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Demfrax
So every time some one parries and the count is at 0, the count likes to go negative. I honestly don't know what to do

QUOTE
#CLASS {Combat|Limbcount} {enable}
#ALIAS bre {break=%1}
#ALIAS limbreset {#if (@rightarmhits | @rightleghits | @leftarmhits | @leftleghits | @break > 1) {#show {%ansi( 7)Your target's limb counting has been reset.};rightarmhits=0;rightleghits=0;leftarmhits=0;leftleghits=0;#cr}}
#VAR limb {rightleg} {leg}
#VAR leftarmhits {0} {0}
#VAR rightarmhits {0} {0}
#VAR leftleghits {0} {0}
#VAR rightleghits {0} {0}
#VAR break {5} {6}
#TRIGGER {You glance over (*) and see that {his|her} health is at (%d)/(%d).} {#if (%lower( %1)=@target) {#if (%3 < 2850) {bre 4.5};#if (%3 >= 2850 & %3 <= 3149) {bre 5};#if (%3 >= 3150 & %3 <= 3500) {bre 5.5};#if (%3 >= 3501 & %3 <= 4056) {bre 6};#if (%3 >= 4057 & %3 <= 4692) {bre 6.5};#if (%3 >= 4693 & %3 <= 5192) {bre 7}}}
#BUTTON 1 {@break} {} {} {} {} {} {} {Size} {28} {15} {Pos} {87} {101} {2} {} {Separ} {} "" {Explore} {} {border} {4}
#BUTTON 2 {@leftarmhits} {} {} {} {} {} {} {Size} {110} {15} {Pos} {43} {0} {2} {} {Separ} {} "" {Explore} {} {border} {4}
#BUTTON 3 {@leftleghits} {} {} {} {} {} {} {Size} {110} {15} {Pos} {73} {0} {2} {} {Separ} {} "" {Explore} {} {border} {4}
#BUTTON 4 {@rightarmhits} {} {} {} {} {} {} {Size} {110} {15} {Pos} {43} {110} {2} {} {Separ} {} "" {Explore} {} {border} {4}
#BUTTON 5 {@rightleghits} {} {} {} {} {} {} {Size} {110} {15} {Pos} {73} {110} {2} {} {Separ} {} "" {Explore} {} {border} {4}
#BUTTON 6 {Break:} {} {} {} {} {} {} {Size} {108} {15} {Pos} {87} {0} {15} {} {Separ} {} "" {Explore} {} {border} {4}
#BUTTON 7 {RESET} {#if (@rightarmhits | @rightleghits | @leftarmhits | @leftleghits | @break > 1) {#show {%ansi( 7)Your target's limb counting has been reset.};rightarmhits=0;rightleghits=0;leftarmhits=0;leftleghits=0;#cr}} {} {} {} {} {} {Size} {92} {15} {Pos} {88} {129} {15} {} {} {} "" {Explore} {} {border} {4}
#BUTTON 8 {-----------------Limb: @limb---------------------} {} {} {} {} {} {} {Size} {220} {15} {Pos} {13} {0} {15} {} {Separ} {} "" {} {} {} {4}
#BUTTON 9 {-----------------LIMB COUNTER--------------------} {} {} {} {} {} {} {Size} {220} {15} {Pos} {0} {0} {10} {} {Separ} {} "" {} {} {} {4}
#BUTTON 10 {Left Arm} {} {} {} {} {} {} {Size} {110} {15} {Pos} {28} {0} {15} {} {Separ} {} "" {} {} {} {4}
#BUTTON 11 {Right Arm} {} {} {} {} {} {} {Size} {110} {15} {Pos} {28} {110} {15} {} {Separ} {} "" {} {} {} {4}
#BUTTON 12 {Left Leg} {} {} {} {} {} {} {Size} {110} {15} {Pos} {58} {0} {15} {} {Separ} {} "" {} {} {} {4}
#BUTTON 13 {Right Leg} {} {} {} {} {} {} {Size} {110} {15} {Pos} {58} {110} {15} {} {Separ} {} "" {} {} {} {4}
#CLASS 0
#CLASS {Combat|Limbcount|Dodged}
#TRIGGER {@target steps into the attack, grabs your arm, and throws you *} {#if (@limb > 0) {#if (@limb="rightarm") {#var rightarmhits %eval( @rightarmhits - "0.5")};#if (@limb="rightleg") {#var rightleghits %eval( @rightleghits - "0.5")};#if (@limb="leftarm") {#var leftarmhits %eval( @leftarmhits - "0.5")};#if (@limb="leftleg") {#var leftleghits %eval( @leftleghits - "0.5")}}}
#TRIGGER {@target parries the attack with a deft manoeuvre.} {#if (@limb = 0) {#echo LIMB STILL AT 0;#if (@limb > 0) {#if (@limb="rightarm") {#var rightarmhits %eval( @rightarmhits - "0.5")};#if (@limb="rightleg") {#var rightleghits %eval( @rightleghits - "0.5")};#if (@limb="leftarm") {#var leftarmhits %eval( @leftarmhits - "0.5")};#if (@limb="leftleg") {#var leftleghits %eval( @leftleghits - "0.5")}}}}
#TRIGGER {@target twists {his|her} body out of harm's way.} {#if (@limb = 0) {#echo LIMB STILL AT 0;#if (@limb > 0) {#if (@limb="rightarm") {#var rightarmhits %eval( @rightarmhits - "0.5")};#if (@limb="rightleg") {#var rightleghits %eval( @rightleghits - "0.5")};#if (@limb="leftarm") {#var leftarmhits %eval( @leftarmhits - "0.5")};#if (@limb="leftleg") {#var leftleghits %eval( @leftleghits - "0.5")}}}}
#TRIGGER {@target quickly jumps back, avoiding the attack.} {#if (@limb = 0) {#echo LIMB STILL AT 0;#if (@limb > 0) {#if (@limb="rightarm") {#var rightarmhits %eval( @rightarmhits - "0.5")};#if (@limb="rightleg") {#var rightleghits %eval( @rightleghits - "0.5")};#if (@limb="leftarm") {#var leftarmhits %eval( @leftarmhits - "0.5")};#if (@limb="leftleg") {#var leftleghits %eval( @leftleghits - "0.5")}}}}
#TRIGGER {@target dodges nimbly out of the way.} {#if (@limb = 0) {#echo STILL AT 0;#if (@limb > 0) {#if (@limb="rightarm") {#var rightarmhits %eval( @rightarmhits - "0.5")};#if (@limb="rightleg") {#var rightleghits %eval( @rightleghits - "0.5")};#if (@limb="leftarm") {#var leftarmhits %eval( @leftarmhits - "0.5")};#if (@limb="leftleg") {#var leftleghits %eval( @leftleghits - "0.5")}}}}
#TRIGGER {The attack rebounds back onto you!} {#if (@limb = 0) {#echo LIMB STILL AT 0;#if (@limb > 0) {#if (@limb="rightarm") {#var rightarmhits %eval( @rightarmhits - "0.5")};#if (@limb="rightleg") {#var rightleghits %eval( @rightleghits - "0.5")};#if (@limb="leftarm") {#var leftarmhits %eval( @leftarmhits - "0.5")};#if (@limb="leftleg") {#var leftleghits %eval( @leftleghits - "0.5")}}}}
#TRIGGER {@target's eyes close suddenly as {he|her} falls asleep.} {#say %ansi( yellow, blink) ************ON THE GROUND***********;#say %ansi( yellow, blink) ************ON THE GROUND***********;#say %ansi( yellow, blink) ************ON THE GROUND***********}
#TRIGGER {A Chaos Orb intercepts the attack against @target and renders it harmless.} {#if (@limb = 0) {#echo LIMB STILL AT 0;#if (@limb > 0) {#if (@limb="rightarm") {#var rightarmhits %eval( @rightarmhits - "0.5")};#if (@limb="rightleg") {#var rightleghits %eval( @rightleghits - "0.5")};#if (@limb="leftarm") {#var leftarmhits %eval( @leftarmhits - "0.5")};#if (@limb="leftleg") {#var leftleghits %eval( @leftleghits - "0.5")}}}}
#TRIGGER {A reflection of @target blinks out of existence.} {#if (@limb = 0) {#echo LIMB STILL AT 0;#if (@limb > 0) {#if (@limb="rightarm") {#var rightarmhits %eval( @rightarmhits - "0.5")};#if (@limb="rightleg") {#var rightleghits %eval( @rightleghits - "0.5")};#if (@limb="leftarm") {#var leftarmhits %eval( @leftarmhits - "0.5")};#if (@limb="leftleg") {#var leftleghits %eval( @leftleghits - "0.5")}}}}
#CLASS 0
#CLASS {Combat|Limbcount|Targeting}
#TRIGGER {Lightning-quick, you jab @target's right leg with (*).} {#cw gold;#t+ Dodged;#var limb rightleg;#var rightleghits %eval( @rightleghits + "0.5");#IF {@rightleghits >= @break} {#echo RIGHT LEG BROKEN!;#echo RIGHT LEG BROKEN!;#var rightleghits 0};#IF (@rightleghits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @rightleghits. Keep Going};#t- dodged}
#TRIGGER {Lightning-quick, you jab @target's left leg with (*).} {#cw gold;#var limb leftleg;#var leftleghits %eval( @leftleghits + "0.5");#IF {@leftleghits >= @break} {#echo LEFT LEG BROKEN!;#echo LEFT LEG BROKEN!;#var leftleghits 0};#IF (@leftleghits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @leftleghits. Keep Going}}
#TRIGGER {Lightning-quick, you jab @target's right arm with (*).} {#cw gold;#var limb rightarm;#var rightarmhits %eval( @rightarmhits + "0.5");#IF {@rightarmhits >= @break} {#echo RIGHT ARM BROKEN!;#echo RIGHT ARM BROKEN!;#var rightarmhits 0};#IF (@rightarmhits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @rightarmhits. Keep Going}}
#TRIGGER {Lightning-quick, you jab @target's left arm with (*).} {#cw gold;#var limb leftarm;#var leftarmhits %eval( @leftarmhits + "0.5");#IF {@leftarmhits >= @break} {#echo LEFT ARM BROKEN!;#echo LEFT ARM BROKEN!;#var leftarmhits 0};#IF (@leftarmhits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @leftarmhits. Keep Going}}
#TRIGGER {You slash into @target's right leg with (*).} {#cw gold;#var limb rightleg;#var rightleghits %eval( @rightleghits + "0.5");#IF {@rightleghits >= @break} {#echo RIGHT LEG BROKEN!;#echo RIGHT LEG BROKEN!;#var rightleghits 0};#IF (@rightleghits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @rightleghits. Keep Going}}
#TRIGGER {You slash into @target's left leg with (*).} {#cw gold;#var limb leftleg;#var leftleghits %eval( @leftleghits + "0.5");#IF {@leftleghits >= @break} {#echo LEFT LEG BROKEN!;#echo LEFT LEG BROKEN!;#var leftleghits 0};#IF (@leftleghits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @leftleghits. Keep Going}}
#TRIGGER {You slash into @target's right arm with (*).} {#cw gold;#var limb rightarm;#var rightarmhits %eval( @rightarmhits + "0.5");#IF {@rightarmhits >= @break} {#echo RIGHT ARM BROKEN!;#echo RIGHT ARM BROKEN!;#var rightarmhits 0};#IF (@rightarmhits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @rightarmhits. Keep Going}}
#TRIGGER {You slash into @target's left arm with (*).} {#cw gold;#var limb leftarm;#var leftarmhits %eval( @leftarmhits + "0.5");#IF {@leftarmhits >= @break} {#echo LEFT ARM BROKEN!;#echo LEFT ARM BROKEN!;#var leftarmhits 0};#IF (@leftarmhits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @leftarmhits. Keep Going}}
#TRIGGER {You swing (*) at @target's right leg with all your might.} {#cw gold;#var limb rightleg;#var rightleghits %eval( @rightleghits + "0.5");#IF {@rightleghits >= @break} {#echo RIGHT LEG BROKEN!;#echo RIGHT LEG BROKEN!;#var rightleghits 0};#IF (@rightleghits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @rightleghits. Keep Going}}
#TRIGGER {You swing (*) at @target's left leg with all your might.} {#cw gold;#var limb leftleg;#var leftleghits %eval( @leftleghits + "0.5");#IF {@leftleghits >= @break} {#echo LEFT LEG BROKEN!;#echo LEFT LEG BROKEN!;#var leftleghits 0};#IF (@leftleghits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @leftleghits. Keep Going}}
#TRIGGER {You swing (*) at @target's right arm with all your might.} {#cw gold;#var limb rightarm;#var rightarmhits %eval( @rightarmhits + "0.5");#IF {@rightarmhits >= @break} {#echo RIGHT ARM BROKEN!;#echo RIGHT ARM BROKEN!;#var rightarmhits 0};#IF (@rightarmhits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @rightarmhits. Keep Going}}
#TRIGGER {You swing (*) at @target's left arm with all your might.} {#cw gold;#var limbg leftarm;#var leftarmhits %eval( @leftarmhits + "0.5");#IF {@leftarmhits >= @break} {#echo LEFT ARM BROKEN!;#echo LEFT ARM BROKEN!;#var leftarmhits 0};#IF (@leftarmhits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @leftarmhits. Keep Going}}
#TRIGGER {You viciously jab (*) into @target's right leg.} {#cw gold;#var limb rightleg;#var rightleghits %eval( @rightleghits + "0.5");#IF {@rightleghits >= @break} {#echo RIGHT LEG BROKEN!;#echo RIGHT LEG BROKEN!;#var rightleghits 0};#IF (@rightleghits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @rightleghits. Keep Going}}
#TRIGGER {You viciously jab (*) into @target's left leg.} {#cw gold;#var limb leftleg;#var leftleghits %eval( @leftleghits + "0.5");#IF {@leftleghits >= @break} {#echo LEFT LEG BROKEN!;#echo LEFT LEG BROKEN!;#var leftleghits 0};#IF (@leftleghits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @leftleghits. Keep Going}}
#TRIGGER {You viciously jab (*) into @target's right arm.} {#cw gold;#var limb rightarm;#var rightarmhits %eval( @rightarmhits + "0.5");#IF {@rightarmhits >= @break} {#echo RIGHT ARM BROKEN!;#echo RIGHT ARM BROKEN!;#var rightarmhits 0};#IF (@rightarmhits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @rightarmhits. Keep Going}}
#TRIGGER {You viciously jab (*) into @target's left arm.} {#cw gold;#var limb leftarm;#var leftarmhits %eval( @leftarmhits + "0.5");#IF {@leftarmhits >= @break} {#echo LEFT ARM BROKEN!;#echo LEFT ARM BROKEN!;#var leftarmhits 0};#IF (@leftarmhits < @break) {#say %ansi( yellow, bold) (HIT): Limb is at @leftarmhits. Keep Going}}
#CLASS 0
Demfrax
fixed


can an admin delete this please
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