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chamenas Posted: Fri May 16, 2008 9:30 am
Getting Back to the Damage Calculator
Toxic
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PostPosted: Wed May 28, 2008 9:29 pm   
 
Also, fix your pattern not the string your trying to match to... you should only have "Your" go to %1. Not "Your ". What you did does work, but it would be cleaner to fix it correctly starting with the pattern, unless you need that space for some reason.


Last edited by Toxic on Wed May 28, 2008 9:32 pm; edited 1 time in total
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Toxic
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PostPosted: Wed May 28, 2008 9:32 pm   
 
Your glance trigger is probably not matching "High Priest has some small wounds and bruises.". Once again a pattern issue. It looks to me as if its matching "High Priest is in excellent condition." correctly but when the line changes to the above, it doesn't fire.
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chamenas
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PostPosted: Wed May 28, 2008 9:59 pm   
 
1) I would like to, but as that part of the pattern is not a part I fully understand it would be difficult to do. The space there is important for allowing white spaces in case of multiple names. All I can think of is possible making Your as an exception to it, an optional match.

2)


High Priest has some small wounds and bruises.
You did 0 to all creatures this round.
You took 0 from all creatures this round.
High Priest has some small wounds and bruises.
You did 0 to all creatures this round.
You took 0 from all creatures this round.
High Priest has some small wounds and bruises.
You did 0 to all creatures this round.
You took 0 from all creatures this round.
High Priest has some small wounds and bruises.
You did 0 to all creatures this round.
You took 0 from all creatures this round.


That game from using
#say High Priest has some small wounds and bruises.
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Toxic
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PostPosted: Wed May 28, 2008 10:09 pm   
 
This makes no sense then, check for duplicated battle variable. So your stating that when you take out the battle #IF it WONT fire during battle but it will outside of battle? If this is the case, Its got to be an issue with spacing that your mud is putting in after the line during battle but not after the line outside of battle. Also change your if to #IF (@battle) {blah}
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chamenas
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PostPosted: Thu May 29, 2008 1:04 am   
 
grrr... Arena strikes again:


[ Eastern Coliseum Wall ] Someone's magic misses Fuujiin.
[ Eastern Coliseum Wall ] Fuujiin's chop mauls someone.
[ Eastern Coliseum Wall ] Fuujiin's chop decimates someone!
[ Eastern Coliseum Wall ] Fuujiin's chop mauls someone.
[ Eastern Coliseum Wall ] Someone is knocked to the ground by an arcanium spiked axe.
[ Eastern Coliseum Wall ] Fuujiin's chop mauls someone.
[ Eastern Coliseum Wall ] Fuujiin's chop mauls someone.


Nothing! Sad
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Toxic
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PostPosted: Thu May 29, 2008 3:53 am   
 
Remove the part of the pattern that makes your trigger fire on the start of the new line, in zscript it would be the ^. That way it wont matter about the other parts before it. Or you can add something like {|~[*~]} That should fire either way.
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chamenas
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PostPosted: Thu May 29, 2008 4:37 am   
 
The first part of the REGEX is supposed to cover the arena.
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chamenas
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PostPosted: Thu May 29, 2008 1:31 pm   
 
bump
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oldguy2
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PostPosted: Sat May 31, 2008 1:28 am   
 
Well for one thing you keep screwing with the pattern and messing it up.

This part:

Code:
^(?>[[^]]*] )?


Needs changed back to this:

Code:
^(?>\[[^]]*\] )?


See the difference?

USE THE REGEX COACH. IT WILL HELP YOU. IT"S EASY. IT TAKES TWO SECONDS. SERIOUSLY. Laughing
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oldguy2
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PostPosted: Sat May 31, 2008 1:30 am   
 
Toxic wrote:
Remove the part of the pattern that makes your trigger fire on the start of the new line, in zscript it would be the ^. That way it wont matter about the other parts before it. Or you can add something like {|~[*~]} That should fire either way.


That has nothing to do with it.

Edit: Let me explain. First off, because he removed the backslashes it won't work. Basically he created a character class. The [ and ] are special characters and have to be escaped. The
Code:
[^]]*
part is a negated character class which will match everything before the final ] and in between [ and ] part of the trigger line. By removing the backslashes he created the character class of
Code:
[[^]]*]
. Character classes have special rules that apply to them.
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Fang Xianfu
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PostPosted: Sat May 31, 2008 5:33 am   
 
That's true. But it would definitely be easier to just remove the anchoring and the whole optional section to deal with the arena, don't you think?
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Vijilante
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PostPosted: Sat May 31, 2008 11:11 am   
 
When did you change the pattern to break the arena? Anyway, since I haven't seen more then 3 words used for any arena we will go with 4. Corrected pattern
Code:
^(?>\[(?: \w+){1,4} \] )?(?>([\w'-]+) ){1,5}(@attack_type) (?>does )?(@damage_type) (?>things to )?(?>a |the )?(?>[\w'-]+[ !.]){1,5}
The logic being a faster rejection of bad lines by requiring that the closing bracket be found within a certain number of words. I don't actually know if your mud sends other lines that start with a [, but it doesn't hurt to make the pattern more specific.
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chamenas
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PostPosted: Sat May 31, 2008 11:27 am   
 
Hmm, I didn't even pick up on it because I don't remember when or why I changed it, but thanks. I'm still having the issue with conditions.
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oldguy2
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PostPosted: Sat May 31, 2008 8:31 pm   
 
Fang Xianfu wrote:
That's true. But it would definitely be easier to just remove the anchoring and the whole optional section to deal with the arena, don't you think?


Well you never know. Pretty soon he might want to capture which arena he's in and display that too.
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chamenas
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PostPosted: Sat May 31, 2008 8:38 pm   
 
oldguy2 wrote:
Fang Xianfu wrote:
That's true. But it would definitely be easier to just remove the anchoring and the whole optional section to deal with the arena, don't you think?


Well you never know. Pretty soon he might want to capture which arena he's in and display that too.


I think that's unnecessary and unfair. In any case, I've already stated several times what I hope to accomplish with this in the end, and thus, everything that I eventually want to capture.

I'm modeling it similarly after something that was made in zMUD for the same MUD:
http://drax.nanobit.net/
Big Stuff -> Damn dam script
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oldguy2
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PostPosted: Sat May 31, 2008 11:29 pm   
 
What? I'm just saying maybe you will!

The link doesn't work by the way. I'd actually like to see this script you are talking about. It might make it easier to see exactly what you are modeling your own on.
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chamenas
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PostPosted: Sat May 31, 2008 11:49 pm   
 
The link works for me...
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chamenas
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PostPosted: Sun Jun 01, 2008 12:07 am   
 
Oddly enough...
Thaxanix's pierce DISEMBOWELS a minotaur spectator!

fails to fire the trigger.
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oldguy2
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PostPosted: Sun Jun 01, 2008 12:53 am   
 
Thaxanix's pierce DISEMBOWELS a minotaur spectator! matches just fine. Are you copying the pattern exactly? You keep changing stuff. Copy the pattern Vijilante posted above EXACTLY, paste that pattern in Regex Coach and then paste that trigger line and it matches just fine and dandy. You need to start testing your patterns before just saying they don't match. If you say it isn't firing then that means it isn't matching but it is. The pattern isn't the problem if it isn't working for you.

The link comes up as "Server Not Found" so I am not sure how it is working for you, but if it is, that doesn't mean it is working for anyone else. I tried the link like 10 times.
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chamenas
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PostPosted: Sun Jun 01, 2008 12:59 am   
 
I did, and I did it in Regex coach and it says it's fine. But, as I said, it didn't fire.
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oldguy2
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PostPosted: Sun Jun 01, 2008 1:06 am   
 
Well then you don't have "pierce" in attack types? I just tried it in CMUD and it fired perfectly.

Code:
<trigger priority="10" regex="true" id="1">
  <pattern><![CDATA[^(?>\[(?: \w+){1,4} \] )?(?>([\w'-]+) ){1,5}(pierce) (?>does )?(DISEMBOWELS) (?>things to )?(?>a |the )?(?>[\w'-]+[ !.]){1,5}]]></pattern>
  <value>#say Trigger Fired</value>
</trigger>


#show Thaxanix's pierce DISEMBOWELS a minotaur spectator!

Result:

Thaxanix's pierce DISEMBOWELS a minotaur spectator!
Trigger Fired
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chamenas
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PostPosted: Sun Jun 01, 2008 1:07 am   
 
No clue why it didn't for me. But as it is working otherwise, it's not a huge bother. I'm trying to figure out why the link won't work for you.
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chamenas
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PostPosted: Sun Jun 01, 2008 1:10 am   
 
Here's his zMUD script

Code:

#DELCLASS Damn_Dam
#CLASS {Damn_Dam} {disable}
#ALIAS Dam+ {#IF @tog_plus {#VAR tog_plus 0;#SAY Drax's Damn Dam Script - Damage updates OFF} {#VAR tog_plus 1;#SAY Drax's Damn Dam Script - Damage updates ON}}
#ALIAS DamReport {#SAY "";#SAY {@r_head};#LOOP %numitems( @y_targets) {rep_all %i};#SAY ""}
#ALIAS DamTick {#IF @tog_tick {#VAR tog_tick 0;#SAY Drax's Damn Dam Script - Tick Reports OFF} {#VAR tog_tick 1;#SAY Drax's Damn Dam Script - Tick Reports ON}}
#ALIAS DamPrompt {#IF %trigger( Damn_Dam|Prompt) {#T- Damn_Dam|Prompt;#SAY Drax's Damn Dam Script - Prompts will NOT be gagged} {#T+ Damn_Dam|Prompt;#SAY Drax's Damn Dam Script - Prompts WILL be gagged}}
#ALIAS DamHelp {#SAY "";#SAY {%e[1;37mDrax's Damn Dam Script - %e[1;31mHELP! %e[1;36mv 1.6};#SAY {%e[1;35m%repeat( "_", 22)%e[1;37m "Commands" %e[1;35m%repeat( "_", 22)};#SAY {%e[1;33mDam %e[1;36m%repeat(" ",6)"- Toggle the whole script on and off. The script must be switched ON before any of these other commands will work (including the help you're reading now!)"};#SAY {%e[1;33mDamReport %e[1;36m"- Give a full damage report for all targets. You'll only get one if you type this command."};#SAY {%e[1;33mDamTeam %e[1;36m " - Display information for several targets as a Team, using their number as shown in 'DamReport'. This is basically for CWars but will work for any number and combination of targets. Syntax is: 'DamTeam # # # #'"};damhelp2}
#ALIAS damhelp2 {#SAY {%e[1;33mDam+ %e[1;36m%repeat(" ",5)"- Toggle mini damage reports on and off. If switched ON you will get a mini report any time damage is exchanged for everyone involved. Format: ()"};#SAY {%e[1;33mDamTick %e[1;36m%repeat(" ",2)"- Toggle tick damage reports on and off. If switched ON you will get a mini report at each tick for everyone who exchanged damage during that tick."};#SAY {%e[1;33mDamHits %e[1;36m%repeat(" ",2)"- Toggle whether or not the number of hits will be displayed. Toggling this off will reduce spam considerably, shortening the reports you get. The number of hits exchanged will be tracked whether you see them or not, making it possible to toggle them on at the end of a fight to see the number. Misses get counted in this number and the script makes no distinction between weapon hits and spells."};#SAY {%e[1;33mDamClear %e[1;36m" - Reset the script to 0."};damhelp3}
#ALIAS damhelp3 {#SAY {%e[1;33mDamRemove %e[1;36m"- Remove a target from the script by its number as shown in 'DamReport'. This can also clear data for 'You', #1. Syntax is 'DamRemove #'"};#SAY {%e[1;33mDamPrompt %e[1;36m"- Toggle the gagging of your prompt on and off. In order to get tick reports you must have your prompt enabled on DSL. This option is here so that you can get tick reports in a log without having your prompt in the log. All triggers associated with this command are in the 'Prompt' subclass. You may need to modify or add to them in order to correctly gag your particular prompt."};#SAY {%e[1;33mDamHelp %e[1;36m%repeat(" ",2)"- The help you're reading now."};#SAY {%e[1;35m%repeat( "_", 54)};#SAY ""}
#ALIAS DamRemove {#IF %eval( %isnumber( %1)&(%1<=%numitems( @y_targets))&(%1>0)) {#IF %eval( %1==1) {res_you} {#SAY {Drax's Damn Dam Script - Removed %e[1;37m%item( @y_targets, %1)};#DELNITEM y_targets %1;#DELNITEM x_dam_tak %1;#DELNITEM x_dam_dlt %1;#DELNITEM y_dam_tak %1;#DELNITEM y_dam_dlt %1;#DELNITEM y_kill_tak %1;#DELNITEM y_kill_dlt %1;#DELNITEM y_tick_tak %1;#DELNITEM y_tick_dlt %1;#DELNITEM y_kills %1;#DELNITEM y_dam_atk %1;#DELNITEM y_dam_rcv %1;#DELNITEM y_kill_atk %1;#DELNITEM y_kill_rcv %1;#DELNITEM y_tick_atk %1;#DELNITEM y_tick_rcv %1}} {#SAY {Drax's Damn Dam Script - WTF?}}}
#ALIAS DamClear {#SAY Drax's Damn Dam Script - Data Cleared;#VAR x_dam_tak {0};#VAR x_dam_dlt {0};#VAR y_dam_tak {0};#VAR y_dam_dlt {0};#VAR y_targets {You};#VAR y_kills {0};#VAR y_kill_tak {0};#VAR y_kill_dlt {0};#VAR y_tick_dlt {0};#VAR y_tick_tak {0};#VAR y_ticks {0};#VAR y_tick {%secs};#VAR y_time {%secs};#VAR stack_round {};#VAR stack_tick {};#VAR x_dam_atk {0};#VAR x_dam_rcv {0};#VAR y_dam_atk {0};#VAR y_dam_rcv {0};#VAR y_kill_atk {0};#VAR y_kill_rcv {0};#VAR y_tick_atk {0};#VAR y_tick_rcv {0}}
#ALIAS DamTeam {#IF %eval( (%max( %replace( %-1, " ", ",")) > %numitems( @y_targets)) | (%min( %replace( %-1, " ", ",")) < 1) | !%isnumber( %eval( %replace( %-1, " ", "+")))) {#SAY {Drax's Damn Dam Script - DamTeam Bad Range}} {#VAR x_dam_tak 0;#VAR x_dam_dlt 0;#VAR x_dam_atk 0;#VAR x_dam_rcv 0;#VAR stack_round 0;#EXEC %concat( "add_team ", %replace( %-1, " ", ";add_team "));#SAY "";rep_team %-1;#SAY %e[1;33m%if( @tog_hits, %repeat( "-", 105), %repeat( "-", 81));#SAY {@r_head};#EXEC %concat( "rep_all ", %replace( %-1, " ", ";rep_all "));#SAY "";res_var x_dam_tak;res_var x_dam_dlt;res_var x_dam_atk;res_var x_dam_rcv;#VAR stack_round {}}}
#ALIAS DamHits {#IF @tog_hits {#VAR tog_hits 0;#SAY {Drax's Damn Dam Script - Number of hits will NOT be shown}} {#VAR tog_hits 1;#SAY {Drax's Damn Dam Script - Number of hits WILL be shown}}}
#ALIAS add_dam {#T+ dam_rnd;dam_dam x_dam_dlt %1 %item( @Dam_Med, %3);dam_dam x_dam_tak %2 %item( @Dam_Med, %3);dam_dam x_dam_atk %1 1;dam_dam x_dam_rcv %2 1;#ADDITEM stack_round {_do_ %if( %1<10, 0)%1};#ADDITEM stack_round {_do_ %if( %2<10, 0)%2};#ADDITEM stack_tick {_do_ %item( @y_targets, %1)};#ADDITEM stack_tick {_do_ %item( @y_targets, %2)}}
#ALIAS add_target {#IF !%ismember( %1, @y_targets) {#ADDITEM y_targets %1;add_var x_dam_dlt;add_var x_dam_tak;add_var y_dam_dlt;add_var y_dam_tak;add_var y_kills;add_var y_kill_tak;add_var y_kill_dlt;add_var y_tick_tak;add_var y_tick_dlt;add_var x_dam_atk;add_var x_dam_rcv;add_var y_dam_atk;add_var y_dam_rcv;add_var y_kill_atk;add_var y_kill_rcv;add_var y_tick_atk;add_var y_tick_rcv}}
#ALIAS add_round {#EXEC %replace( %sort( %replace( @stack_round, "_do_", "rep_round")), "|", ";");res_var x_dam_tak;res_var x_dam_dlt;res_var x_dam_atk;res_var x_dam_rcv;#VAR stack_round {};#IF @tog_plus {#SAY ""}}
#ALIAS add_tick {#ADD y_ticks 1;#IF %eval( %numitems( @stack_tick) & @tog_tick) {#SAY {%e[1;35m"TICK "%e[1;37m@jus(@y_ticks,3)%e[1;35m"-"%e[1;37m@r_time(%eval(@y_tick - %if(@y_tick>%secs,86400000,0)),%secs,1)%e[1;35m "Running" %e[1;37m@r_time(%eval(@y_time - %if(@y_time>%secs,86400000,0)),%secs)%e[1;33m"|"%if( @tog_hits, %e[1;35m%repeat(" ",3)"This Tick"%repeat(" ",4)%e[1;37m"("%e[1;35m%repeat(" ",3)"Total"%repeat(" ",2)%e[1;37m")"%e[1;33m"|"%e[1;35m%repeat(" ",3)"This Tick"%repeat(" ",4)%e[1;37m"("%e[1;35m%repeat(" ",3)"Total"%repeat(" ",2)%e[1;37m")", %e[1;35m" This Tick"%repeat(" ",2)%e[1;37m"("%e[1;35m" Total"%e[1;37m")"%e[1;33m"|"%e[1;35m" This Tick"%repeat(" ",2)%e[1;37m"("%e[1;35m" Total"%e[1;37m")")%e[1;33m"|" %e[1;35m"Tick" %e[1;37m"("%e[1;35m"Total"%e[1;37m")"};#EXEC {%replace( %replace( %expand( @stack_tick, 1), "|", ";"), "_do_", "rep_tick")};#SAY ""};res_var y_tick_dlt;res_var y_tick_tak;res_var y_tick_atk;res_var y_tick_rcv;#VAR y_tick %secs;#VAR stack_tick {}}
#ALIAS add_kill {dam_dam y_kills %1 1;dam_dam y_kill_tak %1 %eval( %item( @x_dam_tak, %1) + %item( @y_dam_tak, %1));dam_dam y_kill_dlt %1 %eval( %item( @x_dam_dlt, %1) + %item( @y_dam_dlt, %1));dam_dam y_kill_atk %1 %eval( %item( @x_dam_atk, %1) + %item( @y_dam_atk, %1));dam_dam y_kill_rcv %1 %eval( %item( @x_dam_rcv, %1) + %item( @y_dam_rcv, %1))}
#ALIAS add_team {#ADD x_dam_dlt %eval( %item( @y_kill_dlt, %1)+%item( @y_dam_dlt, %1));#ADD x_dam_tak %eval( %item( @y_kill_tak, %1)+%item( @y_dam_tak, %1));#ADD x_dam_atk %eval( %item( @y_kill_atk, %1)+%item( @y_dam_atk, %1));#ADD x_dam_rcv %eval( %item( @y_kill_rcv, %1)+%item( @y_dam_rcv, %1));#ADD stack_round %item( @y_kills, %1)}
#ALIAS add_var {#VAR %1 %additem( 0, @%1)}
#ALIAS dam_dam {#VAR %1 %replaceitem( %eval( %item( @%1, %2)+%3), %2, @%1)}
#ALIAS do_dam {add_target %1;#IF (%2=="Him" | %2=="Her" | %2=="It") {add_dam %ismember( %1, @y_targets) %ismember( %1, @y_targets) %3} {add_target %2;add_dam %ismember( %1, @y_targets) %ismember( %2, @y_targets) %3}}
#ALIAS pass_dam {dam_dam y_dam_tak %1 %item( @x_dam_tak, %1);dam_dam y_dam_dlt %1 %item( @x_dam_dlt, %1);dam_dam y_tick_tak %1 %item( @x_dam_tak, %1);dam_dam y_tick_dlt %1 %item( @x_dam_dlt, %1);dam_dam y_dam_atk %1 %item( @x_dam_atk, %1);dam_dam y_dam_rcv %1 %item( @x_dam_rcv, %1);dam_dam y_tick_atk %1 %item( @x_dam_atk, %1);dam_dam y_tick_rcv %1 %item( @x_dam_rcv, %1)}
#ALIAS rep_round {#IF @tog_plus {#SAY @r_round(%1)}}
#ALIAS rep_tick {#IF %ismember( "%-1", @y_targets) {#SAY @r_tick(%ismember("%-1",@y_targets))}}
#ALIAS rep_all {#SAY @r_all(%1)}
#ALIAS rep_team {#SAY {@r_team(%numwords( %-1),@stack_round,@x_dam_dlt,@x_dam_tak,@x_dam_atk,@x_dam_rcv)}}
#ALIAS res_var {#VAR %1 %concat( 0, %repeat( "|0", %eval( %numitems( @y_targets)-1)))}
#ALIAS res_tar {#VAR y_dam_dlt %replaceitem( %eval( 0-%item( @x_dam_dlt, %1)), %1, @y_dam_dlt);#VAR y_dam_tak %replaceitem( %eval( 0-%item( @x_dam_tak, %1)), %1, @y_dam_tak);#VAR y_dam_atk %replaceitem( %eval( 0-%item( @x_dam_atk, %1)), %1, @y_dam_atk);#VAR y_dam_rcv %replaceitem( %eval( 0-%item( @x_dam_rcv, %1)), %1, @y_dam_rcv)}
#ALIAS res_you {#SAY {Drax's Damn Dam Script - Cleared data for %e[1;37mYou!};#VAR y_dam_tak %replaceitem( 0, 1, @y_dam_tak);#VAR y_dam_dlt %replaceitem( 0, 1, @y_dam_dlt);#VAR y_kill_tak %replaceitem( 0, 1, @y_kill_tak);#VAR y_kill_dlt %replaceitem( 0, 1, @y_kill_dlt);#VAR y_tick_tak %replaceitem( 0, 1, @y_tick_tak);#VAR y_tick_dlt %replaceitem( 0, 1, @y_tick_dlt);#VAR y_kills %replaceitem( 0, 1, @y_kills);#VAR y_dam_atk %replaceitem( 0, 1, @y_dam_atk);#VAR y_dam_rcv %replaceitem( 0, 1, @y_dam_rcv);#VAR y_kill_atk %replaceitem( 0, 1, @y_kill_atk);#VAR y_kill_rcv %replaceitem( 0, 1, @y_kill_rcv);#VAR y_tick_atk %replaceitem( 0, 1, @y_tick_atk);#VAR y_tick_rcv %replaceitem( 0, 1, @y_tick_rcv)}
#VAR Conditions {is in excellent condition|has a few scratches|has some small wounds and bruises|has quite a few wounds|has some big nasty wounds and scratches|looks pretty hurt|is in awful condition}
#VAR Dam_In {scratches|grazes|hits|injures|wounds|mauls|decimates|devastates|maims|MUTILATES|DISEMBOWELS|DISMEMBERS|MASSACRES|MANGLES|*** DEMOLISHES ***|*** DEVASTATES ***|=== OBLITERATES ===|>>> ANNIHILATES <<<|<<< ERADICATES >>>|does GHASTLY things to|does HORRID things to|does DREADFUL things to|does HIDEOUS things to|does INDESCRIBABLE things to|does UNSPEAKABLE things to}
#VAR Dam_In_ {scratch|graze|hit|injure|wound|maul|decimate|devastate|maim|MUTILATE|DISEMBOWEL|DISMEMBER|MASSACRE|MANGLE|*** DEMOLISH ***|*** DEVASTATE ***|=== OBLITERATE ===|>>> ANNIHILATE <<<|<<< ERADICATE >>>|do GHASTLY things to|do HORRID things to|do DREADFUL things to|do HIDEOUS things to|do INDESCRIBABLE things to|do UNSPEAKABLE things to}
#VAR Dam_Echo {1-4|5-8|9-12|13-16|17-20|21-24|25-28|29-32|33-36|37-40|41-44|45-48|49-52|53-56|57-60|61-75|76-100|101-125|126-150|151-175|176-200|201-225|226-250|251-275|276+}
#VAR Dam_Med {5|13|21|29|37|45|53|61|69|77|85|93|101|109|117|136|176|226|276|326|376|426|476|526|576}
#VAR Toast_Mes {got offed by|got killed by|got toasted by|got ROCKED by|got RAMPAGED by|got ***DESTROYED*** by}
#VAR Bad_Targets {the ground ... DEAD|his head|her head}
#VAR stack_round {}
#VAR stack_tick {}
#VAR tog_tick {1}
#VAR tog_plus {1}
#VAR tog_hits {0}
#VAR x_dam_tak {0}
#VAR x_dam_dlt {0}
#VAR y_targets {You}
#VAR y_time {1}
#VAR y_tick {1}
#VAR y_ticks {0}
#VAR y_dam_tak {0}
#VAR y_dam_dlt {0}
#VAR y_kills {0}
#VAR y_kill_tak {0}
#VAR y_kill_dlt {0}
#VAR y_tick_tak {0}
#VAR y_tick_dlt {0}
#VAR x_dam_atk {0}
#VAR x_dam_rcv {0}
#VAR y_dam_atk {0}
#VAR y_dam_rcv {0}
#VAR y_tick_atk {0}
#VAR y_tick_rcv {0}
#VAR y_kill_atk {0}
#VAR y_kill_rcv {0}
#FUNC Dam_Out {%e[32mscratches%e[0m|%e[32mgrazes%e[0m|%e[32mhits%e[0m|%e[32minjures%e[0m|%e[32mwounds%e[0m|%e[32mmauls%e[0m|%e[32mdecimates%e[0m|%e[32mdevastates%e[0m|%e[32mmaims%e[0m|%e[1:33mMUTILATES%e[0m|%e[1:33mDISEMBOWELS%e[0m|%e[1:33mDISMEMBERS%e[0m|%e[1:33mMASSACRES%e[0m|%e[1:33mMANGLES%e[0m|*** %e[1:31mDEMOLISHES%e[0m ***|*** %e[1:31mDEVASTATES%e[0m ***|=== %e[1:31mOBLITERATES%e[0m ===|>>> %e[1:31mANNIHILATES%e[0m <<<|<<< %e[1:31mERADICATES%e[0m >>>|does %e[1:31mG%e[1:37mH%e[1:31mA%e[1:37mS%e[1:31mT%e[1:37mL%e[1:31mY%e[0m things to|does %e[1:31mH%e[1:37mO%e[1:31mRR%e[1:37mI%e[1:31mD%e[0m things to|does %e[1:31mD%e[1:37mR%e[1:31mE%e[1:37mAD%e[1:31mF%e[1:37mU%e[1:31mL%e[0m things to|does %e[1:31mH%e[1:37mI%e[1:31mD%e[1:37mE%e[1:31mO%e[1:37mU%e[1:31mS%e[0m things to|does %e[1:31mI%e[1:37mN%e[1:31mD%e[1:37mE%e[1:31mS%e[1:37mC%e[1:31mR%e[1:37mI%e[1:31mB%e[1:37mA%e[1:31mB%e[1:37mL%e[1:31mE%e[0m things to|does %e[1:31mU%e[1:37mN%e[1:31mS%e[1:37mP%e[1:31mE%e[1:37mA%e[1:31mK%e[1:37mA%e[1:31mB%e[1:37mL%e[1:31mE%e[0m things to}
#FUNC Dam_Out_ {%e[32mscratch%e[0m|%e[32mgraze%e[0m|%e[32mhit%e[0m|%e[32minjure%e[0m|%e[32mwound%e[0m|%e[32mmaul%e[0m|%e[32mdecimate%e[0m|%e[32mdevastate%e[0m|%e[32mmaim%e[0m|%e[1:33mMUTILATE%e[0m|%e[1:33mDISEMBOWEL%e[0m|%e[1:33mDISMEMBER%e[0m|%e[1:33mMASSACRE%e[0m|%e[1:33mMANGLE%e[0m|*** %e[1:31mDEMOLISH%e[0m ***|*** %e[1:31mDEVASTATE%e[0m ***|=== %e[1:31mOBLITERATE%e[0m ===|>>> %e[1:31mANNIHILATE%e[0m <<<|<<< %e[1:31mERADICATE%e[0m >>>|do %e[1:31mG%e[1:37mH%e[1:31mA%e[1:37mS%e[1:31mT%e[1:37mL%e[1:31mY%e[0m things to|do %e[1:31mH%e[1:37mO%e[1:31mRR%e[1:37mI%e[1:31mD%e[0m things to|do %e[1:31mD%e[1:37mR%e[1:31mE%e[1:37mAD%e[1:31mF%e[1:37mU%e[1:31mL%e[0m things to|do %e[1:31mH%e[1:37mI%e[1:31mD%e[1:37mE%e[1:31mO%e[1:37mU%e[1:31mS%e[0m things to|do %e[1:31mI%e[1:37mN%e[1:31mD%e[1:37mE%e[1:31mS%e[1:37mC%e[1:31mR%e[1:37mI%e[1:31mB%e[1:37mA%e[1:31mB%e[1:37mL%e[1:31mE%e[0m things to|do %e[1:31mU%e[1:37mN%e[1:31mS%e[1:37mP%e[1:31mE%e[1:37mA%e[1:31mK%e[1:37mA%e[1:31mB%e[1:37mL%e[1:31mE%e[0m things to}
#FUNC jus {%if( %3, "%1"%repeat( " ", %eval( %2-%len( "%1"))), %repeat( " ", %eval( %2-%len( "%1")))"%1")}
#FUNC r_time {%if( %3, "", %if( %eval( (%2-%1)/3600000\60)<10, 0)%eval( (%2-%1)/3600000\60):%if( %eval( (%2-%1)/60000\60)<10, 0))%eval( (%2-%1)/60000\60):%if( %eval( (%2-%1)/1000\60) < 10, 0)%eval( (%2-%1)/1000\60)}
#FUNC r_round {@r_name(%1) @jus(%item(@y_kills,%1),3)%e[1;33m"|"@r_dlt(%1)%e[1;33m"|"@r_tak(%1)%e[1;33m"|"@r_pct(%item(@y_dam_dlt,%1),%item(@y_dam_tak,%1))}
#FUNC r_death {@r_death2(%eval(%item(@x_dam_dlt,%1)/2),%eval((%item(@x_dam_dlt,%1)+%item(@y_dam_dlt,%1))/2),%eval(%item(@x_dam_tak,%1)/2),%eval((%item(@x_dam_tak,%1)+%item(@y_dam_tak,%1))/2),%item(@x_dam_atk,%1),%eval(%item(@y_dam_atk,%1)+%item(@x_dam_atk,%1)),%item(@x_dam_rcv,%1),%eval(%item(@y_dam_rcv,%1)+%item(@x_dam_rcv,%1)))}
#FUNC r_tak {%ansi( 7)"Taken" %if(@tog_hits,%ansi( 4)@jus(%item(@x_dam_rcv,%1),2)%ansi( 7)":")%e[1;31m@jus(%eval(%item(@x_dam_tak,%1)/2),4) %e[1;37m"("%if(@tog_hits,%ansi( 4)@jus(%item(@y_dam_rcv,%1),3)%ansi( 7)":")%e[1;31m@jus(%eval(%item(@y_dam_tak,%1)/2),6)%e[1;37m")"}
#FUNC r_dlt {%ansi( 7)"Dealt" %if(@tog_hits,%ansi( 3)@jus(%item(@x_dam_atk,%1),2)%ansi( 7)":")%e[1;36m@jus(%eval(%item(@x_dam_dlt,%1)/2),4) %e[1;37m"("%if(@tog_hits,%ansi( 3)@jus(%item(@y_dam_atk,%1),3)%ansi( 7)":")%e[1;36m@jus(%eval(%item(@y_dam_dlt,%1)/2),6)%e[1;37m")"}
#FUNC r_name {%if( %item( @y_kills, %1), %ansi( 6), %e[1;33m)@jus(%left(%item(@y_targets,%1),26),26,1)}
#FUNC r_kill {%if( %1, %ansi( 6)@jus(%1,2) %if( @tog_hits, %ansi( 3)@jus(%eval(%4/%1),3)%ansi( 7)":")%e[1;36m@jus(%eval(%2/%1),5)%if( @tog_hits, %ansi( 7)"/"%ansi( 4)@jus(%eval(%5/%1),3)%ansi( 7)":"," ")%e[1;31m@jus(%eval(%3/%1),5), %ansi( 7)%if( @tog_hits, " 0 ---------/---------", " 0 ----- -----"))}
#FUNC r_pct {%e[1;32m%if( %eval( (%1<1)&(%2<1)), " ?? ", %if( %eval( %1<1), " -- ", %if( %eval( %2<1), " ++ ", @jus(%eval( %1*100/%2),4))))"%"}
#FUNC r_dam {%replace( %item( @Dam_Out, %ismember( %1, @Dam_In)), ":", ";")}
#FUNC r_tick {@r_name(%1) @jus(%item(@y_kills,%1),3)%e[1;33m"|"%ansi( 7)"Dealt" %if(@tog_hits,%ansi( 3)@jus(%item(@y_tick_atk,%1),3)%ansi( 7)":")%e[1;36m@jus(%eval(%item(@y_tick_dlt,%1)/2),5) %e[1;37m"("%if(@tog_hits,%ansi(3)@jus(%eval(%item(@y_dam_atk,%1)+%item(@y_kill_atk,%1)),3)%ansi( 7)":")%e[1;36m@jus(%eval((%item(@y_dam_dlt,%1)+%item(@y_kill_dlt,%1))/2),6)%e[1;37m")"%e[1;33m"|"%ansi( 7)"Taken" %if(@tog_hits,%ansi( 4)@jus(%item(@y_tick_rcv,%1),3)%ansi( 7)":")%e[1;31m@jus(%eval(%item(@y_tick_tak,%1)/2),5) %e[1;37m"("%if(@tog_hits,%ansi(4)@jus(%eval(%item(@y_dam_rcv,%1)+%item(@y_kill_rcv,%1)),3)%ansi( 7)":")%e[1;31m@jus(%eval((%item(@y_dam_tak,%1)+%item(@y_kill_tak,%1))/2),6)%e[1;37m")"%e[1;33m"|"@r_pct(%item(@y_tick_dlt,%1),%item(@y_tick_tak,%1)) %e[1;37m"("@r_pct(%eval(%item(@y_dam_dlt,%1)+%item(@y_kill_dlt,%1)),%eval(%item(@y_dam_tak,%1)+%item(@y_kill_tak,%1)))%e[1;37m")"}
#FUNC r_echo {%e[1;37m"("%e[1;31m%item( @Dam_Echo, %ismember( %1, @Dam_In))%e[1;37m")"}
#FUNC r_echo_ {%e[1;37m"("%e[1;31m%item( @Dam_Echo, %ismember( %1, @Dam_In_))%e[1;37m")"}
#FUNC r_dam_ {%replace( %item( @Dam_Out_, %ismember( %1, @Dam_In_)), ":", ";")}
#FUNC r_death2 {%ansi( 7)Dealt %if(@tog_hits,%ansi( 3)@jus(%5,2)%e[1;37m":")%e[1;36m@jus(%1,4) %e[1;37m"("%if(@tog_hits,%ansi( 3)@jus(%6,3)%e[1;37m":")%e[1;36m@jus(%2,6)%e[1;37m")"%e[1;33m"|"%ansi( 7)"Taken" %if(@tog_hits,%ansi( 4)@jus(%7,2)%e[1;37m":")%e[1;31m@jus(%3,4) %e[1;37m"("%if(@tog_hits,%ansi( 4)@jus(%8,3)%e[1;37m":")%e[1;31m@jus(%4,6)%e[1;37m")"%e[1;33m"|"@r_pct(%2,%4)}
#FUNC r_all2 {%if(@tog_hits,%ansi( 3)@jus(%eval(%6+%8),3)%e[1;37m":")%e[1;36m@jus(%eval((%1+%4)/2),6)%if(@tog_hits,%e[1;37m"/"%ansi( 4)@jus(%eval(%7+%9),3)%e[1;37m":"," ")%e[1;31m@jus(%eval((%2+%5)/2),6)%e[1;33m"|"%if(@tog_hits,%ansi( 3)@jus(%6,3)%ansi( 7)":")%e[1;36m@jus(%eval(%1/2),6)%if(@tog_hits,%e[1;37m"/"%ansi( 4)@jus(%7,3)%ansi( 7)":"," ")%e[1;31m@jus(%eval(%2/2),6)%e[1;33m"|"@r_kill(%3,%eval(%4/2),%eval(%5/2),%8,%9)%e[1;33m"|" @r_pct(%eval(%1+%4),%eval(%2+%5))}
#FUNC r_all {%e[1;37m@jus(%1,2) @r_name(%1) %e[1;33m"|"@r_all2(%item(@y_dam_dlt,%1),%item(@y_dam_tak,%1),%item(@y_kills,%1),%item(@y_kill_dlt,%1),%item(@y_kill_tak,%1),%item(@y_dam_atk,%1),%item(@y_dam_rcv,%1),%item(@y_kill_atk,%1),%item(@y_kill_rcv,%1))}
#FUNC r_team {" "%e[1;35m" -<( Full Team )>- "%e[1;37m" Dead" %if( %2, %ansi( 6), %e[1;33m)@jus(%2,3) %e[1;33m"|" %e[1;37m"Avg" %if(@tog_hits,%ansi( 3)@jus(%eval(%5/%1),4)%ansi( 7)":")%e[1;36m@jus(%eval(%3/2/%1),6) %if(@tog_hits,%e[1;37m"/ "%ansi( 4)@jus(%eval(%6/%1),4)%ansi( 7)":")%e[1;31m@jus(%eval(%4/2/%1),6) %e[1;33m"|" %e[1;37m"Total " %if(@tog_hits,%ansi( 3)@jus(%5,4)%ansi( 7)":")%e[1;36m@jus(%eval(%3/2),6) %if(@tog_hits,%e[1;37m"/ "%ansi( 4)@jus(%6,4)%ansi( 7)":")%e[1;31m@jus(%eval(%4/2),6) %e[1;33m"|" @r_pct(%3,%4)}
#FUNC r_head {%e[1;35m"Running - "%e[1;37m@r_time(%eval(@y_time - %if(@y_time>%secs,86400000,0)),%secs)%e[1;35m" - "%e[1;37m@jus(@y_ticks,3)%e[1;35m" Ticks"%e[1;33m"|"%e[1;35m%if(@tog_hits,%repeat(" ",8)"Total"%repeat(" ",8)%e[1;33m"|"%e[1;35m%repeat(" ",7)"Current"%repeat(" ",7)%e[1;33m"|"%e[1;35m%repeat(" ",4)"Dead & Average"%repeat(" ",4)%e[1;33m"|"%e[1;35m"Percent",%repeat(" ",4)"Total"%repeat(" ",4)%e[1;33m"|"%e[1;35m%repeat(" ",3)"Current"%repeat(" ",3)%e[1;33m"|"%e[1;35m"Dead & Average"%e[1;33m"|"%e[1;35m"Percent")}
#TRIGGER "dam_rnd" {^$} {#T- dam_rnd;#EXEC {%replace( %replace( @stack_round, "|", ";"), "_do_", "pass_dam")};add_round} "" {disable}
#TRIGGER {^* ({got offed by|got killed by|got toasted by|got ROCKED by|got RAMPAGED by|got ***DESTROYED*** by}) *$} {#SUB {%trigger %e[1;37m"["%e[1;31m%case(%ismember(%param1,@Toast_Mes),"1 - 20%","20 - 25%","25 - 33%","33 - 50%","50 - 66%","66 - 100%")%e[1;37m"]"}}
#TRIGGER {^(*) ({is in excellent condition|has a few scratches|has some small wounds and bruises|has quite a few wounds|has some big nasty wounds and scratches|looks pretty hurt|is in awful condition})[. ]$} {#T- dam_rnd;add_target %proper( %param1);#EXEC {%replace( %replace( @stack_round, "|", ";"), "_do_", "pass_dam")};#SUB {%e[%case( %ismember( %param2, @Conditions), 1;37, 1;32, 0;32, 0;33, 1;33, 1;31, 0;31)m%case( %ismember( %param2, @Conditions), "[100%]", "[90-99%]", "[75-89%]", "[50-74%]", "[30-49%]", "[15-29%]", "[0-14%]") %trigger %e[1;33m| @r_tak(%ismember(%proper( %param1),@y_targets))};add_round}
#TRIGGER {^({@y_targets}) is DEAD~!~!$} {add_kill %ismember( %proper( %param1), @y_targets);#SUB {%e[1;31m%trigger" - " @r_death(%ismember(%proper(%param1),@y_targets))};res_tar %ismember( %proper( %param1), @y_targets)}
#TRIGGER {^~[ (*) ~] ({@y_targets}) is DEAD~!~!$} {add_kill %ismember( %proper( %param2), @y_targets);#SUB {~[ %e[1;36m%param1%e[0m ~] %e[1;31m%param2 is DEAD!! %e[1;37m" - " @r_death(%ismember(%proper(%param2),@y_targets))};res_tar %ismember( %proper( %param2), @y_targets)}
#TRIGGER {^You ({scratch|graze|hit|injure|wound|maul|decimate|devastate|maim|MUTILATE|DISEMBOWEL|DISMEMBER|MASSACRE|MANGLE|*** DEMOLISH ***|*** DEVASTATE ***|=== OBLITERATE ===|>>> ANNIHILATE <<<|<<< ERADICATE >>>|do Ghastly things to|do Horrid things to|do Dreadful things to|do Hideous things to|do Indescribable things to|do UNSPEAKABLE things to}) (*)[!.]$} {#IF !%eval( %ismember( %param2, @Bad_Targets)) {#SUB {You @r_dam_(%param1) %param2. @r_echo_(%param1)};do_dam You %proper( %param2) %ismember( %param1, %expand( @Dam_In_, 1))}} "" {notrig}
#TRIGGER {^Your ([A-z ]) ({scratches|grazes|hits|injures|wounds|mauls|decimates|devastates|maims|MUTILATES|DISEMBOWELS|DISMEMBERS|MASSACRES|MANGLES|*** DEMOLISHES ***|*** DEVASTATES ***|=== OBLITERATES ===|>>> ANNIHILATES <<<|<<< ERADICATES >>>|does Ghastly things to|does Horrid things to|does Dreadful things to|does Hideous things to|does Indescribable things to|does UNSPEAKABLE things to}) (*)[!.]$} {#IF !%eval( %ismember( %param3, @Bad_Targets)) {#SUB {Your %param1 @r_dam(%param2) %param3. @r_echo(%param2)};do_dam You %proper( %param3) %ismember( %param2, %expand( @Dam_In, 1))}} "" {notrig}
#TRIGGER {^([A-Za-z'~- ])'s ([A-z ]) ({scratches|grazes|hits|injures|wounds|mauls|decimates|devastates|maims|MUTILATES|DISEMBOWELS|DISMEMBERS|MASSACRES|MANGLES|*** DEMOLISHES ***|*** DEVASTATES ***|=== OBLITERATES ===|>>> ANNIHILATES <<<|<<< ERADICATES >>>|does Ghastly things to|does Horrid things to|does Dreadful things to|does Hideous things to|does Indescribable things to|does UNSPEAKABLE things to}) (*)[.!]$} {#IF !%eval( %ismember( %param1, @Bad_Targets) | %ismember( %param4, @Bad_Targets)) {#SUB {%param1's %param2 @r_dam(%param3) %param4. @r_echo(%param3)};do_dam %proper( %param1) %proper( %param4) %ismember( %param3, %expand( @Dam_In, 1))}} "" {notrig}
#TRIGGER {^(%x) ({scratches|grazes|hits|injures|wounds|mauls|decimates|devastates|maims|MUTILATES|DISEMBOWELS|DISMEMBERS|MASSACRES|MANGLES|*** DEMOLISHES ***|*** DEVASTATES ***|=== OBLITERATES ===|>>> ANNIHILATES <<<|<<< ERADICATES >>>|does Ghastly things to|does Horrid things to|does Dreadful things to|does Hideous things to|does Indescribable things to|does UNSPEAKABLE things to}) (*)[.!]$} {#IF !%eval( %ismember( %param1, @Bad_Targets) | %ismember( %param3, @Bad_Targets)) {#SUB {%param1 @r_dam(%param2) %param3. @r_echo(%param2)};do_dam %proper( %param1) %proper( %param3) %ismember( %param2, %expand( @Dam_In, 1))}} "" {notrig}
#TRIGGER {^~[ (*) ~] (*)'s ([A-z ]) ({scratches|grazes|hits|injures|wounds|mauls|decimates|devastates|maims|MUTILATES|DISEMBOWELS|DISMEMBERS|MASSACRES|MANGLES|*** DEMOLISHES ***|*** DEVASTATES ***|=== OBLITERATES ===|>>> ANNIHILATES <<<|<<< ERADICATES >>>|does Ghastly things to|does Horrid things to|does Dreadful things to|does Hideous things to|does Indescribable things to|does UNSPEAKABLE things to}) (*)[.!]$} {#IF !%eval( %ismember( %param2, @Bad_Targets) | %ismember( %param5, @Bad_Targets)) {#SUB {~[ %e[1;36m%param1%e[0m ~] %param2's %param3 @r_dam(%param4) %param5. @r_echo(%param4)};do_dam %proper( %param2) %proper( %param5) %ismember( %param4, %expand( @Dam_In, 1))}} "" {notrig}
#TRIGGER {^~[ (*) ~] (%x) ({scratches|grazes|hits|injures|wounds|mauls|decimates|devastates|maims|MUTILATES|DISEMBOWELS|DISMEMBERS|MASSACRES|MANGLES|*** DEMOLISHES ***|*** DEVASTATES ***|=== OBLITERATES ===|>>> ANNIHILATES <<<|<<< ERADICATES >>>|does Ghastly things to|does Horrid things to|does Dreadful things to|does Hideous things to|does Indescribable things to|does UNSPEAKABLE things to}) (*)[.!]$} {#IF !%eval( %ismember( %param2, @Bad_Targets) | %ismember( %param4, @Bad_Targets)) {#SUB {~[ %e[1;36m%param1%e[0m ~] %param2 @r_dam(%param3) %param4. @r_echo(%param3)};do_dam %proper( %param2) %proper( %param4) %ismember( %param3, %expand( @Dam_In, 1))}} "" {notrig}
#CLASS {Damn_Dam|Prompt} {disable}
#TRIGGER {%d:[03]0[ap]m} {#GAG;#NOOP "The trigger pattern '%d:[03]0[ap]m' will match the time '%t' in your prompt"}
#TRIGGER {^Timer now at %d secs.$} {#GAG}
#TRIGGER {^TICK IN %d SECONDS.$} {#GAG}
#CLASS 0
#ALIAS Dam {#IF %trigger( Damn_Dam) {#T- Damn_Dam;#SAY Drax's Damn Dam Script - OFF} {#T+ Damn_Dam;#SAY Drax's Damn Dam Script - ON}}
#T- Damn_Dam|Prompt
#T- Damn_Dam
#SAY {Drax's Damn Dam Script - Installed v 1.6}
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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Sun Jun 01, 2008 10:04 pm   
 
Shocked
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chamenas
Wizard


Joined: 26 Mar 2008
Posts: 1547

PostPosted: Mon Jun 02, 2008 1:03 am   
 
It is a bit creepy, I'm not modeling from his script, moreso the output or result of it.
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