Mar 212009
Auto hunt script for Achaea using ZMud, explores where the Gnolls live and kills all, completes quests. Must be used in conjunction with health potions etc. A working Map is also required.
#CLASS {Aliases|aSystem|HuntPathA}
#ALIAS _HuntPath {
#VAR HuntPath "" _nodef HuntPathA
#ADDKEY HuntPath Steps 0
#IF (%1=Gnoll) {#ADDKEY HuntPath Destinations {1138|1148|1153|1179|1212|1206|1197|1222|1239|4874|8862|1274}} {#ADDKEY HuntPath Destinations %1}
#ADDKEY HuntPath Leg 1
#ADDKEY HuntPath Enabled 1
#IF (not @Personal.Hunting) {#BUTTON bHunt}
#EXEC _Debug "_HuntPath: Starting"
#T+ AlHuntPathBig
}
#ALIAS _HuntPathStep {
#ADDKEY HuntPath Path %pathexpand( %walk( %item( @HuntPath.Destinations, @HuntPath.Leg)))
#IF (%null( @HuntPath.Path)) {
#ADDKEY HuntPath Leg %eval( @HuntPath.Leg +1)
#IF (@HuntPath.Leg > %numitems( @HuntPath.Destinations)) {#ADDKEY HuntPath Leg 1}
#ADDKEY HuntPath Path %pathexpand( %walk( %item( @HuntPath.Destinations, @HuntPath.Leg)))
}
#ADDKEY HuntPath Path %replace( @HuntPath.Path, "h", "nw")
#ADDKEY HuntPath Path %replace( @HuntPath.Path, "j", "ne")
#ADDKEY HuntPath Path %replace( @HuntPath.Path, "k", "sw")
#ADDKEY HuntPath Path %replace( @HuntPath.Path, "l", "se")
#EXEC _SendCommandOnPrompt %item( @HuntPath.Path, 1)
;#IF (not @Personal.Hunting) {#EXEC _SendCommandOnPrompt ih}
;#MOVE %item( @HuntPath.Path, 1)
}
#ALIAS _HuntPathStop {
#ADDKEY HuntPath Enabled 0
#T- AlHuntPathBig
#T- AlHuntPathSmall
}
#ALIAS _HuntPathPause {
#T- AlHuntPathBig
#T- AlHuntPathSmall
}
#ALIAS _HuntPathResume {#T+ AlHuntPathBig}
#VAR AllExits {e|w|nw}
#VAR HuntPath {HuntPathA} {HuntPathA}
#ALARM "AlHuntPathSmall" {*3} {
;#EXEC _Debug "_HuntPath Still Wants To Walk"
#IF (@HuntPath.Enabled) {
#IF (@EQBal and %null( @RoomDenizenEnimies)) {
; #EXEC _Debug "_HuntPath Walking"
#ADDKEY HuntPath Steps %eval( @HuntPath.Steps + 1)
#EXEC _HuntPathStep
#T- AlHuntPathSmall
#T+ AlHuntPathBig
}
} {
#T- AlHuntPathSmall
#T- AlHuntPathBig
#EXEC _Debug "_HuntPath Stopping"
}
} "" {disable}
#ALARM "AlHuntPathBig" {*4} {
;#EXEC _Debug "_HuntPathBig Wants To Walk"
#IF (@HuntPath.Enabled) {
#IF (@EQBal and %null( @RoomDenizenEnimies)) {
; #EXEC _Debug "_HuntPath Walking"
#ADDKEY HuntPath Steps %eval( @HuntPath.Steps + 1)
#EXEC _HuntPathStep
} {
#T- AlHuntPathBig
#T+ AlHuntPathSmall
}
} {
#T- AlHuntPathBig
#EXEC _Debug "_HuntPath Stopping"
}
} "" {disable}
#CLASS 0
Interesting Idea