rendered paste body;----------------------------------------------------------------------------
;------------------- Hash tables ---------------------------
;----------------------------------------------------------------------------
on *:START: {
hmake topsabbers 500
hload topsabbers topsabbers.txt
hmake topdamage 500
hload topdamage topdamage.txt
hmake sabbedweapons 500
hload sabbedweapons sabbedweapons.txt
hmake lmgoldstolen 200
hload lmgoldstolen lmgoldstolen.txt
hmake lmsoldierskilled 200
hload lmsoldierskilled lmsoldierskilled.txt
hmake lmsoldierslost 200
hload lmsoldierslost lmsoldierslost.txt
hmake elgold 200
hload elgold elgold.txt
hmake elsoldiers 200
hload elsoldiers elsoldiers.txt
hmake elsoldiersk 200
hload elsoldiersk elsoldiersk.txt
hmake enemy 100
hload enemy targets.txt
hmake egoldlost 200
hload egoldlost egoldlost.txt
hmake esoldierslost 200
hload esoldierslost esoldierslost.txt
hmake esoldierskilled 200
hload esoldierskilled esoldierskilled.txt
hmake lastmassstats 10
hload lastmassstats lastmassstats.txt
hmake longtermmassstats 10
hload longtermmassstats longtermmassstats.txt
hmake imsgoldstolen 200
hload imsgoldstolen imsgoldstolen.txt
hmake imsturns 200
hload imsturns imsturns.txt
hmake imssoldierskilled 200
hload imssoldierskilled imssoldierskilled.txt
hmake imssoldierslost 200
hload imssoldierslost imssoldierslost.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 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 stick 100
hload stick stick.txt
hmake knife 100
hload knife knife.txt
hmake shortbow 100
hload shortbow shortbow.txt
hmake staff 100
hload staff staff.txt
hmake hatchet 100
hload hatchet hatchet.txt
hmake sling 100
hload sling sling.txt
hmake crossbow 100
hload crossbow crossbow.txt
hmake club 100
hload club club.txt
hmake longsword 100
hload longsword longsword.txt
hmake pike 100
hload pike pike.txt
hmake longbow 100
hload longbow longbow.txt
hmake mace 100
hload mace mace.txt
hmake lance 100
hload lance lance.txt
hmake spear 100
hload spear spear.txt
hmake warblade 100
hload warblade warblade.txt
hmake broadsword 100
hload broadsword broadsword.txt
hmake warhammer 100
hload warhammer warhammer.txt
hmake excalibur 100
hload excalibur excalibur.txt
hmake warg 100
hload warg warg.txt
hmake dragon 100
hload dragon dragon.txt
hmake hammerofthor 100
hload hammerofthor hammerofthor.txt
hmake battleaxe 100
hload battleaxe battleaxe.txt
hmake steelbow 100
hload steelbow steelbow.txt
hmake steed 100
hload steed steed.txt
hmake flamingarrow 100
hload flamingarrow flamingarrow.txt
hmake chariot 100
hload chariot chariot.txt
hmake helmet 100
hload helmet helmet.txt
hmake shield 100
hload shield shield.txt
hmake chainmail 100
hload chainmail chainmail.txt
hmake platearmor 100
hload platearmor platearmor.txt
hmake elvencloak 100
hload elvencloak elvencloak.txt
hmake dragonskin 100
hload dragonskin dragonskin.txt
hmake gauntlets 100
hload gauntlets gauntlets.txt
hmake mithril 100
hload mithril mithril.txt
hmake heavyshield 100
hload heavyshield heavyshield.txt
hmake massendtime 10
}
on *:EXIT:{
hsave topsabbers topsabbers.txt
hsave topdamage topdamage.txt
hsave sabbedweapons sabbedweapons.txt
}
;----------------------------------------------------------------------------
;------------------- Command lists ---------------------------
;----------------------------------------------------------------------------
on *:JOIN:#detonation: {
notice $nick Type !news for important updates! Latest update: 2007/02/16 }
on *:TEXT:!news:#: {
notice $nick 07/02/16: There was 1 comma messing the script up, fixed that now. :) Some updates were made to the administrative functions of the bot, please use !help for further information.
notice $nick 06/10/05: All 5x1 stats have been reset and the logging of 5x1 stats should work now. Added a timer to load the next target after 4 minutes.
notice $nick 06/10/03: There is a !gettarget <#> command now, so if you missed a target you just type !gettarget <#>. Added a top 10 ranking for sabbers, type !topsabbers to view it (the users who has recorded sabs before need to post a new sab log to appear on the top list).
}
on *:TEXT:!help:#: {
$iif($nick == $hfind(admin, $nick), notice $nick Admin commands,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !targets <#> to view all the targets currently in the database.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !addtarget <stats link> <name> to add a target.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !addtargetinfo <Enemy> <Coverts OR IS OR BPMS OR Sentry OR Other*> <amount OR text*> to add info about a target.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !deltarget <name> <stats link> to remove a target.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !targetsmass to start a mass on the targets.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !waitlist to see who the active massers are during a mass.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !endmass to end a mass.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !cleartargets to remove all the targets.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !clearwaitlist during a mass to remove all the active massers on the list.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !bpmtarget if a target only has BPMS so people can post sab logs.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !next to load the next target.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !prev to load the previous target.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !addmultipletargets to add multiple targets the easy way. More info given when the command is used.,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !admin <name> to add an admin (can only be used in #explosion).,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !deladmin <name> to delete an admin (can only be used in #explosion).,)
$iif($nick == $hfind(admin, $nick), notice $nick -Type !textban on|off to permanently turn the text ban on or off.,)
$iif($nick == $hfind(admin, $nick), notice $nick -----------------------------------------------------------,)
notice $nick User commands
notice $nick -Type !mystats to view your sab stats.
notice $nick -Type !sabbed <weapon> to view how many of that weapon you have sabbed.
notice $nick -Type !massstats to view the total stats for masses.
notice $nick -Type !enemystats <enemy> to view an enemy's losses.
notice $nick -Type !mymassstats to view your personal mass stats
notice $nick -Type !topsabbers to view the top sabbers list.
notice $nick -----------------------------------------------------------
notice $nick Mass commands
notice $nick -Type !addme to be added to the active sabbers list.
notice $nick -Type !delme to be removed from the active sabbers list.
notice $nick -Type !gettarget <#> if you missed a previous target during a mass.
notice $nick -Type !gettargets gives you all the previous targets that you missed.
notice $nick -----------------------------------------------------------
notice $nick Misc.
notice $nick -To start logging sabs just paste your sab logs.
}
;----------------------------------------------------------------------------
;------------------- 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.
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))
hadd topsabbers $nick $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))
hadd topdamage $nick $calc((%row8 + %row9 + %row10 + %row11 + %row12 + %row13 + %row14))
var %row15 = $calc($hget(stick,$nick) + $hget(knife,$nick) + $hget(sling,$nick) + $hget(club,$nick) + $hget(spear,$nick))
var %row16 = $calc($hget(warblade,$nick) + $hget(warg,$nick) + $hget(dragon,$nick) + $hget(chariot,$nick) + $hget(BPM,$nick))
var %row17 = $calc($hget(helmet,$nick) + $hget(shield,$nick) + $hget(chainmail,$nick) + $hget(platearmor,$nick) + $hget(heavyshield,$nick))
var %row18 = $calc($hget(dragonskin,$nick) + $hget(IS,$nick) + $hget(shortbow,$nick) + $hget(crossbow,$nick) + $hget(longbow,$nick))
var %row19 = $calc($hget(steelbow,$nick) + $hget(steed,$nick) + $hget(flamingarrow,$nick) + $hget(elvencloak,$nick) + $hget(longsword,$nick))
var %row20 = $calc($hget(lance,$nick) + $hget(broadsword,$nick) + $hget(excalibur,$nick) + $hget(mithril,$nick) + $hget(hatchet,$nick))
var %row21 = $calc($hget(pike,$nick) + $hget(mace,$nick) + $hget(warhammer,$nick) + $hget(battleaxe,$nick) + $hget(hammerofthor,$nick) + $hget(gauntlets,$nick))
hadd sabbedweapons $nick $calc((%row15 + %row16 + %row17 + %row18 + %row19 + %row20 + %row21))
hsave topsabbers topsabbers.txt
hsave topdamage topdamage.txt
hsave sabbedweapons sabbedweapons.txt
else { halt }
}
;----------------------------------------------------------------------------
;------------------- Sab stats ---------------------------
;----------------------------------------------------------------------------
on *:TEXT:!mystats:#: {
if (!$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: $bytes($calc((%row1 + %row2 + %row3 + %row4 + %row5 + %row6 + %row7)),b)
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: $bytes($calc((%row8 + %row9 + %row10 + %row11 + %row12 + %row13 + %row14)),b)
set %topsabbers.nr $calc($lines(topsabbers.txt) / 2)
set %topsabbers.incnr 1
while (%topsabbers.incnr <= %topsabbers.nr) {
write topsabbers1.txt $hget(topsabbers, %topsabbers.incnr).item $hget(topsabbers, %topsabbers.incnr).data
inc %topsabbers.incnr 1 }
if (%topsabbers.incnr > %topsabbers.nr) {
filter -cteu 2 32 topsabbers1.txt topsabbersfiltered.txt *?*
write -c topsabbers1.txt
unset %topsabbers.nr
unset %topsabbers.incnr
}
}
}
on *:TEXT:!topsabbers:#: {
set %topsabbers.nr $calc($lines(topsabbers.txt) / 2)
set %topsabbers.incnr 1
while (%topsabbers.incnr <= %topsabbers.nr) {
write topsabbers1.txt $hget(topsabbers, %topsabbers.incnr).item $hget(topsabbers, %topsabbers.incnr).data
inc %topsabbers.incnr 1 }
if (%topsabbers.incnr > %topsabbers.nr) {
filter -cteu 2 32 topsabbers1.txt topsabbersfiltered.txt *?*
write -c topsabbers1.txt
unset %topsabbers.nr
unset %topsabbers.incnr
notice $nick Top 10 sabbers:
if ($read(topsabbersfiltered.txt, 1)) {
tokenize 32 $read(topsabbersfiltered.txt, 1)
notice $nick 1. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
if ($read(topsabbersfiltered.txt, 2)) {
tokenize 32 $read(topsabbersfiltered.txt, 2)
notice $nick 2. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
if ($read(topsabbersfiltered.txt, 3)) {
tokenize 32 $read(topsabbersfiltered.txt, 3)
notice $nick 3. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
if ($read(topsabbersfiltered.txt, 4)) {
tokenize 32 $read(topsabbersfiltered.txt, 4)
notice $nick 4. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
if ($read(topsabbersfiltered.txt, 5)) {
tokenize 32 $read(topsabbersfiltered.txt, 5)
notice $nick 5. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
if ($read(topsabbersfiltered.txt, 6)) {
tokenize 32 $read(topsabbersfiltered.txt, 6)
notice $nick 6. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
if ($read(topsabbersfiltered.txt, 7)) {
tokenize 32 $read(topsabbersfiltered.txt, 7)
notice $nick 7. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
if ($read(topsabbersfiltered.txt, 8)) {
tokenize 32 $read(topsabbersfiltered.txt, 8)
notice $nick 8. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
if ($read(topsabbersfiltered.txt, 9)) {
tokenize 32 $read(topsabbersfiltered.txt, 9)
notice $nick 9. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
if ($read(topsabbersfiltered.txt, 10)) {
tokenize 32 $read(topsabbersfiltered.txt, 10)
notice $nick 10. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
if (!$read(topsabbersfiltered.txt, 10)) {
notice $nick To be continued..
}
}
}
;----------------------------------------------------------------------------
;------------------- Targets stuffs ---------------------------
;----------------------------------------------------------------------------
on *:TEXT:!addmultipletargets:#: {
if ($nick === $hfind(admin,$nick)) {
set -u100 %AddMultipleTargets 1
notice $nick Add multiple targets is now activated for 100 seconds. Paste in this format: <Link> <Name>. }
else {
notice $nick You're not an administrator.
halt }
}
on *:TEXT:http*//www.kingsofchaos.com/stats*:#: {
if (%AddMultipleTargets == 1) && ($2 != $hget(enemy, $2).data) && ($nick === $hfind(admin,$nick)) {
hadd enemy $2 $1
hsave enemy targets.txt
notice $nick $2 added to the target list. }
if (%AddMultipleTargets == 1) && ($2 == $hget(enemy, $2).data) && ($nick === $hfind(admin,$nick)) {
notice $nick $2 is already on the target list.
halt }
}
on *:TEXT:!addtarget http*//www.kingsofchaos.com/stats*:#: {
If ($3 == $hget(enemy).data) {
notice $nick $3 is already a target.
halt }
If ($nick === $hfind(admin,$nick)) {
hadd enemy $3 $2
hsave enemy targets.txt
notice $nick $3 added to the target list.
}
}
on *:TEXT:!addtargetinfo*:#: {
if ($2- == $null) {
notice $nick Syntax: !addtargetinfo Enemy Coverts OR IS OR BPMS OR Sentry OR Other* amount OR text*
halt }
if ($3 == coverts) {
writeini -n targetinfo.ini Coverts $2 $4
writeini -n targetinfo.ini CovertsTime $2 $ctime
notice $nick Target info added. }
if ($3 == is) {
writeini -n targetinfo.ini IS $2 $4
writeini -n targetinfo.ini ISTime $2 $ctime
notice $nick Target info added. }
if ($3 == bpms) {
writeini -n targetinfo.ini BPMS $2 $4
writeini -n targetinfo.ini BPMSTime $2 $ctime
notice $nick Target info added. }
if ($3 == other) {
writeini -n targetinfo.ini AdditionalInfo $2 $4-
notice $nick Target info added. }
if ($3 == sentry) {
writeini -n targetinfo.ini Sentry $2 $4
notice $nick Target info added. }
else {
halt }
}
on *:TEXT:!deltarget*:#: {
If ($nick === $hfind(admin,$nick)) {
hdel enemy $2 $3
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 }
hfree enemy
hmake enemy 200
hsave enemy targets.txt
hload enemy targets.txt
notice $nick cleared.
}
on *:TEXT:!targets:#: {
if (!$hget(enemy)) {
notice $nick There are currently no targets. }
If ($nick === $hfind(admin,$nick)) {
if (!$hget(enemy,1).item) {
notice $nick No targets.
halt }
if ($hget(enemy,1).item) {
notice $nick Targets: $calc($lines(targets.txt) / 2)
notice $nick 1. $hget(enemy,1).data $hget(enemy,1).item }
if ($hget(enemy,2).item) {
notice $nick 2. $hget(enemy,2).data $hget(enemy,2).item }
if ($hget(enemy,3).item) {
notice $nick 3. $hget(enemy,3).data $hget(enemy,3).item }
if ($hget(enemy,4).item) {
notice $nick 4. $hget(enemy,4).data $hget(enemy,4).item }
if ($hget(enemy,5).item) {
notice $nick 5. $hget(enemy,5).data $hget(enemy,5).item }
if ($hget(enemy,6).item) {
notice $nick 6. $hget(enemy,6).data $hget(enemy,6).item }
if ($hget(enemy,7).item) {
notice $nick 7. $hget(enemy,7).data $hget(enemy,7).item }
if ($hget(enemy,8).item) {
notice $nick 8. $hget(enemy,8).data $hget(enemy,8).item }
if ($hget(enemy,9).item) {
notice $nick 9. $hget(enemy,9).data $hget(enemy,9).item }
if ($hget(enemy,10).item) {
notice $nick 10. $hget(enemy,10).data $hget(enemy,10).item }
if (!$hget(enemy,10).item) {
notice $nick End of targets list. }
}
else {
halt }
}
on *:TEXT:!targets 2:#: {
If ($nick !=== $hfind(admin,$nick)) {
halt }
if ($hget(enemy,11).item) {
notice $nick 11. $hget(enemy,11).data $hget(enemy,11).item }
if ($hget(enemy,12).item) {
notice $nick 12. $hget(enemy,12).data $hget(enemy,12).item }
if ($hget(enemy,13).item) {
notice $nick 13. $hget(enemy,13).data $hget(enemy,13).item }
if ($hget(enemy,14).item) {
notice $nick 14. $hget(enemy,14).data $hget(enemy,14).item }
if ($hget(enemy,15).item) {
notice $nick 15. $hget(enemy,15).data $hget(enemy,15).item }
if ($hget(enemy,16).item) {
notice $nick 16. $hget(enemy,16).data $hget(enemy,16).item }
if ($hget(enemy,17).item) {
notice $nick 17. $hget(enemy,17).data $hget(enemy,17).item }
if ($hget(enemy,18).item) {
notice $nick 18. $hget(enemy,18).data $hget(enemy,18).item }
if ($hget(enemy,19).item) {
notice $nick 19. $hget(enemy,19).data $hget(enemy,19).item }
if ($hget(enemy,20).item) {
notice $nick 20. $hget(enemy,20).data $hget(enemy,20).item }
if (!$hget(enemy,20).item) {
notice $nick End of targets list. }
else {
halt }
}
on *:TEXT:!targets 3:#: {
If ($nick === $hfind(admin,$nick)) {
notice $nick $hget(enemy,21).data $hget(enemy,21).item
notice $nick $hget(enemy,22).data $hget(enemy,22).item
notice $nick $hget(enemy,23).data $hget(enemy,23).item
notice $nick $hget(enemy,24).data $hget(enemy,24).item
notice $nick $hget(enemy,25).data $hget(enemy,25).item
notice $nick $hget(enemy,26).data $hget(enemy,26).item
notice $nick $hget(enemy,27).data $hget(enemy,27).item
notice $nick $hget(enemy,28).data $hget(enemy,28).item
notice $nick $hget(enemy,29).data $hget(enemy,29).item
notice $nick $hget(enemy,30).data $hget(enemy,30).item }
else {
halt }
}
on *:TEXT:!targets 4:#: {
If ($nick === $hfind(admin,$nick)) {
notice $nick $hget(enemy,31).data $hget(enemy,31).item
notice $nick $hget(enemy,32).data $hget(enemy,32).item
notice $nick $hget(enemy,33).data $hget(enemy,33).item
notice $nick $hget(enemy,34).data $hget(enemy,34).item
notice $nick $hget(enemy,35).data $hget(enemy,35).item
notice $nick $hget(enemy,36).data $hget(enemy,36).item
notice $nick $hget(enemy,37).data $hget(enemy,37).item
notice $nick $hget(enemy,38).data $hget(enemy,38).item
notice $nick $hget(enemy,39).data $hget(enemy,39).item
notice $nick $hget(enemy,40).data $hget(enemy,40).item }
else {
halt }
}
on *:TEXT:!targets 5:#: {
If ($nick === $hfind(admin,$nick)) {
notice $nick $hget(enemy,41).data $hget(enemy,41).item
notice $nick $hget(enemy,42).data $hget(enemy,42).item
notice $nick $hget(enemy,43).data $hget(enemy,43).item
notice $nick $hget(enemy,44).data $hget(enemy,44).item
notice $nick $hget(enemy,45).data $hget(enemy,45).item
notice $nick $hget(enemy,46).data $hget(enemy,46).item
notice $nick $hget(enemy,47).data $hget(enemy,47).item
notice $nick $hget(enemy,48).data $hget(enemy,48).item
notice $nick $hget(enemy,49).data $hget(enemy,49).item
notice $nick $hget(enemy,50).data $hget(enemy,50).item }
else {
halt }
}
;----------------------------------------------------------------------------
;------------------- # 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 ($2 == sling) && (!$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)
}
}
;----------------------------------------------------------------------------
;------------------- Massing with IRIS -----------------------
;----------------------------------------------------------------------------
on *:TEXT:!witargetsmass:#: {
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 %mwi 1
set -e %mass 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 $chan 8You will not be able to post your sabs until the target has been broken.
timer6 1 10 set -e %targetnr 1 }
}
;----------------------------------------------------------------------------
;------------------- Mass stuff ---------------------------
;----------------------------------------------------------------------------
on *:TEXT:!targetsmass:#: {
If ($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
hadd masson yes
hsave masson masson.txt
hadd massbegintime $fulldate
hsave massbegintime massbegintime.txt
hadd lastmass $date
hadd lastmass lastmass.txt
set %masschannel $chan
set -e %mass 1
set -e %nroftargets $calc($lines(targets.txt) / 2)
msg $chan 4 $calc($lines(targets.txt) / 2) targets loaded. The 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 $iif(%TextBan == on, mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected*and*destroy*of*the*enemy's*,)
timer4 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*,)
timer5 1 10 $iif(%TextBan == on, msg $chan 4You will not be able to post your sabs until the target has been broken.,)
timer16 1 10 /msg $chan After 5 minutes the next target will be loaded!
timer6 1 10 set -e %targetnr 1
timer10 1 10 set %addme 1
timer12 1 10 timer13 2 120 msg $chan 4Don't forget to type !delme when you're done8
timer14 $calc(%nroftargets - 1) 310 /loadnext
timer15 1 250 msg %masschannel 1 minute left until the next target is loaded! }
}
on *:TEXT:!addme:#: {
if (!%targetnr) { halt
}
if (%addme == 0) {
halt }
%tiBPMS = $iif(!$readini(targetinfo.ini,n,BPMS,$hget(enemy, %targetnr).item),,BPMS: $bytes($readini(targetinfo.ini,n,BPMS,$hget(enemy, %targetnr).item),b)) $iif(!$readini(targetinfo.ini,n,BPMSTime,$hget(enemy, %targetnr).item),,$duration($calc($ctime - $readini(targetinfo.ini,n,BPMSTime,$hget(enemy, %targetnr).item)))) $iif(!$readini(targetinfo.ini,n,BPMSTime,$hget(enemy, %targetnr).item),,ago.)
%tiIS = $iif(!$readini(targetinfo.ini,n,IS,$hget(enemy, %targetnr).item),,IS: $bytes($readini(targetinfo.ini,n,IS,$hget(enemy, %targetnr).item),b)) $iif(!$readini(targetinfo.ini,n,ISTime,$hget(enemy, %targetnr).item),,$duration($calc($ctime - $readini(targetinfo.ini,n,ISTime,$hget(enemy, %targetnr).item)))) $iif(!$readini(targetinfo.ini,n,ISTime,$hget(enemy, %targetnr).item),,ago.)
%tiCoverts = $iif(!$readini(targetinfo.ini,n,coverts,$hget(enemy, %targetnr).item),,Coverts: $bytes($readini(targetinfo.ini,n,coverts,$hget(enemy, %targetnr).item),b)) $iif(!$readini(targetinfo.ini,n,CovertsTime,$hget(enemy, %targetnr).item),,$duration($calc($ctime - $readini(targetinfo.ini,n,CovertsTime,$hget(enemy, %targetnr).item)))) $iif(!$readini(targetinfo.ini,n,CovertsTime,$hget(enemy, %targetnr).item),,ago.)
%AdditionalInfo = $iif(!$readini(targetinfo.ini,n,AdditionalInfo,$hget(enemy, %targetnr).item),,Additional info: $+ $readini(targetinfo.ini,n,AdditionalInfo,$hget(enemy, %targetnr).item))
%Sentry = $iif(!$readini(targetinfo.ini,n,Sentry,$hget(enemy, %targetnr).item),,Sentry: $+ $readini(targetinfo.ini,n,Sentry,$hget(enemy, %targetnr).item))
if (%mass == 1) && (%mwi == 0) && (%addme == 1) {
notice $nick Target: $hget(enemy, %targetnr).data $+ $hget(enemy, %targetnr).item $+ . %Sentry %tiCoverts %tiIS %tiBPMS %AdditionalInfo
hadd activemassers $nick
hsave activemassers activemassers.txt }
; elseif (%mass == 1) && (%mwi == 1) {
; hadd activemassers $nick
; hsave activemassers activemassers.txt }
}
on *:TEXT:!endmass:#: {
If ($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
set %broken 0
set %mwi 0
set %addme 0
unset %masschannel
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
/timer13 off
/timer14 off
/timer15 off
/timer16 off
hfree activemassers
hmake activemassers
write -c activemassers.txt
hload activemassers activemassers.txt
hsave activemassers activemassers.txt
msg $chan 4Last mass stats: Gold stolen: $+ $bytes($hget(lastmassstats, goldstolen) ,b) $+ - Turns used: $+ $bytes($hget(lastmassstats, turns) ,b) $+ - Enemy soldiers killed: $+ $bytes($hget(lastmassstats, enemylosses) ,b) $+ - Soldiers lost: $+ $bytes($hget(lastmassstats, soldierslost) ,b) $+ 4
write lastmassbackup.txt $fulldate Last mass stats: Gold stolen: $bytes($hget(lastmassstats, goldstolen) ,b) - Turns used: $bytes($hget(lastmassstats, turns) ,b) - Enemy soldiers killed: $bytes($hget(lastmassstats, enemylosses) ,b) - Soldiers lost: $bytes($hget(lastmassstats, soldierslost) ,b)
hdel lastmassstats soldierslost
hdel lastmassstats enemylosses
hdel lastmassstats goldstolen
hdel lastmassstats turns
hsave lastmassstats lastmassstats.txt
hload lastmassstats lastmassstats.txt
;enemy losses
write enemylosses.txt $fulldate
write enemylosses.txt $hget(elgold, 1).item lost $bytes($hget(elgold, 1).data ,b) gold and $bytes($hget(elsoldiers, 1).data ,b) soldiers but $bytes($hget(elsoldiersk, 1).data ,b) was killed by $hget(elgold, 1).item $+ .
write enemylosses.txt $hget(elgold, 2).item lost $bytes($hget(elgold, 2).data ,b) gold and $bytes($hget(elsoldiers, 2).data ,b) soldiers but $bytes($hget(elsoldiersk, 2).data ,b) was killed by $hget(elgold, 2).item $+ .
write enemylosses.txt $hget(elgold, 3).item lost $bytes($hget(elgold, 3).data ,b) gold and $bytes($hget(elsoldiers, 3).data ,b) soldiers but $bytes($hget(elsoldiersk, 3).data ,b) was killed by $hget(elgold, 3).item $+ .
write enemylosses.txt $hget(elgold, 4).item lost $bytes($hget(elgold, 4).data ,b) gold and $bytes($hget(elsoldiers, 4).data ,b) soldiers but $bytes($hget(elsoldiersk, 4).data ,b) was killed by $hget(elgold, 4).item $+ .
write enemylosses.txt $hget(elgold, 5).item lost $bytes($hget(elgold, 5).data ,b) gold and $bytes($hget(elsoldiers, 5).data ,b) soldiers but $bytes($hget(elsoldiersk, 5).data ,b) was killed by $hget(elgold, 5).item $+ .
write enemylosses.txt $hget(elgold, 6).item lost $bytes($hget(elgold, 6).data ,b) gold and $bytes($hget(elsoldiers, 6).data ,b) soldiers but $bytes($hget(elsoldiersk, 6).data ,b) was killed by $hget(elgold, 6).item $+ .
write enemylosses.txt $hget(elgold, 7).item lost $bytes($hget(elgold, 7).data ,b) gold and $bytes($hget(elsoldiers, 7).data ,b) soldiers but $bytes($hget(elsoldiersk, 7).data ,b) was killed by $hget(elgold, 7).item $+ .
write enemylosses.txt $hget(elgold, 8).item lost $bytes($hget(elgold, 8).data ,b) gold and $bytes($hget(elsoldiers, 8).data ,b) soldiers but $bytes($hget(elsoldiersk, 8).data ,b) was killed by $hget(elgold, 8).item $+ .
write enemylosses.txt $hget(elgold, 9).item lost $bytes($hget(elgold, 9).data ,b) gold and $bytes($hget(elsoldiers, 9).data ,b) soldiers but $bytes($hget(elsoldiersk, 9).data ,b) was killed by $hget(elgold, 9).item $+ .
write enemylosses.txt $hget(elgold, 10).item lost $bytes($hget(elgold, 10).data ,b) gold and $bytes($hget(elsoldiers, 10).data ,b) soldiers but $bytes($hget(elsoldiersk, 10).data ,b) was killed by $hget(elgold, 10).item $+ .
write enemylosses.txt $hget(elgold, 11).item lost $bytes($hget(elgold, 11).data ,b) gold and $bytes($hget(elsoldiers, 11).data ,b) soldiers but $bytes($hget(elsoldiersk, 11).data ,b) was killed by $hget(elgold, 11).item $+ .
write enemylosses.txt $hget(elgold, 12).item lost $bytes($hget(elgold, 12).data ,b) gold and $bytes($hget(elsoldiers, 12).data ,b) soldiers but $bytes($hget(elsoldiersk, 12).data ,b) was killed by $hget(elgold, 12).item $+ .
write enemylosses.txt $hget(elgold, 13).item lost $bytes($hget(elgold, 13).data ,b) gold and $bytes($hget(elsoldiers, 13).data ,b) soldiers but $bytes($hget(elsoldiersk, 13).data ,b) was killed by $hget(elgold, 13).item $+ .
write enemylosses.txt $hget(elgold, 14).item lost $bytes($hget(elgold, 14).data ,b) gold and $bytes($hget(elsoldiers, 14).data ,b) soldiers but $bytes($hget(elsoldiersk, 14).data ,b) was killed by $hget(elgold, 14).item $+ .
write enemylosses.txt $hget(elgold, 15).item lost $bytes($hget(elgold, 15).data ,b) gold and $bytes($hget(elsoldiers, 15).data ,b) soldiers but $bytes($hget(elsoldiersk, 15).data ,b) was killed by $hget(elgold, 15).item $+ .
write enemylosses.txt $hget(elgold, 16).item lost $bytes($hget(elgold, 16).data ,b) gold and $bytes($hget(elsoldiers, 16).data ,b) soldiers but $bytes($hget(elsoldiersk, 16).data ,b) was killed by $hget(elgold, 16).item $+ .
write enemylosses.txt $hget(elgold, 17).item lost $bytes($hget(elgold, 17).data ,b) gold and $bytes($hget(elsoldiers, 17).data ,b) soldiers but $bytes($hget(elsoldiersk, 17).data ,b) was killed by $hget(elgold, 17).item $+ .
write enemylosses.txt $hget(elgold, 18).item lost $bytes($hget(elgold, 18).data ,b) gold and $bytes($hget(elsoldiers, 18).data ,b) soldiers but $bytes($hget(elsoldiersk, 18).data ,b) was killed by $hget(elgold, 18).item $+ .
write enemylosses.txt $hget(elgold, 19).item lost $bytes($hget(elgold, 19).data ,b) gold and $bytes($hget(elsoldiers, 19).data ,b) soldiers but $bytes($hget(elsoldiersk, 19).data ,b) was killed by $hget(elgold, 19).item $+ .
write enemylosses.txt $hget(elgold, 20).item lost $bytes($hget(elgold, 20).data ,b) gold and $bytes($hget(elsoldiers, 20).data ,b) soldiers but $bytes($hget(elsoldiersk, 20).data ,b) was killed by $hget(elgold, 20).item $+ .
write enemylosses.txt $hget(elgold, 21).item lost $bytes($hget(elgold, 21).data ,b) gold and $bytes($hget(elsoldiers, 21).data ,b) soldiers but $bytes($hget(elsoldiersk, 21).data ,b) was killed by $hget(elgold, 21).item $+ .
write enemylosses.txt $hget(elgold, 22).item lost $bytes($hget(elgold, 22).data ,b) gold and $bytes($hget(elsoldiers, 22).data ,b) soldiers but $bytes($hget(elsoldiersk, 22).data ,b) was killed by $hget(elgold, 22).item $+ .
write enemylosses.txt $hget(elgold, 23).item lost $bytes($hget(elgold, 23).data ,b) gold and $bytes($hget(elsoldiers, 23).data ,b) soldiers but $bytes($hget(elsoldiersk, 23).data ,b) was killed by $hget(elgold, 23).item $+ .
write enemylosses.txt $hget(elgold, 24).item lost $bytes($hget(elgold, 24).data ,b) gold and $bytes($hget(elsoldiers, 24).data ,b) soldiers but $bytes($hget(elsoldiersk, 24).data ,b) was killed by $hget(elgold, 24).item $+ .
write enemylosses.txt $hget(elgold, 25).item lost $bytes($hget(elgold, 25).data ,b) gold and $bytes($hget(elsoldiers, 25).data ,b) soldiers but $bytes($hget(elsoldiersk, 25).data ,b) was killed by $hget(elgold, 25).item $+ .
write enemylosses.txt $hget(elgold, 26).item lost $bytes($hget(elgold, 26).data ,b) gold and $bytes($hget(elsoldiers, 26).data ,b) soldiers but $bytes($hget(elsoldiersk, 26).data ,b) was killed by $hget(elgold, 26).item $+ .
write enemylosses.txt $hget(elgold, 27).item lost $bytes($hget(elgold, 27).data ,b) gold and $bytes($hget(elsoldiers, 27).data ,b) soldiers but $bytes($hget(elsoldiersk, 27).data ,b) was killed by $hget(elgold, 27).item $+ .
write enemylosses.txt $hget(elgold, 28).item lost $bytes($hget(elgold, 28).data ,b) gold and $bytes($hget(elsoldiers, 28).data ,b) soldiers but $bytes($hget(elsoldiersk, 28).data ,b) was killed by $hget(elgold, 28).item $+ .
write enemylosses.txt $hget(elgold, 29).item lost $bytes($hget(elgold, 29).data ,b) gold and $bytes($hget(elsoldiers, 29).data ,b) soldiers but $bytes($hget(elsoldiersk, 29).data ,b) was killed by $hget(elgold, 29).item $+ .
write enemylosses.txt $hget(elgold, 30).item lost $bytes($hget(elgold, 30).data ,b) gold and $bytes($hget(elsoldiers, 30).data ,b) soldiers but $bytes($hget(elsoldiersk, 30).data ,b) was killed by $hget(elgold, 30).item $+ .
write massers_stats.txt $fulldate
write massers_stats.txt $hget(lmgoldstolen, 1).item stole $bytes($hget(lmgoldstolen, 1).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 1).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 1).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 2).item stole $bytes($hget(lmgoldstolen, 2).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 2).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 2).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 3).item stole $bytes($hget(lmgoldstolen, 3).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 3).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 3).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 4).item stole $bytes($hget(lmgoldstolen, 4).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 4).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 4).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 5).item stole $bytes($hget(lmgoldstolen, 5).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 5).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 5).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 6).item stole $bytes($hget(lmgoldstolen, 6).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 6).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 6).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 7).item stole $bytes($hget(lmgoldstolen, 7).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 7).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 7).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 8).item stole $bytes($hget(lmgoldstolen, 8).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 8).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 8).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 9).item stole $bytes($hget(lmgoldstolen, 9).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 9).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 9).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 10).item stole $bytes($hget(lmgoldstolen, 10).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 10).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 10).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 11).item stole $bytes($hget(lmgoldstolen, 11).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 11).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 11).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 12).item stole $bytes($hget(lmgoldstolen, 12).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 12).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 12).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 13).item stole $bytes($hget(lmgoldstolen, 13).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 13).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 13).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 14).item stole $bytes($hget(lmgoldstolen, 14).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 14).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 14).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 15).item stole $bytes($hget(lmgoldstolen, 15).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 15).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 15).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 16).item stole $bytes($hget(lmgoldstolen, 16).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 16).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 16).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 17).item stole $bytes($hget(lmgoldstolen, 17).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 17).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 17).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 18).item stole $bytes($hget(lmgoldstolen, 18).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 18).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 18).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 19).item stole $bytes($hget(lmgoldstolen, 19).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 19).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 19).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 20).item stole $bytes($hget(lmgoldstolen, 20).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 20).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 20).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 21).item stole $bytes($hget(lmgoldstolen, 21).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 21).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 21).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 22).item stole $bytes($hget(lmgoldstolen, 22).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 22).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 22).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 23).item stole $bytes($hget(lmgoldstolen, 23).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 23).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 23).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 24).item stole $bytes($hget(lmgoldstolen, 24).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 24).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 24).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 25).item stole $bytes($hget(lmgoldstolen, 25).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 25).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 25).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 26).item stole $bytes($hget(lmgoldstolen, 26).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 26).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 26).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 27).item stole $bytes($hget(lmgoldstolen, 27).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 27).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 27).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 28).item stole $bytes($hget(lmgoldstolen, 28).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 28).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 28).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 29).item stole $bytes($hget(lmgoldstolen, 29).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 29).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 29).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 30).item stole $bytes($hget(lmgoldstolen, 30).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 30).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 30).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 31).item stole $bytes($hget(lmgoldstolen, 31).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 31).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 31).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 32).item stole $bytes($hget(lmgoldstolen, 32).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 32).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 32).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 33).item stole $bytes($hget(lmgoldstolen, 33).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 33).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 33).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 34).item stole $bytes($hget(lmgoldstolen, 34).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 34).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 34).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 35).item stole $bytes($hget(lmgoldstolen, 35).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 35).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 35).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 36).item stole $bytes($hget(lmgoldstolen, 36).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 36).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 36).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 37).item stole $bytes($hget(lmgoldstolen, 37).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 37).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 37).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 38).item stole $bytes($hget(lmgoldstolen, 38).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 38).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 38).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 39).item stole $bytes($hget(lmgoldstolen, 39).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 39).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 39).data ,b) soldiers.
write massers_stats.txt $hget(lmgoldstolen, 40).item stole $bytes($hget(lmgoldstolen, 40).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 40).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 40).data ,b) soldiers.
hfree elgold
hfree elsoldiers
hfree elsoldiersk
hmake elgold
hmake elsoldiers
hmake elsoldiersk
hsave elgold elgold.txt
hsave elsoldiers elsoldiers.txt
hsave elsoldiersk elsoldiersk.txt
hload elgold elgold.txt
hload elsoldiers elsoldiers.txt
hload elsoldiersk elsoldiersk.txt
hfree lmgoldstolen
hfree lmsoldierslost
hfree lmsoldierskilled
hmake lmgoldstolen
hmake lmsoldierslost
hmake lmsoldierskilled
hsave lmgoldstolen lmgoldstolen.txt
hsave lmsoldierslost lmsoldierslost.txt
hsave lmsoldierskilled lmsoldierskilled.txt
hload lmgoldstolen lmgoldstolen.txt
hload lmsoldierslost lmsoldierslost.txt
hload lmsoldierskilled lmsoldierskilled.txt }
}
on *:TEXT:!waitlist:#: {
If ($nick !=== $hfind(admin,$nick)) {
halt }
if ($lines(activemassers.txt) == 0) {
notice $nick There are no active massers
Halt }
else {
msg $chan Massing:
play -q1m1 $chan activemassers.txt 500 }
}
on *:TEXT:!clearwaitlist:#: {
If ($nick === $hfind(admin,$nick)) {
hfree activemassers
hmake activemassers
write -c activemassers.txt
hload activemassers activemassers.txt
hsave activemassers activemassers.txt
notice $nick The waitlist has been cleared. }
else {
halt }
}
on *:TEXT:!next:#: {
If ($nick === $hfind(admin,$nick)) {
hfree activemassers
hmake activemassers
write -c activemassers.txt
hload activemassers activemassers.txt
hsave activemassers activemassers.txt
inc %targetnr 1
set %addme 0
msg $chan 4Loading target %targetnr $+ / $+ %nroftargets $+ . Get ready!4
timer13 off
timer6 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done.
timer7 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*,)
timer8 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*,)
timer9 1 10 $iif(%TextBan == on, msg $chan 8You will not be able to post your sabs until the target has been broken.,)
timer16 1 10 /msg $chan After 5 minutes the next target will be loaded!
timer10 1 10 set %addme 1
timer14 off
timer15 off
timer14 $calc(%nroftargets - %targetnr) 310 /loadnext
timer15 1 250 msg $chan 1 minute left until the next target is loaded! }
}
on *:TEXT:!prev:#: {
If ($nick === $hfind(admin,$nick)) {
hfree activemassers
hmake activemassers
write -c activemassers.txt
hload activemassers activemassers.txt
hsave activemassers activemassers.txt
dec %targetnr 1
set %addme 0
msg $chan 4Loading target %targetnr $+ / $+ %nroftargets $+ . Get ready!4
timer13 off
timer6 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done.
timer7 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*,)
timer8 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*,)
timer9 1 10 $iif(%TextBan == on, msg $chan 8You will not be able to post your sabs until the target has been broken.,)
timer16 1 10 /msg $chan After 5 minutes the next target will be loaded!
timer10 1 10 set %addme 1
timer12 1 10 timer13 2 120 msg $chan 8Don't forget to type !delme when you're done8
timer14 off
timer15 off
timer14 $calc(%nroftargets - %targetnr) 310 /loadnext
timer15 1 250 msg $chan 1 minute left until the next target is loaded! }
}
on *:TEXT:!bpmtarget:#: {
If ($nick === $hfind(admin, $nick)) {
mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type* }
else {
halt }
}
on *:TEXT:!textban*:#: {
If ($nick === $hfind(admin, $nick)) {
set %TextBan $2 }
If ($nick === $hfind(admin, $nick)) && ($2 == off) {
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 }
}
on *:TEXT:!delme:#: {
if (%mass == 0) {
halt }
if (%mass == 1) {
hdel activemassers $nick
hsave activemassers activemassers.txt
hload activemassers activemassers.txt
notice $nick You have been removed from the waitlist.
}
if (%targetnr == %nroftargets) && ($lines(activemassers.txt) == 0) {
msg $chan 9No more targets. Well done everyone!9
set %mass 0
unset %targetnr
unset %nroftargets
timer14 off
timer15 off
timer16 off
}
elseif (%targetnr != %nroftargets) && ($lines(activemassers.txt) == 0) {
inc %targetnr 1
set %enemy $hget(enemy, %targetnr).item
msg $chan 4Loading target %targetnr $+ / $+ %nroftargets $+ . Get ready!4
set %addme 0
timer13 off
timer6 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done.
timer7 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected*and*destroy*of*the*enemy's*,)
timer8 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*,)
timer9 1 10 $iif(%TextBan == on, msg $chan 8You will not be able to post your sabs until the target has been broken.,)
timer16 1 10 /msg $chan After 5 minutes the next target will be loaded!
timer10 1 10 set %addme 1
timer12 1 10 timer13 2 120 msg $chan 8Don't forget to type !delme when you're done8
timer14 off
timer15 off
timer14 $calc(%nroftargets - %targetnr) 310 /loadnext
timer15 1 250 msg $chan 1 minute left until the next target is loaded!
set %broken 0 }
;if (%mwi == 1) {
;msg #explosion !adminmessage Target: $hget(enemy, %targetnr).data $hget(enemy, %targetnr).item
}
on *:TEXT:!gettarget*:#: {
if (%mass == 1) && ($2 == 1) && (%targetnr > 1) {
notice $nick Target: $hget(enemy, 1).data $+ $hget(enemy, 1).item $+ }
if (%mass == 1) && ($2 == 2) && (%targetnr > 2) {
notice $nick Target: $hget(enemy, 2).data $+ $hget(enemy, 2).item $+ }
if (%mass == 1) && ($2 == 3) && (%targetnr > 3) {
notice $nick Target: $hget(enemy, 3).data $+ $hget(enemy, 3).item $+ }
if (%mass == 1) && ($2 == 4) && (%targetnr > 4) {
notice $nick Target: $hget(enemy, 4).data $+ $hget(enemy, 4).item $+ }
if (%mass == 1) && ($2 == 5) && (%targetnr > 5) {
notice $nick Target: $hget(enemy, 5).data $+ $hget(enemy, 5).item $+ }
if (%mass == 1) && ($2 == 6) && (%targetnr > 6) {
notice $nick Target: $hget(enemy, 6).data $+ $hget(enemy, 6).item $+ }
if (%mass == 1) && ($2 == 7) && (%targetnr > 7) {
notice $nick Target: $hget(enemy, 7).data $+ $hget(enemy, 7).item $+ }
if (%mass == 1) && ($2 == 8) && (%targetnr > 8) {
notice $nick Target: $hget(enemy, 8).data $+ $hget(enemy, 8).item $+ }
if (%mass == 1) && ($2 == 9) && (%targetnr > 9) {
notice $nick Target: $hget(enemy, 9).data $+ $hget(enemy, 9).item $+ }
if (%mass == 1) && ($2 == 10) && (%targetnr > 10) {
notice $nick Target: $hget(enemy, 10).data $+ $hget(enemy, 10).item $+ }
if (%mass == 1) && ($2 == 11) && (%targetnr > 11) {
notice $nick Target: $hget(enemy, 11).data $+ $hget(enemy, 11).item $+ }
if (%mass == 1) && ($2 == 12) && (%targetnr > 12) {
notice $nick Target: $hget(enemy, 12).data $+ $hget(enemy, 12).item $+ }
if (%mass == 1) && ($2 == 13) && (%targetnr > 13) {
notice $nick Target: $hget(enemy, 13).data $+ $hget(enemy, 13).item $+ }
if (%mass == 1) && ($2 == 14) && (%targetnr > 14) {
notice $nick Target: $hget(enemy, 14).data $+ $hget(enemy, 14).item $+ }
if (%mass == 1) && ($2 == 15) && (%targetnr > 15) {
notice $nick Target: $hget(enemy, 15).data $+ $hget(enemy, 15).item $+ }
if (%mass == 1) && ($2 == 16) && (%targetnr > 16) {
notice $nick Target: $hget(enemy, 16).data $+ $hget(enemy, 16).item $+ }
if (%mass == 1) && ($2 == 17) && (%targetnr > 17) {
notice $nick Target: $hget(enemy, 17).data $+ $hget(enemy, 17).item $+ }
if (%mass == 1) && ($2 == 18) && (%targetnr > 18) {
notice $nick Target: $hget(enemy, 18).data $+ $hget(enemy, 18).item $+ }
if (%mass == 1) && ($2 == 19) && (%targetnr > 19) {
notice $nick Target: $hget(enemy, 19).data $+ $hget(enemy, 19).item $+ }
if (%mass == 1) && ($2 == 20) && (%targetnr > 20) {
notice $nick Target: $hget(enemy, 20).data $+ $hget(enemy, 20).item $+ }
}
on *:TEXT:!gettargets:#: {
if (%mass == 1) && (%targetnr > 1) {
notice $nick Target: $hget(enemy, 1).data $+ $hget(enemy, 1).item $+ }
if (%mass == 1) && (%targetnr > 2) {
notice $nick Target: $hget(enemy, 2).data $+ $hget(enemy, 2).item $+ }
if (%mass == 1) && (%targetnr > 3) {
notice $nick Target: $hget(enemy, 3).data $+ $hget(enemy, 3).item $+ }
if (%mass == 1) && (%targetnr > 4) {
notice $nick Target: $hget(enemy, 4).data $+ $hget(enemy, 4).item $+ }
if (%mass == 1) && (%targetnr > 5) {
notice $nick Target: $hget(enemy, 5).data $+ $hget(enemy, 5).item $+ }
if (%mass == 1) && (%targetnr > 6) {
notice $nick Target: $hget(enemy, 6).data $+ $hget(enemy, 6).item $+ }
if (%mass == 1) && (%targetnr > 7) {
notice $nick Target: $hget(enemy, 7).data $+ $hget(enemy, 7).item $+ }
if (%mass == 1) && (%targetnr > 8) {
notice $nick Target: $hget(enemy, 8).data $+ $hget(enemy, 8).item $+ }
if (%mass == 1) && (%targetnr > 9) {
notice $nick Target: $hget(enemy, 9).data $+ $hget(enemy, 9).item $+ }
if (%mass == 1) && (%targetnr > 10) {
notice $nick Target: $hget(enemy, 10).data $+ $hget(enemy, 10).item $+ }
if (%mass == 1) && (%targetnr > 11) {
notice $nick Target: $hget(enemy, 11).data $+ $hget(enemy, 11).item $+ }
if (%mass == 1) && (%targetnr > 12) {
notice $nick Target: $hget(enemy, 12).data $+ $hget(enemy, 12).item $+ }
if (%mass == 1) && (%targetnr > 13) {
notice $nick Target: $hget(enemy, 13).data $+ $hget(enemy, 13).item $+ }
if (%mass == 1) && (%targetnr > 14) {
notice $nick Target: $hget(enemy, 14).data $+ $hget(enemy, 14).item $+ }
if (%mass == 1) && (%targetnr > 15) {
notice $nick Target: $hget(enemy, 15).data $+ $hget(enemy, 15).item $+ }
if (%mass == 1) && (%targetnr > 16) {
notice $nick Target: $hget(enemy, 16).data $+ $hget(enemy, 16).item $+ }
if (%mass == 1) && (%targetnr > 17) {
notice $nick Target: $hget(enemy, 17).data $+ $hget(enemy, 17).item $+ }
if (%mass == 1) && (%targetnr > 18) {
notice $nick Target: $hget(enemy, 18).data $+ $hget(enemy, 18).item $+ }
if (%mass == 1) && (%targetnr > 19) {
notice $nick Target: $hget(enemy, 19).data $+ $hget(enemy, 19).item $+ }
if (%mass == 1) && (%targetnr > 20) {
notice $nick Target: $hget(enemy, 20).data $+ $hget(enemy, 20).item $+ }
}
;----------------------------------------------------------------------------
;------- Mass stats logging (5x1) ---------------------
;----------------------------------------------------------------------------
on *:TEXT:*Gold stolen*:#: {
If (%mass == 1) && (%broken == 1) && ($4 == $hget(enemy, %targetnr).item) {
/mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected*and*destroy*of*the*enemy's*
/mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
set %broken 1 }
if ($left($4,1) != $chr(9)) && (%mass == 1) {
hinc lmsoldierskilled $nick $strip($9)
hinc lmsoldierslost $nick $strip($10)
hinc elsoldiers $4 $strip($9)
hinc elsoldiersk $4 $strip($10)
hinc longtermmassstats turns $strip($8)
hinc longtermmassstats enemylosses $strip($9)
hinc longtermmassstats soldierslost $strip($10)
hinc imsturns $nick $strip($8)
hinc imssoldierskilled $nick $strip($9)
hinc imssoldierslost $nick $strip($10)
hinc lastmassstats turns $strip($8)
hinc lastmassstats enemylosses $strip($9)
hinc lastmassstats soldierslost $strip($10)
hinc esoldierslost $4 $strip($9)
hinc esoldierskilled $4 $strip($10)
hinc lmgoldstolen $nick $replace($5,$chr(44),)
hinc elgold $4 $replace($5,$chr(44),)
hinc longtermmassstats goldstolen $replace($5,$chr(44),)
hinc imsgoldstolen $nick $replace($5,$chr(44),)
hinc lastmassstats goldstolen $replace($5,$chr(44),)
hinc egoldstolen $4 $replace($5,$chr(44),)
hsave longtermmassstats longtermmassstats.txt
hsave imsturns imsturns.txt
hsave imssoldierslost imssoldierslost.txt
hsave imssoldierskilled imssoldierskilled.txt
hsave imsgoldstolen imsgoldstolen.txt }
if ($left($4,1) == $chr(9)) && (%mass == 1) {
set %goldstolen $5
set %enemy.b $replace($4,$left($4,1),)
hinc lmsoldierskilled $nick $strip($9)
hinc lmsoldierslost $nick $strip($10)
hinc elsoldiers %enemy.b $strip($9)
hinc elsoldiersk %enemy.b $strip($10)
hinc longtermmassstats turns $strip($8)
hinc longtermmassstats enemylosses $strip($9)
hinc longtermmassstats soldierslost $strip($10)
hinc imsturns $nick $strip($8)
hinc imssoldierskilled $nick $strip($9)
hinc imssoldierslost $nick $strip($10)
hinc lastmassstats turns $strip($8)
hinc lastmassstats enemylosses $strip($9)
hinc lastmassstats soldierslost $strip($10)
hinc esoldierslost %enemy.b $strip($9)
hinc esoldierskilled %enemy.b $strip($10)
tokenize 44 %goldstolen
hinc lmgoldstolen $nick $strip($1 $+ $2 $+ $3)
hinc elgold %enemyy $strip($1 $+ $2 $+ $3)
hinc longtermmassstats goldstolen $strip($1 $+ $2 $+ $3)
hinc imsgoldstolen $nick $strip($1 $+ $2 $+ $3)
hinc lastmassstats goldstolen $strip($1 $+ $2 $+ $3)
hinc egoldstolen %enemy.b $strip($1 $+ $2 $+ $3)
hsave longtermmassstats longtermmassstats.txt
hsave imsturns imsturns.txt
hsave imssoldierslost imssoldierslost.txt
hsave imssoldierskilled imssoldierskilled.txt
hsave imsgoldstolen imsgoldstolen.txt }
}
on *:TEXT:*Attack defended*:#: {
If (%mass == 1) && (%broken == 1) && ($4 == $hget(enemy, %targetnr).item) {
/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*
set %broken 1 }
if (%mass == 1) {
hinc longtermmassstats turns $strip($7)
hinc longtermmassstats enemylosses $strip($8)
hinc longtermmassstats soldierslost $strip($9)
hinc imsturns $nick $strip($7)
hinc imssoldierskilled $nick $strip($8)
hinc imssoldierslost $nick $strip($9)
hinc esoldierslost $replace($4,$left($4,1),) $strip($8)
hinc esoldierskilled $replace($4,$left($4,1),) $strip($9) }
if (%mass == 1) && (%lastmass == 1) {
hinc lastmassstats turns $strip($7)
hinc lastmassstats enemylosses $strip($8)
hinc lastmassstats soldierslost $strip($9) }
hinc elsoldiers $replace($4,$left($4,1),) $strip($8)
hinc elsoldiersk $replace($4,$left($4,1),) $strip($9)
hinc lmsoldierskilled $nick $strip($8)
hinc lmsoldierslost $nick $strip($9)
else {
halt }
}
on *:TEXT:!massstats:#: {
msg $chan 4Total mass stats: Gold stolen: $+ $bytes($hget(longtermmassstats, goldstolen) ,b) $+ - Turns used: $+ $bytes($hget(longtermmassstats, turns) ,b) $+ - Enemy soldiers killed: $+ $bytes($hget(longtermmassstats, enemylosses) ,b) $+ - Soldiers lost: $+ $bytes($hget(longtermmassstats, soldierslost) ,b) $+ 4
}
on *:TEXT:!enemystats*:#: {
if ($hget(egoldstolen, $2) == $null) || (!$hget(esoldierslost, $2) == $null) || (!$hget(soldierskilled, $2) == $null) {
msg $chan No stats recorded for $+ $2 $+ .
halt }
else {
msg $chan 4 $2 has lost $+ $bytes($hget(egoldstolen, $2),b) $+ gold, $+ $bytes($hget(esoldierslost, $2) ,b) $+ soldiers and $+ $bytes($hget(esoldierskilled, $2) ,b) $+ soldiers was killed by $2 $+ . $+ 4 }
}
on *:TEXT:!mymassstats:#: {
notice $nick 4Mass stats for $nick $+ : Gold stolen: $+ $bytes($hget(imsgoldstolen, $nick),b) $+ - Turns used: $+ $bytes($hget(imsturns, $nick) ,b) $+ - Enemy soldiers killed: $+ $bytes($hget(imssoldierskilled, $nick) ,b) $+ - Soldiers lost: $+ $bytes($hget(imssoldierslost, $nick) ,b) $+ 4
}
;----------------------------------------
;------ Other stuff ------------
;----------------------------------------
on *:TEXT:!admin*:#explosion: {
hadd admin $2
notice $nick $2 is now an administrator. }
}
on *:TEXT:!deladmin*:#explosion: {
hdel admin $2
notice $nick $2 is no longer an administrator. }
}