Daes
Jan 18 2008, 03:00 AM
I've edited out some IC stuff, like passwords to house estates, a few custom emotes, etc. Also edited out is Dontarion's wholist script.
Also, the buttons on top only work with Vadi's system, sorry! (Props to Larkin, since I ganked a lot of the code for them from Acropolis). Larkin's mapping script is also in there. Trevize's fishing script. Someone's offering script (I forget who, sorry!), Trevize's shard script, I also ganked a lot of code from Larkin's serpent combat script, although it's not even recognizable, aside frmo little bits of it, anymore. Orophin's antitheft scripts were also used, but again, not really recognizable. Calamiddes' inventory highlighting script for theft. Annnnnnnnnd, a very old version of Larkin's targetting system for his Palisade system from Lusternia.
Daes
Jan 18 2008, 03:01 AM
#CLASS 0
#ALIAS blessed {emote screams and doubles over in agony as his blessed skin turns black and charred.}
#ALIAS tc {touch crystal}
#ALIAS atconnect {#LOG Daes_%time( mm-dd-yyyy).txt}
#CLASS {Misc}
#ALIAS gg {get gold;put gold in pouch}
#ALIAS eye {unwield left;wield eye;throw eye at ground}
#REGEX {^The effect of your chameleon tattoo slowly fades,} {do touch chameleon reslinal}
#TRIGGER {stockroom} {#CW yellow}
#TRIGGER {'OK' to commence the lesson.} {ok} "" {case}
#CLASS 0
#CLASS {Misc|Movement}
#CLASS 0
#CLASS {Misc|Movement|Passwords And Shops}
#ALIAS inshop {unlock door d;open door d;d;close door up;lock door up}
#ALIAS outshop {unlock door up;open door up;u;close door d;lock door d}
#CLASS 0
#CLASS {Misc|Fishing}
#ALIAS fishing {#if ("%1"="on") {#if (@fishing=0) {#t+ fishscript;#say %ansi( 7)Fishing on.;fishing=1} {#say %ansi( 7)Fishing is already on.}} {#if ("%1"="off") {#if (@fishing=1) {#t- fishscript;#say %ansi( 7)Fishing off.;fishing=0} {#say %ansi( 7)Fishing is already off.}} {#if (%1=%null) {#if (@fishing=1) {#t- fishscript;#say %ansi( 7)Fishing off.;fishing=0} {#t+ fishscript;#say %ansi( 7)Fishing on.;fishing=1}} {#say %ansi( 7)Turn fishing on or off?}}}}
#VAR jerktime {1.75}
#VAR teasetime {2.25}
#VAR fishing {0} {0}
#CLASS 0
#CLASS {Misc|Fishing|fishscript} {disable}
#ALIAS casting {fishdir=%1}
#ALIAS bait {~bait hook with bait;#TEMP {Recovering balance, you continue fishing.} {cast line @fishdir}}
#VAR fishdir {e}
#VAR distance {0} {0}
#VAR fish {0} {0}
#VAR broke {0} {0}
#KEY F10 {bait}
#KEY F11 {cast line @fishdir}
#KEY F12 {reel line}
#CLASS 0
#CLASS {Misc|Fishing|fishscript|fishtrigs}
#REGEX {^You feel a fish nibbling on your hook\.$} {#sub {A fish is nibbling at your bait.};#alarm +@teasetime {tease line}}
#REGEX {(?:You stagger as a fish makes a large strike at your bait\.|You see the water ripple as a fish makes a medium strike at your bait\.|You feel a fish make a small strike at your bait\.)} {#sub {A fish takes the bait!};#alarm +@jerktime {jerk pole}} "" {case}
#REGEX {^Relaxing the tension on your line, you are able to reel again\.$} {#if (@broke=0) {#sub {You prepare to reel the line in more.};reel line}}
#REGEX {^You quickly jerk back your fishing pole and feel the line go taut\. You've hooked a (.*) one!$} {fish=1;#sub {You have a %1 fish on the line!}}
#REGEX {^You move your fishing pole quickly back and forth hoping to excite the interest of nearby fish\.$} {#sub {You tease your fishing line.}}
#REGEX {(^You tease your fishing line nervously.$|^With a short dipping and raising motion, you tease your fishing line.$)} {#sub {You tease your fishing line.}} "" {case}
#REGEX {^You - back your arm and smoothly cast a line into the nearby water\. You judge the cast at about (\d+) feet\.$} {#sub {You cast the line %1 feet.};distance=%1}
#COND {} {} {regex}
#REGEX {^You tease your fishing line\.$} {#sub {You try to get the fish to take the bait.}}
#REGEX {^You quickly jerk back your fishing pole, but the hook pulls free of the fish\.$} {#sub {Drat! He got away.. for now.}}
#REGEX {^You quickly jerk back your fishing pole, to no avail\.$} {#sub {You jerk on the line, then look in the water. Oddly, you don't see any fish.}}
#REGEX {^Playing your fishing pole skillfully, you take up the slack and reel in some line\. You have (\d+) feet of line left to bring in\.$} {#if (%1>1) {#sub {You reel the fish in closer. %1 feet left!}};#if (%1=1) {#sub {You reel the fish in closer. 1 foot left!}};distance=%1}
#REGEX {^The fish tries to swim with the hook, drawing (\d+) (?:foot|feet) of line\.$} {#if (%1=1) {#sub {The fish pulls 1 foot out. %eval(@distance+%1) feet left!}};#if (%1>1) {#sub {The fish pulls %1 feet out. %eval(@distance+%1) feet left!}};#add distance %1}
#REGEX {^The fish you've hooked struggles against the line and runs it out (\d+) (?:foot|feet)\.$} {#if (%1=1) {#sub {The fish pulls 1 foot out. %eval(@distance+%1) feet left!}};#if (%1>1) {#sub {The fish pulls %1 feet out. %eval(@distance+%1) feet left!}};#add distance %1}
#REGEX {^Your rod bends slightly as your fish tries to escape its barbed tether, running out (\d+) (?:foot|feet) of line\.$} {#if (%1=1) {#sub {The fish pulls 1 foot out. %eval(@distance+%1) feet left!}};#if (%1>1) {#sub {The fish pulls %1 feet out. %eval(@distance+%1) feet left!}};#add distance %1}
#REGEX {^Jerking the line quickly, you let the fish feel your power as you reel it in\.} {#gag}
#COND {^You have (\d+) feet of line left to bring in\.$} {#if (%1>1) {#sub {You reel the fish in closer. %1 feet left!}};#if (%1=1) {#sub {You reel the fish in closer. 1 foot left!}};distance=%1} {regex}
#REGEX {^You feel the fish tugging on your line, drawing it out about (\d+) (?:foot|feet)\.$} {#if (%1=1) {#sub {The fish pulls 1 foot out. %eval(@distance+%1) feet left!}};#if (%1>1) {#sub {The fish pulls %1 feet out. %eval(@distance+%1) feet left!}};#add distance %1}
#REGEX {^With a slow and steady motion you reel in a length of line, straining against the pulling fish\. You have (\d+) (?:foot|feet) of line left to bring in\.$} {#if (%1>1) {#sub {You reel the fish in closer. %1 feet left!}};#if (%1=1) {#sub {You reel the fish in closer. 1 foot left!}};distance=%1}
#REGEX {^Your fish struggles and swims firmly away from you, drawing out (\d+) (?:foot|feet) of fishing line\.$} {#if (%1=1) {#sub {The fish pulls 1 foot out. %eval(@distance+%1) feet left!}};#if (%1>1) {#sub {The fish pulls %1 feet out. %eval(@distance+%1) feet left!}};#add distance %1}
#REGEX {^As the fish strains your line beyond its breaking point, it snaps suddenly, costing you your fish and bait\.$} {broke=1;#sub {The fish pulls the line too far, and it breaks!}}
#REGEX {^You have recovered balance on all limbs\.$} {#if (@fish=0) {#sub {Recovering balance, you continue fishing.}};#if (@fish=1) {#gag;reel line;fish=0}}
#REGEX {^Tugging powerfully, your fish draws out (\d+) (?:foot|feet) of line\.$} {#if (%1=1) {#sub {The fish pulls 1 foot out. %eval(@distance+%1) feet left!}};#if (%1>1) {#sub {The fish pulls %1 feet out. %eval(@distance+%1) feet left!}};#add distance %1}
#REGEX {^The fish on your line shows its power by running out (\d+) feet of line\.$} {#if (%1=1) {#sub {The fish pulls 1 foot out. %eval(@distance+%1) feet left!}};#if (%1>1) {#sub {The fish pulls %1 feet out. %eval(@distance+%1) feet left!}};#add distance %1}
#REGEX {^You furiously reel in your line, straining to land your fish\. You have (\d+) (?:foot|feet) of line left to bring in\.$} {#if (%1>1) {#sub {You reel the fish in closer. %1 feet left!}};#if (%1=1) {#sub {You reel the fish in closer. 1 foot left!}};distance=%1}
#REGEX {^You carefully thread} {broke=0}
#REGEX {^You reel in the last bit of line and your struggle is over\.} {bait}
#REGEX {^With a final tug, you finish reeling in the line and land} {bait}
#REGEX {^You quickly reel in} {bait}
#REGEX {^With a style born of skill, you reel in} {bait}
#CLASS 0
#CLASS {Misc|Milking}
#ALIAS newmilk {#T+ Milk;@milkvial = %1;@milkvenom = %2;secrete @milkvenom;milk venom into @milkvial}
#ALIAS milkoff {#T- Milk}
#CLASS 0
#CLASS {Misc|Milking|Milk}
#VAR milking {0} {0}
#VAR milkvenom {aconite}
#VAR milkvial {vial199252}
#TRIGGER {You have recovered balance on all limbs.} {secrete @milkvenom;milk venom into @milkvial;#gag}
#TRIGGER {That vial is full.} {purge;#T- Milk;#play beep.wav}
#TRIGGER {You make a biting motion over the opening of the vial and drain one dose of} {purge;#gag}
#TRIGGER {into the vial.$} {#gag}
#CLASS 0
#CLASS {Misc|Offering}
#ALIAS offerall {#T+ prompt;ii corpse}
#CLASS 0
#CLASS {Misc|Offering|prompt} {disable}
#REGEX {^\s+(.+)\s+the corpse of} {offer %1}
#TRIGGER {more} {#gag}
#TRIGGER {Type MORE to continue reading.} {#gag;more}
#TRIGGER {^You are wearing:$} {#ECHO Offering Done!;#T- prompt}
#CLASS 0
#CLASS {Misc|Shards}
#CLASS 0
#CLASS {Misc|Shards|shardscript}
#ALIAS shards {shardblank;#say %ansi( 7)You check your inventory for iconic shards.;#alarm shardfs +7 {#say %ansi( 7)For some reason, you are unable to do this.;shardoff};shardon;ii shard}
#ALIAS shardcalc {#if (@shardcount=0) {#sayp %ansi( 7)You have no shards.};#if (@shardcount=1) {#sayp %ansi( 7)You have 1 shard, weighing @totalpounds pounds and @totalounces ounces.};#if (@shardcount>1) {#sayp %ansi( 7)You have @shardcount shards, weighing a total of @totalpounds pounds and @totalounces ounces.};#cr}
#ALIAS sti {#t+ iconstr;#t+ iconcheck;#t+ iconhere;strengthen icon}
#ALIAS shardblank {totalpounds=0;shardnum=0;totalounces=0;shardcount=0}
#ALIAS shardon {#loop 6 {#t+ shardgag%{i} trigger};#t+ shardcheck trigger;#t+ shardblgag}
#ALIAS shardoff {#loop 6 {#t- shardgag%{i} trigger};#t- shardcheck trigger;#t- shardprompt trigger;#unt shardfs}
#ALIAS shardprobe {#if (@shardstoprobe=%null) {shardprobeoff;shardcalc} {probe %pop( shardstoprobe)}}
#ALIAS shardprobeon {#loop 5 {#t+ shardprobegag%{i} trigger};#loop 3 {#t+ shardweight%{i} trigger};#t+ shardprompt2}
#ALIAS shardprobeoff {#loop 5 {#t- shardprobegag%{i} trigger};#loop 3 {#t- shardweight%{i} trigger};#t- shardprompt2;#t- shardblgag}
#VAR totalpounds {0} {0}
#VAR shardnum {0} {0}
#VAR totalounces {0} {0}
#VAR shardcount {0} {0}
#VAR shardstoprobe {}
#REGEX "shardcheck" {~"shard(\d+)~"(?:\s+)a (?:smooth|jagged|chipped) iconic shard$} {#gag;#additem shardstoprobe %1;#add shardnum 1;#add shardcount 1} "" {disable}
#REGEX "shardweight1" {^It weighs about (\d+) pound(?:s|)\.$} {#gag;#add totalpounds %1;#add shardnum -1;shardprobe} "" {disable}
#REGEX "shardweight2" {^It weighs (\d+) ounce\(s\)\.$} {#gag;#add totalounces %1;#if (@totalounces>16) {#add totalounces -16;#add totalpounds 1};#add shardnum -1;shardprobe} "" {disable}
#REGEX "shardweight3" {^It weighs about (\d+) pound(?:s|) and (\d+) ounce\(s\)\.$} {#gag;#add totalpounds %1;#add totalounces %2;#if (@totalounces>16) {#add totalounces -16;#add totalpounds 1};#add shardnum -1;shardprobe} "" {disable}
#REGEX "iconcheck" {You may not strengthen an Icon without an iconic shard in your possession\.$} {#sub {You have no more shards.};#t- iconstr trigger;#t- iconhere trigger;#t- iconcheck trigger} "" {disable}
#REGEX "iconstr" {(?:finally |)absorbed, increasing the power of the House Icon\.$} {strengthen icon} "" {case|disable}
#REGEX "iconhere" {I see no icon here\.} {#sub {You are not in the presence of an icon.};#t- iconstr;#t- iconcheck;#t- iconhere} "" {disable}
#REGEX "shardprompt" {^\d+h\, \d+m} {#gag;shardprobeon;shardoff;shardprobe} "" {nocr|prompt|disable}
#REGEX "shardgag1" {(?:You are wielding\:|You are holding\:|You aren't wielding anything in either hand\.)} {#gag} "" {case|disable}
#REGEX "shardgag2" {.*(?:shard).*} {#gag} "" {disable}
#REGEX "shardgag3" {.+ in your (?:right hand|left hand|hands)\.} {#gag} "" {disable}
#REGEX "shardgag4" {^Type MORE to continue reading\.} {#gag;more} "" {disable}
#REGEX "shardgag5" {^You are wearing\:$} {#gag;#t+ shardprompt trigger} "" {disable}
#REGEX "shardprobegag1" {It has \d+ months of usefulness left\.} {#gag} "" {disable}
#REGEX "shardprobegag2" {This strange\-looking shard is made of a stone\-like material and is almost} {#gag} "" {disable}
#COND {perfectly smooth\, emulating on a small scale the colossal icons which it} {#gag} {disable|regex}
#COND {empowers\. A purple phosphorescent miasma swathes the shard\, and brilliant(?: sparks|)} {#gag} {disable|regex}
#COND {(?:sparks |)of energy zing through the haze in a dizzying and ever\-changing pattern\.(?: Almost|)} {#gag} {disable|regex}
#COND {(?:Almost |)hidden by the intense glow are many foreign\, alloy\-filled glyphs that(?: glitter|)} {#gag} {disable|regex}
#COND {(?:glitter |)bizarrely with their own light\.} {#gag} {disable|regex}
#REGEX "shardprobegag3" {This strange\-looking shard is made of a stone\-like material and sports dull\,} {#gag} "" {disable}
#COND {chipped edges as if it had been cloven from a larger source\. Power pulses in a} {#gag} {disable|regex}
#COND {thick cloud around it\, giving off a soft blue glow of energy that crackles} {#gag} {disable|regex}
#COND {faintly\. Inscribed upon the shard's smooth surface are many exotic\,(?: alloy\-filled|)} {#gag} {disable|regex}
#COND {(?:alloy\-filled |)glyphs that glitter strangely with a light of their own\.} {#gag} {disable|regex}
#REGEX "shardprobegag4" {This strange\-looking shard is made of a stone\-like material and sports sharp\,} {#gag} "" {disable}
#COND {jagged edges as if it had been cloven from a larger source\. Faint power pulses} {#gag} {disable|regex}
#COND {from it\, giving off a soft white glow like an illuminated crystal\. Inscribed} {#gag} {disable|regex}
#COND {upon the shard\'s smooth surface are many exotic,\ alloy\-filled glyphs that} {#gag} {disable|regex}
#COND {glitter strangely with a light of their own\.} {#gag} {disable|regex}
#REGEX "shardprobegag5" {probe \d+} {#gag} "" {disable}
#REGEX "shardgag6" {more} {#gag} "" {disable}
#CLASS 0
#CLASS {Misc|Custom Emotes}
#ALIAS coldstare {#if (%1=%null) {emote suddenly steps out of the shadows and stares around himself with cold, unfeeling eyes.} {emote suddenly steps out of the shadows and stares at you with cold, unfeeling eyes.}}
#ALIAS intentlisten {#if (%1=%null) {emote's body suddenly stiffens as he listens intently.} {emote's body suddenly stiffens as he listens intently.}}
#ALIAS vipercoil {emote reaches down to a green eyelash viper, and it slithers up and around his arm.}
#ALIAS whipcoil {emote tugs his whip, and it obediently forms a neat coil in his grasp.}
#ALIAS dirksalute {#if (%1=%null) {emote brings his dirk to his brow, and salutes respectfully.} {emote brings his dirk brow, and salutes you respectfully.}}
#ALIAS dirktwirl {emote lazily twirls his dirk around in his hand, nimbly avoiding injury.}
#ALIAS bloodoath {ill Taking his dirk, Daes swiftly slices open his wrist and offers his blood as a binding oath.}
#ALIAS deathglare {#if (%1=%null) {ill A shadow seems to pass over Daes's face, his eyes narrowing as his expression turns deadly.} {ill Daes turns a deadly glare upon you, his expression darkening dangerously.}}
#ALIAS apology {emote spreads his hands in apology.}
#ALIAS innosurprise {conjure illusion A look of exaggeratedly innocent surprise overtakes Daes' features}
#CLASS 0
#CLASS {Combat}
#CLASS 0
#CLASS {Combat|Highlights, Echos, Gags, Warnings}
#REGEX {^You secrete (.+) and} {#gag;i_info ENVENOMED: %upper( %1)}
#REGEX {^There are no venoms on that item at present\.$} {#gag} "" {case}
#REGEX {^You sink your fangs into (.+), injecting just the proper amount of (.+)\.$} {#gag;i_info BITE: %upper( %1) with %upper( %2)}
#REGEX {^The chaos hound explodes into a fury of claws and teeth, rending your flesh\.$} {#gag} "" {case}
#REGEX {^A jagged bolt of lightning shoots out of the chaos storm to strike you!$} {#gag} "" {case}
#REGEX {^You shrug off the effects of the venom\.$} {#gag;i_info SHRUGGED VENOM} "" {case}
#REGEX {^You purge every drop of venom from your bloodstream\.$} {#gag} "" {case}
#REGEX {^Your mana and will are drained by the Sycophant\.$} {#gag;i_alert SYCOPHANT} "" {case}
#REGEX {^@target's aura of weapons rebounding disappears\.$} {#gag;i_alert TARGET'S REBOUNDING STRIPPED}
#REGEX {^A look of extreme focus crosses the face of @target\.$} {#gag;i_alert TARGET FOCUSED}
#REGEX {^(.+) suddenly inhales deeply\.$} {#gag}
#REGEX {^(.+) exhales loudly\.$} {#gag}
#REGEX {\b@watchlist\b} {#CW red}
#REGEX {^([A-Z][a-z]+) moves in to engage you\.$} {#gag;i_alert ENGAGED BY %1} "" {case}
#REGEX {^Being careful not to poison yourself, you wipe off all the venoms from } {#gag}
#REGEX {^You fix (.+) with an entrancing stare, and smile in satisfaction as you realise that (.+) mind is yours\.$} {#gag;i_alert Target HYPNOTISED.}
#REGEX {^$} {#gag}
#REGEX {^You feel the power of the venom (.+) flowing through your veins\.$} {#gag}
#REGEX {^You point a finger at (.+) to dispel all (.+) illusions\.$} {#gag}
#REGEX {^You drop a green eyelash viper\.$} {#gag}
#REGEX {^Your attempted hypnosis is broken\.$} {#gag;i_alert Hypnosis BROKEN}
#REGEX {^You clutch your head in pain, as it is crushed in an invisible vice\.$} {i_alert KAI CRUSH}
#REGEX {\b@target\b} {#CW red}
#REGEX {\b@targets\b} {#CW red}
#TRIGGER {^Your shield completely absorbs the damage.$} {#CW orange}
#CLASS 0
#CLASS {Combat|Skills}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Evade}
#KEY ALT-KEY1 {evade sw;lastdir = sw}
#KEY ALT-KEY2 {evade s;lastdir = s}
#KEY ALT-KEY3 {evade se;lastdir = se}
#KEY ALT-KEY4 {evade w;lastdir = w}
#KEY ALT-KEY6 {evade e;lastdir = e}
#KEY ALT-KEY7 {evade nw;lastdir = nw}
#KEY ALT-KEY8 {evade n;lastdir = n}
#KEY ALT-KEY9 {evade ne;lastdir = ne}
#KEY ALT-DIV {evade out;lastdir = out}
#KEY ALT-MULT {evade in;lastdir = in}
#KEY ALT-ADD {evade down;lastdir = down}
#KEY ALT-SUB {evade up}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Doublestab}
#ALIAS dst {#if (@dirkwield = 1) {dstab @target} {wd;dstab @target}}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Illusion}
#ALIAS i_offillusion {auto_illusion = 0;#noop %btncol( btn_illusioning, red, gray);i_info Illusioning: OFF}
#ALIAS i_onillusion {auto_illusion = 1;#noop %btncol( btn_illusioning, green, white);i_info Illusioning: ON}
#ALIAS ill {#if (!%iskey( @lost_bals, eq)) {conjure @target illusion %-1;i_info Illusioning - %-1}}
#ALIAS autoillusion {#if (@illusionmode = confusion) {illusion = herb};#if (@illusionmode = impatience) {illusion = herb2};#if (@illusionmode = kalmia) {illusion = herb3};#if (@illusionmode = salve) {illusion = salve};#if (@illusionmode = flay) {illusion = flay};#if (@illusionmode = herbbalance) {illusion = herbbalance};#if (@illusion = herbbalance) {ilherbbalance};#if (@illusion = herb) {ilconfusion};#if (@illusion = herb2) {ilimpatience};#if (@illusion = herb3) {ilkalmia};#if (@illusion = moss) {ilmossbalance};#if (@illusion = salve) {ilsalve};#if (@illusion = flay) {ilflay};#if (@illusion = misc) {ilmisc}}
#ALIAS illbef {illbite = before}
#ALIAS illaf {illbite = after}
#VAR auto_illusion {1}
#VAR illbite {before} {before}
#VAR illusion {flay}
#VAR illusionmode {}
#REGEX {^You conjure up your illusion towards (.+)\.$} {#sub {%ansi(bold,rev,green,yellow)Illusioned %1}}
#REGEX {^You conjure up your illusion\.$} {#sub {%ansi(bold,rev,green,yellow)Illusioned}}
#REGEX {^You prick @target twice in rapid succession with your dirk\.$} {#IF (@auto_illusion) {autoillusion}}
#KEY CTRL-1 {illusionmode = confusion;i_info Illusion mode set to CONFUSION. Whoring CONFUSION illusions!}
#KEY CTRL-` {illusionmode = "";i_info Illusion mode set to NORMAL.}
#KEY F3 {autoillusion}
#KEY CTRL-3 {illusionmode = flay;i_info Illusion mode set to SILERIS. Whoring SILERIS illusions!}
#KEY CTRL-2 {illusionmode = impatience;i_info Illusion mode set to IMPATIENCE. Whoring IMPATIENCE illusions!}
#KEY ALT-CTRL-1 {illusionmode = kalmia;i_info Illusion mode set to KALMIA. Whoring KALMIA illusions!}
#KEY ALT-CTRL-2 {illusionmode = herbbalance;i_info Illusion mode set to HERB BALANCE. Whoring HERB BALANCE illusions!}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Binding}
#KEY F7 {outr rope;bind @target;inr all rope}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Garrote}
#KEY F4 {#if (@whipwield = 1) {garrote @target;#if (@target_mode = Person) {ilmisc}} {ww;garrote @target;#if (@target_mode = Person) {ilmisc}}}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Backstab}
#ALIAS bs {#if (@dirkwield = 1) {wipe @dirk;evd %1;backstab @target} {wd;wipe @dirk;evd %1;backstab @target}}
#REGEX {^You leap from the shadows and plunge your dagger into} {unpause;ill Jarrel comes flying in with a jumpkick from the south.\nHe slams into you, knocking you off your feet and stunning you.;sna}
#REGEX {^You begin circling behind (.+)\.$} {pause}
#REGEX {^You cease your backstabbing attempt\.$} {unpause}
#KEY F8 {bs delphinium}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Flay}
#ALIAS flt {#if (@whipwield = 1) {flay @target;#if (@auto_illusion == 1) {illusion = flay;autoillusion}} {ww;flay @target;#if (@auto_illusion == 1) {illusion = flay;autoillusion}}}
#ALIAS freb {#if (@whipwield = 1) {flay @target rebounding;#if (@auto_illusion == 1) {illusion = flay};autoillusion} {ww;flay @target rebounding;#if (@auto_illusion == 1) {illusion = flay};autoillusion}}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Splicing}
#VAR splicing {0} {0}
#REGEX {^The air about you shimmers as your magic continues to carve its way through the unseen dimensions\.$} {#add splicing 1;i_info Splicing progress: %format( "&3.0n", %eval( %float( @splicing) / 15.0 * 100.0))%}
#REGEX {^You cease your incantation and the magic you worked dissipates\.$} {splicing = 0;i_alert Splicing cancelled!}
#REGEX {^You feel a tremour through the ether that indicates that your focus has found its target\.$} {splicing = 0;i_info Splicing initiated}
#REGEX {^You have no focal point for your magic\, Serpent\.$} {splicing = 0;i_alert Splicing timed out}
#REGEX {^You have succeeded in achieving dimensional stability within the wormhole\, and it glows briefly before fading from view\.$} {splicing = 0;i_info Splicing completed!}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Phase}
#ALIAS phase {drop monolith;pause;~phase}
#REGEX {^You cease to concentrate on phasing out of reality\.$} {unpause}
#REGEX {^A short burst of azure light fills your vision and when it is gone, you find} {unpause}
#TRIGGER {^You are already phased!$} {unpause}
#TRIGGER {^There's a flash of light and you're pulled back} {i_alert EYE SIGIL;i_alert EYE SIGIL;i_alert EYE SIGIL}
#REGEX {^The presence of another prevents you from phasing\.$} {unpause}
#CLASS 0
#CLASS {Combat|Skills|Weaponry}
#CLASS 0
#CLASS {Combat|Skills|Weaponry|Decapitate}
#ALIAS decap {decapitate corpse}
#CLASS 0
#CLASS {Combat|Skills|Venom}
#VAR bite_chance {0}
#VAR venomtype {salve}
#CLASS 0
#CLASS {Combat|Skills|Venom|Secrete}
#ALIAS baco {btv aconite herb %1}
#ALIAS bcam {btv camus other %1}
#ALIAS bcol {btv colocasia salve %1}
#ALIAS bcur {btv curare herb %1}
#ALIAS bdar {btv darkshade herb %1}
#ALIAS bdel {btv delphinium other %1}
#ALIAS bdig {btv digitalis herb %1}
#ALIAS beps {btv epseth salve %1}
#ALIAS bept {btv epteth salve %1}
#ALIAS beup {btv euphorbia herb %1}
#ALIAS beur {btv eurypteria herb %1}
#ALIAS bgec {btv gecko misc %1}
#ALIAS bkal {btv kalmia herb %1}
#ALIAS blar {btv larkspur herb %1}
#ALIAS blok {btv loki other %1}
#ALIAS bmon {btv monkshood misc %1}
#ALIAS bnot {btv notechis herb %1}
#ALIAS bocu {btv oculus herb %1}
#ALIAS bole {btv oleander salve %1}
#ALIAS bpre {btv prefarar herb %1}
#ALIAS bscy {btv scytherus herb %1}
#ALIAS bsel {btv selarnia salve %1}
#ALIAS bsli {btv slike salve %1}
#ALIAS bst {bsv %db( @venom_abbrev, %1) %2}
#ALIAS bsum {btv sumac other %1}
#ALIAS bvar {btv vardrax other %1}
#ALIAS bver {btv vernalius herb %1}
#ALIAS bvoy {btv voyria other %1}
#ALIAS bxen {btv xentio herb %1}
#CLASS 0
#CLASS {Combat|Skills|Venom|Bite}
#ALIAS bt {purge;secrete %1;#if (@auto_illusion == 1 and @illbite = before) {autoillusion};bite @target;#if (@auto_illusion == 1 and @illbite = after) {autoillusion}}
#CLASS 0
#CLASS {Combat|Skills|Venom|Transcretion}
#ALIAS evd {secrete %1 on @dirk}
#ALIAS evw {secrete %1 on whip}
#CLASS 0
#CLASS {Combat|Skills|Vision}
#CLASS 0
#CLASS {Combat|Skills|Vision|Farsee}
#ALIAS fs {#if (!@target) {farsee %1} {farsee @target}}
#REGEX {^You close your eyes momentarily and extend the range of your vision, seeking out the presence of (.+)\.$} {#gag}
#REGEX {^You see that (.+) is at (.+)\.$} {#gag;i_info %1 - %2}
#CLASS 0
#CLASS {Combat|Skills|Tattoos}
#CLASS 0
#CLASS {Combat|Skills|Tattoos|Web}
#ALIAS web {touch web @target}
#KEY F9 {touch web @target}
#CLASS 0
#CLASS {Combat|Skills|Tattoos|Shield}
#ALIAS ts {shh}
#CLASS 0
#CLASS {Combat|Skills|Tattoos|Tree}
#ALIAS tt {touch_tree}
#CLASS 0
#CLASS {Combat|Skills|Hypnosis}
#ALIAS hyp {#if (!@target) {hypnotise %1} {hypnotise @target}}
#ALIAS seal {#if (!@target) {~seal %1 %2} {~seal @target %1}}
#ALIAS sna {#if (!@target) {snap %1} {snap @target}}
#ALIAS simp {#if (!@target) {suggest %1 impatience} {suggest @target impatience}}
#ALIAS sact {#if (!@target) {suggest %1 action %-2} {suggest @target action %-1}}
#ALIAS scon {#if (!@target) {suggest %1 confusion} {suggest @target confusion}}
#ALIAS sdis {#if (!@target) {suggest %1 disrupt} {suggest @target disrupt}}
#ALIAS shyp {#if (!@target) {suggest %1 hypersomnia} {suggest @target hypersomnia}}
#ALIAS 1 {sact apply restoration to head}
#ALIAS 2 {suggest @target action ally daes}
#ALIAS 3 {sact unenemy daes}
#ALIAS mes {pause;meserise @target}
#ALIAS sstu {suggest @target stupidity}
#ALIAS sepi {suggest @target epilepsy}
#ALIAS 6 {sstu}
#ALIAS 7 {sepi}
#ALIAS 8 {simp}
#ALIAS hal {sact harmonics dismiss hallelujah}
#ALIAS sano {suggest @target anorexia}
#ALIAS sadd {suggest @target addiction}
#ALIAS sago {suggest @target agorophobia}
#ALIAS scla {suggest @target claustrophobia}
#ALIAS sclu {suggest @target clumsiness}
#ALIAS sdem {suggest @target dementia}
#ALIAS sgen {suggest @target generosity}
#ALIAS shal {suggest @target hallucinations}
#ALIAS shypo {suggest @target hypochondria}
#ALIAS slet {suggest @target lethargy}
#ALIAS slon {suggest @target loneliness}
#ALIAS smas {suggest @target smas}
#ALIAS spac {suggest @target spac}
#ALIAS spar {suggest @target paranoia}
#ALIAS srec {suggest @target recklessness}
#ALIAS sstut {suggest @target suttering}
#ALIAS sver {suggest @target vertigo}
#BUTTON 30 {---------------------------------------------} {} {} {} {} {} {} {Size} {140} {14} {Pos} {56} {0} {15} {} {} {} "" {Explore} {} {} {4}
#BUTTON 31 {Hypnosis} {hyp} {} {} {} {} {} {Size} {140} {14} {Pos} {70} {0} {14} {} {} {} "" {Explore} {} {} {4}
#BUTTON 32 { Impatience} {simp} {} {} {} {} {} {Size} {70} {14} {Pos} {210} {70} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 33 { Clumsiness} {sclu} {} {} {} {} {} {Size} {70} {14} {Pos} {182} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 34 { Addiction} {sadd} {} {} {} {} {} {Size} {70} {14} {Pos} {140} {70} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 35 { Paranoia} {spar} {} {} {} {} {} {Size} {70} {14} {Pos} {280} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 36 { Loneliness} {slon} {} {} {} {} {} {Size} {70} {14} {Pos} {322} {70} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 37 { Claustrophobia} {scla} {} {} {} {} {} {Size} {77} {14} {Pos} {294} {63} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 38 { Stuttering} {sstut} {} {} {} {} {} {Size} {70} {14} {Pos} {154} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 39 { Hallucinations} {shal} {} {} {} {} {} {Size} {77} {14} {Pos} {252} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 40 { Pacifism} {spac} {} {} {} {} {} {Size} {70} {14} {Pos} {112} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 41 { Hypersomnia} {shyp} {} {} {} {} {} {Size} {70} {14} {Pos} {266} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 42 { Dementia} {sdem} {} {} {} {} {} {Size} {70} {14} {Pos} {238} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 43 { Epilepsy} {sepi} {} {} {} {} {} {Size} {70} {14} {Pos} {182} {70} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 44 { Agorophobia} {sago} {} {} {} {} {} {Size} {70} {14} {Pos} {280} {70} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 45 { Masochism} {smas} {} {} {} {} {} {Size} {70} {14} {Pos} {266} {70} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 46 { Recklessness} {srec} {} {} {} {} {} {Size} {73} {14} {Pos} {308} {67} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 47 { Vertigo} {sver} {} {} {} {} {} {Size} {67} {14} {Pos} {252} {73} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 48 { Lethargy} {slet} {} {} {} {} {} {Size} {70} {14} {Pos} {154} {70} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 49 { Anorexia} {sano} {} {} {} {} {} {Size} {70} {14} {Pos} {140} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 50 { Disrupt} {sdis} {} {} {} {} {} {Size} {70} {14} {Pos} {112} {70} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 51 { Confusion} {scon} {} {} {} {} {} {Size} {70} {14} {Pos} {224} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 52 { Stupidity} {sstu} {} {} {} {} {} {Size} {70} {14} {Pos} {224} {70} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 53 { Generosity} {sgen} {} {} {} {} {} {Size} {70} {14} {Pos} {196} {70} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 54 { Hypochondria} {shypo} {} {} {} {} {} {Size} {73} {14} {Pos} {196} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 55 { } {} {} {} {} {} {} {Size} {70} {28} {Pos} {336} {70} {15} {} {} {} "" {Explore} {} {} {4}
#BUTTON 56 {---------------------------------------------} {} {} {} {} {} {} {Size} {140} {14} {Pos} {84} {0} {15} {} {} {} "" {Explore} {} {} {4}
#BUTTON 57 {Bellwort} {} {} {} {} {} {} {Size} {70} {14} {Pos} {98} {0} {11} {} {} {} "" {Explore} {} {} {4}
#BUTTON 58 {Concentrate} {} {} {} {} {} {} {Size} {70} {14} {Pos} {98} {70} {11} {} {} {} "" {Explore} {} {} {4}
#BUTTON 59 {Epidermal} {} {} {} {} {} {} {Size} {70} {14} {Pos} {126} {0} {11} {} {} {} "" {Explore} {} {} {4}
#BUTTON 60 {Ginseng} {} {} {} {} {} {} {Size} {70} {14} {Pos} {126} {70} {11} {} {} {} "" {Explore} {} {} {4}
#BUTTON 61 {Kelp} {} {} {} {} {} {} {Size} {70} {14} {Pos} {168} {0} {11} {} {} {} "" {Explore} {} {} {4}
#BUTTON 62 {Goldenseal} {} {} {} {} {} {} {Size} {70} {14} {Pos} {168} {70} {11} {} {} {} "" {Explore} {} {} {4}
#BUTTON 63 {Ash} {} {} {} {} {} {} {Size} {70} {14} {Pos} {210} {0} {11} {} {} {} "" {Explore} {} {} {4}
#BUTTON 64 {Lobelia} {} {} {} {} {} {} {Size} {70} {14} {Pos} {238} {70} {11} {} {} {} "" {Explore} {} {} {4}
#BUTTON 65 {Actions} {} {} {} {} {} {} {Size} {70} {14} {Pos} {294} {0} {11} {} {} {} "" {Explore} {} {} {4}
#BUTTON 66 {Resto} {sact apply restoration to head} {} {} {} {} {} {Size} {70} {14} {Pos} {308} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 67 { Hallelujah} {sact harmonics dismiss hallelujah} {} {} {} {} {} {Size} {70} {14} {Pos} {322} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 68 {Banish} {sact kai banish @target} {} {} {} {} {} {Size} {70} {14} {Pos} {336} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 69 {Demon Rest} {sact demon rest} {} {} {} {} {} {Size} {70} {14} {Pos} {350} {0} {13} {} {} {} "" {Explore} {} {} {4}
#BUTTON 70 { } {} {} {} {} {} {} {Size} {140} {437} {Pos} {364} {0} {15} {} {} {} "" {Explore} {} {} {4}
#CLASS 0
#CLASS {Combat|Wielding}
#ALIAS wd {unwield left;wield left @dirk;#if (!@shieldwield) {wield right shield107795}}
#ALIAS wb {unwield left;unwield right;remove @bow;wield @bow}
#ALIAS pole {unwield left;unwield right;wield pole}
#ALIAS ww {unwield left;wield left @whip;#if (!@shieldwield) {wield right shield107795}}
#ALIAS uw {unwield left;unwield right}
#VAR dirkwield {0}
#VAR bowwield {0}
#VAR whipwield {1}
#VAR dirk {dirk277948} {dirk277948}
Daes
Jan 18 2008, 03:02 AM
#VAR bow {darkbow107801} {darkbow107801}
#VAR whip {whip197157} {whip197157}
#VAR shieldwield {1}
#REGEX {^You cease to wield a serpentlord's bow\.$} {wear @bow;bowwield = 0}
#REGEX {^You begin to wield a needle-pointed dirk in your} {dirkwield = 1}
#REGEX {^You cease wielding a needle-pointed dirk in your} {dirkwield = 0}
#REGEX {^You start to wield a serpentlord's bow in your hands\.$} {bowwield = 1}
#REGEX {^You begin to wield an iron-tipped whip in your} {whipwield = 1}
#REGEX {^You begin to wield a Shield of Absorption in your} {shieldwield = 1}
#REGEX {^You cease wielding a Shield of Absorption in your} {shieldwield = 0}
#REGEX {^You cease wielding an iron-tipped whip in your} {whipwield = 0}
#CLASS 0
#CLASS {Combat|Combat Modules}
#VAR combatmodule {dstab} {dstab}
#KEY KEY0 {i_info Combat Module ~= DSTAB;combatmodule=dstab;#if (@dirkwield = 0) {wd}}
#KEY DEC {i_info Combat Module ~= BITE;combatmodule=bite;#if (@whipwield = 0) {ww}}
#KEY PGDN {i_info Combat Module ~= SNIPE;combatmodule=snipe;#if (@bowwield = 0) {wb}}
#CLASS 0
#CLASS {Combat|Combat Modules|Attack Macros}
#KEY CTRL-DIV {#if (@balanced) {#if (@combatmodule=dstab) {illusion = herb2;purge;wipe dirk;evd xentio;evd curare;dst};#if (@combatmodule=bite) {illusion = moss;bt camus};#if (@combatmodule=snipe) {snipe @target out}}}
#KEY CTRL-KEY1 {#if (@balanced) {#if (@combatmodule=dstab) {illusion = herb;purge;wipe dirk;evd aconite;evd delphinium;dst};#if (@combatmodule=bite) {illusion = herb2;bt kalmia};#if (@combatmodule=snipe) {snipe @target sw}}}
#KEY CTRL-KEY7 {#if (@balanced) {#if (@combatmodule=dstab) {illusion = herb;purge;wipe dirk;evd aconite;evd curare;dst};#if (@combatmodule=bite) {illusion = herb;bt scytherus};#if (@combatmodule=snipe) {snipe @target nw}}}
#KEY CTRL-ADD {#if (@balanced) {#if (@combatmodule=dstab) {freb};#if (@combatmodule=bite) {flt};#if (@combatmodule=snipe) {snipe @target down}}}
#KEY CTRL-KEY2 {#if (@balanced) {#if (@combatmodule=dstab) {illusion = herb;purge;wipe dirk;evd delphinium;evd delphinium;dst};#if (@combatmodule=bite) {illusion = herb2;bt xentio};#if (@combatmodule=snipe) {snipe @target s}}}
#KEY CTRL-KEY3 {#if (@balanced) {#if (@combatmodule=dstab) {illusion = herb;purge;wipe dirk;evd aconite;evd larkspur;dst};#if (@combatmodule=bite) {illusion = herb2;bt prefarar};#if (@combatmodule=snipe) {snipe @target se}}}
#KEY CTRL-KEY4 {#if (@balanced) {#if (@combatmodule=dstab) {illusion = herb2;purge;wipe dirk;evd gecko;evd kalmia;dst};#if (@combatmodule=bite) {illusion = herb;bt curare};#if (@combatmodule=snipe) {snipe @target w}}}
#KEY CTRL-KEY5 {#if (@balanced) {#if (@combatmodule=dstab) {illusion = salve;purge;wipe dirk;evd epteth;evd epteth;dst};#if (@combatmodule=bite) {illusion = herb;bt aconite};#if (@combatmodule=snipe) {}}}
#KEY CTRL-KEY6 {#if (@balanced) {#if (@combatmodule=dstab) {illusion = salve;purge;wipe dirk;evd epseth;evd epseth;dst};#if (@combatmodule=bite) {illusion = herb;bt larkspur};#if (@combatmodule=snipe) {snipe @target e}}}
#KEY CTRL-KEY8 {#if (@balanced) {#if (@combatmodule=dstab) {illusion = herb2;purge;wipe dirk;evd kalmia;evd curare;dst};#if (@combatmodule=bite) {illusion = herb;bt darkshade};#if (@combatmodule=snipe) {snipe @target n}}}
#KEY CTRL-KEY9 {#if (@balanced) {#if (@combatmodule=dstab) {illusion = salve;purge;wipe dirk;evd gecko;evd slike;dst};#if (@combatmodule=bite) {illusion = herb;bt euphorbia};#if (@combatmodule=snipe) {snipe @target ne}}}
#KEY CTRL-MULT {#if (@balanced) {#if (@combatmodule=dstab) {illusion = herb2;purge;wipe dirk;evd gecko;evd kalmia;dst};#if (@combatmodule=bite) {illusion = salve;bt nechamandra};#if (@combatmodule=snipe) {snipe @target in}}}
#KEY CTRL-SUB {#if (@balanced) {#if (@combatmodule=dstab) {illusion = salve;purge;wipe dirk;evd epteth;evd epteth;dst};#if (@combatmodule=bite) {illusion = herb2;bt loki};#if (@combatmodule=snipe) {snipe @target up}}}
#KEY ALT-CTRL-KEY7 {#if (@balanced) {#if (@combatmodule=dstab) {};#if (@combatmodule=bite) {illusion = herb;bt notechis}}}
#KEY ALT-CTRL-DIV { #if (@combatmodule=bite) {illusion = moss;bt sumac}}
#CLASS 0
#CLASS {Misc|Movement|Traveling} {enable}
#ALIAS od {open door %1}
#ALIAS cd {close door %1}
#ALIAS find {#find}
#REGEX {^There is no exit in that direction\.$} {#if (@lastdir=up) {~swing up}}
#TRIGGER {^The forest seems to close up before you and you are prevented from moving that way\.$} {crash @lastdir}
#CLASS 0
#CLASS {Misc|Movement|Traveling|Moving} {enable}
#VAR lastdir {} {}
#VAR evading {0} {0}
#KEY KEY4 {lastdir=west;#if (@evading = 1) {get monolith};west;#if (@evading = 1) {drop monolith}}
#KEY KEY6 {lastdir=east;#if (@evading = 1) {get monolith};east;#if (@evading = 1) {drop monolith}}
#KEY KEY2 {lastdir=south;#if (@evading = 1) {get monolith};south;#if (@evading = 1) {drop monolith}}
#KEY KEY8 {lastdir=north;#if (@evading = 1) {get monolith};north;#if (@evading = 1) {drop monolith}}
#KEY KEY1 {lastdir=southwest;#if (@evading = 1) {get monolith};southwest;#if (@evading = 1) {drop monolith}}
#KEY KEY7 {lastdir=northwest;#if (@evading = 1) {get monolith};northwest;#if (@evading = 1) {drop monolith}}
#KEY KEY3 {lastdir=southeast;#if (@evading = 1) {get monolith};southeast;#if (@evading = 1) {drop monolith}}
#KEY KEY9 {lastdir=northeast;#if (@evading = 1) {get monolith};northeast;#if (@evading = 1) {drop monolith}}
#KEY DIV {lastdir=out;#if (@evading = 1) {get monolith};out;#if (@evading = 1) {drop monolith}}
#KEY MULT {lastdir=in;#if (@evading = 1) {get monolith};in;#if (@evading = 1) {drop monolith}}
#KEY SUB {lastdir=up;#if (@evading = 1) {get monolith};up;#if (@evading = 1) {drop monolith}}
#KEY ADD {lastdir=down;#if (@evading = 1) {get monolith};down;#if (@evading = 1) {drop monolith}}
#KEY KEY5 {ql}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Viper}
#ALIAS vip {drop @viper;order @viper kill @target}
#ALIAS sv {summon viper;pause}
#ALIAS svi {summon viper inv}
#VAR viper {snake297806 }
#REGEX {^\s+(.+)\s+a green eyelash viper$} {viper = %1}
#REGEX {^You summon your snake to your inventory\.$} {ii viper}
#REGEX {^Your concentration interrupted, you cease your attempts to attract nearby serpents\.$} {unpause}
#REGEX {^A green eyelash viper slithers into the room\.$} {unpause}
#CLASS 0
#CLASS {Misc|Antitheft}
#ALIAS buy {get gold from pouch;~buy %-1}
#TRIGGER {You take a key from a red snakeskin pouch.} {put key in pouch27668;put key in pouch27668}
#TRIGGER {You get %1 gold sovereigns from a red snakeskin pouch.} {put coins in pouch27668}
#CLASS 0
#CLASS {Misc|Antitheft|Wornitems}
#TRIGGER {^You remove a red snakeskin pouch.$} {wear pouch27668}
#TRIGGER {^You remove a ring of the Serpentlords.$} {wear ring212457}
#TRIGGER {^You remove a diamond ring of entwined snakes.$} {wear ring89377}
#TRIGGER {^You remove a black opal armband of deception.$} {wear armband47529}
#TRIGGER {^You remove a black hooded cloak of the Serpentlord.$} {wear cloak63021}
#TRIGGER {^You remove a suit of scale mail.$} {#TEMP {You have recovered balance on all limbs.} {wear scalemail35819}}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Cloak}
#ALIAS cc {conjure cloak}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Ghost}
#ALIAS cg {conjure ghost}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Execution}
#ALIAS exe {evd delphinium;evd delphinium;unwield left;unwield right;wield @whip;wield @dirk;execute @target}
#REGEX {^Your chance for execution lost} {unpause}
#REGEX {^As you pull your whip back further, you hear a satisfying 'SNAP' and} {unpause;dstab @target}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Warp}
#ALIAS wa {worm warp}
#REGEX {^The wormhole spits you out at the other end\.$} {find}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Shadow}
#ALIAS shad {shadow @target}
#REGEX {^You begin silently to shadow } {#if (@lastdir = sw) {#move ne} {#if (@lastdir = s) {#move n} {#if (@lastdir = se) {#move nw} {#if (@lastdir = w) {#move e} {#if (@lastdir = e) {#move w} {#if (@lastdir = nw) {#move se} {#if (@lastdir = n) {#move s} {#if (@lastdir = ne) {#move sw} {#if (@lastdir = up) {#move down} {#if (@lastdir = down) {#move up} {#if (@lastdir = in) {#move out} {#if (@lastdir = out) {#move in}}}}}}}}}}}}}
#CLASS 0
#CLASS {Combat|Skills|Hypnosis|Theft}
#ALIAS randomsnap {#case %random {ill Laverna snaps her fingers in front of you.} {ill Jarrel snaps his fingers in front of you.} {ill Trance snaps his fingers in front of you.} {ill Fen snaps his fingers in front of you.} {ill Rabid snaps his fingers in front of you.} {ill Korlax snaps his fingers in front of you.} {ill Daloc snaps his fingers in front of you.} {ill Sabiru snaps his fingers in front of you.} {ill Ulrike snaps her fingers in front of you.} {ill Kiet snaps his fingers in front of you.} {ill Daes snaps his fingers in front of you.}}
#REGEX {^.* armour, #.*$} {#cw magenta,high}
#REGEX {^.* arrow, #.*$} {#GAG}
#REGEX {^.* backpack, #.*$} {#cw blue,high}
#REGEX {^.* bastard, #.*$} {#cw green,high}
#REGEX {^.* battleaxe, #.*$} {#cw green,high}
#REGEX {^.* bow, #.*$} {#cw green}
#REGEX {^.* broadsword, #.*$} {#cw green,high}
#REGEX {^.* clam, #.*$} {#GAG}
#REGEX {^.* crab, #.*$} {#GAG}
#REGEX {^.* crossbow, #.*$} {#cw green}
#REGEX {^.* darkbow, #.*$} {#cw green}
#REGEX {^.* dirk, #.*$} {#cw green,high}
#REGEX {^.* journal, #.*$} {#cw yellow,high}
#REGEX {^.* key, #.*$} {#cw cyan,high}
#REGEX {^.* kitbag, #.*$} {#cw blue,high}
#REGEX {^.* longsword, #.*$} {#cw green,high}
#REGEX {^.* mail, #.*$} {#cw magenta,high}
#REGEX {^.* minnow, #.*$} {#GAG}
#REGEX {^.* mudsucker, #.*$} {#GAG}
#REGEX {^.* octopus, #.*$} {#GAG}
#REGEX {^.* pack, #.*$} {#cw blue,high}
#REGEX {^.* pipe, #.*$} {#gag}
#REGEX {^.* rapier, #.*$} {#cw green,high}
#REGEX {^.* ring, #.*$} {#cw yellow}
#REGEX {^.* scimitar, #.*$} {#cw green,high}
#REGEX {^.* shield.*, #.*$} {#cw magenta,high}
#REGEX {^.* shortsword, #.*$} {#cw green,high}
#REGEX {^.* shrimp, #.*$} {#GAG}
#REGEX {^.* spear, #.*$} {#cw green,high}
#REGEX {^.* stasis, #.*$} {#cw blue,high}
#REGEX {^.* trident, #.*$} {#cw green,high}
#REGEX {^.* vial .*, #.*$} {#cw red,high}
#REGEX {^.* vial, #.*$} {#cw red,high}
#REGEX {^.* warhammer, #.*$} {#cw green,high}
#REGEX {^.* whip, #.*$} {#cw green,high}
#REGEX {^.*flea, #.*$} {#GAG}
#REGEX {^A ring of pestilence, #.*$} {#cw magenta,high}
#REGEX {^A shrimp,$} {#GAG}
#REGEX {^Some gold sovereigns, #.*$} {#cw yellow,high}
#REGEX {^(.*),\s+\#(\d+)(?:\.| \.)$} {#SUB {~<send "sact give %2 to daes|sact drop %2|sact remove %2|sact unwield %2|sact put %2 in hat117316" "Action Give|Action Drop|Action Remove|Action Unwield|Action Hat"~>%1, ~#%2~</send~>}}
#REGEX {^@target's eyes gleam with generosity\.$} {ill You rub your hands together greedily.}
#REGEX {^.* pouch, #.*$} {#cw blue,high}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Appraise}
#ALIAS app {appraise @target}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Archery}
#ALIAS snipe {sniping = %1;#if (@bowwield = 1) {~snipe %-1} {wb;~snipe %-1}}
#ALIAS met {shoot @target with meteor}
#VAR sniping {Markuth}
#REGEX {^Your arrow strikes true!$} {pt Arrow connect on @sniping}
#CLASS 0
#CLASS {Combat|Highlights, Echos, Gags, Warnings|Opponent's Curing}
#REGEX {^@target eats a goldenseal root\.$} {#gag;i_alert TARGET ATE GOLDENSEAL}
#REGEX {^@target eats a piece of kelp\.$} {#gag;i_alert TARGET ATE KELP}
#REGEX {^@target eats a kola nut\.$} {#gag;i_alert TARGET ATE KOLA}
#REGEX {^@target eats a bloodroot leaf\.$} {#gag;i_alert TARGET ATE BLOODROOT}
#REGEX {^@target eats some bayberry bark\.$} {#gag;i_alert TARGET ATE BAYBERRY}
#REGEX {^@target eats a hawthorn berry\.$} {#gag;i_alert TARGET ATE HAWTHORN}
#REGEX {^@target eats a bellwort flower\.$} {#gag;i_alert TARGET ATE BELLWORT}
#REGEX {^@target eats some prickly ash bark\.$} {#gag;i_alert TARGET ATE ASH}
#REGEX {^@target rubs his fingers briskly on a Tarot card\.$} {#gag}
#REGEX {^@target takes a long drag off his pipe\.$} {#gag;i_alert TARGET SMOKED}
#REGEX {^@target eats a ginseng root\.$} {#gag;i_alert TARGET ATE GINSENG}
#REGEX {^@target eats a lobelia seed\.$} {#gag;i_alert TARGET ATE LOBELIA}
#REGEX {^@target takes a drink from (.+)\.$} {#gag;i_alert TARGET SIPPED.}
#REGEX {^@target takes some salve from a vial and rubs it on (.+)\.$} {#gag;i_alert TARGET APPLIED SALVE TO %1}
#REGEX {^@target clenches (.+) fists and grits (.+) teeth\.$} {#gag;i_alert TARGET USED INSOMNIA}
#CLASS 0
#CLASS {Combat|Highlights, Echos, Gags, Warnings|Viper}
#REGEX {^A green eyelash viper's head snaps out to sink its fangs in @target\.$} {#gag;i_info Viper hit %1}
#REGEX {^@target winces as a green eyelash viper's fanged head darts out to bite} {#gag;i_info Viper hit %1}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Slit}
#KEY F6 {slit @target}
#CLASS 0
#CLASS {System|Pueblo}
#CLASS 0
#CLASS {Acropolis}
#CLASS 0
#CLASS {Acropolis|Combat}
#ALIAS c {dispel @target;hyp @target;vip @target}
#ALIAS iw {point ring17337 %1}
#VAR lost_bals {bal1}
#VAR pflags {cekdb}
#REGEX "tpr_hmew" {(\d+)h\, (\d+)m\, (\d+)e\, (\d+)w (?pflags:[cexkdb@]*)\-} {#if (%pos( x, @pflags)) {#delkey lost_bals bal} {#addkey lost_bals bal 1};#if (%pos( e, @pflags)) {#delkey lost_bals eq} {#addkey lost_bals eq 1}} "" {nocr|prompt}
#CLASS 0
#CLASS {Acropolis|Combat|Internals}
#ALIAS i_info {#ECHO "";#say %ansi( red)~[%ansi( gray)DCS%ansi( red)~]%ansi( gray): %ansi( white)%expand( %-1)%ansi( gray)}
#ALIAS i_alert {#ECHO "";#say %ansi( red)~[%ansi( gray)DCS%ansi( red)~]%ansi( gray): %ansi( yellow, magenta)%expand( %-1)%ansi( gray)}
#ALIAS i_error {#ECHO "";#say %ansi( red)~[%ansi( gray)DCS%ansi( red)~]%ansi( gray): %ansi( hi, red)%expand( %-1)%ansi( gray)}
#ALIAS i_onclass {tn %1}
#ALIAS i_offclass {tf %1}
#CLASS 0
#CLASS {Acropolis|Combat|Functions} {enable}
#VAR balanced {%if(%iskey(@lost_bals, bal) or %iskey(@lost_bals, eq), 0, 1)}
#CLASS 0
#CLASS {Acropolis|Combat|Interface}
#ALIAS affs {vshowa}
#ALIAS defs {vshowd}
#ALIAS bals {vshowb}
#ALIAS pause {vpause}
#ALIAS unpause {vunpause}
#CLASS 0
#CLASS {Acropolis|Toolbar}
#CLASS 0
#CLASS {Acropolis|Toolbar|Control}
#BUTTON 1 {Moss} {#if (@automoss) {vconfig_usemoss no} {vconfig_usemoss yes}} {} {} {} {} {} {Size} {45} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_moss}
#BUTTON 2 {Focus} {vconfig_usefocus} {} {} {} {} {} {Size} {45} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_focus}
#BUTTON 3 {Clot} {vconfig_haveclot} {} {} {} {} {} {Size} {45} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_clot}
#BUTTON 4 {Parry} {#if (@autoparry = 1) {vconfig_haveparry no} {vconfig_haveparry yes}} {} {} {} {} {} {Size} {47} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_parry}
#BUTTON 5 {Breathing} {br} {} {} {} {} {} {Size} {49} {23} {} {} {} {71} {} {} {} "" {Explore} {} {btn_breathing}
#BUTTON 6 {Aura} {ss} {} {} {} {} {} {Size} {45} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_aura}
#BUTTON 23 {Illusioning} {#if (@auto_illusion) {i_offillusion} {i_onillusion}} {} {} {} {} {} {Size} {50} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_illusioning}
#BUTTON 29 {Anti-Illusion} {#if (@antiillusion) {tf anti-illusion} {tn anti-illusion}} {} {} {} {} {} {Size} {57} {23} {} {} {} {71} {} {} {} "" {Explore} {} {btn_antiillusion}
#CLASS 0
#CLASS {Acropolis|Toolbar|Opponents}
#BUTTON 7 {Apostate} {#if (@apostate = 1) {i_offclass apostate} {i_onclass apostate}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_apostate} {2}
#BUTTON 8 {Bard} {#if (@bard = 1) {i_offclass bard} {i_onclass bard}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_bard} {2}
#BUTTON 9 {Druid} {#if (@druid = 1) {i_offclass druid} {i_onclass druid}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_druid} {2}
#BUTTON 10 {Infernal} {#if (@infernal = 1) {i_offclass infernal} {i_onclass infernal}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_infernal} {2}
#BUTTON 11 {Jester} {#if (@jester = 1) {i_offclass jester} {i_onclass jester}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_jester} {2}
#BUTTON 12 {Magi} {#if (@magi = 1) {i_offclass magi} {i_onclass magi}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_magi} {2}
#BUTTON 13 {Monk} {#if (@monk = 1) {i_offclass monk} {i_onclass monk}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_monk} {2}
#BUTTON 14 {Occultist} {#if (@occultist = 1) {i_offclass occultist} {i_onclass occultist}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_occultist} {2}
#BUTTON 15 {Paladin} {#if (@paladin = 1) {i_offclass paladin} {i_onclass paladin}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_paladin} {2}
#BUTTON 16 {Priest} {#if (@priest = 1) {i_offclass priest} {i_onclass priest}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_priest} {2}
#BUTTON 17 {Runewarden} {#if (@runewarden = 1) {i_offclass runewarden} {i_onclass runewarden}} {} {} {} {} {} {Size} {66} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_runewarden} {2}
#BUTTON 18 {Sentinel} {#if (@sentinel = 1) {i_offclass sentinel} {i_onclass sentinel}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_sentinel} {2}
#BUTTON 19 {Serpent} {#if (@serpent = 1) {i_offclass serpent} {i_onclass serpent}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_serpent} {2}
#BUTTON 20 {Shaman} {#if (@shaman = 1) {i_offclass shaman} {i_onclass shaman}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_shaman} {2}
#BUTTON 21 {Sylvan} {#if (@sylvan = 1) {i_offclass sylvan} {i_onclass sylvan}} {} {} {} {} {} {Size} {51} {23} {} {} {} {47} {} {} {} "" {Explore} {} {btn_sylvan} {2}
#BUTTON 22 {ALL} {tn allclasses} {} {} {} {} {} {Size} {51} {23} {} {} {} {63} {} {} {} "" {Explore} {} {btn_opps} {2}
#BUTTON 28 {NONE} {tf allclasses} {} {} {} {} {} {Size} {51} {23} {} {} {} {63} {} {} {} "" {Explore} {} {btn_opps} {2}
#CLASS 0
#CLASS {Acropolis|Combat|Targeting}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Yank}
#KEY F5 {#if (@whipwield = 1) {yank @target} {ww;yank @target}}
#CLASS 0
#CLASS {Misc|Vadi}
#ALIAS pause {vpause}
#ALIAS unpause {vunpause}
#ALIAS bdef {vdefs basic}
#ALIAS fdef {vdefs combat}
#VAR autoparry {1}
#VAR automoss {} {}
#VAR antiillusion {0} {0}
#REGEX {^\[Vadi\]\: Not keeping aura of weapons rebounding up\.$} {#noop %btncol( btn_aura, red, gray)}
#REGEX {^\[Vadi\]\: Keeping aura of weapons rebounding up\.$} {#noop %btncol( btn_aura, green, white)}
#REGEX {^\[Vadi\]\: Will clot your wounds\.$} {#noop %btncol( btn_clot, green, white)}
#REGEX {^\[Vadi\]\: Don't have clotting in Survival\; the system won't auto-clot\.$} {#noop %btncol( btn_clot, red, gray)}
#REGEX {^\[Vadi\]\: Congratulations! You can now use the auto and default parrying modes\.$} {#noop %btncol( btn_parry, green, white);autoparry = 1}
#REGEX {^\[Vadi\]\: No parry\.\.\. aww\.$} {#noop %btncol( btn_parry, red, gray);autoparry = 0}
#REGEX {^\[Vadi\]\: Holding breath\.$} {#noop %btncol( btn_breathing, green, white)}
#REGEX {^\[Vadi\]\: Not holding breath anymore\.$} {#noop %btncol( btn_breathing, red, gray)}
#REGEX {^\[Vadi\]\: Will eat moss when below appropriate health/mana levels\.$} {#noop %btncol( btn_moss, green, white);automoss = 1}
#REGEX {^\[Vadi\]\: Won't eat moss at all\.$} {#noop %btncol( btn_moss, red, gray);automoss = 0}
#REGEX {^\[Vadi\]\: Anti-illusion enabled\.$} {#noop %btncol( btn_antiillusion, green, white);antiillusion = 1}
#REGEX {^\[Vadi\]\: Anti-illusion disabled\.$} {#noop %btncol( btn_antiillusion, red, gray);antiillusion = 0}
#CLASS 0
#CLASS {Misc|Vadi|Classes}
#VAR Apostate {1}
#VAR Bard {1}
#VAR Druid {1}
#VAR Infernal {1}
#VAR Jester {1}
#VAR Magi {1}
#VAR Monk {1}
#VAR Occultist {1}
#VAR Paladin {1}
#VAR Priest {1}
#VAR Runewarden {1}
#VAR Sentinel {1}
#VAR Serpent {1}
#VAR Shaman {1}
#VAR Sylvan {1}
#REGEX {^\[Vadi\]\: (.+) class enabled\.$} {#noop %btncol( btn_%1, green, white);%1 = 1}
#REGEX {^\[Vadi\]\: (.+) class disabled\.$} {#noop %btncol( btn_%1, red, gray);%1 = 0}
#REGEX {^\[Vadi\]\: (.+) class is already enabled\.$} {#noop %btncol( btn_%1, green, white);%1 = 1}
#REGEX {^\[Vadi\]\: (.+) class is already disabled\.$} {#noop %btncol( btn_%1, red, gray);%1 = 0}
#CLASS 0
#CLASS {Misc|Timing}
#ALIAS timing {#if (%1 = on) {#T+ timing_trigger;#echo TIMING ON} {#ECHO TIMING OFF;#T- timing_trigger}}
#REGEX "timing_trigger" {^(.+)h, (.+)m, } {#SAYP %ansi( white)~[%time( n:ss:zzz)~]%char( 32)} "" {disable}
#CLASS 0
#CLASS {Misc|Raid}
#REGEX {^\(Party\)\: (.+) says, \~"TARGET (.+)\.\~"$} {t %2}
#CLASS 0
#CLASS {Combat|Skills|Subterfuge|Illusion|Illusions}
#ALIAS ilimpatience {ill You shuffle your feet noisily, suddenly bored.}
#ALIAS ilsalve {ill Lightning-quick, Daes jabs your head with an ornate steel rapier.\nYour mind feels suddenly dulled and slow.}
#ALIAS ilmisc {ill Daes points a ring of pestilence at you.}
#ALIAS ilfitness {ill You inhale deeply, allowing the air to fill your mighty lungs.}
#ALIAS ilstarburst {ill You have been slain by Daes.\nYour starburst tattoo flares as the world is momentarily tinted red.}
#ALIAS ilherbbalance {ill You may eat another plant.}
#ALIAS ildarkshade {ill Daes sinks his fangs into your body and you wince in pain.\nYour vision is flooded with light, and your face suddenly reddens.}
#ALIAS ilflay {ill Daes flays the sileris coating from you.\nYou apply a sileris berry to yourself.}
#ALIAS ilconfusion {ill Daes snaps his fingers in front of you.\nYour mind feels suddenly confused and jumbled.}
#ALIAS ilkalmia {ill Daes sinks his fangs into your body and you wince in pain.\nYou feel a tightening sensation grow in your lungs.}
#ALIAS ilmossbalance {ill You may eat another bit of irid moss.}
#ALIAS ilbbt {ill You step into the attack, grab Daes by the arm, and throw him violently to the ground.}
#ALIAS ilcurare {Daes pricks you twice in rapid succession with his dirk.\nA pr*ckly stinging*overcomes your b*dy, fading away int* numbness.}
#CLASS 0
#CLASS {Acropolis|Automap}
#ALIAS onroomcreate {#if (%iskey(@room_type, shop)) {mapas shop} {#if (%iskey(@room_type, sewer)) {mapas sewer grate} {#if (%iskey(@room_type, wilderness)) {mapas wilderness} {#if (%iskey(@room_type, subdivision)) {mapas subdivision} {#if (%iskey(@room_type, road)) {mapas road}}}}};room_type = %null}
#ALIAS onroomenter {room_type = %null}
#ALIAS mapon {#T+ Acropolis|Automap|Tracking;#T- Acropolis|Automap|Squinting;#T- Acropolis|Automap|Glancing}
#ALIAS mapoff {#T- Acropolis|Automap|Tracking}
#ALIAS mapstat {#say {%crlf~Map status:%crlf~Name:@room_name%crlf~Desc:@room_desc%crlf~Exit:@room_exit%crlf%expanddb(@room_type, ", ")}}
#ALIAS mapnorm {#noop %roomcol(,0)}
#ALIAS mapas {#if (%iskey( @terrains, %-1)) {#noop %roomcol( ,%db( @terrains, "%-1"))} {alert Terrain not found in database: %-1}}
#ALIAS sq {mapoff;#T+ Acropolis|Automap|Squinting;~sq %1}
#ALIAS squint {sq %1}
#ALIAS gl {mapoff;#T+ Acropolis|Automap|Glancing;~gl %1}
#ALIAS glance {gl %1}
#ALIAS evade {evade_dir = %1;~evade %1}
#ALIAS gallop {gallop_dir = %1;~gallop %1}
#ALIAS sur {#send survey}
#ALIAS nodir {#nodir;swim_dir = "";evade_dir = "";gallop_dir = "";crash_dir = ""}
#VAR room_type {} {}
#VAR room_name {} {}
#VAR room_desc {} {}
#VAR room_exit {} {}
#VAR swim_dir {} {}
#VAR evade_dir {} {}
#VAR gallop_dir {} {}
#VAR terrains {beachantiquewhiteblightedblackconstructed undergroundlightsalmondeep oceandarkbluedesertbeigedwarven cityburlywoodfarmlandsdarkgoldenrodforestforestgreenfreshwaterdeepskyblue
gardenmediumspringgreengrasslandslawngreenhillschocolatejungledarkoliveg
r
eenmagma cavesmaroonmountainsdarkslatebluenatural undergroundindianrednetherworlddarkredoceanaquapathdimgraypolarlavender
reefcoralriverdarkturquoiseroaddimgrayruinsdarkkhakisewerrosybrownsew
e
r grateorangeshopbrownsubdivisiongreenswampcadetbluetreeschartreusetsol'aa cityyellowgreentundraazureunknownblackurbanlightslategrayvalleydarkseag
reenwastelandsiennawaterlightbluewildernessyellow}
#VAR crash_dir {} {}
#REGEX {^You follow .+? (north|south|east|west|northwest|northeast|southwest|southeast|down|up|in|out) to .+?} {#move %1}
#REGEX {^You begin to ford the waters (\w+)\.$} {swim_dir = %1;#nomap;#T+ Acropolis|Automap|Swimming}
#REGEX {^You begin to steadily swim (\w+)\.$} {swim_dir = %1;#nomap;#T+ Acropolis|Automap|Swimming}
#REGEX {^You get down on your belly and begin trying to swim\, but only succeed in rolling around in the dirt a bit\.$} {nomap;#nodir}
#REGEX {^There is no exit in that direction\.$} {nodir;#nomap}
#REGEX {^There is .+?door in the way} {nodir;#nomap}
#REGEX {^Your mount slips and fall on the ice as you try to leave\.$} {nodir;#nomap}
#REGEX {^You slip and fall on the ice as you try to leave\.$} {#nodir;#nomap}
#REGEX {^There\'s water ahead of you\. You\'ll have to swim in that direction to make it through\.$} {nodir;#nomap}
#REGEX {^Now now\, don\'t be so hasty\!$} {nodir;#nomap}
#REGEX {^A wall blocks your way\.$} {nodir;#nomap}
#REGEX {^You are regaining balance and are unable to move\.$} {nodir;#nomap}
#REGEX {^You are recovering equilibrium and cannot move yet\.$} {nodir;#nomap}
#REGEX {^The forest seems to close up before you and you are prevented from moving that way\.$} {nodir;#nomap}
#REGEX {^You slip away successfully and evade your pursuers\.$} {#move @evade_dir;evade_dir = ""}
#REGEX {^The ferryman for this dock is not here\.$} {nodir}
#REGEX {^You cannot fly indoors\.$} {nodir;#nomap}
#REGEX {^The wind catches you and blows you (\w+)\.$} {#move %1}
#REGEX {^You discern that you are standing} {#nomap;#T+ Acropolis|Automap|Terrain}
#REGEX {^You kick your mount in the haunches\.$} {#T+ gallop_move}
#COND {^\d+h\, \d+m} {#T- gallop_move} {nocr|prompt|regex}
#REGEX "gallop_move" {(33\[33m)?(.+)} {#if (%null( %1) and %pos( "There is a door in the way", "%2") == 0) {#move @gallop_dir} {nodir}} "" {case|color|disable}
#REGEX {^The wormhole spits you out at the other end.$} {#FIND}
#REGEX {^You must regain balance first\.$} {nodir;#nomap}
#CLASS 0
#CLASS {Acropolis|Automap|Directions} {enable}
#DIR io {in} other
#DIR oi {out} other
#CLASS 0
#CLASS {Acropolis|Automap|Squinting} {disable}
#REGEX {^There is nothing} {mapon}
#REGEX {^You can see no further} {mapon}
#REGEX {^Downpour obscures your vision} {mapon}
#REGEX {^Heavy snow obscures your vision} {mapon}
#REGEX {^A closed door obscures your vision} {mapon}
#REGEX {^A blizzard obscures your vision} {mapon}
#REGEX {^Fog obscures your vision\.$} {mapon}
#CLASS 0
#CLASS {Acropolis|Automap|Glancing} {disable}
#REGEX {^You must regain} {mapon}
#REGEX {^You have recovered equilibrium} {mapon}
#REGEX {^You realise that there is nothing} {mapon}
#REGEX {^Downpour obscures your vision} {mapon}
#REGEX {^Heavy snow obscures your vision} {mapon}
#REGEX {^A closed door obscures your vision} {mapon}
#REGEX {^A blizzard obscures your vision} {mapon}
#REGEX {^Fog obscures your vision\.$} {mapon}
#CLASS 0
#CLASS {Acropolis|Automap|Swimming} {disable}
#ALIAS noswim {#T- Acropolis|Automap|Tracking|Swimming;swim_dir = ""}
#ALARM {*4} {noswim}
#REGEX {^33\[33m.+?\.} {#if (@swim_dir) {#move @swim_dir};noswim} "" {color}
#REGEX {^You get down on your belly and begin trying to swim} {noswim}
#CLASS 0
#CLASS {Acropolis|Automap|Terrain} {disable}
#REGEX {^\d+h\, \d+m} {#T- Acropolis|Automap|Terrain} "" {nocr|prompt}
#REGEX {^Your environment conforms to that of (.+?)\.$} {mapas %1}
#REGEX {^You cannot glean any information about your surroundings\.$} {mapas unknown}
#CLASS 0
#CLASS {Acropolis|Automap|Teleports}
#REGEX {^You rapidly sink into the floor, pass through an impenetrable grey fog, and land hard in a swamp\.$} {#TELEPORT 14575}
#REGEX {^You immediately begin to rise off the ground, following the root upwards faster and faster.$} {#TELEPORT 8035}
#CLASS 0
#CLASS {Acropolis|Automap|Tracking} {enable}
#REGEX {^(?:33\[37m)?(?:In the trees above|Flying above)?33\[33m\s*(.+?)$} {room_name = %trim( %stripansi( "%1"));#if (%pos( "(road)", @room_name) > 0) {#addkey room_type road 1};#tag Name @room_name;#if (@crashdir) {#MOVE @crashdir;crashdir = 0}} "" {notrig|color}
#COND {} {#T+ Acropolis|Automap|Tracking|Room;#T+ init_desc} {within|param=1}
#COND {^\d+h\, \d+m} {} {nocr|prompt|regex}
#REGEX {^You look off to the (\w+) and dash speedily away\.$} {#if (%maplocked) {#12 {#move %1}}}
#CLASS 0
#CLASS {Acropolis|Automap|Tracking|Room} {disable}
#REGEX {^\d+h\, \d+m} {#if (%iskey( @flags, mapstat)) {mapstat};#OK;room_name = %null;room_desc = %null;room_exit = %null;crash_dir = ""} "" {nocr|prompt}
#REGEX {WARES} {#addkey room_type shop 1} "" {case|notrig}
#REGEX {sewer grate} {#addkey room_type sewer 1} "" {case|notrig}
#REGEX {sewer\s*\ngrate} {#addkey room_type sewer 1} "" {case|notrig}
#REGEX {SUBDIVISION} {#addkey room_type subdivision 1} "" {case|notrig}
#REGEX {enter the wilderness} {#addkey room_type wilderness 1} "" {case|notrig}
#REGEX {enter\s*\nthe wilderness} {#addkey room_type wilderness 1} "" {case|notrig}
#REGEX {enter the\s*\nwilderness} {#addkey room_type wilderness 1} "" {case|notrig}
#REGEX "init_desc" {.+?33\[(?:37|0)m(.+)} {room_desc = %stripansi("%1")} "" {notrig|color|disable}
#REGEX {graffiti} {#T- init_desc}
#REGEX {([^33]+)} {room_desc = %concat( %trim( %stripansi( @room_desc)), " %1");#if (%pos( "Some graffiti has been scrawled here. It reads, ", @room_desc)) {room_desc = %leftback( @room_desc, 50)}} "" {case|color|line=7}
#REGEX {^33\[1\;34m(.+)$} {#T- init_desc;room_exit = %concat(@room_exit, %stripansi("%1"), " ");#if (%pos(".", @room_exit)) {#tag name @room_name;#tag desc @room_desc;#tag exit @room_exit}} "" {notrig|color}
#CLASS 0
#CLASS {Acropolis|Automap|Tracking|Swimming}
#CLASS 0
#CLASS {Misc|Qw}
#ALIAS qwhosorter {#pri {#var qwtemp {@qwlist};#var qwswitch {0};#loop %numitems( @qwlist) {#if (@qwswitch) {#sayp %ansi( 7)%item( @qwtemp, %numitems( @qwtemp));#deln qwtemp %numitems( @qwtemp);#if (@qwtemp) {#sayp ", "};qwswitch=0} {#sayp %ansi( 7)%item( @qwtemp, 1);#deln qwtemp 1;#if (@qwtemp) {#sayp ", "};qwswitch=1}};#say "";#unv qwtemp;#gag;#unv qwswitch;#gag}}
#CLASS 0
#CLASS {Acropolis|Combat|Targeting}
#CLASS 0
#CLASS {Combat|Targeting}
#ALIAS t {target = %proper( %1);i_info Targeting: @target}
#ALIAS tq {#if (@target_mode == Person) {tqper %1} {tqmob %1}}
#ALIAS tqr {#var targets_@target_mode "";i_info @target_mode target queue reset}
#ALIAS tqmob {#priority {#forall {%1} {#additem targets_mobile %proper( %i);i_info Mobile queued as target: %item( @targets_mobile, %numitems( @targets_mobile))}}}
#ALIAS tqper {#priority {#forall {%1} {#additem targets_person %proper(%i);i_info Person queued as target: %item(@targets_person, %numitems(@targets_person))}}}
#ALIAS tmob {target_mode = Mobile;i_info Targeting mode: %ansi(27)@target_mode;#noop %btncol(btntarget, 11);#noop %btncol(btntarget_mode, 27)}
#ALIAS tper {target_mode = Person;i_info Targeting mode: %ansi(28)@target_mode;#noop %btncol(btntarget, 12);#noop %btncol(btntarget_mode, 28)}
#ALIAS tnext {#if (!%numitems(@targets)) {i_error No targets queued yet!} {target_pos = %ismember(@target, @targets);#if (@target_pos == 0 or @target_pos == %numitems(@targets)) {t %item(@targets, 1)} {t %item(@targets, @target_pos + 1)}}}
#ALIAS tprev {#if (!%numitems(@targets)) {i_error No targets queued yet!} {target_pos = %ismember(@target, @targets);#if (@target_pos == 0 or @target_pos == 1) {t %item(@targets, %numitems(@targets))} {t %item(@targets, @target_pos - 1)}}}
#VAR target_mode {Mobile}
#VAR target_pos {0} {0}
#VAR targets {@{targets_@target_mode}}
#VAR target_next {%if( %ismember( @target, @targets) == 0 or %ismember( @target, @targets) == %numitems( @targets), %item( @targets, 1), %item( @targets, %ismember( @target, @targets) + 1))}
#VAR target_prev {%if( %ismember( @target, @targets) == 0 or %ismember( @target, @targets) == 1, %item( @targets, %numitems( @targets)), %item( @targets, %ismember( @target, @targets) - 1))}
#VAR targets_person {}
#VAR targets_mobile {}
#VAR target {}
#ALARM "tmode" {*1} {#T- tmode trigger;#if (@target_mode == Mobile) {tmob} {tper}} "" {disable}
#KEY CTRL-LEFT {#if (@target_mode == Mobile) {tper} {tmob}}
#KEY CTRL-RIGHT {#if (@target_mode == Mobile) {tper} {tmob}}
#KEY CTRL-UP {tprev}
#KEY CTRL-DOWN {tnext}
#BUTTON 24 {Target Mode: @target_mode} {#if (@target_mode == Mobile) {tper} {tmob}} {} {} {} {} {} {Size} {140} {14} {Pos} {0} {0} {27} {} {} {} "" {Explore} {} {btntarget_mode} {4}
#BUTTON 25 {@target_prev} {tprev} {} {} {} {} {} {Size} {140} {14} {Pos} {14} {0} {8} {} {} {} "" {Explore} {} {btntarget_prev} {4}
#BUTTON 26 {@target} {enemy @target} {} {} {} {} {} {Size} {140} {14} {Pos} {28} {0} {11} {} {} {} "" {Explore} {} {btntarget} {4}
#BUTTON 27 {@target_next} {tnext} {} {} {} {} {} {Size} {140} {14} {Pos} {42} {0} {8} {} {} {} "" {Explore} {} {btntarget_next} {4}
#CLASS 0