/var {bsevent} {0} /var {bsnum} {0} /var {mobhp} {null} /var {bscolor} {@AnsiBold()@ForeGreen()} /empty {bsmult} /var {bschat} {bschatall} /alias {bschatall %1} {/emoteall $1 @Chr(10) $RoomName} /alias {BSCHAT2} {/if {$bsevent = 2} {$bschat @AnsiReset()@ForeWhite()says @AnsiBold()@ForeCyan()(@AnsiBold()@ForeWhite()$bsper@AnsiBold()@ForeCyan()) @AnsiReset()@ForeWhite()just @AnsiBold()@ForeCyan()(@AnsiBold()@ForeWhite()@RTrim($bscolor@RTrim(@Left($bsmult,@Math(@Len($bsmult)-1))))@AnsiBold()@ForeCyan()) @AnsiReset()@ForeWhite()on me to @AnsiBold()@ForeCyan()($showhp/$showmana@AnsiBold()@ForeCyan()) @AnsiBold()@ForeCyan()(@Lower($Pktype)@AnsiBold()@ForeCyan());/var bsnum 0;/unvar bsper;/var bsevent 0;/empty bsmult} /alias {BSCHAT} {/if {$bsevent = 1} {GetBsD;GetPkD;$bschat @AnsiReset()@ForeWhite()just @AnsiBold()@ForeCyan()(@AnsiBold()@ForeWhite()@RTrim($bscolor@RTrim(@Left($bsmult,@Math(@Len($bsmult)-1))))@AnsiBold()@ForeCyan()) @AnsiBold()@ForeCyan()(@AnsiBold()@ForeWhite()$bsper@AnsiBold()@ForeCyan()) @AnsiReset()@ForeWhite()to @AnsiBold()@ForeCyan()($bscolor$mobhp@AnsiBold()@ForeCyan()) @AnsiBold()@ForeCyan()($showhp/$showmana@AnsiBold()@ForeCyan()) @AnsiBold()@ForeCyan()(@Lower($Pktype)@AnsiBold()@ForeCyan());/var bsnum 0;/unvar bsper;/var bsevent 0;/empty bsmult} /action {You twist %1 as you remove it from %2 back.} {/var BsTwist @Math($BsTwist+1);/var bsmult @ConCat($bsmult,@AnsiBold()@ForeRed()Twist@AnsiBold()$bscolor|)} /action {%0 twists %1 as %2 removes it from your back.} {/var bsmult @ConCat($bsmult,@AnsiBold()@ForeRed()Twist@AnsiBold()$bscolor|)} /action {%0} {/if {@WordColor(1) == 14} {/var RoomName {@AnsiBold()@ForeCyan()($bscolor$0@AnsiBold()@ForeCyan())}}}} /alias {GetHp %6} {/var showhp @AnsiBold()@ForeWhite()$6} /alias {GetMana %5} {/var showmana @AnsiBold()@ForeWhite()$5} /action {%0<%1hp %2m %3>} {GetHp $1;GetMana $2;BSCHAT;BSCHAT2} /action {<%0>%4<%1hp %2m %3>} {GetHp $1;GetMana $2;BSCHAT;BSCHAT2} /action {<%0><%1hp %2m %3>} {GetHp $1;GetMana $2;BSCHAT;BSCHAT2} /alias {GetPkD} {/if {"@Upper(@StripAnsi($Pktype))" = "LPK"} {/var BsLpk @Math($BsLpk+1)};/if {"@Upper(@StripAnsi($Pktype))" = "NPK"} {/var BsNpk @Math($BsNpk+1)};/if {"@Upper(@StripAnsi($Pktype))" = "CPKAGE"} {/var BsCpk @Math($BsCpk+1)}} /alias {GetBsD} {/if {$bsnum = 3} {/var BsTriple @Math($BsTriple+1)};/if {$bsnum = 2} {/var BsDouble @Math($BsDouble+1)};/if {$bsnum = 1} {/var BsSingle @Math($BsSingle+1)}} /alias {savebsd} {/writeg {BsDataRep.txt} {BsData}} /alias {bsd %0} {/var BsTotal @Math($BsTriple+$BsDouble+$BsSingle);$0 @Chr(10) @AnsiBold()@ForeGreen() BS Data Report@Chr(10) @AnsiBold()@ForeBlue()[@AnsiBold()@ForeWhite()Triples @AnsiBold()@ForeBlue()][@AnsiBold()@ForeWhite()@PadLeft(@Var(BsTriple), ,@Math(3-@Len(@Var(BsTriple))))@AnsiBold()@ForeBlue()]@AnsiBold()@ForeRed()[@AnsiBold()@ForeWhite()@MathFloat($BsTriple/$BsTotal*100)%@AnsiBold()@ForeRed()] @AnsiBold()@ForeBlue()[@AnsiBold()@ForeWhite()Lpk@AnsiBold()@ForeBlue()]@AnsiBold()@ForeRed()[@AnsiBold()@ForeWhite()@MathFloat($BsLpk/$BsTotal*100)%@AnsiBold()@ForeRed()]@Chr(10) @AnsiBold()@ForeBlue()[@AnsiBold()@ForeWhite()Doubles @AnsiBold()@ForeBlue()][@AnsiBold()@ForeWhite()@PadLeft(@Var(BsDouble), ,@Math(3-@Len(@Var(BsDouble))))@AnsiBold()@ForeBlue()]@AnsiBold()@ForeRed()[@AnsiBold()@ForeWhite()@MathFloat($BsDouble/$BsTotal*100)%@AnsiBold()@ForeRed()] @AnsiBold()@ForeBlue()[@AnsiBold()@ForeWhite()Npk@AnsiBold()@ForeBlue()]@AnsiBold()@ForeRed()[@AnsiBold()@ForeWhite()@MathFloat($BsNpk/$BsTotal*100)%@AnsiBold()@ForeRed()]@Chr(10) @AnsiBold()@ForeBlue()[@AnsiBold()@ForeWhite()Singles @AnsiBold()@ForeBlue()][@AnsiBold()@ForeWhite()@PadLeft(@Var(BsSingle), ,@Math(3-@Len(@Var(BsSingle))))@AnsiBold()@ForeBlue()]@AnsiBold()@ForeRed()[@AnsiBold()@ForeWhite()@MathFloat($BsSingle/$BsTotal*100)%@AnsiBold()@ForeRed()] @AnsiBold()@ForeBlue()[@AnsiBold()@ForeWhite()Cpk@AnsiBold()@ForeBlue()]@AnsiBold()@ForeRed()[@AnsiBold()@ForeWhite()@MathFloat($BsCpk/$BsTotal*100)%@AnsiBold()@ForeRed()]@Chr(10) @AnsiBold()@ForeBlue()[@AnsiBold()@ForeWhite()Total Stabs@AnsiBold()@ForeBlue()][@AnsiBold()@ForeWhite()@PadLeft(@Var(BsTotal), ,@Math(3-@Len(@Var(BsTotal))))@AnsiBold()@ForeBlue()]@Chr(10) @AnsiBold()@ForeBlue()[@AnsiBold()@ForeWhite()Twists @AnsiBold()@ForeBlue()][@AnsiBold()@ForeWhite()@PadLeft(@Var(BsTwist), ,@Math(3-@Len(@Var(BsTwist))))@AnsiBold()@ForeBlue()]@AnsiBold()@ForeRed()[@AnsiBold()@ForeWhite()@MathFloat($BsTwist/@Math(@Math($BsTriple*3)+@Math($BsDouble*3)+$BsSingle)*100)%@AnsiBold()@ForeRed()]@Chr(10) @AnsiBold()@ForeBlue()[@AnsiBold()@ForeWhite()Vryces @AnsiBold()@ForeBlue()][@AnsiBold()@ForeWhite()@PadLeft(@Var(BsVryce), ,@Math(3-@Len(@Var(BsVryce))))@AnsiBold()@ForeBlue()]@AnsiBold()@ForeRed()[@AnsiBold()@ForeWhite()@MathFloat($BsVryce/@Math(@Math($BsTriple*3)+@Math($BsDouble*3)+$BsSingle)*100)%@AnsiBold()@ForeRed()]@Chr(10) @AnsiBold()@ForeBlue()[@AnsiBold()@ForeWhite()FootFalls @AnsiBold()@ForeBlue()][@AnsiBold()@ForeWhite()@PadLeft(@Var(BsFoot), ,@Math(3-@Len(@Var(BsFoot))))@AnsiBold()@ForeBlue()]@AnsiBold()@ForeRed()[@AnsiBold()@ForeWhite()@MathFloat($BsFoot/$BsTotal*100)%@AnsiBold()@ForeRed()]} /var {BsLpk} {0} {BsData} /var {BsNpk} {0} {BsData} /var {BsCpk} {0} {BsData} /var {BsSingle} {0} {BsData} /var {BsDouble} {0} {BsData} /var {BsTriple} {0} {BsData} /var {BsTwist} {0} {BsData} /var {BsVryce} {0} {BsData} /var {BsFoot} {0} {BsData} /read BsDataRep.txt /action {You lunge at %1 with %2 but miss.} {/var {bsmult} {@ConCat($bsmult,Lunge|)};/var bsper $1};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {With unbelievable luck, %1 moves away just as you slash at %6 back.} {/var {bsmult} {@ConCat($bsmult,Whiff|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {Your clumsy attempt at a backstab barely hurts %1 at all.} {/var {bsmult} {@ConCat($bsmult,1.5|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {A flash of metal interrupts your concentration and your pierce lands slightly off-target as you stab at %1 back.} {/var {bsmult} {@ConCat($bsmult,3.0|)};/var bsper $1;/var bsper $1;/var bsper {@Left($bsper,@Math(@Len($bsper)-2))};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {You plunge %2 into the back of %1.} {/var {bsmult} {@ConCat($bsmult,3.5|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {Before %3 can react, %2 tears through %1 defenses and plunges into %4 back.} {/var {bsmult} {@ConCat($bsmult,4.5|)};/var bsper $1;/var bsper {@Left($bsper,@Math(@Len($bsper)-2))};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {Your grip on %2 slips, and its tip only finds %1 shoulder blades.} {/var {bsmult} {@ConCat($bsmult,2.0|)};/var bsper $1;/var bsper {@Left($bsper,@Math(@Len($bsper)-2))};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {You attempt to stab %1 in the back, but your thrust is partially deflected before penetrating %0 defenses.} {/var {bsmult} {@ConCat($bsmult,2.5|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {%2 finds a chink in %1 defenses and slides in for a direct hit!} {/var {bsmult} {@ConCat($bsmult,5.0|)};/var bsper $1;/var bsper {@Left($bsper,@Math(@Len($bsper)-2))};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {%1 convulses in pain as you land a powerful backstab.} {/var {bsmult} {@ConCat($bsmult,4.0|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {%2 finds its true mark as you stab at %1 back, as if it were guided by Vryce himself.} {/var BsVryce @Math($BsVryce+1);/var {bsmult} {@ConCat($bsmult,Vryce|)};/var bsper $1;/var bsper {@Left($bsper,@Math(@Len($bsper)-2))};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {%1 critically stabs you in the back with %2 and your body is wracked with excruciating pain.} {/var {bsmult} {@ConCat($bsmult,Vryce|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {Pain shoots through your back as %1 stabs at you with %2 and slides it through your defenses.} {/var {bsmult} {@ConCat($bsmult,5.0|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {Tendrils of pain shoot through your back as %1 stabs at your back with %2 and lands an off-center blow.} {/var {bsmult} {@ConCat($bsmult,3.0|)}/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {You wince in pain as %1 clumsily stabs at your back.} {/var {bsmult} {@ConCat($bsmult,1.5|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {You convulse in pain as %1 powerfully stabs you in the back with %2} {/var {bsmult} {@ConCat($bsmult,4.0|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {%1 skillfully stabs at your back with %2 and tears through your defenses, landing a devastating backstab.} {/var {bsmult} {@ConCat($bsmult,4.5|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {You feel a sharp, stinging pain as %1 stabs at your shoulder blades with %2.} {/var {bsmult} {@ConCat($bsmult,2.0|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {Instinctively, you jump to the side and avoid %1 as he lunges at your back.} {/var {bsmult} {@ConCat($bsmult,Lunge|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {You reel in pain as %1 lunges at your back and lazily penetrates your defenses with %2} {/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {A vicious backstab from %1 causes you to choke on your own blood.} {/var {bsmult} {@ConCat($bsmult,3.5|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {%1 makes a strange sound but is suddenly very silent, as %2 in %3 back.} {/var {bsmult} {@ConCat($bsmult,Dead|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {%1 turns %2 head, noticing you.} {/var BsFoot @Math($BsFoot+1);/var {bsmult} {@ConCat($bsmult,FF|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 1;/var mobhp {FootFall}} /action {You hear footfalls behind, turning your head, you notice %1.} {/var {bsmult} {@ConCat($bsmult,FF|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {$1 slashes at you with $2 and misses.} {/var {bsmult} {@ConCat($bsmult,Whiff|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 1} /action {Suddenly %1 stabs you in the back, RIP...} {/var {bsmult} {@ConCat($bsmult,Rip|)};/var bsper {$1};/math {bsnum} {$bsnum + 1};/var bsevent 2} /action {%0 grimaces with pain.} {/var mobhp {51%}} /action {%0 barely clings to life.} {/var mobhp {4%}} /action {%0 grimaces in pain.} {/var mobhp {51%}} /action {%0 has a few scratches.} {/var mobhp {93%}} /action {%0 has a nasty looking welt on the forehead.} {/var mobhp {86%}} /action {%0 has many grievous wounds.} {/var mobhp {25%}} /action {%0 has quite a few wounds.} {/var mobhp {58%}} /action {%0 has some large, gaping wounds.} {/var mobhp {38%} /action {%0 has some minor wounds.} {/var mobhp {72%}} /action {%0 has some nasty wounds and bleeding cuts.} {/var mobhp {44%}} /action {%0 has some small wounds and bruises.} {/var mobhp {79%} /action {%0 winces in pain.} {/var mobhp {64%}} /action {%0 pales visibly as death nears.} {/var mobhp {11%}} /action {%0 screams in agony.} {/var mobhp {25%}} /action {%0 is covered in blood from oozing wounds.} {/var mobhp {18%}} /action {%0 is in excellent condition.} {/var mobhp {100%}} /action {%0 is vomiting blood.} {/var mobhp {18%}} /action {%0 looks pretty awful.} {/var mobhp {32%}} /action {You shiver in disgust as %0 lets out a final%1} {sneak;look in corpse;/if {$bsevent = 1} {/var mobhp {Dead}}}} {BSLOOT} /substitute {%0 grimaces with pain.} {$0 grimaces with pain. (51%)@Chr(10)} /substitute {%0 looks pretty awful.} {$0 looks pretty awful. (32%)@Chr(10)} /substitute {%0 barely clings to life.} {$0 barely clings to life. (4%)@Chr(10)} /substitute {%0 grimaces in pain.} {$0 grimaces in pain. (51%)@Chr(10)} /substitute {%0 has a few scratches.} {$0 has a few scratches. (93%)@Chr(10)} /substitute {%0 has a nasty looking welt on the forehead.} {$0 has a nasty looking welt on the forehead. (86%)@Chr(10)} /substitute {%0 has many grievous wounds.} {$0 has many grievous wounds. (25%)@Chr(10)} /substitute {%0 has quite a few wounds.} {$0 has quite a few wounds. (58%)@Chr(10)} /substitute {%0 has some large, gaping wounds.} {$0 has some large, gaping wounds. (38%)@Chr(10)} /substitute {%0 has some minor wounds.} {$0 has some minor wounds. (72%)@Chr(10)} /substitute {%0 has some nasty wounds and bleeding cuts.} {$0 has some nasty wounds and bleeding cuts. (44%)@Chr(10)} /substitute {%0 has some small wounds and bruises.} {$0 has some small wounds and bruises. (79%)@Chr(10)} /substitute {%0 winces in pain.} {$0 winces in pain. (65%)@Chr(10)} /substitute {%0 pales visibly as death nears.} {$0 pales visibly as death nears. (11%)@Chr(10)} /substitute {%0 screams in agony.} {$0 screams in agony. (25%)@Chr(10)} /substitute {%0 is covered with blood from oozing wounds.} {$0 is covered in blood from oozing wounds. (18%)@Chr(10)} /substitute {%0 is in excellent condition.} {$0 is in excellent condition. (100%)@Chr(10)} /substitute {%0 is vomiting blood.} {$0 is vomiting blood. (18%)@Chr(10)}