View Full Version : Nelemar Swimmer - No more Eddies!
Drunken Durfin
02-16-2008, 01:01 AM
A strong eddy swirls around you, driving you forcefully south!
Damnit, what room am I in?
Durfin inhales a mouthful of water, his face wild with panic. Soon, he is completely overwhelmed, and his body goes still."
So, how many times have you had this happen to you and suddenly your script is useless and you are lost in the maze that is Nelemar? Well no more I say!
The script below does not use counters or set paths to get you from the whirlpool to the dais. It relies on the room descriptions themselves. If you get sucked into another room, the script looks at where you are and then takes the quickest route from there to where you need to go.
I have made the swim a few times myself already with no problems using this script. If you encounter, please paste a log of what went wrong so that I can modify the script. Simply posting "Durfin, your script sucks and got me killed" will not help.
Enjoy!
=====
Please see 2.0 code towards bottom of page....
BigWorm
03-04-2008, 03:07 PM
I've been using this script for a bit and made a few changes. This script didn't account for failures on your way into the whirlpool or on the very last swim up. Also, I swim nw at the end instead of ne. It's a little spammy with all the looks, but it works really well, so I'm not going to rewrite the guts.
# nelemar.cmd
# Temple Nelemar swimmer - never worry about being swept away again!
# Originally written by Durfin, with minor modifications by Brikus
# I don't ever turn this off, so this is useless for me, but the script
# will fail if it's not on
#PUT set desc on
# Don't know if stance makes a big difference, but I always like to be in offensive
PUT stance off
PUT Swim whirl
Observe:
MATCH Room00 Sunlight breaks through the clouds and ash above in bright streams,
MATCH Room00 Dim moonlight bathes the beach in its glow,
MATCH Room00 You should really stand up first.
MATCH Room01 Water flows violently in several directions
MATCH Room02 Currents roil the frigid water, swirling bits
MATCH Room03 Strong currents move as if with common poise
MATCH Room04 Strong currents twist and spin rapidly, stirring
MATCH Room05 The water seemingly goes on forever in all
MATCH Room06 Strong currents continue to swirl about rapidly
MATCH Room07 The total lack of light combined with the
MATCH Room08 Water swirls about violently, pulling anything
MATCH Room09 The water flows onward at fierce speeds, swirling
MATCH Room10 The area is blanketed by darkness and silence
MATCH Room11 The water continues swirling haphazardly, tugging
MATCH Room12 Strong swirls of water roil atop one another, and
MATCH Room13 Fierce currents careen about in a rampage
MATCH Room14 The current continues along at a fierce pace
MATCH Room15 The water swirls slowly and calms slightly as
MATCH Room16 The water twists and turns with renewed intensity
MATCH Room17 The currents continue to twist and spin rapidly
MATCH Room18 Light streams gently through the water from
MATCH Room19 A deafening roar engulfs the area as the water
MATCH Room20 Grand steps of once pristine white marble climb
MATCH Room21 Porous coral has grown between the fallen
MATCH Room22 Dented and rusted pots litter the crumbling
MATCH Room23 A massive stone pillar from the upper level
MATCH Done [Ruined Temple, Dais]
MATCH Observe can't
PUT look
MATCHWAIT
Room00:
put stand
put swim whirl
GOTO Observe
Room01:
put swim south
GOTO Observe
Room02:
put swim southeast
GOTO Observe
Room03:
put swim south
GOTO Observe
Room04:
put swim east
GOTO Observe
Room05:
put swim south
GOTO Observe
Room06:
put swim southeast
GOTO Observe
Room07:
put swim south
GOTO Observe
Room08:
put swim southwest
GOTO Observe
Room09:
put swim south
GOTO Observe
Room10:
put swim south
GOTO Observe
Room11:
put swim east
GOTO Observe
Room12:
put swim northeast
GOTO Observe
Room13:
put swim west
GOTO Observe
Room14:
put swim southeast
GOTO Observe
Room15:
put swim northeast
GOTO Observe
Room16:
put swim west
GOTO Observe
Room17:
put swim north
GOTO Observe
Room18:
put swim fissure
GOTO Observe
Room19:
put swim west
GOTO Observe
Room20:
put swim steps
GOTO Observe
Room21:
put swim nw
GOTO Observe
Room22:
Room23:
put swim up
GOTO Observe
# Get ready in case we run into a critter right away
Done:
PUT gird
PUT stance defensive
ECHO * You are in Temple Nelemar!
EXIT
Lyonis
08-09-2008, 12:56 AM
I received a bounty earlier today to rescue a child from Nelemar so I'm assuming that you have to swim out with them. Is there anyone that has a script to exit via swimming?
Khariz
08-09-2008, 01:23 AM
Thanks Durf. I replaces the swim portion of mine with this code. Great shit.
And to the modifier.
Drunken Durfin
06-10-2009, 05:01 PM
Ever get this error?
PR>swim northeast
...wait 1 seconds.
Or perhaps the new room description hits and the MATCH does not, so the script just sits there dumb until you do a manual LOOK again? Well no more.
The first script is the TO Nelemar Swimmer, incorporating BigWorm's changes for swim failure in the initial room. Also, be sure to edit the last line of this script from "PUT get my mattock" to fit your specifics.
The second is the FROM Nelemar Swimmer.
I have tested both several times, but you never know what kind of fun messaging you are going to get that will cause a problem. If something goes wrong while you are using these, please send me a log of your Story window so I can try and make corrections.
Enjoy!
~ Durfin
TO Nelemar:
PUT set des on
PUT Swim whirl
Observe:
PUT Look
MATCH Observe wait
MATCH Room00 Sunlight breaks through the clouds and ash above in bright streams,
MATCH Room00 Dim moonlight bathes the beach in its glow,
MATCH Room00 You should really stand up first.
MATCH Room01 Water flows violently in several directions
MATCH Room02 Currents roil the frigid water, swirling bits
MATCH Room03 Strong currents move as if with common poise
MATCH Room04 Strong currents twist and spin rapidly, stirring
MATCH Room05 The water seemingly goes on forever in all
MATCH Room06 Strong currents continue to swirl about rapidly
MATCH Room07 The total lack of light combined with the
MATCH Room08 Water swirls about violently, pulling anything
MATCH Room09 The water flows onward at fierce speeds, swirling
MATCH Room10 The area is blanketed by darkness and silence
MATCH Room11 The water continues swirling haphazardly, tugging
MATCH Room12 Strong swirls of water roil atop one another, and
MATCH Room13 Fierce currents careen about in a rampage
MATCH Room14 The current continues along at a fierce pace
MATCH Room15 The water swirls slowly and calms slightly as
MATCH Room16 The water twists and turns with renewed intensity
MATCH Room17 The currents continue to twist and spin rapidly
MATCH Room18 Light streams gently through the water from
MATCH Room19 A deafening roar engulfs the area as the water
MATCH Room20 Grand steps of once pristine white marble climb
MATCH Room21 Porous coral has grown between the fallen
MATCH Room22 Dented and rusted pots litter the crumbling
MATCH Room23 A massive stone pillar from the upper level
MATCH Done [Ruined Temple, Dais]
MATCHWAIT
Room00:
PUT stand
PUT swim whirl
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room01:
PUT swim south
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room02:
PUT swim southeast
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room03:
PUT swim south
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room04:
PUT swim east
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room05:
PUT swim south
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room06:
PUT swim southeast
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room07:
PUT swim south
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room08:
PUT swim southwest
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room09:
PUT swim south
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room10:
PUT swim south
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room11:
PUT swim east
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room12:
PUT swim northeast
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room13:
PUT swim west
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room14:
PUT swim southeast
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room15:
PUT swim northeast
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room16:
PUT swim west
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room17:
PUT swim north
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room18:
PUT swim fissure
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room19:
PUT swim west
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room20:
PUT swim steps
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room21:
PUT swim ne
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room22:
PUT swim up
MATCH Done Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room23:
PUT swim up
MATCH Done Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Done:
PUT set des off
PUT get my mattock
FROM Nelemar:
Main:
put set des on
put Swim down
MATCH Main Roundtime any headway
MATCH Observe Roundtime
MATCH Main wait
MATCHWAIT
Observe:
put Look
MATCH Room01 Water flows violently in several directions
MATCH Room02 Currents roil the frigid water, swirling bits
MATCH Room03 Strong currents move as if with common poise
MATCH Room04 Strong currents twist and spin rapidly, stirring
MATCH Room05 The water seemingly goes on forever in all
MATCH Room06 Strong currents continue to swirl about rapidly
MATCH Room07 The total lack of light combined with the
MATCH Room08 Water swirls about violently, pulling anything
MATCH Room09 The water flows onward at fierce speeds, swirling
MATCH Room10 The area is blanketed by darkness and silence
MATCH Room11 The water continues swirling haphazardly, tugging
MATCH Room12 Strong swirls of water roil atop one another, and
MATCH Room13 Fierce currents careen about in a rampage
MATCH Room14 The current continues along at a fierce pace
MATCH Room15 The water swirls slowly and calms slightly as
MATCH Room16 The water twists and turns with renewed intensity
MATCH Room17 The currents continue to twist and spin rapidly
MATCH Room18 Light streams gently through the water from
MATCH Room19 A deafening roar engulfs the area as the water
MATCH Room20 Grand steps of once pristine white marble climb
MATCH Room21 Porous coral has grown between the fallen
MATCH Room22 Dented and rusted pots litter the crumbling
MATCH Room23 A massive stone pillar from the upper level
MATCH Observe can't
MATCHWAIT
Room01:
put swim beach
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room02:
put swim east
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room03:
put swim north
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room04:
put swim northeast
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room05:
put swim north
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room06:
put swim northeast
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room07:
put swim north
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room08:
put swim northwest
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room09:
put swim southwest
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room10:
put swim north
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room11:
put swim northeast
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room12:
put swim southwest
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room13:
put swim northwest
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room14:
put swim east
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room15:
put swim north
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room16:
put swim north
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room17:
put swim northwest
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room18:
put swim east
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room19:
put swim northwest
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room20:
put swim fissure
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room21:
put swim steps
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room22:
put swim southwest
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
Room23:
put swim southeast
MATCH Observe Obvious
MATCH Observe Roundtime
MATCH Observe wait
MATCHWAIT
droit
06-10-2009, 05:03 PM
Wizard FE compatible?
EDIT: Nevermind.
Inspire
06-10-2009, 06:45 PM
Remember this post in .. 20 levels.
Septik
01-11-2010, 09:27 PM
Just what I needed. Works great. Thanks Durfin!
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