Yup, thats right, a complete (mostly) macguffin script. Mostly, in that it doesnt fight Ed, and it doesnt handle the new pirate content. It doesn't fight Ed because he's still one of my favourite new NS13 monsters 
First off, this script was primarily written to work for me, and I'm doing casual runs. As such, a lot of this script is biased towards that. It appears to work for softcore folk, and I've heard from people using it in hardcore successfully. I haven't actually checked if anyone in bad moon has used this script, but its been pretty thoroughly used by quite a few people now, and it seems to work well enough. I've fixed all the major problems I know about, anyway.
Also, portions of this script could be useful for others writing their own macguffin related scripts. In particular, if I could have borrowed someone else's code to pour the correct wines into the goblet, I would have! Getting it right was a pain in the ass.
Also, a nameless someone PM'd me asking for an updated hidden city script, and as you can't PM a script, I can just attach it here!
The hidden city script can be used independently of the main macguffin script, btw.
This script will almost definitely be updated, as I think of and find improvements that are necessary.
Finally, this script uses my outfit_change script, which has its own thread detailing how to use it.
EDIT (09 Nov 2007) both the hidden city and the macguffin scripts have been updated. It is now considerably easier to control combat options in the hidden city. Note that I haven't tested these combat options, as I use a custom combat script instead.
EDIT (17 Nov 2007) : fixed a combat bug against the Protector Spectre.
EDIT (22 Nov 2007) : added some code to autofetch missing wines for the spookyraven cellar.
EDIT (5 Dec 2007) : Pirate revamp broke snakehead charrrm fetching. Script will now refuse to get the snakehead charrrms, instead of hunting for them at the old pirate cove location. Expect a proper fix 'real soon'
EDIT (25 Jan 2008) : Checked in a fix for outfit_change.ash, so it can now properly deal with moving an 'equip one only' accessory to a different slot
EDIT (6 Jan 2008) : Checked in a minor fix for the hidden city, I think hola changed the internal name for one of the stone spheres, from 'plants' to 'nature'. EG: Mossy stone sphere of nature. The script should properly insert spheres now.

First off, this script was primarily written to work for me, and I'm doing casual runs. As such, a lot of this script is biased towards that. It appears to work for softcore folk, and I've heard from people using it in hardcore successfully. I haven't actually checked if anyone in bad moon has used this script, but its been pretty thoroughly used by quite a few people now, and it seems to work well enough. I've fixed all the major problems I know about, anyway.
Also, portions of this script could be useful for others writing their own macguffin related scripts. In particular, if I could have borrowed someone else's code to pour the correct wines into the goblet, I would have! Getting it right was a pain in the ass.
Also, a nameless someone PM'd me asking for an updated hidden city script, and as you can't PM a script, I can just attach it here!
The hidden city script can be used independently of the main macguffin script, btw.
This script will almost definitely be updated, as I think of and find improvements that are necessary.
Finally, this script uses my outfit_change script, which has its own thread detailing how to use it.
EDIT (09 Nov 2007) both the hidden city and the macguffin scripts have been updated. It is now considerably easier to control combat options in the hidden city. Note that I haven't tested these combat options, as I use a custom combat script instead.
EDIT (17 Nov 2007) : fixed a combat bug against the Protector Spectre.
EDIT (22 Nov 2007) : added some code to autofetch missing wines for the spookyraven cellar.
EDIT (5 Dec 2007) : Pirate revamp broke snakehead charrrm fetching. Script will now refuse to get the snakehead charrrms, instead of hunting for them at the old pirate cove location. Expect a proper fix 'real soon'

EDIT (25 Jan 2008) : Checked in a fix for outfit_change.ash, so it can now properly deal with moving an 'equip one only' accessory to a different slot
EDIT (6 Jan 2008) : Checked in a minor fix for the hidden city, I think hola changed the internal name for one of the stone spheres, from 'plants' to 'nature'. EG: Mossy stone sphere of nature. The script should properly insert spheres now.