Elanthipedia Items (script): Difference between revisions
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var source $roomname |
var source $roomname |
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action exit when ^I could not find what (you|you were) referring to\.$ |
action exit when ^I could not find what (you|you were) referring to\.$ |
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var numbers first|second|third|fourth|fifth|sixth|seventh|eighth|ninth|tenth|eleventh |
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var numbers.index 0 |
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send shop $shop |
send shop $shop |
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waitfor [Type SHOP [GOOD] to see some details about it.] |
waitfor [Type SHOP [GOOD] to see some details about it.] |
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WeaponApp1: |
WeaponApp1: |
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var number %numbers(%numbers.index) |
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gosub number1 |
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gosub AppraiseWeapon1 |
gosub AppraiseWeapon1 |
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math numbers.index add 1 |
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gosub number2 |
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if %numbers.index > 11 then goto end |
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gosub AppraiseWeapon1 |
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goto WeaponApp1 |
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gosub number3 |
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gosub AppraiseWeapon1 |
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gosub number4 |
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gosub AppraiseWeapon1 |
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gosub number5 |
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gosub AppraiseWeapon1 |
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gosub number6 |
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gosub AppraiseWeapon1 |
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gosub number7 |
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gosub AppraiseWeapon1 |
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gosub number8 |
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gosub AppraiseWeapon1 |
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gosub number9 |
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gosub AppraiseWeapon1 |
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gosub number10 |
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gosub AppraiseWeapon1 |
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gosub number11 |
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gosub AppraiseWeapon1 |
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goto end |
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WeaponApp2: |
WeaponApp2: |
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var number %numbers(%numbers.index) |
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gosub number1 |
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gosub AppraiseWeapon2 |
gosub AppraiseWeapon2 |
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math numbers.index add 1 |
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gosub number2 |
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if %numbers.index > 11 then goto end |
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gosub AppraiseWeapon2 |
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goto WeaponApp2 |
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gosub number3 |
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gosub AppraiseWeapon2 |
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gosub number4 |
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gosub AppraiseWeapon2 |
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gosub number5 |
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gosub AppraiseWeapon2 |
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gosub number6 |
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gosub AppraiseWeapon2 |
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gosub number7 |
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gosub AppraiseWeapon2 |
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gosub number8 |
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gosub AppraiseWeapon2 |
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gosub number9 |
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gosub AppraiseWeapon2 |
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gosub number10 |
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gosub AppraiseWeapon2 |
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gosub number11 |
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gosub AppraiseWeapon2 |
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goto end |
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WeaponApp3: |
WeaponApp3: |
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var number %numbers(%numbers.index) |
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gosub number1 |
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gosub AppraiseWeapon3 |
gosub AppraiseWeapon3 |
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math numbers.index add 1 |
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gosub number2 |
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if %numbers.index > 11 then goto end |
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gosub AppraiseWeapon3 |
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goto WeaponApp3 |
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gosub number3 |
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gosub AppraiseWeapon3 |
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gosub number4 |
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gosub AppraiseWeapon3 |
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gosub number5 |
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gosub AppraiseWeapon3 |
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gosub number6 |
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gosub AppraiseWeapon3 |
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gosub number7 |
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gosub AppraiseWeapon3 |
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gosub number8 |
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gosub AppraiseWeapon3 |
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gosub number9 |
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gosub AppraiseWeapon3 |
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gosub number10 |
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gosub AppraiseWeapon3 |
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gosub number11 |
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gosub AppraiseWeapon3 |
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goto end |
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WeaponApp4: |
WeaponApp4: |
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var number %numbers(%numbers.index) |
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gosub number1 |
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gosub AppraiseWeapon4 |
gosub AppraiseWeapon4 |
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math numbers.index add 1 |
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gosub number2 |
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if %numbers.index > 11 then goto end |
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gosub AppraiseWeapon4 |
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goto WeaponApp4 |
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gosub number3 |
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gosub AppraiseWeapon4 |
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gosub number4 |
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gosub AppraiseWeapon4 |
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gosub number5 |
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gosub AppraiseWeapon4 |
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gosub number6 |
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gosub AppraiseWeapon4 |
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gosub number7 |
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gosub AppraiseWeapon4 |
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gosub number8 |
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gosub AppraiseWeapon4 |
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gosub number9 |
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gosub AppraiseWeapon4 |
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gosub number10 |
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gosub AppraiseWeapon4 |
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gosub number11 |
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gosub AppraiseWeapon4 |
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goto end |
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WeaponApp5: |
WeaponApp5: |
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var number %numbers(%numbers.index) |
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gosub number1 |
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gosub AppraiseWeapon5 |
gosub AppraiseWeapon5 |
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math numbers.index add 1 |
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gosub number2 |
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if %numbers.index > 11 then goto end |
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gosub AppraiseWeapon5 |
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goto WeaponApp5 |
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gosub number3 |
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gosub AppraiseWeapon5 |
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gosub number4 |
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gosub AppraiseWeapon5 |
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gosub number5 |
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gosub AppraiseWeapon5 |
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gosub number6 |
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gosub AppraiseWeapon5 |
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gosub number7 |
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gosub AppraiseWeapon5 |
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gosub number8 |
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gosub AppraiseWeapon5 |
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gosub number9 |
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gosub AppraiseWeapon5 |
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gosub number10 |
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gosub AppraiseWeapon5 |
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gosub number11 |
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gosub AppraiseWeapon5 |
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goto end |
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ShieldApp: |
ShieldApp: |
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var number %numbers(%numbers.index) |
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gosub number1 |
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gosub AppraiseShield |
gosub AppraiseShield |
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math numbers.index add 1 |
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gosub number2 |
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if %numbers.index > 11 then goto end |
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gosub AppraiseShield |
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goto ShieldApp |
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gosub number3 |
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gosub AppraiseShield |
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gosub number4 |
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gosub AppraiseShield |
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gosub number5 |
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gosub AppraiseShield |
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gosub number6 |
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gosub AppraiseShield |
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gosub number7 |
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gosub AppraiseShield |
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gosub number8 |
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gosub AppraiseShield |
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gosub number9 |
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gosub AppraiseShield |
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gosub number10 |
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gosub AppraiseShield |
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gosub number11 |
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gosub AppraiseShield |
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goto end |
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ArmorApp: |
ArmorApp: |
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var number %numbers(%numbers.index) |
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gosub number1 |
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gosub AppraiseArmor |
gosub AppraiseArmor |
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math numbers.index add 1 |
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gosub number2 |
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if %numbers.index > 11 then goto end |
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gosub AppraiseArmor |
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goto ArmorApp |
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gosub number3 |
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gosub AppraiseArmor |
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gosub number4 |
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gosub AppraiseArmor |
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gosub number5 |
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gosub AppraiseArmor |
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gosub number6 |
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gosub AppraiseArmor |
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gosub number7 |
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gosub AppraiseArmor |
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gosub number8 |
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gosub AppraiseArmor |
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gosub number9 |
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gosub AppraiseArmor |
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gosub number10 |
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gosub AppraiseArmor |
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gosub number11 |
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gosub AppraiseArmor |
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goto end |
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ItemApp: |
ItemApp: |
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var number %numbers(%numbers.index) |
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gosub number1 |
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gosub AppraiseItem |
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gosub number2 |
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gosub AppraiseItem |
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gosub number3 |
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gosub AppraiseItem |
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gosub number4 |
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gosub AppraiseItem |
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gosub number5 |
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gosub AppraiseItem |
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gosub number6 |
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gosub AppraiseItem |
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gosub number7 |
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gosub AppraiseItem |
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gosub number8 |
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gosub AppraiseItem |
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gosub number9 |
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gosub AppraiseItem |
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gosub number10 |
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gosub AppraiseItem |
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gosub number11 |
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gosub AppraiseItem |
gosub AppraiseItem |
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math numbers.index add 1 |
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goto end |
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if %numbers.index > 11 then goto end |
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goto ItemApp |
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number1: |
number1: |
Revision as of 14:15, 18 March 2011
Elanthipedia Items (script) | |
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Category | information |
Front-end | Genie |
Author | Isharon |
This script creates Elanthipedia forms for weapons, shields, armor, and items that you appraise in shops. The results are both echoed to the game window and logged to the Appraisal file in Genie's Logs folder.
This script is intended for experience Elanthipedia contributors only. The forms that are created by this script often require some manual editing. (See below for details.) Please check for errors before posting them to Elanthipedia.
Field values are not defined unless you are "certain" about the stat that you are appraising.
Instructions
Syntax
.ELANTH [ITEM NOUN]: You must type the entire noun. (For example, if you're appraising a greatsword, you must type greatsword; greats wouldn't work.)
Most of the time, the script needs to type shop/appraise X on Y, but sometimes, the required preposition is in. In these cases, edit the first line of the script before running it:
setvariable preposition on
When the script loads, it will send shop $shopv to check the surface that the item is on. (This is not required, but I find it helpful.) A menu will then prompt you to select the type of item you're appraising:
- Weapon: Melee/Thrown: most weapons, with the following exceptions
- Weapon: Ranged: bows, crossbows, and slings
- Weapon: Ammunition: for bows, crossbows, and slings
- Weapon: Brawling: worn brawling gear (excluding parry sticks)
- Weapon: Parry Stick
- Shield
- Armor
- Item: all other items
Required Genie Settings
You must install and use this alias to set the shop surface variable.
#alias {shopv} {#var shop $0}
The "shop surface" is the thing on which the item is placed (for example, table, rack, or shelf).
Fields That Require Manual Editing
Name
Delete this field unless the item tap differs from the page name (for example, in capitalization).
Missing Data
Some fields that the script can't fill are left as placeholders for your convenience. For example, MTag (materials), CTag (colors), and STag (symbols) must be supplied by the player.
Likewise, any field with a % in the result has not been filled by the script. (These fields are in the script, because the script sometimes has values for them.) These fields should be deleted unless you know the appropriate value.
Fields to watch out for:
- |type2=%wtype2: this field is used for thrown weapons
- |maxcharge=%maxcharge: this field is filled when cambrinth is appraised. (Delete this field if the data is missing, or it is defined as "N/A".)
- |special=%special: this field is defined as "cambrinth" when the item is cambrinth. Otherwise, delete this field unless there is some other special type, such as a guild or racial style.
Item Types
For your convenience, the script leaves room for up to four item types for fluff. Sometimes, the script will define a type for you. Some automatic settings:
- |type=clothing: automatic for most clothing
- |type=jewelry: automatic for most jewelry
- |type=creation: automatic for fabrics
- |type=-: automatic when the item is not set as clothing or jewelry
- |type2=container: containers and pocketed items
- |type3=cambrinth: cambrinth
If a type field is blank, please delete it.
If type2 or type3 is set, but there is no type, change it to the lowest available type number.
If type is defined as "-", it means that the item doesn't belong in any of Elanthipedia's type categories. This definition is incorrect if another type variable has been set (for example, container or cambrinth). When in doubt, delete this unless you know that no other item category applies.
Appcost and Cost
The appcost field is always correctly defined, and the cost field is correctly defined if you are in the right shop. However, these numbers need to be edited if they are greater than 999.
On Elanthipedia, all numbers with four or more digits are separated into groups of three digits. For example, if the script says |appcost=25000, you need to change that to |appcost=25,000.
Source, Sourcetype, and Cost
By default, the source field is defined as the room name. This does not always match the shop name on Elanthipedia.
Player-run Shops
If you are appraising items in player-run Trader shops, please delete the following fields unless you know the original source:
- |sourcetype=sold by
- |source=
- |cost=
Equipment Construction
Some of the game's construction values don't match Elanthipedia syntax.
Original Value | Change To |
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appreciably susceptible to damage | appreciably susceptible |
marginally vulnerable to damage | marginally vulnerable |
of average construction | average construction |
a bit safeguarded against damage | a bit safeguarded |
rather reinforced against damage | rather reinforced |
quite guarded against damage | quite guarded |
highly protected against damage | highly protected |
extremely resistant to damage | extremely resistant |
unusually resilient to damage | unusually resilient |
nearly impervious to damage | nearly impervious |
practically invulnerable to damage | practically invulnerable |
Swappable Weapons
This script supports thrown weapons, but it does not fully support swappable weapons, such as bastard swords. (It will only generate the damage and balance/power fields for one side of the weapon.)
The easiest way to handle this situation is to let the form supply the one side's values, save changes, and click the "edit with form" button to supply the other side's values.
Shields
In the Shield section of the script, there is a field called |paladinapp=Yes. Please delete this unless you are a Paladin. (Paladins get more detailed information about shield protection, and this field indicates that the shield was appraised by a Paladin.)
Armor
area: This field is not defined by the script. Instead, all possible areas are listed. Please delete the areas that aren't covered by the armor.
|area=head,eyes,neck,chest,back,abdomen,arms,legs,hands
Absorption: The absorption fields are filled out twice, and some values need to be deleted.
For most armor, absorption is the same for all damage types. When this is the case, keep the absorbance field and delete the following fields:
- |punctureab=
- |sliceab=
- |impactab=
- |fireab=
- |coldab=
- |electricab=
If absorption values are not the same for every damage type, you can delete the ones that are the same as absorbance. For example, let's say that a piece of armor has the following absorption stats:
good (5/11) protection and fair (3/11) damage absorption for puncture attacks.
good (5/11) protection and fair (3/11) damage absorption for slice attacks.
good (5/11) protection and moderate (4/11) damage absorption for impact attacks.
fair (3/11) protection and fair (3/11) damage absorption for fire attacks.
fair (3/11) protection and fair (3/11) damage absorption for cold attacks.
moderate (4/11) protection and fair (3/11) damage absorption for electrical attacks.
As you can see, most of the absorption values are "fair," but impact absorption is "moderate." The Elanthipedia form would look like this:
|absorbance=fair |impactab=moderate
This tells Elanthipedia that every absorption value is fair except for impact, which is moderate.
Script
setvariable preposition on var source $roomname action exit when ^I could not find what (you|you were) referring to\.$ var numbers first|second|third|fourth|fifth|sixth|seventh|eighth|ninth|tenth|eleventh var numbers.index 0 send shop $shop waitfor [Type SHOP [GOOD] to see some details about it.] pause action setvariable tap $2 when ^You tap (a|an|some) (.+) (atop|inside) (an?|some) action setvariable short $2 when ^Short: (a|an|some) (.+) action setvariable look $1 when ^Look: (.+) action setvariable look - when ^Look: You see nothing unusual\.$ action setvariable type2 container when ^The .+ (are|is) a container, and can be opened and closed\.$ action setvariable type2 container when ^The .+ (are|is) a container\.$ action setvariable type2 container when ^The .+ (are|is) pocketed, and can be opened and closed\.$ action setvariable type2 container when ^The .+ (are|is) pocketed\.$ action setvariable type2 container when ^The gem pouch is made for easy storage of gems action setvariable type3 cambrinth when holds? .+ mana\.$ action setvariable special cambrinth when holds? .+ mana\.$ action setvariable wearloc $2 when ^It appears that .+ can be worn (around|in|on) the (.+)\.$ action setvariable wearloc $1 when ^It appears that .+ can be draped over the (.+)\.$ action setvariable wearloc generic when ^It appears that .+ can be worn\.$ action setvariable wearloc belt when ^It appears that .+ can be worn attached to a belt\.$ action setvariable wearloc belt when ^The gem pouch is made for easy storage of gems action setvariable wearloc ear when ^It appears that .+ can be worn in one ear action setvariable wearloc ears when ^It appears that .+ can be worn in both ears action setvariable wearloc hair (placed) when ^It appears that .+ can be worn in the hair\.$ action setvariable wearloc pants when ^It appears that .+ can be worn like pants or a skirt\.$ action setvariable wearloc shirt+ when ^It appears that .+ can be worn as a shirt or robe, even with armor\.$ action setvariable wearloc shirt- when ^It appears that .+ can be worn like a shirt or robe\.$ action setvariable wearloc shoulder when ^It appears that .+ can be slung over one shoulder\.$ action setvariable weight $1 when ^You are certain that .+ weighs exactly (.*) (stones?)\.$ action setvariable appcost $2 when ^You are certain that .+ (is|are) worth exactly (.*) kronars\.$ action setvariable appcost 0 when ^You are certain that .+ (is|are) worth exactly nothing\.$ action setvariable cost $1 when ^Cost: (.+) action setvariable maxcharge $1 when ^You are certain that the .+ holds? exactly (\d+) mana\.$ action setvariable metal yes when ^The .+ (is|are) made with metal\.$ action setvariable wtype1 LE when (is a|are a|and) light edged .+ weapon action setvariable wtype1 ME when (is a|are a|and) medium edged .+ weapon action setvariable wtype1 HE when (is a|are a|and) heavy edged .+ weapon action setvariable wtype1 2HE when (is a|are a|and) two-handed edged .+ weapon action setvariable wtype1 LB when (is a|are a|and) light blunt .+ weapon action setvariable wtype1 MB when (is a|are a|and) medium blunt .+ weapon action setvariable wtype1 HB when (is a|are a|and) heavy blunt .+ weapon action setvariable wtype1 2HB when (is a|are a|and) two-handed blunt .+ weapon action setvariable wtype1 2HB when (is a|are a|and) two-handed blunt .+ weapon action setvariable wtype1 SL when (is|are) a sling type weapon action setvariable wtype1 StS when (is|are) a staff sling type weapon action setvariable wtype1 SB when (is|are) a short bow type weapon action setvariable wtype1 LoB when (is|are) a long bow type weapon action setvariable wtype1 CB when (is|are) a composite bow type weapon action setvariable wtype1 LX when (is|are) a light crossbow type weapon action setvariable wtype1 HX when (is|are) a heavy crossbow type weapon action setvariable wtype1 SS when (is a|are a|and) short staff type weapon action setvariable wtype1 QS when (is a|are a|and) quarter staff type weapon action setvariable wtype1 PI when (is a|are a|and) pike .+ weapon action setvariable wtype1 HAL when (is a|are a|and) halberd .+ weapon action setvariable wtype2 LT when (is|are) a light thrown and .+ weapon action setvariable wtype2 HT when (is|are) a heavy thrown and .+ weapon action setvariable range melee when melee-ranged weapon action setvariable range pole when pole-ranged weapon action setvariable puncture $1 when ^\s+(.*) puncture damage action setvariable slice $1 when ^\s+(.*) slice damage action setvariable impact $1 when ^\s+(.*) impact damage action setvariable puncturetype Yes when ^\s+(.*) puncture damage increase action setvariable slicetype Yes when ^\s+(.*) slice damage increase action setvariable impacttype Yes when ^\s+(.*) impact damage increase action setvariable balance $1 when .+ is (.*) balanced action setvariable power $1 when .+ is (.*) suited action setvariable stype lsh when is large in size\.$ action setvariable stype msh when is medium in size\.$ action setvariable stype ssh when is small in size\.$ action setvariable sprotection $1 when .+ offers (.*) protection action setvariable smin $1 when ^You are certain that .+ offers (.*) to .+ protection\. action setvariable smax $1 when ^You are certain that .+ offers .+ to (.*) protection\. action setvariable shindrance $1 when .+ it imposes? an? (.*) maneuvering hinde?rance action setvariable atype cloth armor when (is|are) cloth armor\.$|cloth\.$ action setvariable atype leather armor when (is|are) leather armor\.$ action setvariable atype bone armor when (is|are) bone armor\.$ action setvariable atype light chain when (is|are) light chain\.$ action setvariable atype heavy chain when (is|are) heavy chain\.$ action setvariable atype light plate when (is|are) light plate\.$ action setvariable atype heavy plate when (is|are) heavy plate\.$ action setvariable abpuncture $1 when .+ \s(.*) for puncture attacks action setvariable abslice $1 when .+ \s(.*) for slice attacks action setvariable abimpact $1 when .+ \s(.*) for impact attacks action setvariable abfire $1 when .+ \s(.*) for fire attacks action setvariable abcold $1 when .+ \s(.*) for cold attacks action setvariable abelectrical $1 when .+ \s(.*) for electrical attacks action setvariable appuncture $1 when .+ \s(.*) protection and .+ damage absorption for puncture attacks action setvariable apslice $1 when .+ \s(.*) protection and .+ damage absorption for slice attacks action setvariable apimpact $1 when .+ \s(.*) protection and .+ damage absorption for impact attacks action setvariable apfire $1 when .+ \s(.*) protection and .+ damage absorption for fire attacks action setvariable apcold $1 when .+ \s(.*) protection and .+ damage absorption for cold attacks action setvariable apelectrical $1 when .+ \s(.*) protection and .+ damage absorption for electrical attacks action setvariable aapuncture $1 when .+ protection and (.*) damage absorption for puncture attacks action setvariable aaslice $1 when .+ protection and (.*) damage absorption for slice attacks action setvariable aaimpact $1 when .+ protection and (.*) damage absorption for impact attacks action setvariable aafire $1 when .+ protection and (.*) damage absorption for fire attacks action setvariable aacold $1 when .+ protection and (.*) damage absorption for cold attacks action setvariable aaelectrical $1 when .+ protection and (.*) damage absorption for electrical attacks action setvariable ahindrance $1 when .+ appears? to impose (.*), offering action setvariable mhindrance $1 when .+ appears? to impose (.*) maneuvering hindrance and action setvariable shindrance $1 when .+ appears? to impose .+ maneuvering hindrance and (.*) stealth hindrance action setvariable construction $2 when ^You are certain that the .+ (is|are) (.*), and (is|are) echo echo ITEM TYPE: echo echo 1: Weapon: Melee/Thrown echo echo 2: Weapon: Ranged echo echo 3: Weapon: Ammunition echo echo 4: Weapon: Brawling echo echo 5: Weapon: Parry Stick echo echo 6: Shield echo echo 7: Armor echo echo 8: Item echo echo Enter Type Number: matchre WeaponApp1 ^1 matchre WeaponApp2 ^2 matchre WeaponApp3 ^3 matchre WeaponApp4 ^4 matchre WeaponApp5 ^5 matchre ShieldApp ^6 matchre ArmorApp ^7 matchre ItemApp ^8 matchwait WeaponApp1: var number %numbers(%numbers.index) gosub AppraiseWeapon1 math numbers.index add 1 if %numbers.index > 11 then goto end goto WeaponApp1 WeaponApp2: var number %numbers(%numbers.index) gosub AppraiseWeapon2 math numbers.index add 1 if %numbers.index > 11 then goto end goto WeaponApp2 WeaponApp3: var number %numbers(%numbers.index) gosub AppraiseWeapon3 math numbers.index add 1 if %numbers.index > 11 then goto end goto WeaponApp3 WeaponApp4: var number %numbers(%numbers.index) gosub AppraiseWeapon4 math numbers.index add 1 if %numbers.index > 11 then goto end goto WeaponApp4 WeaponApp5: var number %numbers(%numbers.index) gosub AppraiseWeapon5 math numbers.index add 1 if %numbers.index > 11 then goto end goto WeaponApp5 ShieldApp: var number %numbers(%numbers.index) gosub AppraiseShield math numbers.index add 1 if %numbers.index > 11 then goto end goto ShieldApp ArmorApp: var number %numbers(%numbers.index) gosub AppraiseArmor math numbers.index add 1 if %numbers.index > 11 then goto end goto ArmorApp ItemApp: var number %numbers(%numbers.index) gosub AppraiseItem math numbers.index add 1 if %numbers.index > 11 then goto end goto ItemApp number1: var number first return number2: var number second return number3: var number third return number4: var number fourth return number5: var number fifth return number6: var number sixth return number7: var number seventh return number8: var number eighth return number9: var number ninth return number10: var number tenth return number11: var number eleventh return AppraiseWeapon1: var metal no var maxcharge N/A var wearloc - pause 2 send tap %number %1 %preposition $shop waitforre ^You send shop %number %1 %preposition $shop waitforre ^Short send appraise %number %1 %preposition $shop careful wait pause echo {{Weapon echo |name=%tap echo |newapp=Yes echo |noun=%1 echo |look=%look echo |MTag= echo |CTag= echo |STag= echo |range=%range echo |type=%wtype1 echo |type2=%wtype2 echo |puncture=%puncture echo |slice=%slice echo |impact=%impact echo |balance=%balance echo |suitedness=%power echo |construction=%construction echo |metal=%metal echo |weight=%weight echo |appcost=%appcost echo |wearloc=%wearloc echo |sourcetype=sold by echo |source=%source echo |cost=%cost echo |maxcharge=%maxcharge echo |special=%special echo }} put #log >Appraisal {{Weapon put #log >Appraisal |name=%tap put #log >Appraisal |newapp=Yes put #log >Appraisal |noun=%1 put #log >Appraisal |look=%look put #log >Appraisal |MTag= put #log >Appraisal |CTag= put #log >Appraisal |STag= put #log >Appraisal |range=%range put #log >Appraisal |type=%wtype1 put #log >Appraisal |type2=%wtype2 put #log >Appraisal |puncture=%puncture put #log >Appraisal |slice=%slice put #log >Appraisal |impact=%impact put #log >Appraisal |balance=%balance put #log >Appraisal |suitedness=%power put #log >Appraisal |construction=%construction put #log >Appraisal |metal=%metal put #log >Appraisal |weight=%weight put #log >Appraisal |appcost=%appcost put #log >Appraisal |wearloc=%wearloc put #log >Appraisal |sourcetype=sold by put #log >Appraisal |source=%source put #log >Appraisal |cost=%cost put #log >Appraisal |maxcharge=%maxcharge put #log >Appraisal |special=%special put #log >Appraisal }} return AppraiseWeapon2: var metal no var maxcharge N/A var wearloc - pause 2 send tap %number %1 %preposition $shop waitforre ^You send shop %number %1 %preposition $shop waitforre ^Short send appraise %number %1 %preposition $shop careful wait pause if (matchre ("%wtype1", "(SB|LoB|CB)")) then var ammo arrow if (matchre ("%wtype1", "(LX|HX)")) then var ammo bolt if (matchre ("%wtype1", "(SL|StS)")) then var ammo rock if (matchre ("%wtype1", "(LT|HT)")) then var ammo thrown echo {{Weapon echo |name=%tap echo |newapp=Yes echo |noun=%1 echo |look=%look echo |MTag= echo |CTag= echo |STag= echo |range=ranged echo |ammo=%ammo echo |ammocap= echo |rangedRT= echo |type=%wtype1 echo |puncture=- echo |balance=%balance echo |suitedness=%power echo |construction=%construction echo |metal=%metal echo |weight=%weight echo |appcost=%appcost echo |wearloc=%wearloc echo |sourcetype=sold by echo |source=%source echo |cost=%cost echo |maxcharge=%maxcharge echo |special=%special echo }} put #log >Appraisal {{Weapon put #log >Appraisal |name=%tap put #log >Appraisal |newapp=Yes put #log >Appraisal |noun=%1 put #log >Appraisal |look=%look put #log >Appraisal |MTag= put #log >Appraisal |CTag= put #log >Appraisal |STag= put #log >Appraisal |range=ranged put #log >Appraisal |ammo=%ammo put #log >Appraisal |ammocap= put #log >Appraisal |rangedRT= put #log >Appraisal |type=%wtype1 put #log >Appraisal |puncture=- put #log >Appraisal |balance=%balance put #log >Appraisal |suitedness=%power put #log >Appraisal |construction=%construction put #log >Appraisal |metal=%metal put #log >Appraisal |weight=%weight put #log >Appraisal |appcost=%appcost put #log >Appraisal |wearloc=%wearloc put #log >Appraisal |sourcetype=sold by put #log >Appraisal |source=%source put #log >Appraisal |cost=%cost put #log >Appraisal |maxcharge=%maxcharge put #log >Appraisal |special=%special put #log >Appraisal }} return AppraiseWeapon3: var metal no var maxcharge N/A var wearloc - pause 2 send tap %number %1 %preposition $shop waitforre ^You send shop %number %1 %preposition $shop waitforre ^Short send appraise %number %1 %preposition $shop careful wait pause if (matchre ("%1", "(arrows?)")) then var wtype1 arrow if (matchre ("%1", "(bolts?|quadrellos?|quarrels?|pulzones?)")) then var wtype1 bolt if (matchre ("%1", "(bullets?|clumps?|lumps?|rocks?)")) then var wtype1 rock echo {{Weapon echo |name=%tap echo |newapp=Yes echo |noun=%1 echo |look=%look echo |MTag= echo |CTag= echo |STag= echo |type=%wtype1 echo |puncture=%puncture echo |slice=%slice echo |impact=%impact echo |balance=- echo |construction=%construction echo |metal=%metal echo |weight=%weight echo |appcost=%appcost echo |wearloc=%wearloc echo |sourcetype=sold by echo |source=%source echo |cost=%cost echo |maxcharge=%maxcharge echo |special=%special echo }} put #log >Appraisal {{Weapon put #log >Appraisal |name=%tap put #log >Appraisal |newapp=Yes put #log >Appraisal |noun=%1 put #log >Appraisal |look=%look put #log >Appraisal |MTag= put #log >Appraisal |CTag= put #log >Appraisal |STag= put #log >Appraisal |type=%wtype1 put #log >Appraisal |puncture=%puncture put #log >Appraisal |slice=%slice put #log >Appraisal |impact=%impact put #log >Appraisal |balance=- put #log >Appraisal |construction=%construction put #log >Appraisal |metal=%metal put #log >Appraisal |weight=%weight put #log >Appraisal |appcost=%appcost put #log >Appraisal |wearloc=%wearloc put #log >Appraisal |sourcetype=sold by put #log >Appraisal |source=%source put #log >Appraisal |cost=%cost put #log >Appraisal |maxcharge=%maxcharge put #log >Appraisal |special=%special put #log >Appraisal }} return AppraiseWeapon4: var metal no var maxcharge N/A var wearloc - var puncturetype No var slicetype No var impacttype No pause 2 send tap %number %1 %preposition $shop waitforre ^You send shop %number %1 %preposition $shop waitforre ^Short send appraise %number %1 %preposition $shop careful wait pause if (matchre ("%1", "(handwraps?|knuckleguards?|knuckles?)")) then var wtype1 hands if (matchre ("%tap", "(elbow)")) then var wtype1 elbows if (matchre ("%tap", "(knee)")) then var wtype1 knees if (matchre ("%1", "(footwraps?)")) then var wtype1 feet echo {{Weapon echo |name=%tap echo |newapp=Yes echo |brawl=yes echo |noun=%1 echo |look=%look echo |MTag= echo |CTag= echo |STag= echo |range=%range echo |type=%wtype1 echo |puncture=%puncture echo |puncturetype=Yes echo |slice=%slice echo |slicetype=Yes echo |impact=%impact echo |impacttype=Yes echo |balance=- echo |construction=%construction echo |metal=%metal echo |weight=%weight echo |appcost=%appcost echo |wearloc=%wearloc echo |sourcetype=sold by echo |source=%source echo |cost=%cost echo |maxcharge=%maxcharge echo |special=%special echo }} put #log >Appraisal {{Weapon put #log >Appraisal |name=%tap put #log >Appraisal |newapp=Yes put #log >Appraisal |brawl=yes put #log >Appraisal |noun=%1 put #log >Appraisal |look=%look put #log >Appraisal |MTag= put #log >Appraisal |CTag= put #log >Appraisal |STag= put #log >Appraisal |type=%wtype1 put #log >Appraisal |puncture=%puncture put #log >Appraisal |puncturetype=Yes put #log >Appraisal |slice=%slice put #log >Appraisal |slicetype=Yes put #log >Appraisal |impact=%impact put #log >Appraisal |impacttype=Yes put #log >Appraisal |balance=- put #log >Appraisal |construction=%construction put #log >Appraisal |metal=%metal put #log >Appraisal |weight=%weight put #log >Appraisal |appcost=%appcost put #log >Appraisal |wearloc=%wearloc put #log >Appraisal |sourcetype=sold by put #log >Appraisal |source=%source put #log >Appraisal |cost=%cost put #log >Appraisal |maxcharge=%maxcharge put #log >Appraisal |special=%special put #log >Appraisal }} return AppraiseWeapon5: var metal no var maxcharge N/A var wearloc - pause 2 send tap %number %1 %preposition $shop waitforre ^You send shop %number %1 %preposition $shop waitforre ^Short send appraise %number %1 %preposition $shop careful wait pause echo {{Weapon echo |brawl=yes echo |name=%tap echo |newapp=Yes echo |noun=%1 echo |look=%look echo |MTag= echo |CTag= echo |STag= echo |type=parry echo |puncture=- echo |puncturetype=No echo |slicetype=No echo |impacttype=No echo |balance=%balance echo |suitedness=%power echo |construction=%construction echo |metal=%metal echo |weight=%weight echo |appcost=%appcost echo |wearloc=%wearloc echo |sourcetype=sold by echo |source=%source echo |cost=%cost echo |maxcharge=%maxcharge echo |special=%special echo }} put #log >Appraisal {{Weapon put #log >Appraisal |brawl=yes put #log >Appraisal |name=%tap put #log >Appraisal |newapp=Yes put #log >Appraisal |noun=%1 put #log >Appraisal |look=%look put #log >Appraisal |MTag= put #log >Appraisal |CTag= put #log >Appraisal |STag= put #log >Appraisal |type=parry put #log >Appraisal |puncture=- put #log >Appraisal |puncturetype=No put #log >Appraisal |slicetype=No put #log >Appraisal |impacttype=No put #log >Appraisal |balance=%balance put #log >Appraisal |suitedness=%power put #log >Appraisal |construction=%construction put #log >Appraisal |metal=%metal put #log >Appraisal |weight=%weight put #log >Appraisal |appcost=%appcost put #log >Appraisal |wearloc=%wearloc put #log >Appraisal |sourcetype=sold by put #log >Appraisal |source=%source put #log >Appraisal |cost=%cost put #log >Appraisal |maxcharge=%maxcharge put #log >Appraisal |special=%special put #log >Appraisal }} return AppraiseShield: var metal no var maxcharge N/A var wearloc - pause 2 send tap %number %1 %preposition $shop waitforre ^You send shop %number %1 %preposition $shop waitforre ^Short send appraise %number %1 %preposition $shop careful wait pause echo {{Shield echo |name=%tap echo |newapp=Yes echo |noun=%1 echo |look=%look echo |MTag= echo |CTag= echo |STag= echo |type=%stype echo |hindrance=%shindrance echo |minprotection=%smin echo |maxprotection=%smax echo |paladinapp=Yes echo |puncture=%puncture echo |slice=%slice echo |impact=%impact echo |balance=%balance echo |suitedness=%power echo |construction=%construction echo |metal=%metal echo |weight=%weight echo |appcost=%appcost echo |sourcetype=sold by echo |source=%source echo |cost=%cost echo |maxcharge=%maxcharge echo |special=%special echo }} put #log >Appraisal {{Shield put #log >Appraisal |name=%tap put #log >Appraisal |newapp=Yes put #log >Appraisal |noun=%1 put #log >Appraisal |look=%look put #log >Appraisal |MTag= put #log >Appraisal |CTag= put #log >Appraisal |STag= put #log >Appraisal |type=%stype put #log >Appraisal |hindrance=%shindrance put #log >Appraisal |minprotection=%smin put #log >Appraisal |maxprotection=%smax put #log >Appraisal |paladinapp=Yes put #log >Appraisal |puncture=%puncture put #log >Appraisal |slice=%slice put #log >Appraisal |impact=%impact put #log >Appraisal |balance=%balance put #log >Appraisal |suitedness=%power put #log >Appraisal |construction=%construction put #log >Appraisal |metal=%metal put #log >Appraisal |weight=%weight put #log >Appraisal |appcost=%appcost put #log >Appraisal |sourcetype=sold by put #log >Appraisal |source=%source put #log >Appraisal |cost=%cost put #log >Appraisal |maxcharge=%maxcharge put #log >Appraisal |special=%special put #log >Appraisal }} return AppraiseArmor: var metal no var maxcharge N/A var wearloc - pause 2 send tap %number %1 %preposition $shop waitforre ^You send shop %number %1 %preposition $shop waitforre ^Short send appraise %number %1 %preposition $shop careful wait pause echo {{Armor echo |name=%tap echo |newapp=Yes echo |noun=%1 echo |look=%look echo |MTag= echo |CTag= echo |STag= echo |type=%atype echo |area=head,eyes,neck,chest,back,abdomen,arms,legs,hands echo |hindrance=%mhindrance echo |stealth=%shindrance echo |puncture=%appuncture echo |slice=%apslice echo |impact=%apimpact echo |fire=%apfire echo |cold=%apcold echo |electric=%apelectrical echo |absorbance=%aapuncture echo |punctureab=%aapuncture echo |sliceab=%aaslice echo |impactab=%aaimpact echo |fireab=%aafire echo |coldab=%aacold echo |electricab=%aaelectrical echo |construction=%construction echo |metal=%metal echo |appcost=%appcost echo |weight=%weight echo |sourcetype=sold by echo |source=%source echo |cost=%cost echo |maxcharge=%maxcharge echo |special=%special echo }} put #log >Appraisal {{Armor put #log >Appraisal |name=%tap put #log >Appraisal |newapp=Yes put #log >Appraisal |noun=%1 put #log >Appraisal |look=%look put #log >Appraisal |MTag= put #log >Appraisal |CTag= put #log >Appraisal |STag= put #log >Appraisal |type=%atype put #log >Appraisal |area=head,eyes,neck,chest,back,abdomen,arms,legs,hands put #log >Appraisal |hindrance=%mhindrance put #log >Appraisal |stealth=%shindrance put #log >Appraisal |puncture=%appuncture put #log >Appraisal |slice=%apslice put #log >Appraisal |impact=%apimpact put #log >Appraisal |fire=%apfire put #log >Appraisal |cold=%apcold put #log >Appraisal |electric=%apelectrical put #log >Appraisal |absorbance=%aapuncture put #log >Appraisal |punctureab=%aapuncture put #log >Appraisal |sliceab=%aaslice put #log >Appraisal |impactab=%aaimpact put #log >Appraisal |fireab=%aafire put #log >Appraisal |coldab=%aacold put #log >Appraisal |electricab=%aaelectrical put #log >Appraisal |construction=%construction put #log >Appraisal |metal=%metal put #log >Appraisal |appcost=%appcost put #log >Appraisal |weight=%weight put #log >Appraisal |sourcetype=sold by put #log >Appraisal |source=%source put #log >Appraisal |cost=%cost put #log >Appraisal |maxcharge=%maxcharge put #log >Appraisal |special=%special put #log >Appraisal }} return AppraiseItem: var type1 - var wearloc - var maxcharge N/A var metal no pause 2 send tap %number %1 %preposition $shop waitforre ^You send shop %number %1 %preposition $shop waitforre ^Short send appraise %number %1 %preposition $shop careful wait pause if (matchre ("%1", "(belt|beret|blouse|bodice|bonnet|boots|breeches|caftan|cape|cassock|chemise|cloak|clogs|coat|corset|dress|fedora|frock|gamantang|gloves|gown|hat|hose|jacket|jerkin|kilt|leggings|mantle|mask|moccasins|mra'sin|nauda|odaj|overalls|pall|pants|pelt|pr'mra'sin|ribbon|robes?|sandals|sarong|sarrak|sash|scarf|shawl|shirt|shoes|skirt|skullcap|slippers|smock|socks|stockings|tabard|tam|tights|trousers|tunic|uaro's'sugi|veil|vest|wings?|wrap)")) then var type1 clothing if (matchre ("%1", "(aggahhpel|amulet|anklet|armband|armlet|badge|band|bangles?|barrette|beads?|bracelets?|bracers?|brooch|chain|charms?|choker|circlet|clasp|claws?|crown|cuff|earcuffs?|earrings?|feather|fetish|haircomb|hairnet|hairpin|locket|medal|medallion|necklace|pendant|periapt|pilonu|pin|por'nidrel|ring|studs?|sur'nidrel|tailband|torque|venda|wristband|wristcuffs?)")) then var type1 jewelry if (matchre ("%look", "(Curiously, no cord, chain or other binding links the small trinkets together)")) then var type1 jewelry if (matchre ("%1", "(fabric)")) then var type1 creation echo {{Item echo |name=%tap echo |noun=%1 echo |look=%look echo |MTag= echo |CTag= echo |STag= echo |type=%type1 echo |type2=%type2 echo |type3=%type3 echo |type4= echo |wearloc=%wearloc echo |weight=%weight echo |appcost=%appcost echo |sourcetype=sold by echo |source=%source echo |cost=%cost echo |maxcharge=%maxcharge echo |metal=%metal echo }} put #log >Appraisal {{Item put #log >Appraisal |name=%tap put #log >Appraisal |noun=%1 put #log >Appraisal |look=%look put #log >Appraisal |MTag= put #log >Appraisal |CTag= put #log >Appraisal |STag= put #log >Appraisal |type=%type1 put #log >Appraisal |type2=%type2 put #log >Appraisal |type3= put #log >Appraisal |type4= put #log >Appraisal |wearloc=%wearloc put #log >Appraisal |weight=%weight put #log >Appraisal |appcost=%appcost put #log >Appraisal |sourcetype=sold by put #log >Appraisal |source=%source put #log >Appraisal |cost=%cost put #log >Appraisal |maxcharge=%maxcharge put #log >Appraisal |metal=%metal put #log >Appraisal }} return end: exit