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Vittra Script I:
Quest Script

I want it so that when I request a quest (successfully), it stores the name of it in a variable, and will do a few things with that variable:

Write into a file how many times I’ve taken that quest.
Write into ^ how many times I’ve completed that quest.
Write into ^ how many times I’ve partially completed the quest. (I don’t do a phase, forget an item, etc.)
Write into ^ how many times I’ve rejected the quest. (No phases completed.)
Write into ^ the total rewards accrued from that quest.

If this isn’t possible with a txt, I can do .xls or other file types, since I doubt a txt will be able to function dynamically.

An Example:

Demon Slayer:
Taken: 22
Rejected: 2
Failed: 0
Partial: 0
Success: 20
Accrued: 2500 qp, 200 pp, 1000000 exp, 900000 gold, 20 beautiful crystal prisms.

If it were to be in an xls for example, I would prefer that each category of reward under accrued be in different columns.

Script II:
Keeping Track of Hunters

This one is fairly whimsical, but essentially I want to keep track of how many times I’ve killed a particular named hunter. Doesn’t matter if it’s a solo kill or in a form, as long as I get AP from the hunters death.

Example:
Appledore, the Archon Hunter: 17
Ynolef, the Archon Hunter: 15
Glasyalabolas, the Archon Hunter Master: 1
Dragonburner The hunter script.



#CLASS {Shadow|Slain}
#VAR slainversion {1.1}
#CLASS 0
#CLASS {Shadow|Slain|slainscript}
#ALIAS slain {#if ("%1" == "show") {
#var killdisplay 0
slainshow
} {#if ("%1" == "search") {
#var killdisplay 0
#var killmatch 0
slainsearch %-2
} {#if ("%-1" == "reset") {slainreset} {slainhelp}}}}
#ALIAS slainsearch {
#pri {
#say " "
#say " "
#say %ansi( 2)You have killed:
#loopdb @killcounter {
#if (%pos( %upper( %1), %upper( %key))) {
#if (%eval( @killdisplay2) == 0) {#sayp " "}
#sayp " "%ansi( 9)~[%ansi( 7)%repeat( " ", 4-%len( %val))%val%ansi( 9)~]" "%ansi( grey)%key
#if (%eval( @killdisplay2) == 1) {#say ""} {#if ( %eval( %len( %key)>32)) {
#say ""
#var killdisplay 0
} {#sayp %repeat( " ", 32-%len( %key))}}
#var killdisplay %eval( @killdisplay + 1)
#var killmatch %eval( @killmatch + 1)
}
}
#if (!@killmatch) {#say %ansi( 7)No entries found.}
#var killdisplay 0
#var killmatch 0
#send " "
}
}
#ALIAS slainshow {
#pri {
#say " "
#say " "
#say %ansi( 2)You have killed:
#loopdb @killcounter {
#if (%eval( @killdisplay2) == 0) {#sayp " "}
#sayp " "%ansi( 9)~[%ansi( 7)%repeat( " ", 4-%len( %val))%val%ansi( 9)~]" "%ansi( grey)%key
#if (%eval( @killdisplay2) == 1 or %iskey( @killcounter, %key) == %numkeys( @killcounter)) {#say ""} {#if ( %eval( %len( %key)>32)) {
#say ""
#var killdisplay 1
} {#sayp %repeat( " ", 32-%len( %key))}}
#add killdisplay 1
}
#if (@killcounter=%null) {#say %ansi( 7)No kills recorded.}
#var killdisplay 0
#send " "
}
}
#ALIAS slainreset {
#say " "
#say " "
killcounter=%null
#say %ansi( 7)Slain counter reset.
#send " "
}
#ALIAS slainhelp {
#say " "
#say " "
#say {%ansi( 7)SLAIN SHOW - display your kills}
#say {%ansi( 7)SLAIN RESET - reset your kill counter}
#say {%ansi( 7)SLAIN SEARCH item - searches for specific kills}
#send " "
}
#VAR killcounter {}
#VAR killdisplay {0} {0}
#VAR killmatch {0} {0}
#TRIGGER {^%1, the Archon Hunter is %2 on the %3 with your %4 causing lethal damage.} {#addkey killcounter {%1, the Archon Hunter} %eval( %db( @killcounter, "%1")+1)}
#TRIGGER {^%1, the Archon Hunter Master is %2 on the %3 with your %4 causing lethal damage.} {#addkey killcounter {%1, the Archon Hunter Master} %eval( %db( @killcounter, "%1")+1)}
#CLASS 0
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