A Good Kick Revenge ;>.
Ehm, that\'s incomplete.. because if you re-enter the channel and you have no access you can\'t do the kick revenge..
So..
you should create a var where you put all the channels where you have access.. like : set var %channells #lala #kico , etc.. etc..
Also it would be a great idea if you desing a dialog for adding and deleting the items of the var (or the channells where you have op)
Well the thing that you don\'t know is that those protections are scripted for playing war...In war auto-rejoining is a very bad idea...cause if the other nickname is faster than you...(FUCK)You are gonna be kicked again and rejoining(and being rekicked again and again...)will cause you lag.So the best way to win is playing with a kick revenge like this one...and some fkeys f5:/raw -q join %rkchan f6:/cs deop %rkchan %rknick f7:/unset %rkchan | unset %krnick.Well that\'s made for my script where it doesn\'t unsets the variables after the kick.Have you ever played a kickwar?.Well if yeah I\'ll be very happy 2 hear your opinion about my warscript. :)
Is there a need for the part
&& ($nick != ChanServ)
since you can\'t kick chanserv anyway?
I\'d like to see
on @*:kick:
I think the snippet can be condensed so that the raw commands are executed after the kick.... because if you have auto join on, you would come through the revolving door and execute the function... so you don\'t need all the part if opnick == $me etc... A timer might be useful so that if rejoin and ops are not gained in a certain period you get a notice that revenge time has expired for example... just an idea there. Anyhow, you have the line to join chan, and you have a method to gain ops, so... why not just execute the revenge without worry about the on op line?
Kick wars can be fun then get boring (as long as the channel is made for that type of thing) and then, like all wars, they escalate in power to become bans and blacklists etc.... Not a bad job.