Only works for condensed mode, but that's all I use anyway...
Seems pretty good so far, haven't had any problems.
#defgroup {RescScript}
#action {%0 tried to backstab} {#ifmatch {$RescueList} {%0} {ratt %0}} {G|RescScript}
#action {%0 %1 here, fighting %2.} {#ifmatch {$RescueList} {%2} {ratt %2}} {G|RescScript}
#action {%0 attacks %1,} {#ifmatch {$RescueList} {%1} {ratt %1}} {G|RescScript}
#action {%0 switches targets..} {look} {G|RescScript}
#action {Banz} {rr} {G|RescScript}
#action {But nobody is fighting} {#var queue 0} {G|RescScript}
#action {rescues} {rr} {G|RescScript}
#action {T: %0 %TC:} {#ifmatch {$RescueList} {%0} {ratt %0}} {G|RescScript}
#action {T: %0 TC: awful E:} {#ifmatch {$Tanks} {%0} {ratt %0}} {G|RescScript}
#action {T: %0 TC: pretty hurt E:} {#ifmatch {$Tanks} {%0} {ratt %0}} {G|RescScript}
#action {Who do you want to rescue?} {rr} {G|RescScript}
#action {You fail} {ratt $Rescuee;rr} {G|RescScript}
#alias {radd} {#var {RescueList} {$RescueList|%1}}
#alias {ratt} {#if {$queue == 0} {rescue %1;#var rescuee %1;#var queue 1}}
#alias {rclear} {#var RescueList RescueList} {G|RescScript}
#alias {rdel} {#replacestring {$RescueList} {|%1} {}} {G|RescScript}
#alias {rr} {#var queue 0} {G|RescScript}
#alias {rshow} {#show $RescueList} {G|RescScript}
#alias {tadd} {#var {Tanks} {$Tanks|%1}} {G|RescScript}
#alias {tclear} {#var Tanks Tanks} {G|RescScript}
#alias {tdel} {#replacestring {$Tanks} {|%1} {}} {G|RescScript}
#alias {tshow} {#show $Tanks} {G|RescScript}
#defgroup {}
#alias {rescoff} {#disable RescScript;#showme Rescue Disabled!}
#alias {rescon} {#enable RescScript;#showme Rescue On!}
#variable {queue} {0}
#variable {rescuee} {Nobody}
#variable {RescueList} {RescueList}
#tinsep {;}
#swdelay {0}
#speedwalk on
#message off
#ignore off
#togglesubs off
#presub off
#tinchar #
Re-Wrote Wintin Rescue Scripts, am I missing anything?
Re-Wrote Wintin Rescue Scripts, am I missing anything?
As long as we live in this world we are bound to encounter problems. If, at such times, we lose hope and become discouraged, we diminish our ability to face difficulties. If, on the other hand, we remember that it is not just ourselves but everyone who has to undergo suffering, this more realistic perspective will increase our determination and capacity to overcome troubles.
-- The Dali Lama
The full script... Just incase it don't work without some of this other crap:
Kinda nuts aint it? :)
#defgroup {Buffs}
#action {Invisible things vanish again.} {gsa Detect Invisible -- Gone -- $Name} {G|Buffs}
#action {The magical side of things is less visible.} {gsa Detect Magic -- Gone -- $Name} {G|Buffs}
#action {The world speeds up around you.} {gsa Haste -- Gone -- $Name} {G|Buffs}
#action {You feel less blessed.} {gsa Bless -- Gone -- $Name} {G|Buffs}
#action {You feel less wooden.} {gsa Barkskin -- Gone -- $Name} {G|Buffs}
#action {Your dragon scales melt} {gsa Dragon Scales -- Gone -- $Name} {G|Buffs}
#action {Your flesh loses its stony texture.} {gsa Stone Skin -- Gone -- $Name} {G|Buffs}
#action {Your form stops blurring.} {gsa Blur -- Gone -- $Name} {G|Buffs}
#action {Your globe shimmers, and fades into the air} {gsa Globe -- Gone -- $Name} {G|Buffs}
#action {Your image is no longer displaced.} {gsa Displace -- Gone -- $Name} {G|Buffs}
#action {Your magic armor fades away.} {gsa Armor -- Gone -- $Name;quaff flask vault} {G|Buffs}
#action {Your magical shield shudders and vanishes.} {gsa Energy Shield -- Gone -- $Name} {G|Buffs}
#action {Your vitality drains away.} {gsa Vitality -- Gone -- $Name} {G|Buffs}
#defgroup {}
#defgroup {RescScript}
#action {%0 tried to backstab} {#ifmatch {$RescueList} {%0} {ratt %0}} {G|RescScript}
#action {%0 %1 here, fighting %2.} {#ifmatch {$RescueList} {%2} {ratt %2}} {G|RescScript}
#action {%0 attacks %1, } {#ifmatch {$RescueList} {%1} {ratt %1}} {G|RescScript}
#action {%0 switches targets..} {look} {G|RescScript}
#action {Banz} {rr} {G|RescScript}
#action {But nobody is fighting} {rr} {G|RescScript}
#action {rescues} {rr} {G|RescScript}
#action {T: %0 TC:} {#panel {5} {Tank: %0};#ifmatch {$RescueList} {%0} {ratt %0}} {G|RescScript}
#action {T: %0 TC: awful E:} {#ifmatch {$Tank} {%0} {ratt %0}} {G|RescScript}
#action {T: %0 TC: pretty hurt E:} {#ifmatch {$Tank} {%0} {ratt %0}} {G|RescScript}
#action {Who do you want to rescue?} {rr} {G|RescScript}
#action {You fail} {ratt $Rescuee;rr} {G|RescScript}
#alias {radd} {#var {RescueList} {$RescueList|%1}} {G|RescScript}
#alias {ratt} {#if {$queue == 0} {rescue %1;#var rescuee %1;#var queue 1}} {G|RescScript}
#alias {rclear} {#var RescueList RescueList} {G|RescScript}
#alias {rdel} {#replacestring {$RescueList} {|%1} {}} {G|RescScript}
#alias {rr} {#var queue 0} {G|RescScript}
#alias {rshow} {#show $RescueList} {G|RescScript}
#alias {tadd} {#var {Tanks} {$Tanks|%1}} {G|RescScript}
#alias {tclear} {#var Tanks Tanks} {G|RescScript}
#alias {tdel} {#replacestring {$Tanks} {|%1} {}} {G|RescScript}
#alias {tshow} {#show $Tanks} {G|RescScript}
#defgroup {}
#defgroup {Unbind}
#action {knocks you down and ties you up} {unbind} {G|Unbind}
#action {quickly ties you up} {unbind} {G|Unbind}
#action {You try to slip your bonds, but fail} {unbind} {G|Unbind}
#defgroup {}
#defgroup {Autoassist}
#action {%0 attacks} {#if {$Assist == 1} {#ifmatch {$RescueList} {%0} {assist %0;#disable Autoassist}}} {G|Autoassist}
#action {%0 attacks %1,} {#if {$Assist == 1} {#ifmatch {$Tanks} {%0} {assist %0;#disable Autoassist}}} {G|Autoassist}
#defgroup {}
#defgroup {Autogroup}
#action {%0 has just given you %1 consent.} {group %0 It's a celebration bitches!} {G|Autogroup}
#action {%0 starts following you.} {group %0 It's a celebration bitches!} {G|Autogroup}
#defgroup {}
#defgroup {RP}
#action {%0 group-says 'hidden?'} {#ifmatch {$Someone} {%0} {gsa Yes, you are hidden! Now go steal me a pie!} else {gsa Nope, bitch you ain't hidden, don't Khanjari proc hide?}} {G|RP}
#action {%0 licks you.} {em tastes like 2 week old troll shit, but it wasn't even solid.} {G|RP}
#action {%0 tries to exchange some coins with the banker.} {laugh %0} {G|RP}
#action {^You have learned something new about %0!} {#math skills {$skills+1};say HOLY SNOT! I'm better at %0!} {G|RP}
#action {^You score a CRITICAL HIT!} {#math crits {$crits+1};em 's snot bubble EXPLODES! Hitting $mob in the face for awesome damage!} {G|RP}
#action {An unusually large crow flies overhead, croaking loudly, 'Caw! Caw!'} {em throws a rock at the crow, knocking it out of the air.} {G|RP}
#action {Better get inside - this is too cold for man or -most- beasts.} {shiver} {G|RP}
#action {It's really c-c-c-cold!!} {cough} {G|RP}
#action {The first rays of sunlight signal the approaching day.} {stretch} {G|RP}
#action {The snow is coming down faster now.} {em catches a snowflake on his tongue.} {G|RP}
#action {The sun rises over the eastern horizon.} {stretch} {G|RP}
#action {The sun vanishes below the western horizon.} {yawn} {G|RP}
#action {The town crier shouts 'Bars are open all night boys!'} {beer} {G|RP}
#action {You are slapped by %0, OUCH!} {punch %0} {G|RP}
#defgroup {}
#defgroup {AF}
#action {EC: awful P:} {#if {$Cond == 1} {gsa $mob is awful;#disable AF}} {G|AF}
#defgroup {}
#defgroup {Food}
#action {You are hungry.} {#var hungry 1; {#if $Fighting=0} {ea}} {G|Food}
#action {You are thirsty.} {#var thirsty 1; {#if $Fighting=0} {dr}} {G|Food}
#defgroup {}
#defgroup {PH}
#action {EC: pretty hurt P:} {#if {$Cond == 1} {gsa $mob is pretty hurt;#disable PH}} {G|PH}
#defgroup {}
#defgroup {Bash}
#action {clambers to} {#if {$Bashing == 1} {#if {$Fighting == 1} {bash} else {burp}}} {G|Bash}
#action {rises to} {#if {$Bashing == 1} {#if {$Fighting == 1} {bash} else {burp}}} {G|Bash}
#action {staggers about} {#if {$Bashing == 1} {#if {$Fighting == 1} {bash} else {burp}}} {G|Bash}
#defgroup {}
#defgroup {Autoship}
#action {A Chultean slaver relaxes here, smoking a thin pipe.} {bash slaver} {G|Autoship}
#action {A Waterdeep naval captain stands here, walking the plank.} {bash naval} {G|Autoship}
#action {A Zhentarim Knight sits here, scowling balefully.} {bash knight} {G|Autoship}
#action {Captain Miplit slouches here, picking his teeth with a dagger.} {bash miplit} {G|Autoship}
#action {The first officer paces here, cursing angrily.} {bash first} {G|Autoship}
#action {The navigator is sprawled out here, chugging a bottle.} {bash navigator} {G|Autoship}
#defgroup {}
#defgroup {Counters}
#action {%0 attacks you, landing a single hit.} {#math hitsm {$hitsm+1}} {G|Counters}
#action {%0 attacks you, landing four hits.} {#math hitsm {$hitsm+4}} {G|Counters}
#action {%0 attacks you, landing three hits.} {#math hitsm {$hitsm+3}} {G|Counters}
#action {%0 attacks you, landing two hits.} {#math hitsm {$hitsm+2}} {G|Counters}
#action {avoids your bash} {#math mbash {$mbash+1};#math abash {$abash+1}} {G|Counters}
#action {by the force of your} {#math hits {$hits+1};#math rounds {$rounds+1}} {G|Counters}
#action {You attack %0, landing a single hit.} {#math hits {$hits+1};#math rounds {$rounds+1}} {G|Counters}
#action {You attack %0, landing four hits.} {#math hits {$hits+4};#math rounds {$rounds+1}} {G|Counters}
#action {You attack %0, landing three hits.} {#math hits {$hits+3};#math rounds {$rounds+1}} {G|Counters}
#action {You attack %0, landing two hits.} {#math hits {$hits+2};#math rounds {$rounds+1}} {G|Counters}
#action {You beautifully} {#math hits {$hits+1};#math rounds {$rounds+1}} {G|Counters}
#action {Your bash at} {#math sbash {$sbash+1};#math abash {$abash+1}} {G|Counters}
#action {Your final} {#math hits {$hits+1};#math rounds {$rounds+1}} {G|Counters}
#alias {cpanel} {#panel {2} {Crits: $crits Hits: $hits Taken: $hitsm for $dt Damage in $rounds Rounds}} {G|Counters}
#alias {recount} {#var dt 0;#var skills 0;#var crits 0;#var hits 0;#var mbash 0;#var abash 0;#var sbash 0;#var hitsm 0;#var rounds 0} {G|Counters}
#defgroup {}
#defgroup {Capture}
#action { Class: %0 } {#var Class $0} {G|Capture}
#action { Race: %0 } {#var Race $0} {G|Capture}
#action {Armor Class: %0 (} {#var ac %0} {G|Capture}
#action {Hitroll: %0 Damroll: %1} {#var hitroll %0;#var damroll %1} {G|Capture}
#action {Level: %0 } {#var Level $0} {G|Capture}
#action {Load carried: %0} {#panel {6} {AC: $ac HIT: $hitroll DAM: $damroll PAR: $par ROD: $rod PET: $pet BRE: $bre SPE: $spe Load: %0}} {G|Capture}
#action {Saving Throws: PAR[%0] ROD[%1] PET[%2] BRE[%3] SPE[%4]} {#var par %0;#var rod %1;#var pet %2;#var bre %3;#var spe %4} {G|Capture}
#action {Score information for %0} {#var Name $0;#var expold $expcur} {G|Capture}
#action {Title:} {#if {$expold < $expcur} {#math notch {$expcur-$expold}};#panel {1} {Exp: $expcur}} {G|Capture}
#defgroup {}
#defgroup {Exits}
#action { coin} {get coins} {G|Exits}
#defgroup {}
#defgroup {Stats}
#action {attacks you} {#var Damage 0;#var Gain 0;} {G|Stats}
#alias {dshow} {#var Damage 0;#var Gain 0} {G|Stats}
#alias {stats} {#var junk x} {G|Stats}
#defgroup {}
#defgroup {Loot}
#action {Exits:} {#enable Exits} {G|Loot}
#action {There were:} {#enable Bag;score} {G|Loot}
#action {your share of exp} {gget coins corpse;#enable NW;#enable PH;#enable AF;#var Fighting 0;#enable Autoassist;cpanel;recount;ea;dr;} {G|Loot}
#defgroup {}
#defgroup {Bashed}
#action {EC: %1 P: knl >} {#if {$Fighting == 1} {stand;#disable Bashed}} {G|Bashed}
#action {EC: %1 P: rcl >} {#if {$Fighting == 1} {stand;#disable Bashed}} {G|Bashed}
#action {EC: %1 P: sit >} {#if {$Fighting == 1} {stand;#disable Bashed}} {G|Bashed}
#defgroup {}
#defgroup {Bag}
#action {Playing time:} {coins;#disable Bag} {G|Bag}
#defgroup {}
#defgroup {Directions}
#action {The %0 seems to be closed.} {open $0 $dir} {G|Directions}
#alias {d} {down;#var dir down} {G|Directions}
#alias {e} {east;#var dir east} {G|Directions}
#alias {n} {north;#var dir north} {G|Directions}
#alias {s} {south;#var dir south} {G|Directions}
#alias {u} {up;#var dir up} {G|Directions}
#alias {w} {west;#var dir west} {G|Directions}
#defgroup {}
#defgroup {NW}
#action {EC: nasty wounds P:} {#if {$Cond == 1} {gsa $mob is nasty wounds;#disable NW}} {G|NW}
#defgroup {}
#defgroup {Headbutt}
#action {mbers to} {#if {$Headbutt == 1} {headbutt}} {G|Headbutt}
#defgroup {}
#defgroup {}
#action {[RETURN for more, q to quit]} {#cr}
#action {< %0h/%1H %2v/%3V >} {#if {$hp > %0} {stats %0;#math dt {$dt+$hp-%0}};#panel {3} {HP: %0 MAX: %1 MV: %2 MAXMV: %3}#var omhp $mhp;#var ohp $hp;#var hp %0;#var mhp %1;#var mv %2;#var mmv %3;#disable Exits;stats;dshow}
#action {< P: %1 (AFK) > } {look}
#action {Autosaving...} {fart self;say mmmm chocolate}
#action {clamber to} {#enable Bashed;#if {$Bashing == 1} {#if {$Fighting == 1} {bash}}}
#action {Coins carried: %1 platinum %2 gold %3 silver %4 copper} {#var p %1;#var g %2;#var s %3;#var c %4}
#action {East} {#var east {<SEND e>EAST</SEND>};#math nex {$nex+1}}
#action {EC: %0 P:} {#var Fighting 1;#disable Autoassist}
#action {Experience Progress: %1 } {#var expcur %1;#var notch 0}
#action {Gizep tells you 'do:%0'} {$0}
#action {head from corpse} {put head vault}
#action {Make your choice:} {login}
#action {North} {#var north {<SEND n>NORTH</SEND>};#math nex {$nex+1}}
#action {retreat to the} {#enable Autoassist;#var Fighting 0;ea;dr}
#action {rise to} {#enable Bashed;#if {$Bashing == 1} {#if {$Fighting == 1} {bash}}}
#action {South} {#var south {<SEND s>SOUTH</SEND>};#math nex {$nex+1}}
#action {That person is not fighting anyone.} {#enable Autoassist}
#action {Wait till they get up!} {shiedp}
#action {Wait until they get up!} {shieldp}
#action {West} {#var west {<SEND w>WEST</SEND>};#math nex {$nex+1}}
#action {You are rescued} {#enable Autoassist}
#action {You attack %0, landing} {#var mob $0;#panel {4} {Enemy: %0}}
#action {You flee} {#enable Autoassist;#var Fighting 0;ea;dr}
#action {You raise a level!} {gsa HOLY SNOT! I just leveled bitches!}
#action {You stagger about, then fall sprawling} {stand}
#action {You swing} {stand;get $w1;wield $w1}
#action {Your soul leaves your body in the cold sleep of death...} {#math death {$death+1};resetall}
#alias {assistoff} {#var Assist 0;#disable Autoassist}
#alias {assiston} {#var Assist 1;#enable Autoassist}
#alias {autooff} {#disable Autoship}
#alias {autoon} {#enable Autoship}
#alias {bag} {#var bag %1}
#alias {bashoff} {#disable Bash;#var Bashing 0}
#alias {bashon} {#enable Bash;#var Bashing 1}
#alias {coins} {put all.coin $bag}
#alias {condoff} {#var Cond 0}
#alias {condon} {#var Cond 1}
#alias {dcoins} {get coins $bag;deposit all;#var p 0;#var g 0;#var s 0;#var c 0}
#alias {dr} {#if {$Fighting == 0} {{#if $thirsty=1} {{ get ale vault ; drink ale ; drink ale ; drink ale ; put ale vault ; #var thirsty 0 }}}}
#alias {ea} {#if {$Fighting == 0} {{#if $hungry=1} {{ get steak vault ; eat steak ; put steak vault ; #var hungry 0 }}}}
#alias {headoff} {#disable Headbutt;#var Headbutt 0}
#alias {headon} {#enable Headbutt;#var Headbutt 1}
#alias {login} {#disable Autoassist;#disable Autoship;#disable AutoCM;#disable Bash;#disable Headbutt;#disable RescScript;#disable Bag}
#alias {lootoff} {#var Loot 0}
#alias {looton} {#var Loot 1}
#alias {rescoff} {#disable RescScript}
#alias {rescon} {#enable RescScript}
#alias {resetall} {#var Fighting 0;#var Grouped 0;}
#alias {weapon} {#var w1 %1}
#variable {abash} {0}
#variable {ac} {-100}
#variable {Assist} {1}
#variable {bag} {vault}
#variable {Bashing} {1}
#variable {bre} {0}
#variable {c} {0}
#variable {Class} {Warrior}
#variable {Cond} {0}
#variable {crits} {0}
#variable {Damage} {0}
#variable {damroll} {35}
#variable {dir} {west}
#variable {dirs} {North:,<SEND n>NORTH</SEND>,South:,<SEND s>SOUTH</SEND>,East:,<SEND e>EAST</SEND>,West:,<SEND w>WEST</SEND>}
#variable {dt} {0}
#variable {east} {<SEND e>EAST</SEND>}
#variable {Exits} {0}
#variable {expcur} {62}
#variable {expold} {61}
#variable {Fighting} {0}
#variable {five} {five}
#variable {four} {four}
#variable {g} {35}
#variable {Gain} {0}
#variable {garbage} {Exits,<SEND n>NORTH</SEND>}
#variable {good} {5032}
#variable {Grouped} {0}
#variable {guy} {Xufux}
#variable {Headbutt} {0}
#variable {hitroll} {30}
#variable {hits} {0}
#variable {hitsm} {0}
#variable {hp} {710}
#variable {hungry} {0}
#variable {j} {x}
#variable {junk} {x}
#variable {lbash} {6392}
#variable {Level} {47}
#variable {mbash} {0}
#variable {mhp} {710}
#variable {mmv} {149}
#variable {mob} {a drow priestess}
#variable {mv} {149}
#variable {Name} {Afu}
#variable {nex} {30799}
#variable {north} {<SEND n>NORTH</SEND>}
#variable {notch} {1}
#variable {ocrits} {58}
#variable {ohits} {1756}
#variable {ohp} {710}
#variable {omhp} {710}
#variable {one} {one}
#variable {orounds} {1281}
#variable {oskills} {18}
#variable {p} {5}
#variable {par} {-6}
#variable {pet} {0}
#variable {queue} {0}
#variable {Race} {Troll}
#variable {rescuee} {Lanol}
#variable {RescueList} {RescueList}
#variable {rod} {0}
#variable {rounds} {0}
#variable {s} {2}
#variable {sbash} {0}
#variable {skills} {0}
#variable {Someone} {Someone}
#variable {south} {<SEND s>SOUTH</SEND>}
#variable {spe} {-7}
#variable {Tank} {ME}
#variable {Tanks} {Tanks}
#variable {thirsty} {0}
#variable {three} {three}
#variable {two} {two}
#variable {w1} {dread}
#variable {west} {<SEND w>WEST</SEND>}
#variable {x} {x}
#log
#debug off
#tinsep {;}
#swdelay {0}
#speedwalk on
#message off
#ignore off
#togglesubs off
#presub off
#tinchar #
Kinda nuts aint it? :)
#defgroup {Buffs}
#action {Invisible things vanish again.} {gsa Detect Invisible -- Gone -- $Name} {G|Buffs}
#action {The magical side of things is less visible.} {gsa Detect Magic -- Gone -- $Name} {G|Buffs}
#action {The world speeds up around you.} {gsa Haste -- Gone -- $Name} {G|Buffs}
#action {You feel less blessed.} {gsa Bless -- Gone -- $Name} {G|Buffs}
#action {You feel less wooden.} {gsa Barkskin -- Gone -- $Name} {G|Buffs}
#action {Your dragon scales melt} {gsa Dragon Scales -- Gone -- $Name} {G|Buffs}
#action {Your flesh loses its stony texture.} {gsa Stone Skin -- Gone -- $Name} {G|Buffs}
#action {Your form stops blurring.} {gsa Blur -- Gone -- $Name} {G|Buffs}
#action {Your globe shimmers, and fades into the air} {gsa Globe -- Gone -- $Name} {G|Buffs}
#action {Your image is no longer displaced.} {gsa Displace -- Gone -- $Name} {G|Buffs}
#action {Your magic armor fades away.} {gsa Armor -- Gone -- $Name;quaff flask vault} {G|Buffs}
#action {Your magical shield shudders and vanishes.} {gsa Energy Shield -- Gone -- $Name} {G|Buffs}
#action {Your vitality drains away.} {gsa Vitality -- Gone -- $Name} {G|Buffs}
#defgroup {}
#defgroup {RescScript}
#action {%0 tried to backstab} {#ifmatch {$RescueList} {%0} {ratt %0}} {G|RescScript}
#action {%0 %1 here, fighting %2.} {#ifmatch {$RescueList} {%2} {ratt %2}} {G|RescScript}
#action {%0 attacks %1, } {#ifmatch {$RescueList} {%1} {ratt %1}} {G|RescScript}
#action {%0 switches targets..} {look} {G|RescScript}
#action {Banz} {rr} {G|RescScript}
#action {But nobody is fighting} {rr} {G|RescScript}
#action {rescues} {rr} {G|RescScript}
#action {T: %0 TC:} {#panel {5} {Tank: %0};#ifmatch {$RescueList} {%0} {ratt %0}} {G|RescScript}
#action {T: %0 TC: awful E:} {#ifmatch {$Tank} {%0} {ratt %0}} {G|RescScript}
#action {T: %0 TC: pretty hurt E:} {#ifmatch {$Tank} {%0} {ratt %0}} {G|RescScript}
#action {Who do you want to rescue?} {rr} {G|RescScript}
#action {You fail} {ratt $Rescuee;rr} {G|RescScript}
#alias {radd} {#var {RescueList} {$RescueList|%1}} {G|RescScript}
#alias {ratt} {#if {$queue == 0} {rescue %1;#var rescuee %1;#var queue 1}} {G|RescScript}
#alias {rclear} {#var RescueList RescueList} {G|RescScript}
#alias {rdel} {#replacestring {$RescueList} {|%1} {}} {G|RescScript}
#alias {rr} {#var queue 0} {G|RescScript}
#alias {rshow} {#show $RescueList} {G|RescScript}
#alias {tadd} {#var {Tanks} {$Tanks|%1}} {G|RescScript}
#alias {tclear} {#var Tanks Tanks} {G|RescScript}
#alias {tdel} {#replacestring {$Tanks} {|%1} {}} {G|RescScript}
#alias {tshow} {#show $Tanks} {G|RescScript}
#defgroup {}
#defgroup {Unbind}
#action {knocks you down and ties you up} {unbind} {G|Unbind}
#action {quickly ties you up} {unbind} {G|Unbind}
#action {You try to slip your bonds, but fail} {unbind} {G|Unbind}
#defgroup {}
#defgroup {Autoassist}
#action {%0 attacks} {#if {$Assist == 1} {#ifmatch {$RescueList} {%0} {assist %0;#disable Autoassist}}} {G|Autoassist}
#action {%0 attacks %1,} {#if {$Assist == 1} {#ifmatch {$Tanks} {%0} {assist %0;#disable Autoassist}}} {G|Autoassist}
#defgroup {}
#defgroup {Autogroup}
#action {%0 has just given you %1 consent.} {group %0 It's a celebration bitches!} {G|Autogroup}
#action {%0 starts following you.} {group %0 It's a celebration bitches!} {G|Autogroup}
#defgroup {}
#defgroup {RP}
#action {%0 group-says 'hidden?'} {#ifmatch {$Someone} {%0} {gsa Yes, you are hidden! Now go steal me a pie!} else {gsa Nope, bitch you ain't hidden, don't Khanjari proc hide?}} {G|RP}
#action {%0 licks you.} {em tastes like 2 week old troll shit, but it wasn't even solid.} {G|RP}
#action {%0 tries to exchange some coins with the banker.} {laugh %0} {G|RP}
#action {^You have learned something new about %0!} {#math skills {$skills+1};say HOLY SNOT! I'm better at %0!} {G|RP}
#action {^You score a CRITICAL HIT!} {#math crits {$crits+1};em 's snot bubble EXPLODES! Hitting $mob in the face for awesome damage!} {G|RP}
#action {An unusually large crow flies overhead, croaking loudly, 'Caw! Caw!'} {em throws a rock at the crow, knocking it out of the air.} {G|RP}
#action {Better get inside - this is too cold for man or -most- beasts.} {shiver} {G|RP}
#action {It's really c-c-c-cold!!} {cough} {G|RP}
#action {The first rays of sunlight signal the approaching day.} {stretch} {G|RP}
#action {The snow is coming down faster now.} {em catches a snowflake on his tongue.} {G|RP}
#action {The sun rises over the eastern horizon.} {stretch} {G|RP}
#action {The sun vanishes below the western horizon.} {yawn} {G|RP}
#action {The town crier shouts 'Bars are open all night boys!'} {beer} {G|RP}
#action {You are slapped by %0, OUCH!} {punch %0} {G|RP}
#defgroup {}
#defgroup {AF}
#action {EC: awful P:} {#if {$Cond == 1} {gsa $mob is awful;#disable AF}} {G|AF}
#defgroup {}
#defgroup {Food}
#action {You are hungry.} {#var hungry 1; {#if $Fighting=0} {ea}} {G|Food}
#action {You are thirsty.} {#var thirsty 1; {#if $Fighting=0} {dr}} {G|Food}
#defgroup {}
#defgroup {PH}
#action {EC: pretty hurt P:} {#if {$Cond == 1} {gsa $mob is pretty hurt;#disable PH}} {G|PH}
#defgroup {}
#defgroup {Bash}
#action {clambers to} {#if {$Bashing == 1} {#if {$Fighting == 1} {bash} else {burp}}} {G|Bash}
#action {rises to} {#if {$Bashing == 1} {#if {$Fighting == 1} {bash} else {burp}}} {G|Bash}
#action {staggers about} {#if {$Bashing == 1} {#if {$Fighting == 1} {bash} else {burp}}} {G|Bash}
#defgroup {}
#defgroup {Autoship}
#action {A Chultean slaver relaxes here, smoking a thin pipe.} {bash slaver} {G|Autoship}
#action {A Waterdeep naval captain stands here, walking the plank.} {bash naval} {G|Autoship}
#action {A Zhentarim Knight sits here, scowling balefully.} {bash knight} {G|Autoship}
#action {Captain Miplit slouches here, picking his teeth with a dagger.} {bash miplit} {G|Autoship}
#action {The first officer paces here, cursing angrily.} {bash first} {G|Autoship}
#action {The navigator is sprawled out here, chugging a bottle.} {bash navigator} {G|Autoship}
#defgroup {}
#defgroup {Counters}
#action {%0 attacks you, landing a single hit.} {#math hitsm {$hitsm+1}} {G|Counters}
#action {%0 attacks you, landing four hits.} {#math hitsm {$hitsm+4}} {G|Counters}
#action {%0 attacks you, landing three hits.} {#math hitsm {$hitsm+3}} {G|Counters}
#action {%0 attacks you, landing two hits.} {#math hitsm {$hitsm+2}} {G|Counters}
#action {avoids your bash} {#math mbash {$mbash+1};#math abash {$abash+1}} {G|Counters}
#action {by the force of your} {#math hits {$hits+1};#math rounds {$rounds+1}} {G|Counters}
#action {You attack %0, landing a single hit.} {#math hits {$hits+1};#math rounds {$rounds+1}} {G|Counters}
#action {You attack %0, landing four hits.} {#math hits {$hits+4};#math rounds {$rounds+1}} {G|Counters}
#action {You attack %0, landing three hits.} {#math hits {$hits+3};#math rounds {$rounds+1}} {G|Counters}
#action {You attack %0, landing two hits.} {#math hits {$hits+2};#math rounds {$rounds+1}} {G|Counters}
#action {You beautifully} {#math hits {$hits+1};#math rounds {$rounds+1}} {G|Counters}
#action {Your bash at} {#math sbash {$sbash+1};#math abash {$abash+1}} {G|Counters}
#action {Your final} {#math hits {$hits+1};#math rounds {$rounds+1}} {G|Counters}
#alias {cpanel} {#panel {2} {Crits: $crits Hits: $hits Taken: $hitsm for $dt Damage in $rounds Rounds}} {G|Counters}
#alias {recount} {#var dt 0;#var skills 0;#var crits 0;#var hits 0;#var mbash 0;#var abash 0;#var sbash 0;#var hitsm 0;#var rounds 0} {G|Counters}
#defgroup {}
#defgroup {Capture}
#action { Class: %0 } {#var Class $0} {G|Capture}
#action { Race: %0 } {#var Race $0} {G|Capture}
#action {Armor Class: %0 (} {#var ac %0} {G|Capture}
#action {Hitroll: %0 Damroll: %1} {#var hitroll %0;#var damroll %1} {G|Capture}
#action {Level: %0 } {#var Level $0} {G|Capture}
#action {Load carried: %0} {#panel {6} {AC: $ac HIT: $hitroll DAM: $damroll PAR: $par ROD: $rod PET: $pet BRE: $bre SPE: $spe Load: %0}} {G|Capture}
#action {Saving Throws: PAR[%0] ROD[%1] PET[%2] BRE[%3] SPE[%4]} {#var par %0;#var rod %1;#var pet %2;#var bre %3;#var spe %4} {G|Capture}
#action {Score information for %0} {#var Name $0;#var expold $expcur} {G|Capture}
#action {Title:} {#if {$expold < $expcur} {#math notch {$expcur-$expold}};#panel {1} {Exp: $expcur}} {G|Capture}
#defgroup {}
#defgroup {Exits}
#action { coin} {get coins} {G|Exits}
#defgroup {}
#defgroup {Stats}
#action {attacks you} {#var Damage 0;#var Gain 0;} {G|Stats}
#alias {dshow} {#var Damage 0;#var Gain 0} {G|Stats}
#alias {stats} {#var junk x} {G|Stats}
#defgroup {}
#defgroup {Loot}
#action {Exits:} {#enable Exits} {G|Loot}
#action {There were:} {#enable Bag;score} {G|Loot}
#action {your share of exp} {gget coins corpse;#enable NW;#enable PH;#enable AF;#var Fighting 0;#enable Autoassist;cpanel;recount;ea;dr;} {G|Loot}
#defgroup {}
#defgroup {Bashed}
#action {EC: %1 P: knl >} {#if {$Fighting == 1} {stand;#disable Bashed}} {G|Bashed}
#action {EC: %1 P: rcl >} {#if {$Fighting == 1} {stand;#disable Bashed}} {G|Bashed}
#action {EC: %1 P: sit >} {#if {$Fighting == 1} {stand;#disable Bashed}} {G|Bashed}
#defgroup {}
#defgroup {Bag}
#action {Playing time:} {coins;#disable Bag} {G|Bag}
#defgroup {}
#defgroup {Directions}
#action {The %0 seems to be closed.} {open $0 $dir} {G|Directions}
#alias {d} {down;#var dir down} {G|Directions}
#alias {e} {east;#var dir east} {G|Directions}
#alias {n} {north;#var dir north} {G|Directions}
#alias {s} {south;#var dir south} {G|Directions}
#alias {u} {up;#var dir up} {G|Directions}
#alias {w} {west;#var dir west} {G|Directions}
#defgroup {}
#defgroup {NW}
#action {EC: nasty wounds P:} {#if {$Cond == 1} {gsa $mob is nasty wounds;#disable NW}} {G|NW}
#defgroup {}
#defgroup {Headbutt}
#action {mbers to} {#if {$Headbutt == 1} {headbutt}} {G|Headbutt}
#defgroup {}
#defgroup {}
#action {[RETURN for more, q to quit]} {#cr}
#action {< %0h/%1H %2v/%3V >} {#if {$hp > %0} {stats %0;#math dt {$dt+$hp-%0}};#panel {3} {HP: %0 MAX: %1 MV: %2 MAXMV: %3}#var omhp $mhp;#var ohp $hp;#var hp %0;#var mhp %1;#var mv %2;#var mmv %3;#disable Exits;stats;dshow}
#action {< P: %1 (AFK) > } {look}
#action {Autosaving...} {fart self;say mmmm chocolate}
#action {clamber to} {#enable Bashed;#if {$Bashing == 1} {#if {$Fighting == 1} {bash}}}
#action {Coins carried: %1 platinum %2 gold %3 silver %4 copper} {#var p %1;#var g %2;#var s %3;#var c %4}
#action {East} {#var east {<SEND e>EAST</SEND>};#math nex {$nex+1}}
#action {EC: %0 P:} {#var Fighting 1;#disable Autoassist}
#action {Experience Progress: %1 } {#var expcur %1;#var notch 0}
#action {Gizep tells you 'do:%0'} {$0}
#action {head from corpse} {put head vault}
#action {Make your choice:} {login}
#action {North} {#var north {<SEND n>NORTH</SEND>};#math nex {$nex+1}}
#action {retreat to the} {#enable Autoassist;#var Fighting 0;ea;dr}
#action {rise to} {#enable Bashed;#if {$Bashing == 1} {#if {$Fighting == 1} {bash}}}
#action {South} {#var south {<SEND s>SOUTH</SEND>};#math nex {$nex+1}}
#action {That person is not fighting anyone.} {#enable Autoassist}
#action {Wait till they get up!} {shiedp}
#action {Wait until they get up!} {shieldp}
#action {West} {#var west {<SEND w>WEST</SEND>};#math nex {$nex+1}}
#action {You are rescued} {#enable Autoassist}
#action {You attack %0, landing} {#var mob $0;#panel {4} {Enemy: %0}}
#action {You flee} {#enable Autoassist;#var Fighting 0;ea;dr}
#action {You raise a level!} {gsa HOLY SNOT! I just leveled bitches!}
#action {You stagger about, then fall sprawling} {stand}
#action {You swing} {stand;get $w1;wield $w1}
#action {Your soul leaves your body in the cold sleep of death...} {#math death {$death+1};resetall}
#alias {assistoff} {#var Assist 0;#disable Autoassist}
#alias {assiston} {#var Assist 1;#enable Autoassist}
#alias {autooff} {#disable Autoship}
#alias {autoon} {#enable Autoship}
#alias {bag} {#var bag %1}
#alias {bashoff} {#disable Bash;#var Bashing 0}
#alias {bashon} {#enable Bash;#var Bashing 1}
#alias {coins} {put all.coin $bag}
#alias {condoff} {#var Cond 0}
#alias {condon} {#var Cond 1}
#alias {dcoins} {get coins $bag;deposit all;#var p 0;#var g 0;#var s 0;#var c 0}
#alias {dr} {#if {$Fighting == 0} {{#if $thirsty=1} {{ get ale vault ; drink ale ; drink ale ; drink ale ; put ale vault ; #var thirsty 0 }}}}
#alias {ea} {#if {$Fighting == 0} {{#if $hungry=1} {{ get steak vault ; eat steak ; put steak vault ; #var hungry 0 }}}}
#alias {headoff} {#disable Headbutt;#var Headbutt 0}
#alias {headon} {#enable Headbutt;#var Headbutt 1}
#alias {login} {#disable Autoassist;#disable Autoship;#disable AutoCM;#disable Bash;#disable Headbutt;#disable RescScript;#disable Bag}
#alias {lootoff} {#var Loot 0}
#alias {looton} {#var Loot 1}
#alias {rescoff} {#disable RescScript}
#alias {rescon} {#enable RescScript}
#alias {resetall} {#var Fighting 0;#var Grouped 0;}
#alias {weapon} {#var w1 %1}
#variable {abash} {0}
#variable {ac} {-100}
#variable {Assist} {1}
#variable {bag} {vault}
#variable {Bashing} {1}
#variable {bre} {0}
#variable {c} {0}
#variable {Class} {Warrior}
#variable {Cond} {0}
#variable {crits} {0}
#variable {Damage} {0}
#variable {damroll} {35}
#variable {dir} {west}
#variable {dirs} {North:,<SEND n>NORTH</SEND>,South:,<SEND s>SOUTH</SEND>,East:,<SEND e>EAST</SEND>,West:,<SEND w>WEST</SEND>}
#variable {dt} {0}
#variable {east} {<SEND e>EAST</SEND>}
#variable {Exits} {0}
#variable {expcur} {62}
#variable {expold} {61}
#variable {Fighting} {0}
#variable {five} {five}
#variable {four} {four}
#variable {g} {35}
#variable {Gain} {0}
#variable {garbage} {Exits,<SEND n>NORTH</SEND>}
#variable {good} {5032}
#variable {Grouped} {0}
#variable {guy} {Xufux}
#variable {Headbutt} {0}
#variable {hitroll} {30}
#variable {hits} {0}
#variable {hitsm} {0}
#variable {hp} {710}
#variable {hungry} {0}
#variable {j} {x}
#variable {junk} {x}
#variable {lbash} {6392}
#variable {Level} {47}
#variable {mbash} {0}
#variable {mhp} {710}
#variable {mmv} {149}
#variable {mob} {a drow priestess}
#variable {mv} {149}
#variable {Name} {Afu}
#variable {nex} {30799}
#variable {north} {<SEND n>NORTH</SEND>}
#variable {notch} {1}
#variable {ocrits} {58}
#variable {ohits} {1756}
#variable {ohp} {710}
#variable {omhp} {710}
#variable {one} {one}
#variable {orounds} {1281}
#variable {oskills} {18}
#variable {p} {5}
#variable {par} {-6}
#variable {pet} {0}
#variable {queue} {0}
#variable {Race} {Troll}
#variable {rescuee} {Lanol}
#variable {RescueList} {RescueList}
#variable {rod} {0}
#variable {rounds} {0}
#variable {s} {2}
#variable {sbash} {0}
#variable {skills} {0}
#variable {Someone} {Someone}
#variable {south} {<SEND s>SOUTH</SEND>}
#variable {spe} {-7}
#variable {Tank} {ME}
#variable {Tanks} {Tanks}
#variable {thirsty} {0}
#variable {three} {three}
#variable {two} {two}
#variable {w1} {dread}
#variable {west} {<SEND w>WEST</SEND>}
#variable {x} {x}
#log
#debug off
#tinsep {;}
#swdelay {0}
#speedwalk on
#message off
#ignore off
#togglesubs off
#presub off
#tinchar #
As long as we live in this world we are bound to encounter problems. If, at such times, we lose hope and become discouraged, we diminish our ability to face difficulties. If, on the other hand, we remember that it is not just ourselves but everyone who has to undergo suffering, this more realistic perspective will increase our determination and capacity to overcome troubles.
-- The Dali Lama
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