-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathlog2.cmd
114 lines (90 loc) · 2.91 KB
/
log2.cmd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
debug 5
if $charactername = Saracus then { var axe greataxe }
if $charactername = Dumas then { var axe greataxe }
if $charactername = Tanon then { var axe throwing.axe }
# character list for premie areas
var premielist Saracus|Tanon|Dumas
# character list for swimming areas
var swimlist Saracus|Tanon|Dumas
var night early evening|mid-evening|late evening|evening|midnight|night|almost dawn|sunset|approaching sunrise|sunrise|you can't tell
action var time $1 when ^It is currently \w+ and it is (.*)\.
var room
# STR / Snowbeasts
if "$zoneid" = "62" then
{
var room 16|17|18|19|20|33|31|32|35
var return 3
}
# Red leucs
if ("$zoneid" = "65") then
{
var room 3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20|21|22
if matchre("%swimlist","$charactername") then
{
var room %room|83|82|81|80|79
}
var return 2
}
if "$zoneid" = "66" then
{
# North of Shard
var room 14|15|16|17|18|115|116|117|118|119|120|121|122|123|124|131|151
if matchre("%premielist","$charactername") then { var room %room|645|650|651|652|653|654 }
var return 71
}
if "$zoneid" = "68" then
{
# South of Shard
var room 3|4|5|6|7|28|29|30|31|32|33|34|138|139|140|141|142|143|144|210|209|145|146|147|148|149|150|151|152|153|154|155|156|157|158|159|160|161|162|163|164|165|166|167|168|169|170|171|172|173|174|175|176
var room %room|52|53|54|55|56|57|58|59|60|61|62|63|64|65|66|67|68|69|70|71|72|73|75
var return 77
}
afterZone:
eval room_max countsplit("%room","|")
var room_count 0
var keep bloodwood|copperwood|darkspine|silverwood|pozumshi|smokewood|mistwood|goldwood|glitvire|adderwood|rockwood|azurelle|gloomwood|diamondwood|alerce
if_1 var keep %keep|%1
var harvest
var logs osage|yew|ebony|kapok|bocote|sandalwood|cherry|yew|tamarak|lelori|rosewood|osage|redwood|ironwood
var type start
action (watch) var type $1 when contains (no trees to lumberjack)
action (watch) var type $1 when This area contains a (\w+) forest
action (watch) var type $1;put #echo >log #CDAF95 [map$zoneid|$roomid]: %type when ^You are certain that (\w+) trees can be harvested here
action (watch) off
action var redo 1 when a thick mist seems to rise up around you
action goto watchLoop when ^MOVE FAILED
watchLoop:
var target_room %room(%room_count)
if ("$roomid" != "%target_room") then
{
put #goto %target_room
waitforre ^YOU HAVE ARRIVED
if %redo = 1 then
{
var redo 0
goto watchLoop
}
}
action (watch) on
send watch forest
pause 4
action (watch) off
if matchre("%type","%keep") then gosub log.loop
math room_count add 1
var type start
if (%room_count >= %room_max) then goto done
goto watchLoop
log.loop:
if ("$roomplayers" != "") then return
put wield my %axe
put untie my %axe
pause .5
put .logging
waitforre ^LOGGING CONTINUE
put sheath
return
done:
put #goto %return
waitforre ^YOU HAVE ARRIVED
put #parse LOG CONTINUE
exit