#nop #nop PK system #nop #nop pk - setting pk triggers on a victim (check for case sensitivity), going pk mode #nop pko - removes all pk triggers on a victim, pkmode does'nt changes #nop pkc - disable pk mode, remove all pk triggers on all victims #nop pks - temporary turn pk mode off, all pk triggers keep working, you just wont attack a victim #nop pkg - enables pk mode and resets pk target locking #nop pkset - set a pk engage command, like "kill" or "c 'flame shroud'" #nop pknop - disabled entry engage a victim, but keep setting victim-based pk hotkeys #nop pki - display current pk engage command, mode and pk lock status #nop pkl - display current pk targets list #nop #nop PK targets list #nop #var {pkta} {zzz} #var {pktfa} {0} #var {pktb} {zzz} #var {pktfb} {0} #var {pktc} {zzz} #var {pktfc} {0} #var {pktd} {zzz} #var {pktfd} {0} #var {pkte} {zzz} #var {pktfe} {0} #var {pktf} {zzz} #var {pktff} {0} #var {pktg} {zzz} #var {pktfg} {0} #var {pkth} {zzz} #var {pktfh} {0} #var {pkti} {zzz} #var {pktfi} {0} #var {pktk} {zzz} #var {pktfk} {0} #var {pktflag} {0} #nop #ali {pklist.check.a %0} {#if {$pktfa=0 && $pktflag=0} {#var pktflag 1;#var pkta %%0;#var pktfa 1;#ali {pklist.delete.%%0} {#var pktfa 0}} #ali {pklist.check.b %0} {#if {$pktfb=0 && $pktflag=0} {#var pktflag 1;#var pktb %%0;#var pktfb 1;#ali {pklist.delete.%%0} {#var pktfb 0}} #ali {pklist.check.c %0} {#if {$pktfc=0 && $pktflag=0} {#var pktflag 1;#var pktc %%0;#var pktfc 1;#ali {pklist.delete.%%0} {#var pktfc 0}} #ali {pklist.check.d %0} {#if {$pktfd=0 && $pktflag=0} {#var pktflag 1;#var pktd %%0;#var pktfd 1;#ali {pklist.delete.%%0} {#var pktfd 0}} #ali {pklist.check.e %0} {#if {$pktfe=0 && $pktflag=0} {#var pktflag 1;#var pkte %%0;#var pktfe 1;#ali {pklist.delete.%%0} {#var pktfe 0}} #ali {pklist.check.f %0} {#if {$pktff=0 && $pktflag=0} {#var pktflag 1;#var pktf %%0;#var pktff 1;#ali {pklist.delete.%%0} {#var pktff 0}} #ali {pklist.check.g %0} {#if {$pktfg=0 && $pktflag=0} {#var pktflag 1;#var pktg %%0;#var pktfg 1;#ali {pklist.delete.%%0} {#var pktfg 0}} #ali {pklist.check.h %0} {#if {$pktfh=0 && $pktflag=0} {#var pktflag 1;#var pkth %%0;#var pktfh 1;#ali {pklist.delete.%%0} {#var pktfh 0}} #ali {pklist.check.i %0} {#if {$pktfi=0 && $pktflag=0} {#var pktflag 1;#var pkti %%0;#var pktfi 1;#ali {pklist.delete.%%0} {#var pktfi 0}} #ali {pklist.check.k %0} {#if {$pktfk=0 && $pktflag=0} {#var pktflag 1;#var pktk %%0;#var pktfk 1;#ali {pklist.delete.%%0} {#var pktfk 0}} #ali {pklist.add %0} {#var pktflag 0;pklist.check.a %0;pklist.check.b %0;pklist.check.c %0;pklist.check.d %0;pklist.check.e %0;pklist.check.f %0;pklist.check.g %0;pklist.check.h %0;pklist.check.i %0;pklist.check.k %0} #ali {pklist.clear} {#unali {pklist.delete*};#var pktfa 0;#var pktfb 0;#var pktfc 0;#var pktfd 0;#var pktfe 0;#var pktff 0;#var pktfg 0;#var pktfh 0;#var pktfi 0;#var pktfk 0} #ali {pklist.show %0} {#if {$pktf%%0=1} {#showme --> $pkt%%0}} #ali {pkl} {#showme --> PK targets list;pklist.show a;pklist.show b;pklist.show c;pklist.show d;pklist.show e;pklist.show f;pklist.show g;pklist.show h;pklist.show i;pklist.show k;} #nop #nop PK aliases #nop #var {pkmode} {0} #var {pklock} {0} #nop #ali {do_pk %0} {#if {$pkmode=0} {#showme --> TARGET: %0 ON SIGHT <--;};#if {$pkmode=1 && $pklock=0} {#var pklock 1;pka %0;ap %0}} #ali {remove_pklock} {#if {$pkmode=1} {#var pklock 0;#showme --> PK lock removed <--;}} #ali {gason} {#gag {%0 seems unaffected by %1 swarm of insects.};#gag {%0 screams as a swarm of insects engulfs him.};#gag {%0 is stunned momentarily, recovering quickly.};#gag {is shredded by shards of ice.};#gag {misses %0 with};#gag {is caught in a spray of};#gag {is hit by a spray of};#gag {is struck by a spray of};#gag {%0 screams in a pain as};#showme --> Area spells are gagged <--} #ali {gasoff} {#ungag {%0 seems unaffected by %1 swarm of insects.};#ungag {%0 screams as a swarm of insects engulfs him.};#ungag {%0 is stunned momentarily, recovering quickly.};#ungag {is shredded by shards of ice.};#ungag {misses %0 with};#ungag {is caught in a spray of};#ungag {is hit by a spray of};#ungag {is struck by a spray of};#ungag {%0 screams in a pain as};#showme --> Area spells are ungagged <--} #nop #ali {pks} {#var pklock 1;#var pkmode 0;#showme --> PK triggers disabled <--;} #ali {pkg} {#var pklock 0;#var pkmode 1;#showme --> PK triggers enabled <--;} #ali {pki} {#showme --> PK action set to "$pkact" <--;#if {$pkmode=0} {#showme --> PK triggers disabled <--};#if {$pkmode=1} {#showme --> PK triggers enabled <--};#if {$pklock=1} {#showme --> PK victim locked <--};#if {$pklock=0} {#showme --> PK victim unlocked <--}} #ali {pkset %0} {#var {pkact} {%%0};#ali {pka %0} {%%0 %0};pki} #ali {pknop} {pkset #nop} #ali {set_pkt_base %0} {#act {%%0 has arrived} {do_pk %%0};#act {%%0 arrives} {do_pk %%0};#act {%%0 flies in from} {do_pk %%0};#act {%%0%0 is %1 here} {do_pk %%0};#act {carrying %%0.} {do_pk %%0}} #ali {uset_pkt_base %0} {#unact {%%0 has arrived};#unact {%%0 arrives};#unact {%%0 flies in from};#unact {%%0%0 is %1 here};#unact {carrying %%0.}} #ali {useta_pkt_base} {#unact {*has arrived};#unact {*arrives};#unact {*flies in from};#unact {*%0 is %1 here};#unact {carrying*}} #ali {set_pkt_mage %0} {#act {%%0 appears in} {do_pk %%0};#act {and slowly forms into %%0.} {do_pk %%0};#act {in front of you, and %%0 steps from it.} {do_pk %%0}} #ali {uset_pkt_mage %0} {#unact {%%0 appears in};#unact {and slowly forms into %%0.};#unact {in front of you, and %%0 steps from it.}} #ali {useta_pkt_mage} {#unact {*appears in};#unact {and slowly forms into*};#unact {in front of you, and*}} #ali {set_pkt_misc %0} {#act {You see %%0 hiding in the shadows} {do_pk %%0};#act {%%0 has reconnected.} {do_pk %%0};#act {%%0 has entered the game.} {do_pk %%0};#act {^The death cry of %%0 echoes from somewhere nearby} {remove_pklock;pko %%0}} #ali {uset_pkt_misc %0} {#unact {You see %%0 hiding in the shadows};#unact {%%0 has reconnected.};#unact {%%0 has entered the game.};#unact {^The death cry of %%0 echoes from somewhere nearby}} #ali {useta_pkt_misc} {#unact {*hiding in the shadows};#unact {*has reconnected.};#unact {*has entered the game.};#unact {*echoes from somewhere nearby}} #ali {set_pk_leaves %0} {#act {%%0 flies D} {remove_pklock};#act {%%0 flies U} {remove_pklock};#act {%%0 flies W} {remove_pklock};#act {%%0 flies N} {remove_pklock};#act {%%0 flies E} {remove_pklock};#act {%%0 flies S} {remove_pklock};#act {%%0 leaves} {remove_pklock};#act {%%0 panics, and attempts to flee.} {remove_pklock};#sub {%%0 flies west.} {%%0 leaves WEST};#sub {%%0 flies north.} {%%0 leaves NORTH};#sub {%%0 flies east.} {%%0 leaves EAST};#sub {%%0 flies south.} {%%0 leaves SOUTH};#sub {%%0 flies up.} {%%0 leaves UP};#sub {%%0 flies down.} {%%0 leaves DOWN};#sub {%%0 leaves west.} {%%0 leaves WEST};#sub {%%0 leaves north.} {%%0 leaves NORTH};#sub {%%0 leaves east.} {%%0 leaves EAST};#sub {%%0 leaves south.} {%%0 leaves SOUTH};#sub {%%0 leaves up.} {%%0 leaves UP};#sub {%%0 leaves down.} {%%0 leaves DOWN}} #ali {uset_pk_leaves %0} {#unact {%%0 flies D};#unact {%%0 flies U};#unact {%%0 flies W};#unact {%%0 flies N};#unact {%%0 flies E};#unact {%%0 flies S};#unact {%%0 leaves};#unact {%%0 panics, and attempts to flee.};#unsub {%%0 flies west.};#unsub {%%0 flies north.};#unsub {%%0 flies east.};#unsub {%%0 flies south.};#unsub {%%0 flies up.};#unsub {%%0 flies down.};#unsub {%%0 leaves west.};#unsub {%%0 leaves north.};#unsub {%%0 leaves east.};#unsub {%%0 leaves south.};#unsub {%%0 leaves up.};#unsub {%%0 leaves down.}} #ali {useta_pk_leaves} {#unact {*panics, and attempts to flee.};#unsub {*flies west.};#unsub {*flies north.};#unsub {*flies east.};#unsub {*flies south.};#unsub {*flies up.};#unsub {*flies down.};#unsub {*leaves west.};#unsub {*leaves north.};#unsub {*leaves east.};#unsub {*leaves south.};#unsub {*leaves up.};#unsub {*leaves down.}} #ali {set_pk_recalls %0} {#act {%%0 disappears} {remove_pklock};#act {%%0 breaks a rabbit bone} {remove_pklock};#act {%%0 is literally erased from view.} {remove_pklock}} #ali {uset_pk_recalls %0} {#unact {%%0 disappears};#unact {%%0 breaks a rabbit bone};#unact {%%0 is literally erased from view.}} #ali {useta_pk_recalls} {#unact {*disappears};#unact {*breaks a rabbit bone};#unact {*is literally erased from view.}} #ali {pk %0} {set_pkt_base %0;set_pkt_mage %0;set_pkt_misc %0;set_pk_recalls %0;set_pk_leaves %0;#var pkmode 1;pklist.add %0;#showme --> %0 added to hit list <--;} #ali {pko %0} {uset_pkt_base %0;uset_pkt_mage %0;uset_pkt_misc %0;uset_pk_recalls %0;uset_pk_leaves %0;pklist.delete.%0;#unali {pklist.delete.%0};#showme --> No more PK triggers on %0 <--;} #ali {pkc} {useta_pkt_base;useta_pkt_mage;useta_pkt_misc;useta_pk_recalls;useta_pk_leaves;pklist.clear;remove_pklock;apo;#var pkmode 0;#showme --> PK triggers removed <--;} #nop #ali {sca} {#if {$pkmode=1} {#var pkmode 0;#ali {handle_prompt} {#var pkmode 1;#ali {handle_prompt} {#ali {handle_prompt} {#nop}}}};scan;exits} #ali {l %0} {#if {$pkmode=1} {#var pkmode 0;#ali {handle_prompt} {#var pkmode 1;#ali {handle_prompt} {#ali {handle_prompt} {#nop}}}};look %0} #ali {lo %0} {l %0} #nop #act {You flee head over heels.} {remove_pklock} #act {But it's so peaceful here!} {remove_pklock}