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SethRizzen Beginner
Joined: 07 Apr 2003 Posts: 15 Location: USA
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Posted: Thu Jul 22, 2004 12:20 am
Decent Spellup Script for Temporal Rifts MUD |
Took me awhile to get this one working and could probably be improved upon. Any suggestions for improvement are greatly appreciated.
Code: |
#CLASS 0
#ALIAS SpellUp {#if (@class == "witch") {#var SpellUp {"armor"|"shield"|"air armor"|"stone skin"|"infravision"|"bless"|"frenzy"|"pass door"|"farsight"|"invisibility"};#var SkillUp {"sneak"|"deft"}};#if (@class == "mage") {#var SpellUp {"armor"|"shield"|"air armor"|"stone skin"|"infravision"|"pass door"|"farsight"|"invisibility"};#var SkillUp {"deft"|"dash"}};#if (@race == "Hatchling") {#var RacialSpells {"scales"}};#T+ SpellUp;af}
#VAR SpellUp {}
#VAR SkillUp {}
#VAR RacialSpells {}
#CLASS {SpellUp}
#TRIGGER {^You are currently affected by the following flags~:} {#T- SpellUp;#while (@SpellUp <> "") {c '%pop( SpellUp)'};#while (@SkillUp <> "") {%pop( SkillUp)};#while (@RacialSpells <> "") {c '%pop( RacialSpells)'}}
#TRIGGER {^Spell~: (%1)(%s)~: modifies %2} {#if (%ismember( %1, @SpellUp)) {#var SpellUp %delitem( %1, @SpellUp)};#if (%ismember( %1, @SkillUp)) {#var SkillUp %delitem( %1, @SkillUp)};#if (%ismember( %1, @RacialSpells)) {#var RacialSpells %delitem( %1, @RacialSpells)}}
#CLASS 0
#CLASS {Score}
#TRIGGER {~|Race~: %1 (%s) ~Class~: %3 (%s) Gender~: %5 (%s) ~|} {#var race %1;#var class %3;#var gender %5}
#VAR race {Teen}
#VAR gender {Male}
#VAR class {mage}
#CLASS 0
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The Score class is to update your race and class info for the script. This script assumes you know these spells and are of the appropriate level for them. Enjoy! |
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Last edited by SethRizzen on Thu Jul 22, 2004 1:54 am; edited 1 time in total |
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SethRizzen Beginner
Joined: 07 Apr 2003 Posts: 15 Location: USA
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Posted: Thu Jul 22, 2004 1:46 am Improved SpellUp Script for Mages/Witches |
To make this script portable between characters, I made it work for mages and witches. Soon to come is all classes! MMMMuuuuuuahahahaha.
Code: |
#CLASS 0
#ALIAS {SpellUp} {
#var SpellUp ""
#var SkillUp ""
#var RacialSpells ""
#if (@class == "witch") {
#if (@level >= 6) {
#additem SpellUp "detect invis"
#additem SpellUp "detect good"
#additem SpellUp "detect evil"
#additem SpellUp "detect magic"
#additem SpellUp "invisibility"
}
#if (@level >= 12) {#additem SpellUp "farsight"}
#if (@level >= 15) {
#additem SpellUp "protection evil"
#additem SpellUp "protection good"
}
#if (@level >= 20) {#additem SpellUp "armor"}
#if (@level >= 26) {#additem SpellUp "shield"}
#if (@level >= 28) {#additem SpellUp "fly"}
#if (@level >= 31) {#additem SpellUp "stone skin"}
#if (@level >= 46) {#additem SpellUp "frenzy"}
#if (@level >= 50) {
#additem SpellUp "haste"
#additem SpellUp "sanctuary"
}
#if (@level >= 60) {#additem SpellUp "bless"}
#if (@level >= 79) {#additem SpellUp "druid call"}
#if (@level >= 190) {
#additem SpellUp "air armor"
#additem SpellUp "supernatural speed"
}
#if (@level >= 10) {#additem SkillUp "sneak"}
#if (@level >= 29) {#additem SkillUp "deft"}
}
#if (@class == "mage") {
#if (@level >= 2) {#additem SpellUp "detect magic"}
#if (@level >= 3) {#additem SpellUp "detect invis"}
#if (@level >= 5) {#additem SpellUp "invisibility"}
#if (@level >= 7) {#additem SpellUp "armor"}
#if (@level >= 10) {#additem SpellUp "fly"}
#if (@level >= 11) {
#additem SpellUp "detect evil"
#additem SpellUp "detect good"
}
#if (@level >=12) {
#additem SpellUp "protection good"
#additem SpellUp "protection evil"
}
#if (@level >= 14) {#additem SpellUp "farsight"}
#if (@level >= 20) {#additem SpellUp "shield"}
#if (@level >= 21) {#additem SpellUp "haste"}
#if (@level >= 25) {#additem SpellUp "stone skin"}
#if (@level >= 36) {#additem SpellUp "sanctuary"}
#if (@level >= 180) {#additem SpellUp "air armor"}
}
#if (@race == "Hatchling") {#if (@level >= 10) {#additem RacialSpells "scales"}}
#T+ SpellUp
af
}
#CLASS {SpellUp}
#TRIGGER {^~(%1hp %2m %3v~)%4} {
#T- SpellUp
#while (@SpellUp <> "") {c '%pop( SpellUp)'};
#while (@SkillUp <> "") {%pop( SkillUp)}
#while (@RacialSpells <> "") {c '%pop( RacialSpells)'}
} "" {prompt}
#TRIGGER {^Spell~: (%1)(%s)~: modifies %2} {
#if (%ismember( %1, @SpellUp)) {#var SpellUp %delitem( %1, @SpellUp)}
#if (%ismember( %1, @SkillUp)) {#var SkillUp %delitem( %1, @SkillUp)}
#if (%ismember( %1, @RacialSpells)) {#var RacialSpells %delitem( %1, @RacialSpells)}
}
#TRIGGER {invisible} {#delitem SpellUp "invisibility"}
#TRIGGER {detect_evil} {#delitem SpellUp "detect good"}
#TRIGGER {detect_invis} {#delitem SpellUp "detect invis"}
#TRIGGER {detect_magic} {#delitem SpellUp "detect magic"}
#TRIGGER {sanctuary} {#delitem SpellUp "sanctuary"}
#TRIGGER {druid_call} {#delitem SpellUp "druid call"}
#TRIGGER {infrared} {#delitem SpellUp "infravision"}
#TRIGGER {^Spell~: supernatural speed~: modifies none by 0 for %1 hours.} {#delitem SpellUp "supernatural speed"}
#TRIGGER {prot_evil} {#delitem SpellUp "protection evil"}
#TRIGGER {prot_good} {#delitem SpellUp "protection good"}
#TRIGGER {sneak} {#delitem SkillUp "sneak"}
#TRIGGER {flying} {#delitem SpellUp "fly"}
#TRIGGER {pass_door} {#delitem SpellUp "pass door"}
#TRIGGER {haste} {#delitem SpellUp "haste"}
#TRIGGER {air_armor} {#delitem SpellUp "air armor"}
#VAR SpellUp {}
#VAR SkillUp {}
#VAR RacialSpells {}
#CLASS 0
#CLASS {Score}
#VAR age {}
#VAR hours {}
#VAR race {}
#VAR gender {}
#VAR class {}
#VAR name {}
#VAR level {}
#TRIGGER {~|Name~: %1 (%s) Level~: %3 (%s) Age~: %5 ~(%6(%s)hours~)~ |} {
#var name %1
#var level %3
#var age %5
#var hours %6
}
#TRIGGER {~|Race~: %1 (%s) ~Class~: %3 (%s) Gender~: %5 (%s) ~|} {
#var race %1
#var class %3
#var gender %5
}
#CLASS 0 |
Again, the Score class is for updating your level and race. I suggest typing score before using the script. Enjoy! |
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