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- action put stand when eval $prone = 1
- #action put stand when eval $kneeling = 1
- action put $lastcommand when are still stunned
- action put $lastcommand when that while entangled in a web
- action var command $lastcommand; put stand;send %command when ^Stand up first
- action var command $lastcommand; send retr; send retr; send %command when ^You'll need to disengage first
- action put #queue clear; send 1 $lastcommand when ^\.\.\.wait|^Sorry, you may only type
- #action var command $lastcommand;send retr;send retr;send %command when ^You are engaged to|^You cannot collect anything while in combat
- action var gotonc $1 when goto (.+)
- action echo %gotonc;pause 3;put #goto %goto when MOVE FAILED
- action put #var powerwalk 0 when eval $Attunement.LearningRate > 33
- action put attack when ^You move to hunt down your prey
- action var foraging 0 when ^You survey the area and realize that any collecting efforts would be futile
- action var foraging 0 when ^You forage around but are unable to find anything
- action var foraging 0 when quite seem to remember what it was you were looking for
- action var foraging 0 when ^You are certain you could find what you were looking for
- action var foraging 0 when ^The room is too clut
- action var full.cam 1 when only absorbing part of the energy while the rest dissipates harmlessly|holding as much power as you could possibly charge it with
- action var teaching 1 when begins to listen to you teach|^You begin to listen to|is already listening to you|^You are already listening to someone|^You cannot listen to a teacher
- action var teaching 0 when ^Your students can no longer see you|^All your students have left|^You stop teaching|stops listening to you|^You cannot concentrate to teach|^You stop listening to
- action put teach fa to Shankey when ^Shankey just arrived
- action put teach fa to Stardustt when ^Stardustt just arrived
- action var deadmonster 1 when balance]
- action var deadmonster 1 when balanced]
- action put #echo >Log red You can't skin with both hands full!! when ^You must have one hand free to skin.
- #action send stow right when ^Wouldn't it be better if you used a melee weapon?
- action var fullbundle 1 when ^You try to stuff your
- action var no.hunt 1 when ^You were unable to locate any followable tracks
- action put face next;-2 cast when ^You can't cast (.+) on yourself
- action pause 2 when ^You are already advancing
- action var hunt.number $1 when (.+)\) a
- action put unload;put stow arrow when ^You should unload the
- action put stow left when ^You really need to have at least one hand|suitable for brawling
- action put attack when ^You must be closer to use tactical abilities on your opponent
- action var attack1 0;var attack2 0;var attack3 0;var attack4 0;var attack5 0 when ^You can no longer see
- action var attack1 $2 when by landing (a|an) (\w+)
- action var attack1 $2;var attack2 $4 when by landing (a|an) (\w+) and (a|an) (\w+)
- action var attack1 $2;var attack2 $4;var attack3 $6 when by landing (a|an) (\w+)\, (a|an) (\w+) and (a|an) (\w+)
- action var attack1 $2;var attack2 $4;var attack3 $6;var attack4 $8 when by landing (a|an) (\w+)\, (a|an) (\w+)\, (a|an) (\w+) and (a|an) (\w+)
- action var attack1 $2;var attack2 $4;var attack3 $6;var attack4 $8;var attack5 $10 when by landing (a|an) (\w+)\, (a|an) (\w+)\, (a|an) (\w+)\, (a|an) (\w+) and (a|an) (\w+)
- action put face next when ^Analyze what
- action var attack1 0;var attack2 0;var attack3 0;var attack4 0;var attack5 0 when ^You can no longer see
- action put predict anal Stardustt; pause 8 when ^After a few moments, the mists of time begin to part
- action put predict future Stardustt when ^The future, however, remains a dark mystery to you
- action put predict future Stardustt when ^You become distracted and forget what you were thinking about
- action var inside 1 when from here you can't tell what time it is
- action var inside 1 when since you cannot see the sky
- action var redbeam 0 when ^Yavash slowly rises above
- action var bluebeam 0 when ^Xibar slowly rises above
- action var blackbeam 0 when ^Katamba slowly rises above
- action var have.moon 0 when ^That was the last of your orbiting slivers
- action var emergency.spell pd when ^With no moons visible
- action INSTANT var CONTENTS $1 when ^In the .+ gem pouch you see (.*)\.
- action INSTANT var GEMVALUE $1 when ^You are certain that the .+ worth exactly (\d+) \w+\.$
- action goto stopall when col> stop all
- action var looping 1;goto loop when col> train all
- action goto origami when col> train mech
- action var fora $1;goto forage when col> train coll (.+)
- action var quickbuff 1;goto quickbuff when col> train quick
- action var huntchase 1;var trainhunt 1;goto quickforage when col> train perc
- action var familiar $1;goto summon when col> train summon (.+)
- action var familiar $1;var famcommand $2;goto familiarcommand when fam tell (.+) to (.+)
- action var cam 1 when Your ankle cuff thrums softly as it discharges all its power to maintain your
- var cam 1
- action var trainforage 1 when col> train fora
- action var trainforage 0 when col> stop fora
- action var trainpower 1 when col> train pow
- action var trainpower 0 when col> stop pow
- action var trainmagic 1 when col> train mag
- action var trainmagic 0 when col> stop mag
- action var trainarcana 1 when col> train arc
- action var trainarcana 0 when col> stop arc
- action var trainbattle 1;var weaponloop 1;goto battle when col> backtrain
- action var trainbattle 1;goto battle when col> train battle
- action var trainbattle 0;goto stopall when col> stop battle
- #action pause 1;send swap;send throw %hand when ^You are already holding that
- action goto longbow when col> train bow
- action var critter.count $1 when col> train ccount (.+)
- action var spell $1 when setspell (.+)
- action var secondspell $1 when set2spell (.+)
- action var trainappraise 1;var critter $1 when col> train app (.+)
- action var trainappraise 0 when col> stop app
- action var trainhide 1 when col> train hid
- action var trainhide 0 when col> stop hid
- action var traintarget 1 when col> train tar
- action var traintarget 0 when col> stop tar
- action var trainhunt 1 when col> train hunt
- action var trainhunt 0 when col> stop hunt
- action var trainskin 1 when col> train ski
- action var trainskin 0 when col> stop ski
- action var buff 1 when col> train buf
- action var buff 0 when col> stop buf
- action var huntchase 1;var trainhunt 1 when col> train huntcha
- action var huntchase 0 when col> stop huntcha
- action var boxes 1 when col> train box
- action var boxes 0 when col> stop box
- action var refreat 1 when col> train retr
- action var retreat 0 when col> stop retr
- action var trainoffhand 1 when col> train off
- action var trainoffhand 0 when col> stop off
- action var trainlt 1 when col> train lt
- action var trainlt 0 when col> stop lt
- action var weapon $1;var trainweapon 1;send stow right;send get %weapon;goto battle when col> train weapon (.+)
- action var var trainweapon 0;stow right when col> stop weapon
- action var getfang 1 when col> get fang
- action goto herb when col> train healme
- action goto herbcount when col> train herbco
- action var weapon $1;var trainbattle 1;goto collectboxes when col> train getbox (.+)
- action put #script vars hober when col> train help
- action put infuse halo 20 when eval $health < 98
- action var retreat 1 when eval $health < 90
- action var retreat 0 when eval $health = 100
- action goto damage when eval $health < 70
- action put quit when eval $dead = 1
- action put look when eval $useridle = 1
- action put quit when $health < 50
- action var subject $1;goto commune when ^(.*) offers you some grass
- action put #var powerwalk 0 when eval $Power_Perceive.LearningRate > 33
- action put power when ^Carabeara pats you on the back
- action goto travel;put #var traveldestination $1 when col> travel (.+)
- action put cast ward when ^Valid Options
- #action put stop hum;send $lastcommand when ^You are a bit too busy performing to do that|^You should stop playing before you do that
- action var critter $1 when The (.+) begins to advance on you
- #put #var last.ts.time 0
- #put #var last.parrydodge.time 0
- action var trash $1 when a (bucket) of viscous gloop
- action var trash $1 when waste (bin)
- action var trash $1 when trash (receptacle)
- action var trash $1 when stone (turtle)
- action var trash $1 when disposal (bin)
- action var trash $1 when tree (hollow)
- action var trash $1 when oak (crate)
- action var trash $1 when firewood (bin)
- action var trash $1 when ivory (urn)
- action var traintactics 1 when eval $Tactics.LearningRate < 10
- action var traintactics 0 when eval $Tactics.LearningRate > 33
- var moon Katamba|Yavash|Xibar|Psychic|Moonlight|Transduction|Perception|Stellar|Planets
- var moonNum 0
- var trash 0
- var buff 0
- var teaching 0
- var humming 0
- var fullbundle 0
- var origami 0
- var foraging 1
- var trainskin 0
- var trainhunt 0
- var traintarget 0
- var trainappraise 0
- var trainhide 0
- var retreat 0
- var huntchase 0
- var trainarcana 0
- var no.hunt 0
- var trainmagic 0
- var trainpower 0
- var trainarcana 0
- var boxes 0
- var trainoffhand 0
- var trainlt 0
- var trainweapon 0
- var skipoffhand 0
- var skiplt 0
- var skipshortbow 0
- var skiple 0
- var skipbrawl 0
- var skipme 0
- var learnrate 5
- var trainastro 1
- var buffing 0
- var traincyclic 0
- var cyclicblock 0
- var trainclimb 0
- var trainbattle 0
- var trainom 0
- var traintactics 1
- var weapon scim
- var appraise.item baldric|gem.po|haub|cowl|glove|skirt|circlet|bodice|boots|cloak
- var appraiseNum 0
- var om om|om|om|om|om|om|om|om|om|om|om|om|om|om|om|om|om|om|om
- #var om om|mpp|om|mapp|om|sol|om|auspice|om
- var omnum 0
- var tactics bob|bob|circle|weave
- var tacticsNum 0
- var nopaper 0
- if $charactername = Tabetha then var cam.spell auspice
- var cam.spellNum 0
- if $charactername = Sava then var cam.spell shadows
- if $charactername = Sava then var hum ditty
- if $charactername = Shankey then var hum ditty
- if $charactername = Shankey then var inst raven
- if $charactername = Tabetha then var hum march
- if $charactername = Tabetha then var inst star
- if $charactername = Sava then var inst star
- var fora rock
- var spell devit
- if $charactername = Tabetha then var spell ff
- if $charactername = Shankey then var spell cac
- if $charactername = Sava then var spell
- var secondspell bb
- if $charactername = Tabetha then var secondspell hh
- if $charactername = Shankey then var secondspell bb
- if $charactername = Sava then var second spell mb
- if $charactername = Tabetha then var camharness 20
- if $charactername = Shankey then var camharness 10
- if $charactername = Sava then var camharness 8
- if $charactername = Sava then var harnessamount 5
- if $charactername = Sava then var spellamount 8
- if $charactername = Sava then var secondspellamount 8
- if $charactername = Sava then var prepamount 8
- var prepamount 30
- var secondspellamount 30
- var spellamount 30
- var harnessamount 10
- var weapontimer 300
- var camb.count 0
- var enemymage 0
- var full.cam 0
- var thrownweapon rock
- if $charactername = Shankey then var cam cuff
- if $charactername = Tabetha then var cam 1
- var roomreturn $roomid
- #put #var last.ts.time 0
- #put #var last.parrydodge.time 0
- action var parry $1 when setstance (.+)
- var parry parry
- var timer.pom 2400
- var timer.herb 300
- var timer.parrydodge 300
- var timer.ts 60
- var timer.appraise 65
- var timer.hunt 75
- var timer.power 60
- var timer.predict 125
- var timer.prayer 600
- var timer.commune 600
- var room $roomid
- put #var spellsol 0
- put power
- wait
- random 1 4
- put look
- pause
- #debug 3
- if $spellpom = 0 then
- {
- put #var last.pom.time $gametime
- if $spelltime > 0 then put rele
- pause
- put prep pom
- pause
- put remo staff
- pause
- put invoke staff
- wait
- pause
- put wear staff
- pause
- put cast
- wait
- pause
- if $stunned = 1 then pause 15
- }
- ########################################################### Intro
- put time
- pause 1
- gosub empty
- var nopaper 0
- put tap my envelope
- matchre static You tap an origami
- matchre nopaper2 ^I could not find
- matchwait 5
- put #echo >Script green Well not to sure if you have paper or where it even is so... figure it out or not
- ########################################################### STATIC
- variable:
- var trainmagic $1
- var trainappraise $2
- var trainom $3
- var traintarget $4
- var trainhunt $5
- var trainpower $6
- #var trainwalk $7
- var trainarcana $8
- if %trainwalk = 1 then var trainpower 0
- return
- static:
- staticloop:
- if %t > %limit then
- {
- pause
- put rele cyclic
- if %looping = 1 then goto loop
- }
- if %trainbattle = 0 and %looping = 1 then gosub pray
- if %trainbattle = 1 then gosub parrydodge
- if %trainmagic = 1 then gosub magic
- if %trainappraise = 1 then gosub appraise
- if %trainom = 1 then gosub om
- if %traintarget = 1 then gosub spell.prep
- if %trainhunt = 1 then gosub hunt
- if %trainpower = 1 then gosub power
- if %trainarcana = 1 then gosub charge.orb
- gosub pom
- if %trainforage = 1 and %trainbattle = 0 then gosub quickforage
- if %trainbattle = 1 then gosub battle
- if %buff = 1 then gosub buff
- if $spelltime > 0 then gosub spell.cast
- pause
- if %trainwalk = 1 then gosub walk
- goto staticloop
- empty:
- put stow left
- put stow right
- pause
- return
- ########################################################### LOOP
- loop:
- if %roomreturn != $roomid then
- {
- var room %roomreturn
- gosub goto
- pause
- goto loop
- }
- gosub clear
- var trainforage 0
- var trainwalk 0
- if $Augmentation.LearningRate < %learnrate then
- {
- var roomreturn $roomid
- var magicskill augment
- gosub timer.reset
- var limit 300
- gosub variable 1 0 0 1 0 0 0 0
- put stow cam orb
- var trainwalk 1
- if $zoneid = 127 then
- {
- var room 5
- gosub goto
- pause 3
- }
- if $zoneid = 90 then
- {
- var room 20
- gosub goto
- pause 3
- }
- goto static
- }
- if $Utility.LearningRate < %learnrate then
- {
- var magicskill utility
- gosub timer.reset
- var limit 420
- gosub variable 0 1 1 0 0 0 0 0
- put stow cam orb
- goto static
- }
- if $Warding.LearningRate < %learnrate then
- {
- var magicskill warding
- gosub timer.reset
- var limit 400
- gosub variable 1 1 0 0 0 0 0 1
- put get cam orb
- goto static
- }
- if $Arcana.LearningRate < %learnrate then
- {
- var magicskill arcana
- gosub timer.reset
- var limit 300
- gosub variable 1 1 0 0 0 0 0 1
- put get cam orb
- goto static
- }
- if %learnrate > 14 then
- {
- gosub timer.reset
- var limit 400
- if $Appraisal.LearningRate < $Attunement.Learning rate then gosub variable 0 1 0 0 0 1 1 0
- else gosub variable 1 0 0 0 0 0 1 0
- var trainforage 1
- goto static
- }
- math learnrate add 1
- goto loop
- timer.reset:
- timer clear
- timer start
- return
- small.loop:
- gosub forage
- gosub origami
- return
- magic:
- action var full.cam 1 when dissipates harmlessly
- action var full.cam 0 when ^Your cambrinth orb thrums softly
- if $righthand = Empty and %magicskill = warding then put get cam orb
- if %magicskill = augment then
- {
- if $mana < 40 then return
- if $spelltime > 0 then return
- put prep bene 27;prep symb
- var buffing 1
- var %invoke.type spell
- return
- }
- if %magicskill = utility then
- {
- if $mana < 40 then return
- if $spelltime > 0 then return
- if $spellrev = 0 then put prep om 25;prep symb
- else return
- var buffing 1
- var %invoke.type cyclic
- return
- }
- if %magicskill = warding then
- {
- if $mana < 40 then return
- if $spelltime > 0 then return
- if $spellghs = 0 then put prep ghs 23
- else return
- var buffing 1
- var %invoke.type cyclic
- return
- }
- if %magicskill = arcana then
- {
- if $mana < 40 then return
- if $spelltime > 0 then return
- if $spellrev = 0 then put prep rev 20
- else return
- var buffing 1
- var %invoke.type cyclic
- return
- }
- charge.orb:
- action var full.cam 1 when dissipates harmlessly
- if matchre ("$lastcommand", "perc|app") then pause 4
- if %magicskill = augment then
- {
- put charge cam orb 10
- wait
- put invoke cam orb spell
- wait
- put charge cam orb 10
- wait
- return
- }
- if %full.cam = 1 then
- {
- goto quickforage
- var full.cam 0
- pause
- }
- if $Arcana.LearningRate > 30 then goto quickforage
- put charge cam orb 10
- wait
- put invoke cam orb cyc
- wait
- put charge cam orb 10
- wait
- return
- walk:
- math room add 1
- gosub goto %room
- put perc
- pause 3
- return
- pray:
- return
- if %trainwalk = 1 then return
- if contains("$last.prayer.time","$") then goto get.mat
- evalmath time.since.last.prayer $gametime - $last.prayer.time
- evalmath time.to.prayer %timer.prayer - %time.since.last.prayer
- echo %time.to.prayer seconds left until you can pray again.
- if %time.since.last.prayer < %timer.prayer then return
- pause
- get.mat:
- gosub empty
- pause
- gosub doit remo mat
- gosub doit unroll mat
- gosub doit dance mat
- gosub doit dance mat
- gosub doit dance mat
- gosub doit kneel mat
- gosub doit kiss mat
- gosub doit get wine
- gosub doit pour wine on mat
- gosub doit stow wine
- gosub doit stand
- gosub doit roll mat
- gosub doit wear mat
- put #var last.prayer.time $gametime
- goto static
- doit:
- put $0
- wait
- pause
- return
- commune:
- if contains("$last.commune.time","$") then goto commune1
- evalmath time.since.last.commune $gametime - $last.commune.time
- evalmath time.to.commune %timer.commune - %time.since.last.commune
- echo %time.to.commune seconds left until you can commune again.
- if %time.since.last.commune < %timer.commune then goto nocommune
- commune1:
- put stop list;stop teaching
- wait
- put preach Yes %subject, I see that Hodierna is ready to grant you favor through me. Kneel before me to recieve her blessing.
- waitforre %subject kneels down before you
- put commune truff %subject
- pause 5
- put commune truff %subject
- put #var last.commune.time $gametime
- goto static
- nocommune:
- put preach %subject Truffenyi is too busy to grant that blessing, try again soon.
- pause 5
- put ooc %subject Come back in %time.to.commune seconds
- pause 1
- goto static
- om:
- action put cast when realize that you are not skilled enough to harness this combination of spells into the magic of its core
- if $preparedspell = Osrel Meraud and $spelltime > 19 then put cast orb
- else if $spelltime > 19 then put touch orb
- if $mana < 40 and $spelltime = 0 then return
- if $spelltime > 0 then return
- var omprep 25
- if %omnum = 1 then var omprep 15
- if %omnum = 13 then var omprep 15
- put prep %om(%omnum) %omprep;prep symb
- pause 2
- math omnum add 1
- if %omnum >= 8 then var omnum 0
- pause
- if $lefthand != Empty then put wear shield
- return
- ############
- pom:
- pom.skip:
- if contains("$last.pom.time","$") then goto pom.start
- evalmath time.since.last.pom $gametime - $last.pom.time
- evalmath time.to.pom %timer.pom - %time.since.last.pom
- if %time.to.pom < 60 then put #echo cyan %time.to.pom seconds left to pom
- if %time.since.last.pom < %timer.pom then return
- goto pom.start
- ############
- pom.start:
- put #var last.pom.time $gametime
- if $spelltime > 0 then
- {
- put rele spell
- pause
- }
- put prep pom
- pause
- gosub empty
- pause
- put remo staff
- pause
- put invoke staff
- pause 20
- put wear staff
- pause
- if $mana > 30 then
- {
- put harn 30
- pause 3
- var timer.pom 1700
- }
- if $mana > 30 then
- {
- put harn 30
- pause 3
- var timer.pom 2100
- }
- if $mana > 30 then
- {
- put harn 30
- pause 3
- var timer.pom 2400
- if %trainbattle = 1 then put get %weapon
- }
- put cast
- wait
- pause
- return
- ########################################################### STOP
- stopall:
- var trainmagic 0
- var trainappraise 0
- var trainpower 0
- var trainarcana 0
- var traintarget 0
- var trainhunt 0
- var huntchase 0
- var buff 0
- var trainhide 0
- var retreat 0
- var trainskin 0
- var boxes 0
- var trainvocals 0
- var trainoffhand 0
- var trainlt 0
- var trainweapon 0
- var weaponloop 0
- pause
- put stow right;stow left
- if %trainbattle = 1 then goto battle.loop
- goto static
- ########################################################### MECH
- origami:
- if %nopaper = 1 then
- {
- if %trainbattle = 1 then return
- if %looping = 1 then return
- else goto static
- }
- if %t > 360 and %looping = 1 then
- {
- put #echo >Script cyan Mech finished @ $Mechanical_Lore.LearningRate
- goto origami.done
- }
- if %looping = 0 and $Mechanical_Lore.LearningRate > 33 then
- {
- put stow left;stow right
- pause
- goto static
- }
- if %trainbattle = 1 and %origami = 0 then return
- #if $monstercount > 0 and %trainbattle = 1 then goto return
- if $Mechanical_Lore.LearningRate > mech.finish and %trainbattle = 1 then
- {
- var origami 0
- var foraging 1
- }
- if $Mechanical_Lore.LearningRate < mech.start then
- {
- var origami 1
- var foraging 0
- }
- #put #echo >Script green Origami Start.
- ###########
- origami.prepare:
- send get my paper
- matchre origami.fold (^You get|You are already holding that)
- matchre return You need a free
- matchre origami.pull (You must be either|What were you)
- matchwait 6
- if %trainbattle = 1 then return
- if %looping = 1 then return
- echo >Log blue Sorry I don't now what to do now
- goto static
- ###########
- origami.pull:
- if looping = 1 then echo %t seconds left on origami
- #if $monstercount > 0 and %trainbattle = 1 then goto origami.done
- put pull my envelope
- matchre return (^You need a free|^I'm afraid you can't pull that)
- match origami.study You get a sheet of
- matchre origami.new (The envelope is|You must be either)
- matchwait 6
- if %trainbattle = 1 then return
- if %looping = 1 then return
- put #echo >Log blue Sorry I don't now what to do now
- goto static
- ###########
- origami.new:
- put #echo >Script orange Envelope Empty
- put poke my envelope
- pause
- put get my envelope
- pause
- put wear my envelope
- matchre origami.pull when (^You attach an origami-paper envelope to your belt|^You are already wearing that)
- matchre nopaper when ^Wear what
- matchwait 6
- if %trainbattle = 1 then return
- if %looping = 1 then return
- put #echo >Log blue Sorry I don't now what to do now
- goto static
- ###########
- nopaper:
- put #echo >Log orange You'll need to buy some envelopes
- var nopaper 1
- if %trainbattle = 1 then return
- if %looping = 1 then return
- else goto static
- nopaper2:
- put #echo >Log orange You'll need to buy some envelopes
- var nopaper 1
- goto static
- ###########
- origami.instructions:
- #if $monstercount > 0 and %trainbattle = 1 then goto origami.done
- else put study %inst inst
- match origami.done referring to
- match origami.fold begin to fold
- matchwait 6
- put #echo Scrit orange Umm, not sure where your instructions are...
- var nopaper 1
- if %trainbattle = 1 then return
- if %looping = 1 then return
- else goto static
- ###########
- origami.study:
- #if $monstercount > 0 and %trainbattle = 1 then goto origami.done
- put study %inst inst
- match origami.fold begin to fold
- match origami.done referring to
- match origami.fold ^You've already started to make something
- matchwait 6
- put #echo Scrit orange Umm, not sure where your instructions are...
- var nopaper 1
- if %trainbattle = 1 then return
- if %looping = 1 then return
- else goto static
- ###########
- origami.stow.ins:
- if %primer = 0 then put put my inst in my %container
- else put put my primer in my %container
- match origami.exp You put
- match origami.done referring to
- matchwait
- ############
- origami.exp:
- if $Mechanical_Lore.LearningRate > 33 then goto origami.done
- if $MindState > 1 then goto origami.done
- goto origami.fold
- ############
- origami.fold:
- #if %humming = 0 and %trainvocals = 1 then put hum %hum
- if $spelltime > 20 then gosub spell.cast
- pause
- if $mana > 40 and $spellcs = 0 then
- {
- if $spelltime > 0 and $preparedspell != Cheetah Swiftness then put rele spell
- send cs
- pause
- }
- if %t > 360 and %looping = 1 then
- {
- put #echo >Script cyan Mech finished @ $Mechanical_Lore.LearningRate
- goto origami.done
- }
- if %trainpower = 1 then gosub power
- if %trainbattle = 1 then gosub hunt
- if %trainbattle = 1 then gosub buff
- match origami.instructions You need to study your instructions
- match origami.done It's too difficult to fold anything while fighting
- match origami.exp You carefully make another fold in your paper
- match origami.exp come out quite the way you planned
- match origami.exp Roundtime
- match origami.exhale You make the final fold
- match origami.exhale referring to
- match origami.exhale already started to make something with this piece of origami paper
- put fold my paper
- matchwait 6
- put #echo Scrit orange Umm, didn't make that fold
- if %trainbattle = 1 then return
- if %looping = 1 then return
- else goto static
- ###########
- origami.exhale:
- pause
- #if %trash != 0 then put put %inst in %trash
- put exhale my %inst
- put drop my %inst
- waitfor You
- if %looping = 1 and %t > 420 then
- {
- put #echo >Log yellow Time up Mech @ $Mechanical_Lore.LearningRate
- goto origami.done
- }
- #if $monstercount > 0 and %trainbattle = 1 then return
- if $Mechanical_Lore.LearningRate > 33 then goto origami.done
- if %trainbattle = 0 and $Mechanical_Lore.LearningRate > 33 then
- {
- put stow left;stow right
- pause
- goto static
- }
- goto origami.pull
- ###########
- origami.done:
- put stow paper
- pause
- if %trainbattle = 1 then return
- if %looping = 1 then return
- else goto static
- ########################################################### FORAGE
- forage:
- if $monstercount > 0 and %boxes = 1 then return
- if %foraging = 0 then
- {
- put stop hum
- var origami 1
- return
- }
- if %foraging = 1 then var origami 0
- #if $Foraging.LearningRate < %foraging.start then var foraging 1
- if $Perception.LearningRate > 33 then var foraging 0
- if $Foraging.LearningRate > %foraging.finish then var origami 1
- if %looping = 1 and %t > 300 then
- {
- put #echo >Log Orange Time up Perception @ $Perception.LearningRate
- return
- }
- if %trainmagic = 1 then gosub spell.cast
- if %trainbattle = 1 then gosub buff
- if %trainbattle = 1 then gosub hunt
- if %trainbattle = 0 then gosub appraise
- gosub power
- if $spelltime > 20 then gosub spell.cast
- pause
- if $mana > 40 and $spellbes = 0 then
- {
- if %trainbattle = 1 then goto nobes
- send bes
- pause
- }
- nobes:
- put collect %fora
- match return You cannot coll
- match stow.loot The room is too cl
- match forage.kick You manage to collect
- matchwait 4
- ###########
- forage.kick:
- put kick pile
- pause 1
- if $monstercount > 0 and %battle = 1 then return
- goto forage
- ###########
- quickforage:
- put collect %fora
- pause 15
- put kick pile
- wait
- return
- if %looping = 1 then gosub appraise.start
- if %huntchase = 1 and %trainhunt = 1 then gosub hunt
- put hum %hum
- pause .25
- if $monstercount > 0 then put retreat;retreat
- pause .25
- put collect %fora
- pause 15
- put kick pile
- pause
- if $Perception.LearningRate > 33 then
- {
- put stop hum
- goto static
- }
- else goto quickforage
- ########################################################### BUFF
- buff:
- if %buffing = 1 and $spelltime = 0 then var buffing 0
- if %buff = 0 then return
- if $mana < 40 then return
- if %buffing = 1 then return
- if $spellsol = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- put prep om 30
- if %trainbattle = 0 then put prep symb
- pause 10
- put cast orb
- pause
- put prep sol 30
- pause
- if %trainbattle = 0 then put prep symb
- return
- }
- if $spellmapp = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- put prep mapp 30
- pause
- if %trainbattle = 0 then put prep symb
- return
- }
- if $spellmpp = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- put prep mpp 40
- pause
- #if %trainbattle = 0 then put prep symb
- return
- }
- if $spellpfe = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- put prep pfe 40
- pause
- #if %trainbattle = 0 then put prep symb
- return
- }
- if $spellbene = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- put prep bene 30
- pause
- if %trainbattle = 0 then put prep symb
- return
- }
- if $spellsap = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- put prep sap 20
- pause
- if %trainbattle = 0 then put prep symb
- return
- }
- if $spellbless = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- put prep bless 30
- pause
- if %trainbattle = 0 then put prep symb
- return
- }
- if $spellcentering = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- put prep om 30
- pause 10
- put cast orb
- pause
- put prep centering 30
- pause
- if %trainbattle = 0 then put prep symb
- return
- }
- if $spellhalo = 0 then
- {
- if $spelltime > 0 then put rele spell
- put prep om 30
- pause 10
- put cast orb
- pause
- put prep halo 20
- pause 10
- put touch orb
- if %trainbattle = 0 then put prep symb
- return
- }
- if $spellmf = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- gosub empty
- pause
- put prep mf
- pause
- put remo staff
- pause
- put invoke staff
- pause 20
- put wear staff
- pause
- put cast
- pause
- if %trainbattle = 1 then put get %weapon
- return
- }
- if $spelldr = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- put prep dr 30
- pause
- if %trainbattle = 0 then put prep symb
- return
- }
- if $spellghs = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- put prep ghs 20
- pause
- if %trainbattle = 0 then put prep symb
- return
- }
- return
- ########################################################### APPRAISE
- appraise:
- appraise.skip:
- if contains("$last.appraise.time","$") then goto appraise.start
- evalmath time.since.last.appraise $gametime - $last.appraise.time
- evalmath time.to.appraise %timer.appraise - %time.since.last.appraise
- put #echo cyan %time.to.appraise seconds left to appraise
- if %time.since.last.appraise < %timer.appraise then return
- goto appraise.start
- ############
- appraise.start:
- put #var last.appraise.time $gametime
- if %trainbattle = 1 and $monstercount > 0 then put appraise %critter quick
- if %trainbattle = 0 then
- {
- send app bundle
- pause 5
- }
- return
- ########################################################### HUNT
- hunt:
- if %retreat = 1 then return
- #gosub spell.cast
- #gosub spell.prep
- if %trainhunt = 0 then return
- #if $monstercount > %critter.count then return
- if $Perception.LearningRate > 30 then return
- ############
- hunt.skip:
- if contains("$last.hunt.time","$") then goto hunt.start
- evalmath time.since.last.hunt $gametime - $last.hunt.time
- evalmath time.to.hunt %timer.hunt - %time.since.last.hunt
- put #echo cyan %time.to.hunt seconds left to hunt
- if %time.since.last.hunt < %timer.hunt then return
- goto hunt.start
- ############
- hunt.start:
- put #var last.hunt.time $gametime
- put hunt
- pause 8
- if %huntchase = 1 then gosub huntchase
- return
- ############
- huntchase:
- if %no.hunt = 1 then
- {
- var no.hunt 0
- return
- }
- random 1 %hunt.number
- put retreat;retreat
- pause
- put hunt %r
- pause 3
- return
- ########################################################### RANDOM
- ts:
- if %trainbattle = 0 and $spelltime = 0 then goto tscast
- if $monstercount >= %1 then return
- if contains("$last.ts.time","$") then goto tscast
- evalmath time.since.last.ts $gametime - $last.ts.time
- evalmath time.to.ts %timer.ts - %time.since.last.ts
- #put #echo cyan %time.to.ts seconds left to ts
- if %time.since.last.ts < %timer.ts then return
- goto tscast
- ############
- tscast:
- #put #echo >Log yellow CASTING TS
- if $spelltime = 0 and %buffing = 1 then var buffing 0
- if %buffing = 1 then return
- put #var last.ts.time $gametime
- if $spelltime > 0 then put rele spell
- pause
- put infuse om 30
- pause 3
- if $Augmentation.LearningRate < $Utility.LearningRate then put prep bene 34
- else put prep bless 30
- pause
- put prep symb
- pause
- var symb 1
- if %cam = 1 and $spellghs = 1 then
- {
- put charge my cuff 32
- pause 9
- put invoke my cuff cyc
- pause
- var cam 0
- }
- return
- ########################################################### TEACH
- teach:
- if $charactername = Shankey then put teach parry to Stardustt
- if $charactername = Stardustt then put teach parry to Shankey
- pause
- return
- ########################################################### COMP
- study.start:
- put #var last.study.time $gametime
- put #echo >Script green Study Start.
- counter set 0
- var counter %c
- put get my compendium
- matchre comp.open ^You get
- match comp.open already holding that.
- matchwait
- comp.open:
- put open my compendium
- match comp.exp is already open!
- matchre comp.exp ^You open your
- matchwait
- comp.exp:
- if $First_Aid.LearningRate > 33 then goto comp.done
- comp.counter:
- if %counter < 10 then
- {
- counter add 1
- var counter %c
- goto comp.turn
- }
- else goto comp.done
- comp.turn:
- put turn my comp
- match comp.study physiology.
- matchwait
- comp.studyp:
- pause
- comp.study:
- pause
- }
- echo Counter is %counter
- put study my compendium
- match comp.studyp You attempt to continue
- match comp.studyp You attempt to study the
- match comp.exp You begin
- match comp.done You continue
- match comp.done In a sudden moment of clarity
- match comp.exp With a sudden moment of clarity
- match comp.done Why do you need to study
- matchwait
- comp.done:
- pause
- put put my compendium in my %container
- pause
- put #echo >Script red Study Done.
- return
- ########################################################### POWER
- power:
- if %retreat = 1 then return
- if $Power_Perceive.LearningRate > 33 then var trainpower 0
- if $charactername = Shankey and %trainpower = 0 then return
- ###########
- power.skip:
- if contains("$last.power.time","$") then goto power.start
- evalmath time.since.last.power $gametime - $last.power.time
- evalmath time.to.power %timer.power - %time.since.last.power
- put #echo cyan %time.to.power seconds left to power
- if %time.since.last.power < %timer.power then return
- goto power.start
- ###########
- power.start:
- put #var last.power.time $gametime
- if $charactername = Stardustt then goto starpower
- if $charactername = Sava then goto starpower
- put perc
- return
- starpower:
- if %moonNum >= 9 then var moonNum 0
- math moonNum add 1
- put perc %moon(%moonNum)
- pause 2
- return
- ######BATTLE######BATTLE######BATTLE######BATTLE######BATTLE######BATTLE######BATTLE######BATTLE
- battle:
- var traintarget 1
- var trainhunt 1
- var buff 1
- var trainpower 1
- var trainappraise 1
- var trainhide 0
- var retreat 0
- var trainskin 1
- var timer.parry 300
- gosub parrydodge
- var trainbattle 1
- if %weaponloop = 1 then goto weaponloop
- var learnrate 5
- #############
- battle.loop:
- gosub clear
- if $spellsol = 0 then gosub parry
- gosub parrydodge
- #if %weaponloop = 1 and %t > %weapontimer then return
- if %deadmonster = 1 then gosub arrange
- gosub buff
- gosub spell.cast
- if %traintarget = 1 then gosub spell.prep
- if %trainpower = 1 then gosub power
- if %retreat = 1 then gosub retreat
- if %trainappraise = 1 then gosub appraise
- if %trainhunt = 1 then gosub hunt
- if %trainarcana = 1 then gosub arcana
- if %trainhide = 1 then gosub hide
- if $monstercount < %1 then
- {
- pause 3
- goto battle.loop
- }
- if $stamina < 95 then
- {
- pause 1
- goto battle.loop
- }
- if %trainoffhand = 1 then gosub attack left
- if %trainlt = 1 then gosub offhand.start right
- if %trainweapon = 1 and %retreat = 0 then gosub attack
- if matchre ("$roomobjs", "((which|that) appears dead|\(dead\))") then gosub Arrange
- if %retreat = 1 then gosub retreat
- if %retreat = 1 then pause 2
- #if $monstercount = 0 then gosub battle.small.loop
- pause .5
- gosub pom
- goto battle.loop
- ###################
- battle.small.loop:
- if matchre ("$roomobjs", "((which|that) appears dead|\(dead\))") then gosub Arrange
- if %huntchase = 1 then pause 2
- gosub forage
- gosub origami
- if $righthandnoun = bow then goto aim
- if $righthandnoun = bow then goto aim
- return
- ########################################################### DEFENSE
- defense:
- goto weaponloop
- put get my %cam
- put stance shield
- put stance evas 50
- var trainpower 1
- var trainappraise 1
- var traintarget 1
- var trainhunt 1
- var spell ease
- var trainarcana 1
- var blocking 1
- var nodefense 0
- var trainweapon 0
- gosub timer.reset
- defenseloop:
- if %nodefense = 2 then return
- if %t > 180 and $Shield_Usage.LearningRate < 5 then
- {
- var trainarcana 0
- put stow %cam
- pause
- put stance evas
- var blocking 0
- put get scim
- put stance parry
- put stance evas 50
- gosub timer.reset
- math nodefense add 1
- put #echo >Script aqua Not learning shield
- }
- if $Shield_Usage.LearningRate > 33 and %blocking = 1 then
- {
- math nodefense add 1
- var trainarcana 0
- put stow %cam
- pause
- var blocking 0
- put get scim
- gosub timer.reset
- put stance parry
- put stance evas 50
- }
- if %blocking = 0 then goto parrycheck
- else goto parrypass
- parrycheck:
- if %t > 180 and $Parry_Ability.LearningRate < 5 then
- {
- put stance evas
- var spell bolt
- var trainpower 0
- var trainappraise 0
- var blocking 1
- math nodefense add 1
- put #echo >Script aqua Not learning parry
- return
- }
- parrypass:
- if $Parry_Ability.LearningRate > 33 then
- {
- put stance evas
- var spell bolt
- var trainpower 0
- var trainappraise 0
- math nodefense add 1
- var blocking 1
- put #echo >Script aqua Not learning parry
- return
- }
- gosub parrydodge
- if %deadmonster = 1 then gosub arrange
- #gosub buff
- gosub spell.cast
- if %traintarget = 1 then gosub spell.prep
- if %trainpower then gosub power
- if %retreat = 1 then gosub retreat
- if %trainappraise = 1 then gosub appraise
- if %trainhunt = 1 then gosub hunt
- if %trainarcana = 1 then gosub arcana
- if %trainhide = 1 then gosub hide
- if $stamina < 80 then
- {
- pause 2
- goto battle.loop
- }
- if matchre ("$roomobjs", "((which|that) appears dead|\(dead\))") then gosub Arrange
- if %retreat = 1 then gosub retreat
- if %retreat = 1 then pause 2
- #if $monstercount = 0 then gosub battle.small.loop
- pause 2
- goto defenseloop
- ########################################################### WEAPONLOOP
- weaponloop:
- var traintarget 1
- var trainhunt 0
- var buff 1
- var trainpower 0
- var trainappraise 0
- var trainhide 0
- var retreat 0
- var trainskin 1
- var timer.parry 300
- var trainarcana 0
- #gosub defense
- weaponloop1:
- var trainskin 1
- #gosub shield
- if %teaching = 0 then gosub teach
- var weaponskip 0
- gosub clear
- if $lefthand != Empty then gosub empty
- if $righthand != Empty then gosub empty
- if %skipoffhand = 1 then
- {
- math weaponskip add 1
- goto skipoffhand
- }
- if $Offhand_Weapon.LearningRate < %learnrate then
- {
- var trainoffhand 1
- gosub timer.reset
- if $Parry_Ability.LearningRate < $Shield_Usage.LearningRate then gosub parry
- else gosub shield
- if $lefthand = Empty then put wield left scim
- var trainhide 0
- var cyclicblock 0
- if %learnrate > 25 then gosub variable 0 1 1 1
- gosub battle.loop
- var trainoffhand 0
- put stow scim
- pause 1
- var cyclicblock 0
- var trainhide 0
- var hand right
- put #echo >Log yellow Moving on ... Offhand @ $Offhand_Weapon.LearningRate
- }
- if $Offhand_Weapon.LearningRate < 2 then
- {
- put #echo >Log red Not learning offhand...
- math weaponskip add 1
- var skipoffhand 1
- goto skipoffhand
- }
- skipoffhand:
- if %skiplt = 1 then
- {
- math weaponskip add 1
- goto skiplt
- }
- if $Light_Thrown.LearningRate < %learnrate then
- {
- if %teaching = 0 then gosub teach
- if $roomid < 500 then
- {
- var cyclicblock 1
- var spell he
- var secondspell hh
- }
- var trainlt 1
- gosub timer.reset
- gosub shield
- #var blades 1
- if %learnrate > 25 then gosub variable 0 1 1 1
- gosub offhand.start right
- var trainlt 0
- put stow %thrownweapon
- var blades 0
- if $roomid < 500 then
- {
- var spell he
- var secondspell hh
- var cyclicblock 0
- }
- pause
- put #echo >Log yellow Moving on ... Light Thrown @ $Light_Thrown.LearningRate
- }
- if $Light_Thrown.LearningRate < 5 then
- {
- put #echo >Log red Not learning light thrown...
- math weaponskip add 1
- var skiplt 1
- goto skiplt
- }
- skiplt:
- skipshortbow:
- if %skipbrawl = 1 then
- {
- math weaponskip add 1
- goto skipbrawl
- }
- if $Brawling.LearningRate < %learnrate then
- {
- var trainhide 0
- var trainweapon 1
- gosub timer.reset
- if $Parry_Ability.LearningRate < $Shield_Usage.LearningRate then gosub parry
- else gosub shield
- var cyclicblock 0
- var trainhide 0
- var weapon brawl
- gosub getweapon
- if %learnrate > 25 then gosub variable 0 1 1 1
- gosub battle.loop
- var trainweapon 0
- var cyclicblock 0
- var trainhide 0
- gosub weapondone
- pause
- put #echo >Log yellow Moving on ... Brawling @ $Brawling.LearningRate
- }
- if $Hiding.LearningRate > 25 then
- {
- put #echo >Log red learned enough brawling...
- math weaponskip add 1
- var skipbrawl 1
- goto skipbrawl
- }
- skipbrawl:
- skiple:
- if %skipme = 1 then
- {
- math weaponskip add 1
- goto skipme
- }
- if %learnrate > 20 then
- {
- if %teaching = 0 then gosub teach
- gosub parry
- var traincyclic 1
- var trainweapon 1
- var trainappraise 1
- var trainpower 1
- var trainhunt 1
- gosub timer.reset
- var weapon scim
- gosub getweapon
- gosub battle.loop
- gosub weapondone
- var traincyclic 0
- var trainweapon 0
- var trainappraise 0
- var trainpower 0
- var trainhunt 0
- put rele cyclic
- pause
- put #echo >Log yellow Moving on ... Small Edged @ $Small_Edged.LearningRate
- gosub shield
- }
- skipme:
- if %weaponskip = 6 then goto weaponskip
- math learnrate add 1
- if %learnrate > 32 then goto weaponskip
- if $Shield_Usage.LearningRate < 1 then goto weaponskip
- if $Parry_Ability.LearningRate < 1 then goto weaponskip
- goto weaponloop1
- weaponskip:
- gosub empty
- gosub arrow
- var traintarget 1
- var trainpower 1
- var trainappraise 1
- var trainarcana 1
- var trainhide 0
- var trainhunt 1
- var trainweapon 0
- var weaponskip 0
- goto defense
- ########################################################### GETWEAPON
- getweapon:
- wield:
- gosub empty
- put #echo >Log yellow Starting with the %weapon-style
- var timer.parrydodge 300
- if %weapon = short.bow then var timer.parrydodge 1000
- if %weapon = bow then
- {
- put get bow
- var timer.parrydodge 1000
- if %weaponloop = 1 then return
- pause .5
- return
- }
- if %weapon = cane then put remo cane
- else put get %weapon
- if %weaponloop = 1 then return
- pause .5
- return
- weapondone:
- var timer.parry 300
- var trainweapon 0
- if weapon = bow then put stow bow
- if %weapon = cane then put wear cane
- else put stow %weapon
- pause .5
- if %weaponloop = 1 then return
- goto battleloop
- ##########
- parry:
- if $righthand = bow then goto shield
- pause
- put stance shield 10;stance parry 75
- pause
- put parry
- pause
- return
- shield:
- if $spellsol = 0 then goto parry
- pause
- put stance parry 10;stance shield 75
- pause
- put block
- pause
- return
- ##########################################ATTACK##################################################
- attack:
- if $righthand = Empty and $lefthand = empty then var attackmove gouge
- else var attackmove feint
- if %retreat = 1 then
- {
- put retreat
- return
- }
- if %traintactics = 1 then goto attack.left
- else put %attackmove $1
- matchre battle.loop (far too high|^What do|^You begin|^You aren't|^You are already|^At what are you trying)
- matchre battle.small.loop ^There is nothing else to face
- matchre battle.loop Roundtime
- matchwait 3
- return
- attack.left:
- #debug 3
- gosub parrydodge
- #if %weaponloop = 1 and %t > %weapontimer then return
- var attack1 0
- var attack2 0
- var attack3 0
- var attack4 0
- var attack5 0
- put anal
- match attack.left You fail to find any holes
- match tactics.offhand There is nothing else to face
- matchwait 2
- if %attack1 != 0 then gosub tactics.offhand %attack1
- if %attack2 != 0 then gosub tactics.offhand %attack2
- if %attack3 != 0 then gosub tactics.offhand %attack3
- if %attack4 != 0 then gosub tactics.offhand %attack4
- if %attack5 != 0 then gosub tactics.offhand %attack5
- return
- tactics.offhand:
- if matchre ("$roomobjs", "((which|that) appears dead|\(dead\))") then
- {
- gosub Arrange
- goto attack.left
- }
- if %trainappraise = 1 then gosub appraise
- gosub buff
- gosub spell.cast
- if %traintarget = 1 then gosub spell.prep
- if %trainhide = 1 then gosub hide
- if $stamina < 95 then return
- if matchre("%attack1", "(elbow|kick|gouge|punch|slap|claw)") then
- {
- put attack
- wait
- goto tactics.offhand
- }
- else put $1
- match return The scimitar
- match tactics.offhand Roundtime
- matchre return (far too high|^What do|^You begin|^You aren't|^You are already|^At what are you trying)
- matchre battle.small.loop ^There is nothing else to face
- matchwait 6
- return
- ##########################################OFFHAND#################################################
- offhand.start:
- if $1 = left then var hand left
- if $1 = right then var hand right
- #var blades 1
- if $righthandnoun = bow then gosub long.done2
- if $righthand = bow then gosub short.done2
- put wield rock from baldric
- pause
- goto offhand
- offhand:
- if matchre ("$roomobjs", "((which|that) appears dead|\(dead\))") then gosub Arrange
- if %hand = left and $Offhand_Weapon.LearningRate > 33 then goto offhand.done
- if %hand = right and $Light_Thrown.LearningRate > 33 then goto offhand.done
- if %weaponloop = 1 and %t > %weapontimer then return
- gosub parrydodge
- gosub get.mallet
- gosub throw.left
- pause .25
- #put stow %hand
- goto offhand
- offhand.done:
- if %hand = left then var trainoffhand 0
- if %hand = right then var trainlt 0
- #gosub blade
- var blades 0
- return
- throw.left:
- if %retreat = 1 then gosub retreat
- if %deadmonster = 1 then gosub arrange
- if %buff = 1 then gosub buff
- gosub spell.cast
- if matchre("$monsterlist", "that is sleeping") and %traintarget = 1 then put prep devit 15
- else if %traintarget = 1 and $spelltime = 0 then gosub spell.prep
- gosub buff
- #if $lefthand = Empty then put wield %hand blades from bald
- #if $righthand = Empty then put wield %hand blades from bald
- if $stamina < 80 then pause 3
- put throw %hand
- matchre small.loop ^There is nothing else to face!
- matchre return Roundtime
- matchre get.mallet ^What are you trying to throw
- matchre blade WIELD HELP
- matchwait 3
- get.mallet:
- if $righthand = Empty then put get rock
- matchre blade ^Type "WIELD HELP
- return
- blade:
- if $lefthandid > 0 then put stow left
- #gosub retreat
- pause .25
- put stow blade;stow blade
- matchre blade ^You pick up
- matchre return ^Stow what
- matchwait 3
- goto blade
- ##################################LONGBOW
- longbow:
- var traintarget 1
- var trainhunt 0
- var buff 0
- var trainpower 0
- var trainappraise 0
- var trainhide 1
- var retreat 0
- var trainskin 1
- var timer.parry 300
- #gosub parrydodge 1
- put get bow
- gosub shield
- longbow.prep:
- #gosub parrydodge
- if %deadmonster = 1 then gosub arrange
- if $hidden = 1 then put unhide
- if matchre ("$roomobjs", "((which|that) appears dead|\(dead\))") then gosub arrange
- if $Bow.LearningRate > 33 and weaponloop = 1 then goto long.done
- if %t > %weapontimer then goto long.done
- if $charactername = Shankey then gosub long.buff
- #if %buff = 1 and $spellsott = 0 then gosub star.buff sott 20
- #if %buff = 1 and $spellmaf = 0 then gosub star.buff maf 20
- #if %buff = 1 and $spellsop = 0 then gosub star.buff sop 20
- goto long.load
- long.buff:
- if %buffing = 1 then return
- if $mana < 40 then return
- if $spellhol = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- put prep hol 30
- return
- }
- if $spellstw = 0 then
- {
- var buffing 1
- if $spelltime > 0 then put rele spell
- pause
- put prep stw 30
- return
- }
- gosub buff
- return
- long.load:
- if %t > %weapontimer then goto long.done
- if %traintarget = 1 then gosub spell.prep %spell
- if %retreat = 1 then gosub retreat
- if $lefthandid > 0 then put stow left
- if $spellhol = 1 then put load my arrows
- else put load my bow
- matchre arrow ^What weapon are you trying to load?
- match aim Roundtime
- match aim already loaded
- matchwait 3
- aim:
- if %retreat = 1 then gosub retreat
- put aim
- match battle.small.loop There is nothing else to face!
- match fire You begin to
- match long.load isn't loaded!
- matchwait 3
- fire:
- pause 3
- gosub spell.cast
- if %trainhide = 1 then gosub hide
- if %retreat = 1 then gosub retreat
- matchre longbow.prep Roundtime
- #matchre arrange (balanced\]$|balance\]$|and a loud sigh escapes its form\.$)
- if $hidden = 1 then put snipe
- else put fire
- matchwait 3
- goto longbow.prep
- long.done:
- var trainlong 0
- put unload
- var getarrow 1
- pause
- return
- arrow:
- if $lefthandid > 0 then put stow left
- gosub retreat
- put stow arrow;stow arrow
- matchre arrow ^You pick up
- matchre return ^Stow what
- matchre return ^You stop as you realize
- matchwait 3
- goto arrow
- pause:
- match aim advance on you
- matchwait
- ###########################################STALK#####################################################
- hide:
- if %retreat = 1 then return
- if $hidden = 1 then return
- #if $monstercount > 0 then put hide
- put hide
- wait
- return
- ###########################################TARGET####################################################
- spell.prep:
- if $prone = 1 then put stand
- if $kneeling = 1 then put stand
- if %trainom = 1 then return
- if %buffing = 1 then return
- if %traincyclic = 1 and %cyclicblock = 0 then goto cyclic
- if %traintarget = 0 then return
- gosub ts
- if matchre("$lastcommand", "prep") then return
- if matchre("$lastcommand", "target") then return
- if $spelltime > 0 then return
- if $mana < 40 then return
- #if %trainbattle = 0 then put prep %spell %spellamount
- if $monstercount = 0 then return
- if $monstercount < %1 and %trainbattle = 1 then
- {
- if matchre ("%spell", "ff|fou|hh|he") and %trainbattle = 1 then put target %spell %spellamount
- else if %trainbattle = 1 then put prep %spell %spellamount
- }
- else if $monstercount >= %1 then put target %secondspell %spellamount
- pause
- return
- spell.cast:
- if %buffing = 1 then var symb 0
- if %trainom = 1 then return
- if $spelltime < 10 then return
- if $spelltime < 16 and $preparedspell = Harm Horde then return
- if $spelltime < 13 and $preparedspell = Fire Shards then return
- if $spelltime > 19 then var symb 0
- if %symb = 1 then return
- if $preparedspell = None then return
- if %deadmonster = 1 then return
- if $spelltime < 10 and %buffing = 1 then return
- if %buffing = 1 then
- {
- put rele symb
- pause .25
- }
- if $preparedspell = Ghost Shroud then
- {
- if $hidden = 1 then put unhide
- evalmath cswait 15 - $spelltime
- evalmath round %cswait
- pause %cswait
- }
- if $preparedspell = Hydra Hex then
- {
- if $hidden = 1 then put unhide
- evalmath cswait 15 - $spelltime
- evalmath round %cswait
- pause %cswait
- put cast coz
- pause
- return
- }
- if %cam = 1 and %buffing = 1 then
- {
- put charge cuff 32
- pause 6
- }
- if %buffing = 1 and $preparedspell != Ghost Shroud then
- {
- put invoke cuff spell
- pause 2
- }
- if $preparedspell = Halo then put touch orb
- if $preparedspell = Osrel Meraud then put cast orb
- if $preparedspell = Sanctify Pattern then put cast ward
- if $preparedspell = Shield of Light then put touch orb
- else put cast
- pause
- var cam 1
- var buffing 0
- if $lefthandnoun = shield then put wear shield
- pause
- return
- }
- if $monstercount = 0 and %trainbattle = 1 then
- {
- put rele spell
- pause
- return
- }
- if $spelltime > 8 and %buffing = 0 then
- {
- put cast
- pause
- }
- return
- cyclic:
- if $mana < 20 then put rele cyclic
- if $mana < 40 then return
- if $spelltime > 0 then return
- if $spellghs = 1 then return
- if $spellrev = 1 then return
- if $Warding.LearningRate < $Utility.LearningRate then goto prepbes
- else goto prepcs
- return
- prepcs:
- put prep rev 16
- pause
- var buffing 1
- return
- prepbes:
- put prep ghs 20
- pause
- var buffing 1
- return
- ##########################################SKINNIN######################################################
- arrange:
- if matchre("$lastcommand", "(gem|boxes|arrow)") then return
- var deadmonster 0
- return
- if %getfang = 1 then
- {
- put arr fang
- match skin You complete
- match loot Arrange what
- matchwait 3
- goto arrange
- }
- if %trainskin = 0 then goto loot
- #if $Skinning.LearningRate > 33 then goto loot
- if %retreat = 1 then goto loot
- skin:
- put skin
- matchre loot (^Skin what|cannot be skinned)
- match loot Roundtime
- match loot You must have one hand free to skin.
- matchwait 1
- loot:
- put face next
- if %boxes = 1 then gosub lootbox
- else put loot
- pause 1
- if $righthandnoun = bow then gosub arrow
- if $righthandnoun = bow then gosub arrow
- if %blades = 1 then gosub blade
- if %getarrow = 1 then
- {
- gosub arrow
- var getarrow 0
- }
- goto stow.loot
- stow.loot:
- #if matchre ("$roomobjs", "(coin)") then gosub get.gem coin
- if matchre ("$roomobjs", "(gold coi)") then put stow gold coin
- if matchre ("$roomobjs", "(treasure map)") then gosub get.gem map
- if matchre ("$roomobjs", "(scroll)") then gosub get.gem scroll
- if matchre ("$roomobjs", "(tablet)") then gosub get.gem tablet
- if matchre ("$roomobjs", "(vellum)") then gosub get.gem vellum
- if matchre ("$roomobjs", "(bark)") then gosub get.gem bark
- #if matchre ("$roomobjs", "(ruby)") then gosub get.gem ruby
- #mif matchre ("$roomobjs", "(diamond)") then gosub get.gem diamond
- pause .25
- put stow gem
- huntchasecheck:
- if $monstercount = 0 and %huntchase = 1 then
- {
- put hunt
- pause 8
- put #var last.hunt.time $gametime
- if %no.hunt = 1 then
- {
- var no.hunt 0
- return
- }
- put hunt %r
- }
- return
- return
- get.gem:
- if $1 != coin then put #echo >Log Found a $1!
- put get $1;put $1 in ruck
- pause
- return
- lootbox:
- put loot
- pause
- put stow boxes
- return
- collectboxes:
- var trainmagic 0
- var trainpower 0
- var huntchase 1
- var trainarcana 0
- var traintarget 1
- var trainhunt 1
- var buff 0
- var trainpower 0
- var trainappraise 0
- var trainhide 0
- var retreat 0
- var trainskin 0
- var boxes 1
- var trainweapon 1
- put get %weapon
- goto battle.loop
- retreat:
- if $monstercount > %critter.count then var retreat 1
- if $monstercount <= %critter.count then var retreat 0
- if $health < 85 then var retreat 1
- if %retreat = 1 and $lastcommand != target then put retreat
- return
- ########################arcana
- arcana:
- #if $monstercount > %critter.count then return
- #if $monstercount = %critter.count then return
- if %target = 0 then return
- if $mana < 40 then return
- if $preparedspell = None then return
- pause
- send charge wrist 9
- wait
- send charge wrist 9
- wait
- if $preparedspell = Fire Shards then return
- send invoke my wrist
- wait
- return
- #########
- parrydodge:
- if contains("$last.parrydodge.time","$") then goto parrydodge.start
- evalmath time.since.last.parrydodge $gametime - $last.parrydodge.time
- evalmath time.to.parrydodge %timer.parrydodge - %time.since.last.parrydodge
- #put #echo cyan %time.to.parrydodge seconds left to parrydodge
- if %time.since.last.parrydodge < %timer.parrydodge then return
- goto parrydodge.start
- parrydodge.start:
- put #var last.parrydodge.time $gametime
- put rele cyclic
- if $righthandnoun = bow then return
- if $Shield_Usage.LearningRate > $Parry_Ability.LearningRate then gosub parry
- else gosub shield
- return
- ########################################
- summon:
- pause
- put get %familiar talisman
- pause
- put summon %familiar
- waitforre ^You put your talisman
- if %looping = 1 then goto loop
- if %trainbattle = 1 then goto battle
- goto static
- familiarcommand:
- var retrieve 0
- if $righthandid > 0 then
- {
- var retrieve $righthandnoun
- put stow right
- pause
- }
- put get %familiar talisman from back
- pause
- put summon rat
- pause
- put tell %familiar to %famcommand
- pause 1
- put stow talisman
- pause
- if %retrieve != 0 then put get %retrieve
- pause
- if %looping = 1 then goto loop
- if %trainbattle = 1 then goto battle
- goto static
- ########################################
- herb:
- if "$charactername" = "Gorkus" then var herbpouch tattered pouch
- if "$charactername" = "Elizandra" then var herbpouch spider pouch
- if "$charactername" = "Shankhar" then var herbpouch skull
- if "$charactername" = "Shankey" then var herbpouch thigh pouch
- if "$charactername" = "Stardustt" then var herbpouch thigh bag
- if "$charactername" = "Hanafae" then var herbpouch apron
- if "$charactername" = "Tabetha" then var herbpouch herb pouch
- var exthead 0
- var inthead 0
- var extneck 0
- var intneck 0
- var extlimb 0
- var intlimb 0
- var extchest 0
- var intchest 0
- var extabdomen 0
- var intabdomen 0
- var extback 0
- var intback 0
- var exteye 0
- var inteye 0
- var extskin 0
- var intskin 0
- var extscar 0
- var intscar 0
- ## minor wounds ##
- action var exthead 1 when minor abrasions to the head
- action var exthead 1 when tiny scratches to the head
- action var extneck 1 when minor abrasions to the neck
- action var extneck 1 when tiny scratches to the neck
- action var extlimb 1 when minor abrasions to the left hand
- action var extlimb 1 when tiny scratches to the left hand
- action var extlimb 1 when minor abrasions to the right hand
- action var extlimb 1 when tiny scratches to the right hand
- action var extlimb 1 when minor abrasions to the left arm
- action var extlimb 1 when tiny scratches to the left arm
- action var extlimb 1 when minor abrasions to the right arm
- action var extlimb 1 when tiny scratches to the right arm
- action var extlimb 1 when minor abrasions to the left leg
- action var extlimb 1 when tiny scratches to the left leg
- action var extlimb 1 when minor abrasions to the right leg
- action var extlimb 1 when tiny scratches to the right leg
- action var extchest 1 when minor abrasions to the chest
- action var extchest 1 when tiny scratches to the chest
- action var extabdomen 1 when minor abrasions to the abdomen
- action var extabdomen 1 when tiny scratches to the abdomen
- action var extback 1 when minor abrasions to the back
- action var extback 1 when tiny scratches to the back
- action var exteye 1 when minor abrasions to the left eye
- action var exteye 1 when tiny scratches to the left eye
- action var exteye 1 when minor abrasions to the right eye
- action var exteye 1 when tiny scratches to the right eye
- ## external wounds ##
- action var exthead 1 when cuts and bruises about the head
- action var exthead 1 when deep cuts about the head
- action var exthead 1 when deep slashes and cuts about the head
- action var exthead 1 when cracked skull with deep slashes
- action var extneck 1 when cuts and bruises about the neck
- action var extneck 1 when deep cuts across the neck
- action var extneck 1 when deep slashes across the neck
- action var extneck 1 when gaping holes in the neck
- action var extlimb 1 when cuts and bruises about the left hand
- action var extlimb 1 when cuts and bruises about the right hand
- action var extlimb 1 when cuts and bruises about the left arm
- action var extlimb 1 when cuts and bruises about the right arm
- action var extlimb 1 when cuts and bruises about the left leg
- action var extlimb 1 when cuts and bruises about the right leg
- action var extlimb 1 when deep cuts across the left hand
- action var extlimb 1 when deep cuts across the right hand
- action var extlimb 1 when deep cuts across the left arm
- action var extlimb 1 when deep cuts across the right arm
- action var extlimb 1 when deep cuts across the left leg
- action var extlimb 1 when deep cuts across the right leg
- action var extlimb 1 when deep slashes across the left hand
- action var extlimb 1 when deep slashes across the right hand
- action var extlimb 1 when deep slashes across the left arm
- action var extlimb 1 when deep slashes across the right arm
- action var extlimb 1 when deep slashes across the left leg
- action var extlimb 1 when deep slashes across the right leg
- action var extlimb 1 when left hand with gaping holes
- action var extlimb 1 when right hand with gaping holes
- action var extlimb 1 when left arm with gaping holes
- action var extlimb 1 when right arm with gaping holes
- action var extlimb 1 when left leg with gaping holes
- action var extlimb 1 when right leg with gaping holes
- action var extchest 1 when cuts and bruises about the chest
- action var extchest 1 when deep cuts across the chest
- action var extchest 1 when deep slashes across the chest
- action var extchest 1 when gaping holes in the chest
- action var extabdomen 1 when cuts and bruises about the abdomen
- action var extabdomen 1 when deep cuts across the abdomen
- action var extabdomen 1 when deep slashes across the abdomen
- action var extabdomen 1 when gaping holes in the abdomen
- action var extback 1 when cuts and bruises about the back
- action var extback 1 when deep cuts across the back
- action var extback 1 when deep slashes across the back
- action var extback 1 when shattered back with gaping wounds
- action var exteye 1 when cuts and bruises about the left eye
- action var exteye 1 when cuts and bruises about the right eye
- action var exteye 1 when black and blue left eye
- action var exteye 1 when black and blue right eye
- action var exteye 1 when bruised and swollen left eye
- action var exteye 1 when bruised and swollen right eye
- action var exteye 1 when bruised, swollen and bleeding left eye
- action var exteye 1 when bruised, swollen and bleeding right eye
- action var exteye 1 when bruised, swollen and shattered left eye
- action var exteye 1 when bruised, swollen and shattered right eye
- action var exteye 1 when pulpy cavity for a left eye
- action var exteye 1 when pulpy cavity for a right eye
- ## internal wounds ##
- action var inthead 1 when bruised head
- action var inthead 1 when badly bruised and swollen head
- action var inthead 1 when major swelling and bruising around the head
- action var inthead 1 when ghastly bloated head with bleeding from the ears
- action var intneck 1 when bruising around the neck
- action var intneck 1 when bruised neck|neck with odd protrusions under the skin
- action var intlimb 1 when bruising around the left hand
- action var intlimb 1 when bruising around the right hand
- action var intlimb 1 when bruising around the left arm
- action var intlimb 1 when bruising around the right arm
- action var intlimb 1 when bruising around the left leg
- action var intlimb 1 when bruising around the right leg
- action var intlimb 1 when deeply bruised left hand
- action var intlimb 1 when deeply bruised right hand
- action var intlimb 1 when deeply bruised left arm
- action var intlimb 1 when deeply bruised right arm
- action var intlimb 1 when deeply bruised left leg
- action var intlimb 1 when deeply bruised right arm
- action var intlimb 1 when deeply bruised right leg
- action var intlimb 1 when swollen and shattered left hand
- action var intlimb 1 when swollen and shattered right hand
- action var intlimb 1 when swollen and shattered left arm
- action var intlimb 1 when swollen and shattered right arm
- action var intlimb 1 when swollen and shattered left leg
- action var intlimb 1 when swollen and shattered right leg
- action var intchest 1 when bruising in the chest
- action var intchest 1 when swollen and bruised chest
- action var intchest 1 when swollen and deeply bruised chest
- action var intabdomen 1 when bruising in the abdomen
- action var intabdomen 1 when swollen and bruised abdomen
- action var intabdomen 1 when discolored abdomen
- action var intback 1 when bruising in the back
- action var intback 1 when swollen and bruised back
- action var intback 1 when swollen and deeply bruised back
- action var inteye 1 when bruising around the left eye
- action var inteye 1 when bruising around the right eye
- action var inteye 1 when swollen and bruised left eye
- action var inteye 1 when swollen and bruised right eye
- action var inteye 1 when bruised and crossed left eye
- action var inteye 1 when bruised and crossed right eye
- action var inteye 1 when bruised and blind left eye
- action var inteye 1 when bruised and blind right eye
- action var inteye 1 when bruised and cloudy left eye
- action var inteye 1 when bruised and cloudy right eye
- action var intskin 1 when minor twitching
- action var intskin 1 when severe twitching
- action var intskin 1 when difficulty controlling actions
- action var intskin 1 when paralysis of the entire body
- ## scars ##
- action var extscar 1 when invisible scars
- action var extscar 1 when tiny scars
- action var extscar 1 when minor scars
- action var extscar 1 when minor scarring
- action var extscar 1 when severe scarring
- action var extscar 1 when deeply scarred gashes
- action var extscar 1 when punctured and shriveled
- action var extscar 1 when mangled and malformed head
- action var extscar 1 when abdomen filled with ugly chunks of scarred
- action var extscar 1 when eye socket overgrown with bits of odd shaped flesh
- action var intscar 1 when occasional twitch
- action var intscar 1 when constant twitch
- action var intscar 1 when clouded left eye
- action var intscar 1 when clouded right eye
- action var intscar 1 when paralyzed left hand
- action var intscar 1 when paralyzed right hand
- action var intscar 1 when paralyzed left arm
- action var intscar 1 when paralyzed right arm
- action var intscar 1 when paralyzed left leg
- action var intscar 1 when paralyzed right leg
- action var intscar 1 when paralyzed neck
- action var intscar 1 when somewhat emaciated look
- action var intscar 1 when painful chest area and difficulty getting a breath
- action var intscar 1 when numbness in your arms and legs
- herbstart:
- if contains("$last.herb.time","$") then goto herbcast
- evalmath time.since.last.herb $gametime - $last.herb.time
- evalmath time.to.herb %timer.herb - %time.since.last.herb
- echo %time.to.herb seconds left until you can eat herbs again.
- if %trainbattle = 1 and %time.since.last.herb < %timer.herb then goto battle
- if %time.since.last.herb < %timer.herb then goto static
- herbcast:
- put health
- pause
- put #var last.herb.time $gametime
- if %exthead = 1 then gosub consume nemoih root
- if %inthead = 1 then gosub consume eghmok potion
- if %extneck = 1 then gosub consume georin grass
- if %intneck = 1 then gosub consume riolur leaf
- if %extlimb = 1 then gosub consume jadice flower
- if %intlimb = 1 then gosub consume yelith root
- if %extchest = 1 then gosub consume plovik leaf
- if %intchest = 1 then gosub consume ithor potion
- if %extabdomen = 1 then gosub consume nilos grass
- if %intabdomen = 1 then gosub consume muljin sap
- if %extback = 1 then gosub consume hulnik grass
- if %intback = 1 then gosub consume junliar stem
- if %exteye = 1 then gosub consume sufil sap
- if %inteye = 1 then gosub consume aevaes solution
- if %intscar = 1 then gosub consume hisan salve
- if %extscar = 1 then gosub consume cebi root
- if %intskin = 1 then gosub consume l elixir
- goto herbdone
- consume:
- pause .25
- var species $1
- var medium $2
- if matchre("%species", "(nemoih|georin|jadice|plovik|nilos|hulnik|sufil)") then var extscar 1
- if matchre("%species", "(eghmok|riolur|yelith|ithor|muljin|junliar|aevaes)") then var intscar 1
- if matchre("%medium", "(root|leaf|grass|sap|stem|salve|flower)") then
- {
- put eat %species %medium
- matchre noherb ^What were you refer
- matchwait 1
- }
- if matchre("%medium", "(potion|solution|elixir)") then
- {
- put drink %species %medium
- matchre noherb ^What were you refer
- matchwait 1
- }
- return
- noherb:
- put #echo >Log pink Out of %species %medium
- return
- herbdone:
- var exthead 0
- var inthead 0
- var extneck 0
- var intneck 0
- var extlimb 0
- var intlimb 0
- var extchest 0
- var intchest 0
- var extabdomen 0
- var intabdomen 0
- var extback 0
- var intback 0
- var exteye 0
- var inteye 0
- var extscar 0
- var intscar 0
- var intskin 0
- if %trainbattle = 1 then goto battle
- goto static
- herbcount:
- action var cebi 1 when cebi root
- action var yelith 1 when yelith root
- action var ithor 1 when ithor potion
- action var plovik 1 when plovik leaf
- action var nilos 1 when nilos grass
- action var sufil 1 when sufil sap
- action var hulnik 1 when hulnik grass
- action var georin 1 when georin grass
- action var riolur 1 when riolur leaf
- action var muljin 1 when muljin sap
- action var nemoih 1 when nemoih root
- action var jadice 1 when jadice flower
- action var junilar 1 when junliar stem
- action var hisan 1 when hisan salve
- action var eghmok 1 when eghmok potion
- action var aevaes 1 when aevaes solution
- var cebi 0
- var yelith 0
- var ithor 0
- var plovik 0
- var nilos 0
- var sufil 0
- var hulnik 0
- var georin 0
- var riolur 0
- var muljin 0
- var jadice 0
- var junilar 0
- var hisan 0
- var eghmok 0
- var aevaes 0
- put inv hide pouch
- pause
- if %cebi = 0 then echo Need some cebi root
- if %hisan = 0 then echo Need some hisan salve
- if %yelith = 0 then echo Need some yelith root
- if %ithor = 0 then echo Need some ithor potion
- if %plovik = 0 then echo Need some plovik leaf
- if %nilos = 0 then echo Need some nilos grass
- if %sufil = 0 then echo Need some sufil sap
- if %hulnik = 0 then echo Need some hulnik grass
- if %georin = 0 then echo Need some georin grass
- if %riolur = 0 then echo Need some riolur leaf
- if %muljin = 0 then echo Need some muljin sap
- if %nemoih = 0 then echo Need some nemoih root
- if %jadice = 0 then echo Need some jadice flower
- if %junilar = 0 then echo Need some junilar stem
- if %eghmok = 0 then echo Need some eghmok potion
- if %aevaes = 0 then echo Need some aevaes solution
- goto static
- ################################################## GOTO
- goto:
- put #goto %room
- pause
- if $roomid = %room then return
- pause 5
- #if $roomid = 1 then return
- #if $roomid = 121 then return
- #if $roomid = $1 then return
- else goto goto
- ################################################## PREDICT
- predict:
- if %trainbattle = 1 then return
- if $Astrology.LearningRate > 32 then var predict 0
- if $Astrology.LearningRate < 5 then var predict 1
- if %predict = 0 then return
- if %inside = 1 then return
- if $spellpg = 0 then
- {
- pause
- gosub star.buff pg 30
- }
- if $Astrology.LearningRate > 33 then return
- if contains("$last.predict.time","$") then goto predict.start
- evalmath time.since.last.predict $gametime - $last.predict.time
- evalmath time.to.predict %timer.predict - %time.since.last.predict
- #put #echo cyan %time.to.predict seconds left to predict
- if %time.since.last.predict < %timer.predict then return
- goto predict.start
- predict.start:
- if %predictready = 0 then return
- if $Time.isDay = 1 then
- {
- put #var last.predict.time $gametime
- put obs elant sun
- pause 5
- match predictcount add 1
- if %predictcount > 5 then goto predict.state
- else return
- }
- if $Time.isDay = 0 then
- {
- put #var last.predict.time $gametime
- put obs magpie
- pause 6
- match predictcount add 1
- if %predictcount > 5 then goto predict.state
- else return
- }
- put #var last.predict.time $gametime
- return
- predict.state:
- var predictcount 0
- pause
- put predict state all
- pause 15
- if %predictmagic = 1 then gosub align magic
- if %predictlore = 1 then gosub align lore
- if %predictoffense = 1 then gosub align offense
- if %predictdefense = 1 then gosub align defense
- if %predictsurvival = 1 then gosub align survival
- return
- align:
- put align $1
- pause 2
- put predict future stardustt
- pause 10
- return
- ###############################
- prepare:
- return
- newclimb:
- gosub goto 412
- pause
- CLIMB-001:
- put #echo cyan CLIMB-001
- gosub climb.check
- if %climb = 0 then goto FAIL-001
- math wall.counter add 1
- match PASS-001 [Outside East Wall, Footpath]
- match FAIL-001 You must be standing
- match FAIL-001 steepness is intimidating
- match FAIL-001 can't seem to find purchase
- match FAIL-001 find it hard going.
- match FAIL-001 your footing is questionable
- match FAIL-001 slip after a few feet
- match FAIL-001 A wave of dizziness hits you
- match FAIL-001 Struck by vertigo
- put climb break
- matchwait
- PASS-001:
- put #echo cyan PASS-001
- move NoRTH
- move gO gate
- move WeST
- move gO stair
- move SoUTH
- goto CLIMB-002
- FAIL-001:
- put #echo cyan FAIL-001
- pause
- goto CLIMB-002
- CLIMB-002:
- put #echo cyan CLIMB-002
- gosub climb.check
- if %climb = 0 then goto FAIL-002
- gosub prepare
- math wall.counter add 1
- match PASS-002 [Northeast Wilds, Outside Northeast Gate]
- match FAIL-002 You must be standing
- match FAIL-002 steepness is intimidating
- match FAIL-002 can't seem to find purchase
- match FAIL-002 find it hard going.
- match FAIL-002 your footing is questionable
- match FAIL-002 slip after a few feet
- match FAIL-002 A wave of dizziness hits you
- match FAIL-002 Struck by vertigo
- put ClIMB embrasure
- matchwait
- FAIL-002:
- put #echo cyan FAIL-002
- move n
- move go stair
- #gosub cast
- ############## mana here
- move e
- move go gate
- move go footpath
- goto CLIMB-01
- PASS-002:
- put #echo cyan PASS-002
- move gO footpath
- goto CLIMB-01
- CLIMB-01:
- put #echo cyan CLIMB-01
- setvariable fail FAIL-01
- gosub climb.check
- if %climb = 0 then goto FAIL-01
- gosub prepare
- math wall.counter add 1
- match PASS-01 [Crossing, East Wall Battlements]
- match FAIL-01 You must be standing
- match FAIL-01 steepness is intimidating
- match FAIL-01 can't seem to find purchase
- match FAIL-01 find it hard going.
- match FAIL-01 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-01 A wave of dizziness hits you
- match FAIL-01 Struck by vertigo
- put ClIMB wall
- matchwait
- PASS-01:
- put #echo cyan PASS-01
- move n
- move gO stair
- move e
- move gO gate
- move gO footpath
- goto FAIL-01
- FAIL-01:
- put #echo cyan FAIL-01
- move s
- move down
- #gosub cast
- ############## mana here
- move s
- move s
- move southwest
- goto CLIMB-02
- CLIMB-02:
- put #echo cyan CLIMB-02
- setvariable fail FAIL-02
- gosub climb.check
- if %climb = 0 then goto FAIL-02
- gosub prepare
- math wall.counter add 1
- match PASS-02 [Crossing, East Wall Battlements]
- match FAIL-02 You must be standing
- match FAIL-02 steepness is intimidating
- match FAIL-02 can't seem to find purchase
- match FAIL-02 find it hard going.
- match FAIL-02 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-02 A wave of dizziness hits you
- match FAIL-02 Struck by vertigo
- put ClIMB wall
- matchwait
- PASS-02:
- put #echo cyan PASS-02
- move s
- move gO stair
- move gO gate
- move gO bush
- move n
- goto CLIMB-03
- FAIL-02:
- put #echo cyan FAIL-02
- move s
- goto CLIMB-03
- CLIMB-03:
- put #echo cyan CLIMB-03
- #gosub cast
- ############## mana here
- setvariable fail FAIL-03
- gosub climb.check
- if %climb = 0 then goto FAIL-03
- gosub prepare
- math wall.counter add 1
- match PASS-03 [Crossing, East Wall Battlements]
- match FAIL-03 You must be standing
- match FAIL-03 steepness is intimidating
- match FAIL-03 can't seem to find purchase
- match FAIL-03 find it hard going.
- match FAIL-03 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-03 A wave of dizziness hits you
- match FAIL-03 Struck by vertigo
- put ClIMB wall
- matchwait
- PASS-03:
- put #echo cyan PASS-03
- move s
- move gO stair
- move gO gate
- goto CLIMB-04
- FAIL-03:
- put #echo cyan FAIL-03
- #gosub cast
- move s
- goto CLIMB-04
- CLIMB-04:
- put #echo cyan CLIMB-04
- setvariable fail FAIL-04
- gosub climb.check
- if %climb = 0 then goto FAIL-04
- math wall.counter add 1
- match PASS-04 [Crossing, East Gate Battlements]
- match PASS-041 [Crossing, East Wall Battlements]
- match FAIL-04 You must be standing
- match FAIL-04 steepness is intimidating
- match FAIL-04 can't seem to find purchase
- match FAIL-04 find it hard going.
- match FAIL-04 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-04 A wave of dizziness hits you
- match FAIL-04 Struck by vertigo
- put ClIMB wall
- matchwait
- PASS-04:
- put #echo cyan PASS-04
- pause
- goto CLIMB-05
- PASS-041:
- put #echo cyan PASS-041
- move s
- goto CLIMB-05
- FAIL-04:
- put #echo cyan FAIL-04
- put look gate
- match FAIL-042 I could not find what you were referring to
- match FAIL-041 It is open
- matchwait
- FAIL-042:
- put #play alarm.wav
- move s
- goto FAIL-041
- FAIL-041:
- put ret
- wait
- put ret
- move gO gate
- move gO stair
- goto CLIMB-05
- CLIMB-05:
- put #echo cyan CLIMB-05
- setvariable fail FAIL-05
- gosub climb.check
- if %climb = 0 then goto FAIL-05
- gosub prepare
- math wall.counter add 1
- match PASS-05 [Eastern Tier, Outside Gate]
- match PASS-05 [Outside East Wall, Footpath]
- match FAIL-05 You must be standing
- match FAIL-05 steepness is intimidating
- match FAIL-05 can't seem to find purchase
- match FAIL-05 find it hard going.
- match FAIL-05 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-05 A wave of dizziness hits you
- match FAIL-05 Struck by vertigo
- put ClIMB embrasure
- matchwait
- PASS-05:
- put #echo cyan PASS-05
- ###added move s move s
- put ret
- wait
- put ret
- move gO gate
- move gO stair
- move n
- goto CLIMB-06
- FAIL-05:
- put #echo cyan FAIL-05
- move n
- goto CLIMB-06
- CLIMB-06:
- put #echo cyan CLIMB-06
- #gosub cast
- ############## mana here
- setvariable fail FAIL-06
- gosub climb.check
- if %climb = 0 then goto FAIL-06
- gosub prepare
- math wall.counter add 1
- match PASS-06 [Outside East Wall, Footpath]
- match FAIL-06 You must be standing
- match FAIL-06 steepness is intimidating
- match FAIL-06 can't seem to find purchase
- match FAIL-06 find it hard going.
- match FAIL-06 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-06 A wave of dizziness hits you
- match FAIL-06 Struck by vertigo
- put ClIMB break
- matchwait
- PASS-06:
- put #echo cyan PASS-06
- move s
- move gO gate
- move gO stair
- move n
- goto CLIMB-07
- FAIL-06:
- put #echo cyan FAIL-06
- pause
- goto CLIMB-07
- CLIMB-07:
- put #echo cyan CLIMB-07
- #gosub cast
- ############## mana here
- setvariable fail FAIL-07
- gosub climb.check
- if %climb = 0 then goto FAIL-07
- gosub prepare
- math wall.counter add 1
- match PASS-07 [Outside East Wall, Footpath]
- match FAIL-07 You must be standing
- match FAIL-07 steepness is intimidating
- match FAIL-07 can't seem to find purchase
- match FAIL-07 find it hard going.
- match FAIL-07 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-07 A wave of dizziness hits you
- match FAIL-07 Struck by vertigo
- put ClIMB embrasure
- matchwait
- PASS-07:
- put #echo cyan PASS-07
- move s
- move s
- move gO gate
- goto TRAVEL-08
- FAIL-07:
- put #echo cyan FAIL-07
- #gosub cast
- move s
- move gO stair
- goto TRAVEL-08
- TRAVEL-08:
- move w
- move w
- move w
- move w
- move nw
- move n
- move n
- move n
- move n
- move n
- move n
- move w
- move w
- move w
- move w
- move gO bridge
- move w
- move w
- move w
- move w
- move gO stair
- move s
- CLIMB-08:
- put #echo cyan CLIMB-08
- ############## mana here
- setvariable fail FAIL-08
- gosub climb.check
- if %climb = 0 then goto FAIL-08
- gosub prepare
- math wall.counter add 1
- match PASS-08 [Mycthengelde, Flatlands]
- match FAIL-08 You must be standing
- match FAIL-08 steepness is intimidating
- match FAIL-08 can't seem to find purchase
- match FAIL-08 find it hard going.
- match FAIL-08 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-08 A wave of dizziness hits you
- match FAIL-08 Struck by vertigo
- put ClIMB embrasure
- matchwait
- PASS-08:
- put #echo cyan PASS-08
- pause
- goto CLIMB-09
- FAIL-08:
- put #echo cyan FAIL-08
- #gosub cast
- move n
- move go stair
- move go gate
- move nw
- goto CLIMB-09
- CLIMB-09:
- put #echo cyan CLIMB-09
- setvariable fail FAIL-09
- gosub climb.check
- if %climb = 0 then goto FAIL-09
- gosub prepare
- math wall.counter add 1
- match PASS-09 [Crossing, West Wall Battlements]
- match FAIL-09 You must be standing
- match FAIL-09 steepness is intimidating
- match FAIL-09 can't seem to find purchase
- match FAIL-09 find it hard going.
- match FAIL-09 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-09 A wave of dizziness hits you
- match FAIL-09 Struck by vertigo
- put ClIMB wall
- matchwait
- PASS-09:
- put #echo cyan PASS-09
- move n
- goto CLIMB-10
- FAIL-09:
- put #echo cyan FAIL-09
- move se
- move gO gate
- #gosub cast
- ############## mana here
- move gO stair
- goto CLIMB-10
- CLIMB-10:
- put #echo cyan CLIMB-10
- setvariable fail FAIL-10
- gosub climb.check
- if %climb = 0 then goto FAIL-10
- math wall.counter add 1
- match PASS-10 [Mycthengelde, Flatlands]
- match FAIL-10 You must be standing
- match FAIL-10 steepness is intimidating
- match FAIL-10 can't seem to find purchase
- match FAIL-10 find it hard going.
- match FAIL-10 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-10 A wave of dizziness hits you
- match FAIL-10 Struck by vertigo
- put ClIMB embrasure
- matchwait
- PASS-10:
- put #echo cyan PASS-10
- move gO gate
- move gO stair
- FAIL-10:
- put #echo cyan FAIL-10
- move e
- goto CLIMB-11
- CLIMB-11:
- put #echo cyan CLIMB-11
- setvariable fail FAIL-11
- gosub climb.check
- if %climb = 0 then goto FAIL-11
- math wall.counter add 1
- match PASS-11 [Northwall Trail, Wooded Grove]
- match FAIL-11 You must be standing
- match FAIL-11 steepness is intimidating
- match FAIL-11 can't seem to find purchase
- match FAIL-11 find it hard going.
- match FAIL-11 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-11 A wave of dizziness hits you
- match FAIL-11 Struck by vertigo
- put ClIMB break
- matchwait
- PASS-11:
- put #echo cyan PASS-11
- move s
- move gO gate
- move gO stair
- move e
- goto CLIMB-12
- FAIL-11:
- put #echo cyan FAIL-11
- pause
- goto CLIMB-12
- CLIMB-12:
- put #echo cyan CLIMB-12
- setvariable fail FAIL-12
- gosub climb.check
- if %climb = 0 then goto FAIL-12
- gosub prepare
- math wall.counter add 1
- match PASS-12 [Northwall Trail, Wooded Grove]
- match FAIL-12 You must be standing
- match FAIL-12 steepness is intimidating
- match FAIL-12 can't seem to find purchase
- match FAIL-12 find it hard going.
- match FAIL-12 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-12 A wave of dizziness hits you
- match FAIL-12 Struck by vertigo
- put ClIMB embrasure
- matchwait
- PASS-12:
- put #echo cyan PASS-12
- pause
- goto CLIMB-13
- FAIL-12:
- put #echo cyan FAIL-12
- move w
- move gO stair
- #gosub cast
- ############## mana here
- move gO gate
- move gO trail
- move ne
- goto CLIMB-13
- CLIMB-13:
- put #echo cyan CLIMB-13
- setvariable fail FAIL-13
- gosub climb.check
- if %climb = 0 then goto FAIL-13
- math wall.counter add 1
- match PASS-13 [Crossing, North Wall Battlements]
- match FAIL-13 You must be standing
- match FAIL-13 steepness is intimidating
- match FAIL-13 can't seem to find purchase
- match FAIL-13 find it hard going.
- match FAIL-13 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-13 A wave of dizziness hits you
- match FAIL-13 Struck by vertigo
- put ClIMB wall
- matchwait
- PASS-13:
- put #echo cyan PASS-13
- move w
- move gO stair
- move gO gate
- move gO trail
- goto CLIMB-14
- FAIL-13:
- put #echo cyan FAIL-13
- move southwest
- goto CLIMB-14
- CLIMB-14:
- put #echo cyan CLIMB-14
- setvariable fail FAIL-14
- gosub climb.check
- if %climb = 0 then goto FAIL-14
- math wall.counter add 1
- match PASS-14 [Crossing, North Wall Battlements]
- match FAIL-14 You must be standing
- match FAIL-14 steepness is intimidating
- match FAIL-14 can't seem to find purchase
- match FAIL-14 find it hard going.
- match FAIL-14 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-14 A wave of dizziness hits you
- match FAIL-14 Struck by vertigo
- put ClIMB wall
- matchwait
- PASS-14:
- put #echo cyan PASS-14
- move w
- move gO stair
- move gO gate
- goto CLIMB-15
- FAIL-14:
- put #echo cyan FAIL-14
- move s
- goto CLIMB-15
- CLIMB-15:
- put #echo cyan CLIMB-15
- setvariable fail FAIL-15
- gosub climb.check
- if %climb = 0 then goto FAIL-15
- gosub prepare
- math wall.counter add 1
- match PASS-15 [Crossing, West Gate Battlements]
- match FAIL-15 You must be standing
- match FAIL-15 steepness is intimidating
- match FAIL-15 can't seem to find purchase
- match FAIL-15 find it hard going.
- match FAIL-15 your footing is questionable
- match FALLEN slip after a few feet
- match FAIL-15 A wave of dizziness hits you
- match FAIL-15 Struck by vertigo
- put ClIMB wall
- matchwait
- PASS-15:
- put #echo cyan PASS-15
- move gO stair
- goto TRAVEL-15
- FAIL-15:
- put #echo cyan FAIL-15
- move gO gate
- #gosub cast
- ############## mana here
- goto TRAVEL-15
- TRAVEL-15:
- move e
- move e
- move e
- move e
- move e
- move e
- move e
- move e
- move e
- move e
- move e
- move n
- move e
- move e
- move n
- move n
- move e
- move e
- put #statusbar 5 CLIMB: %wall.counter
- if $Climbing.LearningRate < 33 then
- {
- put #echo >Script green Climbing Continue.
- goto newclimb
- }
- put #echo >Script red Climbing Done.
- gosub goto 355
- return
- FALLEN:
- pause
- match STOOD You stand
- match STOOD You are already standing
- match FALLEN cannot manage to stand.
- match FALLEN The weight of all your possessions
- put StAND
- matchwait
- STOOD:
- goto %fail
- climb.check:
- if $stamina > 90 then return
- if $stamina < 81 then
- {
- put appraise bundle
- pause 4
- }
- if $stamina < 91 and $charactername = Shankey then
- {
- put power
- pause 5
- }
- pause
- goto climb.check
- braid:
- gosub empty
- put #echo >Script orange %trash
- #if $Mechanical_Lore.LearningRate > 5 then return
- put hum %hum
- pause
- put fora vine
- matchre braid.start ^You manage to find a vine
- matchwait 3
- put #echo >Script aqua No vines here...
- return
- braid.start:
- if %t > 360 and %looping = 1 then
- {
- put #echo >Script cyan Mech finished @ $Mechanical_Lore.LearningRate
- goto braid.done
- }
- if $Mechanical_Lore.LearningRate > 33 then goto braid.done
- if "$righthandnoun" != "vine" and "$lefthandnoun" != "vine" then goto braid.forage
- gosub power
- match braid.forage You need to have more material
- matchre braid.dump (mistake|^You really need to have)
- match braid.dump wasted effort.
- match braid.start Roundtime:
- put braid my vine
- matchwait 20
- goto braid.dump
- braid.forage:
- match braid.start With incredibly nimble fingers
- match braid.start You manage to find
- match return Roundtime:
- if %humming = 0 then put hum %hum
- pause 1
- put forage vine
- matchwait
- braid.dump:
- put put my vine in %trash
- matchre braid.dump (^You drop a vine in|^you drop some braided vines in)
- matchre braid.start ^What were you refering to
- matchwait 6
- gosub empty
- goto braid.start
- braid.done:
- if "$righthandnoun" != "vines" and "$lefthandnoun" != "vines" then return
- put put my vine in bin
- wait
- put put my vine in bin
- wait
- return
- damage:
- gosub goto 14
- if $bleeding = 1 then
- {
- gosub goto 50
- put go port
- put lean gw
- pause
- waitforre You are clean
- put whisper gw thank you
- put go port
- gosub goto 355
- goto loop
- }
- idle:
- if $looping = 1 then goto loop
- if %trainbattle = 1 then goto weaponloop
- put #echo >Script Nothing to do!!
- put col> train all
- goto static
- return:
- return
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