/alias {oidd} {/showme {@Chr(10)@AnsiBold()@ForeBlue().oO( @ForeCyan()OIDD, Oma's ID Database @ForeBlue())Oo.@Chr(10)@ForeYellow()oiddinfo @ForeBlue()- List totals for items in database.@Chr(10)@ForeYellow()oiddfind @ForeBlue()- Search ALL, or particular Item Type items for a string (can be multiple word). This looks up the "name" of an item. Do: "oiddfind" for an indexed list of the Item Types you can search.@AnsiReset()}} {OIDD} /action {<%2hp%5m%7mv%9br>} {/disablegroup OIDDactions;/disablegroup OIDDaffectAction} {OIDD} /action {^Your di%7ination is com%5lete...} {/enablegroup OIDDactions;/disablegroup OIDDaffectAction} {OIDD} /action {^Ob%0ect: %9 [%8]} {/if {@InList(OIDDitems,$9)==0} {/itemadd OIDDitems {$9};/array {$9} {7,23} {OIDDarray};/loop {1,7,LoopOne} {/loop {1,23,LoopTwo} {/assign {$9} {$LoopOne,$LoopTwo} {0}}};/loop {1,16} {/assign {$9} {5,$LoopCount} {10000}};/empty temp;/loop {1,5} {/assign {$9} {6,$LoopCount} {$temp}};/var OIDDname {$9};/if {@StrStr($8,clan)!=-1} {/assign {$9} {1,8} {@Right(@Word($8,@WordCount($8)),3)}}} {/var OIDDname {$9};/if {@StrStr($8,clan)!=-1} {/assign {$9} {1,8} {@Right(@Word($8,@WordCount($8)),3)}}}} {OIDDactions} /action {^Item T%1pe: %9 E%2fects:%3} {/assign {$OIDDname} {1,1} {@RTrim($9)};/itemadd {OIDD @RTrim($9)} {$OIDDname};/if {@StrStr($3, GOOD)!=-1} {/assign {$OIDDname} {2,1} {1}};/if {@StrStr($3, EVIL)!=-1} {/assign {$OIDDname} {2,2} {1}};/if {@StrStr($3, NEUTRAL)!=-1} {/assign {$OIDDname} {2,3} {1}};/if {@StrStr($3, ANTI-EVIL)!=-1} {/assign {$OIDDname} {2,4} {1}};/if {@StrStr($3, ANTI-GOOD)!=-1} {/assign {$OIDDname} {2,5} {1}};/if {@StrStr($3, ANTI-NEUTRAL)!=-1} {/assign {$OIDDname} {2,6} {1}};/if {@StrStr($3, HUM)!=-1} {/assign {$OIDDname} {2,7} {1}};/if {@StrStr($3, GLOW)!=-1} {/assign {$OIDDname} {2,8} {1}};/if {@StrStr($3, BLESS)!=-1} {/assign {$OIDDname} {2,9} {1}};/if {@StrStr($3, MAGIC)!=-1} {/assign {$OIDDname} {2,10} {1}};/if {@StrStr($3, SMITE-GOOD)!=-1} {/assign {$OIDDname} {2,11} {1}};/if {@StrStr($3, SMITE-EVIL)!=-1} {/assign {$OIDDname} {2,12} {1}};/if {@StrStr($3, DONATION)!=-1} {/assign {$OIDDname} {2,13} {1}};/if {@StrStr($3, QPRIZE)!=-1} {/assign {$OIDDname} {2,14} {1}};/if {@StrStr($3, ATTACK)!=-1} {/assign {$OIDDname} {2,15} {1}};/if {@StrStr($3, NoBits)!=-1} {/assign {$OIDDname} {2,16} {1}};/if {@StrStr($3, NO_RENT)!=-1} {/assign {$OIDDname} {2,17} {1}};/if {@StrStr($3, NO_RELOAD)!=-1} {/assign {$OIDDname} {2,18} {1}};/if {@StrStr($3, PRESENT)!=-1} {/assign {$OIDDname} {2,19} {1}};/if {@StrStr($3, OLD-DET)!=-1} {/assign {$OIDDname} {2,20} {1}};/if {@StrStr($3, DRAGONHIDE)!=-1} {/assign {$OIDDname} {2,21} {1}};/if {@StrStr($3, DHSPECIAL)!=-1} {/assign {$OIDDname} {2,22} {1}}} {OIDDactions} /action {^Equipable Locat%1on(s):%3} {/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),TAKE)!=-1} {/assign {$OIDDname} {7,1} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),WIELD)!=-1} {/assign {$OIDDname} {7,2} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),HOLD)!=-1} {/assign {$OIDDname} {7,3} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),FINGER)!=-1} {/assign {$OIDDname} {7,4} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),NECK)!=-1} {/assign {$OIDDname} {7,5} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),BODY)!=-1} {/assign {$OIDDname} {7,6} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),HEAD)!=-1} {/assign {$OIDDname} {7,7} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),LEGS)!=-1} {/assign {$OIDDname} {7,8} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),FEET)!=-1} {/assign {$OIDDname} {7,9} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),HANDS)!=-1} {/assign {$OIDDname} {7,10} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),ARMS)!=-1} {/assign {$OIDDname} {7,11} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),SHIELD)!=-1} {/assign {$OIDDname} {7,12} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),ABOUT)!=-1} {/assign {$OIDDname} {7,13} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),WAIST)!=-1} {/assign {$OIDDname} {7,14} {1}}};/loop {1,@WordCount($3)} {/if {@StrStr(@Word($3,$LoopCount),WRIST)!=-1} {/assign {$OIDDname} {7,15} {1}}}} {OIDDactions} /action {^Weight:%1 Value:%3 Level Rest%0iction:%5} {/assign {$OIDDname} {1,2} {@LTrim($1)};/assign {$OIDDname} {1,3} {@LTrim($3)};/assign {$OIDDname} {1,4} {@LTrim($5)}} {OIDDactions} /action {^Damage Dice of %3d%9} {/assign {$OIDDname} {1,5} {$3};/assign {$OIDDname} {1,6} {@Word($9,1)};/if {@StrStr($9,modifies missile damage)!=-1} {/assign {$OIDDname} {1,7} {@Word($9,@WordCount($9))}}} {OIDDactions} /action {^Att%7ibutes:%3} {/if {@StrStr($3, ANTI_MAGE)!=-1} {/assign {$OIDDname} {3,1} {1}};/if {@StrStr($3, ANTI_CLERIC)!=-1} {/assign {$OIDDname} {3,2} {1}};/if {@StrStr($3, ANTI_WARRIOR)!=-1} {/assign {$OIDDname} {3,3} {1}};/if {@StrStr($3, ANTI_THIEF)!=-1} {/assign {$OIDDname} {3,4} {1}};/if {@StrStr($3, DAGGER)!=-1} {/assign {$OIDDname} {3,5} {1}};/if {@StrStr($3, BACKSTABBER)!=-1} {/assign {$OIDDname} {3,6} {1}};/if {@StrStr($3, TWO_HANDED)!=-1} {/assign {$OIDDname} {3,7} {1}};/if {@StrStr($3, LONG)!=-1} {/assign {$OIDDname} {3,8} {1}};/if {@StrStr($3, LONG)!=-1} {/assign {$OIDDname} {3,9} {1}}} {OIDDactions} /action {^Affects:} {/enablegroup OIDDaffectAction} /action {^%5 to%2} {/if {@StrStr($2, DAMROLL)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,1))} {/assign {$OIDDname} {4,1} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,1))} {/assign {$OIDDname} {5,1} {@LTrim($5)}}};/if {@StrStr($2, HITROLL)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,2))} {/assign {$OIDDname} {4,2} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(@GetArray($OIDDname,5,2))} {/assign {$OIDDname} {5,2} {@LTrim($5)}}};/if {@StrStr($2, ARMOR)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,3))} {/assign {$OIDDname} {4,3} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,3))} {/assign {$OIDDname} {5,3} {@LTrim($5)}}};/if {@StrStr($2, HIT_POINTS)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,4))} {/assign {$OIDDname} {4,4} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,4))} {/assign {$OIDDname} {5,4} {@LTrim($5)}}};/if {@StrStr($2, MANA)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,5))} {/assign {$OIDDname} {4,5} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,5))} {/assign {$OIDDname} {5,5} {@LTrim($5)}}};/if {@StrStr($2, STR)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,6))} {/assign {$OIDDname} {4,6} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,6))} {/assign {$OIDDname} {5,6} {@LTrim($5)}}};/if {@StrStr($2, INT)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,7))} {/assign {$OIDDname} {4,7} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,7))} {/assign {$OIDDname} {5,7} {@LTrim($5)}}};/if {@StrStr($2, WIS)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,8))} {/assign {$OIDDname} {4,8} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,8))} {/assign {$OIDDname} {5,8} {@LTrim($5)}}};/if {@StrStr($2, DEX)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,9))} {/assign {$OIDDname} {4,9} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,9))} {/assign {$OIDDname} {5,9} {@LTrim($5)}}};/if {@StrStr($2, CON)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,10))} {/assign {$OIDDname} {4,10} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,10))} {/assign {$OIDDname} {5,10} {@LTrim($5)}}};/if {@StrStr($2, STAMINA)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,11))} {/assign {$OIDDname} {4,11} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,11))} {/assign {$OIDDname} {5,11} {@LTrim($5)}}};/if {@StrStr($2, SAVING_SPELL)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,12))} {/assign {$OIDDname} {4,12} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,12))} {/assign {$OIDDname} {5,12} {@LTrim($5)}}};/if {@StrStr($2, SAVING_BREATH)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,13))} {/assign {$OIDDname} {4,13} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,13))} {/assign {$OIDDname} {5,13} {@LTrim($5)}}};/if {@StrStr($2, SAVING_PETRIFICATION)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,14))} {/assign {$OIDDname} {4,14} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,14))} {/assign {$OIDDname} {5,14} {@LTrim($5)}}};/if {@StrStr($2, SAVING_POISON)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,15))} {/assign {$OIDDname} {4,15} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,15))} {/assign {$OIDDname} {5,15} {@LTrim($5)}}};/if {@StrStr($2, SAVING_ROD)!=-1} {/if {@Math(0@LTrim($5))>@Math(0@GetArray($OIDDname,4,16))} {/assign {$OIDDname} {4,16} {@LTrim($5)}};/if {@Math(0@LTrim($5))<@Math(0@GetArray($OIDDname,5,16))} {/assign {$OIDDname} {5,16} {@LTrim($5)}}}} {OIDDaffectAction} /action {^Level %8 spell of %6. %1olds %5 charges and has %3 charges left.} {/assign {$OIDDname} {6,1} {$8};/assign {$OIDDname} {6,2} {$6};/assign {$OIDDname} {6,5} {$5}} {OIDDactions} /action {^Level %4 spells of %2} {/if {"@Right($2,1)"!="."} {/assign {$OIDDname} {6,1} {$4};/var nCount 1;/empty nTemp1;/empty nTemp2;/empty nTemp3;/loop {0,@Math(@Len($2)-1)} {/if {"@Mid($2,$LoopCount,1)"!=","} {/var {nTemp$nCount} {@Var(nTemp$nCount)@Mid($2,$LoopCount,1)}} {/if {"@Mid($2,$LoopCount,1)"==","} {/var nCount {@Math($nCount+1)}}}};/assign {$OIDDname} {6,2} {@LTrim($nTemp1)};/assign {$OIDDname} {6,3} {@LTrim($nTemp2)};/assign {$OIDDname} {6,4} {@LTrim($nTemp3)}}} {OIDDactions} /action {^Avai%6able We%5ght: %2 stones} {/if {$2>@GetArray($OIDDname,1,9)} {/assign {$OIDDname} {1,9} {$2}}} {OIDDactions} /alias {oiddinfo} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD: @ForeCyan()Item Types in Database:@Chr(10)@ForeBlue()Total Items:@AnsiReset()........@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDDitems),.,@Math(5-@Len(@GetCount(OIDDitems))))@ForeBlue()]@Chr(10)Liquid Containers:@AnsiReset()..@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD LIQUID CONTAINER),.,@Math(5-@Len(@GetCount(OIDD LIQUID CONTAINER))))@ForeBlue()]@Chr(10)Containers:@AnsiReset().........@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD CONTAINER),.,@Math(5-@Len(@GetCount(OIDD CONTAINER))))@ForeBlue()]@Chr(10)Lights:@AnsiReset().............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD LIGHT),.,@Math(5-@Len(@GetCount(OIDD LIGHT))))@ForeBlue()]@Chr(10)Armor:@AnsiReset()..............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD ARMOR),.,@Math(5-@Len(@GetCount(OIDD ARMOR))))@ForeBlue()]@Chr(10)Worn:@AnsiReset()...............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD WORN),.,@Math(5-@Len(@GetCount(OIDD WORN))))@ForeBlue()]@Chr(10)Weapons:@AnsiReset()............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD WEAPON),.,@Math(5-@Len(@GetCount(OIDD WEAPON))))@ForeBlue()]@Chr(10)Fired Weapons:@AnsiReset()......@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD FIRE WEAPON),.,@Math(5-@Len(@GetCount(OIDD FIRE WEAPON))))@ForeBlue()]@Chr(10)Missiles (ammo):@AnsiReset()....@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD MISSILE),.,@Math(5-@Len(@GetCount(OIDD MISSILE))))@ForeBlue()]@Chr(10)Magic Regen:@AnsiReset()........@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD MAGIC REGEN),.,@Math(5-@Len(@GetCount(OIDD MAGIC REGEN))))@ForeBlue()]@Chr(10)Potions:@AnsiReset()............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD POTION),.,@Math(5-@Len(@GetCount(OIDD POTION))))@ForeBlue()]@Chr(10)Wands:@AnsiReset()..............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD WAND),.,@Math(5-@Len(@GetCount(OIDD WAND))))@ForeBlue()]@Chr(10)Scrolls:@AnsiReset()............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD SCROLL),.,@Math(5-@Len(@GetCount(OIDD SCROLL))))@ForeBlue()]@Chr(10)Staffs (ie: orbs):@AnsiReset()..@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD STAFF),.,@Math(5-@Len(@GetCount(OIDD STAFF))))@ForeBlue()]@Chr(10)Boats:@AnsiReset()..............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD BOAT),.,@Math(5-@Len(@GetCount(OIDD BOAT))))@ForeBlue()]@Chr(10)Pens:@AnsiReset()...............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD PEN),.,@Math(5-@Len(@GetCount(OIDD PEN))))@ForeBlue()]@Chr(10)Notes/Paper:@AnsiReset()........@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD NOTE),.,@Math(5-@Len(@GetCount(OIDD NOTE))))@ForeBlue()]@Chr(10)Food:@AnsiReset()...............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD FOOD),.,@Math(5-@Len(@GetCount(OIDD FOOD))))@ForeBlue()]@Chr(10)Treasure:@AnsiReset()...........@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD TREASURE),.,@Math(5-@Len(@GetCount(OIDD TREASURE))))@ForeBlue()]@Chr(10)Other:@AnsiReset()..............@PadLeft(@AnsiBold()@ForeBlue()[@ForeCyan()@GetCount(OIDD OTHER),.,@Math(5-@Len(@GetCount(OIDD OTHER))))@ForeBlue()]}} {OIDD} /alias {oiddfind %0} {/if {@IsEmpty($0)==1 || @IsNumber(@Word($0,1))==0} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD Find:@Chr(10)@ForeBlue()Syntax: "@ForeCyan()oiddfind @ForeBlue()"@Chr(10)@AnsiReset()@ForeCyan()Index Numbers are:@AnsiBold()@ForeBlue()@Chr(10) @ForeCyan()1@ForeBlue() - All Items @ForeCyan()2@ForeBlue() - Liquid Containers@Chr(10) @ForeCyan()3@ForeBlue() - Containers @ForeCyan()4@ForeBlue() - Lights@Chr(10) @ForeCyan()5@ForeBlue() - Armor @ForeCyan()6@ForeBlue() - Worn@Chr(10) @ForeCyan()7@ForeBlue() - Weapons @ForeCyan()8@ForeBlue() - Fired Weapons@Chr(10) @ForeCyan()9@ForeBlue() - Missiles (ammo) @ForeCyan()10@ForeBlue() - Magic Regen@Chr(10)@ForeCyan()11@ForeBlue() - Potions @ForeCyan()12@ForeBlue() - Wands@Chr(10)@ForeCyan()13@ForeBlue() - Scrolls @ForeCyan()14@ForeBlue() - Staffs (orbs, etc)@Chr(10)@ForeCyan()15@ForeBlue() - Boats @ForeCyan()16@ForeBlue() - Pens@Chr(10)@ForeCyan()17@ForeBlue() - Note (paper) @ForeCyan()18@ForeBlue() - Food@Chr(10)@ForeCyan()19@ForeBlue() - Treasure @ForeCyan()20@ForeBlue() - Other@AnsiReset()}} {/if {@Word($0,1)>20 || @Word($0,1)<=0} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD Find: @ForeRed()Index Number is out of range! do: "oiddfind" for index list.}} {/if {@WordCount($0)=1} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD Find: @ForeRed()You must supply an Index Number, and a string of text to search for. Do: "oiddfind" for more info!}} {/var {OIDDnIndex} {@LTrim(@Word($0,1))};/clearlist temp;/empty temp;/loop {2,@WordCount($0)} {/var {temp} {$temp @Word($0,$LoopCount)}};/var temp {@LTrim($temp)};OIDDFIND2}}}} {OIDD} /alias {OIDDFIND2} {/if {$OIDDnIndex==1} {/loop {1,@GetCount(OIDDitems)} {/if {@StrStr(@GetItem(OIDDitems,$LoopCount),$temp)!=-1} {/itemadd {temp} {@AnsiBold()@ForeWhite()@PadLeft($LoopCount,0,@Math(6-@Len($LoopCount))) @AnsiReset()- @GetItem(OIDDitems,$LoopCount)}}};/if {@GetCount(temp)==0} {/showme {@Chr(10)@AnsiBold()@ForeBlue()Searching for @ForeGreen()ALL Items @ForeBlue()for: "@ForeCyan()$temp@ForeBlue()" - @ForeRed()NO MATCHES!@AnsiReset()}} {/showme {@Chr(10)@AnsiBold()@ForeBlue()Searching @ForeGreen()ALL Items @ForeBlue()for: "@ForeCyan()$temp@ForeBlue()"@Chr(10)@ForeWhite()INDEX@AnsiReset() - Object Name};/loop {1,@GetCount(temp)} {/showme {@GetItem(temp,$LoopCount)}}}} {OIDDFIND3}} {OIDD} /alias {OIDDFIND3} {/if {@GetCount(@GetArray(OIDDlistIndex,$OIDDnIndex))==0} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD Find: @ForeRed()You have no entries in that index! Go ID something first!}} {/loop {1,@GetCount(@GetArray(OIDDlistIndex,$OIDDnIndex))} {/if {@StrStr(@GetItem(@GetArray(OIDDlistIndex,$OIDDnIndex),$LoopCount),$temp)!=-1} {/loop {1,@GetCount(OIDDitems),LoopTwo} {/if {"@GetItem(OIDDitems,$LoopTwo)"=="@GetItem(@GetArray(OIDDlistIndex,$OIDDnIndex),$LoopCount)"} {/itemadd {temp} {@AnsiBold()@ForeWhite()@PadLeft($LoopTwo,0,@Math(6-@Len($LoopTwo))) @AnsiReset()- @GetItem(OIDDitems,$LoopTwo)}}}}};/if {@GetCount(temp)==0} {/showme {@Chr(10)@AnsiBold()@ForeGreen()@GetArray(OIDDlistIndex,$OIDDnIndex) @ForeBlue()search for: "@ForeCyan()$temp@ForeBlue()" - @ForeRed()NO MATCHES!@AnsiReset()}} {/showme {@Chr(10)@AnsiBold()@ForeGreen()@GetArray(OIDDlistIndex,$OIDDnIndex) @ForeBlue()search for: "@ForeCyan()$temp@ForeBlue()"@Chr(10)@ForeWhite()INDEX@AnsiReset() - Object Name};/loop {1,@GetCount(temp)} {/showme {@GetItem(temp,$LoopCount)}}}}} {OIDD} /alias {oiddsort %0} {/if {@IsEmpty($0)==1 || @WordCount($0)==1} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD Sort:@Chr(10)@ForeBlue()Syntax: "@ForeCyan()oiddsort <@ForeRed()ItemType#@ForeCyan()> <@ForeRed()index#@ForeCyan()> @AnsiReset()[@AnsiBold()@ForeCyan()@AnsiReset(),@AnsiBold()@ForeCyan()@AnsiReset(),...@AnsiBold()@ForeCyan()@AnsiReset()]@AnsiBold()@ForeBlue()"@Chr(10)@AnsiReset()@ForeGreen()ex: oiddsort 7 87 41 79@Chr(10)@ForeCyan()Item Types @ForeRed()(Required)@ForeCyan():@AnsiBold()@ForeBlue()@Chr(10)@ForeCyan()1@ForeBlue()-All Items @ForeCyan()2@ForeBlue()-Liquid Containers @ForeCyan()3@ForeBlue()-Containers @ForeCyan()4@ForeBlue()-Lights@Chr(10)@ForeCyan()5@ForeBlue()-Armor @ForeCyan()6@ForeBlue()-Worn @ForeCyan()7@ForeBlue()-Weapons @ForeCyan()8@ForeBlue()-Fired Weapons@Chr(10)@ForeCyan()9@ForeBlue()-Missiles @ForeCyan()10@ForeBlue()-Magic Regen @ForeCyan()11@ForeBlue()-Potions @ForeCyan()12@ForeBlue()-Wands@Chr(10)@ForeCyan()13@ForeBlue()-Scrolls @ForeCyan()14@ForeBlue()-Staffs @ForeCyan()15@ForeBlue()-Boats @ForeCyan()16@ForeBlue()-Pens@Chr(10)@ForeCyan()17@ForeBlue()-Note @ForeCyan()18@ForeBlue()-Food @ForeCyan()19@ForeBlue()-Treasure @ForeCyan()20@ForeBlue()-Other@AnsiReset()@Chr(10)@ForeRed()You must supply at least one of the following Index#:@Chr(10)@ForeCyan()(Equip Locations)@Chr(10)@AnsiBold()@ForeCyan()21@ForeBlue()-TAKE @ForeCyan()22@ForeBlue()-WIELD @ForeCyan()23@ForeBlue()-HOLD @ForeCyan()24@ForeBlue()-FINGER @ForeCyan()25@ForeBlue()-NECK @ForeCyan()26@ForeBlue()-BODY @ForeCyan()27@ForeBlue()-HEAD @ForeCyan()28@ForeBlue()-LEGS@Chr(10)@ForeCyan()29@ForeBlue()-FEET @ForeCyan()30@ForeBlue()-HANDS @ForeCyan()31@ForeBlue()-ARMS @ForeCyan()32@ForeBlue()-SHIELD @ForeCyan()33@ForeBlue()-ABOUT @ForeCyan()34@ForeBlue()WAIST @ForeCyan()35@ForeBlue()-WRIST@Chr(10)@AnsiReset()@ForeCyan()(Attributes)@AnsiBold()@Chr(10)@ForeCyan()36@ForeBlue()-!Mage @ForeCyan()37@ForeBlue()-!Cleric @ForeCyan()38@ForeBlue()-!Warrior @ForeCyan()39@ForeBlue()-!Thief @ForeCyan()40@ForeBlue()-DAGGER@Chr(10)@ForeCyan()41@ForeBlue()-BACKSTABBER @ForeCyan()42@ForeBlue()-TWO_HANDED @ForeCyan()43@ForeBlue()-LONG @ForeCyan()44@ForeBlue()-NONE@Chr(10)@AnsiReset()@ForeCyan()(Effects)@AnsiBold()@Chr(10)@ForeCyan()45@ForeBlue()-GOOD @ForeCyan()46@ForeBlue()-EVIL @ForeCyan()47@ForeBlue()-NEUTRAL @ForeCyan()48@ForeBlue()-!Evil @ForeCyan()49@ForeBlue()-!Good @ForeCyan()50@ForeBlue()-!Neutral@Chr(10)@ForeCyan()51@ForeBlue()-HUM @ForeCyan()52@ForeBlue()-GLOW @ForeCyan()53@ForeBlue()-BLESS @ForeCyan()54@ForeBlue()-MAGIC @ForeCyan()55@ForeBlue()-SMITE-GOOD @ForeCyan()56@ForeBlue()-SMITE-EVIL@Chr(10)@ForeCyan()57@ForeBlue()-DONATION @ForeCyan()58@ForeBlue()-QPRIZE @ForeCyan()59@ForeBlue()-ATTACK @ForeCyan()60@ForeBlue()-NoBits @ForeCyan()61@ForeBlue()-NO_RENT @ForeCyan()62@ForeBlue()-NO_RELOAD@Chr(10)@ForeCyan()63@ForeBlue()-PRESENT @ForeCyan()64@ForeBlue()-OLD-DET @ForeCyan()65@ForeBlue()-DRAGONHIDE@ForeCyan()66@ForeBlue()-DHSPECIAL @ForeCyan()67@ForeBlue()-SLIPPERY@Chr(10)@AnsiReset()@ForeCyan()(misc)@AnsiBold()@Chr(10)@ForeCyan()68@ForeBlue()-Weight @ForeCyan()69@ForeBlue()-Value @ForeCyan()70@ForeBlue()-LevRes @ForeCyan()71@ForeBlue()-nD Dice (# of) @ForeCyan()72@ForeBlue()-Dn Dice (sides)@Chr(10)@ForeCyan()73@ForeBlue()-Missile Dam. Mod @ForeCyan()74@ForeBlue()-Clanitem Clan# @ForeCyan()75@ForeBlue()-Container Weight Allowance@Chr(10)@AnsiReset()@ForeCyan()(Attributes, max. Note: "(index#)" after the name = sort by minimum)@AnsiBold()@Chr(10)@ForeCyan()76@ForeBlue()-DR(92) @ForeCyan()77@ForeBlue()-HR(93) @ForeCyan()78@ForeBlue()-ARMOR(94) @ForeCyan()79@ForeBlue()-HP(95) @ForeCyan()80@ForeBlue()-MANA(96)@Chr(10)@ForeCyan()81@ForeBlue()-STR(97) @ForeCyan()82@ForeBlue()-INT(98) @ForeCyan()83@ForeBlue()-WIS(99) @ForeCyan()84@ForeBlue()-DEX(100) @ForeCyan()85@ForeBlue()-CON(101)@Chr(10)@ForeCyan()86@ForeBlue()-STA(102) @ForeCyan()87@ForeBlue()-SS(103) @ForeCyan()88@ForeBlue()-SB(104) @ForeCyan()89@ForeBlue()-SvPet(105) @ForeCyan()90@ForeBlue()-SvPoi(106)@Chr(10)@ForeCyan()91@ForeBlue()-SvRod(107)@Chr(10)@AnsiReset()@ForeCyan()(Scroll, wand, staff info)@AnsiBold()@Chr(10)@ForeCyan()108@ForeBlue()-Spell Level @ForeCyan()109@ForeBlue()-Spell1 @ForeCyan()110@ForeBlue()-Spell2 @ForeCyan()111@ForeBlue()-Spell3 @ForeCyan()112@ForeBlue()-Charges}} {/var OIDDsort {$0};/killgroup OIDDtemp;OIDDSORT1}} {OIDD} /alias {OIDDSORT1} {/var OIDDsortOk 1;/if {@Word($OIDDsort,1)>20 || @Word($OIDDsort,1)<=0} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD Sort: @ForeRed()Item Type index # "@ForeCyan()@Word($OIDDsort,1)@ForeRed()" is out of range (1-20). "oiddsort" for info.};/var OIDDsortOk 0} {/loop {1,@WordCount($OIDDsort)} {/if {@IsNumber(@Word($OIDDsort,$LoopCount))==0} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD Sort: @ForeRed()"@ForeCyan()@Word($OIDDsort,$LoopCount)@ForeRed()" is not a valid index. Do "oiddsort" for info.};/var OIDDsortOk 0}}};/if {$OIDDsortOk==1} {OIDDSORT2}} {OIDD} /alias {OIDDSORT2} {/loop {2,@WordCount($OIDDsort)} {/if {@Word($OIDDsort,$LoopCount)<21 || @Word($OIDDsort,$LoopCount)>112} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD Sort: @ForeRed()Index value "@ForeCyan()@Word($OIDDsort,$LoopCount)@ForeRed()" is out of range. "oiddsort" for info.};/var OIDDsortOk 0}};/if {$OIDDsortOk==1} {OIDDSORT3}} {OIDD} /alias {OIDDSORT3} {/if {@GetCount(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)))==0} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD Sort: @ForeRed()You're trying to sort a list (@ForeCyan()@GetArray(OIDDlistIndex,@Word($OIDDsort,1))@ForeRed()) which contains NO items!}} {OIDDSORTit}} {OIDD} /alias {OIDDSORTit} {/loop {2,@WordCount($OIDDsort)} {/listadd {OIDDSORT$LoopCount} {OIDDtemp}};/var OIDDsortCount 1;OIDDSORTitCheck} {OIDD} /alias {OIDDSORTitCheck} {/var {OIDDsortCount} {@Math($OIDDsortCount+1)};/if {$OIDDsortCount<=@WordCount($OIDDsort)} {OIDDSORTit1} {/showme {@Chr(10)@AnsiBold()@ForeYellow()OIDD Sort: @ForeBlue()Results from sorting the Item Type List: @ForeCyan()@GetArray(OIDDlistIndex,@Word($OIDDsort,1))@AnsiReset()};/loop {2,@WordCount($OIDDsort)} {/showme {@AnsiBold()@ForeCyan()@GetCount(OIDDSORT$LoopCount) @ForeBlue()item(s) sorted by index @ForeCyan()@Word($OIDDsort,$LoopCount)@AnsiReset()}};OIDDFinishSort}} {OIDD} /alias {OIDDSORTit1} {/if {@Word($OIDDsort,$OIDDsortCount)>=21 && @Word($OIDDsort,$OIDDsortCount)<=67} {OIDDSORTitFlag} {/if {@Word($OIDDsort,$OIDDsortCount)=73} {OIDDSORTitMissile} {/if {@Word($OIDDsort,$OIDDsortCount)>=92 && @Word($OIDDsort,$OIDDsortCount)<=107} {OIDDSORTit10000} {/if {@Word($OIDDsort,$OIDDsortCount)>=109 && @Word($OIDDsort,$OIDDsortCount)<=111} {OIDDSORTitSpells} {OIDDSORTit2}}}}} {OIDD} /alias {OIDDSORTit10000} {/loop {1,@GetCount(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)))} {/var tempValue {@GetArray(@GetItem(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)),$LoopCount),@Word(@GetArray(OIDDsortIndex,@Word($OIDDsort,$OIDDsortCount)),1),@Word(@GetArray(OIDDsortIndex,@Word($OIDDsort,$OIDDsortCount)),2))};/if {$tempValue==10000} {/itemadd {OIDDSORT$OIDDsortCount} { 0 $LoopCount}} {/if {$tempValue<=0} {/itemadd {OIDDSORT$OIDDsortCount} {@PadLeft($tempValue, ,@Math(@Len($tempValue)-11)) $LoopCount}} {/itemadd {OIDDSORT$OIDDsortCount} {@PadLeft($tempValue, ,@Math(@Len($tempValue)-10)) $LoopCount}}}};OIDDSORTitCheck} {OIDD} /alias {OIDDSORTitSpells} {/loop {1,@GetCount(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)))} {/var tempValue {@GetArray(@GetItem(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)),$LoopCount),@Word(@GetArray(OIDDsortIndex,@Word($OIDDsort,$OIDDsortCount)),1),@Word(@GetArray(OIDDsortIndex,@Word($OIDDsort,$OIDDsortCount)),2))};/if {@IsEmpty($tempValue)==0} {/itemadd {OIDDSORT$OIDDsortCount} {@PadLeft($tempValue, ,@Math(25-@Len($tempValue))) $LoopCount}}};OIDDSORTitCheck} {OIDD} /alias {OIDDSORTit2} {/loop {1,@GetCount(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)))} {/var tempValue {@GetArray(@GetItem(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)),$LoopCount),@Word(@GetArray(OIDDsortIndex,@Word($OIDDsort,$OIDDsortCount)),1),@Word(@GetArray(OIDDsortIndex,@Word($OIDDsort,$OIDDsortCount)),2))};/if {@Math(0$tempValue)<0} {/itemadd {OIDDSORT$OIDDsortCount} {@PadLeft($tempValue, ,@Math(11-@Len($tempValue))) $LoopCount}} {/if {@Math(0$tempValue)>0} {/itemadd {OIDDSORT$OIDDsortCount} {@PadLeft($tempValue, ,@Math(10-@Len($tempValue))) $LoopCount}}}};OIDDSORTitCheck} {OIDD} /alias {OIDDSORTitFlag} {/loop {1,@GetCount(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)))} {/var tempValue {@GetArray(@GetItem(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)),$LoopCount),@Word(@GetArray(OIDDsortIndex,@Word($OIDDsort,$OIDDsortCount)),1),@Word(@GetArray(OIDDsortIndex,@Word($OIDDsort,$OIDDsortCount)),2))};/if {$tempValue==1} {/itemadd {OIDDSORT$OIDDsortCount} {1 $LoopCount}}};OIDDSORTitCheck} {OIDD} /alias {OIDDSORTitMissile} {/loop {1,@GetCount(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)))} {/var tempValue {@GetArray(@GetItem(@GetArray(OIDDlistIndex,@Word($OIDDsort,1)),$LoopCount),@Word(@GetArray(OIDDsortIndex,@Word($OIDDsort,$OIDDsortCount)),1),@Word(@GetArray(OIDDsortIndex,@Word($OIDDsort,$OIDDsortCount)),2))};/if {@IsNumber($tempValue)==0} {/itemadd {OIDDSORT$OIDDsortCount} {@PadLeft($tempValue, ,@Math(10-@Len($tempValue))) $LoopCount}}};OIDDSORTitCheck} {OIDD} /alias {OIDDFinishSort} {/clearlist {OIDDSORTFINISH};/var temp {1000000};/var OIDDsortCount {@Math($OIDDsortCount-1)};/loop {$OIDDsortCount,2,MainLoop} { /if {@GetCount(OIDDSORT$OIDDsortCount)>0} {/loop {@GetCount(OIDDSORT$OIDDsortCount),1} {/itemadd {OIDDSORTFINISH} {@Math($temp-1) @GetItem(@GetArray(OIDDlistIndex,$OIDDsortCount),@Word(@GetItem(OIDDSORT$OIDDsortCount, BAH I'M TIRED } /listadd {OIDDSORTFINISH} {OIDD} /listadd {OIDDitems} {OIDD} /listadd {OIDD LIQUID CONTAINER} {OIDD} /listadd {OIDD CONTAINER} {OIDD} /listadd {OIDD LIGHT} {OIDD} /listadd {OIDD ARMOR} {OIDD} /listadd {OIDD WORN} {OIDD} /listadd {OIDD WEAPON} {OIDD} /listadd {OIDD FIRE WEAPON} {OIDD} /listadd {OIDD MISSILE} {OIDD} /listadd {OIDD MAGIC REGEN} {OIDD} /listadd {OIDD POTION} {OIDD} /listadd {OIDD WAND} {OIDD} /listadd {OIDD SCROLL} {OIDD} /listadd {OIDD STAFF} {OIDD} /listadd {OIDD BOAT} {OIDD} /listadd {OIDD PEN} {OIDD} /listadd {OIDD NOTE} {OIDD} /listadd {OIDD FOOD} {OIDD} /listadd {OIDD TREASURE} {OIDD} /listadd {OIDD OTHER} {OIDD} /listadd {temp} {OIDD} /variable {OIDDsortCount} {1} {OIDD} /variable {OIDDname} {null} {OIDD} /variable {nTemp1} {0} {OIDD} /variable {nTemp2} {0} {OIDD} /variable {nTemp3} {0} {OIDD} /variable {nCount} {0} {OIDD} /variable {OIDDnIndex} {0} {OIDD} /variable {OIDDsort} {0} {OIDD} /variable {OIDDsortOk} {0} {OIDD} /variable {tempValue} {0} {OIDD} /array {OIDDlistIndex} {20} {OIDD} /assign {OIDDlistIndex} {1} {OIDDitems} /assign {OIDDlistIndex} {2} {OIDD LIQUID CONTAINER} /assign {OIDDlistIndex} {3} {OIDD CONTAINER} /assign {OIDDlistIndex} {4} {OIDD LIGHT} /assign {OIDDlistIndex} {5} {OIDD ARMOR} /assign {OIDDlistIndex} {6} {OIDD WORN} /assign {OIDDlistIndex} {7} {OIDD WEAPON} /assign {OIDDlistIndex} {8} {OIDD FIRE WEAPON} /assign {OIDDlistIndex} {9} {OIDD MISSILE} /assign {OIDDlistIndex} {10} {OIDD MAGIC REGEN} /assign {OIDDlistIndex} {11} {OIDD POTION} /assign {OIDDlistIndex} {12} {OIDD WAND} /assign {OIDDlistIndex} {13} {OIDD SCROLL} /assign {OIDDlistIndex} {14} {OIDD STAFF} /assign {OIDDlistIndex} {15} {OIDD BOAT} /assign {OIDDlistIndex} {16} {OIDD PEN} /assign {OIDDlistIndex} {17} {OIDD NOTE} /assign {OIDDlistIndex} {18} {OIDD FOOD} /assign {OIDDlistIndex} {19} {OIDD TREASURE} /assign {OIDDlistIndex} {20} {OIDD OTHER} /array {OIDDsortIndex} {112} {OIDD} /assign {OIDDsortIndex} {21} {7 1} /assign {OIDDsortIndex} {22} {7 2} /assign {OIDDsortIndex} {23} {7 3} /assign {OIDDsortIndex} {24} {7 4} /assign {OIDDsortIndex} {25} {7 5} /assign {OIDDsortIndex} {26} {7 6} /assign {OIDDsortIndex} {27} {7 7} /assign {OIDDsortIndex} {28} {7 8} /assign {OIDDsortIndex} {29} {7 9} /assign {OIDDsortIndex} {30} {7 10} /assign {OIDDsortIndex} {31} {7 11} /assign {OIDDsortIndex} {32} {7 12} /assign {OIDDsortIndex} {33} {7 13} /assign {OIDDsortIndex} {34} {7 14} /assign {OIDDsortIndex} {35} {7 15} /assign {OIDDsortIndex} {36} {3 1} /assign {OIDDsortIndex} {37} {3 2} /assign {OIDDsortIndex} {38} {3 3} /assign {OIDDsortIndex} {39} {3 4} /assign {OIDDsortIndex} {40} {3 5} /assign {OIDDsortIndex} {41} {3 6} /assign {OIDDsortIndex} {42} {3 7} /assign {OIDDsortIndex} {43} {3 8} /assign {OIDDsortIndex} {44} {3 9} /assign {OIDDsortIndex} {45} {2 1} /assign {OIDDsortIndex} {46} {2 2} /assign {OIDDsortIndex} {47} {2 3} /assign {OIDDsortIndex} {48} {2 4} /assign {OIDDsortIndex} {49} {2 5} /assign {OIDDsortIndex} {50} {2 6} /assign {OIDDsortIndex} {51} {2 7} /assign {OIDDsortIndex} {52} {2 8} /assign {OIDDsortIndex} {53} {2 9} /assign {OIDDsortIndex} {54} {2 10} /assign {OIDDsortIndex} {55} {2 11} /assign {OIDDsortIndex} {56} {2 12} /assign {OIDDsortIndex} {57} {2 13} /assign {OIDDsortIndex} {58} {2 14} /assign {OIDDsortIndex} {59} {2 15} /assign {OIDDsortIndex} {60} {2 16} /assign {OIDDsortIndex} {61} {2 17} /assign {OIDDsortIndex} {62} {2 18} /assign {OIDDsortIndex} {63} {2 19} /assign {OIDDsortIndex} {64} {2 20} /assign {OIDDsortIndex} {65} {2 21} /assign {OIDDsortIndex} {66} {2 22} /assign {OIDDsortIndex} {67} {2 23} /assign {OIDDsortIndex} {68} {1 2} /assign {OIDDsortIndex} {69} {1 3} /assign {OIDDsortIndex} {70} {1 4} /assign {OIDDsortIndex} {71} {1 5} /assign {OIDDsortIndex} {72} {1 6} /assign {OIDDsortIndex} {73} {1 7} /assign {OIDDsortIndex} {74} {1 8} /assign {OIDDsortIndex} {75} {1 9} /assign {OIDDsortIndex} {76} {4 1} /assign {OIDDsortIndex} {77} {4 2} /assign {OIDDsortIndex} {78} {4 3} /assign {OIDDsortIndex} {79} {4 4} /assign {OIDDsortIndex} {80} {4 5} /assign {OIDDsortIndex} {81} {4 6} /assign {OIDDsortIndex} {82} {4 7} /assign {OIDDsortIndex} {83} {4 8} /assign {OIDDsortIndex} {84} {4 9} /assign {OIDDsortIndex} {85} {4 10} /assign {OIDDsortIndex} {86} {4 11} /assign {OIDDsortIndex} {87} {4 12} /assign {OIDDsortIndex} {88} {4 13} /assign {OIDDsortIndex} {89} {4 14} /assign {OIDDsortIndex} {90} {4 15} /assign {OIDDsortIndex} {91} {4 16} /assign {OIDDsortIndex} {92} {5 1} /assign {OIDDsortIndex} {93} {5 2} /assign {OIDDsortIndex} {94} {5 3} /assign {OIDDsortIndex} {95} {5 4} /assign {OIDDsortIndex} {96} {5 5} /assign {OIDDsortIndex} {97} {5 6} /assign {OIDDsortIndex} {98} {5 7} /assign {OIDDsortIndex} {99} {5 8} /assign {OIDDsortIndex} {100} {5 9} /assign {OIDDsortIndex} {101} {5 10} /assign {OIDDsortIndex} {102} {5 11} /assign {OIDDsortIndex} {103} {5 12} /assign {OIDDsortIndex} {104} {5 13} /assign {OIDDsortIndex} {105} {5 14} /assign {OIDDsortIndex} {106} {5 15} /assign {OIDDsortIndex} {107} {5 16} /assign {OIDDsortIndex} {108} {6 1} /assign {OIDDsortIndex} {109} {6 2} /assign {OIDDsortIndex} {110} {6 3} /assign {OIDDsortIndex} {111} {6 4} /assign {OIDDsortIndex} {112} {6 5}