Tintin

(I'll add some tintin++ scripts here. I've a general keyboard-mapped script and an Identify-for-classes without identification-script)

Do Not Disturn / Stealthmode / Quiet script:
There are several skills and spells in the game that are disrupted by any user input (shadow-mastery,air-rune,meld-with-stone,rite-of-dawn). A simple way to make sure your automatic actions (e.g. auto drinking, auto where) do not interfere, you can use the following script.

#ACTION {^You begin preparing to greet the coming Dawn.}  {#var QUIET TRUE;clear} {5}
#ACTION {^You complete the Rite of Dawn}  {#var QUIET FALSE} {5}
#ACTION {^With a word of power, you melt away, and the ground opens to swallow you.} {#var QUIET TRUE;clear} {5}
#ACTION {^You grow restless in the earth, and rise up from the ground.} {#var QUIET FALSE;clear} {5}
#ACTION {^As you finish chanting, a rune forms, hovering in your vision, hiding you from the world as long as you remain still.} {#var QUIET TRUE;clear} {5}
#ACTION {^You disturb the air rune, and you shimmer back into view.} {#var QUIET FALSE} {5}

#ACTION {^You are hungry.} {#if {"$QUIET"=="FALSE"} {get almonds bag;eat almonds}} {5}
#ACTION {^You are thirsty.} {#if {"$QUIET"=="FALSE"} {drink water;drink water}} {5}
#TICKER {where} {#if {"$QUIET"=="FALSE"} {where}}  {100}
#TICKER {who} {#if {"$QUIET"=="FALSE"} {who}} {200}

Auto-open doors and containers:
Born out of laziness, this script allows you to bump into doors, to open them. The disadvantage is that you might be wasting time opening door while you were just trying to walk through Qilarn. The advantage is that you don't have to type 'open door' that often. The script depends on the player using macros/hotkeys to walk around.

#ACTION {^%0 is closed.}={open $lastdir} @ {5}
#ALIAS   {exa} {examine %0;#var lastdir %0}  {5}
#MACRO {\eOA}={north;#var lastdir n}
#MACRO {\eOB}={south;#var lastdir s}
#MACRO {\eOC}={east;#var lastdir e}
#MACRO {\eOD}={west;#var lastdir w}
#MACRO {\e[5~}={up;#var lastdir u}
#MACRO {\e[6~}={down;#var lastdir d}

Visually notify when you are being attacked:
This one is born to make sense of combat-spam. It allows you to more easily see whether or not you are under attack. When you are under attack, it gives you some information about how much damage the attacks are doing. Note that we do not know the precise average damage of all the damage nouns. Requires excolor to be on.

#SUBSTITUTE {~^%0 \e[0;31mmisses\e[0m you.} {%0 misses you. (ATTACKED)} {4}
#SUBSTITUTE {You %0 evade%1.} {You %0 evade%1. (ATTACKED)} {5}
#SUBSTITUTE {You evade%0.} {You evade%0. (ATTACKED)} {5}
#SUBSTITUTE {You skillfully avoid the blow of the creature.} {You skillfully avoid the blow of the creature. (ATTACKED)} {5}
#SUBSTITUTE {^You %0 dodge%1.} {You %0 dodge%1. (ATTACKED)} {5}
#SUBSTITUTE {^You %0 parry%1.} {You %0 parry%1. (ATTACKED)} {5}
#SUBSTITUTE {^You block %0 with your shield.} {You block %0 with your shield. (ATTACKED)} {5}
#SUBSTITUTE {^You dodge%0.} {You dodge%0. (ATTACKED)} {5}
#SUBSTITUTE {^You parry%0.} {You parry%0. (ATTACKED)} {5}
#SUBSTITUTE {^You tumble%0.} {You dodge%0. (ATTACKED)} {5}
#SUBSTITUTE {^Your illusions momentarily distract %0.} {Your illusions momentarily distract %0. (ATTACKED)} {5}

#SUBSTITUTE {~^%0 \e[0;31m%1\e[0m you%2} {%0 %1 you%2  (HURT ~ ${damage-gotten})} {5}
#ACTION {~^%0 \e[1;37m%1 \e[0m%2 \e[0;31m%2\e[0m%3 you[.|!]} {#var damage-gotten ${%1};#var COMBAT 0} {5}
#ACTION {~^%0 \e[1;37m\e[0m%1 \e[0;31m%2\e[0m%3 you[.|!]} {#if {"%2"=="misses"} {#var damage-gotten $misses} {#var damage-gotten $none};#var COMBAT 0} {5}

#VARIABLE         {misses}                {0}
#VARIABLE         {pathetic}              {2.5}
#VARIABLE         {pitiful}               {6.5}
#VARIABLE         {feeble}                {10.5}
#VARIABLE         {weak}                  {14}
#VARIABLE         {paltry}                {17}
#VARIABLE         {inadequate}            {20.5}
#VARIABLE         {mediocre}              {24}
#VARIABLE         {none}                  {28.5}
#VARIABLE         {average}               {34.5}
#VARIABLE         {telling}               {41}
#VARIABLE         {strong}                {48.5}
#VARIABLE         {POTENT}                {57}
#VARIABLE         {POWERFUL}              {80}
#VARIABLE         {FORCEFUL}              {86.5}
#VARIABLE         {FIERCE}                {93}
#VARIABLE         {** VICIOUS **}         {103}
#VARIABLE         {*** BRUTAL ***}        {117}
#VARIABLE         {*** MIGHTY ***}        {133}
#VARIABLE         {=== FEARSOME ===}      {151}
#VARIABLE         {=== FEROCIOUS ===}     {161}
#VARIABLE         {>>> FORMIDABLE <<<}            {201}
#VARIABLE         {<<< TREMENDOUS >>>}            {226}
#VARIABLE         {))) HEROIC (((}                {302}
#VARIABLE         {]]] TITANIC [[[}               {386}
#VARIABLE         {### GODLIKE ###}               {404}

Combat Timer
The combat variable in this script tries to estimate how long it has been since you've last been in combat. The weird squiggles and stuff is caused by the color-sensitivity of these triggers (have excolor on!). As a bonus, it stores the damage noun in a variable called $damage.

#TICKER {CTICK} {#math COMBAT {$COMBAT + 1}} {1}
#ACTION {~^%0 \e[1;37m%1 \e[0m%2 \e[0;31m%2\e[0m%3 you[.|!]} {#var damage-gotten ${%1};#var COMBAT 0} {5}
#ACTION {~^%0 \e[1;37m\e[0m%1 \e[0;31m%2\e[0m%3 you[.|!]} {#if {"%2"=="misses"} {#var damage-gotten $misses} {#var damage-gotten $none};#var COMBAT 0} {5}
#ACTION {~^Your \e[1;37m%1 \e[0m%2} {#var damage-done ${%1};#var COMBAT 0} {4}
#ACTION {~^Your \e[1;37m\e[0m%1 \e[0;31m%2\e[0m} {#if {"%2"=="misses"} {#var damage-done $misses} {#var damage-done $none};#var COMBAT 0} {4}
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