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109 lines
3.5 KiB
109 lines
3.5 KiB
#CLASS pathwalk kill
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#CLASS pathwalk open
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#NOP Class Name: pathwalk
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#NOP File Name: pathwalk.tin
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#NOP Description:
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#NOP This simple script will utilize a variable (pos_number) set from GMCP to check if you are fighting before
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#NOP walking the next node of a path. If the 'pos_number' variable is '8', it will create a ticker to determine
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#NOP when you are no longer in a fight and resume walking the path. It also allows you to send commands while
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#NOP walking a path as opposed to #PATH RUN.
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#NOP Usage:
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#NOP 1. Store a path somehow (#path load <blah>, #map find <blah>)
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#NOP 2. Type 'rp'
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#NOP 3. Settings should clear on end of path, use 'rpof' if all else fails.
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#NOP
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#NOP Setting 'pos_number' variable from GMCP:
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#NOP I would highly recommend using more complete gmcp data capturing script(s)
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#NOP such as these:
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#NOP
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#NOP http://code.google.com/p/aardwolf-tintin/source/browse/gmcp.tin
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#NOP http://code.google.com/p/aardwolf-tintin/zzGMCP_to_stat.tin
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#NOP
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#NOP Otherwise, you will need to do something like this:
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#NOP
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#NOP #EVENT {IAC SB GMCP char.status IAC SE}
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#NOP {
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#NOP #variable GMCP[CHAR][STATUS] {%0};
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#NOP #variable pos_number {$GMCP[CHAR][STATUS][state]}
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#NOP }
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#NOP
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#NOP Known Bugs
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#NOP Problem with pathwalking after using some portal objects during the speedwalk.
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#NOP This will be the main alias for initiating a path run(walk)
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#ALIAS rp
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{
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#NOP Setting 'mapping' variable to 0 is required if using a gmcp mapper script to prevent double MAP EXIT ROOM events ;
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#VARIABLE {mapping} {0};
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#EVENT {MAP EXIT ROOM}
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{
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#NOP Check to see if we're fighting ;
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#IF {$pos_number == 8}
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{
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#NOP If fighting, create a ticker to watch for not fighting state, and display a message. ;
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#SHOW <179>[<119>Speedwalk<179>]<119>Fighting - creating ticker.<099>;
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#TICKER {path_wait}
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{
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#NOP This is important: You MUST have something that sets this variable from gmcp. ;
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#IF {$pos_number != 8}
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{
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#NOP When we're done fighting, remove the ticker and get back to the path. ;
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#UNTICKER {path_wait};
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#PATH walk
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};
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#ELSE
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{
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#NOP Let's display something while in a fight just for confirmation. ;
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#SHOW <179>[<119>Speedwalk<179>]<129>waiting...
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}
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} {.5}
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};
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#ELSE
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{
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#NOP If we're not fighting, just send the next path node and display something nice. ;
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#SHOW <179>[<119>Speedwalk<179>]<099>;
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#PATH walk
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}
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};
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#NOP This will handle cleaning everything up on normal termination of a path. ;
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#event {END OF PATH}
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{
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#SHOW <179>[<119>Speedwalk<179>]<129>Done.<099>;
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#VARIABLE mapping 1;
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#UNEVENT {MAP EXIT ROOM};
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#UNEVENT {END OF PATH};
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};
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#NOP Oops, something must be wrong, let's get out of the path and clean up. ;
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#ACTION {^Alas, you cannot go that way.}
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{
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#VARIABLE mapping 1;
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#UNEVENT {MAP EXIT ROOM};
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#UNEVENT {END OF PATH};
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#UNACTION {^Alas, you cannot go that way.}
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};
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#NOP Hrm, somehow the MAP EXIT ROOM event is still on but we have no nodes left in the path. ;
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#ACTION {#END OF PATH}
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{
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#NOP As before, setting the 'mapping' variable is only necessary if you use a gmcp mapping script that manually moves you in the tintin map. ;
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#VARIABLE mapping 1;
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#UNEVENT {MAP EXIT ROOM};
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#UNEVENT {END OF PATH};
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#UNACTION {#END OF PATH}
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};
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#NOP Let's make the rp alias start the path too. ;
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#PATH walk
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}
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#NOP If for some reason you need to clear the speedwalk, use this
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#ALIAS {rpof}
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{
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#PATH load {#nop};
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#PATH walk
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}
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#CLASS pathwalk close
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