;---------------------------------------------------------------------------- ;------------------- 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! } on *:TEXT:!news:#: { 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 to add a target.,) $iif($nick == $hfind(admin, $nick), notice $nick -Type !addtargetinfo to add info about a target.,) $iif($nick == $hfind(admin, $nick), notice $nick -Type !deltarget 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 to add an admin (can only be used in #explosion).,) $iif($nick == $hfind(admin, $nick), notice $nick -Type !deladmin 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 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 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: . } 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 $2 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 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) } } ;---------------------------------------------------------------------------- ;------------------- 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. } }