#;@!%.~#Camping: @campstatus Prots: @protsCourier s#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_noeq;#t+ death_eq;wimpy off;battle clear all;battle listen all @battle_listen;battle rounds;parry 51;#sa -> Partymode: ~[ON~].;#co 13r?#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_noeq;#t- death_eq;wimpy low;battle clear all;#sa -> Partymode: ~[OFF~].;#co 13p#DIt#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~].;}1#if (@battle_listen < 3) {#math battle_listen @battle_listen+1} {#var battle_listen 0};#sa -> Battle: Listen ~[@battle_listen~], Mode ~[@battle_mode~];#co 132#if (@battle_mode="dim" & @battle_listen>=2) {#var battle_mode gag} {#var battle_mode dim};#sa -> Battle: Listen ~[@battle_listen~], Mode ~[@battle_mode~];#co 13xF#if (@tank1="") {#echo No tank 1 defined.} {cast @healspell at @tank1}yF#if (@tank2="") {#echo No tank 2 defined.} {cast @healspell at @tank2}zF#if (@tank3="") {#echo No tank 3 defined.} {cast @healspell at @tank3}u#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;}{cast major party heal0#if @hits_count {#t- hits_@{hits_type};#var hits_count false true;#sa -> Hit counter: ~[OFF~] (Type: @hits_type).;#co 13;} {#t+ hits_@{hits_type};#var hits_count true true;#sa -> Hit counter: ~[ON~] (Type: @hits_type).;#co 13;}9hits_@{hits_type}_report8t#YESNO {Do you really want to reset your hit statistics for mode @hits_type?} {OK:hits_@{hits_type}_reset} {Cancel:}qtwist sanctuary ringclear8#var prots {} {};#var campstatus {Available} {Available}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) formattimetimer 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]} @campstatus Available Available@pituus7@kohta17@tulos10@kohta27@tulos20@kohta31@tulos36@kohta41@tulos40@kohta50@tulos50@yht600@prots"" @conjprotforce @currenttime 1165104711@tmptime14@tmpmin0@tmpsek14@timed14s@rounds_reportfalsefalse @rounds_spell""@rounds# default_scsc set Hp~: ~{colorhp~} (~) Sp~: ~{colorsp~} (~) Ep~: ~{colorep~} (~) ~[ ~{diffhp~}/ ~{diffsp~}/ ~{diffep~}~]@battle_listen3 @checkstring""@tank1""@tank2""@tank3"" @healspellcure critical wounds @battle_modedim @ticktime 1096387843 @tick_countsp1071 @tick_reportfalsefalse @tick_showsp12@caster_target""@caster_resist""@caster_percent"" @caster_dcrit"" @caster_deva"" @caster_type"" caster_ele*#var caster_type ELEC;cast ~'channelbolt~' caster_fir*#var caster_type FIRE;cast ~'channelburn~' caster_man*#var caster_type MANA;cast ~'channelball~' @hits_counttruetrue @hits_typeaxesword @hits_critfalsefalse@hits_axesword_solidlyslash0@hits_axesword_gash0@hits_axesword_lightlycut0@hits_axesword_cut0@hits_axesword_tear0@hits_axesword_incise0@hits_axesword_shred0@hits_axesword_horriblyshred0@hits_axesword_slash0@hits_axesword_incisivelycut0@hits_axesword_pierce0@hits_axesword_slit0@hits_axesword_cruellytatter0@hits_axesword_rive0@hits_axesword_savagelyshave0"@hits_axesword_uncontrollablyslash0@hits_axesword_cruellyslash0@hits_axesword_quicklycut0@hits_axesword_savagelyrip0@hits_axesword_brutallytear0@hits_axesword_savagelyshred0@hits_axesword_cruellyrend0@hits_axesword_barbaricallyrend0@hits_axesword_dismember0@hits_axesword_cruellydismember0@hits_axesword_total0 @hits_axesword_solidlyslash_crit0@hits_axesword_gash_crit0@hits_axesword_lightlycut_crit0@hits_axesword_cut_crit0@hits_axesword_tear_crit0@hits_axesword_incise_crit0@hits_axesword_shred_crit0!@hits_axesword_horriblyshred_crit0@hits_axesword_slash_crit0!@hits_axesword_incisivelycut_crit0@hits_axesword_pierce_crit0@hits_axesword_slit_crit0!@hits_axesword_cruellytatter_crit0@hits_axesword_rive_crit0!@hits_axesword_savagelyshave_crit0'@hits_axesword_uncontrollablyslash_crit0 @hits_axesword_cruellyslash_crit0@hits_axesword_quicklycut_crit0@hits_axesword_savagelyrip_crit0 @hits_axesword_brutallytear_crit0!@hits_axesword_savagelyshred_crit0@hits_axesword_cruellyrend_crit0$@hits_axesword_barbaricallyrend_crit0@hits_axesword_dismember_crit0$@hits_axesword_cruellydismember_crit0@hits_axesword_total_crit0hits_axesword_resetS#var hits_axesword_solidlyslash {0};#var hits_axesword_gash {0};#var hits_axesword_lightlycut {0};#var hits_axesword_cut {0};#var hits_axesword_tear {0};#var hits_axesword_incise {0};#var hits_axesword_shred {0};#var hits_axesword_horriblyshred {0};#var hits_axesword_slash {0};#var hits_axesword_incisivelycut {0};#var hits_axesword_pierce {0};#var hits_axesword_slit {0};#var hits_axesword_cruellytatter {0};#var hits_axesword_rive {0};#var hits_axesword_savagelyshave {0};#var hits_axesword_uncontrollablyslash {0};#var hits_axesword_cruellyslash {0};#var hits_axesword_quicklycut {0};#var hits_axesword_savagelyrip {0};#var hits_axesword_brutallytear {0};#var hits_axesword_savagelyshred {0};#var hits_axesword_cruellyrend {0};#var hits_axesword_barbaricallyrend {0};#var hits_axesword_dismember {0};#var hits_axesword_cruellydismember {0};#var hits_axesword_total {0};#var hits_axesword_solidlyslash_crit {0};#var hits_axesword_gash_crit {0};#var hits_axesword_lightlycut_crit {0};#var hits_axesword_cut_crit {0};#var hits_axesword_tear_crit {0};#var hits_axesword_incise_crit {0};#var hits_axesword_shred_crit {0};#var hits_axesword_horriblyshred_crit {0};#var hits_axesword_slash_crit {0};#var hits_axesword_incisivelycut_crit {0};#var hits_axesword_pierce_crit {0};#var hits_axesword_slit_crit {0};#var hits_axesword_cruellytatter_crit {0};#var hits_axesword_rive_crit {0};#var hits_axesword_savagelyshave_crit {0};#var hits_axesword_uncontrollablyslash_crit {0};#var hits_axesword_cruellyslash_crit {0};#var hits_axesword_quicklycut_crit {0};#var hits_axesword_savagelyrip_crit {0};#var hits_axesword_brutallytear_crit {0};#var hits_axesword_savagelyshred_crit {0};#var hits_axesword_cruellyrend_crit {0};#var hits_axesword_barbaricallyrend_crit {0};#var hits_axesword_dismember_crit {0};#var hits_axesword_cruellydismember_crit {0};#var hits_axesword_total_crit {0} @hits_hitcruellydismember@hits_tmprow_hithits_axesword_cruellydismember@hits_tmprow_totalhits_axesword_total@hits_tmprow_hit_crit#hits_axesword_cruellydismember_crit@hits_tmprow_total_crithits_axesword_total_crit@hits_tmppercent0@hits_tmppercent_crit0hits_row0 #var hits_tmprow_hit hits_@{hits_type}_@{hits_hit};#var hits_tmprow_total hits_@{hits_type}_total;#var hits_tmprow_hit_crit hits_@{hits_type}_@{hits_hit}_crit;#var hits_tmprow_total_crit hits_@{hits_type}_total_crit;#var hits_tmprow_hit_all %eval(%number(@{@hits_tmprow_hit})+%number(@{@hits_tmprow_hit_crit}));#var hits_tmprow_total_all hits_@{hits_type}_total_all;#if (%number(@{@hits_tmprow_hit})>0) {#if (%eval((%number(@{@hits_tmprow_hit})*10000)/%number(@{@hits_tmprow_total}))>=100) {#var hits_tmppercent {%leftback(%eval((%number(@{@hits_tmprow_hit})*10000)/%number(@{@hits_tmprow_total})),2).%rightback(%eval((%number(@{@hits_tmprow_hit})*10000)/%number(@{@hits_tmprow_total})),2)}} {#if (%eval((%number(@{@hits_tmprow_hit})*10000)/%number(@{@hits_tmprow_total}))>=10) {#var hits_tmppercent {0.%rightback(%eval((%number(@{@hits_tmprow_hit})*10000)/%number(@{@hits_tmprow_total})),2)}} {#var hits_tmppercent {0.0%rightback(%eval((%number(@{@hits_tmprow_hit})*10000)/%number(@{@hits_tmprow_total})),1)}}}} {#var hits_tmppercent 0};#if (%number(@{@hits_tmprow_hit_crit})>0) {#if (%eval((%number(@{@hits_tmprow_hit_crit})*10000)/%number(@{@hits_tmprow_total_crit}))>=100) {#var hits_tmppercent_crit {%leftback(%eval((%number(@{@hits_tmprow_hit_crit})*10000)/%number(@{@hits_tmprow_total_crit})),2).%rightback(%eval((%number(@{@hits_tmprow_hit_crit})*10000)/%number(@{@hits_tmprow_total_crit})),2)}} {#if (%eval((%number(@{@hits_tmprow_hit_crit})*10000)/%number(@{@hits_tmprow_total_crit}))>=10) {#var hits_tmppercent_crit {0.%rightback(%eval((%number(@{@hits_tmprow_hit_crit})*10000)/%number(@{@hits_tmprow_total_crit})),2)}} {#var hits_tmppercent_crit {0.0%rightback(%eval((%number(@{@hits_tmprow_hit_crit})*10000)/%number(@{@hits_tmprow_total_crit})),1)}}}} {#var hits_tmppercent_crit 0};#if (@hits_tmprow_hit_all>0) {#if (%eval((@hits_tmprow_hit_all*10000)/%number(@{@hits_tmprow_total_all}))>=100) {#var hits_tmppercent_all {%leftback(%eval((@hits_tmprow_hit_all*10000)/%number(@{@hits_tmprow_total_all})),2).%rightback(%eval((@hits_tmprow_hit_all*10000)/%number(@{@hits_tmprow_total_all})),2)}} {#if (%eval((@hits_tmprow_hit_all*10000)/%number(@{@hits_tmprow_total_all}))>=10) {#var hits_tmppercent_all {0.%rightback(%eval((@hits_tmprow_hit_all*10000)/%number(@{@hits_tmprow_total_all})),2)}} {#var hits_tmppercent_all {0.0%rightback(%eval((@hits_tmprow_hit_all*10000)/%number(@{@hits_tmprow_total_all})),1)}}}} {#var hits_tmppercent_all 0};#var hits_row {| %left(" ",5-%len(@{@hits_tmprow_hit}))@{@hits_tmprow_hit} | %left(" ",5-%len(@hits_tmppercent))@hits_tmppercent | %left(" ",5-%len(@{@hits_tmprow_hit_crit}))@{@hits_tmprow_hit_crit} | %left(" ",5-%len(@hits_tmppercent_crit))@hits_tmppercent_crit | %left(" ",5-%len(@hits_tmprow_hit_all))@hits_tmprow_hit_all | %left(" ",5-%len(@hits_tmppercent_all))@hits_tmppercent_all |} @hits_row""@hits_axesword_total_all0@hits_tmprow_hit_all0@hits_tmprow_total_allhits_axesword_total_all@hits_tmppercent_all0hits_row_total#var hits_tmprow_total hits_@{hits_type}_total;#var hits_tmprow_total_crit hits_@{hits_type}_total_crit;#var hits_tmprow_total_all hits_@{hits_type}_total_all;#var hits_tmppercent %if(%number(@{@hits_tmprow_total})>0,%leftback(%eval((%number(@{@hits_tmprow_total})*10000)/%number(@{@hits_tmprow_total_all})),2).%rightback(%eval((%number(@{@hits_tmprow_total})*10000)/%number(@{@hits_tmprow_total_all})),2),0);#var hits_tmppercent_crit %if(%number(@{@hits_tmprow_total_crit})>0,%leftback(%eval((%number(@{@hits_tmprow_total_crit})*10000)/%number(@{@hits_tmprow_total_all})),2).%rightback(%eval((%number(@{@hits_tmprow_total_crit})*10000)/%number(@{@hits_tmprow_total_all})),2),0);#var hits_row {| %left(" ",5-%len(@{@hits_tmprow_total}))@{@hits_tmprow_total} | %left(" ",5-%len(@hits_tmppercent))@hits_tmppercent | %left(" ",5-%len(@{@hits_tmprow_total_crit}))@{@hits_tmprow_total_crit} | %left(" ",5-%len(@hits_tmppercent_crit))@hits_tmppercent_crit | %left(" ",5-%len(@{@hits_tmprow_total_all}))@{@hits_tmprow_total_all} "| 100 |"}hits_axesword_reportw#math hits_axesword_total @hits_axesword_solidlyslash+@hits_axesword_gash+@hits_axesword_lightlycut+@hits_axesword_cut+@hits_axesword_tear+@hits_axesword_incise+@hits_axesword_shred+@hits_axesword_horriblyshred+@hits_axesword_slash+@hits_axesword_incisivelycut+@hits_axesword_pierce+@hits_axesword_slit+@hits_axesword_cruellytatter+@hits_axesword_rive+@hits_axesword_savagelyshave+@hits_axesword_uncontrollablyslash+@hits_axesword_cruellyslash+@hits_axesword_quicklycut+@hits_axesword_savagelyrip+@hits_axesword_brutallytear+@hits_axesword_savagelyshred+@hits_axesword_cruellyrend+@hits_axesword_barbaricallyrend+@hits_axesword_dismember+@hits_axesword_cruellydismember;#math hits_axesword_total_crit @hits_axesword_solidlyslash_crit+@hits_axesword_gash_crit+@hits_axesword_lightlycut_crit+@hits_axesword_cut_crit+@hits_axesword_tear_crit+@hits_axesword_incise_crit+@hits_axesword_shred_crit+@hits_axesword_horriblyshred_crit+@hits_axesword_slash_crit+@hits_axesword_incisivelycut_crit+@hits_axesword_pierce_crit+@hits_axesword_slit_crit+@hits_axesword_cruellytatter_crit+@hits_axesword_rive_crit+@hits_axesword_savagelyshave_crit+@hits_axesword_uncontrollablyslash_crit+@hits_axesword_cruellyslash_crit+@hits_axesword_quicklycut_crit+@hits_axesword_savagelyrip_crit+@hits_axesword_brutallytear_crit+@hits_axesword_savagelyshred_crit+@hits_axesword_cruellyrend_crit+@hits_axesword_barbaricallyrend_crit+@hits_axesword_dismember_crit+@hits_axesword_cruellydismember_crit;#math hits_axesword_total_all @hits_axesword_total+@hits_axesword_total_crit;#echo ",----------------------.";#echo "| Hit counter |";#echo "|----------------------+-----------------------------------------------.";#echo "| Axe / Sword | Hits | % | Crits | % | Total | % |";#echo "|======================|=======|=======|=======|=======|=======|=======|";#var hits_hit solidlyslash;hits_row;#echo "| Solidly slash "@hits_row;#var hits_hit gash;hits_row;#echo "| Gash "@hits_row;#var hits_hit lightlycut;hits_row;#echo "| Lightly cut "@hits_row;#var hits_hit cut;hits_row;#echo "| Cut "@hits_row;#var hits_hit tear;hits_row;#echo "| Tear "@hits_row;#var hits_hit incise;hits_row;#echo "| Incise "@hits_row;#var hits_hit shred;hits_row;#echo "| Shred "@hits_row;#var hits_hit horriblyshred;hits_row;#echo "| Horribly shred "@hits_row;#var hits_hit slash;hits_row;#echo "| Slash "@hits_row;#var hits_hit incisivelycut;hits_row;#echo "| Incisively cut "@hits_row;#var hits_hit pierce;hits_row;#echo "| Pierce "@hits_row;#var hits_hit slit;hits_row;#echo "| Slit "@hits_row;#var hits_hit cruellytatter;hits_row;#echo "| Cruelly tatter "@hits_row;#var hits_hit rive;hits_row;#echo "| Rive "@hits_row;#var hits_hit savagelyshave;hits_row;#echo "| Savagely shave "@hits_row;#var hits_hit uncontrollablyslash;hits_row;#echo "| Uncontrollably slash "@hits_row;#var hits_hit cruellyslash;hits_row;#echo "| Cruelly slash "@hits_row;#var hits_hit quicklycut;hits_row;#echo "| Quickly cut "@hits_row;#var hits_hit savagelyrip;hits_row;#echo "| Savagely rip "@hits_row;#var hits_hit brutallytear;hits_row;#echo "| BRUTALLY TEAR "@hits_row;#var hits_hit savagelyshred;hits_row;#echo "| SAVAGELY SHRED "@hits_row;#var hits_hit cruellyrend;hits_row;#echo "| CRUELLY REND "@hits_row;#var hits_hit barbaricallyrend;hits_row;#echo "| BARBARICALLY REND "@hits_row;#var hits_hit dismember;hits_row;#echo "| DISMEMBER "@hits_row;#var hits_hit cruellydismember;hits_row;#echo "| CRUELLY DISMEMBER "@hits_row;#echo "|----------------------+-------+-------+-------+-------+-------+-------|";hits_row_total;#echo "| Total "@hits_row;#echo "`----------------------------------------------------------------------'";#var hits_row ""prieststats_clear3#var harm_hit 0;#var harm_miss 0;#var harm_burgle 0 @harm_miss20 @harm_hit80 @harm_burgle5 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~%)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}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}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} @harm_total100@harm_hitpercent80.00@harm_misspercent20.00@harm_burglepercent6.25default_clockprompttprompt ~[~~:~~:~~] Hp~:~/~ Sp~:~/~ Ep~:~/~ Exp~:~ ~>default_promptUprompt Hp~:~/~ Sp~:~/~ Ep~:~/~ Exp~:~ ~>default_lfprompt[prompt Hp~:~/~ Sp~:~/~ Ep~:~/~ Exp~:~ ~>~check#if (@prots<>"") {#var checkstring {};#forall @prots {formattime %lower(%i)time;#var checkstring %additem("%i @timed",@checkstring);};p~' Prots: ~[@checkstring~]} {p~' Prots: ~[NONE~]}bX#t+ lab;use looting and burning;emote BURNS CORPSES;light torch;#wa 3000;drop all corpse @skilltime 1165104697 @spelltime 1165104046 @co_target""@co_pr""@co_exp""@co_opp""co#t+ consider;use consider atco_outip~' %left(@co_target,44-%len(@co_pr)-%len(@co_exp)-%len(@co_opp)): ~[@co_pr% PR|@co_exp EXP|@co_opp TGT~] caster_psi+#var caster_type PSI;cast ~'psychic crush~' @combat_fieldShelter @tiger_mak0 tigerstats[#sa Tiger stats:;#sa "Tiger claw mastery: "@tiger_claw;#sa " Dim mak mastery: "@tiger_mak @tiger_claw05You no longer have a active regeneration spell on you_formattime regentime;p~' Regeneration Expires. ~[[@{timed}]~];#var prots %delitem(Regen,@prots)prot-dztonez des deckers#var conjprot forceprot-c-lhot hot not zeis daimons#var conjprot fireprot-c-lskaki barictos yetz fiil#var conjprot coldprot-c-lmorri nam pantoloosa#var conjprot poisonprot-c-lmeke tul magic#var conjprot magicprot-c-l%sulphiraidzik hydrochloodriz gidz zuf#var conjprot acidprot-c-lkablaaaammmmm bliitz zundfer#var conjprot electricprot-c-lqor monoliftus#var conjprot asphxprot-c-ltoughen da mind reeez un biis#var conjprot psiprot-c-lk~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*$#co 2;party reportparty*You suddenly feel more vulnerable to evil.cformattime pfetime;p~' Protection from Evil Expires. ~[[@{timed}]~];#var prots %delitem(PfE,@prots)prot-n with sheer power as you are ktimer pfetime;p~' Protection from Evil Active.;#if !%ismember(PfE,@prots) {#var prots %additem(PfE,@prots)}prot-n.Holy particles slow down, rapidly fading away.bformattime heptime;p~' Heavenly Protection Expires. ~[[@{timed}]~];#var prots %delitem(HeP,@prots)prot-n& dancing enchantedly around your body.jtimer heptime;p~' Heavenly Protection Active.;#if !%ismember(HeP,@prots) {#var prots %additem(HeP,@prots)}prot-n(*) starts grappling (%w).$p~' %1 grappled %2!party paralyzes you with p~' Got Paralyzed!stun8 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)Your soul feels suddenly more vulnerable.Xformattime sstime;p~' Soul Shield Expires. ~[[@{timed}]~];#var prots %delitem(SS,@prots)prot-n>You look around and find a suitable spot on the ground to rest#var campstatus UnavailablecampInfo: #co 15colorsaugaiii#cw 10color acquires (*) from (%w).$p~' %2~'s "%1" was ACQUIRED!party%A (*) flash momentarily surrounds youc#if ("%1"="burning red") {formattime firetime;p~' Heat Reduction Expires. ~[[@{timed}]~];#var prots %delitem(Fire,@prots)};#if ("%1"="cold white") {formattime coldtime;p~' Frost Insulation Expires. ~[[@{timed}]~];#var prots %delitem(Cold,@prots)};#if ("%1"="crackling blue") {formattime electrictime;p~' Energy Channeling Expires. ~[[@{timed}]~];#var prots %delitem(Elec,@prots)};#if ("%1"="disgusting yellow") {formattime acidtime;p~' Corrosion Shield Expires. ~[[@{timed}]~];#var prots %delitem(Acid,@prots)};#if ("%1"="dull black") {formattime asphxtime;p~' Ether Boundary Expires. ~[[@{timed}]~];#var prots %delitem(Asphx,@prots)};#if ("%1"="golden") {formattime magictime;p~' Magic Dispersion Expires. ~[[@{timed}]~];#var prots %delitem(Magic,@prots)};#if ("%1"="green") {formattime poisontime;p~' Toxic Dilution Expires. ~[[@{timed}]~];#var prots %delitem(Poison,@prots)};#if ("%1"="skin brown") {formattime fabtime;p~' Force Absorption Expires. ~[[@{timed}]~];#var prots %delitem(FAB,@prots)};#if ("%1"="transparent") {formattime psitime;p~' Psychic Sanctuary Expires. ~[[@{timed}]~];#var prots %delitem(PSI,@prots)}prot-c0Your massive build-up of rage slowly dissipates cformattime dragetime;p~' Destructive Rage Expires. ~[[@{timed}]~];#var prots %delitem(DRage,@prots)prot-loc ?party?: #cw 15color_channels?race?: #cw 2color_channels ?sales?: #cw 3color_channels ?wanted?: #cw 8color_channels^You start chanting.$)#var rounds_spell "" "";#var rounds "" ""rounds2You skillfully cast the spell with greater haste.$k#if (%len(@rounds) > 2) { #var rounds %delete(@rounds,%len(@rounds)-2,2);p~' @rounds_spell: %len(@rounds) }rounds*You skillfully cast the spell with haste.$k#if (%len(@rounds) > 1) { #var rounds %delete(@rounds,%len(@rounds)-1,1);p~' @rounds_spell: %len(@rounds) }rounds ^(*): ([#])$I#var rounds_spell "%1" "";#var rounds %2;p~' @rounds_spell: %len(@rounds)rounds^~[([X@#:.]~])S#var pituus %pos("]","%1");#var kohta1 %pos(".","%1");#math tulos1 @pituus-@kohta1;#if (@kohta1 == 0) {#var tulos1 0};#var kohta2 %pos(":","%1");#if (@kohta1 == 0) {#var kohta1 %pos("]","%1")};#math tulos2 @kohta1-@kohta2;#if (@kohta2 == 0) {#var tulos2 0};#var kohta3 %pos("#","%1");#if (@kohta2 == 0) {#var kohta2 %pos(".","%1")};#if (@kohta2 == 0) {#var kohta2 %pos("]","%1")};#math tulos3 @kohta2-@kohta3;#if (@kohta3 == 0) {#var tulos3 0};#var kohta4 %pos("@","%1");#if (@kohta3 == 0) {#var kohta3 %pos(":","%1")};#if (@kohta3 == 0) {#var kohta3 %pos(".","%1")};#if (@kohta3 == 0) {#var kohta3 %pos("]","%1")};#math tulos4 @kohta3-@kohta4;#if (@kohta4 == 0) {#var tulos4 0};#if (@tulos4 > 1) {#math tulos4 @tulos4+1};#var kohta5 %pos("X","%1");#if (@kohta4 == 0) {#var kohta4 %pos("#","%1")};#if (@kohta4 == 0) {#var kohta4 %pos(":","%1")};#if (@kohta4 == 0) {#var kohta4 %pos(".","%1")};#if (@kohta4 == 0) {#var kohta4 %pos("]","%1")};#math tulos5 @kohta4-@kohta5;#if (@kohta5 == 0) {#var tulos5 0};#math yht ((@tulos5*10000)+(@tulos4*1000)+(@tulos3*100)+(@tulos2*10)+@tulos1);#sa Reputation: ~[@yht~]barb_rep is in a good shape.$#cw 10 color_shape is in bad shape.$#cw 5 color_shape is in excellent shape.$#cw 15 color_shape is in very bad shape.$#cw 4 color_shape is near death.$#cw 12 color_shape is not in a good shape.$#cw 6 color_shape is noticeably hurt.$#cw 14 color_shape is slightly hurt.$#cw 2 color_shape with %w acid rain.$ #color 47 blast-Acid with %w acid storm.$ #color 47 blast-Acid with %w vacuum ball.$ #color 63 blast-Asphx with %w vacuum globe.$ #color 63 blast-Asphx with %w cone of cold.$ #color 127 blast-Cold with %w hailstorm.$ #color 127 blast-Cold with %w chain lightning.$ #color 31 blast-Elec with %w lava storm.$ #color 79 blast-Fire with %w meteor swarm.$ #color 79 blast-Fire with %w magic eruption.$ #color 95 blast-Magic with %w magic wave.$ #color 95 blast-Magic with %w killing cloud.$ #color 111 blast-Poison with %w poison spray.$ #color 111 blast-Poison with %w psychic shout.$ #color 121 blast-PSI with %w psychic storm.$ #color 121 blast-PSIYou feel a bit tired.$#var campstatus Availablecamp You feel like camping a little.$#var campstatus Availablecamp1You stretch yourself and consider about camping.$#var campstatus Availablecamp0 rings a tiny bell just beside your ear! Ding!$#co 12color(Your armours absorb some of the damage.$#co 6color is DEAD, R.I.P.$Eget all from corpse on ground;lord_chaos blood corpse;lord_chaos savedeath_eq is DEAD, R.I.P.$get corpse;gac death_noeq"You are prepared to do the skill.$/#t- lab;extinguish torch;drop mowgles;drop zinclabP,-----------------------------------------------------------------------------.$#ga healer_gagP`-----------------------------------------------------------------------------'$#ga healer_gag1Your movement prevents you from doing the skill.$1#t- lab;extinguish torch;p~' Burning interrupted!lab=^(%w) lapses into unconsciousness from severe loss of blood.$#co 12;p~' %1 goes unconscious!partyThat really HURT!$p~' Getting HURT!partyYou are about to DIE!$p~' I~'m DYING!party%You are the new leader of the party.$(#co 12;party forcefollow;p~' I lead now.party*You cannot leave, you have been AMBUSHED.$p~' Got AMBUSHED!party7You do not have enough spell points to cast the spell.$p~' Out of SPs!party casts a spell at you.$p~' Got a Stat curse! party_effect< looks at you mesmerizingly. The world around you changes.$p~' Got a Hallucination! party_effect'(%w)~'s head glows black for a moment.$p~' %1 was affected by Forget. party_effectYou feel rather empty-headed.$p~' I was affected by Forget. party_effectYou feel relieved.$p~' Suppress magic gone. party_effect(You feel the poison leaving your veins!$p~' No longer poisoned. party_effect.You feel very weak! Maybe your heart stopped?$p~' Got a Curse of Tarmalen! party_effectYou SAVE against POISON.$p~' Saved against poison. party_effectYou shiver and feel strange.$p~' Stat curse gone. party_effect$You shiver and suffer from POISON!!$p~' I~'m poisoned! party_effect"Your blood does not burn anymore.$p~' Spider touch gone. party_effectYour mind clears.$p~' Hallucination gone. party_effectYou are no longer stunned.$p~' Came out of Stun!stun4You get stunned as your mind is utterly devastated!$p~' Got Devastated!stun$ hits*Flora*with {his|her|its} (*).$#sa Got hit by %1 area!" is caught by sudden enlightment.$p~' Bright nun! Bright nun! (*) got mad at hostile actions.$%#co 13;p~' Curses! %1 got aggressive!&The effect of war ensemble wears off.$Yformattime wetime;p~' War Ensemble Expires. ~[[@{timed}]~];#var prots %delitem(WE,@prots)prot-b=The embracing melody subsides, leaving you longing for more.$jformattime melodytime;p~' Melodical Embracement Expires. ~[[@{timed}]~];#var prots %delitem(Melody,@prots)prot-b,You feel optimistic about your near future!$ptimer afavourtime;p~' Arches Favour Active.;#if !%ismember(AFavour,@prots) {#var prots %additem(AFavour,@prots)}prot-b7You no longer have Arches Favour on you. You feel sad.$dformattime afavourtime;p~' Arches Favour Expires. ~[[@{timed}]~];#var prots %delitem(AFavour,@prots)prot-bYou feel a slight tingle.$ktimer soptime;p~' Shield of Protection Active.;#if !%ismember(SoP,@prots) {#var prots %additem(SoP,@prots)}prot-cYou feel more vulnerable now.$cformattime soptime;p~' Shield of Protection Expires. ~[[@{timed}]~];#var prots %delitem(SoP,@prots)prot-cYou feel much more vulnerable.$Wp~' 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-cYou feel unprotected.$hp~' All Greater Conjurer Prots Expire.;#if %ismember(GFire,@prots) {#var prots %delitem(GFire,@prots)};#if %ismember(GCold,@prots) {#var prots %delitem(GCold,@prots)};#if %ismember(GElec,@prots) {#var prots %delitem(GElec,@prots)};#if %ismember(GAcid,@prots) {#var prots %delitem(GAcid,@prots)};#if %ismember(GAsphx,@prots) {#var prots %delitem(GAsphx,@prots)};#if %ismember(GMagic,@prots) {#var prots %delitem(GMagic,@prots)};#if %ismember(GPoison,@prots) {#var prots %delitem(GPoison,@prots)};#if %ismember(AoA,@prots) {#var prots %delitem(AoA,@prots)};#if %ismember(GPSI,@prots) {#var prots %delitem(GPSI,@prots)}prot-c5You see a (*) shield fade into existance around you.$#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 gelectime;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<You see an extra (*) shield fade into existance around you.$E#if ("%1"="crystal clear") {timer aoatime;p~' Armour of Aether Active. (Sticky);#if !%ismember(AoA,@prots) {#var prots %additem(AoA,@prots)}};#if ("%1"="crackling red-orange") {timer gfiretime;p~' Flame Shield Active. (Sticky);#if !%ismember(GFire,@prots) {#var prots %additem(GFire,@prots)}};#if ("%1"="frosty blue-white") {timer gcoldtime;p~' Frost Shield Active. (Sticky);#if !%ismember(GCold,@prots) {#var prots %additem(GCold,@prots)}};#if ("%1"="slimy olive green") {timer gpoisontime;p~' Shield of Detoxification Active. (Sticky);#if !%ismember(GPoison,@prots) {#var prots %additem(GPoison,@prots)}};#if ("%1"="flickering golden") {timer gmagictime;p~' Repulsor Aura Active. (Sticky);#if !%ismember(GMagic,@prots) {#var prots %additem(GMagic,@prots)}};#if ("%1"="bubbling yellow") {timer gacidtime;p~' Acid Shield Active. (Sticky);#if !%ismember(GAcid,@prots) {#var prots %additem(GAcid,@prots)}};#if ("%1"="neon purple") {timer gelectime;p~' Lightning Shield Active. (Sticky);#if !%ismember(GElec,@prots) {#var prots %additem(GElec,@prots)}};#if ("%1"="swirling foggy white") {timer gasphxtime;p~' Aura of Wind Active. (Sticky);#if !%ismember(GAsphx,@prots) {#var prots %additem(GAsphx,@prots)}};#if ("%1"="misty pale blue") {timer gpsitime;p~' Psionic Phalanx Active. (Sticky);#if !%ismember(GPSI,@prots) {#var prots %additem(GPSI,@prots)}}prot-c1You sense a powerful protective aura around you.$#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-c8You sense an extra powerful protective aura around you.$#if (@conjprot=force) {timer fabtime;p~' Force Absorption Active. (Sticky);#if !%ismember(FAB,@prots) {#var prots %additem(FAB,@prots)}};#if (@conjprot=fire) {timer firetime;p~' Heat Reduction Active. (Sticky);#if !%ismember(Fire,@prots) {#var prots %additem(Fire,@prots)}};#if (@conjprot=cold) {timer coldtime;p~' Frost Insulation Active. (Sticky);#if !%ismember(Cold,@prots) {#var prots %additem(Cold,@prots)}};#if (@conjprot=poison) {timer poisontime;p~' Toxic Dilution Active. (Sticky);#if !%ismember(Poison,@prots) {#var prots %additem(Poison,@prots)}};#if (@conjprot=magic) {timer magictime;p~' Magic Dispersion Active. (Sticky);#if !%ismember(Magic,@prots) {#var prots %additem(Magic,@prots)}};#if (@conjprot=acid) {timer acidtime;p~' Corrosion Shield Active. (Sticky);#if !%ismember(Acid,@prots) {#var prots %additem(Acid,@prots)}};#if (@conjprot=electric) {timer electrictime;p~' Energy channeling Active. (Sticky);#if !%ismember(Elec,@prots) {#var prots %additem(Elec,@prots)}};#if (@conjprot=asphx) {timer asphxtime;p~' Ether Boundary Active. (Sticky);#if !%ismember(Asphx,@prots) {#var prots %additem(Asphx,@prots)}};#if (@conjprot=psi) {timer psitime;p~' Psychic Sanctuary Active. (Sticky);#if !%ismember(PSI,@prots) {#var prots %additem(PSI,@prots)}}prot-cYour (*) shield fades out.$#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 gelectime;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&An icy chill runs through your veins.$ktimer ebloodtime;p~' Earth Blood Active.;#if !%ismember(EBlood,@prots) {#var prots %additem(EBlood,@prots)}prot-d>The runic sigla *~%* fade away.. leaving you feeling strange.$`formattime epowertime;p~' Earth Power Expires. ~[[@{timed}]~];#var prots %delitem(EPower,@prots)prot-dEThe runic sigla '~!~( ~*~)' fade away.. leaving you feeling strange.$`formattime ebloodtime;p~' Earth Blood Expires. ~[[@{timed}]~];#var prots %delitem(EBlood,@prots)prot-d#The vines around your body shrink.$\formattime vmantime;p~' Vine Mantle Expires. ~[[@{timed}]~];#var prots %delitem(VMan,@prots)prot-dVines entangle your body.$etimer vmantime;p~' Vine Mantle Active.;#if !%ismember(VMan,@prots) {#var prots %additem(VMan,@prots)}prot-d#You feel your metabolism speed up.$itimer regentime;p~' Regeneration Active.;#if !%ismember(Regen,@prots) {#var prots %additem(Regen,@prots)}prot-dYou feel your skin harden.$gtimer eskintime;p~' Earth Skin Active.;#if !%ismember(ESkin,@prots) {#var prots %additem(ESkin,@prots)}prot-dFYou feel your strength changing. You flex you muscles experimentally.$ktimer epowertime;p~' Earth Power Active.;#if !%ismember(EPower,@prots) {#var prots %additem(EPower,@prots)}prot-d?You sense a flex shield covering your body like a second skin.$etimer flextime;p~' Flex Shield Active.;#if !%ismember(Flex,@prots) {#var prots %additem(Flex,@prots)}prot-d.Your flex shield wobbles, PINGs and vanishes.$\formattime flextime;p~' Flex Shield Expires. ~[[@{timed}]~];#var prots %delitem(Flex,@prots)prot-dYour skin feels softer.$]formattime eskintime;p~' Earth Skin Expires. ~[[@{timed}]~];#var prots %delitem(ESkin,@prots)prot-d1The flames surrounding your chaos blade subside.$\formattime boftime;p~' Blade of Fire Expires. ~[[@{timed}]~];#var prots %delitem(BoF,@prots)prot-loc!A vile black aura surrounds you.$ktimer pfgtime;p~' Protection from Good Active.;#if !%ismember(PfG,@prots) {#var prots %additem(PfG,@prots)}prot-p2You feel your anger and hate of the world recede.$p~' Aura of Hate Expires.prot-p1You no longer have a vile black aura around you.$cformattime pfgtime;p~' Protection from Good Expires. ~[[@{timed}]~];#var prots %delitem(PfG,@prots)prot-pYour armour feels thinner.$[formattime fshtime;p~' Force Shield Expires. ~[[@{timed}]~];#var prots %delitem(FSh,@prots)prot-ps6You slowly descend until your feet are on the ground.$[formattime floattime;p~' Floating Expires. ~[[@{timed}]~];#var prots %delitem(Float,@prots)prot-ps'You feel light, and rise into the air.$etimer floattime;p~' Floating Active.;#if !%ismember(Float,@prots) {#var prots %additem(Float,@prots)}prot-ps% forms a shield of force around you.$ctimer fshtime;p~' Force Shield Active.;#if !%ismember(FSh,@prots) {#var prots %additem(FSh,@prots)}prot-ps>You feel lighter, but it doesn~'t seem to affect your weight!$Yformattime hwtime;p~' Heavy Weight Expires. ~[[@{timed}]~];#var prots %delitem(HW,@prots)prot-tFYou feel strong - like you could carry whole flat world on your back!$ktimer bottime;p~' Blessing of Tarmalen Active.;#if !%ismember(BoT,@prots) {#var prots %additem(BoT,@prots)}prot-tYou feel weaker.$cformattime bottime;p~' Blessing of Tarmalen Expires. ~[[@{timed}]~];#var prots %delitem(BoT,@prots)prot-t%You feel your will getting stronger.$]timer unptime;p~' Unpain Active.;#if !%ismember(Unp,@prots) {#var prots %additem(Unp,@prots)}prot-t%You feel your will returning normal.$Uformattime unptime;p~' Unpain Expires. ~[[@{timed}]~];#var prots %delitem(Unp,@prots)prot-t%You suddenly feel magically heavier.$`timer hwtime;p~' Heavy Weight Active.;#if !%ismember(HW,@prots) {#var prots %additem(HW,@prots)}prot-t"Your life force becomes stronger.$_timer sstime;p~' Soul Shield Active.;#if !%ismember(SS,@prots) {#var prots %additem(SS,@prots)}prot-tYour life force seems weaker.$Xformattime sstime;p~' Soul Shield Expires. ~[[@{timed}]~];#var prots %delitem(SS,@prots)prot-t#Everything no longer seems so red.$^formattime infratime;p~' Infravision Expires. ~[[@{timed}]~];#var prots %delitem(Infra,@prots)prot-xAFor some reason you want to run on the walls for a little while.$htimer swalktime;p~' Spider Walk Active.;#if !%ismember(SWalk,@prots) {#var prots %additem(SWalk,@prots)}prot-x+The walls don~'t look so inviting anymore.$^formattime swalktime;p~' Spider Walk Expires. ~[[@{timed}]~];#var prots %delitem(SWalk,@prots)prot-x5You feel a godly presence inside you. You feel good!$jtimer godlytime;p~' Godly Effects Active.;#if !%ismember(Godly,@prots) {#var prots %additem(Godly,@prots)}prot-xYou feel heavier.$Zformattime wwtime;p~' Water Walking Expires. ~[[@{timed}]~];#var prots %delitem(WW,@prots)prot-xYou feel light.$atimer wwtime;p~' Water Walking Active.;#if !%ismember(WW,@prots) {#var prots %additem(WW,@prots)}prot-x%You feel the godly effects withdraw.$_formattime godlytime;p~' Godly Effects Expire. ~[[@{timed}]~];#var prots %delitem(Godly,@prots)prot-x(You feel the presence of the dark gods!$jtimer godlytime;p~' Godly Effects Active.;#if !%ismember(Godly,@prots) {#var prots %additem(Godly,@prots)}prot-xYou have infravision.$htimer infratime;p~' Infravision Active.;#if !%ismember(Infra,@prots) {#var prots %additem(Infra,@prots)}prot-x"(*) is disturbed by spellcasting.$%#co 13;p~' Curses! %1 got aggressive!(*) seems hurt and confused.$%#co 11;p~' %1 lost its concentration!@(*) wraps a thin wire around your throat and starts strangling!$p~' %1 started STRANGLING me!A (*) hits you.$#sa Got hit by a %1!An (*) hits you.$#sa Got hit by an %1!The water BURNS your skin.$p~' Water BURNS me!5The wire loosens. You are no longer being strangled.$p~' No longer strangled.You are no longer satiated.$p~' Getting hungry!!You feel DRAINED of knowledge!!!$!#BEEP;p~' Argh! Got skilldrained!You feel fully healed.$ p~' Full HPs You sizzle with magical energy.$ p~' Full SPs)Your (*) breaks into zillions of pieces.$*#BEEP;p~' AAARRGH! My "%1" was destroyed!!5Your (*) gets damaged~; it~'s now in (%w) condition.$)#BEEP;p~' Argh! My "%1" got damaged! (%2)"You suddenly can~'t see yourself.$itimer invistime;p~' Invisibility Active.;#if !%ismember(Invis,@prots) {#var prots %additem(Invis,@prots)}prot-x6You twist the ring and suddenly you become invisible.$itimer invistime;p~' Invisibility Active.;#if !%ismember(Invis,@prots) {#var prots %additem(Invis,@prots)}prot-xYou turn visible.$_formattime invistime;p~' Invisibility Expires. ~[[@{timed}]~];#var prots %delitem(Invis,@prots)prot-x%You feel you can see more than ever.$stimer seeinvistime;p~' See Invisible Active.;#if !%ismember(SeeInvis,@prots) {#var prots %additem(SeeInvis,@prots)}prot-x#Your vision is less sensitive now.$fformattime seeinvistime;p~' See Invisible Expires. ~[[@{timed}]~];#var prots %delitem(SeeInvis,@prots)prot-x/You feel a godly presence. You feel refreshed!$jtimer godlytime;p~' Godly Effects Active.;#if !%ismember(Godly,@prots) {#var prots %additem(Godly,@prots)}prot-xacid arrow hits #color 47 blast-Acidacid blast hits #color 47 blast-Acidacid wind hits #color 47 blast-Acidacid ray hits #color 47 blast-Aciddisruption hits #color 47 blast-Acidblast vacuum hits #color 63 blast-Asphxchaos bolt hits #color 63 blast-Asphxstrangulation hits #color 63 blast-Asphxsuffocation hits #color 63 blast-Asphxvacuumbolt hits #color 63 blast-Asphxchannelball hits #color 94 blast-Chanchannelbolt hits #color 30 blast-Chanchannelburn hits #color 78 blast-Chanchill touch hits #color 127 blast-Coldcold ray hits #color 127 blast-Colddarkfire hits #color 127 blast-Coldflaming ice hits #color 127 blast-Cold icebolt hits #color 127 blast-Coldblast lightning hits #color 31 blast-Elecelectrocution hits #color 31 blast-Elecforked lightning hits #color 31 blast-Eleclightning bolt hits #color 31 blast-Elecshocking grasp hits #color 31 blast-Elecfire blast hits #color 79 blast-Firefirebolt hits #color 79 blast-Fireflame arrow hits #color 79 blast-Firelava blast hits #color 79 blast-Firemeteor blast hits #color 79 blast-Firegolden arrow hits #color 95 blast-Magiclevin bolt hits #color 95 blast-Magicmagic missile hits #color 95 blast-Magicsummon greater spores hits #color 95 blast-Magicsummon lesser spores hits #color 95 blast-Magicpoison blast hits #color 111 blast-Poisonpower blast hits #color 111 blast-Poisonsummon carnal spores hits #color 111 blast-Poisonthorn spray hits #color 111 blast-Poisonvenom strike hits #color 111 blast-Poison/crushes * mind with a powerful psychic attack!$ #color 121 blast-PSImind blast hits #color 121 blast-PSImind disruption hits #color 121 blast-PSI paralyzes #color 124 blast-PSIpsi blast hits #color 121 blast-PSI psibolt hits #color 121 blast-PSIpsychic crush hits #color 121 blast-PSIbanish demons hits #color 95 blast-Nundispel evil hits #color 95 blast-Nunholy cross hits #color 95 blast-Nunholy hand hits #color 95 blast-Nuncasts a harming spell on #color 80 blast-Priest harms you #color 80 blast-Priestdispel good hits #color 80 blast-Priesthoar frost hits #color 118 blast-Druidcon fioco hits #color 79 blast-Bardword of blasting hits #color 87 blast-Reaverword of destruction hits #color 87 blast-Reaverword of oblivion hits #color 87 blast-Reaverword of slaughter hits #color 87 blast-Reaverword of spite hits #color 87 blast-Reavergem fire hits #color 70 blast-Druidstar light hits #color 86 blast-Druidwither flesh hits #color 86 blast-Druid with %w earthquake.$ #color 86 blast-Druid" with %w flames of righteousness.$ #color 95 blast-Nun,is stunned from the intrusion into %w mind.$ #color 124 blast-PSIword of genocide hits #color 87 blast-Reaver You harm #color 80 blast-Priest tries to dodge your #co 8 battle_3_dim You miss #co 8 battle_3_dim misses you.$#co 8 battle_3_dim! successfully dodges your futile #co 8 battle_3_dim successfully parries your #co 8 battle_3_dimCackling devilishly * you #co 9 battle_3_dimGrinning diabolically * you #co 9 battle_3_dimSmiling demonically * you #co 9 battle_3_dimSmiling devilishly * you #co 9 battle_3_dimYou successfully dodge #co 8 battle_3_dimYou successfully parry #co 8 battle_3_dim'You try to dodge, but * is not fooled.$#co 8 battle_3_dim misses #co 8 battle_3_dim successfully dodges #co 8 battle_3_dim successfully parries #co 8 battle_3_dim tries to dodge, but #co 8 battle_3_dim-~'s battle cadence grants %w another attack!$#co 8 battle_3_dim misses #ga battle_3_gag misses you.$#ga battle_3_gag successfully dodges #ga battle_3_gag! successfully dodges your futile #ga battle_3_gag successfully parries #ga battle_3_gag successfully parries your #ga battle_3_gag tries to dodge your #ga battle_3_gag tries to dodge, but #ga battle_3_gag-~'s battle cadence grants %w another attack!$#ga battle_3_gag ^You miss #ga battle_3_gag^You successfully dodge #ga battle_3_gag^You successfully parry #ga battle_3_gag(^You try to dodge, but * is not fooled.$#ga battle_3_gag hits (%w) * time{.|s.}$##if (%lower(%1)="flora") {} {#co 8} battle_1_dim misses.$#co 8 battle_2_dim dodges.$#co 8 battle_2_dim parries.$#co 8 battle_2_dim tumbles your dodge.$#co 8 battle_2_dim You miss.$#co 8 battle_2_dim You dodge.$#co 8 battle_2_dim You parry.$#co 8 battle_2_dimYou tumble *~'s dodge.$#co 8 battle_2_dim tumbles *~'s dodge.$#co 8 battle_2_dim dodges.$#ga battle_2_gag misses.$#ga battle_2_gag parries.$#ga battle_2_gag tumbles your dodge.$#ga battle_2_gag ^You miss.$#ga battle_2_gag ^You dodge.$#ga battle_2_gag ^You parry.$#ga battle_2_gag^You tumble *~'s dodge.$#ga battle_2_gag tumbles *~'s dodge.$#ga battle_2_gag= has just revealed you a true faith that you wish to follow!$utimer achreyestime;p~' Achromatic Eyes Active.;#if !%ismember(AchrEyes,@prots) {#var prots %additem(AchrEyes,@prots)}prot-b)The effect of achromatic eyes wears out.$hformattime achreyestime;p~' Achromatic Eyes Expires. ~[[@{timed}]~];#var prots %delitem(AchrEyes,@prots)prot-b(~[clandestine thought~]: scanning ended.gformattime clanttime;p~' Clandestine Thoughts Expires. ~[[@{timed}]~];#var prots %delitem(ClanT,@prots)prot-bIt doesn~'t hurt Sformattime ustime;p~' Unstun Expires. ~[[@{timed}]~];#var prots %delitem(Us,@prots)prot-t/~'s chanting appears to do absolutely nothing.$Ztimer ustime;p~' Unstun Active.;#if !%ismember(Us,@prots) {#var prots %additem(Us,@prots)}prot-t^ ...AND counterattacks.$#ga battle_2_gag^...AND riposte.$#ga battle_2_gag^..AND ripostes.$#ga battle_2_gag"You feel like * healed you a bit.$#co 3colorYou feel no longer p~' Iron Will Expires.prot-c with %w lightning storm.$ #color 31 blast-Elec/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-SpiderAA fog lifts from your mind. You can remember things clearly now.$p~' Forget gone. party_effect...BUT you break it offp~' ...BUT I broke it off!stun%^...AND counterattack with ferocity.$#ga battle_3_gag'^ ...AND counterattacks with ferocity.$#ga battle_3_gag ^(*): ([#])$#sub {"%1": %2 (%len(%2))}rounds_replace Exp:(%d) ~>,#var countexp %1;#t+ exp_count;#t- exp_start exp_start#You are surrounded by divine glow!$ftimer softime;p~' Shield of Faith Active.;#if !%ismember(SoF,@prots) {#var prots %additem(SoF,@prots)}prot-tYour glow disappears.$^formattime softime;p~' Shield of Faith Expires. ~[[@{timed}]~];#var prots %delitem(SoF,@prots)prot-t 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) ""; } }}healerHStruggling valiantly, you manage to absorb the attack with your armour.$#co 6color~) Sp: (%d) ~((%d)~) Ep: A#var tick_countsp %1;timer ticktime;#t+ tick_count;#t- tick_start tick_start~) Sp: (%d) ~((%d)~) Ep: #if (%eval(%1-@tick_countsp) != 0) { #if (%eval(%1-@tick_countsp) > 0) { #math tick_showsp %1-@tick_countsp; formattime ticktime; emote ticks @tick_showsp sps in ~[[@{timed}]~] (%1/%2); #var tick_countsp %1; timer ticktime } { #var tick_countsp %1; timer ticktime }} tick_count+^A veiled darkness descends over your eyes.mtimer dragetime;p~' Destructive Rage Active.;#if !%ismember(DRage,@prots) {#var prots %additem(DRage,@prots)}prot-locF^As your chant finishes, a red-hot flame rages from your steel blade.$dtimer boftime;p~' Blade of Fire Active.;#if !%ismember(BoF,@prots) {#var prots %additem(BoF,@prots)}prot-loc-^You surround yourself by a bubble of force.$ktimer pfftime;p~' Personal Force Field Active.;#if !%ismember(Pff,@prots) {#var prots %additem(Pff,@prots)}prot-pss6Your field disperses with a soft ~*pop~* and is gone.$cformattime pfftime;p~' Personal Force Field Expires. ~[[@{timed}]~];#var prots %delitem(Pff,@prots)prot-pss1^Psionic waves surge through your body and mind!$ktimer psishtime;p~' Psionic Shield Active.;#if !%ismember(PsiSh,@prots) {#var prots %additem(PsiSh,@prots)}prot-pssThe psionic shield vanishes.$aformattime psishtime;p~' Psionic Shield Expires. ~[[@{timed}]~];#var prots %delitem(PsiSh,@prots)prot-pss.^You watch with selfpride as your * hits (*).$#var caster_target "%1"caster~) ~[ */ -%d/ *~]$#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 screams in pain.$0#var caster_resist screams;#var caster_percent 0caster_analysis writhes in agony.$1#var caster_resist writhes;#var caster_percent 20caster_analysis( shudders from the force of the attack.$2#var caster_resist shudders;#var caster_percent 40caster_analysis grunts from the pain.$0#var caster_resist grunts;#var caster_percent 60caster_analysis winces a little from the pain.$0#var caster_resist winces;#var caster_percent 80caster_analysis shrugs off the attack.$1#var caster_resist shrugs;#var caster_percent 100caster_analysis3^You feel like your spell gained additional power.$##var caster_dcrit "DCRIT 1!";#co 15 caster_dcritF^You feel like you managed to channel additional POWER to your spell.$##var caster_dcrit "DCRIT 2!";#co 15 caster_dcritL^Your fingertips are surrounded with swirling ENERGY as you cast the spell.$##var caster_dcrit "DCRIT 3!";#co 15 caster_dcrit5^Unseen BURSTS of magic are absorbed into the spell!$.#var caster_dcrit "!!!UNSEEN BURSTS!!!";#co 15 caster_dcrit1^You crush (*)~'s mind with your psychic attack!$#var caster_target "%1" caster_psi-^You devastate (*)~'s mind with your powers!$#var caster_deva DEVASTATED! caster_psiN^You focus on the mind of (*).$(*) is stunned from the intrusion into %w mind.p~' "%1" is SEIZED! caster_psiou solidly slash *.$u#if !@hits_crit {#ad hits_axesword_solidlyslash 1} {#ad hits_axesword_solidlyslash_crit 1;#var hits_crit false false} hits_axesword ou gash *.$e#if !@hits_crit {#ad hits_axesword_gash 1} {#ad hits_axesword_gash_crit 1;#var hits_crit false false} hits_axeswordou lightly cut *.$q#if !@hits_crit {#ad hits_axesword_lightlycut 1} {#ad hits_axesword_lightlycut_crit 1;#var hits_crit false false} hits_axesword ou cut *.$c#if !@hits_crit {#ad hits_axesword_cut 1} {#ad hits_axesword_cut_crit 1;#var hits_crit false false} hits_axesword ou tear *.$e#if !@hits_crit {#ad hits_axesword_tear 1} {#ad hits_axesword_tear_crit 1;#var hits_crit false false} hits_axesword ou incise *.$i#if !@hits_crit {#ad hits_axesword_incise 1} {#ad hits_axesword_incise_crit 1;#var hits_crit false false} hits_axesword ou shred *.$g#if !@hits_crit {#ad hits_axesword_shred 1} {#ad hits_axesword_shred_crit 1;#var hits_crit false false} hits_axeswordou horribly shred *.$w#if !@hits_crit {#ad hits_axesword_horriblyshred 1} {#ad hits_axesword_horriblyshred_crit 1;#var hits_crit false false} hits_axesword ou slash *.$g#if !@hits_crit {#ad hits_axesword_slash 1} {#ad hits_axesword_slash_crit 1;#var hits_crit false false} hits_axeswordou incisively cut *.$w#if !@hits_crit {#ad hits_axesword_incisivelycut 1} {#ad hits_axesword_incisivelycut_crit 1;#var hits_crit false false} hits_axesword ou pierce *.$i#if !@hits_crit {#ad hits_axesword_pierce 1} {#ad hits_axesword_pierce_crit 1;#var hits_crit false false} hits_axesword ou slit *.$e#if !@hits_crit {#ad hits_axesword_slit 1} {#ad hits_axesword_slit_crit 1;#var hits_crit false false} hits_axeswordou cruelly tatter *.$w#if !@hits_crit {#ad hits_axesword_cruellytatter 1} {#ad hits_axesword_cruellytatter_crit 1;#var hits_crit false false} hits_axesword ou rive *.$e#if !@hits_crit {#ad hits_axesword_rive 1} {#ad hits_axesword_rive_crit 1;#var hits_crit false false} hits_axeswordou savagely shave *.$w#if !@hits_crit {#ad hits_axesword_savagelyshave 1} {#ad hits_axesword_savagelyshave_crit 1;#var hits_crit false false} hits_axeswordou uncontrollably slash *.$#if !@hits_crit {#ad hits_axesword_uncontrollablyslash 1} {#ad hits_axesword_uncontrollablyslash_crit 1;#var hits_crit false false} hits_axeswordou cruelly slash *.$u#if !@hits_crit {#ad hits_axesword_cruellyslash 1} {#ad hits_axesword_cruellyslash_crit 1;#var hits_crit false false} hits_axeswordou quickly cut *.$q#if !@hits_crit {#ad hits_axesword_quicklycut 1} {#ad hits_axesword_quicklycut_crit 1;#var hits_crit false false} hits_axeswordou savagely rip *.$s#if !@hits_crit {#ad hits_axesword_savagelyrip 1} {#ad hits_axesword_savagelyrip_crit 1;#var hits_crit false false} hits_axeswordou BRUTALLY TEAR *.$u#if !@hits_crit {#ad hits_axesword_brutallytear 1} {#ad hits_axesword_brutallytear_crit 1;#var hits_crit false false} hits_axeswordou SAVAGELY SHRED *.$w#if !@hits_crit {#ad hits_axesword_savagelyshred 1} {#ad hits_axesword_savagelyshred_crit 1;#var hits_crit false false} hits_axeswordou CRUELLY REND *.$k#if !@hits_crit {#ad hits_axesword_cruellyrend 1} {#ad hits_axesword_cut_crit 1;#var hits_crit false false} hits_axeswordou BARBARICALLY REND *.$}#if !@hits_crit {#ad hits_axesword_barbaricallyrend 1} {#ad hits_axesword_barbaricallyrend_crit 1;#var hits_crit false false} hits_axeswordou DISMEMBER *.$o#if !@hits_crit {#ad hits_axesword_dismember 1} {#ad hits_axesword_dismember_crit 1;#var hits_crit false false} hits_axeswordou CRUELLY DISMEMBER *.$}#if !@hits_crit {#ad hits_axesword_cruellydismember 1} {#ad hits_axesword_cruellydismember_crit 1;#var hits_crit false false} hits_axeswordYou score a ~*CRITICAL~* hit!$#var hits_crit true false hits_axeswordYou score a CRITICAL hit!$#var hits_crit true false hits_axesword)You feel some power hasten your casting.$k#if (%len(@rounds) > 1) { #var rounds %delete(@rounds,%len(@rounds)-1,1);p~' @rounds_spell: %len(@rounds) }rounds.You feel unearthly power hasten your casting.$k#if (%len(@rounds) > 1) { #var rounds %delete(@rounds,%len(@rounds)-1,1);p~' @rounds_spell: %len(@rounds) }rounds*You feel godly power hasten your casting.$k#if (%len(@rounds) > 2) { #var rounds %delete(@rounds,%len(@rounds)-2,2);p~' @rounds_spell: %len(@rounds) }rounds&The banded green forcefield vanishes.$p~' Imprisonment Expires. combat_fields)The shimmering blue forcefield vanishes.$p~' Shelter/Force Dome Expires. combat_fields'The shining green forcefield vanishes.$p~' Anti Magic Field Expires. combat_fields>This location is now surrounded in a banded green forcefield.$p~' Imprisonment Active! combat_fieldsAThis location is now surrounded in a shimmering blue forcefield.$p~' @combat_field Active. combat_fields?This location is now surrounded in a shining green forcefield.$p~' Anti Magic Field Active. combat_fields3A aquamarine blue force field surrounds this area.$#cw 3combat_fields_color1A desert yellow force field surrounds this area.$#cw 14combat_fields_color0A banded green force field surrounds this area.$#cw 2combat_fields_color3A shimmering blue force field surrounds this area.$#cw 9combat_fields_color1A shining green force field surrounds this area.$#cw 10combat_fields_colorrikki ja poikki#sa --,-~'-{@ DESTROY @}-~'-,-- combat_spells sahanpurua&#sa --,-~'-{@ !DISINTEGRATE! @}-~'-,-- combat_spellsse on sarki nyt#sa --,-~'-{@ DESTROY @}-~'-,-- combat_spellsremovezzzzzarmour#sa DMP was cast. combat_spellsfah relep krlnpth#sa Immolate was cast! combat_spellsvoi hellapoliisin kevatnuija#sa Magic Suppression was cast. combat_spells winces and looks a bit braver.$p~' Wither Expires. combat_spellsAThis location is now surrounded in a aquamarine blue forcefield.$p~' Rain Active. combat_fields)The aquamarine blue forcefield vanishes.$p~' Rain Expires. combat_fields?This location is now surrounded in a desert yellow forcefield.$p~' Drying Wind Active. combat_fields'The desert yellow forcefield vanishes.$p~' Drying Wind Expires. combat_fields?This location is now surrounded in a electric blue forcefield.$p~' Electric Field Active. combat_fields'The electric blue forcefield vanishes.$p~' Electric Field Expires. combat_fields1A electric blue force field surrounds this area.$#cw 11combat_fields_color@This location is now surrounded in a miserably gray forcefield.$p~' Field of Fear Active. combat_fields(The miserably gray forcefield vanishes.$p~' Field of Fear Expires. combat_fields2A miserably gray force field surrounds this area.$#cw 8combat_fields_colorCackling demonically * you #co 9 battle_3_dim0^ ..The power of Burglefloogah takes over you!!$+#co 15;#ad harm_burgle 1;burp belligerently prieststats^You fail to reach *.$#co 5;#ad harm_miss 1 prieststats:^You harm * {a little|some|a good bit|a lot|really much}.$#ad harm_hit 1 prieststats(*) disappears into thick air.$p~' %1 was banished!partyfails to touch #co 5 blast-Priest(^This monster looks somehow familiar...$)#co 12;p~' Got RAPEPROT for this monster.8The rose clasp gives a dark glow and you feel protected.p~' Rose clasp Mirrors Active.prot-x ?ghost?: #cw 6color_channelsnyyjoo happa helleipsis#sa Spelldrain was cast. combat_spellsnyyjoo happa hilleiksis#sa Skilldrain was cast. combat_spells#^(*) manages to resist your claws!$#co 5;p~' %1 resisted claws.tiger5^You feel more connected to Curath than ever before!$+p~' Tiger claw mastery UP!;#ad tiger_claw 1tiger?^You learn to focus power from the deepest core of your being!$'p~' Dim mak mastery UP!;#ad tiger_mak 1tiger3You feel like you just got slightly better in (*).$p~' Got better in %1! bashes * with shield.$#ga battle_3_gag ?nomad?: #cw 2color_channels ?sepix+?: #cw 13color_channels_ss?tkt+?: #cw 13color_channels_ss ?sailor?: #cw 10color_channelsDamogran shouts ~'#co 13 color_damoYou STUN (*).$p~' %1 gets STUNNED!stun_mYou are STUNNED.$p~' Got STUNNED!stunMgets STUNNED!$...WHO breaks the stun quickly off with intense concentration.$p~' ...BUT it broke it off!stun_m#gets STUNNED!$..WHO breaks it off.$p~' ...BUT it broke it off!stun_m(*) loses its tangerine glow.$p~' My "%1" lost its prot. ?dorsia+?: #cw 13color_channels_ss4^ You have {one|two|three|four} free %w slot{.|s.}$#co 15color! tweaks your nose mischeviously.$checkparty'You tweak your own nose mischeviously.$checkparty with %w fireball.$ #color 79 blast-Fire ?barbarian?: #cw 10color_channels?lord_chaos?: #cw 10color_channels"You are prepared to do the skill.$Fformattime skilltime;#sub {You are prepared to do the skill. (@timed)} skilltimer&You start concentrating on the skill.$timer skilltime skilltimerYou start chanting.$timer spelltime spelltimerYou are done with the chant.$Aformattime spelltime;#sub {You are done with the chant. (@timed)} spelltimer9^You take a close look at (*) in comparison to yourself.$B#var co_target "%1";#var co_pr "?";#var co_exp "?";#var co_opp "?"considerhas a soft skin.$ #var co_pr 0consider#seems to have a bit hardened skin.$ #var co_pr 20considerhas somewhat hardened skin.$ #var co_pr 40considerseems to have quite hard skin.$ #var co_pr 60consider!~'s skin could fold up a rapier!$#var co_pr 100consider%^You would get (*) experience for *.$#if ("%1"="a lot") {#var co_exp "lot"} {#if ("%1"="well above average") {#var co_exp "well a. avg"} {#if ("%1"="above average") {#var co_exp "above avg"} {#if ("%1"="very little") {#var co_exp "v. little"} {#var co_exp "%1"}}}}consider>^The final estimation is that * doesn~'t look very dangerous.$$#var co_opp easy;co_out;#t- considerconsider<^The final estimation is that * looks like a fair opponent.$$#var co_opp fair;co_out;#t- considerconsiderI^The final estimation is that * and you are nearly equal in power. Damn.$%#var co_opp equal;co_out;#t- considerconsider=^The final estimation is that * looks quite skilled, beware.$'#var co_opp skilled;co_out;#t- considerconsiderR^The final estimation is that * has such bulging muscles that your hands tremble.$'#var co_opp tremble;co_out;#t- considerconsider1Your movement prevents you from doing the skill.$ #t- considerconsider-~'s skin seems to be virtually impenetrable!$ #var co_pr 80consider,You begin to concentrate on pain threshold.$wtimer barb_phystime;p~' Pain Threshold Active.;#if !%ismember(Barb_Phys,@prots) {#var prots %additem(Barb_Phys,@prots)} prot-barb^Holy CRAP! OH what a RUSH!$ftimer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)} prot-barbYou no longer feel enraged.$[formattime enragetime;p~' Enrage Expires. ~[[@{timed}]~];#var prots %delitem(Enrage,@prots) prot-barb.^You are ENRAGED! Your body ACHES for action!$ftimer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)} prot-barb^You are maddened with rage!$ftimer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)} prot-barb'^YOU FEEL AS IF YOU WERE GROO HIMSELF!$ftimer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)} prot-barb^You feel mildly enraged.$ftimer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)} prot-barb0^You feel the adrenaline BURST into your veins!$ftimer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)} prot-barb1^You feel TOTALLY ENRAGED and ready to KICK ASS!$ftimer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)} prot-barb'^You feel your barbarian rage stir up.$ftimer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)} prot-barb9^You tremble uncontrollably and feel completely ENRAGED!$ftimer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)} prot-barb ^Your blood is boiling of rage!$ftimer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)} prot-barbLYour concentration breaks and you feel less protected from physical damage.$iformattime barb_phystime;p~' Pain Threshold Expires. ~[[@{timed}]~];#var prots %delitem(Barb_Phys,@prots) prot-barb,You begin to concentrate on toxic immunity.$}timer barb_poisontime;p~' Toxic Immunity Active.;#if !%ismember(Barb_Poison,@prots) {#var prots %additem(Barb_Poison,@prots)} prot-barbCYour concentration breaks and you feel less protected from poison.$mformattime barb_poisontime;p~' Toxic Immunity Expires. ~[[@{timed}]~];#var prots %delitem(Barb_Poison,@prots) prot-barb*You begin to concentrate on fire walking.$utimer barb_firetime;p~' Fire Walking Active.;#if !%ismember(Barb_Fire,@prots) {#var prots %additem(Barb_Fire,@prots)} prot-barbAYour concentration breaks and you feel less protected from fire.$gformattime barb_firetime;p~' Fire Walking Expires. ~[[@{timed}]~];#var prots %delitem(Barb_Fire,@prots) prot-barb,You begin to concentrate on cold tolerance.$wtimer barb_coldtime;p~' Cold Tolerance Active.;#if !%ismember(Barb_Cold,@prots) {#var prots %additem(Barb_Cold,@prots)} prot-barbAYour concentration breaks and you feel less protected from cold.$iformattime barb_coldtime;p~' Cold Tolerance Expires. ~[[@{timed}]~];#var prots %delitem(Barb_Cold,@prots) prot-barb ^You slip into a battle frenzy!$ftimer frenzytime;p~' Frenzy Active.;#if !%ismember(Frenzy,@prots) {#var prots %additem(Frenzy,@prots)} prot-barb ^You slip away from the frenzy.$[formattime frenzytime;p~' Frenzy Expires. ~[[@{timed}]~];#var prots %delitem(Frenzy,@prots) prot-barbF^The final estimation is that * looks much stronger than you, beware.$(#var co_opp stronger;co_out;#t- considerconsider0~% PR#cw 10 consider_lite20~% PR#cw 2 consider_lite40~% PR#cw 6 consider_lite60~% PR#cw 5 consider_lite80~% PR#cw 4 consider_lite100~% PR#cw 12 consider_liteeasy TGT#cw 10 consider_litefair TGT#cw 2 consider_lite equal TGT#cw 6 consider_lite skilled TGT#cw 5 consider_lite stronger TGT#cw 4 consider_lite tremble TGT#cw 12 consider_lite1Magical holy barrier protects your surroundings.$#cw 3combat_fields_color Exp:(%d) ~>#if (%eval(%1-@countexp) != 0) {#if (%eval(%1-@countexp) > 0) {#math showexp %1-@countexp;#math totalexp @totalexp+@showexp;#var countexp %1;#sa Gained: ~[@showexp~] exp.} {#var countexp %1};} exp_count'. Your blood feels like it is on fire.$p~' Got a Spider touch! party_effect8 sucks the soul from a corpse, then glows for a minute.$ get corpsedeath_barbyouth' over the still form of %w fallen foe.$ get corpse death_barbloc? chants with an eerie hollow voice some arcane sounding words.$ get corpsedeath_barblich3^You feel full of battle rage! Victory is CERTAIN!$`timer wetime;p~' War Ensemble Active.;#if !%ismember(WE,@prots) {#var prots %additem(WE,@prots)}prot-b$^~[clandestine thought~]: activated.qtimer clanttime;p~' Clandestine Thoughts Active.;#if !%ismember(ClanT,@prots) {#var prots %additem(ClanT,@prots)}prot-b(^%w wraps you into an embracing melody.$utimer melodytime;p~' Melodical Embracement Active.;#if !%ismember(Melody,@prots) {#var prots %additem(Melody,@prots)}prot-b(^You embrace yourself with your melody.$utimer melodytime;p~' Melodical Embracement Active.;#if !%ismember(Melody,@prots) {#var prots %additem(Melody,@prots)}prot-bxulu tango charlie#var combat_field "Force Dome" combat_fieldswithing thang walz#var combat_field "Shelter" combat_fields4^As (*) drops to %w knees you leap in for the kill!$#co 13;p~' %1 is CLAWED!tigerlot EXP#cw 10 consider_litesome EXP#cw 4 consider_lite v. little EXP#cw 12 consider_lite average EXP#cw 5 consider_litewell a. avg EXP#cw 2 consider_lite above avg EXP#cw 6 consider_lite: savep Flora Sunflower%{cr}%ansi(green)%{cr} Hp difference:%ansi(yellow) @showhp %ansi(green)%{cr} Sp difference:%ansi(yellow) @showsp %ansi(green)%{cr} Ep difference:%ansi(yellow) @showep%{cr}%ansi(green)%{cr} Last crit damage:%ansi(yellow) @crithit%{cr}%ansi(green)%{cr} Exp from last kill:%{cr}%ansi(cyan) @showexp%{cr}%ansi(green) Total exp gained:%{cr}%ansi(cyan) @totalexp%{cr}%ansi(green)%{cr} Number of kills:%ansi(magenta) @killslookI#;@!%.:~P,