Isyldur Newbie
Joined: 17 Sep 2002 Posts: 1 Location: USA
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Posted: Tue Sep 17, 2002 1:58 am
Autohunter Script |
Well, I have returned to geekdom. I decided to mud again, then immediately got bored with making 40k a level. Sooooo.....
This will make your character hang out in an area and kill what it finds in the enemy list. then it will look around, move and continue.
Should would with a little adjustment on any mud that supports the scan <direction> command.
#CLASS {Autohunt}
#ALIAS Hunt {
#var mobEnemy {} {_nodef} {Autohunt}
#var mobDirection {} {_nodef} {Autohunt}
#var numRooms {} {_nodef} {Autohunt}
look
#wait 6000
#t+ MatchEnemy
#loop %numitems( @exits) {scan <%item(@exits,<%i>)>}
#wait 6000
#t- MatchEnemy
#if (@mobEnemy) {
#loop 1,@numRooms {@mobDirection}
kill @mobEnemy
} {
RandomMove
hunt
}
}
#ALIAS RandomMove {
#exec %item( @exits, %random( 0, %numitems( @exits)))
#var exits {} {_nodef} {Autohunt}
}
#VAR mobEnemyList {monster|kobold|human|cat|wolf|snake}
#VAR mobEnemy {wolf}
#VAR mobDirection {northwest}
#VAR numRooms {1}
#VAR exits {north|east|south|west|up|down|northwest|northeast|southwest|southeast}
#TRIGGER {*{@mobEnemyList}* is DEAD!!} {hunt}
#TRIGGER {^ ~[Exits:%s(*)%s~]} {#var exits {%replace( %1, ' ', |)} {_nodef} {Autohunt}}
#TRIGGER {They aren't here.} {hunt}
#CLASS 0
#CLASS {Autohunt|MatchEnemy}
#TRIGGER {*({@mobEnemyList})*, nearby to the (%w).} {
#var mobEnemy {%1} {_nodef} {Autohunt}
#var mobDirection {%2} {_nodef} {Autohunt}
#var numRooms {1} {_nodef} {Autohunt}
#t- MatchEnemy
}
#TRIGGER {*({@mobEnemyList})*, not far (%w).} {
#var mobEnemy {%1} {_nodef} {Autohunt}
#var mobDirection {%2} {_nodef} {Autohunt}
#var numRooms {2} {_nodef} {Autohunt}
#t- MatchEnemy
}
#CLASS 0
You also will want a button to turn Autohunt on and off
-- Isyldur |
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