on *:text:!gmaul:#:{
if (%dm != $null) {
if (%dm.wepset == 1) {
if ($nick != %dm.attacker) {
notice $nick %dm.color $+ 10 It's not your turn!
halt
}
if (%dm.attacker == %dm.starter) {
if (%dm.starter.spec < 100) { notice $nick 4 %dm.color $+ 10 You have 4 %dm.starter.spec $+ % 10 Spec left. That is not enough.
msg $chan %dm.color $+ 10 Go ahead 4 %dm.opponent , 10 take a shot!
set %dm.attacker %dm.opponent
halt
}
}
if (%dm.attacker == %dm.opponent) {
if (%dm.opponent.spec < 100) { notice $nick %dm.color $+ You have %dm.opponent.spec $+ % Spec left. That is not enough.
msg $chan %dm.color $+ 10 Go ahead 4 %dm.starter , 10 take a shot!
set %dm.attacker %dm.starter
halt
}
}
if (%dm.attacker == %dm.starter) {
set %dm.maul1 $rand(0,38)
set %dm.maul2 $rand(0,38)
set %dm.maul3 $rand(0,38)
set %dm.gmaul $calc(%dm.maul1 + %dm.maul2 + %dm.maul3)
if (%dm.gmaul > %dm.opponent.health) { set %dm.gmaul %dm.opponent.health | set %dm.maul1 $calc(%dm.opponent.health / 2) | if (.5 isin %dm.maul1) inc %dm.maul1 .5 | set %dm.maul2 $calc(%dm.opponent.health / 2) | if (.5 isin %dm.maul2) dec %dm.maul2 .5 | set %dm.maul3 0 }
set %dm.gmaul $calc(%dm.maul1 + %dm.maul2 + %dm.maul3)
dec %dm.opponent.health %dm.gmaul
if (%dm.opponent.health < 1) { set %dm.opponent.health 0 | goto two }
msg $chan %dm.color $+ 4 %dm.attacker 10 mauls 4 %dm.opponent 10 with his Granite Maul and hits a [ %dm.maul1 , %dm.maul2 , and %dm.maul3 ] 4 %dm.opponent 10 has 4 %dm.opponent.health 10 health remaining.
msg $chan %dm.color $+ 10 Go ahead, 4 %dm.opponent 10 it's now your turn!
set %dm.attacker %dm.opponent
set %dm.starter.spec 0
halt
}
if (%dm.attacker == %dm.opponent) {
set %dm.maul1 $rand(0,38)
set %dm.maul2 $rand(0,38)
set %dm.maul3 $rand(0,38)
set %dm.gmaul $calc(%dm.maul1 + %dm.maul2 + %dm.maul3)
if (%dm.gmaul > %dm.starter.health) { set %dm.gmaul %dm.starter.health | set %dm.maul1 $calc(%dm.starter.health / 2) | if (.5 isin %dm.maul1) inc %dm.dds1 .5 | set %dm.maul2 $calc(%dm.starter.health / 2) | if (.5 isin %dm.maul2) dec %dm.maul2 .5 | set %dm.maul3 0 }
set %dm.gmaul $calc(%dm.maul1 + %dm.maul2 + %dm.maul3)
dec %dm.starter.health %dm.gmaul
if (%dm.starter.health < 1) { set %dm.starter.health 0 | goto two }
msg $chan %dm.color $+ 4 %dm.attacker 10 mauls 4 %dm.starter 10 with his Granite Maul and hits a [ 4 %dm.maul1 $+ , %dm.maul2 , and %dm.maul3 10 ] 4 %dm.starter 10 has 4 %dm.starter.health 10 health remaining.
msg $chan %dm.color $+ 10 Go ahead, 4 %dm.starter 10 it's now your turn!
set %dm.attacker %dm.starter
set %dm.opponent.spec 0
halt
}
:two
if (%dm.opponent.health < 1) {
mode $chan -m
mode $chan -vv %dm.starter %dm.opponent
msg $chan %dm.color $+ 4 Congratulations %dm.starter $+ ! 10 You have defeated 4 %dm.opponent 10 with a 4 %dm.maul1 , %dm.maul2 , and a %dm.maul3 10 for a 4 KO!
unset %dm.*
unset %dm
halt
}
if (%dm.starter.health < 1) {
mode $chan -m
mode $chan -vv %dm.starter %dm.opponent
msg $chan %dm.color $+ 4 Congratulations %dm.opponent $+ ! 10 You have defeated 4 %dm.starter 10 with a 4 %dm.maul1 , %dm.maul2 , and a %dm.maul3 10 for a 4 KO!
unset %dm.*
unset %dm
halt
}
}
}
}