rendered paste body;----------------------------------------------------------------------------
;------------------- Hash tables ---------------------------
;----------------------------------------------------------------------------
on *:START: {
hmake BPM1 100
hload BPM1 bpm1.txt
hmake IS1 100
hload IS1 IS1.txt
hmake BPM 100
hload BPM bpm.txt
hmake IS 100
hload IS IS.txt
hmake admin 100
hload admin admin.txt
hmake masson 100
hload masson masson.txt
hmake user5x1 3000
hload user5x1 user5x1.txt
hmake activemassers 200
hload activemassers activemassers.txt
hmake massbegintime 100
hload massbegintime massbegintime.txt
hmake lastmass 100
hload lastmass lastmass.txt
hmake ISss 100
hmake BPMss 100
hmake ssstarttime 100
hmake ssendtime 100
hload ISss ISss.txt
hload BPMss BPMss.txt
hload ssstarttime ssstarttime.txt
hload ssendtime ssendtime.txt
hmake stick1 100
hload stick1 stick1.txt
hmake knife1 100
hload knife1 knife1.txt
hmake shortbow1 100
hload shortbow1 shortbow1.txt
hmake staff1 100
hload staff1 staff1.txt
hmake hatchet1 100
hload hatchet1 hatchet1.txt
hmake sling1 100
hload sling1 sling1.txt
hmake crossbow1 100
hload crossbow1 crossbow1.txt
hmake club1 100
hload club1 club1.txt
hmake long1sword1 100
hload longsword1 longsword1.txt
hmake pike1 100
hload pike1 pike1.txt
hmake longbow1 100
hload longbow1 longbow1.txt
hmake mace1 100
hload mace1 mace1.txt
hmake lance1 100
hload lance1 lance1.txt
hmake spear1 100
hload spear1 spear1.txt
hmake warblade1 100
hload warblade1 warblade1.txt
hmake broadsword1 100
hload broadsword1 broadsword1.txt
hmake warhammer1 100
hload warhammer1 warhammer1.txt
hmake excalibur1 100
hload excalibur1 excalibur1.txt
hmake warg1 100
hload warg1 warg1.txt
hmake dragon1 100
hload dragon1 dragon1.txt
hmake hammerofthor1 100
hload hammerofthor1 hammerofthor1.txt
hmake battleaxe1 100
hload battleaxe1 battleaxe1.txt
hmake steelbow1 100
hload steelbow1 steelbow1.txt
hmake steed1 100
hload steed1 steed1.txt
hmake flamingarrow1 100
hload flamingarrow1 flamingarrow1.txt
hmake chariot1 100
hload chariot1 chariot1.txt
hmake helmet1 100
hload helmet1 helmet1.txt
hmake shield1 100
hload shield1 shield1.txt
hmake chainmail1 100
hload chainmail1 chainmail1.txt
hmake platearmor1 100
hload platearmor1 platearmor1.txt
hmake elvencloak1 100
hload elvencloak1 elvencloak1.txt
hmake dragonskin1 100
hload dragonskin1 dragonskin1.txt
hmake gauntlets1 100
hload gauntlets1 gauntlets1.txt
hmake mithril1 100
hload mithril1 mithril1.txt
hmake heavyshield1 100
hload heavyshield1 heavyshield1.txt
hmake enemy 100
hload enemy targets.txt
hmake stick 100
hload stick.txt
hmake knife 100
hload knife.txt
hmake shortbow 100
hload shortbow.txt
hmake staff 100
hload staff.txt
hmake hatchet 100
hload hatchet.txt
hmake sling 100
hload sling.txt
hmake crossbow 100
hload crossbow.txt
hmake club 100
hload club.txt
hmake longsword 100
hload longsword.txt
hmake pike 100
hload pike.txt
hmake longbow 100
hload longbow.txt
hmake mace 100
hload mace.txt
hmake lance 100
hload lance.txt
hmake spear 100
hload spear.txt
hmake warblade 100
hload warblade.txt
hmake broadsword 100
hload broadsword.txt
hmake warhammer 100
hload warhammer.txt
hmake excalibur 100
hload excalibur.txt
hmake warg 100
hload warg.txt
hmake dragon 100
hload dragon.txt
hmake hammerofthor 100
hload hammerofthor.txt
hmake battleaxe 100
hload battleaxe.txt
hmake steelbow 100
hload steelbow.txt
hmake steed 100
hload steed.txt
hmake flamingarrow 100
hload flamingarrow.txt
hmake chariot 100
hload chariot.txt
hmake helmet 100
hload helmet.txt
hmake shield 100
hload shield.txt
hmake chainmail 100
hload chainmail.txt
hmake platearmor 100
hload platearmor.txt
hmake elvencloak 100
hload elvencloak.txt
hmake dragonskin 100
hload dragonskin.txt
hmake gauntlets 100
hload gauntlets.txt
hmake mithril 100
hload mithril.txt
hmake heavyshield 100
hload heavyshield.txt
}
;----------------------------------------------------------------------------
;------------------- Command lists ---------------------------
;----------------------------------------------------------------------------
on *:JOIN:#: {
/notice $nick Type !commands for a list of available commands.
}
on *:TEXT:!commands:#: {
/notice $nick Type !admincommands for the admin commands.
/notice $nick Type !usercommands for the basic user commands.
/notice $nick Type !masscommands for the commands which only work during a mass.
}
on *:TEXT:!admincommands:#: {
/notice $nick To add a target, type !addtarget <stats link> <name>
/notice $nick To remove a target, type !deltarget <name> <stats link>
/notice $nick To start a mass on the targets, type !targetsmass
/notice $nick Type !waitlist to see who the active massers are during a mass.
/notice $nick type !endmass to end a mass.
/notice $nick Type !admin <nick> to give a user admin access to the bot.
/notice $nick Type !deladmin <nick> to remove a user's admin access to the bot.
/notice $nick Type !cleartargets to remove all the targets.
/notice $nickvType !clearwaitlist during a mass to remove all the active massers on the list.
}
on *:TEXT:!usercommands:#: {
/notice $nick To start logging sabs just paste your sab logs.
/notice $nick Type !mystats to see your sab stats.
/notice $nick Type !sabbed <weapon> to display how many of that weapon you have sabbed.
}
on *:TEXT:!masscommands:#: {
notice $nick Type !addme to be added to the active sabbers list.
notice $nick Type !delme to be removed from the active sabbers list.
}
;----------------------------------------------------------------------------
;------------------- Sab logging ---------------------------
;----------------------------------------------------------------------------
on *:TEXT:Your spies successfully enter *'s armory undetected, and destroy * of the enemy's *:#: {
if ($14 == Invisibility) {
hinc IS $nick $10
hsave IS is.txt
}
if ($14 == Blackpowder) {
hinc BPM $nick $10
hsave BPM bpm.txt
}
if ($14 == Stick) {
hinc stick $nick $10
hsave stick stick.txt
}
if ($14 == Knife) {
hinc knife $nick $10
hsave knife knife.txt
}
if ($14 == Short) {
hinc shortbow $nick $10
hsave shortbow shortbow.txt
}
if ($14 == Staff) {
hinc Staff $nick $10
hsave staff staff.txt
}
if ($14 == Hatchet) {
hinc hatchet $nick $10
hsave hatchet hatchet.txt
}
if ($14 == Sling) {
hinc sling $nick $10
hsave sling sling.txt
}
if ($14 == Crossbow) {
hinc crossbow $nick $10
hsave crossbow crossbow.txt
}
if ($14 == Longbow) {
hinc longbow $nick $10
hsave longbow longbow.txt
}
if ($14 == Steel) {
hinc steelbow $nick $10
hsave steelbow steelbow.txt
}
if ($14 == Steed) {
hinc steed $nick $10
hsave steed steed.txt
}
if ($14 == Flaming) {
hinc flamingarrow $nick $10
hsave flamingarrow flamingarrow.txt
}
if ($14 == Chariot) {
hinc chariot $nick $10
hsave chariot chariot.txt
}
if ($14 == Club) {
hinc club $nick $10
hsave club club.txt
}
if ($14 == Spear) {
hinc spear $nick $10
hsave spear spear.txt
}
if ($14 == Warblade) {
hinc warblade $nick $10
hsave warblade warblade.txt
}
if ($14 == Warg) {
hinc warg $nick $10
hsave warg warg.txt
}
if ($14 == Dragon) {
hinc dragon $nick $10
hsave dragon dragon.txt
}
if ($14 == Elven) {
hinc elvencloak $nick $10
hsave elvencloak elvencloak.txt
}
if ($14 == Helmet) {
hinc helmet $nick $10
hsave helmet helmet.txt
}
if ($14 == Shield) {
hinc shield $nick $10
hsave shield shield.txt
}
if ($14 == Chainmail) {
hinc chainmail $nick $10
hsave chainmail chainmail.txt
}
if ($14 == Plate) {
hinc platearmor $nick $10
hsave platearmor platearmor.txt
}
if ($14 == Heavy) {
hinc heavyshield $nick $10
hsave heavyshield heavyshield.txt
}
if ($14 == Dragonskin) {
hinc dragonskin $nick $10
hsave dragonskin dragonskin.txt
}
if ($14 == Long) {
hinc longsword $nick $10
hsave longsword longsword.txt
}
if ($14 == Lance) {
hinc lance $nick $10
hsave lance lance.txt
}
if ($14 == Broadsword) {
hinc broadsword $nick $10
hsave broadsword broadsword.txt
}
if ($14 == Excalibur) {
hinc excalibur $nick $10
hsave excalibur excalibur.txt
}
if ($14 == Mithril) {
hinc mithril $nick $10
hsave mithril mithril.txt
}
if ($14 == Pike) {
hinc pike $nick $10
hsave pike pike.txt
}
if ($14 == Mace) {
hinc mace $nick $10
hsave mace mace.txt
}
if ($14 == Warhammer) {
hinc warhammer $nick $10
hsave warhammer warhammer.txt
}
if ($14 == Hammer) {
hinc hammerofthor $nick $10
hsave hammerofthor hammerofthor.txt
}
if ($14 == Battle) {
hinc battleaxe $nick $10
hsave battleaxe battleaxe.txt
}
if ($14 == Gauntlets) {
hinc Gauntlets $nick $10
hsave gauntlets gauntlets.txt
}
notice $nick Your sabotage on $5 has been recorded.
else { halt }
}
;----------------------------------------------------------------------------
;------------------- Sab stats ---------------------------
;----------------------------------------------------------------------------
on *:TEXT:!mystats:#: {
if (!$hget(IS, $nick)) && (!$hget(BPM, $nick)) {
notice $nick No sabs recorded for this nickname. Post a sab log to start recording your sabs. }
else {
notice $nick Invisibility Shields: $hget(IS, $nick)
notice $nick Blackpowder Missile's: $hget(BPM, $nick)
var %row1 = $calc(($hget(stick,$nick) * 200) + ($hget(knife,$nick) * 1000) + ($hget(sling,$nick) * 1800) + ($hget(club,$nick) * 3200) + ($hget(spear,$nick) * 5100))
var %row2 = $calc(($hget(warblade,$nick) * 16400) + ($hget(warg,$nick) * 50000) + ($hget(dragon,$nick) * 200000) + ($hget(chariot,$nick) * 50000) + ($hget(BPM,$nick) * 850000))
var %row3 = $calc(($hget(helmet,$nick) * 2000) + ($hget(shield,$nick) * 3200) + ($hget(chainmail,$nick) * 5100) + ($hget(platearmor,$nick) * 16400) + ($hget(heavyshield,$nick) * 50000))
var %row4 = $calc(($hget(dragonskin,$nick) * 200000) + ($hget(IS,$nick) * 750000) + ($hget(shortbow,$nick) * 1800) + ($hget(crossbow,$nick) * 3200) + ($hget(longbow,$nick) * 5100))
var %row5 = $calc(($hget(steelbow,$nick) * 16400) + ($hget(steed,$nick) * 50000) + ($hget(flamingarrow,$nick) * 200000) + ($hget(elvencloak,$nick) * 50000) + ($hget(longsword,$nick) * 3200))
var %row6 = $calc(($hget(lance,$nick) * 5100) + ($hget(broadsword,$nick) * 16400) + ($hget(excalibur,$nick) * 200000) + ($hget(mithril,$nick) * 50000) + ($hget(hatchet,$nick) * 1800))
var %row7 = $calc(($hget(pike,$nick) * 3200) + ($hget(mace,$nick) * 5100)) + ($hget(warhammer,$nick) * 16400) + ($hget(battleaxe,$nick) * 180000) + ($hget(hammeFrofthor,$nick) * 50000) + ($hget(gauntlets,$nick) * 50000))
notice $nick Total Weapon Value Sabbed: $calc((%row1 + %row2 + %row3 + %row4 + %row5 + %row6 + %row7))
var %row8 = $calc(($hget(stick,$nick) * 2) + ($hget(knife,$nick) * 5) + ($hget(sling,$nick) * 10) + ($hget(club,$nick) * 20) + ($hget(spear,$nick) * 40))
var %row9 = $calc(($hget(warblade,$nick) * 160) + ($hget(warg,$nick) * 640) + ($hget(dragon,$nick) * 2560) + ($hget(chariot,$nick) * 640) + ($hget(BPM,$nick) * 12000))
var %row10 = $calc(($hget(helmet,$nick) * 10) + ($hget(shield,$nick) * 20) + ($hget(chainmail,$nick) * 40) + ($hget(platearmor,$nick) * 160) + ($hget(heavyshield,$nick) * 640))
var %row11 = $calc(($hget(dragonskin,$nick) * 2560) + ($hget(IS,$nick) * 10000) + ($hget(shortbow,$nick) * 10) + ($hget(crossbow,$nick) * 20) + ($hget(longbow,$nick) * 40))
var %row12 = $calc(($hget(steelbow,$nick) * 160) + ($hget(steed,$nick) * 640) + ($hget(flamingarrow,$nick) * 2560) + ($hget(elvencloak,$nick) * 640) + ($hget(longsword,$nick) * 20))
var %row13 = $calc(($hget(lance,$nick) * 40) + ($hget(broadsword,$nick) * 160) + ($hget(excalibur,$nick) * 2560) + ($hget(mithril,$nick) * 640) + ($hget(hatchet,$nick) * 10))
var %row14 = $calc(($hget(pike,$nick) * 20) + ($hget(mace,$nick) * 40)) + ($hget(warhammer,$nick) * 160) + ($hget(battleaxe,$nick) * 2560) + ($hget(hammerofthor,$nick) * 640) + ($hget(gauntlets,$nick) * 640))
notice $nick Total Weapon Strength Sabbed: $calc((%row8 + %row9 + %row10 + %row11 + %row12 + %row13 + %row14))
}
}
;----------------------------------------------------------------------------
;------------------- Targets stuffs ---------------------------
;----------------------------------------------------------------------------
on *:TEXT:!addtarget http*//www.kingsofchaos.com/stats*:#: {
If $3 = $hget(enemy).data $hget(enemy).item {
notice $nick $3 is already a target.
halt }
If ($nick === $hfind(admin,$nick)) {
hadd enemy $3 $2
hsave enemy targets.txt
notice $nick Target added.
}
}
on *:TEXT:!addtarget http*//www.kingsofchaos.com/stats*:?: {
If $3 = $hget(enemy).data $hget(enemy).item {
msg $nick $3 is already a target.
halt }
If ($nick === $hfind(admin,$nick)) {
hadd enemy $3 $2
hsave enemy targets.txt
msg $nick Target added.
}
}
on *:TEXT:!deltarget*:#: {
If ($nick === $hfind(admin,$nick)) {
hdel enemy $3 $2
hsave enemy targets.txt
notice $nick Target removed.
}
}
on *:TEXT:!cleartargets:#: {
If ($nick !=== $hfind(admin,$nick)) {
notice $nick You must be an admin to use that command.
halt }
write -c C:\chambot\mIRC\targets.txt
notice $nick cleared.
}
;----------------------------------------------------------------------------
;------------------- # of sabbed weapons ----------------------
;----------------------------------------------------------------------------
on *:TEXT:!sabbed*:#: {
if (!$2) { notice $nick Syntax: !sabbed <weaponname> Use the whole weapon name with no spaces! F.E Heavy Shield wont work but HeavyShield will. IS and BPM to show them, for the rest use their full name with no spaces.
halt }
if ($2 == IS) && (!$hget(IS, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == IS) && ($hget(IS, $nick)) {
notice $nick Total sabbed Invisiblity Shields: $bytes($hget(IS,$nick),b)
notice $nick Total Value: $bytes($calc(($hget(IS,$nick) * 750000)),b) Gold
notice $nick Total Strength: $bytes($calc(($hget(IS,$nick) * 10000)),b)
}
if ($2 == BPM) && (!$hget(BPM, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == BPM) && ($hget(BPM, $nick)) {
//notice $nick Total sabbed Blackpowder Missile: $bytes($hget(BPM, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(BPM,$nick) * 850000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(BPM,$nick) * 12000)),b)
}
if ($2 == sticks) && (!$hget(stick, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == sticks) && ($hget(stick, $nick)) {
//notice $nick Total sabbed Sticks: $bytes($hget(stick, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(stick,$nick) * 200)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(stick,$nick) * 2)),b)
}
if ($2 == knives) && (!$hget(knife, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == knives) && ($hget(knife, $nick)) {
//notice $nick Total sabbed Knives: $bytes($hget(knife, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(knife,$nick) * 1000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(knife,$nick) * 5)),b)
}
if ($2 == shortbow) && (!$hget(shortbow, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == shortbow) && ($hget(shortbow, $nick)) {
//notice $nick Total sabbed Shortbows: $bytes($hget(shortbow, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(shortbow,$nick) * 1800)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(shortbow,$nick) * 10)),b)
}
if ($2 == staff) && (!$hget(staff, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == staff) && ($hget(staff, $nick)) {
//notice $nick Total sabbed Staffs: $bytes($hget(staff, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(staff,$nick) * 1800)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(staff,$nick) * 10)),b)
}
if ($2 == hatchet) && (!$hget(hatchet, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == hatchet) && ($hget(hatchet, $nick)) {
//notice $nick Total sabbed Hatchets: $bytes($hget(Hatchet, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Hatchet,$nick) * 1800)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Hatchet,$nick) * 10)),b)
}
if ($2 == sli* && !$hget(sling, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == sli* && $hget(sling, $nick) == true) {
//notice $nick Total sabbed Slings: $bytes($hget(sling, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(sling,$nick) * 1800)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(sling,$nick) * 10)),b)
}
if ($2 == crossbow) && (!$hget(crossbow, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == crossbow) && ($hget(crossbow, $nick)) {
//notice $nick Total sabbed Crossbows: $bytes($hget(Crossbow, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Crossbow,$nick) * 3200)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Crossbow,$nick) * 20)),b)
}
if ($2 == longbow) && (!$hget(longbow, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == longbow) && ($hget(longbow, $nick)) {
//notice $nick Total sabbed Longbows: $bytes($hget(Longbow, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Longbow,$nick) * 5100)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Longbow,$nick) * 40)),b)
}
if ($2 == steelbow) && (!$hget(steelbow, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == steelbow) && ($hget(steelbow, $nick)) {
//notice $nick Total sabbed Steelbows: $bytes($hget(Steelbow, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Steelbow,$nick) * 16400)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Steelbow,$nick) * 160)),b)
}
if ($2 == steed) && (!$hget(steed, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == steed) && ($hget(steed, $nick)) {
//notice $nick Total sabbed Steeds: $bytes($hget(Steed, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Steed,$nick) * 50000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Steed,$nick) * 640)),b)
}
if ($2 == flamingarrow) && (!$hget(flamingarrow, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == flamingarrow) && ($hget(flamingarrow, $nick)) {
//notice $nick Total sabbed Flaming Arrows: $bytes($hget(FlamingArrow, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(FlamingArrow,$nick) * 200000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(FlamingArrow,$nick) * 2560)),b)
}
if ($2 == chariot) && (!$hget(chariot, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == chariot) && ($hget(chariot, $nick)) {
//notice $nick Total sabbed Chariots: $bytes($hget(Chariot, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Chariot,$nick) * 450000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Chariot,$nick) * 6000)),b)
}
if ($2 == club) && (!$hget(club, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == club) && ($hget(club, $nick)) {
//notice $nick Total sabbed Clubs: $bytes($hget(Club, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Club,$nick) * 3200)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Club,$nick) * 20)),b)
}
if ($2 == spear) && (!$hget(spear, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == spear) && ($hget(spear, $nick)) {
//notice $nick Total sabbed Spears: $bytes($hget(Spear, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Spear,$nick) * 5100)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Spear,$nick) * 40)),b)
}
if ($2 == warblade) && (!$hget(warblade, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == warblade) && ($hget(warblade, $nick)) {
//notice $nick Total sabbed Warblades: $bytes($hget(Warblade, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Warblade,$nick) * 16400)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Warblade,$nick) * 160)),b)
}
if ($2 == warg) && (!$hget(warg, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == warg) && ($hget(warg, $nick)) {
//notice $nick Total sabbed Wargs: $bytes($hget(Warg, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Warg,$nick) * 50000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Warg,$nick) * 640)),b)
}
if ($2 == Dragon) && (!$hget(Dragon, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == Dragon) && ($hget(Dragon, $nick)) {
//notice $nick Total sabbed Dragons: $bytes($hget(Dragon, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Dragon,$nick) * 200000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Dragon,$nick) * 2560)),b)
}
if ($2 == Elvencloak) && (!$hget(elvencloak, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == Elvencloak) && ($hget(elvencloak, $nick)) {
//notice $nick Total sabbed Elven Cloaks: $bytes($hget(ElvenCloak, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(ElvenCloak,$nick) * 50000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(ElvenCloak,$nick) * 640)),b)
}
if ($2 == helmet) && (!$hget(helmet, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == helmet) && ($hget(helmet, $nick)) {
//notice $nick Total sabbed Helmets: $bytes($hget(Helmet, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Helmet,$nick) * 2000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Helmet,$nick) * 10)),b)
}
if ($2 == shield) && (!$hget(shield, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == shield) && ($hget(shield, $nick)) {
//notice $nick Total sabbed Shields: $bytes($hget(Shield, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Shield,$nick) * 3200)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Shield,$nick) * 20)),b)
}
if ($2 == chainmail) && (!$hget(chainmail, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == chainmail) && ($hget(chainmail, $nick)) {
//notice $nick Total sabbed chainmails $bytes($hget(chainmail, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(chainmail,$nick) * 5100)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(chainmail,$nick) * 40)),b)
}
if ($2 == platearmor) && (!$hget(platearmor, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == platearmor) && ($hget(platearmor, $nick)) {
//notice $nick Total sabbed Plate Armors: $bytes($hget(PlateArmor, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(PlateArmor,$nick) * 16400)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(PlateArmor,$nick) * 160)),b)
}
if ($2 == heavyshield) && (!$hget(heavyshield, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == heavyshield) && ($hget(heavyshield, $nick)) {
//notice $nick Total sabbed Heavy Shields: $bytes($hget(Heavyshield, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Heavyshield,$nick) * 50000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Heavyshield,$nick) * 640)),b)
}
if ($2 == dragonskin) && (!$hget(dragonskin, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == dragonskin) && ($hget(dragonskin, $nick)) {
//notice $nick Total sabbed Dragonskins: $bytes($hget(Dragonskin, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Dragonskin,$nick) * 200000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Dragonskin,$nick) * 2560)),b)
}
if ($2 == longsword) && (!$hget(longsword, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == longsword) && ($hget(longsword, $nick)) {
//notice $nick Total sabbed Longswords: $bytes($hget(Longsword, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Longsword,$nick) * 3200)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Longsword,$nick) * 20)),b)
}
if ($2 == lance) && (!$hget(lance, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == lance) && ($hget(lance, $nick)) {
//notice $nick Total sabbed Lances: $bytes($hget(Lance, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Lance,$nick) * 5100)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Lance,$nick) * 40)),b)
}
if ($2 == broadsword) && (!$hget(broadsword, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == broadsword) && ($hget(broadsword, $nick)) {
//notice $nick Total sabbed broadswords: $bytes($hget(broadsword, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(broadsword,$nick) * 16400)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(broadsword,$nick) * 160)),b)
}
if ($2 == excalibur) && (!$hget(excalibur, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == excalibur) && ($hget(excalibur, $nick)) {
//notice $nick Total sabbed Excaliburs: $bytes($hget(Excalibur, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Excalibur,$nick) * 200000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Excalibur,$nick) * 2560)),b)
}
if ($2 == mithril) && (!$hget(mithril, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == mithril) && ($hget(mithril, $nick)) {
//notice $nick Total sabbed Mithrils: $bytes($hget(Mithril, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Mithril,$nick) * 50000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Mithril,$nick) * 640)),b)
}
if ($2 == pike) && (!$hget([pike, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == pike) && ($hget(pike, $nick)) {
//notice $nick Total sabbed Pikes: $bytes($hget(Pike, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Pike,$nick) * 3200)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Pike,$nick) * 20)),b)
}
if ($2 == mace) && (!$hget(mace, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == mace) && ($hget(mace, $nick)) {
//notice $nick Total sabbed Maces: $bytes($hget(Mace, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Mace,$nick) * 5100)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Mace,$nick) * 40)),b)
}
if ($2 == warhammer) && (!$hget(warhammer, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == warhammer) && ($hget(warhammer, $nick)) {
//notice $nick Total sabbed Warhammers: $bytes($hget(Warhammer, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Warhammer,$nick) * 16400)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Warhammer,$nick) * 160)),b)
}
if ($2 == hammerofthor) && (!$hget(hammerofthor, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == hammerofthor) && ($hget(hammerofthor, $nick)) {
//notice $nick Total sabbed Hammer of Thors: $bytes($hget(Hammerofthor, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Hammerofthor,$nick) * 50000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Hammerofthor,$nick) * 640)),b)
}
if ($2 == battleaxe) && (!$hget(battleaxe, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == battleaxe) && ($hget(battleaxe, $nick)) {
//notice $nick Total sabbed Battleaxes: $bytes($hget(Battleaxe, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Battleaxe,$nick) * 180000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Battleaxe,$nick) * 2560)),b)
}
if ($2 == gauntlet) && (!$hget(gauntlet, $nick)) {
notice $nick No weapons of that type sabbed by you. | }
elseif ($2 == gauntlet) && ($hget(gauntlet, $nick)) {
//notice $nick Total sabbed Gauntlets: $bytes($hget(Gauntlet, $nick),b)
//notice $nick Total Value: $bytes($calc(($hget(Gauntlet,$nick) * 50000)),b) Gold
//notice $nick Total Strength: $bytes($calc(($hget(Gauntlet,$nick) * 640)),b)
}
}
;----------------------------------------------------------------------------
;------------------- Admin stuff ---------------------------
;----------------------------------------------------------------------------
on *:TEXT:!admin*:#: {
if ($nick !=== $hfind(admin, $nick)) {
notice $nick You must be an admin to add another admin.
Halt }
if ($nick === $hfind(admin, $nick)) {
hadd admin $2
hsave admin admin.txt
notice $2 You are now an administrator.
msg $chan $2 is now an administrator.
notice $nick $2 has been added to the administrator list.
}
}
on *:TEXT:!deladmin*:#: {
if ($nick !=== $hfind(admin, $nick)) {
notice $nick You must be an admin to add another admin.
Halt }
if ($nick === $hfind(admin, $nick)) {
hdel admin $2
hsave admin admin.txt
notice $2 You are no longer an administrator.
msg $chan $2 is no longer an administrator.
notice $nick $2 has been deleted from administrator list.
}
}
;----------------------------------------------------------------------------
;------------------- Mass stuff ---------------------------
;----------------------------------------------------------------------------
on *:TEXT:!targetsmass:#: {
If ($nick !=== $hfind(admin,$nick)) {
//notice $nick You must be an admin to run a mass.
Halt }
If (%mass == 1) {
msg $chan There is already a mass going on.
halt }
elseIf ($nick === $hfind(admin,$nick)) {
mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
timer1 off
timer2 off
timer3 off
timer4 off
timer5 off
timer6 off
timer7 off
msg $chan 9Mass mode is now activated.
hadd masson yes
hsave masson masson.txt
hadd massbegintime $fulldate
hsave massbegintime massbegintime.txt
hadd lastmass $date
hadd lastmass lastmass.txt
set -e %mass 1
set -e %ss 1
set -e %nroftargets $calc($lines(targets.txt) / 2)
msg $chan 4There are currently $calc($lines(targets.txt) / 2) targets.
msg $chan 7The mass will begin in 10 seconds.
timer1 1 10 /msg $chan 5The mass has begun.
timer2 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done.
timer3 1 10 /mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
timer4 1 10 /mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
timer5 1 10 /msg $chan 8You will not be able to post your sabs until the target has been broken.
timer6 1 10 set -e %targetnr 1 }
}
on *:TEXT:!addme:#: {
if (!%targetnr) { halt
}
elseif (%mass = 1) {
notice $nick Target: $hget(enemy, %targetnr).data $hget(enemy, %targetnr).item
hadd activemassers $nick
hsave activemassers activemassers.txt
}
}
on *:TEXT:!delme:#: {
if (%mass == 0) {
halt }
if ($hget(activemassers).item => 1) {
notice $nick You have been removed.
hdel activemassers $nick
hsave activemassers activemassers.txt
hload activemassers activemassers.txt
halt
}
if (%targetnr == %nroftargets) && (!$hget(activemassers).item) {
msg $chan 9No more targets. Well done everyone!9
hdel activemassers $nick
hsave activemassers activemassers.txt
hload activemassers activemassers.txt
set %mass 0
unset %ss
unset %targetnr
unset %nroftargets
}
elseif (!$hget(activemassers).item) {
inc %targetnr 1
msg $chan 4Loading target %targetnr $+ / $+ %nroftargets $+ . Get ready!4
timer6 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done.
timer7 1 10 /mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
timer8 1 10 /mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
timer9 1 10 /msg $chan 8You will not be able to post your sabs until the target has been broken. }
else {
halt }
}
on *:TEXT:*Gold stolen*details:#: {
If (%mass = 1) {
/notice $nick You attacked $4 with $8 turn(s) and stole $5 gold. You lost $10 soldiers and killed $9 soldiers.
/mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
/mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
/msg $chan $4 has been broken, feel free to post your sabs.
}
}
on *:TEXT:!waitlist:#: {
if ($lines(activemassers.txt) == 0) {
notice $nick There are no active massers
Halt }
else {
/msg $chan Massing:
/play -q5m1 $chan activemassers.txt }
}
on *:TEXT:!endmass:#: {
If ($nick === $hfind(admin,$nick)) {
/msg $chan 4The mass has been halted by8 $nick
//hdel masson yes
//hsave masson masson.txt
//hadd massendtime $fulldate
//hsave massendtime massendtime.txt
set %mass 0
unset %ss
unset %targetnr
unset %nroftargets
/mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
/mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
/timer1 off
/timer2 off
/timer3 off
/timer4 off
/timer5 off
/timer6 off
/timer7 off
hfree activemassers
/write -c activemassers.txt
}
}
on *:TEXT:!next:#: {
If ($nick === $hfind(admin,$nick)) {
hfree activemassers
write -c activemassers.txt
inc %targetnr 1
msg $chan 4Loading target %targetnr $+ / $+ %nroftargets $+ . Get ready!4
timer6 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done.
timer7 1 10 /mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
timer8 1 10 /mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
timer9 1 10 /msg $chan 8You will not be able to post your sabs until the target has been broken. }
}
on *:TEXT:!bpmtarget:#: {
If ($nick === $hfind(admin, $nick)) {
mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
}
else { halt
}
}
;----------------------------------------------------------------------------
;------------------- Mass Stats ----------------------------
;----------------------------------------------------------------------------
on *:TEXT:Your spies successfully enter *'s armory undetected, and destroy * of the enemy's *:#: {
If (%ss != 1) {
Halt
}
if ($14 == Invisibility) {
hinc IS1 $nick $10
hsave IS1 is1.txt
}
if ($14 == Blackpowder) {
hinc BPM1 $nick $10
hsave BPM1 bpm1.txt
}
if ($14 == Stick) {
hinc stick1 $nick $10
hsave stick1 stick1.txt
}
if ($14 == Knife) {
hinc knife1 $nick1 $10
hsave knife1 knife1.txt
}
if ($14 == Short) {
hinc shortbow1 $nick $10
hsave shortbow1 shortbow1.txt
}
if ($14 == Staff) {
hinc Staff1 $nick $10
hsave staff1 staff1.txt
}
if ($14 == Hatchet) {
hinc hatchet1 $nick $10
hsave hatchet1 hatchet1.txt
}
if ($14 == Sling) {
hinc sling1 $nick $10
hsave sling1 sling1.txt
}
if ($14 == Crossbow) {
hinc crossbow1 $nick $10
hsave crossbow1 crossbow1.txt
}
if ($14 == Longbow) {
hinc longbow1 $nick $10
hsave longbow1 longbow1.txt
}
if ($14 == Steel) {
hinc steelbow1 $nick $10
hsave steelbow1 steelbow1.txt
}
if ($14 == Steed) {
hinc steed1 $nick $10
hsave steed1 steed1.txt
}
if ($14 == Flaming) {
hinc flamingarrow1 $nick $10
hsave flamingarrow1 flamingarrow1.txt
}
if ($14 == Chariot) {
hinc chariot1 $nick $10
hsave chariot1 chariot1.txt
}
if ($14 == Club) {
hinc club1 $nick $10
hsave club1 club1.txt
}
if ($14 == Spear) {
hinc spear1 $nick $10
hsave spear1 spear1.txt
}
if ($14 == Warblade) {
hinc warblade1 $nick $10
hsave warblade1 warblade1.txt
}
if ($14 == Warg) {
hinc warg1 $nick $10
hsave warg1 warg1.txt
}
if ($14 == Dragon) {
hinc dragon1 $nick $10
hsave dragon1 dragon1.txt
}
if ($14 == Elven) {
hinc elvencloak1 $nick $10
hsave elvencloak1 elvencloak1.txt
}
if ($14 == Helmet) {
hinc helmet1 $nick $10
hsave helmet1 helmet1.txt
}
if ($14 == Shield) {
hinc shield1 $nick $10
hsave shield1 shield1.txt
}
if ($14 == Chainmail) {
hinc chainmail1 $nick $10
hsave chainmail1 chainmail1.txt
}
if ($14 == Plate) {
hinc platearmor1 $nick $10
hsave platearmor1 platearmor1.txt
}
if ($14 == Heavy) {
hinc heavyshield1 $nick $10
hsave heavyshield1 heavyshield1.txt
}
if ($14 == Dragonskin) {
hinc dragonskin1 $nick $10
hsave dragonskin1 dragonskin1.txt
}
if ($14 == Long) {
hinc longsword1 $nick $10
hsave longsword1 longsword1.txt
}
if ($14 == Lance) {
hinc lance1 $nick $10
hsave lance1 lance1.txt
}
if ($14 == Broadsword) {
hinc broadsword1 $nick $10
hsave broadsword1 broadsword1.txt
}
if ($14 == Excalibur) {
hinc excalibur1 $nick $10
hsave excalibur1 excalibur1.txt
}
if ($14 == Mithril) {
hinc mithril1 $nick $10
hsave mithril1 mithril1.txt
}
if ($14 == Pike) {
hinc pike1 $nick $10
hsave pike1 pike1.txt
}
if ($14 == Mace) {
hinc mace1 $nick $10
hsave mace1 mace1.txt
}
if ($14 == Warhammer) {
hinc warhammer1 $nick $10
hsave warhammer1 warhammer1.txt
}
if ($14 == Hammer) {
hinc hammerofthor1 $nick $10
hsave hammerofthor1 hammerofthor1.txt
}
if ($14 == Battle) {
hinc battleaxe1 $nick $10
hsave battleaxe1 battleaxe1.txt
}
if ($14 == Gauntlets) {
hinc Gauntlets1 $nick $10
hsave gauntlets1 gauntlets1.txt
}
notice $nick Your sabotage on $5 has been recorded.
else { halt }
}
on *:TEXT:!mymassstats:#: {
If (%ss != 1) {
Halt
}
if (!$hget(IS1, $nick)) && (!$hget(BPM1, $nick)) {
notice $nick No sabs recorded for this nickname. Post a sab log to start recording your sabs. }
else {
notice $nick Invisibility Shields: $hget(IS1, $nick)
notice $nick Blackpowder Missile's: $hget(BPM1, $nick)
var %row1 = $calc(($hget(stick1,$nick) * 200) + ($hget(knife1,$nick) * 1000) + ($hget(sling1,$nick) * 1800) + ($hget(club1,$nick) * 3200) + ($hget(spear1,$nick) * 5100))
var %row2 = $calc(($hget(warblade1,$nick) * 16400) + ($hget(warg1,$nick) * 50000) + ($hget(dragon1,$nick) * 200000) + ($hget(chariot1,$nick) * 50000) + ($hget(BPM1,$nick) * 850000))
var %row3 = $calc(($hget(helmet1,$nick) * 2000) + ($hget(shield1,$nick) * 3200) + ($hget(chainmail1,$nick) * 5100) + ($hget(platearmor1,$nick) * 16400) + ($hget(heavyshield1,$nick) * 50000))
var %row4 = $calc(($hget(dragonskin1,$nick) * 200000) + ($hget(IS1,$nick) * 750000) + ($hget(shortbow1,$nick) * 1800) + ($hget(crossbow1,$nick) * 3200) + ($hget(longbow1,$nick) * 5100))
var %row5 = $calc(($hget(steelbow1,$nick) * 16400) + ($hget(steed1,$nick) * 50000) + ($hget(flamingarrow1,$nick) * 200000) + ($hget(elvencloak1,$nick) * 50000) + ($hget(longsword1,$nick) * 3200))
var %row6 = $calc(($hget(lance1,$nick) * 5100) + ($hget(broadsword1,$nick) * 16400) + ($hget(excalibur1,$nick) * 200000) + ($hget(mithril1,$nick) * 50000) + ($hget(hatchet1,$nick) * 1800))
var %row7 = $calc(($hget(pike1,$nick) * 3200) + ($hget(mace1,$nick) * 5100)) + ($hget(warhammer1,$nick) * 16400) + ($hget(battleaxe1,$nick) * 180000) + ($hget(hammeFrofthor1,$nick) * 50000) + ($hget(gauntlets1,$nick) * 50000))
notice $nick Total Weapon Value Sabbed: $calc((%row1 + %row2 + %row3 + %row4 + %row5 + %row6 + %row7))
var %row8 = $calc(($hget(stick1,$nick) * 2) + ($hget(knife1,$nick) * 5) + ($hget(sling1,$nick) * 10) + ($hget(club1,$nick) * 20) + ($hget(spear1,$nick) * 40))
var %row9 = $calc(($hget(warblade1,$nick) * 160) + ($hget(warg1,$nick) * 640) + ($hget(dragon1,$nick) * 2560) + ($hget(chariot1,$nick) * 640) + ($hget(BPM1,$nick) * 12000))
var %row10 = $calc(($hget(helmet1,$nick) * 10) + ($hget(shield1,$nick) * 20) + ($hget(chainmail1,$nick) * 40) + ($hget(platearmor1,$nick) * 160) + ($hget(heavyshield1,$nick) * 640))
var %row11 = $calc(($hget(dragonskin1,$nick) * 2560) + ($hget(IS1,$nick) * 10000) + ($hget(shortbow1,$nick) * 10) + ($hget(crossbow1,$nick) * 20) + ($hget(longbow1,$nick) * 40))
var %row12 = $calc(($hget(steelbow1,$nick) * 160) + ($hget(steed1,$nick) * 640) + ($hget(flamingarrow1,$nick) * 2560) + ($hget(elvencloak1,$nick) * 640) + ($hget(longsword1,$nick) * 20))
var %row13 = $calc(($hget(lance1,$nick) * 40) + ($hget(broadsword1,$nick) * 160) + ($hget(excalibur1,$nick) * 2560) + ($hget(mithril1,$nick) * 640) + ($hget(hatchet1,$nick) * 10))
var %row14 = $calc(($hget(pike1,$nick) * 20) + ($hget(mace1,$nick) * 40)) + ($hget(warhammer1,$nick) * 160) + ($hget(battleaxe1,$nick) * 2560) + ($hget(hammerofthor1,$nick) * 640) + ($hget(gauntlets1,$nick) * 640))
notice $nick Total Weapon Strength Sabbed: $calc((%row8 + %row9 + %row10 + %row11 + %row12 + %row13 + %row14))
on *:TEXT:!massstats:#: {
notice $nick Invisibility Shields: $hget(IS1).data
notice $nick Blackpowder Missile's: $hget(BPM1).data
var %row1 = $calc(($hget(stick1).data * 200) + ($hget(knife1).data * 1000) + ($hget(sling1).data * 1800) + ($hget(club1).data * 3200) + ($hget(spear1).data * 5100))
var %row2 = $calc(($hget(warblade1).data * 16400) + ($hget(warg1).data * 50000) + ($hget(dragon1).data * 200000) + ($hget(chariot1).data * 50000) + ($hget(BPM1).data * 850000))
var %row3 = $calc(($hget(helmet1).data * 2000) + ($hget(shield1).data * 3200) + ($hget(chainmail1).data * 5100) + ($hget(platearmor1).data * 16400) + ($hget(heavyshield1).data * 50000))
var %row4 = $calc(($hget(dragonskin1).data * 200000) + ($hget(IS1).data * 750000) + ($hget(shortbow1).data * 1800) + ($hget(crossbow1).data * 3200) + ($hget(longbow1).data * 5100))
var %row5 = $calc(($hget(steelbow1).data * 16400) + ($hget(steed1).data * 50000) + ($hget(flamingarrow1).data * 200000) + ($hget(elvencloak1).data * 50000) + ($hget(longsword1).data * 3200))
var %row6 = $calc(($hget(lance1).data * 5100) + ($hget(broadsword1).data * 16400) + ($hget(excalibur1).data * 200000) + ($hget(mithril1).data * 50000) + ($hget(hatchet1).data * 1800))
var %row7 = $calc(($hget(pike1).data * 3200) + ($hget(mace1).data * 5100)) + ($hget(warhammer1).data * 16400) + ($hget(battleaxe1).data * 180000) + ($hget(hammeFrofthor1).data * 50000) + ($hget(gauntlets1).data * 50000))
msg $chan Total Weapon Value Sabbed This Mass: $calc((%row1 + %row2 + %row3 + %row4 + %row5 + %row6 + %row7))
var %row8 = $calc(($hget(stick1).data * 2) + ($hget(knife1).data * 5) + ($hget(sling1).data * 10) + ($hget(club1).data * 20) + ($hget(spear1).data * 40))
var %row9 = $calc(($hget(warblade1).data * 160) + ($hget(warg1).data * 640) + ($hget(dragon1).data * 2560) + ($hget(chariot1).data * 640) + ($hget(BPM1).data * 12000))
var %row10 = $calc(($hget(helmet1).data * 10) + ($hget(shield1).data * 20) + ($hget(chainmail1).data * 40) + ($hget(platearmor1).data * 160) + ($hget(heavyshield1).data * 640))
var %row11 = $calc(($hget(dragonskin1).data * 2560) + ($hget(IS1).data * 10000) + ($hget(shortbow1).data * 10) + ($hget(crossbow1).data * 20) + ($hget(longbow1).data * 40))
var %row12 = $calc(($hget(steelbow1).data * 160) + ($hget(steed1).data * 640) + ($hget(flamingarrow1).data * 2560) + ($hget(elvencloak1).data * 640) + ($hget(longsword1).data * 20))
var %row13 = $calc(($hget(lance1).data * 40) + ($hget(broadsword1).data * 160) + ($hget(excalibur1).data * 2560) + ($hget(mithril1).data * 640) + ($hget(hatchet1).data * 10))
var %row14 = $calc(($hget(pike1).data * 20) + ($hget(mace1).data * 40)) + ($hget(warhammer1).data * 160) + ($hget(battleaxe1).data * 2560) + ($hget(hammerofthor1).data * 640) + ($hget(gauntlets1).data * 640))
notice $nick Total Weapon Strength Sabbed This Mass: $calc((%row8 + %row9 + %row10 + %row11 + %row12 + %row13 + %row14))