WARNING: EXECUTING THIS SCRIPT WILL DELETE YOUR PREVIOUS VERSION, SO KEEP A COPY OF THE OLD ONE IF YOU FEEL THE NEED TO!
Code: Select all
#DELCLASS {Rescue}
#ALIAS rescoff {#t- Rescue;#say RESCUE TRIGGERS DISABLED!!!}
#ALIAS rescon {#t+ Rescue;#say RESCUE TRIGGERS ENABLED!!!}
#CLASS {Rescue}
#ALIAS radd {#class {Rescue};#if @Rescuelist="NONE!" {#unvar RescueList {Rescue}};#forall %replace( %-1, " ", "|") {#if %ismember( %proper( %{i}), @RescueList) {#say Already on the List: %proper( %i)} {#additem RescueList %proper( %{i});#say Added to Rescue List: %proper( %{i})}};%null;#noop;#class 0;rescrep;#t+ Attacks;#t+ Combat;#t+ Fighting;#t+ Gating;#t+ Stabbing;#t+ Switches;#t+ Tank}
#ALIAS rclear {#unvar RescueList {Rescue};#class {Rescue};#additem RescueList "NONE!";#class 0;#say Rescue List Cleared!;#t- Attacks;#t- Combat;#t- Fighting;#t- Gating;#t- MiscEnabler;#t- Stabbing;#t- Switches;#t- Tank}
#ALIAS rescrep {#say Current Rescue List: %sort( @RescueList)}
#ALIAS rrem {#forall %replace( %-1, " ", "|") {#if %ismember( %proper( %{i}), @RescueList) {#delitem RescueList %proper( %{i});#say Removed from Rescue List: %proper( %{i})} {#say Not on the List: %proper( %{i})}};#if @RescueList=%null {#class {Rescue};#additem RescueList "NONE!";#class 0};%null;#noop;rescrep}
#VAR RescueList {NONE!}
#TRIGGER {Variable RescueAttempt removed.} {#gag;#cr}
#TRIGGER {Variable RescueList removed.} {#gag;#cr}
#CLASS 0
#CLASS {Rescue|Attacks}
#TRIGGER {(*){beat|beats|choke|chokes|touch|touches|hit|hits|slash|slashes|crush|crushes|misses|whip|whips|pierce|pierces|smash|smashes|sting|stings|drain|drains|strike|strikes|pummel|pummels|pound|pounds|claw|claws|nip|nips|burn|burns|bite|bites} ({@RescueList})*} {#t+ Position;rescue %2;#var RescueAttempt %additem( %2, @RescueAttempt) {} {Rescue};#t+ MiscEnabler;#t- Tank;#t- Attacks}
#TRIGGER {(*) attacks ({@RescueList})} {#t+ Position;rescue %2;#var RescueAttempt %additem( %2, @RescueAttempt) {} {Rescue};#t- Tank;#t- Attacks}
#TRIGGER {Upon being struck, a mirror image of ({@RescueList}) shatters into a million particles of light!} {#t+ Position;rescue %1;#var RescueAttempt %additem( %1, @RescueAttempt) {} {Rescue}};#t- Attacks
#CLASS 0
#CLASS {Rescue|Combat}
#TRIGGER {You fail the rescue.} {rescue @RescueAttempt}
#TRIGGER {Banzai! To the rescue...} {#unvar RescueAttempt {Rescue};#t- Position;#t+ Attacks;#t+ Fighting;#t+ Tank;#t+ Switches}
#TRIGGER {But nobody is fighting {him|her|it}?} {#unvar RescueAttempt {Rescue};#t- Position;#t+ Attacks;#t+ Tank;#t+ Switches}
#TRIGGER {Who do you want to rescue?} {#unvar RescueAttempt {Rescue};#t- Position;#t+ Attacks;#t+ Tank;#t+ Switches}
#TRIGGER {(*) strikes out wildly about the area in a mighty burst of power!} {#t- Attacks;#t+ MiscEnabler}
#TRIGGER {(*) enshrouds ({@RescueList}) in a mist of blood} {#t+ Position;rescue %2;#var RescueAttempt %additem( %2, @RescueAttempt) {} {Rescue}}
#TRIGGER {({@RescueList}) is nearly slain by the force of} {#t+ Position;rescue %1;#var RescueAttempt %additem( %1, @RescueAttempt) {} {Rescue}}
#TRIGGER {({@RescueList}) gasps from (*) awesome} {#t+ Position;rescue %1;#var RescueAttempt %additem( %1, @RescueAttempt) {} {Rescue}}
#TRIGGER {futilely tries to rescue ({@RescueList})!} {#t+ Position;rescue %1;#var RescueAttempt %additem( %1, @RescueAttempt) {} {Rescue}}
#TRIGGER {heroically rescues ({@RescueList}).} {#unvar RescueAttempt {Rescue};#t- Position;#t+ Tank;#t+ Switches;#t+ Attacks}
#TRIGGER {({@RescueList}) staggers from a fearsome} {#t+ Position;rescue %1;#var RescueAttempt %additem( %1, @RescueAttempt) {} {Rescue}}
#TRIGGER {lands a mighty (*) on ({@RescueList})!} {#t+ Position;rescue %2;#var RescueAttempt %additem( %2, @RescueAttempt) {} {Rescue}}
#TRIGGER {(*) tried to backstab ({@RescueList}), but nearly cuts {his|her|its} own finger.} {#t+ Position;rescue %2;#var RescueAttempt %additem( %2, @RescueAttempt) {} {Rescue}}
#TRIGGER {(*) places (*) in the back of ({@RescueList}), resulting in some strange noises and some blood.} {#t+ Position;rescue %3;#var RescueAttempt %additem( %3, @RescueAttempt) {} {Rescue}}
#CLASS 0
#CLASS {Rescue|Fighting}
#TRIGGER {fighting ({@RescueList}).} {#t+ Position;rescue %1;#var RescueAttempt %additem( %1, @RescueAttempt) {} {Rescue};#t+ MiscEnabler;#t- Fighting}
#CLASS 0
#CLASS {Rescue|Gating}
#TRIGGER {^With an arcane motion of {his|her|its} hand, (*) gates in (*)!} {look;#t+ MiscEnabler;#t- Gating}
#CLASS 0
#CLASS {Rescue|MiscEnabler} {disable}
#TRIGGER {^< (*) T: (*) >} {#t+ Attacks;#t+ Fighting;#t+ Gating;#t+ Stabbing;#t+ Switches;#t- Tank;#t- MiscEnabler}
#CLASS 0
#CLASS {Rescue|Position} {disable}
#TRIGGER {Maybe you should get on your feet first?} {stand;rescue @RescueAttempt;#t- Position}
#TRIGGER {Maybe you should get up off your knees first?} {stand;rescue @RescueAttempt;#t- Position}
#TRIGGER {Nah... You feel too relaxed to do that...} {alert;rescue @RescueAttempt;#t- Position}
#TRIGGER {Sorry, you can't do that while laying around.} {stand;rescue @RescueAttempt;#t- Position}
#TRIGGER {In your dreams, or what?} {wake;stand;alert;rescue @RescueAttempt;#t- Position}
#CLASS 0
#CLASS {Rescue|Stabbing}
#TRIGGER {({@RescueList}) places (*) in the back of (*), resulting in some strange noises and some blood.} {#t+ Position;rescue %1;#var RescueAttempt %additem( %1, @RescueAttempt) {} {Rescue};#t- Stabbing;#t+ MiscEnabler}
#CLASS 0
#CLASS {Rescue|Switches}
#TRIGGER {switches targets..} {#wait 300;look;#t- Tank;#t+ MiscEnabler;#wait 300;#t- Switches}
#CLASS 0
#CLASS {Rescue|Tank}
#TRIGGER {< (*) T: ({@RescueList})} {#t+ Position;rescue %2;#var RescueAttempt %additem( %2, @RescueAttempt) {} {Rescue};#t- Tank}
#CLASS 0
#T+ Attacks
#T+ Combat
#T+ Fighting
#T+ Gating
#T- MiscEnabler
#T- Position
#T+ Stabbing
#T+ Switches
#T+ Tank
Wherein:
"rescon" turns the rescue triggers on
"rescoff" turns the rescue triggers off
"radd <name>" adds someone, can be used singularly or with multiple names
"rrem <name>" removes someone, can be used singularly or with multiple names
"rclear" clears the entire list
"rescrep" displays your current rescue list
These triggers will automatically attempt to re-rescue on a fail, only rescue once on a successful "T:" initiation, and will reset itself on a successful rescue, thus eliminating all potential spam.
Please note, I'm still testing it myself, so I might be posting changes. I will post date/time if I need to make any changes.
Deathmagnet