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| #CLASS {WARRIOR|RESCUE} #ALIAS radd {#ADDITEM RESCUES %proper( %1);#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 14)%proper( %1) %ansi( 11)ADDED%ansi( 3) to Rescue List.} #ALIAS rclear {#VAR RESCUES {};#VAR RESCUERS {};#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 3)Rescue List%ansi( 11) CLEARED!} #ALIAS rdel {#DELITEM RESCUES %proper( %1);#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 14)%1 %ansi( 11)DELETED%ansi( 3) from Rescue List.} #ALIAS rlist {#VAR GROUP {};#VAR TANKS {};#MATH GROUP %numitems( @RESCUERS)+%numitems( @RESCUES)+1;#MATH TANKS %numitems( @RESCUERS)+1;#IF (@GROUP > 1) {#SAY;#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 3)GROUP: %ansi( 7)@GROUP;#SAY};#IF (%numitems( @RESCUERS) > 0) {#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 3)TANKS: %ansi( 7)@TANKS;#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 11)@MYCHAR~|@RESCUERS;#SAY};#IF (%numitems( @RESCUES) > 0) {#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 3)RESCUES: %ansi( 7)%numitems( @RESCUES);#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 11)@RESCUES;#SAY};#IF (@GROUP = 1) {#SAY;#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 3)RESCUE LIST%ansi( 7) EMPTY;#SAY}} #ALIAS roff {#T- RESCUE1;#T- RESCUE2;#T- RESCUE3;#T- RESCUE4;#T- RESCUE5;#T- RESCUE6;#VAR RESCUE {0};#SAY;#SAY;#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 3)RESCUES: %ansi( 7)OFF;#SAY} #ALIAS ron {#T+ RESCUE1;#T+ RESCUE2;#T+ RESCUE3;#T+ RESCUE4;#VAR LOOK {0};#VAR RESCUE {1};#SAY;#SAY;#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 3)RESCUES: %ansi( 7)ON;#SAY} #ALIAS raddtank {#ADDITEM RESCUERS %proper( %1);#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 14)%proper( %1) %ansi( 11)ADDED%ansi( 3) to Tank Rescues.} #ALIAS rdeltank {#DELITEM RESCUERS %proper( %1);#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)> %ansi( 14)%1 %ansi( 11)DELETED%ansi( 3) from Tank List.} #ALIAS tc {#T+ RESCUE4;GROUP} #ALIAS raddgr {#VAR WHO {};#VAR GROUP {};#VAR TANKS {};#VAR RESCUES {};#VAR RESCUERS {};#T- RESCUE1;#T+ RESCUE5;sc;who ing s} #CLASS 0 #CLASS {WARRIOR|RESCUE|RESCUE1} #TRIGGER {({@RESCUES}) {dodges|gasps from|in a mist of blood|is nearly slain|staggers from}} {RESCUE %1;#T- RESCUE1} #TRIGGER {places * in the back of ({@RESCUES}), resulting in some strange noises and some blood.$} {RESCUE %1;#T- RESCUE1} #TRIGGER {{, fighting|wounds|knocks|misses|a mirror image of|tried to backstab|tries to rescue|attacks|beat|beats|choke|chokes|touch|touches|hit|hits|slash|slashes|crush|crushes|whip|whips|pierce|pierces|smash|smashes|sting|stings|drain|drains|strike|strikes|pummel|pummels|pound|pounds|claw|claws|nip|nips|burn|burns|bite|bites} ({@RESCUES})} {#T- RESCUE1;RESCUE %1} #TRIGGER {({@RESCUES}) TC:} {RESCUE %1;#T- RESCUE1} "" {nocr|prompt} #TRIGGER {* realizes that ({@RESCUES}) is a jerk!$} {RESCUE %1;#T- RESCUE1} #CLASS 0 #CLASS {WARRIOR|RESCUE|RESCUE3} #TRIGGER {{Exits|You can't see a damn thing, you're blinded!|It is pitch black...}} {#T+ RESCUE2;#VAR LOOK {0}} #TRIGGER {{l|lo|loo|look} {n|e|s|w|u|d}$} {#T- RESCUE1;#T+ RESCUE6} #TRIGGER {{Your bash at|you topple over|In your haste to slam|You grit your|You lower your head|feeble headbutt|Your boots need|Your kick hits|You miss your|Your beautiful full|Your powerful shieldpunch|You slam your|with your clumsy shieldpunch|You failed to strike|You strike out wildly}*$} {#T- RESCUE1;#T- RESCUE2;#WAIT 7800;#T+ RESCUE1;#T+ RESCUE2} #TRIGGER {But nobody is fighting {him|her|it}?$} {#T+ RESCUE1;#T+ RESCUE2} #TRIGGER {Who do you want to rescue?$} {#T+ RESCUE1;#T+ RESCUE2} #TRIGGER {{P: rcl|P: knl|P: sit} ~>} {#T- RESCUE1;#T- RESCUE2} "" {nocr|prompt} #TRIGGER {You {clamber|rise|manage to unsteadily get} to your feet.$} {#T+ RESCUE1;#T+ RESCUE2} #TRIGGER {scan$} {#T- RESCUE1;#T+ RESCUE6} #TRIGGER {{You fail the rescue.|Banzai! To the rescue...}$} {#T- RESCUE1;#T- RESCUE2;#WAIT 3900;#T+ RESCUE1;#IF (@LOOK = 0) {LOOK}} #TRIGGER {{Score information for |Character attributes for }&MYCHAR$} {} #CLASS 0 #CLASS {WARRIOR|RESCUE|RESCUE2} #TRIGGER {* is NOT pleased at being suddenly summoned*$} {#T+ RESCUE1;#T- RESCUE2;LOOK;#VAR LOOK {1}} #TRIGGER {&SWITCH switches targets..$} {#IF (%ismember( @SWITCH, @RESCUES) = 0) {#IF (%ismember( @SWITCH, @RESCUERS) = 0) {#T+ RESCUE1;#T- RESCUE2;LOOK;#VAR LOOK {1}}}} #TRIGGER {%w &%wPET %w * {from|in|enters|in from}{.| the north.| the east.| the south.| the west.| above.| below.}$} {#T+ RESCUE1;#T- RESCUE2;#IF (@PET =~ "{rides|air|earth|fire|ghast|ghost|ghoul|shade|shadow|skeletal|skeleton|spectre|spirit|treant|water|wight|wraith|zombie}") {#T+ RESCUE6} {LOOK};#VAR LOOK {1}} #TRIGGER {%w %w {from|in|enters|in from}{.| the north.| the east.| the south.| the west.| above.| below.}$} {#T- RESCUE2;#T+ RESCUE6} #CLASS 0 #CLASS {WARRIOR|RESCUE|RESCUE5} #TRIGGER {^Record number of players on this boot: %d.$} {#T- RESCUE5;#DELITEM TANKS @MYCHAR;#SAY @TANKS;#FORALL @TANKS {raddtank %i};#SAY %ansi( 8)=%ansi( 7)=%ansi( 8)>;#FORALL @GROUP {radd %i};#IF (@RESCUE = 1) {#T+ RESCUE1};rlist} #TRIGGER {^~[* {Cle|Sha|Enc|Bat|Bar|Ill|Ele|Rog|Psi|Dru|Inv|Nec|Lic|Dir|Ran|Anon}~] &%wWHO *~(*~)$} {#ADDITEM GROUP @WHO} #TRIGGER {^~[* {War|Pal|A-P}~] &%wTANK *~(*~)$} {#ADDITEM TANKS @TANK} #TRIGGER {^~[ Anon ~] &%wWHO *~(*~)$} {#ADDITEM GROUP @WHO} #CLASS 0 #CLASS {WARRIOR|RESCUE|RESCUE4} #TRIGGER {move%s(%d)/(%d)%shit%s-%s({@RESCUERS})} {#VAR PCT {};#MATH PCT %float( %1)/%float( %2);#VAR PCT %format( 2, @PCT);#VAR PCT %replace( @PCT, "0.", "");#IF (@PCT = 1.00) {@PCT = 100};#IF (%isfloat( @PCT) > 0) {@PCT = 100};#IF (@RESCUERS != %null & @COMBAT != 0) {#IF (@MYPCT > 50 & @PCT < 50) {RESCUE %3}}} #TRIGGER {~< (%d)h/(%d)H*%dv/%dV*~>$} {#VAR MYPCT {};#MATH MYPCT %float( %1)/%float( %2);#VAR MYPCT %format( 2, @MYPCT);#VAR MYPCT %replace( @MYPCT, "0.", "");#IF (@MYPCT = 1.00) {@MYPCT = 100};#IF (%isfloat( @MYPCT) > 0) {@MYPCT = 100}} "" {prompt} #TRIGGER {Group information for} {#T+ RESCUE6} #CLASS 0 #CLASS {WARRIOR|RESCUE|RESCUE6} #TRIGGER {%s%dv/%dV >$} {#T- RESCUE4;#T- RESCUE6;#IF (@RESCUE = 1) {#T+ RESCUE1;#T+ RESCUE2}} "" {prompt} #CLASS 0 |