#CLASS {Auto} #ALIAS adoff {#var AutoDoor {0};#show {%char(10)%char(10)%ansi(bold,blue)AutoDoor %ansi(bold,red)disabled%ansi(bold,blue).}} #ALIAS adon {#var AutoDoor {1};#show {%char(10)%char(10)%ansi(bold,blue)AutoDoor %ansi(bold,green)enabled%ansi(bold,blue).}} #ALIAS aloff {#var AutoLoot {0};#show {%char(10)%char(10)%ansi(bold,blue)AutoLoot %ansi(bold,red)disabled%ansi(bold,blue).}} #ALIAS alon {#if {%len(%1)>0} {#var AutoLoot {2};#var AutoLootItem {%1};#show {%char(10)%char(10)%ansi(bold,blue)AutoLoot %ansi(bold,green)enabled%ansi(bold,blue) for %ansi(bold,magenta)@AutoLootItem%ansi(bold,blue).}} {#var AutoLoot {1};#show {%char(10)%char(10)%ansi(bold,blue)AutoLoot %ansi(bold,green)enabled%ansi(bold,blue) for all items.}}} #ALIAS aroff {#var AutoRefresh {0};#show {%char(10)%char(10)%ansi(bold,blue)AutoRefresh %ansi(bold,red)disabled%ansi(bold,blue).}} #ALIAS aron {#var AutoRefresh {1};#show {%char(10)%char(10)%ansi(bold,blue)AutoRefresh %ansi(bold,green)enabled%ansi(bold,blue).}} #ALIAS asoff {#var AutoSneak {0};#show {%char(10)%char(10)%ansi(bold,blue)AutoSneak %ansi(bold,red)disabled%ansi(bold,blue).}} #ALIAS ason {#var AutoSneak {1};#show {%char(10)%char(10)%ansi(bold,blue)AutoSneak %ansi(bold,green)enabled%ansi(bold,blue).}} #ALIAS avon {#var AutoSurvey {1};#show {%char(10)%char(10)%ansi(bold,blue)AutoSurvey %ansi(bold,green)enabled%ansi(bold,blue).}} #ALIAS avoff {#var AutoSurvey {0};#show {%char(10)%char(10)%ansi(bold,blue)AutoSurvey %ansi(bold,red)disabled%ansi(bold,blue).}} #ALIAS d {#if {@DragSet=1} {ship drag @Cargo down;#var LastDirection {down}} {down;#var LastDirection {down}}} #ALIAS e {#if {@DragSet=1} {ship drag @Cargo east;#var LastDirection {east}} {east;#var LastDirection {east}}} #ALIAS enter {ent %1;#var LastPortal {%1}} #ALIAS fs {use head %1;#var FarsightSet {1};#var LastDirection {%1}} #ALIAS mount {moun %1;#var LastMount {%1}} #ALIAS n {#if {@DragSet=1} {ship drag @Cargo north;#var LastDirection {north}} {north;#var LastDirection {north}}} #ALIAS s {#if {@DragSet=1} {ship drag @Cargo south;#var LastDirection {south}} {south;#var LastDirection {south}}} #ALIAS spd {#if {%len(%1)>0} {#var DragSet {1};#var Cargo {%1};#show {%char(10)%char(10)%ansi(bold,blue)You start dragging %ansi(bold,cyan)%1%ansi(bold,blue).%char(10)}} {#if {@DragSet=1} {#var DragSet {0};#show {%char(10)%char(10)%ansi(bold,blue)You stop dragging %ansi(bold,cyan)@Cargo%ansi(bold,blue).%char(10)}} {#var DragSet {1};#var Cargo {corpse};#show {%char(10)%char(10)%ansi(bold,blue)You start dragging %ansi(bold,cyan)corpse%ansi(bold,blue).%char(10)}}}} #ALIAS tl {c teleport;#if {@AutoSneak=1 && @Mounted=0} {sneak}} #ALIAS tn {c trans;#if {@AutoSneak=1 && @Mounted=0} {sneak}} #ALIAS u {#if {@DragSet=1} {ship drag @Cargo up;#var LastDirection {up}} {up;#var LastDirection {up}}} #ALIAS w {#if {@DragSet=1} {ship drag @Cargo west;#var LastDirection {west}} {west;#var LastDirection {west}}} #ALIAS wr {c word;#if {@AutoSneak=1 && @Mounted=0} {sneak}} #VAR AutoDoor {0} #VAR AutoLoot {0} #VAR AutoLootItem {} #VAR AutoRefresh {0} #VAR AutoSneak {0} #VAR AutoSurvey {0} #VAR Cargo {} #VAR DragSet {0} #VAR FarsightCastSet {0} #VAR FarsightSet {0} #VAR Flying {0} #VAR LastDirection {up} #VAR LastDoor {} #VAR LastGrapple {} #VAR LastMount {} #VAR LastPortal {} #VAR MedLink {0} #VAR Mounted {0} #VAR Recast {Armor|Bless|Breathe Water|Detect Invisibility|Fire Protection|Fireshield|Ice Protection|Infravision|Invisibility|Levitate|Lightning Protection|Manashield|Phantasmal Images|Protection from Evil|Protection from Good|Quickness|Sanctuary|Sense Life|Shield|Stone Skin} #TRIGGER {<*hp *m (*)>} {#var Flying {0};#if {%match(%1,Mount) > 0} {#var Mounted {1};#if {@AutoRefresh=1} {#if (%left(%1,%eval(%match(%1,Mount)-1)) < 200) {c mass ref}}} {#var Mounted {0};#if {@AutoRefresh=1} {#if (%left(%1,%eval(%match(%1,mv)-1)) < 200) {c ref}}};#var FarsightSet {0};#if {@FarsightCastSet=1} {#gag;#var FarsightCastSet {0}};#if {@WizardCastSet=1} {#gag;#var WizardCastSet {0}}} #TRIGGER {} {#var MedLink {1}} #TRIGGER {} {vote ivoted} #TRIGGER {A divine force takes pity on your wretched existence} {stand;wear all;#if {@AutoSneak=1} {sneak}} #TRIGGER {A fierce wind attack from the serpent knocks you off your feet!} {stand} #TRIGGER {appears in the room with a bright flash of white light} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {At the demon's gesture, * suddenly revived} {stand;wear all;#if {@AutoSneak=1} {sneak}} #TRIGGER {becomes panic-stricken and attempts to flee.} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {CRACK! The panes give way under your weight, and you fall into the chamber below.} {stand} #TRIGGER {Creating such a wind causes you to lose your balance.} {stand} #TRIGGER {Dense gray smoke wells up from *'s feet, enveloping *.} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {disappears.} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {Failing to catch a fish, you retrieve your line from the water.} {use held} #TRIGGER {Flying east} {#var Flying {1};#if {@AutoSurvey=1} {survey zones}} #TRIGGER {Flying Eastbound} {#var Flying {1};#if {@AutoSurvey=1} {survey zones}} #TRIGGER {Flying north} {#var Flying {1};#if {@AutoSurvey=1} {survey zones}} #TRIGGER {Flying Northbound} {#var Flying {1};#if {@AutoSurvey=1} {survey zones}} #TRIGGER {Flying south} {#var Flying {1};#if {@AutoSurvey=1} {survey zones}} #TRIGGER {Flying Southbound} {#var Flying {1};#if {@AutoSurvey=1} {survey zones}} #TRIGGER {Flying west} {#var Flying {1};#if {@AutoSurvey=1} {survey zones}} #TRIGGER {Flying Westbound} {#var Flying {1};#if {@AutoSurvey=1} {survey zones}} #TRIGGER {hour* minute* second*since last restart. GAMEINFO for more info.} {#var MedLink {0};#if {@AutoSneak=1} {sneak}} #TRIGGER {is DEAD!!} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {is hurled out of the room!} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {It seems to be locked.} {#if {@AutoDoor=1} {unlock @LastDoor @LastDirection}} #TRIGGER {Reconnecting.} {#if {@AutoSneak=1} {sneak}} #TRIGGER {sandstorm hurls * out of the room!} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {suddenly curls up and falls asleep.} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {The (*) seem to be closed.} {#if {@AutoDoor=1} {#var LastDoor {%1};ope %1 @LastDirection}} #TRIGGER {The (*) seems to be closed.} {#if {@AutoDoor=1} {#var LastDoor {%1};ope %1 @LastDirection}} #TRIGGER {The falling stalactite POUNDS you to your knees.} {stand} #TRIGGER {The strands of red magical fire falling everywhere prevent you from casting.} {#if {@AutoRefresh=1} {aroff}} #TRIGGER {To the *, *, you see a large house bustling with activity and the sound of music.} {#if {@Flying=1} {#gag}} #TRIGGER {To the *, *, you sense a holy place touched by the gods.} {#if {@Flying=1} {#gag}} #TRIGGER {Use is normally only for wands and staves.} {#if {@FarsightSet=1} {#var FarsightCastSet {1};#gag;c farsight @LastDirection}} #TRIGGER {Vertigo overcomes you as the magical shield on the area collapses.} {c shield room} #TRIGGER {You are awarded * experience points for the battle} {#if {@AutoLoot=1} {get all corpse;sacrifice corpse} {#if {@AutoLoot=2} {get all.@AutoLootItem corpse;sacrifice corpse}}} #TRIGGER {You are handed * gold and some men take * away.} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {You are not holding or wearing that item!} {#if {@FarsightSet=1} {#var FarsightCastSet {1};#gag;c farsight @LastDirection}} #TRIGGER {You collapse, totally out of breath!} {stand} #TRIGGER {You do not have the proper key for that.} {#if {@AutoDoor=1} {pick @LastDoor @LastDirection}} #TRIGGER {You don't seem to be aboard a ship.} {#if {@DragSet=1} {#var DragSet {0};@LastDirection}} #TRIGGER {You fall down.} {stand} #TRIGGER {You feel life return to your body} {stand;#if {@AutoSneak=1} {sneak}} #TRIGGER {You flash back to the world of Medievia.} {#var MedLink {0};#if {@Mounted=0} {#if {@AutoSneak=1} {sneak}} {moun @LastMount}} #TRIGGER {You flee in a near-blind panic.} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {You focus your gaze on the crystal. It seems to grow, and surround you...} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {You fumble over the correct inflection used to cast (*).} {#if {%ismember(%1,@Recast)} {c %1}} #TRIGGER {You have caught *.} {use held} #TRIGGER {You haul your net in and collect your catch.} {use held} #TRIGGER {You hear the call of the land, far off in the distance} {stand;wear all;#if {@AutoSneak=1} {sneak}} #TRIGGER {You jump down and dismount *.} {#if {@AutoSneak=1} {sneak}} #TRIGGER {You jump up and mount an Appaloosa.} {#var LastMount {appaloosa}} #TRIGGER {You lean over the rail and use the blubber hook. You snag a big hunk of meat but it falls off the hook as you try to lift it.} {ship snag} #TRIGGER {You lean over the rail and use the blubber hook. You snag a big hunk of meat, lift it up, and swing it onto the deck!} {ship snag} #TRIGGER {You lose your footing and fall to the ground.} {stand} #TRIGGER {You pull your net in and abandon your attempt.} {use held} #TRIGGER {You realize you are already mounted on *.} {dismount;moun @LastMount} #TRIGGER {You receive * experience points from the battle of * total} {#if {@AutoLoot=1} {get all corpse;sacrifice corpse} {#if {@AutoLoot=2} {get all.@AutoLootItem corpse;sacrifice corpse}}} #TRIGGER {You slip on the ice, and land on the seat of your pants.} {stand} {Auto} #TRIGGER {You stagger out of the portal, then collapse.} {stand;#if {@Mounted=1} {moun @LastMount};ent @LastPortal} #TRIGGER {you start following} {#if {@AutoLoot>0} {aloff}} #TRIGGER {You step out of the shadows.} {hide} #TRIGGER {You step through a portal, and find yourself back in the world of Medievia.} {#if {@AutoSneak=1 && @Mounted=0} {sneak}} #TRIGGER {You stop sneaking.} {#if {@AutoSneak=1} {sneak}} #TRIGGER {You swing the grapple around a few times, and let fly at (*)!} {#var LastGrapple {%word(%1,1)}} #TRIGGER {You wake up with a splitting headache} {stand;#if {@AutoSneak=1} {sneak}} #TRIGGER {Your grapple fails to hold, and falls into the sea with a splash.} {ship grapple @LastGrapple} #CLASS 0