filthyreg Beginner
Joined: 14 Oct 2003 Posts: 14 Location: Canada
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Posted: Thu Jun 03, 2004 5:12 pm
Item ID script for Medievia |
I'm looking for an item ID script for Medievia. Does anyone have a working one for the most current version of zMud? I've been working on bringing Carabas' ID script up to date but have had limited success. I'm going to post what I have so far, if anyone can help me out it would be greatly appreciated.
Thanks,
#CLASS {ItemID}
#CLASS 0
#CLASS {ItemID|System}
#CLASS 0
#CLASS {ItemID|System|Aliases}
#ALIAS Reset-ID-Vars {#VARIABLE ObjectName {} {_nodef} {ItemID|System|Variables};#VARIABLE ObjectLoc {} {_nodef}
{ItemID|System|Variables};#VARIABLE ObjectType {} {_nodef} {ItemID|System|Variables};#VARIABLE ObjectLvlRes {0} {_nodef}
{ItemID|System|Variables};#VARIABLE ObjectDice {} {_nodef} {ItemID|System|Variables};#VARIABLE ObjectAffects {} {_nodef}
{ItemID|System|Variables};#VARIABLE ObjectAlignment {} {_nodef} {ItemID|System|Variables};#VARIABLE ObjectWeight {} {_nodef}
{ItemID|System|Variables};#VARIABLE ObjectClass {} {_nodef} {ItemID|System|Variables};#VARIABLE ObjectACapp {0} {_nodef}
{ItemID|System|Variables};#VARIABLE ObjectCond {} {_nodef} {ItemID|System|Variables};#VARIABLE ObjectDays {} {_nodef}
{ItemID|System|Variables};#VARIABLE ObjectEgged {} {_nodef} {ItemID|System|Variables};#VARIABLE ObjectEffects {} {_nodef}
{ItemID|System|Variables};#VARIABLE ObjectMultiSlot {} {_nodef} {ItemID|System|Variables};#VARIABLE ObjectTemp {} {_nodef}
{ItemID|System|Variables}}
#ALIAS BriefID {BriefID = %null;BriefID = {@ansi(White)@ObjectName@ansi(dGrey):};#if (@ObjectLvlRes > 0) {BriefID = {@BriefID
@ansi(bGreen)Lev@ansi(bRed)~(@ansi(bYellow)@ObjectLvlRes@ansi(bRed)~)}};#if (@ObjectType = KEY) {BriefID = {@BriefID
@ansi(bYellow)KEY}};#if (@ObjectType = LIGHT) {ObjectLoc = light};#if (!%null(@ObjectLoc)) {BriefID = {@BriefID
@ansi(bGreen)Loc@ansi(bRed)~(@ansi(bYellow)%lower(%trim(@ObjectLoc))@ansi(bRed)~)}};#if (!%null(@ObjectMultiSlot)) {BriefID =
{@BriefID @ansi(bGreen)MultiSlots@ansi(bRed)~(%lower(%trim(@ObjectMultiSlot))@ansi(bRed)~)}};#if (@ObjectACapp > 0) {BriefID
= {@BriefID @ansi(bGreen)Acapp@ansi(bRed)~(@ObjectACapp@ansi(bRed)~)}};#if (!%null(@ObjectDice)) {BriefID = {@BriefID
@ObjectDice}};#if (!%null(@ObjectAffects)) {BriefID = {@BriefID %replace(@ObjectAffects,|," ")}};#if
(!%null(@ObjectAlignment)) {BriefID = {@BriefID %replace(@ObjectAlignment,|," ")}};#if (!%null(@ObjectClass)) {BriefID =
{@BriefID %replace(@ObjectClass,|," ")}};#if (!%null(@ObjectEffects)) {BriefID = {@BriefID %replace(@ObjectEffects,|,"
")}};BriefID = {@BriefID @ansi(bGreen)Cond@ansi(bRed)~(@ObjectCond};#if (!%null(@ObjectEgged)) {BriefID={@BriefID -
@ObjectEgged}};BriefID={@BriefID@ansi(bRed)~)};BriefID={@BriefID @ansi(bGreen)Days@ansi(bRed)~(@ObjectDays@ansi(bRed)~)}}
#CLASS 0
#CLASS {ItemID|System|Variables}
#VAR ObjectName {an old, gray tattered cloak}
#VAR ItemIDButton {1}
#VAR ObjectLoc {ABOUT}
#VAR ObjectType {WORN}
#VAR ObjectLvlRes {21}
#VAR ObjectDice {}
#VAR ObjectAffects {[1;32mAGE[1;31m[[1;33m+25[1;31m]|[1;32mMANA[1;31m[[1;33m+32[1;31m]}
#VAR ObjectAlignment {[1;33m![1;32mG}
#VAR ObjectClass {}
#VAR ObjectACapp {0}
#VAR ObjectCond {[1;32mpristine}
#VAR ObjectDays {[1;32m185}
#VAR ObjectEgged {}
#VAR ObjectEffects {}
#VAR ObjectMultiSlot {}
#VAR ObjectTemp {ANTI-GOOD}
#VAR BriefID {[1;37mthe costume[1;30m: [1;32mLoc[1;31m[[1;33mabout[1;31m] [1;32mCond[1;31m[[1;32mpristine[1;31m]
[1;32mDays[1;31m[[1;32m185[1;31m]}
#VAR ObjectWeight {4}
#VAR ObjectValue {15000}
#CLASS 0
#CLASS {ItemID|System|Triggers}
#TRIGGER {^Your divination is complete...} {#T+ {ID-Body Triggers};Reset-ID-Vars;#TEMP {$} {#T- {ID-Body Triggers}}}
#CLASS 0
#CLASS {ItemID|System|Triggers|ID-Body Triggers}
#TRIGGER {^Object: (%*) ~[*~]} {ObjectName = %1}
#TRIGGER {^Available Weight: (%d) stones} {ObjectWeight = %1}
#TRIGGER {^Item Type: (*)%sEffects: (*)} {ObjectType = %trim(%1);ObjectTemp = %trim(%2);ObjectTemp = %replace(@ObjectTemp,"
",|);#IF (%ismember(ANTI-GOOD,@ObjectTemp)) {#ADDITEM ObjectAlignment {@ansi(bYellow)!@ansi(bGreen)G}};#IF
(%ismember(ANTI-NEUTRAL,@ObjectTemp)) {#ADDITEM ObjectAlignment {@ansi(bYellow)!@ansi(bGreen)N}};#IF
(%ismember(ANTI-EVIL,@ObjectTemp)) {#ADDITEM ObjectAlignment {@ansi(bYellow)!@ansi(bGreen)E}};#IF (%ismember(ATTACK,
@ObjectTemp)) {#ADDITEM ObjectEffects @ansi(bRed)~(@ansi(bYellow)ATTACK@ansi(bRed)~)};#IF (%ismember(INVISIBLE, @ObjectTemp))
{#ADDITEM ObjectEffects @ansi(bRed)~(@ansi(bYellow)INVIS@ansi(bRed)~)}}
#TRIGGER {^Equipable Location~(s~): (*)} {ObjectLoc = %trim(%remove(TAKE,%1))}
#TRIGGER {^Weight: (%d)%sValue: (%d)%sLevel Restriction: (%d)} {ObjectWeight = %trim(%1);ObjectValue = %trim(%2);ObjectLvlRes
= %trim(%3)}
#TRIGGER {^The life of this object is clearly coming to an end soon.} {ObjectCond = {@ansi(bRed)ending}}
#TRIGGER {^The object appears to be in excellent condition.} {ObjectCond = {@ansi(bGreen)excellent}}
#TRIGGER {^The object appears to be in fair condition.} {ObjectCond = {@ansi(bGreen)fair}}
#TRIGGER {^The object appears to be in good condition.} {ObjectCond = {@ansi(bGreen)good}}
#TRIGGER {^The object appears to be in perfect pristine condition.} {ObjectCond = {@ansi(bGreen)pristine}}
#TRIGGER {^The object clearly shows major signs of wear and tear.} {ObjectCond = {@ansi(bYellow)worn}}
#TRIGGER {^The object is in fair condition but has some scratches.} {ObjectCond = {@ansi(bYellow)scratches}}
#TRIGGER {^The object is visibly crumbling and decaying....} {ObjectCond = {@ansi(dRed)crumbling}}
#TRIGGER {^The object is visibly worn down with major wear.} {ObjectCond = {@ansi(bRed)worn down}}
#TRIGGER {^The object looks as if it will fall apart any day now.} {ObjectCond = {@ansi(bRed)any day}}
#TRIGGER {^This object has been blessed by the Gods and seems indestructable.} {ObjectCond = {@ansi(bCyan)indestructable}}
#TRIGGER {^Weight: %d Value: %d Level Restriction: (%d)} {ObjectLvlRes = %1}
#TRIGGER {Days Left: (*)} {ObjectDays = {@ansi(bGreen)%1};#IF (%1 < 120) {ObjectDays = {@ansi(bYellow)%1}};#IF (%1 < 80)
{ObjectDays = {@ansi(bRed)%1}};#IF (%1 < 25) {ObjectDays = {@ansi(dRed)%1}};#IF (%1 = "Infinity") {ObjectDays =
{@ansi(bCyan)%1}}}
#TRIGGER {^Attributes: (*)} {ObjectTemp = %null;ObjectTemp = %trim(%1);ObjectTemp = %replace(@ObjectTemp," ",|);#IF
(%ismember(ANTI_MAGE,@ObjectTemp)) {#ADDITEM ObjectClass {@ansi(bYellow)!@ansi(bGreen)M}};#IF
(%ismember(ANTI_CLERIC,@ObjectTemp)) {#ADDITEM ObjectClass {@ansi(bYellow)!@ansi(bGreen)M}};#IF
(%ismember(ANTI_THIEF,@ObjectTemp)) {#ADDITEM ObjectClass {@ansi(bYellow)!@ansi(bGreen)T}};#IF
(%ismember(ANTI_WARRIOR,@ObjectTemp)) {#ADDITEM ObjectClass {@ansi(bYellow)!@ansi(bGreen)W}};#IF
(%ismember(LONG,@ObjectTemp)) {#ADDITEM ObjectEffects @ansi(bRed)~(@ansi(bYellow)LONG@ansi(bRed)~)};#IF
(%ismember(BACKSTABBER,@ObjectTemp)) {#ADDITEM ObjectEffects @ansi(bRed)~(@ansi(bYellow)BSER@ansi(bRed)~)}}
#TRIGGER {^Damage Dice of (%d)d(%d)} {ObjectDice = {@ansi(bGreen)%1@ansi(bYellow)d@ansi(bGreen)%2}}
#TRIGGER {^ (*) to (*)} {#ADDITEM ObjectAffects
{@ansi(bGreen)%2@ansi(bRed)~(@ansi(bYellow)%1@ansi(bRed)~)};ObjectAffects=%replace(@ObjectAffects,HITROLL,HR);ObjectAffects=%
replace(@ObjectAffects,DAMROLL,DR);ObjectAffects=%replace(@ObjectAffects,SAVING_SPELL,SS);ObjectAffects=%replace(@ObjectAffec
ts,ARMOR,AC);ObjectAffects=%replace(@ObjectAffects,HIT_POINTS,HP)}
#TRIGGER {^MultiSlot Item: (*)} {ObjectMultiSlot = %trim(%1)}
#TRIGGER {Class Restrictions: (*)} {ObjectTemp = %null;ObjectTemp = %trim(%1);ObjectTemp = %replace(@ObjectTemp," ",|);#IF
(%ismember(ANTI_MAGE,@ObjectTemp)) {#ADDITEM ObjectClass {@ansi(bYellow)!@ansi(bGreen)M}};#IF
(%ismember(ANTI_CLERIC,@ObjectTemp)) {#ADDITEM ObjectClass {@ansi(bYellow)!@ansi(bGreen)C}};#IF
(%ismember(ANTI_THIEF,@ObjectTemp)) {#ADDITEM ObjectClass {@ansi(bYellow)!@ansi(bGreen)T}};#IF
(%ismember(ANTI_WARRIOR,@ObjectTemp)) {#ADDITEM ObjectClass {@ansi(bYellow)!@ansi(bGreen)W}}}
#TRIGGER {^It is surrounded by a (*) aura} {ObjectTemp={%1};#IF (@ObjectTemp =~ "bright, green") {ObjectEgged =
{@ansi(bGreen)green aura}};#IF (@ObjectTemp =~ "faint green") {ObjectEgged = {@ansi(dGreen)faint green aura}};#IF
(@ObjectTemp =~ "flickering green") {ObjectEgged =
{@ansi(bGreen)f@ansi(dGreen)l@ansi(bGreen)i@ansi(dGreen)c@ansi(bGreen)k@ansi(dGreen)e@ansi(bGreen)r@ansi(dGreen)i@ansi(bGreen
)n@ansi(dGreen)g@ansi(bGreen) g@ansi(bGreen)r@ansi(dGreen)e@ansi(bGreen)e@ansi(dGreen)n aura}};#IF (@ObjectTemp =~ "black")
{ObjectEgged = {@ansi(dGrey)black aura}}}
#TRIGGER {^Level (%d) spell of (*). Holds (%d) charges and has (%d) charges left.} {ObjectAffects =
{@ansi(bGreen)Spell@ansi(bRed)~(@ansi(bYellow)%4@ansi(bGreen)x @ansi(bYellow)Lev @ansi(bGreen)%1
@ansi(bYellow)%2@ansi(bRed)~)}}
#TRIGGER {^Level (%d) spells of (*)} {ObjectAffects= {@ansi(bGreen)Spell@ansi(bRed)~(@ansi(bYellow)Lev @ansi(bGreen)%1
@ansi(bYellow)%2@ansi(bRed)~)}}
#TRIGGER {AC-apply of (%d)} {ObjectACapp = %1}
#TRIGGER {Regenerates level (%d) (*). Has (%d) maximum charges.}
{ObjectAffects={@ansi(bGreen)Regen@ansi(bRed)~(@ansi(bYellow)%3@ansi(bGreen)x @ansi(bYellow)Lev @ansi(bGreen)%1
@ansi(bYellow)%2@ansi(bRed)~)}}
#CLASS 0
#CLASS {ItemID|Aliases}
#ALIAS chatid {BriefID;#chata @BriefID}
#ALIAS clanid {BriefID;cl %stripansi(@BriefID)}
#ALIAS townid {BriefID;town %stripansi(@BriefID)}
#ALIAS formid {BriefID;ft %stripansi(@BriefID)}
#ALIAS blid {BriefID;bl %stripansi(@BriefID)}
#ALIAS shoutid {BriefID;shout %stripansi(@BriefID)}
#ALIAS telid {BriefID;telepath %1 %stripansi(@BriefID)}
#ALIAS sayid {BriefID;say %stripansi(@BriefID)}
#ALIAS immid {BriefID;imm %stripansi(@BriefID)}
#ALIAS gosid {BriefID;gossip %stripansi(@BriefID)}
#CLASS 0 |
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