/action {%1}{/var {wtf}{$1};/if {@TextColor($1)=14 && "@Word($1,1)"!="TOWNGAME" && @IsNumber(@Word($wtf,@WordCount($wtf)))=0 "@Var(wtf)"!="Egg TOW" && @Len(@LTrim($wtf))=@Len($wtf) && "@Left($1,6)"!=" [" && "@Word($1,1)" != "BANG-ZAP!" && "@Word($1,1)" != "DRAGONS" && "@Right($1,1)" != "=" && "@Left($1,1)" !="." && "@Left($1,5)" != " [" && "@Right($1,1)" != "_" && "@Word($1,1)" != "Do" && "@Left($1,1)" != "%" && "@Right($1,1)" != ":" && "@Word($1,@WordCount($1))" != "FORMATION" && "@Left($1,1)" != "<" && "@Left($1,1)" != "." && "@Word($1,@WordCount($1))" != ":" && "@Left($1,6)"!="SYNTAX" && "@Word($1,1)"!="MINDLINK" && "@Word($1,2)"!="following" && "@Word($1,1)"!="______...-----===***BOOOOOOOOOM!***===-----...______" && "@Left($1,1)"!="+" && "@Left($1,1)"!="*" && "@Right($1,1)"!="*" && "@Right($1,1)"!="-" && "@Word($1,1)"!="vs" && "@Word($1,1)"!="Help" && "@Word($1,1)"!="HERO" && "@Left($1,1)"!="[" && "@Right($1,1)"!=")" && "@Right($1,1)"!="." && "@Right($1,1)"!="]" && "@Right($1,1)"!="!"}{/var {currentroom}{$lef@AnsiBold()@ForeYellow()$1$rig - $status};/var {currentroome}{$lefe@AnsiBold()@ForeYellow()$1$rige - $status};}}{REPORTCOMMAND} /REMARK STATUS ACTIONS /action {NOTICE: You are leaving a PLAYER KILLING Area.}{/var {status}{@AnsiBold()@ForeCyan()LPK}} /action {WARNING! You HAVE ENTERED a CHAOTIC PLAYER KILLING Area!}{/var {status}{@AnsiBold()@ForeYellow()CPK}} /action {WARNING! You HAVE ENTERED a NEUTRAL PLAYER KILLING Area!}{/var {status}{@AnsiBold()@ForeRed()NPK}} /action {WARNING! You HAVE LEFT a CHAOTIC PLAYER KILLING AREA}{/var {status}{@AnsiBold()@ForeRed()NPK}} /action {NOTICE: You are leaving a PLAYER KILLING Area.}{/var {status}{@AnsiBold()@ForeCyan()LPK}} /var {status}{@AnsiBold()@ForeCyan()LPK} /var {lef} {@AnsiReset()@ForeCyan()(@AnsiBold()@ForeYellow()} /var {rig} {@AnsiReset()@ForeCyan())} /var {bsver}{4.01} /showme {@ForeRed()***@ForeWhite()AgBs Conglomerate @ForeRed()v.@ForeYellow()$bsver} /action {^%0 is in excellent condition.} {/var bstargcond {excellent};/var bstartperc {100%};/showme {@Var(bm)$0 is in excellent condition. @Var(br)(@Var(by)100%@Var(br))} {obs1} /action {^%0 has a few scratches.} {/var bstargcond {scratches};/var bstartperc {90%-99%};/showme {@Var(bm)$0 has a few scratches. @Var(br)(@Var(by)90%-99%%@Var(br))} {obs1} /action {^%0 has a nasty looking welt on the forehead.} {/var bstargcond {nasty welt};/var bstartperc {83%-89%};/showme {@Var(bm)$0 has a nasty looking welt on the forehead. @Var(br)(@Var(by)83%-89%@Var(br))} {obs1} /action {^%0 has some small wounds and bruises.} {/var bstargcond {small wounds};/var bstartperc {76%-82%};/showme {@Var(bm)$0 has some small wounds and bruises. @Var(br)(@Var(by)76%-82%@Var(br))} {obs1} /action {^%0 has some minor wounds.} {/var bstargcond {minor wounds};/var bstartperc {69%-75%};/showme {@Var(bm)$0 has some minor wounds. @Var(br)(@Var(by)69%-75%@Var(br))} {obs1} /action {^%0 winces in pain.} {/var bstargcond {wincing};/var bstartperc {62%-68%};/showme {@Var(bm)$0 winces in pain. @Var(br)(@Var(by)62%-68%@Var(br))} {obs1} /action {^%0 has quite a few wounds.} {/var bstargcond {quite a few wounds};/var bstartperc {55%-61%};/showme {@Var(bm)$0 has quite a few wounds. @Var(br)(@Var(by)55%-61%@Var(br))} {obs1} /action {^%0 grimaces with pain.} {/var bstargcond {grimacing};/var bstartperc {48%-54%};/showme {@Var(bm)$0 grimaces with pain. @Var(br)(@Var(by)48%-54%@Var(br))} {obs1} /action {^%0 has some nasty wounds and bleeding cuts.} {/var bstargcond {nasty wounds};/var bstartperc {41%-47%};/showme {@Var(bm)$0 has some nasty wounds and bleeding cuts. @Var(br)(@Var(by)41%-47%@Var(br))} {obs1} /action {^%0 has some large, gaping wounds.} {/var bstargcond {gaping wounds};/var bstartperc {36%-40%};/showme {@Var(bm)$0 has some large, gaping wounds. @Var(br)(@Var(by)36%-40%@Var(br))} {obs1} /action {^%0 looks pretty awful.} {/var bstargcond {pretty awful};/var bstartperc {29%-35%};/showme {@Var(bm)$0 looks pretty awful. @Var(br)(@Var(by)29%-35%@Var(br))} {obs1} /action {^%0 has many grievous wounds.} {/var bstargcond {grievous wounds};/var bstartperc {22%-28%};/showme {@Var(bm)$0 has many grievous wounds. @Var(br)(@Var(by)22%-28%@Var(br))} {obs1} /action {^%0 is covered with blood from oozing wounds.} {/var bstargcond {oozing};/var bstartperc {15%-21%};/showme {@Var(bm)$0 is covered with blood from oozing wounds. @Var(br)(@Var(by)15%-21%@Var(br))} {obs1} /action {^%0 pales visibly as death nears.} {/var bstargcond {paling};/var bstartperc {8%-14%};/showme {@Var(bm)$0 pales visibly as death nears. @Var(br)(@Var(by)8%-14%@Var(br))} {obs1} /action {^%0 barely clings to life.} {/var bstargcond {clinging};/var bstartperc {1%-7%};/showme {@Var(bm)$0 barely clings to life. @Var(br)(@Var(by)1%-7%@Var(br))} {obs1} /action {^%0 is DEAD!!} {/var bstargcond {DEAD};/var bstartperc {@AnsiReset()@ForeRed()H@AnsiBold()@ForeRed()EL@AnsiReset()@ForeRed()L};/showme {@Var(br)$0 is DEAD!!. @Var(br)(@Var(by)TIZOAST@Var(br))} {obs1} /action {^%0 is mortally wounded}{/var bstargcond {morted};/var bstartperc {mort};/showme {@Var(bm)$0 is mortally wounded. @Var(br)(@Var(by)MORTED++@Var(br))}{obs1} /sub {close by}{close by (1)}{distance} /sub {not far from here} {not far from here (2-6)}{distance} /sub {off in the distance} {off in the distance (7-11)}{distance} /sub {several miles away}{several miles away (12-21)}{distance} /sub {far off in the distance} {far off in the distance (22-46)}{distance} /sub {tens of miles away in the distance} {tens of miles in the distance (47-66)}{distance} /sub {many miles away}{many miles away (who the fuck knows)}{distance} /gag {%0 barely clings to life.}{health} /gag {%0 grimaces with pain.}{health} /gag {%0 has a few scratches.} {health} /gag {%0 has a nasty looking welt on the forehead.}{health} /gag {%0 has many grievous wounds.}{health} /gag {%0 has quite a few wounds.}{health} /gag {%0 has some large, gaping wounds.}{health} /gag {%0 has some minor wounds.}{health} /gag {%0 has some nasty wounds and bleeding cuts.}{health} /gag {%0 has some small wounds and bruises.}{health} /gag {%0 is covered with blood from oozing wounds.}{health} /gag {%0 is in excellent condition.}{health} /gag {%0 looks pretty awful.} {health} /gag {%0 pales visibly as death nears.} {health} /gag {%0 winces in pain.}{health} /gag {%0 is mortally wounded}{health} /gag {%0 is DEAD!!}{health} /REMARK PROCS /action {^Darkness seeps out of your blade and surrounds %0.}{/var {bstw$bsattemps}{+@AnsiReset()@ForeWhite()D}}{obs1} /action {^A searing wave of light bursts from your blade and scorches %0.}{/var {bstw$bsattemps}{+@ForeCyan()S}}{obs1} /action {^Fiery rain appears and falls on %0.}{/var {bstw$bsattemps}{+R}}{obs1} /action {^The spirits of Moira explode from your shears, engulfing %0 in flames!}{/var {bstw$bsattemps}{+@ForeYellow()M}}{obs1} /action {^The spirits of Moira explode from %0 shears, engulfing you in flames!}{/var {bstw$ebsattemps}{+@ForeYellow()M}}{obs1} /action {^Fiery rain appears and falls on you, searing your skin.}{/var {bstw$ebsattemps}{+R}}{obs1} /action {^A searing wave of light bursts from %0 dagger, scorching you.}{/var {bstw$ebsattemps}{+@ForeCyan()S}}{obs1} /action {^A deep red shield of fire surrounds you.} {/var {ProtType} {@AnsiBold()@ForeRed()F}} {obs1} /action {^A whirling cloud of ice shards forms around you.} {/var {ProtType} {AnsiBold()@ForeCyan()I}} {obs1} /action {^A glowing white %1 surrounds your body.} {/var {ProtType} {@AnsiBold()@ForeWhite()S}} {obs1} /action {^The white %1 around your body fades.} {/var {ProtType} {@AnsiBold()@ForeYellow()!S}} {obs1} /action {^Your iceshield melts into a puddle.} {/var {ProtType} {@AnsiBold()@ForeYellow()!S}} {obs1} /action {^Your white aura flashes brightly and disappears.} {/var {ProtType} {@AnsiBold()@AnsiBold()@ForeYellow()!S}} {obs1} /action {^Your shield of fire slowly dissipates....and blinks out.} {/var ProtType {@AnsiBold()@AnsiBold()@ForeYellow()!S}} {obs1} /action {^Energy rebounds from %0 fireshield hitting you.} {/var fshieldbs 1;/var fshieldmal 1} {obs1} /action {^Shards of ice fly from %0 iceshield, striking you.} {/var ishieldbs 1;/var ishieldmal 1} {obs1} /action {^Your ice shield melts in place.}{/var {ProtType} {@AnsiBold()@ForeYellow()!S}}{obs1} /action {^%0 finds a chink in %3's defenses and slides in for a direct hit!} {bscount 5.0;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{5.0}} {obs1} /action {^%9 finds its true mark as you stab at %3's back, as if it %4.} {bscount 5.5;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{5.5}} {obs1} /action {^A flash of metal interrupts your concentration and your pierce lands slightly off-target as you stab at %3's back.} {bscount 3.0;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{3.0}} {obs1} /action {^Before %0 can react, %1 tears through %3's defenses and plunges into %2 back.} {bscount 4.5;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{4.5}} {obs1} /action {^You plunge %1 into the back of %3.} {bscount 3.5;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{3.5}} {obs1} /action {^Your grip on %0 slips, and its tip only finds %3's shoulder blades.} {bscount 2.0;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{2.0}} {obs1} /action {^You attempt to stab %3 in the back, but your thrust is partially deflected before penetrating %1 defenses.} {bscount 2.5;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{2.5}} {obs1} /action {^%3 convulses in pain as you land a powerful backstab.} {bscount 4.0;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{4.0}} {obs1} /action {^Your clumsy attempt at a backstab barely hurts %3 at all.} {bscount 1.5;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{1.5}} {obs1} /action {^%3 makes a strange sound but is suddenly very silent, as you place %2 in %1 back.} {bscount -1;/var {bsstatice}{1};/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{ICE}} {obs1} /action {^You lunge at %3 with %2 but miss.} {bscount 0.0;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{MISS}} {obs1} /action {^With unbelievable luck, %3 moves away just as you slash at %1 back.} {bscount 0.0;/var multibs 1;/math {bsattemps} {$bsattemps + 1};/var justbsedtarget $3;/var {bsbetween$bsattemps}{|};/var {bstype$bsattemps}{MISS}} {obs1} /action {^%2 turns %1 head, noticing you.} {/math {bscountfootfalls} {$bscountfootfalls +1};/math {bscountbses} {$bscountbses+1};/var multibs 1;/var {ffall} {1};/var bstargcond unknown;/var bstartperc {??%}} {obs1} /action {^You twist %0 as you remove it from %1's back.} {/math {bscounttwists} {$bscounttwists + 1};/var {bstw$bsattemps}{+TW}} {obs1} /action {^%1 critically stabs you in the back with %2 and your body is wracked with excruciating pain.} {/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{5.5};ebscount 5.5} {obs1} /action {^%1 skillfully stabs at your back with %2 and tears through your defenses, landing a devastating backstab.} {/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{4.5};ebscount 4.5} {obs1} /action {^A vicious backstab from %1 causes you to choke on your own blood.} {/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{3.5};ebscount 3.5} {obs1} /action {^Pain shoots through your back as %1 stabs at you with %2 and slides it through your defenses.} {/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{5.0};ebscount 5.0} {obs1} /action {^Tendrils of pain shoot through your back as %1 stabs at your back with %2 and lands an off-center blow.} {/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{3.0};ebscount 3.0} {obs1} /action {^You convulse in pain as %1 powerfully stabs you in the back with %2.} {/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{4.0};ebscount 4.0} {obs1} /action {^You feel a sharp, stinging pain as %1 stabs at your shoulder blades with %2.} {/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{2.0};ebscount 2.0} {obs1} /action {^You reel in pain as %1 lunges at your back and lazily penetrates your defenses with %2.} {/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{2.5};ebscount 2.5} {obs1} /action {^You wince in pain as %1 clumsily stabs at your back.} {/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{1.5};ebscount 1.5} {obs1} /action {^Suddenly %1 stabs you in the back, RIP...} {ebscount -1;/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{DEATH}} {obs1} /action {^Instinctively, you jump to the side and avoid %1 as %2 lunges at your back.} {ebscount 0.0;/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{MISS}} {obs1} /action {^%1 slashes at you with %2 and misses.} {ebscount 0.0;/var multibse 1;/var bsperson $1;/math {ebsattemps} {$ebsattemps + 1};/var {bsbetween$ebsattemps}{|};/var {bstype$ebsattemps}{MISS}} {obs1} /action {^You hear footfalls behind, turning your head, you notice %0.} {/math {ebscountfootfalls} {$ebscountfootfalls +1};/math {ebscountbses} {$ebscountbses+1};/var multibse 1;/var {effall}{1}}{obs1} /action {^%0 twists %1 as %2 removes it from your back.} {/math {ebscounttwists} {$ebscounttwists + 1};/var {bstw$ebsattemps}{+TW}} {obs1} /REMARK Yanguo critically stabs you in the back with his dick and your body is wracked with excruciating pain. /REMARK Yanguo twists his dick as he removes it from your back. /REMARK Yanguo critically stabs you in the back with his dick and your body is wracked with excruciating pain. /REMARK Yanguo twists his dick as he removes it from your back. /REMARK Suddenly Yanguo stabs you in the back, RIP... /REMARK [TAGGED!]<0hp 250m 510mv> /action {]<%1hp %2m %3} {/if {$bscountproc == 1} {/math {bscountbses} {$bscountbses + 1};compbscount;resetbscountvars};/if {$ebscountproc == 1} {/math {ebscountbses} {$ebscountbses + 1};ecompbscount;eresetbscountvars};/if {$hcount=1}{/if {$chathid=1}{/emotea @Var(bb)sees @Var(bw)$hcounter hiddens @Var(bb)at $currentroom;/var {chathid}{0}}{/showme {@Var(bg)There are @Var(bw)$hcounter @Var(bg)hiddens here}};/var {hcount}{0}};/var {chp}{$1};/var {ctm}{$2};/if {$hpchange=1}{/showme { @Var(bb)(@Var(bw)@Math($chp-$ohp)@Var(bb)) (@Var(bc)@Math($ctm-$om)@Var(bb))}};/var {ohp}{$1};/var {om}{$2};/var {oldhp} {$currenthp};/var {currenthp} {$1};checkhp;/if {$multibs==1} {/var multibs 0;multibsrep};/if {$multibse==1} {/var multibse 0;multibsrepe};bsclear;/if {$imagedest=1}{/var {imagedest}{0};/emotea @AnsiBold()@ForeBlue()takes out @ForeYellow()(@ForeCyan()$imagecounter@ForeYellow()) @ForeBlue()of @ForeWhite()$imageperson's @AnsiReset()@ForeWhite()IMAGES @AnsiBold()@ForeBlue()!;/var {imagecounter}{0}};/if {$malled==1}{/var malled 0;malstringbuild};/if {$emal==1} {/var emal 0;malstringbuilde};malclear} {obs1} /action {You sense a hidden life form in the room.}{/if {$hcount=1}{/var {hcounter}{@Math(@Var(hcounter)+1)}}} /alias {counthid}{/var {hcount}{1};/var {hcounter}{0};look} /alias {chathid}{/var {chathid}{1};counthid} /alias {checkhp} {/if {@IsNumber($currenthp) == 0} {/var hpa @StrStr($currenthp,><);/if {$hpa == "-1"} {/var hpa @StrStr($currenthp,]<)};/var hpb @Len($currenthp);/var currenthp @Right($currenthp,@Math(@Math($hpb - $hpa) - 2))}} {bsnotify2} /alias {bsclear}{/var {bsstatice}{0};/empty {multibstext};/variable {ffall}{0};/variable {effall}{0};/empty {fshieldtext};/empty {ishieldtext};/empt {deathtext};/var multibs 0;/var multibse 0;/empty {justbsed};/var bsattemps 0;/var {ebsattemps} 0;/var damagetaken 0;/var avgdamage 0;/var fshieldbs 0;/var ishieldbs 0;/emp {bstype1};/emp {bstype2};/emp {bstype3};/emp {bsbetween1};/emp {bsbetween2};/emp {bsbetween3};/emp {bstw1};/emp {bstw2};/emp {bstw3}}{obs1} /alias {bsoff} {/var {chat} {0};/showme {I have @ForeRed() DISABLED@AnsiBold()@ForeBlack() Backstab Notification@AnsiReset()!}} {obs1} /alias {bson} {bsclear;/var {chat} {1};/showme {I have@AnsiBold()@ForeWhite() ENABLED@AnsiBold()@ForeBlack() Backstab Notification@AnsiReset()!}} {obs1} /alias {bston %1}{/var chattar 1;/var bschttarget $1;/showme {I have@AnsiBold()@ForeWhite() ENABLED@AnsiBold()@ForeGreen() Backstab Notification to @AnsiReset()@AnsiBold()@ForeRed()$bschttarget@AnsiReset()!}}{obs1} /alias {bstoff}{/var chattar 0;/showme {I have@AnsiBold()@ForeWhite() DISABLED@AnsiBold()@ForeGreen() Backstab Notification to target@AnsiReset()!}}{obs1} /alias {finddamage} {/if {@IsNumber($currenthp) == 1 && @IsNumber($oldhp) == 1}{/math {damagetaken} {$oldhp-$currenthp};/if {$ebsattemps > 0}{/math {avgdamage} {$damagetaken/$ebsattemps}}}{/var {damagetaken}{ERROR - oldhp = $oldhp, currenthp = $currenthp}}} {obs1} /alias {fshieldbsrep} {/if {$fshieldbs==1} {/var {fshieldtext} {$lef@AnsiBold()@ForeRed()-*FireShielded*-@AnsiBold()@ForeCyan() @AnsiBold()@ForeYellow()I took@AnsiBold()@ForeMagenta() $damagetaken@AnsiBold()@ForeCyan()}}} {obs1} /alias {ishieldbsrep} {/if {$ishieldbs==1} {/var {ishieldtext} {$lef@AnsiBold()@ForeCyan()-*IceShield*-@AnsiBold()@ForeCyan() @AnsiBold()@ForeYellow()I took@AnsiBold()@ForeMagenta() $damagetaken@AnsiBold()@ForeCyan()}}} {obs1} /alias {getmulti}{/if {$ffall==1}{/var {bstext}{FF}}{/if {$bsattemps==1}{/var {bstext}{1x}}{/if {$bsattemps==2}{/var {bstext}{2x}}{/var {bstext}{3x}}}}}{obs1} /alias {egetmulti}{/if {$effall==1}{/var {bstext}{FF}}{/if {$ebsattemps==1}{/var {bstext}{1x}}{/if {$ebsattemps==2}{/var {bstext}{2x}}{/var {bstext}{3x}}}}}{obs1} /alias {chatbs}{/if {$chattar == 1}{/emote $bschttarget to $bschttarget: $multibstext}{/emoteall $multibstext}}{obs1} /alias {showmebs}{/showme {Echo: $multibstext}}{obs1} /alias {multibsrep} {getmulti;finddamage;fshieldbsrep;ishieldbsrep;/var {multibstext} {@AnsiBold()@ForeRed()just $lef@AnsiBold()@ForeYellow()$bstext$rig $lef@AnsiBold()@ForeWhite()$bstype1@AnsiBold()@ForeRed()$bstw1@AnsiReset()@ForeBlue()$bsbetween2@AnsiBold()@ForeWhite()$bstype2@AnsiBold()@ForeRed()$bstw2@AnsiReset()@ForeMagenta()$bsbetween3@AnsiBold()@ForeWhite()$bstype3@AnsiBold()@ForeRed()$bstw3$rig@AnsiReset()@ForeWhite() on $lef@AnsiBold()@ForeWhite()$justbsedtarget$rig@AnsiReset()@ForeWhite() to $lef@AnsiBold()@ForeBlue()$bstartperc$rig $currentroom $lef@AnsiBold()@ForeWhite()HP:@AnsiBold()@ForeWhite()$currenthp$rig$fshieldtext$ishieldtext $lef$ProtType$rig};/if {$chat==1 && @ChatConnects() > 0}{chatbs}{showmebs}} {obs1} /alias {multibsrepe} {egetmulti;finddamage;/var {multibstext} {$lefe@AnsiBold()@ForeWhite()$bsperson$rige @AnsiBold()@ForeCyan()BSED ME $lefe@AnsiReset()@AnsiBold()@ForeRed()$bstext$rige $lefe@AnsiReset()@ForeWhite()$bstype1@AnsiBold()@ForeRed()$bstw1@AnsiReset()@ForeMagenta()$bsbetween2@AnsiReset()@ForeWhite()$bstype2@AnsiBold()@ForeRed()$bstw2@AnsiReset()@ForeMagenta()$bsbetween3@AnsiReset()@ForeWhite()$bstype3@AnsiBold()@ForeRed()$bstw3$rige @ForeRed()$lefe@AnsiReset()@AnsiBold()@ForeYellow()Dam:@ForeRed()$damagetaken @ForeYellow()Ave:@ForeRed()$avgdamage$rige$deathtext $currentroome $lefe@AnsiReset()@AnsiBold()@ForeYellow()HP:@AnsiReset()@ForeMagenta()$currenthp$rige $lefe$ProtType$rige};/if {$chat==1 && @ChatConnects() > 0}{chatbs}{showmebs}} {obs1} /var {lefe}{@AnsiBold()@ForeBlue()(}{obs1} /var {rige}{@AnsiBold()@ForeBlue())}{obs1} /var {lef}{@AnsiReset()@ForeCyan()(}{obs1} /var {rig}{@AnsiReset()@ForeCyan())}{obs1} /variable {ProtType} {@AnsiReset()@AnsiBold()@ForeYellow()???}{obs1} /variable {PKtype} {@AnsiReset()@AnsiBold()@ForeWhite()LPK}{obs1} /variable {oldhp}{0}{obs1} /variable {currenthp}{0}{obs1} /variable {avgdamage} {0} {obs1} /variable {bsattemps} {0} {obs1} /variable {damagetaken} {0} {obs1} /variable {ebsattemps} {0} {obs1} /variable {justbsed} {0} {obs1} /variable {multibs} {0} {obs1} /variable {multibse} {0} {obs1} /variable {showroom} {0} {obs1} /variable {roomin}{a}{obs1} /variable {roomout}{a}{obs1} /variable {ffall}{0}{obs1} /variable {effall}{0}{obs1} /variable {chat}{1}{obs1} /variable {chattar}{0}{obs1} /variable {bschattarget}{0}{obs1} /empty {multibstext}{obs1} /empty {bstype1} {obs1} /empty {bstype2} {obs1} /empty {bstype3} {obs1} /empty {bsbetween1} {obs1} /empty {bsbetween2} {obs1} /empty {bsbetween3} {obs1} /empty {bstw1} {obs1} /empty {bstw2} {obs1} /empty {bstw3} {obs1} /empty {bstext}{obs1} /alias {bscount %0} {/var mult $0;/if {$mult != "-1"} {/math {bscount$mult} {@Var(bscount$mult) + 1};/math {bscounttotal} {$bscounttotal + 1}};/math {bscountplunges} {$bscountplunges + 1};/var bscountproc 1} {bscounter} /alias {resetbs} {resetbscountvars;/var bscounttotal 0;/var {bscount0.0} {0};/var {bscount5.5} {0};/var {bscount5.0} {0};/var {bscount4.5} {0};/var {bscount4.0} {0};/var {bscount3.5} {0};/var {bscount3.0} {0};/var {bscount2.5} {0};/var {bscount2.0} {0};/var {bscount1.5} {0};/var bscountsingles 0;/var bscountbses 0;/var bscountdoubles 0;/var bscounttriples 0;/var bscountfootfalls 0;/var bscounttwists 0} {bscounter} /alias {resetbscountvars} {/var bscountplunges 0;/var bscountproc 0} {bscounter} /alias {compbscount} {/if {$bscountplunges == 1} {/math {bscountsingles} {$bscountsingles + 1}} {/if {$bscountplunges == 2} {/math {bscountdoubles} {$bscountdoubles + 1}} {/if {$bscountplunges == 3} {/math {bscounttriples} {$bscounttriples + 1}}}}} {bscounter} /alias {showbs} {/var bsmultave 0;/var bsmultcomp 0;/math {bsmultave} {(550 * @Var(bscount5.5) + 500 * @Var(bscount5.0) + 450 * @Var(bscount4.5) + 400 * @Var(bscount4.0) + 350 * @Var(bscount3.5) + 300 * @Var(bscount3.0) + 250 * @Var(bscount2.5) + 200 * @Var(bscount2.0) + 150 * @Var(bscount1.5)) / $bscounttotal};/calldll {Math} {Div} {$bsmultave 100 bsmultcomp};/showme {backstab statistics:@Chr(10)@AnsiBold()@ForeYellow()Singles: @ForeWhite()$bscountsingles/$bscountbses (@Math($bscountsingles * 100 / $bscountbses)%)@Chr(10)@ForeCyan()Doubles: @ForeWhite()$bscountdoubles/$bscountbses (@Math($bscountdoubles * 100 / $bscountbses)%)@Chr(10)@ForeMagenta()Triples: @ForeWhite()$bscounttriples/$bscountbses (@Math($bscounttriples * 100 / $bscountbses)%)@Chr(10)@ForeGreen()FootFalls: @ForeWhite()$bscountfootfalls/$bscountbses (@Math($bscountfootfalls * 100 / $bscountbses)%)@Chr(10)@ForeBlue()TWISTS!: @ForeWhite()$bscounttwists/$bscounttotal (@Math($bscounttwists * 100 / $bscounttotal)%)@Chr(10)@Chr(10)@ForeCyan()Multiplier Breakdown:@Chr(10)@ForeYellow()5.5: @ForeWhite()@Var(bscount5.5) (@Math(@Var(bscount5.5) * 100 / $bscounttotal)%) @ForeYellow()5.0: @ForeWhite()@Var(bscount5.0) (@Math(@Var(bscount5.0) * 100 / $bscounttotal)%) @ForeYellow()4.5: @ForeWhite()@Var(bscount4.5) (@Math(@Var(bscount4.5) * 100 / $bscounttotal)%) @ForeYellow()4.0: @ForeWhite()@Var(bscount4.0) (@Math(@Var(bscount4.0) * 100 / $bscounttotal)%) @ForeYellow()3.5: @ForeWhite()@Var(bscount3.5) (@Math(@Var(bscount3.5) * 100 / $bscounttotal)%) @Chr(10)@ForeYellow()3.0: @ForeWhite()@Var(bscount3.0) (@Math(@Var(bscount3.0) * 100 / $bscounttotal)%) @ForeYellow()2.5: @ForeWhite()@Var(bscount2.5) (@Math(@Var(bscount2.5) * 100 / $bscounttotal)%) @ForeYellow()2.0: @ForeWhite()@Var(bscount2.0) (@Math(@Var(bscount2.0) * 100 / $bscounttotal)%) @ForeYellow()1.5: @ForeWhite()@Var(bscount1.5) (@Math(@Var(bscount1.5) * 100 / $bscounttotal)%) @ForeYellow()0.0: @ForeWhite()@Var(bscount0.0) (@Math(@Var(bscount0.0) * 100 / $bscounttotal)%)@Chr(10)@ForeYellow()Total plunges: @ForeWhite()$bscounttotal@Chr(10)@ForeYellow()AVERAGE Multiplier: @ForeGreen()$bsmultcomp@Chr(10)}} {bscounter} /alias {bscounton} {/showme {@Chr(10)@AnsiBold()@ForeCyan()BS Multiplier recording is toggled ON};/enablegroup bscounter} {bscountercontrol} /alias {bscountoff} {/showme {@Chr(10)@AnsiBold()@ForeRed()BS Multiplier recording is toggled OFF};/disablegroup bscounter} {bscountercontrol} /loadlib {Math} resetbs /calldll {Math} {Precision} {3} /remark ENEMY BS STATS /alias {ebscount %0} {/var emult $0;/if {$emult != "-1"} {/math {ebscount$emult} {@Var(ebscount$emult) + 1};/math {ebscounttotal} {$ebscounttotal + 1}};/math {ebscountplunges} {$ebscountplunges + 1};/var ebscountproc 1} {ebscounter} /alias {eresetbs} {eresetbscountvars;/var ebscounttotal 0;/var {ebscount0.0} {0};/var {ebscount5.5} {0};/var {ebscount5.0} {0};/var {ebscount4.5} {0};/var {ebscount4.0} {0};/var {ebscount3.5} {0};/var {ebscount3.0} {0};/var {ebscount2.5} {0};/var {ebscount2.0} {0};/var {ebscount1.5} {0};/var ebscountsingles 0;/var ebscountbses 0;/var ebscountdoubles 0;/var ebscounttriples 0;/var ebscountfootfalls 0;/var ebscounttwists 0} {ebscounter} /alias {eresetbscountvars} {/var ebscountplunges 0;/var ebscountproc 0} {bscounter} /alias {ecompbscount} {/if {$ebscountplunges == 1} {/math {ebscountsingles} {$ebscountsingles + 1}} {/if {$ebscountplunges == 2} {/math {ebscountdoubles} {$ebscountdoubles + 1}} {/if {$ebscountplunges == 3} {/math {ebscounttriples} {$ebscounttriples + 1}}}}} {ebscounter} /alias {eshowbs} {/var ebsmultave 0;/var ebsmultcomp 0;/math {ebsmultave} {(550 * @Var(ebscount5.5) + 500 * @Var(ebscount5.0) + 450 * @Var(ebscount4.5) + 400 * @Var(ebscount4.0) + 350 * @Var(ebscount3.5) + 300 * @Var(ebscount3.0) + 250 * @Var(ebscount2.5) + 200 * @Var(ebscount2.0) + 150 * @Var(ebscount1.5)) / $ebscounttotal};/calldll {Math} {Div} {$ebsmultave 100 ebsmultcomp};/showme {Enemy backstab statistics:@Chr(10)@AnsiBold()@ForeYellow()Singles: @ForeWhite()$ebscountsingles/$ebscountbses (@Math($ebscountsingles * 100 / $ebscountbses)%)@Chr(10)@ForeCyan()Doubles: @ForeWhite()$ebscountdoubles/$ebscountbses (@Math($ebscountdoubles * 100 / $ebscountbses)%)@Chr(10)@ForeMagenta()Triples: @ForeWhite()$ebscounttriples/$ebscountbses (@Math($ebscounttriples * 100 / $ebscountbses)%)@Chr(10)@ForeGreen()FootFalls: @ForeWhite()$ebscountfootfalls/$ebscountbses (@Math($ebscountfootfalls * 100 / $ebscountbses)%)@Chr(10)@ForeBlue()TWISTS!: @ForeWhite()$ebscounttwists/$ebscounttotal (@Math($ebscounttwists * 100 / $ebscounttotal)%)@Chr(10)@Chr(10)@ForeCyan()Multiplier Breakdown:@Chr(10)@ForeYellow()5.5: @ForeWhite()@Var(ebscount5.5) (@Math(@Var(ebscount5.5) * 100 / $ebscounttotal)%) @ForeYellow()5.0: @ForeWhite()@Var(ebscount5.0) (@Math(@Var(ebscount5.0) * 100 / $ebscounttotal)%) @ForeYellow()4.5: @ForeWhite()@Var(ebscount4.5) (@Math(@Var(ebscount4.5) * 100 / $ebscounttotal)%) @ForeYellow()4.0: @ForeWhite()@Var(ebscount4.0) (@Math(@Var(ebscount4.0) * 100 / $ebscounttotal)%) @ForeYellow()3.5: @ForeWhite()@Var(ebscount3.5) (@Math(@Var(ebscount3.5) * 100 / $ebscounttotal)%) @Chr(10)@ForeYellow()3.0: @ForeWhite()@Var(ebscount3.0) (@Math(@Var(ebscount3.0) * 100 / $ebscounttotal)%) @ForeYellow()2.5: @ForeWhite()@Var(ebscount2.5) (@Math(@Var(ebscount2.5) * 100 / $ebscounttotal)%) @ForeYellow()2.0: @ForeWhite()@Var(ebscount2.0) (@Math(@Var(ebscount2.0) * 100 / $ebscounttotal)%) @ForeYellow()1.5: @ForeWhite()@Var(ebscount1.5) (@Math(@Var(ebscount1.5) * 100 / $ebscounttotal)%) @ForeYellow()0.0: @ForeWhite()@Var(ebscount0.0) (@Math(@Var(ebscount0.0) * 100 / $ebscounttotal)%)@Chr(10)@ForeYellow()Total plunges: @ForeWhite()$ebscounttotal@Chr(10)@ForeYellow()AVERAGE Multiplier: @ForeGreen()$ebsmultcomp@Chr(10)}} {ebscounter} /alias {ebscounton} {/showme {@Chr(10)@AnsiBold()@ForeCyan()ENEMY BS Multiplier recording is toggled ON};/enablegroup ebscounter} {bscountercontrol} /alias {ebscountoff} {/showme {@Chr(10)@AnsiBold()@ForeRed()ENEMY BS Multiplier recording is toggled OFF};/disablegroup ebscounter} {bscountercontrol} eresetbs /remark MALEDICTION STUFF /action {%3 raises %6 hands, and %6 aura engulfs you in blackness.}{/var {malperson}{$3};/var {emal}{1}} /alias {chatmal}{/if {$mchattar == 1}{/emote $malchttarget to $malchttarget: $malstring}{/emoteall $malstring}}{obs1} /alias {showmemal}{/showme {Echo: $malstring}}{obs1} /alias {malstringbuilde} {/var {malstring} {$lefe@AnsiBold()@ForeWhite()$malperson$rige @AnsiBold()@ForeCyan()MALEDICTED ME $lefe@AnsiReset()@AnsiBold()@ForeYellow()Dam:@ForeRed()@Math($oldhp-$currenthp)$rige$deathtext$currentroome $lefe@AnsiReset()@AnsiBold()@ForeYellow()HP:@AnsiReset()@ForeMagenta()$currenthp$rige $lefe$ProtType$rige};/if {$chat==1 && @ChatConnects() > 0}{chatmal}{showmemal}} {obs1} /alias {malclear}{/empty {deathtext}} /action {%3 smiles triumphantly as the lethal bolt of magic dissolves you.}{/var {deathtext}{$lefe@Var(rw)DEATH$rige}} /action {You focus and send a deadly blast of power at %3.}{/empty {icemessage};/var {malvict}{$3};/var {malled}{1};malrep} /action {Your supercharged bolt of pure magic shatters %3 into sparkling motes of dust.}{/var {malvict}{$3};/var {icemessage}{ to $lef@AnsiReset()@ForeRed()H@AnsiBold()@ForeRed()EL@AnsiReset()@ForeRed()L$rig};malrep} /alias {malrep} {/var {malstring} {@AnsiBold()@ForeRed()just @Var(bc)MALEDICTED@Var(rc)(@Var(bc)$ctm@Var(rc)) $lef@Var(bw)$malvict$rig$icemessage $currentroom $lef@AnsiBold()@ForeWhite()HP:@AnsiBold()@ForeWhite()$currenthp$rig$fshieldtext$ishieldtext $lef$ProtType$rig};/if {$chat==1 && @ChatConnects() > 0}{chatmal}{showmemal}} {obs1}