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kill.cmd
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959 lines (900 loc) · 26.1 KB
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include library.cmd
#Your target pattern dissipates because the lava drake is dead, but the main spell remains intact.
action var var goodtarget 0 when (balance|balanced|imbalanced|unbalanced)\]
action var goodtarget 0 when You turn to face
var storage haversack
var multiplier 1
if ("$roomname" = "Duskruin, Antechamber") then
{
if (%multiplier = 1) then
{
gosub GETITEM multiplier
gosub REDEEM
}
gosub GETITEM dueling slip
move go portcullis
gosub STOWITEM dueling slip
}
if (contains("$roomname", "Duskruin")) then
{
put #echo Yellow Duskruin!
var duskruin 1
}
#VARLOAD
var killadvance $killadvance
var killretreat $killretreat
var killbuffing $killbuffing
var killdb $killdb
var killcyclic $killcyclic
var killcycspell $killcycspell
var killcycprepmana $killcycprepmana
var killdbspell $killdbspell
var killdbprepmana $killdbprepmana
var killdbaddmana $killdbaddmana
var killtm $killtm
var killtmspell $killtmspell
var killtmprepmana $killtmprepmana
var killtmaddmana $killtmaddmana
var killweapon $killweapon
var killweapontype $killweapontype
var killweaponcombo $killweaponcombo
var killthrownverb $killthrownverb
var weaponname $killweaponitem
var ubowammo $killammo
var killloot $killloot
var harnessmax harnessmax
var cambrinth NO
var harnessing YES
var killtmfocus $killtmfocus
var tmfocusitem $tmfocusitem
var tmfocusworn $tmfocusworn
var tmfocusstorage $tmfocusstorage
var tmfocuscontainer $tmfocuscontainer
var ritualfocus $ritualfocus
var ritualfocusworn $ritualfocusworn
var ritualfocusstorage $ritualfocusstorage
var ritualfocuscontainer $ritualfocuscontainer
var minconcentration $minconcentration
var loottype $loottype
var minmana $minmana
var buffnum $buffnum
var collectcoin $collectcoin
var collectgem $collectgem
var collectscroll $collectscroll
var collectmaps $collectmaps
var buff $buff
var buffnum $buffnum
var buff1 $buff1
var buff1mana $buff1mana
var buff2 $buff2
var buff2mana $buff2mana
var buff3 $buff3
var buff3mana $buff3mana
var buff4 $buff4
var buff4mana $buff4mana
var buff5 $buff5
var buff5mana $buff5mana
var buff6 $buff6
var buff6mana $buff6mana
var buff7 $buff7
var buff7mana $buff7mana
var buff8 $buff8
var buff8mana $buff8mana
var buff9 $buff9
var buff9mana $buff9mana
var buff10 $buff10
var buff10mana $buff10mana
var buff11 $buff11
var buff11mana $buff11mana
var buff12 $buff12
var buff12mana $buff12mana
var buff13 $buff13
var buff13mana $buff13mana
var buff14 $buff14
var buff14mana $buff14mana
var buff15 $buff15
var buff15mana $buff15mana
var buff16 $buff16
var buff16mana $buff16mana
var difficulty1percent $difficulty1percent
var difficulty2percent $difficulty2percent
var difficulty3percent $difficulty3percent
var difficulty4percent $difficulty4percent
var difficulty5percent $difficulty5percent
if (("$guild" = "Warrior Mage") || ("$guild" = "Bard")) then
{
var nativemana 1
}
if (("$guild" = "Cleric") || ("$guild" = "Paladin")) then
{
var nativemana 2
}
if (("$guild" = "Empath") || ("$guild" = "Ranger")) then
{
var nativemana 3
}
if (("$guild" = "Moon Mage") || ("$guild" = "Trader")) then
{
var nativemana 4
}
if ("$guild" = "Necromancer") then
{
var nativemana 5
}
#MM_VARS
var tktitem $tktitem
#WM_VARS
var dragonsbreath $dragonsbreath
var dbprepmana $dbprepmana
var dbaddmana $dbaddmana
var dbprepwait $dbprepwait
var blufmorgaraen $blufmorgaraen
var bgprepmana $bgprepmana
var bgaddmana $bgaddmana
var bgprepwait $bgprepwait
var magneticballista $magneticballista
var mabprepmana $mabprepmana
var mabaddmana $mabaddmana
var mabprepwait $mabprepwait
#STATUSVARS
var kcast 1
var dbready 1
var bgdone 0
var mabload 1
var nextassess 0
var nextsearch 0
var targettype 0
var balance solidly
var aiming 0
var aimready 0
var nextmablook 0
var nextbtnlook 0
var lastspell 0
var melee 0
var duskruinwatch 0
#CYCLIC_VARIABLES
if %killcycspell = "ac" then var cyclicvar SpellTimer.AetherCloak
if %killcycspell = "botf" then var cyclicvar SpellTimer.BlessingoftheFae
if %killcycspell = "care" then var cyclicvar SpellTimer.CaressoftheSun
if %killcycspell = "eye" then var cyclicvar SpellTimer.EyeofKertigen
if %killcycspell = "fae" then var cyclicvar SpellTimer.FaenellasGrace
if %killcycspell = "ghs" then var cyclicvar SpellTimer.GhostShroud
if %killcycspell = "gj" then var cyclicvar SpellTimer.GlythtidesJoy
if %killcycspell = "hodi" then var cyclicvar SpellTimer.HodiernasLilt
if %killcycspell = "ghs" then var cyclicvar SpellTimer.GhostShroud
if %killcycspell = "how" then var cyclicvar SpellTimer.HolyWarrior
if %killcycspell = "regenerate" then var cyclicvar SpellTimer.Regenerate
if %killcycspell = "revelation" then var cyclicvar SpellTimer.Revelation
if %killcycspell = "roc" then var cyclicvar SpellTimer.RiteofContrition
if %killcycspell = "rog" then var cyclicvar SpellTimer.RiteofGrace
if %killcycspell = "sanctuary" then var cyclicvar SpellTimer.Sanctuary
if %killcycspell = "sov" then var cyclicvar SpellTimer.StepsofVuan
if %killcycspell = "tr" then var cyclicvar SpellTimer.TruffenyisRally
if %killcycspell = "aewo" then var cyclicvar SpellTimer.AetherWolves
if %killcycspell = "alb" then var cyclicvar SpellTimer.AlbredasBalm
if %killcycspell = "dalu" then var cyclicvar SpellTimer.DamarisLullaby
if %killcycspell = "dema" then var cyclicvar SpellTimer.DesertsMaelstrom
if %killcycspell = "ee" then var cyclicvar SpellTimer.ElectrostaticEddy
if %killcycspell = "hyh" then var cyclicvar SpellTimer.HydraHex
if %killcycspell = "fr" then var cyclicvar SpellTimer.FireRain
if %killcycspell = "pyre" then var cyclicvar SpellTimer.PhoenixsPyre
if %killcycspell = "rim" then var cyclicvar SpellTimer.Rimefang
if %killcycspell = "sa" then var cyclicvar SpellTimer.SoulAttrition
if %killcycspell = "sls" then var cyclicvar SpellTimer.StarlightSphere
if %killcycspell = "usol" then var cyclicvar SpellTimer.UniversalSolvent
gosub SPELLVARSLOOP
#DUSKRUIN_TRIGGERS
#action pause 1;send cower when you could try to cower
#action pause 1;send pedal when you could try to pedal
#action pause 1;send jump when you could try to jump
#action pause 1;send roll when you could try to roll
#action pause 1;send duck when you could try to duck
#action pause 1;send lean when you could try to lean
#action pause 1;send bob when you could try to bob
action var duskruinwatch 1; var killtarget $1; put #echo Yellow Target: $1 when An iron portcullis is raised, heralding the arrival of an? \w+ (\w+)!
action var duskruinwatch 1; var killtarget $1; put #echo Yellow Target: $1 when An iron portcullis is raised, heralding the arrival of an? \w+ \w+ (\w+)!
action var bloodscrip $1;put #echo >log Yellow Won %bloodscrip bloodscrip! when , and (\d+) bloodscrip\.
action goto DUSKRUINEND when An announcer boasts, "Combatant \w+ is triumphant, defeating all those that opposed (him|her)!" The overwhelming sound of applause echoes throughout the stands!
#The prize giver shows you an arena winner's package containing a curving pickaxe edged in glaes, a sanguine-hued recurve bow inlaid with intricate golden scrollwork, a large peach amethyst, and 250 bloodscrip. The prize giver continues, "Next time, try putting on a better show, eh Human?" The giver closes an arena winner's package and hands it to you.
#An announcer shouts, "FIGHT!" An iron portcullis is raised, heralding the arrival of an arthelun cabalist!
#An announcer boasts, "Combatant Saragos has vanquished the clay mage. Get it out of there!" A pair of surly attendants lumbers in and drags the clay mage out of the arena, ridding it of lodged projectiles!
action var balance $1 when You're (\S+)\ balanced and
action var balance $1 when , (\S+)\ balanced and
action var aimready 1 when You think you have your best shot possible now.
action var aiming 0 when Since your left hand is now full, you stop aiming.
action var aiming 0 when You stop aiming.
action var aiming 0 when You stop concentrating on aiming your weapon.
action var ready 1 when You feel fully prepared to cast your spell.
action var ready 1 Fully targeted! when Your formation of a targeting pattern
action var ready 1 Fully targeted! when Your target pattern has finished forming around the area.
action var ready 0;var scancel 1 when Your concentration slips for a moment, and your spell is lost.
action var ready 0;var scancel 1 when Your target pattern dissipates because
action var ready 0;var scancel 1 when Your pattern dissipates with the loss of your target.
action var bgdone 1;put #var SpellTimer.BlufmorGaraen.active 0 when The winds encircling your forearms disperse.
action var bgdone 1;put #var SpellTimer.BlufmorGaraen.active 0 when You wave to
action var bgdone 1;put #var SpellTimer.BlufmorGaraen.active 0 when You point at
action var dbready 1 when You feel ready for more firebreathing.
action var dbready 0 when You sharply inhale, drawing upon
action var dbready 0 when Your throat is too sore to breathe fire again so soon!
action var mabload 1 when ^A .* ballista.* shudders slightly
action var mabload 0 when ^The .* ballista is already loaded
action var mabload 0 when ^You lay your hand upon the .* ballista
action var melee 1 when closes to melee range on you!
action var melee 1 when are (facing|are behind|are flanking|are moving to flank) [?:a|an](.*)(?:\(\d\)\s)at melee range\.
action var melee 1 Match! when is (facing|behind|flanking|moving to flank) you at melee range\.
gosub CASTRESET
timer clear
timer start
if_1 then
{
var specifictarget 1
var killtarget %1
eval killtarget tolower(%killtarget)
}
else
{
if (%duskruin = 1) then
{
var specifictarget 1
}
else
{
var killtarget 0
var specifictarget 0
gosub FACE
if (%goodtarget = 1) then var killtarget %mob
}
}
gosub RELSPELL
if %killadvance = "YES" then gosub ADV
MAINLOOP:
gosub KILLSTATUSCHECK
#MAIN_LOGIC
#PREP_LOGIC
#BUFFING
if ("%killbuffing" = "YES") then
{
if (%casting != 1) then
{
if ($mana >= %minmana) then
{
gosub BUFFLOGIC
}
}
gosub KILLSTATUSCHECK
}
#CYCLIC
if ("%killcyclic" = "YES") then
{
#put #echo Yellow %cyclicvar.active: $%cyclicvar.active
if ($%cyclicvar.active != 1) then
{
if (%casting != 1) then
{
gosub RELCYCLIC
var spellprepping %killcycspell
gosub SPELLSTATCHECK %spellprepping
var prepmana %killcycprepmana
var addmana 0
var casting 1
}
}
gosub KILLSTATUSCHECK
}
#MAB
if ("%magneticballista" = "YES") then
{
gosub MABLOGIC
gosub KILLSTATUSCHECK
}
#DB
if (%dragonsbreath = "YES") then
{
gosub DBLOGIC
gosub KILLSTATUSCHECK
}
#BG
if ("%blufmorgaraen" = "YES") then
{
gosub BGLOGIC
gosub KILLSTATUSCHECK
}
#DEBIL_TM
if (("%killdb" = "YES") || ("%killtm" = "YES")) then
{
if (("%killtm" = "YES") && ("%killdb" = "YES")) then
{
if ((%lastspell = 0) || (%lastspell = 2)) then gosub DEBILPREP
else gosub TMPREP
}
else
{
if ("%killtm" = "YES") then gosub TMPREP
if ("%killdb" = "YES") then gosub DEBILPREP
}
gosub KILLSTATUSCHECK
}
#WEAPON_COMBAT
if %killweapon = "YES" then
{
gosub WEAPONCOMBAT
gosub KILLSTATUSCHECK
}
gosub KILLSTATUSCHECK
pause .1
goto MAINLOOP
WEAPONCOMBAT:
if %aiming = 1 then return
var usingtactics 0
var usingexpert 0
var badbackstab 0
var usingstealth 0
var getitemhand right
var getitemname %weaponname
if %killweapontype = "melee" then
{
gosub WIELD
if %killweaponcombo = "edged" then gosub EDGEDCOMBO
if %killweaponcombo = "blunt" then gosub BLUNTCOMBO
if %killweaponcombo = "piercing" then gosub PIERCECOMBO
var hand right
gosub MOVECHOOSE
gosub ATTACKMELEE
}
if %killweapontype = "brawl" then
{
gosub STOWALL
gosub BRAWLCOMBO
var hand right
gosub MOVECHOOSE
gosub ATTACKMELEE
}
if %killweapontype = thrown then
{
gosub WIELD
var weapontype killthrown
gosub THROWNCOMBO
gosub ATTACKTHROWN
}
if %killweapontype = aimed then
{
var weaponmode bow
var usingbow 1
gosub BOWSTANCECHECK
gosub WIELD
gosub ATTACKBOWKILL
}
return
ATTACKBOWKILLP:
pause
ATTACKBOWKILL:
if %aiming = 0 then
{
matchre ATTACKBOWKILLP \.\.\.wait|type ahead|stunned|while entangled in a web\.
matchre ATTACKBOWKILLP Strangely, you don't feel like fighting right now.
matchre GETLOAD isn't loaded!
match BOWSTOW You need both hands in order to aim.
matchre FACE at what are you|I could not find what you were referring to.
matchre AIMSUCCESS You begin to target|You are already targetting|You shift your target to
matchre RETURN Face what?|There is nothing else to face!
put aim
matchwait
}
gosub KILLSTATUSCHECK
return
BOWSTANCECHECK:
#Safety_Check
#echo weaponskill%currentweapon: %weaponskill%currentweapon
if tolower(%weaponskill%currentweapon) = "Bow.LearningRate" then var usingbow 1
if tolower(%weaponskill%currentweapon) = "Crossbow.LearningRate" then var usingbow 1
if tolower(%weaponskill%currentweapon) = "Sling.LearningRate" then var usingbow 1
if matchre ("$lefthand", "%bowweapon") then var usingbow 1
if matchre ("$lefthand", "%xbowweapon") then var usingbow 1
if matchre ("$lefthand", "%slingweapon") then var usingbow 1
if matchre ("$righthand, "%bowweapon") then var usingbow 1
if matchre ("$righthand, "%xbowweapon") then var usingbow 1
if matchre ("$righthand, "%slingweapon") then var usingbow 1
if %usingbow = 1 then
{
if %stance != "shield" then
{
#echo Changing stance to shield
var stance shield
gosub STANCECHANGE
}
}
return
DEBILPREP:
if %goodtarget = 0 then return
if %casting != 1 then
{
var spellprepping %killdbspell
var prepmana %killdbprepmana
var addmana %killdbaddmana
if (%specifictarget = 1) then
{
var ctoverride 1
var ctoverridevar %killtarget
}
#if %specifictarget = 0 then var ctoverridevar at creature
#else var ctoverridevar %killtarget
var casting 1
var lastspell 1
}
return
TMPREP:
if (%goodtarget = 0) then return
if (%casting != 1) then
{
var spellprepping %killtmspell
var prepmana %killtmprepmana
var addmana %killtmaddmana
var casting 1
var tmcast 1
var lastspell 2
var ctoverride 0
if (%specifictarget = 1) then
{
var ctoverride 1
var ctoverridevar %killtarget
}
#if %specifictarget = 0 then var ctoverridevar at creature
#else var ctoverridevar %killtarget
}
return
CLEANCASTINGLOGIC:
if (%prepped != 1) then
{
if ($mana < %minmana) then
{
#echo not enough mana
return
}
if $concentration > %minconcentration then gosub PREP
else return
}
if (%prepped = 1) then
{
if contains("%rituals", "|%spellprepping|") then
{
if %invoked != 1 then
{
gosub RITUAL
}
}
if %charged != 1 then
{
if %cambtapped > 0 then
{
if %t > %cambtapped then gosub CHARGE
}
else
{
gosub ARRANGEMANA
gosub CHARGE
}
}
}
if (%ready = 1) then
{
if %cambtapped = 0 then
{
if %spellprepping = %killdbspell then
{
if ((matchre("%roomplayers", "%killtarget")) || (matchre("$roomobjs", "%killtarget")) then gosub CAST
}
else gosub CAST
}
}
return
BUFFLOGIC:
if (%casting != 1) then
{
#BUFFS
var buffing 0
var buffloop 0
gosub BUFFINGLOOP
}
if %casting != 1 then
{
#TATTOO
if %tattoobuff = "YES" then
{
if ((($%tattoovar.active = 1) && ($%tattoovar.duration < %buffbuffer)) || ($%tattoovar.active != 1)) then
{
var anybuff 1
var casting 1
var scancel 0
var buffing 1
var tattoocast 1
var spellprepping %tattoospell
var addmana %tattooaddmana
echo ===Tattoo Buffing===
echo Prepping %tattoospell
return
}
}
}
return
BUFFINGLOOP:
math buffloop add 1
if %buffloop <= %buffnum then
{
#put #echo Yellow buffloopvar: %buffloopvar
#put #echo Yellow %buff%buffloopvar.active: $%buff%buffloopvar.active
if ((($%buff%buffloopvar.active = 1) && ($%buff%buffloopvar.duration < %buffbuffer)) || ($%buff%buffloopvar.active != 1)) then
{
if ("%buff%buffloop") = "col" then
{
gosub MOONCHECK
if %moonsout = 1 then gosub BUFFINGFUNC
if %casting = 1 then return
else goto BUFFINGLOOP
}
if matchre ("%buff%buffloop", "%transnecro") then
{
#echo Testing a Transcendental spell!
if %necrosafety = "YES" then
{
if %justice = 1 then return
}
}
if %buff%buffloop = "iots" then
{
if %iotsscan = 0 then
{
gosub FINDBODY
gosub TELEOBJECTS
var iotsscan 1
}
if ((%verena = 1) || (%szeldia = 1) || (%dawgolesh = 1) || (%merewalda = 1)) then gosub BUFFINGFUNC
if %casting = 1 then return
else goto BUFFINGLOOP
}
gosub BUFFINGFUNC
if %casting = 1 then return
}
}
else return
goto BUFFINGLOOP
BUFFINGFUNCOLD:
var anybuff 1
var casting 1
var scancel 0
var buffing 1
var spellprepping %buff%buffloop
var prepmana %buff%buffloopprepmana
if contains("%rituals", "|%spellprepping|") then var addmana 0
else var addmana %buff%buffloopaddmana
var preptimewait %buff%buffloopprepwait
#echo preptimewait: %preptimewait
#var %buff%buffloop %buff%buffloopduration
return
BUFFINGFUNC:
var anybuff 1
var casting 1
var scancel 0
var buffing 1
var spellprepping %buff%buffloop
gosub SPELLSTATCHECK %spellprepping
var prepmana %spellminmana
if contains("%rituals", "|%spellprepping|") then
{
var prepmana %buff%buffloopmana
var addmana 0
}
else
{
#put #echo Yellow buff%buffloopmana %buff%buffloopmana
#put #echo Yellow prepmana: %prepmana
var addmana %buff%buffloopmana
math addmana subtract %prepmana
}
return
BTNLOGIC:
if (%t > %nextbtnlook) then
{
put look
eval ballista matchre ("$roomobjs", "ballista")
if %ballista = 0 then
{
if %casting != 1 then
{
var spellprepping mab
var prepmana %mabprepmana
var addmana %mabaddmana
var casting 1
var mabload 0
var preptimewait %mabprepwait
}
}
var nextmablook %t
math nextmablook add 10
}
return
BGLOGIC:
if (($SpellTimer.BlufmorGaraen.active != 1) || (%bgdone = 1)) then
{
if (%casting != 1) then
{
if $SpellTimer.AetherCloak.active = 1 then gosub RELCYCLIC
var spellprepping bg
var prepmana %bgprepmana
var addmana %bgaddmana
var casting 1
var bgdone 0
var preptimewait %bgprepwait
#gosub CLEANCASTINGLOGIC
gosub CASTINGLOGIC
}
}
else
{
if %goodtarget = 0 then return
var bggesture wave
var bgmon %killtarget
gosub BGATTACK
}
return
DBLOGIC:
if ($SpellTimer.DragonsBreath.active != 1) then
{
if %casting != 1 then
{
if $SpellTimer.AetherCloak.active = 1 then gosub RELCYCLIC
var spellprepping db
var prepmana %dbprepmana
var addmana %dbaddmana
var casting 1
var dbready 1
var preptimewait %dbprepwait
}
}
else
{
if %goodtarget = 0 then return
if %dbready = 1 then
{
var exhaletarget %killtarget
gosub EXHALETARGET
}
}
return
MABLOGIC:
if %mabload = 1 then
{
if %goodtarget = 1 then
{
gosub BALLISTALOAD
var mabload 0
}
}
if %t > %nextmablook then
{
put look
eval ballista matchre ("$roomobjs", "ballista")
if %ballista = 0 then
{
if %casting != 1 then
{
var spellprepping mab
var prepmana %mabprepmana
var addmana %mabaddmana
var casting 1
var mabload 0
var preptimewait %mabprepwait
}
}
var nextmablook %t
math nextmablook add 10
}
return
KILLSTATUSCHECK:
if (%duskruinwatch = 1) then
{
gosub DUSKRUINCHECK
var duskruinwatch 0
}
if $sitting = 1 then gosub STAND
if $kneeling = 1 then gosub STAND
if $prone = 1 then gosub STAND
if %scancel = 1 then
{
var scancel 0
gosub SPELLCANCEL
}
#ASSESS
if (%specifictarget = 0) then
{
if ((%specifictarget != 1) && (%goodtarget != 1)) then
{
if (%t >= %nextassess) then
{
if ($monstercount > 0) then
{
gosub FACE
if (%goodtarget = 1) then var killtarget %mob
else
{
var nextassess %t
math nextassess add 2
}
}
}
}
}
else
{
var goodtarget 0
#put #echo Yellow monsterlist: $monsterlist
#echo killtarget: %killtarget
if matchre("$monsterlist", "%killtarget") then var goodtarget 1
if matchre("$roomplayers", "%killtarget") then var goodtarget 1
}
#KILLRETREAT
if %killretreat = "YES" then
{
if %melee = 1 then
{
gosub RETREAT
var melee 0
}
}
if %killtmfocus = "YES" then
{
if (matchre ("$righthand", "%tmfocusitem")) then
else
{
gosub STOW right
gosub GETITEM %tmfocusitem
gosub TMFOCUSINVOKE
}
}
if (%casting = 1) then
{
if ((%blufmorgaraen = "YES") then
{
if %spellprepping = %killdbspell then
{
if $SpellTimer.BlufmorGaraen.active != 1 then gosub SPELLCANCEL
}
}
if ("%dragonsbreath" = "YES") then
{
if ("%spellprepping" = "%killdbspell") then
{
if ($SpellTimer.DragonsBreath.active != 1) then gosub SPELLCANCEL
}
}
#gosub CLEANCASTINGLOGIC
gosub CASTINGLOGIC
}
if %aimready = 1 then gosub FIRE
if %preptimewait > 0 then
{
if %preptime > 0 then
{
var preptimewaittest %preptime
math preptimewaittest add %preptimewait
if %t >= %preptimewaittest then
{
var ready 1
}
}
}
if matchre ("$roomobjs", "((which|that) appears dead|\(dead\))") then
{
if (%duskruin != 1) then
{
if (%t > %nextsearch) then
{
var goodtarget 0
gosub LOOT
gosub LOOTCHECK
var nextsearch %t
math nextsearch add 2
}
}
}
return
HANDCHECK:
if %getitemhand = "left" then var otheritemhand right
if %getitemhand = "right" then var otheritemhand left
if matchre ("$%otheritemhandhand", "%getitemname") then gosub SWAP
if matchre ("$%getitemhandhand", "%getitemname") then
else
{
if $%getitemhandhand != "Empty" then
{
gosub STOW right
}
if %platring = "YES" then
{
if matchre ("%getitemname", "%platringitem") then
{
gosub PLATRING
if %hand = "left" then gosub SWAP
}
else gosub WIELD
}
else gosub WIELD
if ((%getitemname = "sword") || (%getitemname = "white sword") || (%getitemname = "bastard sword") || (%getitemname = "broadaxe") || (%getitemname = "war sword") || (%getitemname = "half-handled riste") || (%getitemname = "riste")) then gosub SWAPCHECK
return
DUSKRUINCHECK:
matchre DUSKRUINCHECK %waitstring
matchre Pedal ^You appraise the situation .* pedal .*\!$
matchre Bob ^You appraise the situation .* bob .*\!$
matchre Duck ^You appraise the situation .* duck .*\!$
matchre Jump ^You appraise the situation .* jump .*\!$
matchre Lean ^You appraise the situation .* lean .*\!$
matchre Cower ^You appraise the situation .* cower .*\!$
matchre RETURN ^Watch out for whom
matchre RETURN ^You've already spotted the .* intentions
match DUSKRUINCHECK doesn't appear to be up to anything...yet.
match DUSKRUINCHECK You are not currently watching anything.
send watch
matchwait
pedal:
gosub put pedal
return
jump:
gosub put jump
return
bob:
gosub put bob
return
cower:
gosub put cower
return
duck:
gosub put duck
return
lean:
gosub put lean
return
put:
var put $0
PUT_1:
matchre put_1 ^\.\.\.wait|^Sorry,|^Please wait\.
matchre pedal you could try to (back pedal|pedal back) out of the way!$
matchre jump you could try to (jump over it|prepare to jump)!$
matchre bob you could try to bob back and forth!$
matchre cower you could try to cower (into a smaller target|out of the way)!$
matchre duck you could try to duck down!$
matchre lean you could try to lean out of the way!$
matchre RETURN Strain
matchre RETURN Roundtime
matchre RETURN But you are
matchre RETURN crashes to a sudden halt
matchre RETURN You sense the rage|The momentus rage|You form the epicenter|Your hands shake
matchre RETURN not ready|You must rest|already|^You|^You've
put %put
matchwait 2
return
DUSKRUINEND:
waitfor A pair of surly attendants escorts you from the arena floor.
gosub STOWALL
gosub OPENITEM my package
gosub GETITEM bloodscrip from my package
gosub STOWITEM package
gosub GETITEM bloodscrip from %storage
gosub COMBINE
gosub STOWALL
move se
exit
COMBINEP:
matchwait
COMBINE:
matchre COMBINEP %waitstring
match RETURN You combine
put combine bloodscrip
matchwait
REDEEMP:
pause
REDEEM:
matchre REDEEMP %waitstring
match RETURN You redeem the times multiplier, multiplying the amount of bloodscrip you will gain in the near future.
match RETURN You redeem the ten times multiplier, multiplying the amount of bloodscrip you will gain in the near future.
put redeem multiplier
matchwait
END: