/action {^# Connection Lost.} {tickoff;/clearlist SpellIcons;UpdateSpellIcons;rshieldoff} {ConnectionLost}
/action {You have been KILLED!} {/if {@WordColor(2)==12} {rshieldoff;/clearlist SpellIcons;UpdateSpellIcons}} {KILLED}

/alias {InsertCommasInNumbers %0} {/if {@Len($0)>=4 && @Len($0)<=6} {/var InsertCommas {@Left($0,@Math(@Len($0)-3)),@Right($0,3)}} {/if {@Len($0)>=7 && @Len($0)<=9} {/var InsertCommas {@Left($0,@Math(@Len($0)-6)),@Mid($0,@Math(@Len($0)-6),3),@Right($0,3)}} {/if {@Len($0)>=10 && @Len($0)<=12} {/var InsertCommas {@Left($0,@Math(@Len($0)-9)),@Mid($0,@Math(@Len($0)-9),3),@Mid($0,@Math(@Len($0)-6),3),@Right($0,3)}}}}} {InsertCommasInNumbers}
/alias {StripCommasInNumbers %0} {/if {@IsEmpty($0)==1} {/showme {@AnsiBold()@ForeYellow()"StripCommasInNumbers <number>" Answer is in var "StripCommasEnd"@AnsiReset()}} {/var StripCommasStart {$0};/empty StripCommasEnd;/loop {@Len($StripCommasStart),1} {/if {"@Left($StripCommasStart,1)"!="," && @Len($StripCommasStart)>1} {/var {StripCommasEnd} {@ConCat($StripCommasEnd,@Left($StripCommasStart,1))};/var StripCommasStart {@Right($StripCommasStart,@Math(@Len($StripCommasStart)-1))}} {/if {@Len($StripCommasStart)>1 && "@Left($StripCommasStart,1)"==","} {/var StripCommasStart {@Right($StripCommasStart,@Math(@Len($StripCommasStart)-1))}} {/var StripCommasEnd {@ConCat($StripCommasEnd,$StripCommasStart)}}}}}} {StripCommasInNumbers}
/variable {StripCommasStart} {0} {StripCommasInNumbers}
/variable {StripCommasEnd} {0} {StripCommasInNumbers}
/variable {InsertCommas} {0} {InsertCommasInNumbers}

/variable {XPStart} {0} {xpcounter}
/variable {XPGained} {0} {xpcounter}
/variable {XPStartTime} {0} {xpcounter}
/alias {xpinit} {/var {XPStartTime} {@Time()} {xpcounter};/enableaction {^Experience Points: %0 %1Gold Coins:%2};/disableaction {^Experience Points: %9 %2Gold Coins:%3};sc s} {xpcounter}
/action {^Experience Points: %0 %1Gold Coins:%2} {StripCommasInNumbers $0;/var XPStart $StripCommasEnd;/enableaction {^Experience Points: %9 %2Gold Coins:%3};/disableaction {^Experience Points: %0 %1Gold Coins:%2}} {xpcounter}
/action {^Experience Points: %9 %2Gold Coins:%3} {StripCommasInNumbers $9;/var XPGained {@Math(@Var(StripCommasEnd)-@Var(XPStart))};InsertCommasInNumbers $XPGained;/var XPGained $InsertCommas;/showme {@AnsiBold()@ForeBlue()XP Gained:@ForeCyan()$XPGained@ForeBlue()] [@ForeCyan()@Math((@Time()-@Var(XPStartTime))/60/60)hr@ForeBlue():@ForeCyan()@Math((@Time()-@Var(XPStartTime))/60%60)min@ForeBlue():@ForeCyan()@Math((@Time()-@Var(XPStartTime))%60)sec@ForeBlue()]}} {xpcounter}

/alias {medcon} {/sess med medievia.com 4000} {medcon}
/alias {medcon1} {/sess med medievia.com 4001} {medcon}
/alias {medcon2} {/sess med medievia.com 4002} {medcon}
/alias {medcon3} {/sess med medievia.com 4003} {medcon}
/alias {medcon4} {/sess med medievia.com 4004} {medcon}
/alias {medcon5} {/sess med medievia.com 4005} {medcon}
/alias {medcon6} {/sess med medievia.com 4006} {medcon}
/alias {medcon7} {/sess med medievia.com 4007} {medcon}
/action {Do you have ANSI COLOR on and want to see our color Title(y/n)?} {y} {login}
/action {^Press [ENTER] to continue...} {/cr} {login}
/action {^Press RETURN to continue:} {/cr} {login}
/action {Enter in your player name or enter NEW if this is your first time here.} {/if {$MyMedName==0} {/showme {@AnsiBold()@ForeYellow()No name set, yet. Do: "setmyname <Name>" if you want to autolog in, otherwise just type it in at the prompt.@AnsiReset()}} {$MyMedName}} {login}
/action {Medievia Password:} {/if {$MyMedPassword==0} {/showme {@AnsiBold()@ForeYellow()No password set, if you want to auto-login with a password do: "setmypass <password>" Otherwise just type it in to med at the prompt.@AnsiReset()}} {$MyMedPassword}} {login}
/variable {MyMedName} {0} {MyMedName}
/variable {MyMedPassword} {0} {MyMedName}

/event {startup} {1} {/var InsertCommas 0;/read bslog.txt;/calldll Math Precision 2;/disableevent BSevent;rshieldoff;/disablegroup spelltimeraffects;/clearlist SpellIcons;/disablegroup spelltimeraffects;tickoff;/showme {@AnsiBold()@ForeYellow()     To stop the spam when a group is enabled or disabled, do: "/message enablegroup" so that it's OFF@Chr(10)     To stop the Debug spam (which might happen with the tick timer, but it's "normal" do: "/debug" so that it's OFF@AnsiReset()};/disableevent startup} {startup}

/alias {ohelp} {/showme {@Chr(10)@AnsiBold()@Chr(10)@ForeYellow()  Commands:@Chr(10)@ForeCyan()bshelp @ForeBlue()- info about the backstab database@Chr(10)@ForeCyan()chloghelp @ForeBlue()- info about the channel log@Chr(10)@ForeCyan()rshieldon || rshieldoff @ForeBlue()- auto replenish room shields@Chr(10)@ForeCyan()setmyname <Name> @ForeBlue()- Set your Medievia name, make sure you CAP the first letter.@Chr(10)@ForeCyan()setmypass @ForeBlue()- Your password (this is _not_ required)@Chr(10)@ForeCyan()setfoodcontainer <name> @ForeBlue()- set the name of container you want food/water in.@Chr(10)@AnsiBold()@ForeCyan()setdrinkcontainer <name> @ForeBlue()- set name of your drink container, ie: setdrinkcontainer skin.@Chr(10)@ForeCyan()setweapons <bsr> <normal> @ForeBlue() set your weapon variables type: "setweapons" for info.@Chr(10)@ForeCyan()"wb" or "wn" @ForeBlue()- wield bsr or wield normal weapon@Chr(10)@ForeCyan()"tickon" or "tickoff" @ForeBlue()- enable or disable the tick/spell timer@Chr(10)@ForeCyan()t1@ForeBlue()-@ForeCyan()t2 @ForeBlue()- set target 1 and 2 "t1 Joe" = target1 is Joe@Chr(10)@ForeCyan()InsertCommasInNumbers <number> @ForeBlue()- add commas to numbers. Allows for up to 12 digit numerals (123,456,789,012). Outputs to the var "InsertCommas"@Chr(10)@ForeCyan()StripCommasInNumbers <number> @ForeBlue()- need to remove commas in a number? use this. It outputs to the var "StripCommasEnd"@Chr(10)@ForeCyan()xpinit @ForeBlue()Start the xp gained counter/timer. After "xpinit" anytime you do "score s" you'll see your xp gained and elapsed time.@Chr(10)@Chr(10)@ForeCyan()chatid|formid|clanid|sayid @ForeBlue()- spam out a brief summary of the last object you id'd.@Chr(10)@ForeCyan()idhelp @ForeBlue()- calls the dll file, {MM Misc}, help "idhelp" or "idhelp <topic>"@Chr(10)@ForeRed()Don't forget to /write <filename> to save your changes! "/help write" for info.@Chr(10)@AnsiReset()}} {lhelp}

/alias {setmyname %0} {/if {@IsEmpty($0)==1} {/showme {@Chr(10)@AnsiBold()@ForeYellow()_Your_ player's name, CAP the first letter. ie: setmyname Joe@Chr(10)@AnsiReset()}} {/var MyMedName $0}} {MyMedName}
/alias {setmypass %0} {/if {@IsEmpty($0)==1} {/showme {@Chr(10)@AnsiBold()@ForeYellow()Your password for med, if you want fully automated logging in. This is _not_ required@Chr(10)@AnsiReset()}} {/var {MyMedPassword} {$0}}} {MyMedName}

/variable {Target1} {null} {targets}
/variable {Target2} {null} {targets}
/alias {t1 %0} {/if {@IsEmpty($0)==1} {/showme {@AnsiBold()@ForeYellow()You must supply a target name! "t1 <name>"@AnsiReset()}} {/var Target1 {$0};/updatebari Targets}} {targets}
/alias {t2 %0} {/if {@IsEmpty($0)==1} {/showme {@AnsiBold()@ForeYellow()You must supply a target name! "t2 <name>"@AnsiReset()}} {/var Target2 {$0};/updatebari Targets}} {targets}
/macro {F1} {$Target1 ;} {targets}
/macro {F2} {$Target2 ;} {targets}

/alias {setfoodcontainer %0} {/if {@IsEmpty($0)==1 || @WordCount($0)!=1} {/showme {@Chr(10)@AnsiBold()@ForeYellow()setfoodcontainer <container name> - ie: setfoodcontainer jar@Chr(10)@AnsiReset()}} {/var FoodContainer $0;/showme {@Chr(10)@AnsiBold()@ForeYellow()Food Container set to: $0}}} {hungry}
/alias {setdrinkcontainer %0} {/if {@IsEmpty($0)==1 || @WordCount($0)!=1} {/showme {@Chr(10)@AnsiBold()@ForeYellow()setdrinkcontainer <container name> - ie: setdrinkcontainer jug@Chr(10)@AnsiReset()}} {/var DrinkContainer $0;/showme {@Chr(10)@AnsiBold()@ForeYellow()Drink Container Type set to: $0}}} {hungry}

/alias {wb} {wield $BsWeapon;/var DisarmWeapon {$BsWeapon}} {disarm}
/alias {wn} {wield $NormalWeapon;/var DisarmWeapon {$NormalWeapon}} {disarm}
/action {sends your weapon flying} {wield $DisarmWeapon} {disarm}
/alias {setweapons %0} {/if {@IsEmpty($0)==1 || @WordCount($0)!=2} {/showme {@Chr(10)@AnsiBold()@ForeYellow()setweapons <bsr> <normal> @ForeBlue()- set your weapons, your bsr and normal weapons. ie: setweapons dagger sword@Chr(10)"setweapons" requires 2 names, your bs'r and normal weapon key names. If no bsr, just set _both_ to the normal weapon name.@Chr(10)@AnsiReset()}} {/var BsWeapon {@Word($0,1)};/var NormalWeapon {@Word($0,2)};/showme {@Chr(10)@AnsiBold()@ForeGreen()Weapon variables set: BSr: $BsWeapon  Normal: $NormalWeapon ("setweapons" for help)}}} {disarm}

/variable {BsWeapon} {null} {disarm}
/variable {NormalWeapon} {null} {disarm}
/variable {DisarmWeapon} {null} {disarm}

/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}
/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 {RESETbscheckhr} {/var bsAC 0;/var bsCheckHR 1;/var bsDR 0;/var bsHR 0;/var bsHRcount 0} {bsHR}
/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($3))};/disableaction %7hp%1m%2mv %3ac %4hr %5dr%6a%0xp} {bsHR}
/variable {bsAC} {-1892} {bs}
/variable {bsCheckHR} {1} {bs}
/variable {bsDR} {1540} {bs}
/variable {bsHR} {1497} {bs}
/variable {bsHRcount} {33} {bs}
/action {%0 makes a strange sound but is suddenly very silent, as you place %1 back.} {/math {BSRoundCount} {$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} {/var BSADDITUP 1;/var BSRoundCount 0;/var BSWiffCount 0;backstab $0;/resetevent BSevent;/enableevent BSevent} {bs}
/alias {bshelp} {/showme {@Chr(10)bs <target> - command to use when bs'n so this group works.@Chr(10)RESETBS - reset all info@Chr(10)listbs - showme info@Chr(10)chatallbs - spam them all@Chr(10)chatbs <name\number>@Chr(10)commands group is "bs"}} {bs}
/alias {chatallbs} {/calldll Math Add {$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 {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}
/variable {BSADDITUP} {0} {bs}
/variable {BSCountTotal} {248} {bs}
/variable {BSDouble} {107.00} {bs}
/variable {BSFFMe} {0} {bs}
/variable {BSFootFall} {1} {bs}
/variable {BSName} {A cloud giant commoner} {bs}
/variable {BSRoundCount} {2} {bs}
/variable {BSSaveCount} {5.00} {bs}
/variable {BSSingle} {81.00} {bs}
/variable {BSStabMe} {5} {bs}
/variable {BSTriple} {26.00} {bs}
/variable {BSTwist} {8} {bs}
/variable {BSTwistMe} {0} {bs}
/variable {BSWiffCount} {0} {bs}
/variable {BSWiffDoubleOne} {42.00} {bs}
/variable {BSWiffDoubleTwo} {20.00} {bs}
/variable {BSWiffMe} {3} {bs}
/variable {BSWiffSingle} {11.00} {bs}
/variable {BSWiffTotal} {126} {bs}
/variable {BSWiffTripleOne} {9.00} {bs}
/variable {BSWiffTripleThree} {1.00} {bs}
/variable {BSWiffTripleTwo} {10.00} {bs}
/variable {temp} {0} {tempmath}
/variable {temp1} {0} {tempmath}
/variable {temp2} {0} {tempmath}
/event {BSevent} {10} {BSADDITUP} {bs}

/alias {clon} {/enablegroup ChLog} {clon}
/alias {cloff} {/disablegroup ChLog} {cloff}
/action {%0 says to %2, '%1'.} {AmPm;/var ListName Say;/var Name $0;addtolist @AnsiBold()@ForeCyan()said to $2@AnsiReset()@ForeCyan() - $1 @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]} {ChLog}
/action {%2 asks you, '%3'.} {AmPm;/var ListName Say;/var Name $2;addtolist @AnsiBold()@ForeCyan()asked, @AnsiReset()@ForeCyan()'$3' @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]} {ChLog}
/action {%2 dreams '%3'.} {AmPm;/var ListName Dream;/var Name $2;addtolist $3 @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]} {ChLog}
/action {%2 gives you %3.} {AmPm;/if {@Len($2) <= 16} {/var ListName Give;/var Name $2;addtolist $3 @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]}} {ChLog}
/action {%2 says, '%3'.} {AmPm;/var ListName Say;/var Name $2;addtolist $3 @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]} {ChLog}
/action {%2 telepaths you, '%3'.} {AmPm;/var ListName Tell;/var Name $2;addtolist $3 @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]} {ChLog}
/action {%2 whispers to you, '%3'.} {AmPm;/var ListName Say;/var Name $2;addtolist @AnsiBold()@ForeCyan()whispered, @AnsiReset()@ForeCyan()'$3' @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]} {ChLog}
/action {%2:: %3} {/if {@Len($2) < 16 && @StrStr($3,[) = -1 && @StrStr($2,-)= -1 && @StrStr($2,+) = -1 && @StrStr($2, ) = -1} {AmPm;/var ListName Immort;/var Name $2;addtolist $3 @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]}} {ChLog}
/action {%6 chats %5, %2} {AmPm;/var ListName Chat;/var Name $6;addtolist @AnsiBold()@ForeCyan()$5,@AnsiReset() @ForeCyan()$2 @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]} {ChLog}
/action {%6 gossips, '%3'.} {AmPm;/var ListName Gossip;/var Name $6;addtolist $3 @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]} {ChLog}
/action {You feel %2 say, '%3'.} {AmPm;/var ListName Clan;/var Name $2;addtolist $3 @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]} {ChLog}
/action {You hear %2 shout, '%3'.} {AmPm;/var ListName Shout;/var Name $2;addtolist $3 @AnsiBold()@ForeBlue()[@Var(AmPm)@AnsiBold()@ForeBlue()]} {ChLog}
/alias {addtolist %9} {/if {@GetCount($ListName) >= $MaxLog} {/itemdel $ListName 1};/itemadd {$ListName} {@Time()@AnsiBold()@ForeBlue()[@ForeCyan()$Name@ForeBlue()]@AnsiReset()@ForeCyan() $9}} {ChLog}
/alias {chatlist} {/var OddColor @AnsiReset()@ForeCyan() ChLog;/var EvenColor @AnsiBold()@ForeCyan() ChLog;showlist Chat} {ChLog}
/alias {clearlogs %0} {/if {@Math($0) > 0} {/var MaxLog @Math($0) ChLog} {/var MaxLog 50 ChLog};/clearlist Chat;/clearlist Gossip;/clearlist Dream;/clearlist Give;/clearlist Immort;/clearlist Tell;/clearlist Shout;/clearlist Clan;/clearlist Say;/showme {@Chr(10)@AnsiBold()@ForeMagenta()*** Channel Logs Cleared : Set at @ForeYellow()$MaxLog@ForeMagenta() Entries ***}} {ChLog}
/alias {clist} {/var OddColor @AnsiReset()@ForeCyan() ChLog;/var EvenColor @AnsiBold()@ForeCyan() ChLog;showlist Clan} {ChLog}
/alias {drmlist} {/var OddColor @AnsiReset()@ForeCyan() ChLog;/var EvenColor @AnsiBold()@ForeCyan() ChLog;showlist Dream} {ChLog}
/alias {glist} {/var OddColor @AnsiReset()@ForeCyan() ChLog;/var EvenColor @AnsiBold()@ForeBlue() ChLog;showlist Give} {ChLog}
/alias {goslist} {/var OddColor @AnsiReset()@ForeCyan() ChLog;/var EvenColor @AnsiBold()@ForeCyan() ChLog;showlist Gossip} {ChLog}
/alias {chloghelp} {/showme {@Chr(10)Channel Logs Help@Chr(10)cloff - turn it off!@Chr(10)clon - turn it on!@Chr(10)clearlogs <value> - clear them all, set max to log to "<value>". "clearlogs" (with no value given) = default of 50@Chr(10)clist - clan logs@Chr(10)chatlist - chat log@Chr(10)ilist - immort (hero) log@Chr(10)salist - say log@Chr(10)slist - shout log@Chr(10)tlist - tell log@Chr(10)glist - give log@Chr(10)goslist - gossip@Chr(10)drmlist - Dream channel log@Chr(10)spamchat <list> <#> - spam on chat from list."spamchat" for info@Chr(10)ChLog by Ari-in-a-Thong, fixes by the Almighty Oma!}} {ChLog}
/alias {ilist} {/var OddColor @AnsiReset()@ForeCyan() ChLog;/var EvenColor @AnsiBold()@ForeCyan() ChLog;showlist Immort} {ChLog}
/alias {salist} {/var OddColor @AnsiReset()@ForeCyan() ChLog;/var EvenColor @AnsiBold()@ForeCyan() ChLog;showlist Say} {ChLog}
/alias {showlist %9} {/var NumTemp @GetCount($9);/if {$NumTemp} {/showme {@Chr(10)@AnsiBold()@ForeMagenta()*** Last @ForeYellow()@GetCount($9)@ForeMagenta() logged @ForeYellow()$9s @ForeMagenta()***};/loop {1,$NumTemp} {/var Temp {@GetItem($9,$LoopCount)};/if {@Math($NumTemp%2)} {/var LineColor $OddColor} {/var LineColor $EvenColor};/showme {@AnsiBold()@ForeWhite()@PadLeft($NumTemp,0,@Math(3-@Len($NumTemp)))$LineColor @Right($Temp,@Math(@Len($Temp)-9))};/math NumTemp $NumTemp-1}} {/showme {@Chr(10)@AnsiBold()@ForeMagenta()*** No entries in this list. ***@Chr(10)}}} {ChLog}
/alias {slist} {/var OddColor @AnsiReset()@ForeCyan() ChLog;/var EvenColor @AnsiBold()@ForeMagenta() ChLog;showlist Shout} {ChLog}
/alias {spamchat %0} {/if {@IsEmpty($0)==1} {/showme {@Chr(10)@AnsiBold()@ForeYellow()"spamchat <listname> <number>"@Chr(10)@ForeBlue()Lists: @ForeCyan()Clan, Chat, Dream, Give, Immort, Say, Shout, Tell, Gossip@AnsiReset()}} {/if {@InList(ChLogMain,@Word($0,1))==1} {/chatall @AnsiBold()@ForeBlue()(@ForeCyan()@Word($0,1)@ForeBlue())@Right(@GetItem(@Word($0,1),@Math((@GetCount(@Word($0,1))+1)-@Word($0,2))),@Math(@Len(@GetItem(@Word($0,1),@Math((@GetCount(@Word($0,1))+1)-@Word($0,2))))-9))@AnsiBold()@ForeRed()} {/showme {@AnsiBold()@ForeRed()No List Called "@Word($0,1)"}}}} {ChLog}
/alias {sumlist} {/var OddColor @AnsiReset()@ForeCyan() ChLog;/var EvenColor @AnsiBold()@ForeCyan() ChLog;showlist Summon} {ChLog}
/alias {tlist} {/var OddColor @AnsiReset()@ForeCyan() ChLog;/var EvenColor @AnsiBold()@ForeCyan() ChLog;showlist Tell} {ChLog}
/variable {EvenColor} {[1m[36m} {ChLog}
/variable {ListName} {G35} {ChLog}
/variable {MaxLog} {25} {ChLog}
/variable {Name} {Omawarisan} {ChLog}
/variable {OddColor} {[0m[36m} {ChLog}
/listadd {ChLogMain} {ChLog}
/itemadd {ChLogMain} {Chat}
/itemadd {ChLogMain} {Clan}
/itemadd {ChLogMain} {Dream}
/itemadd {ChLogMain} {Give}
/itemadd {ChLogMain} {Gossip}
/itemadd {ChLogMain} {Immort}
/itemadd {ChLogMain} {Say}
/itemadd {ChLogMain} {Shout}
/itemadd {ChLogMain} {Tell}
/listadd {Chat} {ChLog}
/listadd {Clan} {ChLog}
/listadd {Dream} {ChLog}
/listadd {Give} {ChLog}
/listadd {Gossip} {ChLog}
/listadd {Immort} {ChLog}
/listadd {Say} {ChLog}
/listadd {Shout} {ChLog}
/listadd {Tell} {ChLog}
/alias {AmPm} {/if {@Len(@Minute()) < 2} {/var {AmPmMinute} {0@Minute()}} {/var {AmPmMinute} {@Minute()}};/if {@Hour() < 12 && @Hour()!=0} {/var {AmPm} {@AnsiBold()@ForeCyan()@Hour():@Var(AmPmMinute)am@AnsiReset()}};/if {@Hour() > 12 && @Hour() != 0} {/var {AmPm} {@AnsiBold()@ForeCyan()@Math(@Hour()-12):@Var(AmPmMinute)pm@AnsiReset()}};/if {@Hour()==12} {/var {AmPm} {@AnsiBold()@ForeCyan()12:@Var(AmPmMinute)pm@AnsiReset()}};/if {@Hour()==0} {/var {AmPm} {@AnsiBold()@ForeCyan()12:@Var(AmPmMinute)am@AnsiReset()}}} {AmPm}

/action {It seems to be locked.} {unlock $DoorType $LastDir} {movement}
/action {The %0 seems to be closed.} {/var DoorType $0;open $DoorType $LastDir} {movement}
/action {You do not have the proper key for that.} {pick $DoorType $LastDir} {movement}
/macro {kp2} {south;/var LastDir south} {movement}
/macro {kp3} {down;/var LastDir down} {movement}
/macro {kp4} {west;/var LastDir west} {movement}
/macro {kp5} {scan} {movement}
/macro {kp6} {east;/var LastDir east} {movement}
/macro {kp8} {north;/var LastDir north} {movement}
/macro {kp9} {up;/var LastDir up} {movement}
/variable {DoorType} {gate} {movement}
/variable {LastDir} {south} {movement}

/highlight {%0.....off} {light red,back black} {}
/highlight {%0.....on} {light blue,back black} {}
/highlight {^  blindness           :} {light red,back black} {}
/highlight {^  chill touch         :} {light red,back black} {}
/highlight {^  curse               :} {light red,back black} {}
/highlight {^  faerie fire         :} {light red,back black} {}
/highlight {^  plague              :} {light red,back black} {}
/highlight {^  poison              :} {light red,back black} {}
/highlight {^  weaken              :} {light red,back black} {}
/highlight {mortally wounded.} {yellow,back red} {}
/highlight {a blue orb} {light blue,back black} {}
/highlight {a green orb} {green,back black} {}
/highlight {...hunting someone!} {yellow,back black} {}
/highlight {...looking for prey!} {yellow,back black} {}
/highlight {dragon crystal} {yellow,back black} {}

/alias {rshieldon} {/enablegroup rshield;emote will replenish room shields} {rshieldon}
/alias {rshieldoff} {/disablegroup rshield;emote will no longer replenish room shields} {rshieldoff}
/action {^Vertigo overcomes you as the magical shield on the area collapses.} {stand;c room shield;/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {rshield}

/sub {A Large section of tunnel with strange formations...} {CAVE CORRAL ROOM!} {combs}

/alias {tickon} {/showme {@Chr(10)@AnsiBold()@ForeBlue()[@ForeCyan()OmaTick@ForeBlue(): @ForeYellow()ENABLED!@ForeBlue()]@AnsiReset()@Chr(10)};/clearlist SpellIcons;/enablegroup ticktimer;/enablegroup spelltimer} {tickon}
/alias {tickoff} {/showme {@Chr(10)@AnsiBold()@ForeBlue()[@ForeCyan()OmaTick@ForeBlue(): @ForeYellow()DISABLED!@ForeBlue()]@AnsiReset()@Chr(10)};/disablegroup ticktimer;/disablegroup spelltimer} {tickoff}
/action {<%3hp %0m %1mv %2br>} {/var {TickManaOld} {@Var(TickMana)};/var {TickMana} {$0};/if {$TickManaOld < $TickMana && @EventTime(ticktimer) <= 7} {/fireevent ticktimer} {/if {$TickManaOld < $TickMana} {/resetevent ticktimer}}} {ticktimer}
/event {ticktimer} {33} {/cr;SpellTimerMath} {ticktimer}
/event {ticktimercountdown} {1} {/updatebari TickTimer} {ticktimer}
/var {TickManaOld} {100} {ticktimer}
/var {TickMana} {100} {ticktimer}
/variable {SpellIcons} {null} {spelltimer}
/baritem {SpellIcons} {$SpellIcons} {6} {57} {3} {0} {spelltimer}
/baritem {Targets} {F1(@Left(@Var(Target1),4))F2(@Left(@Var(Target2),4))} {65} {16} {10} {0} {targets}
/baritem {TickTimer} {T:@EventTime(ticktimer)} {1} {4} {14} {0} {ticktimer}
/action {<%9hp %7m %8mv %4br>} {UpdateSpellIcons;/disablegroup spelltimeraffects} {spelltimeraffects}
/alias {UpdateSpellIcons} {/if {@GetCount(SpellIcons)!=0} {/empty SpellIcons;/loop {1,@GetCount(SpellIcons)} {/var SpellIcons {@ConCat($SpellIcons,@Word(@GetItem(SpellIcons,$LoopCount),2)@Chr(250))}};/updatebari SpellIcons}} {spelltimer}
/listadd {SpellIcons} {spelltimer}
/action {^You are affected by:} {/clearlist SpellIcons;/enablegroup spelltimeraffects} {spelltimer}
/action {^  armor %9 Duration - %1 tick%2} {/itemadd SpellIcons { 2 Ar};/var {*armor*} {@LTrim($1)}} {spelltimeraffects}
/action {^  bless %9 Duration - %1 tick%2} {/itemadd SpellIcons { 3 Bl};/var {*bless*} {@LTrim($1)}} {spelltimeraffects}
/action {^  breathe water%9 Duration - %1 tick%2} {/itemadd SpellIcons {19 Bw};/var {*breathwater*} {@LTrim($1)}} {spelltimeraffects}
/action {^  detect evil %9 Duration - %1 tick%2} {/itemadd SpellIcons {10 dE};/var {*detectevil*} {@LTrim($1)}} {spelltimeraffects}
/action {^  detect good %9 Duration - %1 tick%2} {/itemadd SpellIcons {11 dG};/var {*detectevil*} {@LTrim($1)}} {spelltimeraffects}
/action {^  detect invisibility %9 Duration - %1 tick%2} {/itemadd SpellIcons { 8 dI};/var {*detectinvis*} {@LTrim($1)}} {spelltimeraffects}
/action {^  detect magic %9 Duration - %1 tick%2} {/itemadd SpellIcons { 9 dM};/var {*detectmagic*} {@LTrim($1)}} {spelltimeraffects}
/action {^  fireshield %9 Duration - %1 tick%2} {/itemadd SpellIcons {16 Fs};/var {*fireshield*} {@LTrim($1)}} {spelltimeraffects}
/action {^  infravision%9 Duration - %1 tick%2} {/itemadd SpellIcons {14 Iv};/var {*infravision*} {@LTrim($1)}} {spelltimeraffects}
/action {^  invisibility %9 Duration - %1 tick%2} {/itemadd SpellIcons { 1 In};/var {*invis*} {@LTrim($1)}} {spelltimeraffects}
/action {^  know alignment%9 Duration - %1 tick%2} {/var {*knowalignment*} {@LTrim($1)}} {spelltimeraffects}
/action {^  levitate %9 Duration - %1 tick%2} {/itemadd SpellIcons {22 Lv};/var {*levitation*} {@LTrim($1)}} {spelltimeraffects}
/action {^  mana shield%9 : Duration - %1 tick%2} {/itemadd SpellIcons {17 Ms};/var {*manashield*} {@LTrim($1)}} {spelltimeraffects}
/action {^  phantasmal image%9 : Duration - %1 tick%2} {/itemadd SpellIcons {18 Pi};/var {*phanimage*} {@LTrim($1)}} {spelltimeraffects}
/action {^  protection from evil: Duration - %1 tick%2} {/itemadd SpellIcons { 4 Pf};/var {*protfromevil*} {@LTrim($1)}} {spelltimeraffects}
/action {^  protection from good: Duration - %1 tick%2} {/itemadd SpellIcons { 4 Pf};/var {*protfromgood*} {@LTrim($1)}} {spelltimeraffects}
/action {^  quickness %9 Duration - %1 tick%2} {/itemadd SpellIcons { 7 Qu};/var {*quickness*} {@LTrim($1)}} {spelltimeraffects}
/action {^  repaerdnim root%9 Duration - %1 tick%2} {/itemadd SpellIcons {20 Ro};/var {*repaerdnim*} {@LTrim($1)}} {spelltimeraffects}
/action {^  sanctuary %9 Duration - %1 tick%2} {/itemadd SpellIcons {15 Sa};/var {*sanc*} {@LTrim($1)}} {spelltimeraffects}
/action {^  sense life %9 Duration - %1 tick%2} {/itemadd SpellIcons {13 Sl};/var {*senselife*} {@LTrim($1)}} {spelltimeraffects}
/action {^  shield %9 Duration - %1 tick%2} {/itemadd SpellIcons { 6 Sh};/var {*shield*} {@LTrim($1)}} {spelltimeraffects}
/action {^  stone skin %9 Duration - %1 tick%2} {/itemadd SpellIcons { 5 Ss};/var {*stoneskin*} {@LTrim($1)}} {spelltimeraffects}
/action {^  strength %9 Duration - %1 ticks, STR by %2 points} {/itemadd SpellIcons {23 St};/var {*strength*} {@LTrim($1)}} {spelltimeraffects}
/action {^  striking%9 Duration - %1 tick%2} {/var {*striking*} {@LTrim($1)}} {spelltimeraffects}
/action {You sense the blue in your vision disappear.} {/if {@InList(SpellIcons,11 dG)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),11 dG)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your ability to detect good auras has been dispelled.} {/if {@InList(SpellIcons,10 dG)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),10 dG)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/alias {SpellTimerMath} {/loop {1,@GetCount(spelltimer)} {/if {@Var(@GetItem(spelltimer,$LoopCount)) > 0} {/math {@GetItem(spelltimer,$LoopCount)} {@Var(@GetItem(spelltimer,$LoopCount)) - 1}};/if {@Var(@GetItem(spelltimer,$LoopCount)) <= 2 && @Var(@GetItem(spelltimer,$LoopCount)) > 0} {/showme {@AnsiBold()@ForeGreen()@GetItem(spelltimer,$LoopCount)@ForeYellow() fading in @ForeRed()@Var(@GetItem(spelltimer,$LoopCount)) @ForeYellow()tick(s)!@AnsiReset()}}}} {spelltimer}
/action {^You are hungr%4} {/if {@WordColor(1)==7} {get food $FoodContainer;eat food};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {food}
/action {^You are thirst%4} {/if {@WordColor(1)==7} {get $DrinkContainer $FoodContainer;chug $DrinkContainer;put $DrinkContainer $FoodContainer};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {food}
/action {You gasp and breathe in deeply} {/if {@InList(SpellIcons,19 Bw)==0} {/itemadd SpellIcons {19 Bw};UpdateSpellIcons}} {spelltimer}
/action {You feel your lungs harden and heat up!} {/if {@InList(SpellIcons,19 Bw)==0} {/itemadd SpellIcons {18 Bw};UpdateSpellIcons}} {spelltimer}}
/variable {CountIcons} {0} {spelltimer}
/action {Your lungs feel like they are on fire as the breathe water spell wears off.} {/if {@InList(SpellIcons,19 Bw)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),19 Bw)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {spelltimer}
/action {Your lungs heave and you cough water.} {/if {@InList(SpellIcons,18 Bw)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),19 Bw)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {The spectral image of a raven soars down from the Heavens, disappearing into your body.} {/if {@InList(SpellIcons, 3 Bl)==0} {/itemadd SpellIcons { 3 Bl};UpdateSpellIcons}} {spelltimer}
/action {A spectral image of a raven emerges from your body, flying away.} {/if {@InList(SpellIcons, 3 Bl)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 3 Bl)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {A spectral raven emerges from your body, forced out by magic.} {/if {@InList(SpellIcons, 3 Bl)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 3 Bl)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {You feel a cloak of blindness disolve.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You feel better.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You sense the red in your vision disappear.} {/if {@InList(SpellIcons, 9 dM)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 9 dM)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your ability to detect evil auras has been dispelled.} {/if {@InList(SpellIcons, 9 dM)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 9 dM)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {Your eyes glow dimly for a few seconds.} {/if {@InList(SpellIcons, 8 dI)==0} {/itemadd SpellIcons { 8 dI};UpdateSpellIcons}} {spelltimer}
/action {The detect invisible wears off.} {/if {@InList(SpellIcons, 8 dI)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 8 dI)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You feel less perceptive.} {/if {@InList(SpellIcons, 8 dI)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 8 dI)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {The detect magic wears off.} {/if {@InList(SpellIcons, 9 dM)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 9 dM)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You can no longer detect magic.} {/if {@InList(SpellIcons, 9 dM)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 9 dM)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {You slowly vanish from normal vision.} {/if {@InList(SpellIcons, 1 In)==0} {/itemadd SpellIcons { 1 In};UpdateSpellIcons}} {spelltimer}
/action {You feel yourself exposed.} {/if {@InList(SpellIcons, 1 In)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 1 In)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You feel exposed.} {/if {@InList(SpellIcons, 1 In)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 1 In)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {You feel less sick.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You glow with a pulsating, white light for a few moments.} {/if {@InList(SpellIcons, 4 Pf)==0} {/itemadd SpellIcons { 4 Pf};UpdateSpellIcons}} {spelltimer}
/action {You feel less morally protected.} {/if {@InList(SpellIcons, 4 Pf)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 4 Pf)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}}  {spelltimer}
/action {You feel more vulnerable.} {/if {@InList(SpellIcons, 4 Pf)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 4 Pf)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You feel the power of vile darkness surge through your body!} {/if {@InList(SpellIcons, 4 Pf)==0} {/itemadd SpellIcons { 4 Pf};UpdateSpellIcons}} {spelltimer}
/action {You feel the protective veil of darkness vanish.} {/if {@InList(SpellIcons, 4 Pf)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 4 Pf)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your protective veil of darkness has been shattered.} {/if {@InList(SpellIcons, 4 Pf)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 4 Pf)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}}  {spelltimer}
/action {A glowing white aura surrounds your body.} {/if {@InList(SpellIcons,15 Sa)==0} {/itemadd SpellIcons {15 Sa};UpdateSpellIcons}} {spelltimer}
/action {The white aura around your body fades.} {/if {@InList(SpellIcons,15 Sa)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),15 Sa)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your white aura flashes brightly and vanishes.} {/if {@InList(SpellIcons,15 Sa)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),15 Sa)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {A deep red shield of fire surrounds you.} {/if {@InList(SpellIcons,16 Fs)==0} {/itemadd SpellIcons {16 Fs};UpdateSpellIcons}} {spelltimer}
/action {Your shield of fire slowly dissipates....and blinks out.} {/if {@InList(SpellIcons,16 Fs)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),16 Fs)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your white aura flashes brightly and disappears.} {/if {@InList(SpellIcons,15 Sa)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),15 Sa)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {Your shield of fire collapses.} {/if {@InList(SpellIcons,16 Fs)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),16 Fs)!=-1} {/itemdel {SpellIcons} {$LoopCount}}};UpdateSpellIcons}} {spelltimer}
/action {You feel less tired.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your enhanced fighting abilities fade.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your magical energy expands and hardens into a crackling blue shield which surrounds you.} {/if {@InList(SpellIcons,17 Ms)==0} {/itemadd SpellIcons {17 Ms};UpdateSpellIcons}} {spelltimer}
/action {Your Mana Shield crackles, shrinks momentarily and dissipates.} {/if {@InList(SpellIcons,17 Ms)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),17 Ms)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your Mana Shield cracks and pops out.} {/if {@InList(SpellIcons,17 Ms)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),17 Ms)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {You feel your stamina increase greatly.} {/if {@InList(SpellIcons, 7 Qu)==0} {/itemadd SpellIcons { 7 Qu};UpdateSpellIcons}} {spelltimer}
/action {Your endurance returns to normal.} {/if {@InList(SpellIcons, 7 Qu)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 7 Qu)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You don't feel so strong.} {/if {@InList(SpellIcons,23 St)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),23 St)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {You feel your awareness improve.} {/if {@InList(SpellIcons,13 Sl)==0} {/itemadd SpellIcons {13 Sl};UpdateSpellIcons}} {spelltimer}
/action {You feel less in touch with living things.} {/if {@InList(SpellIcons,13 Sl)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),13 Sl)!=-1} {/itemdel {SpellIcons} {$LoopCount}}};UpdateSpellIcons}} {spelltimer}
/action {You feel less aware of your surroundings.} {/if {@InList(SpellIcons,13 Sl)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),13 Sl)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your skin turns to a stone-like substance.} {/if {@InList(SpellIcons, 5 Ss)==0} {/itemadd SpellIcons { 5 Ss};UpdateSpellIcons}} {spelltimer}
/action {Your skin does not feel as hard as it used to.} {/if {@InList(SpellIcons, 5 Ss)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 5 Ss)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your skin feels like stone no longer.} {/if {@InList(SpellIcons, 5 Ss)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 5 Ss)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {You are surrounded by a strong magical force shield.} {/if {@InList(SpellIcons, 6 Sh)==0} {/itemadd SpellIcons { 6 Sh};UpdateSpellIcons}} {spelltimer}
/action {Your force shield shimmers then fades away.} {/if {@InList(SpellIcons, 6 Sh)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 6 Sh)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your magical shield has been dispelled.} {/if {@InList(SpellIcons, 6 Sh)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 6 Sh)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {Several illusionary images, duplicates of yourself, appear around you.} {/if {@InList(SpellIcons,18 Pi)==0} {/itemadd SpellIcons {18 Pi};UpdateSpellIcons}} {spelltimer}
/action {Your illusionary doubles vanish.} {/if {@InList(SpellIcons,18 Pi)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),18 Pi)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {Your illusionary duplicates vanish with a bright spark of energy.} {/if {@InList(SpellIcons,18 Pi)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),18 Pi)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {Your eyes glow red for a moment.} {/if {@InList(SpellIcons,14 Iv)==0} {/itemadd SpellIcons {14 Iv};UpdateSpellIcons}} {spelltimer}
/action {Your sight grows dimmer.} {/if {@InList(SpellIcons,14 Iv)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),14 Iv)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {You can no longer see in the dark.} {/if {@InList(SpellIcons,14 Iv)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),14 Iv)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You feel better now.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {*****WWWOOOOOoooooSHSHHH!*** the portal collapses.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You stop sneaking.} {sneak} {sneak}
/action {The black aura around your body dissipates.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer};sneak} {ticktimer}
/action {You focus and become ONE with the catacombs.....POOF} {/if {@InList(SpellIcons,21 Mc)==0} {/itemadd SpellIcons {21 Mc};UpdateSpellIcons}} {spelltimer}
/action {Your purple mapping aura fades and leaves you exhausted.} {/if {@InList(SpellIcons,21 Mc)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),21 Mc)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You get woozy as your purple mapping aura fades.} {/if {@InList(SpellIcons,21 Mc)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),21 Mc)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {Your feet rise up off the ground.} {/if {@InList(SpellIcons,22 Lv)==0} {/itemadd SpellIcons {22 Lv};UpdateSpellIcons}} {spelltimer}
/action {Your levitation wears off.} {/if {@InList(SpellIcons,22 Lv)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),22 Lv)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You don't feel lighter than air any more.} {/if {@InList(SpellIcons,22 Lv)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),22 Lv)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {You can no longer see into a persons aura.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {The paralysis fades and you regain control of your body.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {The pink aura around you fades away.} {/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {You eat the root.} {/var RootGulp {@Time()}} {spelltimer}
/action {That tasted rather strange!} {/if {@Math(@Time()-$RootGulp)<=5} {/if {@InList(SpellIcons,20 Ro)==0} {/itemadd SpellIcons {20 Ro};UpdateSpellIcons}}} {spelltimer}
/action {You choke and cough, spitting up some greenish-brown mucus.} {/if {@InList(SpellIcons,20 Ro)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount),20 Ro)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/action {A suit of ethereal armor appears on you and slowly vanishes.} {/if {@InList(SpellIcons, 2 Ar)==0} {/itemadd SpellIcons { 2 Ar};UpdateSpellIcons}} {spelltimer}
/action {You don't feel so well protected.} {/if {@InList(SpellIcons, 2 Ar)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 2 Ar)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons}} {spelltimer}
/action {You feel less protected.} {/if {@InList(SpellIcons, 2 Ar)==1} {/loop {1,@GetCount(SpellIcons)} {/if {@StrStr(@GetItem(SpellIcons,$LoopCount), 2 Ar)!=-1} {/var {CountIcons} {$LoopCount}}};/itemdel SpellIcons $CountIcons;UpdateSpellIcons};/if {@EventTime(ticktimer) <= 7} {/fireevent ticktimer;/resetevent ticktimer} {/resetevent ticktimer}} {ticktimer}
/variable {*armor*} {0} {spelltimer}
/variable {*bless*} {0} {spelltimer}
/variable {*breathwater*} {0} {spelltimer}
/variable {*detectevil*} {0} {spelltimer}
/variable {*detectgood*} {0} {spelltimer}
/variable {*detectinvis*} {0} {spelltimer}
/variable {*detectmagic*} {0} {spelltimer}
/variable {*fireshield*} {0} {spelltimer}
/variable {*infravision*} {0} {spelltimer}
/variable {*invis*} {0} {spelltimer}
/variable {*knowalignment*} {0} {spelltimer}
/variable {*levitation*} {0} {spelltimer}
/variable {*manashield*} {0} {spelltimer}
/variable {*phanimage*} {0} {spelltimer}
/variable {*protfromgood*} {0} {spelltimer}
/variable {*protfromevil*} {0} {spelltimer}
/variable {*quickness*} {0} {spelltimer}
/variable {*sanc*} {0} {spelltimer}
/variable {*senselife*} {0} {spelltimer}
/variable {*shield*} {0} {spelltimer}
/variable {*stoneskin*} {0} {spelltimer}
/variable {*strength*} {0} {spelltimer}
/variable {*striking*} {0} {spelltimer}
/variable {*repaerdnim*} {0} {spelltimer}
/listadd {spelltimer} {spelltimer}
/itemadd {spelltimer} {*armor*}
/itemadd {spelltimer} {*bless*}
/itemadd {spelltimer} {*breathwater*}
/itemadd {spelltimer} {*detectevil*}
/itemadd {spelltimer} {*detectgood*}
/itemadd {spelltimer} {*detectinvis*}
/itemadd {spelltimer} {*detectmagic*}
/itemadd {spelltimer} {*fireshield*}
/itemadd {spelltimer} {*infravision*}
/itemadd {spelltimer} {*invis*}
/itemadd {spelltimer} {*levitation*}
/itemadd {spelltimer} {*knowalignment*}
/itemadd {spelltimer} {*manashield*}
/itemadd {spelltimer} {*phanimage*}
/itemadd {spelltimer} {*protfromevil*}
/itemadd {spelltimer} {*protfromgood*}
/itemadd {spelltimer} {*repaerdnim*}
/itemadd {spelltimer} {*quickness*}
/itemadd {spelltimer} {*sanc*}
/itemadd {spelltimer} {*senselife*}
/itemadd {spelltimer} {*shield*}
/itemadd {spelltimer} {*stoneskin*}
/itemadd {spelltimer} {*strength*}
/itemadd {spelltimer} {*striking*}

/action {^    %0 to %1} {/calldll {MM Misc} {ItemAffect} {$1,$0} } {Item ID}
/action {^AC-apply of %0 } {/calldll {MM Misc} {ItemAcap} {$0}} {Item ID}
/action {^Attributes: %0} {/calldll {MM Misc} {ItemAttributes} {$0}} {Item ID}
/action {^Class Restrictions: %0} {/calldll {MM Misc} {ItemAttributes} {$0}} {Item ID}
/action {^Damage Dice of %0} {/calldll {MM Misc} {ItemDice} {$0}} {Item ID}
/action {^Equipable Location(s): TAKE %0} {/calldll {MM Misc} {ItemLocations} {$0}} {Item ID}
/action {^Item Type: %0   Effects: %1} {/calldll {MM Misc} {ItemType} {$0};/calldll {MM Misc} {ItemEffects} {$1}} {Item ID}
/action {^Level %0 spell of %1.  Holds %2 charges and has %3 charges left.} {/calldll {MM Misc} {ItemSpellLevel} {$0};/calldll {MM Misc} {ItemSpellName} {$1};/calldll {MM Misc} {ItemCharges} {$3,$2}} {Item ID}
/action {^Level %0 spells of %1} {/calldll {MM Misc} {ItemSpellLevel} {$0@AnsiBold()@ForeGreen()]};/calldll {MM Misc} {ItemSpellName} {$1}} {Item ID}
/action {^Object: %0 [%1]} {/calldll {MM Misc} {ItemName} {$0}} {Item ID}
/action {The life of this object is clearly coming to an end soon.} {/calldll {MM Misc} {ItemCondition} {coming to an end}} {Item ID}
/action {The object appears to be in excellent condition.} {/calldll {MM Misc} {ItemCondition} {excellent}} {Item ID}
/action {The object appears to be in fair condition.} {/calldll {MM Misc} {ItemCondition} {fair}} {Item ID}
/action {The object appears to be in good condition.} {/calldll {MM Misc} {ItemCondition} {good}} {Item ID}
/action {The object appears to be in perfect pristine condition.} {/calldll {MM Misc} {ItemCondition} {pristine}} {Item ID}
/action {The object clearly shows major signs of wear and tear.} {/calldll {MM Misc} {ItemCondition} {major wear and tear}} {Item ID}
/action {The object is in fair condition but has some scratches.} {/calldll {MM Misc} {ItemCondition} {scratches}} {Item ID}
/action {The object is visibly crumbling and decaying....} {/calldll {MM Misc} {ItemCondition} {detted}} {Item ID}
/action {The object looks as if it will fall apart any day now.} {/calldll {MM Misc} {ItemCondition} {any day now}} {Item ID}
/action {This object has been blessed by the Gods and seems indestructable.} {/calldll {MM Misc} {ItemCondition} {indestructable}} {Item ID}
/action {^Weight: %0 Value: %1 Level Restriction: %2} {/calldll {MM Misc} {ItemWeight} {$0};/calldll {MM Misc} {ItemValue} {$1};/calldll {MM Misc} {ItemLevel} {$2}} {Item ID}
/action {^Your divination is complete...} {/calldll {MM Misc} {ItemClear}} {Item ID}
/alias {chatid} {/calldll {MM Misc} {ItemCustom} {/chatall @AnsiReset()@ForeCyan()%n@AnsiBold()@ForeWhite(): @ForeBlue()Lev@ForeGreen()[@ForeCyan()%l@ForeGreen()] @ForeBlue()Loc@ForeGreen()[@ForeCyan()%L@ForeGreen()] @ForeBlue()Ac@ForeGreen()[@ForeCyan()%A@ForeGreen()] @ForeCyan()%d@ForeBlue()d@ForeCyan()%D @ForeBlue()%f@ForeGreen()[@ForeCyan()%m@ForeGreen()] @ForeBlue()%F@ForeGreen()[@ForeCyan()%M@ForeGreen()] @ForeGreen()[@ForeCyan()%a@ForeGreen()] @ForeGreen()[@ForeCyan()%e@ForeGreen()] @ForeBlue()Cond@ForeGreen()[@ForeCyan()%c@ForeGreen()] @ForeBlue()Spell@ForeGreen()[@ForeCyan()%s@ForeWhite():@ForeCyan()%S @ForeBlue()Chgs@ForeWhite():@ForeCyan()%h@ForeBlue()/@ForeCyan()%H@ForeGreen()] @ForeWhite()}} {Item ID}
/alias {clanid} {/calldll {MM Misc} {ItemBrief} {clan ** }} {Item ID}
/alias {formid} {/calldll {MM Misc} {ItemBrief} {f }} {Item ID}
/alias {idhelp %0} {/if {@IsEmpty($0)} {/calldll {MM Misc} {Help}} {/calldll {MM Misc} {Help} {$0}}} {Item ID}
/alias {sayid} {/calldll {MM Misc} {ItemBrief} {say }} {Item ID}

