/action {%7hp%1m%2mv %3ac %4hr %5dr%6a%0xp} {/var {bsHR} {@Math(@Var(bsHR)+@LTrim($4))};/math {bsHRcount} {$bsHRcount+1};/var {bsDR} {@Math(@Var(bsDR)+@LTrim($5))};/var {bsAC} {@Math(@Var(bsAC)+@LTrim($3))};/disableaction %7hp%1m%2mv %3ac %4hr %5dr%6a%0xp} {bsHR}
/alias {RESETbscheckhr} {/var bsAC 0;/var bsCheckHR 1;/var bsDR 0;/var bsHR 0;/var bsHRcount 0} {bsHR}
/alias {bscheckhr %0} {/if {@IsEmpty($0)==1} {/showme {@Chr(10)@AnsiBold()@ForeYellow()"bscheckhr 1" = on, "bscheckhr 0" = off. Allow/disallow averaging your hr/dr/ac when bsing (or anytime you do "stats")}} {/if {$0 = 1} {/var bsCheckHR 1;/showme {@Chr(10)@AnsiBold()@ForeYellow()Averaging hr/dr/ac now!}} {/if {$0 = 0} {/var bsCheckHR 0;/showme {@Chr(10)@AnsiBold()@ForeYellow()Averaging hr/dr/ac is now OFF!}} {/showme {@Chr(10)@AnsiBold()@ForeYellow()"bscheckhr 1" = on, "bscheckhr 0" = off. Allow/disallow averaging your hr/dr/ac when bsing (or anytime you do "stats")}}}}} {bsHR}
/action {^# File (scripts\bslog.txt) exists, overwrite it (y/N)?} {y} {bs}
/action {%0 chats to you, 'bs off'} {/chatgroupremove $0 bs;/chat $0 I removed you from my bs spam. "bs on" to enable it.} {bs}
/action {%0 makes a strange sound but is suddenly very silent, as you place %1 back.} {/math {BSRoundCount} {$BSRoundCount + 1};/math {BSCountTotal} {$BSCountTotal + 1}} {bs}
/action {%0 slashes at you with %1 and misses.} {/math {BSWiffMe} {$BSWiffMe + 1}} {bs}
/action {%0 turns %1 head, noticing you.} {/math {BSFootFall} {$BSFootFall + 1}} {bs}
/action {%0 twists %1 weapon as %2 removes it from your back.} {/math {BSTwistMe} {$BSTwistMe + 1}} {bs}
/action {A vicious backstab from %0 causes you to choke on your own blood.} {/math {BSStabMe} {$BSStabMe + 1}} {bs}
/action {Suddenly %0 stabs you in the back, RIP...} {/math {BSStabMe} {$BSStabMe + 1}} {bs}
/action {You hear footfalls behind, turning your head, you notice %0.} {/math {BSFFMe} {$BSFFMe + 1}} {bs}
/action {You lunge at %0 with %7 but miss.} {/math {BSRoundCount} {$BSRoundCount+ 1};/math {BSWiffTotal} {$BSWiffTotal + 1};/math {BSWiffCount} {$BSWiffCount + 1}} {bs}
/action {You plunge %0 into the back of %1.} {/math {BSRoundCount} {$BSRoundCount + 1};/math {BSCountTotal} {$BSCountTotal + 1}} {bs}
/action {You twist %0 as you remove it from %1 back.} {/math {BSTwist} {$BSTwist + 1}} {bs}
/alias {BSADDITUP} {/if {$BSADDITUP = 1} {/var BSADDITUP 0;/disableevent BSevent;BSSingleMath} {/var BSADDITUP 0;/disableevent BSevent}} {bs}
/alias {BSDoubleMath} {/if {$BSRoundCount = 2} {/calldll Math Add {$BSDouble 1 BSDouble};/if {$BSWiffCount = 1} {/calldll Math Add {$BSWiffDoubleOne 1 BSWiffDoubleOne}};/if {$BSWiffCount = 2} {/calldll Math Add {$BSWiffDoubleTwo 1 BSWiffDoubleTwo}};/calldll Math Add {$BSSaveCount 1 BSSaveCount};/if {@Abs($BSSaveCount) >= 5} {/promptoverwrite;/writegroup bslog.txt bs;/promptoverwrite;/var BSSaveCount 0}} {BSTripleMath}} {bs}
/alias {BSSingleMath} {/if {$BSRoundCount = 1} {/calldll Math Add {$BSSingle 1 BSSingle};/if {$BSWiffCount = 1} {/calldll Math Add {$BSWiffSingle 1 BSWiffSingle}};/calldll Math Add {$BSSaveCount 1 BSSaveCount};/if {@Abs($BSSaveCount) >= 5} {/promptoverwrite;/writegroup bslog.txt bs;/promptoverwrite;/var BSSaveCount 0}} {BSDoubleMath}} {bs}
/alias {BSTripleMath} {/if {$BSRoundCount = 3} {/calldll Math Add {$BSTriple 1 BSTriple};/if {$BSWiffCount = 1} {/calldll Math Add {$BSWiffTripleOne 1 BSWiffTripleOne}};/if {$BSWiffCount = 2} {/calldll Math Add {$BSWiffTripleTwo 1 BSWiffTripleTwo}};/if {$BSWiffCount = 3} {/calldll Math Add {$BSWiffTripleThree 1 BSWiffTripleThree}}};/calldll Math Add {$BSSaveCount 1 BSSaveCount};/if {@Abs($BSSaveCount) >= 5} {/promptoverwrite;/writegroup bslog.txt bs;/promptoverwrite;/var BSSaveCount 0}} {bs}
/alias {RESETBS} {/showme {BS INFO RESET!!};/var BSADDITUP 0;/var BSCountTotal 0;/var BSDouble 0;/var BSFootFall 0;/var BSRoundCount 0;/var BSSingle 0;/var BSTriple 0;/var BSTwist 0;/var BSWiffCount 0;/var BSWiffDoubleOne 0;/var BSWiffDoubleTwo 0;/var BSWiffSingle 0;/var BSWiffTotal 0;/var BSWiffTripleOne 0;/var BSWiffTripleTwo 0;/var BSWiffTripleThree 0;/var BSStabMe 0;/var BSWiffMe 0;/var BSFFMe 0;/var BSTwistMe 0} {bs}
/alias {bs %0} {/if {$bsCheckHR = 1} {/enableaction %7hp%1m%2mv %3ac %4hr %5dr%6a%0xp;stats};/var BSADDITUP 1;/var BSRoundCount 0;/var BSWiffCount 0;backstab $0;/resetevent BSevent;/enableevent BSevent} {bs}
/alias {bshelp} {/showme {@Chr(10)RESETBS - reset all info@Chr(10)listbs - showme info@Chr(10)chatallbs - spam them all@Chr(10)chatbs <name\number>@Chr(10)bscheckhr <1|0> - Allow averaging hr/dr/ac (type in "bscheckhr" for more info) 1=on 0=off.@Chr(10)RESETbscheckhr - reset the hr/dr/ac averaging info.@Chr(10)groups are "bs" and "bsHR"}} {bs}
/alias {bsspam %0} {/chatgroupset $0 bs;/emote $0 has @ForeGreen()ENABLED @AnsiBold()@ForeRed()bs spam. - chat me "bs off" to turn it off, or "bs on" to enable it.;/var BSSpam 1} {bs}
/alias {bsspamoff} {/var BSSpam 0} {bs}
/alias {chatallbs} {/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple R1};/calldll Math Add {$BSCountTotal $BSWiffTotal R2};/calldll Math Mul {100 $BSCountTotal temp};/calldll Math Add {$BSCountTotal $BSWiffTotal temp2};/calldll Math Div {$temp $temp2 R3};/calldll Math Mul {100 $BSWiffTotal temp};/calldll Math Add {$BSCountTotal $BSWiffTotal temp2};/calldll Math Div {$temp $temp2 R4};/calldll Math Mul {100 $BSFootFall temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R5};/calldll Math Mul {100 $BSTwist temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R6};/calldll Math Mul {100 $BSWiffSingle temp1};/calldll Math Div {$temp1 $BSSingle R7};/calldll Math Mul {100 $BSSingle temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R8};/calldll Math Sub {$BSSingle $BSWiffSingle R9};/calldll Math Sub {$BSSingle $BSWiffSingle temp1};/calldll Math Mul {100 $temp1 temp1};/calldll Math Div {$temp1 $BSSingle R10};/calldll Math Mul {100 $BSWiffDoubleOne temp};/calldll Math Div {$temp $BSDouble R11};/calldll Math Mul {100 $BSWiffDoubleTwo temp};/calldll Math Div {$temp $BSDouble R12};/calldll Math Mul {100 $BSDouble temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R13};/calldll Math Sub {$BSDouble $BSWiffDoubleOne temp};/calldll Math Sub {$temp $BSWiffDoubleTwo R14};/calldll Math Mul {100 $R14 temp};/calldll Math Div {$temp $BSDouble R15};/calldll Math Mul {100 $BSWiffTripleOne temp1};/calldll Math Div {$temp1 $BSTriple R16};/calldll Math Mul {100 $BSWiffTripleTwo temp1};/calldll Math Div {$temp1 $BSTriple R17};/calldll Math Mul {100 $BSWiffTripleThree temp1};/calldll Math Div {$temp1 $BSTriple R18};/calldll Math Mul {100 $BSTriple temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R19};/calldll Math Sub {$BSTriple $BSWiffTripleOne temp};/calldll Math Sub {$temp $BSWiffTripleTwo temp};/calldll Math Sub {$temp $BSWiffTripleThree R20};/calldll Math Mul {100 $R20 temp1};/calldll Math Div {$temp1 $BSTriple R21};/calldll Math Add {$BSStabMe $BSWiffMe temp1};/calldll Math Mul {100 $BSStabMe temp2};/calldll Math Div {$temp2 $temp1 R22};/calldll Math Add {$BSStabMe $BSWiffMe temp1};/calldll Math Mul {100 $BSWiffMe temp2};/calldll Math Div {$temp2 $temp1 R23};/calldll Math Div {$R2 $R1 BSAvgStabs};/chatall @AnsiReset()@Chr(10)@ForeBlue()[@AnsiBold()@ForeCyan()Commands Issued: @ForeYellow()@Abs($R1)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Ttl "stabs": @ForeYellow()@Abs($R2)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Avg Stabs: @ForeYellow()@Var(BSAvgStabs)@AnsiReset()@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Hits: @ForeYellow()@Abs($BSCountTotal)@AnsiReset()@ForeGreen() (@Var(R3)%)@ForeBlue()] [@AnsiBold()@ForeCyan()Wiffs: @ForeYellow()@Abs($BSWiffTotal)@AnsiReset()@ForeGreen() (@Var(R4)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Footfalls: @ForeYellow()$BSFootFall@AnsiReset()@ForeGreen() (@Var(R5)%)@ForeBlue()] [@AnsiBold()@ForeCyan()Twists: @ForeYellow()@Abs(@Var(BSTwist))@AnsiReset()@ForeGreen() (@Var(R6)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Single BS's: @ForeYellow()@Abs($BSSingle)@AnsiReset()@ForeGreen() (@Var(R8))@ForeBlue()] [@AnsiBold()@ForeCyan()True Singles: @ForeYellow()@Abs($R9)@AnsiReset()@ForeGreen() (@Var(R10)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()1 Wiff: @ForeYellow()@Abs($BSWiffSingle)@AnsiReset()@ForeGreen() (@Var(R7)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Double BS's: @ForeYellow()@Abs($BSDouble)@AnsiReset()@ForeGreen() (@Var(R13))@ForeBlue()] [@AnsiBold()@ForeCyan()True Doubles: @ForeYellow()@Abs($R14)@AnsiReset()@ForeGreen() (@Var(R15)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()1 Wiff: @ForeYellow()@Abs($BSWiffDoubleOne)@AnsiReset()@ForeGreen() (@Var(R11)%)@ForeBlue()] [@AnsiBold()@ForeCyan()2 Wiffs: @ForeYellow()@Abs($BSWiffDoubleTwo)@AnsiReset()@ForeGreen() (@Var(R12)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Triple BS's: @ForeYellow()@Abs($BSTriple)@AnsiReset()@ForeGreen() (@Var(R19))@ForeBlue()] [@AnsiBold()@ForeCyan()True Triples: @ForeYellow()@Abs($R20)@AnsiReset()@ForeGreen() (@Var(R21)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()1 Wiff: @ForeYellow()@Abs($BSWiffTripleOne)@AnsiReset()@ForeGreen() (@Var(R16)%)@ForeBlue()] [@AnsiBold()@ForeCyan()2 Wiffs: @ForeYellow()@Abs($BSWiffTripleTwo)@AnsiReset()@ForeGreen() (@Var(R17)%)@ForeBlue()] [@AnsiBold()@ForeCyan()3 Wiffs: @ForeYellow()@Abs($BSWiffTripleThree)@AnsiReset()@ForeGreen() (@Var(R18)%)@ForeBlue()]@Chr(10)@AnsiBold()@ForeYellow()BS hits on me: @ForeRed()@Abs($BSStabMe)@ForeBlue() (@Var(R22)%)  @ForeYellow()Wiffs on me: @ForeRed()@Abs($BSWiffMe)@ForeBlue() (@Var(R23)%)@Chr(10)@ForeYellow()Footfalls I've seen: @ForeRed()$BSFFMe  @ForeYellow()Twists hit on me: @ForeRed()$BSTwistMe@Chr(10)@AnsiReset()@ForeBlue()[@AnsiBold()@ForeCyan()Avg hr: @ForeYellow()@Math($bsHR/$bsHRcount)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Avg dr: @ForeYellow()@Math($bsDR/$bsHRcount)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Avg ac: @ForeYellow()@Math($bsAC/$bsHRcount)@AnsiReset()@ForeBlue()]@Chr(10)} {bs}
/alias {chatbs %0} {/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple R1};/calldll Math Add {$BSCountTotal $BSWiffTotal R2};/calldll Math Mul {100 $BSCountTotal temp};/calldll Math Add {$BSCountTotal $BSWiffTotal temp2};/calldll Math Div {$temp $temp2 R3};/calldll Math Mul {100 $BSWiffTotal temp};/calldll Math Add {$BSCountTotal $BSWiffTotal temp2};/calldll Math Div {$temp $temp2 R4};/calldll Math Mul {100 $BSFootFall temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R5};/calldll Math Mul {100 $BSTwist temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R6};/calldll Math Mul {100 $BSWiffSingle temp1};/calldll Math Div {$temp1 $BSSingle R7};/calldll Math Mul {100 $BSSingle temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R8};/calldll Math Sub {$BSSingle $BSWiffSingle R9};/calldll Math Sub {$BSSingle $BSWiffSingle temp1};/calldll Math Mul {100 $temp1 temp1};/calldll Math Div {$temp1 $BSSingle R10};/calldll Math Mul {100 $BSWiffDoubleOne temp};/calldll Math Div {$temp $BSDouble R11};/calldll Math Mul {100 $BSWiffDoubleTwo temp};/calldll Math Div {$temp $BSDouble R12};/calldll Math Mul {100 $BSDouble temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R13};/calldll Math Sub {$BSDouble $BSWiffDoubleOne temp};/calldll Math Sub {$temp $BSWiffDoubleTwo R14};/calldll Math Mul {100 $R14 temp};/calldll Math Div {$temp $BSDouble R15};/calldll Math Mul {100 $BSWiffTripleOne temp1};/calldll Math Div {$temp1 $BSTriple R16};/calldll Math Mul {100 $BSWiffTripleTwo temp1};/calldll Math Div {$temp1 $BSTriple R17};/calldll Math Mul {100 $BSWiffTripleThree temp1};/calldll Math Div {$temp1 $BSTriple R18};/calldll Math Mul {100 $BSTriple temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R19};/calldll Math Sub {$BSTriple $BSWiffTripleOne temp};/calldll Math Sub {$temp $BSWiffTripleTwo temp};/calldll Math Sub {$temp $BSWiffTripleThree R20};/calldll Math Mul {100 $R20 temp1};/calldll Math Div {$temp1 $BSTriple R21};/calldll Math Add {$BSStabMe $BSWiffMe temp1};/calldll Math Mul {100 $BSStabMe temp2};/calldll Math Div {$temp2 $temp1 R22};/calldll Math Add {$BSStabMe $BSWiffMe temp1};/calldll Math Mul {100 $BSWiffMe temp2};/calldll Math Div {$temp2 $temp1 R23};/calldll Math Div {$R2 $R1 BSAvgStabs};/chat $0 @AnsiReset()@Chr(10)@ForeBlue()[@AnsiBold()@ForeCyan()Commands Issued: @ForeYellow()@Abs($R1)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Ttl "stabs": @ForeYellow()@Abs($R2)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Avg Stabs: @ForeYellow()@Var(BSAvgStabs)@AnsiReset()@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Hits: @ForeYellow()@Abs($BSCountTotal)@AnsiReset()@ForeGreen() (@Var(R3)%)@ForeBlue()] [@AnsiBold()@ForeCyan()Wiffs: @ForeYellow()@Abs($BSWiffTotal)@AnsiReset()@ForeGreen() (@Var(R4)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Footfalls: @ForeYellow()$BSFootFall@AnsiReset()@ForeGreen() (@Var(R5)%)@ForeBlue()] [@AnsiBold()@ForeCyan()Twists: @ForeYellow()@Abs(@Var(BSTwist))@AnsiReset()@ForeGreen() (@Var(R6)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Single BS's: @ForeYellow()@Abs($BSSingle)@AnsiReset()@ForeGreen() (@Var(R8))@ForeBlue()] [@AnsiBold()@ForeCyan()True Singles: @ForeYellow()@Abs($R9)@AnsiReset()@ForeGreen() (@Var(R10)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()1 Wiff: @ForeYellow()@Abs($BSWiffSingle)@AnsiReset()@ForeGreen() (@Var(R7)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Double BS's: @ForeYellow()@Abs($BSDouble)@AnsiReset()@ForeGreen() (@Var(R13))@ForeBlue()] [@AnsiBold()@ForeCyan()True Doubles: @ForeYellow()@Abs($R14)@AnsiReset()@ForeGreen() (@Var(R15)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()1 Wiff: @ForeYellow()@Abs($BSWiffDoubleOne)@AnsiReset()@ForeGreen() (@Var(R11)%)@ForeBlue()] [@AnsiBold()@ForeCyan()2 Wiffs: @ForeYellow()@Abs($BSWiffDoubleTwo)@AnsiReset()@ForeGreen() (@Var(R12)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Triple BS's: @ForeYellow()@Abs($BSTriple)@AnsiReset()@ForeGreen() (@Var(R19))@ForeBlue()] [@AnsiBold()@ForeCyan()True Triples: @ForeYellow()@Abs($R20)@AnsiReset()@ForeGreen() (@Var(R21)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()1 Wiff: @ForeYellow()@Abs($BSWiffTripleOne)@AnsiReset()@ForeGreen() (@Var(R16)%)@ForeBlue()] [@AnsiBold()@ForeCyan()2 Wiffs: @ForeYellow()@Abs($BSWiffTripleTwo)@AnsiReset()@ForeGreen() (@Var(R17)%)@ForeBlue()] [@AnsiBold()@ForeCyan()3 Wiffs: @ForeYellow()@Abs($BSWiffTripleThree)@AnsiReset()@ForeGreen() (@Var(R18)%)@ForeBlue()]@Chr(10)@AnsiBold()@ForeYellow()BS hits on me: @ForeRed()@Abs($BSStabMe)@ForeBlue() (@Var(R22)%)  @ForeYellow()Wiffs on me: @ForeRed()@Abs($BSWiffMe)@ForeBlue() (@Var(R23)%)@Chr(10)@ForeYellow()Footfalls I've seen: @ForeRed()$BSFFMe  @ForeYellow()Twists hit on me: @ForeRed()$BSTwistMe@Chr(10)@AnsiReset()@ForeBlue()[@AnsiBold()@ForeCyan()Avg hr: @ForeYellow()@Math($bsHR/$bsHRcount)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Avg dr: @ForeYellow()@Math($bsDR/$bsHRcount)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Avg ac: @ForeYellow()@Math($bsAC/$bsHRcount)@AnsiReset()@ForeBlue()]@Chr(10)} {bs}
/alias {emotebs} {/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple emote1};/calldll Math Add {$BSCountTotal $BSWiffTotal emote2};emote BS's:@Abs($emote1) Stabs:@Abs($emote2) Hits:@Abs($BSCountTotal) Wiffs:@Abs($BSWiffTotal) Twists:@Var(BSTwist) FF:@Var(BSFootFall)} {bs}
/alias {listbs} {/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple R1};/calldll Math Add {$BSCountTotal $BSWiffTotal R2};/calldll Math Mul {100 $BSCountTotal temp};/calldll Math Add {$BSCountTotal $BSWiffTotal temp2};/calldll Math Div {$temp $temp2 R3};/calldll Math Mul {100 $BSWiffTotal temp};/calldll Math Add {$BSCountTotal $BSWiffTotal temp2};/calldll Math Div {$temp $temp2 R4};/calldll Math Mul {100 $BSFootFall temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R5};/calldll Math Mul {100 $BSTwist temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R6};/calldll Math Mul {100 $BSWiffSingle temp1};/calldll Math Div {$temp1 $BSSingle R7};/calldll Math Mul {100 $BSSingle temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R8};/calldll Math Sub {$BSSingle $BSWiffSingle R9};/calldll Math Sub {$BSSingle $BSWiffSingle temp1};/calldll Math Mul {100 $temp1 temp1};/calldll Math Div {$temp1 $BSSingle R10};/calldll Math Mul {100 $BSWiffDoubleOne temp};/calldll Math Div {$temp $BSDouble R11};/calldll Math Mul {100 $BSWiffDoubleTwo temp};/calldll Math Div {$temp $BSDouble R12};/calldll Math Mul {100 $BSDouble temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R13};/calldll Math Sub {$BSDouble $BSWiffDoubleOne temp};/calldll Math Sub {$temp $BSWiffDoubleTwo R14};/calldll Math Mul {100 $R14 temp};/calldll Math Div {$temp $BSDouble R15};/calldll Math Mul {100 $BSWiffTripleOne temp1};/calldll Math Div {$temp1 $BSTriple R16};/calldll Math Mul {100 $BSWiffTripleTwo temp1};/calldll Math Div {$temp1 $BSTriple R17};/calldll Math Mul {100 $BSWiffTripleThree temp1};/calldll Math Div {$temp1 $BSTriple R18};/calldll Math Mul {100 $BSTriple temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R19};/calldll Math Sub {$BSTriple $BSWiffTripleOne temp};/calldll Math Sub {$temp $BSWiffTripleTwo temp};/calldll Math Sub {$temp $BSWiffTripleThree R20};/calldll Math Mul {100 $R20 temp1};/calldll Math Div {$temp1 $BSTriple R21};/calldll Math Add {$BSStabMe $BSWiffMe temp1};/calldll Math Mul {100 $BSStabMe temp2};/calldll Math Div {$temp2 $temp1 R22};/calldll Math Add {$BSStabMe $BSWiffMe temp1};/calldll Math Mul {100 $BSWiffMe temp2};/calldll Math Div {$temp2 $temp1 R23};/calldll Math Div {$R2 $R1 BSAvgStabs};/showme {@AnsiReset()@Chr(10)@ForeBlue()[@AnsiBold()@ForeCyan()Commands Issued: @ForeYellow()@Abs($R1)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Ttl "stabs": @ForeYellow()@Abs($R2)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Avg Stabs: @ForeYellow()@Var(BSAvgStabs)@AnsiReset()@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Hits: @ForeYellow()@Abs($BSCountTotal)@AnsiReset()@ForeGreen() (@Var(R3)%)@ForeBlue()] [@AnsiBold()@ForeCyan()Wiffs: @ForeYellow()@Abs($BSWiffTotal)@AnsiReset()@ForeGreen() (@Var(R4)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Footfalls: @ForeYellow()$BSFootFall@AnsiReset()@ForeGreen() (@Var(R5)%)@ForeBlue()] [@AnsiBold()@ForeCyan()Twists: @ForeYellow()@Abs(@Var(BSTwist))@AnsiReset()@ForeGreen() (@Var(R6)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Single BS's: @ForeYellow()@Abs($BSSingle)@AnsiReset()@ForeGreen() (@Var(R8))@ForeBlue()] [@AnsiBold()@ForeCyan()True Singles: @ForeYellow()@Abs($R9)@AnsiReset()@ForeGreen() (@Var(R10)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()1 Wiff: @ForeYellow()@Abs($BSWiffSingle)@AnsiReset()@ForeGreen() (@Var(R7)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Double BS's: @ForeYellow()@Abs($BSDouble)@AnsiReset()@ForeGreen() (@Var(R13))@ForeBlue()] [@AnsiBold()@ForeCyan()True Doubles: @ForeYellow()@Abs($R14)@AnsiReset()@ForeGreen() (@Var(R15)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()1 Wiff: @ForeYellow()@Abs($BSWiffDoubleOne)@AnsiReset()@ForeGreen() (@Var(R11)%)@ForeBlue()] [@AnsiBold()@ForeCyan()2 Wiffs: @ForeYellow()@Abs($BSWiffDoubleTwo)@AnsiReset()@ForeGreen() (@Var(R12)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()Triple BS's: @ForeYellow()@Abs($BSTriple)@AnsiReset()@ForeGreen() (@Var(R19))@ForeBlue()] [@AnsiBold()@ForeCyan()True Triples: @ForeYellow()@Abs($R20)@AnsiReset()@ForeGreen() (@Var(R21)%)@ForeBlue()]@Chr(10)[@AnsiBold()@ForeCyan()1 Wiff: @ForeYellow()@Abs($BSWiffTripleOne)@AnsiReset()@ForeGreen() (@Var(R16)%)@ForeBlue()] [@AnsiBold()@ForeCyan()2 Wiffs: @ForeYellow()@Abs($BSWiffTripleTwo)@AnsiReset()@ForeGreen() (@Var(R17)%)@ForeBlue()] [@AnsiBold()@ForeCyan()3 Wiffs: @ForeYellow()@Abs($BSWiffTripleThree)@AnsiReset()@ForeGreen() (@Var(R18)%)@ForeBlue()]@Chr(10)@AnsiBold()@ForeYellow()BS hits on me: @ForeRed()@Abs($BSStabMe)@ForeBlue() (@Var(R22)%)  @ForeYellow()Wiffs on me: @ForeRed()@Abs($BSWiffMe)@ForeBlue() (@Var(R23)%)@Chr(10)@ForeYellow()Footfalls I've seen: @ForeRed()$BSFFMe  @ForeYellow()Twists hit on me: @ForeRed()$BSTwistMe@Chr(10)@AnsiReset()@ForeBlue()[@AnsiBold()@ForeCyan()Avg hr: @ForeYellow()@Math($bsHR/$bsHRcount)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Avg dr: @ForeYellow()@Math($bsDR/$bsHRcount)@AnsiReset()@ForeBlue()] [@AnsiBold()@ForeCyan()Avg ac: @ForeYellow()@Math($bsAC/$bsHRcount)@AnsiReset()@ForeBlue()]@Chr(10)}} {bs}
/alias {roombs} {room Cmds:@Math($BSSingle+$BSDouble+$BSTriple) Stabs:@Math($BSCountTotal+$BSWiffTotal) Hits:Finish me} {bs}
/alias {spambs} {/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple R1};/calldll Math Add {$BSCountTotal $BSWiffTotal R2};/calldll Math Mul {100 $BSCountTotal temp};/calldll Math Add {$BSCountTotal $BSWiffTotal temp2};/calldll Math Div {$temp $temp2 R3};/calldll Math Mul {100 $BSWiffTotal temp};/calldll Math Add {$BSCountTotal $BSWiffTotal temp2};/calldll Math Div {$temp $temp2 R4};/calldll Math Mul {100 $BSFootFall temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R5};/calldll Math Mul {100 $BSTwist temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R6};/calldll Math Mul {100 $BSWiffSingle temp1};/calldll Math Div {$temp1 $BSSingle R7};/calldll Math Mul {100 $BSSingle temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R8};/calldll Math Sub {$BSSingle $BSWiffSingle R9};/calldll Math Sub {$BSSingle $BSWiffSingle temp1};/calldll Math Mul {100 $temp1 temp1};/calldll Math Div {$temp1 $BSSingle R10};/calldll Math Mul {100 $BSWiffDoubleOne temp};/calldll Math Div {$temp $BSDouble R11};/calldll Math Mul {100 $BSWiffDoubleTwo temp};/calldll Math Div {$temp $BSDouble R12};/calldll Math Mul {100 $BSDouble temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R13};/calldll Math Sub {$BSDouble $BSWiffDoubleOne temp};/calldll Math Sub {$temp $BSWiffDoubleTwo R14};/calldll Math Mul {100 $R14 temp};/calldll Math Div {$temp $BSDouble R15};/calldll Math Mul {100 $BSWiffTripleOne temp1};/calldll Math Div {$temp1 $BSTriple R16};/calldll Math Mul {100 $BSWiffTripleTwo temp1};/calldll Math Div {$temp1 $BSTriple R17};/calldll Math Mul {100 $BSWiffTripleThree temp1};/calldll Math Div {$temp1 $BSTriple R18};/calldll Math Mul {100 $BSTriple temp1};/calldll Math Add {$BSSingle $BSDouble temp};/calldll Math Add {$temp $BSTriple temp2};/calldll Math Div {$temp1 $temp2 R19};/calldll Math Sub {$BSTriple $BSWiffTripleOne temp};/calldll Math Sub {$temp $BSWiffTripleTwo temp};/calldll Math Sub {$temp $BSWiffTripleThree R20};/calldll Math Mul {100 $R20 temp1};/calldll Math Div {$temp1 $BSTriple R21};/calldll Math Add {$BSStabMe $BSWiffMe temp1};/calldll Math Mul {100 $BSStabMe temp2};/calldll Math Div {$temp2 $temp1 R22};/calldll Math Add {$BSStabMe $BSWiffMe temp1};/calldll Math Mul {100 $BSWiffMe temp2};/calldll Math Div {$temp2 $temp1 R23};/calldll Math Div {$R2 $R1 BSAvgStabs};say I have tried to bs [@Abs($R1)] times, resulting in [@Abs($R2)] "stabs", for an average of [@Var(BSAvgStabs)] stabs per bs attempts.;say Of my @Abs($R2) stabs, [@Abs($BSCountTotal) (@Var(R3)%)] hit and [@Abs($BSWiffTotal) (@Var(R4)%)] missed!;say Out of my 348 attempts, [@Var(BSFootFall) (@Var(R5)%)] footfalled, and [@Var(BSTwist) (@Var(R6)%)] resulted in twists!;say I Singled [@Abs($BSSingle) (@Var(R8)%)] times, landing [@Abs($R9) (@Var(R10)%)] but wiffing [@Abs($BSWiffSingle) (@Var(R7)%)] times.;say I've Doubled [@Abs($BSDouble) (@Var(R13)%)] times, landing [@Abs($R14) (@Var(R15)%)], but wiffed once [@Abs($BSWiffDoubleOne) (@Var(R11)%)] times and totally wiffed [@Abs($BSWiffDoubleTwo) (@Var(R12)%)] times!;say I've Tripled [@Abs($BSTriple) (@Var(R19)%)], landing [@Abs($R20) (@Var(R21)%)], wiffing once [@Abs($BSWiffTripleOne) (@Var(R16)%)], wiffing twice [@Abs($BSWiffTripleTwo) (@Var(R17)%)], totally wiffed [@Abs($BSWiffTripleThree) (@Var(R18)%)] times!;say When I bs I have an average of: [@Math($bsHR/$bsHRcount)]hr, [@Math($bsDR/$bsHRcount)]dr, and [@Math($bsAC/$bsHRcount)]ac! Man I suck!} {bs}
/variable {BSADDITUP} {0} {bs}
/variable {BSAvgStabs} {1.78} {bs}
/variable {BSCountTotal} {816} {bs}
/variable {BSDouble} {287.00} {bs}
/variable {BSFFMe} {1} {bs}
/variable {BSFootFall} {7} {bs}
/variable {BSName} {A cloud giant commoner} {bs}
/variable {BSRoundCount} {3} {bs}
/variable {BSSaveCount} {5.00} {bs}
/variable {BSSingle} {204.00} {bs}
/variable {BSSpam} {0} {bs}
/variable {BSStabMe} {29} {bs}
/variable {BSTriple} {80.00} {bs}
/variable {BSTwist} {27} {bs}
/variable {BSTwistMe} {0} {bs}
/variable {BSWiffCount} {0} {bs}
/variable {BSWiffDoubleOne} {67.00} {bs}
/variable {BSWiffDoubleTwo} {24.00} {bs}
/variable {BSWiffMe} {10} {bs}
/variable {BSWiffSingle} {35.00} {bs}
/variable {BSWiffTotal} {203} {bs}
/variable {BSWiffTripleOne} {21.00} {bs}
/variable {BSWiffTripleThree} {1.00} {bs}
/variable {BSWiffTripleTwo} {14.00} {bs}
/variable {bsAC} {-13062} {bs}
/variable {bsCheckHR} {1} {bs}
/variable {bsDR} {7323} {bs}
/variable {bsHR} {6098} {bs}
/variable {bsHRcount} {142} {bs}
/event {BSevent} {10} {/showme {bs event fired};BSADDITUP} {bs}
