And The Long Awaited Equipment DB Update

Scripts and support for your favorite MUD client.
Gizep
Sojourner
Posts: 150
Joined: Thu Mar 10, 2005 4:34 pm
Location: Menzoberranzan
Contact:

And The Long Awaited Equipment DB Update

Postby Gizep » Wed Mar 21, 2007 7:08 pm

Me and Zoominixxar and a few others been tweaking the **** outta this, enjoy...
DB Format is next post:

Code: Select all

#CLASS {Standard}
#TRIGGER {({%w}) tells you ~'stat ({*})~'} {#var FindMe {%2} {} "Variables";#var Person {%1} {} "Variables";#T- lookup;stat @FindMe;Tell @Person @Stat;#T+ lookup}
#TRIGGER {group~-says ~'stat ({*})~'} {#T- lookup;#var FindMe {%1} {} "Variables";stat @FindMe;Gsay @Stat;#T+ lookup}
#TRIGGER {You feel informed:} {#T+ Identify;#VARIABLE RecID {} {} "Variables";#VARIABLE Name {} {} "Variables";#VARIABLE Keywords {} {} "Variables";#VARIABLE Zone {} {} "Variables";#VARIABLE NOID {} {} "Variables";#VARIABLE Type {} {} "Variables";#VARIABLE Worn {} {} "Variables";#VARIABLE Wt {} {} "Variables";#VARIABLE Wtwt {} {} "Variables";#VARIABLE Value {} {} "Variables";#VARIABLE AC {} {} "Variables";#VARIABLE Armor {} {} "Variables";#VARIABLE Pages {} {} "Variables";#VARIABLE HP {} {} "Variables";#VARIABLE Dice {} {} "Variables";#VARIABLE Hit {} {} "Variables";#VARIABLE Dam {} {} "Variables";#VARIABLE Spell {} {} "Variables";#VARIABLE Breath {} {} "Variables";#VARIABLE Para {} {} "Variables";#VARIABLE Petri {} {} "Variables";#VARIABLE Rod {} {} "Variables";#VARIABLE Str {} {} "Variables";#VARIABLE Agi {} {} "Variables";#VARIABLE Dex {} {} "Variables";#VARIABLE Con {} {} "Variables";#VARIABLE Pow {} {} "Variables";#VARIABLE Int {} {} "Variables";#VARIABLE Wis {} {} "Variables";#VARIABLE Cha {} {} "Variables";#VARIABLE Maxstr {} {} "Variables";#VARIABLE Maxagi {} {} "Variables";#VARIABLE Maxdex {} {} "Variables";#VARIABLE Maxcon {} {} "Variables";#VARIABLE Maxpow {} {} "Variables";#VARIABLE Maxint {} {} "Variables";#VARIABLE Maxwis {} {} "Variables";#VARIABLE Maxcha {} {} "Variables";#VARIABLE Luck {} {} "Variables";#VARIABLE Karma {} {} "Variables";#VARIABLE Mana {} {} "Variables";#VARIABLE Move {} {} "Variables";#VARIABLE Age {} {} "Variables";#VARIABLE Weight {} {} "Variables";#VARIABLE Height {} {} "Variables";#VARIABLE MR {} {} "Variables";#VARIABLE Psp {} {} "Variables";#VARIABLE Holds {} {} "Variables";#VARIABLE Quality {} {} "Variables";#VARIABLE Stutter {} {} "Variables";#VARIABLE Min {} {} "Variables";#VARIABLE Poison {} {} "Variables";#VARIABLE Level {} {} "Variables";#VARIABLE Applications {} {} "Variables";#VARIABLE Charge {} {} "Variables";#VARIABLE Maxcharge {} {} "Variables";#VARIABLE Wlevel {} {} "Variables";#VARIABLE Wspell {} {} "Variables";#VARIABLE Wspelll {} {} "Variables";#VARIABLE Wspellll {} {} "Variables";#VARIABLE Wspelllll {} {} "Variables";#VARIABLE Wspelllllll {} {} "Variables";#VARIABLE Res {} {} "Variables";#VARIABLE Effects {} {} "Variables";#VARIABLE Crit {} {} "Variables";#VARIABLE Bonus {} {} "Variables";#VARIABLE Ceffects {} {} "Variables";#VARIABLE Aflags {} {} "Variables";#VARIABLE Iflags {} {} "Variables";#VARIABLE Date {} {} "Variables";#VARIABLE DBAdd {} {} "Variables"}
#CLASS 0
#CLASS {Standard|Commands}
#ALIAS glookup {glist;#T+ GStat}
#ALIAS recordadd {#VARIABLE RecID {%item( %find( @FindMe, NAME), 1)} {} "Variables";#IF (!%null( @RecID)) {#DBGET @RecID;#DBDELETE @RecID};#VARIABLE DBAdd {Name=%trim( @Name)|Keywords=%trim( @Keywords)|Type=%trim( @Type)|Worn=%trim( @Worn)|Aflags=%trim( @Aflags)|Iflags=%trim( @Iflags)|Iflagss=%trim( @Iflagss)|Iflagsss=%trim( @Iflagsss)|Iflagssss=%trim( @Iflagssss)|Wt=%trim( @Wt)|Value=%trim( @Value)|AC=%trim( @AC)|HP=%trim( @HP)|Dice=%trim( @Dice)|Hit=%trim( @Hit)|Dam=%trim( @Dam)|Spell=%trim( @Spell)|Breath=%trim( @Breath)|Para=%trim( @Para)|Petri=%trim( @Petri)|Rod=%trim( @Rod)|Armor=%trim( @Armor)|MR=%trim( @MR)|Str=%trim( @Str)|Agi=%trim( @Agi)|Dex=%trim( @Dex)|Con=%trim( @Con)|Pow=%trim( @Pow)|Int=%trim( @Int)|Wis=%trim( @Wis)|Cha=%trim( @Cha)|Maxstr=%trim( @Maxstr)|Maxagi=%trim( @Maxagi)|Maxdex=%trim( @Maxdex)|Maxcon=%trim( @Maxcon)|Maxpow=%trim( @Maxpow)|Maxint=%trim( @Maxint)|Maxwis=%trim( @Maxwis)|Maxcha=%trim( @Maxcha)|Mana=%trim( @Mana)|Move=%trim( @Move)|Height=%trim( @Height)|Weight=%trim( @Weight)|Age=%trim( @Age)|Karma=%trim( @Karma)|Luck=%trim( @Luck)|Poison=%trim( @Poison)|Level=%trim( @Level)|Applications=%trim( @Applications)|Pages=%trim( @Pages)|Quality=%trim( @Quality)|Stutter=%trim( @Stutter)|Min=%trim( @Min)|Wlevel=%trim( @Wlevel)|Wspell=%trim( @Wspell)|Wspelll=%trim( @Wspelll)|Wspellll=%trim( @Wspellll)|Wspelllll=%trim( @Wspelllll)|Wspellllll=%trim( @Wspellllll)|Charge=%trim( @Charge)|Maxcharge=%trim( @Maxcharge)|Effects=%trim( @Effects)|Crit=%trim( @Crit)|Bonus=%trim( @Bonus)|Ceffects=%trim( @Ceffects)|Res=%trim( @Res)|Date=%time( "m-d-y")} {} "Variables";#NEW All @DBAdd;#DBSAVE}
#ALIAS stat {#VARIABLE Found {0} {0} "Variables";#VARIABLE Stat {Item Not In Database} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables";#VARIABLE RecID {%item( %find( @FindMe, NAME), 1)} {} "Variables";#IF (!%null( @RecID)) {#VARIABLE Found {1} {0} "Variables";#DBGET @RecID;#VARIABLE Stat {%trim( &Name)} {} "Variables";#VARIABLE TStat {%trim( @Stat)} {} "Variables";#IF (&Worn != %null) {#VARIABLE Stat {@TStat * %trim( &Worn)} {} "Variables";#VARIABLE TStat {%trim( @Stat)} {} "Variables"};#IF (&Value != 0 & &Value != %null) {#VARIABLE Stat {@TStat * %trim( &Value)~c} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Pages != %null) {#VARIABLE Stat {@TStat * PAGES:&Pages} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Wtwt != %null) {#VARIABLE Stat {@TStat * WT:&Wtwt} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&AC != 0) {#VARIABLE Stat {@TStat * AC:&ac} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Armor != %null) {#VARIABLE Stat {@TStat * ARMOR:&armor} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Dice != %null) {#VARIABLE Stat {@TStat * DICE:&Dice} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&HP != %null) {#VARIABLE Stat {@TStat * HP:&HP} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&MR != %null) {#VARIABLE Stat {@TStat * MR:&MR} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Hit or &Dam != 0) {#VARIABLE Stat {@TStat * HIT/DAM:&Hit~/&Dam} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Spell != %null) {#VARIABLE Stat {@TStat * SPE:&Spell} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Breath != %null) {#VARIABLE Stat {@TStat * BRE:&Breath} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Para != %null) {#VARIABLE Stat {@TStat * PAR:&Para} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Petri != %null) {#VARIABLE Stat {@TStat * PET:&Petri} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Rod != %null) {#VARIABLE Stat {@TStat * ROD:&Rod} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Str != %null) {#VARIABLE Stat {@TStat * STR:&Str} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Agi != %null) {#VARIABLE Stat {@TStat * AGI:&Agi} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Dex != %null) {#VARIABLE Stat {@TStat * DEX:&Dex} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Con != %null) {#VARIABLE Stat {@TStat * CON:&Con} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Pow != %null) {#VARIABLE Stat {@TStat * POW:&Pow} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Int != %null) {#VARIABLE Stat {@TStat * INT:&Int} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Wis != %null) {#VARIABLE Stat {@TStat * WIS:&Wis} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Cha != %null) {#VARIABLE Stat {@TStat * CHA:&Cha} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Maxstr != %null) {#VARIABLE Stat {@TStat * MAX_STR:&Maxstr} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Maxagi != %null) {#VARIABLE Stat {@TStat * MAX_AGI:&Maxagi} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Maxdex != %null) {#VARIABLE Stat {@TStat * MAX_DEX:&Maxdex} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Maxcon != %null) {#VARIABLE Stat {@TStat * MAX_CON:&Maxcon} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Maxpow != %null) {#VARIABLE Stat {@TStat * MAX_POW:&Maxpow} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Maxint != %null) {#VARIABLE Stat {@TStat * MAX_INT:&Maxint} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Maxwis != %null) {#VARIABLE Stat {@TStat * MAX_WIS:&Maxwis} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Maxcha != %null) {#VARIABLE Stat {@TStat * MAX_CHA:&Maxcha} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Mana != %null) {#VARIABLE Stat {@TStat * Mana:&Mana} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Move != %null) {#VARIABLE Stat {@TStat * MV:&Move} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Height != %null) {#VARIABLE Stat {@TStat * Height:&Height} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Weight != %null) {#VARIABLE Stat {@TStat * wt:&Weight} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Age != %null) {#VARIABLE Stat {@TStat * Age:&Age} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Karma != %null) {#VARIABLE Stat {@TStat * Karma:&Karma} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Luck != %null) {#VARIABLE Stat {@TStat * Luck:&Luck} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Holds != %null) {#VARIABLE Stat {@TStat * Capacity:&Holds lbs} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Psp != %null) {#VARIABLE Stat {@TStat * Psp Stor:&Psp} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Level != %null) {#VARIABLE Stat {@TStat * Lev &Level} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Poison != %null) {#VARIABLE Stat {@TStat * &Poison} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Applications != %null) {#VARIABLE Stat {@TStat * &Applications App} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Quality != %null) {#VARIABLE Stat {@TStat * Qual:&Quality} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Stutter != %null) {#VARIABLE Stat {@TStat * Stut:&Stutter} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Min != %null) {#VARIABLE Stat {@TStat * Min Lev:&Min} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Wlevel != %null) {#VARIABLE Stat {@TStat * level &Wlevel} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Wspell != %null) {#VARIABLE Stat {@TStat * &Wspell} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Wspelll != %null) {#VARIABLE Stat {@TStat * &Wspelll} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Wspellll != %null) {#VARIABLE Stat {@TStat * &Wspellll} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Wspelllll != %null) {#VARIABLE Stat {@TStat * &Wspelllll} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Wspellllll != %null) {#VARIABLE Stat {@TStat * &Wspellllll} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Charge != %null) {#VARIABLE Stat {@TStat * &Charge~/&Maxcharge charges} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Aflags != NOBITS) {#VARIABLE Stat {@TStat * &Aflags} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"} {#VARIABLE Stat {@TStat * NOBITS} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Effects != %null) {#VARIABLE Stat {@TStat * Proc:&Effects} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Crit != %null) {#VARIABLE Stat {@TStat * Crit:&Crit} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Ceffects != %null) {#VARIABLE Stat {@TStat * Called:&Ceffects} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Bonus != %null) {#VARIABLE Stat {@TStat * Bonus:&Bonus} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Res != %null) {#VARIABLE Stat {@TStat * ~(&Res~)} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Iflags != %null) {#VARIABLE Stat {@TStat * &Iflags} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Zone != %null) {#VARIABLE Stat {@TStat * &Zone} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"};#IF (&Date != %null) {#VARIABLE Stat {@TStat * &Date} {} "Variables";#VARIABLE TStat {@Stat} {} "Variables"}};#VARIABLE Stat {@TStat} {} "Variables"}
#ALIAS lookup {#VARIABLE FindMe {%trim( %0)} {} "Variables";stat;#IF (@GTot != 1) {#SAY @Stat};#NOOP}
#CLASS 0
#CLASS {GroupStat} {disable}
#TRIGGER {%s      ({*})} {#ADDITEM Gstat {%1}}
#TRIGGER {^$} {#T- GroupStat;#FORALL @Gstat {lookup %i;#IF (@Found == 1) {gsay @stat}};#VARIABLE GTot {0} {0} "Variables"}
#CLASS 0
#CLASS {GStat} {disable}
#TRIGGER {The following items exist in the group cache for ({*}):} {#T+ GroupStat;#T- GStat;#VARIABLE GTot {1} {} "Variables";#VARIABLE GStat {} {} "Variables"}
#CLASS 0
#CLASS {Identify} {disable}
#TRIGGER {Name ~'({*})~'} {#VAR Name {%1} {} "Variables"}
#TRIGGER {Keyword ~'({*})~'~, Item type: ({*})} {#VAR Keywords {%1} {} "Variables";#VAR Type {%2} {} "Variables"}
#TRIGGER {Weight: ({*}), Value: ({*})} {#var wt {%1} {} "Variables";#var Value {%2} {} "Variables"}
#TRIGGER {Special Effects : ({*})} {#var Effects {%1} {} "Variables"}
#TRIGGER {AC-apply is ({*})} {#var AC {%1} {} "Variables"}
#TRIGGER {Item can be worn on:  ({*})} {#var Worn {%1} {} "Variables"}
#TRIGGER {~<} {#T- Identify;recordadd}
#TRIGGER {Affects : HITPOINTS By ({*})} {#var HP {%1} {} "Variables"}
#TRIGGER {Affects : INT_MAX By ({*})} {#var MaxInt {%1} {} "Variables"}
#TRIGGER {Affects : WIS_MAX By ({*})} {#var MaxWis {%1} {} "Variables"}
#TRIGGER {Affects : POW_MAX By ({*})} {#var MaxPow {%1} {} "Variables"}
#TRIGGER {Affects : STR By ({*})} {#var Str {%1} {} "Variables"}
#TRIGGER {Affects : AGI By ({*})} {#var Agi {%1} {} "Variables"}
#TRIGGER {Affects : DEX By ({*})} {#var Dex {%1} {} "Variables"}
#TRIGGER {Affects : CON By ({*})} {#var Con {%1} {} "Variables"}
#TRIGGER {Affects : POW By ({*})} {#var Pow {%1} {} "Variables"}
#TRIGGER {Affects : INT By ({*})} {#var Int {%1} {} "Variables"}
#TRIGGER {Affects : WIS By ({*})} {#var Wis {%1} {} "Variables"}
#TRIGGER {Affects : CHA By ({*})} {#var Cha {%1} {} "Variables"}
#TRIGGER {Affects : STR_MAX By ({*})} {#var MaxStr {%1} {} "Variables"}
#TRIGGER {Affects : AGI_MAX By ({*})} {#var MaxAgi {%1} {} "Variables"}
#TRIGGER {Affects : DEX_MAX By ({*})} {#var MaxDex {%1} {} "Variables"}
#TRIGGER {Affects : CON_MAX By ({*})} {#var MaxCon {%1} {} "Variables"}
#TRIGGER {Affects : CHA_MAX By ({*})} {#var MaxCha {%1} {} "Variables"}
#TRIGGER {Affects : MANA By ({*})} {#var Mana {%1} {} "Variables"}
#TRIGGER {Affects : MOVE By ({*})} {#var Move {%1} {} "Variables"}
#TRIGGER {Affects : SV_SPELL By ({*})} {#var Spell {%1} {} "Variables"}
#TRIGGER {Affects : SV_PETRI by ({*})} {#var Petri {%1} {} "Variables"}
#TRIGGER {Affects : SV_PARA By ({*})} {#var Para {%1} {} "Variables"}
#TRIGGER {Affects : SV_ROD By ({*})} {#var Rod {%1} {} "Variables"}
#TRIGGER {Affects : SV_BREATH By ({*})} {#var Breath {%1} {} "Variables"}
#TRIGGER {Damage Dice is ~'({*})~'} {#var Dice {%1} {} "Variables"}
#TRIGGER {Affects : HITROLL By ({*})} {#var Hit {%1} {} "Variables"}
#TRIGGER {Affects : DAMROLL By ({*})} {#var Dam {%1} {} "Variables"}
#TRIGGER {Affects : ARMOR By ({*})} {#var Armor {%1} {} "Variables"}
#TRIGGER {Affects : MAGIC_RESIST By ({*})} {#var MR {%1} {} "Variables"}
#TRIGGER {Total Pages: ({*})} {#var Pages {%1} {} "Variables"}
#TRIGGER {Item will give you following abilities:  ({*})} {#var Aflags {%1} {} "Variables"}
#TRIGGER {Quality: ({*}), Stutter: ({*}), Min Level: ({*})} {#var Quality {%1} {} "Variables";#var Stutter {%2} {} "Variables";#var Min {%3} {} "Variables"}
#TRIGGER {Has ({*}) charges, with ({*}) charges left.} {#var Charge {%1} {} "Variables";#var MaxCharge {%2} {} "Variables"}
#TRIGGER {Level ({*}) spell of:$({*})} {#var Wlevel {%1} {} "Variables";#var Wspell {%2} {} "Variables"}
#TRIGGER {Affects : AGE By ({*})} {#var Age {%1} {} "Variables"}
#TRIGGER {Affects : WEIGHT By ({*})} {#var Weight {%1} {} "Variables"}
#TRIGGER {Affects : HEIGHT By ({*})} {#var Height {%1} {} "Variables"}
#TRIGGER {Item is: ({*})} {#var Iflags {%1} {} "Variables"}
#TRIGGER {Combat Special :  ({*})} {#var Effects {%1} {} "Variables"}
#TRIGGER {Poison affects as ({*}) at level ({*})~.} {#var Poison {%1} {} "Variables";#var Level {%2} {} "Variables"}
#TRIGGER {Applications remaining: ({*})} {#var Applications {%1} {} "Variables"}
#TRIGGER {Special Bonuses : {(*)}} {#var Bonus {%1} {} "Variables"}
#TRIGGER {Combat Critical : {(*})} {#var Crit {%1} {} "Variables"}
#TRIGGER {Affects : LUCK By {(*})} {#var Luck {%1} {} "Variables"}
#TRIGGER {Affects : KARMA By ({*})} {#var Karma {%1} {} "Variables"}
#TRIGGER {Level Restriction : ({*})} {#var Res {%1} {} "Variables"}
#TRIGGER {Called Effects(*)$(%s)({*})} {#var Ceffects {%1} {} "Variables"}
#CLASS 0
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
Gizep
Sojourner
Posts: 150
Joined: Thu Mar 10, 2005 4:34 pm
Location: Menzoberranzan
Contact:

Postby Gizep » Wed Mar 21, 2007 7:14 pm

Name - Text
Keywords - Text
Zone - Text
NOID - Text
Type - Text
Worn - Text
Wt - Text
Wtwt - Text
Value - Text
AC - Number
Armor - Text
Pages - Text
HP - Text
Dice - Text
Hit - Number
Dam - Number
Spell - Text
Breath - Text
Para - Text
Petri - Text
Rod - Text
Str - Text
Agi - Text
Dex - Text
Con - Text
Pow - Text
Int - Text
Wis - Text
Cha - Text
Maxstr - Text
Maxagi - Text
Maxdex - Text
Maxcon - Text
Maxpow - Text
Maxint - Text
Maxwis - Text
Maxcha - Text
Luck - Text
Karma - Text
Mana - Text
Move - Text
Age - Text
Weight - Text
Height - Text
MR - Text
Psp - Text
Holds - Text
Quality - Text
Stutter - Text
Min - Text
Poison - Text
Level - Text
Applications - Text
Charge - Text
Maxcharge - Text
Wlevel - Text
Wspell - Text
Wspelll - Text
Wspellll - Text
Wspelllll - Text
Wspelllllll - Text
Res - Text
Effects - Text
Crit - Text
Bonus - Text
Ceffects - Text
Aflags - Text
Iflags - Text
Date - Text

Need a View with just the field Name named Name.
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
Teralyn
Sojourner
Posts: 60
Joined: Wed Nov 27, 2002 6:01 am
Contact:

Postby Teralyn » Fri Mar 23, 2007 4:49 am

Ok, two questions....1. Does this script let you enter the zone from which the item came from?
2. If I were to switch to this script from your old script, does that mean I'd have to re-ID everything that I already have in the database?

Lurra
Kegor
Sojourner
Posts: 666
Joined: Wed Feb 28, 2001 6:01 am
Location: St. Cloud, MN
Contact:

Postby Kegor » Sat Mar 24, 2007 1:34 pm

Yes. You have to manually enter that yourself tho of course, since its not in Identify.

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