#nop #nop Global things #nop #var {autostand} {1} #var {autoloot} {0} #var {autoexam} {1} #var {autoscan} {1} #var {autopoint} {0} #var {weapon} {sword} #var {bag} {chest} #var {food} {bread} #var {waterc} {waterskin} #var {hp} {0} #var {mv} {0} #var {tnl} {0} #var {coins} {0} #var {char} {zzz} #var {died} {0} #var {heave} {0} #var {ticker} {0} #var {tick} {62} #var {invis} {shirt} #var {canfly} {0} #var {fly} {wings} #var {wb} {shirt} #var {light} {lantern} #var {decayed} {zzz} #var {banei} {bone.wand} #var {held} {zzz} #var {curepa} {clear.flask} #var {healpa} {blue.potion} #var {healsa} {white.parchment} #var {wordpa} {yellow.potion} #var {curepb} {emerald.vial} #var {healpb} {pink.vial} #var {healsb} {sealed.scroll} #var {wordpb} {green.flask} #var {profiles} {arctic/profiles} #var {casted} {zzz} #var {panic} {FINE} #var {bleeding} {0} #var {fight} {0} #var {autoskim} {1} #nop #nop Setting up a tick counter #nop #ali {tc} {#tick} #ali {tton} {#tickon} #ali {ttoff} {#tickoff} #ali {do_tick} {#ticksize $tick} #ali {gton} {#act {#10 SECONDS TO TICK!!!} {gt Tick coming in 10 seconds.}} #ali {gtoff} {#unact {#10 SECONDS TO TICK!!!} #act {^Your studies complete} {do_tick} #act {^The rising sun barely lights the dark and cloudy sky.} {do_tick} #act {^The rising sun proclaims a new day.} {do_tick} #act {^The darkness marks the end of another day.} {do_tick} #act {^The cloud-veiled sky becomes even darker as the sun sets.} {do_tick} #act {^The sky is getting cloudy.} {do_tick} #act {closes %0 prayerbook} {do_tick} #act {closes %0 spellbook} {do_tick} #act {puts away %0 tablets} {do_tick} #act {decays into dust and blows away.} {do_tick} #act {is in its high sanction tonight.} {do_tick} #act {^Reconnecting.} {look;#if {$ticker=1} {tton;#ticksize $tick}} #act {^Welcome to the land of Krynn} {#if {$ticker=1} {tton;#ticksize $tick};#if {$canfly=1} {fly}} #nop #nop General aliases #nop #ali {rem_silence} {#nop} #ali {do_ssw} {#nop} #ali {do_usw} {#nop} #ali {handle_prompt} {#nop} #ali {do_bleeding} {#nop} #ali {handle_bleeding} {do_bleeding;#var {bleeding} {0}} #ali {do_prompt %1 %2 %3 %4} {#var hp %1;#var mv %2;#var tnl %3;#var coins %4;handle_prompt} #ali {a} {assist} #ali {rc} {rem_silence;remove_pklock;recite recall %0} #ali {rcp} {get recall $bag;rc %0} #ali {ff} {flee;stand;flee;flee} #ali {lc} {get all corpse} #ali {ec} {exam corpse} #ali {eb} {exam $bag} #ali {rpr} {remove %0;repair %0;wear %0} #ali {rpw} {remove %0;repair %0;wield %0} #ali {rph} {remove %0;repair %0;hold %0} #ali {rps} {ustor %0;repair %0;stor %0} #ali {gc} {#var died 0;g coins $bag} #ali {pc} {put $coins coins $bag} #ali {pa} {put all $bag} #ali {rep} {#act {You have %0(%1) hit and %2(%3) movement points.} {gt %0(%1)H %2(%3)V;#unact {You have %0(%1) hit and %2(%3) movement points.}};score} #ali {quit} {#showme --> Never ever QUIT <--;} #ali {no} {#showme --> Uset "N" against "NO" <--;} #ali {XX} {#unali {quit};quit} #ali {op %0} {open %0} #ali {clo %0} {close %0} #ali {ul %0} {unlock %0} #ali {lk %0} {lock %0} #ali {uop %0} {ul %0;op %0} #ali {clk %0} {clo %0;lk %0} #ali {uget %0} {uop %0;get all %0} #ali {dcc %0} {who %0} #ali {rgm} {opt gag_move;opt gag_arrival} #ali {rdm} {opt deaf} #ali {chat} {#gag {You are hungry};#gag {You are thirsty};#ali {di} {st;c 'd i';r};#act {--> DETECT INVISIBILITY RAN OUT <--} {di};#showme --> Chat mode activated <--} #ali {di} {get milky $bag;quaff milky} #ali {stor %0} {put %0 $bag} #ali {ustor %0} {get %0 $bag} #ali {stora %0} {stor all.%0} #ali {ustora %0} {ustor all.%0} #ali {rstor} {rem %0;stor %0} #ali {geta %0} {get all.%0} #ali {dropa %0} {drop all.%0} #ali {ga %0} {give all %0} #ali {gea} {get all} #ali {hre} {hit me;rent} #ali {hof} {hit me;offer} #ali {la} {hit me;learn all} #ali {hli} {hit me;list} #ali {hb %0} {hit me;buy %0} #ali {br %0} {gc;hb %0*glowing.recall;bsort recall} #ali {var} {#var %0;} #ali {ali} {#alias %0;} #ali {act} {#action %0;} #ali {unvar} {#unvar %0;} #ali {unali} {#unalias %0;} #ali {unact} {#unaction %0;} #ali {pu} {say UP} #ali {pd} {say DOWN} #ali {pn} {say NORTH} #ali {ps} {say SOUTH} #ali {pw} {say WEST} #ali {pe} {say EAST} #ali {nroll} {rem all;hold lantern;drop all;rem lantern;rgm;opt brief;opt expert;prompt cond;#var bag pack;#var held lantern;hh;pkg} #ali {sort} {dropa %0;geta %0} #ali {bsort} {ustora %0;stora %0} #ali {ldec} {#showme Last decayed/fragged item was --> $decayed <--;} #ali {load %0} {#read $profiles/personal/%0.tt;einit} #ali {do_rented} {useta_pkt_base;useta_pkt_mage;useta_pkt_misc;useta_pk_recalls;useta_pk_leaves;#unali {0};#unali {1};#unali {2};#unali {3};#unali {4};#var heave 0} #ali {bb} {break $banei;ustor $banei} #ali {efo} {ustor $food;eat $food;drop $food} #ali {dwa} {ustor $waterc;#2 drink $waterc;stor $waterc} #ali {fwc %0} {ustor $waterc;fill $waterc %0;stor $waterc} #ali {hh} {hold $held} #ali {qc} {ustor $curepa;quaff $curepa} #ali {qh} {ustor $healpa;quaff $healpa} #ali {rh %0} {ustor $healsa;recite $healsa %0;hh} #ali {qw} {remove_pklock;ustor $wordpa;quaff $wordpa} #ali {qc1} {ustor $curepb;quaff $curepb} #ali {qh1} {ustor $healpb;quaff $healpb} #ali {rh1 %0} {ustor $healsb;recite $healsb %0;hh} #ali {qw1} {remove_pklock;ustor $wordpb;quaff $wordpb} #ali {y} {#showme --> Use "yell" against "y" <--;} #ali {ms %0} {mem stop '%0'} #ali {pt} {gt I'M $panic} #ali {loot %0} {#loop {1,%%0} {get all %0.corpse}} #ali {dbset %0} {#ali do_bleeding %0;#showme --> do_bleeding set to "%0" <--} #ali {dbnop} {dbset #nop} #ali {gfo} {group form} #ali {ascon} {#if {$autoscan=0} {#var autoscan 1;#showme --> Autoscan activated <--;}} #ali {ascoff} {#if {$autoscan=1} {#var autoscan 0;#showme --> Autoscan deactivated <--;}} #ali {apon} {#if {$autopoint=0} {#var autopoint 1;#showme --> Autopoint activated <--;look}} #ali {apoff} {#if {$autopoint=1} {#var autopoint 0;#showme --> Autopoint deactivated <--;}} #ali {tnl} {gt $tnl tnl} #ali {cdon %0} {#act {appears to be tracking someone} {close %%0};#showme --> Closing "%0" when trackers coming in <--;} #ali {cdoff} {#unact {appears to be tracking someone};#showme --> No more auto-closing are available <--;} #ali {ug %1 %2} {ustor %1;give %1 %2} #ali {rgive %1 %2} {rem %1;give %1 %2} #ali {wstor} {rstor $weapon;do_ssw} #ali {wuse} {ustor $weapon;wield $weapon;do_usw} #ali {ia} {inspect all} #nop #ali {fgl} {#act {^ %1 %2 %3} {#tolower tmp %1;#tabadd $tmp};#ali {handle_prompt} {#ali {handle_prompt} {#nop};#unact {^ %1 %2 %3}};group} #ali {cgl} {#retab} #nop #nop Aliases to manage auto fly/invis/wb/light items #nop #ali {do_fly_on} {#nop} #ali {do_fly_off} {#nop} #ali {duf} {wear} #ali {fon} {do_fly_on;ustor $fly;duf $fly;#if {$canfly=1} {fly}} #ali {foff} {rstor $fly;do_fly_off} #ali {cfoff} {#if {$canfly=1} {rem $fly;duf $fly}} #ali {do_inv_on} {#nop} #ali {do_inv_off} {#nop} #ali {dui} {wear} #ali {rei} {rem $invis;dui $invis} #ali {ion} {do_inv_on;ustor $invis;dui $invis} #ali {ioff} {rstor $invis;do_inv_off} #ali {do_wb_on} {#nop} #ali {do_wb_off} {#nop} #ali {duw} {wear} #ali {won} {do_wb_on;ustor $wb;duw $wb} #ali {woff} {rstor $wb;do_wb_off} #ali {do_light_on} {#nop} #ali {do_light_off} {#nop} #ali {dul} {wear} #ali {lon} {do_light_on;ustor $light;dul $light} #ali {loff} {rstor $light;do_light_off} #nop #nope Pet control aliases #nop #ali {charm %0} {#alias {o} {order %%0};#showme --> $pet now set to (%0) <--;} #ali {ob} {o bash} #ali {os} {o st} #ali {osb} {os;ob} #ali {oa} {o ass} #ali {oam} {oa $char} #ali {or} {o rescue} #ali {orm} {or $char} #ali {ok} {o kill} #ali {og} {o get} #ali {ore} {o rest} #ali {oc} {o cast} #nop #nop General triggers #nop #act {%0 disarms your weapon} {get $weapon;wield $weapon} #act {^%1H %2V %3X %4C Exits:} {#var fight 0;do_prompt %1 %2 %3 %4} {0} #act {^%1H %2V %3X %4C>} {#var fight 0;do_prompt %1 %2 %3 %4} {0} #act {^%1H %2V %3X %4C Mem:} {#var fight 0;do_prompt %1 %2 %3 %4} {0} #act {^%1H %2V %3X %4C [Me:} {#var fight 1;do_prompt %1 %2 %3 %4} {0} #act {You end your flight} {fly} #act {^You are hungry.} {do_tick;#if {$fight=0} {efo}} #act {^You are thirsty.} {do_tick;#if {$fight=0} {dwa}} #act {Minister of Justice %0 -- %1} {dcc %1} #act {%0 asks you '%1'} {#bell} #act {%0 whispers to you '%1'} {#bell} #act {^You're dead.} {do_rented} #act {^Goodbye, friend.} {do_rented} #act {stores your stuff in the safe, and shows you to your room} {do_rented} #act {%0 decays in your hands.} {#var decayed %0} #act {%0 is destroyed.} {#var decayed %0} #act {^You freeze in place, unable to move.} {#var {panic} {HELD};pt} #act {^Your limbs freeze in place} {#var {panic} {PARALYZED};pt} #act {^You have been blinded} {#var {panic} {BLINDED};pt} #act {^You fall down, your ears ringing.} {#var {panic} {STUNNED};pt} #act {^You forgot something!} {#var {panic} {FEEBLEMINDED};pt} #act {^You wish your wounds would stop BLEEDING} {#if {$bleeding=0} {#var {bleeding} {1};handle_bleeding}} #act {You notice small movement in the room.} {--> Someone just sneaked in <--} #nop #nop Autoloot and autosplit triggers #nop #ali {alon} {#if {$autoloot=0} {#var autoloot 1;#showme --> Autoloot activated <--;}} #ali {aloff} {#if {$autoloot=1} {#var autoloot 0;#showme --> Autoloot deactivated <--;}} #ali {skon} {#if {$autoskim=0} {#var autoskim 1;#showme --> Autoskim activated <--;}} #ali {skoff} {#if {$autoskim=1} {#var autoskim 0;#showme --> Autoskim deactivated <--;}} #ali {eon} {#if {$autoexam=0} {#var autoexam 1;#showme --> Autoexam activated <--;}} #ali {eoff} {#if {$autoexam=1} {#var autoexam 0;#showme --> Autoexam deactivated <--;}} #nop #ali {do_pk_loot %0} {#if {$autoloot=1} {get all %0;pa};exam %0} #ali {do_loot_corpse} {#if {$autoloot=1} {get all corpse};#if {$autoloot=0 && $autoexam=1} {get all.coins corpse;exam corpse};#var died 1} #ali {do_loot_undead} {#if {$autoloot=1} {get all};#if {$autoloot=0} {get all.coins};#var died 1} #act {^%0 is dead! R.I.P.} {#if {$pkmode=1} {do_pk_loot %0};#if {$pkmode=0} {do_loot_corpse}} #act {^%0 corpse disintegrates instantly!} {do_loot_undead} #nop #act {^There were %0 coins} {#if {$died=1} {#if {$autoskim=1} {spli %0};#if {$autoskim=0} {spli %0};#var died 0}} #act {^The corpse doesn't seem to have} {#var died 0} #act {^What are you trying to get from?} {#var died 1} #nop #nop Autostand triggers #nop #ali {ason} {#if {$autostand=0} {#var autostand 1;#showme --> Autostand activated <--;}} #ali {asoff} {#if {$autostand=1} {#var autostand 0;#showme --> Autostand deactivated <--;}} #ali {do_stand} {#var stand 0;#if {$autostand=1 && $heave=0} {#var heave 1;stand}} #act {YOU ARE SENT SPRAWLING AS} {do_stand} #act {kick knocks you back a few feet and you fall to the ground.} {do_stand} #act {You should probably stand up!} {do_stand} #act {You can't do that while sitting} {do_stand} #act {You are thrown to the ground} {do_stand} #act {You stand up.} {#var heave 0} #act {You are already standing.} {#var heave 0} #nop #gag {is burned, as} #gag {is chilled, as} #gag {A piece of bread decays in your} #nop #sub {You are sent sprawling as %0 crashes into you.} {YOU ARE SENT SPRAWLING AS --> %0 <-- CRASHES INTO YOU!} #sub {%0 massacres YOU %1} {%0 MASSACRES YOU %1} #sub {%0 annihilates YOU %1} {%0 ANNIHILATES YOU %1} #sub {%0 obliterates YOU %1} {%0 OBLITERATES YOU %1} #sub {%0 stands up.} {--> %0 <-- stands up!} #sub {You feel much heavier.} {--> FLY RAN OUT! <--} #sub {Your detect invisibility wears off.} {--> DETECT INVISIBILITY RAN OUT <--} #sub {%0's face goes blank and he begins to drool.} {%0 is FEEBLEMINDED!} #sub {You feel your mind slip away.} {You are FEEBLEMINDED!} #sub {%0 is stunned!} {%0 is STUNNED!} #sub {%0 seems to be blinded!} {%0 is BLINDED!} #sub {%0 is blinded by the glitterdust in the air.} {%0 is BLINDED!} #sub {%0 smiles as the air around %1 set ablaze.} {%0 is FIRESHIELDED!} #sub {You massacre %0} {You MASSACRE %0} #sub {You annihilate %0} {You ANNIHILATE %0} #sub {You obliterate %0} {You OBLITERATE %0} #sub {Looking north:} {Looking NORTH} #sub {Looking east:} {Looking EAST} #sub {Looking south:} {Looking SOUTH} #sub {Looking west:} {Looking WEST} #sub {Looking up:} {Looking UP} #sub {Looking down:} {Looking DOWN} #sub {You can't remember how to cast that spell!} {No more --> $casted <-- spell left!} #sub {You lost your concentration!} {You lost your concentration casting --> $casted <--} #sub {%0 v.bad %1} {%0 V.BAD %1} #sub {%0 awful %1} {%0 AWFUL %1} #sub {%0 dying %1} {%0 DYING %1} #sub {%0 excellent condition} {%0 excellent condition [ perfect ]} #sub {%0 a few scratches} {%0 a few scratches [ v.good ]} #sub {%0 small wounds and bruises} {%0 small wounds and bruises [ good ]} #sub {%0 quite a few wounds} {%0 quite a few wounds [ fair ]} #sub {%0 some big nasty wounds and scratches} {%0 some big nasty wounds and scratches [bad]} #sub {%0 pretty hurt} {%0 pretty hurt [ v.bad ]} #sub {%0 awful condition} {%0 awful condition [ awful ]} #sub {%0 bleeding awfully from big wounds} {%0 bleeding awfully from big wounds [ dying ]} #sub {You miss %0} {You MISS %0} #sub {You regain control of your body.} {--> PARALYSIS <-- IS GONE} #sub {You feel the oppressive silence on you shatter!} {--> SILENCE <-- IS GONE} #sub {You feel the magic bond holding you shatter!} {--> HOLD <-- IS GONE} #sub {Your skin tingles slightly as feeling and colour return.} {--> STONE SKIN <-- WORE OFF} #sub {An arrow pointing north floats nearby%0} {An arrow pointing NORTH floats nearby%0} #sub {An arrow pointing east floats nearby%0} {An arrow pointing EAST floats nearby%0} #sub {An arrow pointing south floats nearby%0} {An arrow pointing SOUTH floats nearby%0} #sub {An arrow pointing west floats nearby%0} {An arrow pointing WEST floats nearby%0} #sub {An arrow pointing up floats nearby%0} {An arrow pointing UP floats nearby%0} #sub {An arrow pointing down floats nearby%0} {An arrow pointing DOWN floats nearby%0} #nop #nop Highlighteness #nop #hig {light magenta} {You feel enlightened.} #hig {light magenta} {You feel especially skillful today.} #hig {light magenta} {You raise a level!} #hig {green} {%0 shouts %1} #hig {green} {%0 tells you %1} #hig {green} {You shout %0} #hig {green} {You tell %0} #hig {green} {**%0:} #hig {yellow} {The corpse of %0 is lying here.} #hig {red} {You freeze in place, unable to move.} #hig {red} {Your limbs freeze in place!} #hig {red} {You fall down, your ears ringing.} #hig {red} {You have been blinded%0} #hig {light red} {MASSACRES YOU} #hig {light red} {ANNIHILATES YOU} #hig {light red} {OBLITERATES YOU} #hig {light red} {You try to bash %0} #hig {light red} {You feel intense pain %0} #hig {light red} {You feel a sharp chill %0} #hig {light red} {%0 has arrived %1} #hig {light red} {%0 arrives %1} #hig {light red} {%0 leaves %1.} #hig {light red} {%0 flies in from %1} #hig {light red} {%0 flies %1.} #hig {light red} {%0 is standing here.} #hig {light red} {%0 is resting here.} #hig {light red} {%0 is sitting here.} #hig {light red} {%0 is sleeping here.} #hig {light red} {%0 carrying %1.} #hig {light red} {You see the outline of a life form%0} #hig {light red} {You sense that you are not alone.} #hig {light red} {You sense a life form.} #hig {light red} {. . .%0} #hig {light red} {You see %0 hiding in the shadows.} #hig {light red} {%0 appears in %1} #hig {light red} {%0 you, and %1 steps from it.} #hig {light red} {%0 and slowly forms into %1.} #hig {light red} {%0 decays in your hands.} #hig {light red} {%0 is destroyed.} #hig {light red} {%0 is paralyzed!} #hig {light red} {%0 arrives suddenly.} #hig {light red} {%0 freezes in place.} #hig {light red} {%0 is dead! R.I.P.} #hig {light red} {-->} #hig {light red} {<--} #hig {cyan} {You crash into %0} #hig {cyan} {You slash %0} #hig {cyan} {You sting %0} #hig {cyan} {You crush %0} #hig {cyan} {You bludgeon %0} #hig {cyan} {You whip %0} #hig {cyan} {You shoot %0} #hig {cyan} {You smite %0} #hig {cyan} {You pierce %0} #hig {cyan} {You cleave %0} #hig {cyan} {You drain %0} #hig {cyan} {You claw %0} #hig {cyan} {You bite %0} #hig {cyan} {You stab %0} #hig {cyan} {You bruise %0} #hig {cyan} {You barely %0} #hig {cyan} {You hit %0} #hig {cyan} {You MASSACRE %0} #hig {cyan} {You ANNIHILATE %0} #hig {cyan} {You OBLITERATE %0} #hig {light green} {NORTH} #hig {light green} {EAST} #hig {light green} {SOUTH} #hig {light green} {WEST} #hig {light green} {UP} #hig {light green} {DOWN} #hig {light blue} {You wish your wounds would stop BLEEDING so much!} #hig {green} { excellent condition} #hig {green} { a few scratches} #hig {green} { small wounds and bruises} #hig {yellow} { quite a few wounds} #hig {yellow} { some big nasty wounds and scratches} #hig {yellow} { pretty hurt} #hig {light red} { awful condition} #hig {red} { bleeding awfully from big wounds} #hig {light red} { exhausted } #hig {yellow} { fatigued } #hig {green} { rested } #hig {yellow} { V.BAD } #hig {light red} { AWFUL } #hig {red} { DYING } #hig {green} { perfect } #hig {green} { v.good } #hig {green} { good } #hig {yellow} { fair } #hig {yellow} { bad } #hig {light red} { N } #hig {light red} { sitting } #nop #message {variable} #message {alias} #message {sub} #message {action} #message {highlight} #nop #pathdir {e} {w} #pathdir {w} {e} #pathdir {n} {s} #pathdir {s} {n} #pathdir {u} {d} #pathdir {d} {u} #nop #ali {ar} {#session ARCTIC mud.arctic.org 2700} #ses ar mud.arctic.org 2700