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		<title><![CDATA[Conquest of the Horde - GHI & Other Code Support]]></title>
		<link>https://www.conquestofthehorde.com/</link>
		<description><![CDATA[Conquest of the Horde - https://www.conquestofthehorde.com]]></description>
		<pubDate>Sun, 19 Apr 2026 14:35:35 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Macro - Learn all available spells.]]></title>
			<link>https://www.conquestofthehorde.com/thread-35546.html</link>
			<pubDate>Tue, 09 Jul 2013 07:37:45 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=4293">Psychyn</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-35546.html</guid>
			<description><![CDATA[Just thought I'd share this. I didn't invent it, but it saves a lot of clicking in-game. It's a macro that learns all spells in a row without you having to press 'train' all the time. <br />
<br />
Steps:<br />
- Run to your trainer with available spells<br />
- Copy paste the below code, it'll learn all spells in rapid sequence and you briefly look like a light bulb. It'll run till you logout. <br />
<br />
Alternatively if you want it to be available without looking this thread back up:<br />
- Type /macro<br />
- Hit 'New'<br />
- Give it an icon, copy and paste the below code into the text field.<br />
- Hit 'Save'<br />
- Run to the trainer and open up the spell list.<br />
- Drag the icon to your action bar and press it.<br />
<br />
If you put it under 'General Macros' it'll be available for all toons on that account, you can delete it from the action bar after. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/run LoadAddOn"Blizzard_TrainerUI" f=ClassTrainerTrainButton f.e = 0 if f:GetScript"OnUpdate" then f:SetScript("OnUpdate", nil)else f:SetScript("OnUpdate", function(f,e) f.e=f.e+e if f.e&gt;.01 then f.e=0 f:Click() end end)end</code></div></div><br />
Source: <a href="http://www.wowpedia.org/Useful_macros#Learn_all_Spells_from_a_Trainer" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Useful_macros#Le..._a_Trainer</a>]]></description>
			<content:encoded><![CDATA[Just thought I'd share this. I didn't invent it, but it saves a lot of clicking in-game. It's a macro that learns all spells in a row without you having to press 'train' all the time. <br />
<br />
Steps:<br />
- Run to your trainer with available spells<br />
- Copy paste the below code, it'll learn all spells in rapid sequence and you briefly look like a light bulb. It'll run till you logout. <br />
<br />
Alternatively if you want it to be available without looking this thread back up:<br />
- Type /macro<br />
- Hit 'New'<br />
- Give it an icon, copy and paste the below code into the text field.<br />
- Hit 'Save'<br />
- Run to the trainer and open up the spell list.<br />
- Drag the icon to your action bar and press it.<br />
<br />
If you put it under 'General Macros' it'll be available for all toons on that account, you can delete it from the action bar after. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/run LoadAddOn"Blizzard_TrainerUI" f=ClassTrainerTrainButton f.e = 0 if f:GetScript"OnUpdate" then f:SetScript("OnUpdate", nil)else f:SetScript("OnUpdate", function(f,e) f.e=f.e+e if f.e&gt;.01 then f.e=0 f:Click() end end)end</code></div></div><br />
Source: <a href="http://www.wowpedia.org/Useful_macros#Learn_all_Spells_from_a_Trainer" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Useful_macros#Le..._a_Trainer</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Modability - To Coders]]></title>
			<link>https://www.conquestofthehorde.com/thread-32508.html</link>
			<pubDate>Wed, 10 Oct 2012 17:27:06 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=1468">Vagabond</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-32508.html</guid>
			<description><![CDATA[What degree of modability does the emulator used to run the server allow? I only ask because a couple buddies and me were thinking of coding a complete skill system for WoW, but I said I'd ask around here to see if it is even viable before we start poking around an emulator's hood.<br />
<br />
It is going to be a system geared towards a roleplay server - somewhat like Ultima Online. We were all in agreement that if we wanted to roll dice or act out fights, we would play a P&amp;P rpg. A more robust skill system would allow people to fight using mechancs instead of "trust" or Rolls. <br />
<br />
Between the four of us we have a ton of experience making custom enforced-rp ultima online freeshards. We wanted to bring that to WoW (an awesome setting).<br />
<br />
Without knowing what is and isn't possible with the emulator, we can't know anything for sure. On one of the shards we worked on, we set it to go through normal character creation, but after load up, it removed all set flags and brought up a UI to pick new stuff. Race (subraces), Class (subclasses), and other such things. Re-set the flags (applied models, hair, skin tone, ect.) then warped the character to a designated area.<br />
<br />
Now...It'd be a bit different this time around, as there is pretty much no skill system to work off of with WoW.<br />
<br />
In essence, this is what we plan it to look like (to the user):<br />
<br />
1} Click "create character"<br />
 1a} (able to bypass normal char creation, go to step 2)<br />
 1b} Make you char as you normally would<br />
<br />
2} Defaulted to human male, in a area unreachable by players, a UI pops up.<br />
<br />
3} Choose your:<br />
     Race - Modifies base attributes<br />
     sex - Height/weight min/max<br />
     appearance - Just what ya look like<br />
     name - Just what you are called!<br />
     age - Affects starting skill points<br />
     height - Just for rp, should correlate with your body type<br />
     weight - as above<br />
     body type - bonuses/penalties<br />
<br />
4} Pick start location, and hit continue to be transported there.<br />
<br />
You're given a generic "base" class. From this you will be able to pick up whatever skills/abilities/professions you can, which will be gained via use (like a sword proficiency) or like herbalism's profession perk <a href="http://www.wowhead.com/spell=121279" target="_blank" rel="noopener" class="mycode_url">[Lifeblood]</a> but instead of just getting stronger versions, at higher levels you may get another ability instead.<br />
<br />
Anyways...If you CoTH developers thing it's possible, let me know, so I can tell my buddies and we can get to working. If you'd be interested in something like this for CoTH, let me know that too! I'd be willing to share our work.<br />
<br />
Our main goal is to make a classless, more rp friendly combat system that promotes realism without relying on "trust fights" or simple hit/miss roll systems. Just because you see me sitting on a computer coding one day, doesn't mean you won't see me playing hockey the next. <br />
<br />
-Michael]]></description>
			<content:encoded><![CDATA[What degree of modability does the emulator used to run the server allow? I only ask because a couple buddies and me were thinking of coding a complete skill system for WoW, but I said I'd ask around here to see if it is even viable before we start poking around an emulator's hood.<br />
<br />
It is going to be a system geared towards a roleplay server - somewhat like Ultima Online. We were all in agreement that if we wanted to roll dice or act out fights, we would play a P&amp;P rpg. A more robust skill system would allow people to fight using mechancs instead of "trust" or Rolls. <br />
<br />
Between the four of us we have a ton of experience making custom enforced-rp ultima online freeshards. We wanted to bring that to WoW (an awesome setting).<br />
<br />
Without knowing what is and isn't possible with the emulator, we can't know anything for sure. On one of the shards we worked on, we set it to go through normal character creation, but after load up, it removed all set flags and brought up a UI to pick new stuff. Race (subraces), Class (subclasses), and other such things. Re-set the flags (applied models, hair, skin tone, ect.) then warped the character to a designated area.<br />
<br />
Now...It'd be a bit different this time around, as there is pretty much no skill system to work off of with WoW.<br />
<br />
In essence, this is what we plan it to look like (to the user):<br />
<br />
1} Click "create character"<br />
 1a} (able to bypass normal char creation, go to step 2)<br />
 1b} Make you char as you normally would<br />
<br />
2} Defaulted to human male, in a area unreachable by players, a UI pops up.<br />
<br />
3} Choose your:<br />
     Race - Modifies base attributes<br />
     sex - Height/weight min/max<br />
     appearance - Just what ya look like<br />
     name - Just what you are called!<br />
     age - Affects starting skill points<br />
     height - Just for rp, should correlate with your body type<br />
     weight - as above<br />
     body type - bonuses/penalties<br />
<br />
4} Pick start location, and hit continue to be transported there.<br />
<br />
You're given a generic "base" class. From this you will be able to pick up whatever skills/abilities/professions you can, which will be gained via use (like a sword proficiency) or like herbalism's profession perk <a href="http://www.wowhead.com/spell=121279" target="_blank" rel="noopener" class="mycode_url">[Lifeblood]</a> but instead of just getting stronger versions, at higher levels you may get another ability instead.<br />
<br />
Anyways...If you CoTH developers thing it's possible, let me know, so I can tell my buddies and we can get to working. If you'd be interested in something like this for CoTH, let me know that too! I'd be willing to share our work.<br />
<br />
Our main goal is to make a classless, more rp friendly combat system that promotes realism without relying on "trust fights" or simple hit/miss roll systems. Just because you see me sitting on a computer coding one day, doesn't mean you won't see me playing hockey the next. <br />
<br />
-Michael]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bludgeoning!]]></title>
			<link>https://www.conquestofthehorde.com/thread-19159.html</link>
			<pubDate>Mon, 20 Sep 2010 12:55:09 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=4255">Karunzo</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-19159.html</guid>
			<description><![CDATA[Right, so here's my current code, very simple and could probably be shorter but this is easiest for me:<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;">rand=random(3)<br />
nc= 0<br />
th=0<br />
<br />
while nc &lt; 3<br />
do<br />
   if rand==1<br />
   then<br />
      GHI_Message("You've drawn one Sword Card, worth one point.")<br />
   end<br />
   if rand==2<br />
   then<br />
      GHI_Message("You've drawn one Axe Card, worth two points.")<br />
   end<br />
   if rand==3<br />
   then<br />
      GHI_Message("You've drawn one Mace Card, worth three points.")<br />
   end<br />
   nc=nc+1<br />
   th=th+rand<br />
   rand=random(3)<br />
end<br />
<br />
if nc==3<br />
then<br />
   GHI_Message("Your entire hand is worth "...th... "points.")<br />
end</div></div></div>
<br />
The error I get is the following:<br />
[string "WowLua"]:26: ')' expected near '...']]></description>
			<content:encoded><![CDATA[Right, so here's my current code, very simple and could probably be shorter but this is easiest for me:<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;">rand=random(3)<br />
nc= 0<br />
th=0<br />
<br />
while nc &lt; 3<br />
do<br />
   if rand==1<br />
   then<br />
      GHI_Message("You've drawn one Sword Card, worth one point.")<br />
   end<br />
   if rand==2<br />
   then<br />
      GHI_Message("You've drawn one Axe Card, worth two points.")<br />
   end<br />
   if rand==3<br />
   then<br />
      GHI_Message("You've drawn one Mace Card, worth three points.")<br />
   end<br />
   nc=nc+1<br />
   th=th+rand<br />
   rand=random(3)<br />
end<br />
<br />
if nc==3<br />
then<br />
   GHI_Message("Your entire hand is worth "...th... "points.")<br />
end</div></div></div>
<br />
The error I get is the following:<br />
[string "WowLua"]:26: ')' expected near '...']]></content:encoded>
		</item>
		<item>
			<title><![CDATA[WoWlua - a guide to scripting in game]]></title>
			<link>https://www.conquestofthehorde.com/thread-18603.html</link>
			<pubDate>Thu, 26 Aug 2010 12:47:48 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=751">DuskWolf</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-18603.html</guid>
			<description><![CDATA[I am no expert on scripting I just pretend to be. I have found some great tools to help me along the way to make RP enhancing code. The best one of all by far is an Addon called Wowlua. <br />
<a href="http://wow.curse.com/downloads/wow-addons/details/wowlua.aspx" target="_blank" rel="noopener" class="mycode_url">http://wow.curse.com/downloads/wow-addon...owlua.aspx</a><br />
This has syntax highlighting, some debugging and it is all done in game. I find it much more useful than actual trying out code in GHI its self. That little screen and the non highlighting is not really meant for debugging code. <br />
<br />
Here is a quick guide on how it works.<br />
<br />
After you download it and install it like any other Addon, log in and try it out<br />
<br />
First, you open the screen with a slash command<br />
<img src="http://www.evolo.org/coth/Wowluaslash.png" loading="lazy"  alt="[Image: Wowluaslash.png]" class="mycode_img" /><br />
<br />
Once open, this is the screen you will see, I took the liberty to photoshop a guide to all its buttons and parts.<br />
<img src="http://www.evolo.org/coth/WowluaOverview.jpg" loading="lazy"  alt="[Image: WowluaOverview.jpg]" class="mycode_img" /><br />
<br />
Now the most important button is the RUN button it allows you to run a script. Like if you have GHI and you put the code in for a GHI buff <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ApplyGHIBuff("Yell","I am yelling","Interface&#92;&#92;Icons&#92;&#92;Ability_Warrior_RallyingCry",1,"HELPFUL","PHYSICAL",0,0);</code></div></div>and you hit the run button it will pop the little GHI buff on you.<br />
<br />
Here is an example of how it works<br />
<br />
Say you want to test this bit of code<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>local r = UnitRace("player");<br />
<br />
if r == "Tauren"<br />
then<br />
&nbsp;&nbsp; print("Your race is "..r.."!")<br />
&nbsp;&nbsp; <br />
elseif r~= "Tauren"<br />
then<br />
&nbsp;&nbsp; print("Your race is "..r..", Boo!")<br />
end</code></div></div>*~= mean not equal to*<br />
<br />
You would open up WowLua and on a new page copy and paste the code in (Ctrl-C + Ctrl-V)<br />
and it would look something like this <br />
<img src="http://www.evolo.org/coth/WowluaRun.png" loading="lazy"  alt="[Image: WowluaRun.png]" class="mycode_img" /><br />
<br />
As you can see once you hit run it prints in the output screen what you have told it to print.<br />
<br />
But if you make a mistake it will show an error and what line the the error is on like so. <br />
<img src="http://www.evolo.org/coth/WowluaError.png" loading="lazy"  alt="[Image: WowluaError.png]" class="mycode_img" /><br />
<br />
Some times when the code gets long and complicated the error is not exactly where it says it is, but it is a good idea to look around that area. <br />
<br />
So there you go WoWLua. <br />
If you want to learn more about actually coding I would check out <a href="http://www.wowprograming.com" target="_blank" rel="noopener" class="mycode_url">http://www.wowprograming.com</a><br />
But I am thinking about making a basic guide for simple coding soon.]]></description>
			<content:encoded><![CDATA[I am no expert on scripting I just pretend to be. I have found some great tools to help me along the way to make RP enhancing code. The best one of all by far is an Addon called Wowlua. <br />
<a href="http://wow.curse.com/downloads/wow-addons/details/wowlua.aspx" target="_blank" rel="noopener" class="mycode_url">http://wow.curse.com/downloads/wow-addon...owlua.aspx</a><br />
This has syntax highlighting, some debugging and it is all done in game. I find it much more useful than actual trying out code in GHI its self. That little screen and the non highlighting is not really meant for debugging code. <br />
<br />
Here is a quick guide on how it works.<br />
<br />
After you download it and install it like any other Addon, log in and try it out<br />
<br />
First, you open the screen with a slash command<br />
<img src="http://www.evolo.org/coth/Wowluaslash.png" loading="lazy"  alt="[Image: Wowluaslash.png]" class="mycode_img" /><br />
<br />
Once open, this is the screen you will see, I took the liberty to photoshop a guide to all its buttons and parts.<br />
<img src="http://www.evolo.org/coth/WowluaOverview.jpg" loading="lazy"  alt="[Image: WowluaOverview.jpg]" class="mycode_img" /><br />
<br />
Now the most important button is the RUN button it allows you to run a script. Like if you have GHI and you put the code in for a GHI buff <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>ApplyGHIBuff("Yell","I am yelling","Interface&#92;&#92;Icons&#92;&#92;Ability_Warrior_RallyingCry",1,"HELPFUL","PHYSICAL",0,0);</code></div></div>and you hit the run button it will pop the little GHI buff on you.<br />
<br />
Here is an example of how it works<br />
<br />
Say you want to test this bit of code<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>local r = UnitRace("player");<br />
<br />
if r == "Tauren"<br />
then<br />
&nbsp;&nbsp; print("Your race is "..r.."!")<br />
&nbsp;&nbsp; <br />
elseif r~= "Tauren"<br />
then<br />
&nbsp;&nbsp; print("Your race is "..r..", Boo!")<br />
end</code></div></div>*~= mean not equal to*<br />
<br />
You would open up WowLua and on a new page copy and paste the code in (Ctrl-C + Ctrl-V)<br />
and it would look something like this <br />
<img src="http://www.evolo.org/coth/WowluaRun.png" loading="lazy"  alt="[Image: WowluaRun.png]" class="mycode_img" /><br />
<br />
As you can see once you hit run it prints in the output screen what you have told it to print.<br />
<br />
But if you make a mistake it will show an error and what line the the error is on like so. <br />
<img src="http://www.evolo.org/coth/WowluaError.png" loading="lazy"  alt="[Image: WowluaError.png]" class="mycode_img" /><br />
<br />
Some times when the code gets long and complicated the error is not exactly where it says it is, but it is a good idea to look around that area. <br />
<br />
So there you go WoWLua. <br />
If you want to learn more about actually coding I would check out <a href="http://www.wowprograming.com" target="_blank" rel="noopener" class="mycode_url">http://www.wowprograming.com</a><br />
But I am thinking about making a basic guide for simple coding soon.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Messenger Hawk]]></title>
			<link>https://www.conquestofthehorde.com/thread-18490.html</link>
			<pubDate>Sun, 22 Aug 2010 10:04:37 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=1984">ThePharaoh</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-18490.html</guid>
			<description><![CDATA[I was wondering if the code, or instructions on how to make the code for that Messenger Hawk system Duskwolf had for the Far Wolves were available. <br />
<br />
Basically it had an emote of the hawk circling above and swooping down when you activated it. Then you typed in a message and it would emote your character writing something, attaching it to the birds foot then flying away. <br />
<br />
Any person in the guild, and could be given to Guild leaders, would have the GHI item and could receive the messages. When you typed the message you also wrote who the bird would fly too. The message had a 3 minute delay I believe just to have realistic travel time so it wasn't like  animal two-way. Or texting. <br />
<br />
It was an awesome idea, and really would benefit if more people had it. I know I'd like to incorporate it with my guild and all of the guild leaders the Light of Nova does business with.]]></description>
			<content:encoded><![CDATA[I was wondering if the code, or instructions on how to make the code for that Messenger Hawk system Duskwolf had for the Far Wolves were available. <br />
<br />
Basically it had an emote of the hawk circling above and swooping down when you activated it. Then you typed in a message and it would emote your character writing something, attaching it to the birds foot then flying away. <br />
<br />
Any person in the guild, and could be given to Guild leaders, would have the GHI item and could receive the messages. When you typed the message you also wrote who the bird would fly too. The message had a 3 minute delay I believe just to have realistic travel time so it wasn't like  animal two-way. Or texting. <br />
<br />
It was an awesome idea, and really would benefit if more people had it. I know I'd like to incorporate it with my guild and all of the guild leaders the Light of Nova does business with.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[IRC Code - /atk code]]></title>
			<link>https://www.conquestofthehorde.com/thread-18279.html</link>
			<pubDate>Sun, 15 Aug 2010 12:52:16 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=751">DuskWolf</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-18279.html</guid>
			<description><![CDATA[Ok so hear is the first bit of code I am still working on it but I think I have all the effecting factors in there. I have put things in the way I think they should go, but I might be totally wrong. Have not got all the parts to work together quite yet. So please post if you have some impute. <br />
<br />
K I am not getting any more errors but the code is still not working.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>-- Author&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;: Adminirtsator<br />
-- Create Date : 10/29/2009 1:31:07 PM<br />
<br />
function ATK_ChatCommand(command)<br />
&nbsp;&nbsp; local a=strfind(command, "");<br />
&nbsp;&nbsp; local msg = strsub(command,a);<br />
&nbsp;&nbsp; local rand = math.random(1,100);<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GHI_CountItem("Duskwolf_66914333") == 0 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 0<br />
&nbsp;&nbsp; elseif GHI_CountItem("Duskwolf_66914333") == 1 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 5<br />
&nbsp;&nbsp; elseif GHI_CountItem("Duskwolf_66914333") == 2 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 10<br />
&nbsp;&nbsp; elseif GHI_CountItem("Duskwolf_66914333") == 3 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 15<br />
&nbsp;&nbsp; elseif GHI_CountItem("Duskwolf_66914333") == 4 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 20<br />
&nbsp;&nbsp; elseif GHI_CountItem("Duskwolf_66914333") &gt;= 5 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 25<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 5) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cht = 0<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 5) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ChestSlot")))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; cht =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ChestSlot")))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; cht =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ChestSlot")))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; cht =1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ChestSlot")))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; cht = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 3) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;shd = 0<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 3) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ShoulderSlot")))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shd =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ShoulderSlot")))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shd =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ShoulderSlot")))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shd =1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ShoulderSlot")))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shd = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 1) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hed = 0<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 1) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HeadSlot")))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hed =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HeadSlot")))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hed =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HeadSlot")))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hed = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HeadSlot")))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hed = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 7) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;leg = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 7) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("LegsSlot" )))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; leg =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("LegsSlot" )))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; leg =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("LegsSlot" )))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; leg = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("LegsSlot" )))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; leg = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 10) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hnd = 0<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 10) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HandsSlot" )))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hnd =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HandsSlot" )))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hnd =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HandsSlot" )))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hnd = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HandsSlot" )))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hnd = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 8) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fet = 0<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 8) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("FeetSlot" )))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fet =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("FeetSlot" )))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fet =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("FeetSlot" )))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fet = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("FeetSlot" )))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fet = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; local ah = cht+shd+hed+leg+hnd+fet;<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 13) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;mws = 7<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 13) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="One-Handed Maces" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="One-Handed Axes"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 4&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="One-Handed Swords" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Staves" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Polearms" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Fist Weapons" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 7<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Daggers" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Two-Handed Axes"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Two-Handed Maces" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Two-Handed Swords" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 14) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ows = 7<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 14) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="One-Handed Maces" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="One-Handed Axes"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 4&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="One-Handed Swords" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Staves" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Polearms" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Fist Weapons" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 7<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Daggers" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 6<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Two-Handed Axes"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Two-Handed Maces" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Two-Handed Swords" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; local ws = mws+ows<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; boab = false;<br />
&nbsp;&nbsp; for i = 1,#(GHI_BuffList) do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if type(GHI_BuffList[i])=="table" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if GHI_BuffList[i].name == "Blessing of Attack" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;boab&nbsp;&nbsp;= true;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if boab == true <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;boa = 10<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if boab == false<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;boa = 0<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; rbcb = false;<br />
&nbsp;&nbsp; for i = 1,#(GHI_BuffList) do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if type(GHI_BuffList[i])=="table" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if GHI_BuffList[i].name == "Rune Blade Curse" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;rbcb&nbsp;&nbsp;= true;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if rbcb == true <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;rbc = 10<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if rbcb == false<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;rbc = 0<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; local atk = rand+str+ws-ah+boa-rbc ;<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;local zone = GetZoneText();<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp; local index = GetChannelName("LocalDefence - "..zone.."")<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; dis = false;<br />
&nbsp;&nbsp; for i = 1,#(GHI_BuffList) do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if type(GHI_BuffList[i])=="table" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if GHI_BuffList[i].name == "Disarmed" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;dis&nbsp;&nbsp;= true;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if dis == true <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if msg then&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SendChatMessage("","EMOTE");<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (index~=nil) then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;SendChatMessage("&lt;- is disarmed and can not attack","CHANNEL", nil, index); <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; stn = false;<br />
&nbsp;&nbsp; for i = 1,#(GHI_BuffList) do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if type(GHI_BuffList[i])=="table" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if GHI_BuffList[i].name == "Stuned" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stn&nbsp;&nbsp;= true;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if stn == true <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if msg then&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SendChatMessage("","EMOTE");<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (index~=nil) then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;SendChatMessage("&lt;- is stuned and can not attack","CHANNEL", nil, index); <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if stn == false or dis == false<br />
&nbsp;&nbsp; then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if msg then&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SendChatMessage("","EMOTE");<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (index~=nil) then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;SendChatMessage("Attack Roll [(d100)"..rand.." + (Str)"..rts.." + (WS)"..ws.." (Buffs)+"..boa.."-"..rbc.." = "..atk.."]","CHANNEL", nil, index); <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
end<br />
<br />
SlashCmdList["ATK"] = ATK_ChatCommand;<br />
SLASH_ATK1 = "/ATK";<br />
SLASH_ATK2 = "/atk";</code></div></div>]]></description>
			<content:encoded><![CDATA[Ok so hear is the first bit of code I am still working on it but I think I have all the effecting factors in there. I have put things in the way I think they should go, but I might be totally wrong. Have not got all the parts to work together quite yet. So please post if you have some impute. <br />
<br />
K I am not getting any more errors but the code is still not working.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>-- Author&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;: Adminirtsator<br />
-- Create Date : 10/29/2009 1:31:07 PM<br />
<br />
function ATK_ChatCommand(command)<br />
&nbsp;&nbsp; local a=strfind(command, "");<br />
&nbsp;&nbsp; local msg = strsub(command,a);<br />
&nbsp;&nbsp; local rand = math.random(1,100);<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GHI_CountItem("Duskwolf_66914333") == 0 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 0<br />
&nbsp;&nbsp; elseif GHI_CountItem("Duskwolf_66914333") == 1 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 5<br />
&nbsp;&nbsp; elseif GHI_CountItem("Duskwolf_66914333") == 2 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 10<br />
&nbsp;&nbsp; elseif GHI_CountItem("Duskwolf_66914333") == 3 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 15<br />
&nbsp;&nbsp; elseif GHI_CountItem("Duskwolf_66914333") == 4 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 20<br />
&nbsp;&nbsp; elseif GHI_CountItem("Duskwolf_66914333") &gt;= 5 <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;str = 25<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 5) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cht = 0<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 5) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ChestSlot")))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; cht =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ChestSlot")))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; cht =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ChestSlot")))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; cht =1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ChestSlot")))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; cht = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 3) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;shd = 0<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 3) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ShoulderSlot")))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shd =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ShoulderSlot")))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shd =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ShoulderSlot")))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shd =1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("ShoulderSlot")))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; shd = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 1) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hed = 0<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 1) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HeadSlot")))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hed =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HeadSlot")))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hed =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HeadSlot")))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hed = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HeadSlot")))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hed = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 7) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;leg = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 7) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("LegsSlot" )))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; leg =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("LegsSlot" )))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; leg =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("LegsSlot" )))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; leg = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("LegsSlot" )))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; leg = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 10) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hnd = 0<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 10) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HandsSlot" )))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hnd =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HandsSlot" )))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hnd =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HandsSlot" )))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hnd = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("HandsSlot" )))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hnd = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 8) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fet = 0<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 8) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("FeetSlot" )))})[7]=="Cloth"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fet =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("FeetSlot" )))})[7]=="Leather"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fet =0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("FeetSlot" )))})[7]=="Mail"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fet = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("FeetSlot" )))})[7]=="Plate"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fet = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; local ah = cht+shd+hed+leg+hnd+fet;<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 13) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;mws = 7<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 13) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="One-Handed Maces" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="One-Handed Axes"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 4&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="One-Handed Swords" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Staves" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Polearms" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Fist Weapons" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 7<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Daggers" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Two-Handed Axes"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Two-Handed Maces" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("MainHandSlot")))})[7]=="Two-Handed Swords" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mws = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if GetInventoryItemTexture("player", 14) == nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ows = 7<br />
&nbsp;&nbsp; elseif<br />
&nbsp;&nbsp; GetInventoryItemTexture("player", 14) ~= nil<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="One-Handed Maces" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="One-Handed Axes"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 4&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="One-Handed Swords" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Staves" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Polearms" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Fist Weapons" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 7<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Daggers" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 6<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Two-Handed Axes"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 4<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Two-Handed Maces" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 3<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;elseif ({GetItemInfo(GetInventoryItemLink("player",GetInventorySlotInfo("SecondaryHandSlot")))})[7]=="Two-Handed Swords" <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ows = 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; local ws = mws+ows<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; boab = false;<br />
&nbsp;&nbsp; for i = 1,#(GHI_BuffList) do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if type(GHI_BuffList[i])=="table" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if GHI_BuffList[i].name == "Blessing of Attack" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;boab&nbsp;&nbsp;= true;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if boab == true <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;boa = 10<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if boab == false<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;boa = 0<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; rbcb = false;<br />
&nbsp;&nbsp; for i = 1,#(GHI_BuffList) do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if type(GHI_BuffList[i])=="table" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if GHI_BuffList[i].name == "Rune Blade Curse" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;rbcb&nbsp;&nbsp;= true;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if rbcb == true <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;rbc = 10<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if rbcb == false<br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;rbc = 0<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; local atk = rand+str+ws-ah+boa-rbc ;<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp;local zone = GetZoneText();<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp; local index = GetChannelName("LocalDefence - "..zone.."")<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; dis = false;<br />
&nbsp;&nbsp; for i = 1,#(GHI_BuffList) do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if type(GHI_BuffList[i])=="table" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if GHI_BuffList[i].name == "Disarmed" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;dis&nbsp;&nbsp;= true;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if dis == true <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if msg then&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SendChatMessage("","EMOTE");<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (index~=nil) then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;SendChatMessage("&lt;- is disarmed and can not attack","CHANNEL", nil, index); <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; stn = false;<br />
&nbsp;&nbsp; for i = 1,#(GHI_BuffList) do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if type(GHI_BuffList[i])=="table" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if GHI_BuffList[i].name == "Stuned" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stn&nbsp;&nbsp;= true;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if stn == true <br />
&nbsp;&nbsp; then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if msg then&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SendChatMessage("","EMOTE");<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (index~=nil) then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;SendChatMessage("&lt;- is stuned and can not attack","CHANNEL", nil, index); <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; if stn == false or dis == false<br />
&nbsp;&nbsp; then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if msg then&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SendChatMessage("","EMOTE");<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (index~=nil) then <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;SendChatMessage("Attack Roll [(d100)"..rand.." + (Str)"..rts.." + (WS)"..ws.." (Buffs)+"..boa.."-"..rbc.." = "..atk.."]","CHANNEL", nil, index); <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp; end<br />
end<br />
<br />
SlashCmdList["ATK"] = ATK_ChatCommand;<br />
SLASH_ATK1 = "/ATK";<br />
SLASH_ATK2 = "/atk";</code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Intuitive Rolling Combat Rules [WIP]]]></title>
			<link>https://www.conquestofthehorde.com/thread-18269.html</link>
			<pubDate>Sun, 15 Aug 2010 01:45:27 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=751">DuskWolf</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-18269.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 50pt;" class="mycode_size">IRC</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"><span style="font-size: 3pt;" class="mycode_size">Intuitive Rolling Combat</span></span></span><br />
<br />
If you look at this a say oh wow complicated, math is for school not CotH. Fear not, I am doing all the math now so you don't half too.<br />
All you will have to do is make a few slash commands. In fact, if i can get things working right you wont even have to make a defense or damage rolls or even change your own HP or MP. Sweet right!<br />
<br />
However, this is turning out to be a huge project and I would love some help from those that are interested. I am trying to get all the rules down first so I know where I am going with the code. Though, I should be posting at least my sudo code soon. So any real coders out there I could really use your help!  <br />
<br />
This is all subject to change and a true work in progress. I am still in the stage of trying new ideas, and balancing things out. Please all critiques are welcome.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">7 Basic rolls</span></span></span><br />
<br />
Melee Attack - Str + Agi + Weapon Speed =<br />
Range Attack - Agi + Weapon Accuracy =<br />
Magic Attack - Int = <br />
Melee Defense - Agi + Perry + Armor =<br />
Range Defense - Agi + Armor =<br />
Magic Defense -  Wis =<br />
Heal - Con =<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Special Rolls</span></span></span><br />
Power - Double Damage<br />
Hobble - They can't move for one round, cool down 2 rounds<br />
Disarm / Silence - They can't make a range or melee attack / Magical attack for 1 round, cooldown 2 rounds<br />
Damage Over Time - They get damage this round and the Next<br />
Area of Effect - Attack more that one opponent in an area<br />
<br />
The idea behind these is that they are meant to be vague so just about every spell you have should fall under one of these rolls. These Rolls will also cost Mana/Rage/Energy<br />
<br />
<br />
<br />
They get 7 tokens to compose there stats with a max of 5 in any one stat. Each stat should add 5 you there respective rolls. <br />
<br />
Strength - Effects your melee attack roll<br />
Agility - Effects melee and range defense roll<br />
Constitution - Effects your hp and heal roll<br />
Wisdom - Effects your magical defense roll<br />
Intelligence - Effects your magical attack roll<br />
<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size">Race Modifiers</span></span><br />
<br />
Orc - +1 Str / +1 Con<br />
Tauren - +2 Str<br />
Troll - +1 Agi / +1 Con<br />
Forsaken - +1 Con / +1 Int<br />
Blood Elf - +1 Agi / +1 Wis<br />
<br />
Human - +1 Con / +1 Wis<br />
Dwarf - +1 Str / +1 Con<br />
Gnome - +1 Agi / +1 Int<br />
Night Elf - +1 Agi / +1 Wis<br />
Dranai - +1 Str / +1 Wis<br />
<br />
<br />
<br />
Think I am going drop the class Skills for right now and add them in later<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><span style="font-size: 6pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Class Modifiers</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Death knight</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Passive - -10 to magic attack crit.<br />
Ã¢Â€Â¢ 	Rune Blade Curse -  make a melee attck if succeed their next defense roll has -10 </li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Druid </span><ul class="mycode_list"><li>Ã¢Â€Â¢	In Normal form you have Power Heal and Power Magic Attack<br />
Ã¢Â€Â¢	In Cat Form has Rogue abilities<br />
Ã¢Â€Â¢	In Bear Form has Warrior abilities</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Hunter</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Movment</span><br />
Ã¢Â€Â¢	Aspect of the Cheetah move 2 spaces but has -20 to all defense rolls<br />
<span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Pet attack- Make an extra attack roll for pet. Modifiers and damage depend on the pet  </li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mage</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Movment</span><br />
Ã¢Â€Â¢	Blink - disappear and reappear 2 spaces away, Cool down 1 rounds may not attack that round<br />
<span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Passive - +10 to there Mana Points</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Paladin</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Can add Magic and Melee or Range defensive modifiers into one defense roll.  Cooldown 2 rounds<br />
Ã¢Â€Â¢	Blessing of Attack - next attck roll has +10, may cast on self or others. cool down 2 rounds</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Priest</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Blessing of Defense - next Defense roll has +10, may cast on self or others. cool down 2 rounds / Shadow have Curse of Defense -10 to defense roll<br />
Ã¢Â€Â¢ 	Magic Shield - use magical defence modifiers for melee or range defense roll, Cooldown 1 round.</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Rogue</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Movment</span><br />
Ã¢Â€Â¢	May sprint 2 spaces away, Cool down 1 rounds may not attack that round<br />
<span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Passive - -10 to melee attack crit</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Shaman</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Melee Magic Attack - Can add Magic and Melee attack modifiers into one attack.  Cooldown 2 rounds<br />
Ã¢Â€Â¢      Drop at totem - may make an extra roll next round, you may still attack this round</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Warlock</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Pet attack- Make an extra attack roll for pet. Modifiers and damage depend on the pet <br />
Ã¢Â€Â¢ 	damage over time - Add an extra round to your DoT</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Warrior</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Movment</span><br />
Ã¢Â€Â¢	May Charge up to 2 spaces if not in combat/start combat.<br />
<span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Stun - may not attack or move for 2 rounds </li>
</ul>
<br />
<span style="font-style: italic;" class="mycode_i">The idea behind these is to just add some verity to the classes, not spell out every ability they can have.</span></div></div></div>
<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size">Gear modifiers</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Armor</span></span><br />
Plate is +3 Armor Points for every piece with a max of 18 (Not counting belt). Each piece is also -2 to your Weapon Speed<br />
Mail is +2 Armor Points for every piece with a max of  12. Each piece is also -1 to your Weapon Speed<br />
Leather is +1 Armor Points Defense for every piece with a max of 6. <br />
Cloth is 0<br />
<br />
+15 AP = -3 damage<br />
+10 AP = -2 damage<br />
+5 AP = -1 damage<br />
<br />
<br />
 <br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Weapons</span></span><br />
unarmed - d3 / +7 weapon speed<br />
fist weapon - d4 / +7 ws / +5 crit<br />
dagger - d5 / +6 ws / +5 crit  <br />
staff - d6 / +5 ws +8 Parry<br />
Polearm d8 / +5 ws /+5 Parry<br />
sword - d6 / +5 ws / +5 Parry<br />
mace - d8 / +3 ws / +3 Parry<br />
axe - d7 / +4 ws / +4 Parry<br />
twohanded sword - d10 / +5 ws / +5 Parry<br />
twohanded mace - d12 / +3 Parry<br />
twohanded axe - d11 / +4 ws / +4 Parry<br />
<br />
off hand damage 1/2 damage<br />
<br />
Bow - d11 +5 Accuracy<br />
Crossbow - d10 +7 Accuracy<br />
Gun - d12<br />
Thrown - d9 +5 crit<br />
<br />
Shield - +15 Parry +3 Armor<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Magic Gear?</span></span><br />
Staffs - +10 to Magical Defense and +10?<br />
Wands?<br />
Relics - +20 to Magical Attack?<br />
<br />
I really need help with casters. The physical world is so much easier for me. Compared to every thing I have for physical attacks and defense, the magic seems so bland, which it shouldn't be. Please I would welcome any brain storms. <br />
<br />
<br />
So on my way what do you think?]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 50pt;" class="mycode_size">IRC</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i"><span style="font-size: 3pt;" class="mycode_size">Intuitive Rolling Combat</span></span></span><br />
<br />
If you look at this a say oh wow complicated, math is for school not CotH. Fear not, I am doing all the math now so you don't half too.<br />
All you will have to do is make a few slash commands. In fact, if i can get things working right you wont even have to make a defense or damage rolls or even change your own HP or MP. Sweet right!<br />
<br />
However, this is turning out to be a huge project and I would love some help from those that are interested. I am trying to get all the rules down first so I know where I am going with the code. Though, I should be posting at least my sudo code soon. So any real coders out there I could really use your help!  <br />
<br />
This is all subject to change and a true work in progress. I am still in the stage of trying new ideas, and balancing things out. Please all critiques are welcome.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">7 Basic rolls</span></span></span><br />
<br />
Melee Attack - Str + Agi + Weapon Speed =<br />
Range Attack - Agi + Weapon Accuracy =<br />
Magic Attack - Int = <br />
Melee Defense - Agi + Perry + Armor =<br />
Range Defense - Agi + Armor =<br />
Magic Defense -  Wis =<br />
Heal - Con =<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Special Rolls</span></span></span><br />
Power - Double Damage<br />
Hobble - They can't move for one round, cool down 2 rounds<br />
Disarm / Silence - They can't make a range or melee attack / Magical attack for 1 round, cooldown 2 rounds<br />
Damage Over Time - They get damage this round and the Next<br />
Area of Effect - Attack more that one opponent in an area<br />
<br />
The idea behind these is that they are meant to be vague so just about every spell you have should fall under one of these rolls. These Rolls will also cost Mana/Rage/Energy<br />
<br />
<br />
<br />
They get 7 tokens to compose there stats with a max of 5 in any one stat. Each stat should add 5 you there respective rolls. <br />
<br />
Strength - Effects your melee attack roll<br />
Agility - Effects melee and range defense roll<br />
Constitution - Effects your hp and heal roll<br />
Wisdom - Effects your magical defense roll<br />
Intelligence - Effects your magical attack roll<br />
<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size">Race Modifiers</span></span><br />
<br />
Orc - +1 Str / +1 Con<br />
Tauren - +2 Str<br />
Troll - +1 Agi / +1 Con<br />
Forsaken - +1 Con / +1 Int<br />
Blood Elf - +1 Agi / +1 Wis<br />
<br />
Human - +1 Con / +1 Wis<br />
Dwarf - +1 Str / +1 Con<br />
Gnome - +1 Agi / +1 Int<br />
Night Elf - +1 Agi / +1 Wis<br />
Dranai - +1 Str / +1 Wis<br />
<br />
<br />
<br />
Think I am going drop the class Skills for right now and add them in later<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><span style="font-size: 6pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Class Modifiers</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Death knight</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Passive - -10 to magic attack crit.<br />
Ã¢Â€Â¢ 	Rune Blade Curse -  make a melee attck if succeed their next defense roll has -10 </li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Druid </span><ul class="mycode_list"><li>Ã¢Â€Â¢	In Normal form you have Power Heal and Power Magic Attack<br />
Ã¢Â€Â¢	In Cat Form has Rogue abilities<br />
Ã¢Â€Â¢	In Bear Form has Warrior abilities</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Hunter</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Movment</span><br />
Ã¢Â€Â¢	Aspect of the Cheetah move 2 spaces but has -20 to all defense rolls<br />
<span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Pet attack- Make an extra attack roll for pet. Modifiers and damage depend on the pet  </li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Mage</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Movment</span><br />
Ã¢Â€Â¢	Blink - disappear and reappear 2 spaces away, Cool down 1 rounds may not attack that round<br />
<span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Passive - +10 to there Mana Points</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Paladin</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Can add Magic and Melee or Range defensive modifiers into one defense roll.  Cooldown 2 rounds<br />
Ã¢Â€Â¢	Blessing of Attack - next attck roll has +10, may cast on self or others. cool down 2 rounds</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Priest</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Blessing of Defense - next Defense roll has +10, may cast on self or others. cool down 2 rounds / Shadow have Curse of Defense -10 to defense roll<br />
Ã¢Â€Â¢ 	Magic Shield - use magical defence modifiers for melee or range defense roll, Cooldown 1 round.</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Rogue</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Movment</span><br />
Ã¢Â€Â¢	May sprint 2 spaces away, Cool down 1 rounds may not attack that round<br />
<span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Passive - -10 to melee attack crit</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Shaman</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Melee Magic Attack - Can add Magic and Melee attack modifiers into one attack.  Cooldown 2 rounds<br />
Ã¢Â€Â¢      Drop at totem - may make an extra roll next round, you may still attack this round</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Warlock</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Pet attack- Make an extra attack roll for pet. Modifiers and damage depend on the pet <br />
Ã¢Â€Â¢ 	damage over time - Add an extra round to your DoT</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Warrior</span><ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Movment</span><br />
Ã¢Â€Â¢	May Charge up to 2 spaces if not in combat/start combat.<br />
<span style="font-style: italic;" class="mycode_i">Special Combat</span><br />
Ã¢Â€Â¢	Stun - may not attack or move for 2 rounds </li>
</ul>
<br />
<span style="font-style: italic;" class="mycode_i">The idea behind these is to just add some verity to the classes, not spell out every ability they can have.</span></div></div></div>
<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size">Gear modifiers</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Armor</span></span><br />
Plate is +3 Armor Points for every piece with a max of 18 (Not counting belt). Each piece is also -2 to your Weapon Speed<br />
Mail is +2 Armor Points for every piece with a max of  12. Each piece is also -1 to your Weapon Speed<br />
Leather is +1 Armor Points Defense for every piece with a max of 6. <br />
Cloth is 0<br />
<br />
+15 AP = -3 damage<br />
+10 AP = -2 damage<br />
+5 AP = -1 damage<br />
<br />
<br />
 <br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Weapons</span></span><br />
unarmed - d3 / +7 weapon speed<br />
fist weapon - d4 / +7 ws / +5 crit<br />
dagger - d5 / +6 ws / +5 crit  <br />
staff - d6 / +5 ws +8 Parry<br />
Polearm d8 / +5 ws /+5 Parry<br />
sword - d6 / +5 ws / +5 Parry<br />
mace - d8 / +3 ws / +3 Parry<br />
axe - d7 / +4 ws / +4 Parry<br />
twohanded sword - d10 / +5 ws / +5 Parry<br />
twohanded mace - d12 / +3 Parry<br />
twohanded axe - d11 / +4 ws / +4 Parry<br />
<br />
off hand damage 1/2 damage<br />
<br />
Bow - d11 +5 Accuracy<br />
Crossbow - d10 +7 Accuracy<br />
Gun - d12<br />
Thrown - d9 +5 crit<br />
<br />
Shield - +15 Parry +3 Armor<br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-weight: bold;" class="mycode_b">Magic Gear?</span></span><br />
Staffs - +10 to Magical Defense and +10?<br />
Wands?<br />
Relics - +20 to Magical Attack?<br />
<br />
I really need help with casters. The physical world is so much easier for me. Compared to every thing I have for physical attacks and defense, the magic seems so bland, which it shouldn't be. Please I would welcome any brain storms. <br />
<br />
<br />
So on my way what do you think?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Subforum Rules, Tools and other Info]]></title>
			<link>https://www.conquestofthehorde.com/thread-18258.html</link>
			<pubDate>Sat, 14 Aug 2010 17:15:30 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=751">DuskWolf</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-18258.html</guid>
			<description><![CDATA[Kretol has graciously allowed us this subforum for us to talk about GHI and other coding to improve the RP on the CotH server. So just be smart and don't abuse the privilege.<br />
<br />
Also, this forum is not only for roll combat but any GHI and code questions you might have. <br />
<br />
And Last a few tools to help <br />
<br />
<a href="http://pilus.info/" target="_blank" rel="noopener" class="mycode_url">http://pilus.info/</a><br />
This is the creatores web site there is more cool stuff on here than you know what to do with.<br />
<br />
<a href="http://www.wowpedia.org/World_of_Warcraft_API" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/World_of_Warcraft_API</a><br />
This is list of just about every thing we can effect with wow<br />
<br />
<a href="http://wowprogramming.com/" target="_blank" rel="noopener" class="mycode_url">http://wowprogramming.com/</a><br />
A great site to know every thing for programing for wow<br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">GHI Guides</span></span><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=48&amp;t=10420" target="_blank" rel="noopener" class="mycode_url">GHI Missions Tutorial</a><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?p=69815#p69815" target="_blank" rel="noopener" class="mycode_url">Coordinate Requirement Tutorial</a><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=48&amp;t=10469" target="_blank" rel="noopener" class="mycode_url">GHI item a requirement for a GHI item Tutorial</a>]]></description>
			<content:encoded><![CDATA[Kretol has graciously allowed us this subforum for us to talk about GHI and other coding to improve the RP on the CotH server. So just be smart and don't abuse the privilege.<br />
<br />
Also, this forum is not only for roll combat but any GHI and code questions you might have. <br />
<br />
And Last a few tools to help <br />
<br />
<a href="http://pilus.info/" target="_blank" rel="noopener" class="mycode_url">http://pilus.info/</a><br />
This is the creatores web site there is more cool stuff on here than you know what to do with.<br />
<br />
<a href="http://www.wowpedia.org/World_of_Warcraft_API" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/World_of_Warcraft_API</a><br />
This is list of just about every thing we can effect with wow<br />
<br />
<a href="http://wowprogramming.com/" target="_blank" rel="noopener" class="mycode_url">http://wowprogramming.com/</a><br />
A great site to know every thing for programing for wow<br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">GHI Guides</span></span><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=48&amp;t=10420" target="_blank" rel="noopener" class="mycode_url">GHI Missions Tutorial</a><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?p=69815#p69815" target="_blank" rel="noopener" class="mycode_url">Coordinate Requirement Tutorial</a><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=48&amp;t=10469" target="_blank" rel="noopener" class="mycode_url">GHI item a requirement for a GHI item Tutorial</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A GHI challenge, You are not Prepared!]]></title>
			<link>https://www.conquestofthehorde.com/thread-17902.html</link>
			<pubDate>Tue, 03 Aug 2010 01:11:46 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=751">DuskWolf</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-17902.html</guid>
			<description><![CDATA[<span style="font-size: 6pt;" class="mycode_size">Who ever can figure this out I will give them <span style="color: #FFFF00;" class="mycode_color">100g </span>!</span><br />
<br />
I have been trying to figure this out successfully for months now and it has still eluded me. I am working on a better more cohesive, user friendly combat system but I am missing an element of code that wold be extremely useful and make things much easier for that common combatant. <br />
<br />
What I am trying to figure out is how to remove a buff, but with code not the little do hickey that comes with GHI. <br />
<br />
Pilus (The creator of GHI) did give us part of the code with this<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>RemoveGHIBuff<br />
Remove a buff on yourself<br />
Input: index,filter<br />
# index (number): buff index to remove<br />
# filter (string): "HELPFUL" for buffs and "HARMFUL" for debuffs</code></div></div>from here <a href="http://pilus.info/cms/phpbb/viewtopic.php?p=2828#p2828" target="_blank" rel="noopener" class="mycode_url">http://pilus.info/cms/phpbb/viewtopic.php?p=2828#p2828</a><br />
<br />
The thing is, that removes buffs from their index number, not their name. So it removes buffs from which order they are in not by name. You can't always guarantee which order any one persons buffs will be in so this is not that useful. What I am looking for is code that will remove a buff by name, so if it is, say the second or thrid buff down the line it will remove it, and not the ones before it. <br />
<br />
Also, I would want it to remove a portion of a stack of buffs. For example, you have a buff called HP and it is stacked 45 times I want to be able to remove 10 of those HP buffs.<br />
<br />
I did ask Pilus about this and he gave me this bit of code but I have never got it to work. <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>found = false;<br />
for i = 1,#(GHI_BuffList) do<br />
&nbsp;&nbsp;if type(GHI_BuffList[i])=="table" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;if GHI_BuffList[i].name == "con" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;k = GHI_BuffList[i].index<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;found = true;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
if found == true then<br />
&nbsp;&nbsp;local a = GHI_BuffList[k].amount;<br />
&nbsp;&nbsp;if a &gt; 4 then<br />
&nbsp;&nbsp;&nbsp;&nbsp;a = GHI_BuffList[k].amount - 4<br />
&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;RemoveGHIBuff(k, "HELPFUL")<br />
&nbsp;&nbsp;end<br />
end</code></div></div><br />
Here are some resources that should help. <br />
<br />
<a href="http://pilus.info" target="_blank" rel="noopener" class="mycode_url">http://pilus.info</a><br />
<a href="http://wowprogramming.com" target="_blank" rel="noopener" class="mycode_url">http://wowprogramming.com</a><br />
<a href="http://www.wowpedia.org/Portal:Interface_customization" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Portal:Interface_customization</a><br />
<br />
I am leaving for a week on vacation so I will be back next Tue. and can reward any one who figures this out then.]]></description>
			<content:encoded><![CDATA[<span style="font-size: 6pt;" class="mycode_size">Who ever can figure this out I will give them <span style="color: #FFFF00;" class="mycode_color">100g </span>!</span><br />
<br />
I have been trying to figure this out successfully for months now and it has still eluded me. I am working on a better more cohesive, user friendly combat system but I am missing an element of code that wold be extremely useful and make things much easier for that common combatant. <br />
<br />
What I am trying to figure out is how to remove a buff, but with code not the little do hickey that comes with GHI. <br />
<br />
Pilus (The creator of GHI) did give us part of the code with this<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>RemoveGHIBuff<br />
Remove a buff on yourself<br />
Input: index,filter<br />
# index (number): buff index to remove<br />
# filter (string): "HELPFUL" for buffs and "HARMFUL" for debuffs</code></div></div>from here <a href="http://pilus.info/cms/phpbb/viewtopic.php?p=2828#p2828" target="_blank" rel="noopener" class="mycode_url">http://pilus.info/cms/phpbb/viewtopic.php?p=2828#p2828</a><br />
<br />
The thing is, that removes buffs from their index number, not their name. So it removes buffs from which order they are in not by name. You can't always guarantee which order any one persons buffs will be in so this is not that useful. What I am looking for is code that will remove a buff by name, so if it is, say the second or thrid buff down the line it will remove it, and not the ones before it. <br />
<br />
Also, I would want it to remove a portion of a stack of buffs. For example, you have a buff called HP and it is stacked 45 times I want to be able to remove 10 of those HP buffs.<br />
<br />
I did ask Pilus about this and he gave me this bit of code but I have never got it to work. <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>found = false;<br />
for i = 1,#(GHI_BuffList) do<br />
&nbsp;&nbsp;if type(GHI_BuffList[i])=="table" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;if GHI_BuffList[i].name == "con" then<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;k = GHI_BuffList[i].index<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;found = true;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
if found == true then<br />
&nbsp;&nbsp;local a = GHI_BuffList[k].amount;<br />
&nbsp;&nbsp;if a &gt; 4 then<br />
&nbsp;&nbsp;&nbsp;&nbsp;a = GHI_BuffList[k].amount - 4<br />
&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;RemoveGHIBuff(k, "HELPFUL")<br />
&nbsp;&nbsp;end<br />
end</code></div></div><br />
Here are some resources that should help. <br />
<br />
<a href="http://pilus.info" target="_blank" rel="noopener" class="mycode_url">http://pilus.info</a><br />
<a href="http://wowprogramming.com" target="_blank" rel="noopener" class="mycode_url">http://wowprogramming.com</a><br />
<a href="http://www.wowpedia.org/Portal:Interface_customization" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Portal:Interface_customization</a><br />
<br />
I am leaving for a week on vacation so I will be back next Tue. and can reward any one who figures this out then.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Roll Combat Movement]]></title>
			<link>https://www.conquestofthehorde.com/thread-15026.html</link>
			<pubDate>Wed, 07 Apr 2010 00:47:18 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=751">DuskWolf</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-15026.html</guid>
			<description><![CDATA[I am revamping my roll Combat adding in some new features, and fixing some old but most importantly I am going to make it more accessible. With the new version of GHI that should not be too hard. <br />
<br />
But I need your guys' help. I need some ideas on how to do movement.<br />
<br />
Why is movement important? Well, frankly it is just not very fair to have people running from one opponent to the next in consecutive turns. For example, it is not fair for a hunter who shoots a warrior from over 50 feet away only to have the warrior right on him on the next turn. And this happens a lot, like every time I have seen a caster or hunter in battle. <br />
<br />
Anyway I would like to some how set down some movement rules. I wish we could just throw down a DnD board but that is not really practical. <br />
<br />
The most practical idea I have had is to trust people with 5 walking steps. <br />
<br />
The most unpractical idea I have had is to some how use an add on to make a grid on the mini map. I have no idea how to do this and I have checked. <br />
<br />
Perhaps there is a spell out there that puts something on the ground that we can harness. <br />
<br />
Any and all ideas are welcome no mater how out there they may be.]]></description>
			<content:encoded><![CDATA[I am revamping my roll Combat adding in some new features, and fixing some old but most importantly I am going to make it more accessible. With the new version of GHI that should not be too hard. <br />
<br />
But I need your guys' help. I need some ideas on how to do movement.<br />
<br />
Why is movement important? Well, frankly it is just not very fair to have people running from one opponent to the next in consecutive turns. For example, it is not fair for a hunter who shoots a warrior from over 50 feet away only to have the warrior right on him on the next turn. And this happens a lot, like every time I have seen a caster or hunter in battle. <br />
<br />
Anyway I would like to some how set down some movement rules. I wish we could just throw down a DnD board but that is not really practical. <br />
<br />
The most practical idea I have had is to trust people with 5 walking steps. <br />
<br />
The most unpractical idea I have had is to some how use an add on to make a grid on the mini map. I have no idea how to do this and I have checked. <br />
<br />
Perhaps there is a spell out there that puts something on the ground that we can harness. <br />
<br />
Any and all ideas are welcome no mater how out there they may be.]]></content:encoded>
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