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Winslow
Novice


Joined: 17 Feb 2007
Posts: 48

PostPosted: Mon Jul 09, 2007 2:46 am   

Translation of mm2k scripts into zMud scripts
 
I just wanted to know if there happens to be an option to import or possibly translate mm2k scripts into zMud.

Unfortunately, the muds that I most commonly play, most players use mm2k and while I tried it out, I honestly cannot stand the settings and much rather stick to zMud.

The players pass around the same scripts, most of which I have rewritten for zMud however there are several I honestly don't understand how they work as I'm not fimular with mm2k and honestly not extensively familiar with zMud scripting either. Is there some way I can get these scripts imported? Would also help a load of other players also using zMud on these muds. I'm starting to look like Shocked trying to figure it all out.

Thanks a load.

- Winslow
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Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Mon Jul 09, 2007 7:17 am   
 
zMUD does not have an automatic facility but if you try posting maybe someone here can help you translate.
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Rorso
Wizard


Joined: 14 Oct 2000
Posts: 1368

PostPosted: Mon Jul 09, 2007 9:29 am   
 
Does anyone know if it would be legal to write a mm2k -> zScript converter? If it would be legal does anyone know where example mm2k scripts, and texts explaining the language can be found?

Edit: Would such a converter be useful?
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Mon Jul 09, 2007 1:14 pm   
 
Perhaps yes, perhaps no, Rorso. It'd probably be much easier just to recreate a script that does the same job than it would be to convert an mm2k script. If and when you post the script, Winslow, post a description of what it's supposed to do so that if the script is quite opaque, we can still try to help you :)
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Winslow
Novice


Joined: 17 Feb 2007
Posts: 48

PostPosted: Fri Jul 13, 2007 2:59 am   
 
Okay, I don't know if this would be the correct place to even post the script but here goes nothing. There are two scrpts which are very key to the game. While 80% of the guys online use mm2k and use these scrpts, the other 20 suffer. :P I'll put a little discription of what they do under each one because I really can't understand the code too much myself.

Code:

/variable {ITEMIDVERSION} {2.06} {ITEM_ID_206}
/variable {ITEMIDRELEASE} {Febuary 19, 2004} {ITEM_ID_206}

/action {Trap is: %0  Trap Difficulty: %1 (1=Simple, 5=Complex)} {/var ItemTrap $0;/var ItemTrapDifficulty $1} {ITEM_ID_206}
/action {^Hours of light: %0} {/var ItemLight $0} {ITEM_ID_206}
/action {^Thrown weapon causes %0 rounds of lag.} {/var ItemLag $0} {ITEM_ID_206}
/action {^Thrown weapon causes %0 round of lag.} {/var ItemLag $0} {ITEM_ID_206}
/action {^Can hold %0 keys.} {/var ItemKeys $0} {ITEM_ID_206}
/action {^This Wand casts:  %0} {/var ItemWandCasts $0} {ITEM_ID_206}
/action {^It has %0 maximum charges and %1 remaining.} {/var ItemTotalCharges $0;/var ItemCurCharges $1} {ITEM_ID_206}
/action {^It has %0 maximum charge and %1 remaining.} {/var ItemTotalCharges $0;/var ItemCurCharges $1} {ITEM_ID_206}
/action {, for an average per-round damage of %0} {/var ItemAvg $0} {ITEM_ID_206}
/action {^Class Restrictions: %0} {/var ItemAttr $0} {ITEM_ID_206}
/action {Item type: Treasure} {/var ItemTreasure 1} {ITEM_ID_206}
/action {Level: %0} {/var ItemLevel $0} {ITEM_ID_206}
/action {^You feel informed:} {idreset} {ITEM_ID_206}
/action {^   Affects: %0 by %1} {/math {ItemAffectCount} {$ItemAffectCount + 1};/var {@ConCat(ItemAffect,$ItemAffectCount)} {$0 by $1};/var {@ConCat(ItemAffect,@ConCat($ItemAffectCount,Stat))} {$0};/var {@ConCat(ItemAffect,@ConCat($ItemAffectCount,Num))} {$1}} {ITEM_ID_206}
/action {^Class Restrictions: %0} {/var ItemAttr $0} {ITEM_ID_206}
/action {^Damage Dice is: %0D%1,} {/var ItemDice {$0D$1}} {ITEM_ID_206}
/action {Item Type: %0} {/var ItemType $0}
/action {Effects: %0} {/var ItemEffects $0}
/action {Item Type: %0   Effects: %1} {/var ItemType $0;/var ItemEffects $1} {ITEM_ID_206}
/action {Object: %0} {/var ObjectName $0} {ITEM_ID_206}
/action {^Item is: %0} {/var ItemIs $0} {ITEM_ID_206}
/action {^Maximum weight stored: %0} {/var ItemMaxWeight $0} {ITEM_ID_206}
/action {^Object: %0  Worn: %1  Item type: %2} {/var ObjectName $0;/var ItemWorn $1;/var ItemType $2} {ITEM_ID_206}
/action {^Object: %0  Item type: %1} {/var ObjectName $0;/var ItemType $1} {ITEM_ID_206}
/action {^Object: %0  Worn: %1} {/var ObjectName $0;/var ItemWorn $1}
/action {This %0 casts:  %1} {/if {$0="Potion" || $0="Scroll"} {/var ItemCast $1;/var ItemPot 1} {/var ItemSpell $1}} {ITEM_ID_206}
/action {^Weight: %0 Value: %1 Level: %2 Size: %3} {/var ItemWeight $0;/var ItemValue $1;/var ItemLevel $2;/var ItemSize $3} {ITEM_ID_206}
/action {^You recognize the handiwork on the weapon:} {/var ItemAffectCount 0;/empty ItemAttr;/empty ItemDice;/empty ItemSpell;/empty ItemAC;/empty ItemIs;/empty ItemAvg;/empty ItemAffect1;/empty ItemValue;/empty ItemTreasure;/empty ItemAttr} {ITEM_ID_206}
/action {damage of %0} {/var ItemAvg $0} {ITEM_ID_206}
/action {per-round damage of %0} {/var ItemAvg $0} {ITEM_ID_206}
/action {per-round damage of %0.0} {/var ItemAvg $0} {ITEM_ID_206}
/action {^Durability: %0 Condition: %1} {/var ItemDurability $0;/var ItemCondition $1} {ITEM_ID_206}


/remark {/action {^   Affects: Permanent %0} {/math {ItemAffectCount} {$ItemAffectCount+1};/var {@ConCat(ItemAffect,@ConCat($ItemAffectCount,Stat))} {Permanent};/var {@ConCat(ItemAffect,@ConCat($ItemAffectCount,Num))} {$0}} {ITEM_ID_206}}
/remark {/action {^   Affects: Permanent %0} {/math {ItemAffectCount} {$ItemAffectCount+1};/var {@ConCat(ItemAffect,@ConCat($ItemAffectCount,Stat))} {Permanent};/var {temp1len} {@Len($0)};/var {temp1left} {@Left($0,1)};/var {temp1left} {@Upper($temp1left)};/math {temp1lenright} {$temp1len-1};/var {temp1right} {@Right($0,$temp1lenright)};/variable {temp1} {@ConCat($temp1left,$temp1right)};/var {@ConCat(ItemAffect,@ConCat($ItemAffectCount,Num))} {$temp1}} {ITEM_ID_206}}

/remark {    Permanent(Detect Magic)      }
/action {^   Affects: Permanent %0} {/variable {permtemp} {$0};/math {ItemAffectCount} {$ItemAffectCount+1};/var {@ConCat(ItemAffect,@ConCat($ItemAffectCount,Stat))} {Permanent};/if {@WordCount($permtemp) >= 1} {/var {tempword1} {@Word($permtemp,1)};/variable {templen1} {@Len($tempword1)};/var {templeft1} {@Left($tempword1,1)};/var {templeft1} {@Upper($templeft1)};/math {templenright1} {$templen1 -1};/var {tempright1} {@Right($tempword1,$templenright1)};/variable {temp1} {@ConCat($templeft1,$tempright1)};};/if {@WordCount($permtemp) >= 2} {/var {tempword2} {@Word($permtemp,2)};/variable {templen2} {@Len($tempword2)};/var {templeft2} {@Left($tempword2,1)};/var {templeft2} {@Upper($templeft2)};/math {templenright2} {$templen2 -1};/var {tempright2} {@Right($tempword2,$templenright2)};/variable {temp2} {@ConCat($templeft2,$tempright2)};};/if {@WordCount($permtemp) >= 3} {/var {tempword3} {@Word($permtemp,3)};/variable {templen3} {@Len($tempword3)};/var {templeft3} {@Left($tempword3,1)};/var {templeft3} {@Upper($templeft3)};/math {templenright3} {$templen3 -1};/var {tempright3} {@Right($tempword3,$templenright3)};/variable {temp3} {@ConCat($templeft3,$tempright3)};};/if {@WordCount($permtemp) = 4} {/var {tempword4} {@Word($permtemp,4)};/variable {templen4} {@Len($tempword4)};/var {templeft4} {@Left($tempword4,1)};/var {templeft4} {@Upper($templeft4)};/math {templenright4} {$templen4 -1};/var {tempright4} {@Right($tempword4,$templenright4)};/variable {temp4} {@ConCat($templeft4,$tempright4)};};/empty tempy;/if {@WordCount($permtemp) >= 1} {/var {tempy} {@ConCat($tempy,$temp1)}};/if {@WordCount($permtemp) >= 2} {/var {tempy} {@ConCat($tempy, $temp2)}};/if {@WordCount($permtemp) >= 3} {/var {tempy} {@ConCat($tempy, $temp3)}};/if {@WordCount($permtemp) = 4} {/var {tempy} {@ConCat($tempy, $temp4)}};/var {@ConCat(ItemAffect,@ConCat($ItemAffectCount,Num))} {$tempy}} {ITEM_ID_206}

/remark {   Detect Magic(Permanent)      }
/remark {/action {^   Affects: Permanent %0} {/variable {permtemp} {$0};/math {ItemAffectCount} {$ItemAffectCount+1};/var {@ConCat(ItemAffect,@ConCat($ItemAffectCount,Num))} {Permanent};/if {@WordCount($permtemp) >= 1} {/var {tempword1} {@Word($permtemp,1)};/variable {templen1} {@Len($tempword1)};/var {templeft1} {@Left($tempword1,1)};/var {templeft1} {@Upper($templeft1)};/math {templenright1} {$templen1 -1};/var {tempright1} {@Right($tempword1,$templenright1)};/variable {temp1} {@ConCat($templeft1,$tempright1)};};/if {@WordCount($permtemp) >= 2} {/var {tempword2} {@Word($permtemp,2)};/variable {templen2} {@Len($tempword2)};/var {templeft2} {@Left($tempword2,1)};/var {templeft2} {@Upper($templeft2)};/math {templenright2} {$templen2 -1};/var {tempright2} {@Right($tempword2,$templenright2)};/variable {temp2} {@ConCat($templeft2,$tempright2)};};/if {@WordCount($permtemp) >= 3} {/var {tempword3} {@Word($permtemp,3)};/variable {templen3} {@Len($tempword3)};/var {templeft3} {@Left($tempword3,1)};/var {templeft3} {@Upper($templeft3)};/math {templenright3} {$templen3 -1};/var {tempright3} {@Right($tempword3,$templenright3)};/variable {temp3} {@ConCat($templeft3,$tempright3)};};/if {@WordCount($permtemp) = 4} {/var {tempword4} {@Word($permtemp,4)};/variable {templen4} {@Len($tempword4)};/var {templeft4} {@Left($tempword4,1)};/var {templeft4} {@Upper($templeft4)};/math {templenright4} {$templen4 -1};/var {tempright4} {@Right($tempword4,$templenright4)};/variable {temp4} {@ConCat($templeft4,$tempright4)};};/empty tempy;/if {@WordCount($permtemp) >= 1} {/var {tempy} {@ConCat($tempy,$temp1)}};/if {@WordCount($permtemp) >= 2} {/var {tempy} {@ConCat($tempy, $temp2)}};/if {@WordCount($permtemp) >= 3} {/var {tempy} {@ConCat($tempy, $temp3)}};/if {@WordCount($permtemp) = 4} {/var {tempy} {@ConCat($tempy, $temp4)}};/var {@ConCat(ItemAffect,@ConCat($ItemAffectCount,Stat))} {$tempy}} {ITEM_ID_206}}


/remark {/alias {fidb} {getid;f $BriefID} {ITEM_ID_206}}

/alias {finditemal} {/empty ItemAlign;/loop {0,@Math(@Len($ItemEffects)-1)} {/if {"@Mid($ItemEffects,$LoopCount,1)"="-"} {/var Temp @Mid($ItemEffects,@Math($LoopCount+1),1);/var ItemAlign @ConCat($ItemAlign,A$Temp )}}} {ITEM_ID_206}
/alias {finditemnots} {/empty ItemNots;/if {@IsEmpty($ItemAttr)=0} {/loop {0,@Math(@Len($ItemAttr)-1)} {/if {"@Mid($ItemAttr,$LoopCount,1)"="_"} {/var Temp @Mid($ItemAttr,@Math($LoopCount+1),1);/var {Tempo} {H};/if {$Temp=$Tempo} {/var ItemNots @ConCat($ItemNots,2$Temp )} {/var ItemNots @ConCat($ItemNots,!$Temp )}}}}} {ITEM_ID_206}
/alias {getid} {/empty {BriefID};/if {@IsEmpty($ObjectName)=0} {/var BriefID $ObjectName:};/if {$ItemLevel != 0} {/var BriefID @ConCat($BriefID, Lev($ItemLevel))};/if {@IsEmpty($ItemWorn)=0} {/var {len} {@Len($ItemWorn)};/if {$len>6} {/var {ItemWorn} {@Left($ItemWorn,5)};/var {ItemWorn} {@RTrim($ItemWorn)}};/var BriefID @ConCat($BriefID, Worn(@RTrim($ItemWorn)))};/if {@IsEmpty($ItemType)=0} {/var BriefID @ConCat($BriefID, Type($ItemType))};/if {@IsEmpty($ItemLight)=0} {/var BriefID @ConCat($BriefID, Hours($ItemLight))};/if {@IsEmpty($ItemMaxWeight)=0} {/var BriefID @ConCat($BriefID, Holds($ItemMaxWeight))};/if {@IsEmpty($ItemTreasure)=0} {/var BriefID @ConCat($BriefID, Value($ItemValue))};/if {@IsEmpty($ItemPot)=0} {/var BriefID @ConCat($BriefID, Casts($ItemCast))};/if {@IsEmpty($ItemDice)=0} {/var BriefID @ConCat($BriefID, Dice($ItemDice))};/if {@IsEmpty($ItemAvg)=0} {/var BriefID @ConCat($BriefID, Avg($ItemAvg))};/if {@IsEmpty($ItemSpell)=0} {/var BriefID @ConCat($BriefID, Casts($ItemSpell))};/if {@IsEmpty($ItemSpell)=0} {/var BriefID @ConCat($BriefID, Charges($ItemCurCharges of $ItemTotalCharges))};/if {@IsEmpty($ItemWandCasts)=0} {/var BriefID @ConCat($BriefID, Casts($ItemWandCasts))};/if {@IsEmpty($ItemWandCasts)=0} {/var BriefID @ConCat($BriefID, Charges($ItemCurCharges of $ItemTotalCharges))};/if {$ItemAffectCount > 0} {/loop {1,$ItemAffectCount} {/var BriefID {@ConCat($BriefID, @Var(@ConCat(ItemAffect,@ConCat($LoopCount,Stat)))(@Var(@ConCat(ItemAffect,@ConCat($LoopCount,Num)))))}}};finditemnots;/if {@IsEmpty($ItemNots) = 0} {/var BriefID @ConCat($BriefID, @RTrim($ItemNots))};finditemal;/if {@IsEmpty($ItemAlign) != 1} {/var BriefID @ConCat($BriefID, @RTrim($ItemAlign))};/if {@IsEmpty($ItemIs)=0} {/var BriefID @ConCat($BriefID, Specs($ItemIs))};/if {@IsEmpty($ItemAttr)=0} {/var BriefID @ConCat($BriefID, Class Restrictions($ItemAttr))};/if {@IsEmpty($ItemLag)=0} {/var BriefID @ConCat($BriefID, Rounds of Lag($ItemLag))};/if {@IsEmpty($ItemDurability)=0} {/var BriefID @ConCat($BriefID, Dur $ItemDurability)};/if {@IsEmpty($ItemCondition)=0} {/var BriefID @ConCat($BriefID, Con $ItemCondition)};/if {@IsEmpty($ItemKeys)=0} {/var BriefID @ConCat($BriefID, Holds($ItemKeys))};/if {@IsEmpty($ItemTrapDifficulty)=0} {/var BriefID @ConCat($BriefID, Difficulty($ItemTrapDifficulty))};/if {@IsEmpty($ItemTrap)=0} {/var BriefID @ConCat($BriefID, Trap is $ItemTrap)}} {ITEM_ID_206}
/alias {getid2} {/empty BriefID2;/if {@IsEmpty($ObjectName)=0} {/var BriefID2 $ObjectName:};/if {@IsEmpty($ItemLevel)= 0} {/var BriefID2 @ConCat($BriefID2, Lev($ItemLevel))};/if {@IsEmpty($ItemWorn)=0} {/var {len} {@Len($ItemWorn)};/if {$len>6} {/var {ItemWorn} {@Left($ItemWorn,5)};/var {ItemWorn} {@RTrim($ItemWorn)}};/var BriefID2 @ConCat($BriefID2, Worn(@RTrim($ItemWorn)))};/if {@IsEmpty($ItemType)=0} {/var BriefID2 @ConCat($BriefID2, Type($ItemType))};/if {@IsEmpty($ItemLight)=0} {/var BriefID2 @ConCat($BriefID2, Hours($ItemLight))};/if {@IsEmpty($ItemMaxWeight)=0} {/var BriefID2 @ConCat($BriefID2, Holds($ItemMaxWeight))};/if {@IsEmpty($ItemWeight)=0} {/var BriefID2 @ConCat($BriefID2, Weight($ItemWeight))};/if {@IsEmpty($ItemValue)=0} {/var BriefID2 @ConCat($BriefID2, Value($ItemValue))};/if {@IsEmpty($ItemSize)=0} {/var BriefID2 @ConCat($BriefID2, Size($ItemSize))};/if {@IsEmpty($ItemPot)=0} {/var BriefID2 @ConCat($BriefID2, Casts($ItemCast))};/if {@IsEmpty($ItemDice)=0} {/var BriefID2 @ConCat($BriefID2, Dice($ItemDice))};/if {@IsEmpty($ItemAvg)=0} {/var BriefID2 @ConCat($BriefID2, Avg($ItemAvg))};/if {@IsEmpty($ItemSpell)=0} {/var BriefID2 @ConCat($BriefID2, Casts($ItemSpell))};/if {@IsEmpty($ItemSpell)=0} {/var BriefID2 @ConCat($BriefID2, Charges($ItemCurCharges of $ItemTotalCharges))};/if {@IsEmpty($ItemWandCasts)=0} {/var BriefID2 @ConCat($BriefID2, Casts($ItemWandCasts))};/if {@IsEmpty($ItemWandCasts)=0} {/var BriefID2 @ConCat($BriefID2, Charges($ItemCurCharges of $ItemTotalCharges))};/if {$ItemAffectCount > 0} {/loop {1,$ItemAffectCount} {/var BriefID2 {@ConCat($BriefID2, @Var(@ConCat(ItemAffect,@ConCat($LoopCount,Stat)))(@Var(@ConCat(ItemAffect,@ConCat($LoopCount,Num)))))}}};finditemnots;/if {@IsEmpty($ItemNots) = 0} {/var BriefID2 @ConCat($BriefID2, @RTrim($ItemNots))};finditemal;/if {@IsEmpty($ItemAlign) != 1} {/var BriefID2 @ConCat($BriefID2, @RTrim($ItemAlign))};/if {@IsEmpty($ItemIs)=0} {/var BriefID2 @ConCat($BriefID2, Specs($ItemIs))};/if {@IsEmpty($ItemAttr)=0} {/var BriefID2 @ConCat($BriefID2, Class Restrictions($ItemAttr))};/if {@IsEmpty($ItemLag)=0} {/var BriefID2 @ConCat($BriefID2, Rounds of Lag($ItemLag))};/if {@IsEmpty($ItemDurability)=0} {/var BriefID2 @ConCat($BriefID2, Dur $ItemDurability)};/if {@IsEmpty($ItemCondition)=0} {/var BriefID2 @ConCat($BriefID2, Con $ItemCondition)};/if {@IsEmpty($ItemKeys)=0} {/var BriefID2 @ConCat($BriefID2, Holds($ItemKeys))};/if {@IsEmpty($ItemTrapDifficulty)=0} {/var BriefID2 @ConCat($BriefID2, Difficulty($ItemTrapDifficulty))};/if {@IsEmpty($ItemTrap)=0} {/var BriefID2 @ConCat($BriefID2, Trap is $ItemTrap)}} {ITEM_ID_206}
/alias {idreset} {/empty BriefID;/empty BriefID2;/empty ItemTrap;/empty ItemTrapDifficulty;/empty ItemLight;/empty ItemLag;/empty ItemKeys;/empty ItemWandCasts;/empty ItemTotalCharges;/empty ItemCurCharges;/empty ItemAvg;/empty ItemAttr;/empty ItemTreasure;/empty ItemLevel;/empty ItemAffectCount;/empty ItemAffect;/empty ItemDice;/empty ItemType;/empty ItemEffects;/empty ObjectName;/empty ItemIs;/empty ItemMaxWeight;/empty ItemWorn;/empty ItemCast;/empty ItemPot;/empty ItemSpell;/empty ItemLevel;/empty ItemValue;/empty ItemSize;/empty ItemWeight;/empty ItemDurability;/empty ItemCondition;/empty ItemAlign;/empty ItemNots} {ITEM_ID_206}
/alias {idapray %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {pray $BriefID2 $0}} {ITEM_ID_206}
/alias {idawhisp %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {whisper $0 $BriefID2}} {ITEM_ID_206}
/alias {idashout %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {shout $BriefID2 $0}} {ITEM_ID_206}
/alias {idaauc %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {auction $BriefID2 $0}} {ITEM_ID_206}
/alias {idach %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {ch $BriefID2 $0}} {ITEM_ID_206}
/alias {idaclan %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {clan $BriefID2 $0}} {ITEM_ID_206}
/alias {idaform %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {f $BriefID2 $0}} {ITEM_ID_206}
/alias {idagos %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {gos $BriefID2 $0}} {ITEM_ID_206}
/alias {idagui %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {gui $BriefID2 $0}} {ITEM_ID_206}
/alias {idame %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {/showme {@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta() $BriefID2 $0 @AnsiReset()}}} {ITEM_ID_206}
/alias {idasay %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {say $BriefID2 $0}} {ITEM_ID_206}
/alias {idatell %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {tell $0 $BriefID2}} {ITEM_ID_206}
/alias {idawiz %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {wiz $BriefID2 $0}} {ITEM_ID_206}
/alias {idamusic %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {music $BriefID2 $0}} {ITEM_ID_206}
/alias {idaemote %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {emote emote's $BriefID2 $0}} {ITEM_ID_206}
/alias {idaquest %0} {getid2;/if {@IsEmpty($BriefID2)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {quest $BriefID2 $0}} {ITEM_ID_206}
/alias {idpray %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {pray $BriefID $0}} {ITEM_ID_206}
/alias {idwhisp %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {whisper $0 $BriefID}} {ITEM_ID_206}
/alias {idshout %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {shout $BriefID $0}} {ITEM_ID_206}
/alias {idauc %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {auction $BriefID $0}} {ITEM_ID_206}
/alias {idch %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {ch $BriefID $0}} {ITEM_ID_206}
/alias {idclan %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {clan $BriefID $0}} {ITEM_ID_206}
/alias {idform %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {f $BriefID $0}} {ITEM_ID_206}
/alias {idgos %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {gos $BriefID $0}} {ITEM_ID_206}
/alias {idgui %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {gui $BriefID $0}} {ITEM_ID_206}
/alias {idme %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {/showme {@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta() $BriefID $0 @AnsiReset()}}} {ITEM_ID_206}
/alias {idsay %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {say $BriefID $0}} {ITEM_ID_206}
/alias {idtell %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {tell $0 $BriefID}} {ITEM_ID_206}
/alias {idwiz %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {wiz $BriefID $0}} {ITEM_ID_206}
/alias {idmusic %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {music $BriefID $0}} {ITEM_ID_206}
/alias {idemote %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {emote emote's $BriefID $0}} {ITEM_ID_206}
/alias {idquest %0} {getid;/if {@IsEmpty($BriefID)=1} {/showme {@Chr(10)@Chr(10)@AnsiReset()@AnsiBold()@ForeMagenta()ID Buffer Empty@AnsiReset()@Chr(10)}} {quest $BriefID $0}} {ITEM_ID_206}
/alias {idhelp} {/showme {@Chr(10)@AnsiReset()@AnsiBold()@ForeCyan()Commands          @ForeBlue()- - - - - - - - -  @ForeCyan()What they do... @Chr(10)@ForeBlue()---------------------------------------------------------------------------------------------------@Chr(10)@ForeCyan()Idhelp            @ForeBlue()- - - - - - - - -  @ForeCyan()This listing@Chr(10)Idpray            @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to the Pray Channel @Chr(10)IdCh              @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to Chat Sessions @Chr(10)Idgos             @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to Gossip Channel @Chr(10)Idwiz             @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to Wiz Channel @Chr(10)Idclan            @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to Clan Channel @Chr(10)Idgui             @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to Guild Channel @Chr(10)Idform            @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to FormTalk @Chr(10)Idme              @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to Your screen @Chr(10)Idauc             @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to Auction Channel @Chr(10)Idemote           @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to Emote Channel @Chr(10)Idmusic           @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to Music Channel @Chr(10)Idquest           @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to Quest Channel @Chr(10)Idsay             @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information people in your room @Chr(10)Idshout           @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ID information to people in your zone @Chr(10)Idwhisp <person>  @ForeBlue()- - - - - - - - -  @ForeCyan()Whispers ID information to <person> @Chr(10)Idtell  <person>  @ForeBlue()- - - - - - - - -  @ForeCyan()Tells    ID information to <person> @Chr(10) @Chr(10)Idapray           @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to the Pray Channel @Chr(10)IdaCh             @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to Chat Sessions @Chr(10)Idagos            @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to Gossip Channel @Chr(10)Idawiz            @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to Wiz Channel @Chr(10)Idaclan           @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to Clan Channel @Chr(10)Idagui            @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to Guild Channel @Chr(10)Idaform           @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to FormTalk @Chr(10)Idame             @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to Your screen @Chr(10)Idaauc            @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to Auction Channel @Chr(10)Idaemote          @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to Emote Channel @Chr(10)Idamusic          @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to Music Channel @Chr(10)Idaquest          @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to Quest Channel @Chr(10)Idasay            @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information people in your room @Chr(10)Idashout          @ForeBlue()- - - - - - - - -  @ForeCyan()Displays ALL ID information to people in your zone @Chr(10)Idawhisp <person> @ForeBlue()- - - - - - - - -  @ForeCyan()Whispers ALL ID information to <person> @Chr(10)Idatell  <person> @ForeBlue()- - - - - - - - -  @ForeCyan()Tells    ALL ID information to <person> @Chr(10) @Chr(10)Idreset           @ForeBlue()- - - - - - - - -  @ForeCyan()Resets Item ID Buffer @Chr(10)@Chr(10)Idon              @ForeBlue()- - - - - - - - -  @ForeCyan()Enable  Item ID @Chr(10)Idoff             @ForeBlue()- - - - - - - - -  @ForeCyan()Disable Item ID @Chr(10)Idabout           @ForeBlue()- - - - - - - - -  @ForeCyan()Displays information about ItemID @Chr(10)Idversion         @ForeBlue()- - - - - - - - -  @ForeCyan()Displays Current Item ID Version@Chr(10)@AnsiReset()}} {ITEM_ID_206}/alias {listlookup} {/loop {1,$AffectLookup} {/if {@IsEmpty(@GetArray(Affects,$LoopCount,1))=0} {room $LoopCount: @GetArray(Affects,$LoopCount,1),@GetArray(Affects,$LoopCount,2)}}} {ITEM_ID_206}
/alias {lookupaff %0} {/empty Temp;/loop {1,$AffectLookup} {/if {@IsEmpty(@GetArray(Affects,$LoopCount,1))=0} {/if {"@GetArray(Affects,$LoopCount,1)" = $0} {/varTemp @GetArray(Affects,$LoopCount,2)}}};/if {@IsEmpty($Temp)}{/var Temp $0}} {ITEM_ID_206}
/alias {teidb %0} {/var BriefID {$ObjectName:};/if {$ItemLevel != 0} {/var BriefID @ConCat($BriefID, Lev($ItemLevel))};/var BriefID @ConCat($BriefID, Worn(@Lower(@RTrim($ItemWorn))));/if {@IsEmpty($ItemAC)=0} {/var BriefID @ConCat($BriefID, Ac($ItemAC))};/if {@IsEmpty($ItemDice)=0} {/var BriefID @ConCat($BriefID, $ItemDice)};/if {@IsEmpty($ItemSpell)=0} {/var BriefID @ConCat($BriefID, Spell($ItemSpell));/var BriefID @ConCat($BriefID, Lvl($ItemSpellLevel));/var BriefID @ConCat($BriefID, Charges($ItemCurCharges of $ItemTotalCharges))};finditemnots;/if {@IsEmpty($ItemNots) = 0} {/var BriefID @ConCat($BriefID, @RTrim($ItemNots))};finditemal;/if {@IsEmpty($ItemAlign) != 1} {/var BriefID @ConCat($BriefID, @RTrim($ItemAlign))};/var BriefID @ConCat($BriefID, Cond($ItemCondition));te $0 $BriefID} {ITEM_ID_206}
/alias {idoff} {/disablegroup ITEM_ID_206;/showme {@Chr(10)@AnsiReset()@AnsiBold()@ForeCyan()Item ID is Now @ForeRed()OFF@AnsiReset()}} {ITEM_ID_206CONFIG}
/alias {idon} {/enablegroup ITEM_ID_206;/showme {@Chr(10)@AnsiReset()@AnsiBold()@ForeCyan()Item ID is Now @ForeRed()ON@AnsiReset()}} {ITEM_ID_206CONFIG}
/alias {idversion} {/showme {@Chr(10)@AnsiReset()@AnsiBold()@ForeCyan()Cypher Item ID $ITEMIDVERSION @Chr(10)@AnsiReset()}} {ITEM_ID_206}
idreset


Okay, so this code, when you cast identify on an item, sets all item properties into veriables and you can say, tell, actuion, etc, full item information over any channel instead of manually typing out each item property. Very useful and fast.

This next one is more key however to game play and isn't just useful or fun.

Code:

/action {You find a} {/if {$bsearch} {searchnextcorpse}} {grpsearch}
/action {You find an} {/if {$bsearch} {searchnextcorpse}} {grpsearch}
/action {You find the} {/if {$bsearch} {searchnextcorpse}} {grpsearch}
/action {You find some} {/if {$bsearch} {searchnextcorpse}} {grpsearch}
/action {You find a Mana Stone} {/if {$bsearch} {searchnextcorpse}} {grpsearch}
/action {You find a depiction} {/if {$bsearch} {searchnextcorpse}} {grpsearch}
/action {You find a gem of true seeing} {/if {$bsearch} {searchnextcorpse}} {grpsearch}
/action {You find an ancient relic} {/if {$bsearch} {searchnextcorpse}} {grpsearch}
/action {You find a blue orb hidden} {/if {$bsearch} {searchnextcorpse}} {grpsearch}
/action {You see no 1.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 2.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 3.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 4.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 5.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 6.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 7.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 8.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 9.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 10.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 11.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 12.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 13.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 14.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 15.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 16.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 17.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 18.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 19.corpse here to search.} {Resetsearch} {grpsearch}
/action {You see no 20.corpse here to search.} {Resetsearch} {grpsearch}
/action {You find nothing hidden in the corpse} {/if {$bsearch} {searchnextcorpse}} {grpsearch}
/action {No way!  You're fighting for your life!} {Resetsearch} {grpsearch}
/action {You can't see a damn thing!} {Resetsearch} {grpsearch}
/alias {searchfirstcorpse} {/if {@GetCount(lstsearch) > 0} {/var {nsearchIndex} {1};/if {$seastat} {/showme {@ForeMagenta()Searching @ForeCyan()@GetItem(lstsearch,$nsearchIndex)@ForeMagenta()...}};search @GetItem(lstsearch,$nsearchIndex)} {Resetsearch} {grpSpellup}
/alias {searchnextcorpse} {/math {nsearchIndex} {$nsearchIndex + 1};/if {$nsearchIndex <= @GetCount(lstsearch)} {search @GetItem(lstsearch,$nsearchIndex);/if {$seastat} {/showme {@AnsiBold()@ForeGreen()SUCCESS@ForeMagenta(), Next is --> @ForeCyan()@GetItem(lstsearch,$nsearchIndex)}}} {rssearch}} {grpsearch}
/alias {Resetsearch} {/if {$bsearch} {/showme {@ForeYellow()Search has been reset.};/var bsearch 0;/var nsearchIndex 0;copysearch}} {grpsearch}
/alias {copysearch} {/listdel lstsearch;/lista lstsearch;/loop {1,@GetCount(search)} {/itemadd {lstsearch} {@GetItem(search,$LoopCount)}}} {grpsearch}
/alias {rssearch} {Resetsearch} {grpsearch}
/alias {getitall} {/var {bsearch} {1};searchfirstcorpse} {grpsearch}
/alias {sea-} {/disablegroup grpsearch} {grpsearch}
/alias {seaadd %0} {/itemadd {lstsearch} {$0}} {grpsearch}
/alias {seadel %0} {/itemdel {lstsearch} {$0}} {grpsearch}
/alias {seahelp} {/showme {@Chr(10)@AnsiBold()@ForeRed()Commands  - - - - - -  What they do... @Chr(10)-------------------------------------------------------@Chr(10)@AnsiBold()@ForeMagenta()Seahelp@AnsiBold()@ForeRed()  - - - - - - -  @AnsiBold()@ForeGreen()This listing@Chr(10)@AnsiBold()@ForeMagenta()Getitall@AnsiBold()@ForeRed()  - - - - - - - @AnsiBold()@ForeGreen()Begins searching corpses@Chr(10)@AnsiBold()@ForeMagenta()Seashow@AnsiBold()@ForeRed()  - - - - - - -  @AnsiBold()@ForeGreen()Displays amount of corpses@Chr(10)@AnsiBold()@ForeMagenta()Seaadd <#.corpse>@AnsiBold()@ForeRed()  - - -@AnsiBold()@ForeGreen()Adds corpse <#.corpse> to the List@Chr(10)@AnsiBold()@ForeMagenta()Seadel <#.corpse>@AnsiBold()@ForeRed()  - - -@AnsiBold()@ForeGreen()Removes corpse <#.corpse> from the List@Chr(10)@AnsiBold()@ForeMagenta()Sea-@AnsiBold()@ForeRed()  - - - - - - - - - @AnsiBold()@ForeGreen()Disables the entire group of commands@Chr(10)@AnsiBold()@ForeMagenta()Sea+@AnsiBold()@ForeRed()  - - - - - - - - - @AnsiBold()@ForeGreen()Enables group of commands@Chr(10)@AnsiBold()@ForeMagenta()Seastat@AnsiBold()@ForeRed()  - - - - - - -  @AnsiBold()@ForeGreen()Toggles the status of the search}} {grpsearch}

/alias {seashow} {/listitem lstsearch} {grpsearch}
/alias {seastat} {/if {$seastat} {/var seastat 0;/showme {@AnsiBold()@ForeCyan()Search Info @AnsiBold()@ForeYellow()OFF}} {/var seastat 1;/showme {@AnsiBold()@ForeCyan()Search Info @AnsiBold()@ForeBlue()ON}}} {grpsearch}
/variable {bsearchWasCast} {0} {grpsearch}
/variable {nsearchIndex} {0} {grpsearch}
/macro {F12} {get gold all;getitall}
/listadd {lstsearch} {}
/itemadd {lstsearch} {@PadLeft(1.corpse, ,2)}
/itemadd {lstsearch} {@PadLeft(2.corpse, ,2)}
/itemadd {lstsearch} {@PadLeft(3.corpse, ,2)}
/itemadd {lstsearch} {@PadLeft(4.corpse, ,2)}
/itemadd {lstsearch} {@PadLeft(5.corpse, ,2)}
/itemadd {lstsearch} {@PadLeft(6.corpse, ,2)}
/itemadd {lstsearch} {@PadLeft(7.corpse, ,2)}
/itemadd {lstsearch} {@PadLeft(8.corpse, ,2)}
/itemadd {lstsearch} {@PadLeft(9.corpse, ,2)}
/itemadd {lstsearch} {@PadLeft(10.corpse, ,1)}
/itemadd {lstsearch} {@PadLeft(11.corpse, ,1)}
/itemadd {lstsearch} {@PadLeft(12.corpse, ,1)}
/itemadd {lstsearch} {@PadLeft(13.corpse, ,1)}
/itemadd {lstsearch} {@PadLeft(14.corpse, ,1)}
/itemadd {lstsearch} {@PadLeft(15.corpse, ,1)}
/itemadd {lstsearch} {@PadLeft(16.corpse, ,1)}
/itemadd {lstsearch} {@PadLeft(17.corpse, ,1)}
/itemadd {lstsearch} {@PadLeft(18.corpse, ,1)}
/itemadd {lstsearch} {@PadLeft(19.corpse, ,1)}
/itemadd {lstsearch} {@PadLeft(20.corpse, ,1)}

/listadd {search} {}
/itemadd {search} {@PadLeft(1.corpse, ,2)}
/itemadd {search} {@PadLeft(2.corpse, ,2)}
/itemadd {search} {@PadLeft(3.corpse, ,2)}
/itemadd {search} {@PadLeft(4.corpse, ,2)}
/itemadd {search} {@PadLeft(5.corpse, ,2)}
/itemadd {search} {@PadLeft(6.corpse, ,2)}
/itemadd {search} {@PadLeft(7.corpse, ,2)}
/itemadd {search} {@PadLeft(8.corpse, ,2)}
/itemadd {search} {@PadLeft(9.corpse, ,2)}
/itemadd {search} {@PadLeft(10.corpse, ,1)}
/itemadd {search} {@PadLeft(11.corpse, ,1)}
/itemadd {search} {@PadLeft(12.corpse, ,1)}
/itemadd {search} {@PadLeft(13.corpse, ,1)}
/itemadd {search} {@PadLeft(14.corpse, ,1)}
/itemadd {search} {@PadLeft(15.corpse, ,1)}
/itemadd {search} {@PadLeft(16.corpse, ,1)}
/itemadd {search} {@PadLeft(17.corpse, ,1)}
/itemadd {search} {@PadLeft(18.corpse, ,1)}
/itemadd {search} {@PadLeft(19.corpse, ,1)}
/itemadd {search} {@PadLeft(20.corpse, ,1)}

/gag {There doesn't seem to be a gold in the corpse of %0}
/gag {There doesn't seem to be a %0}
/gag {You see no 2.corpse here to search.}
/gag {You see no 3.corpse here to search.}
/gag {You see no 4.corpse here to search.}
/gag {You see no 5.corpse here to search.}
/gag {You see no 6.corpse here to search.}
/gag {You see no 7.corpse here to search.}
/gag {You see no 8.corpse here to search.}
/gag {You see no 9.corpse here to search.}
/gag {You see no 10.corpse here to search.}
/gag {You see no 11.corpse here to search.}
/gag {You see no 12.corpse here to search.}
/gag {You see no 13.corpse here to search.}
/gag {You see no 14.corpse here to search.}
/gag {You see no 15.corpse here to search.}
/gag {You see no 16.corpse here to search.}
/gag {You see no 17.corpse here to search.}
/gag {You see no 18.corpse here to search.}
/gag {You see no 19.corpse here to search.}
/gag {You see no 20.corpse here to search.}

/action {You find a blue orb hidden in the corpse} {Get orb all}
/action {You find an ancient relic of unknown origin hidden in the corpse} {get relic all}
/action {You find a gem of true seeing hidden in the corpse} {Get true all}
/action {You find a depiction of} {Get depiction all}
/action {You find a Mana Stone hidden in the corpse} {get mana all}
/highlight {You find an ancient relic of unknown origin hidden in the corpse of %0} {light green, back blue}
/highlight {You find a blue orb hidden in the corpse of %0} {light green, back blue}
/highlight {You find a depiction of %0} {light green, back blue}
/highlight {You find a gem of true seeing hidden in the corpse of %0} {light green, back blue}
/highlight {You find a Mana Stone hidden in the corpse of %0} {light green, back blue}



Okay so this one is easier however I don't fully understand all the coding here so haven't done it myself. This searches the corpse you have killed for some treasures which appear (there are a basic 5 listed you can see) but there are others which appear here and there. You automatically search and get these treasures. Typing all this is not only time consuming but everyone else seems to run zones much faster.

Any help would be appreciated. Thanks in advance.

- Winslow

P.S. I believe a translator would be an excellent tool! I don't believe there would be any legal issues with it as long as you don't use any copyrighted names in it such as Zmud or Zugg or MM2K, etc. However best idea would be to talk to both Zugg and the maker of MM2K and get this incorporated into their programs. In fact, you might even be able to get a couple bucks off it :P. Just an idea.
Reply with quote
Rorso
Wizard


Joined: 14 Oct 2000
Posts: 1368

PostPosted: Sat Jul 14, 2007 12:22 am   
 
I have tried to make a MM2k->zScript tool. Unfortunately it is extremely buggy, but might still be useful.

Download
Requires .NET 2.0 to run
Reply with quote
Winslow
Novice


Joined: 17 Feb 2007
Posts: 48

PostPosted: Sat Jul 14, 2007 3:37 am   
 
Thanks. I have Microsoft .NET Framework 2.0 and 3.0 however my system doesn't seem to want to run it. It says "This application has failed to start because the application configuation is incorrect. Reinstalling the application may fix this problem." Any idea?

- Winslow
Reply with quote
Rorso
Wizard


Joined: 14 Oct 2000
Posts: 1368

PostPosted: Sat Jul 14, 2007 10:15 am   
 
Winslow wrote:
Thanks. I have Microsoft .NET Framework 2.0 and 3.0 however my system doesn't seem to want to run it. It says "This application has failed to start because the application configuation is incorrect. Reinstalling the application may fix this problem." Any idea?

- Winslow

I forgot that I use both unmanaged and managed code :-). You probably need the C++ 2005 SP1 Redistributables.
Reply with quote
Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Sat Jul 14, 2007 6:14 pm   
 
You can take care of large amounts of the scripts with simple search and replace in a text editor. I don't know MM2K admittedly but from looking at the script code I inferred a few things.

Some basics:

While for MM2K the main the symbol for a command is '/' in zMUD it is '#'.
What MM2K refers to as an 'action' zMUD considers a 'TRIGGER'
What MM2K refers to as an 'itemadd' zMUD considers a'ADDITEM'
What MM2K refers to as an 'itemadd' zMUD considers a'ADDITEM'
What MM2K refers to as an 'showme' zMUD considers a'[http://forums.zuggsoft.com/modules/mx_kb/kb.php?page=3&mode=doc&k=2559]SHOW[/url]'

'gag', 'if'. 'var' and 'alias' correspond to zMUD commands #GAG, #IF, #VAR and #ALIAS commands respectively.

While zMUD does have a #HIGHLIGHT command, the MM2K 'highlight' command seems to be closer to the #COLOR command.


That should get you 80% to 90% of the way with simple search and replace.

Two more things there a group of /actions that look like the code below and go from 2 - 20.
Code:
/action {You see no 2.corpse here to search.} {Resetsearch} {grpsearch}

They can all be simplified a single zMUD trigger.
Code:
#TRIGGER {You see no %d.corpse here to search.} {Resetsearch} {grpsearch}


Similarly you the follow /gag code from 2 - 20 below
Code:
/gag {You see no 20.corpse here to search.}

become a single gag command in zMUD
Code:
#GAG {You see no %d.corpse here to search.}


In fact you could probably even combine the two and get
Code:
#TRIGGER {You see no %d.corpse here to search.} {#GAG;Resetsearch} {grpsearch}


Please note that the code samples here are untested. I hope this helps.
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Winslow
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Joined: 17 Feb 2007
Posts: 48

PostPosted: Sat Jul 14, 2007 6:32 pm   
 
Dude, awesom. I got the pgm running and was messing around with it. Its actually kinda cool. Given there are errors but if I play with this for some time and your little instructions, I should be able to figure it out. Thanks a load.

- Winslow
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Rorso
Wizard


Joined: 14 Oct 2000
Posts: 1368

PostPosted: Sat Jul 14, 2007 8:39 pm   
 
Winslow wrote:
Dude, awesom. I got the pgm running and was messing around with it. Its actually kinda cool. Given there are errors but if I play with this for some time and your little instructions, I should be able to figure it out. Thanks a load.

- Winslow

I have uploaded a new version of the application. Version 0.3 should be able to 'properly' translate the bottom script to zScript. It seems to work when I test it in zMUD and the behaviour seems to be the same as in mm2k.

I'm sorry for the vague instructions earlier. It was quite late when I posted the tool.

To use the script you just copy the mm2k script code and paste it in the "MM2k Script" text box. Then press Convert. I have noticed that many mm2k scripts appear to have some syntax errors in them. Sometimes the converter doesn't support a particular syntax either and reports a syntax error(it is correct syntax in mm2k but wrong syntax to the converter).

To import the script into zMUD, copy the script in the zScript text box to the command line of zMUD and hit enter.
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Winslow
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Joined: 17 Feb 2007
Posts: 48

PostPosted: Sun Jul 15, 2007 3:55 am   
 
I downloaded the newer version which seems quite usable. I ran into two errors on the bottom code which I can't work out. These are:

Line 33 Colum 254 Discription Parser is lost in Script! Expected ";" but found "{". Skipping tokens... [red highlight on the beginning of the word "{grpSpellup}"]

Line 34 Colum 0 Discription Syntax error. Expected "}" but found 'newline'()

I just took out the grpSpellup and the code, although imported properly didn't work :P
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Rorso
Wizard


Joined: 14 Oct 2000
Posts: 1368

PostPosted: Sun Jul 15, 2007 6:56 am   
 
Winslow wrote:
I just took out the grpSpellup and the code, although imported properly didn't work :P

When I import the code into zMUD it seems to work for me, even though the tool reports some errors. When the converter says that it is skipping tokens it skips {grpSpellup} in this case. The second error is from what I think is a misplaced {.

Quote:

/alias {searchfirstcorpse} {
/if {@GetCount(lstsearch) > 0} {
/var {nsearchIndex} {1};
/if {$seastat} {
/showme {@ForeMagenta()Searching @ForeCyan()@GetItem(lstsearch,$nsearchIndex)@ForeMagenta()...}
};
search @GetItem(lstsearch,$nsearchIndex)
} <---- missing } added gets rid of the 'but found newline'
} {Resetsearch}
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Winslow
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Joined: 17 Feb 2007
Posts: 48

PostPosted: Mon Jul 16, 2007 4:21 am   
 
Dude, works excellent. Thanks. if you have any luck on the other one, just drop me a line! (hehe)

- Winslow
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