarget clumsiness;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)clumsiness%ansi( grey).} {fhneed Air;fhneed Water}}
#TRIGGER "fh_burning" {^ablaze.$} {#if (@Channels.Earth and @Channels.Water) {heal @HealTarget burning;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)burning%ansi( grey).} {fhneed Earth;fhneed Water}}
#TRIGGER "fh_recklessness" {^reckless.$} {#if (@Channels.Water) {heal @HealTarget recklessness;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)recklessness%ansi( grey).} {Water}}
#TRIGGER "fh_anorexia" {^anorexic.$} {#if (@Channels.Air and @Channels.Earth) {heal @HealTarget anorexia;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)anorexia%ansi( grey).} {fhneed Air;fhneed Earth}}
#TRIGGER "fh_agoraphobia" {^agoraphobic.$} {#if (@Channels.Air and @Channels.Fire) {heal @HealTarget agoraphobia;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)agoraphobia%ansi( grey).} {fhneed Air;fhneed Fire}}
#TRIGGER "fh_disloyalty" {^inspires disloyalty in those nearby.$} {#if (@Channels.Earth and @Channels.Fire) {heal @HealTarget disloyalty;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)disloyalty%ansi( grey).} {fhneed Earth;fhneed Fire}}
#TRIGGER "fh_hypersomnia" {^hypersomnic.$} {#if (@Channels.Air and @Channels.Water) {heal @HealTarget hypersomnia;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)hypersomnia%ansi( grey).} {fhneed Air;fhneed Water}}
#TRIGGER "fh_darkshade" {^allergic to sunlight.$} {#if (@Channels.Earth and @Channels.Fire) {heal @HealTarget darkshade;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)darkshade%ansi( grey).} {fhneed Earth;fhneed Fire}}
#TRIGGER "fh_masochism" {^masochistic.$} {#if (@Channels.Air and @Channels.Fire) {heal @HealTarget masochism;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)masochism%ansi( grey).} {fhneed Air;fhneed Fire}}
#TRIGGER "fh_epilepsy" {^suffering from epilepsy.$} {#if (@Channels.Air and @Channels.Fire) {heal @HealTarget epilepsy;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)epilepsy%ansi( grey).} {fhneed Air;fhneed Fire}}
#TRIGGER "fh_asthma" {^afflicted by horrible asthma.$} {#if (@Channels.Air) {heal @HealTarget asthma;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)asthma%ansi( grey).} {fhneed Air}}
#TRIGGER "fh_stupidity" {^unnaturally stupid.$} {#if (@Channels.Water) {heal @HealTarget stupidity;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)stupidity%ansi( grey).} {fhneed Water}}
#TRIGGER "fh_vomiting" {^violently ill.$} {#if (@Channels.Earth and @Channels.Water) {heal @HealTarget vomiting;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)vomiting%ansi( grey).} {fhneed Earth;fhneed Water}}
#TRIGGER "fh_weariness" {^wearied in body.$} {#if (@Channels.Fire) {heal @HealTarget weariness;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)weariness%ansi( grey).} {fhneed Fire}}
#TRIGGER "fh_haemophilia" {^afflicted by haemophilia.$} {#if (@Channels.Water) {heal @HealTarget haemophilia;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)haemophilia%ansi( grey).} {fhneed Water}}
#TRIGGER "fh_legs" {^afflicted by a crippled {left|right} leg.$} {#if (@Channels.Air and @Channels.Earth) {heal @HealTarget legs;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)crippled legs%ansi( grey).} {fhneed Air;fhneed Earth}}
#TRIGGER "fh_hypochondria" {^a certified hypochondriac.$} {#if (@Channels.Earth and @Channels.Air and @Channels.Fire and @Channels.Water) {heal @HealTarget hypochondria;#win Healing %ansi( grey)Healing %ansi( bold, green)@HealTarget%ansi( grey) of %ansi( bold, yellow)hyopchondria%ansi( grey).} {fhneed Earth;fhneed Air;fhneed Fire;fhneed Water}}
#REGEX "healcaptrig" {^(.*)$} {#IF ((%regex( "%1", "^\d+h, \d+m")=1) OR (%regex( "%1", "^-$")=1)) {#gag;#T- healcaptrig trigger} {#capture Healing2;#gag}} "" {disable}
#CLASS 0
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