zmud script может кому пригодиться.... - Delving , 27.11.2002 13:26 MSK ![]() | |
![]() |
http://www.constin.ru/zmud.jpg скрипт немного недоделаный (кое где якорей не стоит, но в целом работает) :) #CLASS {System} {enable} #CLASS 0 #CLASS {System|Automapper} #CLASS 0 #CLASS {System|Keypad} {enable} #CLASS 0 #CLASS {System|AutomapperAll} {enable} #CLASS 0 #CLASS {System|Directions} {enable} #CLASS 0 #CLASS {System|DirectionsDiag} {enable} #CLASS 0 #CLASS {System|KeypadDiag} {enable} #CLASS 0 #CLASS {Autolog} {enable} #CLASS 0 #CLASS {buttons} #BUTTON 1 {Ticker OFF} {#t+ ticker;gt \c12 "[group report]" \c13 Tick counter ON} {Ticker ON} {#t- ticker;gt \c12 "[group report]" \c13 Tick counter OFF} {} {1} {} {Size} {86} {20} {} {} {} {} {} {} {} "" {} {} {} {2} #BUTTON 2 {Mob Report OFF} {#t+ mobreporter;gt \c12 "[group report]" \c13 Now spaming with monster HP report} {Mob Report ON} {#t- mobreporter;gt \c12 "[group report]" \c13 No more spaming with monster HP report} {} {1} {} {Size} {90} {20} {} {} {} {} {} {} {} "" {} {} {} {2} #BUTTON 3 {Equipment} {#launch {explorer.exe eq.html}} {} {} {} {} {} {Size} {86} {20} {} {} {} {} {} {} {} "" {} {} {} {2} #BUTTON 4 {mem} {memo} {} {} {} {} {} {Size} {86} {20} {} {} {} {} {} {} {} "" {} {} {} {2} #BUTTON 5 {@hp / @maxhp HP} {gt \c12 "[group report]" \c13 @hp"("@maxhp")" hp @mana"("@mxmana")" mana @move"("@maxmove")" move} {} {} {@hp} {} {} {} {} {} {} {} {} {} {} {Gauge|124|112|@maxhp|0} {} "" {Explore|Inset} {} {} #BUTTON 6 {Clear} {#var leader None;#var tank None;#var stabber None;#var target None;#var protecter None;#var protecting None} {} {} {} {} {} {Size} {49} {20} {Pos} {1} {854} {} {} {} {} "" {} {} {} {2} #BUTTON 7 {@mana / @mxmana MANA} {gt \c12 "[group report]" \c13 @hp"("@maxhp")" hp @mana"("@mxmana")" mana @move"("@maxmove")" move} {} {} {@mana} {} {} {} {} {} {} {} {} {} {} {Gauge|121|112|@maxmana|0} {} "" {Explore|Inset} {} {} #BUTTON 8 {@move / @maxmove MOVE} {gt \c12 "[group report]" \c13 @hp"("@maxhp")" hp @mana"("@mxmana")" mana @move"("@maxmove")" move} {} {} {@move} {} {} {} {} {} {} {} {} {} {} {Gauge|114|127|@maxmove|0} {} "" {Explore|Inset} {} {} #CLASS 0 #CLASS {var} #VAR hp {388} #VAR mxmana {} {} #VAR me {Delving} #VAR maxhp {388} #VAR mana {267} #VAR move {133} #VAR maxmove {135} #VAR leader {None} #VAR ma {2345235} #VAR cl {23462346} #VAR th {34623476} #VAR wa {2346234} #VAR lma {32} #VAR lcl {22} #VAR lth {12} #VAR lwa {12} #VAR tank {None} #VAR exp {26320455} #VAR ac {-2.8.} #VAR coins {94880} #VAR allcoins {595364} #VAR ma1 {-23975220} #VAR cl1 {-2858109} #VAR th1 {8303021} #VAR wa1 {-23974221} #VAR target {None} #VAR bank {500484} #VAR stabber {None} #VAR detecttick {31} #VAR detect {ON} #VAR str {OFF} #VAR strtick {0} #VAR fly {OFF} #VAR flytick {0} #VAR delta {-9} #VAR trpt {0} #VAR PROTECTER {None} #VAR PROTECTING {None} #CLASS 0 #CLASS {protect} #TRIGGER {You are no longer being protected.} {gt \c12 "[prot report]" \c13 I'm no longer being protected.;#var protecter NONE} #TRIGGER {(%w) is already being protected by (%w)} {gt \c12 "[prot report]" \c13 Can't protect %1, he/she/'s already protected by %2 Fix prot pls} #TRIGGER {You are protecting &protecting} {} #TRIGGER {&protecter begins protecting you.} {gt \c12 "[prot report]" \c13 @protecter --- > @me .} #TRIGGER {You begin protecting &protecting} {gt \c12 "[prot report]" \c13 @me --- > @protecting} #TRIGGER {You are no longer protecting %1} {gt \c12 "[prot report]" \c13 @me no longer protecting %1;#var protecting NONE} #TRIGGER {&protecter is protecting you.} {} #CLASS 0 #CLASS {Aliases} #ALIAS rp {cast 'remove poison'} #ALIAS at {assist @tank} #ALIAS stab {#var stabber %1;gt \c12 "[group report]" \c13 Stabber set to %1} #ALIAS memo {rest;rem robe;get all.stone robe;#repeat (3) {mem 'acid blast'};mem 'disintegrate';put all.stone robe;wear robe;sta} #ALIAS window { #STW { .......................... %cr Leader %ansi( black)nnnnn%ansi( green) @leader %cr Tank%ansi( black)nnnnnnnnn%ansi( green)@tank %cr Target%ansi( black)nnnnnnn%ansi( green)@target %cr %cr Prot%ansi( black)nnnnnnnnn%ansi( green)@protecter %cr Prot %ansi( black)nnnnnnnn%ansi( green)@protecting %cr %cr EXP%ansi( black)nnnnnnnnnn%ansi( green)@exp %cr Ma %ansi( black)nnn%ansi( green)@lma %ansi( black)nnnn%ansi( green)@ma1 %cr Cl %ansi( black)nn %ansi( green)@lcl %ansi( black)nnnn%ansi( green)@cl1 %cr Th %ansi( black)nnn%ansi( green)@lth %ansi( black)nnnn%ansi( green)@th1 %cr Wa %ansi( black)nnn%ansi( green)@lwa %ansi( black)nnnn%ansi( green)@wa1 %cr %cr Gold %ansi( black)nnnnnnnn%ansi( green)@coins %cr Bank %ansi( black)nnnnnnnn%ansi( green)@bank %cr All%ansi( black)nnnnnnnnn%ansi( green) @allcoins %cr %cr AC %ansi( black)nnnnnnnnn%ansi( green) @ac %cr %cr Stone Skin%ansi( black)nn%ansi( green) @stoneskin @stonetick ticks %cr Strength%ansi( black) nnn%ansi( green) @str @strtick ticks %cr Detect Invis @detect @detecttick ticks %cr Fly %ansi( black) nnnnnn %ansi( green) @fly @flytick ticks}} #ALIAS dt {cast 'disintegrate' @target} #ALIAS bt {cast 'Blindness' @target} #ALIAS de {cast 'dispel evil' @target} #ALIAS lb {cast 'lightning bolt' @target} #ALIAS wt {cast 'web' @target} #ALIAS cut {cast 'cure serious' @tank} #ALIAS cur {cast 'curse' @target} #ALIAS ice {cast 'ice storm'} #ALIAS detect {cast 'detect invis' @me} #ALIAS tg {#var target %1;gt target %1} #ALIAS invis {cast 'invis' @me} #ALIAS stat {#pr maxhp;#pr mxmana;#pr maxmove} #ALIAS kit {kick @target} #ALIAS ws {wake;sta;#var slp 0} #ALIAS tank {#var tank %1;gt \c12 "[group report]" \c13 Tank set to %1} #ALIAS ass {ass @tank} #ALIAS ef {eat food} #ALIAS ct {cast 'acid blast' @target} #ALIAS cf {cast 'create food';get food} #ALIAS ep {enter portal} #ALIAS fly {cast 'fly' @me} #ALIAS ga {get all from corpse} #ALIAS gac {get all from corpse} #ALIAS dfb {drink from barrel} #ALIAS gate {cast 'gate' %1} #ALIAS im {cast 'Mirror Image'} #ALIAS lt {look @target} #ALIAS sa {sac corpse} #ALIAS sl {slee;#var slp 1} #ALIAS kt {kill @target} #ALIAS cw {cast 'create water' barrel} #ALIAS gt {grouptell} #ALIAS san {cast 'sanctuary' %1} #ALIAS css {cast 'stone skin' @me} #ALIAS cu {cast 'cure serious' @me} #ALIAS exp {#pr ma;#pr cl;#pr th;#pr wa} #ALIAS leader {#var leader %1;gt \c12 "[group report]" \c13 Leader set to %1} #ALIAS dep {deposit %1;#math coins @coins-%1;#math bank @bank+%1} #ALIAS with {withdraw %1;#math coins @coins+%1;#math bank @bank-%1} #ALIAS ts {#tset 59} #CLASS 0 #CLASS {triggers} #TRIGGER {@tank is dead! R.I.P.} {gt \c12 "[group report]" \c13 TANK IS DEAD!!! \c15TANK IS DEAD\c16!!!!!!!!!!!!!!!!!!!!!!!!!!!!!;#mess !!!!!!!!!!!!!!!!!TANK DEAD!!!!!!!!!!!!!!!!!!!!!!!} #TRIGGER {^You can't summon enough energy to cast the spell.} {gt \c13 ---------- > out of mana!!!} #TRIGGER {^Welcome to the land of DikuMUD. May your visit here be... Interesting.} {group @me;#var leader None;#var tank None;#var target None;#var stabber None} #TRIGGER {You stop following %1.} {group @me} #CLASS 0 #CLASS {win} #TRIGGER {Your armor class is %1} {#var ac %1} #CLASS 0 #CLASS {cupture} #TRIGGER {You auction-- '} {#capture auc} #TRIGGER {%1 auctions--} {#capture auc} #TRIGGER {You tell %1} {#capture tell} #TRIGGER {You grouptell: '} {#capture group} #TRIGGER {%1 -- '} {#capture group} #TRIGGER {%1russian] > } {#capture russian} #TRIGGER {%2 tells you '} {#capture tell} #TRIGGER {%1 gossips-- '} {#capture gossip} #TRIGGER {You gossip-- '} {#capture gossip} #CLASS 0 #CLASS {leader} {enable} #TRIGGER {@leader %0 regen'} {sl} #TRIGGER {@leader enter portal'} {enter portal} #TRIGGER {@leader %1 regen'} {sl} #TRIGGER {@leader %1 sleep'} {sl} #TRIGGER {@leader recall '} {rr} #TRIGGER {@leader %1 all up'} {ws} #TRIGGER {@leader %1 all sneak'} {sneak} #TRIGGER {@leader %0 target %1'} {#var target %1} #TRIGGER {@leader %0 catch'} {sl} #CLASS 0 #CLASS {ticker} #TRIGGER {TICK IN %1 SECONDS.} {gt \c12 "[tick report]" \c13 TICK IN %1 SEC.} #CLASS 0 #CLASS {autoloot} #TRIGGER {There were %1 coins.} {#if @autosplit {split %1} {#ad coin %1}} #TRIGGER {You receive %1 experience points as your share.} {ga;sa} #TRIGGER {Total exp for kill is %1.} {gac;sa;gt -=Total exp was=- %1} #CLASS 0 #CLASS {tickevent} #TRIGGER {The sun rises in the east.} {ts} #TRIGGER {The sun slowly disappears in the west.} {ts} #TRIGGER {The day has begun.} {ts} #TRIGGER {You are thirsty.} {ts;#if @slp {wake};#if @slp {sta};dfb;dfb;#if @slp {sl}} #TRIGGER {You are hungry.} {ts;#if @slp {wake};#if @slp {sta};ef;ef;#if @slp {sl}} #TRIGGER {It starts to rain.} {ts} #TRIGGER {The night has begun.} {ts} #TRIGGER {Your fly spell just wore off...Hope you are not in the air.} {ts} #TRIGGER {The clouds disappear.} {ts} #TRIGGER {The rain stopped.} {ts} #CLASS 0 #CLASS {mobreporter} #TRIGGER {^(%1) is in an excellent condition.} {gt \c13"[hp reporter]" \c18%1 \c12 in an excellent condition. "[0%]" R.I.P.} #TRIGGER {^(%1) has a few scratches.} {gt \c13"[hp reporter]" \c18%1 \c12 a few scratches. \c12"[1-16%]" R.I.P.} #TRIGGER {^(%1) has some small wounds and bruises} {gt \c13"[hp reporter]" \c18%1 \c12 some small wounds and bruises \c12"[16-33%]" R.I.P.} #TRIGGER {^(%1) has some big nasty wounds and scratches.} {gt \c13"[hp reporter]" %1 \c12 some big nasty wounds and scratches \c15"[49-66%]" R.I.P.} #TRIGGER {^(%1) has quite a few wounds} {gt \c13"[hp reporter]" \c18%1 \c12 quite a few wounds \c15"[33-49%]" R.I.P.} #TRIGGER {^(%1) looks pretty hurt} {gt \c13"[hp reporter]" \c18%1 \c12 pretty hurt \c23"[66-82%]" R.I.P.} #TRIGGER {^(%1) is in an awful condition.} {gt \c13"[hp reporter]" %1 \c12 AWFUL \c23"[82-99%]" R.I.P.} #TRIGGER {^(%1) is enmeshed in thick webs!} {gt \c12 "[group report]" \c13 %1 WEBBED!!! XXX} #TRIGGER {^(%1) seems to be blinded!} {gt \c12 "[group report]" \c13 %1 BLINDED!!! *.*} #TRIGGER {^(%1) briefly reveals a red aura!} {grouptell \c12 "[group report]" \c13* %1 CURSED!...} #CLASS 0 #CLASS {exp} #TRIGGER {You have &exp unused experience points.} {#math ma1 @ma-@exp;#math cl1 @cl-@exp;#math th1 @th-@exp;#math wa1 @wa-@exp} #TRIGGER {Your levels: Ma: &lma Cl: &lcl Th: <h Wa: &lwa} {} #TRIGGER {You receive %1 experience points as your share.} {#math exp @exp+%1;#math ma1 @ma-@exp;#math cl1 @cl-@exp;#math th1 @th-@exp;#math wa1 @wa-@exp} #TRIGGER {Total exp for kill is %1} {} #CLASS 0 #CLASS {stat} #TRIGGER { < %1hp %2ma %3mv > } {#if %2 > @mana {ts};#if @trpt {#if %1 < @hp {#math delta %1-@hp;gt \c12 "[TANK report]" \c13 DOWN! @hp"("@maxhp")" hp @mana mana \c15 DELTA @delta}};#if @trpt { #if %1 > @hp {#math delta %1-@hp;gt \c12 "[TANK report]" \c13 UP! @hp"("@maxhp")" hp @mana mana \c15 DELTA @delta}};#var hp %1;#var mana %2;#var move %3} #CLASS 0 #CLASS {gold} #TRIGGER {You have &coins gold coins.} {#math allcoins @bank+@coins} #TRIGGER {The teller tells you, 'You have &bank coins in the bank.'} {} #TRIGGER { You keep %1 coins.} {#math coins @coins+%1;#math allcoins @bank+@coins} #TRIGGER {Your share is %1 coins.} {#math coins @coins+%1;#math allcoins @bank+@coins} #CLASS 0 #CLASS {spells} #TRIGGER {TICK IN %1 SECONDS.} {#IF @stonetick {#math stonetick @stonetick-1};#IF @strtick {#math strtick @strtick-1};#IF @detecttick {#math detecttick @detecttick-1};#IF @flytick {#math flytick @flytick-1}} #TRIGGER {Your eyes tingle.} {#math detecttick @lma*5;#var detect ON} #TRIGGER {The detect invisible wears off.} {#var detect OFF;#var detecttick 0} #TRIGGER {You feel stronger.} {#var str ON;#var strtick @lma} #TRIGGER {You feel weaker.} {#var str OFF;#var strtick 0} #TRIGGER {You feel your skin become much, much stronger.} {#var stoneskin ON;#var stonetick 24} #TRIGGER {You feel less protected.} {#var stoneskin OFF;#var stonetick 0} #TRIGGER {You feel very light on your feet.} {#var fly ON;#var flytick 20} #TRIGGER {Your fly spell just wore off...Hope you are not in the air.} {#var fly OFF;#var flytick 0} #CLASS 0 #CLASS {boats} #TRIGGER {^The ship has arrived at %1} {ws;exit} #CLASS 0 #CLASS {stabassist} #TRIGGER {^@stabber tried to backstab %1, but nearly cut his own finger.} {assist @tank} #TRIGGER {^@stabber places %1 in the back of %2, resulting in some strange noises and some blood!} {assist @tank} #CLASS 0 #CLASS {TrayWindows} #CLASS 0 #VAR stoneskin {ON} #VAR stonetick {8} #VAR coin {9550} #VAR slp {0} #VAR autosplit {1} #STAT {} #STW { .......................... %cr Leader %ansi( black)nnnnn%ansi( green) @leader %cr Tank%ansi( black)nnnnnnnnn%ansi( green)@tank %cr Target%ansi( black)nnnnnnn%ansi( green)@target %cr Stabber%ansi( black)nnnnnn%ansi( green)@stabber %cr %cr Prot%ansi( black)nnnnnnnnn%ansi( green)@protecter %cr Prot %ansi( black)nnnnnnnn%ansi( green)@protecting %cr %cr EXP%ansi( black)nnnnnnnnnn%ansi( green)@exp %cr Ma %ansi( black)nnn%ansi( green)@lma %ansi( black)nnnn%ansi( green)@ma1 %cr Cl %ansi( black)nn %ansi( green)@lcl %ansi( black)nnnn%ansi( green)@cl1 %cr Th %ansi( black)nnn%ansi( green)@lth %ansi( black)nnnn%ansi( green)@th1 %cr Wa %ansi( black)nnn%ansi( green)@lwa %ansi( black)nnnn%ansi( green)@wa1 %cr %cr Gold %ansi( black)nnnnnnnn%ansi( green)@coins %cr Bank %ansi( black)nnnnnnnn%ansi( green)@bank %cr All%ansi( black)nnnnnnnnn%ansi( green) @allcoins %cr %cr AC %ansi( black)nnnnnnnnn%ansi( green) @ac %cr %cr Stone Skin%ansi( black)nn%ansi( green) @stoneskin @stonetick ticks %cr Strength%ansi( black) nnn%ansi( green) @str @strtick ticks %cr Detect Invis @detect @detecttick ticks %cr Fly %ansi( black) nnnnnn %ansi( green) @fly @flytick ticks} |