###Imerald's Weapon Backtraining ##1/6/23 #written by jsundown #adapted for Bazel 2/7/23 #adapted for Stravaig 6/26/23 include base.cmd include clemkhri.cmd include clemwands.cmd action var Stance evasion when ^You are now set to use your evasion stance action var Stance shield when ^You are now set to use your shield stance action var SICK TRUE when ^Slippery as an eel, a spiritual tendril action var SICK TRUE when ^The asaren celpeze is already immobile your spell can do nothing further\. action var SICK FALSE when ^The spiritual weight lifts off of an asaren celpeze\. #action goto EXIT when eval $stunned = 1 #action goto EXIT when eval $bleeding = 1 #action goto EXIT when eval $health < 65 action send engage when ^You must be closer to use tactical abilities on your opponent\. #action var almanacTime 0 when ^You've gleaned all the insight you can from the #action put unhide;invoke tattoo when ^You cannot use the tattoo while maintaining the effort to stay hidden\. action math DeadWyvCount add 1 when ^A retan dolomar slumps into a heap|^A cadaverous blue-belly crocodile collapses|^An yvhh la'tami sinks upon its belly|^In a gruesome display|^A silver-grey cloud rat screeches and crumples in a heap|^The shadow mage sinks to the ground in a rustle of cloth and covers its|^The blue-dappled prereni falls to the ground, letting|^The.+flutters helplessly before collapsing into a lifeless pile of scraps\.|^The dire bear roars in pain as it collapses to the ground\.|^A granite gargoyle grumbles|^An Endrus serpent jackknifes a few times, then grows still, its body rapidly settling until it is little more than a pile of wood and vine\.|^A rock troll collapses with a heavy thud\.|^A rock troll bellows and then lies still\.|^A copperhead viper grows limp and seems to deflate slightly\.|^A copperhead viper rises up threateningly one last time before collapsing\.|^The ship's rat screams one last time and lies still\.|^The ship's rat falls to the ground and lies still\.|^A young wyvern squeals in pain and thrashes its leathery-black wings about its frail body, before falling silent with a final desperate trill\.|^A black marble gargoyle throws its head back and screams|^A.+collapses to the ground, shuddering and moaning until it ceases all movement\.|^A goblin shaman sinks to the ground in a rustle of cloth and covers its face with the hood of its cloak\.|^A young ogre howls in pain, then pitches forward onto its face and goes still\.|^A dire bear growls one last time and collapses\.|^A grass eel coils and uncoils rapidly before expiring\.|^A grass eel shudders, then goes limp\.|^A grass eel thrashes about wildly for a few seconds, then lies still\.|^The beisswurm falls to the ground and lies still\.|^A dire bear growls low and dies\.|^Screaming wretchedly, an eidolon steed collapses to the ground\. gosub AnalyzeTriggers #var cambrinth cambrinth prism var Symbiosis FALSE var RangeHarn 1 var shadowsTime 0 var almanacTime 0 var ArmorState TRUE var huntTime 0 var SE telek var LE broadsword var 2HE sword var SB scepter var LB mallet var 2HB flail var sling sling var sammo smooth rock var bow shortbow var bammo arrow var crossbow stonebow var cammo smooth rock var OH throwing axe var LT throwing axe var stave staff var polearm fork var HT hammer var DeadWyvCount 0 var DeathDecision Skinning var huntTime 0 var LastSpell NULL var SpellTimer FALSE var theurgyTime 0 var percTime 0 var colTarget ambient var MainLoop 0 var Inc.Exp.Rate $Small_Edged.LearningRate if %Inc.Exp.Rate < 3 then var Inc.Exp.Rate 3 put inv search telek if $righthand != Empty then gosub stow right Top: if %MainLoop = 6 then goto Bottom math MainLoop add 1 #gosub ArmorSwap #gosub Targeted_Magic gosub Small_Edged gosub Offhand_Weapon gosub Staves gosub Heavy_Thrown gosub Twohanded_Blunt gosub Crossbows gosub Polearm gosub Bows #gosub Brawling gosub Light_Thrown gosub Slings gosub Twohanded_Edged gosub Small_Blunt gosub Large_Edged gosub Large_Blunt gosub Analyze gosub Inc.Exp.Rate.Up if $Small_Edged.LearningRate > 32 then goto Bottom goto Top Targeted_Magic: if %2 = NOTM then return var Current.Weapon Targeted_Magic gosub stance %1 Targeted_Magic.Training: gosub prep pd gosub target gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck if $Targeted_Magic.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub StanceSwap #gosub remove cambrinth ring #gosub charge cambrinth ring 1 #gosub invoke cambrinth ring #gosub wear cambrinth ring pause 3 gosub cast goto %Current.Weapon.Training Small_Edged: var Current.Weapon Small_Edged gosub get %SE gosub stance %1 Small_Edged.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck var SEAttack backstab if $Backstab.LearningRate > 29 then var SEAttack attack if $Small_Edged.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub CombatSpellcasting gosub StanceSwap #gosub StealthCheck action var BackstabAdvance TRUE when ^It would help if you were closer if %SEAttack = backstab then gosub hide gosub do.attack %SEAttack if %BackstabAdvance = TRUE then gosub advance var BackstabAdvance FALSE if $standing = 0 then gosub stand goto %Current.Weapon.Training Large_Edged: var Current.Weapon Large_Edged gosub get %LE #gosub SwapHE Large_Edged.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Large_Edged.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub CombatSpellcasting gosub StanceSwap gosub StealthCheck if %ArmorState = FALSE then gosub hide gosub do.attack attack if $standing = 0 then gosub stand goto %Current.Weapon.Training Twohanded_Edged: var Current.Weapon Twohanded_Edged #gosub Swap2HE gosub get %2HE Twohanded_Edged.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Twohanded_Edged.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub CombatSpellcasting gosub StanceSwap gosub StealthCheck if %ArmorState = FALSE then gosub hide gosub do.attack attack if $standing = 0 then gosub stand goto %Current.Weapon.Training Small_Blunt: var Current.Weapon Small_Blunt gosub get %SB Small_Blunt.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Small_Blunt.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub CombatSpellcasting gosub StanceSwap gosub StealthCheck if %ArmorState = FALSE then gosub hide gosub do.attack attack if $standing = 0 then gosub stand goto %Current.Weapon.Training Large_Blunt: var Current.Weapon Large_Blunt gosub get %LB from quiver Large_Blunt.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Large_Blunt.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub CombatSpellcasting gosub StanceSwap gosub StealthCheck if %ArmorState = FALSE then gosub hide gosub do.attack attack if $standing = 0 then gosub stand goto %Current.Weapon.Training Twohanded_Blunt: var Current.Weapon Twohanded_Blunt gosub get %2HB Twohanded_Blunt.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Twohanded_Blunt.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub CombatSpellcasting gosub StanceSwap gosub StealthCheck if %ArmorState = FALSE then gosub hide gosub do.attack attack if $standing = 0 then gosub stand goto %Current.Weapon.Training Slings: var Current.Weapon Slings var ammo %sammo gosub stance shield gosub get %sling #gosub release cambrinth armband Slings.Training: #gosub put.1 "release prism" "^Release what|^You release your connection" #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Slings.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern #gosub prep dazzle #gosub retreat.ranged if %2 = HIDE then gosub hide gosub load my %ammo #gosub retreat.ranged gosub aim pause 3 #gosub harness %RangeHarn #gosub cast #if %2 = HIDE then gosub retreat if %2 = HIDE then gosub hide gosub do.attack snipe gosub do.attack fire if $standing = 0 then gosub stand goto %Current.Weapon.Training Bows: var Current.Weapon Bows var ammo %bammo gosub stance evasion gosub retreat.ranged gosub get %bow from my quiver Bows.Training: #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck gosub retreat.ranged if $Bow.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern #gosub prep dazzle gosub retreat.ranged if %2 = HIDE then gosub hide gosub load my %ammo gosub retreat.ranged gosub aim pause 2 gosub retreat pause 2 gosub retreat.ranged #gosub harness %RangeHarn #gosub cast #if %2 = HIDE then gosub retreat if %2 = HIDE then gosub hide gosub do.attack snipe gosub do.attack fire if $standing = 0 then gosub stand goto %Current.Weapon.Training Crossbows: var Current.Weapon Crossbows var ammo %cammo gosub stance shield gosub get %crossbow from my quiver Crossbows.Training: #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Crossbow.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern #gosub prep dazzle #gosub retreat.ranged if %2 = HIDE then gosub hide gosub load my %ammo #gosub retreat.ranged gosub aim pause 4 #gosub harness %RangeHarn #gosub cast #if %2 = HIDE then gosub retreat if %2 = HIDE then gosub hide gosub do.attack snipe gosub do.attack fire if $standing = 0 then gosub stand goto %Current.Weapon.Training Offhand_Weapon: gosub stance %1 gosub wield left %OH var Current.Weapon Offhand_Weapon Offhand_Weapon.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Offhand_Weapon.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern #gosub CombatSpellcasting gosub StanceSwap gosub StealthCheck gosub do.attack lob left gosub get %OH if $standing = 0 then gosub stand goto %Current.Weapon.Training Light_Thrown: pause gosub get %LT from my quiver var Current.Weapon Light_Thrown Light_Thrown.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Light_Thrown.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern #gosub CombatSpellcasting gosub StanceSwap gosub StealthCheck gosub do.attack lob pause .2 gosub get %LT if $standing = 0 then gosub stand goto %Current.Weapon.Training Staves: var Current.Weapon Staves gosub get my %stave Staves.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Staves.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub CombatSpellcasting gosub StanceSwap gosub StealthCheck if %ArmorState = FALSE then gosub hide gosub do.attack attack if $standing = 0 then gosub stand goto %Current.Weapon.Training Polearm: var Current.Weapon Polearm gosub get my %polearm Polearm.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Polearms.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub CombatSpellcasting gosub StanceSwap gosub StealthCheck if %ArmorState = FALSE then gosub hide gosub do.attack attack if $standing = 0 then gosub stand goto %Current.Weapon.Training Heavy_Thrown: var Current.Weapon Heavy_Thrown gosub get %HT Heavy_Thrown.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Heavy_Thrown.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub CombatSpellcasting gosub StanceSwap gosub do.attack lob gosub get my %HT if $standing = 0 then gosub stand goto %Current.Weapon.Training Brawling: var Current.Weapon Brawling Brawling.Training: gosub MEFCheck #gosub AlmanacCheck gosub HuntCheck gosub Attunement gosub KhriCheck gosub HealthCheck if $Brawling.LearningRate > %Inc.Exp.Rate then goto Weapon.Stow if %DeadWyvCount > 0 then gosub DeathDecision if %NoWyvern > 0 then gosub WaitforWyvern gosub CombatSpellcasting gosub StanceSwap gosub StealthCheck if %ArmorState = FALSE then gosub hide gosub do.attack attack if $standing = 0 then gosub stand goto %Current.Weapon.Training Weapon.Stow: if %Current.Weapon = Targeted_Magic then gosub release if %Current.Weapon = Small_Edged then gosub put %SE in my quiver if %Current.Weapon = Large_Edged then gosub put %LE in my quiver if %Current.Weapon = Twohanded_Edged then gosub put %2HE in my quiver if %Current.Weapon = Small_Blunt then gosub put %SB in my quiver if %Current.Weapon = Large_Blunt then gosub put %LB in my quiver if %Current.Weapon = Twohanded_Blunt then gosub put %2HB in my quiver if %Current.Weapon = Slings then gosub put %sling in my quiver if %Current.Weapon = Slings then gosub AmmoPickup if %Current.Weapon = Bows then gosub put my %bow in my quiver if %Current.Weapon = Bows then gosub AmmoPickup if %Current.Weapon = Crossbows then gosub put my %crossbow in my quiver if %Current.Weapon = Crossbows then gosub AmmoPickup if %Current.Weapon = Offhand_Weapon then gosub put my %OH in my quiver if %Current.Weapon = Light_Thrown then gosub put %LT in my quiver if %Current.Weapon = Staves then gosub put %stave in my quiver if %Current.Weapon = Polearm then gosub put %polearm in my quiver if %Current.Weapon = Heavy_Thrown then gosub put %HT in my quiver return DeathDecision: math DeadWyvCount subtract 1 if %LastDeath = Skinning then var DeathDecision Dissection if %LastDeath = Dissection then var DeathDecision Skinning #if %DeathDecision = Skinning then if $Skinning.LearningRate > 30 then var DeathDecision Dissection #if %DeathDecision = Dissection then if %First_Aid.LearningRate > 30 then var DeathDecision Skinning ###DELETE THIS LINE WHEN YOU GET DISSECT### #var DeathDecision Skinning ###DELETE THIS LINE WHEN YOU GET DISSECT### gosub %DeathDecision return Dissection: matchre DissectSuccess ^This ritual may only be performed on a corpse\. matchre DissectSuccess ^With a moment's hesitation matchre DissectSuccess ^You do not have the knowledge required to perform this ritual\. matchre DissectSuccess ^You do not yet possess the knowledge required to perform this task\. matchre DissectSuccess ^Rituals do not work upon constructs\. matchre DissectSuccess ^What exactly are you trying to dissect matchre DissectSuccess ^With skill and no small amount of luck matchre DissectSuccess ^You adeptly dissect the corpse matchre DissectSuccess ^You smoothly open the corpse matchre DissectSuccess ^You skillfully render several precise cuts matchre DissectSuccess ^You gracefully dissect the corpse matchre DissectSuccess ^Expertly adapting to the ravages of combat matchre Dissection ^You realize after a few seconds that you don't have matchre Dissection ^You jab your knife matchre Dissection ^After a few preliminary cuts opening matchre Dissection ^Lacking any control or grace matchre Dissection ^With all the grace of a crocodile in dancer's shoes matchre Dissection ^The edge of the blade catches on a tiny bone that deflects matchre Dissection ^Clearly communicating to anyone nearby that you have matchre Dissection ^After a few preliminary cuts opening matchre Dissection ^You jab your blade into matchre Dissection ^Attempting to open matchre Dissection ^\.\.\.wait send dissect matchwait DissectSuccess: pause .2 send loot var LastDeath Dissection return Skinning: pause .2 gosub skin pause 1 put loot pause .5 var LastDeath Skinning return StanceSwap: if $Parry_Ability.LearningRate > 30 then goto StanceShield return StanceShield: if $Shield_Usage.LearningRate > 30 then goto StanceEvasion if %Stance = shield then return gosub stance shield return StanceEvasion: if %Stance = evasion then return gosub stance evasion return SwapHE: matchre return ^With one superbly balanced motion, you shift your.+to a heavy edged grip in front of your heart\. matchre return ^You deftly change your grip on your.+so it can be used as a heavy edged weapon\. matchre return ^Silver light kisses the surface of your.+as you shift it to a heavy edged grip\. matchre return ^With one superbly balanced motion, you shift your bastard sword to a heavy edged grip in front of your heart\. matchre return ^You deftly change your grip on your sword so it can be used as a heavy edged weapon\. matchre return ^Silver light kisses the surface of your bastard sword as you shift it to a heavy edged grip\. matchre SwapHE ^You deftly change your grip on your sword so it can be used as a two-handed edged weapon\. matchre SwapHE ^You switch your sword so that you can use it as a two-handed edged weapon\. matchre return ^You switch your sword so that you can use it as a heavy edged weapon\. matchre SwapHE ^You turn your sword easily in your hands and end with it in position to be used as a two-handed edged weapon\. matchre return ^You turn your sword easily in your hands and end with it in position to be used as a heavy edged weapon\. matchre SwapHE ^\.\.\.wait put swap my calcified leaf matchwait 5 return Swap2HE: matchre return ^With one superbly balanced motion, you shift your.+to a two-handed edged grip in front of your heart\. matchre return ^You deftly change your grip on your.+so it can be used as a two-handed edged weapon\. matchre return ^Silver light kisses the surface of your.+as you shift it to a two-handed edged grip\. matchre return ^With one superbly balanced motion, you shift your bastard sword to a two-handed edged grip in front of your heart. matchre return ^You switch your sword so that you can use it as a two-handed edged weapon\. matchre return ^Silver light kisses the surface of your bastard sword as you shift it to a two-handed edged grip\. matchre Swap2HE ^You switch your sword so that you can use it as a heavy edged weapon\. matchre Swap2HE ^You deftly change your grip on your sword so it can be used as a heavy edged weapon\. matchre return ^You deftly change your grip on your sword so it can be used as a two-handed edged weapon\. matchre return ^You turn your sword easily in your hands and end with it in position to be used as a two-handed edged weapon\. matchre Swap2HE ^You turn your sword easily in your hands and end with it in position to be used as a heavy edged weapon\. matchre Swap2HE ^\.\.\.wait put swap my calcified leaf matchwait 5 return AmmoPickup: matchre AmmoPickup ^(\.\.\.wait|Sorry,) matchre AmmoPickup ^You put your matchre return ^Stow what\? put stow %ammo matchwait ArmorSwap: matchre ArmorSwapFalse ^You tap some lumium field plate crafted from tempered plates inside your matchre ArmorSwapTrue ^You tap some lumium field plate crafted from tempered plates that you are wearing\. #put tap my plate matchwait ArmorSwapFalse: pause return ArmorSwapTrue: #gosub remove plate #gosub stow plate #gosub remove vambraces #gosub stow vambraces #gosub get hauberk #gosub wear hauberk return WaitforWyvern: var NoWyvern 0 pause 25 return Haste: if $haste = FALSE then return pause .5 put .haste waitfor @HASTE return HealthCheck: return if $health < 65 then goto HealthDanger return HealthDanger: gosub put.1 "khri vanish" "Roundtime" gosub Weapon.Stow gosub AmmoPickup put .g 2 waitfor @ARRIVED goto VeryBottom CombatSpellcasting: return #if $SpellTimer.HydraHex.active = 0 then gosub HydraHexActivate if (($Augmentation.LearningRate > "32") && ($Warding.LearningRate > "32") && ($Utility.LearningRate > "32")) then { return } if $preparedspell = None then gosub CombatSpellPrep if $preparedspell = Seer's Sense then gosub SeerTimerCheck if $preparedspell = Cage of Light then gosub COLTimerCheck if $preparedspell = Centering then gosub CenteringTimerCheck if $preparedspell = Piercing Gaze then gosub PGTimerCheck if %SpellTimer = TRUE then gosub CombatSpellcast return #CombatSpellPrep: #gosub SpellDecision #if %CurrentParallel = NULL then goto CombatSpellPrepActual #gosub get %focus from skull #gosub ParallelStatus #gosub invoke %focus %CurrentParallel %CurrentParallelPrep #gosub stow %focus #CombatSpellPrepActual: #timer clear #timer start #gosub prep %CurrentSpell %CurrentPrep #if %CurrentSpell = fou then gosub target #if %CurrentCharge != NULL then gosub CombatCambrinth #return #CombatSpellcast: timer stop timer clear if %CurrentHarness = NULL then goto CombatSpellcastFocus if $preparedspell = Seer's Sense then gosub harness %CurrentHarness if $preparedspell = Centering then gosub harness %CurrentHarness if $preparedspell = Piercing Gaze then gosub harness %CurrentHarness if $preparedspell = Cage of Light then gosub harness %CurrentHarness #CombatSpellcastFocus: #if %CurrentParallel = NULL then goto CombatSpellcastActual #gosub prepsym #gosub get %focus from skull #gosub wavecube #gosub stow %focus #pause .5 #CombatSpellcastActual: #if $preparedspell = Seer's Sense then var Symbiosis FALSE #if $preparedspell = Centering then var Symbiosis FALSE #if $preparedspell = Piercing Gaze then var Symbiosis TRUE #if $preparedspell = Cage of Light then var Symbiosis FALSE #if %Symbiosis = TRUE then gosub prepsym #if %CurrentCharge != NULL then gosub invoke %cambrinth #if $preparedspell = Cage of Light then goto COLCast #gosub cast #return COLCast: pause .3 var colTarget ambient if $moonYavash = TRUE then var colTarget yavash if $moonXibar = TRUE then var colTarget xibar if $moonKatamba = TRUE then var colTarget katamba gosub cast %colTarget return SeerTimerCheck: var SpellTimer FALSE if %t > %CurrentTime then var SpellTimer TRUE return CenteringTimerCheck: var SpellTimer FALSE if %t > %CurrentTime then var SpellTimer TRUE return PGTimerCheck: var SpellTimer FALSE if %t > %CurrentTime then var SpellTimer TRUE return COLTimerCheck: var SpellTimer FALSE if %t > %CurrentTime then var SpellTimer TRUE return SpellDecision: if %LastSpell = NULL then goto SeerDecision if %LastSpell = seer then goto CenteringDecision if %LastSpell = centering then goto PGDecision if %LastSpell = pg then goto COLDecision if %LastSpell = col then goto SeerDecision SeerDecision: #if $Augmentation.LearningRate > 30 then goto CenteringDecision var Symbiosis FALSE var CurrentSpell seer var CurrentTime 15 var CurrentPrep 17 var CurrentCharge 10 var CurrentHarness 10 var LastSpell seer var CurrentParallel NULL var CurrentParallelPrep NULL return CenteringDecision: if $Sorcery.LearningRate > 32 then goto PGDecision var Symbiosis FALSE var CurrentSpell centering var CurrentTime 21 var CurrentPrep 16 var CurrentCharge 8 var CurrentHarness 8 var LastSpell centering var CurrentParallel NULL var CurrentParallelPrep NULL return PGDecision: #if $Warding.LearningRate > 32 then goto SymUtiDecision var CurrentSpell pg var CurrentTime 22 var CurrentPrep 3 var CurrentCharge 5 var CurrentHarness NULL var LastSpell pg var CurrentParallel NULL var CurrentParallelPrep NULL return COLDecision: #if $Utility.LearningRate > 32 then goto SymAugDecision var CurrentSpell col var CurrentTime 21 var CurrentPrep 16 var CurrentCharge 10 var CurrentHarness 10 var LastSpell col var CurrentParallel NULL var CurrentParallelPrep NULL return HydraHexActivate: #gosub retreat.ranged gosub prep hyh 14 pause 4 #gosub retreat.ranged pause 6 gosub retreat gosub cast malediction offense pause .2 return ParallelStatus: matchre ParallelShake ^You are currently channeling matchre return You notice a matchre ParallelStatus \.\.\.wait send focus %focus matchwait return ParallelShake: gosub put.1 "shake %focus" "^You shake|^I could not" return #CombatCambrinth: pause .2 #gosub remove %cambrinth #gosub charge %cambrinth %CurrentCharge #gosub invoke %cambrinth #gosub wear %cambrinth return Attunement: return if $Attunement.LearningRate > 33 then return evalmath pt $gametime - %percTime if %pt < 90 then return var percTime $gametime gosub perceive moons if $Attunement.LearningRate > 31 then return gosub perceive mana if $Attunement.LearningRate > 31 then return gosub perceive planets if $Attunement.LearningRate > 31 then return gosub perceive moonbeam if $Attunement.LearningRate > 31 then return return GemPickup: matchre GemPickup ^(\.\.\.wait|Sorry,) matchre GemPickup ^You put your matchre GemPickup ^You open your pouch and put the matchre return ^Stow what\? put stow gem matchwait return Inc.Exp.Rate.Up: math Inc.Exp.Rate add 3 return Analyze.Inc.Exp.Rate.Up: math Inc.Exp.Rate add 3 if %Analyze.Inc.Exp.Rate.Up > 31 then goto Bottom goto Top Analyze: var currentweapon Analyze if $righthand != Empty then gosub stow $righthand Analyze_Actual: if $monstercount = 0 then return var AnalyzeFail FALSE var attack1 NULL var attack2 NULL var attack3 NULL var attack4 NULL var ComboComplete FALSE var Combo NULL var ComboCounter 0 if $standing = 0 then gosub stand gosub put.1 "analyze" "^Balance|^Armor|^A chance|Roundtime|^Analyze what|^You fail to find|^You must be closer to use tactical abilities on your opponent\." pause .5 if %AnalyzeFail = TRUE then goto AnalyzeNext Analyze_Attack: #gosub Defense if %SICK = FALSE then gosub prep sick #gosub AlmanacCheck gosub HuntCheck gosub StanceSwap if %NoWyvern > 0 then return #gosub ConcussiveCheck gosub ComboCheck if %DeadWyvCount > 0 then gosub DeathDecision if $Tactics.LearningRate > %Inc.Exp.Rate then goto Analyze.Inc.Exp.Rate.Up if %Combo = NULL then goto Analyze if $preparedspell = "Soul Sickness" then gosub cast gosub do.attack %Combo math ComboCounter add 1 if %ComboComplete = TRUE then goto Analyze_Actual goto Analyze_Attack ComboCheck: if %ComboCounter = 0 then goto Combo1 if %ComboCounter = 1 then goto Combo2 if %ComboCounter = 2 then goto Combo3 if %ComboCounter = 3 then goto Combo4 if %ComboCounter = 4 then goto ComboBreaker Combo1: var Combo %attack1 pause .2 var attack1 NULL pause .2 return Combo2: var Combo %attack2 pause .2 var attack2 NULL return Combo3: var Combo %attack3 pause .2 if %Combo = NULL then goto ComboBreaker var attack3 NULL return Combo4: var Combo %attack4 pause .2 if %Combo = NULL then goto ComboBreaker var attack4 NULL return ComboBreaker: gosub clear echo C-c-combo-breaker goto Analyze_Actual AnalyzeNext: gosub face next gosub face next goto Analyze_Actual HuntCheck: if $Perception.LearningRate > 32 then return evalmath hti $gametime - %huntTime if %hti < 75 then return var huntTime $gametime gosub put.1 "hunt" "^Roundtime:|^You find yourself unable to hunt in this area\." return StealthCheck: var ArmorState TRUE return if $Backstab.LearningRate < 25 then gosub Remove.Armor if $Backstab.LearningRate > 32 then gosub Wear.Armor return Remove.Armor: if %ArmorState = FALSE then return #gosub remove vambrace #gosub stow my vambrace #gosub remove greaves #gosub stow my greaves #gosub remove helm #gosub stow my helm var ArmorState FALSE return Wear.Armor: if %ArmorState = TRUE then return #gosub get helm #gosub wear helm #gosub get greaves #gosub wear greaves #gosub get vambrace #gosub wear vambrace var ArmorState TRUE return AlmanacCheck: evalmath alman $gametime - %almanacTime if %alman < 600 then return var almanacTime $gametime gosub get almanac gosub open almanac gosub put.1 "study almanac" "^Roundtime:|^You set about studying|^You've gleaned all the insight" pause gosub close almanac gosub stow almanac return OsrelMeraud: if $SpellTimer.OsrelMeraud.active = 0 then return if $SpellTimer.OsrelMeraud.duration < 40 then goto OMEmergency if $SpellTimer.OsrelMeraud.duration < 75 then goto OMInfusion return OMInfusion: pause .5 gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" return OMEmergency: pause .5 gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" gosub harness 10 gosub put.1 "infuse om 10" "Roundtime" return Prayermat: if $Theurgy.LearningRate > 31 then return if $prayermat = FALSE then return put .prayermat waitfor @COMPLETE return Theurgy: if $Theurgy.LearningRate > 25 then return evalmath theurgy $gametime - %theurgyTime if %theurgy < 300 then return var theurgyTime $gametime pause .2 put .theurgy waitfor @THEURGY return AnalyzeTriggers: action var attack1 $1 when ^Balance reduction can be inflicted by landing a (\w+)\. action var attack1 $1 when ^Balance reduction can be inflicted by landing an (\w+)\. action var attack1 $1 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+)\. action var attack1 $1 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+)\. action var attack1 $1 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+)\. action var attack1 $1 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+)\. action var attack1 $1 when ^Armor reduction can be inflicted by landing a (\w+)\. action var attack1 $1 when ^Armor reduction can be inflicted by landing an (\w+)\. action var attack1 $1 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+)\. action var attack1 $1 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+)\. action var attack1 $1 when ^A chance for a stun can be inflicted by landing a (\w+)\. action var attack1 $1 when ^A chance for a stun can be inflicted by landing an (\w+)\. action var attack1 $1;var attack2 $2 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^Balance reduction can be inflicted by landing a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^Balance reduction can be inflicted by landing a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^Balance reduction can be inflicted by landing an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^Balance reduction can be inflicted by landing an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^Armor reduction can be inflicted by landing a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^Armor reduction can be inflicted by landing a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^Armor reduction can be inflicted by landing an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^Armor reduction can be inflicted by landing an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^A chance for a stun can be inflicted by landing a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^A chance for a stun can be inflicted by landing a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2 when ^A chance for a stun can be inflicted by landing an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2 when ^A chance for a stun can be inflicted by landing an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted by landing a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted by landing a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted by landing a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted by landing a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted by landing an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted by landing an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted by landing an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Balance reduction can be inflicted by landing an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted by landing a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted by landing a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted by landing a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted by landing a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted by landing an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted by landing an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted by landing an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^Armor reduction can be inflicted by landing an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted by landing a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted by landing a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted by landing a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted by landing a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted by landing an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted by landing an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted by landing an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3 when ^A chance for a stun can be inflicted by landing an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing an (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted upon the enemy by landing a (\w+), an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing an (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted upon the enemy by landing a (\w+), an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing an (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted upon the enemy by landing a (\w+), an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing an (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing an (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing an (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing a (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing a (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing a (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing a (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing a (\w+), a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing an (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing an (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing an (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing a (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing a (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Balance reduction can be inflicted by landing a (\w+), an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing an (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing an (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing an (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing a (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing a (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing a (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing a (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing a (\w+), a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing an (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing an (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing an (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing a (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing a (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^A chance for a stun can be inflicted by landing a (\w+), an (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing an (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing an (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing an (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing a (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing a (\w+), a (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing a (\w+), a (\w+), a (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing a (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing a (\w+), a (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing an (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing an (\w+), an (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing an (\w+), an (\w+), an (\w+) and an (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing a (\w+), a (\w+), a (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing a (\w+), an (\w+), an (\w+) and a (\w+)\. action var attack1 $1;var attack2 $2;var attack3 $3;var attack4 $4 when ^Armor reduction can be inflicted by landing a (\w+), an (\w+), a (\w+) and an (\w+)\. action var ComboComplete TRUE when ^Utilizing modest tactics you|^Utilizing good tactics you outmaneuver|^Utilizing flawless tactics you outmaneuver action var AnalyzeFail TRUE when ^Analyze what|^You fail to find any holes return AmmoStow: var AmmoStow $0 AmmoStowing: matchre AmmoStowing ^(\.\.\.wait|Sorry,) matchre AmmoStowing ^You put your matchre return ^Stow what\? put stow %AmmoStow matchwait Bottom: gosub AmmoStow arrow gosub AmmoStow smooth rock put pant pause put khri stop if %2 = QUIT then put whisper Imerald QUIT pause .3 VeryBottom: pause .5 put #parse @FINISHED put #flash