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actions.tin
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#nop Actions
#nop ===========================================================================
#nop BASIC COMMON INTERFACE
#nop ---------------------------------------------------------------------------
#nop ---------------------------------------------------------------------------
#nop DEFAULT MONITOR LINES
#nop ---------------------------------------------------------------------------
#prompt {^Hp: %0 (%1) Gp: %2 (%3) Xp: %4} {$prompt_final};
#prompt {^Hp: %0(%1) Gp: %2(%3) Xp: %4 Burden: %5} {$prompt_final};
#gag {^Queued command: score brief};
#gag {^Queued command: money brief};
#nop MONITOR LINE IN score brief INGAME OUTPUT
#act {^Hp: %1(%2) Gp: %3(%4) Xp: %5 Burden: %6}
{
#var hpcol @colscale{%1 %2};
#var mncol @colscale{%3 %4};
#var xpvalue %5;
#nop START Sleipnir's Useless Delta Function START;
#var hpvalue %1;
#var {newhp} {$hpvalue};
#var gpvalue %3;
#var {newgp} {$gpvalue};
#math {gpdif} {$newgp - $oldgp};
#math {hpdif} {$newhp - $oldhp};
#math {xpdif} {$xpvalue - $oldxp};
#format {dif}
{
%cHP: %s%c %cGP: %s%c %cXP: %s%c %cHp: %s(%s) Gp: %s(%s) Xp: %s%c
}
{bold cyan} {$hpdif} {reset} {bold green} {$gpdif} {reset} {bold blue} {$xpdif} {reset} {magenta} {$hpvalue} {%2} {$gpvalue} {%4} {$xpvalue} {reset};
#echo $dif;
#var {oldhp}{$hpvalue};
#var {oldgp}{$gpvalue};
#var {oldxp}{$xpvalue};
#nop END Sleipnir's Useless Delta Function END;
#nop on first call, set the correct xp to start counting correctly in the triggers
#if {$xp_updated == 0}
{
#var {newxp} {$xpvalue};
#var {newexp} {$xpvalue};
#var {xp_updated} {1};
};
#format {health}
{
%c<%c---%c( Hp: %s%+4s%c(%c%-4s%c)
}
{dim yellow} {reset} {dim yellow} {$hpcol} {%1} {dim yellow} {light yellow} {%2} {dim yellow};
#format {manapool}
{
%cGp: %s%+3s%c(%c%s%c)
}
{dim yellow} {$mncol} {%3} {dim yellow} {light yellow} {%4} {dim yellow};
#format {unspentXP}
{
%cXp: %c%s
}
{dim yellow} {reset} {%5};
#format {burden}
{
%cBurden: %c%s
}
{dim yellow} {reset} {%6};
#format {prompt_final}
{
%s %s %s %s %s %c)%c---%c>%c
}
{$health} {$manapool} {$unspentXP} {$burden} {$money} {dim yellow} {reset} {dim yellow} {reset};
};
#nop MONITOR LINE FROM INGAME COMBAT WITH monitor on
#act {^Hp: %0 (%1) Gp: %2 (%3) Xp: %4}
{
#var hpcol @colscale{%0 %1};
#var mncol @colscale{%2 %3};
#var xpvalue %4;
#nop START Sleipnir's Useless Delta Function START;
#var hpvalue %0;
#var {newhp} {$hpvalue};
#var gpvalue %2;
#var {newgp} {$gpvalue};
#math {gpdif} {$newgp - $oldgp};
#math {hpdif} {$newhp - $oldhp};
#math {xpdif} {$xpvalue - $oldxp};
#format {dif}
{
%cHP: %s%c %cGP: %s%c %cXP: %s%c %cHp: %s(%s) Gp: %s(%s) Xp: %s%c
}
{bold cyan} {$hpdif} {reset} {bold green} {$gpdif} {reset} {bold blue} {$xpdif} {reset} {magenta} {$hpvalue} {%1} {$gpvalue} {%3} {$xpvalue} {reset};
#echo $dif;
#var {oldhp}{$hpvalue};
#var {oldgp}{$gpvalue};
#var {oldxp}{$xpvalue};
#nop END Sleipnir's Useless Delta Function END;
#if {$xp_updated == 0}
{#var {newxp} {$xpvalue};
#var {newexp}{$xpvalue};
#var {xp_updated} {1};
};
#format {health} {%c<%c---%c( %cHp: %s%+4s%c(%c%-4s%c)} {dim yellow} {reset} {red} {dim yellow} {$hpcol} {%0} {dim yellow} {light yellow} {%1} {dim yellow};
#format {manapool}{%cGp: %s%+3s%c(%c%s%c)} {dim yellow} {$mncol} {%2} {dim yellow} {light yellow} {%3} {dim yellow};
#format {unspentXP} {%cXp: %c%s}{dim yellow} {reset} {%4};
#format {prompt_final}{%s %s %s %s %s %c)%c---%c>%c}{$health} {$manapool} {$unspentXP} {$burden} {$money} {red} {reset} {dim yellow} {reset};
};
#nop ---------------------------------------------------------------------------
#nop OUTPUT OF money brief CONVERTED INTO STATUS BAR + GAGGING
#nop ---------------------------------------------------------------------------
#act {^You are flat broke.}
{
#format {money}
{
%cMoney:%c None
}
{dim yellow} {reset}
};
#act {^You have a total of %0.$}
{
#format {money}
{
%cMoney:%c %s
}
{dim yellow} {reset} {%0}
};
#gag {^You have a total of %0.$};
#gag {^You are flat broke.};
#nop ---------------------------------------------------------------------------
#nop USEFUL DEFAULT STUFF
#nop ---------------------------------------------------------------------------
#high {^You{|r} } {faint};
#high {^Queued command: %0} {bold black};
#high {priest} {magenta};
#high {watchm{a|e}n} {cyan};
#gag {^$};
#action {^A Coffee Nostra hitman steps out of the shadows.$}
{
tts Hitman Hitman Hitman;
};
#action {^Noting the intentions of %8, you move in to assist %9.}
{
mp3 swordraw.mp3;
};
#action {^Whoops! You %9}
{
mp3 toasty.mp3;
};
#action {^You have a good look at the ground and scavenge %1 from}
{
tts %1;
}
#nop ---------------------------------------------------------------------------
#nop CATCHING THE CHAT
#nop ---------------------------------------------------------------------------
#act {^You tell %2} {showtowin <138>You tell %2};
#act {^You ask %2} {showtowin <138>You ask %2};
#act {^You exclaim to %2} {showtowin <138>You exclaim to %2};
#act {~%1 tells you%2} {showtowin <138>%1 tells you%2};
#act {~%1 tells %2 and you: %3} {showtowin <138>%1 tells %2 and you: %3};
#act {~%1 asks you: %2} {showtowin <138>%1 asks you: %2};
#act {~%1 asks %2 and you: %3} {showtowin <138>%1 tells %2 and you: %3};
#act {~%1 exclaims to you: %2} {showtowin <138>%1 exclaims to you: %2};
#act {~%1 exclaims to %2 and you: %3} {showtowin <138>%1 tells %2 and you: %3};
#act {^[%1] %2: %3} {showtowin <128>[%1] %2: %3};
#nop ---------------------------------------------------------------------------
#nop ---------------------------------------------------------------------------
#nop COMBAT
#nop ---------------------------------------------------------------------------
#high {absorbs all of the blow} {green};
#nop ---------------------------------------------------------------------------
#nop WIZZARDLY STUFF
#nop ---------------------------------------------------------------------------
#nop PORTALS
#high {^When you open the %0 you think you can hear a faint rumbling sound from it.$} {bold red};
#high {burning} {bold red};
#nop MAGICAL SHIELDS
#nop ALL
#high {chalky skin} {white};
#high {dull red} {faint red};
#high {bright red} {b red};
#high {wobbling orange} {yellow};
#high {flickering yellow} {b yellow};
#high {There is a sudden white flash around %0} {bold red};
#high {magical impact shield} {green};
#nop YOURSELF
#high {your floating %0 swoops in} {green};
#high {your magical shielding} {yellow};
#high {^There is a sudden white flash. Your magical shield has broken.} {bold cyan};
#high {^In blocking the attack the %0 floating around you is knocked out of orbit.} {bold white};
#gag {^Your %0 is too late to block};
#nop SPELL COMPONENTS
#high {%w bucketful{s|} of %2 ash} {bold white}
#high {%w handful{s|} of %2 ash} {bold white}
#high {%w ball{s|} of congealed sap} {bold white}
#high {%w handful{s|} of some white mineral powder} {bold white}
#high {%w fish{es|} carved from varnish} {bold white}
#high {%w beeswax candle{s|}} {bold white}
#high {%w {cured|} carrot{s|}} {bold white}
#high {%w {cured|} %* eye{s|}} {bold white}
#nop COLOURING OF TPA IN THE TOP BAR
#act {^As your shield absorbs the impact, it becomes visible as a dull red glow.} {#var {tpacol} {<019>}};
#act {^As your shield absorbs the impact, its glow changes from a dull red to a bright red.} {#var {tpacol} {<071>}};
#act {^As your shield absorbs the impact, its glow changes from a bright red to a wobbling orange.} {#var {tpacol} {<039>}};
#act {^As your shield absorbs the impact, its glow changes from a wobbling orange to a flickering yellow.} {#var {tpacol} {<003>}};
#act {^Your shield changes from a flickering yellow to a wobbling orange.} {#var {tpacol} {<039>}};
#act {^Your shield changes from a wobbling orange to a bright red.} {#var {tpacol} {<071>}};
#act {^Your shield changes from a bright red to a dull red.} {#var {tpacol} {<019>}};
#act {^Your shield stops glowing a dull red and lapses back into invisibility.} {#var {tpacol} {<029>}};
#act {^There is a sudden white flash. Your magical shield has broken.$}
{
tts Shield Down;
#var tpa_on 0;
};
#action {^In blocking the attack the %* floating around you is knocked out of orbit.$}
{
tts Floater;
};
#act {^With a noise that sounds like "Plink!", everything around you flashes %* for a moment.}
{
mp3 ting.mp3;
#var sec_counter 0;
#var min_counter 0;
#var hits 0;
#math tpa_on 1;
#var tpacol <020>;
#ticker {tpa_time}
{
#math {sec_counter} {$sec_counter + 1};
#if {$sec_counter == 60}
{
#math {min_counter} {$min_counter + 1};
#math {sec_counter} {0};
}
}{1};
};
#act {%9but your magical shielding absorbs all of the blow.}
{
#math {hits} {$hits + 1};
};
#action {^With a noise that sounds like "Plink!", the air around %9 flashes red for a moment.$}
{
mp3 ting.mp3;
#regexp {%9} {the skeleton warrior}
{
#var {skelcol} {<020>};
};
#regexp {%9} {%i$party[1]}
{
#list {partyCOL} {set} {1} {<020>};
#var m1sm 0;
#list {partyTPA} {set} {1} {0};
#tick {member1shield}
{
#math {m1sm} {$m1sm + 1};
#list {partyTPA} {set} {1} {$m1sm};
}{60};
};
#regexp {%9} {%i$party[2]}
{
#list {partyCOL} {set} {2} {<020>};
#var m2sm 0;
#list {partyTPA} {set} {2} {0};
#tick {member2shield}
{
#math {m2sm} {$m2sm + 1};
#list {partyTPA} {set} {2} {$m2sm};
}{60};
};
#regexp {%9} {%i$party[3]}
{
#list {partyCOL} {set} {3} {<020>};
#var m3sm 0;
#list {partyTPA} {set} {3} {0};
#tick {member3shield}
{
#math {m3sm} {$m3sm + 1};
#list {partyTPA} {set} {3} {$m3sm};
}{60};
};
#regexp {%9} {%i$party[4]}
{
#list {partyCOL} {set} {4} {<020>};
#var m4sm 0;
#list {partyTPA} {set} {4} {0};
#tick {member4shield}
{
#math {m4sm} {$m4sm + 1};
#list {partyTPA} {set} {4} {$m4sm};
}{60};
};
#regexp {%9} {%i$party[5]}
{
#list {partyCOL} {set} {5} {<020>};
#var m5sm 0;
#list {partyTPA} {set} {5} {0};
#tick {member5shield}
{
#math {m5sm} {$m5sm + 1};
#list {partyTPA} {set} {5} {$m5sm};
}{60};
};
};
#action {^There is a sudden white flash around %0}
{
tts Shield %0;
#regexp {%0} {the skeleton warrior.}
{
#var {skelcol}{<070>};
};
#regexp {%0} {%i$party[1]}
{
#list {partyTPA} {set} {1} {down!};
#list {partyCOL} {set} {1} {<070>};
#untick {member1shield};
};
#regexp {%0} {%i$party[2]}
{
#list {partyTPA} {set} {2} {down!};
#list {partyCOL} {set} {2} {<070>};
#untick {member2shield};
};
#regexp {%0} {%i$party[3]}
{
#list {partyTPA} {set} {3} {down!};
#list {partyCOL} {set} {3} {<070>};
#untick {member3shield};
};
#regexp {%0} {%i$party[4]}
{
#list {partyTPA} {set} {4} {down!};
#list {partyCOL} {set} {4} {<070>};
#untick {member4shield};
};
#regexp {%0} {%i$party[4]}
{
#list {partyTPA} {set} {5} {down!};
#list {partyCOL} {set} {5} {<070>};
#untick {member5shield};
};
};
#action {%8 your chalky skin absorbs %9}
{
tts ouch;
#math {ccccounter}{$ccccounter +1};
};
#nop CCC COUNTER RESET FOR THE TOP BAR
#act {^Your skin %9 harder%10}
{
#var ccccounter 0;
};
#act {^You feel your skin become rock hard.$}
{
#var ccccounter 0;
};
#action {^Your skin feels itchy; large pieces flake off as you scratch it.$}
{
mp3 Combobreaker.mp3;
#var ccccounter -1;
};
#action {^The skeleton groans, stirs and rises.}
{
mp3 skeletonrises.mp3;
#var {skeletime} {0};
#var {skelesec} {0};
#var {skelcol} {<070>};
#ticker {skeletick}
{
#math {skelesec} {$skelesec +1};
#if {$skelesec == 60}
{
#math {skeletime} {$skeletime +1};
#var {skelesec} {0};
};
}{1};
};
#action {^The skeleton warrior dissolves into dust. Everything he carried drops to the ground.$}
{
mp3 crowdohh.mp3;
#untick {skeletick};
#var {skeletime} {-1};
};
#nop ---------------------------------------------------------------------------
#nop WITCHY STUFF
#nop ---------------------------------------------------------------------------
#high {^The last of the injured %0} {bold red};
#nop ---------------------------------------------------------------------------
#nop PERSONAL STUFF
#nop ---------------------------------------------------------------------------
#high {Hextrek Communicator} {yellow};
#high {Sorcerer's Gloves} {yellow};
#high {Shmant} {magenta};
#ALIAS {icheat}
{
ichase;
#ticker {chase} {#system {say "Tick! Tick! Tick!" &}} {186}
}
{5};