Lich script repository: Difference between revisions
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''';trade closeup''' will deliver all remaining crates, then return your caravan to avoid fees. |
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''';trade hunt''' -- will occasionally run a hunt defined in your charactername-caravanhunt.yaml file (see Quillith-caravanhunt.yaml) whenever you stop in your hometown and your Trading exp is high enough. |
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''';trade duration''' will run for X minutes before locking down new contracts and closing up. |
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''';trade roomid''' will take your caravan to a particular room. |
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== train == |
== train == |
Revision as of 00:42, 16 May 2023
This page documents the collection of scripts that are available from an external repository located at https://github.com/rpherbig/dr-scripts, and not through the in-game ;repository
functionality.
Setup and Installation
Come to the Lich Discord #install channel if you need help
For script-specific documentation, see the appropriate section, below. For YAML documentation, see Introduction-to-Character-Settings.
For any bugs, please see us on GitHub open an issue on GitHub. We look forward to hearing from you!
Introduction to Character Settings
Character settings are read from a YAML file.
What is YAML?
YAML is a human-friendly file format that we use to store settings. It stands for YAML Ain't Markup Language (the name references itself as a kind of computer science joke). It's got a website and everything (http://yaml.org/), but there are only a few things you actually need to know:
Indentation matters. Use two spaces for each level of indentation.
If you see a line like train_with_spells: true
, that means that the train_with_spells
setting is being assigned a value of true
. This may also be referred to as a hash in which train_with_spells
is mapped to true
. Values can be true/false, numbers, text, hashes, or lists (see below).
A list (or array) is a series of values. For example, this creates a list named loot_additions
of item nouns that you want to loot:
loot_additions: - card - dira - bolt - arrow - stone
A comment is any line that starts with a #
. They are ignored when our scripts read your settings file. Comments are entirely for your own benefit (e.g. to leave yourself a note).
Don't worry, it'll make more sense if you go look at a YAML file. Try taking a look at some of these.
Loading YAML Files
YAML files are loaded in a predefined order. base.yaml
is loaded first, then YourCharacterName-setup.yaml
. If any arguments are given to a script (for example, ;combat-trainer BacktrainWeapons
), then YourCharacterName-BacktrainWeapons.yaml
will be loaded last.
If the same setting occurs in multiple YAML files, then the last version of that setting is used. For example, you could define dance_threshold
to be 1 in YourCharacterName-setup.yaml
and then redefine it to be 0 in YourCharacterName-BacktrainWeapons.yaml
.
base.yaml
provides defaults for many (but not all) of the settings. You should never modify base.yaml
directly; instead override settings in YourCharacterName-setup.yaml
or YourCharacterName-SomethingElse.yaml
. If you think something should be changed in base.yaml
, please contact us in-game or open a pull request. We welcome all feedback and suggestions.
Debugging YAML files
Its helpful to use a YAML parser for diagnosing issues. http://yaml-online-parser.appspot.com/
Autostart
Many users prefer to have certain scripts automatically start every time their character loads. To do that, use the below commands to designate scripts to start for every character or character-specific.
Add an autostart
;e autostart('script-name') will start the script called 'script-name' for all of your characters ;e autostart('script-name', false) will start the script for only this character
List autostart scripts
;e echo list_autostarts will show you the files being autostarted on a given character
Remove an autostart
;e stop_autostart('script-name') will remove an autostarted file from the list
The other autostart
There are two autostart scripts. The above commands are for normal use. Advanced options found below under autostart script details.
Scripts
accept-sell
Accepts an outstanding trade offer for a pouch/bundle, appraises it and sells it. Returning coins, item, and a profit report to the owner.
Script usage: Call the script when you have empty hands and an outstanding trade offer.
Script arguments:
- skip: Don't appraise and send profit summary to seller, faster for multiple pouches/bundles.
- buy: Pay for the pouch out of your own money and keep it.
- dump: Dump item after sale.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
addroom
Add a series of rooms to the lich map. This script will checkout the mapdb, add the new rooms, and commit the mapdb. Automap is preferred to this script.
Script usage: To use this script send it an ordered set of directions to map. If you don't provide a direction no mapping will be provided.
For example, to add a Y branch to the north:
;addroom "north, northeast, southwest, northwest, southeast, south"
To add a store:
;addroom "go shop, out"
The travel delay defaults to 0.2.
Script arguments:
- debug: Turns on debugging messages.
Settings used in this script:
UserVars used in this script:
- add_room_debug: Turns on debugging messages.
Other scripts used by this script:
afk
Runs in the background to provide safety while you are afk. Basic keep alive script with simple health/spirit/death monitoring. Will exit on low health, low spirit, or death.
Script usage:
Script arguments:
Settings used in this script:
- health_threshold: Threshold at which you will exit (the same threshold is used for health and spirit)
UserVars used in this script:
Other scripts used by this script:
almanac
Uses an almanac every 10 minutes. Pauses all other scripts, stows your left hand, studies it, then unpauses everything.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
appraisal
Trains the Appraisal skill by appraising your gear, zills, bundles, gem pouches, and studying the art in the Crossing art gallery. Use the appraisal_training
setting to specify a training regimen.
Script usage: Define the appraisal_training
list in your settings file. It will train in the order listed.
- Example Settings
appraisal_training: - gear - zills - art - bundle - pouches full_pouch_container: backpack
- The
gear
setting appraises everything listed ingear
(where your armor and weapons are listed). - The
zills
setting appraises zills up to 250 appraisal ranks; after that you will get a warning to remove zills from your training list. - The
art
setting runs the study-art script which appraises art in the Crossing art gallery. - The
bundle
setting appraises a worn bundle quick. - The
pouches
setting appraises gem pouches stored in the container you list asfull_pouch_container
. Up to eleven gem pouches can be appraised. This has been updated to also appraise your worn gem pouch ifgem_pouch_adjective
is defined, making the total pouches appraised twelve.
Script arguments:
Settings used in this script:
- appraisal_training: List of training options. Valid options are
zills
,pouches
,bundle
,gear
, andart
- full_gem_pouch_container: The container where you store gem pouches for appraisal. This should not be the same container where you store empty ones
UserVars used in this script:
Other scripts used by this script: study-art
arrows
Creates shaft, arrowheads, and arrows all in one script.
Script usage: Syntax: ;arrows type lumber tools
- Examples:
;arrows drake-fang maple ;arrows drake-fang balsa yes ;arrows continue
Script arguments:
- type, lumber, tools, continue
Settings used in this script:
- type: The type of arrow you would like to make. The list is
couger-claw boar-tusk sabertooth angiswaerd hele'la basilisk elsralael soot-stained ice-adder jagged-horn drake-fang
- lumber: The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.
- tools: This setting is for retrieving and storing your tools at the Society. This setting is optional. tools is the setting.
- continue: Allows to continue crafting in the event something interrupted the process.
UserVars used in this script:
- None:
astrology
Trains astrology via by observing a known constellation which fills the most prediction pools and performing predictions aligned to those pools. If your character is above 99th circle the script can also walk the ways to train astrology. Walking is limited to one round-trip per hour.
Script usage: Start in any room where the heavens are observable or where moongate can be cast (if astral traveling).
- Example Settings:
astrology_training: - ways - observe - rtr - weather - events - moons astral_plane_training: train_destination: crossing train_source: shard have_telescope: true #Choose one, container or tie telescope_storage: container: tied: #Choose one, container, tied, or worn divination_tool: name: container: tied: worn: #Choose one, container or tied divination_bones_storage: container: tied: NOTE: DO NOT INCLUDE THE STUFF UNDER divination_tool or divination_bones_storage IF NOT USING!! EXAMPLE YAML IF NOT USING: divination_tool: divination_bones_storage:
Script arguments:
Settings used in this script:
- astrology_training: A list of training options. The possible options are ways, observe, rtr, weather, events, and moons. Things will be trained in the order they are listed
- have_telescope: Set to true to indicate you have a telescope on you and it will be used to observe the heavens.
- astral_plane_training: Hash which contains the settings for astral training.
- train_destination: indicate the shard destination in lowercase(this is a town, not the shard name). This is where you will walk to for training. Options are: shard, crossing, leth, riverhaven, merkresh, fang, raven, throne, muspari, aesry, taisgath, theren, steppes
- train_source: indicates the shard you wish to return to after arriving at the destination shard, options are the same as in
train_destination
.
UserVars used in this script:
- astral_plane_exp_timer: This is set to the current time on your computer once you emerge from the shard indicated in
train_destination
. It's used to check how long its been since you last walked.
Other scripts used by this script: bescort
athletics
Athletics training script
Script usage:
Script arguments:
- wyvern: Climb wyverns instead of undergondola.
- undergondola: Climb undergondola.
- xalas: Climb in xalas
Settings used in this script:
- have_climbing_rope: Set this to true to use a magic climbing rope for training. This currently requires zills.
- held_athletics_items: A list of 1-2 items held while doing athletics to increase the difficulty. Each item adds difficulty. Uses get/stow, and the items don't need to be weapons.
UserVars used in this script:
Other scripts used by this script:
attunement
Trains attunement via power walking or perceiving in a single room. Empaths can optionally train empathy via health walking.
Script usage:
- attunement - run with no arguments to power walk
- attunement health - run with 'health' argument to health walk (Empaths only)
Script arguments:
- Optional
- health - As an Empath, specify this argument to perform a health walk to train empathy and attunement
Settings used in this script:
- Example Config
# Town to train attunement in. # Most towns have a pre-defined list of rooms in base-towns.yaml. hometown: Crossing # Town to train attunement in if NOT using hometown as your training town. # This variable is used in other scripts for the same purpose. # Useful if using Fang Cove as your hometown, since many scripts don't work with that setting. fang_cove_override_town: Crossing # These override the default rooms where magic users will visit to # train attunement via 'perceive' command. # If not defined then the rooms are taken from base-towns.yaml. # This is ignored for lunar mages and instead they train in their current room. # This is useful for power walking near your safe room, such as # non-justice areas, which may be preferrable to Necromancers # or if your hometown does not have any room data yet. attunement_rooms: # These override the default rooms where Empaths will visit to # train empathy via 'perceive health' command. # If not defined then the rooms are taken from base-towns.yaml. # This is useful if your hometown does not have any room data yet. perceive_health_rooms: - 100 - 200 - 300 # If true then you will perform the perceive commands # in your current room rather than walk to different rooms. # This setting is ignored for Lunar mages (Traders and Moon Mages) # and is treated as if it were set to true. crossing_training_stationary_skills_only: true|false # The max learning rate of attunement (power walking) or empathy (health walking) # at which point the script will exit. crossing_training_max_threshold: 30 # The desired number of mind states to increase by. # Respects crossing_training_max_threshold as an upper threshold. attunement_target_increment: 17 # The script will cast the spells listed in the 'attunement' waggle # at the beginning of training. waggle_sets: attunement: Aura Sight: use_auto_mana: true
UserVars used in this script:
Other scripts used by this script:
autocontingency
Moon Mages only. It can be run two different ways. First, by providing two arguments for a contingency target (anchor), and the room number that anchor will be in. Your character will run to the room in question, and cast both SEER and Contingency on the anchor. i.e. autocontingency Eteu 798
. Contingency established, you can then go about your business.
The other method is autocontingency invoke
. When run in this manner, typically after a hunt or a long athletics trip to the far side of Elanthia, the script will invoke the Contingency to bring you back to your point of origin.
Script usage: Ensure that a waggle titled `contingency` is present in your YAML. Example below:
contingency: Seer's Sense: abbrev: SEER recast: 2 mana: 15 cambrinth: - 5 - 5 Contingency: abbrev: CONTINGENCY recast: 1 mana: 15 cambrinth: - 7 - 7
The waggle does not have to include both spell entries, but SEER should only not be included if you are casting that by hand (or in another script) on your anchor target before the Contingency cast. Best practice, include both.
Example YAML usage for including autocontingency as a before
in a hunt:
hunting_info: - :zone: - rats - rats - rats :duration: 30 args: - d0 - combat before: - go2 798 - autocontingency Etreu after: - autocontingency invoke stop_on: - Large Blunt - Large Edged - Small Edged - Staves
Example YAML usage for including autocontingency as part of T2's training_list
:
training_list: - skill: - Targeted Magic start: 4 scripts: - autocontingency Etreu 798 - buff main - hunting-buddy - autocontingency invoke - safe-room
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
automap
Mapping assistance script
Script usage: Start from an already mapped room. Records the commands you type to move around and maps new rooms as it encounters them. Will update existing paths if traveling through previously mapped areas. Run the script to start recording, then kill it when finished. Do not use your typeahead lines when this is running or you will damage the map.
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
autostart
Advanced core lich autostart option - Please be sure you have read the earlier Autostart section explaining the different autostart options before reading this.
Script usage: Often called other autostart, this script allows users to change to the way lich itself is loaded.
THIS IS NOT A TRAINING SCRIPT. EXTREMELY ADVANCED USERS ONLY!!!
DO NOT USE THESE COMMANDS UNLESS YOU INTEND TO EDIT THE VERY FABRIC OF LICH BEHAVIOR. BREAKAGE LIKELY!!
To autoload training scripts on startup such as roomnumbers or sanowret-crystal, please see the correct autostart instructions at the top of this page.
;autostart
is part of core lich. It should only be used for scripts that are also a part of core lich.
;e autostart
is part of dependency, a lich script, which manages the start up process for scripts that make use of the dr-scripts github repository and common functions defined there.
Use dependency autostart (the second one) for any script on this page. This means you should use ;e autostart 'scriptname'
or ;e autostart('scriptname')
instead of ;autostart add scriptname
If any of the scripts on this page are in ;autostart list
, you should remove them. Try the command ;autostart help
if you need help.
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
avtalia
Traders only. When run, it watches cambrinth defined in avtalia_array:. It maintains a running list of how much mana is in those cambrinth and allows it to be pulled by scripts like combat-trainer when mana is low.
Script usage: Define a list of cambrinth as below:
avtalia_array: - name: cambrinth bracer cap: 32 - name: watersilk bag cap: 108 - name: cambrinth anklet cap: 12 - name: tattered robe cap: 50 - name: cambrinth chains cap: 50
Each entry must be unique, all cambrinth must be worn, you must have sufficient Arcana to charge and invoke accurately while worn, and you must not use your primary casting cambrinth you use for other spells.
Script arguments:
Settings used in this script:
- avtalia_array: defines the array of worn cambrinth.
UserVars used in this script:
- avtalia
Other scripts used by this script:
bankbot
Have a character act as a banker
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
bescort
A script for navigating certain problematic areas like swamp mazes, the wilds, and some river swims. Mostly used by other scripts. Can also be used for astral traveling.
Script usage: Start this script with no arguments to see a list of supported areas and destinations.
Script arguments:
Settings used in this script:
UserVars used in this script:
- citizenship: Set citizenship to 'Zoluren' to skip a money check. Set to 'Ilithi' to use the north, west, south gates of Shard
Other scripts used by this script:
bolts
Creates shaft, boltheads, and bolts all in one script. Syntax: ;bolts type lumber yes
- Examples:
;bolts drake-fang maple ;bolts drake-fang balsa yes ;bolts continue
Script usage:
Script arguments:
- type, lumber, tools, continue
Settings used in this script:
- type: The type of arrow you would like to make. The list is
couger-claw boar-tusk sabertooth angiswaerd hele'la basilisk elsralael soot-stained ice-adder jagged-horn drake-fang
- lumber: The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.
- tools: This setting is for retrieving and storing your tools at the Society. This setting is optional. tools is the setting.
- continue: Allows to continue crafting in the event something interrupted the process.
UserVars used in this script:
- None:
buff
Casts waggle sets defined in your yaml. Casts the default: waggle set if no args are given.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
https://github.com/rpherbig/dr-scripts/wiki/Waggle-Sets
burgle
Breaking and Entering - Used to train Thievery, Stealth, and depending on entry method, 1 of Athletics (rope) / Locksmithing(lockpick). Extremely high fines if you are caught. Be sure to read the Breaking and Entering page to understand how the system works prior to using this script.
Script usage: Script can be started anywhere that can path the room you set in the settings.
- Example Settings:
# Turn on Burgle inside crossing_training. Attempts to use ;burgle during Athletics, Locksmithing, Thievery, or Stealth # Uses burgle_settings for entry method then continues to alternate methods such as climbing, picking shop stealing, etc. train_with_burgle: true #Plead guilty for lower fines if caught in normal justice. guilty_plea: guilty burgle_settings: room: nnn # pick your own room, you should pick a room that no guard will ''ever'' enter. Picking rooms guards can come to is a failure on setup, not the script. entry_type: lockpick # lockpick | rope | cycle | prioritylockpick | priorityrope max_priority_mindstate: 26 # only used if priority setting for entry_type is used. Sets max mindstate value before switchover to other entry_method. Default: 26 use_lockpick_ring: true # if you use a worn lockpick stacker lockpick_container: lockpick ring # name of your lockpick stacker max_search_count: 2 # max number of total searches to do including retries retry: false # retry if you don't find loot. default: false loot: keep # drop | keep | bin | pawn default: keep loot_container: duffel bag # container to keep loot in while burglering safe_mode: true # stop searching and try to get out as quickly as possible when hearing footsteps. Default: true room_blacklist: # array of rooms to ignore. Case sensitive. item_whitelist: # array of **full item names** (adj + noun) of items to keep no matter what. Case Sensitive. Default: empty list - blunt-tipped arrows # armory - non-lodging ammo - blunt-tipped bolts # armory - non-lodging ammo - blunt stones # armory - non-lodging ammo - keepsake box # bedroom - limited use (35) locksmithing trainer # - mixing bowl # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed # - mixing stick # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed # - rustic mortar # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed # - rustic pestle # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed # - mesh sieve # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed # - butcher's knife # kitchen - wrist worn 'belt' knife - worn book # library - scroll stacker (15 page, 10 copies per page) # - contract case # library - Trader Jewelry # - dainty cowbell # library - wrist worn weatherproof instrument # - writing quill # library - writing instrument (ledgers, etc) # - thumb ring # library - Trader Jewelry # - glass lens # sanctum - minion identifier # - letter opener # sanctum - belt worn belt knife - memory orb # sanctum - random skill absorber # - crystal prism # sanctum - divination tool # - celestial charts # sanctum - divination tool # - tool case # work room - belt worn lockspick stacker - 25 ct # - stirring rod # work room - forging tool: 12/12 MC. 11/18 durability, 5/11 speed # - carving knife # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed # - wood shaper # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed # - metal rasp # work room - shaping/carving tool: 12/12 MC. 11/18 durability, 5/11 speed # - imbuement rod # work room - enchanting tool # - !ruby/regexp '/\S+ fabric/' # Bedroom - illustrates REGEX syntax for items before: # array of scripts to run, similar to hunting-buddy, before the burgle (will be called right before buffing) - yourscripthere with args here after: # array of scripts to run, similar to hunting-buddy, after the burgle, (will be called right before script ends) - anotherscript here waggle_sets: burgle: - Silence - Hasten - Plunder - Slight
Script arguments:
- start: Required to run the script. Protects against accidental starting/typos.
- entry: Optional. Override yaml setting for entry_type. Valid options are: lockpick, rope, cycle, prioritylockpick, priorityrope.
- roomid: Optional. Override yaml setting for room to burgle from.
- loot_type: Optional. Override yaml setting what to do with loot. Items in your item_whitelist are always kept. Valid options: drop, keep, pawn bin.
- hometown: Optional. Override yaml hometown setting when using pawn or bin options.
- follow: Optional. Puts brugle into group follow mode. To be used when you've already joined someone to do a group burglary. This will buff, then hide if needed and then wait for the leader to burgle. Will attempt to leave the group if you are following once in, to prevent getting lost.
Settings used in this script:
- burgle_settings: Hash of all the burgle settings
- burgle_settings:room: The Room id that burgle should be done in. Guards should never come to this room, so pick carefully
- burgle_settings:entry_type: The type of entry -
rope
orpriorityrope
orlockpick
orprioritylockpick
orcycle
You must have a heavy rope if usingrope
orcycle
. You must have a lockpick, or a worn lockpick stacker with lockpicks on it if usinglockpick
orcycle
. You must have both if you are using theprioritylockpick
orpriorityrope
settings. the priority settings will use that entry method unless your mindstate is above the max value.
- burgle_settings:max_priority_mindstate: Tha maximum mindstate to use when using one of the priority entry settings, before switching to the other entry method.
- burgle_settings:use_lockpick_ring:
true
orfalse
Check for a lockpick ring/stacker if using lockpick as entry_type.true
orfalse
- burgle_settings:lockpick_container: The name of your lockpick ring/stacker.
- burgle_settings:max_search_count: Limits the number of searches you do. Setting this too high will result in arrest, and large fine. Start low and increase as needed.)
- burgle_settings:retry: Retry searches if you don't find loot.
true
orfalse
- burgle_settings:loot: What to do with loot. Supported options:
drop
,keep
,pawn
,bin
. Note that you will always attempt to store loot while in the house, to avoid problems inside with items with custom drop scripts.bin
is only supported for thieves.
- burgle_settings:loot_container: Where to put loot while in the house. This is required as the script will not attempt to drop loot in the house.
- burgle_settings:safe_mode: Stop searching and try to get out as quickly as possible when hearing footsteps.
true
orfalse
- burgle_settings:room_blacklist: List of room types (using Sentence Case) that you don't want to search for loot in.
- burgle_settings:item_whitelist: List of full item names (adj + noun) that you want to keep regardless of any other setting.
- burgle_settings:before: List of scripts you want to run before burglary. This is run right before the waggle set.
- burgle_settings:after: List of scripts you want to run after burglary. This is run right after the burglary before processing the loot.
- waggle_sets['burgle']: Optional. A waggle set called 'burgle' to cast right before burglary.
UserVars used in this script:
Other scripts used by this script: jail-buddy
carve
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
carve-bead
Automates the creation of a prayer bead, either from a held block or foraged and crafted block.
Script usage: Run the script to create a prayer bead based on config information. If started while holding a block, will use that block, otherwise forages and creates one. Will use primer if configured, but not buy you one.
Script arguments:
- debug: Optional. Forces script into debug mode
- primer: Optional. Override yaml setting for primer use.
- aspect: Optional. Override yaml setting for animal to carve.
- help: Optional. Displays usage information and exits
Settings used in this script:
- carve-bead: Main setting block which holds the other settings.
- carve-bead:debug: Turns on debug logging
- carve-bead:primer: True/False for if a primer should be used. Defaults to false.
- carve-bead:knife-adjective: Optional. Adjective for the knife to use for carving, if not 'carving'.
- theurgy_supply_container:
- immortal_aspect:
- crafting_container:
- crafting_items_in_container:
- engineering_belt:
- water_holder:
UserVars used in this script:
Other scripts used by this script:
carve-lockpicks
Carves lockpicks from keyblanks on your person, then puts those lockpicks on rings.
Script usage: Store the keyblank pockets in any open container. Designate via yaml settings below a bag for your grandmaster's picks, master's picks, and anything less than master's (professional, ordinary, etc). Place rings for each type(master/grandmaster) in the same bag you designate for the completed picks.
Script arguments:
;carve-lockpicks ring
- Put completed batches of lockpicks on rings, need rings in the same bag as the lockpicks (grands rings in grands bag). Not necessary if you have the yaml setting true below:
;carve-lockpicks ratio_last
- Displays most recent percentage of grandmaster to master picks carved from last run
;carve-lockpicks ratio_all
- Displays overall percentage of grandmaster to master picks carved from all runs
;carve-lockpicks ratio_reset
- Delete all past recorded carving projects data
;carve-lockpicks help
- Displays the above messages
Settings used in this script:
- Settings below are required to use the script, defaults are NOT in base:
lockpick_carve_settings: grand_container: #bag for complete grandmaster's lockpicks master_container: #bag for completed master's lockpicks trash_container: #bag for anything less than master/grandmaster initial_grand: #true/false as to whether to initial your grandmasters' lockpicks full_rings_container: #bag for full rings, can't be either grand/master bag ring_picks: #true/false as a default to put carved picks on rings carve_past_ring_capacity: #true/false to continue carving after you've run out of lockpick rings
UserVars used in this script:
- UserVars.grands_ratio: Stores ratio of grandmaster's picks carved to master's picks for parsing.
Other scripts used by this script:
charge-holy-weapon
Charges holy weapon if below 200 estimated remaining uses. Usable in Crossing or Shard Chadatru temples, or in a player-specified room using a holy icon. There is a large cooldown, and if too low circle & charisma, this could be bad. Best used independently on lower circle Paladins.
Script usage: Run it as a before or after within training manager, as a normal part of T2's system, or as an independent script.
Script arguments:
Settings used in this script:
- holy_weapon: Main setting which holds the other settings.
- holy_weapon:weapon_name: Name of the holy weapon, MUST match gear setting entry exactly.
- holy_weapon:icon_name: Name of the icon to use for the ritual.
- holy_weapon:icon_container: Name of the container which holds the icon, optional.
- holy_weapon:icon_room: Room number to use for the icon ritual.
UserVars used in this script:
Other scripts used by this script:
chop-wood
Chops trees in a room while watching for danger
Script usage: Watches and chops out your current room, stowing or deeding anything in your tree list. Will run to a healer if injured.
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
circlecheck
Circle check tells you how far you are from your next or target circle.
Script usage: Display circle progress:
;circlecheck
Display only skills needed for the next circle:
;circlecheck short
;circlecheck brief
;circlecheck next
Display progress towards circle 35
;circlecheck 35
Script arguments:
- debug: Turns on debugging messages.
- short: Uses short output mode, aliases brief, next
- target: Display progress towards target circle.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
cleric-quests
Automatically does cleric quests you are eligible for. Currently does tamsine, eluned, eluned2, kertigen, hodiera, meraud, and glythtide commune quests if you are the right level.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
coordinator
Training manager script
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
combat-trainer
Train combat skills in your current room.
Script usage: Trains combat skills in your current room, maintains listed buffs, uses TM/debil as specified, trains certain non combat actions on timers. Skins, loots.
Script arguments:
- d#: Dance threshold, keep N mobs alive to train defenses against, where dN is the provided argument.
- r#: Retreat threshold, stay at missile range when N mobs are present and use ranged combat options, where rN is the provided argument.
- construct: overrides empath non attack settings.
- debug: Enables debug mode.
- custom: Extra arguments will be used to load in extra yaml files.
;combat-trainer back
would load inYourName-back.yaml
.
Settings used in this script:
- aiming_trainables: Lets you train weapons in the offhand while aiming crossbows, slings, and bows. The weapon must be usable in the offhand for attacking/throwing, swappables are supported. Large weapons require weapons prime, and other conditions need to be met, etc. It works in conjunction with the settings attack_overrides (hurl/invoke supported) and using_light_crossbow.
- using_light_crossbow: Lets you designate that your Crossbow is light, this enables swinging attack options with aiming_trainables.
- storage_containers: List of containers to make sure are open before starting hunting.
- dance_threshold: Same as d# argument.
- retreat_threshold: Same as r# argument.
- dance_skill: Weapon skill to have active when dancing with enemies, ideally allows parry. Note this is the SKILL not the weapon.
- combat_trainer_action_count: Cycles to next weapon after specified number of actions (generally offensive actions).
- combat_trainer_target_increment: Number of mind states of exp to get before cycling weapons.
- weapon_training: Hash of weapon skills to the weapon names that you use to train that skill. Brawling should map to an empty string. This controls what weapons are cycled through for training.
- gear: List of gear that will be used in this script. Armor and Weapons.
- gear:name: Noun of the item.
- gear:is_leather: true if this is repaired at the leather repair npcs.
- gear:hinders_lockpicking: true if should be removed for lockpicking.
- gear:skip_repair: true if you want to skip repairing this item.
- gear:is_worn: true if the item is worn such as armor, shields, wearable weapons.
- gear:swappable: true if this is a swappable weapon.
- gear:tie_to: This is the name of what this weapon is tied to, e.g toolstrap.
- gear:adjective: Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn't work then these settings are wrong.
- gear:bound: true if the item bonded for hurl/invoke.
- gear_sets:standard: A list of ADJ NAME for each item that should show up in INV COMBAT when you're ready for combat. If it shows up in inv combat it must be here. This gear set will be equipped at the start of combat.
- summoned_weapons: List of summoned weapons/moonblades.
- summoned_weapons:name: The skill to make a summoned weapon for.
- summoned_weapons:turn: true to turn the summoned weapon
- summoned_weapons:pull: true to pull the summoned weapon
- summoned_weapons:push: true to pull the summoned weapon.
- summoned_weapons_element: Element to summon your weapon as, defaults to stone.
- summoned_weapons_ingot: noun of ingot to use for rare metal summoning.
- stances: Used to override defense selection for a given weapon skill, normally used to prevent parrying with ranged weapons or offhand. See base.yaml for usage.
- use_stealth_attacks: true to attempt to hide before attacking to use ambush/poach while stealth skill is not mindlocked. This will also attempt to hide before casting Vivisection.
- ambush: true to use stealth attacks to train backstab. Should only use either ambush or backstab flags at one time
- ambush_location: Set the ambush target for better backstab training for thieves.
- backstab: Valid settings are 'Small Edged', 'Offhand Weapon' or both. This will attack with either backstab or backstab left for the chosen skill. Ensure you have a suitable weapon for backstabbing setup in your 'weapon_training:' section for the desired weapon skill(s). This defaults to ambush if the mob can't be backstabbed.
- charged_maneuvers: Hash of charged maneuvers to use for each weapon skill.
- fatigue_regen_threshold: Will use bob instead of an attack when fatigue drops below this.
- aim_fillers: list of actions to take to fill time while aiming.
- aim_fillers_stealth: Used in place of aim fillers if stealth experience is not capped.
- dance_actions: List of actions to take while dancing with enemies.
- dance_actions_stealth: Used in place of dance actions while stealth is not capped.
- ignored_npcs: List of npc names to ignore, used to keep combat from trying to count/interact with pets, familiars, and roaming npcs. This is the single noun that identifies them, bear, warrior, Brokk. Currently caps sensitive.
- stance_override: remove custom stance logic and simply set stance to provided string. E.g. 100 80 0
- skinning: Hash of skinning related settings.
- skinning:skin: true to skin kills.
- skinning:arrange_all: true if you can use the arrange ALL command.
- skinning:arrange_count: Number of times to arrange
- skinning:arrange_types: Hash of creature noun to the type of arranging to do, eg rat:part. All arranging defaults to skin.
- skinning:tie_bundle: true to tie your bundles up to reduce weight and item count.
- lootables: Base list of nouns to loot, the noun must be at the end of the object name and not part of another word. Changes to this are better made through loot_additions and loot_subtractions. Pearl would loot "a tiny yellow pearl" but not "a pearl studded coat" nor would rock cause you to loot "a large crock".
- loot_additions: List of nouns to add into the base loot list, a common example is box nouns.
- loot_subtractions: List of things to remove from your looting list, for example ammunition you don't use.
- thanatology: Necromancer related settings, only partially implemented.
- thanatology:heal: If true, use necromancer-specific healing rituals and spells.
- thanatology:ritual_type: Name of the ritual to perform, i.e dissect
- spare_gem_pouch_container: Container that holds your spare gem pouch should your equipped one become full.
- gem_pouch_adjective: Adjective your gem pouch responds too.
- buff_spells: Hash of buff spells to maintain on you while hunting, the key to the hash must match the spells name exactly e.g buff_spells:See the Wind. Will generally cast buffs in the order listed here.
- buff_spells:Spell Name:abbrev: Abbreviation to use for prepping the spell.
- buff_spells:Spell Name:recast: Remaining duration in minutes on a buff to trigger a recasting. -1 will wait until the spell falls off.
- buff_spells:Spell Name:recast_every: Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don't make sense.
- buff_spells:Spell Name:expire: A string that when seen will trigger this spell to be recast
- buff_spells:Spell Name:mana: Amount of mana to prep the spell with.
- buff_spells:Spell Name:cambrinth: List of charges to put into cambrinth, will use worn cambrinth that can't be charged worn, however don't list more than two charges or strange things can happen.
- buff_spells:Spell Name:prep_time: Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.
- buff_spells:Spell Name:before: A custom action to take immediately before casting the spell.
- buff_spells:Spell Name:before:message: The message to send to the game.
- buff_spells:Spell Name:before:matches: List of strings that are possible responses for the message.
- buff_spells:Spell Name:after: A custom action to take immediately after casting the spell.
- buff_spells:Spell Name:after:message: The message to send to the game.
- buff_spells:Spell Name:after:matches: List of strings that are possible responses for the message.
- buff_spells:Spell Name:moon: true if spell requires a moon to cast.
- buff_nonspells: Nonspell buffs. Each has the format "action: timer", where 'action' will be output to the game every 'timer' number seconds.
- buff_nonspells:barb_buffs: Specific subsection for barbarian buffs. These require no timer, instead they trigger off of expiration and activation messaging. List by buff name, i.e. "Python", capitalization required.
- buff_nonspells:khri: Specfic sub section for Thief Khri. These require no timer. List skill by name. Capitalization not required.
- offensive_spells: TM and Debil spells to use. Debil spells will be recast when a mob dies or the expiration message is seen.
- offensive_spells:skill: Targeted Magic or Debilitation.
- offensive_spells:abbrev: Abbreviation used for preparing the spell.
- offensive_spells:recast_every: Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don't make sense.
- offensive_spells:expire: String that will trigger a recast of the spell when seen.
- offensive_spells:mana: Amount of mana to prep the spell with
- offensive_spells:cambrinth: List of charges to put into cambrinth, will use worn cambrinth that can't be charged worn, however don't list more than two charges or strange things can happen.
- offensive_spells:prep_time: Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.
- offensive_spells:before: A custom action to take immediately before casting the spell.
- offensive_spells:before:message: The message to send to the game.
- offensive_spells:before:matches: List of strings that are possible responses for the message.
- offensive_spells:after: A custom action to take immediately after casting the spell.
- offensive_spells:after:message: The message to send to the game.
- offensive_spells:after:matches: List of strings that are possible responses for the message.
- offensive_spells:tattoo_tm: Will tell the system to target the invoked tattoo spell, if it's Targeted Magic.
- cambrinth: Cambrinth item to charge for casting.
- cast_messages: Casting messages, if we're missing your custom message let us know!
- prep_messages: Spell Prep messages, see cast_messages.
- empath_healing: a VH entry here will control the mana used when vit drops. List of values is prep followed by cambrinth charges.
- osrel_amount: Amount to infuse into OM each try.
- osrel_no_harness: true if you don't need to harness before infusing.
- kneel_khri: true if you have to kneel to activate khri.
- khri_preps: Khri activation messages, let us know if yours is missing.
- manipulate_threshold: Number of enemies before attempting to manipulate.
- training_abilities: Special one off trainers during combat. Hash is training type keyed to cooldown in seconds.
- training_abilities:PercMana: Moon mage attunement training, retreats first.
- training_abilities:Perc: Attunement training with perc.
- training_abilities:Perc Health: Empathy training with perc heal.
- training_abilities:Astro: Predict weather for astrology training.
- training_abilities:App: Train appraisal by appraising enemies. Requires Approx 100 ranks for learning.
- training_abilities:App Quick: See above.
- training_abilities:App Careful: See above.
- training_abilities:Locks: Train locksmithing by picking pet boxes in combat.
- training_abilities:Tactics: Train tactics with weave, bob, and circle.
- training_abilities:Analyze: Train tactics by analyzing your opponent.
- training_abilities:Hunt: Train perception and possibly scouting with the hunt command.
- training_abilities:Pray: Pray to an immortal for theurgy.
- training_abilities:Meraud: Maintains the Meraud Commune.
- training_abilities:Scream: Train bardic lore with scream conc.
- training_abilities:Stealth: Train stealth with hiding and stalking.
- training_abilities:Ret Stealth: Retreat before stealth with hiding and stalking.
- training_abilities:Teach: Teach hunting_buddies if there are any in the room on this timer.
- training_abilities:Recall: Uses 'recall' on a mob in the room, which trains Scholarship
- training_abilities:Khri Prowess: Trains Debilitation with Khri Prowess.
- training_abilities:Berserk Avalanche: Trains Utility with Berserk Avalanche.
- training_abilities:Berserk Landslide: Trains Warding with Berserk Landslide.
- training_abilities:Ambush Stun: Uses settings stun_weapon, stun_weapon_skill and stun_skill
- stun_weapon: The weapon you want to use to Ambush Stun. IE club or broadsword
- stun_weapon_skill: The skill that stun_weapon trains or you would like to swap it to train IE Small Blunt or Large Edged
- stun_skill: Set to either Backstab or Debilitation for the skill to watch while using Ambush Stun
- fatigue_regen_action: Action to take when low on fatigue.
- dual_load: true if you're capable of dual load
- dedicated_camb_use: Set to 'cyclic' or 'spell' with respect to the magical feat
- cycle_armors: List of armor types and corresponding items from gear to rotate for training purposes
- whirlwind_trainables: Barb specific section for telling the combat-trainer which weapon skills you want to train with whirlwind. It requires one-handed templates, doesn't support two handed weapons, and will use the weapon listed under weapon_training.
- barb_famine_healing: Barb specific section for automatic usage of Berserk Famine when low health. Has two settings listed below as well as knowledge of Berserk Famine as requirements.
- barb_famine_healing:health_threshold:: Famine will be used when below this threshold.
- barb_famine_healing:inner_fire_threshold: Will not use Berserk Famine unless above this threshold.
- wield: Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true in your gear settings), it will return them back from where they came with the wield and sheath commands.
- hide_type: Value of "stalk" changes hide type to "slip stalk". This will perform the command "stalk" instead of "hide" which activates "slip stalk". "Slip stalk" is only available for a number of professions and must be learned. Default value: hide. Uses hide as normal.
- force_unhide: Value of true will always unhide after hiding via Stealth timer under training_abilities:.
- dont_stalk: Value of true prevents stalk usage after hiding when hiding via Stealth timer under training_abilities:. Default value is false.
UserVars used in this script:
- combat_trainer_debug: Turns on debugging messages.
Other scripts used by this script: tendme
corn-maze
Runs the Hollow Eve corn maze.
Script usage: Run inside the large-form corn maze, anywhere in the starting 'labyrinth' or entrance area. This does NOT work with the single-task versions. The script will finish any pre-existing corn-maze task, then search the maze for incidental loot. Make sure to allow ten minutes between runs for the loot to respawn.
Script arguments:
- noloot: Run as normal, but only pick up free corn maze passes from the incidentals.
- restart: Run as normal, but skip incidental looting entirely. Useful if you already looted this run and needed to restart the script for some reason.
- manual: Replaces loot-corn-maze.lic. Control your run manually. Pick up and complete tasks on your own. This will sit in the background, and search and loot any incidental objects you come across automatically.
- short: Runs the fast 10-task challenge for the harried Halfling.
Settings used in this script:
- maze_junk: What to throw away during incidental looting. See defaults in base.yaml, and copy to your setup yaml to change them.
- cornmaze_containers: A list of bags to try and put incidental loot into, top ones first. If all of them are full it'll try and STOW the item, and if that fails it'll drop it. By default, no bags listed.
cornmaze_containers: - backpack - rucksack - satchel
UserVars used in this script:
Other scripts used by this script:
craft
Crafts one item.
Script usage:
Script arguments:
- outfitting: Knit.
- forging: Forge a Blacksmithing item.
- engineering: Shape one item.
Settings used in this script:
- yarn_quantity: How much yarn to keep on hand for knitting, defaults to 100.
- craft_max_mindstate: What mindstate to make running the script a noop. Defaults to 31
UserVars used in this script:
Other scripts used by this script:
crossing-repair
Repair items in your gear list.
Script usage: Originally intended to be used in The Crossing. The script now works outside The Crossing with hometown set to: Riverhaven, Therenborough, Shard, Aesry, Mer'Kresh, Hibarnhvidar, Boar Clan, Fang Cove, Muspar'i, Hara'jaal, Leth Deriel, Rossman's Landing, Langenfirth, or Ratha
Script arguments:
Settings used in this script:
- repair_withdrawal_amount: Amount in coppers to withdraw to cover repairs.
- gear: List of gear that will be used in this script. Armor and Weapons.
- gear:name: Noun of the item.
- gear:is_leather: true if this is repaired at the leather repair npcs.
- gear:hinders_lockpicking: true if should be removed for lockpicking.
- gear:is_worn: true if the item is worn such as armor, shields, wearable weapons.
- gear:swappable: true if this is a swappable weapon.
- gear:tie_to: This is the name of what this weapon is tied to, e.g toolstrap.
- gear:adjective: Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn't work then these settings are wrong.
- gear:bound: true if the item bonded for hurl/invoke.
UserVars used in this script:
- crossing_repair_debug: Turns on debugging messages.
Other scripts used by this script:
crossing-training
Trains non-combat skills. Despite the name, crossing-trainer this works in other towns using the hometown setting.
Script usage: Cycles through skills training the lowest one in field experience at the time.
Skills that can be trained: Appraisal, Athletics, Astrology, Attunement, Augmentation, Warding, Utility, Debilitation, Empathy, Engineering, First Aid, Forging, Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting, Perception, Performance, Scholarship, Scouting, Sorcery, Stealth, Summoning, Theurgy, Thievery, Trading.
Additionally, the following skills can be trained only via research: Arcana, Life Magic, Holy Magic, Lunar Magic, Elemental Magic, Arcane Magic.
Script arguments:
Settings used in this script:
- train_with_burgle: Set true to turn on burgle for locksmithing, thievery, stealth, and/or athletics. Needs burgle_settings:.
- classes_to_teach: List of subjects to teach people in your safe room
- climbing_target: Object to practice climbing on. Setting this causes you to climb practice during athletics training. Look in base-athletics for a list of climbing targets.
- use_research: Whether or not to use research when training magic skills. Requires train_with_spells to be true.
- outdoor_room: Used for spells requiring moons.
- perform_options: List in base-perform.yaml of playstyles sorted by difficulty.
- storage_containers: A list of containers to open before starting training.
- crossing_training_requires_movement: Skills which require movement as part of their training. This is used to avoid spamming the safe room with repeated entry/exit messages.
- trash_nouns: Nouns that can be thrown away without warning
- crossing_training: List of skills to train. Supported Skills - Appraisal (requires zills), Athletics, Arcana/Primary Magic(requires research enabled), Astrology, Attunement, Augmentation, Warding, Utilty, Debilitation(barb only?), Empathy, Engineering(workorders), First Aid (needs compendium), Forging (workorders or raw smithing), Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting(workorders or knitting), Perception, Performance(zills), Scholarship(blacksmithing book), Scouting(enough ranks for trails), Sorcery, Stealth (low ranks only), Summoning, Theurgy(see theurgy script), Thievery, Trading(workorders).
- safe_room: Room Id where you do any stationary training and listen for classes.
- exit_on_skills_capped: Whether or not to exit the game when all skills are locked
- crossing_training_sorcery_room: The room to use when training sorcery. MAKE SURE THIS ROOM IS LAWLESS by typing 'justice'.
- crossing_training_sorcery: Action to take when training sorcery
- listen: Whether or not you should attempt to listen to classes while training
- train_with_spells:
- cyclic_training_spells: Cyclic Spells to use when training.
- cyclic_cycle_skills: Skills to train with cyclic spells during crossing-training.
- training_spells: Spells to use when training magic skills. TODO: Make this its own page.
- research_skills:
- exp_timers: Cooldown timers between attempts to train a given skill
- training_nonspells:
- kneel_khri:
- khri_preps: If you use Khri for training, make sure their prep messages are recorded here
- prep_scaling_factor: This scaling factor is multiplied by your discerned max mana for a spell. The mana to be removed is rounded up, so anything < 1.0 will always result in at least one mana removed.
- cambrinth_cap: The maximum amount of mana your cambrinth can hold
- osrel_amount:
- osrel_no_harness:
- held_cambrinth: Whether or not you need to hold your cambrinth to charge it
- stored_cambrinth: Whether or not your cambrinth item is stored (false indicates worn)
- cambrinth: The noun for the cambrinth you use. Multiple cambrinth is not yet supported.
- prep_messages: If you cast spells for training, make sure their prep messages are recorded here
- cambrinth_cap: The maximum amount of mana your cambrinth can hold
- forage_item:
- hand_armor: Noun of any armor that needs to be removed when braiding
- braid_item:
- athletics_options:
- trail_override:
- art_options:
- train_workorders: Disciplines to train via workorders when training that skill
- work_order_disciplines: Disciplines to train via workorders when training Trading
- tithe: Whether or not to tithe (two boxes are supported), with a cooldown of 4 hours
- cleaning_cloth: The type of cleaning cloth to use when zills are dirty
- dedicated_camb_use: Set to 'cyclic' or 'spell' with respect to the magical feat
- wield: Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true in your gear settings), it will return them back from where they came with the wield and sheath commands.
- dedicated_camb_use: Set to 'cyclic' or 'spell' with respect to the magical feat
UserVars used in this script:
- crossing_trainer_debug: Turns on debugging messages.
Other scripts used by this script: attunement, pick, sell-loot, theurgy, safe-room, workorders, sew, smith
crowns
Plays the Hollow Eve's game dice/crowns.
Script usage:
Script arguments:
Settings used in this script:
- dice_bet_amount: Put this in your yaml and set to some whole number, like dice_bet_amount: 10.
- dice_money_on_hand: How much money to withdraw from the bank.
- dice_withdraw: Withdraw money from the bank setting.
- hollow_eve_loot_container: Storage container name.
UserVars used in this script:
Other scripts used by this script:
dusk-labyrinth
Searches for pets, bloodscrip, and loot in Duskruin Labyrinth.
Script usage: Configure your settings, enter the labyrinth, then start the script. The script will wait for messaging about a critter scurrying about and either try to catch it or move to another room. If no pet has been found by the 5 minute warning then it begins to search each room to collect bloodscrip and incidentals.
Script arguments:
- debug: (optional) Turns on debugging messages.
Settings used in this script:
- duskruin:labyrinth:pet_noun: (required) Kind of pet searching for, such as monkey or rat.
- duskruin:labyrinth:loot_container: (optional) Which container to put the bloodscrip and items you find when searching. If not specified then relies on STOW left/right.
- duskruin:labyrinth:redeem_scrip: (optional) Set to true to auto redeem any found bloodscrip. Default is false.
UserVars used in this script:
- dusk_labyrinth_debug: (optional) Turns on debugging messages.
Other scripts used by this script:
echo
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
edityaml
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
empathylink
Will link to your hunting_buddies while in combat running combat-trainer. Will attempt to link with Hodierna, if known, or Unity if not.
Script usage: Start the script in your autostarts or manually start with ;empathylink when you want to use. Script is meant to run in the background.
In your yaml put the following to never heal these people (replace the example names with yours):
noheal_empathylink: - Bob - Joe - Jill
Script arguments:
Settings used in this script:
- has_hodierna: Set to true in your yaml to use Hodierna link.
- noheal_empathylink: List of names you never want to heal even if in hunting_buddies list. This setting is in this script.
UserVars used in this script:
Other scripts used by this script:
equipmanager
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
- equipmanager_debug: Turns on debugging messages.
Other scripts used by this script:
expreset
Resets your EXP window in Wrayth. This is useful for removing erroneous game output that gets 'stuck' in your exp window (usually during connection).
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
faux-atmo
Bring your verby items to life! Turn toys and items with fun verbs into atmospherics by periodically performing a random verb on a random item based on your settings.
Script usage: Configure which items and verbs you want to periodically do then start the script. It runs in the background.
Script arguments:
- debug: Enable debug mode.
Settings used in this script:
- Example Settings:
# Number of minutes to wait between performing a verb on an item. faux_atmo_interval: 15 # Set to true to randomly select an item and verb to perform. # Set to false to round-robin select items and verbs to perform. faux_atmo_random: true # Items that don't have an inherent atmo effect # but whose verbs if done periodically would. faux_atmo_items: - name: blue basilisk verbs: - pet - pinch - poke - name: hooded cloak verbs: - rub - pat - wave # Don't perform verbs on items if these scripts are running. faux_atmo_no_use_scripts: - combat-trainer - go2 - get2 - bescort - steal - burgle # Don't perform verbs on items if in these rooms. faux_atmo_no_use_rooms: - Carousel Chamber # Room with vault - Carousel Booth # Room just before vault - 1900 # You can specify room ids, too
UserVars used in this script:
- faux_atmo_debug: Enable debug mode.
Other scripts used by this script:
favor
Gets one favor by rubbing an orb repeatedly.
Script usage: It is intended to be used in The Crossing.
If an argument is passed to the script, that Immortal's name will be used. The default is Hodierna.
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
fill-dirt
Fills a dirt stacker with dirt.
Script usage: Run the script in any room where dirt is forageable.
Script arguments:
Settings used in this script:
- dirt_stacker: Name of dirt stacker to fill. Must be worn.
UserVars used in this script:
Other scripts used by this script:
find
Finds an NPC in The Crossing.
Script usage:
Script arguments:
- npc: A unique name (or noun) of the NPC to find.
- follow: If present, the script will follow the NPC around.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
find-darkbox
Finds and plays the Hollow Eve's game Darkbox.
Script usage:
Script arguments:
- override: Optional arg. Passes override to heal-remedy to use remedies instead of herbs if you already have herbs setup in your yaml.
Settings used in this script:
- he_use_herbs_remedies: Put this as true in your yaml if you want to use heal-remedy.
- hollow_eve_loot_container: Storage container name.
UserVars used in this script:
Other scripts used by this script:
first-aid
Trains the First Aid skill by reading compendiums or textbooks More in-depth look at first-aid.lic: https://github.com/rpherbig/dr-scripts/wiki/First-Aid-Strategy
Script usage:
Script arguments:
Settings used in this script:
- textbook: False if using a compendium, true otherwise.
- textbook_type: If not using a compendium, the name of the thing to study.
- compendium_type: Will default to compendium but also supports burgled manuals and guides.
UserVars used in this script:
Other scripts used by this script:
faskinner
Trains the First Aid skill with training items such as a small blue-belly crocodile with prominently stitched seams or a small fuzzy caracal with tufted ears and double-stitched seams.
Script usage:
Script arguments:
Settings used in this script:
- Example Settings:
# Trainer noun should match exactly, such as crocodile or caracal fa_skinning_trainer: # Container where you store your trainer, if it's not worn. fa_skinning_trainer_container: # If you don't wear a skinning knife, this is the # bladed weapon you want to use to skin with, such as a dagger. fa_skinning_knife: # If you specify 'fa_skinning_knife:' then this is # the container where that bladed weapon is stored. fa_skinning_knife_container: # Options: First Aid, Skinning, Both or leave blank for whichever happens first fa_skinning_priority:
UserVars used in this script:
Other scripts used by this script:
feed-cloak
Feeds living vine cloaks that you are wearing so that they stay refreshed and healthy.
Script usage: Run on demand or part of a training routine to feed your cloak regularly. Does not run in the background.
Script arguments:
Settings used in this script:
- Example Settings:
# If your cloak can't feed in your current room # then feed-cloak will move to this specified room id. # If not specified, or if the cloak can't feed here either, # then the script will move to your `safe_room`. feed_cloak_room: 992 # Crossing, [Northeast Wilds, Outside Northeast Gate]
UserVars used in this script:
Other scripts used by this script:
forge
Forges an item. Adapted from a script by Mallitek.
Script usage: EXAMPLES:
;forge weaponsmithing 2 sword steel sword
;forge blacksmithing 6 "shallow metal cup" bronze cup
;forge blacksmithing 6 scratcher bronze scratcher
;forge temper sword
Script arguments:
- type: Type of book (blacksmithing, armorsmithing, weaponsmithing)
- chapter: Chapter of the book
- recipe: the name of the recipe
- metal: metal type of the ingot in your bag
- noun: item noun to make
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
gbox
Hand all boxes from a container (the first argument) to a character (the second argument).
Script usage:
Script arguments:
- container: The container
- character: The character
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
glyph-of-mana
A script that will keep glyph of mana up always.
Script usage: Meant to be used as a during: in combat but can be used anywhere.
# Example usage: hunting_info: - :zone: cinder_beasts args: - d1 stop_on: - Small Edged :duration: 55 before: - go2 12345 - mech-lore - athletics during: - glyph-of-mana
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
gmoney
Hand money to the given character. The money is given 10 plat at a time, depositing first to minimize coinage (i.e. hand off plat instead of copper where possible). Useful for F2P players who cannot deposit more than 10 plat at once.
Script usage: Start the script while you and the other player are standing at a bank teller.
Script arguments:
- character: The character
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
heal-remedy
Uses crafted remedies for healing
Script usage: This script will cycle through the remedies, from base-remedies.yaml, from the most potent to least potent. The script will pause a little bit, letting the remedies work to make scars, then apply scar remedies. Will need one hand free to use.
Script arguments:
- override: Override setting to force using remedies instead of herbs if herbs are already defined in your yaml.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
healme
A self healing script for empaths.
Script usage: Will heal your own wounds, leaving external bleeders as desired. Uses the 'healing' waggle set to configure how to cast your spells. Backwards compatible with 'empath_healing' setting.
YAML Configuration
# healme script specific settings for empaths. # Highly recommend that you define a 'healing' waggle set # for maximum control over how you cast your healing spells. # If no 'healing' waggle set is defined then healme script # will use 'empath_healing:' settings as backup. healme: # Toggle debug mode. Can also use `debug` script argument. # Default is false. debug: false # Wound severities below this threshold will be ignored. # Range is 0 to 13 based on 'perceive health self'. # If you have HEAL or REGENERATE, then you may choose # to set a low threshold (1 or 2) since those can be healed over time # rather than waiting for the script to heal them all in one sitting. # Default is 0. severity_threshold: 1 # When waiting for a spell to be prepared and if you have wounds to tend, # such as bleeders or lodged ammo or parasites, then this is the max # number of those wounds to tend before casting to be efficient. # Even if you set this to 0, healme script will tend wounds just not # between preparing and casting a spell. # Default is 1. max_wounds_to_tend_while_prep_spells: 1 # This is a sample 'healing' waggle set for the healme script. # You can configure which spells you want to use and how to cast them. waggle_sets: # Used by the 'healme' script # Spells are cast as needed, but as you define them here healing: # Required spells Heal Wounds: mana: 1 cambrinth: - 5 - 5 prep_time: 10 Heal Scars: mana: 1 cambrinth: - 5 - 5 prep_time: 10 # Important spells (optional) Blood Staunching: # cast if bleeding use_auto_mana: true Vitality Healing: # cast if low on vitality use_auto_mana: true # Niche spells (optional) Flush Poisons: # cast if poisoned use_auto_mana: true Cure Disease: # cast if diseased use_auto_mana: true # Helpful spells (optional) Heal: # cast to speed up healing use_auto_mana: true Regenerate: # cast to speed up healing use_auto_mana: true
Script Usage
# Heal yourself using default settings. ;healme # Heal all wounds EXCEPT external wounds of # the listed body parts to preserve pet bleeders. ;healme "chest, left arm" # Heal wounds whose severity is greater than 2. # Overrides the healme.severity_threshold setting. ;healme 2 # Echo debug information. ;healme debug
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
herb-stock
Restocks herbs for healing with herbs in combat
Script usage: This script will restock either default herbs or herbs defined in the user's yaml
Script arguments:
- town: Override your character's hometown with a different town to use for stocking herbs.
Settings used in this script:
- herbs: Set this to true to restock default herbs based on your character's hometown. Alternatively, define a list of herbs to add to or override the default list.
- herbs_override_herbstock: Set this to true to ONLY use the herbs defined in the herbs setting.
UserVars used in this script:
Other scripts used by this script:
horse-trainer
Teaches all skills to a horse.
Script usage: This script will go through the list of skills and try to teach a horse. The order teaches is leadrope, saddle, animal, joust, kneel, prance, beg, spin, jump, combat, magic, war. You must be a Ranger to run this.
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
hunting-buddy
Trains combat skills (using combat-trainer) in defined hunting areas
Script usage: Will move through a series of defined hunting spots, training at each one until specified conditions are met. Stops at the first empty room it finds in the hunting area, will search for hiding players and wait 10 seconds for them to take any actions in rooms with monsters, moving on if a player is already there.
Script arguments:
Settings used in this script:
- training_manager_hunting_priority: Set to true and and you will stay in hunting spots until stop_on skills are at 32/34, set to false and you will stay until stop_on or duration is met.
- hunting_zones: The set of hunting areas defined in base.yaml that can be directly reached with go2.
- escort_zones: The set of hunting areas defined in base.yaml that requires custom pathing to reach.
- hunting_info: In order list of hunts.
- hunting_info:zone: Name of hunting zone, must match one of the two zone lists above.
- hunting_info:args: List of arguments to call combat-trainer with at this hunting area.
- hunting_info:full_waiting_room: Room to wait in while the zones are full, defaults to safe_room number if not present.
- hunting_info:duration: Time in minutes to hunt here if hunting_priority is false.
- hunting_info:stop_on: List of skills that will stop hunting when they are all at 32/34
- hunting_info:boxes: Sets the hunt as a box priority hunt, will stop or skip if you have box_loot_limit number of boxes if set to true
- hunting_buddies: List of PC's that you're ok to share a hunting room with, remember proper Capitalization.
- hunting_nemesis: List of PC's you do not want to hunt with, remember proper Capitalization.
- empty_hunting_room_messages: List of messages to use when asking if a room is empty. A random message will be used each hunt.
- prehunt_buffs: Room number where you can cast buffs before beginning hunt. List buffs under waggle_sets: with same heading prehunt_buffs:.
- hunting_room_min_mana: Minimum mana level of an acceptable hunting room.
- hunting_room_strict_mana: If false, it will find any empty room in the event that no empty rooms are found above the minimum mana level.
- uservars=
UserVars used in this script:
Other scripts used by this script: combat-trainer, buff
inventory-manager
Stores current "inv list" data in a YAML file for searching from any character... works across multiple accounts.
Script usage: Store and access any character's "inventory list". Prints a list of character names stored, prints individual inventory, and searches all inventory for any keyword(s).
Script arguments:
- save: Executes game command "inv list" and saves all items to database labeled as either worn or in container.
- search: Searches database for text provided. Requires an item for which to search.
- list: Shows all character(s) names stored within the database. Optional input of a character's name to list their inventory.
- remove: Removes character and associated data from database, requires a name.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
invoke-rune
Use to cast spells from runestones. The runestones are the ones purchased from Sierack's Reagents, https://elanthipedia.play.net/Sierack%27s_Reagents, in Shard. Can add more from Enchanting or other places.
Script usage:
- invoke-rune "<spell name>" example
- ;invoke-rune "Clear Vision"
Script arguments:
- spell: Name of the spells: "Arc Light" Althleticism Bless Calm "Clear Vision" Compost "Eagle's Cry" "Fire Shards" "Glythtide's Gift" Geyser "Protection from Evil" Refresh Shadows Zephyr. Use double quotes for spells with two or more words.
- debug: Puts script in debug mode.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
jail-buddy
Handles being arrested in the crossing
Script usage: Keep running.
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
join-thieves
Joins the thieves guild in Crossing.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
journal
A script to use an epistemic journal. Best used as an after:
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
- journal_noun: Set the noun of your journal, defaults to journal
Other scripts used by this script:
lamprey
Plays the Hollow Eve's game lamprey. Can only play this game once every 10 minutes if you get a lamprey or prize.
Script usage:
Script arguments:
Settings used in this script:
- hollow_eve_loot_container: Storage container name.
UserVars used in this script:
Other scripts used by this script:
levelup
Walks to your guild leader and levels up as many times as you can.
;levelup
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
locksmithing
Trains locksmithing independently or with crossing-training. Can use unlimited training boxes, daily charge training boxes, or limited use disposable training items such as corn maze pouches, liquor cabinets, or burgled keepsake boxes. Also trains performance while picking.
Script usage: Can be used independently or by listing Locksmithing under crossing_training. If used with crossing_training additional feature train_with_burgle: true
is available. The burgle_settings: loot_container is a shared feature for ease of use with keepsake boxes.
Example Settings:
# Do you use a worn lockpick ring for picking? # If true then specify the name of your lockpick ring as the container. use_lockpick_ring: true lockpick_container: lockpick ring # If false then the script will get a loose lockpick from the container. #use_lockpick_ring: false #lockpick_container: backpack # When done picking boxes that contains coins, gems, and such, # do you want to run the ;sell-loot script? sell_loot: true # Do you want to pick looted boxes from critters and such? # If true then the ;pick script is ran using its settings. # Refer to that script for how to set up those settings. pick_live_boxes: true # Do you want to pick a daily use lockbox trainer like a training box or harvest bag? # If true then specify your trainer's name and whether it's worn or not. have_training_box: false picking_lockbox: training box picking_worn_lockbox: false # Do you want to pick consumable boxes such as limited use trainers from burgling or incidentals? # If true then list the names of those discardable consumables here. # IMPORTANT! Consumable boxes will be pulled from your burgle_settings: loot_container. # IMPORTANT! Consumable boxes should be kept separate from live boxes so as not to cause issues with ;pick script. # IMPORTANT! THESE BOXES WILL BE DROPPED. MAKE CERTAIN YOU ONLY LIST THROW-AWAY TRAINERS. consumable_lockboxes: - keepsake box - box puzzle - jewelry box # If you use a daily use lockpick trainer, # be sure to add it to your gear: config. gear: - :adjective: training :name: box :skip_repair: true :container: backpack
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
makesteel
Makes steel ingots. The script will handle acquiring the needed materials.
;makesteel count [type] [refine]
Script arguments:
- count: (required) number of ingots to produce
- type: Carbon content, defaults to high. Options are: [l, m, h]
- refine: If provided, refine the resulting ingot
Settings used in this script:
- hometown: City in which to make the ingots, defaults to Crossing
UserVars used in this script:
Other scripts used by this script:
mine
Mines a room while watching for danger
Script usage: Prospects and mines out your current room, stowing or deeding anything in your vein list. Will prospect careful for more materials after exhausting the room.
Script arguments:
Settings used in this script:
- mining_buddy_vein_list: List of metals and rocks that you wish to mine.
- mining_implement: Shovel or pick.
- mine_use_packet: Set to true to carry and use a deed packet, otherwise stow found minerals
UserVars used in this script:
Other scripts used by this script: safe-room
mining-buddy
Perform a single pass through the mines
Script usage: Will navigate through all listed mines, prospecting and stopping to mine anywhere it finds a resources it watches for. Can alternatively mine out each room it comes to, or merely look for resource rich rooms if you lack the skill to see resources. Will keep 1 plat on hand for repairs and buying deed packets. Will heal on injuries due to failed danger checks, or exit if buried. At the beginning of the script it will check for deed packets and buy more if it finds less than 2
Script arguments:
Settings used in this script:
- mining_buddy_rooms: Defined in base.yaml, links mine names to a list of rooms
- mines_to_mine: List of mine names to mine, matches up against mining_buddy_rooms.
- mining_skip_populated: Set to true will NOT prospect and mine in rooms with other players.
- mining_buddy_mine_every_room: Set to true will prospect and mine out each room regardless of minerals.
- mining_buddy_vein_list: List of metals and rocks that you wish to mine.
- mining_implement: Shovel or pick.
- mine_use_packet: Set to true to carry and use a deed packet, otherwise stow found minerals
UserVars used in this script:
- mining_debug: Turns on debugging messages.
mining-manager
repeatedly mines in defined mining areas (using mining-buddy)
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
mm
A general purpose moon mage utility script
Script usage: Run the script without any arguments to see usage
Script arguments:
- locate <name>: Locates the given name and reports the room number if the locate was successful
- rift <name>: Locates and rifts the given name to your current room. Checks if the moons are up. Uses the same settings as
;mm locate
Settings used in this script:
- waggle_sets['locate']: Optional. A waggle set called 'locate' with only the locate spell in it. Uses the data in DISCERN locate otherwise.
- waggle_sets['rs']: Optional. A waggle set called 'rs' with only the locate Riftal Summons spell in it. Uses the data in DISCERN RS otherwise.
UserVars used in this script:
Other scripts used by this script:
moonwatch
populates UserVars.moons with data related to the moons
Script usage: Moonwatch will populate UserVars with the following data:
UserVars.moons = {
'katamba' => { 'pretty' => 'Katamba is up for 35 minutes', 'rise' => nil, 'set' =>35 },
'yavash' => { 'pretty' => 'Yavash will rise in 150 minutes', 'rise' => 150, 'set' => nil },
'xibar' => { 'pretty' => 'Xibar is up for 5 minutes', 'rise' => -1, 'set' => 5 }
'visible' => ['katamba', 'xibar']
}
We suggest using an alias such as:
;alias add moon = ;eq respond("#{UserVars.moons['katamba']['pretty']} : #{UserVars.moons['yavash']['pretty']} : #{UserVars.moons['xibar']['pretty']}")
You can PERCEIVE an individual moon to reset its data or PERCEIVE MOONS to reset all if this is a first start (or you've been offline for a while and the data seems wrong).
Script arguments:
- debug: Turns on debugging messages.
Settings used in this script:
UserVars used in this script:
- moon_debug: Turns on debugging messages.
Other scripts used by this script:
multi
Executes a series of actions or scripts multiple times.
Script usage: Run on-demand or as part of 'before' or 'after' steps of other scripts or as customized actions to perform with T2.
Example Usage:
# This will cause you to sit then kneel then stand then repeat that sequence one time. ;multi 2,sit,kneel,stand # This toggles autosneak flag before/after burgling. burgle_settings: before: - multi 1,flag autosneak off after: - multi 1,flag autosneak on ... # This example combines doing actions and running scripts. # To run a script, prefix its name with a colon. # It also passes arguments to the script (each argument separated by a space). ;multi 5,get sword from my backpack,:myForgingScript sword,put sword in my carryall
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
newbie-gear
Crafts a set of gear for a new character.
Script usage:
Script arguments:
- storage: The container in which to store finished items
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
oshu_manor
Navigates you through the Oshu Manor. Used to hunt Seordhevor kartais. Note there is an underscore in this script's name, not a dash.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
paladin-quests
Completes the paladin Glyph quests for you.
Script usage:
Script arguments:
- warding: Complete the Glyph of Warding Quest.
bonding: Complete the Glyph of Bonding Quest.
light: Complete the Glyph of Light Quest.
mana: Complete the Glyph of Mana Quest.
ease: Complete the Glyph of Ease Quest.
renewal: Complete the Glyph of Renewal Quest.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
pattern-hues
Casts Warrior Mage Pattern Hues cantrip at set intervals.
Script usage: The script will cast pattern hues cantrip based on settings in yaml. If no custom settings set, will cast a random color. Examples: ;pattern-hues now will cast now and exit. ;pattern-hues in you before, after, t2, manually, or in a personal startup script will change cast the cantrip on your interval and with settings. Leave pattern and hue empty if you want to pick from all the available options. Put what you only want the color to go to for random. Custom is for those lucky enough to have their own color (Dartellum has a custom color). Or, put the exact color you want in gesture, such as bright emerald.
Script arguments:
- now: Cast now.
debug: Output variable values.
Settings used in this script:
- Pattern Hues yaml settings: gesture is either random, custom, or a specific setting.:
pattern_hues: duration: 600 gesture: custom pattern_hues_styles: pattern: - bright - hazy - gleaming - lucent hue: - soot black - emerald - bone white - snowflake white - yellow - charcoal black - sky blue
UserVars used in this script:
Other scripts used by this script:
pay-debt
Pays your debt. Optionally retrieves your sack of belongings from the guard house.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
performance
Script to train performance. Defaults to worn instrument but accepts an instrument setting
Script usage:
Script arguments:
Settings used in this script:
- instrument: Optional. The instrument you would like to use. Defaults to worn instrument if none selected
UserVars used in this script:
Other scripts used by this script:
performance-monitor
Logs combat-related events such as damage, roundtime, etc. for later parsing.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
pick
Disarms, unlocks, and loots monster boxes
Script usage: The script will look for suitable disposal sources in the room, or drop refuse on the ground. Refills lockpicking ring after finished.
# Assuming YAML config matches your goals ;pick # Pick boxes in different bag, ignoring exp mind state, skipping identify ;pick source=backpack all careful
# Example 'Simple' Configuration pick: debug: true tend_own_wounds: true picking_box_sources: - encompassing.shadows - lootsack trap_blacklist: - teleport - reaper - concussion blacklist_container: too_hard_container: lockpick_type: stout iron lockpick_dismantle: pray stop_pick_on_mindlock: false
# Example "Higher Risk" Configuration pick: debug: true disarm_quick_threshold: 0 disarm_normal_threshold: 2 disarm_careful_threshold: 5 disarm_too_hard_threshold: 12 pick_quick_threshold: 0 pick_normal_threshold: 4 pick_careful_threshold: 8 trap_blacklist: - teleport picking_box_sources: - chef's bag - arm pouch
Script arguments:
- debug: Turns on debug output
- refill: Refill your lockpick ring
- source: The container to get boxes from. Overrides 'pick.picking_box_sources' config setting.
- all: Keep picking after mindlock. Overrides 'stop_pick_on_mindlock' config setting.
- assume: Skips identification and assumes a given difficulty (i.e. ;pick careful will always do disarm/pick carefully)
Settings used in this script:
- pick.debug: Turns on debug output. Defaults to false.
- pick.use_glance: Set this to false to disable glance if you're a thief.
- pick.trash_empty_boxes: Disposes of empty boxes in trash containers (or drops them) instead of dismantling; will use global worn_trashcan settings if set.
- pick.assumed_difficulty: Skips identification step and uses this 'speed' for disarm and pick. NOTE: Using this will disable blacklist functionality.
- pick.picking_box_sources: The list of bags that unopened boxes are stored in.
- pick.pick_quick_threshold: Difficulty rating to switch to 'pick quick'. Ratings below this will use 'pick blind'.
- pick.pick_normal_threshold: Difficulty rating to switch to 'pick'. Ratings below this will use 'pick quick'.
- pick.pick_careful_threshold: Difficulty rating to switch to 'pick careful'. Ratings below this will use 'pick'.
- pick.disarm_quick_threshold: Difficulty rating to switch to 'disarm quick'. Ratings below this will use 'disarm blind'.
- pick.disarm_normal_threshold: Difficulty rating to switch to 'disarm'. Ratings below this will use 'disarm quick'.
- pick.disarm_careful_threshold: Difficulty rating to switch to 'disarm careful'. Ratings below this will use 'disarm'.
- pick.disarm_too_hard_threshold: Difficulty rating to discard/store the box in the pick.too_hard_container.
- pick.too_hard_container: The bag to put boxes into that are too difficult to disarm; discards too hard boxes if not set.
- pick.blacklist: List of trap types to not auto disarm
- pick.blacklist_container: Container to store blacklisted boxes in; discards blacklisted boxes if not set.
- pick.tend_own_wounds: Decides to run tendme.lic after a box pops before heading to your saferoom. Defaults to false.
- stop_pick_on_mindlock: true to stop after the current box when your mind is full.
- use_lockpick_ring: Do you wear a lockpick ring?
- skip_lockpick_ring_refill: Set this to TRUE in order to skip buying lockpicks after mind-locked. This is important if you have crafted lockpicks on the ring, since you can't use lockpicks of differing qualities on the same ring.
- lockpick_type: Type of lockpick to stock on ring.
- lockpick_dismantle: If you have a custom dismantle type to use, put it here.
- waggle_sets.pick: waggle set of buffs to use while picking
UserVars used in this script:
Other scripts used by this script: tendme
release_cyclic
Releases all cyclic spells.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
ranger-companion
Summons a companion and feeds it milk or corn if it's a baby, handles raising a baby pet to young age. Meant to be used as a during: in combat but works anywhere as long as you are stationary.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
researcher
Does research on a single subject.
Script usage: Specify the subject as an argument, e.g. ;researcher augmentation
Script arguments:
- missing
Settings used in this script:
- missing
UserVars used in this script:
- missing
Other scripts used by this script: missing
register
A script for searching your deed register.
Script usage: The script will search your deed register for the specified crafting material.
Example: ;register damite
--- Lich: register active.
- Output of reading register not shown here to save space.
Results: 45 -- a deed for a damite ingot (48V 91Q - pure Damite --Binu) 46 -- a deed for a damite ingot (10V 86Q - pure Damite --Binu) [register]>stow right You put your register in your hunting pack. --- Lich: register has exited.
Script arguments:
- query: The material you want to search for. Can also be information you entered in the deed note.
Settings used in this script:
- crafting_container: The name of the container where you store your deed register.
UserVars used in this script:
Other scripts used by this script:
remedy
A script for crafting remedies using alchemy.
Script usage: See examples:
# ;remedy remedies 2 "blister cream" "red flower" nemoih bar mortar cream # ;remedy remedies 2 "blister cream" nemoih "not used" bar mortar cream - for when only herb is required remedy <book type> <chapter> <recipe name> <herb1> <herb2> <catalyst> <container> <noun> Book type: What alchemy type is this item. [remedies] Chapter: containing the item. Recipe name: Name of the recipe, wrap in double quotes if this is multiple words. Herb1: Prepared herb, wrap in double quotes if this is multiple words.. herb2: Prepared herb, wrap in double quotes if this is multiple words. Put none for none. catalyst: Type of catalyst. container: Type of container for creating. noun: End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught] remedy <continue> <herb2> <catalyst> <container> <noun> continue herb2: Prepared herb, wrap in double quotes if this is multiple words. Put none for none. catalyst: Type of catalyst. container: Type of container for creating. noun: End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]
Overrides for foraging (all setting in base): # container used to hold herbs for remedy.lic (optional) Not optional if overriding herb_container: # Following settings, including herb_container:, are required to override workorders for remedies # container used for raw herbs foraged - used by alchemy.lic script alchemy_herb_storage: # quantity of gathered herbs, recall a workorder requires 25 herbs per finished product # Set to your workorder_max_items: setting times 4. Example, if workorder_max_items: 4, # set this setting to 100. alchemy_herb_quantity: # How many prepared herbs you want: alchemy_prep_quantity: # if you want to forage careful alchemy_forage_type: # Set an override for foraging if Outdoorsmanship is high enough to find the herb anywhere forage_override_room: # Set an override for town forage_override_town: # Set this to true if you want to always forage for your herbs for workorders workorders_override_store: false
workorder_recipes: remedies: - some skin ungent #- some skin tonic
My guy's example: # Used by alchemy script ##### alchemy_herb_storage: *back alchemy_herb_quantity: 25 herb_container: *back alchemy_prep_quantity: 25 #alchemy_forage_type: forage_override_room: 909 #8860 forage_override_town: workorders_override_store: false ##############################
Script arguments:
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Other scripts used by this script:
repeat
A script for repeating a sequence of up to 10 commands. Does not take scripts.
Script usage: >;repeat "get my rock" "drop my rock"
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
restock
A script for restocking your supply of stackable and nonstackable items.
Script usage: Will parse your YAML for a restock set and make the appropriate purchases to maintain your desired quantity. This is called at the start of hunting-buddy as the preferred mechanism to maintain ammunition counts.
Script arguments:
Settings used in this script:
- restock: list of item names or hashes. A name will be searched in base-consumables based on your hometown setting. It will go and purchase the appropriate version of that item found in that hometown. For example, lising "arrow" will purchase boar-tusk arrows in Crossing, but if your in Shard will purchase long arrows. Any of the values pulled from base-consumables can be overridden by providing by appropriate key-value-pair under the item name within your YAML. Not all cities have every type of item (for example only the Crossing sells rocks or sling/ammo). As such, you can explicitly define your own items within the YAML by setting the item name, with the following key-value-pairs: name, room, price, size (how many obtained in a single purchase transaction), stackable (t/f), and quantity (how many you want to maintain on hand at a given time). Here are some examples:
# This will purchase arrows from your hometown using all defaults; including quantity (which is 30) restock: arrow # This is the same as above, but with a custom quantity restock: arrow: quantity: 45 # this is a completely custom item not contained in base-consumables. It will not change based on hometown. restock: super_cool_thing: name: cool thing room: 1337 price: 10 size: 3 stackable: true quantity: 4 # Here are a list of generic items in base-consumables: arrow bolt tk_ammo rock # Restock now supports custom Hometowns. This will be super useful if you use Shard as a hometown and need rocks from Hib. You can have as many as you want, but be reminded that we must support the hometown in base-towns.yaml. The hometowns will be visited in order from first to last, listed top to bottom. hometown: Shard restock: arrow: quantity: 50 bolt: quantity: 50 rock: hometown: Hibarnhvidar name: smooth rocks room: 12172 price: 45 size: 30 stackable: true quantity: 50 # restock can probably handle items with "charges" (i.e ritual foci) if they disappear/consumed once all charges are gone.
UserVars used in this script:
Other scripts used by this script:
rezz
A script to rezz corpses
Script usage: The script will either raise the person you specify, or if you don't specify someone it will raise all of the corpses in the room. You should add a rezz: waggle set so that it doesn't use default values for rejuv and rezz.
Script arguments:
- player: The person you want to raise. Optional argument
Settings used in this script:
- osrel_no_harness: true to infuse directly, false to harness first.
Waggle set to add. Customize the mana and cambrinth values to your skill level:
waggle_sets: rezz: Resurrection: abbrev: rezz mana: 17 Rejuvenation: abbrev: rejuv mana: 10 cambrinth: - 15
UserVars used in this script:
Other scripts used by this script:
roomnumbers
Adapted from a script by Geldan for Gemstone. Appends the Lich room ID# to your in-game room look.
Script usage: Example:
[Whistling Wood, Barrows] A mound of earth looks curiously out of place beneath the twisted and warped branches of the dead trees. Barren of all but the hardiest of grasses, the mound has several small holes in its side. You also see an Adan'f blood warrior, a chipped and weather-beaten sign, an Adan'f blood warrior and an Adan'f blood warrior. Obvious paths: southeast, southwest, northwest. Room Number: 9471
Script arguments:
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Other scripts used by this script:
safe-room
Heals at a PC or NPC empath and shares items between characters by taking and dropping them in a safe room
Script usage: Gets 4 gold (for autopath), goes to the auto empath and waits until healed. Alternatively can go to a specific set of rooms and wait for 45 seconds for a player empath to heal you. You can list several PC empaths. The script will go to the nearest one from your current location. PC Empaths will heal themselves using healme, Necromancers will not attempt to go to an empath. Can be configured to stop by a room and pick up or drop given item nouns.
How to determine your health threshold
Wound severities are based on a 1-8 numeric scale according to https://elanthipedia.play.net/Damage
1. insignificant
2. negligible
3. minor
4. harmful (bleeding wounds)
5. damaging
6. severe
7. devastating
8. useless
The script uses an equation to tally up all your wound severities to see if your total damage exceeds your health_threshold: yaml setting. If yes, it gets you healed. If no, it skips healing.
The equation groups your wounds based on that numerical scale above so it knows the quantity of wounds at each severity. To know what severity your wound is you have to look at the wounds by body part table at https://elanthipedia.play.net/Damage#Wounds. For example, "some minor abrasions to the head" are considered insignificant and "cuts and bruises about the head" are considered minor.
Knowing the severities and having the wounds grouped, the equation computes a number for each group by squaring the severity and multiplying by the number of wounds in that group.
For example:
You have some minor abrasions to the head, some minor abrasions to the left arm, some cuts and bruises about the right arm, some tiny scratches to the left leg, some cuts and bruises about the right leg, some minor abrasions to the right hand.
would be grouped out to be:
1. insignificant x 3 wounds {minor abrasions to the head, left arm, and right hand} = (1^2 x 3) = 3 2. negligible x 1 wounds {tiny scratches to the left leg} = (2^2 x 1) = 4 3. minor x 2 wounds {cuts and bruises about the right arm and right leg} = (3^2 x 2) = 18 4. harmful x 0 = 0 5. damaging x 0 = 0 6. severe x 0 = 0 7. devastating x 0 = 0 8. useless x 0 = 0
The grand total of all those groupings is compared to your health_threshold: setting. In this example, the grand total is 3 + 4 + 18 = 25.
Script arguments:
Settings used in this script:
- safe_room_tip_threshold: Amount of copper to carry for npc healing, or if you have more than this amount donate to player empath.
- safe_room_id: Id of room for player empath healer or item exchanges.
- saferoom_health_threshold: Skips saferoom healing unless the 'force' argument is used. This is a number that represents your wound severity. The calculation of your wound score is Sum(wound level
- 2 * number of wounds at that level).
- safe_room_empath: Name of PC empath healer.
- safe_room_empaths: A list of PC empaths with their name and room ID
- safe_room_tip_amount: Amount in coppers to donate player empath.
- safe_room: Id of room to heal self at as empath.
- safe_room_give: List of nouns to drop at safe_room_id, CAUTION will drop all items of this noun there, don't use for anything valuable.
- safe_room_take: List of nouns to pick up in safe_room_id.
- force_healer_town: Override your hometown: setting to use an auto empath in a different town.
- heal_with_divine_charm: true/false - Attempt to use a divine charm that new characters start with to heal, instead of an auto-path.
UserVars used in this script:
Other scripts used by this script: healme
sanowret-crystal
Runs in the background, gazing or exhaling your sanowret crystal to train Arcana. Checks for concentration and current mindstate to run only when necessary. Supports worn crystals or stored in a container.
Script usage: This script can be run in passive mode or on-demand, and is well suited as part of your autostarts.
Run once on-demand: ;sanowret-crystal run=true
Run in the background: ;sanowret-crystal
Auto start: ;autostart add sanowret-crystal
Script arguments:
- run: If present, only run the script once (instead of in passive mode).
Settings used in this script:
- In your YAML, configure the adjective of your sanowret crystal and list any scripts or rooms where you don't want the script to run, such as when burgling or in a room that prevents magical device usage.
Example:
sanowret_adjective: sanowret sanowret_no_use_scripts: # Don't try to use crystal while these scripts are active. - sew - carve - tinker - forge - remedy - shape - enchant - outdoorsmanship - combat-trainer - buff - burgle - go2 sanowret_no_use_rooms: # Don't try to use crystal while in these rooms. - Carousel Chamber # Room with vault - Carousel Booth # Room just before vault - 1900 # You can specify room ids, too (Crossing bank window)
UserVars used in this script:
Other scripts used by this script:
schedule
Executes a series of actions or scripts (via multi script) if at least N minutes have elapsed since the last time they were done.
Script usage: Run on-demand or as part of 'before' or 'after' steps of other scripts or as customized actions to perform with T2. Whatever you can do with multi, you can do with schedule.
Syntax:
;schedule [timer-label], [timer-interval], [arguments for multi script]
Example Usage:
# This will cause you to sit then kneel then stand then repeat that sequence one time. ;multi 2, sit, kneel, stand # This does the same as the above example but only if 5 minutes have elapsed since the last time this ran. ;schedule aerobics, 5, 2, sit, kneel, stand # This configures crossing-repair to not run more often than every 2 hours training_list: - skill: - Small Edged ... start: 10 scripts: - schedule repairs, 120, 1, :crossing-repair ...
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Other scripts used by this script:
scroll-search
Searches through the given container for any and all spell scroll and displays them in a more readable way. Also allows for the player to grab a specific scroll or transfer scrolls between containers. This script allows you to search multiple containers and tracks the scrolls in each.
Script usage: Player specifies the container to search and the script looks through the container for any nouns matching scroll_nouns specified in base-items.yaml
Script arguments:
- search <container>: Searches the given container
- display: Displays the scrolls in all searched containers. Must have already searched or the list will be empty!
Settings used in this script:
- scroll_nouns: List of scroll nouns to search container for.
UserVars used in this script:
- owned_scrolls: Hashset of the scroll name and the container it resides in.
- scroll_counter: Global counter for the amount of scrolls owned.
- scroll_search_debug: Turns on debug messaging for scroll-search.lic script.
Other scripts used by this script:
sell-loot
Sells gems and bundles; then deposits coin. Defaults to keeping 3 silver on hand (the maximum amount that cannot be stolen by a Thief).
Script usage: Will sell bundles and any gems in untied gem pouches. Optionally will make sure you have a spare gem pouch. It is intended to be used in The Crossing.
EXAMPLES:
;sell-loot
# Uses the default: keeps 3 silver;sell-loot 12
# Uses one argument: keeps 12 silver, which is withdrawn as 1 gold and 2 silver;sell-loot 4 g
# Uses two arguments: keeps 4 gold
Script arguments:
- Withdraw: Amount of coin to withdraw after depositing all. 3 silver, 5 gold, etc.
Settings used in this script:
- sell_loot_money_on_hand: Same as the Withdraw argument, overridden by the argument if both exist.
- sell_loot_pouch: Set true to sell any gems in a worn pouch.
- sell_loot_bundle: Set to true to sell a worn bundle.
- sell_loot_metals_and_stones: Set to true to sell nuggets and bars (e.g. zinc nuggets and bronze bars).
- sell_loot_metals_and_stones_container: The container that has the nuggets and bars (e.g. zinc nugget and bronze bar) to sell.
- sell_loot_ignored_metals_and_stones: List of metal or stone nuggets and bars NOT to sell.
- sell_loot_traps: Sell harvested traps from boxes that are in your 'component_container'.
- spare_gem_pouch_container: The container to store a spare gem pouch in, should NOT be the container a pouch stows to.
- gem_pouch_adjective: Adjective you use to request gem pouches, you should be able to tap ADJ pouch to tap your current pouch.
- sell_loot_skip_bank: If true, skip bank parts of the script (currency exchange, deposit, withdrawal).
- sell_loot_skip_exchange: If true, skip currency exchange.
- bankbot_name: The name of the bankbot with whom you would like to deposit coin.
- bankbot_deposit_threshold: An amount of copper to keep on hand. Excess will be deposited with the bankbot. Your in-game bank will always be deposited into before the bankbot.
- bankbot_room_id: The room ID of the bankbot.
UserVars used in this script:
Other scripts used by this script:
sell-pouches
Sell gem pouches for trading experience
Script usage: This script is called by crossing-training when you have 'Trading' listed as a training skill and 'sell_pouches_for_trading' set to true. You can also call it to sell a pouch.
Script arguments:
Settings used in this script:
- hometown: Your hometown. This is used to determine which gemshop you will sell your pouches to
- sale_pouches_container: Container where your pouches for sale are stored
- waggle_set named 'sell-pouches': Casts these spells before selling a pouch. This is where you would include spell data for casting Finesse
UserVars used in this script:
Other scripts used by this script:
setupaliases
Adds a useful selection of aliases to the global list:
Script usage:
as
- accepts a trade offer and then stows the itemgs
- gets the given item and then stows the itemcc
- runs ;circlecheck to show your leveling status. it can take args, like cc 200ct
- toggles crossing-training on or offtm
- toggles training-manager on or offfr
- find room, searches for a room description matching provided textids
- echos the current mapped connections from the room you're standing inlr
- echos the full data of the room you're standing inlfr
- echos the full data of the room a remote room number, pass the number to itls
- shows all items in the current room you are in that are stealable that are not in base-stealingcb
andrec
- these work as a pair, for recording room numbers (like setting up a hunting area); runcb
to start, thenrec
in each room you want to recordhz
- list all hunting zones alphabeticallyez
- list all escort hunting zones alphabeticallyfz
- search hunting zones and get room numbers, e.g.fz wark
returns a list of room numbers for warklins
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Other scripts used by this script:
sew
Script usage:
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shape
Script usage:
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sigilharvest
Script for sigil harvesting
Script usage: Harvests sigils based on parameters passed in as arguments. Can be used to target specific sigils or harvest sigils at random. Automatically detects the current season and reads base-sigils.yaml for rooms containing the desired sigil.
Script arguments:
;sigilharvest shard congruence 70 10 debug
:
- city: Full name of city in the vicinity of which to harvest sigils Supported cities are Crossing, Riverhaven, and Shard
- sigil: Name of sigil to target or 'random' to target a random sigil every loop
- precision: Target precision 1 to 100. The script will harvest any sigils that meet or exceed this number. Use '101' to never harvest. Using very low precisions could result in a high number of items in your bags.
- roomcap: Optional. Maximum number of rooms to search.
- debug: Optional. USe 'debug' as final arg to generate additional debug messaging about what the script is doing.
Settings used in this script:
- YAML settings are optional. By default the script avoids most rooms which contain enemies and will maintain a stock of at least 25 scrolls.
Example:
sigil_harvest_settings: danger_rooms: [5713, 656] #Array. Avoid these rooms even if they're listed in base-sigils.yaml blank_scrolls: 50 #Integer. Minimum number of blank scrolls to keep on hand.
UserVars used in this script:
Other scripts used by this script:
sigilrecorder
Script usage:
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Other scripts used by this script:
skill-recorder
Script usage:
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slackbot
If the status-monitor script detects an problem, it will use this script to send you a Direct Message on Slack.
Script usage: This script should not be run directly. Instead, status-monitor will run it if the slack_username setting is present. On first time setup you will communicate with a lichbot to get a slack token. The token lets you send messages to your username via the bot. You will currently not receive any notification on setup.
Script arguments:
Settings used in this script:
- slack_username: Your Slack username. It should be all lowercase.
UserVars used in this script:
- slack_token: The token used to authenticate to a Slack team.
Other scripts used by this script:
smartlisten
If someone teaches you an approved class you'll start listening.
Script usage: The default list of approved classes is all non-necromancer skills and no sorcery or thievery. Guild-specific skills are approved if you are of that guild. Some specific classes are also removed based on your guild (e.g. remove Arcana for Barbarians).
Script arguments:
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Other scripts used by this script:
smarttransfer
safely transfer wounds from the target, avoiding useless injuries in fatal areas
Script usage:
Script arguments:
- bleed: If present, leave external bleeders.
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Other scripts used by this script:
smash-pumpkins
Travel to the pumpkin vat, buy one, go one room away to smash and repeat until too injured. Then return to the safe room.
Script usage:
Script arguments:
Settings used in this script:
- hollow_eve_loot_container: Storage container name.
UserVars used in this script:
Other scripts used by this script:
smelt
Smelt the contents of a crucible. Assumes that material has already been placed into the crucible.
Script usage:
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Other scripts used by this script:
smelt-deeds
combines deeds of like metals to save inventory space
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Other scripts used by this script:
smith
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smoke
smokes an item
Script usage: You can run the script two ways, one from command line and the other from a YAML.
Command line:
;smoke <image> <cigar noun> <container things are in> <lighter's noun (MUST be a lighter)>
You can also run it from a YAML setting:
;smoke <cigar noun>
Script arguments:
- Command Line:
<image> <cigar noun> <container things are in> <lighter's noun (MUST be a lighter)>
YAML:
<cigar noun> (When running from YAML)
Settings used in this script:
smoke: cigar_container: humidor smoke_image: lighter: type: flint container: humidor blade: dagger
UserVars used in this script:
Other scripts used by this script:
sorcery
Script usage:
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sort-scrolls
This is an alternative to stack-scrolls. This script uses all scroll stackers of the same noun, labeled with the guild.
Script usage: When run without any arguments, it will search your default_container for scrolls and put the in the correct cases.
Script arguments:
;sort-scrolls [container]
Script will search container specified for scrolls.
;sort-scrolls find [spell]
Script will try to find a scroll matching the spell specified and remove a copy if one exists. You can search for partial names, but if it matches more than 1 spell (fire rain, fire shards, etc), it will pick the first one alphabetically.
You need 10 scroll stackers all with the same noun, and you have to put a wax label on each of them and label them with guild names. They should look like this:
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled "Bard" a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled "Cleric" a vibrant pink leather scroll case lined with spun rainbow labeled "Empath" a vibrant pink leather scroll case lined with spun rainbow labeled "Moon Mage" a vibrant pink leather scroll case lined with spun rainbow labeled "Necromancer" a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled "Paladin" a vibrant pink leather scroll case lined with spun rainbow labeled "Ranger" a cerulean watersilk scroll case secured with a silver clasp labeled "Trader" a vibrant pink leather scroll case lined with spun rainbow labeled "Warrior Mage" a cerulean watersilk scroll case secured with a silver clasp labeled "Extras"
The "Extras" case is for overflow if any of the other cases get full.
Example Configuration
scroll_sorter: stacker: scroll folio stacker_container: haversack scroll_nouns: ['cerulean scroll', 'glittery-pink scroll', 'silver-stippled scroll', 'gold-stippled scroll'] close_container: false
Settings used in this script:
- stacker: The noun or adjective and noun of the case type you're using.
- stacker_container: Where you have your cases stored. The script will put them back there as well. If you don't specify this setting, it will use default_container: instead.
- scroll_nouns: Specify any custom scroll types that come from different cases and also from custom papers you can use.
- close_container: Closes the stacker container when the script ends if this is true.
UserVars used in this script:
Other scripts used by this script:
spin
This script is intended to be used in The Crossing.
Script usage:
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Other scripts used by this script:
stabbity
Stabbity is designed for thieves, and relies on backstab and thrown weapons to kill things quickly. It's useful in invasions and events.
Script usage: When run without a mode specified (e.g. ;stabbity
), stabbity will wield your weapon and hide, killing any mob in the room. If no mobs are present, it will wait in hiding for one to arrive.
Example Configuration
stabbity: eliminate: true weapons: preferred: glaes pasabas alternate: judge's gavel thrown: throwing club use_alternate_on: - archer - soldier - dryad - oshu - frostweaver - guardian use_thrown_on: - hawk - gryphon
Script arguments:
- mode: Optional, can be one of:
- equip: Wields your preferred weapon.
- cleanup: Sheathes your preferred weapon.
- single: Kills all mobs in the current room and exits. Does not wait for mob to arrive.
- arena: Used to run the Dusk Ruin arena.
- noloot: Do not loot mobs when killed.
Settings used in this script:
- stabbity:eliminate: True/False. Only used during arena. Will use krhi eliminate at the beginning of rounds 5/10/15/20/25. Only include if you are a thief with khri eliminate.
- stabbity:weapons:preferred: The name of the weapon you wish to backstab with.
- stabbity:weapons:alternate: The name of the weapon you wish to use for mobs defined in use_alternate_on.
- stabbity:weapons:thrown: The name of the weapon you wish to use for mobs defined in use_thrown_on. If this is left off, then it will never try thrown (useful for characters with passive abilities that can force flying thins to land - ex khri terrify).
- stabbity:use_alternate_on: List of mobs on which to use your alternate weapon.
- stabbity:use_thrown_on: List of mobs on which to use your thrown weapon.
UserVars used in this script:
- stabbity_debug: Turns on debugging messages.
Other scripts used by this script:
stack-scrolls
Scroll stacker manager script that stores and retrieves scrolls using stackers.
Script usage:
Script arguments:
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Other scripts used by this script:
status-monitor
Informs user of high-frequency game output and characters current health via a small window. Useful for keeping tabs on multiple characters.
Script usage: Trust status monitor then run it.
Script arguments:
- debug: Turns on debugging messages.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
steal
Script usage:
Script arguments:
Settings used in this script:
- hide_to_steal: set to false if you do not wish to hide to steal.
- bin_stolen: set to true for Thieves who wish to bin stolen goods.
- stealing_bag: storage bag for stolen goods if bin_stolen: true
- slow_bin_speed: set to true to bin items slower. Resolves type-ahead issue for Genie users.
- steal_past_mindlock: set to true if you wish to continue stealing after Thievery is locked.
- dont_steal_list: list items by id# identified in base-stealing.yaml to skip these items when stealing.
- stealing_buffs: list of buffs to use before starting stealing run.
- stealing_high_acceptable_count: .
- stealing_low_acceptable_count: .
- npc_stealing_attempt_count: Numeric amount of stealing attempts on NPCs (minstrel, veteran, etc.)
- stealing_options: list of stealable items in base-stealing.yaml
UserVars used in this script:
Other scripts used by this script:
study-art
Walks through the Crossing art gallery and appraises each piece on display. Trains scholarship and appraisal.
Script usage: Just run it. e.g. ;study-art
Script arguments:
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Other scripts used by this script:
su-helmas
Runs catacombs tasks (empath) until you're out of tickets or out of room in your bag
Script usage: Just run it
Script arguments:
Settings used in this script:
- loot_container: Bag to store your loot
- redeem_contract: true will redeem a contract if you don't have one redeemed, and continue to do so until you're out. False only runs if you've redeemed a contract
- contract_container: container where your contracts are stored.
- weapon: weapon to use for the tasks. Any melee weapon will do
suhelmas: catacombs: loot_container: backpack redeem_contract: true contract_container: haversack weapon: scimitar
UserVars used in this script:
Other scripts used by this script:
summoning
Trains summoning via summoning and breaking a magical weapon. Summons admittance to build up charges to summon a weapon. Warrior Mages must have already ALIGNed to an element.
Script usage:
Script arguments:
Settings used in this script:
- summoning_target_increment: The desired number of mind states to increase by. Respects crossing_training_max_threshold as an upper threshold.
UserVars used in this script:
Other scripts used by this script:
tarantula
Manages the automated usage of the biomechanical tarantula, a gift handed out for patrons of Hollow Eve 432.
Script usage: Run ;tarantula
after adjusting YAML settings as desired. Can be added to startup. The script watches for skills near max-mindstate to sacrifice for their bonus, with different behavior depending on if you're in combat or not.
Script arguments:
Settings used in this script:
- tarantula_startup_delay: Number of seconds to wait after first starting before it will eat skills. Useful when tarantula is added to autostarts, so that it doesn't eat skills on first login, before login drain.
- tarantula_noun: Change if you've had a tarantula alteration or if you bought the harvester spider at 2020 Corn Maze. Use both the adjective and noun.
- tarantula_debug: Set true if you wish to see debug messages
- tarantula_excluded_skills: A list of skills never to sacrifice to the tarantula.
- tarantula_no_use_scripts: A list of scripts defined by you, during which the tarantula will not activate.
- tarantula: A list of skills, organized by skillset and by whether you want them sacrificed in and/or out of combat as defined by whether combat-trainer is running. These are the prioritized choices, however ;tarantula will choose other full skills in that sphere if none of its prioritized skills are available, unless they are listed in
tarantula_excluded_skills
tarantula: Armor: combat: - Chain Armor - Brigandine - Plate Armor - Light Armor - Defending Weapon: combat: - Melee Mastery - Missile Mastery Magic: combat: - Utility non_combat: - Lunar Magic - Warding - Augmentation - Utility Survival: combat: - Evasion - Skinning non_combat: - Outdoorsmanship Lore: non_combat: - Appraisal - Performance - Scholarship An example of exclusions added to a yaml: tarantula_excluded_skills: - Large Edged - Brawling - Evasion - Parry - Shield - Athletics - Crossbow - Slings - Light Thrown - Bow
UserVars used in this script:
- tarantula_last_use: The last time the tarantula was sacrificed to.
- tarantula_last_skillset: The last sphere sacrificed to, since the tarantula can't be used on the same sphere twice in a row.
Other scripts used by this script:
tendme
Automatic wound tender for self. On start, checks HEALTH for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.
Script usage:
Script arguments:
- train: If present, unwrap and rebind wounds for optimum learning.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
tendother
Automatic wound tender for another player. On start, looks for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.
Script usage:
Script arguments:
- player: Name of the player to tend.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
tessera
Uses the Tessera item every 6 minutes, 15 second (default). Runs in the background and handles safe pausing and unpausing running scripts.
Script usage: Will attempt to ask retrieve the character's Tessera by asking it about invest. The script manages the handling of the item to and from storage container and pauses/unpauses scripts.
Script arguments:
- None
Settings used in this script:
- tessera_noun: Item noun. (Default = Tessera).
- tessera_retry_interval: Interval in seconds to retry asking the Tessera about invest. (Default = 375).
- tessera_startup_delay: Startup delay in seconds Tessera script. Purpose is to avoid other startup conflicts. (Default = 15).
- tessera_no_use_scripts: List of scripts that when running delay or pause the processing of the Character's Tessera attempt.
- tessera_no_use_rooms: Add room title to the regex to avoid using the Tessera if in a particular room.
UserVars used in this script:
- tessera_last_use: Keeps track of the last time asking the Tessera about invest was attempted. Ex: tessera_last_use: 2022-03-21 22:48:29 -0700.
Other scripts used by this script:
textsubs
Provides in-game text substitution capabilities; comes with many defaults (e.g. appraisal and combat messages).
Script usage: Example of adding a sub: TextSubs.add('^(\s+)no (puncture|slice|impact|fire|cold|electric) damage','\1no (0/27) \2 damage')
Clear out all stored subs with TextSubs.clear()
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
theurgy
train theurgy by working up devotion and doing communes
Script usage: Recommended - Eluned (holy water)
Script arguments:
Settings used in this script:
- theurgy_supply_container: Container for storing wine, flint, and incense.
- water_holder: Vessel that you store holy water in.
- flint_lighter: Blade for lighting flint.
- immortal_aspect: for bead carving/meditation (must be aspect of god you last got a favor from).
- theurgy_prayer_mat_room: Room in which to use your prayer mat.
theurgy_prayer_mat_room: 1234
UserVars used in this script:
Other scripts used by this script:
titlecheck
Checks for new titles since the last time you ran the script.
Script usage: Run the script and provide a set of titles to check (e.g. ;titlecheck moonmage). On the first run for that title set, all titles will be reported as new. Running the script afterwards will report only new titles.
Script arguments:
- title_set
Settings used in this script:
UserVars used in this script:
- titles
Other scripts used by this script:
trade
Do caravan trading in Zoluren
Script usage:
Script arguments:
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UserVars used in this script:
Other scripts used by this script:
;trade closeup will deliver all remaining crates, then return your caravan to avoid fees. ;trade hunt -- will occasionally run a hunt defined in your charactername-caravanhunt.yaml file (see Quillith-caravanhunt.yaml) whenever you stop in your hometown and your Trading exp is high enough. ;trade duration will run for X minutes before locking down new contracts and closing up.
;trade roomid will take your caravan to a particular room.
train
Train the given attributes. It is intended to be used in The Crossing.
Script usage: Arguments are the name of the attribute to train, with an optional number of trainings (Defaults to 1):
;train
No arguments: nothing happens
;train st
"st" is ambiguious between stamina and strength: nothing happens
;train sta w2
Trains stamina once and wisdom twice
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
training-manager
High level script for managing combat and non combat training
Script usage: Will alternate training in the crossing and hunting with a focus on either in or out of combat as specified. Heals and repairs after combat.
Script arguments:
Settings used in this script:
- training_manager_hunting_priority: Set to true will cause it to focus on combat training at the expense of out of combat.
- training_manager_priority_skills: List of combat skills to monitor when it should go hunting again, only used if hunting_priority is set true.
- training_manager_town_duration: Number of minutes to limit town training to before going hunting. This works when hunting priority is true or false
- mine_while_training: Set to true will cause town training to start with a mining loop.
- favor_goal: Number of favors to work towards, if this is set will work on favors while training.
- favor_god: Desired immortal to request favor orb for Must be set for favor gathering to work properly.
- repair_timer: Time in seconds between each run of crossing-repair. Default is 10 minutes, or 600 seconds.
- repair_withdrawal_amount: Amount of currency to withdrawal for each repair. Default amount is 10,000.
- skip_repair: True/false setting. Use true to skip all crossing-repair functionality. Default is false.
UserVars used in this script:
Other scripts used by this script: mining-buddy, sell-loot, hunting-buddy, crossing-training, safe-room, crossing-repair
transfer-items
Transfers all items from one container to another. It may need to be run multiple times if you have a lot of stuff. If you use an adjective you must type it completely in double quotes, e.g. "hide sack", not "h sack".
Script usage:
- Transfer all items from <source> to <destination>
;transfer-items <source> <destination> ;transfer-items backpack haversack
- Transfer only items that respond to <noun> from <source> to <destination>
;transfer-items <source> <destination> <noun> ;transfer-items backpack quiver arrows
Script arguments:
- source: Source container.
- destination: Destination container.
- noun: If specified, only items with this noun will be transferred.
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
truffenyi-commune-quest
Runs in the background to do all actions required during the truffenyi commune quest, praying to the gods presented in the visions and dropping any food items that appear in your hands. This should be run somewhere safe, without other scripts running because they can interfere. Start after drinking the vial created from your mini altar twice.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
validate
Checks character yamls for common mistakes.
Script usage:
Script arguments:
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Other scripts used by this script:
vanity-pet
Some vanity pets, like hogs and monkeys, can be set on the ground to follow you. At times, these pets need to be stowed away for safe keeping, such as before burgling so that they aren't lost when a room unloads. When stowing, the script will wait for pet to arrive in your room (sometimes the pet may lag behind, especially if you move fast and far).
Script usage: Run to stow your pet before burgling or entering combat. Drop your pet at other times when you want it to follow you.
Script arguments:
- Usage:
vanity-pet pet_action pet_name pet_container [debug] pet_action STOW or DROP to either stow your pet in their container or drop them to the ground. pet_name Name of your pet. pet_container Container for your pet. debug Enable debug output
- Drop Pet Example:
> ;vanity-pet drop farm.hog woven.sack --- Lich: vanity-pet active. [vanity-pet]>get farm.hog from my woven.sack You pluck a lazy farm hog from a soft woven sack with a golden piglet charm, the creature snorting as you wake it up. > [vanity-pet]>drop my farm.hog You set the farm hog on the ground. It trots around you in a circle, happily oinking. > --- Lich: vanity-pet has exited.
- Stow Pet Example:
> ;vanity-pet stow farm.hog woven.sack --- Lich: vanity-pet active. [vanity-pet]>get farm.hog You scoop the farm hog up. > [vanity-pet]>put my farm.hog in my woven.sack You tuck your farm hog into its snug woven sack and it curls up to go to sleep, snorting softly. > --- Lich: vanity-pet has exited.
Settings used in this script:
- Hook into hunting-buddy:
hunting_info: before: - vanity-pet stow farm.hog woven.sack after: - vanity-pet drop farm.hog woven.sack
Hook into burgle:
burgle_settings: before: - vanity-pet stow farm.hog woven.sack after: - vanity-pet drop farm.hog woven.sack
UserVars used in this script:
Other scripts used by this script:
wait
Designed for use with the multi script to pause N seconds between commands.
Script usage:
Example: Runs 'somescript' 20 times with a 100 second interval between each run.
;multi 20,:wait 100,:somescript
Example: Coughs, waits 5 seconds, sneezes, waits 5 seconds, then hiccups.
;multi 1,cough,:wait 5,sneeze,:wait 5,hiccup
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
walkingastro
Runs as a background script whose aim is to keep your prediction pools filling and the Astrology Skill moving.
Script usage: On a 215 second timer, while not in combat (or while a series of other scripts are running), it will grab your telescope and if day observe the Sun, if night observe the Heart constellation. If your survival prediction pool fills, the script will instead align and predict against a survival skill. The aim of the script is to keep Astrology moving while you are out and about with your character, without having to rely on the ;astrology script.
Note, walkingastro will wait and not fire while the following scripts are running: 'steal', 'combat-trainer', 'pick', 'craft', 'shape', 'sew','bescort', 'remedy', 'forge', 'carve', 'performance', 'theurgy', 'hlctheurgy', 'astrology', 'astrology2', 'study-art', 'mech-lore', 'first-aid'.
Finally, this script assumes that you have a telescope (see Astrology for telescope support settings) and that Piercing Gaze is up.
It is highly recommended that you add PG to your list of in/out of combat buff spells.
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
wand-watcher
Activates wands automatically based on cooldown timer
Script usage: Best added to character autostart.
You need to be intelligent about how cooldown / count interact. If you only have 1 and the cooldown is 60 minutes, don't set a value less than 60 minutes.
- Example Settings:
wands: # magic wand: #Adj + Noun of the wand. Must be unique [Mandatory] # activation message: Foo Bar #Spell activation message [Mandatory] # activate verb: tap #Verb used to activate the wand [Optional - defaults to 'tap'] # container: backpack #Container where the wand(s) are stored [Mandatory] # cooldown: 32 #minutes between activation attempts [Optional - defaults to 30] # count: 2 #number of wands you have [Optional - defaults to 2] bloodwood branch: activation message: The world around you seems to slow as the spell grips your mind. activate verb: tap container: rucksack cooldown: 32 count: 2 ironwood wand: activation message: A glistening net of coiling tendrils interlaces itself across your muscles activate verb: rub container: haversack cooldown: 34 count: 2 # Don't try to grab any wands while these scripts are running. wand_watcher_no_use_scripts: - burgle - go2 # Don't try to grab any wands while in these rooms (generally anti-magic rooms), can use roomnumber, title or regex that matches the title. wand_watcher_no_use_rooms: - 1900 # Crossing bank teller - included with regex below but shown for example - Knife Clan, Triage # Dokt - silenced room - !ruby/regexp '/^(?:First )?Provincial Bank,/' # Crossing Bank - mapped, but 1 regex- -> 3 rooms - !ruby/regexp '/Carousel (?:Booth|r)$/' # Vaults - unmapped silenced / nomagic # Wait n seconds on startup before doing anything [Optional - defaults to 10 s] wand_watcher_startup_delay: 10 # Wait n seconds between checks for reusing wands [Optional - defaults to 60 s] wand_watcher_passive_delay: 60
Script arguments:
Settings used in this script:
- See example for explanation.
UserVars used in this script:
- wand_watcher_timers: Persistent storage for next use time for all wands.
Other scripts used by this script:
weave-cloth
This script is intended to be used in The Crossing.
Script usage:
Script arguments:
Settings used in this script:
UserVars used in this script:
Other scripts used by this script:
workorders
completes a workorder for the given discipline. Supplemental information: https://github.com/rpherbig/dr-scripts/wiki/Crafting-Setup
Script usage:
Script arguments:
- type: Type of workorder to do, blacksmithing, tailoring, shaping.
Settings used in this script:
- crafting_container: Bag that materials, tools, and books are stored in.
- workorder_diff: difficulty of workorder to request.
- crafting_recipes: List of crafting recipes in base-crafting.yaml.
- forging_tools: List of tools used in forging.
- forging_belt: Set up this has if you have a toolbelt for this craft.
- forging_belt:name: Unique name of belt.
- forging_belt:items: List of items held on the belt.
- knitting_tools: List of tools used in knitting.
- outfitting_belt: Set up this has if you have a toolbelt for this craft.
- outfitting_belt:name: Unique name of belt.
- outfitting_belt:items: List of items held on the belt.
- shaping_tools: List of tools used in shaping.
- engineering_belt: Set up this has if you have a toolbelt for this craft.
- engineering_belt:name: Unique name of belt.
- engineering_belt:items: List of items held on the belt.
- carving_tools: List of tools used in carving.
- workorder_min_items: Minimum number of items in the workorder required to accept.
- workorder_max_items: Maximum number of items in the workorder required to accept. Set to 5 or below or run the risk of not having enough material, which will cause the script to endlessly loop.
- workorders_repair: Whether you want to repair your crafting tools after completing workorders or not. For those with tools setup under gear, set to false in your yaml.
workorders_repair: true
- CARAVAN SETTINGS
- container holding caravan contracts for ;trade
UserVars used in this script: