#ALIAS clear {#var prots {} {};#var campstatus {Available} {Available}} #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 default_sc {sc set Hp~: ~{colorhp~} (~) Sp~: ~{colorsp~} (~) Ep~: ~{colorep~} (~) ~[ ~{diffhp~}/ ~{diffsp~}/ ~{diffep~}~]} #ALIAS caster_ele {#var caster_type ELEC;cast ~'channelbolt~'} #ALIAS caster_fir {#var caster_type FIRE;cast ~'channelburn~'} #ALIAS caster_man {#var caster_type MANA;cast ~'channelball~'} #ALIAS hits_axesword_reset {#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}} #ALIAS hits_row {#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 |}} #ALIAS hits_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 |"}} #ALIAS hits_axesword_report {#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 ""} #ALIAS prieststats_clear {#var harm_hit 0;#var harm_miss 0;#var harm_burgle 0} #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_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}} #ALIAS default_clockprompt {prompt ~[~~:~~:~~] Hp~:~/~ Sp~:~/~ Ep~:~/~ Exp~:~ ~>} #ALIAS default_prompt {prompt Hp~:~/~ Sp~:~/~ Ep~:~/~ Exp~:~ ~>} #ALIAS default_lfprompt {prompt Hp~:~/~ Sp~:~/~ Ep~:~/~ Exp~:~ ~>~} #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 b {#t+ lab;use looting and burning;emote BURNS CORPSES;light torch;#wa 3000;drop all corpse} #ALIAS co {#t+ consider;use consider at} #ALIAS co_out {p~' %left(@co_target,44-%len(@co_pr)-%len(@co_exp)-%len(@co_opp)): ~[@co_pr% PR|@co_exp EXP|@co_opp TGT~]} #ALIAS caster_psi {#var caster_type PSI;cast ~'psychic crush~'} #ALIAS tigerstats {#sa Tiger stats:;#sa "Tiger claw mastery: "@tiger_claw;#sa " Dim mak mastery: "@tiger_mak} #FUNC campstatus {Available} {Available} #FUNC pituus {7} #FUNC kohta1 {7} #FUNC tulos1 {0} #FUNC kohta2 {7} #FUNC tulos2 {0} #FUNC kohta3 {1} #FUNC tulos3 {6} #FUNC kohta4 {1} #FUNC tulos4 {0} #FUNC kohta5 {0} #FUNC tulos5 {0} #FUNC yht {600} #FUNC prots {} {""} #FUNC conjprot {force} #FUNC currenttime {1165104711} #FUNC tmptime {14} #FUNC tmpmin {0} #FUNC tmpsek {14} #FUNC timed {14s} #FUNC rounds_report {false} {false} #FUNC rounds_spell {} {""} #FUNC rounds {#} #FUNC battle_listen {3} #FUNC checkstring {""} #FUNC tank1 {} {""} #FUNC tank2 {} {""} #FUNC tank3 {} {""} #FUNC healspell {cure critical wounds} #FUNC battle_mode {dim} #FUNC ticktime {1096387843} #FUNC tick_countsp {1071} #FUNC tick_report {false} {false} #FUNC tick_showsp {12} #FUNC caster_target {""} #FUNC caster_resist {""} #FUNC caster_percent {""} #FUNC caster_dcrit {""} #FUNC caster_deva {""} #FUNC caster_type {""} #FUNC hits_count {true} {true} #FUNC hits_type {axesword} #FUNC hits_crit {false} {false} #FUNC hits_axesword_solidlyslash {0} #FUNC hits_axesword_gash {0} #FUNC hits_axesword_lightlycut {0} #FUNC hits_axesword_cut {0} #FUNC hits_axesword_tear {0} #FUNC hits_axesword_incise {0} #FUNC hits_axesword_shred {0} #FUNC hits_axesword_horriblyshred {0} #FUNC hits_axesword_slash {0} #FUNC hits_axesword_incisivelycut {0} #FUNC hits_axesword_pierce {0} #FUNC hits_axesword_slit {0} #FUNC hits_axesword_cruellytatter {0} #FUNC hits_axesword_rive {0} #FUNC hits_axesword_savagelyshave {0} #FUNC hits_axesword_uncontrollablyslash {0} #FUNC hits_axesword_cruellyslash {0} #FUNC hits_axesword_quicklycut {0} #FUNC hits_axesword_savagelyrip {0} #FUNC hits_axesword_brutallytear {0} #FUNC hits_axesword_savagelyshred {0} #FUNC hits_axesword_cruellyrend {0} #FUNC hits_axesword_barbaricallyrend {0} #FUNC hits_axesword_dismember {0} #FUNC hits_axesword_cruellydismember {0} #FUNC hits_axesword_total {0} #FUNC hits_axesword_solidlyslash_crit {0} #FUNC hits_axesword_gash_crit {0} #FUNC hits_axesword_lightlycut_crit {0} #FUNC hits_axesword_cut_crit {0} #FUNC hits_axesword_tear_crit {0} #FUNC hits_axesword_incise_crit {0} #FUNC hits_axesword_shred_crit {0} #FUNC hits_axesword_horriblyshred_crit {0} #FUNC hits_axesword_slash_crit {0} #FUNC hits_axesword_incisivelycut_crit {0} #FUNC hits_axesword_pierce_crit {0} #FUNC hits_axesword_slit_crit {0} #FUNC hits_axesword_cruellytatter_crit {0} #FUNC hits_axesword_rive_crit {0} #FUNC hits_axesword_savagelyshave_crit {0} #FUNC hits_axesword_uncontrollablyslash_crit {0} #FUNC hits_axesword_cruellyslash_crit {0} #FUNC hits_axesword_quicklycut_crit {0} #FUNC hits_axesword_savagelyrip_crit {0} #FUNC hits_axesword_brutallytear_crit {0} #FUNC hits_axesword_savagelyshred_crit {0} #FUNC hits_axesword_cruellyrend_crit {0} #FUNC hits_axesword_barbaricallyrend_crit {0} #FUNC hits_axesword_dismember_crit {0} #FUNC hits_axesword_cruellydismember_crit {0} #FUNC hits_axesword_total_crit {0} #FUNC hits_hit {cruellydismember} #FUNC hits_tmprow_hit {hits_axesword_cruellydismember} #FUNC hits_tmprow_total {hits_axesword_total} #FUNC hits_tmprow_hit_crit {hits_axesword_cruellydismember_crit} #FUNC hits_tmprow_total_crit {hits_axesword_total_crit} #FUNC hits_tmppercent {0} #FUNC hits_tmppercent_crit {0} #FUNC hits_row {""} #FUNC hits_axesword_total_all {0} #FUNC hits_tmprow_hit_all {0} #FUNC hits_tmprow_total_all {hits_axesword_total_all} #FUNC hits_tmppercent_all {0} #FUNC harm_miss {20} #FUNC harm_hit {80} #FUNC harm_burgle {5} #FUNC harm_total {100} #FUNC harm_hitpercent {80.00} #FUNC harm_misspercent {20.00} #FUNC harm_burglepercent {6.25} #FUNC skilltime {1165104697} #FUNC spelltime {1165104046} #FUNC co_target {""} #FUNC co_pr {""} #FUNC co_exp {""} #FUNC co_opp {""} #FUNC combat_field {Shelter} #FUNC tiger_mak {0} #FUNC tiger_claw {0} #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 {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 {~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*$} {#co 2;party report} {party} 676 #TRIGGER {You suddenly feel more vulnerable to evil.} {formattime pfetime;p~' Protection from Evil Expires. ~[[@{timed}]~];#var prots %delitem(PfE,@prots)} {prot-n} 548 #TRIGGER { with sheer power as you are } {timer pfetime;p~' Protection from Evil Active.;#if !%ismember(PfE,@prots) {#var prots %additem(PfE,@prots)}} {prot-n} 676 #TRIGGER {Holy particles slow down, rapidly fading away.} {formattime heptime;p~' Heavenly Protection Expires. ~[[@{timed}]~];#var prots %delitem(HeP,@prots)} {prot-n} 676 #TRIGGER { dancing enchantedly around your body.} {timer heptime;p~' Heavenly Protection Active.;#if !%ismember(HeP,@prots) {#var prots %additem(HeP,@prots)}} {prot-n} 676 #TRIGGER {(*) starts grappling (%w).$} {p~' %1 grappled %2!} {party} 676 #TRIGGER { paralyzes you with } {p~' Got Paralyzed!} {stun} 647 #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 {You look around and find a suitable spot on the ground to rest} {#var campstatus Unavailable} {camp} 647 #TRIGGER {Info: } {#co 15} {color} 647 #TRIGGER {saugaiii} {#cw 10} {color} 647 #TRIGGER { acquires (*) from (%w).$} {p~' %2~'s "%1" was ACQUIRED!} {party} 676 #TRIGGER {A (*) flash momentarily surrounds you} {#if ("%1"="burning red") {formattime firetime;p~' Heat Reduction Expires. ~[[@{timed}]~];#var prots %delitem(Fire,@prots)};#if ("%1"="cold white") {formattime coldtime;p~' Frost Insulation Expires. ~[[@{timed}]~];#var prots %delitem(Cold,@prots)};#if ("%1"="crackling blue") {formattime electrictime;p~' Energy Channeling Expires. ~[[@{timed}]~];#var prots %delitem(Elec,@prots)};#if ("%1"="disgusting yellow") {formattime acidtime;p~' Corrosion Shield Expires. ~[[@{timed}]~];#var prots %delitem(Acid,@prots)};#if ("%1"="dull black") {formattime asphxtime;p~' Ether Boundary Expires. ~[[@{timed}]~];#var prots %delitem(Asphx,@prots)};#if ("%1"="golden") {formattime magictime;p~' Magic Dispersion Expires. ~[[@{timed}]~];#var prots %delitem(Magic,@prots)};#if ("%1"="green") {formattime poisontime;p~' Toxic Dilution Expires. ~[[@{timed}]~];#var prots %delitem(Poison,@prots)};#if ("%1"="skin brown") {formattime fabtime;p~' Force Absorption Expires. ~[[@{timed}]~];#var prots %delitem(FAB,@prots)};#if ("%1"="transparent") {formattime psitime;p~' Psychic Sanctuary Expires. ~[[@{timed}]~];#var prots %delitem(PSI,@prots)}} {prot-c} 676 #TRIGGER {Your massive build-up of rage slowly dissipates } {formattime dragetime;p~' Destructive Rage Expires. ~[[@{timed}]~];#var prots %delitem(DRage,@prots)} {prot-loc} 676 #TRIGGER {?party?: } {#cw 15} {color_channels} 647 #TRIGGER {?race?: } {#cw 2} {color_channels} 647 #TRIGGER {?sales?: } {#cw 3} {color_channels} 647 #TRIGGER {?wanted?: } {#cw 8} {color_channels} 647 #TRIGGER {^You start chanting.$} {#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 {^(*): ([#])$} {#var rounds_spell "%1" "";#var rounds %2;p~' @rounds_spell: %len(@rounds)} {rounds} 676 #TRIGGER {^~[([X@#:.]~])} {#var pituus %pos("]","%1");#var kohta1 %pos(".","%1");#math tulos1 @pituus-@kohta1;#if (@kohta1 == 0) {#var tulos1 0};#var kohta2 %pos(":","%1");#if (@kohta1 == 0) {#var kohta1 %pos("]","%1")};#math tulos2 @kohta1-@kohta2;#if (@kohta2 == 0) {#var tulos2 0};#var kohta3 %pos("#","%1");#if (@kohta2 == 0) {#var kohta2 %pos(".","%1")};#if (@kohta2 == 0) {#var kohta2 %pos("]","%1")};#math tulos3 @kohta2-@kohta3;#if (@kohta3 == 0) {#var tulos3 0};#var kohta4 %pos("@","%1");#if (@kohta3 == 0) {#var kohta3 %pos(":","%1")};#if (@kohta3 == 0) {#var kohta3 %pos(".","%1")};#if (@kohta3 == 0) {#var kohta3 %pos("]","%1")};#math tulos4 @kohta3-@kohta4;#if (@kohta4 == 0) {#var tulos4 0};#if (@tulos4 > 1) {#math tulos4 @tulos4+1};#var kohta5 %pos("X","%1");#if (@kohta4 == 0) {#var kohta4 %pos("#","%1")};#if (@kohta4 == 0) {#var kohta4 %pos(":","%1")};#if (@kohta4 == 0) {#var kohta4 %pos(".","%1")};#if (@kohta4 == 0) {#var kohta4 %pos("]","%1")};#math tulos5 @kohta4-@kohta5;#if (@kohta5 == 0) {#var tulos5 0};#math yht ((@tulos5*10000)+(@tulos4*1000)+(@tulos3*100)+(@tulos2*10)+@tulos1);#sa Reputation: ~[@yht~]} {barb_rep} 676 #TRIGGER { is in a good shape.$} {#cw 10} {color_shape} 647 #TRIGGER { is in bad shape.$} {#cw 5} {color_shape} 647 #TRIGGER { is in excellent shape.$} {#cw 15} {color_shape} 647 #TRIGGER { is in very bad shape.$} {#cw 4} {color_shape} 647 #TRIGGER { is near death.$} {#cw 12} {color_shape} 647 #TRIGGER { is not in a good shape.$} {#cw 6} {color_shape} 647 #TRIGGER { is noticeably hurt.$} {#cw 14} {color_shape} 647 #TRIGGER { is slightly hurt.$} {#cw 2} {color_shape} 647 #TRIGGER { with %w acid rain.$} {#color 47} {blast-Acid} 647 #TRIGGER { with %w acid storm.$} {#color 47} {blast-Acid} 647 #TRIGGER { with %w vacuum ball.$} {#color 63} {blast-Asphx} 647 #TRIGGER { with %w vacuum globe.$} {#color 63} {blast-Asphx} 647 #TRIGGER { with %w cone of cold.$} {#color 127} {blast-Cold} 647 #TRIGGER { with %w hailstorm.$} {#color 127} {blast-Cold} 647 #TRIGGER { with %w chain lightning.$} {#color 31} {blast-Elec} 647 #TRIGGER { with %w lava storm.$} {#color 79} {blast-Fire} 647 #TRIGGER { with %w meteor swarm.$} {#color 79} {blast-Fire} 647 #TRIGGER { with %w magic eruption.$} {#color 95} {blast-Magic} 647 #TRIGGER { with %w magic wave.$} {#color 95} {blast-Magic} 647 #TRIGGER { with %w killing cloud.$} {#color 111} {blast-Poison} 647 #TRIGGER { with %w poison spray.$} {#color 111} {blast-Poison} 647 #TRIGGER { with %w psychic shout.$} {#color 121} {blast-PSI} 647 #TRIGGER { with %w psychic storm.$} {#color 121} {blast-PSI} 647 #TRIGGER {You feel a bit tired.$} {#var campstatus Available} {camp} 647 #TRIGGER {You feel like camping a little.$} {#var campstatus Available} {camp} 647 #TRIGGER {You stretch yourself and consider about camping.$} {#var campstatus Available} {camp} 647 #TRIGGER { rings a tiny bell just beside your ear! Ding!$} {#co 12} {color} 647 #TRIGGER {Your armours absorb some of the damage.$} {#co 6} {color} 647 #TRIGGER { is DEAD, R.I.P.$} {get all from corpse on ground;lord_chaos blood corpse;lord_chaos save} {death_eq} 676 #TRIGGER { is DEAD, R.I.P.$} {get corpse;gac} {death_noeq} 647 #TRIGGER {You are prepared to do the skill.$} {#t- lab;extinguish torch;drop mowgles;drop zinc} {lab} 676 #TRIGGER {,-----------------------------------------------------------------------------.$} {#ga} {healer_gag} 676 #TRIGGER {`-----------------------------------------------------------------------------'$} {#ga} {healer_gag} 676 #TRIGGER {Your movement prevents you from doing the skill.$} {#t- lab;extinguish torch;p~' Burning interrupted!} {lab} 676 #TRIGGER {^(%w) lapses into unconsciousness from severe loss of blood.$} {#co 12;p~' %1 goes unconscious!} {party} 676 #TRIGGER {That really HURT!$} {p~' Getting HURT!} {party} 676 #TRIGGER {You are about to DIE!$} {p~' I~'m DYING!} {party} 676 #TRIGGER {You are the new leader of the party.$} {#co 12;party forcefollow;p~' I lead now.} {party} 676 #TRIGGER {You cannot leave, you have been AMBUSHED.$} {p~' Got AMBUSHED!} {party} 676 #TRIGGER {You do not have enough spell points to cast the spell.$} {p~' Out of SPs!} {party} 676 #TRIGGER { casts a spell at you.$} {p~' Got a Stat curse!} {party_effect} 676 #TRIGGER { looks at you mesmerizingly. The world around you changes.$} {p~' Got a Hallucination!} {party_effect} 676 #TRIGGER {(%w)~'s head glows black for a moment.$} {p~' %1 was affected by Forget.} {party_effect} 676 #TRIGGER {You feel rather empty-headed.$} {p~' I was affected by Forget.} {party_effect} 676 #TRIGGER {You feel relieved.$} {p~' Suppress magic gone.} {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 SAVE against POISON.$} {p~' Saved against poison.} {party_effect} 676 #TRIGGER {You shiver and feel strange.$} {p~' Stat curse gone.} {party_effect} 676 #TRIGGER {You shiver and suffer from POISON!!$} {p~' I~'m poisoned!} {party_effect} 676 #TRIGGER {Your blood does not burn anymore.$} {p~' Spider touch gone.} {party_effect} 676 #TRIGGER {Your mind clears.$} {p~' Hallucination gone.} {party_effect} 676 #TRIGGER {You are no longer stunned.$} {p~' Came out of Stun!} {stun} 647 #TRIGGER {You get stunned as your mind is utterly devastated!$} {p~' Got Devastated!} {stun} 647 #TRIGGER { hits*Flora*with {his|her|its} (*).$} {#sa Got hit by %1 area!} {} 647 #TRIGGER { is caught by sudden enlightment.$} {p~' Bright nun! Bright nun!} {} 676 #TRIGGER {(*) got mad at hostile actions.$} {#co 13;p~' Curses! %1 got aggressive!} {} 647 #TRIGGER {The effect of war ensemble wears off.$} {formattime wetime;p~' War Ensemble Expires. ~[[@{timed}]~];#var prots %delitem(WE,@prots)} {prot-b} 676 #TRIGGER {The embracing melody subsides, leaving you longing for more.$} {formattime melodytime;p~' Melodical Embracement Expires. ~[[@{timed}]~];#var prots %delitem(Melody,@prots)} {prot-b} 676 #TRIGGER {You feel 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 {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 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(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-c} 676 #TRIGGER {You see a (*) shield fade into existance around you.$} {#if ("%1"="crystal clear") {timer aoatime;p~' Armour of Aether Active.;#if !%ismember(AoA,@prots) {#var prots %additem(AoA,@prots)}};#if ("%1"="crackling red-orange") {timer gfiretime;p~' Flame Shield Active.;#if !%ismember(GFire,@prots) {#var prots %additem(GFire,@prots)}};#if ("%1"="frosty blue-white") {timer gcoldtime;p~' Frost Shield Active.;#if !%ismember(GCold,@prots) {#var prots %additem(GCold,@prots)}};#if ("%1"="slimy olive green") {timer gpoisontime;p~' Shield of Detoxification Active.;#if !%ismember(GPoison,@prots) {#var prots %additem(GPoison,@prots)}};#if ("%1"="flickering golden") {timer gmagictime;p~' Repulsor Aura Active.;#if !%ismember(GMagic,@prots) {#var prots %additem(GMagic,@prots)}};#if ("%1"="bubbling yellow") {timer gacidtime;p~' Acid Shield Active.;#if !%ismember(GAcid,@prots) {#var prots %additem(GAcid,@prots)}};#if ("%1"="neon purple") {timer gelectime;p~' Lightning Shield Active.;#if !%ismember(GElec,@prots) {#var prots %additem(GElec,@prots)}};#if ("%1"="swirling foggy white") {timer gasphxtime;p~' Aura of Wind Active.;#if !%ismember(GAsphx,@prots) {#var prots %additem(GAsphx,@prots)}};#if ("%1"="misty pale blue") {timer gpsitime;p~' Psionic Phalanx Active.;#if !%ismember(GPSI,@prots) {#var prots %additem(GPSI,@prots)}}} {prot-c} 676 #TRIGGER {You see an extra (*) shield fade into existance around you.$} {#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 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-c} 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 {Your (*) shield fades out.$} {#if ("%1"="crystal clear") {formattime aoatime;p~' Armour of Aether Expires. ~[[@{timed}]~];#var prots %delitem(AoA,@prots)};#if ("%1"="crackling red-orange") {formattime gfiretime;p~' Flame Shield Expires. ~[[@{timed}]~];#var prots %delitem(GFire,@prots)};#if ("%1"="frosty blue-white") {formattime gcoldtime;p~' Frost Shield Expires. ~[[@{timed}]~];#var prots %delitem(GCold,@prots)};#if ("%1"="slimy olive green") {formattime gpoisontime;p~' Shield of Detoxification Expires. ~[[@{timed}]~];#var prots %delitem(GPoison,@prots)};#if ("%1"="flickering golden") {formattime gmagictime;p~' Repulsor Aura Expires. ~[[@{timed}]~];#var prots %delitem(GMagic,@prots)};#if ("%1"="bubbling yellow") {formattime gacidtime;p~' Acid Shield Expires. ~[[@{timed}]~];#var prots %delitem(GAcid,@prots)};#if ("%1"="neon purple") {formattime gelectime;p~' Lightning Shield Expires. ~[[@{timed}]~];#var prots %delitem(GElec,@prots)};#if ("%1"="swirling foggy white") {formattime gasphxtime;p~' Aura of Wind Expires. ~[[@{timed}]~];#var prots %delitem(GAsphx,@prots)};#if ("%1"="misty pale blue") {formattime gpsitime;p~' Psionic Phalanx Expires. ~[[@{timed}]~];#var prots %delitem(GPSI,@prots)}} {prot-c} 676 #TRIGGER {An icy chill runs through your veins.$} {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.$} {formattime epowertime;p~' Earth Power Expires. ~[[@{timed}]~];#var prots %delitem(EPower,@prots)} {prot-d} 676 #TRIGGER {The runic sigla '~!~( ~*~)' fade away.. leaving you feeling strange.$} {formattime ebloodtime;p~' Earth Blood Expires. ~[[@{timed}]~];#var prots %delitem(EBlood,@prots)} {prot-d} 676 #TRIGGER {The vines around your body shrink.$} {formattime vmantime;p~' Vine Mantle Expires. ~[[@{timed}]~];#var prots %delitem(VMan,@prots)} {prot-d} 676 #TRIGGER {Vines entangle your body.$} {timer vmantime;p~' Vine Mantle Active.;#if !%ismember(VMan,@prots) {#var prots %additem(VMan,@prots)}} {prot-d} 676 #TRIGGER {You feel your metabolism speed up.$} {timer regentime;p~' Regeneration Active.;#if !%ismember(Regen,@prots) {#var prots %additem(Regen,@prots)}} {prot-d} 676 #TRIGGER {You feel your skin harden.$} {timer eskintime;p~' Earth Skin Active.;#if !%ismember(ESkin,@prots) {#var prots %additem(ESkin,@prots)}} {prot-d} 676 #TRIGGER {You feel your strength changing. You flex you muscles experimentally.$} {timer epowertime;p~' Earth Power Active.;#if !%ismember(EPower,@prots) {#var prots %additem(EPower,@prots)}} {prot-d} 676 #TRIGGER {You sense a flex shield covering your body like a second skin.$} {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.$} {formattime flextime;p~' Flex Shield Expires. ~[[@{timed}]~];#var prots %delitem(Flex,@prots)} {prot-d} 676 #TRIGGER {Your skin feels softer.$} {formattime eskintime;p~' Earth Skin Expires. ~[[@{timed}]~];#var prots %delitem(ESkin,@prots)} {prot-d} 676 #TRIGGER {The flames surrounding your chaos blade subside.$} {formattime boftime;p~' Blade of Fire Expires. ~[[@{timed}]~];#var prots %delitem(BoF,@prots)} {prot-loc} 676 #TRIGGER {A vile black aura surrounds you.$} {timer pfgtime;p~' Protection from Good Active.;#if !%ismember(PfG,@prots) {#var prots %additem(PfG,@prots)}} {prot-p} 676 #TRIGGER {You feel your anger and hate of the world recede.$} {p~' Aura of Hate Expires.} {prot-p} 676 #TRIGGER {You no longer have a vile black aura around you.$} {formattime pfgtime;p~' Protection from Good Expires. ~[[@{timed}]~];#var prots %delitem(PfG,@prots)} {prot-p} 676 #TRIGGER {Your armour feels thinner.$} {formattime fshtime;p~' Force Shield Expires. ~[[@{timed}]~];#var prots %delitem(FSh,@prots)} {prot-ps} 676 #TRIGGER {You slowly descend until your feet are on the ground.$} {formattime floattime;p~' Floating Expires. ~[[@{timed}]~];#var prots %delitem(Float,@prots)} {prot-ps} 676 #TRIGGER {You feel light, and rise into the air.$} {timer floattime;p~' Floating Active.;#if !%ismember(Float,@prots) {#var prots %additem(Float,@prots)}} {prot-ps} 676 #TRIGGER { forms a shield of force around you.$} {timer fshtime;p~' Force Shield Active.;#if !%ismember(FSh,@prots) {#var prots %additem(FSh,@prots)}} {prot-ps} 676 #TRIGGER {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.$} {formattime unptime;p~' Unpain Expires. ~[[@{timed}]~];#var prots %delitem(Unp,@prots)} {prot-t} 676 #TRIGGER {You suddenly feel magically heavier.$} {timer hwtime;p~' Heavy Weight Active.;#if !%ismember(HW,@prots) {#var prots %additem(HW,@prots)}} {prot-t} 676 #TRIGGER {Your life force becomes stronger.$} {timer sstime;p~' Soul Shield Active.;#if !%ismember(SS,@prots) {#var prots %additem(SS,@prots)}} {prot-t} 676 #TRIGGER {Your life force seems weaker.$} {formattime sstime;p~' Soul Shield Expires. ~[[@{timed}]~];#var prots %delitem(SS,@prots)} {prot-t} 676 #TRIGGER {Everything no longer seems so red.$} {formattime infratime;p~' Infravision Expires. ~[[@{timed}]~];#var prots %delitem(Infra,@prots)} {prot-x} 676 #TRIGGER {For some reason you want to run on the walls for a little while.$} {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.$} {formattime swalktime;p~' Spider Walk Expires. ~[[@{timed}]~];#var prots %delitem(SWalk,@prots)} {prot-x} 676 #TRIGGER {You feel a godly presence inside you. You feel good!$} {timer godlytime;p~' Godly Effects Active.;#if !%ismember(Godly,@prots) {#var prots %additem(Godly,@prots)}} {prot-x} 676 #TRIGGER {You feel heavier.$} {formattime wwtime;p~' Water Walking Expires. ~[[@{timed}]~];#var prots %delitem(WW,@prots)} {prot-x} 676 #TRIGGER {You feel light.$} {timer wwtime;p~' Water Walking Active.;#if !%ismember(WW,@prots) {#var prots %additem(WW,@prots)}} {prot-x} 676 #TRIGGER {You feel the godly effects withdraw.$} {formattime godlytime;p~' Godly Effects Expire. ~[[@{timed}]~];#var prots %delitem(Godly,@prots)} {prot-x} 676 #TRIGGER {You feel the presence of the dark gods!$} {timer godlytime;p~' Godly Effects Active.;#if !%ismember(Godly,@prots) {#var prots %additem(Godly,@prots)}} {prot-x} 676 #TRIGGER {You have infravision.$} {timer infratime;p~' Infravision Active.;#if !%ismember(Infra,@prots) {#var prots %additem(Infra,@prots)}} {prot-x} 676 #TRIGGER {(*) is disturbed by spellcasting.$} {#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 {A (*) hits you.$} {#sa Got hit by a %1!} {} 647 #TRIGGER {An (*) hits you.$} {#sa Got hit by an %1!} {} 647 #TRIGGER {The water BURNS your skin.$} {p~' Water BURNS me!} {} 676 #TRIGGER {The wire loosens. You are no longer being strangled.$} {p~' No longer strangled.} {} 647 #TRIGGER {You are no longer satiated.$} {p~' Getting hungry!} {} 647 #TRIGGER {You feel DRAINED of knowledge!!!$} {#BEEP;p~' Argh! Got skilldrained!} {} 647 #TRIGGER {You feel fully healed.$} {p~' Full HPs} {} 647 #TRIGGER {You sizzle with magical energy.$} {p~' Full SPs} {} 647 #TRIGGER {Your (*) breaks into zillions of pieces.$} {#BEEP;p~' AAARRGH! My "%1" was destroyed!!} {} 647 #TRIGGER {Your (*) gets damaged~; it~'s now in (%w) condition.$} {#BEEP;p~' Argh! My "%1" got damaged! (%2)} {} 647 #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.$} {formattime seeinvistime;p~' See Invisible Expires. ~[[@{timed}]~];#var prots %delitem(SeeInvis,@prots)} {prot-x} 676 #TRIGGER {You feel a godly presence. You feel refreshed!$} {timer godlytime;p~' Godly Effects Active.;#if !%ismember(Godly,@prots) {#var prots %additem(Godly,@prots)}} {prot-x} 676 #TRIGGER {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 {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 {channelball hits } {#color 94} {blast-Chan} 647 #TRIGGER {channelbolt hits } {#color 30} {blast-Chan} 647 #TRIGGER {channelburn hits } {#color 78} {blast-Chan} 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 {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 {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 {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 {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 {crushes * mind with a powerful psychic attack!$} {#color 121} {blast-PSI} 647 #TRIGGER {mind blast hits } {#color 121} {blast-PSI} 647 #TRIGGER {mind disruption hits } {#color 121} {blast-PSI} 647 #TRIGGER {paralyzes } {#color 124} {blast-PSI} 647 #TRIGGER {psi blast hits } {#color 121} {blast-PSI} 647 #TRIGGER {psibolt hits } {#color 121} {blast-PSI} 647 #TRIGGER {psychic crush hits } {#color 121} {blast-PSI} 647 #TRIGGER {banish demons hits } {#color 95} {blast-Nun} 647 #TRIGGER {dispel evil hits } {#color 95} {blast-Nun} 647 #TRIGGER {holy cross hits } {#color 95} {blast-Nun} 647 #TRIGGER {holy hand hits } {#color 95} {blast-Nun} 647 #TRIGGER {casts a harming spell on } {#color 80} {blast-Priest} 647 #TRIGGER {harms you } {#color 80} {blast-Priest} 647 #TRIGGER {dispel good hits } {#color 80} {blast-Priest} 647 #TRIGGER {hoar frost hits } {#color 118} {blast-Druid} 647 #TRIGGER {con fioco hits } {#color 79} {blast-Bard} 647 #TRIGGER {word of blasting hits } {#color 87} {blast-Reaver} 647 #TRIGGER {word of destruction hits } {#color 87} {blast-Reaver} 647 #TRIGGER {word of oblivion hits } {#color 87} {blast-Reaver} 647 #TRIGGER {word of slaughter hits } {#color 87} {blast-Reaver} 647 #TRIGGER {word of spite hits } {#color 87} {blast-Reaver} 647 #TRIGGER {gem fire hits } {#color 70} {blast-Druid} 647 #TRIGGER {star light hits } {#color 86} {blast-Druid} 647 #TRIGGER {wither flesh hits } {#color 86} {blast-Druid} 647 #TRIGGER { with %w earthquake.$} {#color 86} {blast-Druid} 647 #TRIGGER { with %w flames of righteousness.$} {#color 95} {blast-Nun} 647 #TRIGGER {is stunned from the intrusion into %w mind.$} {#color 124} {blast-PSI} 647 #TRIGGER {word of genocide hits } {#color 87} {blast-Reaver} 647 #TRIGGER {You harm } {#color 80} {blast-Priest} 647 #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!$} {#co 8} {battle_3_dim} 676 #TRIGGER { misses } {#ga} {battle_3_gag} 676 #TRIGGER { misses you.$} {#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 { hits (%w) * time{.|s.}$} {#if (%lower(%1)="flora") {} {#co 8}} {battle_1_dim} 676 #TRIGGER { misses.$} {#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 { 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.$} {#ga} {battle_2_gag} 676 #TRIGGER { has just revealed you a true faith that you wish to follow!$} {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.$} {formattime achreyestime;p~' Achromatic Eyes Expires. ~[[@{timed}]~];#var prots %delitem(AchrEyes,@prots)} {prot-b} 676 #TRIGGER {~[clandestine thought~]: scanning ended.} {formattime clanttime;p~' Clandestine Thoughts Expires. ~[[@{timed}]~];#var prots %delitem(ClanT,@prots)} {prot-b} 676 #TRIGGER {It doesn~'t hurt } {formattime ustime;p~' Unstun Expires. ~[[@{timed}]~];#var prots %delitem(Us,@prots)} {prot-t} 676 #TRIGGER {~'s chanting appears to do absolutely nothing.$} {timer ustime;p~' Unstun Active.;#if !%ismember(Us,@prots) {#var prots %additem(Us,@prots)}} {prot-t} 676 #TRIGGER {^ ...AND counterattacks.$} {#ga} {battle_2_gag} 676 #TRIGGER {^...AND riposte.$} {#ga} {battle_2_gag} 676 #TRIGGER {^..AND ripostes.$} {#ga} {battle_2_gag} 676 #TRIGGER {You feel like * healed you a bit.$} {#co 3} {color} 647 #TRIGGER {You feel no longer } {p~' Iron Will Expires.} {prot-c} 676 #TRIGGER { with %w lightning storm.$} {#color 31} {blast-Elec} 647 #TRIGGER {A shower of (%w) blood flies from *~'s palm at } {#if (%1="red") {#co 4};#if (%1="orange") {#co 6};#if (%1="yellow") {#co 14};#if (%1="green") {#co 2};#if (%1="blue") {#co 9};#if (%1="indigo") {#co 5};#if (%1="violet") {#co 13};#if (%1="brown") {#co 6};#if (%1="black") {#co 15}} {blast-Spider} 647 #TRIGGER {A fog lifts from your mind. You can remember things clearly now.$} {p~' Forget gone.} {party_effect} 676 #TRIGGER {...BUT you break it off} {p~' ...BUT I broke it off!} {stun} 647 #TRIGGER {^...AND counterattack with ferocity.$} {#ga} {battle_3_gag} 676 #TRIGGER {^ ...AND counterattacks with ferocity.$} {#ga} {battle_3_gag} 676 #TRIGGER {^(*): ([#])$} {#sub {"%1": %2 (%len(%2))}} {rounds_replace} 647 #TRIGGER { Exp:(%d) ~>} {#var countexp %1;#t+ exp_count;#t- exp_start} {exp_start} 711 #TRIGGER {You are surrounded by divine glow!$} {timer softime;p~' Shield of Faith Active.;#if !%ismember(SoF,@prots) {#var prots %additem(SoF,@prots)}} {prot-t} 676 #TRIGGER {Your glow disappears.$} {formattime softime;p~' Shield of Faith Expires. ~[[@{timed}]~];#var prots %delitem(SoF,@prots)} {prot-t} 676 #TRIGGER {1st. Row(%s)(%x)(%s)(%x)(%s)(%x)} {#var tank1 "" "";#var tank2 "" "";#var tank3 "" "";#if (%replace(%2,-,1)="11111") { #if (%replace(%4,-,1)="11111") { #if (%replace(%6,-,1)="11111") { } { #var tank1 %lower(%6) ""; } } { #var tank1 %lower(%4) ""; #if (%replace(%6,-,1)="11111") { } { #var tank2 %lower(%6) ""; } }} { #var tank1 %lower(%2) ""; #if (%replace(%4,-,1)="11111") { #if (%replace(%6,-,1)="11111") { } { #var tank2 %lower(%6) ""; } } { #var tank2 %lower(%4) ""; #if (%replace(%6,-,1)="11111") { } { #var tank3 %lower(%6) ""; } }}} {healer} 676 #TRIGGER {Struggling valiantly, you manage to absorb the attack with your armour.$} {#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 {^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.$} {timer boftime;p~' Blade of Fire Active.;#if !%ismember(BoF,@prots) {#var prots %additem(BoF,@prots)}} {prot-loc} 676 #TRIGGER {^You surround yourself by a bubble of force.$} {timer pfftime;p~' Personal Force Field Active.;#if !%ismember(Pff,@prots) {#var prots %additem(Pff,@prots)}} {prot-pss} 676 #TRIGGER {Your field disperses with a soft ~*pop~* and is gone.$} {formattime pfftime;p~' Personal Force Field Expires. ~[[@{timed}]~];#var prots %delitem(Pff,@prots)} {prot-pss} 676 #TRIGGER {^Psionic waves surge through your body and mind!$} {timer psishtime;p~' Psionic Shield Active.;#if !%ismember(PsiSh,@prots) {#var prots %additem(PsiSh,@prots)}} {prot-pss} 676 #TRIGGER {The psionic shield vanishes.$} {formattime psishtime;p~' Psionic Shield Expires. ~[[@{timed}]~];#var prots %delitem(PsiSh,@prots)} {prot-pss} 676 #TRIGGER {^You watch with selfpride as your * hits (*).$} {#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 {ou solidly slash *.$} {#if !@hits_crit {#ad hits_axesword_solidlyslash 1} {#ad hits_axesword_solidlyslash_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou gash *.$} {#if !@hits_crit {#ad hits_axesword_gash 1} {#ad hits_axesword_gash_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou lightly cut *.$} {#if !@hits_crit {#ad hits_axesword_lightlycut 1} {#ad hits_axesword_lightlycut_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou cut *.$} {#if !@hits_crit {#ad hits_axesword_cut 1} {#ad hits_axesword_cut_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou tear *.$} {#if !@hits_crit {#ad hits_axesword_tear 1} {#ad hits_axesword_tear_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou incise *.$} {#if !@hits_crit {#ad hits_axesword_incise 1} {#ad hits_axesword_incise_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou shred *.$} {#if !@hits_crit {#ad hits_axesword_shred 1} {#ad hits_axesword_shred_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou horribly shred *.$} {#if !@hits_crit {#ad hits_axesword_horriblyshred 1} {#ad hits_axesword_horriblyshred_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou slash *.$} {#if !@hits_crit {#ad hits_axesword_slash 1} {#ad hits_axesword_slash_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou incisively cut *.$} {#if !@hits_crit {#ad hits_axesword_incisivelycut 1} {#ad hits_axesword_incisivelycut_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou pierce *.$} {#if !@hits_crit {#ad hits_axesword_pierce 1} {#ad hits_axesword_pierce_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou slit *.$} {#if !@hits_crit {#ad hits_axesword_slit 1} {#ad hits_axesword_slit_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou cruelly tatter *.$} {#if !@hits_crit {#ad hits_axesword_cruellytatter 1} {#ad hits_axesword_cruellytatter_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou rive *.$} {#if !@hits_crit {#ad hits_axesword_rive 1} {#ad hits_axesword_rive_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou savagely shave *.$} {#if !@hits_crit {#ad hits_axesword_savagelyshave 1} {#ad hits_axesword_savagelyshave_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou uncontrollably slash *.$} {#if !@hits_crit {#ad hits_axesword_uncontrollablyslash 1} {#ad hits_axesword_uncontrollablyslash_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou cruelly slash *.$} {#if !@hits_crit {#ad hits_axesword_cruellyslash 1} {#ad hits_axesword_cruellyslash_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou quickly cut *.$} {#if !@hits_crit {#ad hits_axesword_quicklycut 1} {#ad hits_axesword_quicklycut_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou savagely rip *.$} {#if !@hits_crit {#ad hits_axesword_savagelyrip 1} {#ad hits_axesword_savagelyrip_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou BRUTALLY TEAR *.$} {#if !@hits_crit {#ad hits_axesword_brutallytear 1} {#ad hits_axesword_brutallytear_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou SAVAGELY SHRED *.$} {#if !@hits_crit {#ad hits_axesword_savagelyshred 1} {#ad hits_axesword_savagelyshred_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou CRUELLY REND *.$} {#if !@hits_crit {#ad hits_axesword_cruellyrend 1} {#ad hits_axesword_cut_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou BARBARICALLY REND *.$} {#if !@hits_crit {#ad hits_axesword_barbaricallyrend 1} {#ad hits_axesword_barbaricallyrend_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou DISMEMBER *.$} {#if !@hits_crit {#ad hits_axesword_dismember 1} {#ad hits_axesword_dismember_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {ou CRUELLY DISMEMBER *.$} {#if !@hits_crit {#ad hits_axesword_cruellydismember 1} {#ad hits_axesword_cruellydismember_crit 1;#var hits_crit false false}} {hits_axesword} 647 #TRIGGER {You score a ~*CRITICAL~* hit!$} {#var hits_crit true false} {hits_axesword} 647 #TRIGGER {You score a CRITICAL hit!$} {#var hits_crit true false} {hits_axesword} 647 #TRIGGER {You feel some power hasten your casting.$} {#if (%len(@rounds) > 1) { #var rounds %delete(@rounds,%len(@rounds)-1,1);p~' @rounds_spell: %len(@rounds) }} {rounds} 676 #TRIGGER {You feel unearthly power hasten your casting.$} {#if (%len(@rounds) > 1) { #var rounds %delete(@rounds,%len(@rounds)-1,1);p~' @rounds_spell: %len(@rounds) }} {rounds} 676 #TRIGGER {You feel godly power hasten your casting.$} {#if (%len(@rounds) > 2) { #var rounds %delete(@rounds,%len(@rounds)-2,2);p~' @rounds_spell: %len(@rounds) }} {rounds} 676 #TRIGGER {The banded green forcefield vanishes.$} {p~' Imprisonment Expires.} {combat_fields} 647 #TRIGGER {The shimmering blue forcefield vanishes.$} {p~' Shelter/Force Dome Expires.} {combat_fields} 647 #TRIGGER {The shining green forcefield vanishes.$} {p~' Anti Magic Field Expires.} {combat_fields} 647 #TRIGGER {This location is now surrounded in a banded green forcefield.$} {p~' Imprisonment Active!} {combat_fields} 647 #TRIGGER {This location is now surrounded in a shimmering blue forcefield.$} {p~' @combat_field Active.} {combat_fields} 647 #TRIGGER {This location is now surrounded in a shining green forcefield.$} {p~' Anti Magic Field Active.} {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.$} {#cw 10} {combat_fields_color} 647 #TRIGGER {rikki ja poikki} {#sa --,-~'-{@ DESTROY @}-~'-,--} {combat_spells} 647 #TRIGGER {sahanpurua} {#sa --,-~'-{@ !DISINTEGRATE! @}-~'-,--} {combat_spells} 647 #TRIGGER {se on sarki nyt} {#sa --,-~'-{@ DESTROY @}-~'-,--} {combat_spells} 647 #TRIGGER {removezzzzzarmour} {#sa DMP was cast.} {combat_spells} 647 #TRIGGER {fah relep krlnpth} {#sa Immolate was cast!} {combat_spells} 647 #TRIGGER {voi hellapoliisin kevatnuija} {#sa Magic Suppression was cast.} {combat_spells} 647 #TRIGGER { winces and looks a bit braver.$} {p~' Wither Expires.} {combat_spells} 647 #TRIGGER {This location is now surrounded in a 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 #TRIGGER {Cackling demonically * you } {#co 9} {battle_3_dim} 647 #TRIGGER {^ ..The power of Burglefloogah takes over you!!$} {#co 15;#ad harm_burgle 1;burp belligerently} {prieststats} 676 #TRIGGER {^You fail to reach *.$} {#co 5;#ad harm_miss 1} {prieststats} 676 #TRIGGER {^You harm * {a little|some|a good bit|a lot|really much}.$} {#ad harm_hit 1} {prieststats} 676 #TRIGGER {(*) disappears into thick air.$} {p~' %1 was banished!} {party} 676 #TRIGGER {fails to touch } {#co 5} {blast-Priest} 647 #TRIGGER {^This monster looks somehow familiar...$} {#co 12;p~' Got RAPEPROT for this monster.} {} 647 #TRIGGER {The rose clasp gives a dark glow and you feel protected.} {p~' Rose clasp Mirrors Active.} {prot-x} 676 #TRIGGER {?ghost?: } {#cw 6} {color_channels} 647 #TRIGGER {nyyjoo happa helleipsis} {#sa Spelldrain was cast.} {combat_spells} 647 #TRIGGER {nyyjoo happa hilleiksis} {#sa Skilldrain was cast.} {combat_spells} 647 #TRIGGER {^(*) manages to resist your claws!$} {#co 5;p~' %1 resisted claws.} {tiger} 676 #TRIGGER {^You feel more connected to Curath than ever before!$} {p~' Tiger claw mastery UP!;#ad tiger_claw 1} {tiger} 676 #TRIGGER {^You learn to focus power from the deepest core of your being!$} {p~' Dim mak mastery UP!;#ad tiger_mak 1} {tiger} 676 #TRIGGER {You feel like you just got slightly better in (*).$} {p~' Got better in %1!} {} 647 #TRIGGER { bashes * with shield.$} {#ga} {battle_3_gag} 676 #TRIGGER {?nomad?: } {#cw 2} {color_channels} 647 #TRIGGER {?sepix+?: } {#cw 13} {color_channels_ss} 647 #TRIGGER {?tkt+?: } {#cw 13} {color_channels_ss} 647 #TRIGGER {?sailor?: } {#cw 10} {color_channels} 647 #TRIGGER {Damogran shouts ~'} {#co 13} {color_damo} 647 #TRIGGER {You STUN (*).$} {p~' %1 gets STUNNED!} {stun_m} 647 #TRIGGER {You are STUNNED.$} {p~' Got STUNNED!} {stun} 647 #TRIGGER {gets STUNNED!$...WHO breaks the stun quickly off with intense concentration.$} {p~' ...BUT it broke it off!} {stun_m} 647 #TRIGGER {gets STUNNED!$..WHO breaks it off.$} {p~' ...BUT it broke it off!} {stun_m} 647 #TRIGGER {(*) loses its tangerine glow.$} {p~' My "%1" lost its prot.} {} 647 #TRIGGER {?dorsia+?: } {#cw 13} {color_channels_ss} 647 #TRIGGER {^ You have {one|two|three|four} free %w slot{.|s.}$} {#co 15} {color} 647 #TRIGGER { tweaks your nose mischeviously.$} {check} {party} 676 #TRIGGER {You tweak your own nose mischeviously.$} {check} {party} 676 #TRIGGER { with %w fireball.$} {#color 79} {blast-Fire} 647 #TRIGGER {?barbarian?: } {#cw 10} {color_channels} 647 #TRIGGER {?lord_chaos?: } {#cw 10} {color_channels} 647 #TRIGGER {You are prepared to do the skill.$} {formattime skilltime;#sub {You are prepared to do the skill. (@timed)}} {skilltimer} 647 #TRIGGER {You start concentrating on the skill.$} {timer skilltime} {skilltimer} 647 #TRIGGER {You start chanting.$} {timer spelltime} {spelltimer} 647 #TRIGGER {You are done with the chant.$} {formattime spelltime;#sub {You are done with the chant. (@timed)}} {spelltimer} 647 #TRIGGER {^You take a close look at (*) in comparison to yourself.$} {#var co_target "%1";#var co_pr "?";#var co_exp "?";#var co_opp "?"} {consider} 676 #TRIGGER {has a soft skin.$} {#var co_pr 0} {consider} 676 #TRIGGER {seems to have a bit hardened skin.$} {#var co_pr 20} {consider} 676 #TRIGGER {has somewhat hardened skin.$} {#var co_pr 40} {consider} 676 #TRIGGER {seems to have quite hard skin.$} {#var co_pr 60} {consider} 676 #TRIGGER {~'s skin could fold up a rapier!$} {#var co_pr 100} {consider} 676 #TRIGGER {^You would get (*) experience for *.$} {#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} 676 #TRIGGER {^The final estimation is that * doesn~'t look very dangerous.$} {#var co_opp easy;co_out;#t- consider} {consider} 676 #TRIGGER {^The final estimation is that * looks like a fair opponent.$} {#var co_opp fair;co_out;#t- consider} {consider} 676 #TRIGGER {^The final estimation is that * and you are nearly equal in power. Damn.$} {#var co_opp equal;co_out;#t- consider} {consider} 676 #TRIGGER {^The final estimation is that * looks quite skilled, beware.$} {#var co_opp skilled;co_out;#t- consider} {consider} 676 #TRIGGER {^The final estimation is that * has such bulging muscles that your hands tremble.$} {#var co_opp tremble;co_out;#t- consider} {consider} 676 #TRIGGER {Your movement prevents you from doing the skill.$} {#t- consider} {consider} 676 #TRIGGER {~'s skin seems to be virtually impenetrable!$} {#var co_pr 80} {consider} 676 #TRIGGER {You begin to concentrate on pain threshold.$} {timer barb_phystime;p~' Pain Threshold Active.;#if !%ismember(Barb_Phys,@prots) {#var prots %additem(Barb_Phys,@prots)}} {prot-barb} 676 #TRIGGER {^Holy CRAP! OH what a RUSH!$} {timer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)}} {prot-barb} 676 #TRIGGER {You no longer feel enraged.$} {formattime enragetime;p~' Enrage Expires. ~[[@{timed}]~];#var prots %delitem(Enrage,@prots)} {prot-barb} 676 #TRIGGER {^You are ENRAGED! Your body ACHES for action!$} {timer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)}} {prot-barb} 676 #TRIGGER {^You are maddened with rage!$} {timer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)}} {prot-barb} 676 #TRIGGER {^YOU FEEL AS IF YOU WERE GROO HIMSELF!$} {timer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)}} {prot-barb} 676 #TRIGGER {^You feel mildly enraged.$} {timer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)}} {prot-barb} 676 #TRIGGER {^You feel the adrenaline BURST into your veins!$} {timer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)}} {prot-barb} 676 #TRIGGER {^You feel TOTALLY ENRAGED and ready to KICK ASS!$} {timer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)}} {prot-barb} 676 #TRIGGER {^You feel your barbarian rage stir up.$} {timer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)}} {prot-barb} 676 #TRIGGER {^You tremble uncontrollably and feel completely ENRAGED!$} {timer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)}} {prot-barb} 676 #TRIGGER {^Your blood is boiling of rage!$} {timer enragetime;p~' Enrage Active.;#if !%ismember(Enrage,@prots) {#var prots %additem(Enrage,@prots)}} {prot-barb} 676 #TRIGGER {Your concentration breaks and you feel less protected from physical damage.$} {formattime barb_phystime;p~' Pain Threshold Expires. ~[[@{timed}]~];#var prots %delitem(Barb_Phys,@prots)} {prot-barb} 676 #TRIGGER {You begin to concentrate on toxic immunity.$} {timer barb_poisontime;p~' Toxic Immunity Active.;#if !%ismember(Barb_Poison,@prots) {#var prots %additem(Barb_Poison,@prots)}} {prot-barb} 676 #TRIGGER {Your concentration breaks and you feel less protected from poison.$} {formattime barb_poisontime;p~' Toxic Immunity Expires. ~[[@{timed}]~];#var prots %delitem(Barb_Poison,@prots)} {prot-barb} 676 #TRIGGER {You begin to concentrate on fire walking.$} {timer barb_firetime;p~' Fire Walking Active.;#if !%ismember(Barb_Fire,@prots) {#var prots %additem(Barb_Fire,@prots)}} {prot-barb} 676 #TRIGGER {Your concentration breaks and you feel less protected from fire.$} {formattime barb_firetime;p~' Fire Walking Expires. ~[[@{timed}]~];#var prots %delitem(Barb_Fire,@prots)} {prot-barb} 676 #TRIGGER {You begin to concentrate on cold tolerance.$} {timer barb_coldtime;p~' Cold Tolerance Active.;#if !%ismember(Barb_Cold,@prots) {#var prots %additem(Barb_Cold,@prots)}} {prot-barb} 676 #TRIGGER {Your concentration breaks and you feel less protected from cold.$} {formattime barb_coldtime;p~' Cold Tolerance Expires. ~[[@{timed}]~];#var prots %delitem(Barb_Cold,@prots)} {prot-barb} 676 #TRIGGER {^You slip into a battle frenzy!$} {timer frenzytime;p~' Frenzy Active.;#if !%ismember(Frenzy,@prots) {#var prots %additem(Frenzy,@prots)}} {prot-barb} 676 #TRIGGER {^You slip away from the frenzy.$} {formattime frenzytime;p~' Frenzy Expires. ~[[@{timed}]~];#var prots %delitem(Frenzy,@prots)} {prot-barb} 676 #TRIGGER {^The final estimation is that * looks much stronger than you, beware.$} {#var co_opp stronger;co_out;#t- consider} {consider} 676 #TRIGGER {0~% PR} {#cw 10} {consider_lite} 647 #TRIGGER {20~% PR} {#cw 2} {consider_lite} 647 #TRIGGER {40~% PR} {#cw 6} {consider_lite} 647 #TRIGGER {60~% PR} {#cw 5} {consider_lite} 647 #TRIGGER {80~% PR} {#cw 4} {consider_lite} 647 #TRIGGER {100~% PR} {#cw 12} {consider_lite} 647 #TRIGGER {easy TGT} {#cw 10} {consider_lite} 647 #TRIGGER {fair TGT} {#cw 2} {consider_lite} 647 #TRIGGER {equal TGT} {#cw 6} {consider_lite} 647 #TRIGGER {skilled TGT} {#cw 5} {consider_lite} 647 #TRIGGER {stronger TGT} {#cw 4} {consider_lite} 647 #TRIGGER {tremble TGT} {#cw 12} {consider_lite} 647 #TRIGGER {Magical holy barrier protects your surroundings.$} {#cw 3} {combat_fields_color} 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;#sa Gained: ~[@showexp~] exp.} {#var countexp %1};}} {exp_count} 740 #TRIGGER {. Your blood feels like it is on fire.$} {p~' Got a Spider touch!} {party_effect} 676 #TRIGGER { sucks the soul from a corpse, then glows for a minute.$} {get corpse} {death_barbyouth} 676 #TRIGGER { over the still form of %w fallen foe.$} {get corpse} {death_barbloc} 676 #TRIGGER { chants with an eerie hollow voice some arcane sounding words.$} {get corpse} {death_barblich} 676 #TRIGGER {^You feel full of battle rage! Victory is CERTAIN!$} {timer wetime;p~' War Ensemble Active.;#if !%ismember(WE,@prots) {#var prots %additem(WE,@prots)}} {prot-b} 676 #TRIGGER {^~[clandestine thought~]: activated.} {timer clanttime;p~' Clandestine Thoughts Active.;#if !%ismember(ClanT,@prots) {#var prots %additem(ClanT,@prots)}} {prot-b} 676 #TRIGGER {^%w wraps you into an embracing melody.$} {timer melodytime;p~' Melodical Embracement Active.;#if !%ismember(Melody,@prots) {#var prots %additem(Melody,@prots)}} {prot-b} 676 #TRIGGER {^You embrace yourself with your melody.$} {timer melodytime;p~' Melodical Embracement Active.;#if !%ismember(Melody,@prots) {#var prots %additem(Melody,@prots)}} {prot-b} 676 #TRIGGER {xulu tango charlie} {#var combat_field "Force Dome"} {combat_fields} 647 #TRIGGER {withing thang walz} {#var combat_field "Shelter"} {combat_fields} 647 #TRIGGER {^As (*) drops to %w knees you leap in for the kill!$} {#co 13;p~' %1 is CLAWED!} {tiger} 676 #TRIGGER {lot EXP} {#cw 10} {consider_lite} 647 #TRIGGER {some EXP} {#cw 4} {consider_lite} 647 #TRIGGER {v. little EXP} {#cw 12} {consider_lite} 647 #TRIGGER {average EXP} {#cw 5} {consider_lite} 647 #TRIGGER {well a. avg EXP} {#cw 2} {consider_lite} 647 #TRIGGER {above avg EXP} {#cw 6} {consider_lite} 647 #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_noeq;#t+ death_eq;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_noeq;#t- death_eq;wimpy low;battle clear all;#sa -> Partymode: ~[OFF~].;#co 13} #KEY F1 {#DI} #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 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 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 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;}} #KEY F12 {cast major party heal} #KEY CTRL-0 {#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;}} #KEY CTRL-9 {hits_@{hits_type}_report} #KEY CTRL-8 {#YESNO {Do you really want to reset your hit statistics for mode @hits_type?} {OK:hits_@{hits_type}_reset} {Cancel:}} #KEY F2 {twist sanctuary ring}