Type
helpMeleeRound to view help file in client.

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MeleeRoundCMUD.txtCode:
#CLASS {MeleeRound}
#ALIAS helpMeleeRound {
#PRINT {%crlf <C dodgerblue>-----Melee Round Help File-----</C>}
#PRINT { <C dodgerblue>[Updated: 9/9/2019]</C>}
#PRINT { Colors and tracks melee combat statistics against cross race opponents.}
#PRINT { Script tracks individual character data across sessions.}
#PRINT {}
#PRINT { Type <C dodgerblue>attackCount</C> (show total melee round hits and misses attempted for current session)}
#PRINT { Type <C dodgerblue>defendCount</C> (show total melee round hits and misses against current session)}
#PRINT { Note: attack and defend commands show current session statistics.}
#PRINT {}
#PRINT { Type <C dodgerblue>meleeCount</C> (show total melee round data for current character)}
#PRINT { Note: meleeCount command show overtime statistics for current character.}
#PRINT {}
#PRINT { Type <C dodgerblue>resetMelee</C> to reset ALL data for current character.}
#PRINT {}
#PRINT { Type <C dodgerblue>meleeColor <type> <color> [bcolor]</C> background color optional}
#PRINT { Available meleeColor types: (shown in current set color)}
#PRINT { <C %replace(@meleeColorCrossRaceHitYou,","," ")>CrossRaceHitYou</C> (set color of line when a CrossRace player hits you))}
#PRINT { <C %replace(@meleeColorYouHitCrossRace,","," ")>YouHitCrossRace</C> (set color of line when you hit a CrossRace player))}
#PRINT {}
#PRINT { Example: meleeColor CrossRaceHitYou red black (sets red foreground with a black background)}
#PRINT {}
}
#ALIAS meleeColor {
#IF (%null(%1)) {
#PRINT {%crlf Usage: <C dodgerblue>meleeColor <type> <color> [bcolor]</C> background color optional}
#PRINT { Available meleeColor types: (shown in current set color)}
#PRINT { <C %replace(@meleeColorCrossRaceHitYou,","," ")CrossRaceHitYou</C> (set color of line when a CrossRace player hits you))}
#PRINT { <C %replace(@meleeColorYouHitCrossRace,","," ")YouHitCrossRace</C> (set color of line when you hit a CrossRace player))}
} {
#IF (%class(%concat("meleeColor",%1))=-1) {
#PRINT {%crlf %1 is an invalid type selection...}
} {
#IF (%null(%2)) {
#PRINT {%crlf What color is that?...}
} {
#IF (%colorname(%2)=536870911 AND %color(%2)=0) {
#VAR %concat("meleeColor",%1) {}
#PRINT {%crlf %2 is an invalid color. %concat("meleeColor",%proper(%1)) variable cleared.}
} {
#IF (%null(%3)) {
#VAR %concat("meleeColor",%1) {%2}
#PRINT {%crlf Color set: @meleeMXPcolor(%2)}
} {
#IF (%colorname(%3)=536870911 AND %color(%3)=0) {
#VAR %concat("meleeColor",%1) {}
#PRINT {%crlf %3 is an invalid color. %concat("meleeColor",%proper(%1)) variable cleared.}
} {
#VAR %concat("meleeColor",%1) {%concat(%2,",",%3)}
#PRINT {%crlf Color set: <C %2 %3>%2 %3</C>}
}
}
}
}
}
}
}
#ALIAS attackCount {
#VAR attackCrossRacePercent (@attackCrossRaceHit*100/@attackCrossRaceTotal)
#VAR attackCrossRacePercentParry (@attackCrossRaceParry*100/@attackCrossRaceTotal)
#VAR attackCrossRacePercentDodge (@attackCrossRaceDodge*100/@attackCrossRaceTotal)
#PRINT {%crlf <C dodgerblue>CrossRace Attack Data:</C>}
#PRINT {This session you've hit your opponents @attackCrossRaceHit out of @attackCrossRaceTotal total melee rounds (@{attackCrossRacePercent}~% hit)}
#PRINT {This session your opponents have parried @attackCrossRaceParry out of @attackCrossRaceTotal total melee rounds (@{attackCrossRacePercentParry}~% parried)}
#PRINT {This session your opponents have dodged @attackCrossRaceDodge out of @attackCrossRaceTotal total melee rounds (@{attackCrossRacePercentDodge}~% dodged)}
}
#ALIAS defendCount {
#VAR defendCrossRacePercent (@defendCrossRaceHit*100/@defendCrossRaceTotal)
#VAR defendCrossRacePercentParry (@defendCrossRaceParry*100/@defendCrossRaceTotal)
#VAR defendCrossRacePercentDodge (@defendCrossRaceDodge*100/@defendCrossRaceTotal)
#PRINT {%crlf <C dodgerblue>CrossRace Defense Data:</C>}
#PRINT {This session you've been hit @defendCrossRaceHit out of @defendCrossRaceTotal total melee rounds (@{defendCrossRacePercent}~% hit)}
#PRINT {This session you've parried @defendCrossRaceParry out of @defendCrossRaceTotal total melee rounds (@{defendCrossRacePercentParry}~% parried)}
#PRINT {This session you've dodged @defendCrossRaceDodge out of @defendCrossRaceTotal total melee rounds (@{defendCrossRacePercentDodge}~% dodged)}
}
#ALIAS meleeCount {
#VAR %concat(attack,%char,CrossRacePercent) (%expand(%concat("@",attack,%char,CrossRaceHit))*100/%expand(%concat("@",attack,%char,CrossRaceTotal)))
#VAR %concat(attack,%char,CrossRacePercentParry) (%expand(%concat("@",attack,%char,CrossRaceParry))*100/%expand(%concat("@",attack,%char,CrossRaceTotal)))
#VAR %concat(attack,%char,CrossRacePercentDodge) (%expand(%concat("@",attack,%char,CrossRaceDodge))*100/%expand(%concat("@",attack,%char,CrossRaceTotal)))
#PRINT {%crlf <C dodgerblue>Cross Race Attacks since %expand(%concat("@",%char,MROT)):</C>}
#PRINT {You've hit your opponents %expand(%concat("@",attack,%char,CrossRaceHit)) out of %expand(%concat("@",attack,%char,CrossRaceTotal)) total melee rounds (%expand(%concat("@",attack,%char,CrossRacePercent))~% hit)}
#PRINT {Your opponents have parried %expand(%concat("@",attack,%char,CrossRaceParry)) out of %expand(%concat("@",attack,%char,CrossRaceTotal)) total melee rounds (%expand(%concat("@",attack,%char,CrossRacePercentParry))~% parried)}
#PRINT {Your opponents have dodged %expand(%concat("@",attack,%char,CrossRaceDodge)) out of %expand(%concat("@",attack,%char,CrossRaceTotal)) total melee rounds (%expand(%concat("@",attack,%char,CrossRacePercentDodge))~% dodged)}
#VAR %concat(defend,%char,CrossRacePercent) (%expand(%concat("@",defend,%char,CrossRaceHit))*100/%expand(%concat("@",defend,%char,CrossRaceTotal)))
#VAR %concat(defend,%char,CrossRacePercentParry) (%expand(%concat("@",defend,%char,CrossRaceParry))*100/%expand(%concat("@",defend,%char,CrossRaceTotal)))
#VAR %concat(defend,%char,CrossRacePercentDodge) (%expand(%concat("@",defend,%char,CrossRaceDodge))*100/%expand(%concat("@",defend,%char,CrossRaceTotal)))
#PRINT {%crlf <C dodgerblue>Cross Race Defense since %expand(%concat("@",%char,MROT)):</C>}
#PRINT {You've been hit %expand(%concat("@",defend,%char,CrossRaceHit)) out of %expand(%concat("@",defend,%char,CrossRaceTotal)) total melee rounds (%expand(%concat("@",defend,%char,CrossRacePercent))~% hit)}
#PRINT {You've parried %expand(%concat("@",defend,%char,CrossRaceParry)) out of %expand(%concat("@",defend,%char,CrossRaceTotal)) total melee rounds (%expand(%concat("@",defend,%char,CrossRacePercentParry))~% parried)}
#PRINT {You've dodged %expand(%concat("@",defend,%char,CrossRaceDodge)) out of %expand(%concat("@",defend,%char,CrossRaceTotal)) total melee rounds (%expand(%concat("@",defend,%char,CrossRacePercentDodge))~% dodged)}
}
#ALIAS resetMelee {
#RESET {meleeRound}
#VAR %concat(attack,%char,CrossRaceDodge) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRaceHit) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRaceParry) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRacePercent) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRacePercentDodge) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRacePercentParry) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRaceTotal) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRaceDodge) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRaceHit) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRaceParry) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRacePercent) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRacePercentDodge) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRacePercentParry) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRaceTotal) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(%char,MROT) {%time("m/d/20y")} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#PRINT {%crlf Melee Rounds data for %char is now reset.}
}
#VAR meleeAttack {blast|cleave|crush|hack|hit|lance|pierce|pound|scythe|shoot|slash|slice|smite|stab|sting|strike|whip}
#VAR meleeAttacked {blasts|cleaves|crushes|hacks|hits|lances|pierces|pounds|scythes|shoots|slashes|slices|smites|stabs|stings|strikes|whips}
#VAR meleeAttacking {blasting|cleaving|crushing|hacking|hitting|lancing|piercing|pounding|scything|shooting|slashing|slicing|smiting|stabbing|stinging|striking|whipping}
#VAR meleeBladeMaster {assume|flow effortlessly into|gracefully flow into|spin effortlessly into}
#VAR meleeBodypart {body|head|left arm|left foot|left hand|left leg|right arm|right foot|right hand|right leg}
#VAR meleeFlowList {assume|flow effortlessly into|gracefully flow into|spin effortlessly into}
#VAR meleeSwordForms {Arc of the Moon|Bundling Straw|Cat on Hot Sand|Hummingbird Kisses the Honeyrose|Lightning of Three Prongs|Lizard in the Thornbush|Low Wind Rising|Moon Rises Over the Water|Parting the Silk|Ribbon in the Air|Stones Falling from the Cliff|Striking the Spark|The Boar Rushes Down the Mountain|The Cat Dances on the Wall|The Courtier Taps His Fan|The Falcon Swoops|The Falling Leaf|The Heron Spreads Its Wings|The Kingfisher Takes a Silverback|The River Undercuts the Bank|The Swallow Takes Flight|The Wood Grouse Dances|Thistledown Floats on the Wind|Tower of Morning|Water Flows Downhill|Whirlwind on the Mountain|Wind and Rain}
#VAR meleeTickle {barely|tickle|barely tickle}
#VAR meleeTickles {barely|tickles|barely tickles}
#VAR attackCrossRaceDodge {0} {0}
#VAR attackCrossRaceHit {0} {0}
#VAR attackCrossRaceParry {0} {0}
#VAR attackCrossRacePercent {0} {0}
#VAR attackCrossRacePercentDodge {0} {0}
#VAR attackCrossRacePercentParry {0} {0}
#VAR attackCrossRaceTotal {0} {0}
#VAR defendCrossRaceDodge {0} {0}
#VAR defendCrossRaceTotal {0} {0}
#VAR defendCrossRaceHit {0} {0}
#VAR defendCrossRaceParry {0} {0}
#VAR defendCrossRacePercent {0} {0}
#VAR defendCrossRacePercentDodge {0} {0}
#VAR defendCrossRacePercentParry {0} {0}
#VAR meleeColorCrossRaceHitYou {crimson}
#VAR meleeColorYouHitCrossRace {dodgerblue}
#EVENT OnConnect {
#IF (%class(MeleeRound|%concat(%char,MeleeRoundVariables))=-1) {
#CLASS {MeleeRound|%concat(%char,MeleeRoundVariables)} {disable}
#CLASS 0
#VAR %concat(attack,%char,CrossRaceDodge) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRaceHit) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRaceParry) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRacePercent) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRacePercentDodge) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRacePercentParry) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(attack,%char,CrossRaceTotal) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRaceDodge) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRaceHit) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRaceParry) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRacePercent) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRacePercentDodge) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRacePercentParry) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(defend,%char,CrossRaceTotal) {0} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
#VAR %concat(%char,MROT) {%time("m/d/20y")} {_nodef} {MeleeRound|%concat(%char,MeleeRoundVariables)}
} {
#T+ {MeleeRound|%concat(%char,MeleeRoundVariables)}
}
}
#EVENT eventAttackCrossSuccess {
#ADD attackCrossRaceHit 1
#ADD attackCrossRaceTotal 1
#ADD %concat(attack,%char,CrossRaceTotal) 1
#ADD %concat(attack,%char,CrossRaceHit) 1
}
#EVENT eventAttackCrossDodge {
#ADD attackCrossRaceDodge 1
#ADD attackCrossRaceTotal 1
#ADD %concat(attack,%char,CrossRaceTotal) 1
#ADD %concat(attack,%char,CrossRaceDodge) 1
}
#EVENT eventAttackCrossParry {
#ADD attackCrossRaceParry 1
#ADD attackCrossRaceTotal 1
#ADD %concat(attack,%char,CrossRaceTotal) 1
#ADD %concat(attack,%char,CrossRaceParry) 1
}
#EVENT eventDefendCrossHit {
#ADD defendCrossRaceHit 1
#ADD defendCrossRaceTotal 1
#ADD %concat(defend,%char,CrossRaceTotal) 1
#ADD %concat(defend,%char,CrossRaceHit) 1
}
#EVENT eventDefendCrossParry {
#ADD defendCrossRaceParry 1
#ADD defendCrossRaceTotal 1
#ADD %concat(defend,%char,CrossRaceTotal) 1
#ADD %concat(defend,%char,CrossRaceParry) 1
}
#EVENT eventDefendCrossDodge {
#ADD defendCrossRaceDodge 1
#ADD defendCrossRaceTotal 1
#ADD %concat(defend,%char,CrossRaceTotal) 1
#ADD %concat(defend,%char,CrossRaceDodge) 1
}
#CLASS 0
#CLASS {MeleeRound|MeleeSwordforms}
#TRIGGER {(You {@meleeBladeMaster} {@meleeSwordForms}, {@meleeAttacking} )(~*)[A-Z]%w(~*)'s( {@meleeBodypart}*)$} {
#RAISE eventAttackCrossSuccess
#RAISE eventYouHitCrossRace
#PCOL {@meleeColorYouHitCrossRace} %x1
#PCOL {white} %x2
#PCOL {white} %x3
#PCOL {@meleeColorYouHitCrossRace} %x4
} "" {case}
#CLASS 0
#CLASS {MeleeRound|MeleeCrossRace}
#TRIGGER {(You {@meleeTickle} )(~*)[A-Z]%w(~*)'s( {@meleeBodypart} with your {@meleeAttack}.)$} {
#RAISE eventAttackCrossSuccess
#PCOL {@meleeColorYouHitCrossRace} %x1
#PCOL {white} %x2
#PCOL {white} %x3
#PCOL {@meleeColorYouHitCrossRace} %x4
} "" {case}
#TRIGGER {(You *{@meleeAttack} )(~*)[A-Z]%w(~*)'s( {@meleeBodypart}*)$} {
#RAISE eventAttackCrossSuccess
#PCOL {@meleeColorYouHitCrossRace} %x1
#PCOL {white} %x2
#PCOL {white} %x3
#PCOL {@meleeColorYouHitCrossRace} %x4
} "" {case}
#TRIGGER {You try to {@meleeAttack} (~*)[A-Z]%w(~*), but {he|she} {deflects the blow|parries successfully}.$} {
#RAISE eventAttackCrossParry
#PCOL {white} %x1
#PCOL {white} %x2
} "" {case}
#TRIGGER {You try to {@meleeAttack} (~*)[A-Z]%w(~*), but {he|she} dodges the attack.$} {
#RAISE eventAttackCrossDodge
#PCOL {white} %x1
#PCOL {white} %x2
} "" {case}
#TRIGGER {(~*)[A-Z]%w(~*) swiftly dodges your attempt to {@meleeAttack} {him|her}.$} {
#RAISE eventAttackCrossDodge
#PCOL {white} %x1
#PCOL {white} %x2
} "" {case}
#TRIGGER {(~*)[A-Z]%w(~*)( *{@meleeAttacked} your {@meleeBodypart}*)$} {
#RAISE eventDefendCrossHit
#PCOL {white} %x1
#PCOL {white} %x2
#PCOL {@meleeColorCrossRaceHitYou} %x3
} "" {case}
#TRIGGER {(~*)[A-Z]%w(~*)( {barely tickles|tickles} your {@meleeBodypart} with {his|her} {@meleeAttack}.)$} {
#RAISE eventDefendCrossHit
#PCOL {white} %x1
#PCOL {white} %x2
#PCOL {@meleeColorCrossRaceHitYou} %x3
} "" {case}
#TRIGGER {(~*)[A-Z]%w(~*) tries to {@meleeAttack} you, but you {deflect the blow|parry successfully}.$} {
#RAISE eventDefendCrossParry
#PCOL {white} %x1
#PCOL {white} %x2
} "" {case}
#TRIGGER {(~*)[A-Z]%w(~*) tries to {@meleeAttack} you, but you dodge the attack.$} {
#RAISE eventDefendCrossDodge
#PCOL {white} %x1
#PCOL {white} %x2
} "" {case}
#TRIGGER {You swiftly dodge (~*)[A-Z]%w(~*)'s attempt to {@meleeAttack} you.$} {
#RAISE eventDefendCrossDodge
#PCOL {white} %x1
#PCOL {white} %x2
} "" {case}
#CLASS 0