Rangery
From CLUMP
- Scroll down for Multi-Morph Macro
//Rangery by Noivad
f3 call toggleShieldstone //modify this to your chosen hotkey
shift-f3 call UnShieldstone //modify this to your chosen hotkey
f4 call Heartwood //modify these to your chosen hotkey/etc
wheelup call Heartwood //works with trackpads that support 2 finger touch up
wheeldown call Heartslow //works with trackpads that support 2 finger touch down
f6 call reflection //modify this to your chosen hotkey
set shso 0
toggleShieldstone //v1.1
{
if @my.finger_item == "Shieldstone" //skips equip phase if true
goto ON
end if
label equip
"/equip shieldstone\r"
label ON
"/useitem shieldstone\r"
pause 1
label CHECK //Checks for Shieldstone failures …
if @env.textLog >= "Your Shieldstone goes inert"
pause 6
goto equip //…if so equips backup (if you have 1)
end if
}
UnShieldstone
{
"/unequip finger\r"
setglobal shso 0
}
Heartwood
{
if @my.left_item != "Heartwood Charm"
"/equip heartwood\r"
end if
"/useitem left\r"
}
Heartslow
{
"/useitem heartwood charm /slow\r"
}
"/judge" call judge
judge
{
"/useitem belt /judge " @text "\r"
}
"/reflect" call reflection
reflection
{
"/useitem belt /reflect\r"
}
"/be"
{
"/usei belt /befriend\r"
"/pose bless\r"
}
"/con"
{
"/usei belt /control\r"
"/pose sal\r"
}
"/dis"
{
"Dismissing in 3 seconds\r"
pause 15
"/pose surprised\r"
"/useitem belt /dismiss\r"
}
"/unm" call unmorph
unmorph
{
"/useitem /belt /return\r"
}
Multi-Creature Morph Macro
I recommend mapping the increment/decrement to your scroll wheel. This is usable with Rangery.txt above or scroll down for a simple 1 creature macro
/**MultiMorph v1.1**/
f8 call incrementMorph
f9 call decrementMorph
click3 call morph
f11 call morph
set morphed 0 //[DO NOT ALTER] toggle used to tell if you are morphed "1" or not "0"
set mindex 1 // "Morph Index"
set verbose 1
set totalMorphs 2 //**see note
set whichMorph0 ""
/*CHANGE ME*/
set morph[1] "Sky Bison" //change and add your morphs
set morph[2] "Mistral Kestrel"
set morph[3] ""
set morph[4] ""
set morph[5] ""
set morph[6] ""
morph
{
if morph[mindex] != whichMorph0
"/useitem belt /shape " morph[mindex] "\r"
setglobal morphed 1
setglobal whichMorph0 morph[mindex]
else if morphed == 0
if @my.waist_item != "belt of the wild"
if @my.waist_item != ""
setglobal waistItem @my.waist_item
else
set waistItem "belt of the wild"
end if
"/equip beltofthewild\r"
end if
"/useitem belt /shape " morph[mindex] "\r"
setglobal morphed 1
setglobal whichMorph0 morph[mindex]
else
"/useitem belt /return \r"
setglobal morphed 0
if waistItem != ""
if waistItem != "belt of the wild"
"/equip " waistItem "\r"
end if
end if
set whichMorph0 0
end if
}
incrementMorph
{
if mindex == totalMorphs
setglobal mindex 1
else
setglobal mindex + 1
end if
call whichMorph
}
decrementMorph
{
if mindex == 1
setglobal mindex totalMorphs
else
setglobal mindex - 1
end if
call whichMorph
}
whichMorph
{
if verbose == 1
message "*Morph Selected:" morph[mindex]
end if
}
**setting totalMorphs to 1 means it will never set the morph to Mistral Kestral above, so you can include creatures your working on morphs for and edit this number when you get them In this case for both morphs, the correct number is 2.
- note for all Morph Macros listed: morph state detection fails if falls & spirit runouts are not scanned for. you can use scanner.txt to avoid this or add the following to your text log scanning macro:
if @textLog < "you return to your normal"
setglobal morphed 0
end if
Simple Morph Macro
just change *creature name* to the name of your creature
//Alternate Simple 1 creature morph
click3 call morph
f11 call morph
set morphed 0
morph
{
if morphed == 0
"/useitem belt /shape *creature name* \r" //insert creature name
setglobal morphed 1
else
"/useitem belt /return \r"
setglobal morphed 0
end if
}