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- #debuglevel 10
- setvariable include %1
- var gems morganite|agate|alex andrite|amethyst|andalusite|aquamarine|bead|beryl|bloodgem|bloodstone|carnelian|chrysoberyl|carnelian|chalcedony|chrysoberyl|chrysoprase|citrine|coral|crystal|diamond|diopside|emerald|egg|eggcase|garnet|gem|goldstone|glossy malachite|opal|pearl|pebble|peridot|quartz|ruby|sapphire|spinel|star-stone|sunstone|talon|tanzanite|topaz|tourmaline|tsavorite|turquoise|zircon|granite|hematite|iolite|ivory|jade|jasper|kunzite|lapis lazuli|malachite stone|moonstone|morganite|onyx
- var otherloot scroll|tablet|vellum|sheiska leaf|ostracon|hhr'lav'geluhh bark|papyrus roll|smudged parchment|map|seishaka leaf|stones|kertig ingot|kertig bar|kertig tear|kertig fist|glaes fragment|glaes shard|glaes ingot|damite lump|damite ingot|damite bar|glaes bar|haralun lump|haralum ingot|haralun bar|animite bar|animite nugget|animite bar|tyrium bar|tyrium nugget|tyrium fragment|tyrium shard|tyrium ingot|silversteel bar|silversteel ingot|silversteel nugget|icesteel bar| ring | platinum nugget
- var boxtypes skippet|strongbox|chest|crate|caddy|coffer|casket|trunk|box
- ######## ACTIONS
- action put exit when stunning you
- action put exit when You are dead
- action put exit when Your body will decay
- action put stand when eval $standing == 0
- action put #echo >Log #FF00FF Rank Increase: $2 when You've gained a new rank in (using|your knowledge of|your understanding of|your) (.*)
- gosub ConfigureVariables
- if ("%include" = "bar") then
- {
- include bargrim.inc
- }
- if ("%include" = "razhak") then
- {
- include razhak.inc
- }
- if ("%include" = "hotoke") then
- {
- include hotoke.inc
- }
- if ("%include" = "pranxb") then
- {
- include pranxbig.inc
- }
- if ("%include" = "pranxs") then
- {
- include pranxsmall.inc
- }
- if ("%include" = "coulinb") then
- {
- include coulinbig.inc
- }
- if ("%include" = "coulins") then
- {
- include coulinsmall.inc
- }
- if ("%include" = "dreadb") then
- {
- include dreadbig.inc
- }
- if ("%include" = "dreads") then
- {
- include dreadsmall.inc
- }
- put info
- pause 0.4
- put exp all
- pause 0.4
- boxcheck:
- var holder back
- put store box in back
- match checkback You will need to be wearing the backpack to store things in it.
- match mainloop You will now store boxes in your backpack.
- match storepack I could not find that
- matchwait
- checkback:
- put get back from haver
- match wearback You get a
- match storepack You pull at it
- match storepack What were you
- matchwait
- storepack:
- var holder pack
- put store box in pack
- goto mainloop
- wearback:
- put wear my back
- goto boxcheck
- mainloop:
- gosub GetWeaponRate xbow
- if (%xbow.on) && (%weaponrate < %learningrate ) then gosub FightLoop xbow %xbow.type
- gosub GetWeaponRate bow
- if (%bow.on) && (%weaponrate < %learningrate) then gosub FightLoop bow %bow.type
- gosub GetWeaponRate sling
- if (%sling.on) && (%weaponrate < %learningrate) then gosub FightLoop sling %sling.type
- gosub GetWeaponRate staves
- if (%staves.on) && (%weaponrate < %learningrate) then gosub FightLoop staves %staves.type
- gosub GetWeaponRate se
- if (%se.on) && (%weaponrate < %learningrate) then gosub FightLoop se %se.type
- gosub GetWeaponRate le
- if (%le.on) && (%weaponrate < %learningrate) then gosub FightLoop le %le.type
- gosub GetWeaponRate 2he
- if (%2he.on) && (%weaponrate < %learningrate) then gosub FightLoop 2he %2he.type
- gosub GetWeaponRate sb
- if (%sb.on) && (%weaponrate < %learningrate) then gosub FightLoop sb %sb.type
- gosub GetWeaponRate lb
- if (%lb.on) && (%weaponrate < %learningrate) then gosub FightLoop lb %lb.type
- gosub GetWeaponRate 2hb
- if (%2hb.on) && (%weaponrate < %learningrate) then gosub FightLoop 2hb %2hb.type
- gosub GetWeaponRate pole
- if (%pole.on) && (%weaponrate < %learningrate) then gosub FightLoop pole %pole.type
- gosub GetWeaponRate lt
- if (%lt.on) && (%weaponrate < %learningrate) then gosub FightLoop lt %lt.type
- gosub GetWeaponRate ht
- if (%ht.on) && (%weaponrate < %learningrate) then gosub FightLoop ht %ht.type
- gosub GetWeaponRate brawl
- if (%brawl.on) && (%weaponrate < %learningrate) then gosub FightLoop brawl brawl
- if (%learningrate = 33) then goto done.exit.%loop
- evalmath learningrate %learningrate + 9
- if (%learningrate > 33) then goto done.lastrun
- goto mainloop
- ######## SUBROUTINES
- FightLoop:
- var weapon $1
- var type $2
- gosub GetWeaponRank %weapon
- if (%weaponrank <= %maxranks) && (%weaponrank >= %minranks) then
- {
- gosub StartNewWeapon
- if ("%type" = "melee") then
- {
- gosub SetStance %melee.stance
- gosub GetWeapon %%weapon.weapon %%weapon.worn %%weapon.container %%weapon.swap %weapon %%weapon.offhand
- gosub FightMelee %weapon %%weapon.weapon %%weapon.offhand
- gosub StowWeapon %%weapon.weapon %%weapon.worn %%weapon.container
- }
- if ("%type" = "ranged") then
- {
- gosub SetStance %ranged.stance
- gosub GetWeapon %%weapon.weapon %%weapon.worn %%weapon.container 0 %weapon 0
- gosub FightRanged %weapon %%weapon.weapon %%weapon.aim %%weapon.ammo
- gosub StowWeapon %%weapon.weapon %%weapon.worn %%weapon.container
- }
- if ("%type" = "thrown") then
- {
- gosub SetStance %thrown.stance
- gosub GetWeapon %%weapon.weapon %%weapon.worn %%weapon.container 0 %weapon %%weapon.offhand
- gosub FightThrown %weapon %%weapon.weapon %%weapon.offhand
- gosub StowWeapon %%weapon.weapon %%weapon.worn %%weapon.container
- }
- if ("%type" = "brawl") then
- {
- gosub SetStance %melee.stance
- gosub FightMelee brawl brawl
- }
- }
- return
- SortWeapons:
- var SORTweaponnumber 100
- var SORTfirst 100
- var SORTlast 100
- var z 0
- gosub GetWeaponRank xbow
- var weapon.%SORTweaponnumber.key xbow
- var weapon.%SORTweaponnumber.value %weaponrank
- var weapon.%SORTweaponnumber.next <nothing>
- var weapon.%SORTweaponnumber.previous <nothing>
- gosub NextWeapon bow
- gosub NextWeapon sling
- gosub NextWeapon se
- gosub NextWeapon lt
- gosub NextWeapon ht
- gosub NextWeapon brawl
- gosub NextWeapon staves
- gosub NextWeapon le
- gosub NextWeapon 2he
- gosub NextWeapon sb
- gosub NextWeapon lb
- gosub NextWeapon 2hb
- gosub NextWeapon pole
- var weapon1 %weapon.%SORTfirst.key
- var z %weapon.%SORTfirst.next
- var weapon2 %weapon.%z.key
- var z %weapon.%z.next
- var weapon3 %weapon.%z.key
- var z %weapon.%z.next
- var weapon4 %weapon.%z.key
- var z %weapon.%z.next
- var weapon5 %weapon.%z.key
- var z %weapon.%z.next
- var weapon6 %weapon.%z.key
- var z %weapon.%z.next
- var weapon7 %weapon.%z.key
- var z %weapon.%z.next
- var weapon8 %weapon.%z.key
- var z %weapon.%z.next
- var weapon9 %weapon.%z.key
- var z %weapon.%z.next
- var weapon10 %weapon.%z.key
- var z %weapon.%z.next
- var weapon11 %weapon.%z.key
- var z %weapon.%z.next
- var weapon12 %weapon.%z.key
- var z %weapon.%z.next
- var weapon13 %weapon.%z.key
- var z %weapon.%z.next
- var weapon14 %weapon.%z.key
- return
- SetStance:
- var ss.stance $1
- if ("%ss.stance" = "%laststance") then goto SetStance.Done
- SetStance.Continue:
- pause 0.1
- match SetStance.Continue ...wait
- match SetStance.Done You are now set to use your
- send stance %ss.stance
- matchwait
- SetStance.Done:
- var laststance %ss.stance
- return
- GetWeapon:
- var gw.weapon $1
- var gw.worn $2
- var gw.container $3
- var gw.swap $4
- var gw.type $5
- var gw.offhand $6
- GetWeapon.TryAgain:
- pause 0.1
- if ("%gw.worn" = "0") && !contains("%gw.container" , "nothing") && ("%gw.offhand" = "0") then
- {
- match GetWeapon.TryAgain ...wait
- match GetWeapon.Swap You draw out
- send wield %gw.weapon in my %gw.container
- matchwait
- }
- if ("%gw.worn" = "0") && !contains("%gw.container" , "nothing") && ("%gw.offhand" = "1") then
- {
- match GetWeapon.TryAgain ...wait
- match GetWeapon.Swap You draw out
- send wield left %gw.weapon in my %gw.container
- matchwait
- }
- if ("%gw.worn" = "0") && contains("%gw.container" , "nothing") && ("%gw.offhand" = "0") then
- {
- match GetWeapon.TryAgain ...wait
- match GetWeapon.Swap You draw out
- send wield %gw.weapon
- matchwait
- }
- if ("%gw.worn" = "0") && contains("%gw.container" , "nothing") && ("%gw.offhand" = "1") then
- {
- match GetWeapon.TryAgain ...wait
- match GetWeapon.Swap You draw out
- send wield left %gw.weapon
- matchwait
- }
- if ("%gw.worn" = "1") then
- {
- match GetWeapon.TryAgain ...wait
- match GetWeapon.Swap You
- send remove my %gw.weapon
- matchwait
- }
- GetWeapon.Swap:
- if ("%gw.swap" = "1") then
- {
- gosub swap %gw.weapon %gw.type
- }
- return
- FightMelee:
- var fm.type $1
- var fm.weapon $2
- var fm.offhand $3
- FightMelee.Continue:
- gosub GetWeaponRate %fm.type
- if (%weaponrate < %learningrate) then
- {
- gosub CheckStamina
- gosub StealthTime
- gosub AttackCritter %fm.offhand
- gosub DeadCritter
- gosub GetAmmo
- goto FightMelee.Continue
- }
- return
- FightRanged:
- var fr.type $1
- var fr.weapon $2
- var fr.aim $3
- var fr.ammo $4
- FightRanged.Continue:
- gosub GetWeaponRate %fr.type
- if (%weaponrate < %learningrate) then
- {
- gosub CheckStamina
- gosub ShootCritter %fr.ammo
- gosub DeadCritter
- gosub GetAmmo
- goto FightRanged.Continue
- }
- return
- FightThrown:
- var ft.type $1
- var ft.weapon $2
- var ft.offhand $3
- FightThrown.Continue:
- gosub GetWeaponRate %ft.type
- if (%weaponrate < %learningrate) then
- {
- gosub CheckStamina
- gosub ThrowCritter %ft.weapon %ft.offhand
- gosub DeadCritter
- gosub GetAmmo
- goto FightThrown.Continue
- }
- return
- StowWeapon:
- var sw.weapon $1
- var sw.worn $2
- var sw.container $3
- StowWeapon.TryAgain:
- pause 0.1
- if ("%sw.worn" = "0") && !contains("%sw.container" , "nothing") then
- {
- match StowWeapon.TryAgain ...wait
- match StowWeapon.Return You put
- send stow my %sw.weapon in my %sw.container
- matchwait
- }
- if ("%sw.worn" = "0") && contains("%sw.container" , "nothing") then
- {
- match StowWeapon.TryAgain ...wait
- match StowWeapon.Return You put
- send stow my %sw.weapon
- matchwait
- }
- match StowWeapon.TryAgain ...wait
- match StowWeapon.Return You sling
- send wear my %sw.weapon
- matchwait
- StowWeapon.Return:
- pause 0.1
- return
- GetSkillRank:
- var gsr.type $1
- if ("%gsr.type" = "outdoor") then
- {
- var skillrank 0
- return
- }
- if ("%gsr.type" = "firstaid") then
- {
- var skillrank 0
- return
- }
- var skillrank 1000
- return
- GetSkillRate:
- var gsr.type $1
- if ("%gsr.type" = "outdoor") then
- {
- var skillrate $Outdoorsmanship.LearningRate
- return
- }
- if ("%gsr.type" = "firstaid") then
- {
- var skillrate $First_Aid.LearningRate
- return
- }
- var skillrate 1000
- return
- GetWeaponRank:
- var gwr.type $1
- if ("%gwr.type" = "se") then
- {
- var weaponrank $Small_Edged.Ranks
- return
- }
- if ("%gwr.type" = "le") then
- {
- var weaponrank $Large_Edged.Ranks
- return
- }
- if ("%gwr.type" = "2he") then
- {
- var weaponrank $Twohanded_Edged.Ranks
- return
- }
- if ("%gwr.type" = "sb") then
- {
- var weaponrank $Small_Blunt.Ranks
- return
- }
- if ("%gwr.type" = "lb") then
- {
- var weaponrank $Large_Blunt.Ranks
- return
- }
- if ("%gwr.type" = "2hb") then
- {
- var weaponrank $Twohanded_Blunt.Ranks
- return
- }
- if ("%gwr.type" = "pole") then
- {
- var weaponrank $Polearms.Ranks
- return
- }
- if ("%gwr.type" = "xbow") then
- {
- var weaponrank $Crossbow.Ranks
- return
- }
- if ("%gwr.type" = "bow") then
- {
- var weaponrank $Bow.Ranks
- return
- }
- if ("%gwr.type" = "sling") then
- {
- var weaponrank $Slings.Ranks
- return
- }
- if ("%gwr.type" = "staves") then
- {
- var weaponrank $Staves.Ranks
- return
- }
- if ("%gwr.type" = "lt") then
- {
- var weaponrank $Light_Thrown.Ranks
- return
- }
- if ("%gwr.type" = "ht") then
- {
- var weaponrank $Heavy_Thrown.Ranks
- return
- }
- if ("%gwr.type" = "off") then
- {
- var weaponrank $Offhand_Weapon.Ranks
- return
- }
- if ("%gwr.type" = "brawl") then
- {
- var weaponrank $Brawling.Ranks
- return
- }
- var weaponrank 1000
- return
- GetWeaponRate:
- var gwr.type $1
- if ("%gwr.type" = "se") then
- {
- var weaponrate $Small_Edged.LearningRate
- return
- }
- if ("%gwr.type" = "le") then
- {
- var weaponrate $Large_Edged.LearningRate
- return
- }
- if ("%gwr.type" = "2he") then
- {
- var weaponrate $Twohanded_Edged.LearningRate
- return
- }
- if ("%gwr.type" = "sb") then
- {
- var weaponrate $Small_Blunt.LearningRate
- return
- }
- if ("%gwr.type" = "lb") then
- {
- var weaponrate $Large_Blunt.LearningRate
- return
- }
- if ("%gwr.type" = "2hb") then
- {
- var weaponrate $Twohanded_Blunt.LearningRate
- return
- }
- if ("%gwr.type" = "pole") then
- {
- var weaponrate $Polearms.LearningRate
- return
- }
- if ("%gwr.type" = "xbow") then
- {
- var weaponrate $Crossbow.LearningRate
- return
- }
- if ("%gwr.type" = "bow") then
- {
- var weaponrate $Bow.LearningRate
- return
- }
- if ("%gwr.type" = "sling") then
- {
- var weaponrate $Slings.LearningRate
- return
- }
- if ("%gwr.type" = "staves") then
- {
- var weaponrate $Staves.LearningRate
- return
- }
- if ("%gwr.type" = "lt") then
- {
- var weaponrate $Light_Thrown.LearningRate
- return
- }
- if ("%gwr.type" = "ht") then
- {
- var weaponrate $Heavy_Thrown.LearningRate
- return
- }
- if ("%gwr.type" = "off") then
- {
- var weaponrate $Offhand_Weapon.LearningRate
- return
- }
- if ("%gwr.type" = "brawl") then
- {
- var weaponrate $Brawling.LearningRate
- return
- }
- var weaponrate 1000
- return
- ConfigureVariables:
- var outdoor.on 1
- var firstaid.on 1
- var se.on 1
- var se.type melee
- var le.on 1
- var le.type melee
- var 2he.on 1
- var 2he.type melee
- var sb.on 1
- var sb.type melee
- var lb.on 1
- var lb.type melee
- var 2hb.on 1
- var 2hb.type melee
- var xbow.on 1
- var xbow.type ranged
- var bow.on 1
- var bow.type ranged
- var sling.on 1
- var sling.type ranged
- var staves.on 1
- var staves.type melee
- var pole.on 1
- var pole.type melee
- var lt.on 1
- var lt.type thrown
- var ht.on 1
- var ht.type thrown
- var brawl.on 1
- var brawl.type melee
- var weapon1 <nothing>
- var weapon2 <nothing>
- var weapon3 <nothing>
- var weapon4 <nothing>
- var weapon5 <nothing>
- var weapon6 <nothing>
- var weapon7 <nothing>
- var weapon8 <nothing>
- var weapon9 <nothing>
- var weapon10 <nothing>
- var weapon11 <nothing>
- var weapon12 <nothing>
- var weapon13 <nothing>
- var weapon14 <nothing>
- var weapon15 <nothing>
- ConfigureVariables.Continue:
- return
- ConfigureMulti:
- var tempweapons $0
- var outdoor.on 0
- var firstaid.on 0
- var se.on 0
- var le.on 0
- var 2he.on 0
- var sb.on 0
- var lb.on 0
- var 2hb.on 0
- var xbow.on 0
- var bow.on 0
- var sling.on 0
- var staves.on 0
- var pole.on 0
- var lt.on 0
- var ht.on 0
- var brawl.on 0
- ConfigureMulti.Continue:
- if matchre("%tempweapons", "se") then gosub cm.se
- if matchre("%tempweapons", "le") then gosub cm.le
- if matchre("%tempweapons", "2he") then gosub cm.2he
- if matchre("%tempweapons", "sb") then gosub cm.sb
- if matchre("%tempweapons", "lb") then gosub cm.lb
- if matchre("%tempweapons", "2hb") then gosub cm.2hb
- if matchre("%tempweapons", "pole") then gosub cm.pole
- if matchre("%tempweapons", "sling") then gosub cm.sling
- if matchre("%tempweapons", "staves") then gosub cm.staves
- if matchre("%tempweapons", "lt") then gosub cm.lt
- if matchre("%tempweapons", "ht") then gosub cm.ht
- if matchre("%tempweapons", "xbow") then gosub cm.xbow
- if matchre("%tempweapons", "bow") then gosub cm.bow
- if matchre("%tempweapons", "brawl") then gosub cm.brawl
- if matchre("%tempweapons", "outdoor") then gosub cm.outdoor
- if matchre("%tempweapons", "firstaid") then gosub cm.firstaid
- return
- cm.firstaid:
- var firstaid.on 1
- return
- cm.outdoor:
- var outdoor.on 1
- return
- cm.se:
- var se.on 1
- return
- cm.le:
- var le.on 1
- return
- cm.2he:
- var 2he.on 1
- return
- cm.sb:
- var sb.on 1
- return
- cm.lb:
- var lb.on 1
- return
- cm.2hb:
- var 2hb.on 1
- return
- cm.xbow:
- var xbow.on 1
- return
- cm.bow:
- var bow.on 1
- return
- cm.sling:
- var sling.on 1
- return
- cm.staves:
- var staves.on 1
- return
- cm.pole:
- var pole.on 1
- return
- cm.lt:
- var lt.on 1
- return
- cm.ht:
- var ht.on 1
- return
- return
- cm.brawl:
- var brawl.on 1
- return
- ThrowCritter:
- var tc.weapon $1
- var tc.offhand $2
- pause 0.1
- if ("%tc.offhand" = "0") then
- {
- match ThrowCritter.wait There is nothing else to face!
- match ThrowCritter ...wait
- match ThrowCritter.done [Roundtime
- send lob
- }
- else
- {
- match ThrowCritter.wait There is nothing else to face!
- match ThrowCritter ...wait
- match ThrowCritter.done [Roundtime
- send lob left
- }
- matchwait
- ThrowCritter.wait:
- put app my pouch
- pause roundtime
- pause 10
- goto ThrowCritter
- ThrowCritter.done:
- gosub verb get my %tc.weapon
- return
- AttackCritter:
- var ac.offhand $1
- attack:
- pause 0.1
- if ("%ac.offhand" = "1") then
- {
- match attack.continue You
- match attack ...wait
- match attack.wait There is nothing else to face
- send attack left
- matchwait
- }
- else
- {
- match attack.continue You
- match attack ...wait
- match attack.wait There is nothing else to face
- if ("%type" = "brawl") then
- {
- send attack
- }
- else
- {
- send feint
- }
- matchwait
- }
- attack.continue:
- if (%slow = 0) then goto attack.done
- pause %slow
- goto attack.done
- attack.wait:
- put app my pouch
- pause roundtime
- pause 10
- goto attack
- attack.done:
- return
- StealthTime:
- if ("%Hiding" = "0") then return
- if ($Stealth.LearningRate > 28) then return
- put hide
- wait roundtime
- pause 0.1
- return
- DeadCritter:
- if matchre ("$roomobjs", "((which|that) appears dead|\(dead\))") then goto DeadCritter.skin
- return
- DeadCritter.skin:
- if ("%skin" = "0") then goto DeadCritter.loot
- if ("$lefthand" = "Empty") then var whichhand left
- if ("$righthand" = "Empty") then var whichhand right
- gosub verb skin
- gosub verb empty %whichhand
- pause roundtime
- pause 0.1
- goto DeadCritter.loot
- DeadCritter.loot:
- put loot
- match DeadCritter.loot can't do that while entangled in a web
- match DeadCritter.loot type ahead
- match DeadCritter.loot still stunned
- match DeadCritter.loot you don't feel like fighting
- match DeadCritter.loot ...wait
- match GetStuff could not find
- match GetStuff You search
- matchwait
- GetStuff:
- if matchre("$roomobjs","%gems") then gosub GetGem
- if matchre("$roomobjs","%boxtypes") then gosub GetBox
- if matchre("$roomobjs","%otherloot") then gosub verb stow $0
- goto GetAmmo
- GetGem:
- if ("%GetGem" = "0") then return
- if matchre("$roomobjs","%gems") then gosub verb stow $0
- if matchre("$roomobjs","%gems") then gosub verb stow $0
- if matchre("$roomobjs","%gems") then gosub verb stow $0
- return
- GetBox:
- if ("%GetBox" = "0") then return
- if ("$lefthand" = "Empty") then var whichhand left
- if ("$righthand" = "Empty") then var whichhand right
- put stow box
- match GetBox type ahead
- match GetBox ...wait
- match GotBox cound not find
- match GotBox What were you
- match back how you arrange
- match back more room
- match GotBox You put your
- match GotBox Stow what?
- matchwait
- back:
- if ("%holder" = "pack") then goto Dropbox
- gosub verb empty %whichhand
- pause 0.4
- put rem my back
- pause 0.4
- put tie back to pack
- pause 0.4
- put get back from haver
- match packstore cound not find
- match packstore You pull at it
- match backon You get a
- matchwait
- backon:
- put wear my back
- pause 0.1
- put store box in back
- pause 0.1
- return
- packstore:
- var holder pack
- put store box in pack
- pause 0.4
- put stow %whichhand
- return
- Dropbox:
- put empty %whichhand
- return
- GotBox:
- return
- GetAmmo:
- GetAmmo.reset:
- if (matchre("$roomobjs", " bolt\.")) then goto GetAmmo.bolt
- if (matchre("$roomobjs", " rock\.")) then goto GetAmmo.rock
- if (matchre("$roomobjs", " arrow\.")) then goto GetAmmo.arrow
- if (matchre("$roomobjs", " bolt\,")) then goto GetAmmo.bolt
- if (matchre("$roomobjs", " rock\,")) then goto GetAmmo.rock
- if (matchre("$roomobjs", " arrow\,")) then goto GetAmmo.arrow
- if (matchre("$roomobjs", " shard\,")) then goto GetAmmo.shard
- if (matchre("$roomobjs", "gold coin,")) then goto GetAmmo.goldcoins
- if (matchre("$roomobjs", "gold coins,")) then goto GetAmmo.goldcoins
- goto GetAmmo.done
- GetAmmo.bolt:
- setvariable ammo bolt
- goto GetAmmo.stow
- GetAmmo.rock:
- setvariable ammo rock
- goto GetAmmo.stow
- GetAmmo.arrow:
- setvariable ammo arrow
- goto GetAmmo.stow
- GetAmmo.shard:
- setvariable ammo shard
- goto GetAmmo.stow
- GetAmmo.silvercoins:
- setvariable ammo silver coin
- goto GetAmmo.stow
- GetAmmo.goldcoins:
- setvariable ammo gold coin
- goto GetAmmo.stow
- GetAmmo.stow:
- GetAmmo.continue:
- match GetAmmo.continue ...wait
- match GetAmmo.reset Stow what?
- match GetAmmo.continue You
- put stow %ammo
- matchwait
- GetAmmo.done:
- return
- ShootCritter:
- pause roundtime
- pause 0.1
- match ShootCritter.noammo You don't have the
- match ShootCritter.ammo You reach
- match fire already loaded with
- put load
- matchwait
- ShootCritter.ammo:
- pause roundtime
- put aim
- match shootnext You begin to target
- match shootwait ...wait
- match shootwait There is nothing else to face
- match shootwait You can't do
- match Shootcritter isn't loaded!
- matchwait
- shootwait:
- put hunt
- pause 8
- goto Shootcritter.ammo
- shootnext:
- if contains ("$guild", "Barbarian") then
- {
- send roar quiet embrace
- pause 2
- pause 0.1
- }
- if contains ("$guild", "Paladin") then
- {
- send prep fst
- send target
- pause 0.1
- pause 0.1
- }
- put bob
- pause 4
- if contains ("$guild", "Paladin") then
- {
- send cast
- pause 2
- pause 0.1
- pause 0.1
- }
- goto Shoot
- SHOOT:
- put shoot
- pause roundtime
- pause 0.2
- return
- ShootCritter.noammo:
- return
- fire:
- put shoot
- return
- StartNewWeapon:
- pause roundtime
- pause 0.1
- setvariable slow 0
- if ($Perception.LearningRate > 24) then goto PalPow
- put hunt
- pause roundtime
- pause 0.3
- return
- PalPow:
- if contains ("$guild", "Paladin") then
- {
- send pow
- pause roundtime
- pause 0.1
- }
- pause 0.1
- return
- CheckStamina:
- CheckForCritter:
- if ($stamina < 65) then goto CheckForCritter.wait
- if ($stamina < 75) then goto CheckForCritter.slower
- goto CheckForCritter.done
- CheckForCritter.slower:
- evalmath slow %slow + 2
- echo **** Going slower! Fatigue dropping too fast!
- pause 10
- goto CheckForCritter.done
- CheckForCritter.wait:
- evalmath slow %slow + 2
- CheckForCritter.wait.continue:
- echo **** Waiting for stamina! Fatigue dropping too fast!
- pause 10
- if ($stamina > 95) then goto CheckForCritter.done
- goto CheckForCritter.wait.continue
- CheckForCritter.done:
- return
- CollectStuff:
- pause roundtime
- pause 0.1
- var cs.item $1
- collect.continue:
- match collect.retreat You cannot collect
- match collect.kick The room is too cluttered
- match collect.kick Roundtime
- put collect %cs.item
- matchwait
- collect.retreat:
- match collect.retreat You stop advancing
- match collect.retreat You retreat back to pole range
- match collect.retreat You retreat from combat.
- match collect.continue You are already as far away
- put retreat
- matchwait
- collect.kick:
- pause roundtime
- pause 0.1
- match collect.kick ...wait
- match collect.done I could not find what
- match collect.done You take a step back and
- put kick pile
- matchwait
- collect.done:
- gosub GetSkillRate outdoor
- if (%skillrate < %learningrate) then goto collect.continue
- return
- KhriPower:
- khri.start:
- if ($concentration > 70) then goto khri.continue
- goto khri.end
- khri.continue:
- pause roundtime
- pause 0.1
- match khri.start but you feel your skill is lacking
- match khri.start ...wait
- match khri.end You're already using
- match khri.end Roundtime
- put khri start steady hasten guile
- matchwait
- khri.end:
- pause roundtime
- pause 0.1
- return
- SwapWeapon:
- swap:
- setvariable swap $2
- setvariable swap.weapon $1
- goto swap.%swap
- swap.2he:
- pause 0.1
- match swap.d two-handed edged
- match swap.2he two-handed blunt
- match swap.2he heavy blunt
- match swap.2he heavy edged
- match swap.2he ...wait
- put swap my %swap.weapon
- matchwait
- swap.2hb:
- pause 0.1
- match swap.d two-handed blunt
- match swap.2hb two-handed edged
- match swap.2hb heavy blunt
- match swap.2hb heavy edged
- match swap.2hb ...wait
- put swap my %swap.weapon
- matchwait
- swap.lb:
- pause 0.1
- match swap.d heavy blunt
- match swap.lb two-handed edged
- match swap.lb two-handed blunt
- match swap.lb heavy edged
- match swap.lb ...wait
- put swap my %swap.weapon
- matchwait
- swap.le:
- pause 0.1
- match swap.d heavy edged
- match swap.le two-handed edged
- match swap.le two-handed blunt
- match swap.le heavy blunt
- match swap.le ...wait
- put swap my %swap.weapon
- matchwait
- swap.d:
- return
- StudyCompendium:
- pause 0.1
- match StudyCompendium ...wait
- match StudyCompendium.Open You get a
- send get my comp
- matchwait
- StudyCompendium.Open:
- pause 0.1
- match StudyCompendium.Open ...wait
- match StudyCompendium.Study You open your
- send open my comp
- matchwait
- StudyCompendium.Study:
- match StudyCompendium.Open You carefully examine
- match StudyCompendium.FirstTurn Why do you need to
- match StudyCompendium.Next Roundtime
- send study my comp
- matchwait
- StudyCompendium.FirstTurn:
- pause 0.1
- match StudyCompendium.FirstTurn ...wait
- match StudyCompendium.SecondStudy You turn to
- send turn my comp
- matchwait
- StudyCompendium.SecondStudy:
- match StudyCompendium.Close Why do you need to
- match StudyCompendium.Next Roundtime
- send study my comp
- matchwait
- StudyCompendium.Next:
- pause 0.1
- match StudyCompendium.Next ...wait
- match StudyCompendium.Check You turn to
- send turn my comp
- matchwait
- StudyCompendium.Check:
- if ($First_Aid.LearningRate >= %learningrate) then goto StudyCompendium.Close
- goto StudyCompendium.Study
- StudyCompendium.Close:
- pause 0.1
- match StudyCompendium.Close ...wait
- match StudyCompendium.Stow You close your
- put close my comp
- matchwait
- StudyCompendium.Stow:
- send stow my comp
- pause 0.1
- return
- verb:
- setvariable verb $0
- goto verb.a
- verb.p:
- pause 0.5
- verb.a:
- if $webbed = 1 then goto verb.p
- if $stunned = 1 then goto verb.p
- pause 0.1
- put %verb
- match verb.p your bindings make it impossible to hide
- match verb.p type ahead
- match verb.p ...wait
- match verb.p You aren't close enough
- match verb.p still stunned
- match verb.p you don't feel like fighting
- match verb.p can't do that while entangled in a web
- matchre verb.d (skin briefly withers and tightens|fluid and stealthy movements|lick the tip of your finger and trace|Having no further use|You focus on infusing|You secure|You focus on manipulating|You lack the necessary|You release an accompaniment|The first gentle notes|You let your voice fade|You begin to chant a mesmerizing|With a rising crescendo in your voice|You begin your enchante|The air gradually stills|With a sharp cut to your voice|A few fleeting|You begin to hum the soothing|marches off and become gradually quieter|With a resounding|As your rendition of|You release an accompaniment|You begin to sing|flick of your wrist you stealthily unsheathe|Praying for|eyes darken to black as a starless night|release an accompaniment of elemental air|begin to chant a mesmerizing cadence designed|into your bundle|You release an accompaniment of elemental fire|you begin to chant the rhythm that heralds|trace a careful sigil|You raise your arms skyward|mutter a foul-sounding phrase to yourself|trace a curving sigil|that is already in your inventory|determine anything about this creature|mutter blasphemies to yourself|already dead|mutter incoherently to yourself while preparing|wailing of lost souls accompanies|has already been arranged|blue frost crackles up your arms|you can't arrange|Your heart skips a beat|newfound fluidity of your mind|orange flames blaze between your fingertips|You deftly|You strap|You stuff|With calm movements|You attach|You remove|You can also|Smiling slyly|not ready|You clench your hands|You hold out your arms to either side as|You fade in|You whisper the final word of your spell so that none may notice your effort|too cluttered|Stalk what|You clap|You speak|Arrange what|With rigid movements|You close yours eyes|With tense movements|You let your concentration|You make a holy gesture|cannot be skinned|You find yourself unable to hunt|could not find what|You clap your hands|You easily strap|That area is not bleeding|You take a step back|could not find what|You strain, but cannot focus your mind|You attempt to relax your mind|You get|You put|STOW HELP|You push|think pushing that would have any effect|You move|You're already using the Sight|You have not recovered from your previous use|careful focus, you adjust your eyes to see in shadow as they|You close your eyes|You must be|You're not ready to do that again|was just recently mined by someone else|Roundtime|area has already been tended to|work carefully at tending your wound|The spell pattern collapses|You are unable to control|not damaged enough to warrant repair|cannot figure out how to do that|You're not ready to do that|Drink what|What were you referring|You eat|You drink|You stand|Your analysis has revealed no additional resources|You look around, but can't see any place to hide yourself|stalking|following|already hidden|You pick up|You cannot|You gesture|You trace a hasty sigil in the air|is now set at|You detach|You snuff|You sling|You begin chanting|You bend|You are already|Quietly touching|You recite| turns up fruitless|You pour|You sprinkle|already stand|You grind|You feel warmth|already empty|You recall|You struggle|You open|You turn|You raise|Skin what|You reach for its center and forge a magical link to it|You trace an angular sigil|cannot produce|You drop|already been skinned|before you arrange|inherently stealthy endeavor|try being out of sight|cannot muster enough energy to vocalize|cannot collect anything|Setting your|You trace a geometric sigil|don't have a spell prepared|already preparing|already fully prepared|preparing a spell|harnessing any mana|You aren't preparing|You slip|no matter how you arrange it|There isn't any more room|With meditative movements)
- matchwait
- verb.d:
- return
- done.lastrun:
- setvariable learningrate 33
- goto mainloop
- done.exit.1:
- pause 20
- if $Crossbow.LearningRate < 30 then goto done.lastrun
- goto done.exit.1
- done.exit.0:
- pause roundtime
- pause 0.1
- pause 0.1
- put loot
- pause 0.1
- put loot
- pause 0.1
- put loot
- pause 0.1
- gosub GetAmmo
- exit
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