I am spoiled, need an op script for horses.
I am spoiled, need an op script for horses.
So, I wanna have a script to set horses. I.e. horse razor : horse set to razor. Then I wanna hella use my aliases for ride and lead horses into that too. How do I do such things?! (Rig is too lazy to figure simple dung out)
Re: I am spoiled, need an op script for horses.
This is a tintin script that I use sometimes.
#var myhorse horse
#al myhorse {mh}
#al mh {#if {"%0" == ""} {#showme Your horse is currently set to '$myhorse'\n;#cr} {#showme Your horse is now set to '%0'\n;#cr;#var myhorse %0;}}
#al rmh {ride $myhorse}
#al lmh {lead $myhorse}
#al dmh {diag $myhorse}
These are the basics, but you can probably just change syntax into whatever mud client you use personally.
I have a more complex script that automatically assigns me my horse when I'm in a group, so I don't have to do anything but hit a button to ride, lead, and diag.
#var myhorse horse
#al myhorse {mh}
#al mh {#if {"%0" == ""} {#showme Your horse is currently set to '$myhorse'\n;#cr} {#showme Your horse is now set to '%0'\n;#cr;#var myhorse %0;}}
#al rmh {ride $myhorse}
#al lmh {lead $myhorse}
#al dmh {diag $myhorse}
These are the basics, but you can probably just change syntax into whatever mud client you use personally.
I have a more complex script that automatically assigns me my horse when I'm in a group, so I don't have to do anything but hit a button to ride, lead, and diag.
Re: I am spoiled, need an op script for horses.
Does this work in zmud?!
IF not how would one convert this to zmud?!
IF not how would one convert this to zmud?!
Re: I am spoiled, need an op script for horses.
I want a script that remembers the horse and its a rider. So when I'm chasing I can remember who is on what.
Re: I am spoiled, need an op script for horses.
i use this, its pretty simple but should work for you rig
#CLASS {HORSE}
#ALIAS l {lead @horse}
#ALIAS r {ride @horse}
#ALIAS dh {diagnose @horse}
#ALIAS eh {equip @horse horseeq}
#ALIAS lh {look @horse}
#ALIAS lh2 {look @horse2}
#ALIAS l2 {lead @horse2}
#ALIAS r2 {ride @horse2}
#ALIAS dh2 {diagnose @horse2}
#ALIAS eh2 {equip @horse2 horseeq}
#ALIAS horse {
#VAR horse {%1}
#SAY horse set to @horse.
}
#ALIAS horse2 {
#VAR horse2 {%1}
#SAY horse set to @horse2.
}
#CLASS 0
just type horse xxx or horse2 xxx and it will assign that as your horse. im sure it can be improved upon but im mega lazy and just cant be bothered so i make do with simple scripts.
Obviously put your own aliases is where applicable.
#CLASS {HORSE}
#ALIAS l {lead @horse}
#ALIAS r {ride @horse}
#ALIAS dh {diagnose @horse}
#ALIAS eh {equip @horse horseeq}
#ALIAS lh {look @horse}
#ALIAS lh2 {look @horse2}
#ALIAS l2 {lead @horse2}
#ALIAS r2 {ride @horse2}
#ALIAS dh2 {diagnose @horse2}
#ALIAS eh2 {equip @horse2 horseeq}
#ALIAS horse {
#VAR horse {%1}
#SAY horse set to @horse.
}
#ALIAS horse2 {
#VAR horse2 {%1}
#SAY horse set to @horse2.
}
#CLASS 0
just type horse xxx or horse2 xxx and it will assign that as your horse. im sure it can be improved upon but im mega lazy and just cant be bothered so i make do with simple scripts.
Obviously put your own aliases is where applicable.
Re: I am spoiled, need an op script for horses.
wooh, danke kalm
Re: I am spoiled, need an op script for horses.
Kryyg
a horsehistory script ive found useful:
#ALIAS hh {
#IF ((%numparam > 0)&(%isnumber( %1))) {
horseNewhowmany = %1
#ECHO HorseHistory set to the last @horseNewhowmany horses.
horseHowMany = @horseNewHowMany
} {
#IF ((%numparam > 0)&(%1 == "clear")) {
#VAR HorseHistory ""
#VAR horseRec ""
#VAR horseNewHowMany ""
#ECHO HorseHistory cleared.
} {
#ECHO ""
#ECHO --- Last @horseHowMany Horses Seen ---
#LOOP %numitems( @horseHistory)-@horseHowMany,%numitems( @HorseHistory) {#ECHO %item( @horseHistory, %i)}
}
}
}
#VAR horseHistory {*Xierian* riding a wild stallion.|(*Qi* riding a |2|.wild stallion.)|*Qi* riding a wild stallion.} {}
#VAR horseRec {*Qi* riding a wild stallion.}
#VAR horseNewHowMany {0}
#VAR horseHowMany {10}
#TRIGGER {~*(%w)~* leaves {north|south|east|west|up|down}.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* is DISMOUNTED.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* is standing here.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* is DISMOUNTED.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* is standing here, riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* is here, fighting *~, riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* leaves * riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* has arrived from * riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* has arrived from {the north|the south|the east|the west|above|below}.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* is DISMOUNTED.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#CLASS 0
a horsehistory script ive found useful:
#ALIAS hh {
#IF ((%numparam > 0)&(%isnumber( %1))) {
horseNewhowmany = %1
#ECHO HorseHistory set to the last @horseNewhowmany horses.
horseHowMany = @horseNewHowMany
} {
#IF ((%numparam > 0)&(%1 == "clear")) {
#VAR HorseHistory ""
#VAR horseRec ""
#VAR horseNewHowMany ""
#ECHO HorseHistory cleared.
} {
#ECHO ""
#ECHO --- Last @horseHowMany Horses Seen ---
#LOOP %numitems( @horseHistory)-@horseHowMany,%numitems( @HorseHistory) {#ECHO %item( @horseHistory, %i)}
}
}
}
#VAR horseHistory {*Xierian* riding a wild stallion.|(*Qi* riding a |2|.wild stallion.)|*Qi* riding a wild stallion.} {}
#VAR horseRec {*Qi* riding a wild stallion.}
#VAR horseNewHowMany {0}
#VAR horseHowMany {10}
#TRIGGER {~*(%w)~* leaves {north|south|east|west|up|down}.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* is DISMOUNTED.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* is standing here.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* is DISMOUNTED.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* is standing here, riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* is here, fighting *~, riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* leaves * riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* has arrived from * riding a &mount~.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* riding a @mount~.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#TRIGGER {~*(%w)~* has arrived from {the north|the south|the east|the west|above|below}.} {
#IF (%numitems( @horseHistory) = 50) {#DELNITEM horseHistory 1} {#NOOP}
#VAR horseRec %expand( ~*%1~* is DISMOUNTED.)
#VAR HorseHistory %additem( @horseRec, @horseHistory)
}
#CLASS 0