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