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mIRC
Pokemon Rpg (Alias)
mIRC Code
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Average Score
5.5
Scores Submitted
2
Date Added
May 09, 2008
Last Updated
May 09, 2008
Introduction
Ok, Here is the alias for Pokemon Rpg.
Grab the Code
/umode /mode $me $1 $2 /msg /Msg $1 4,1¦11>12-11<4¦15 $2- 4,1¦11>12-11<4¦ /notice /Notice $1 4,1¦11>12-11<4¦15 $2- 4,1¦11>12-11<4¦ Heal { Set %Pokemon $readini($1 $+ .ini,$1,Pokemon) :Repeat Var %Hp = $readini($1 $+ .ini,%Pokemon,MHp) Var %SAttack = $readini($1 $+ .ini,%Pokemon,MSAttack) Var %Attack = $readini($1 $+ .ini,%Pokemon,MAttack) Var %SDefense = $readini($1 $+ .ini,%Pokemon,MSDefense) Var %Defense = $readini($1 $+ .ini,%Pokemon,MDefense) Var %Accuracy = $readini($1 $+ .ini,%Pokemon,MAccuracy) Var %Agility = $readini($1 $+ .ini,%Pokemon,MAgility) Var %Intelligence = $readini($1 $+ .ini,%Pokemon,MIntelligence) Var %Speed = $readini($1 $+ .ini,%Pokemon,MSpeed) Var %FSpeed = $readini($1 $+ .ini,%Pokemon,MFSpeed) writeini -n $1 $+ .ini %Pokemon Hp %Hp writeini -n $1 $+ .ini %Pokemon SAttack %SAttack writeini -n $1 $+ .ini %Pokemon SDefense %SDefense writeini -n $1 $+ .ini %Pokemon Attack %Attack writeini -n $1 $+ .ini %Pokemon Defense %Defense writeini -n $1 $+ .ini %Pokemon Accuracy %Accuracy writeini -n $1 $+ .ini %Pokemon Agility %Agility writeini -n $1 $+ .ini %Pokemon Intelligence %Intelligence writeini -n $1 $+ .ini %Pokemon Speed %Speed writeini -n $1 $+ .ini %Pokemon FSpeed %FSpeed writeini -n $1 $+ .ini %Pokemon Paralyzed No writeini -n $1 $+ .ini %Pokemon Sleeping No writeini -n $1 $+ .ini %Pokemon Burned No writeini -n $1 $+ .ini %Pokemon Leeched No writeini -n $1 $+ .ini %Pokemon Iced No writeini -n $1 $+ .ini %Pokemon Poisoned No writeini -n $1 $+ .ini %Pokemon Confused No writeini -n $1 $+ .ini %Pokemon SafeGaurd No writeini -n $1 $+ .ini %Pokemon CantCancel No writeini -n $1 $+ .ini %Pokemon Imprison No writeini -n $1 $+ .ini %Pokemon Grudge No writeini -n $1 $+ .ini %Pokemon Tomb No writeini -n $1 $+ .ini %Pokemon Bind No writeini -n $1 $+ .ini %Pokemon Constrict No writeini -n $1 $+ .ini %Pokemon Endure No writeini -n $1 $+ .ini %Pokemon Cursed No writeini -n $1 $+ .ini %Pokemon WPool No Writeini -n $1 $+ .ini $1 CantCancel No Writeini -n $1 $+ .ini $1 CantRun No Writeini -n $1 $+ .ini %Pokemon Dodge No Writeini -n $1 $+ .ini %Pokemon CDamage 0 Writeini -n $1 $+ .ini %Pokemon Disabled No PPHeal $1 if ($readini($1 $+ .ini,$1,WNpc) != Yes) && ($readini($1 $+ .ini,$1,SNpc) != Yes) && ($readini($1 $+ .ini,$1,Bag) != Yes) { Notice $1 Your Pokemon Have Been Fully Healed! } Unset %Check } PingMe { if (!$window(@PongReply)) window -n @PongReply if (!%pingstatus) { set %pingtime 0 set %pingstatus $true inc -c %pingtime raw -q Ping PingCheck } } pausealltimers { %tvar = 1 while ($timer(%tvar)) { /.timer $+ $timer(%tvar) -p inc %tvar } echo -a ::[Paused all( $+ %tvar $+ ) timers.]:: } resumealltimers { %tvar = 1 while ($timer(%tvar)) { /.timer $+ $timer(%tvar) -r inc %tvar } echo -a ::[Resumed all( $+ %tvar $+ ) timers.]:: } PPGone { Set %Move $readini($2 $+ .ini,$2,LastMoveUsed) $+ PP writeini $2 $+ .ini $Poke($2) %Move 0 Msg %ChanSet $BName($1) $+ 2,1 Used Grudge Cause $BName($2) $+ 2, to Lose all PP for %Move $+ ! } PPHeal { if ($readini($1 $+ .ini,%Pokemon,Attack1) != None) { Var %Attack1 = $readini($1 $+ .ini,%Pokemon,Attack1) Var %MPP = $readini($1 $+ .ini,%Pokemon,%Attack1 $+ MPP) writeini $1 $+ .ini %Pokemon $readini($1 $+ .ini,%Pokemon,Attack1) $+ PP %MPP } if ($readini($1 $+ .ini,%Pokemon,Attack2) != None) { Var %Attack2 = $readini($1 $+ .ini,%Pokemon,Attack2) Var %MPP = $readini($1 $+ .ini,%Pokemon,%Attack2 $+ MPP) writeini $1 $+ .ini %Pokemon $readini($1 $+ .ini,%Pokemon,Attack2) $+ PP %MPP } if ($readini($1 $+ .ini,%Pokemon,Attack3) != None) { Var %Attack3 = $readini($1 $+ .ini,%Pokemon,Attack3) Var %MPP = $readini($1 $+ .ini,%Pokemon,%Attack3 $+ MPP) writeini $1 $+ .ini %Pokemon $readini($1 $+ .ini,%Pokemon,Attack3) $+ PP %MPP } if ($readini($1 $+ .ini,%Pokemon,Attack4) != None) { Var %Attack4 = $readini($1 $+ .ini,%Pokemon,Attack4) Var %MPP = $readini($1 $+ .ini,%Pokemon,%Attack4 $+ MPP) writeini $1 $+ .ini %Pokemon $readini($1 $+ .ini,%Pokemon,Attack4) $+ PP %MPP } } Leave { if ($readini($1 $+ .ini,$1,Fighting) != Yes) { halt } if ($readini($1 $+ .ini,$1,CantRun) == Yes) { Msg %ChanSet $BName($1) $+ 8,1 Could not Run Away! | halt } Writeini -n $1 $+ .ini $1 Fighting no Writeini -n $1 $+ .ini $1 Attacking no Writeini -n $1 $+ .ini $1 Field None set %batlist $remtok(%batlist,$1,1,32) Msg %ChanSet $Name($1) $+ 8,1 Ran Away! BatlistCheck $1 } BatlistCheck { Goto end :Repeat set %batlist $remtok(%batlist,$1,1,32) if ($1 isin %batlist) { Goto Repeat } :end } StatusCheck { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == Yes) { Msg %ChanSet $BName($1) $+ 8,1 is Paralyzed! if ($readini($1 $+ .ini,$1,SNpc) == Yes) { Msg %ChanSet $BName($1) $+ 8,1 Struggles to Get Free of Paralyze! | TimerAttack $+ $1 1 15 /Struggle $1 } Halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == Yes) { Msg %ChanSet $BName($1) $+ 0,1 is Sleeping! if ($readini($1 $+ .ini,$1,SNpc) == Yes) { Msg %ChanSet $Name($1) $+ 0,1 Tells $Gender($1) $Pokemon($1) $+ 0,1 to Wake Up! | TimerAttack $+ $1 1 15 /Wake $1 } Halt } if ($readini($1 $+ .ini,$Poke($1),Burned) == Yes) { set %Damage $Round( $calc( $readini($1 $+ .ini,$Poke($1),MHp) * 0.05 ),0) Msg %ChanSet $BName($1) $+ 4,1 Was Burned So Took %Damage Damage! writeini -n $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Damage) SelfDeadCheck $1 } if ($readini($1 $+ .ini,$Poke($1),Iced) == Yes) { set %Damage $Round( $calc( $readini($1 $+ .ini,$Poke($1),MHp) * 0.05 ),0) Msg %ChanSet $BName($1) $+ 11,1 Was Iced So Took %Damage Damage! writeini -n $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Damage) SelfDeadCheck $1 } if ($readini($1 $+ .ini,$Poke($1),Poisoned) == Yes) { set %Damage $Round( $calc( $readini($1 $+ .ini,$Poke($1),MHp) * 0.05 ),0) Msg %ChanSet $BName($1) $+ 6,1 Was Poisoned So Took %Damage Damage! writeini -n $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Damage) SelfDeadCheck $1 } if ($readini($1 $+ .ini,$Poke($1),Cursed) == Yes) { set %Damage $Round( $calc( $readini($1 $+ .ini,$Poke($1),MHp) * 0.08 ),0) Msg %ChanSet $BName($1) $+ 2,1 Was Cursed So Took %Damage Damage! writeini -n $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Damage) SelfDeadCheck $1 } if ($readini($1 $+ .ini,$Poke($1),Leeched) == Yes) { set %Person $readini($1 $+ .ini,$Poke($1),LeechedBy) set %Damage $Round( $calc( $readini($1 $+ .ini,$Poke($1),MHp) * 0.05 ),0) Msg %ChanSet $BName($1) $+ 3,1 Had Leech Seeds So Took %Damage Damage And $BName(%Person) $+ 3,1 Gained %Damage Hp! writeini -n $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Damage) writeini -n %Person $+ .ini $Poke(%Person) Hp $calc($readini(%Person $+ .ini,$Poke(%Person),Hp) + %Damage) set %Hp $readini(%Person $+ .ini,$Poke(%Person),Hp) set %MHp $readini(%Person $+ .ini,$Poke(%Person),MHp) if (%Hp >= %MHp) { writeini %Person $+ .ini $Poke(%Person) Hp %MHp } Unset %Hp Unset %MHp BattleVictory %Person $1 } if ($readini($1 $+ .ini,$Poke($1),Bind) == Yes) { set %Person $readini($1 $+ .ini,$Poke($1),BindBy) Set %Action $Rand(1,3) if (%Action == 1) { Bind %Person $1 } if (%Action == 2) { set %Damage $Round( $calc( $readini($1 $+ .ini,$Poke($1),MHp) * 0.07 ),0) | Msg %ChanSet $BName(%Person) $+ 0,1 Squeezes $BName($1) $+ 0,1 Doing %Damage Damage! | writeini -n $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Damage) | BattleVictory %Person $1 } Unset %Action } if ($readini($1 $+ .ini,$Poke($1),Tomb) == Yes) { set %Person $readini($1 $+ .ini,$Poke($1),TombBy) Set %Action $Rand(1,3) if (%Action == 1) { Tomb %Person $1 } if (%Action == 2) { set %Damage $Round( $calc( $readini($1 $+ .ini,$Poke($1),MHp) * 0.14 ),0) | Msg %ChanSet $BName(%Person) $+ 7,1 Causes the Sand Tomb to Crush $BName($1) $+ 7,1 Doing %Damage Damage! | writeini -n $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Damage) | BattleVictory %Person $1 } Unset %Action } if ($readini($1 $+ .ini,$Poke($1),Constrict) == Yes) { set %Person $readini($1 $+ .ini,$Poke($1),ConstrictBy) Set %Action $Rand(1,3) if (%Action == 1) { Constrict %Person $1 } if (%Action == 2) { set %Damage $Round( $calc( $readini($1 $+ .ini,$Poke($1),MHp) * 0.09 ),0) Msg %ChanSet $BName(%Person) $+ 0,1 Constricts $BName($1) $+ 0,1 Doing %Damage Damage! writeini -n $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Damage) Set %Action $Rand(1,2) if (%Action == 1) && ($readini($1 $+ .ini,$Poke($1),FSpeed) > 2) { Msg %ChanSet $BName($1) $+ 0,1's Speed Falls! | writeini $1 $+ .ini $Poke($1) Speed $calc($readini($1 $+ .ini,$Poke($1),Speed) + 1) | writeini $1 $+ .ini $Poke($1) FSpeed $calc($readini($1 $+ .ini,$Poke($1),FSpeed) - 1) } BattleVictory %Person $1 Unset %Action } } if ($readini($1 $+ .ini,$Poke($1),WPool) == Yes) { set %Person $readini($1 $+ .ini,$Poke($1),WPoolBy) Set %Action $Rand(1,3) if (%Action == 1) { WPool %Person $1 } if (%Action == 2) { set %Damage $Round( $calc( $readini($1 $+ .ini,$Poke($1),MHp) * 0.14 ),0) | Msg %ChanSet $BName(%Person) $+ 11,1 Causes the Water Tornado to Crush $BName($1) $+ 11,1 Doing %Damage Damage! | writeini -n $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Damage) | BattleVictory %Person $1 } Unset %Action } if ($readini($1 $+ .ini,$Poke($1),Confused) == Yes) { Set %Hit $Rand(1,2) if (%Hit == 1) { set %Damage $calc( 25 + ( [ $readini $1 $+ .ini $Poke($1) SAttack ] - [ $readini $1 $+ .ini $Poke($1) Defense ] )) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 8,1 Was Confused and Hit $PGender2($1) $+ self doing %Damage Damage! writeini -n $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Damage) Writeini -n $1 $+ .ini $1 CantCancel Yes Writeini -n $1 $+ .ini $1 Attacking Yes TimerAttack $+ $1 1 15 /AttackAgain $1 SelfDeadCheck $1 Halt } } if ($readini($1 $+ .ini,$Poke($1),Disabled) == Yes) { set %Attack $readini($1 $+ .ini,$Poke($1),DisabledWhat) if (%Attack == $2) { Msg %ChanSet $BName($1) $+ 13,1 Cannot Use %Attack $+ ! | Halt } Unset %Action } if ($readini($1 $+ .ini,$Poke($1),Imprison) == Yes) { Set %Attacks $readini($3 $+ .ini,$Poke($3),Attack1) $readini($3 $+ .ini,$Poke($3),Attack2) $readini($3 $+ .ini,$Poke($3),Attack3) $readini($3 $+ .ini,$Poke($3),Attack4) if ($2 isin %Attacks) { Msg %ChanSet $BName($1) $+ 13,1 Cannot Use $2 $+ ! } Unset %Action Unset %Attacks } Unset %Person } PPCheck { if ($readini($1 $+ .ini,$1,Training) == Yes) { Notice $1 You Are Training! | halt } Set %Move $2 $+ PP if ($readini($1 $+ .ini,$Poke($1),%Move) <= 0) { Msg %ChanSet $BName($1) $+ 0,1 Not Enough PP To Use $2 $+ ! | halt } writeini -n $1 $+ .ini $Poke($1) %Move $calc($readini($1 $+ .ini,$Poke($1),%Move) - 1) Unset %Move Unset %Move2 Unset %Attack } AttackAgain { if ($readini($1 $+ .ini,$1,SNpc) == Yes) { TimerAttack $+ $1 1 1 /SpecialNpc $1 } Writeini -n $1 $+ .ini $1 Attacking No Writeini -n $1 $+ .ini $1 CantCancel No Notice $1 You May Attack Now! } Bind { Writeini -n $2 $+ .ini $2 Attacking No Writeini -n $2 $+ .ini $2 CantCancel No Writeini -n $2 $+ .ini $Poke($2) Bind No TimerAttack $+ $2 off Msg %ChanSet $BName($1) $+ 0,1 Lets go of $BName($2) $+ 0,1! } Constrict { Writeini -n $2 $+ .ini $2 Attacking No Writeini -n $2 $+ .ini $2 CantCancel No Writeini -n $2 $+ .ini $Poke($2) Constrict No TimerAttack $+ $2 off Msg %ChanSet $BName($1) $+ 0,1 Lets go of $BName($2) $+ 0,1! } Tomb { Writeini -n $2 $+ .ini $2 Attacking No Writeini -n $2 $+ .ini $2 CantCancel No Writeini -n $2 $+ .ini $Poke($2) Tomb No TimerAttack $+ $2 off Msg %ChanSet $BName($1) $+ 7,1's Sand Tomb, Lets go off $BName($2) $+ 7,1! } WPool { Writeini -n $2 $+ .ini $2 Attacking No Writeini -n $2 $+ .ini $2 CantCancel No Writeini -n $2 $+ .ini $Poke($2) WPool No TimerAttack $+ $2 off Msg %ChanSet $BName($1) $+ 11,1's Water Tornado, Lets go off $BName($2) $+ 11,1! } Weather { :Repeat Set %Weather Night Sunny Raining SandStorm Snowing DayTime ThunderStorm Windy Set %Weather $gettok(%Weather,$r(1,$numtok(%Weather,32)),32) if ($readini(Weather $+ .ini,Weather,%Weather) == Yes) { Goto Repeat } writeini Weather $+ .ini Weather Night No writeini Weather $+ .ini Weather Sunny No writeini Weather $+ .ini Weather Raining No writeini Weather $+ .ini Weather SandStorm No writeini Weather $+ .ini Weather Snowing No writeini Weather $+ .ini Weather DayTime No writeini Weather $+ .ini Weather ThunderStorm No writeini Weather $+ .ini Weather Windy No writeini Weather $+ .ini Weather %Weather Yes if ($readini(Weather $+ .ini,Weather,Night) == Yes) { Msg %ChanSet 14It Is Now Night Time. } if ($readini(Weather $+ .ini,Weather,Sunny) == Yes) { Msg %ChanSet 7It Is Now Sunny. } if ($readini(Weather $+ .ini,Weather,Raining) == Yes) { Msg %ChanSet 12It Is Now Raining. } if ($readini(Weather $+ .ini,Weather,SandStorm) == Yes) { Msg %ChanSet 5It Is Now a Sand Storm. } if ($readini(Weather $+ .ini,Weather,Snowing) == Yes) { Msg %ChanSet 11It Is Now Snowing. } if ($readini(Weather $+ .ini,Weather,DayTime) == Yes) { Msg %ChanSet 0It Is Now Day Time. } if ($readini(Weather $+ .ini,Weather,ThunderStorm) == Yes) { Msg %ChanSet 8It Is Now a Thunder Storm. } if ($readini(Weather $+ .ini,Weather,Windy) == Yes) { Msg %ChanSet 10It Is Now Windy. } } WeatherChange { if ($1 == Night) { Msg %ChanSet 14It Is Now Night Time. | writeini Weather $+ .ini Weather $2 N | writeini Weather $+ .ini Weather $1 Yes } if ($1 == Sunny) { Msg %ChanSet 7It Is Now Sunny. | writeini Weather $+ .ini Weather $2 N | writeini Weather $+ .ini Weather $1 Yes } if ($1 == Raining) { Msg %ChanSet 12It Is Now Raining. | writeini Weather $+ .ini Weather $2 N | writeini Weather $+ .ini Weather $1 Yes } if ($1 == SandStorm) { Msg %ChanSet 5It Is Now a Sand Storm. | writeini Weather $+ .ini Weather $2 N | writeini Weather $+ .ini Weather $1 Yes } if ($1 == Snowing) { Msg %ChanSet 11It Is Now Snowing. | writeini Weather $+ .ini Weather $2 N | writeini Weather $+ .ini Weather $1 Yes } if ($1 == DayTime) { Msg %ChanSet 0It Is Now Day Time. | writeini Weather $+ .ini Weather $2 N | writeini Weather $+ .ini Weather $1 Yes } if ($1 == ThunderStorm) { Msg %ChanSet 8It Is Now a Thunder Storm. | writeini Weather $+ .ini Weather $2 N | writeini Weather $+ .ini Weather $1 Yes } if ($1 == Windy) { Msg %ChanSet 10It Is Now Windy. | writeini Weather $+ .ini Weather $2 N | writeini Weather $+ .ini Weather $1 Yes } } Flinch { if ($readini($1 $+ .ini,$1,Attacking) == Yes) { if ($readini($1 $+ .ini,$1,CantCancel) == Yes) { Goto End } Set %Flinch $Rand(1,10) if (%Flinch != 1) { Goto End } Msg %ChanSet $BName($1) $+ 14,1 Flinched! Writeini -n $1 $+ .ini $Poke($1) SolarCharge No Writeini -n $1 $+ .ini $Poke($1) StockPile No Writeini -n $1 $+ .ini $Poke($1) Charging No Writeini -n $1 $+ .ini $Poke($1) CDamage 0 Writeini -n $1 $+ .ini $1 Attacking No Writeini -n $1 $+ .ini $1 CantCancel No TimerAttack $+ $1 off if ($readini($1 $+ .ini,$1,SNpc) == Yes) { TimerAttack $+ $1 1 1 /SpecialNpc $1 } } Unset %Flinch :End } Npc { if (%tourneystarted = yes) { halt } :Repeat Set %Npc $read(PokeMonList.txt) if (%Npc == $null) { goto Repeat } if ($readini(%Npc $+ .ini,%Npc,Fighting) == Yes) { Halt } Heal %Npc Writeini -n %Npc $+ .ini %Npc Fighting Yes Set %batlist %batlist %Npc Writeini -n %Npc $+ .ini %Npc Field Normal Msg %ChanSet $BName(%Npc) $+ 0,1 Has Entered The Battle Arena! NpcAttack %Npc } IdleNpcAttack { if (%tourneystarted = yes) { halt } :Repeat if (%NpcStopAttacking == $Null) { Goto End } Set %Target $$gettok(%NpcStopAttacking,$r(1,$numtok(%NpcStopAttacking,32)),32) if (%Target == $Null) { Goto Repeat } if ($readini(%Target $+ .ini,%Target,Fighting) != Yes) { set %NpcStopAttacking $remtok(%Target,%NpcStopAttacking,1,32) | Goto Repeat } if ($readini(%Target $+ .ini,$Poke(%Target),Hp) <= 0) { set %NpcStopAttacking $remtok(%Target,%NpcStopAttacking,1,32) | Goto Repeat } Set %NpcStopAttacking $remtok(%Target,%NpcStopAttacking,1,32) NpcAttack %Target :End } NpcAttack { if (%tourneystarted = yes) { halt } Unset %Repeat :Repeat Inc %Repeat 1 if (%Repeat >= 3) { Set %NpcStopAttacking %NpcStopAttacking $1 | halt } if (%Batlist == $null) { halt } writeini $1 $+ .ini $1 Attacking No if ($numtok(%batlist,32) == 1) { Set %NpcStopAttacking %NpcStopAttacking $1 | Halt } Set %Target $$gettok(%batlist,$r(1,$numtok(%batlist,32)),32) if ($readini(%Target $+ .ini,%Target,WNpc) == Yes) { Goto Repeat } if (%Target == $1) { goto repeat } if ($readini(%Target $+ .ini,%Target,Fighting) != Yes) { halt } if ($readini($1 $+ .ini,$1,Fighting) != Yes) { halt } If ($readini($1 $+ .ini,$Poke($1),Hp) <= 0) { writeini $1 $+ .ini $1 Attacking No | writeini $1 $+ .ini $1 Fighting No | writeini $1 $+ .ini $1 Field None | set %batlist $remtok(%batlist,$1,1,32) | Halt } Set %Attacks $readini($1 $+ .ini,$Poke($1),Attack1) $readini($1 $+ .ini,$Poke($1),Attack2) $readini($1 $+ .ini,$Poke($1),Attack3) $readini($1 $+ .ini,$Poke($1),Attack4) :Repeat2 Set %Attack $$gettok(%Attacks,$r(1,$numtok(%Attacks,32)),32) if (%Attack == None) { goto repeat2 } StatusCheck $1 %Attack writeini $1 $+ .ini $1 Attacking yes Msg %ChanSet $BName($1) $+ 15,1 Prepares to hit $BName(%Target) $+ 15,1 With %Attack $+ ! Set %Time $Round($Calc( $readini($1 $+ .ini,$Poke($1),Speed) * 2.5 ),0) TimerAttack $+ $1 1 %Time /GatheringInfo $1 %Target %Attack Unset %Repeat } LvLCheck { if ($readini($1 $+ .ini,$Poke($1),WNpc) == Yes) { Goto End } if ($readini($1 $+ .ini,$Poke($1),Level) >= 100) { Goto End } set %Exp [ $readini $1 $+ .ini $Poke($1) Exp ] set %ExpNeeded [ $readini $1 $+ .ini $Poke($1) ExpNeeded ] Evolve $1 If (%Exp >= %ExpNeeded) { writeini $1 $+ .ini $1 TExp $calc($readini($1 $+ .ini,$1,TExp) + 2) writeini $1 $+ .ini $Poke($1) Exp 0 Msg %ChanSet $BName($1) $+ 9,1 Leveled Up! Set %Attack [ $readini Pokemon_Status $+ .ini $Poke($1) Attack ] Set %SAttack [ $readini Pokemon_Status $+ .ini $Poke($1) SAttack ] Set %Defense [ $readini Pokemon_Status $+ .ini $Poke($1) Defense ] Set %SDefense [ $readini Pokemon_Status $+ .ini $Poke($1) SDefense ] Set %Agility [ $readini Pokemon_Status $+ .ini $Poke($1) Agility ] Set %HP [ $readini Pokemon_Status $+ .ini $Poke($1) Hp ] Set %Accuracy [ $readini Pokemon_Status $+ .ini $Poke($1) Accuracy ] Set %Intelligence [ $readini Pokemon_Status $+ .ini $Poke($1) Intelligence ] Set %Speed [ $readini Pokemon_Status $+ .ini $Poke($1) Speed ] Set %Exp [ $readini Pokemon_Status $+ .ini $Poke($1) Exp ] writeini $1 $+ .ini $Poke($1) Level $calc($readini($1 $+ .ini,$Poke($1),Level) + 1) writeini $1 $+ .ini $Poke($1) ExpNeeded $calc($readini($1 $+ .ini,$Poke($1),ExpNeeded) + %Exp) writeini $1 $+ .ini $Poke($1) Attack $calc($readini($1 $+ .ini,$Poke($1),Attack) + %Attack) writeini $1 $+ .ini $Poke($1) SAttack $calc($readini($1 $+ .ini,$Poke($1),SAttack) + %SAttack) writeini $1 $+ .ini $Poke($1) Defense $calc($readini($1 $+ .ini,$Poke($1),Defense) + %Defense) writeini $1 $+ .ini $Poke($1) SDefense $calc($readini($1 $+ .ini,$Poke($1),SDefense) + %SDefense) writeini $1 $+ .ini $Poke($1) Agility $calc($readini($1 $+ .ini,$Poke($1),Agility) + %Agility) writeini $1 $+ .ini $Poke($1) HP $calc($readini($1 $+ .ini,$Poke($1),HP) + %HP) writeini $1 $+ .ini $Poke($1) Accuracy $calc($readini($1 $+ .ini,$Poke($1),Accuracy) + %Accuracy) writeini $1 $+ .ini $Poke($1) Intelligence $calc($readini($1 $+ .ini,$Poke($1),Intelligence) + %Intelligence) writeini $1 $+ .ini $Poke($1) SExp $calc($readini($1 $+ .ini,$Poke($1),SExp) + %Speed) writeini $1 $+ .ini $Poke($1) MAttack $calc($readini($1 $+ .ini,$Poke($1),MAttack) + %Attack) writeini $1 $+ .ini $Poke($1) MSAttack $calc($readini($1 $+ .ini,$Poke($1),MSAttack) + %SAttack) writeini $1 $+ .ini $Poke($1) MDefense $calc($readini($1 $+ .ini,$Poke($1),MDefense) + %Defense) writeini $1 $+ .ini $Poke($1) MSDefense $calc($readini($1 $+ .ini,$Poke($1),MSDefense) + %SDefense) writeini $1 $+ .ini $Poke($1) MAgility $calc($readini($1 $+ .ini,$Poke($1),MAgility) + %Agility) writeini $1 $+ .ini $Poke($1) MHP $calc($readini($1 $+ .ini,$Poke($1),MHP) + %HP) writeini $1 $+ .ini $Poke($1) MAccuracy $calc($readini($1 $+ .ini,$Poke($1),MAccuracy) + %Accuracy) writeini $1 $+ .ini $Poke($1) MIntelligence $calc($readini($1 $+ .ini,$Poke($1),MIntelligence) + %Intelligence) LearnMoves $1 SpeedCheck $1 TLvLCheck $1 Evolve $1 Unset %Exp Unset %ExpNeeded Unset %Intelligence Unset %Accuracy Unset %HP Unset %Agility Unset %SDefense Unset %Defense Unset %SAttack Unset %Attack Unset %Speed } :End } PkmnLateLvL { Unset %Exp Unset %ExpNeeded Unset %Intelligence Unset %Accuracy Unset %HP Unset %Agility Unset %SDefense Unset %Defense Unset %SAttack Unset %Attack Unset %Speed Set %Level $3 Set %Pokemon $2 :Repeat if ($readini($1 $+ .ini,$2,Level) >= $3) { Goto End } Set %Exp [ $readini Pokemon_Status $+ .ini %Pokemon Exp ] Set %Attack [ $readini Pokemon_Status $+ .ini %Pokemon Attack ] Set %SAttack [ $readini Pokemon_Status $+ .ini %Pokemon SAttack ] Set %Defense [ $readini Pokemon_Status $+ .ini %Pokemon Defense ] Set %SDefense [ $readini Pokemon_Status $+ .ini %Pokemon SDefense ] Set %Agility [ $readini Pokemon_Status $+ .ini %Pokemon Agility ] Set %HP [ $readini Pokemon_Status $+ .ini %Pokemon Hp ] Set %Accuracy [ $readini Pokemon_Status $+ .ini %Pokemon Accuracy ] Set %Intelligence [ $readini Pokemon_Status $+ .ini %Pokemon Intelligence ] Set %Speed [ $readini Pokemon_Status $+ .ini %Pokemon Speed ] writeini $1 $+ .ini %Pokemon Level $calc($readini($1 $+ .ini,%Pokemon,Level) + 1) writeini $1 $+ .ini %Pokemon ExpNeeded $calc($readini($1 $+ .ini,%Pokemon,ExpNeeded) + %Exp) writeini $1 $+ .ini %Pokemon Attack $calc($readini($1 $+ .ini,%Pokemon,Attack) + %Attack) writeini $1 $+ .ini %Pokemon SAttack $calc($readini($1 $+ .ini,%Pokemon,SAttack) + %SAttack) writeini $1 $+ .ini %Pokemon Defense $calc($readini($1 $+ .ini,%Pokemon,Defense) + %Defense) writeini $1 $+ .ini %Pokemon SDefense $calc($readini($1 $+ .ini,%Pokemon,SDefense) + %SDefense) writeini $1 $+ .ini %Pokemon Agility $calc($readini($1 $+ .ini,%Pokemon,Agility) + %Agility) writeini $1 $+ .ini %Pokemon HP $calc($readini($1 $+ .ini,%Pokemon,HP) + %HP) writeini $1 $+ .ini %Pokemon Accuracy $calc($readini($1 $+ .ini,%Pokemon,Accuracy) + %Accuracy) writeini $1 $+ .ini %Pokemon Intelligence $calc($readini($1 $+ .ini,%Pokemon,Intelligence) + %Intelligence) writeini $1 $+ .ini %Pokemon SExp $calc($readini($1 $+ .ini,%Pokemon,SExp) + %Speed) writeini $1 $+ .ini %Pokemon MAttack $calc($readini($1 $+ .ini,%Pokemon,MAttack) + %Attack) writeini $1 $+ .ini %Pokemon MSAttack $calc($readini($1 $+ .ini,%Pokemon,MSAttack) + %SAttack) writeini $1 $+ .ini %Pokemon MDefense $calc($readini($1 $+ .ini,%Pokemon,MDefense) + %Defense) writeini $1 $+ .ini %Pokemon MSDefense $calc($readini($1 $+ .ini,%Pokemon,MSDefense) + %SDefense) writeini $1 $+ .ini %Pokemon MAgility $calc($readini($1 $+ .ini,%Pokemon,MAgility) + %Agility) writeini $1 $+ .ini %Pokemon MHP $calc($readini($1 $+ .ini,%Pokemon,MHP) + %HP) writeini $1 $+ .ini %Pokemon MAccuracy $calc($readini($1 $+ .ini,%Pokemon,MAccuracy) + %Accuracy) writeini $1 $+ .ini %Pokemon MIntelligence $calc($readini($1 $+ .ini,%Pokemon,MIntelligence) + %Intelligence) Goto Repeat :End } SpeedCheck { set %Exp [ $readini $1 $+ .ini $Poke($1) SExp ] set %ExpNeeded [ $readini $1 $+ .ini $Poke($1) SpeedExpNeeded ] If (%Exp >= %ExpNeeded) { writeini $1 $+ .ini $1 TExp $calc($readini($1 $+ .ini,$1,TExp) + 5) Set %Exp $Calc( [ $readini $1 $+ .ini $Poke($1) SExp ] - [ $readini $1 $+ .ini $Poke($1) SpeedExpNeeded ] ) writeini $1 $+ .ini $Poke($1) SExp %Exp Msg %ChanSet $BName($1) $+ 8,1 Became Faster! Set %Exp [ $readini Pokemon_Status $+ .ini $Poke($1) SExp ] writeini $1 $+ .ini $Poke($1) SpeedExpNeeded $calc($readini($1 $+ .ini,$Poke($1),SpeedExpNeeded) + %Exp) writeini $1 $+ .ini $Poke($1) Speed $calc($readini($1 $+ .ini,$Poke($1),Speed) - 1) writeini $1 $+ .ini $Poke($1) FSpeed $calc($readini($1 $+ .ini,$Poke($1),FSpeed) + 1) writeini $1 $+ .ini $Poke($1) MSpeed $calc($readini($1 $+ .ini,$Poke($1),MSpeed) - 1) writeini $1 $+ .ini $Poke($1) MFSpeed $calc($readini($1 $+ .ini,$Poke($1),MFSpeed) + 1) if ($readini($1 $+ .ini,$Poke($1),MFSpeed) >= 6) { writeini $1 $+ .ini $Poke($1) SpeedExpNeeded $calc($readini($1 $+ .ini,$Poke($1),SpeedExpNeeded) + 100) } TLvLCheck $1 } } TLvLCheck { set %Exp [ $readini $1 $+ .ini $1 TExp ] set %ExpNeeded [ $readini $1 $+ .ini $1 TExpNeeded ] If (%Exp >= %ExpNeeded) { Set %Exp [ $readini $1 $+ .ini $1 TExp ] Set %Exp $Calc( [ $readini $1 $+ .ini $1 TExp ] - [ $readini $1 $+ .ini $1 TExpNeeded ] ) writeini $1 $+ .ini $1 TrainerLevel $calc($readini($1 $+ .ini,$1,TrainerLevel) + 1) writeini $1 $+ .ini $1 TExpNeeded $calc($readini($1 $+ .ini,$1,TExpNeeded) + 10) writeini $1 $+ .ini $1 TExp %Exp Msg %ChanSet $Name($1) $+ 4,1's Trainer Level Went Up! Unset %Exp Unset %ExpNeeded } } Travel { if ($readini($1 $+ .ini,Travel,Travel) != Yes) { Goto End } writeini -n $1 $+ .ini Travel Travel No writeini -n $1 $+ .ini Travel Town $2 Msg %ChanSet $Name($1) $+ 0,1 Has Arrived at $2 $+ . Notice $1 Type `Places To See What Is in $2 $+ . :End } Struggle { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) != Yes) { Goto Here } if ($readini($1 $+ .ini,$1,SNpc) == Yes) { TimerAttack $+ $1 1 1 /SpecialNpc $1 } Set %Free $Rand(1,3) If (%Free == 1) { Msg %ChanSet $BName($1) $+ 8,1 Is No Longer Paralyzed! Writeini -n $1 $+ .ini $1 Attacking No Writeini -n $1 $+ .ini $1 CantCancel No Writeini -n $1 $+ .ini $Poke($1) Paralyzed No Unset %Free Halt } If (%Free != 1) { Msg %ChanSet $BName($1) $+ 8,1 Is Still Paralyzed! Writeini -n $1 $+ .ini $1 Attacking No Writeini -n $1 $+ .ini $1 CantCancel No Unset %Free Halt } :Here Unset %Free } Wake { if ($readini($1 $+ .ini,$Poke($1),Sleeping) != Yes) { Goto Here } if ($readini($1 $+ .ini,$1,SNpc) == Yes) { TimerAttack $+ $1 1 1 /SpecialNpc $1 } Set %Free $Rand(1,3) If (%Free == 1) { Msg %ChanSet $BName($1) $+ 0,1 Is No Longer Sleeping! Writeini -n $1 $+ .ini $1 Attacking No Writeini -n $1 $+ .ini $1 CantCancel No Writeini -n $1 $+ .ini $Poke($1) Sleeping No Unset %Free Halt } If (%Free != 1) { Msg %ChanSet $BName($1) $+ 0,1 Is Still Sleeping! Writeini -n $1 $+ .ini $1 Attacking No Writeini -n $1 $+ .ini $1 CantCancel No Unset %Free Halt } :Here Unset %Free } TrainingEnd { Writeini -n $1 $+ .ini $1 Training No Writeini -n $1 $+ .ini $1 Fighting No Writeini -n $1 $+ .ini $1 Field None Writeini -n $1 $+ .ini $1 FightingWho None Writeini -n $1 $+ .ini $1 TrainUsed Yes TimerEndTraining $+ $1 off TimerTagain $+ $1 1 300 /TAgain $1 Set %Bag $2 Msg %ChanSet $BName($1) $+ 15,1 Has Finished Training on $BName(%Bag) $+ 15,1! Writeini -n %Bag $+ .ini %Bag Fighting No Writeini -n %Bag $+ .ini %Bag Field None Writeini -n %Bag $+ .ini %Bag FightingWho None Writeini -n %Bag $+ .ini %Bag Training No Unset %Bag } TAgain { Writeini -n $1 $+ .ini $1 TrainUsed No Notice $1 You May Train Again! } GivingPokemon { Set %Pokemon $3 Var %Hp = $readini($1 $+ .ini,%Pokemon,MHp) Var %SAttack = $readini($1 $+ .ini,%Pokemon,MSAttack) Var %Attack = $readini($1 $+ .ini,%Pokemon,MAttack) Var %SDefense = $readini($1 $+ .ini,%Pokemon,MSDefense) Var %Defense = $readini($1 $+ .ini,%Pokemon,MDefense) Var %Accuracy = $readini($1 $+ .ini,%Pokemon,MAccuracy) Var %Agility = $readini($1 $+ .ini,%Pokemon,MAgility) Var %Intelligence = $readini($1 $+ .ini,%Pokemon,MIntelligence) Var %Speed = $readini($1 $+ .ini,%Pokemon,MSpeed) Var %FSpeed = $readini($1 $+ .ini,%Pokemon,MFSpeed) Var %Level = $readini($1 $+ .ini,%Pokemon,Level) Var %Exp = $readini($1 $+ .ini,%Pokemon,Exp) Var %ExpNeeded = $readini($1 $+ .ini,%Pokemon,ExpNeeded) Var %SExp = $readini($1 $+ .ini,%Pokemon,SExp) Var %SExpNeeded = $readini($1 $+ .ini,%Pokemon,SpeedExpNeeded) Var %Gender = $readini($1 $+ .ini,%Pokemon,Gender) Var %Name = $readini($1 $+ .ini,%Pokemon,Name) Var %Aura = $readini($1 $+ .ini,%Pokemon,Aura) Var %BAura = $readini($1 $+ .ini,%Pokemon,BAura) Var %Type = $readini($1 $+ .ini,%Pokemon,Type) Var %Type2 = $readini($1 $+ .ini,%Pokemon,Type2) writeini -n $2 $+ .ini %Pokemon MHp %Hp writeini -n $2 $+ .ini %Pokemon MSAttack %SAttack writeini -n $2 $+ .ini %Pokemon MSDefense %SDefense writeini -n $2 $+ .ini %Pokemon MAttack %Attack writeini -n $2 $+ .ini %Pokemon MDefense %Defense writeini -n $2 $+ .ini %Pokemon MAccuracy %Accuracy writeini -n $2 $+ .ini %Pokemon MAgility %Agility writeini -n $2 $+ .ini %Pokemon MIntelligence %Intelligence writeini -n $2 $+ .ini %Pokemon MSpeed %Speed writeini -n $2 $+ .ini %Pokemon MFSpeed %FSpeed writeini -n $2 $+ .ini %Pokemon Level %Level writeini -n $2 $+ .ini %Pokemon Type %Type writeini -n $2 $+ .ini %Pokemon Type2 %Type2 Writeini -n $2 $+ .ini %Pokemon %Pokemon Yes writeini -n $2 $+ .ini %Pokemon Exp %Exp writeini -n $2 $+ .ini %Pokemon ExpNeeded %ExpNeeded writeini -n $2 $+ .ini %Pokemon SExp %SExp writeini -n $2 $+ .ini %Pokemon SpeedExpNeeded %SExpNeeded writeini -n $2 $+ .ini %Pokemon Gender %Gender writeini -n $2 $+ .ini %Pokemon Aura %Aura writeini -n $2 $+ .ini %Pokemon BAura %BAura writeini -n $2 $+ .ini %Pokemon WantEvolve Yes Writeini -n $2 $+ .ini %Pokemon Pokemon %Pokemon writeini -n $2 $+ .ini %Pokemon Attack1 None writeini -n $2 $+ .ini %Pokemon Attack2 None writeini -n $2 $+ .ini %Pokemon Attack3 None Writeini -n $2 $+ .ini %Pokemon Attack4 None Writeini -n $2 $+ .ini Pokemon %Pokemon yes if ($readini($1 $+ .ini,%Pokemon,Named) == Yes) { writeini -n $2 $+ .ini %Pokemon Name %Name | writeini -n $2 $+ .ini %Pokemon Named Yes } if ($readini($1 $+ .ini,%Pokemon,Attack1) != None) { Writeini -n $2 $+ .ini %Pokemon Attack1 $readini($1 $+ .ini,%Pokemon,Attack1) | Set %Attack1 $readini($1 $+ .ini,%Pokemon,Attack1) | writeini $2 $+ .ini %Pokemon L $+ %Attack1 Yes | Set %MovePP $readini($1 $+ .ini,%Pokemon,%Attack1 $+ MPP) | writeini -n $2 $+ .ini %Pokemon %Attack1 $+ MPP %MovePP } if ($readini($1 $+ .ini,%Pokemon,Attack2) != None) { Writeini -n $2 $+ .ini %Pokemon Attack2 $readini($1 $+ .ini,%Pokemon,Attack2) | Set %Attack2 $readini($1 $+ .ini,%Pokemon,Attack2) | writeini $2 $+ .ini %Pokemon L $+ %Attack2 Yes | Set %MovePP $readini($1 $+ .ini,%Pokemon,%Attack2 $+ MPP) | writeini -n $2 $+ .ini %Pokemon %Attack2 $+ MPP %MovePP } if ($readini($1 $+ .ini,%Pokemon,Attack3) != None) { Writeini -n $2 $+ .ini %Pokemon Attack3 $readini($1 $+ .ini,%Pokemon,Attack3) | Set %Attack3 $readini($1 $+ .ini,%Pokemon,Attack3) | writeini $2 $+ .ini %Pokemon L $+ %Attack3 Yes | Set %MovePP $readini($1 $+ .ini,%Pokemon,%Attack3 $+ MPP) | writeini -n $2 $+ .ini %Pokemon %Attack3 $+ MPP %MovePP } if ($readini($1 $+ .ini,%Pokemon,Attack4) != None) { Writeini -n $2 $+ .ini %Pokemon Attack4 $readini($1 $+ .ini,%Pokemon,Attack4) | Set %Attack4 $readini($1 $+ .ini,%Pokemon,Attack4) | writeini $2 $+ .ini %Pokemon L $+ %Attack4 Yes | Set %MovePP $readini($1 $+ .ini,%Pokemon,%Attack4 $+ MPP) | writeini -n $2 $+ .ini %Pokemon %Attack4 $+ MPP %MovePP } Remini $1 $+ .ini %Pokemon Writeini -n $2 $+ .ini %Pokemon Traded Yes Unset %Pokemon Unset %Attack1 Unset %Attack2 Unset %Attack3 Unset %Attack4 } FindItems { Set %Rand $Rand(1,50) if ($readini($1 $+ .ini,Travel,Town) == Mt.Moon) && (%Rand == 5) { Msg %ChanSet $Name($1) $+ 0,1 Found a Moon Stone! | Writeini -n $1 $+ .ini Items MoonStone $calc($readini($1 $+ .ini,Items,MoonStone) + 1) } } Racers { if ($2 != %WinningRacingPokemon) { Msg %ChanSet Sorry $Name($1) $+ 4,1The Pokemon $Name($1) $+ 4,1 betted on LOST! You Lose $3 GC! | writeini $1 $+ .ini Items GC $calc($readini($1 $+ .ini,Items,GC) - $3) } if ($2 == %WinningRacingPokemon) { Set %Won $calc( $3 * 3 ) | Msg %ChanSet 9Congratulations! $Name($1) $+ 9,1 The Pokemon you betted on WON! You Have Won %Won GC! | Writeini $1 $+ .ini Items GC $calc($readini($1 $+ .ini,Items,GC) + %Won) | Unset %Won } Unset %WinningRacingPokemon } GatheringInfo { Set %User $1 Set %Target $2 Set %Attack $3 Writeini -n %User $+ .ini %User LastMoveUsed %Attack if ($readini($1 $+ .ini,$1,WNpc) == Yes) { TimerAttack $+ $1 1 1 /NpcAttack $1 } if ($readini($1 $+ .ini,$1,SNpc) == Yes) { TimerAttack $+ $1 1 1 /SpecialNpc $1 } if ($readini(%User $+ .ini,%User,Attacking) != Yes) { halt } if ($readini(%User $+ .ini,%User,Fighting) != Yes) { writeini %User $+ .ini %User Attacking No | halt } if ($readini(%Target $+ .ini,%Target,Bag) == Yes) { Goto Here } if (%Attack == Growth) { Goto Here } if (%Attack == Synthesis) { Goto Here } if (%Attack == Withdraw) { Goto Here } if (%Attack == Protect) { Goto Here } if (%Attack == RainDance) { Goto Here } if (%Attack == DragonDance) { Goto Here } if (%Attack == SandStorm) { Goto Here } if (%Attack == Agility) { Goto Here } if (%Attack == Harden) { Goto Here } if (%Attack == SafeGaurd) { Goto Here } if (%Attack == SilverWind) { Goto Here } if (%Attack == Double-Team) { Goto Here } if (%Attack == Light-Screen) { Goto Here } if (%Attack == Aerial-Ace) { Goto Here } if (%Attack == Defense-Curl) { Goto Here } if (%Attack == Recover) { Goto Here } if (%Attack == Cosmic-Power) { Goto Here } if (%Attack == StockPile) { Goto Here } if (%Attack == Focus-Energy) { Goto Here } if (%Attack == Haze) { Goto Here } if (%Attack == Swallow) { Goto Here } if (%Attack == Moonlight) { Goto Here } if (%Attack == Teleport) { Goto Here } if (%Attack == Future-Sight) { Goto Here } if (%Attack == Detect) { Goto Here } if (%Attack == Acid-Armor) { Goto Here } if (%Attack == BulkUp) { Goto Here } if (%Attack == Calm-Mind) { Goto Here } if (%Attack == Mud-Shot) { Goto Here } if (%Attack == String-Shot) { Goto Here } if (%Attack == Helping-Hand) { Goto Here } if (%Attack == Faint-Attack) { Goto Here } if (%Attack == Mean-Look) { Goto Here } if (%Attack == Grudge) { Goto Here } if (%Attack == Destiny-Bond) { Goto Here } if (%Attack == Reflect) { Goto Here } if (%Attack == Shadow-Punch) { Goto Here } if (%Attack == Swift) { Goto Here } if (%Attack == Endure) { Goto Here } if (%Attack == AncientPower) { Goto Here } if (%Attack == Vital-Throw) { Goto Here } if (%Attack == Mist) { Goto Here } if ($readini(%Target $+ .ini,%Target,Fighting) != Yes) { writeini %Target $+ .ini %Target Attacking No | halt } set %Agility2 [ $readini %User $+ .ini $Poke(%User) Agility ] set %Agility3 [ $readini %Target $+ .ini $Poke(%Target) Agility ] set %Agility2 $round($calc(%Agility2 * 1.5),0) set %Agility3 $round($calc(%Agility3 * 1.5),0) set %Agility $calc(%Agility3 - %Agility2) if (%Agility > 2) { /Dodge %User %Target } if ($readini(%Target $+ .ini,$Poke(%Target),Dodge) == Yes) { Dodge %User %Target } set %Intelligence2 [ $readini %User $+ .ini $Poke(%User) Intelligence ] set %Intelligence3 [ $readini %Target $+ .ini $Poke(%Target) Intelligence ] set %Intelligence2 $round($calc(%Intelligence2 * 1.5),0) set %Intelligence3 $round($calc(%Intelligence3 * 1.5),0) set %Countering $calc(%Intelligence3 - %Accuracy2) set %Counter $Rand(1,15) if (%Countering > 2) && (%Counter == 1) { /Counter %Target %User | Halt } :Here writeini %User $+ .ini %User Attacking No $3 %User %Target %Attack } GetBase { if ($2 == Scratch) { set %base.power $Rand(5,8) } if ($2 == Pound) { set %base.power $Rand(5,8) } if ($2 == Peck) { set %base.power $Rand(7,8) } if ($2 == Slash) { set %base.power $Rand(10,16) } if ($2 == Tackle) { set %base.power $Rand(5,6) } if ($2 == Low-Kick) { set %base.power $Rand(8,10) } if ($2 == Karate-Chop) { set %base.power $Rand(10,14) } if ($2 == Vital-Throw) { set %base.power $Rand(18,20) } if ($2 == Submission) { set %base.power $Rand(20,30) } if ($2 == Swift) { set %base.power $Rand(18,23) } if ($2 == Lick) { set %base.power $Rand(6,9) } if ($2 == Poison-Sting) { set %base.power $Rand(5,6) } if ($2 == Smog) { set %base.power $Rand(7,9) } if ($2 == Double-Edge) { set %base.power $Round($Calc( $readini($1 $+ .ini,$Poke($1),Attack) / 2 ),0) } if ($2 == Bide) { set %base.power $Round($Calc( $readini($1 $+ .ini,$Poke($1),MHp) - $readini($1 $+ .ini,$Poke($1),Hp) ),0) } if ($2 == SkullBash) { set %base.power $Rand(24,30) } if ($2 == RapidSpin) { set %base.power $Rand(18,22) } if ($2 == Acid) { set %base.power $Rand(18,22) } if ($2 == Shadow-Punch) { set %base.power $Rand(14,22) } if ($2 == Quick-Attack) { set %base.power $Rand(13,15) } if ($2 == Bite) { set %base.power $Rand(15,16) } if ($2 == Astonish) { set %base.power $Rand(11,14) } if ($2 == Faint-Attack) { set %base.power $Rand(20,24) } if ($2 == Hyper-Fang) { set %base.power $Rand(18,21) } if ($2 == Poison-Fang) { set %base.power $Rand(25,35) } if ($2 == Crunch) { set %base.power $Rand(17,22) } if ($2 == Pursuit) { set %base.power $Rand(15,18) } if ($2 == Twineedle) { set %base.power $Rand(14,16) } if ($2 == Gust) { set %base.power $Rand(9,14) } if ($2 == Aerial-Ace) { set %base.power $Rand(10,15) } if ($2 == Drill-Peck) { set %base.power $Rand(16,21) } if ($2 == Rock-Throw) { set %base.power $Rand(9,14) } if ($2 == Rock-Blast) { Set %Times $Rand(2,5) | set %base.power $Calc( $Rand(4,6) * %Times ) } if ($2 == Spike-Cannon) { Set %Times $Rand(2,5) | set %base.power $Calc( $Rand(7,10) * %Times ) } if ($2 == Fury-Cutter) { Set %Times $Rand(2,5) | set %base.power $Calc( $Rand(3,6) * %Times ) } if ($2 == Fury-Attack) { Set %Times $Rand(2,5) | set %base.power $Calc( $Rand(3,5) * %Times ) } if ($2 == Pin-Missile) { Set %Times $Rand(2,5) | set %base.power $Calc( $Rand(5,7) * %Times ) } if ($2 == Fury-Swipes) { Set %Times $Rand(3,5) | set %base.power $Calc( $Rand(3,6) * %Times ) } if ($2 == OutRage) { Set %Times $Rand(2,3) | set %base.power $Calc( $Rand(15,20) * %Times ) } if ($2 == Thrash) { Set %Times $Rand(5,7) | set %base.power $Calc( $Rand(6,7) * %Times ) } if ($2 == False-Swipe) { set %base.power 30 } if ($2 == Rock-Throw) { set %base.power $Rand(9,14) } if ($2 == Double-Kick) { set %base.power $Rand(11,15) } if ($2 == Horn-Attack) { set %base.power $Rand(13,16) } if ($2 == Stomp) { set %base.power $Rand(15,18) } if ($2 == Ember) { set %base.power $Rand(9,14) } if ($2 == Flame-Wheel) { set %base.power $Rand(14,18) } if ($2 == Revenge) { set %base.power $Rand(9,14) } if ($2 == Confusion) { set %base.power $Rand(9,14) } if ($2 == Thunder-Shock) { set %base.power $Rand(9,14) } if ($2 == Thunder-Bolt) { set %base.power $Rand(18,28) } if ($2 == Bubble) { set %base.power $Rand(9,14) } if ($2 == Absorb) { set %base.power $Rand(9,14) } if ($2 == Leech-Life) { set %base.power $Rand(12,18) } if ($2 == MegaDrain) { set %base.power $Rand(15,18) } if ($2 == GigaDrain) { set %base.power $Rand(18,25) } if ($2 == VineWhip) { set %base.power $Rand(9,14) } if ($2 == Iron-Tail) { set %base.power $Rand(15,18) } if ($2 == Rage) { set %base.power $Rand(11,16) } if ($2 == Slam) { set %base.power $Rand(12,15) } if ($2 == BodySlam) { set %base.power $Rand(14,18) } if ($2 == TakeDown) { set %base.power $Rand(16,20) } if ($2 == FlameThrower) { set %base.power $Rand(18,28) } if ($2 == Blaze-Kick) { set %base.power $Rand(20,25) } if ($2 == WaterGun) { set %base.power $Rand(17,19) } if ($2 == Bubble-Beam) { set %base.power $Rand(17,25) } if ($2 == Muddy-Water) { set %base.power $Rand(20,25) } if ($2 == WingAttack) { set %base.power $Rand(14,18) } if ($2 == Air-Cutter) { set %base.power $Rand(18,22) } if ($2 == Slash) { set %base.power $Rand(11,18) } if ($2 == PsyBeam) { set %base.power $Rand(21,26) } if ($2 == DragonRage) { set %base.power 40 } if ($2 == Seismic-Toss) { set %base.power $readini($1 $+ .ini,$Poke($1),Level) } if ($2 == Endeavor) { set %base.power $Rand(20,30) } if ($2 == Flail) { set %base.power 20 } if ($2 == Twister) { set %base.power 25 } if ($2 == Sky-Uppercut) { set %base.power $Rand(25,35) } if ($2 == AuroraBeam) { set %base.power $Rand(20,30) } if ($2 == IceBeam) { set %base.power $Rand(30,45) } if ($2 == PetalDance) { Set %Times $Rand(2,3) | set %base.power $Calc( $Rand(11,14) * %Times ) } if ($2 == FireSpin) { Set %Times $Rand(2,6) | set %base.power $Calc( $Rand(11,14) * %Times ) } if ($2 == HydroPump) { set %base.power 50 } if ($2 == ExtremeSpeed) { set %base.power $Rand(30,40) } if ($2 == Thunder) { set %base.power $Rand(30,40) } if ($2 == Psychic) { set %base.power $Rand(30,40) } if ($2 == Cross-Chop) { set %base.power $Rand(30,40) } if ($2 == EarthQuake) { set %base.power 50 } if ($2 == Dream-Eater) { set %base.power 70 } if ($2 == HyperBeam) { set %base.power 70 } if ($2 == BlastBurn) { set %base.power $Rand(40,50) } if ($2 == RazorLeaf) { Set %Times $Rand(2,4) | set %base.power $Calc( $Rand(4,6) * %Times ) } if ($2 == LeafBlade) { set %base.power 30 } if ($2 == Dynamic-Punch) { set %base.power $Rand(40,55) } if ($2 == MegaHorn) { set %base.power $Rand(55,70) } if ($2 == SolarBeam) { set %base.power $readini($1 $+ .ini,$Poke($1),CDamage) | Writeini -n $1 $+ .ini $Poke($1) CDamage 0 } if ($2 == SpitUp) { set %base.power $readini($1 $+ .ini,$Poke($1),CDamage) | Writeini -n $1 $+ .ini $Poke($1) CDamage 0 } } TypePower { Set %Types $readini($2 $+ .ini,$Poke($2),Type) $readini($2 $+ .ini,$Poke($2),Type2) if ($3 == Fire) && (Grass isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Fire) && (Ice isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Fire) && (Bug isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Fire) && (Steel isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Water) && (Fire isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Water) && (Rock isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! | Goto Here } if ($3 == Water) && (Ground isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Grass) && (Water isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Grass) && (Ground isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Grass) && (Grass isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Electric) && (Flying isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Electric) && (Water isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Fighting) && (Normal isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Flying) && (Bug isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Ice) && (Grass isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Ice) && (Flying isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Ice) && (Dragon isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Psychic) && (Fighting isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Fighting) && (Normal isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Fighting) && (Ice isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Fighting) && (Rock isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Poison) && (Grass isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Poison) && (Bug isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Ground) && (Fire isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Ground) && (Electric isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Ground) && (Rock isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Flying) && (Grass isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Flying) && (Bug isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Flying) && (Fighting isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Psychic) && (Poison isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Psychic) && (Fighting isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Bug) && (Grass isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Bug) && (Poison isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Bug) && (Psychic isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Rock) && (Fire isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Rock) && (Ice isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Rock) && (Flying isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Rock) && (Bug isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Ghost) && (Ghost isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } if ($3 == Dragon) && (Dragon isin %Types) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 9Type Advantage! } :Here if ($3 == Fire) && (Water isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Fire) && (Rock isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Water) && (Grass isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Water) && (Dragon isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Grass) && (Fire isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Grass) && (Poison isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Grass) && (Flying isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Grass) && (Bug isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Grass) && (Dragon isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Ice) && (Water isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Flying) && (Rock isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Electric) && (Grass isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Electric) && (Rock isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Electric) && (Dragon isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Fighting) && (Poison isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Fighting) && (Flying isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Fighting) && (Bug isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Fighting) && (Psychic isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Poison) && (Ground isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Poison) && (Rock isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Poison) && (Ghost isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Ground) && (Grass isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Ground) && (Bug isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Flying) && (Electric isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Flying) && (Rock isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Bug) && (Fire isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Bug) && (Fighting isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Bug) && (Flying isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Bug) && (Ghost isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Rock) && (Fighting isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Rock) && (Ground isin %Types) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 4Type Disadvantage! } if ($3 == Fire) && (Fire isin %Types) { set %base.power $Round($calc( %base.power / 4),0) | Set %Critical 4Same Type! } if ($3 == Ice) && (Ice isin %Types) { set %base.power $Round($calc( %base.power / 4),0) | Set %Critical 4Same Type! } if ($3 == Water) && (Water isin %Types) { set %base.power $Round($calc( %base.power / 4),0) | Set %Critical 4Same Type! } if ($3 == Grass) && (Grass isin %Types) { set %base.power $Round($calc( %base.power / 4),0) | Set %Critical 4Same Type! } if ($3 == Electric) && (Electric isin %Types) { set %base.power $Round($calc( %base.power / 4),0) | Set %Critical 4Same Type! } if ($3 == Poison) && (Poison isin %Types) { set %base.power $Round($calc( %base.power / 4),0) | Set %Critical 4Same Type! } if ($3 == Psychic) && (Psychic isin %Types) { set %base.power $Round($calc( %base.power / 4),0) | Set %Critical 4Same Type! } if ($3 == Fire) && ($readini(Weather $+ .ini,Weather,Sunny) == yes) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 8Weather Advantage! } if ($3 == Water) && ($readini(Weather $+ .ini,Weather,Raining) == yes) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 8Weather Advantage! } if ($3 == Grass) && ($readini(Weather $+ .ini,Weather,Sunny) == yes) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 8Weather Advantage! } if ($3 == Rock) && ($readini(Weather $+ .ini,Weather,SandStorm) == yes) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 8Weather Advantage! } if ($3 == Ground) && ($readini(Weather $+ .ini,Weather,SandStorm) == yes) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 8Weather Advantage! } if ($3 == Electric) && ($readini(Weather $+ .ini,Weather,ThunderStorm) == yes) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 8Weather Advantage! } if ($3 == Flying) && ($readini(Weather $+ .ini,Weather,Windy) == yes) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 8Weather Advantage! } if ($3 == Dark) && ($readini(Weather $+ .ini,Weather,NightTime) == yes) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 8Weather Advantage! } if ($3 == Ice) && ($readini(Weather $+ .ini,Weather,Snowing) == yes) { set %base.power $Round($calc( %base.power * 2),0) | Set %Critical 8Weather Advantage! } if ($3 == Fire) && ($readini(Weather $+ .ini,Weather,Raining) == yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Weather Disadvantage! } if ($3 == Water) && ($readini(Weather $+ .ini,Weather,ThunderStorm) == yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Weather Disadvantage! } if ($3 == Electric) && ($readini(Weather $+ .ini,Weather,SandStorm) == yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Weather Disadvantage! } if ($3 == Flying) && ($readini(Weather $+ .ini,Weather,Thundertorm) == yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Weather Disadvantage! } if ($3 == Rock) && ($readini(Weather $+ .ini,Weather,Raining) == yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Weather Disadvantage! } if ($3 == Ground) && ($readini(Weather $+ .ini,Weather,Raining) == yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Weather Disadvantage! } if ($3 == Dark) && ($readini(Weather $+ .ini,Weather,DayTime) == yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Weather Disadvantage! } if ($3 == Ground) && (Flying isin %Types) { Msg %ChanSet $BName($1) $+ 5,1's Attack Did Not Affect $BName($2) $+ 5,1! 12(10Missed12) | Halt } if ($3 == Electric) && (Ground isin %Types) { Msg %ChanSet $BName($1) $+ 5,1's Attack Did Not Affect $BName($2) $+ 5,1! 12(10Missed12) | Halt } if ($readini($2 $+ .ini,$Poke($2),LScreen) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Light Screen! } Unset %Types } Scratch { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Scratches $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Horn-Attack { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Jabs its Horn into $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Stomp { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Stomps on $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) Flinch $2 DamageSystem $1 $2 } Slash { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Slashes $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Swift { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Releases Stars at $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Horn-Drill { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } Set %Hit $Rand(1,8) if (%Hit != 1) { Msg %ChanSet $BName($1) $+ 0,1 Missed $BName($2) $+ 4,1! | halt } Set %Exp $Rand(13,16) Msg %ChanSet $BName($1) $+ 4,1 Gores its Horn into $BName($2) $+ 0,1! 15(14Gained9 %Exp 14Exp15) 15(4 $+ Beat $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) writeini $2 $+ .ini $Poke($2) Hp -1 BattleVictory $1 $2 } Fissure { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } Set %Hit $Rand(1,8) if (%Hit != 1) { Msg %ChanSet $BName($1) $+ 5,1 Missed $BName($2) $+ 5,1 KOing $PGender2($2) Instantly! | halt } Set %Exp $Rand(13,16) Msg %ChanSet $BName($1) $+ 4,1 Touches $BName($2) $+ 4,1! 15(14Gained9 %Exp 14Exp15) 15(4 $+ Beat $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) writeini $2 $+ .ini $Poke($2) Hp -1 BattleVictory $1 $2 } Tackle { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Tackles $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Splash { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } Set %Exp $Rand(3,6) Msg %ChanSet $BName($1) $+ 0,1 Splashes $BName($2) $+ 0,1 But is did Nothing! 15(14Gained9 %Exp 14Exp15) writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) } Pound { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Pounds $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } HyperBeam { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Fires a Massive Blast of Energy at $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) writeini $1 $+ .ini $Poke($1) Paralyzed Yes Msg %ChanSet $BName($1) $+ 8,1 Has Become Paralyzed! DamageSystem $1 $2 } BlastBurn { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } GetBase $1 $3 Set %Critical 0Normal Hit TypePower $1 $2 Fire Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) SDefense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) SAttack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 4,1 Fires a Massive Blast of Fire at $BName($2) $+ 4,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) Set %Burn $Rand(1,10) if (%Burn == 5) && ($readini($2 $+ .ini,$Poke($2),Burned) != yes) { Msg %ChanSet $BName($2) $+ 4,1 Has been Burned! 15(4Burn!15) | writeini $2 $+ .ini $Poke($2) Burned Yes } Unset %Burn writeini $1 $+ .ini $Poke($1) Paralyzed Yes Msg %ChanSet $BName($1) $+ 8,1 Has Become Paralyzed! DamageSystem $1 $2 } Slam { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Slams $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Bide { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Launches off the Ground and Hurls Itself at $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Fury-Attack { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Stabs $BName($2) $+ 0,1 %Times Times Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Spike-Cannon { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Fires %Times Spikes $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Thrash { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Thrashes $BName($2) $+ 0,1 %Times Times Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Fury-Cutter { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 3,1 Cuts $BName($2) $+ 3,1 %Times Times Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Fury-Swipes { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Swipes $BName($2) $+ 0,1 %Times Times Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } False-Swipe { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Swipes $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) writeini -n $2 $+ .ini $Poke($2) Hp $calc($readini($2 $+ .ini,$Poke($2),Hp) - %Damage) if ($readini($2 $+ .ini,$Poke($2),Hp) < 1) { writeini $2 $+ .ini $Poke($2) Hp 1 } } Quick-Attack { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Quickly Attacks $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } ExtremeSpeed { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Attacks $BName($2) $+ 0,1 In High Speeds, Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } SkullBash { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Bashes $PGender($1) Head onto $BName($2) $+ 0,1's Head, Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Endeavor { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] if ($Stat($1,Hp) < $Stat($2,Hp)) { Set %Base.power $Round( $Calc( %Base.power * 1.5 ),0) } set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Slams Into $PGender($1) Head onto $BName($2) $+ 0,1's Head, Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Flail { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] if ($Stat($2,Hp) < 40) { Set %Base.power $Round( $Calc( %Base.power * 1.5 ),0) } set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Does Flail to $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Double-Edge { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %Hit $Rand(1,3) set %Base.power2 $Calc( %Base.Power - [ $readini $1 $+ .ini $Poke($1) Defense ] ) if (%Base.power2 < 1) { set %Base.power2 1 } if (%Hit == 3) { Set %Base.Power %Base.power2 | Msg %ChanSet $BName($1) $+ 0,1 Slams Into a Wall Doing %base.power To Himself! 15(9Missed15) | writeini $1 $+ .ini $Poke($1) Hp $calc($readini($1 $+ .ini,$Poke($1),Hp) - %Base.Power) | Unset %Base.power2 | SelfDeadCheck $1 | halt } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Bashes into $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) Unset %Base.power2 DamageSystem $1 $2 } RapidSpin { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Launches At $BName($2) $+ 0,1 Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) DamageSystem $1 $2 } Hyper-Fang { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } GetBase $1 $3 if ($readini($2 $+ .ini,$Poke($2),Reflect) == Yes) { set %base.power $Round($calc( %base.power / 2),0) | Set %Critical 8Reflect Screen! } Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical 0Normal Hit Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Bites $BName($2) $+ 0,1 With $PGender($1) Fangs, Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) Flinch $2 DamageSystem $1 $2 } Super-Fang { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } if ($readini($2 $+ .ini,$Poke($2),Type) == Ghost) && ($readini($1 $+ .ini,$Poke($1),ForeSighted) != Yes) { Msg %ChanSet $BName($1) $+ 10,1's Attack Did Not Affect $BName($2) $+ 10,1! 12(10Missed12) | Halt } Set %Hit $Rand(1,3) if (%Hit != 3) { Msg %ChanSet $BName($1) $+ 0,1 Went to Bite $BName($2) $+ 0,1 But Missed!! 15(9Missed15) | halt } Set %ExpGain $Rand(3,6) Set %Exp $Rand(3,6) set %Damage $Round($Calc( $readini($2 $+ .ini,$Poke($2),Hp) / 2),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Bites $BName($2) $+ 0,1 Really Hard, With $PGender($1) Fangs, Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) Flinch $2 DamageSystem $1 $2 } Dynamic-Punch { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } Set %Hit $Rand(1,2) if (%Hit != 2) { Msg %ChanSet $BName($1) $+ 7,1 Went to Punch $BName($2) $+ 7,1 But Missed!! 15(9Missed15) | halt } GetBase $1 $3 Set %Critical 0Normal Hit TypePower $1 $2 Fighting Set %ExpGain $Rand(3,6) set %Power $calc( %base.power * 5) Set %Critical2 $rand(1,20) Set %Accuracy [ $readini $1 $+ .ini $Poke($1) Accuracy ] Set %Ender $round($calc(%Accuracy * .5 * .5 * .5 + 1),0) Set %Exp %ExpGain Set %CritConnect $rand(1,6) if ($readini($1 $+ .ini,$Poke($1),Focus) == Yes) { Set %CritConnect $Rand(2,4) | Set %Critical2 -1000 | writeini $1 $+ .ini $Poke($1) Focus No } if (%Critical2 <= %Ender) && (%CritConnect == 3) { Set %Critical 4Critical | inc %base.power %Power | Set %Exp $Calc( %ExpGain * 3 ) } set %Defense.power [ $readini $2 $+ .ini $Poke($2) Defense ] set %Attack.power [ $readini $1 $+ .ini $Poke($1) Attack ] set %Damage $Round( $calc( %Base.power + ( %Attack.power - %Defense.power ) ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 7,1's Fist Slams $BName($2) $+ 7,1 on the face, Doing %Damage Damage! 15(14Gained9 %Exp 14Exp15) 15( $+ %Critical $+ 15)15,1 writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) Set %Confuse 5 if (%Confuse == 5) && ($readini($2 $+ .ini,$Poke($2),Confused) != yes) && ($readini($2 $+ .ini,$Poke($2),SafeGaurd) != Yes) { Msg %ChanSet $BName($2) $+ 8,1 is Confused! 15(8Confused!15) | writeini $2 $+ .ini $Poke($2) Confused Yes } Unset %Confuse DamageSystem $1 $2 } Helping-Hand { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } Set %Exp $Rand(3,6) set %Damage $Round( $calc( $readini($2 $+ .ini,$Poke($2),MAttack) * 0.05 ),0) if (%Damage < 1) { set %Damage 1 } Msg %ChanSet $BName($1) $+ 0,1 Helps $BName($2) $+ 0,1 Making $BName($2) $+ 0,1's Attack Increase By %Damage $+ ! 15(14Gained9 %Exp 14Exp15) writeini $1 $+ .ini $Poke($1) Exp $calc($readini($1 $+ .ini,$Poke($1),Exp) + %Exp) writeini $2 $+ .ini $Poke($2) Attack $calc($readini($2 $+ .ini,$Poke($2),Attack) + %Damage) } Growl { if ($readini($1 $+ .ini,$Poke($1),Paralyzed) == yes) { Msg %ChanSet $BName($1) $+ 8,1 is Unable To Move! | halt } if ($readini($1 $+ .ini,$Poke($1),Sleeping) == yes) && ($readini($1 $+ .ini,$Poke($1),Snore) != yes) { Msg %ChanSet $BName($1) $+ 8,1 is Asleep! | halt } Set %Exp $Rand(3,6) set %Damage $Round( $calc( $readini($2 $+ .ini,$Po