;---------------------------------------------------------------------------- ;------------------- 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 /notice $nick To remove a target, type !deltarget /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 to give a user admin access to the bot. /notice $nick Type !deladmin 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 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 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))