#ALIAS b {#t+ lab;use looting and burning;light torch;emote BURNS CORPSES;#wa 3000;drop all corpse} #ALIAS default_prompt {prompt Hp~:~/~ Sp~:~/~ Ep~:~/~ Exp~:~ ~>} #ALIAS lf_prompt {prompt Hp~:~/~ Sp~:~/~ Ep~:~/~ Exp~:~ ~>~} #ALIAS default_sc {sc set Hp~: ~{colorhp~} (~) Sp~: ~{colorsp~} (~) Ep~: ~{colorep~} (~) ~[ ~{diffhp~}/ ~{diffsp~}/ ~{diffep~}~]} #ALIAS timer {#math %1 (%time(yyyy)-1970)*365*24*60*60);#math %1 @%1+(%time(m)*30*24*60*60);#math %1 @%1+(%time(d)*24*60*60);#math %1 @%1+(%time(h)*60*60);#math %1 @%1+(%time(n)*60);#math %1 @%1+%time(s)} #ALIAS formattime {timer currenttime;#math tmptime @currenttime-@%1;#math tmpmin @tmptime/60;#math tmpsek @tmptime-(@tmpmin*60)];#if (@tmpmin=0) {#var timed [@{tmpsek}s]} {#var timed [@{tmpmin}m@{tmpsek}s]}} #ALIAS check {#if (@prots<>"") {#var checkstring {};#forall @prots {formattime %lower(%i)time;#var checkstring %additem(" %i (@timed) ",@checkstring);};p~' Prots: ~[@checkstring~]} {p~' Prots: ~[ NONE ~]}} #ALIAS clear {#var prots {} {};#var campstatus {Available} {Available}} #ALIAS ele {#var caster_type ELEC;cast ~'channelbolt~'} #ALIAS man {#var caster_type MANA;cast ~'channelball~'} #ALIAS fir {#var caster_type FIRE;cast ~'channelburn~'} #ALIAS cru {#var caster_type PSI;cast ~'psychic crush~'} #ALIAS prieststats {#var harm_total %eval(@harm_hit+@harm_miss);prieststats_evalhit;prieststats_evalmiss;prieststats_evalburgle;#echo ;#echo Priest stats:;#echo " Total casts:"%left(" ",5-%len(@harm_total))@harm_total (100.00%);#echo " Hits: "%left(" ",5-%len(@harm_hit))@harm_hit (@harm_hitpercent~%);#echo " Misses: "%left(" ",5-%len(@harm_miss))@harm_miss (@harm_misspercent~%);#echo " Burglecrits:"%left(" ",5-%len(@harm_burgle))@harm_burgle (@harm_burglepercent~%)} #ALIAS prieststats_clear {#var harm_hit 0;#var harm_miss 0;#var harm_burgle 0} #ALIAS prieststats_evalhit {#if (@harm_hit > 0) { #if (%eval((@harm_hit*10000)/@harm_total) >= 100) { #var harm_hitpercent {%leftback(%eval((@harm_hit*10000)/@harm_total),2).%rightback(%eval((@harm_hit*10000)/@harm_total),2)} } { #if (%eval((@harm_hit*10000)/@harm_total) >= 10) { #var harm_hitpercent {0.%rightback(%eval((@harm_hit*10000)/@harm_total),2)} } { #var harm_hitpercent {0.0%rightback(%eval((@harm_hit*10000)/@harm_total),1)} } }} { #var harm_hitpercent 0.00}} #ALIAS prieststats_evalmiss {#if (@harm_miss > 0) { #if (%eval((@harm_miss*10000)/@harm_total) >= 100) { #var harm_misspercent {%leftback(%eval((@harm_miss*10000)/@harm_total),2).%rightback(%eval((@harm_miss*10000)/@harm_total),2)} } { #if (%eval((@harm_miss*10000)/@harm_total) >= 10) { #var harm_misspercent {0.%rightback(%eval((@harm_miss*10000)/@harm_total),2)} } { #var harm_misspercent {0.0%rightback(%eval((@harm_miss*10000)/@harm_total),1)} } }} { #var harm_misspercent 0.00}} #ALIAS prieststats_evalburgle {#if (@harm_burgle > 0) { #if (%eval((@harm_burgle*10000)/@harm_hit) >= 100) { #var harm_burglepercent {%leftback(%eval((@harm_burgle*10000)/@harm_hit),2).%rightback(%eval((@harm_burgle*10000)/@harm_hit),2)} } { #if (%eval((@harm_burgle*10000)/@harm_hit) >= 10) { #var harm_burglepercent {0.%rightback(%eval((@harm_burgle*10000)/@harm_hit),2)} } { #var harm_burglepercent {0.0%rightback(%eval((@harm_burgle*10000)/@harm_hit),1)} } }} { #var harm_burglepercent 0.00}} #VAR countexp {0} #VAR showexp {0} #VAR totalexp {0} #VAR currenttime {1091049186} #VAR tmptime {0} #VAR tmpmin {0} #VAR tmpsek {0} #VAR timed {0m0s} #VAR prots {} {""} #VAR conjprot {""} #VAR checkstring {""} #VAR campstatus {Available} {Available} #VAR rounds_report {false} {false} #VAR rounds_spell {} {""} #VAR rounds {} {""} #VAR tank1 {} {""} #VAR tank2 {} {""} #VAR tank3 {} {""} #VAR healspell {cure critical wounds} #VAR battle_listen {2} #VAR battle_mode {gag} #VAR ticktime {0} #VAR tick_countsp {0} #VAR tick_showsp {0} #VAR tick_report {false} {false} #VAR caster_target {""} #VAR caster_resist {""} #VAR caster_percent {""} #VAR caster_dcrit {""} #VAR caster_deva {""} #VAR caster_type {""} #VAR harm_miss {0} #VAR harm_hit {0} #VAR harm_burgle {0} #TRIGGER {(*) is defenseless against (%w) damage.$} {p~' %1 resists 0% %2.} {cda} 647 #TRIGGER {(*) seems to be almost defenseless against (%w) damage.$} {p~' %1 resists 20% %2.} {cda} 647 #TRIGGER {(*) has some resistance against (%w) damage.$} {p~' %1 resists 40% %2.} {cda} 647 #TRIGGER {(*) seems to be moderately resistant against (%w) damage.$} {p~' %1 resists 60% %2.} {cda} 647 #TRIGGER {(*) has good resistance against (%w) damage.$} {p~' %1 resists 80% %2.} {cda} 647 #TRIGGER {(*) seems almost immune against (%w) damage.$} {p~' %1 resists 100% %2.} {cda} 647 #TRIGGER {You are prepared to do the skill.$} {#t- lab;extinguish torch;drop all;drop mowgles;drop zinc} {lab} 676 #TRIGGER {Your movement prevents you from doing the skill.$} {#t- lab;extinguish torch;p~' Burning interrupted!} {lab} 676 #TRIGGER {Your armours absorb some of the damage.$} {#co 6} {color} 647 #TRIGGER {You feel like * healed you a bit.$} {#co 3} {color} 647 #TRIGGER {Info: } {#co 15} {color} 647 #TRIGGER {saugaiii} {#cw 10} {color} 647 #TRIGGER {You have {one|two|three|four} free %w slot{.|s.}} {#co 15} {color} 647 #TRIGGER { rings a tiny bell just beside your ear! Ding!$} {#co 12} {color} 647 #TRIGGER {?race?: } {#cw 2} {color_channels} 647 #TRIGGER {?evil_religious?: } {#cw 2} {color_channels} 647 #TRIGGER {?lord_chaos?: } {#cw 10} {color_channels} 647 #TRIGGER {?priests?: } {#cw 10} {color_channels} 647 #TRIGGER {?navigator?: } {#cw 10} {color_channels} 647 #TRIGGER {?party?: } {#cw 15} {color_channels} 647 #TRIGGER {?sales?: } {#cw 3} {color_channels} 647 #TRIGGER {?wanted?: } {#cw 8} {color_channels} 647 #TRIGGER {?dawn+?: } {#cw 13} {color_channels_ss} 647 #TRIGGER {?lss+?: } {#cw 5} {color_channels_ss} 647 #TRIGGER {?turku+?: } {#cw 5} {color_channels_ss} 647 #TRIGGER {?orion+?: } {#cw 5} {color_channels_ss} 647 #TRIGGER {^You would get (*) experience for (*).$} {p~' %2: %1 exp} {consider} 647 #TRIGGER {Your attack causes (*) to lose focus slightly.$} {p~' %1 gets Stunned! (1/6)} {stun_m} 647 #TRIGGER {You hurt (*) who seems to become somewhat confused.$} {p~' %1 gets Stunned! (2/6)} {stun_m} 647 #TRIGGER {You cause (*)~'s world to become blurred and unfocused.$} {p~' %1 gets Stunned! (3/6)} {stun_m} 647 #TRIGGER {(*) is suddenly almost unable to stay in balance.$} {p~' %1 gets Stunned! (4/6)} {stun_m} 647 #TRIGGER {You make (*) stagger helplessly in pain and confusion.$} {p~' %1 gets Stunned! (5/6)} {stun_m} 647 #TRIGGER {You STUN (*), who loses connection to reality.$} {p~' %1 gets STUNNED! (6/6)} {stun_m} 647 #TRIGGER {/6~)$...WHO breaks the stun quickly off with intense concentration.$} {p~' ...BUT it broke it off!} {stun_m} 647 #TRIGGER {/6~)$..WHO breaks it off.$} {p~' ...BUT it broke it off!} {stun_m} 647 #TRIGGER {You get hit, and your eyes lose focus slightly.$} {p~' Got Stunned! (1/6)} {stun} 647 #TRIGGER {You become somewhat confused, losing your edge.$} {p~' Got Stunned! (2/6)} {stun} 647 #TRIGGER {Your mind reels and the world becomes blurred.$} {p~' Got Stunned! (3/6)} {stun} 647 #TRIGGER {You get hit badly, and have problems staying in balance.$} {p~' Got Stunned! (4/6)} {stun} 647 #TRIGGER {You stagger helplessly in pain and confusion.$} {p~' Got Stunned! (5/6)} {stun} 647 #TRIGGER {You lose connection to reality, becoming truly STUNNED.$} {p~' Got Stunned! (6/6)} {stun} 647 #TRIGGER { paralyzes you with } {p~' Got Paralyzed!} {stun} 647 #TRIGGER {You get stunned as your mind is utterly devastated!$} {p~' Got Devastated!} {stun} 647 #TRIGGER {...BUT you break it off} {p~' ...BUT I broke it off!} {stun} 647 #TRIGGER {You are no longer stunned.$} {p~' Came out of Stun!} {stun} 647 #TRIGGER {^(*): ([#])$} {#sub {"%1": %2 (%len(%2))}} {rounds_replace} 647 #TRIGGER { is in excellent shape.$} {#cw 15} {color_shape} 647 #TRIGGER { is in a good shape.$} {#cw 10} {color_shape} 647 #TRIGGER { is slightly hurt.$} {#cw 2} {color_shape} 647 #TRIGGER { is noticeably hurt.$} {#cw 14} {color_shape} 647 #TRIGGER { is not in a good shape.$} {#cw 6} {color_shape} 647 #TRIGGER { is in bad shape.$} {#cw 5} {color_shape} 647 #TRIGGER { is in very bad shape.$} {#cw 4} {color_shape} 647 #TRIGGER { is near death.$} {#cw 12} {color_shape} 647 #TRIGGER { Exp:(%d) ~>} {#if (%eval(%1-@countexp) != 0) {#if (%eval(%1-@countexp) > 0) {#math showexp %1-@countexp;#math totalexp @totalexp+@showexp;#var countexp %1;#echo Gained: ~[@showexp~] exp.} {#var countexp %1};}} {exp_count} 740 #TRIGGER { Exp:(%d) ~>} {#var countexp %1;#t+ exp_count;#t- exp_start} {exp_start} 711 #TRIGGER {(*) screams in pain.$} {p~' %1 resists 0% poison.} {wrath} 676 #TRIGGER {(*) writhes in agony.$} {p~' %1 resists 20% poison.} {wrath} 676 #TRIGGER {(*) shudders as the acidic blood burns %w flesh.$} {p~' %1 resists 40% poison.} {wrath} 676 #TRIGGER {(*) grunts in pain.$} {p~' %1 resists 60% poison.} {wrath} 676 #TRIGGER {(*) shrugs off the wrath!$} {p~' %1 resists 100% poison.} {wrath} 676 #TRIGGER { tweaks your nose mischievously.$} {check} {party} 676 #TRIGGER {You tweak your own nose mischievously.$} {check} {party} 676 #TRIGGER {~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*$} {#co 2;party report} {party} 676 #TRIGGER {A (*) hits you.$} {p~' Got hit by a %1!} {} 647 #TRIGGER {An (*) hits you.$} {p~' Got hit by an %1!} {} 647 #TRIGGER {(*) got mad at hostile actions.$} {#co 13;p~' Curses! %1 got aggressive!} {} 647 #TRIGGER {(*) is disturbed by spellcasting.$} {#co 13;p~' Curses! %1 got aggressive!} {} 647 #TRIGGER {(*) seems hurt and confused.$} {#co 11;p~' %1 lost its concentration!} {} 647 #TRIGGER {(*) wraps a thin wire around your throat and starts strangling!$} {p~' %1 started STRANGLING me!} {} 647 #TRIGGER {The wire loosens. You are no longer being strangled.$} {p~' No longer strangled.} {} 647 #TRIGGER {You feel DRAINED of knowledge!!!$} {#BEEP;p~' Argh! Got skilldrained!} {} 647 #TRIGGER {You are no longer satiated.$} {p~' Getting hungry!} {} 647 #TRIGGER {The water BURNS your skin.$} {p~' Water BURNS me!} {} 647 #TRIGGER {You feel fully healed.$} {p~' Full HPs} {} 647 #TRIGGER {You sizzle with magical energy.$} {p~' Full SPs} {} 647 #TRIGGER {You feel more vital.$} {#co 13;p~' Recovered from death.} {} 647 #TRIGGER {Your (*) gets damaged~; it~'s now in (%w) condition.$} {#BEEP;p~' Argh! My "%1" got damaged! (%2)} {} 647 #TRIGGER {Your (*) breaks into zillions of pieces.$} {#BEEP;p~' AAARRGH! My "%1" was destroyed!!} {} 647 #TRIGGER {That really HURT!$} {p~' Getting HURT!} {party} 676 #TRIGGER {You are about to DIE!$} {p~' I~'m DYING!} {party} 676 #TRIGGER {^(%w) lapses into unconsciousness from severe loss of blood.$} {#co 12;p~' %1 goes unconscious!} {party} 676 #TRIGGER {(*) starts grappling (%w).$} {p~' %1 grappled %2!} {party} 676 #TRIGGER { acquires (*) from (%w).$} {p~' %2~'s "%1" was ACQUIRED!} {party} 676 #TRIGGER {You are the new leader of the party.$} {party forcefollow;p~' I lead now.} {party} 676 #TRIGGER {You cannot leave, you have been AMBUSHED.$} {p~' Got AMBUSHED!} {party} 676 #TRIGGER {You do not have enough spell points to cast the spell.$} {p~' Out of SPs!} {party} 676 #TRIGGER {You score a ~*CRITICAL~* hit!$} {p~' MUAHAHA! Eat STARS!!!} {party} 676 #TRIGGER { casts a spell at you.$} {p~' Got a Stat curse!} {party_effect} 676 #TRIGGER {You shiver and feel strange.$} {p~' Stat curse gone.} {party_effect} 676 #TRIGGER { looks at you mesmerizingly. The world around you changes.$} {p~' Got a Hallucination!} {party_effect} 676 #TRIGGER {Your mind clears.$} {p~' Hallucination gone.} {party_effect} 676 #TRIGGER {(%w)~'s head glows black for a moment.$} {p~' %1 was affected by Forget.} {party_effect} 676 #TRIGGER {You feel rather empty-headed.$} {p~' I was affected by Forget.} {party_effect} 676 #TRIGGER {A fog lifts from your mind. You can remember things clearly now.$} {p~' Forget gone.} {party_effect} 676 #TRIGGER {. Your blood feels like it is on fire.$} {p~' Got a Spider touch!} {party_effect} 676 #TRIGGER {Your blood does not burn anymore.$} {p~' Spider touch gone.} {party_effect} 676 #TRIGGER {You SAVE against POISON.$} {p~' Saved against poison.} {party_effect} 676 #TRIGGER {You shiver and suffer from POISON!!$} {p~' I~'m poisoned!} {party_effect} 676 #TRIGGER {You feel the poison leaving your veins!$} {p~' No longer poisoned.} {party_effect} 676 #TRIGGER {You feel very weak! Maybe your heart stopped?$} {p~' Got a Curse of Tarmalen!} {party_effect} 676 #TRIGGER {You feel relieved.$} {p~' Suppress magic gone.} {party_effect} 676 #TRIGGER {se on sarki nyt} {p~' --,-~'-{@ DEST WEAPON @}-~'-,--} {combat_spells} 647 #TRIGGER {rikki ja poikki} {p~' --,-~'-{@ DEST ARMOUR @}-~'-,--} {combat_spells} 647 #TRIGGER {sahanpurua} {p~' --,-~'-{@ !DISINTEGRATE! @}-~'-,--} {combat_spells} 647 #TRIGGER {removezzzzzarmour} {p~' DMP was cast.} {combat_spells} 647 #TRIGGER {fah relep krlnpth} {p~' Immolate was cast.} {combat_spells} 647 #TRIGGER {voi hellapoliisin kevatnuija} {p~' Magic Suppression was cast.} {combat_spells} 647 #TRIGGER { winces and looks a bit braver.$} {p~' Wither Expires.} {combat_spells} 647 #TRIGGER {This location is now surrounded in a banded green forcefield.$} {p~' Force Dome Active.} {combat_fields} 647 #TRIGGER {The banded green forcefield vanishes.$} {p~' Force Dome Expires.} {combat_fields} 647 #TRIGGER {This location is now surrounded in a shimmering blue forcefield.$} {p~' Shelter Active.} {combat_fields} 647 #TRIGGER {The shimmering blue forcefield vanishes.$} {p~' Shelter Expires.} {combat_fields} 647 #TRIGGER {This location is now surrounded in a shining green forcefield.$} {p~' Anti Magic Field Active.} {combat_fields} 647 #TRIGGER {The shining green forcefield vanishes.$} {p~' Anti Magic Field Expires.} {combat_fields} 647 #TRIGGER {A aquamarine blue force field surrounds this area.$} {#cw 3} {combat_fields_color} 647 #TRIGGER {A desert yellow force field surrounds this area.$} {#cw 14} {combat_fields_color} 647 #TRIGGER {A banded green force field surrounds this area.$} {#cw 2} {combat_fields_color} 647 #TRIGGER {A shimmering blue force field surrounds this area.$} {#cw 9} {combat_fields_color} 647 #TRIGGER {A shining green force field surrounds this area.$} {#cw 10} {combat_fields_color} 647 #TRIGGER {acid arrow hits } {#color 47} {blast-Acid} 647 #TRIGGER {acid blast hits } {#color 47} {blast-Acid} 647 #TRIGGER {acid wind hits } {#color 47} {blast-Acid} 647 #TRIGGER {acid ray hits } {#color 47} {blast-Acid} 647 #TRIGGER {disruption hits } {#color 47} {blast-Acid} 647 #TRIGGER { with %w acid rain.$} {#color 47} {blast-Acid} 647 #TRIGGER { with %w acid storm.$} {#color 47} {blast-Acid} 647 #TRIGGER {blast vacuum hits } {#color 63} {blast-Asphx} 647 #TRIGGER {chaos bolt hits } {#color 63} {blast-Asphx} 647 #TRIGGER {strangulation hits } {#color 63} {blast-Asphx} 647 #TRIGGER {suffocation hits } {#color 63} {blast-Asphx} 647 #TRIGGER {vacuumbolt hits } {#color 63} {blast-Asphx} 647 #TRIGGER { with %w vacuum ball.$} {#color 63} {blast-Asphx} 647 #TRIGGER { with %w vacuum globe.$} {#color 63} {blast-Asphx} 647 #TRIGGER {chill touch hits } {#color 127} {blast-Cold} 647 #TRIGGER {cold ray hits } {#color 127} {blast-Cold} 647 #TRIGGER {darkfire hits } {#color 127} {blast-Cold} 647 #TRIGGER {flaming ice hits } {#color 127} {blast-Cold} 647 #TRIGGER {icebolt hits } {#color 127} {blast-Cold} 647 #TRIGGER { with %w cone of cold.$} {#color 127} {blast-Cold} 647 #TRIGGER { with %w hailstorm.$} {#color 127} {blast-Cold} 647 #TRIGGER {blast lightning hits } {#color 31} {blast-Elec} 647 #TRIGGER {electrocution hits } {#color 31} {blast-Elec} 647 #TRIGGER {forked lightning hits } {#color 31} {blast-Elec} 647 #TRIGGER {lightning bolt hits } {#color 31} {blast-Elec} 647 #TRIGGER {shocking grasp hits } {#color 31} {blast-Elec} 647 #TRIGGER { with %w chain lightning.$} {#color 31} {blast-Elec} 647 #TRIGGER { with %w lightning storm.$} {#color 31} {blast-Elec} 647 #TRIGGER {fire blast hits } {#color 79} {blast-Fire} 647 #TRIGGER {firebolt hits } {#color 79} {blast-Fire} 647 #TRIGGER {flame arrow hits } {#color 79} {blast-Fire} 647 #TRIGGER {lava blast hits } {#color 79} {blast-Fire} 647 #TRIGGER {meteor blast hits } {#color 79} {blast-Fire} 647 #TRIGGER { with %w lava storm.$} {#color 79} {blast-Fire} 647 #TRIGGER { with %w meteor swarm.$} {#color 79} {blast-Fire} 647 #TRIGGER {golden arrow hits } {#color 95} {blast-Magic} 647 #TRIGGER {levin bolt hits } {#color 95} {blast-Magic} 647 #TRIGGER {magic missile hits } {#color 95} {blast-Magic} 647 #TRIGGER {summon greater spores hits } {#color 95} {blast-Magic} 647 #TRIGGER {summon lesser spores hits } {#color 95} {blast-Magic} 647 #TRIGGER { with %w magic eruption.$} {#color 95} {blast-Magic} 647 #TRIGGER { with %w magic wave.$} {#color 95} {blast-Magic} 647 #TRIGGER {poison blast hits } {#color 111} {blast-Poison} 647 #TRIGGER {power blast hits } {#color 111} {blast-Poison} 647 #TRIGGER {summon carnal spores hits } {#color 111} {blast-Poison} 647 #TRIGGER {thorn spray hits } {#color 111} {blast-Poison} 647 #TRIGGER {venom strike hits } {#color 111} {blast-Poison} 647 #TRIGGER { with %w killing cloud.$} {#color 111} {blast-Poison} 647 #TRIGGER { with %w poison spray.$} {#color 111} {blast-Poison} 647 #TRIGGER {crushes * mind with a powerful psychic attack!$} {#color 121} {blast-PSI} 647 #TRIGGER {mind blast hits } {#color 121} {blast-PSI} 647 #TRIGGER {mind disruption hits } {#color 121} {blast-PSI} 647 #TRIGGER {paralyzes } {#color 124} {blast-PSI} 647 #TRIGGER {psi blast hits } {#color 121} {blast-PSI} 647 #TRIGGER {psibolt hits } {#color 121} {blast-PSI} 647 #TRIGGER {psychic crush hits } {#color 121} {blast-PSI} 647 #TRIGGER {is stunned from the intrusion into %w mind.$} {#color 124} {blast-PSI} 647 #TRIGGER { with %w psychic shout.$} {#color 121} {blast-PSI} 647 #TRIGGER { with %w psychic storm.$} {#color 121} {blast-PSI} 647 #TRIGGER {con fioco hits } {#color 79} {blast-Bard} 647 #TRIGGER {channelball hits } {#color 94} {blast-Chan} 647 #TRIGGER {channelbolt hits } {#color 30} {blast-Chan} 647 #TRIGGER {channelburn hits } {#color 78} {blast-Chan} 647 #TRIGGER {hoar frost hits } {#color 118} {blast-Druid} 647 #TRIGGER {gem fire hits } {#color 70} {blast-Druid} 647 #TRIGGER {star light hits } {#color 86} {blast-Druid} 647 #TRIGGER {wither flesh hits } {#color 86} {blast-Druid} 647 #TRIGGER { with %w earthquake.$} {#color 86} {blast-Druid} 647 #TRIGGER {banish demons hits } {#color 95} {blast-Nun} 647 #TRIGGER {dispel evil hits } {#color 95} {blast-Nun} 647 #TRIGGER {holy cross hits } {#color 95} {blast-Nun} 647 #TRIGGER {holy hand hits } {#color 95} {blast-Nun} 647 #TRIGGER { with %w flames of righteousness.$} {#color 95} {blast-Nun} 647 #TRIGGER {casts a harming spell on } {#color 80} {blast-Priest} 647 #TRIGGER {harms you } {#color 80} {blast-Priest} 647 #TRIGGER {dispel good hits } {#color 80} {blast-Priest} 647 #TRIGGER {You harm } {#color 80} {blast-Priest} 647 #TRIGGER {word of blasting hits } {#color 87} {blast-Reaver} 647 #TRIGGER {word of destruction hits } {#color 87} {blast-Reaver} 647 #TRIGGER {word of oblivion hits } {#color 87} {blast-Reaver} 647 #TRIGGER {word of slaughter hits } {#color 87} {blast-Reaver} 647 #TRIGGER {word of spite hits } {#color 87} {blast-Reaver} 647 #TRIGGER {word of genocide hits } {#color 87} {blast-Reaver} 647 #TRIGGER {A shower of (%w) blood flies from *~'s palm at } {#if (%1="red") {#co 4};#if (%1="orange") {#co 6};#if (%1="yellow") {#co 14};#if (%1="green") {#co 2};#if (%1="blue") {#co 9};#if (%1="indigo") {#co 5};#if (%1="violet") {#co 13};#if (%1="brown") {#co 6};#if (%1="black") {#co 15}} {blast-Spider} 647 #TRIGGER { misses.$} {#co 8} {battle_2_dim} 676 #TRIGGER { dodges.$} {#co 8} {battle_2_dim} 676 #TRIGGER { parries.$} {#co 8} {battle_2_dim} 676 #TRIGGER { tumbles your dodge.$} {#co 8} {battle_2_dim} 676 #TRIGGER {You miss.$} {#co 8} {battle_2_dim} 676 #TRIGGER {You dodge.$} {#co 8} {battle_2_dim} 676 #TRIGGER {You parry.$} {#co 8} {battle_2_dim} 676 #TRIGGER {You tumble *~'s dodge.$} {#co 8} {battle_2_dim} 676 #TRIGGER { tumbles *~'s dodge.$} {#co 8} {battle_2_dim} 676 #TRIGGER { tries to dodge your } {#co 8} {battle_3_dim} 647 #TRIGGER {You miss } {#co 8} {battle_3_dim} 647 #TRIGGER { misses you.$} {#co 8} {battle_3_dim} 647 #TRIGGER { successfully dodges your futile } {#co 8} {battle_3_dim} 647 #TRIGGER { successfully parries your } {#co 8} {battle_3_dim} 647 #TRIGGER {Cackling devilishly * you } {#co 9} {battle_3_dim} 647 #TRIGGER {Grinning diabolically * you } {#co 9} {battle_3_dim} 647 #TRIGGER {Smiling demonically * you } {#co 9} {battle_3_dim} 647 #TRIGGER {Smiling devilishly * you } {#co 9} {battle_3_dim} 647 #TRIGGER {You successfully dodge } {#co 8} {battle_3_dim} 647 #TRIGGER {You successfully parry } {#co 8} {battle_3_dim} 647 #TRIGGER {You try to dodge, but * is not fooled.$} {#co 8} {battle_3_dim} 647 #TRIGGER { misses } {#co 8} {battle_3_dim} 676 #TRIGGER { successfully dodges } {#co 8} {battle_3_dim} 676 #TRIGGER { successfully parries } {#co 8} {battle_3_dim} 676 #TRIGGER { tries to dodge, but } {#co 8} {battle_3_dim} 676 #TRIGGER {~'s battle cadence grants %w another attack!$} {#co 8} {battle_3_dim} 676 #TRIGGER { dodges.$} {#ga} {battle_2_gag} 676 #TRIGGER { misses.$} {#ga} {battle_2_gag} 676 #TRIGGER { parries.$} {#ga} {battle_2_gag} 676 #TRIGGER { tumbles your dodge.$} {#ga} {battle_2_gag} 676 #TRIGGER {^You miss.$} {#ga} {battle_2_gag} 676 #TRIGGER {^You dodge.$} {#ga} {battle_2_gag} 676 #TRIGGER {^You parry.$} {#ga} {battle_2_gag} 676 #TRIGGER {^You tumble *~'s dodge.$} {#ga} {battle_2_gag} 676 #TRIGGER { tumbles *~'s dodge.$} {#ga} {battle_2_gag} 676 #TRIGGER {^ ...AND counterattacks.$} {#ga} {battle_2_gag} 676 #TRIGGER {^...AND riposte.$} {#ga} {battle_2_gag} 676 #TRIGGER {^..AND ripostes.$} {#ga} {battle_2_gag} 676 #TRIGGER { misses } {#ga} {battle_3_gag} 676 #TRIGGER { misses you.$} {#ga} {battle_3_gag} 676 #TRIGGER { successfully dodges } {#ga} {battle_3_gag} 676 #TRIGGER { successfully dodges your futile } {#ga} {battle_3_gag} 676 #TRIGGER { successfully parries } {#ga} {battle_3_gag} 676 #TRIGGER { successfully parries your } {#ga} {battle_3_gag} 676 #TRIGGER { tries to dodge your } {#ga} {battle_3_gag} 676 #TRIGGER { tries to dodge, but } {#ga} {battle_3_gag} 676 #TRIGGER {~'s battle cadence grants %w another attack!$} {#ga} {battle_3_gag} 676 #TRIGGER {^You miss } {#ga} {battle_3_gag} 676 #TRIGGER {^You successfully dodge } {#ga} {battle_3_gag} 676 #TRIGGER {^You successfully parry } {#ga} {battle_3_gag} 676 #TRIGGER {^You try to dodge, but * is not fooled.$} {#ga} {battle_3_gag} 676 #TRIGGER {^...AND counterattack with ferocity.$} {#ga} {battle_3_gag} 676 #TRIGGER {^ ...AND counterattacks with ferocity.$} {#ga} {battle_3_gag} 676 #TRIGGER {You look around and find a suitable spot on the ground to rest} {#var campstatus Unavailable} {camp} 676 #TRIGGER {You feel a bit tired.$} {#var campstatus Available} {camp} 676 #TRIGGER {You feel like camping a little.$} {#var campstatus Available} {camp} 676 #TRIGGER {You stretch yourself and consider about camping.$} {#var campstatus Available} {camp} 676 #TRIGGER {^You start chanting.$} {#var rounds_spell "" "";#var rounds "" ""} {rounds} 676 #TRIGGER {You skillfully cast the spell with greater haste.$} {#if (%len(@rounds) > 2) { #var rounds %delete(@rounds,%len(@rounds)-2,2);p~' @rounds_spell: %len(@rounds) }} {rounds} 676 #TRIGGER {You skillfully cast the spell with haste.$} {#if (%len(@rounds) > 1) { #var rounds %delete(@rounds,%len(@rounds)-1,1);p~' @rounds_spell: %len(@rounds) }} {rounds} 676 #TRIGGER {^(*): ([#])$} {#var rounds_spell "%1" "";#var rounds %2;p~' %1: %len(%2)} {rounds} 676 #TRIGGER { wraps you into an embracing melody.$} {timer melodytime;p~' Melodical Embracement Active.;#if !%ismember(Melody,@prots) {#var prots %additem(Melody,@prots)}} {prot-b} 676 #TRIGGER {The embracing melody subsides, leaving you longing for more.$} {formattime melodytime;p~' Melodical Embracement Expires. ~[[@{timed}]~];#var prots %delitem(Melody,@prots)} {prot-b} 676 #TRIGGER {You feel full of battle rage! Victory is CERTAIN!$} {timer wetime;p~' War Ensemble Active.;#if !%ismember(WE,@prots) {#var prots %additem(WE,@prots)}} {prot-b} 676 #TRIGGER {The effect of war ensemble wears off.$} {formattime wetime;p~' War Ensemble Expires. ~[[@{timed}]~];#var prots %delitem(WE,@prots)} {prot-b} 676 #TRIGGER {You feel optimistic about your near future!$} {timer afavourtime;p~' Arches Favour Active.;#if !%ismember(AFavour,@prots) {#var prots %additem(AFavour,@prots)}} {prot-b} 676 #TRIGGER {You no longer have Arches Favour on you. You feel sad.$} {formattime afavourtime;p~' Arches Favour Expires. ~[[@{timed}]~];#var prots %delitem(AFavour,@prots)} {prot-b} 676 #TRIGGER { has just revealed you a true faith that you wish to follow!$} {timer achreyestime;p~' Achromatic Eyes Active.;#if !%ismember(AchrEyes,@prots) {#var prots %additem(AchrEyes,@prots)}} {prot-b} 676 #TRIGGER {The effect of achromatic eyes wears out.$} {formattime achreyestime;p~' Achromatic Eyes Expires. ~[[@{timed}]~];#var prots %delitem(AchrEyes,@prots)} {prot-b} 676 #TRIGGER {~[clandestine thought~]: activated.} {timer clanttime;p~' Clandestine Thought Active.;#if !%ismember(ClanT,@prots) {#var prots %additem(ClanT,@prots)}} {prot-b} 676 #TRIGGER {~[clandestine thought~]: scanning ended.} {formattime clanttime;p~' Clandestine Thought Expires. ~[[@{timed}]~];#var prots %delitem(ClanT,@prots)} {prot-b} 676 #TRIGGER {You sense a powerful protective aura around you.$} {#if (@conjprot=force) {timer fabtime;p~' Force Absorption Active.;#if !%ismember(FAB,@prots) {#var prots %additem(FAB,@prots)}};#if (@conjprot=fire) {timer firetime;p~' Heat Reduction Active.;#if !%ismember(Fire,@prots) {#var prots %additem(Fire,@prots)}};#if (@conjprot=cold) {timer coldtime;p~' Frost Insulation Active.;#if !%ismember(Cold,@prots) {#var prots %additem(Cold,@prots)}};#if (@conjprot=poison) {timer poisontime;p~' Toxic Dilution Active.;#if !%ismember(Poison,@prots) {#var prots %additem(Poison,@prots)}};#if (@conjprot=magic) {timer magictime;p~' Magic Dispersion Active.;#if !%ismember(Magic,@prots) {#var prots %additem(Magic,@prots)}};#if (@conjprot=acid) {timer acidtime;p~' Corrosion Shield Active.;#if !%ismember(Acid,@prots) {#var prots %additem(Acid,@prots)}};#if (@conjprot=electric) {timer electrictime;p~' Energy channeling Active.;#if !%ismember(Elec,@prots) {#var prots %additem(Elec,@prots)}};#if (@conjprot=asphx) {timer asphxtime;p~' Ether Boundary Active.;#if !%ismember(Asphx,@prots) {#var prots %additem(Asphx,@prots)}};#if (@conjprot=psi) {timer psitime;p~' Psychic Sanctuary Active.;#if !%ismember(PSI,@prots) {#var prots %additem(PSI,@prots)}}} {prot-c} 676 #TRIGGER {You sense an extra powerful protective aura around you.$} {#if (@conjprot=force) {timer fabtime;p~' Force Absorption Active. (Sticky);#if !%ismember(FAB,@prots) {#var prots %additem(FAB,@prots)}};#if (@conjprot=fire) {timer firetime;p~' Heat Reduction Active. (Sticky);#if !%ismember(Fire,@prots) {#var prots %additem(Fire,@prots)}};#if (@conjprot=cold) {timer coldtime;p~' Frost Insulation Active. (Sticky);#if !%ismember(Cold,@prots) {#var prots %additem(Cold,@prots)}};#if (@conjprot=poison) {timer poisontime;p~' Toxic Dilution Active. (Sticky);#if !%ismember(Poison,@prots) {#var prots %additem(Poison,@prots)}};#if (@conjprot=magic) {timer magictime;p~' Magic Dispersion Active. (Sticky);#if !%ismember(Magic,@prots) {#var prots %additem(Magic,@prots)}};#if (@conjprot=acid) {timer acidtime;p~' Corrosion Shield Active. (Sticky);#if !%ismember(Acid,@prots) {#var prots %additem(Acid,@prots)}};#if (@conjprot=electric) {timer electrictime;p~' Energy channeling Active. (Sticky);#if !%ismember(Elec,@prots) {#var prots %additem(Elec,@prots)}};#if (@conjprot=asphx) {timer asphxtime;p~' Ether Boundary Active. (Sticky);#if !%ismember(Asphx,@prots) {#var prots %additem(Asphx,@prots)}};#if (@conjprot=psi) {timer psitime;p~' Psychic Sanctuary Active. (Sticky);#if !%ismember(PSI,@prots) {#var prots %additem(PSI,@prots)}}} {prot-c} 676 #TRIGGER {A (*) flash momentarily surrounds you} {#if ("%1"="burning red") {formattime firetime;p~' Heat Reduction Expires. ~[[@{timed}]~];#var prots %delitem(Fire,@prots)};#if ("%1"="cold white") {formattime coldtime;p~' Frost Insulation Expires. ~[[@{timed}]~];#var prots %delitem(Cold,@prots)};#if ("%1"="crackling blue") {formattime electrictime;p~' Energy Channeling Expires. ~[[@{timed}]~];#var prots %delitem(Elec,@prots)};#if ("%1"="disgusting yellow") {formattime acidtime;p~' Corrosion Shield Expires. ~[[@{timed}]~];#var prots %delitem(Acid,@prots)};#if ("%1"="dull black") {formattime asphxtime;p~' Ether Boundary Expires. ~[[@{timed}]~];#var prots %delitem(Asphx,@prots)};#if ("%1"="golden") {formattime magictime;p~' Magic Dispersion Expires. ~[[@{timed}]~];#var prots %delitem(Magic,@prots)};#if ("%1"="green") {formattime poisontime;p~' Toxic Dilution Expires. ~[[@{timed}]~];#var prots %delitem(Poison,@prots)};#if ("%1"="skin brown") {formattime fabtime;p~' Force Absorption Expires. ~[[@{timed}]~];#var prots %delitem(FAB,@prots)};#if ("%1"="transparent") {formattime psitime;p~' Psychic Sanctuary Expires. ~[[@{timed}]~];#var prots %delitem(PSI,@prots)}} {prot-c} 676 #TRIGGER {You see a (*) shield fade into existance around you.$} {#if ("%1"="crystal clear") {timer aoatime;p~' Armour of Aether Active.;#if !%ismember(AoA,@prots) {#var prots %additem(AoA,@prots)}};#if ("%1"="crackling red-orange") {timer gfiretime;p~' Flame Shield Active.;#if !%ismember(GFire,@prots) {#var prots %additem(GFire,@prots)}};#if ("%1"="frosty blue-white") {timer gcoldtime;p~' Frost Shield Active.;#if !%ismember(GCold,@prots) {#var prots %additem(GCold,@prots)}};#if ("%1"="slimy olive green") {timer gpoisontime;p~' Shield of Detoxification Active.;#if !%ismember(GPoison,@prots) {#var prots %additem(GPoison,@prots)}};#if ("%1"="flickering golden") {timer gmagictime;p~' Repulsor Aura Active.;#if !%ismember(GMagic,@prots) {#var prots %additem(GMagic,@prots)}};#if ("%1"="bubbling yellow") {timer gacidtime;p~' Acid Shield Active.;#if !%ismember(GAcid,@prots) {#var prots %additem(GAcid,@prots)}};#if ("%1"="neon purple") {timer gelectrictime;p~' Lightning Shield Active.;#if !%ismember(GElec,@prots) {#var prots %additem(GElec,@prots)}};#if ("%1"="swirling foggy white") {timer gasphxtime;p~' Aura of Wind Active.;#if !%ismember(GAsphx,@prots) {#var prots %additem(GAsphx,@prots)}};#if ("%1"="misty pale blue") {timer gpsitime;p~' Psionic Phalanx Active.;#if !%ismember(GPSI,@prots) {#var prots %additem(GPSI,@prots)}}} {prot-c} 676 #TRIGGER {You see an extra (*) shield fade into existance around you.$} {#if ("%1"="crystal clear") {timer aoatime;p~' Armour of Aether Active. (Sticky);#if !%ismember(AoA,@prots) {#var prots %additem(AoA,@prots)}};#if ("%1"="crackling red-orange") {timer gfiretime;p~' Flame Shield Active. (Sticky);#if !%ismember(GFire,@prots) {#var prots %additem(GFire,@prots)}};#if ("%1"="frosty blue-white") {timer gcoldtime;p~' Frost Shield Active. (Sticky);#if !%ismember(GCold,@prots) {#var prots %additem(GCold,@prots)}};#if ("%1"="slimy olive green") {timer gpoisontime;p~' Shield of Detoxification Active. (Sticky);#if !%ismember(GPoison,@prots) {#var prots %additem(GPoison,@prots)}};#if ("%1"="flickering golden") {timer gmagictime;p~' Repulsor Aura Active. (Sticky);#if !%ismember(GMagic,@prots) {#var prots %additem(GMagic,@prots)}};#if ("%1"="bubbling yellow") {timer gacidtime;p~' Acid Shield Active. (Sticky);#if !%ismember(GAcid,@prots) {#var prots %additem(GAcid,@prots)}};#if ("%1"="neon purple") {timer gelectrictime;p~' Lightning Shield Active. (Sticky);#if !%ismember(GElec,@prots) {#var prots %additem(GElec,@prots)}};#if ("%1"="swirling foggy white") {timer gasphxtime;p~' Aura of Wind Active. (Sticky);#if !%ismember(GAsphx,@prots) {#var prots %additem(GAsphx,@prots)}};#if ("%1"="misty pale blue") {timer gpsitime;p~' Psionic Phalanx Active. (Sticky);#if !%ismember(GPSI,@prots) {#var prots %additem(GPSI,@prots)}}} {prot-c} 676 #TRIGGER {Your (*) shield fades out.$} {#if ("%1"="crystal clear") {formattime aoatime;p~' Armour of Aether Expires. ~[[@{timed}]~];#var prots %delitem(AoA,@prots)};#if ("%1"="crackling red-orange") {formattime gfiretime;p~' Flame Shield Expires. ~[[@{timed}]~];#var prots %delitem(GFire,@prots)};#if ("%1"="frosty blue-white") {formattime gcoldtime;p~' Frost Shield Expires. ~[[@{timed}]~];#var prots %delitem(GCold,@prots)};#if ("%1"="slimy olive green") {formattime gpoisontime;p~' Shield of Detoxification Expires. ~[[@{timed}]~];#var prots %delitem(GPoison,@prots)};#if ("%1"="flickering golden") {formattime gmagictime;p~' Repulsor Aura Expires. ~[[@{timed}]~];#var prots %delitem(GMagic,@prots)};#if ("%1"="bubbling yellow") {formattime gacidtime;p~' Acid Shield Expires. ~[[@{timed}]~];#var prots %delitem(GAcid,@prots)};#if ("%1"="neon purple") {formattime gelectrictime;p~' Lightning Shield Expires. ~[[@{timed}]~];#var prots %delitem(GElec,@prots)};#if ("%1"="swirling foggy white") {formattime gasphxtime;p~' Aura of Wind Expires. ~[[@{timed}]~];#var prots %delitem(GAsphx,@prots)};#if ("%1"="misty pale blue") {formattime gpsitime;p~' Psionic Phalanx Expires. ~[[@{timed}]~];#var prots %delitem(GPSI,@prots)}} {prot-c} 676 #TRIGGER {You feel much more vulnerable.$} {p~' All Lesser Conjurer Prots Expire.;#if %ismember(Fire,@prots) {#var prots %delitem(Fire,@prots)};#if %ismember(Cold,@prots) {#var prots %delitem(Cold,@prots)};#if %ismember(Elec,@prots) {#var prots %delitem(Elec,@prots)};#if %ismember(Acid,@prots) {#var prots %delitem(Acid,@prots)};#if %ismember(Asphx,@prots) {#var prots %delitem(Asphx,@prots)};#if %ismember(Magic,@prots) {#var prots %delitem(Magic,@prots)};#if %ismember(Poison,@prots) {#var prots %delitem(Poison,@prots)};#if %ismember(FAB,@prots) {#var prots %delitem(FAB,@prots)};#if %ismember(PSI,@prots) {#var prots %delitem(PSI,@prots)}} {prot-c} 676 #TRIGGER {You feel unprotected.$} {p~' All Greater Conjurer Prots Expire.;#if %ismember(G_Fire,@prots) {#var prots %delitem(G_Fire,@prots)};#if %ismember(G_Cold,@prots) {#var prots %delitem(G_Cold,@prots)};#if %ismember(G_Elec,@prots) {#var prots %delitem(G_Elec,@prots)};#if %ismember(G_Acid,@prots) {#var prots %delitem(G_Acid,@prots)};#if %ismember(G_Asphx,@prots) {#var prots %delitem(G_Asphx,@prots)};#if %ismember(G_Magic,@prots) {#var prots %delitem(G_Magic,@prots)};#if %ismember(G_Poison,@prots) {#var prots %delitem(G_Poison,@prots)};#if %ismember(AoA,@prots) {#var prots %delitem(AoA,@prots)};#if %ismember(G_PSI,@prots) {#var prots %delitem(G_PSI,@prots)}} {prot-c} 676 #TRIGGER {You feel a slight tingle.$} {timer soptime;p~' Shield of Protection Active.;#if !%ismember(SoP,@prots) {#var prots %additem(SoP,@prots)}} {prot-c} 676 #TRIGGER {You feel more vulnerable now.$} {formattime soptime;p~' Shield of Protection Expires. ~[[@{timed}]~];#var prots %delitem(SoP,@prots)} {prot-c} 676 #TRIGGER {You feel no longer } {p~' Iron Will Expires.} {prot-c} 676 #TRIGGER {ztonez des deckers} {#var conjprot force} {prot-c-l} 676 #TRIGGER {hot hot not zeis daimons} {#var conjprot fire} {prot-c-l} 676 #TRIGGER {skaki barictos yetz fiil} {#var conjprot cold} {prot-c-l} 676 #TRIGGER {morri nam pantoloosa} {#var conjprot poison} {prot-c-l} 676 #TRIGGER {meke tul magic} {#var conjprot magic} {prot-c-l} 676 #TRIGGER {sulphiraidzik hydrochloodriz gidz zuf} {#var conjprot acid} {prot-c-l} 676 #TRIGGER {kablaaaammmmm bliitz zundfer} {#var conjprot electric} {prot-c-l} 676 #TRIGGER {qor monoliftus} {#var conjprot asphx} {prot-c-l} 676 #TRIGGER {toughen da mind reeez un biis} {#var conjprot psi} {prot-c-l} 676 #TRIGGER {You sense a flex shield covering your body like a second skin.$} {timer flextime;p~' Flex Shield Active.;#if !%ismember(Flex,@prots) {#var prots %additem(Flex,@prots)}} {prot-d} 676 #TRIGGER {Your flex shield wobbles, PINGs and vanishes.$} {formattime flextime;p~' Flex Shield Expires. ~[[@{timed}]~];#var prots %delitem(Flex,@prots)} {prot-d} 676 #TRIGGER {You feel your metabolism speed up.$} {timer regentime;p~' Regeneration Active.;#if !%ismember(Regen,@prots) {#var prots %additem(Regen,@prots)}} {prot-d} 676 #TRIGGER {You no longer have a active regeneration spell on you} {formattime regentime;p~' Regeneration Expires. ~[[@{timed}]~];#var prots %delitem(Regen,@prots)} {prot-d} 676 #TRIGGER {An icy chill runs through your veins.$} {timer ebloodtime;p~' Earth Blood Active.;#if !%ismember(EBlood,@prots) {#var prots %additem(EBlood,@prots)}} {prot-d} 676 #TRIGGER {The runic sigla '~!~( ~*~)' fade away.. leaving you feeling strange.$} {formattime ebloodtime;p~' Earth Blood Expires. ~[[@{timed}]~];#var prots %delitem(EBlood,@prots)} {prot-d} 676 #TRIGGER {You feel your strength changing. You flex you muscles experimentally.$} {timer epowertime;p~' Earth Power Active.;#if !%ismember(EPower,@prots) {#var prots %additem(EPower,@prots)}} {prot-d} 676 #TRIGGER {The runic sigla *~%* fade away.. leaving you feeling strange.$} {formattime epowertime;p~' Earth Power Expires. ~[[@{timed}]~];#var prots %delitem(EPower,@prots)} {prot-d} 676 #TRIGGER {Vines entangle your body.$} {timer vmantime;p~' Vine Mantle Active.;#if !%ismember(VMan,@prots) {#var prots %additem(VMan,@prots)}} {prot-d} 676 #TRIGGER {The vines around your body shrink.$} {formattime vmantime;p~' Vine Mantle Expires. ~[[@{timed}]~];#var prots %delitem(VMan,@prots)} {prot-d} 676 #TRIGGER {You feel your skin harden.$} {timer eskintime;p~' Earth Skin Active.;#if !%ismember(ESkin,@prots) {#var prots %additem(ESkin,@prots)}} {prot-d} 676 #TRIGGER {Your skin feels softer.$} {formattime eskintime;p~' Earth Skin Expires. ~[[@{timed}]~];#var prots %delitem(ESkin,@prots)} {prot-d} 676 #TRIGGER { with sheer power as you are } {timer pfetime;p~' Protection from Evil Active.;#if !%ismember(PfE,@prots) {#var prots %additem(PfE,@prots)}} {prot-n} 676 #TRIGGER {You suddenly feel more vulnerable to evil.} {formattime pfetime;p~' Protection from Evil Expires. ~[[@{timed}]~];#var prots %delitem(PfE,@prots)} {prot-n} 548 #TRIGGER { dancing enchantedly around your body.} {timer heptime;p~' Heavenly Protection Active.;#if !%ismember(HeP,@prots) {#var prots %additem(HeP,@prots)}} {prot-n} 676 #TRIGGER {Holy particles slow down, rapidly fading away.} {formattime heptime;p~' Heavenly Protection Expires. ~[[@{timed}]~];#var prots %delitem(HeP,@prots)} {prot-n} 676 #TRIGGER { hand over you and blesses your soul in the name of Las.} {timer sstime;p~' Soul Shield Active.;#if !%ismember(SS,@prots) {#var prots %additem(SS,@prots)}} {prot-n} 676 #TRIGGER {Your soul feels suddenly more vulnerable.} {formattime sstime;p~' Soul Shield Expires. ~[[@{timed}]~];#var prots %delitem(SS,@prots)} {prot-n} 676 #TRIGGER {A vile black aura surrounds you.$} {timer pfgtime;p~' Protection from Good Active.;#if !%ismember(PfG,@prots) {#var prots %additem(PfG,@prots)}} {prot-p} 676 #TRIGGER {You no longer have a vile black aura around you.$} {formattime pfgtime;p~' Protection from Good Expires. ~[[@{timed}]~];#var prots %delitem(PfG,@prots)} {prot-p} 676 #TRIGGER {You feel your anger and hate of the world recede.$} {p~' Aura of Hate Expires.} {prot-p} 676 #TRIGGER { forms a shield of force around you.$} {timer fshtime;p~' Force Shield Active.;#if !%ismember(FSh,@prots) {#var prots %additem(FSh,@prots)}} {prot-ps} 676 #TRIGGER {Your armour feels thinner.$} {formattime fshtime;p~' Force Shield Expires. ~[[@{timed}]~];#var prots %delitem(FSh,@prots)} {prot-ps} 676 #TRIGGER {You feel light, and rise into the air.$} {timer floattime;p~' Floating Active.;#if !%ismember(Float,@prots) {#var prots %additem(Float,@prots)}} {prot-ps} 676 #TRIGGER {You slowly descend until your feet are on the ground.$} {formattime floattime;p~' Floating Expires. ~[[@{timed}]~];#var prots %delitem(Float,@prots)} {prot-ps} 676 #TRIGGER {~'s chanting appears to do absolutely nothing.$} {timer ustime;p~' Unstun Active.;#if !%ismember(Us,@prots) {#var prots %additem(Us,@prots)}} {prot-t} 676 #TRIGGER {It doesn~'t hurt } {formattime ustime;p~' Unstun Expires. ~[[@{timed}]~];#var prots %delitem(Us,@prots)} {prot-t} 676 #TRIGGER {You suddenly feel magically heavier.$} {timer hwtime;p~' Heavy Weight Active.;#if !%ismember(HW,@prots) {#var prots %additem(HW,@prots)}} {prot-t} 676 #TRIGGER {You feel lighter, but it doesn~'t seem to affect your weight!$} {formattime hwtime;p~' Heavy Weight Expires. ~[[@{timed}]~];#var prots %delitem(HW,@prots)} {prot-t} 676 #TRIGGER {You feel strong - like you could carry whole flat world on your back!$} {timer bottime;p~' Blessing of Tarmalen Active.;#if !%ismember(BoT,@prots) {#var prots %additem(BoT,@prots)}} {prot-t} 676 #TRIGGER {You feel weaker.$} {formattime bottime;p~' Blessing of Tarmalen Expires. ~[[@{timed}]~];#var prots %delitem(BoT,@prots)} {prot-t} 676 #TRIGGER {You feel your will getting stronger.$} {timer unptime;p~' Unpain Active.;#if !%ismember(Unp,@prots) {#var prots %additem(Unp,@prots)}} {prot-t} 676 #TRIGGER {You feel your will returning normal.$} {formattime unptime;p~' Unpain Expires. ~[[@{timed}]~];#var prots %delitem(Unp,@prots)} {prot-t} 676 #TRIGGER {You are surrounded by divine glow!$} {timer softime;p~' Shield of Faith Active.;#if !%ismember(SoF,@prots) {#var prots %additem(SoF,@prots)}} {prot-t} 676 #TRIGGER {Your glow disappears.$} {formattime softime;p~' Shield of Faith Expires. ~[[@{timed}]~];#var prots %delitem(SoF,@prots)} {prot-t} 676 #TRIGGER {Your massive build-up of rage slowly dissipates } {formattime dragetime;p~' Destructive Rage Expires. ~[[@{timed}]~];#var prots %delitem(DRage,@prots)} {prot-loc} 676 #TRIGGER {The flames surrounding your chaos blade subside.$} {formattime boftime;p~' Blade of Fire Expires. ~[[@{timed}]~];#var prots %delitem(BoF,@prots)} {prot-loc} 676 #TRIGGER {^You die.$} {#BEEP;#if %ismember(Flex,@prots) {formattime flextime;p~' Flex Shield Expires. ~[[@{timed}]~];#var prots %delitem(Flex,@prots)};#if %ismember(PfE,@prots) {formattime pfetime;p~' Protection from Evil Expires. ~[[@{timed}]~];#var prots %delitem(PfE,@prots)}} {prot-x} 676 #TRIGGER {You have infravision.$} {timer infratime;p~' Infravision Active.;#if !%ismember(Infra,@prots) {#var prots %additem(Infra,@prots)}} {prot-x} 676 #TRIGGER {Everything no longer seems so red.$} {formattime infratime;p~' Infravision Expires. ~[[@{timed}]~];#var prots %delitem(Infra,@prots)} {prot-x} 676 #TRIGGER {You feel light.$} {timer wwtime;p~' Water Walking Active.;#if !%ismember(WW,@prots) {#var prots %additem(WW,@prots)}} {prot-x} 676 #TRIGGER {You feel heavier.$} {formattime wwtime;p~' Water Walking Expires. ~[[@{timed}]~];#var prots %delitem(WW,@prots)} {prot-x} 676 #TRIGGER {You suddenly can~'t see yourself.$} {timer invistime;p~' Invisibility Active.;#if !%ismember(Invis,@prots) {#var prots %additem(Invis,@prots)}} {prot-x} 676 #TRIGGER {You twist the ring and suddenly you become invisible.$} {timer invistime;p~' Invisibility Active.;#if !%ismember(Invis,@prots) {#var prots %additem(Invis,@prots)}} {prot-x} 676 #TRIGGER {You turn visible.$} {formattime invistime;p~' Invisibility Expires. ~[[@{timed}]~];#var prots %delitem(Invis,@prots)} {prot-x} 676 #TRIGGER {You feel you can see more than ever.$} {timer seeinvistime;p~' See Invisible Active.;#if !%ismember(SeeInvis,@prots) {#var prots %additem(SeeInvis,@prots)}} {prot-x} 676 #TRIGGER {Your vision is less sensitive now.$} {formattime seeinvistime;p~' See Invisible Expires. ~[[@{timed}]~];#var prots %delitem(SeeInvis,@prots)} {prot-x} 676 #TRIGGER {For some reason you want to run on the walls for a little while.$} {timer swalktime;p~' Spider Walk Active.;#if !%ismember(SWalk,@prots) {#var prots %additem(SWalk,@prots)}} {prot-x} 676 #TRIGGER {The walls don~'t look so inviting anymore.$} {formattime swalktime;p~' Spider Walk Expires. ~[[@{timed}]~];#var prots %delitem(SWalk,@prots)} {prot-x} 676 #TRIGGER {You feel a godly presence. You feel refreshed!$} {timer godlytime;p~' Godly Effects Active.;#if !%ismember(Godly,@prots) {#var prots %additem(Godly,@prots)}} {prot-x} 676 #TRIGGER {You feel a godly presence inside you. You feel good!$} {timer godlytime;p~' Godly Effects Active.;#if !%ismember(Godly,@prots) {#var prots %additem(Godly,@prots)}} {prot-x} 676 #TRIGGER {You feel the presence of the dark gods!$} {timer godlytime;p~' Godly Effects Active.;#if !%ismember(Godly,@prots) {#var prots %additem(Godly,@prots)}} {prot-x} 676 #TRIGGER {You feel the godly effects withdraw.$} {formattime godlytime;p~' Godly Effects Expire. ~[[@{timed}]~];#var prots %delitem(Godly,@prots)} {prot-x} 676 #TRIGGER { is DEAD, R.I.P.$} {get corpse;get all from corpse} {death_barb} 676 #TRIGGER { over the still form of %w fallen foe.$} {get corpse} {death_barb_loc} 676 #TRIGGER { chants with an eerie hollow voice some arcane sounding words.$} {get corpse} {death_barb_lich} 676 #TRIGGER { sucks the soul from a corpse, then glows for a minute.$} {get corpse} {death_barb_youth} 676 #TRIGGER { is DEAD, R.I.P.$} {get all from all corpse;lord_chaos blood corpse;lord_chaos save} {death_loc_solo} 676 #TRIGGER {Flora holds Daisy over the still form of %w fallen foe.$} {dig grave} {death_loc_dig} 676 #TRIGGER { is DEAD, R.I.P.$} {lord_chaos blood corpse;lord_chaos save} {death_loc_party} 676 #TRIGGER {1st. Row(%s)(%x)(%s)(%x)(%s)(%x)} {#var tank1 "" "";#var tank2 "" "";#var tank3 "" "";#if (%replace(%2,-,1)="11111") { #if (%replace(%4,-,1)="11111") { #if (%replace(%6,-,1)="11111") { } { #var tank1 %lower(%6) ""; } } { #var tank1 %lower(%4) ""; #if (%replace(%6,-,1)="11111") { } { #var tank2 %lower(%6) ""; } }} { #var tank1 %lower(%2) ""; #if (%replace(%4,-,1)="11111") { #if (%replace(%6,-,1)="11111") { } { #var tank2 %lower(%6) ""; } } { #var tank2 %lower(%4) ""; #if (%replace(%6,-,1)="11111") { } { #var tank3 %lower(%6) ""; } }}} {healer} 676 #TRIGGER {,-----------------------------------------------------------------------------.$} {#ga} {healer_gag} 676 #TRIGGER {`-----------------------------------------------------------------------------'$} {#ga} {healer_gag} 676 #TRIGGER {REPLACE_YOUR_CHAR_NAME; hits (%w) * time{.|s.}$} {#if (%lower(%1)="flora") {} {#co 8}} {battle_1_dim} 676 #TRIGGER {REPLACE_YOUR_CHAR_NAME;flora} {#cw 14} {party} 548 #TRIGGER {REPLACE_YOUR_CHAR_NAME; hits*Flora*with {his|her|its} (*).$} {p~' Got hit by %1 area!} {} 647 #TRIGGER {Struggling valiantly, you manage to absorb the attack with your armour.$} {#co 6} {color} 647 #TRIGGER {~) Sp: (%d) ~((%d)~) Ep: } {#var tick_countsp %1;timer ticktime;#t+ tick_count;#t- tick_start} {tick_start} 740 #TRIGGER {~) Sp: (%d) ~((%d)~) Ep: } {#if (%eval(%1-@tick_countsp) != 0) { #if (%eval(%1-@tick_countsp) > 0) { #math tick_showsp %1-@tick_countsp; formattime ticktime; emote ticks @tick_showsp sps in ~[[@{timed}]~] (%1/%2); #var tick_countsp %1; timer ticktime } { #var tick_countsp %1; timer ticktime }}} {tick_count} 740 #TRIGGER {^Your body swells in anticipation of the battles to come.$} {timer glorytime;p~' Glory of Destruction Active.;#if !%ismember(Glory,@prots) {#var prots %additem(Glory,@prots)}} {prot-rea} 676 #TRIGGER {The destructive forces leave your body.$} {formattime glorytime;p~' Glory of Destruction Expires. ~[[@{timed}]~];#var prots %delitem(Glory,@prots)} {prot-rea} 676 #TRIGGER {^Psionic waves surge through your body and mind!$} {timer psishtime;p~' Psionic Shield Active.;#if !%ismember(PsiSh,@prots) {#var prots %additem(PsiSh,@prots)}} {prot-pss} 676 #TRIGGER {The psionic shield vanishes.$} {formattime psishtime;p~' Psionic Shield Expires. ~[[@{timed}]~];#var prots %delitem(PsiSh,@prots)} {prot-pss} 676 #TRIGGER {^A veiled darkness descends over your eyes.} {timer dragetime;p~' Destructive Rage Active.;#if !%ismember(DRage,@prots) {#var prots %additem(DRage,@prots)}} {prot-loc} 676 #TRIGGER {^As your chant finishes, a red-hot flame rages from your steel blade.$} {timer boftime;p~' Blade of Fire Active.;#if !%ismember(BoF,@prots) {#var prots %additem(BoF,@prots)}} {prot-loc} 676 #TRIGGER {^You watch with selfpride as your * hits (*).$} {#var caster_target "%1"} {caster} 676 #TRIGGER {~) ~[ */ -%d/ *~]$} {#if (@caster_target!="") {#if (@caster_resist!="") {p~' @caster_target @caster_resist @caster_type (@caster_percent~% resist). @caster_dcrit @caster_deva} {#if (@caster_dcrit!="") {p~' @caster_dcrit};#if (@caster_deva!="") {p~' @caster_target is @caster_deva}}};#var caster_target "";#var caster_resist "";#var caster_type "";#var caster_percent "";#var caster_dcrit "";#var caster_deva ""} {caster} 676 #TRIGGER { screams in pain.$} {#var caster_resist screams;#var caster_percent 0} {caster_analysis} 676 #TRIGGER { writhes in agony.$} {#var caster_resist writhes;#var caster_percent 20} {caster_analysis} 676 #TRIGGER { shudders from the force of the attack.$} {#var caster_resist shudders;#var caster_percent 40} {caster_analysis} 676 #TRIGGER { grunts from the pain.$} {#var caster_resist grunts;#var caster_percent 60} {caster_analysis} 676 #TRIGGER { winces a little from the pain.$} {#var caster_resist winces;#var caster_percent 80} {caster_analysis} 676 #TRIGGER { shrugs off the attack.$} {#var caster_resist shrugs;#var caster_percent 100} {caster_analysis} 676 #TRIGGER {^You feel like your spell gained additional power.$} {#var caster_dcrit "DCRIT 1!";#co 15} {caster_dcrit} 676 #TRIGGER {^You feel like you managed to channel additional POWER to your spell.$} {#var caster_dcrit "DCRIT 2!";#co 15} {caster_dcrit} 676 #TRIGGER {^Your fingertips are surrounded with swirling ENERGY as you cast the spell.$} {#var caster_dcrit "DCRIT 3!";#co 15} {caster_dcrit} 676 #TRIGGER {^Unseen BURSTS of magic are absorbed into the spell!$} {#var caster_dcrit "!!!UNSEEN BURSTS!!!";#co 15} {caster_dcrit} 676 #TRIGGER {^You crush (*)~'s mind with your psychic attack!$} {#var caster_target "%1"} {caster_psi} 676 #TRIGGER {^You devastate (*)~'s mind with your powers!$} {#var caster_deva DEVASTATED!} {caster_psi} 676 #TRIGGER {^You focus on the mind of (*).$(*) is stunned from the intrusion into %w mind.} {p~' "%1" is SEIZED!} {caster_psi} 676 #TRIGGER {^You surround yourself by a bubble of force.$} {timer pfftime;p~' Personal Force Field Active.;#if !%ismember(Pff,@prots) {#var prots %additem(Pff,@prots)}} {prot-cha} 676 #TRIGGER {Your field disperses with a soft ~*pop~* and is gone.$} {formattime pfftime;p~' Personal Force Field Expires. ~[[@{timed}]~];#var prots %delitem(Pff,@prots)} {prot-cha} 676 #TRIGGER {^ ..The power of Burglefloogah takes over you!!$} {#co 15;#ad harm_burgle 1} {prieststats} 676 #TRIGGER {^You fail to reach *.$} {#co 5;#ad harm_miss 1} {prieststats} 676 #TRIGGER {^You harm * {a little|some|a good bit|a lot|really much}.$} {#ad harm_hit 1} {prieststats} 676 #TRIGGER {Cackling demonically * you } {#co 9} {battle_3_dim} 647 #TRIGGER {(*) loses its blue glow.$} {p~' My "%1" lost its prot.} {} 647 #TRIGGER {This location is now surrounded in a aquamarine blue forcefield.$} {p~' Rain Active.} {combat_fields} 647 #TRIGGER {The aquamarine blue forcefield vanishes.$} {p~' Rain Expires.} {combat_fields} 647 #TRIGGER {This location is now surrounded in a desert yellow forcefield.$} {p~' Drying Wind Active.} {combat_fields} 647 #TRIGGER {The desert yellow forcefield vanishes.$} {p~' Drying Wind Expires.} {combat_fields} 647 #TRIGGER {This location is now surrounded in a electric blue forcefield.$} {p~' Electric Field Active.} {combat_fields} 647 #TRIGGER {The electric blue forcefield vanishes.$} {p~' Electric Field Expires.} {combat_fields} 647 #TRIGGER {A electric blue force field surrounds this area.$} {#cw 11} {combat_fields_color} 647 #TRIGGER {This location is now surrounded in a miserably gray forcefield.$} {p~' Field of Fear Active.} {combat_fields} 647 #TRIGGER {The miserably gray forcefield vanishes.$} {p~' Field of Fear Expires.} {combat_fields} 647 #TRIGGER {A miserably gray force field surrounds this area.$} {#cw 8} {combat_fields_color} 647 #KEY F5 {#if @rounds_report {#t- rounds;#var rounds_report false false;p~' Spellround reporting: ~[off~].;} {#t+ rounds;#var rounds_report true false;p~' Spellround reporting: ~[on~].;}} #KEY F9 {#if (@tank1="") {#echo No tank 1 defined.} {cast @healspell at @tank1}} #KEY F10 {#if (@tank2="") {#echo No tank 2 defined.} {cast @healspell at @tank2}} #KEY F11 {#if (@tank3="") {#echo No tank 3 defined.} {cast @healspell at @tank3}} #KEY F12 {cast major party heal} #KEY CTRL-1 {#if (@battle_listen < 3) {#math battle_listen @battle_listen+1} {#var battle_listen 0};#sa -> Battle: Listen ~[@battle_listen~], Mode ~[@battle_mode~];#co 13} #KEY CTRL-2 {#if (@battle_mode="dim" & @battle_listen>=2) {#var battle_mode gag} {#var battle_mode dim};#sa -> Battle: Listen ~[@battle_listen~], Mode ~[@battle_mode~];#co 13} #KEY F4 {#t- battle_1_dim;#t- battle_2_dim;#t- battle_3_dim;#t- battle_2_gag;#t- battle_3_gag;#t+ battle_@{battle_listen}_@{battle_mode};#t+ party;#t+ party_effect;#t+ prot-b;#t+ prot-c;#t+ prot-c-l;#t+ prot-d;#t+ prot-n;#t+ prot-p;#t+ prot-ps;#t+ prot-t;#t+ prot-x;#t- death_eq;#t- death_noeq;#t- death_dig;#t+ death_party;wanted off;wimpy off;battle clear all;battle listen all @battle_listen;battle rounds;parry 51;#sa -> Partymode: ~[ON~].;#co 13} #KEY F3 {#t- battle_1_dim;#t- battle_2_dim;#t- battle_3_dim;#t- battle_2_gag;#t- battle_3_gag;#t+ battle_3_dim;#t- party;#t- party_effect;#t- prot-b;#t- prot-c;#t- prot-c-l;#t- prot-d;#t- prot-n;#t- prot-p;#t- prot-ps;#t- prot-t;#t- prot-x;#t- death_party;#t- death_noeq;#t+ death_eq;#t+ death_dig;wanted on;battle clear all;#sa -> Partymode: ~[OFF~].;#co 13} #KEY F6 {#if @tick_report { #t- tick_start; #t- tick_count; #var tick_report false false; #sa -> Tick reporting: ~[OFF~].; #co 13;} { #t+ tick_start; sc; #var tick_report true false; #sa -> Tick reporting: ~[ON~].; #co 13;}}