#VAR autoassist {0} #ALIAS {tassist} { #IF {$autoassist == 1} { #VAR autoassist 0; #echo {%c%h} {{red} { AUTO ASSIST off }} } { #VAR autoassist 1; #VAR assist 1; #echo {%c%h} {{green} { AUTO ASSIST on }} } } #ACT {You can't see who is fighting $tank.} {#DELAY {15} aa} #ACT {You stumble and miss your attack!} {#IF {$autoassist == 1} {aa}} #ACT {You are rescued by $tank!} {#IF {$autoassist == 1} {aa}} #ACT {$tank sends %0 sprawling with a powerful bash.} { #IF {$assist == 1} { #IF {$Acircl == 1} {#tick {circl} {circle} {6}}; #VAR assist 0; #IF {$expmode == 1} { #IF {$icasted >= 4} {flee} { aa;#VAR inmem 0; #DELAY {3} {#IF {$checkcast == 0} { #IF {$stonewhenback == 1 && $blurwhenback == 1} { sst;#DELAY {15} {blt}}; #IF {$stonewhenback == 1} {sst}; #IF {$blurwhenback == 1} {blt}; }} } } {aa} } } #ACT {$tank attacks %0, landing} { #IF {$assist == 1} { #IF {$Acircl == 1} {#tick {circl} {circle} {6}}; #VAR assist 0; #IF {$expmode == 1} { #IF {$icasted >= 4} {flee} { aa;#VAR inmem 0; #DELAY {3} {#IF {$checkcast == 0} { #IF {$stonewhenback == 1 && $blurwhenback == 1} { sst;#DELAY {15} {blt}}; #IF {$stonewhenback == 1} {sst}; #IF {$blurwhenback == 1} {blt}; }} } } {aa} } } #showme __ AUTOASSIST.tt