Missed some crap sorry :p
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#CLASS 0
#VAR cond {awful}
#CLASS {System|Pueblo}
#CLASS 0
#CLASS {Standard}
#TRIGGER {You start chanting...} {#var Casting {1} {0} "CasterVariables"}
#TRIGGER {You complete your spell...} {#var Casting {0} {0} "CasterVariables";#alarm +5 {nuke}}
#TRIGGER {%w {is in an excellent condition|has a few scratches|has some small wounds and bruises|has quite a few wounds|has some big nasty wounds and scratches|looks pretty hurt|is in awful condition}~.$} {#var Stone {0} {0} "CasterVariables";#var Blur {0} {0} "CasterVariables";#var Globe {0} {0} "CasterVariables";#var Displace {0} {0} "CasterVariables";#var Shield {0} {0} "CasterVariables";#var Scale {0} {0} "CasterVariables";#var Glance {1} {0} "CasterVariables";#T+ SpellCheck}
#TRIGGER {^$} {#if (@Glance == 1) {#VAR Glance {0} {0} "CasterVariables";#T- SpellCheck};#T- SpellCount}
#TRIGGER {Your studies are complete~.} {#GAG;#VAR EDiff {%eval( (@EHour*3600)+(@Eminute*60)+(@ESecond))} {} "SpellTimer";#VAR BDiff {%eval( (@BHour*3600)+(@Bminute*60)+(@BSecond))} {} "SpellTimer";#VAR TDiff {%eval( @EDiff-@BDiff)} {} "SpellTimer";#say %ansi( white, norm)Memtime @TDiff~(@MemTime~);#VAR Memming {0} {} "Variables";#VAR Medding {0} {} "Variables";#IF (@IntCaster == 1) {put all.@Book @Bag};stand;mem}
#TRIGGER {You have finished memorizing ({*})~.} {#GAG;#VAR EHour {%int( %time( hh))} {} "SpellTimer";#VAR EMinute {%int( %time( nn))} {} "SpellTimer";#VAR ESecond {%int( %time( ss))} {} "SpellTimer";#VAR EDiff {%eval( (@EHour*3600)+(@Eminute*60)+(@ESecond))} {} "SpellTimer";#VAR SDiff {%eval( (@SHour*3600)+(@Sminute*60)+(@SSecond))} {} "SpellTimer";#VAR TDiff {%eval( @EDiff-@SDiff)} {} "SpellTimer";#VAR OTime {%item( @Seconds, 1)} {} "SpellTimer";#VAR ReportedTime {%eval( @ReportedTime-%item( @Seconds, 1))} {} "SpellTimer";#VAR MemmingSpells {%delitem( %item( @MemmingSpells, 1), @MemmingSpells)} {} "SpellTimer";#VAR Seconds {%delitem( %item( @Seconds, 1), @Seconds)} {} "SpellTimer";#IF (%numitems( @MemmingSpells > 0)) {#VAR A {%item( @MemmingSpells, 1)} {} "SpellTimer"};#IF (%numitems( @Seconds) >0) {#VAR B {%item( @Seconds, 1)} {} "SpellTimer";#SAY %ansi( white, norm)%1 @TDiff~(@Otime~) @ReportedTime left. Next @A ~- @B} {#SAY %ansi( white, norm)%1 @TDiff~(@Otime~)};#VAR SHour {%int( %time( hh))} {} "SpellTimer";#VAR SMinute {%int( %time( nn))} {} "SpellTimer";#VAR SSecond {%int( %time( ss))} {} "SpellTimer"}
#TRIGGER {({%d}) seconds~: ~({*}~) ({*})} {#VAR LastTime {@ReportedTime} {} "SpellTimer";#VAR ReportedTime {%1} {} "SpellTimer";#VAR MemTime {%1} {} "SpellTimer";#VAR RealTime {%eval( @ReportedTime-@LastTime)} {} "SpellTimer";#VAR Seconds {%additem( @RealTime, @Seconds)} {} "SpellTimer";#VAR MemmingSpells {%additem( %2, @MemmingSpells)} {} "SpellTimer";#DELITEM Seconds 0;#DELITEM MemmingSpells ""}
#TRIGGER {And you are currently {*} the following spells~:} {#VAR MemmingSpells {} {} "SpellTimer";#VAR Seconds {0} {} "SpellTimer";#VAR LastTime {0} {} "SpellTimer";#VAR RealTime {0} {} "SpellTimer";#VAR ReportedTime {0} {} "SpellTimer"}
#TRIGGER {You have memorized the following spells~:} {#delclass TempSpell;#DELCLASS SpellTimer;#T+ SpellCount;#var MemThis {0} {0} "TempSpell";#var MemTime {0} {0} "TempSpell";#var ThisSpell {} {} "TempSpell";#var MemSpells {} {} "TempSpell";#var MemSpells {} {} "TempSpell";#var SpellCount {} {} "TempSpell";#var SpellNames {} {} "TempSpell";#var Memming {0} {0} "TempSpell";#var Medding {0} {0} "TempSpell";#var NeedsToMem {0} {0} "Variables"}
#TRIGGER {P~: std ~>} {#var Standing {1} {0} "Variables"} "" {nocr|prompt}
#TRIGGER {P~: {sit|rcl|knl} ~>} {#var Standing {0} {0} "Variables"} "" {nocr|prompt}
#TRIGGER {You sit down and relax.} {mem}
#TRIGGER {You continue your study.} {#VAR Memming {1} {} "Variables";#IF (@IntCaster == 1) {get all.@book @bag};med;#VAR BHour {%int( %time( hh))} {} "SpellTimer";#VAR BMinute {%int( %time( nn))} {} "SpellTimer";#VAR BSecond {%int( %time( ss))} {} "SpellTimer";#VAR SHour {%int( %time( hh))} {} "SpellTimer";#VAR SMinute {%int( %time( nn))} {} "SpellTimer";#VAR SSecond {%int( %time( ss))} {} "SpellTimer"}
#TRIGGER {You abort your spell before it~'s done~!} {#var Casting {0} {0} "CasterVariables";#alarm +5 {nuke}}
#TRIGGER {Score information for ({%1})} {#var ChName {%1} {%1} "Variables"}
#TRIGGER {Autosaving...} {save}
#TRIGGER {Exits~:({*)}$} {#VARIABLE RoomExits {%delitem( "", %replace( %replace( %1, "-", "|"), " ", ""))} {_nodef} "Variables";#IF (@MemmingOut == 1) {rest}}
#TRIGGER {Class:%s{Invoker|Necromancer|Illusionist|Enchanter|Lich}} {#VAR IntCaster {1} {0} "Variables"}
#TRIGGER {Class:%s{Paladin|Anti-Paladin|Warrior|Ranger|Dire-Raider}} {#VAR IntCaster {0} {0} "Variables"}
#TRIGGER {Class:%s{Cleric|Shaman|Anti-Paladin|Paladin|Ranger|Dire-Raider}} {#VAR IntCaster {0} {0} "Variables"}
#TRIGGER {You are now a member of} {#var Grouped {1} {} "Variables"}
#TRIGGER {{has disbanded|You disband} the group.} {#var Grouped {0} {} "Variables"}
#TRIGGER {You group-say ~'I~'ve rolled a %d sided dice %d times, the total result is:({*})~'} {#IF (@Rolling == 1) {#var winningdice {%1} {} "Variables";#var Rolling {0} {} "Variables";#forall {@dicearray} {#VAR Tmp1 {%int( %eval( (((%ismember( %i, @dicearray))-1)*10)+1))} {} "Variables";#VAR Tmp2 {%int( %eval( %int( %ismember( %i, @dicearray)*10)))} {} "Variables";#IF (@winningdice >= @Tmp1 & @winningdice <Tmp2> 0 | %ismember( %2, @GroupList) > 0) {#IF (@NeedsToMem == 1 & @AutoMem == 1 & @Fighting == 0) {memout} {#IF (@Fighting == 0 & @AutoAssist == 1) {#IF (%ismember( %1, @GroupList)) {#VARIABLE Fighting {1} {0} "Variables";assist %1};#IF (%ismember( %2, @GroupList)) {#VARIABLE Fighting {1} {0} "Variables";assist %2}}}}}
#TRIGGER {E~: {%w} EC~:} {#VAR Fighting {1} {0} "Variables"}
#TRIGGER {R.I.P.} {#VAR Fighting {0} {0} "Variables"}
#TRIGGER {You are rescued by ({%w})} {#VAR Fighting {0} {0} "Variables";#alarm +10 {assist %1}}
#TRIGGER {your share of exp} {#VAR Fighting {0} {0} "Variables"}
#TRIGGER {({%w}) assists ({%w}) heroically.} {#IF (%ismember( %1, @GroupList) > 0 | %ismember( %2, @GroupList) > 0) {#IF (@NeedsToMem == 1 & @AutoMem == 1 & @Fighting == 0) {memout} {#IF (@Fighting == 0 & @AutoAssist == 1) {#IF (%ismember( %1, @GroupList)) {#VARIABLE Fighting {1} {0} "Variables";assist %1};#IF (%ismember( %2, @GroupList)) {#VARIABLE Fighting {1} {0} "Variables";assist %2}}}}}
#TRIGGER {({%w}) sends ({*}) sprawling with a powerful bash.} {#IF (%ismember( %1, @GroupList) > 0 | %ismember( %2, @GroupList) > 0) {#IF (@NeedsToMem == 1 & @AutoMem == 1 & @Fighting == 0) {memout} {#IF (@Fighting == 0 & @AutoAssist == 1) {#IF (%ismember( %1, @GroupList)) {#VARIABLE Fighting {1} {0} "Variables";assist %1};#IF (%ismember( %2, @GroupList)) {#VARIABLE Fighting {1} {0} "Variables";assist %2}}}}}
#TRIGGER {({%w}) {*} here, fighting ({*})~.} {#IF (%ismember( %1, @GroupList) > 0 | %ismember( %2, @GroupList) > 0) {#IF (@NeedsToMem == 1 & @AutoMem == 1 & @Fighting == 0) {memout} {#IF (@Fighting == 0 & @AutoAssist == 1) {#IF (%ismember( %1, @GroupList)) {#VARIABLE Fighting {1} {0} "Variables";assist %1};#IF (%ismember( %2, @GroupList)) {#VARIABLE Fighting {1} {0} "Variables";assist %2}}}}}
#TRIGGER {You can't see who is fighting} {#VAR Fighting {0} {0} "Variables"}
#TRIGGER {You assist} {#var Fighting {1} {0} "Variables";nuke}
#TRIGGER {You {stop fighting|flee}} {#VAR Fighting {0} {0} "Variables"}
#CLASS 0
#CLASS {Meditate}
#TRIGGER {You stop meditating.} {#VAR Medding {0} {} "Variables";#ALARM +5 {#T+ Meditate};med;#T- Meditate}
#CLASS 0
#CLASS {GroupStat} {disable}
#TRIGGER {%s ({*})} {#ADDITEM Gstat {%1}}
#TRIGGER {^$} {#T- GroupStat;#FORALL @Gstat {lookup %i;#IF (@Found == 1) {gsay @stat}};#VARIABLE GTot {0} {0} "Variables"}
#CLASS 0
#CLASS {GStat} {disable}
#TRIGGER {The following items exist in the group cache for ({*}):} {#T+ GroupStat;#T- GStat;#VARIABLE GTot {1} {} "Variables";#VARIABLE GStat {} {} "Variables"}
#CLASS 0
#CLASS {Standard|Bot}
#TRIGGER {^({%w}) tells you ~'gate ({%w}){*}~'} {#if (@Casting == 0 & @Standing == 1 & @GateBot == 0) {#var GateTarget {%1} {} "Variables";#var GatePlane {%2} {} "Variables";#var Gating {1} {0} "Variables";tell %1 Gating %2;gate %2;#var GateBot {1} {0} "Variables"}}
#TRIGGER {You complete your spell...$There is a slight breeze as the dusts swirl around and condense$into {*} portal.$} {l in portal}
#TRIGGER {You peer into {*} and see...$({*})$} {#var RoomName {%1} {} "Variables";#if (@Gating == 1 & @GateBot == 1) {tell @GateTarget %1};#Var Gating {0} {0} "Variables";#var GateBot {0} {0} "Variables";#var GateTarget {} {} "Variables";#var GatePlane {} {} "Variables"}
#TRIGGER {You don't have that spell memorized.} {#IF (@GateBot == 1) {tell @GateTarget Loading....Please.....Wait.....;mgate;#var GateBot {1} {0} "Variables"}}
#TRIGGER {You clamber to your feet.} {#if (@GateBot == 1) {tell @GateTarget Gating @GatePlane;gate @GatePlane;#var GateBot {1} {0} "Variables";#var Gating {1} {0} "Variables"}}
#TRIGGER {^~<P>{%s}({%w}) tells you ~'gate ({%w}){*}~'} {#if (@Casting == 0 & @Standing == 1 & @GateBot == 0) {#var GateTarget {%1} {} "Variables";#var GatePlane {%2} {} "Variables";#var Gating {1} {0} "Variables";tell %1 Gating %2;gate %2;#var GateBot {1} {0} "Variables"}}
#CLASS 0
#CLASS {cond}
#TRIGGER {E: (%w) EC: ({nasty wounds|pretty hurt|awful}) P:} {#if (@Casting == 0) {#If (@cond != "%2") {@cond = %2;gsay %1 - @cond}}}
#CLASS 0
#CLASS {AutoLogin} {enable}
#TRIGGER {Please enter your term type ~(~<CR> ansi~, ~'~?~' help~)~:} {#CR} "" {nocr|prompt}
#TRIGGER {Do you wish to create a new character~? Y~/N} {N;@YOURNAMEHERE;@YOURPASSWORDHERE} "" {nocr|prompt}
#TRIGGER {Reconnecting~.} {score;#T- AutoLogin}
#TRIGGER {~*~*~* PRESS RETURN~:} {#CR}
#TRIGGER {Make your choice~:} {1} "" {nocr|prompt}
#TRIGGER {The Viperstongue Reception} {n;e;#T- AutoLogin}
#CLASS 0
#CLASS {GBuild}
#VAR GroupList {} {}
#VAR Cleric {} {}
#VAR Enchanter {} {}
#VAR Battlechanter {} {}
#VAR Bard {} {}
#VAR Illusionist {} {}
#VAR Shaman {} {}
#VAR Druid {} {}
#VAR Elementalist {} {}
#VAR Psionicist {} {}
#VAR Invoker {} {}
#VAR Rogue {} {}
#VAR Ranger {} {}
#VAR Direraider {} {}
#VAR Paladin {} {}
#VAR Antipaladin {} {}
#VAR Warrior {} {}
#VAR Necromancer {} {}
#VAR Lich {} {}
#VAR Anon {} {}
#CLASS 0
#CLASS {TempSpell}
#VAR ThisSpell {} {}
#VAR MemSpells {} {}
#VAR Memming {0} {0}
#VAR Medding {0} {0}
#CLASS 0