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		<id>https://gswiki.play.net/index.php?title=Wrayth_protocol&amp;diff=250876</id>
		<title>Wrayth protocol</title>
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		<updated>2026-01-02T16:09:17Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wrayth protocol==&lt;br /&gt;
The &#039;&#039;&#039;Wrayth protocol&#039;&#039;&#039; is the XML protocol used to pass information between the GemStone IV game server and front-end clients. It is utilized by the official Wrayth client and unofficial frontends.&lt;br /&gt;
&lt;br /&gt;
==Core System Elements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mode&amp;lt;/code&amp;gt; || Game mode indicator || id (GAME, LOGIN, CMGR)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;playerID&amp;lt;/code&amp;gt; || Player identifier || id (numeric)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;settingsInfo&amp;lt;/code&amp;gt; || Client/game settings || client, major, crc, instance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;app&amp;lt;/code&amp;gt; || Application metadata || char, game, title&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;endSetup&amp;lt;/code&amp;gt; || Marks end of initial setup || (none)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;mode id=&amp;quot;GAME&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;playerID id=&#039;966483&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;settingsInfo client=&#039;1.0.1.28&#039; major=&#039;19313&#039; crc=&#039;3508957330&#039; instance=&#039;GS4&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;endSetup/&amp;gt;&amp;lt;app char=&amp;quot;Nisugi&amp;quot; game=&amp;quot;Prime&amp;quot; title=&amp;quot;GemStone IV: Nisugi [Prime]&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stream Management==&lt;br /&gt;
Streams route text output to specific UI windows.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;streamWindow&amp;lt;/code&amp;gt; || UI window definition || id, title, subtitle, location, target, ifClosed, resident, save, scroll, timestamp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clearStream&amp;lt;/code&amp;gt; || Clear stream contents || id, ifClosed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pushStream&amp;lt;/code&amp;gt; || Push content to stream || id&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;popStream&amp;lt;/code&amp;gt; || Pop stream context || id&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stream&amp;lt;/code&amp;gt; || Individual stream content line || id&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;exposeStream&amp;lt;/code&amp;gt; || Expose/show a stream || id&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stream Window IDs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stream ID !! Title !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| main || Story || Main game output&lt;br /&gt;
|-&lt;br /&gt;
| room || Room || Room description display&lt;br /&gt;
|-&lt;br /&gt;
| inv || My Inventory || Worn items&lt;br /&gt;
|-&lt;br /&gt;
| Spells || Spells || Available spells list&lt;br /&gt;
|-&lt;br /&gt;
| familiar || Familiar || Familiar messages&lt;br /&gt;
|-&lt;br /&gt;
| thoughts || Thoughts || ESP/telepathy&lt;br /&gt;
|-&lt;br /&gt;
| logons || Arrivals || Player arrivals&lt;br /&gt;
|-&lt;br /&gt;
| death || Deaths || Death notices&lt;br /&gt;
|-&lt;br /&gt;
| speech || Speech || Speech window&lt;br /&gt;
|-&lt;br /&gt;
| ambients || Ambients || Ambient messages&lt;br /&gt;
|-&lt;br /&gt;
| announcements || Announcements || Game announcements&lt;br /&gt;
|-&lt;br /&gt;
| bounty || Bounties || Bounty task info&lt;br /&gt;
|-&lt;br /&gt;
| society || Society Tasks || Society task info&lt;br /&gt;
|-&lt;br /&gt;
| loot || Loot || Loot window&lt;br /&gt;
|-&lt;br /&gt;
| charprofile || Character&#039;s Profile || Character profile&lt;br /&gt;
|-&lt;br /&gt;
| charsheet || Character Sheet || Character sheet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;streamWindow id=&#039;room&#039; title=&#039;Room&#039; subtitle=&amp;quot; - [Icemule Trace, South Road]&amp;quot; location=&#039;center&#039; target=&#039;drop&#039; ifClosed=&#039;&#039; resident=&#039;true&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;streamWindow id=&#039;inv&#039; title=&#039;My Inventory&#039; target=&#039;wear&#039; ifClosed=&#039;&#039; resident=&#039;true&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;streamWindow id=&amp;quot;Spells&amp;quot; title=&amp;quot;Spells&amp;quot; ifClosed=&amp;quot;&amp;quot; resident=&amp;quot;true&amp;quot; scroll=&amp;quot;manual&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;clearStream id=&#039;inv&#039; ifClosed=&#039;&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;pushStream id=&#039;inv&#039;/&amp;gt;Your worn items are:&lt;br /&gt;
&amp;lt;popStream/&amp;gt;&lt;br /&gt;
&amp;lt;clearStream id=&amp;quot;Spells&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stream content example (thoughts/ESP):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;pushStream id=&amp;quot;thoughts&amp;quot;/&amp;gt;You hear the faint thoughts of Nisugi echo in your mind:&lt;br /&gt;
&amp;quot;Hello everyone!&amp;quot;&lt;br /&gt;
&amp;lt;popStream/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Component System==&lt;br /&gt;
Components represent dynamic room/area content.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;compDef&amp;lt;/code&amp;gt; || Component definition || id&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;component&amp;lt;/code&amp;gt; || Component instance || id&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Component IDs:&#039;&#039;&#039;&lt;br /&gt;
* room desc - Room description&lt;br /&gt;
* room objs - Room objects&lt;br /&gt;
* room players - Players in room&lt;br /&gt;
* room exits - Available exits&lt;br /&gt;
* sprite - Player&#039;s familiar/sprite&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;compDef id=&#039;room players&#039;&amp;gt;&amp;lt;/compDef&amp;gt;&lt;br /&gt;
&amp;lt;compDef id=&#039;room exits&#039;&amp;gt;Obvious paths: &amp;lt;d&amp;gt;east&amp;lt;/d&amp;gt;, &amp;lt;d&amp;gt;west&amp;lt;/d&amp;gt;&amp;lt;/compDef&amp;gt;&lt;br /&gt;
&amp;lt;compDef id=&#039;sprite&#039;&amp;gt;&amp;lt;/compDef&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;component id=&#039;room players&#039;&amp;gt;Also here: Lord &amp;lt;a exist=&amp;quot;-10939058&amp;quot; noun=&amp;quot;Huras&amp;quot;&amp;gt;Huras&amp;lt;/a&amp;gt;&amp;lt;/component&amp;gt;&lt;br /&gt;
&amp;lt;component id=&#039;room players&#039;&amp;gt;&amp;lt;/component&amp;gt;&lt;br /&gt;
&amp;lt;component id=&#039;room objs&#039;&amp;gt;  You also see&amp;lt;b&amp;gt; &amp;lt;pushBold/&amp;gt;a &amp;lt;a exist=&amp;quot;103330&amp;quot; noun=&amp;quot;resident&amp;quot;&amp;gt;disheveled resident&amp;lt;/a&amp;gt;&amp;lt;popBold/&amp;gt;&amp;lt;/b&amp;gt;.&amp;lt;/component&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Container/Inventory System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;container&amp;lt;/code&amp;gt; || Container window || id, title, location, target, resident, save&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;exposeContainer&amp;lt;/code&amp;gt; || Expose container || id&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clearContainer&amp;lt;/code&amp;gt; || Clear container contents || id&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;deleteContainer&amp;lt;/code&amp;gt; || Delete container from UI || id&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;inv&amp;lt;/code&amp;gt; || Inventory item line || id&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&#039;&#039;&#039;Looking in a container:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;container id=&#039;393944944&#039; title=&#039;Chest&#039; target=&#039;#393944944&#039; location=&#039;right&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;clearContainer id=&amp;quot;393944944&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;inv id=&#039;393944944&#039;&amp;gt;In the &amp;lt;a exist=&amp;quot;393944944&amp;quot; noun=&amp;quot;chest&amp;quot;&amp;gt;chest&amp;lt;/a&amp;gt;:&amp;lt;/inv&amp;gt;&lt;br /&gt;
&amp;lt;inv id=&#039;393944944&#039;&amp;gt; &amp;lt;a exist=&amp;quot;393944946&amp;quot; noun=&amp;quot;coins&amp;quot;&amp;gt;some silver coins&amp;lt;/a&amp;gt;&amp;lt;/inv&amp;gt;&lt;br /&gt;
&amp;lt;inv id=&#039;393944944&#039;&amp;gt; a &amp;lt;a exist=&amp;quot;393944945&amp;quot; noun=&amp;quot;garnet&amp;quot;&amp;gt;dark red-violet garnet&amp;lt;/a&amp;gt;&amp;lt;/inv&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stow container (default storage):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;exposeContainer id=&#039;stow&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;container id=&#039;stow&#039; title=&amp;quot;My Cloak&amp;quot; target=&#039;#225766691&#039; location=&#039;right&#039; save=&#039;&#039; resident=&#039;true&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;clearContainer id=&amp;quot;stow&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;inv id=&#039;stow&#039;&amp;gt;In the &amp;lt;a exist=&amp;quot;225766691&amp;quot; noun=&amp;quot;cloak&amp;quot;&amp;gt;cloak&amp;lt;/a&amp;gt;:&amp;lt;/inv&amp;gt;&lt;br /&gt;
&amp;lt;inv id=&#039;stow&#039;&amp;gt; a &amp;lt;a exist=&amp;quot;225766734&amp;quot; noun=&amp;quot;feather&amp;quot;&amp;gt;nacreous disir feather&amp;lt;/a&amp;gt;&amp;lt;/inv&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dialog System==&lt;br /&gt;
Dialogs are UI panels with controls and data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;openDialog&amp;lt;/code&amp;gt; || Create dialog window || id, type, title, location, target, height, width, resident&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dialogData&amp;lt;/code&amp;gt; || Dialog content || id, clear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;closeDialog&amp;lt;/code&amp;gt; || Close a dialog window || id&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;exposeDialog&amp;lt;/code&amp;gt; || Show a hidden dialog || id&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dialog IDs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dialog ID !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| combat || Combat controls&lt;br /&gt;
|-&lt;br /&gt;
| injuries || Injury display (player)&lt;br /&gt;
|-&lt;br /&gt;
| minivitals || Health/mana/stamina bars&lt;br /&gt;
|-&lt;br /&gt;
| stance || Stance indicator&lt;br /&gt;
|-&lt;br /&gt;
| expr || Experience/level info&lt;br /&gt;
|-&lt;br /&gt;
| encum || Encumbrance&lt;br /&gt;
|-&lt;br /&gt;
| Active Spells || Active spell list&lt;br /&gt;
|-&lt;br /&gt;
| Buffs || Active buffs&lt;br /&gt;
|-&lt;br /&gt;
| Debuffs || Active debuffs&lt;br /&gt;
|-&lt;br /&gt;
| Cooldowns || Ability cooldowns&lt;br /&gt;
|-&lt;br /&gt;
| mapMaster || Map controls&lt;br /&gt;
|-&lt;br /&gt;
| mapViewMain || Map view&lt;br /&gt;
|-&lt;br /&gt;
| espMasterDialog || ESP/telepathy controls&lt;br /&gt;
|-&lt;br /&gt;
| quick || Quick action bar (main)&lt;br /&gt;
|-&lt;br /&gt;
| quick-combat || Combat quick bar&lt;br /&gt;
|-&lt;br /&gt;
| quick-simu || Information quick bar&lt;br /&gt;
|-&lt;br /&gt;
| BetrayerPanel || Blood Points tracking&lt;br /&gt;
|-&lt;br /&gt;
| befriend || Friends &amp;amp; Enemies list&lt;br /&gt;
|-&lt;br /&gt;
| bank || Banking interface&lt;br /&gt;
|-&lt;br /&gt;
| injuries-{existID} || Target character injuries appraisal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&#039;&#039;&#039;Opening and populating a dialog:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;openDialog type=&#039;dynamic&#039; id=&#039;minivitals&#039; title=&#039;Stats&#039; location=&#039;statBar&#039;&amp;gt;&lt;br /&gt;
  &amp;lt;dialogData id=&#039;minivitals&#039;&amp;gt;&amp;lt;/dialogData&amp;gt;&lt;br /&gt;
&amp;lt;/openDialog&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;openDialog type=&#039;dynamic&#039; id=&#039;stance&#039; title=&#039;Stance&#039; location=&#039;right&#039; height=&#039;50&#039; width=&#039;190&#039; resident=&#039;true&#039;&amp;gt;&lt;br /&gt;
  &amp;lt;dialogData id=&#039;stance&#039;&amp;gt;&lt;br /&gt;
    &amp;lt;progressBar id=&#039;pbarStance&#039; value=&#039;100&#039; text=&#039;defensive (100%)&#039; top=&#039;5&#039; left=&#039;-5&#039; height=&#039;16&#039; width=&#039;160&#039; align=&#039;n&#039; tooltip=&#039;Percent of stance contributing to defense&#039;/&amp;gt;&lt;br /&gt;
  &amp;lt;/dialogData&amp;gt;&lt;br /&gt;
&amp;lt;/openDialog&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Updating dialog data:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;dialogData id=&#039;combat&#039;&amp;gt;&lt;br /&gt;
  &amp;lt;progressBar id=&#039;pbarStance&#039; value=&#039;100&#039; text=&#039;defensive (100%)&#039; top=&#039;51&#039; width=&#039;130&#039; height=&#039;16&#039; left=&#039;0&#039; align=&#039;n&#039; tooltip=&#039;Percent of stance contributing to defense&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;/dialogData&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banking dialog:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;dialogData id=&#039;bank&#039;&amp;gt;&lt;br /&gt;
  &amp;lt;link id=&#039;depositallLnk&#039; value=&#039;Deposit All&#039; cmd=&#039;deposit all&#039; align=&#039;w&#039; top=&#039;30&#039; left=&#039;0&#039; height=&#039;30&#039; width=&#039;90&#039; echo=&#039;deposit all&#039;/&amp;gt;&lt;br /&gt;
  &amp;lt;link id=&#039;wealthnotesLnk&#039; value=&#039;Check Notes&#039; cmd=&#039;wealth notes&#039; align=&#039;e&#039; top=&#039;30&#039; left=&#039;0&#039; height=&#039;30&#039; width=&#039;90&#039; echo=&#039;wealth notes&#039;/&amp;gt;&lt;br /&gt;
  &amp;lt;closeButton id=&#039;closeMe&#039; value=&#039;Close&#039; cmd=&#039;&#039; align=&#039;s&#039; left=&#039;0&#039; top=&#039;0&#039; width=&#039;80&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;/dialogData&amp;gt;&lt;br /&gt;
&amp;lt;exposeDialog id=&#039;bank&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;closeDialog id=&amp;quot;bank&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Target Injuries Appraisal Dialog===&lt;br /&gt;
When you &amp;lt;code&amp;gt;appraise&amp;lt;/code&amp;gt; another character, a dynamic injuries dialog opens showing their wounds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;openDialog type=&#039;dynamic&#039; id=&#039;injuries-10070682&#039; title=&#039;Dicate&amp;amp;apos;s Injuries&#039; location=&#039;right&#039;&amp;gt;&lt;br /&gt;
  &amp;lt;dialogData id=&#039;injuries&#039;&amp;gt;&lt;br /&gt;
    &amp;lt;skin id=&#039;injuredSkin&#039; name=&#039;InjuriesPanel&#039;&lt;br /&gt;
          controls=&#039;nsys,leftArm,rightArm,rightLeg,leftLeg,head,rightFoot,leftFoot,rightHand,leftHand,rightEye,leftEye,back,neck,chest,abdomen&#039;/&amp;gt;&lt;br /&gt;
    &amp;lt;closeButton id=&#039;cancel&#039; value=&#039;Close&#039; cmd=&#039;&#039;/&amp;gt;&lt;br /&gt;
  &amp;lt;/dialogData&amp;gt;&lt;br /&gt;
&amp;lt;/openDialog&amp;gt;&lt;br /&gt;
&amp;lt;dialogData id=&amp;quot;injuries-10070682&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;image id=&amp;quot;head&amp;quot; name=&amp;quot;Injury1&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;image id=&amp;quot;neck&amp;quot; name=&amp;quot;Injury2&amp;quot; cmd=&amp;quot;tend Dicate neck&amp;quot; tooltip=&amp;quot;tend Dicate&#039;s neck&amp;quot;/&amp;gt;&lt;br /&gt;
  &amp;lt;image id=&amp;quot;rightArm&amp;quot; name=&amp;quot;Injury3&amp;quot; cmd=&amp;quot;tend Dicate right arm&amp;quot;/&amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/dialogData&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Elements:&#039;&#039;&#039;&lt;br /&gt;
* Dialog ID: injuries-{existID} where existID is the target&#039;s object ID&lt;br /&gt;
* Body part images with injury levels: Injury1 (minor), Injury2 (moderate), Injury3 (severe)&lt;br /&gt;
* Clickable cmd attributes for tending wounds&lt;br /&gt;
* Body parts tracked: head, neck, rightArm, leftArm, rightLeg, leftLeg, rightHand, leftHand, chest, abdomen, back, rightEye, leftEye, rightFoot, leftFoot, nsys&lt;br /&gt;
&lt;br /&gt;
==UI Control Elements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;progressBar&amp;lt;/code&amp;gt; || Progress indicator || id, value, text, customText, top, left, height, width&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cmdButton&amp;lt;/code&amp;gt; || Command button || id, value, cmd, echo, tooltip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dropDownBox&amp;lt;/code&amp;gt; || Dropdown selector || id, value, cmd, content_text, content_value&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;upDownEditBox&amp;lt;/code&amp;gt; || Numeric input || id, value, min, max&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;label&amp;lt;/code&amp;gt; || Text label || id, value, justify&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;link&amp;lt;/code&amp;gt; || Clickable link || id, value, cmd, echo, URL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;menuLink&amp;lt;/code&amp;gt; || Menu link || id, value, exist, noun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;image&amp;lt;/code&amp;gt; || UI image/button || id, name, cmd, echo, tooltip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;radio&amp;lt;/code&amp;gt; || Radio button || id, value, text, cmd, group&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt; || UI skin/theme || id, name, controls&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;closeButton&amp;lt;/code&amp;gt; || Close button || id, value, cmd&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sep&amp;lt;/code&amp;gt; || Separator || (none)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Progress Bar IDs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ProgressBar ID !! Dialog !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| health || minivitals || Health bar (main)&lt;br /&gt;
|-&lt;br /&gt;
| health2 || injuries || Health bar (injuries)&lt;br /&gt;
|-&lt;br /&gt;
| mana || minivitals || Mana bar&lt;br /&gt;
|-&lt;br /&gt;
| spirit || minivitals || Spirit bar&lt;br /&gt;
|-&lt;br /&gt;
| stamina || minivitals || Stamina bar&lt;br /&gt;
|-&lt;br /&gt;
| pbarStance || combat/stance || Stance indicator&lt;br /&gt;
|-&lt;br /&gt;
| encumlevel || encum || Encumbrance level&lt;br /&gt;
|-&lt;br /&gt;
| mindState || expr || Mind state (experience absorption)&lt;br /&gt;
|-&lt;br /&gt;
| nextLvlPB || expr || Progress to next level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&#039;&#039;&#039;Progress bars (vitals):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;progressBar id=&#039;health&#039; value=&#039;100&#039; text=&#039;health 223/223&#039; customText=&#039;t&#039; left=&#039;0%&#039; top=&#039;0%&#039; width=&#039;25%&#039; height=&#039;100%&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;progressBar id=&#039;mana&#039; value=&#039;98&#039; text=&#039;mana 426/431&#039; left=&#039;25%&#039; customText=&#039;t&#039; top=&#039;0%&#039; width=&#039;25%&#039; height=&#039;100%&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;progressBar id=&#039;spirit&#039; value=&#039;100&#039; text=&#039;spirit 10/10&#039; left=&#039;50%&#039; customText=&#039;t&#039; top=&#039;0%&#039; width=&#039;25%&#039; height=&#039;100%&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;progressBar id=&#039;stamina&#039; value=&#039;100&#039; text=&#039;stamina 112/112&#039; left=&#039;75%&#039; customText=&#039;t&#039; top=&#039;0%&#039; width=&#039;25%&#039; height=&#039;100%&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;progressBar id=&#039;encumlevel&#039; value=&#039;0&#039; text=&#039;None&#039; top=&#039;5&#039; left=&#039;-5&#039; align=&#039;n&#039; width=&#039;160&#039; height=&#039;15&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command buttons:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;cmdButton id=&#039;cmdDefStance&#039; value=&#039;defense&#039; cmd=&#039;_stance defensive&#039; tooltip=&#039;Assume a Defensive Stance&#039; echo=&#039;stance defensive&#039; height=&#039;20&#039; width=&#039;55&#039; top=&#039;70&#039; left=&#039;0&#039; align=&#039;nw&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;cmdButton id=&#039;cmdTarget&#039; value=&#039;target&#039; cmd=&#039;target random&#039; tooltip=&#039;Select a Random Target&#039; height=&#039;20&#039; width=&#039;55&#039; top=&#039;93&#039; left=&#039;0&#039; align=&#039;nw&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;cmdButton id=&#039;cmdAttack&#039; value=&#039;attack&#039; cmd=&#039;attack&#039; height=&#039;20&#039; width=&#039;50&#039; left=&#039;0&#039; top=&#039;93&#039; tooltip=&#039;Attack Current Target&#039; align=&#039;ne&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dropdown box:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;dropDownBox id=&#039;dDBStance&#039; value=&amp;quot;defensive&amp;quot; cmd=&#039;_stance %dDBStance%&#039; content_text=&#039;offensive,advance,forward,neutral,guarded,defensive&#039; content_value=&#039;offensive,advance,forward,neutral,guarded,defensive&#039; align=&#039;n&#039; top=&#039;70&#039; left=&#039;0&#039; height=&#039;20&#039; width=&#039;80&#039; tooltip=&#039;Stance Selection&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labels:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;label id=&#039;encumblurb&#039; value=&#039;You are not encumbered enough to notice.&#039; top=&#039;10&#039; left=&#039;0&#039; align=&#039;n&#039; width=&#039;160&#039; height=&#039;50&#039; justify=&#039;0&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation Elements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;nav&amp;lt;/code&amp;gt; || Navigation/room info || rm (room ID)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;compass&amp;lt;/code&amp;gt; || Compass container || (contains dir elements)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt; || Direction indicator || value (n, s, e, w, ne, nw, se, sw, up, down, out)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nav rm=&#039;12345&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;compass&amp;gt;&amp;lt;dir value=&amp;quot;e&amp;quot;/&amp;gt;&amp;lt;dir value=&amp;quot;out&amp;quot;/&amp;gt;&amp;lt;/compass&amp;gt;&lt;br /&gt;
&amp;lt;compass&amp;gt;&amp;lt;dir value=&amp;quot;n&amp;quot;/&amp;gt;&amp;lt;dir value=&amp;quot;s&amp;quot;/&amp;gt;&amp;lt;dir value=&amp;quot;e&amp;quot;/&amp;gt;&amp;lt;dir value=&amp;quot;w&amp;quot;/&amp;gt;&amp;lt;/compass&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interactive/Link Elements==&lt;br /&gt;
===Hyperlink Element (&amp;lt;code&amp;gt;&amp;lt;a&amp;gt;&amp;lt;/code&amp;gt;)===&lt;br /&gt;
Creates clickable links for objects, players, and coordinates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Description&lt;br /&gt;
|-&lt;br /&gt;
| exist || Game object ID (numeric, can be negative)&lt;br /&gt;
|-&lt;br /&gt;
| noun || Object noun/type&lt;br /&gt;
|-&lt;br /&gt;
| coord || Click coordinates (x,y format)&lt;br /&gt;
|-&lt;br /&gt;
| char || Character name (for player links)&lt;br /&gt;
|-&lt;br /&gt;
| game || Game code (GSIV, GST)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;a exist=&amp;quot;225766824&amp;quot; noun=&amp;quot;bandolier&amp;quot;&amp;gt;leather bandolier&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a exist=&amp;quot;-11225598&amp;quot; noun=&amp;quot;Ludge&amp;quot;&amp;gt;Ludge&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a exist=&amp;quot;103330&amp;quot; noun=&amp;quot;resident&amp;quot;&amp;gt;disheveled resident&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a exist=&amp;quot;-10939058&amp;quot; noun=&amp;quot;Huras&amp;quot;&amp;gt;Huras&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Direct Command Link Element (&amp;lt;code&amp;gt;&amp;lt;d&amp;gt;&amp;lt;/code&amp;gt;)===&lt;br /&gt;
Creates clickable command links in text. When clicked, executes the command specified in the &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; attribute (or the tag contents if &amp;lt;code&amp;gt;cmd&amp;lt;/code&amp;gt; is omitted). Commonly used for compass directions but works for any command.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Description&lt;br /&gt;
|-&lt;br /&gt;
| cmd || Command to execute (optional - if omitted, executes tag contents as the command)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&#039;&#039;&#039;Compass directions (no cmd attribute - executes tag contents):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;compDef id=&#039;room exits&#039;&amp;gt;Obvious paths: &amp;lt;d&amp;gt;east&amp;lt;/d&amp;gt;, &amp;lt;d&amp;gt;west&amp;lt;/d&amp;gt;&amp;lt;/compDef&amp;gt;&lt;br /&gt;
&amp;lt;compDef id=&#039;room exits&#039;&amp;gt;Obvious exits: &amp;lt;d&amp;gt;northeast&amp;lt;/d&amp;gt;, &amp;lt;d&amp;gt;out&amp;lt;/d&amp;gt;&amp;lt;/compDef&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement message (with cmd attribute):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lord &amp;lt;a exist=&amp;quot;-10939058&amp;quot; noun=&amp;quot;Huras&amp;quot;&amp;gt;Huras&amp;lt;/a&amp;gt; just went &amp;lt;d cmd=&#039;go west&#039;&amp;gt;west&amp;lt;/d&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Store commands:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  shield: &amp;lt;d cmd=&amp;quot;store SHIELD clear&amp;quot;&amp;gt;an &amp;lt;a exist=&amp;quot;412277454&amp;quot; noun=&amp;quot;buckler&amp;quot;&amp;gt;old krodera buckler&amp;lt;/a&amp;gt;&amp;lt;/d&amp;gt; (&amp;lt;d cmd=&#039;store set&#039;&amp;gt;put in sheath&amp;lt;/d&amp;gt;)&lt;br /&gt;
  weapon: &amp;lt;d cmd=&amp;quot;store WEAPON clear&amp;quot;&amp;gt;a &amp;lt;a exist=&amp;quot;412277485&amp;quot; noun=&amp;quot;baselard&amp;quot;&amp;gt;sleek gleaming steel baselard&amp;lt;/a&amp;gt;&amp;lt;/d&amp;gt; (&amp;lt;d cmd=&#039;store set&#039;&amp;gt;put in sheath&amp;lt;/d&amp;gt;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character State Elements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;indicator&amp;lt;/code&amp;gt; || Status indicator || id, visible (y/n)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;spell&amp;lt;/code&amp;gt; || Current prepared spell || (text content)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;left&amp;lt;/code&amp;gt; || Left hand item || exist, noun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;right&amp;lt;/code&amp;gt; || Right hand item || exist, noun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;prompt&amp;lt;/code&amp;gt; || Command prompt || time (unix timestamp)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;roundTime&amp;lt;/code&amp;gt; || Action round time || value (seconds)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;castTime&amp;lt;/code&amp;gt; || Spell cast time || value (seconds)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Indicator IDs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Indicator ID !! Status&lt;br /&gt;
|-&lt;br /&gt;
| IconKNEELING || Kneeling&lt;br /&gt;
|-&lt;br /&gt;
| IconPRONE || Prone&lt;br /&gt;
|-&lt;br /&gt;
| IconSITTING || Sitting&lt;br /&gt;
|-&lt;br /&gt;
| IconSTANDING || Standing&lt;br /&gt;
|-&lt;br /&gt;
| IconSTUNNED || Stunned&lt;br /&gt;
|-&lt;br /&gt;
| IconHIDDEN || Hidden&lt;br /&gt;
|-&lt;br /&gt;
| IconINVISIBLE || Invisible&lt;br /&gt;
|-&lt;br /&gt;
| IconDEAD || Dead&lt;br /&gt;
|-&lt;br /&gt;
| IconWEBBED || Webbed&lt;br /&gt;
|-&lt;br /&gt;
| IconJOINED || Joined group&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&#039;&#039;&#039;Character state elements:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;indicator id=&#039;IconSTANDING&#039; visible=&#039;y&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;indicator id=&#039;IconHIDDEN&#039; visible=&#039;y&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;indicator id=&#039;IconHIDDEN&#039; visible=&#039;n&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;indicator id=&#039;IconSTUNNED&#039; visible=&#039;y&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;indicator id=&#039;IconINVISIBLE&#039; visible=&#039;n&#039;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spell&amp;gt;None&amp;lt;/spell&amp;gt;&lt;br /&gt;
&amp;lt;spell&amp;gt;Fire Spirit (111)&amp;lt;/spell&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;left exist=&amp;quot;394466807&amp;quot; noun=&amp;quot;bow&amp;quot;&amp;gt;ghezyte long bow&amp;lt;/left&amp;gt;&lt;br /&gt;
&amp;lt;left exist=&amp;quot;&amp;quot; noun=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;right exist=&amp;quot;417169523&amp;quot; noun=&amp;quot;arrows&amp;quot;&amp;gt;glowbark arrows&amp;lt;/right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;prompt time=&amp;quot;1767310975&amp;quot;&amp;gt;&amp;amp;gt;&amp;lt;/prompt&amp;gt;&lt;br /&gt;
&amp;lt;roundTime value=&#039;1767333503&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;castTime value=&#039;1767250287&#039;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Text Formatting Elements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pushBold&amp;lt;/code&amp;gt; || Start bold text || (none)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;popBold&amp;lt;/code&amp;gt; || End bold text || (none)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt; || Bold wrapper || (none)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;output&amp;lt;/code&amp;gt; || Output formatting/font switch || class&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;style&amp;lt;/code&amp;gt; || Text style || id (roomName, roomDesc, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;preset&amp;lt;/code&amp;gt; || Styled action text || id (speech, whisper, thought)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Output Class Values===&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;output class=&amp;quot;mono&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt; - Switch to monospace font&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;output class=&amp;quot;&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt; - Switch back to normal font&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&#039;&#039;&#039;Bold text (monster highlighting):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt; &amp;lt;pushBold/&amp;gt;a &amp;lt;a exist=&amp;quot;103330&amp;quot; noun=&amp;quot;resident&amp;quot;&amp;gt;disheveled resident&amp;lt;/a&amp;gt;&amp;lt;popBold/&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Room styling:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;popBold/&amp;gt;&amp;lt;resource picture=&amp;quot;0&amp;quot;/&amp;gt;&amp;lt;style id=&amp;quot;roomName&amp;quot; /&amp;gt;[Cobblestone Path]&lt;br /&gt;
&amp;lt;style id=&amp;quot;roomDesc&amp;quot;/&amp;gt;The narrow cobblestone path winds between aged buildings...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speech/whisper preset:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;preset id=&amp;quot;whisper&amp;quot;&amp;gt;(OOC) You whisper,&amp;lt;/preset&amp;gt; &amp;quot;Rallying at 0d7d2dc1.&amp;quot; to your group.&lt;br /&gt;
&amp;lt;preset id=&amp;quot;whisper&amp;quot;&amp;gt;(OOC) &amp;lt;a exist=&amp;quot;-10070682&amp;quot; noun=&amp;quot;Dicate&amp;quot;&amp;gt;Dicate&#039;s&amp;lt;/a&amp;gt; player whispers to the group,&amp;lt;/preset&amp;gt; &amp;quot;Joined cluster group 0d7d2dc1.&amp;quot;&lt;br /&gt;
&amp;lt;preset id=&amp;quot;speech&amp;quot;&amp;gt;Nisugi says,&amp;lt;/preset&amp;gt; &amp;quot;Hello!&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Font switching:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;output class=&amp;quot;mono&amp;quot;/&amp;gt;&lt;br /&gt;
   Name                            Mana     Known/Cast&lt;br /&gt;
   Minor Elemental Edge (902)        1          Yes&lt;br /&gt;
   Elemental Defense I (401)         1          Yes&lt;br /&gt;
&amp;lt;output class=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Menu System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;menu&amp;lt;/code&amp;gt; || Menu container || id, path, cat_list&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mi&amp;lt;/code&amp;gt; || Menu item || coord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;menuImage&amp;lt;/code&amp;gt; || Image in menu || (for quick bar menus)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Settings/Flags System==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flag&amp;lt;/code&amp;gt; || Player setting flag || id, status (on/off), desc&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example flags:&#039;&#039;&#039;&lt;br /&gt;
* Player Log On, Player Log Off, Player Disconnect&lt;br /&gt;
* Room Names, Room Descriptions, Brief Room Description&lt;br /&gt;
* Monster Bold, Default Group Open&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;flag id=&amp;quot;Player Log On&amp;quot; status=&#039;off&#039; desc=&amp;quot;Show logon messages.&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;flag id=&amp;quot;Player Log Off&amp;quot; status=&#039;off&#039; desc=&amp;quot;Show logoff messages.&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;flag id=&amp;quot;Player Disconnect&amp;quot; status=&#039;off&#039; desc=&amp;quot;Show disconnection messages.&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;flag id=&amp;quot;Room Names&amp;quot; status=&#039;on&#039; desc=&amp;quot;Display the name of the room in which you are located.&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;flag id=&amp;quot;Room Descriptions&amp;quot; status=&#039;on&#039; desc=&amp;quot;Display room descriptions.&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;flag id=&amp;quot;Brief Room Description&amp;quot; status=&#039;off&#039; desc=&amp;quot;Display room descriptions in shortened form.&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;flag id=&amp;quot;Monster Bold&amp;quot; status=&#039;on&#039; desc=&amp;quot;Highlight monster names.&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;flag id=&amp;quot;Default Group Open&amp;quot; status=&#039;on&#039; desc=&amp;quot;Allow others to join your group.&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;flag id=&amp;quot;Automatically Activate ESP Amulets&amp;quot; status=&#039;on&#039; desc=&amp;quot;Activate items for THINKing automatically.&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;flag id=&amp;quot;Automatically Gather Coins&amp;quot; status=&#039;on&#039; desc=&amp;quot;Gather coins when searching your kills.&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Client Settings (stgupd)==&lt;br /&gt;
Used within &amp;lt;code&amp;gt;&amp;amp;lt;!-- CLIENT --&amp;amp;gt;&amp;lt;/code&amp;gt; markers for client-side settings:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- CLIENT --&amp;gt;&amp;lt;stgupd&amp;gt;&amp;lt;panels&amp;gt;...&amp;lt;/panels&amp;gt;&amp;lt;!-- ENDCLIENT --&amp;gt;&lt;br /&gt;
&amp;lt;!-- CLIENT --&amp;gt;&amp;lt;stgupd&amp;gt;&amp;lt;stream&amp;gt;...&amp;lt;/stream&amp;gt;&amp;lt;!-- ENDCLIENT --&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nested Elements in stgupd===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description&lt;br /&gt;
|-&lt;br /&gt;
| panels || Panel layout configuration&lt;br /&gt;
|-&lt;br /&gt;
| stream || Stream window settings&lt;br /&gt;
|-&lt;br /&gt;
| misc || Miscellaneous settings&lt;br /&gt;
|-&lt;br /&gt;
| toggles || Toggle settings&lt;br /&gt;
|-&lt;br /&gt;
| group || Group container (id: Left, Right)&lt;br /&gt;
|-&lt;br /&gt;
| w || Window configuration&lt;br /&gt;
|-&lt;br /&gt;
| m || Setting value&lt;br /&gt;
|-&lt;br /&gt;
| s || Toggle state&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==UI State Control==&lt;br /&gt;
===Monopolize Element===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;monopolize&amp;lt;/code&amp;gt; || Game takes exclusive control of a stream&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When &amp;lt;code&amp;gt;monopolize id=&amp;quot;main&amp;quot;&amp;lt;/code&amp;gt; is set, the game blocks all other text/streams until released with &amp;lt;code&amp;gt;monopolize id=&amp;quot;&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;monopolize id=&amp;quot;main&amp;quot;/&amp;gt;You get a room key from the innkeeper and wander off to your room...&lt;br /&gt;
... (inn rest sequence) ...&lt;br /&gt;
&amp;lt;indicator id=&#039;IconINVISIBLE&#039; visible=&#039;n&#039;/&amp;gt;&amp;lt;monopolize id=&amp;quot;&amp;quot;/&amp;gt;&amp;lt;output class=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Elements==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Element !! Description !! Key Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;switchQuickBar&amp;lt;/code&amp;gt; || Switch active quick bar || id&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;updateverbs&amp;lt;/code&amp;gt; || Update available verbs || default&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cmdlist&amp;lt;/code&amp;gt; || Command list || (none)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cmdtimestamp&amp;lt;/code&amp;gt; || Command timestamp || data&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pushInputState&amp;lt;/code&amp;gt; || Input state control || state&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;popInputState&amp;lt;/code&amp;gt; || Pop input state || (none)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;switchQuickBar id=&amp;quot;quick&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;switchQuickBar id=&amp;quot;quick-simu&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;switchQuickBar id=&amp;quot;quick-combat&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Behaviors==&lt;br /&gt;
===Newline Suppression===&lt;br /&gt;
Tags followed by newlines suppress newline output &#039;&#039;&#039;except&#039;&#039;&#039; for:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;a&amp;gt;&amp;lt;/code&amp;gt; (hyperlinks)&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;pushBold&amp;gt;&amp;lt;/code&amp;gt; (bold start)&lt;br /&gt;
&lt;br /&gt;
===Mixed Content===&lt;br /&gt;
Output contains both XML tags and plain text on the same lines. Parsers must handle interleaved content.&lt;br /&gt;
&lt;br /&gt;
===Negative Exist IDs===&lt;br /&gt;
Room/NPC objects often have negative exist values (e.g., -11225598).&lt;br /&gt;
&lt;br /&gt;
==Common Attributes Reference==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Attributes&lt;br /&gt;
|-&lt;br /&gt;
| Layout || top, left, height, width, align, anchor_top, anchor_left, anchor_right, justify, location&lt;br /&gt;
|-&lt;br /&gt;
| Identity || id, exist, noun&lt;br /&gt;
|-&lt;br /&gt;
| Behavioral || cmd, echo, value, visible, resident, ifClosed&lt;br /&gt;
|-&lt;br /&gt;
| Content || title, subtitle, text, tooltip, content_text, content_value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Complete Element Summary==&lt;br /&gt;
&#039;&#039;&#039;Total Unique Elements: 60+&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Count !! Elements&lt;br /&gt;
|-&lt;br /&gt;
| Core || 5 || mode, playerID, settingsInfo, app, endSetup&lt;br /&gt;
|-&lt;br /&gt;
| Streams || 6 || streamWindow, clearStream, pushStream, popStream, stream, exposeStream&lt;br /&gt;
|-&lt;br /&gt;
| Components || 2 || compDef, component&lt;br /&gt;
|-&lt;br /&gt;
| Containers || 5 || container, exposeContainer, clearContainer, deleteContainer, inv&lt;br /&gt;
|-&lt;br /&gt;
| Dialogs || 4 || openDialog, dialogData, closeDialog, exposeDialog&lt;br /&gt;
|-&lt;br /&gt;
| Controls || 12 || progressBar, cmdButton, dropDownBox, upDownEditBox, label, link, menuLink, image, radio, skin, closeButton, sep&lt;br /&gt;
|-&lt;br /&gt;
| Navigation || 3 || nav, compass, dir&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || 2 || a, d&lt;br /&gt;
|-&lt;br /&gt;
| Character State || 7 || indicator, spell, left, right, prompt, roundTime, castTime&lt;br /&gt;
|-&lt;br /&gt;
| Formatting || 6 || pushBold, popBold, b, output, style, preset&lt;br /&gt;
|-&lt;br /&gt;
| Menu || 3 || menu, mi, menuImage&lt;br /&gt;
|-&lt;br /&gt;
| Settings || 1 || flag&lt;br /&gt;
|-&lt;br /&gt;
| Miscellaneous || 7 || switchQuickBar, updateverbs, cmdlist, cmdtimestamp, pushInputState, popInputState, monopolize&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Front ends]]&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wound&amp;diff=247591</id>
		<title>Wound</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wound&amp;diff=247591"/>
		<updated>2025-10-20T05:52:55Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Wound Penalties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wounds&#039;&#039;&#039; are fresh injuries to one of the fourteen separate body locations, commonly received as part of combat. Each wound has a severity level between 1 and 3. Minor wounds (level 1) have minimal effects aside from [[combat maneuver]] penalties. More severe wounds will typically [[bleeding|bleed]] and carry substantial mechanical penalties, and may prevent characters from performing certain actions.&lt;br /&gt;
&lt;br /&gt;
The severity of a inflicted wound depends on the [[critical]] portion of the combat system, and may be reduced by wearing more protective armor.&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s can heal another&#039;s character&#039;s wounds directly by transferring the wound onto themselves. Otherwise, wounds can be healed by using [[herb]]s, which will leave a possibly debilitating scar until subsequently mended with scar-removal herbs.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Location !! Lvl. 1 !! Lvl. 2 !! Lvl. 3&lt;br /&gt;
|-&lt;br /&gt;
|head || minor bruises about the head || minor lacerations about the head and a possible mild concussion || severe head trauma and bleeding from the ears&lt;br /&gt;
|-&lt;br /&gt;
|neck || minor bruises on your neck || moderate bleeding from your neck || snapped bones and serious bleeding from the neck&lt;br /&gt;
|-&lt;br /&gt;
|chest || minor cuts and bruises on your chest || deep lacerations across your chest || deep gashes and serious bleeding from your chest&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || minor cuts and bruises on your abdominal area || deep lacerations across your abdominal area || deep gashes and serious bleeding from your abdominal area&lt;br /&gt;
|-&lt;br /&gt;
|back || minor cuts and bruises on your back || deep lacerations across your back || deep gashes and serious bleeding from your back&lt;br /&gt;
|-&lt;br /&gt;
|right eye || a bruised right eye || a swollen right eye || a blinded right eye&lt;br /&gt;
|-&lt;br /&gt;
|left eye || a bruised left eye || a swollen left eye || a blinded left eye&lt;br /&gt;
|-&lt;br /&gt;
|right leg || some minor cuts and bruises on your right leg || a fractured and bleeding right leg || a completely severed right leg&lt;br /&gt;
|-&lt;br /&gt;
|left leg || some minor cuts and bruises on your left leg || a fractured and bleeding left leg || a completely severed left leg&lt;br /&gt;
|-&lt;br /&gt;
|right arm || some minor cuts and bruises on your right arm || a fractured and bleeding right arm || a completely severed right arm&lt;br /&gt;
|-&lt;br /&gt;
|left arm || some minor cuts and bruises on your left arm || a fractured and bleeding left arm || a completely severed left arm&lt;br /&gt;
|-&lt;br /&gt;
|right hand || some minor cuts and bruises on your right hand || a fractured and bleeding right hand || a completely severed right hand&lt;br /&gt;
|-&lt;br /&gt;
|left hand || some minor cuts and bruises on your left hand || a fractured and bleeding left hand || a completely severed left hand&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || a strange case of muscle twitching || a case of sporadic convulsions || a case of uncontrollable convulsions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scars ==&lt;br /&gt;
&lt;br /&gt;
Scars are the remnants of old wounds that have been partially healed through herbs or empathic self-healing. Scars can be healed by using specific scar-removal herbs or empath spells, but if there is both a scar and a fresh wound on the same location then the wound must be healed first. A character who is healed by an empath will not have a scar.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Location !! Lvl. 1 !! Lvl. 2 !! Lvl. 3&lt;br /&gt;
|-&lt;br /&gt;
|head || a scar across your face || several facial scars || old mutilation wounds about your head&lt;br /&gt;
|-&lt;br /&gt;
|neck || a scar across your neck || some old neck wounds || terrible scars from some serious neck injury&lt;br /&gt;
|-&lt;br /&gt;
|chest || an old battle scar across your chest || several painful-looking scars across your chest || terrible, permanent mutilation of your chest muscles&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || an old battle scar across your abdominal area || several painful-looking scars across your abdominal area || terrible, permanent mutilation of your abdominal muscles&lt;br /&gt;
|-&lt;br /&gt;
|back || an old battle scar across your back || several painful-looking scars across your back || terrible, permanent mutilation of your back muscles&lt;br /&gt;
|-&lt;br /&gt;
|right eye || a black-and-blue right eye || severe bruises and swelling around your right eye || a missing right eye&lt;br /&gt;
|-&lt;br /&gt;
|left eye || a black-and-blue left eye || severe bruises and swelling around your left eye || a missing left eye&lt;br /&gt;
|-&lt;br /&gt;
|right leg || old battle scars on your right leg || a mangled right leg || a missing right leg&lt;br /&gt;
|-&lt;br /&gt;
|left leg || old battle scars on your left leg || a mangled left leg || a missing left leg&lt;br /&gt;
|-&lt;br /&gt;
|right arm || old battle scars on your right arm || a mangled right arm || a missing right arm&lt;br /&gt;
|-&lt;br /&gt;
|left arm || old battle scars on your left arm || a mangled left arm || a missing left arm&lt;br /&gt;
|-&lt;br /&gt;
|right hand || old battle scars on your right hand || a mangled right hand || a missing right hand&lt;br /&gt;
|-&lt;br /&gt;
|left hand || old battle scars on your left hand || a mangled left hand || a missing left hand&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || developed slurred speech || constant muscle spasms || a very difficult time with muscle control&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wound Penalties ==&lt;br /&gt;
&lt;br /&gt;
Any active wounds will penalize [[maneuver]]s and [[profession service]]s, as will any rank 2 scars.&lt;br /&gt;
&lt;br /&gt;
Rank 2 wounds usually [[bleeding|bleed]].&lt;br /&gt;
&lt;br /&gt;
Rank 1 scars never have any mechanical penalties. More significant scars have penalties similar to wounds of the same level.&lt;br /&gt;
&lt;br /&gt;
Wounds and scars on specific parts of the body may completely restrict certain activities. In certain cases, having wounds on both sides of the body also restricts activities.&lt;br /&gt;
&lt;br /&gt;
[[Sigil of Determination]] allows you to ignore penalties from rank 2 and lower wounds, including combined penalties from multiple wounds. It does not allow you to ignore penalties from rank 3 wounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Wound Location !! Rank 2 !! Rank 3 !! Rank 2 + Rank 1 !! Rank 2 + Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|head || prevents searching, spellcasting || prevents searching, spellcasting, ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
|neck || ||&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || ||&lt;br /&gt;
|-&lt;br /&gt;
|back || ||&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || prevents spellcasting, searching || prevents spellcasting, searching&lt;br /&gt;
|-&lt;br /&gt;
|eye ||  || prevents searching, spellcasting || ||&lt;br /&gt;
|-&lt;br /&gt;
| leg || prevents sneaking || prevents sneaking || ||&lt;br /&gt;
|-&lt;br /&gt;
| arm and/or hand || prevents ranged attacks || prevents spellcasting, ranged attacks || prevents spellcasting, ranged attacks ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wound&amp;diff=247590</id>
		<title>Wound</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wound&amp;diff=247590"/>
		<updated>2025-10-20T05:48:08Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Wound Penalties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wounds&#039;&#039;&#039; are fresh injuries to one of the fourteen separate body locations, commonly received as part of combat. Each wound has a severity level between 1 and 3. Minor wounds (level 1) have minimal effects aside from [[combat maneuver]] penalties. More severe wounds will typically [[bleeding|bleed]] and carry substantial mechanical penalties, and may prevent characters from performing certain actions.&lt;br /&gt;
&lt;br /&gt;
The severity of a inflicted wound depends on the [[critical]] portion of the combat system, and may be reduced by wearing more protective armor.&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s can heal another&#039;s character&#039;s wounds directly by transferring the wound onto themselves. Otherwise, wounds can be healed by using [[herb]]s, which will leave a possibly debilitating scar until subsequently mended with scar-removal herbs.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Location !! Lvl. 1 !! Lvl. 2 !! Lvl. 3&lt;br /&gt;
|-&lt;br /&gt;
|head || minor bruises about the head || minor lacerations about the head and a possible mild concussion || severe head trauma and bleeding from the ears&lt;br /&gt;
|-&lt;br /&gt;
|neck || minor bruises on your neck || moderate bleeding from your neck || snapped bones and serious bleeding from the neck&lt;br /&gt;
|-&lt;br /&gt;
|chest || minor cuts and bruises on your chest || deep lacerations across your chest || deep gashes and serious bleeding from your chest&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || minor cuts and bruises on your abdominal area || deep lacerations across your abdominal area || deep gashes and serious bleeding from your abdominal area&lt;br /&gt;
|-&lt;br /&gt;
|back || minor cuts and bruises on your back || deep lacerations across your back || deep gashes and serious bleeding from your back&lt;br /&gt;
|-&lt;br /&gt;
|right eye || a bruised right eye || a swollen right eye || a blinded right eye&lt;br /&gt;
|-&lt;br /&gt;
|left eye || a bruised left eye || a swollen left eye || a blinded left eye&lt;br /&gt;
|-&lt;br /&gt;
|right leg || some minor cuts and bruises on your right leg || a fractured and bleeding right leg || a completely severed right leg&lt;br /&gt;
|-&lt;br /&gt;
|left leg || some minor cuts and bruises on your left leg || a fractured and bleeding left leg || a completely severed left leg&lt;br /&gt;
|-&lt;br /&gt;
|right arm || some minor cuts and bruises on your right arm || a fractured and bleeding right arm || a completely severed right arm&lt;br /&gt;
|-&lt;br /&gt;
|left arm || some minor cuts and bruises on your left arm || a fractured and bleeding left arm || a completely severed left arm&lt;br /&gt;
|-&lt;br /&gt;
|right hand || some minor cuts and bruises on your right hand || a fractured and bleeding right hand || a completely severed right hand&lt;br /&gt;
|-&lt;br /&gt;
|left hand || some minor cuts and bruises on your left hand || a fractured and bleeding left hand || a completely severed left hand&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || a strange case of muscle twitching || a case of sporadic convulsions || a case of uncontrollable convulsions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scars ==&lt;br /&gt;
&lt;br /&gt;
Scars are the remnants of old wounds that have been partially healed through herbs or empathic self-healing. Scars can be healed by using specific scar-removal herbs or empath spells, but if there is both a scar and a fresh wound on the same location then the wound must be healed first. A character who is healed by an empath will not have a scar.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Location !! Lvl. 1 !! Lvl. 2 !! Lvl. 3&lt;br /&gt;
|-&lt;br /&gt;
|head || a scar across your face || several facial scars || old mutilation wounds about your head&lt;br /&gt;
|-&lt;br /&gt;
|neck || a scar across your neck || some old neck wounds || terrible scars from some serious neck injury&lt;br /&gt;
|-&lt;br /&gt;
|chest || an old battle scar across your chest || several painful-looking scars across your chest || terrible, permanent mutilation of your chest muscles&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || an old battle scar across your abdominal area || several painful-looking scars across your abdominal area || terrible, permanent mutilation of your abdominal muscles&lt;br /&gt;
|-&lt;br /&gt;
|back || an old battle scar across your back || several painful-looking scars across your back || terrible, permanent mutilation of your back muscles&lt;br /&gt;
|-&lt;br /&gt;
|right eye || a black-and-blue right eye || severe bruises and swelling around your right eye || a missing right eye&lt;br /&gt;
|-&lt;br /&gt;
|left eye || a black-and-blue left eye || severe bruises and swelling around your left eye || a missing left eye&lt;br /&gt;
|-&lt;br /&gt;
|right leg || old battle scars on your right leg || a mangled right leg || a missing right leg&lt;br /&gt;
|-&lt;br /&gt;
|left leg || old battle scars on your left leg || a mangled left leg || a missing left leg&lt;br /&gt;
|-&lt;br /&gt;
|right arm || old battle scars on your right arm || a mangled right arm || a missing right arm&lt;br /&gt;
|-&lt;br /&gt;
|left arm || old battle scars on your left arm || a mangled left arm || a missing left arm&lt;br /&gt;
|-&lt;br /&gt;
|right hand || old battle scars on your right hand || a mangled right hand || a missing right hand&lt;br /&gt;
|-&lt;br /&gt;
|left hand || old battle scars on your left hand || a mangled left hand || a missing left hand&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || developed slurred speech || constant muscle spasms || a very difficult time with muscle control&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wound Penalties ==&lt;br /&gt;
&lt;br /&gt;
Any active wounds will penalize [[maneuver]]s and [[profession service]]s, as will any rank 2 scars.&lt;br /&gt;
&lt;br /&gt;
Rank 2 wounds usually [[bleeding|bleed]].&lt;br /&gt;
&lt;br /&gt;
Rank 1 scars never have any mechanical penalties. More significant scars have penalties similar to wounds of the same level.&lt;br /&gt;
&lt;br /&gt;
Wounds and scars on specific parts of the body may completely restrict certain activities. In certain cases, having wounds on both sides of the body also restricts activities.&lt;br /&gt;
&lt;br /&gt;
[[Sigil of Determination]] allows you to ignore penalties from rank 2 and lower wounds, including combined penalties from multiple wounds. It does not allow you to ignore penalties from rank 3 wounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Wound Location !! Rank 2 !! Rank 3 !! Rank 2 + Rank 1 !! Rank 2 + Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|head || prevents searching, spellcasting || prevents searching, spellcasting, prevents ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
|neck || ||&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || ||&lt;br /&gt;
|-&lt;br /&gt;
|back || ||&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || prevents spellcasting || prevents spellcasting&lt;br /&gt;
|-&lt;br /&gt;
|eye ||  || prevents searching, spellcasting || ||&lt;br /&gt;
|-&lt;br /&gt;
| leg || prevents sneaking || prevents sneaking || ||&lt;br /&gt;
|-&lt;br /&gt;
| arm and/or hand || prevents ranged attacks || prevents spellcasting, ranged attacks || prevents spellcasting, ranged attacks ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Casting_strength&amp;diff=245222</id>
		<title>Casting strength</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Casting_strength&amp;diff=245222"/>
		<updated>2025-08-29T03:26:26Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Maximum CS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Casting strength]] (CS) is the primary offensive measure involved in the resolution of [[warding]] magic.&lt;br /&gt;
&lt;br /&gt;
A player character&#039;s CS is determined by [[level]], [[Spell Research]], the relevant [[statistic]] bonus(es), and certain active [[#Items and spells to boost CS|spell effects]].&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Formula ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=50%}}&amp;gt;&amp;lt;tt&amp;gt;CS = (Level &amp;amp;times; 3)&amp;lt;br&amp;gt; + round([[#Primary Circle Bonus|Primary Circle bonus]])&amp;lt;br&amp;gt; + ceiling([[#Secondary Circle Bonus|Secondary Circle A bonus]])&amp;lt;br&amp;gt; + ceiling([[#Secondary Circle Bonus|Secondary Circle B bonus]])&amp;lt;br&amp;gt; + round([[#Stat Bonus|Stat bonus]])&amp;lt;br&amp;gt; + round([[#Items and spells to boost CS|Spell effects]])&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;round&#039;&#039;&#039; = standard ≥ .5 round up, &amp;lt; .5 round down.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ceiling&#039;&#039;&#039; = always round up&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Primary Circle Bonus ===&lt;br /&gt;
&lt;br /&gt;
The Primary Circle is the spell circle being cast (round normally). For example, a sorcerer casting [[Mana Disruption (702)]] would use ranks known in the [[Sorcerer Base]] circle to calculate the primary circle CS bonus. If the spell being cast is from a circle that the caster cannot train, for example, a sorcerer casting a [[Cleric Base]] spell from a blessed gem, then there is no primary circle bonus. All three trainable circles (sorcerer base, [[MnE]] and [[MnS]]) become secondary circles.&lt;br /&gt;
*Ranks up to level = 1&lt;br /&gt;
*Ranks 1-20 above level = 0.75&lt;br /&gt;
*Ranks 21-60 above level = 0.5&lt;br /&gt;
*Ranks 61-100 above level = 0.25&lt;br /&gt;
*Ranks 101-? above level = 0.125&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Circle Bonus Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A level 60 sorcerer with 80 sorcerer base ranks would have a primary circle bonus of 75 (60 + 15) when casting sorcerer base spells. A bonus of 1 for each spell rank up to level and an additional bonus of 15 (20 * .75) for the 20 ranks above level.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Circle Bonus ===&lt;br /&gt;
&lt;br /&gt;
Secondary spell circles are any other circles the character knows that do not include the cast spell. For example, a sorcerer casting [[Mana Disruption (702)]] would use spell ranks known in the [[Minor Elemental]] and [[Minor Spiritual]] circles to calculate the secondary spell circle bonuses. If the sorcerer is casting [[Elemental Strike (415)]] then the secondary circle bonus calculations would use ranks known in the [[Sorcerer Base]] and [[Minor Spiritual]] circles. For professions such as [[ranger]]s, [[bard]]s, [[paladin]]s, [[rogue]]s and [[warrior]]s that are limited to training in only two spell circles, there is just one secondary circle bonus. (Note: the 2/3 level calculation rounds down, so for example it would be 66 for a level 100 character.)&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Ranks per Level&#039;&#039;&#039;||&#039;&#039;&#039;CS per Rank&#039;&#039;&#039;||&#039;&#039;&#039;Rank CS value&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ranks up to 2/3 level|| 1 CS per 3 spells || 0.333~&lt;br /&gt;
|-&lt;br /&gt;
|Ranks between 2/3 level and level|| 1 CS per 9 spells|| 0.111~&lt;br /&gt;
|-&lt;br /&gt;
|Ranks above level|| 1 CS per 20 spells|| 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Circle Bonus Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A level 63 sorcerer with 60 MnE ranks, and 21 MnS ranks casting a Sorcerer base spell&lt;br /&gt;
** MnE Secondary bonus &lt;br /&gt;
*** Ranks up to 2/3 level, (lvl 63) * 2/3 = 42, 60 ranks &amp;gt; 42, so 42 ranks * 1/3 = 14 bonus&lt;br /&gt;
*** Ranks up between 2/3 level and level, 60 &amp;lt; 63, 60 - 42 = 18, 18 ranks * 1/9 = 2 bonus&lt;br /&gt;
*** total bonus of 14 + 2 = 16&lt;br /&gt;
** MnS Secondary bonus&lt;br /&gt;
*** Ranks up to 2/3 level, (lvl 63) * 2/3 = 42, 21 &amp;lt; 42, 21 ranks * 1/3 = 7 bonus&lt;br /&gt;
*** total bonus of 7&lt;br /&gt;
** Combined secondary bonus of 16 + 7 = 25&lt;br /&gt;
&lt;br /&gt;
=== Stat Bonus ===&lt;br /&gt;
&lt;br /&gt;
Stat bonus is the value appearing after the stat when the [[INFO]] command is entered.&lt;br /&gt;
* Use the [[Aura]] stat bonus for the following spell circles: &lt;br /&gt;
**[[Bard Base]] &lt;br /&gt;
**[[Wizard Base]]&lt;br /&gt;
**[[Minor Elemental]]&lt;br /&gt;
**[[Major Elemental]]&lt;br /&gt;
* Use the [[Wisdom]] stat bonus for the following spell circles: &lt;br /&gt;
**[[Cleric Base]]&lt;br /&gt;
**[[Empath Base]] &lt;br /&gt;
**[[Ranger Base]]&lt;br /&gt;
**[[Paladin Base]]&lt;br /&gt;
**[[Minor Spiritual]]&lt;br /&gt;
**[[Major Spiritual]]&lt;br /&gt;
* Use the average of [[Aura]] and [[Wisdom]] stat bonuses (round up) for:&lt;br /&gt;
**[[Sorcerer Base]]&lt;br /&gt;
* Use the [[Logic]] stat bonus for the following spell circle:&lt;br /&gt;
**[[Minor Mental]]&lt;br /&gt;
* Use the average of [[Influence]] and [[Logic]] stat bonuses (round up) for the following spell circle:&lt;br /&gt;
**[[Major Mental]] - &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Not yet implemented&amp;lt;/font&amp;gt;&lt;br /&gt;
* Use the average of [[Discipline]] and [[Logic]] stat bonuses (round up) for the following spell circle:&lt;br /&gt;
**[[Savant Base]] - &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Not yet implemented&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== CS Calculation Example ===&lt;br /&gt;
&#039;Mentok&#039; is a level 60 [[sorcerer]]. He has 80 Sorcerer Base ranks, 30 Minor Elemental ranks, and 20 Minor Spiritual ranks with a +30 Aura bonus and a +25 Wisdom bonus.&lt;br /&gt;
&lt;br /&gt;
*Level x 3 = 180&lt;br /&gt;
*60 [[Sorcerer Base]] ranks @ 1.0 + 20 ranks @ 0.75 = 75&lt;br /&gt;
*30 [[Minor Elemental]] ranks @ 0.333 = 10&lt;br /&gt;
*20 [[Minor Spiritual]] ranks @ 0.333 = 7&lt;br /&gt;
*(30 AUR bonus + 25 WIS bonus)/2 = 28&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=50%}}&amp;gt;180 + 75 + 10 + 7 + 28 = 300&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Mentok&#039;s sorcerer circle CS = 300&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If he casts [[Elemental Targeting (425)]], he would gain an additional +13.5 (14) CS to Sorcerer Base.&lt;br /&gt;
&lt;br /&gt;
== Items and spells to boost CS ==&lt;br /&gt;
&lt;br /&gt;
CS enhancements to a specific [[sphere]] of magic have half effect for spells from related circles, and none for spells from opposing spheres. For example, Elemental Targeting provides half of its bonus to Sorcerer spells and no benefit to Spiritual spells. CS benefits from spells are all combined, including fractional gains, before the sum is rounded to an integer value. &lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|- align=center&lt;br /&gt;
! Active Effect || Bonus || Sphere || Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mystic Focus (1711) Bonus|Mystic Focus (1711)]] (see below) || +10 || All || available from [[heavy quartz orb]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Acuity flares]] || +3 per tier || All || stacks with [[Ensorcell (735)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Symbol of Supremacy]] || +1 per 2 ranks || All || only vs. undead; up to +13 for masters&lt;br /&gt;
|-&lt;br /&gt;
| [[Mana-Infused Armor]] || +15 || All || for 3 minutes, then 15-minute cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloodtooth Bracer]] || +24 || All || on next cast, then 30-minute cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Targeting (425)]] || +25 || Elemental || up to +50 based on [[MnE]] ranks&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental focus potion]] || +10 (minor)&amp;lt;br /&amp;gt;+15 (lesser)&amp;lt;br /&amp;gt;+25 (greater) || Elemental || on next cast&lt;br /&gt;
|-&lt;br /&gt;
| [[Champion&#039;s Might (1912)]] || +15 || Spiritual || up to +25 based on [[Paladin Base]] ranks&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Slayer (240)]] || +25 || Spiritual || on recast; up to +45 based on [[Spiritual Mana Control]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Symbol of the Proselyte (340)]] || +5 || Spiritual || on next cast; additional bonuses from [[Influence]] and [[Wisdom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiritual focus crystal]] || +10 (minor)&amp;lt;br /&amp;gt;+15 (lesser)&amp;lt;br /&amp;gt;+25 (greater) || Spiritual || on next cast&lt;br /&gt;
|-&lt;br /&gt;
| [[Mental focus crystal]] || +10 (minor)&amp;lt;br /&amp;gt;+15 (lesser)&amp;lt;br /&amp;gt;+25 (greater) || Mental || on next cast&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maximum CS ==&lt;br /&gt;
&lt;br /&gt;
This section lists the maximum CS that can be reached by a level 100 character, assuming statistic bonuses of +25 and Elemental Targeting in effect (actual CS may be different for races with stat modifiers). The listed spell ranks are not necessarily the only configuration that achieves each result.&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
&lt;br /&gt;
Bards have 202 ranks total, and can reach &#039;&#039;&#039;517&#039;&#039;&#039; Bard Base CS with:&lt;br /&gt;
*125 Bard Base, 77 Minor Elemental&lt;br /&gt;
*127 Bard Base, 75 Minor Elemental&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
&lt;br /&gt;
Clerics have 303 ranks total, and can reach &#039;&#039;&#039;508&#039;&#039;&#039; Cleric Base CS with:&lt;br /&gt;
*166 Cleric Base, 67 Minor Spiritual, 67 Major Spiritual&lt;br /&gt;
leaving 3 ranks that can be placed anywhere with no CS gain or&lt;br /&gt;
*170 Cleric Base, 67 Minor Spiritual, 66 Major Spiritual&lt;br /&gt;
*170 Cleric Base, 66 Minor Spiritual, 67 Major Spiritual&lt;br /&gt;
&lt;br /&gt;
=== Empath ===&lt;br /&gt;
&lt;br /&gt;
Empaths have 303 ranks total, and can reach &#039;&#039;&#039;508&#039;&#039;&#039; Empath Base CS with:&lt;br /&gt;
*166 Empath Base, 67 Minor Spiritual, 67 Major Spiritual&lt;br /&gt;
leaving 3 ranks that can be placed anywhere with no CS gain or&lt;br /&gt;
*170 Empath Base, 67 Minor Spiritual, 66 Major Spiritual&lt;br /&gt;
*170 Empath Base, 66 Minor Spiritual, 67 Major Spiritual&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
&lt;br /&gt;
Sorcerers have 303 ranks total, and can reach &#039;&#039;&#039;532&#039;&#039;&#039; Sorcerer Base CS with:&lt;br /&gt;
*162 Sorcerer Base, 73 Minor Elemental, 67 Minor Spiritual&lt;br /&gt;
leaving 1 rank that can be placed anywhere with no CS gain&lt;br /&gt;
or&lt;br /&gt;
*159 Sorcerer Base, 77 Minor Elemental, 67 Minor Spiritual&lt;br /&gt;
*162 Sorcerer Base, 77 Minor Elemental, 64 Minor Spiritual&lt;br /&gt;
*166 Sorcerer Base, 73 Minor Elemental, 64 Minor Spiritual&lt;br /&gt;
*170 Sorcerer Base, 69 Minor Elemental, 64 Minor Spiritual&lt;br /&gt;
&#039;&#039;Due to the nature of hybrid circles, a spell rank configuration that includes 74+ ranks of Minor Elemental will result in +0.25 CS over a configuration without. In practice, this will result in +1 CS in any situation where a sorcerer would receive an additional fractional CS gain from a [[#Items and spells to boost CS|spell effect]].&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
&lt;br /&gt;
Wizards have 303 ranks total, and can reach &#039;&#039;&#039;557&#039;&#039;&#039; Major Elemental CS with:&lt;br /&gt;
*159 Major Elemental, 77 Minor Elemental, 67 Wizard&lt;br /&gt;
*162 Major Elemental, 77 Minor Elemental, 64 Wizard&lt;br /&gt;
&lt;br /&gt;
(In practice these configurations are uncommon. Unlike other professions, wizards rarely train purely for CS in a single spell circle and have many non-warding attack options.)&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
&lt;br /&gt;
Rangers have 202 ranks total, and can reach &#039;&#039;&#039;477&#039;&#039;&#039; Ranger Base CS with:&lt;br /&gt;
*162 Ranger Base, 40 Minor Spiritual&lt;br /&gt;
&lt;br /&gt;
== Magic Items and Scrolls ==&lt;br /&gt;
{{#section:Magic Item Use|castingstrength}}&lt;br /&gt;
{{#section:Magic Item Use|semicirclebonus}}&lt;br /&gt;
&lt;br /&gt;
{{#section:Magic Item Use|mysticfocus}}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Immense_gold-bristled_hinterboar&amp;diff=238914</id>
		<title>Immense gold-bristled hinterboar</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Immense_gold-bristled_hinterboar&amp;diff=238914"/>
		<updated>2025-05-28T04:49:52Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Combat Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  102&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Suine &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400+&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 529&lt;br /&gt;
| PA2 = Impale&lt;br /&gt;
| PAB = 517&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Charge &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 402-409&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 404&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 467&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin =  golden hinterboar mane&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Squinty eyes the color of molten copper dart here and there as if the immense boar is always on the alert for predators, but given its tremendous mass, it likely has little cause for worry.  The hinterboar&#039;s pelt is a glittering, metallic golden in hue, but is shot through with a hypnotic pattern of duskier bristles.  The line of raised bristles down the center of the beast&#039;s spine seems to radiate faint luminescence, warm and honey-hued.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Heavy hoofbeats herald the arrival of an immense gold-bristled hinterboar.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With a final discordant squeal, an immense gold-bristled hinterboar&#039;s great head sinks to the ground as its form goes still.&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Combat Messaging===&lt;br /&gt;
;Boarrush messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 139 (Open d100: 74)]&lt;br /&gt;
An immense gold-bristled hinterboar scrapes the ground with one forehoof before lowering its huge head.  It barrels into a mighty charge, hooves pounding across the ground as it races toward you.  An immense gold-bristled hinterboar hurtles into you at full force, sending you sprawling!&lt;br /&gt;
Some ensigiled leather hunts partially deflects the onslaught of the puncture attack.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Strike connects with shoulder blade!&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
Thrown by the impact, you sail eastward!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 62 (Open d100: 70, Penalty: 12)]&lt;br /&gt;
An immense gold-bristled hinterboar scrapes the ground with one forehoof before lowering its huge head.  It barrels into a mighty charge, hooves pounding across the ground as it races toward you.  You leap out of the hinterboar&#039;s way at the last second and it hurtles by.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Impale messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Murder in its eyes, an immense gold-bristled hinterboar tries to gore you with its tusks!&lt;br /&gt;
  AS: +517 vs DS: +471 with AvD: +40 + d100 roll: +80 = +166&lt;br /&gt;
   ... and hits for 24 points of damage!&lt;br /&gt;
   Strike to head dizzies you.&lt;br /&gt;
   You are stunned for 1 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Feint messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 162 (Open d100: 154, Penalty: 8)]&lt;br /&gt;
An immense gold-bristled hinterboar feints low.  You spot the ruse too late and twist awkwardly to block the blow that never came!&lt;br /&gt;
Roundtime: 8 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Stomp messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Rearing up on its hind legs, an immense gold-bristled hinterboar stomps at you with its huge hooves!&lt;br /&gt;
  AS: +515 vs DS: +607 with AvD: +44 + d100 roll: +97 = +49&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Charge messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Lowering its head, an immense gold-bristled hinterboar barrels into a merciless charge at you!&lt;br /&gt;
  AS: +529 vs DS: +687 with AvD: +31 + d100 roll: +4 = -123&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 100&lt;br /&gt;
|levelm1 = 101&lt;br /&gt;
|level = 102&lt;br /&gt;
|levelp1 = 103&lt;br /&gt;
|levelp2 = 104&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Immense_gold-bristled_hinterboar&amp;diff=238913</id>
		<title>Immense gold-bristled hinterboar</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Immense_gold-bristled_hinterboar&amp;diff=238913"/>
		<updated>2025-05-28T04:49:39Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Combat Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  102&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Suine &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400+&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 529&lt;br /&gt;
| PA2 = Impale&lt;br /&gt;
| PAB = 517&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Charge &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 402-409&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 404&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 467&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin =  golden hinterboar mane&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Squinty eyes the color of molten copper dart here and there as if the immense boar is always on the alert for predators, but given its tremendous mass, it likely has little cause for worry.  The hinterboar&#039;s pelt is a glittering, metallic golden in hue, but is shot through with a hypnotic pattern of duskier bristles.  The line of raised bristles down the center of the beast&#039;s spine seems to radiate faint luminescence, warm and honey-hued.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Heavy hoofbeats herald the arrival of an immense gold-bristled hinterboar.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With a final discordant squeal, an immense gold-bristled hinterboar&#039;s great head sinks to the ground as its form goes still.&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Combat Messaging===&lt;br /&gt;
;Boarrush messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 139 (Open d100: 74)]&lt;br /&gt;
An immense gold-bristled hinterboar scrapes the ground with one forehoof before lowering its huge head.  It barrels into a mighty charge, hooves pounding across the ground as it races toward you.  An immense gold-bristled hinterboar hurtles into you at full force, sending you sprawling!&lt;br /&gt;
Some ensigiled leather hunts partially deflects the onslaught of the puncture attack.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Strike connects with shoulder blade!&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
Thrown by the impact, you sail eastward!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 62 (Open d100: 70, Penalty: 12)]&lt;br /&gt;
An immense gold-bristled hinterboar scrapes the ground with one forehoof before lowering its huge head.  It barrels into a mighty charge, hooves pounding across the ground as it races toward you.  You leap out of the hinterboar&#039;s way at the last second and it hurtles by.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Impale messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Murder in its eyes, an immense gold-bristled hinterboar tries to gore you with its tusks!&lt;br /&gt;
  AS: +517 vs DS: +471 with AvD: +40 + d100 roll: +80 = +166&lt;br /&gt;
   ... and hits for 24 points of damage!&lt;br /&gt;
   Strike to head dizzies you.&lt;br /&gt;
   You are stunned for 1 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Feint messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 162 (Open d100: 154, Penalty: 8)]&lt;br /&gt;
An immense gold-bristled hinterboar feints low.  You spot the ruse too late and twist awkwardly to block the blow that never came!&lt;br /&gt;
Roundtime: 8 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Stomp messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Rearing up on its hind legs, an immense gold-bristled hinterboar stomps at you with its huge hooves!&lt;br /&gt;
  AS: +515 vs DS: +607 with AvD: +44 + d100 roll: +97 = +49&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Charge messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Lowering its head, an immense gold-bristled hinterboar barrels into a merciless charge at you!&lt;br /&gt;
  AS: +529 vs DS: +687 with AvD: +31 + d100 roll: +4 = -123&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 100&lt;br /&gt;
|levelm1 = 101&lt;br /&gt;
|level = 102&lt;br /&gt;
|levelp1 = 103&lt;br /&gt;
|levelp2 = 104&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Immense_gold-bristled_hinterboar&amp;diff=238912</id>
		<title>Immense gold-bristled hinterboar</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Immense_gold-bristled_hinterboar&amp;diff=238912"/>
		<updated>2025-05-28T04:24:18Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Combat Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  102&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Suine &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400+&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 529&lt;br /&gt;
| PA2 = Impale&lt;br /&gt;
| PAB = 517&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Charge &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 402-409&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 404&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 467&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin =  golden hinterboar mane&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Squinty eyes the color of molten copper dart here and there as if the immense boar is always on the alert for predators, but given its tremendous mass, it likely has little cause for worry.  The hinterboar&#039;s pelt is a glittering, metallic golden in hue, but is shot through with a hypnotic pattern of duskier bristles.  The line of raised bristles down the center of the beast&#039;s spine seems to radiate faint luminescence, warm and honey-hued.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Heavy hoofbeats herald the arrival of an immense gold-bristled hinterboar.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With a final discordant squeal, an immense gold-bristled hinterboar&#039;s great head sinks to the ground as its form goes still.&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Combat Messaging===&lt;br /&gt;
;Charge messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 139 (Open d100: 74)]&lt;br /&gt;
An immense gold-bristled hinterboar scrapes the ground with one forehoof before lowering its huge head.  It barrels into a mighty charge, hooves pounding across the ground as it races toward you.  An immense gold-bristled hinterboar hurtles into you at full force, sending you sprawling!&lt;br /&gt;
Some ensigiled leather hunts partially deflects the onslaught of the puncture attack.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Strike connects with shoulder blade!&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
Thrown by the impact, you sail eastward!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 62 (Open d100: 70, Penalty: 12)]&lt;br /&gt;
An immense gold-bristled hinterboar scrapes the ground with one forehoof before lowering its huge head.  It barrels into a mighty charge, hooves pounding across the ground as it races toward you.  You leap out of the hinterboar&#039;s way at the last second and it hurtles by.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Impale messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Murder in its eyes, an immense gold-bristled hinterboar tries to gore you with its tusks!&lt;br /&gt;
  AS: +517 vs DS: +471 with AvD: +40 + d100 roll: +80 = +166&lt;br /&gt;
   ... and hits for 24 points of damage!&lt;br /&gt;
   Strike to head dizzies you.&lt;br /&gt;
   You are stunned for 1 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Feint messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 162 (Open d100: 154, Penalty: 8)]&lt;br /&gt;
An immense gold-bristled hinterboar feints low.  You spot the ruse too late and twist awkwardly to block the blow that never came!&lt;br /&gt;
Roundtime: 8 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Stomp messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Rearing up on its hind legs, an immense gold-bristled hinterboar stomps at you with its huge hooves!&lt;br /&gt;
  AS: +515 vs DS: +607 with AvD: +44 + d100 roll: +97 = +49&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 100&lt;br /&gt;
|levelm1 = 101&lt;br /&gt;
|level = 102&lt;br /&gt;
|levelp1 = 103&lt;br /&gt;
|levelp2 = 104&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Immense_gold-bristled_hinterboar&amp;diff=238911</id>
		<title>Immense gold-bristled hinterboar</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Immense_gold-bristled_hinterboar&amp;diff=238911"/>
		<updated>2025-05-28T04:06:15Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Combat Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  102&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Suine &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400+&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 529&lt;br /&gt;
| PA2 = Impale&lt;br /&gt;
| PAB = 517&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Charge &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 402-409&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 404&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 467&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin =  golden hinterboar mane&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Squinty eyes the color of molten copper dart here and there as if the immense boar is always on the alert for predators, but given its tremendous mass, it likely has little cause for worry.  The hinterboar&#039;s pelt is a glittering, metallic golden in hue, but is shot through with a hypnotic pattern of duskier bristles.  The line of raised bristles down the center of the beast&#039;s spine seems to radiate faint luminescence, warm and honey-hued.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Heavy hoofbeats herald the arrival of an immense gold-bristled hinterboar.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With a final discordant squeal, an immense gold-bristled hinterboar&#039;s great head sinks to the ground as its form goes still.&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Combat Messaging===&lt;br /&gt;
;Charge messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 139 (Open d100: 74)]&lt;br /&gt;
An immense gold-bristled hinterboar scrapes the ground with one forehoof before lowering its huge head.  It barrels into a mighty charge, hooves pounding across the ground as it races toward you.  An immense gold-bristled hinterboar hurtles into you at full force, sending you sprawling!&lt;br /&gt;
Some ensigiled leather hunts partially deflects the onslaught of the puncture attack.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Strike connects with shoulder blade!&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
Thrown by the impact, you sail eastward!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Impale messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Murder in its eyes, an immense gold-bristled hinterboar tries to gore you with its tusks!&lt;br /&gt;
  AS: +517 vs DS: +471 with AvD: +40 + d100 roll: +80 = +166&lt;br /&gt;
   ... and hits for 24 points of damage!&lt;br /&gt;
   Strike to head dizzies you.&lt;br /&gt;
   You are stunned for 1 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Feint messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 162 (Open d100: 154, Penalty: 8)]&lt;br /&gt;
An immense gold-bristled hinterboar feints low.  You spot the ruse too late and twist awkwardly to block the blow that never came!&lt;br /&gt;
Roundtime: 8 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Stomp messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Rearing up on its hind legs, an immense gold-bristled hinterboar stomps at you with its huge hooves!&lt;br /&gt;
  AS: +515 vs DS: +607 with AvD: +44 + d100 roll: +97 = +49&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 100&lt;br /&gt;
|levelm1 = 101&lt;br /&gt;
|level = 102&lt;br /&gt;
|levelp1 = 103&lt;br /&gt;
|levelp2 = 104&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Magical_armoire&amp;diff=224992</id>
		<title>Magical armoire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Magical_armoire&amp;diff=224992"/>
		<updated>2024-09-04T06:19:08Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Magical armoires&#039;&#039;&#039; allow you to to quickly dress and undress a character. The armoire allows the user to select specific inventory items, which will then be instantly worn or removed (and stored within) when the armoire is activated. &amp;lt;!-- This spot reserved for informational blurb for item. Remove as part of copy/paste.--&amp;gt;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your dark wooden armoire and sense that the item is largely free from merchant alteration restrictions.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
&lt;br /&gt;
The armoire will quickly dress and undress you.  You must first set it up so it knows which items to remove/put on.  By POINTing the armoire AT the item, it marks it to be included.  Doing it a second time, will remove the item.  You may SEARCH the armoire to see which items you have saved a spot for.  To dress/undress, simply OPEN the armoire.  PRODding the armoire will cause it go dormant, so you can open it without it trying to dress/undress you.  TURNing the armoire will cause it not to sort your inventory.  You may also CLEAN the armoire to reset all previously saved items.  If any of the saved items have their description (short or long) altered, you must resave them.  Once an item is set, another player may not use the armoire until it has been CLEANed.&lt;br /&gt;
&lt;br /&gt;
The armoire is currently active (will dress/undress you).  It will automatically sort your inventory when it dresses you.&lt;br /&gt;
&lt;br /&gt;
The armoire may be lightened 5 more times.  It cannot be deepened.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|CLEAN&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|OPEN&amp;lt;br&amp;gt;(wearing)&lt;br /&gt;
|An &amp;lt;enhancive item&amp;gt; flies out of the armoire and onto your person.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|OPEN&amp;lt;br&amp;gt;(removing)&lt;br /&gt;
|An &amp;lt;enhancive item&amp;gt; flies off of your person and into the armoire.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|POINT&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=&amp;quot;2&amp;quot;|PROD&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; &amp;quot;|&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Makes the armoire go dormant; prod it again to release it from dormancy.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|SEARCH&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot;  role=&amp;quot;rowheader&amp;quot; rowspan=&amp;quot;2&amp;quot;|TURN&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; &amp;quot;|&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Turn the armoire to disable automatic sorting of inventory.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Armoires are transferable and cost 25,000 [[bounty point]]s for a non-lightened version, and 75,000 bounty points for a fully lightened version, which weighs a fraction of a pound.  It takes 5 lightening sessions to fully lighten the cheaper armoire down to that weight. Armoires are not eligible for notes.&lt;br /&gt;
===Limitations===&lt;br /&gt;
The armoires cannot remove hidden items, armor concealers, or some heavily scripted items such as [[Voln armor]].&lt;br /&gt;
&lt;br /&gt;
If a character has two identically-named items, the armoire cannot work with them individually; it can only be set for both or neither.&lt;br /&gt;
&lt;br /&gt;
Armoires attune to their wearers, and can be unattuned with {{mono|CLEAN ARMOIRE}}.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Mechanical&amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass= Miscellaneous&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype= Armoire&amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter= Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld= Yes&amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= Adventurer&#039;s Guild &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear= &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= Temporary&amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= Character&amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= CLEAN&lt;br /&gt;
|verb2= OPEN&lt;br /&gt;
|verb3= POINT&lt;br /&gt;
|verb4= PROD&lt;br /&gt;
|verb5= SEARCH&amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spellburst&amp;diff=202587</id>
		<title>Spellburst</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spellburst&amp;diff=202587"/>
		<updated>2023-07-03T15:09:06Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Player Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&#039;&#039;&#039;Spellburst&#039;&#039;&#039; is a balancing mechanic for higher level hunting areas to manage the amount of outside spells a character can wear in the affected areas. Spellburst penalizes characters under the effects of too many beneficial spells outside of their profession&#039;s spell circles, causing [[hitpoint]] and [[critical]] damage or even death.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue &lt;br /&gt;
!Area Name||Level&amp;lt;br&amp;gt;Start||Level&amp;lt;br&amp;gt;End&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[:Category:Griffin&#039;s Keen creatures | Griffin&#039;s Keen]] || 64 || 73&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Temple Wyneb creatures | Temple Wyneb]] || 66 || 77&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Old Ta&#039;Faendryl creatures | Old Ta&#039;Faendryl]] || 82 || 102&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Ruined Temple creatures | Ruined Temple/Nelemar]] || 92 || 105&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Sanctum creatures | Sanctum]] || 96 || 102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Player Research== &lt;br /&gt;
:&amp;lt;small&amp;gt;This section is what players have been using for years until a better description is provided. For additional research that incorporates usage with the ;burst_calc Lich script, see [[Research:Spellburst|here]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Training in magical skills will help to increase the amount of outside spells a character can safely wear in a spellburst environment:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=lightblue &lt;br /&gt;
!All Ranks Benefit||Half of Ranks Benefit&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[Arcane Symbols]] (AS)&lt;br /&gt;
*[[Magic Item Use]] (MIU)&lt;br /&gt;
*[[Harness Power]] (HP)&lt;br /&gt;
*[[Spell Aiming]] (SA)&lt;br /&gt;
|&lt;br /&gt;
*[[Mana Control]]s&lt;br /&gt;
*[[Lore]]s&lt;br /&gt;
|}&lt;br /&gt;
The following formula seems to be accurate up to half one&#039;s level in wearable outside mana.  This formula goes is not accurate once the result is over half one&#039;s level in wearable mana.&lt;br /&gt;
&lt;br /&gt;
All values are Skill RANKS, not Skill BONUS.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|1=Wearable Mana = ((AS + MIU + HP + SA) + 0.5(Mana Controls + Lores)) / (225.0 / level)}}&lt;br /&gt;
&lt;br /&gt;
Worn mana should be calculated as follows:&lt;br /&gt;
*No known spells will be counted toward the worn mana total.  &lt;br /&gt;
:Example:  A locksmith rogue who learned up to [[Disarm Enhancement (404)]] will not be penalized for wearing that spell or the lower 3 spells ([[401]], [[402]], and [[403]]) in a spellburst area.&lt;br /&gt;
&lt;br /&gt;
*Learnable spells have their mana values halved for spellburst calculations.&lt;br /&gt;
:Example:  Our locksmith rogue with self-cast lores has received some guards. (spell [[414]]) Since the 400s circle is learnable by rogues, the spell value of [[414]] for the rogue is 7 mana.&lt;br /&gt;
&lt;br /&gt;
*Certain spells are weighted heavier than other spells.  For instance, elemental spells seem to burst 0.5 mana sooner than spiritual spells.  Spells with a spellburst mana cost of 9+ seem to be extra volatile as well. Examples are [[Strength]], [[Mass Blur]], [[Mobility]], [[Bravery]], [[Heroism]].&lt;br /&gt;
&lt;br /&gt;
*[[:Category: Group Spells|GROUP]] and [[1700s|ARCANE]] spells do NOT count toward spellburst.  [[Mass spells]], however, do count for spellburst.  Also, offensive spells that show up in the SPELL ACTIVE list do not count toward spellburst.  The following is a list of spells known to show up in the SPELL ACTIVE list that do not count toward spellburst.&lt;br /&gt;
&lt;br /&gt;
:[[201]], [[210]], [[212]], [[214]], [[216]], [[307]], [[310]], [[311]], [[316]], [[412]], [[413]], [[501]], [[504]], [[607]], [[703]], [[706]], [[713]], [[715]], [[716]], [[735]], [[1001]], [[1005]], [[1015]], [[1016]], [[1117]], [[1120]], [[1125]], [[1605]], [[1609]], [[1617]], [[1618]] &lt;br /&gt;
&lt;br /&gt;
===Sample Calculation===&lt;br /&gt;
&lt;br /&gt;
Level 75, rogue, 24 AS, 24 MIU, 31 HP, 20 SMC, 20 EMC ranks, knows to spell [[404]].&lt;br /&gt;
&lt;br /&gt;
In order to determine the wearable mana of this rogue, we plug the numbers into the formula.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;((24 + 24 + 31) + 0.5(20 + 20))/(225 / 75)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(79 + 20) / 3.0&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;99 / 3.0 = 33.0 wearable mana.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*I intentionally selected a skill/level set that would generate an end result that is less than half the level in wearable mana.&lt;br /&gt;
&lt;br /&gt;
Assume once that that same level 75 rogue had...  30 AS, 30 MIU, 40 HP, 20 SMC, 20 EMC ranks...  the formula would generate 40 wearable mana.  At level 75, the formula is only accurate up to about 37.5 mana, so that &amp;quot;extra&amp;quot; 2.5 mana is really more like... 1 mana.  I haven&#039;t gathered enough data to actually crack the next step.&lt;br /&gt;
&lt;br /&gt;
Assume this rogue capped without gaining any relative magical skills.... &lt;br /&gt;
&lt;br /&gt;
The initial skill set...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;((24 + 24 + 31) + 0.5*(20 + 20))/(225 / 100) = 49.5 wearable mana.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The secondary skill set...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;((30 + 30 + 40) + 0.5*(20 + 20))/(225 / 100) = 60 wearable mana.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The initial skill set generates a value lower than half the level in wearable mana, while the second generates a value more than half the level of the character.  That said, the wearable mana is probably more like, 52 wearable mana.  Again, I just haven&#039;t been able to solve the next step of the formula.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s assume we are dealing with the initial skills set of the level 75 rogue with 4 minor elemental ranks.  The wearable outside mana came to be 33.  It is important to manage what spells fill that 33 mana, as some spells are quite costly with minimal benefits.  Since both the 100s and 400s circles are learnable by the rogue, it&#039;s probably best to add those spells first.  [[101]], [[103]], [[107]], [[406]], [[414]].  Those spells, all combined have a mana value of 31, 15.5 when halved.  Subtract that from the initial 33 total, and we have 17.5 mana to add.  If you have 601, 202, 503, 509, that&#039;s a quick 15 mana, leaving 2.5 extra wearable mana as a buffer, which is good. &lt;br /&gt;
&lt;br /&gt;
===Conclusion===&lt;br /&gt;
In closing:  The information above is as accurate and simply put as I can give it.  There are some gray areas in the research, and the formula, and in how to calculate each individual spell value.  Spells that constantly cause oddities for me were [[509]], [[911]], [[215]], [[211]], [[219]], [[618]], [[313]], [[913]], [[513]], off the top of my head.  Simply adding 0.5 mana to their base value seemed to help remedy some of the problems with the calculations.  Good luck!  Burst less!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Information and testing provided by Gibreficul.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Arcane/saved posts#Spellburst|Arcane saved posts]]&lt;br /&gt;
*[[Research:Spellburst]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?71205-SPELLBURST-revisited-again Spellburst PC thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Magic]]&lt;br /&gt;
[[category: Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=201209</id>
		<title>Lich:Script Bigshot</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=201209"/>
		<updated>2023-07-01T22:28:50Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* PSM3 Integration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
Bigshot is designed to handle combat routines, including moving to and from hunting areas, defining creatures to hunt and accompanying attack routines&lt;br /&gt;
Afk scripting on any server but Shattered is in violation of game policy.&lt;br /&gt;
{{TOCright| limit=2}}&lt;br /&gt;
==Changelog==&lt;br /&gt;
*[[Script Bigshot/Changelog|Script Bigshot Changelog]]&lt;br /&gt;
==About Bigshot==&lt;br /&gt;
===What Does Bigshot Do?===&lt;br /&gt;
&lt;br /&gt;
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.&lt;br /&gt;
&lt;br /&gt;
===How Do I Get It?===&lt;br /&gt;
&lt;br /&gt;
Grab it from the Repository: ;repository download Bigshot&lt;br /&gt;
&lt;br /&gt;
===How Do I Make it GO!?===&lt;br /&gt;
Initial setup is accessed through ;bigshot setup. There you will see a configuration window with various tabs to setup for your hunting routine. &lt;br /&gt;
&lt;br /&gt;
As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:&lt;br /&gt;
* Profile - This is where you save/load your profile information. Profiles are saved to your \Lich5\data\&amp;lt;GSServer\&amp;lt;charname&amp;gt;\bigshot_profiles directory. Eg, \Lich5\data\GSIV\Rinualdo\bigshot_profiles (note, if you&#039;ve previously used bigshot, the file location has changed. The previous location was in your \Lich5\scripts\bigshot_profiles folder. You can copy/paste &lt;br /&gt;
* Resting - Set up your resting routine and location.&lt;br /&gt;
* Hunting - Create a hunting map by adding BOUNDARIES, define your attack stance and any pre hunt information&lt;br /&gt;
* Attacking - configuration for ambushing, bless, reactions, and similar flags&lt;br /&gt;
* Commands - Where you define your valid targets and associated attack routines. See sample routines below. &lt;br /&gt;
* Misc tab - Various config options&lt;br /&gt;
&lt;br /&gt;
We will take a closer look at each of these individually further on.&lt;br /&gt;
&lt;br /&gt;
There is also several other commands you can do for more functionality.&lt;br /&gt;
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.&lt;br /&gt;
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.&lt;br /&gt;
* ;bigshot display - Shows all your current settings.&lt;br /&gt;
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won&#039;t targets something it should.&lt;br /&gt;
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.&lt;br /&gt;
* ;bigshot profile save &amp;lt;name here&amp;gt; - Saves a profile in YAML format in your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu.&lt;br /&gt;
* ;bigshot profile load &amp;lt;name here&amp;gt; - Loads a profile from your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu. &lt;br /&gt;
* ;bigshot single  - When used solo, will execute a single hunting routine, return to your resting location and then exit&lt;br /&gt;
&lt;br /&gt;
==The Profile Tab==&lt;br /&gt;
* Load Profile - will load an existing profile. Nothing will be available if no previous profiles are saved&lt;br /&gt;
* Current Profile - shows the existing profile if a new one is loaded. &lt;br /&gt;
* Save profile - Valid profile information for future ebounty script support&lt;br /&gt;
  Save Current Settings - tell Bigshot what you want your profile to be named. Any name will work here. Once a profile is saved, will show up in the Load Profile menu. &lt;br /&gt;
&lt;br /&gt;
==The Resting Tab==&lt;br /&gt;
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.&lt;br /&gt;
&lt;br /&gt;
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from xNarost / Go2. Support both LichIDs and SimuIDs with a u, for example, 228 for Town Square Central or u7120.&lt;br /&gt;
* pre-rest commands: - These commands run before entering REST mode. An example routine is: &#039;shea, wear shield, sit, stance offensive, rest&#039;. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb.&lt;br /&gt;
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: &#039;eloot sell, waggle, eherbs&#039;. This will use eloot to sell according to the options set with eloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, eherbs will check your PACK and use herbs stored there to heal whatever wounds you have.&lt;br /&gt;
* Fog Option: - Uses [[Spirit Guide (130)]], Voln [[Symbol of Return]], [[Traveler&#039;s Song (1020)]], Sigil of Escape, or [[Familiar Gate (930)]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails. Setting to Traveler&#039;s Song will attempt once and continue. Setting to Familiar Gate will attempt to summon a portal once and walk through it. Will perform a mana pulse if not enough mana is detected&lt;br /&gt;
* Should Rest? &lt;br /&gt;
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.&lt;br /&gt;
* &#039;&#039;&#039;and extra kills &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used&lt;br /&gt;
* &#039;&#039;&#039;and used lte boosts &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold&lt;br /&gt;
* &#039;&#039;&#039;or percentmana &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.&lt;br /&gt;
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.&lt;br /&gt;
* &#039;&#039;&#039;or percentencumbrance &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you have reached a given level of encumbrance.&lt;br /&gt;
* &#039;&#039;&#039;or wounded eval&#039;&#039;&#039;&lt;br /&gt;
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can&#039;t cast, too many scars etc.&lt;br /&gt;
&lt;br /&gt;
The following is a wounded evaluation that will rest whenever you have any level II wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;XMLData.injuries.any?{|key,value| value[&amp;quot;wound&amp;quot;] &amp;gt; 1} || percenthealth &amp;lt;= 70&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bleeding? || percenthealth &amp;lt;= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max &amp;gt; 1 ||  [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max &amp;gt; 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0 &amp;amp;&amp;amp; [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;when creeping dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your creeping dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;when crushing dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your crushing dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Thorns Poison&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by Wall of Thorns Poison.&lt;br /&gt;
* &#039;&#039;&#039;Confusion Debuff&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by the non-dispellable Confusion Debuff.&lt;br /&gt;
&lt;br /&gt;
==The Hunting Tab==&lt;br /&gt;
This is where you will tell bigshot when to hunt, any commands or society abilities to use prior to hunting, and where on the map you want to hunt. &lt;br /&gt;
===The Hunting Map===&lt;br /&gt;
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot&#039;s configuration files and not in a character cache as with ;Wander. Here you also configure when to hunt&lt;br /&gt;
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.&lt;br /&gt;
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;X-X-B - A - 0 - 0 - 0&lt;br /&gt;
|   |&lt;br /&gt;
X-X-X&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proper syntax for boundry rooms are separated by commas&lt;br /&gt;
Some popular Rift boundries as an example&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
Plane 1: 2635, 12101, 12208&lt;br /&gt;
Plane 2: 2605, 2635, 12093&lt;br /&gt;
Plane 3: 2635, 12089, 12152&lt;br /&gt;
Plane 4: 12122, 12207, 12235&lt;br /&gt;
Plane 5: 2579&lt;br /&gt;
North Scatter: 12151, 12254, 12256, 12249, 12247, 12241&lt;br /&gt;
South Scatter: 12151, 12219, 12217, 12233, 12237, 12239&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Maaghara boundries, you can use &lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
9734&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your &#039;&#039;&#039;Should_rest?&#039;&#039;&#039; conditions are met.&lt;br /&gt;
&lt;br /&gt;
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds. Set to 0 for fastest (spammy) movement. &lt;br /&gt;
&lt;br /&gt;
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive -&amp;gt;-&amp;gt; Defensive.&lt;br /&gt;
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt&#039;s Starting Room. As an example: &#039;gird, stance defensive&#039;. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.&lt;br /&gt;
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.&lt;br /&gt;
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering &#039;506&#039; will keep the spell Haste up during Hunts, casting whenever it has worn off.&lt;br /&gt;
* loot script - Bigshot will call a loot script to loot your kills for you. eloot is commonly scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.&lt;br /&gt;
* wracking spirit &amp;gt;= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the &#039;Use sign of wracking/sigil of power&#039; box checked.&lt;br /&gt;
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking&lt;br /&gt;
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don&#039;t match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.&lt;br /&gt;
* Delay looting - delays looting of creatures in a room.&lt;br /&gt;
* Pull players to feet - attempt to pull players to their feet upon passing them in a room&lt;br /&gt;
* Stop for dead players - checkbox will pause bigshot if you encounter a dead player&lt;br /&gt;
* Sneaky Sneaky - sneak around while out in the hunting area&lt;br /&gt;
&lt;br /&gt;
===Should hunt ===&lt;br /&gt;
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.&lt;br /&gt;
* &#039;&#039;&#039;and percent mana&amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Determines the percent total of your maximum mana that must be present before hunting&lt;br /&gt;
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.&lt;br /&gt;
* &#039;&#039;&#039;and CHECKspirit &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Bigshot will check to see that your current Spirit value is higher than what is listed here.&lt;br /&gt;
** Make sure that you have this set high enough that Bigshot won&#039;t hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.&lt;br /&gt;
&lt;br /&gt;
==The Attacking Tab==&lt;br /&gt;
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.&lt;br /&gt;
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.&lt;br /&gt;
* flee if enemy count is &amp;gt; - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.&lt;br /&gt;
* ...but don&#039;t count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.&lt;br /&gt;
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).&lt;br /&gt;
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game. (XML regex matching)&lt;br /&gt;
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.&lt;br /&gt;
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.&lt;br /&gt;
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can&#039;t bless your weapon while hunting will return you to your rest area and quit the script.&lt;br /&gt;
* Flee from boon - Enabling this check box will force Bigshot to flee from all boon/gifted/boss creatures (available in [https://github.com/elanthia-online/scripts/pull/449/commits/afade49e25dd6042c30b6d62fec4d65376667f80 v4.3.0])&lt;br /&gt;
* Activate weapon reactions - Will initiate reactive strikes when the opportunity presents itself&lt;br /&gt;
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)&lt;br /&gt;
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)&lt;br /&gt;
* Flee from webs - Enabling this check box will force Bigshot to flee from webs.&lt;br /&gt;
* Flee from voids- Enabling this check box will force Bigshot to flee from voids.&lt;br /&gt;
&lt;br /&gt;
==Commands Tab==&lt;br /&gt;
The true guts of Bigshot, this is where you specify your Attack Routine. &lt;br /&gt;
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:&lt;br /&gt;
** kill - Attacks using the KILL verb.&lt;br /&gt;
** incant &amp;lt;spell number&amp;gt; - ** incant &amp;lt;spell number&amp;gt; - Casts the specified spell with the INCANT verb. This will automatically stance into offensive for bolt and other stance-sensitive spells. A caster may CHANNEL the spell using [[INCANT (verb)]] to INCANT SET CHANNEL &amp;lt;spell&amp;gt; (a standard GSIV verb, not part of Lich). Alternatively, a caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.&lt;br /&gt;
** channel &amp;lt;spell number&amp;gt; - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.&lt;br /&gt;
** &amp;lt;Spell Number&amp;gt; - Casts the specified spell with the PREPARE and CAST verbs.&lt;br /&gt;
** wand - As in, &#039;wand target&#039;. Gets a wand from the specified storage and WAVES it at the target.&lt;br /&gt;
** fire - As in, &#039;fire target&#039;. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.&lt;br /&gt;
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the (xx) variable is used, Bigshot will continue using the specified attack command up to five (5) times. Example: &#039;903 target (xx)&#039; will continue to cast 903 at the target (5) times before restarting the attack routine or until it is dead. If you want to ensure the routine does not restart, using a sufficiently large number should suffice (e.g. x100). Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. &#039;920 target (m50)&#039; will only cast 920 (Implosion) if you have 50 or more mana. Similarly, &#039;cman feint target (s10)&#039; will only execute the combat maneuver Feint on the target if you have 10 or more stamina. The command syntax is used as a separate call and wrapped in separate parenthesis, as in (m50 s20)(x2). &lt;br /&gt;
** aim &amp;lt;location&amp;gt; - Aims at the specified location.&lt;br /&gt;
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, &amp;quot;Ambush head&amp;quot; would aim at the head, overwriting any settings or defaults for that attack.&lt;br /&gt;
** wait &amp;lt;time&amp;gt; - Bigshot may Stance Dance by using the WAIT command. Bigshot will go into and stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.&lt;br /&gt;
** mstrike - As in, &#039;mstrike target&#039;. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, &amp;quot;mstrike punch&amp;quot;.&lt;br /&gt;
** berserk - Executes the BERSERK verb and stands by until it fades.&lt;br /&gt;
** throw - Empties hands, Attempts throw, get the stuff you emptied.&lt;br /&gt;
** weed/kweed - Casts 610 at target. Using &amp;quot;kweed&amp;quot; as your command will cast 610 from offensive stance.&lt;br /&gt;
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage &amp;quot;unarmed (punch|jab|kick|grapple)&amp;quot;.&lt;br /&gt;
** smite - Performs an [[Order of Voln]] [[Kai&#039;s_Smite|Smite]] on target until successful.&lt;br /&gt;
** leech - Performs a [[Mana Leech (516)]] on target if cooldown is under 15 minutes.&lt;br /&gt;
** script &amp;lt;script name&amp;gt; - Executes a specified custom attack script.&lt;br /&gt;
** hide - Continue hiding until you&#039;re actually hidden. Or it&#039;s tired of trying.&lt;br /&gt;
** sleep - As in, &#039;sleep 10&#039;. Pause bigshot. Useful with fried hunting commands such as: &#039;410, sleep 15&#039; will E-wave then wait 15 seconds and e-wave again if there are valid targets.&lt;br /&gt;
** stance - As in, &#039;stance defense&#039;. Change stances.&lt;br /&gt;
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).&lt;br /&gt;
** force &amp;lt;cmd&amp;gt; until &amp;lt;endroll&amp;gt; - As in, &#039;force incant 1002 until 101&#039;. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.&lt;br /&gt;
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.&lt;br /&gt;
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.&lt;br /&gt;
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.&lt;br /&gt;
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.&lt;br /&gt;
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.&lt;br /&gt;
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.&lt;br /&gt;
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.&lt;br /&gt;
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.&lt;br /&gt;
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.&lt;br /&gt;
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.&lt;br /&gt;
* quick hunting commands - Commands executed specifically when using ;bigshot quick.&lt;br /&gt;
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, &#039;a large ogre&#039; can be targeted with just &#039;ogre&#039;. Using longer descriptors can be troublesome, and you should copy a monster&#039;s name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: &#039;manticore, thrak&#039; will kill manticores and thraks.&lt;br /&gt;
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PSM3 Integration===&lt;br /&gt;
* hunting commands - Bigshot now supports weapon/shield skills and warcries. Assaults will wait until they finish or are interuppted. These commands are separated by a comma. The following are a list of usable hunting commands:&lt;br /&gt;
** barrage, flurry, fury, gthrusts, pummel, thrash - Assaults will wait until attacks are completed/interrupted.&lt;br /&gt;
** fury - You can specify the default attack fury will use. Will jab if not specified: fury punch or fury kick&lt;br /&gt;
** charge, cripple, dizzyingswing, pindown, twinhammer  - Setups will execute on cooldown so make sure to check for prone/stun/root/ect.&lt;br /&gt;
** clash, cyclone, pulverize, volley, wblade, whirlwind - AOE will execute on cooldown, limit with check volley(mob3).&lt;br /&gt;
** shout - Will perform warcry shout. Must use a command check or it will shout every loop: shout(!shout),shout(buff10 s25) &lt;br /&gt;
** yowlp - Will perform warcry yowlp. Must use a command check or it will yowlp every loop: yowlp(!yowlp), yowlp(buff10 s10)&lt;br /&gt;
** holler - Will perform warcry holler every loop taunting all the mobs. holler(s60)&lt;br /&gt;
** bellow, growl, cry - Offensive warcries can be used with target for single target or all for aoe.&lt;br /&gt;
** shield bash, shield charge, shield pin, shield push, shield strike, shield trample, shield throw&lt;br /&gt;
** surge - Will keep surge of strength up. surge or surge(surge) will cast even on cooldown, surge(!surge) will only cast when not on cooldown.&lt;br /&gt;
** bearhug, bullrush, coupdegrace, cpress, cutthroat, dirtkick, dislodge, divert, eviscerate, exsanguinate, eyepoke, feint, footstomp, garrote, gkick, hamstring, haymaker, headbutt, kneebash, leapattack, mblow, mug, nosetweak, sattack, sblow, scleave, shroud, spunch, sthieve, subdue, sunder, sweep, swiftkick, tackle, templeshot, throatchop, trip, truestrike, vaultkick&lt;br /&gt;
** dislodge &amp;lt;location&amp;gt; - Dislodge from location specified: dislodge eye neck&lt;br /&gt;
** stomp - Will perform a stomp attack. Channels 909 if not active. Can also add 909 to society abilities to keep it active.&lt;br /&gt;
** dhurl - Hurl your weapon and recovers it. Works with weapon bonding auto return and the recover verb.&lt;br /&gt;
** assume &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt; - Will cycle between two aspects, or evoke a single aspect. Also works in society ability box. &amp;quot;650 &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt;&amp;quot;&lt;br /&gt;
** briar &amp;lt;weapon&amp;gt; - activate the AS buff on briar weapons. Tracks weapon charge and uses on cooldown.&lt;br /&gt;
** stance perfection - Put 10, 20, 30, ect in your attack stance box to take advantage of stance perfection.&lt;br /&gt;
&lt;br /&gt;
You may need to &#039;&#039;&#039;SKILLS FULL/CMAN INFO/WEAPON INFO/SHIELD INFO&#039;&#039;&#039; if you&#039;ve recently changed training or skills are being outright skipped.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn&#039;t currently up or has less than 3 seconds left on its timer.&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, haste kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*slayer or 240 - Placing this in front of any command will cause you to cast 240 before doing that command. It will not recast if it&#039;s already active.&lt;br /&gt;
&amp;lt;PRE&amp;gt;slayer 302 (x99)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Command Checks===&lt;br /&gt;
&lt;br /&gt;
Commands need to use the following format:&lt;br /&gt;
&amp;lt;CODE&amp;gt;COMMAND (CHECKS)(REPETITIONS)&amp;lt;/CODE&amp;gt; &lt;br /&gt;
&lt;br /&gt;
So &amp;lt;CODE&amp;gt;hamstring (mob1 prone)(x2)&amp;lt;/CODE&amp;gt; Any (x#) needs to be separate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional checks you can add to any command to customize the attack to your desired scenario.&lt;br /&gt;
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)&lt;br /&gt;
&amp;lt;p&amp;gt;Each of these also has an inverse or opposite.&lt;br /&gt;
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)&lt;br /&gt;
*s# - Checks that you have the required stamina&lt;br /&gt;
*m# - Checks that you have the required mana&lt;br /&gt;
*h# - Checks that you have the required health but based on a percentage instead of fixed number&lt;br /&gt;
*v# - Checks that you have the required spirit&lt;br /&gt;
*e# - Checks that your encumbrance percentage is at or below&lt;br /&gt;
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.&lt;br /&gt;
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified. Only use for 2 or more creatures in the room&lt;br /&gt;
&amp;lt;PRE&amp;gt;To further clarify the mob# implimentation&lt;br /&gt;
1 mob, mob2, 1 IS less than 2, attack should not proceed.&lt;br /&gt;
2 mob, mob2, 2 IS NOT less than 2, attack can proceed&lt;br /&gt;
1 mob, !mob2, 1 IS NOT more than 2, attack can proceed&lt;br /&gt;
2 mob, !mob2, 2 IS NOT more than 2, attack can proceed&lt;br /&gt;
3 mob, !mob2, 3 IS more than 2, attack should not proceed&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*once - Performs the command once on a specified target, resets on room change&lt;br /&gt;
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.&lt;br /&gt;
*frozen - Same usage as prone. Broke out of prone check for archers against non-corporeal creatures that deflect ranged. Corporeal creatures can be stunned and will break this check.&lt;br /&gt;
*undead - Checks to see if target is undead. Performed command if target is undead.&lt;br /&gt;
*flying - Checks to see if target is flying. Performed command if target is flying.&lt;br /&gt;
*hidden - Checks to see if you&#039;re currently hidden.&lt;br /&gt;
*poison - Checks to see if you&#039;re currently poisoned.&lt;br /&gt;
*disease - Checks to see if you&#039;re currently diseased.&lt;br /&gt;
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead&lt;br /&gt;
*pcs - Checks to see if there are any PCS in room that are also not in your group&lt;br /&gt;
*outside - Checks to see if the room you are in is outside&lt;br /&gt;
*barrage - Checks for the Enhanced Dexterity buff from Barrage.&lt;br /&gt;
*fury - Checks for the Enhanced Constitution buff from Fury.&lt;br /&gt;
*flurry - Checks for the Slashing Strikes buff from Flurry.&lt;br /&gt;
*pummel - Checks for the Concussive Blows buff from Pummel.&lt;br /&gt;
*thrash - Checks for the Forceful Blows buff from Thrash.&lt;br /&gt;
*vigor - Checks for the Tangleweed Vigor buff from Tangleweed.&lt;br /&gt;
*reflex - Checks for the Arcane Reflex buff from Nature&#039;s Touch.&lt;br /&gt;
*tailwind - Checks for Tailwind buff from Breeze. (tailwind) (!tailwind)&lt;br /&gt;
*shout - Checks for the Empowered buff from Shout.&lt;br /&gt;
*yowlp - Checks for the Yertie&#039;s Yowlp buff from Yowlp.&lt;br /&gt;
*justice - Checks for charges of Swift Justice. (justice) do skill with charges (!justice) do skill with no charges&lt;br /&gt;
*buffXX - Fire ability when buff duration is &amp;lt;= XX. Supported for barrage,bearhug,fury,flurry,pummel,thrash,shout,yowlp&lt;br /&gt;
*tier# - Perform action if you are at the corresponding tier. (!tier3) don&#039;t do it if you are at tier3. (tier2) do it if you are tier2&lt;br /&gt;
*censer - Attempt to cast 320 before your command checking mana and cooldown. 309(censer), 335(censer mob3), attack(censer)&lt;br /&gt;
**If command is a spell, will only cast censer if you have the mana for censer and the spell you intend.&lt;br /&gt;
**If command is not a spell, will only check you have enough mana for the censer.&lt;br /&gt;
&lt;br /&gt;
===Example Attack Routines===&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 15, incant 505, incant 903 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead (up to 5 times).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and incant 1615, kill (x100)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead or 100 times..whichever happens first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;force feint until 101, kill (x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and hide, ambush left leg&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hides from Defensive stance and then ambushes that the target&#039;s left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;incant 720(m50), incant 708, incant 702 channel(xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target up to (5) times or until it is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;prep 708, cast at left leg / prep 708 channel at left leg, incant 719 (m50)(x1), incant 702 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prepares 708 (Limb Disruption) and CASTs it at the target&#039;s left leg. The second prepares the same spell and then CHANNELs it at the target&#039;s left leg. It will then cast 719 (Dark Catalyst) if there is at least 50 mana, and will only cast one time. The last will incant 702 until the creature is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 30, unarmed punch&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shield charge (s15 prone), ambush, mstrike&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will shield charge the target if your character has 15 or more stamina and the target is NOT prone.  &lt;br /&gt;
&lt;br /&gt;
The second command will then ambush based on the settings in the &amp;quot;Attacking&amp;quot; Tab - in this case a custom order of head, neck, right leg, back was given so Bigshot will first try to Ambush the head unless the head is too injured or the head cannot be reached followed by the neck then right leg then back.  &lt;br /&gt;
&lt;br /&gt;
Bigshot will then focus mstrike the target unless the creature count is equal to or greater than the setting in the MSTRIKE Tab, in which case it will open mstrike instead.  If you put &amp;quot;mstrike target&amp;quot;, Bigshot will always focused mstrike regardless of the settings in the MSTRIKE Tab.  Alternatively, you can set the &amp;quot;Unfocused MSTRIKE when creatures equal or greater&amp;quot; to a large number, to always focus your mstrikes (or set it to 1 to always open mstrike).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bellow all, wblade(mob3), flurry(!flurry), attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will aoe bellow, then whirling blade if there are at least 3 targets. The third command will flurry if you don&#039;t have the slashing strikes buff. Finally it will attack and continue to attack until one of the previous attacks become available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;holler, shield throw(mob3), flurry, thrash, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with a taunt from holler, then shield throw if there are at least 3 targets. Third command will flurry on cooldown. Fourth will thrash on cooldown. Finally we will attack if everything else ends up on cooldown or we run out of stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shroud(s35 !hidden mob2), divert (s25 hidden mob2), ambush(hidden), flurry, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is more than one mob, it will hide with shroud and divert one of the targets. Third command will ambush if hidden. Fourth will flurry on cooldown followed up with attack to finish anything off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge(!surge), bullrush, bearhug, pummel, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will cast surge when not on cooldown, and bullrush to bust up and apply vulnerable, then bearhug which is faster if target is vulnerable. Third we will pummel on cooldown and attack when nothing else is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge, shout(buff10), shield strike, pummel(buff60), attack(x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will keep surge active, casting during cooldown for 60 stamina. Next it will shout and refresh shout when there is less than 11 seconds left on the duration. Third it will shield strike followed up with a pummel once every minute. It will finish off with 2 attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;pindown(mob4), volley(mob2), weed(!vigor !reflex), barrage(!barrage), incant 616 (m16 reflex), fire&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with pin down if there are at least 4 targets, then will volley if there are at least 2 targets. The third command will cast tangleweed if you do not have the tangleweed vigor buff or the arcane reflex buff. Our fourth command will barrage unless we have the enhanced dexterity buff from barage. Fifth we will cast a 1 second spike thorn if we do have 16 mana and do have the arcane reflex buff. Finally we will fire until one of our other commands become available.&lt;br /&gt;
&lt;br /&gt;
===Hunting Target Examples===&lt;br /&gt;
All of the examples below will work for both the &#039;valid targets&#039; and &#039;quickhunt targets&#039; entries.&lt;br /&gt;
* A hunting option only using the default command (a) for each creature in an area:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option using custom hunt commands depending on the creature.  In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie(a), niirsha(b), sacristan spirit(a)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some additional advanced options for identifying valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)&lt;br /&gt;
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)&lt;br /&gt;
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|&lt;br /&gt;
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)&lt;br /&gt;
&lt;br /&gt;
To attack everything in the room (?:.*)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc Tab==&lt;br /&gt;
Various specialized config options&lt;br /&gt;
&lt;br /&gt;
===UAC Options===&lt;br /&gt;
The various options for configuring how UAC works:&lt;br /&gt;
* &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039;&lt;br /&gt;
** The attack used when you have reached excellent in the UAC tier&lt;br /&gt;
** Options are jab, punch, grapple, or kick&lt;br /&gt;
* &#039;&#039;&#039;Aim at location (head, etc)&#039;&#039;&#039;&lt;br /&gt;
** Used for aimed UAC Combat, which requires ambush training to be effective&lt;br /&gt;
** Leave blank when you don&#039;t want to aim.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Determines how many creatures must be present before using MSTRIKE&lt;br /&gt;
* &#039;&#039;&#039;Use Voln SMITE?&#039;&#039;&#039;&lt;br /&gt;
** Will perform a Voln SMITE on [[Non-corporeal]] undead&lt;br /&gt;
&lt;br /&gt;
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Bigshot only requires minimal configuration to ensure UAC works well.&lt;br /&gt;
#UAC tab: Input your &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039; (jab, punch, grapple, or kick)&lt;br /&gt;
#Commands tab: Input your &#039;&#039;&#039;hunting commands(a)&#039;&#039;&#039; option as &#039;&#039;&#039;unarmed jab&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Important notes to keep in mind on how UAC works in Bigshot:&lt;br /&gt;
* The hunting option &#039;&#039;&#039;unarmed jab&#039;&#039;&#039; can be replaced by any UAC attack type (e.g. &#039;&#039;&#039;unarmed punch&#039;&#039;&#039;)&lt;br /&gt;
* UAC follow up strikes will be selected over the base or tier 3 attack&lt;br /&gt;
* Tier 3 attacks will be used only when positioning is excellent&lt;br /&gt;
&lt;br /&gt;
There is almost no reason to ever use anything other than &#039;&#039;&#039;unarmed jab&#039;&#039; as the hunting command, and either &#039;&#039;&#039;grapple&#039;&#039;&#039; or &#039;&#039;&#039;kick&#039;&#039;&#039; as the Tier 3 attack.&lt;br /&gt;
&lt;br /&gt;
===MSTRIKE Options===&lt;br /&gt;
MSTRIKE attack now has options for when it should be used.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown&lt;br /&gt;
** Be careful when setting this too low as it can pop your muscles&lt;br /&gt;
** Leave blank for it to use your max stamina.&lt;br /&gt;
* &#039;&#039;&#039;QUICKSTRIKE stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.&lt;br /&gt;
* &#039;&#039;&#039;Unfocused MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Number of creatures in room before you do an unfocused mstrike. Default is 2.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown&#039;&#039;&#039;&lt;br /&gt;
**Toggle for MSTRIKEing during its cooldown period&lt;br /&gt;
* &#039;&#039;&#039;Use QUICKSTRIKE for MSTRIKE&#039;&#039;&#039;&lt;br /&gt;
** Toggle for using QUICKSTRIKE when you MSTRIKE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ammo/Wands===&lt;br /&gt;
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.&lt;br /&gt;
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.&lt;br /&gt;
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you &lt;br /&gt;
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.&lt;br /&gt;
* dead wand container: - ...And then will deposit the used up wands in this container.&lt;br /&gt;
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: &amp;quot;aquamarine wand, bloodwood wand, etc&amp;quot;&lt;br /&gt;
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.&lt;br /&gt;
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MA Grouping===&lt;br /&gt;
* Enter the name of the looter in Head/Tail configuration&lt;br /&gt;
&lt;br /&gt;
==Monitoring Tab==&lt;br /&gt;
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.&lt;br /&gt;
* Engage deadman&#039;s switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.&lt;br /&gt;
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.&lt;br /&gt;
* Quiet followers - Followers will wait until leader is done with both actions and resting scripts to begin using their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ingame Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:bigshot-1.PNG|Profiles&lt;br /&gt;
File:bigshot-2.PNG|Resting&lt;br /&gt;
File:bigshot-3.PNG|Hunting&lt;br /&gt;
File:bigshot-4.PNG|Attacking&lt;br /&gt;
File:bigshot-5.PNG|Commands&lt;br /&gt;
File:bigshot-6.PNG|Misc&lt;br /&gt;
File:bigshot-7.PNG|Monitoring&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=201208</id>
		<title>Lich:Script Bigshot</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=201208"/>
		<updated>2023-07-01T22:25:28Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Command Checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
Bigshot is designed to handle combat routines, including moving to and from hunting areas, defining creatures to hunt and accompanying attack routines&lt;br /&gt;
Afk scripting on any server but Shattered is in violation of game policy.&lt;br /&gt;
{{TOCright| limit=2}}&lt;br /&gt;
==Changelog==&lt;br /&gt;
*[[Script Bigshot/Changelog|Script Bigshot Changelog]]&lt;br /&gt;
==About Bigshot==&lt;br /&gt;
===What Does Bigshot Do?===&lt;br /&gt;
&lt;br /&gt;
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.&lt;br /&gt;
&lt;br /&gt;
===How Do I Get It?===&lt;br /&gt;
&lt;br /&gt;
Grab it from the Repository: ;repository download Bigshot&lt;br /&gt;
&lt;br /&gt;
===How Do I Make it GO!?===&lt;br /&gt;
Initial setup is accessed through ;bigshot setup. There you will see a configuration window with various tabs to setup for your hunting routine. &lt;br /&gt;
&lt;br /&gt;
As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:&lt;br /&gt;
* Profile - This is where you save/load your profile information. Profiles are saved to your \Lich5\data\&amp;lt;GSServer\&amp;lt;charname&amp;gt;\bigshot_profiles directory. Eg, \Lich5\data\GSIV\Rinualdo\bigshot_profiles (note, if you&#039;ve previously used bigshot, the file location has changed. The previous location was in your \Lich5\scripts\bigshot_profiles folder. You can copy/paste &lt;br /&gt;
* Resting - Set up your resting routine and location.&lt;br /&gt;
* Hunting - Create a hunting map by adding BOUNDARIES, define your attack stance and any pre hunt information&lt;br /&gt;
* Attacking - configuration for ambushing, bless, reactions, and similar flags&lt;br /&gt;
* Commands - Where you define your valid targets and associated attack routines. See sample routines below. &lt;br /&gt;
* Misc tab - Various config options&lt;br /&gt;
&lt;br /&gt;
We will take a closer look at each of these individually further on.&lt;br /&gt;
&lt;br /&gt;
There is also several other commands you can do for more functionality.&lt;br /&gt;
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.&lt;br /&gt;
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.&lt;br /&gt;
* ;bigshot display - Shows all your current settings.&lt;br /&gt;
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won&#039;t targets something it should.&lt;br /&gt;
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.&lt;br /&gt;
* ;bigshot profile save &amp;lt;name here&amp;gt; - Saves a profile in YAML format in your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu.&lt;br /&gt;
* ;bigshot profile load &amp;lt;name here&amp;gt; - Loads a profile from your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu. &lt;br /&gt;
* ;bigshot single  - When used solo, will execute a single hunting routine, return to your resting location and then exit&lt;br /&gt;
&lt;br /&gt;
==The Profile Tab==&lt;br /&gt;
* Load Profile - will load an existing profile. Nothing will be available if no previous profiles are saved&lt;br /&gt;
* Current Profile - shows the existing profile if a new one is loaded. &lt;br /&gt;
* Save profile - Valid profile information for future ebounty script support&lt;br /&gt;
  Save Current Settings - tell Bigshot what you want your profile to be named. Any name will work here. Once a profile is saved, will show up in the Load Profile menu. &lt;br /&gt;
&lt;br /&gt;
==The Resting Tab==&lt;br /&gt;
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.&lt;br /&gt;
&lt;br /&gt;
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from xNarost / Go2. Support both LichIDs and SimuIDs with a u, for example, 228 for Town Square Central or u7120.&lt;br /&gt;
* pre-rest commands: - These commands run before entering REST mode. An example routine is: &#039;shea, wear shield, sit, stance offensive, rest&#039;. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb.&lt;br /&gt;
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: &#039;eloot sell, waggle, eherbs&#039;. This will use eloot to sell according to the options set with eloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, eherbs will check your PACK and use herbs stored there to heal whatever wounds you have.&lt;br /&gt;
* Fog Option: - Uses [[Spirit Guide (130)]], Voln [[Symbol of Return]], [[Traveler&#039;s Song (1020)]], Sigil of Escape, or [[Familiar Gate (930)]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails. Setting to Traveler&#039;s Song will attempt once and continue. Setting to Familiar Gate will attempt to summon a portal once and walk through it. Will perform a mana pulse if not enough mana is detected&lt;br /&gt;
* Should Rest? &lt;br /&gt;
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.&lt;br /&gt;
* &#039;&#039;&#039;and extra kills &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used&lt;br /&gt;
* &#039;&#039;&#039;and used lte boosts &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold&lt;br /&gt;
* &#039;&#039;&#039;or percentmana &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.&lt;br /&gt;
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.&lt;br /&gt;
* &#039;&#039;&#039;or percentencumbrance &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you have reached a given level of encumbrance.&lt;br /&gt;
* &#039;&#039;&#039;or wounded eval&#039;&#039;&#039;&lt;br /&gt;
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can&#039;t cast, too many scars etc.&lt;br /&gt;
&lt;br /&gt;
The following is a wounded evaluation that will rest whenever you have any level II wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;XMLData.injuries.any?{|key,value| value[&amp;quot;wound&amp;quot;] &amp;gt; 1} || percenthealth &amp;lt;= 70&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bleeding? || percenthealth &amp;lt;= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max &amp;gt; 1 ||  [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max &amp;gt; 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0 &amp;amp;&amp;amp; [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;when creeping dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your creeping dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;when crushing dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your crushing dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Thorns Poison&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by Wall of Thorns Poison.&lt;br /&gt;
* &#039;&#039;&#039;Confusion Debuff&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by the non-dispellable Confusion Debuff.&lt;br /&gt;
&lt;br /&gt;
==The Hunting Tab==&lt;br /&gt;
This is where you will tell bigshot when to hunt, any commands or society abilities to use prior to hunting, and where on the map you want to hunt. &lt;br /&gt;
===The Hunting Map===&lt;br /&gt;
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot&#039;s configuration files and not in a character cache as with ;Wander. Here you also configure when to hunt&lt;br /&gt;
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.&lt;br /&gt;
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;X-X-B - A - 0 - 0 - 0&lt;br /&gt;
|   |&lt;br /&gt;
X-X-X&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proper syntax for boundry rooms are separated by commas&lt;br /&gt;
Some popular Rift boundries as an example&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
Plane 1: 2635, 12101, 12208&lt;br /&gt;
Plane 2: 2605, 2635, 12093&lt;br /&gt;
Plane 3: 2635, 12089, 12152&lt;br /&gt;
Plane 4: 12122, 12207, 12235&lt;br /&gt;
Plane 5: 2579&lt;br /&gt;
North Scatter: 12151, 12254, 12256, 12249, 12247, 12241&lt;br /&gt;
South Scatter: 12151, 12219, 12217, 12233, 12237, 12239&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Maaghara boundries, you can use &lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
9734&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your &#039;&#039;&#039;Should_rest?&#039;&#039;&#039; conditions are met.&lt;br /&gt;
&lt;br /&gt;
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds. Set to 0 for fastest (spammy) movement. &lt;br /&gt;
&lt;br /&gt;
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive -&amp;gt;-&amp;gt; Defensive.&lt;br /&gt;
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt&#039;s Starting Room. As an example: &#039;gird, stance defensive&#039;. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.&lt;br /&gt;
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.&lt;br /&gt;
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering &#039;506&#039; will keep the spell Haste up during Hunts, casting whenever it has worn off.&lt;br /&gt;
* loot script - Bigshot will call a loot script to loot your kills for you. eloot is commonly scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.&lt;br /&gt;
* wracking spirit &amp;gt;= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the &#039;Use sign of wracking/sigil of power&#039; box checked.&lt;br /&gt;
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking&lt;br /&gt;
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don&#039;t match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.&lt;br /&gt;
* Delay looting - delays looting of creatures in a room.&lt;br /&gt;
* Pull players to feet - attempt to pull players to their feet upon passing them in a room&lt;br /&gt;
* Stop for dead players - checkbox will pause bigshot if you encounter a dead player&lt;br /&gt;
* Sneaky Sneaky - sneak around while out in the hunting area&lt;br /&gt;
&lt;br /&gt;
===Should hunt ===&lt;br /&gt;
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.&lt;br /&gt;
* &#039;&#039;&#039;and percent mana&amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Determines the percent total of your maximum mana that must be present before hunting&lt;br /&gt;
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.&lt;br /&gt;
* &#039;&#039;&#039;and CHECKspirit &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Bigshot will check to see that your current Spirit value is higher than what is listed here.&lt;br /&gt;
** Make sure that you have this set high enough that Bigshot won&#039;t hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.&lt;br /&gt;
&lt;br /&gt;
==The Attacking Tab==&lt;br /&gt;
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.&lt;br /&gt;
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.&lt;br /&gt;
* flee if enemy count is &amp;gt; - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.&lt;br /&gt;
* ...but don&#039;t count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.&lt;br /&gt;
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).&lt;br /&gt;
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game. (XML regex matching)&lt;br /&gt;
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.&lt;br /&gt;
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.&lt;br /&gt;
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can&#039;t bless your weapon while hunting will return you to your rest area and quit the script.&lt;br /&gt;
* Flee from boon - Enabling this check box will force Bigshot to flee from all boon/gifted/boss creatures (available in [https://github.com/elanthia-online/scripts/pull/449/commits/afade49e25dd6042c30b6d62fec4d65376667f80 v4.3.0])&lt;br /&gt;
* Activate weapon reactions - Will initiate reactive strikes when the opportunity presents itself&lt;br /&gt;
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)&lt;br /&gt;
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)&lt;br /&gt;
* Flee from webs - Enabling this check box will force Bigshot to flee from webs.&lt;br /&gt;
* Flee from voids- Enabling this check box will force Bigshot to flee from voids.&lt;br /&gt;
&lt;br /&gt;
==Commands Tab==&lt;br /&gt;
The true guts of Bigshot, this is where you specify your Attack Routine. &lt;br /&gt;
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:&lt;br /&gt;
** kill - Attacks using the KILL verb.&lt;br /&gt;
** incant &amp;lt;spell number&amp;gt; - ** incant &amp;lt;spell number&amp;gt; - Casts the specified spell with the INCANT verb. This will automatically stance into offensive for bolt and other stance-sensitive spells. A caster may CHANNEL the spell using [[INCANT (verb)]] to INCANT SET CHANNEL &amp;lt;spell&amp;gt; (a standard GSIV verb, not part of Lich). Alternatively, a caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.&lt;br /&gt;
** channel &amp;lt;spell number&amp;gt; - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.&lt;br /&gt;
** &amp;lt;Spell Number&amp;gt; - Casts the specified spell with the PREPARE and CAST verbs.&lt;br /&gt;
** wand - As in, &#039;wand target&#039;. Gets a wand from the specified storage and WAVES it at the target.&lt;br /&gt;
** fire - As in, &#039;fire target&#039;. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.&lt;br /&gt;
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the (xx) variable is used, Bigshot will continue using the specified attack command up to five (5) times. Example: &#039;903 target (xx)&#039; will continue to cast 903 at the target (5) times before restarting the attack routine or until it is dead. If you want to ensure the routine does not restart, using a sufficiently large number should suffice (e.g. x100). Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. &#039;920 target (m50)&#039; will only cast 920 (Implosion) if you have 50 or more mana. Similarly, &#039;cman feint target (s10)&#039; will only execute the combat maneuver Feint on the target if you have 10 or more stamina. The command syntax is used as a separate call and wrapped in separate parenthesis, as in (m50 s20)(x2). &lt;br /&gt;
** aim &amp;lt;location&amp;gt; - Aims at the specified location.&lt;br /&gt;
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, &amp;quot;Ambush head&amp;quot; would aim at the head, overwriting any settings or defaults for that attack.&lt;br /&gt;
** wait &amp;lt;time&amp;gt; - Bigshot may Stance Dance by using the WAIT command. Bigshot will go into and stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.&lt;br /&gt;
** mstrike - As in, &#039;mstrike target&#039;. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, &amp;quot;mstrike punch&amp;quot;.&lt;br /&gt;
** berserk - Executes the BERSERK verb and stands by until it fades.&lt;br /&gt;
** throw - Empties hands, Attempts throw, get the stuff you emptied.&lt;br /&gt;
** weed/kweed - Casts 610 at target. Using &amp;quot;kweed&amp;quot; as your command will cast 610 from offensive stance.&lt;br /&gt;
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage &amp;quot;unarmed (punch|jab|kick|grapple)&amp;quot;.&lt;br /&gt;
** smite - Performs an [[Order of Voln]] [[Kai&#039;s_Smite|Smite]] on target until successful.&lt;br /&gt;
** leech - Performs a [[Mana Leech (516)]] on target if cooldown is under 15 minutes.&lt;br /&gt;
** script &amp;lt;script name&amp;gt; - Executes a specified custom attack script.&lt;br /&gt;
** hide - Continue hiding until you&#039;re actually hidden. Or it&#039;s tired of trying.&lt;br /&gt;
** sleep - As in, &#039;sleep 10&#039;. Pause bigshot. Useful with fried hunting commands such as: &#039;410, sleep 15&#039; will E-wave then wait 15 seconds and e-wave again if there are valid targets.&lt;br /&gt;
** stance - As in, &#039;stance defense&#039;. Change stances.&lt;br /&gt;
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).&lt;br /&gt;
** force &amp;lt;cmd&amp;gt; until &amp;lt;endroll&amp;gt; - As in, &#039;force incant 1002 until 101&#039;. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.&lt;br /&gt;
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.&lt;br /&gt;
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.&lt;br /&gt;
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.&lt;br /&gt;
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.&lt;br /&gt;
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.&lt;br /&gt;
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.&lt;br /&gt;
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.&lt;br /&gt;
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.&lt;br /&gt;
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.&lt;br /&gt;
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.&lt;br /&gt;
* quick hunting commands - Commands executed specifically when using ;bigshot quick.&lt;br /&gt;
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, &#039;a large ogre&#039; can be targeted with just &#039;ogre&#039;. Using longer descriptors can be troublesome, and you should copy a monster&#039;s name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: &#039;manticore, thrak&#039; will kill manticores and thraks.&lt;br /&gt;
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PSM3 Integration===&lt;br /&gt;
* hunting commands - Bigshot now supports weapon/shield skills and warcries. Assaults will wait until they finish or are interuppted. These commands are separated by a comma. The following are a list of usable hunting commands:&lt;br /&gt;
** barrage, flurry, fury, gthrusts, pummel, thrash - Assaults will wait until attacks are completed/interrupted.&lt;br /&gt;
** charge, cripple, dizzyingswing, pindown, twinhammer  - Setups will execute on cooldown so make sure to check for prone/stun/root/ect.&lt;br /&gt;
** clash, cyclone, pulverize, volley, wblade, whirlwind - AOE will execute on cooldown, limit with check volley(mob3).&lt;br /&gt;
** shout - Will perform warcry shout. Must use a command check or it will shout every loop: shout(!shout),shout(buff10 s25) &lt;br /&gt;
** yowlp - Will perform warcry yowlp. Must use a command check or it will yowlp every loop: yowlp(!yowlp), yowlp(buff10 s10)&lt;br /&gt;
** holler - Will perform warcry holler every loop taunting all the mobs. holler(s60)&lt;br /&gt;
** bellow, growl, cry - Offensive warcries can be used with target for single target or all for aoe.&lt;br /&gt;
** shield bash, shield charge, shield pin, shield push, shield strike, shield trample, shield throw&lt;br /&gt;
** surge - Will keep surge of strength up. surge or surge(surge) will cast even on cooldown, surge(!surge) will only cast when not on cooldown.&lt;br /&gt;
** bearhug, bullrush, coupdegrace, cpress, cutthroat, dirtkick, dislodge, divert, eviscerate, exsanguinate, eyepoke, feint, footstomp, garrote, gkick, hamstring, haymaker, headbutt, kneebash, leapattack, mblow, mug, nosetweak, sattack, sblow, scleave, shroud, spunch, sthieve, subdue, sunder, sweep, swiftkick, tackle, templeshot, throatchop, trip, truestrike, vaultkick&lt;br /&gt;
** dislodge &amp;lt;location&amp;gt; - Dislodge from location specified: dislodge eye neck&lt;br /&gt;
** stomp - Will perform a stomp attack. Channels 909 if not active. Can also add 909 to society abilities to keep it active.&lt;br /&gt;
** dhurl - Hurl your weapon and recovers it. Works with weapon bonding auto return and the recover verb.&lt;br /&gt;
** assume &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt; - Will cycle between two aspects, or evoke a single aspect. Also works in society ability box. &amp;quot;650 &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt;&amp;quot;&lt;br /&gt;
** briar &amp;lt;weapon&amp;gt; - activate the AS buff on briar weapons. Tracks weapon charge and uses on cooldown.&lt;br /&gt;
** stance perfection - Put 10, 20, 30, ect in your attack stance box to take advantage of stance perfection.&lt;br /&gt;
&lt;br /&gt;
You may need to &#039;&#039;&#039;SKILLS FULL/CMAN INFO/WEAPON INFO/SHIELD INFO&#039;&#039;&#039; if you&#039;ve recently changed training or skills are being outright skipped.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn&#039;t currently up or has less than 3 seconds left on its timer.&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, haste kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*slayer or 240 - Placing this in front of any command will cause you to cast 240 before doing that command. It will not recast if it&#039;s already active.&lt;br /&gt;
&amp;lt;PRE&amp;gt;slayer 302 (x99)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Command Checks===&lt;br /&gt;
&lt;br /&gt;
Commands need to use the following format:&lt;br /&gt;
&amp;lt;CODE&amp;gt;COMMAND (CHECKS)(REPETITIONS)&amp;lt;/CODE&amp;gt; &lt;br /&gt;
&lt;br /&gt;
So &amp;lt;CODE&amp;gt;hamstring (mob1 prone)(x2)&amp;lt;/CODE&amp;gt; Any (x#) needs to be separate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional checks you can add to any command to customize the attack to your desired scenario.&lt;br /&gt;
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)&lt;br /&gt;
&amp;lt;p&amp;gt;Each of these also has an inverse or opposite.&lt;br /&gt;
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)&lt;br /&gt;
*s# - Checks that you have the required stamina&lt;br /&gt;
*m# - Checks that you have the required mana&lt;br /&gt;
*h# - Checks that you have the required health but based on a percentage instead of fixed number&lt;br /&gt;
*v# - Checks that you have the required spirit&lt;br /&gt;
*e# - Checks that your encumbrance percentage is at or below&lt;br /&gt;
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.&lt;br /&gt;
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified. Only use for 2 or more creatures in the room&lt;br /&gt;
&amp;lt;PRE&amp;gt;To further clarify the mob# implimentation&lt;br /&gt;
1 mob, mob2, 1 IS less than 2, attack should not proceed.&lt;br /&gt;
2 mob, mob2, 2 IS NOT less than 2, attack can proceed&lt;br /&gt;
1 mob, !mob2, 1 IS NOT more than 2, attack can proceed&lt;br /&gt;
2 mob, !mob2, 2 IS NOT more than 2, attack can proceed&lt;br /&gt;
3 mob, !mob2, 3 IS more than 2, attack should not proceed&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*once - Performs the command once on a specified target, resets on room change&lt;br /&gt;
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.&lt;br /&gt;
*frozen - Same usage as prone. Broke out of prone check for archers against non-corporeal creatures that deflect ranged. Corporeal creatures can be stunned and will break this check.&lt;br /&gt;
*undead - Checks to see if target is undead. Performed command if target is undead.&lt;br /&gt;
*flying - Checks to see if target is flying. Performed command if target is flying.&lt;br /&gt;
*hidden - Checks to see if you&#039;re currently hidden.&lt;br /&gt;
*poison - Checks to see if you&#039;re currently poisoned.&lt;br /&gt;
*disease - Checks to see if you&#039;re currently diseased.&lt;br /&gt;
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead&lt;br /&gt;
*pcs - Checks to see if there are any PCS in room that are also not in your group&lt;br /&gt;
*outside - Checks to see if the room you are in is outside&lt;br /&gt;
*barrage - Checks for the Enhanced Dexterity buff from Barrage.&lt;br /&gt;
*fury - Checks for the Enhanced Constitution buff from Fury.&lt;br /&gt;
*flurry - Checks for the Slashing Strikes buff from Flurry.&lt;br /&gt;
*pummel - Checks for the Concussive Blows buff from Pummel.&lt;br /&gt;
*thrash - Checks for the Forceful Blows buff from Thrash.&lt;br /&gt;
*vigor - Checks for the Tangleweed Vigor buff from Tangleweed.&lt;br /&gt;
*reflex - Checks for the Arcane Reflex buff from Nature&#039;s Touch.&lt;br /&gt;
*tailwind - Checks for Tailwind buff from Breeze. (tailwind) (!tailwind)&lt;br /&gt;
*shout - Checks for the Empowered buff from Shout.&lt;br /&gt;
*yowlp - Checks for the Yertie&#039;s Yowlp buff from Yowlp.&lt;br /&gt;
*justice - Checks for charges of Swift Justice. (justice) do skill with charges (!justice) do skill with no charges&lt;br /&gt;
*buffXX - Fire ability when buff duration is &amp;lt;= XX. Supported for barrage,bearhug,fury,flurry,pummel,thrash,shout,yowlp&lt;br /&gt;
*tier# - Perform action if you are at the corresponding tier. (!tier3) don&#039;t do it if you are at tier3. (tier2) do it if you are tier2&lt;br /&gt;
*censer - Attempt to cast 320 before your command checking mana and cooldown. 309(censer), 335(censer mob3), attack(censer)&lt;br /&gt;
**If command is a spell, will only cast censer if you have the mana for censer and the spell you intend.&lt;br /&gt;
**If command is not a spell, will only check you have enough mana for the censer.&lt;br /&gt;
&lt;br /&gt;
===Example Attack Routines===&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 15, incant 505, incant 903 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead (up to 5 times).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and incant 1615, kill (x100)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead or 100 times..whichever happens first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;force feint until 101, kill (x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and hide, ambush left leg&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hides from Defensive stance and then ambushes that the target&#039;s left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;incant 720(m50), incant 708, incant 702 channel(xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target up to (5) times or until it is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;prep 708, cast at left leg / prep 708 channel at left leg, incant 719 (m50)(x1), incant 702 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prepares 708 (Limb Disruption) and CASTs it at the target&#039;s left leg. The second prepares the same spell and then CHANNELs it at the target&#039;s left leg. It will then cast 719 (Dark Catalyst) if there is at least 50 mana, and will only cast one time. The last will incant 702 until the creature is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 30, unarmed punch&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shield charge (s15 prone), ambush, mstrike&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will shield charge the target if your character has 15 or more stamina and the target is NOT prone.  &lt;br /&gt;
&lt;br /&gt;
The second command will then ambush based on the settings in the &amp;quot;Attacking&amp;quot; Tab - in this case a custom order of head, neck, right leg, back was given so Bigshot will first try to Ambush the head unless the head is too injured or the head cannot be reached followed by the neck then right leg then back.  &lt;br /&gt;
&lt;br /&gt;
Bigshot will then focus mstrike the target unless the creature count is equal to or greater than the setting in the MSTRIKE Tab, in which case it will open mstrike instead.  If you put &amp;quot;mstrike target&amp;quot;, Bigshot will always focused mstrike regardless of the settings in the MSTRIKE Tab.  Alternatively, you can set the &amp;quot;Unfocused MSTRIKE when creatures equal or greater&amp;quot; to a large number, to always focus your mstrikes (or set it to 1 to always open mstrike).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bellow all, wblade(mob3), flurry(!flurry), attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will aoe bellow, then whirling blade if there are at least 3 targets. The third command will flurry if you don&#039;t have the slashing strikes buff. Finally it will attack and continue to attack until one of the previous attacks become available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;holler, shield throw(mob3), flurry, thrash, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with a taunt from holler, then shield throw if there are at least 3 targets. Third command will flurry on cooldown. Fourth will thrash on cooldown. Finally we will attack if everything else ends up on cooldown or we run out of stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shroud(s35 !hidden mob2), divert (s25 hidden mob2), ambush(hidden), flurry, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is more than one mob, it will hide with shroud and divert one of the targets. Third command will ambush if hidden. Fourth will flurry on cooldown followed up with attack to finish anything off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge(!surge), bullrush, bearhug, pummel, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will cast surge when not on cooldown, and bullrush to bust up and apply vulnerable, then bearhug which is faster if target is vulnerable. Third we will pummel on cooldown and attack when nothing else is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge, shout(buff10), shield strike, pummel(buff60), attack(x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will keep surge active, casting during cooldown for 60 stamina. Next it will shout and refresh shout when there is less than 11 seconds left on the duration. Third it will shield strike followed up with a pummel once every minute. It will finish off with 2 attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;pindown(mob4), volley(mob2), weed(!vigor !reflex), barrage(!barrage), incant 616 (m16 reflex), fire&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with pin down if there are at least 4 targets, then will volley if there are at least 2 targets. The third command will cast tangleweed if you do not have the tangleweed vigor buff or the arcane reflex buff. Our fourth command will barrage unless we have the enhanced dexterity buff from barage. Fifth we will cast a 1 second spike thorn if we do have 16 mana and do have the arcane reflex buff. Finally we will fire until one of our other commands become available.&lt;br /&gt;
&lt;br /&gt;
===Hunting Target Examples===&lt;br /&gt;
All of the examples below will work for both the &#039;valid targets&#039; and &#039;quickhunt targets&#039; entries.&lt;br /&gt;
* A hunting option only using the default command (a) for each creature in an area:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option using custom hunt commands depending on the creature.  In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie(a), niirsha(b), sacristan spirit(a)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some additional advanced options for identifying valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)&lt;br /&gt;
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)&lt;br /&gt;
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|&lt;br /&gt;
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)&lt;br /&gt;
&lt;br /&gt;
To attack everything in the room (?:.*)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc Tab==&lt;br /&gt;
Various specialized config options&lt;br /&gt;
&lt;br /&gt;
===UAC Options===&lt;br /&gt;
The various options for configuring how UAC works:&lt;br /&gt;
* &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039;&lt;br /&gt;
** The attack used when you have reached excellent in the UAC tier&lt;br /&gt;
** Options are jab, punch, grapple, or kick&lt;br /&gt;
* &#039;&#039;&#039;Aim at location (head, etc)&#039;&#039;&#039;&lt;br /&gt;
** Used for aimed UAC Combat, which requires ambush training to be effective&lt;br /&gt;
** Leave blank when you don&#039;t want to aim.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Determines how many creatures must be present before using MSTRIKE&lt;br /&gt;
* &#039;&#039;&#039;Use Voln SMITE?&#039;&#039;&#039;&lt;br /&gt;
** Will perform a Voln SMITE on [[Non-corporeal]] undead&lt;br /&gt;
&lt;br /&gt;
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Bigshot only requires minimal configuration to ensure UAC works well.&lt;br /&gt;
#UAC tab: Input your &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039; (jab, punch, grapple, or kick)&lt;br /&gt;
#Commands tab: Input your &#039;&#039;&#039;hunting commands(a)&#039;&#039;&#039; option as &#039;&#039;&#039;unarmed jab&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Important notes to keep in mind on how UAC works in Bigshot:&lt;br /&gt;
* The hunting option &#039;&#039;&#039;unarmed jab&#039;&#039;&#039; can be replaced by any UAC attack type (e.g. &#039;&#039;&#039;unarmed punch&#039;&#039;&#039;)&lt;br /&gt;
* UAC follow up strikes will be selected over the base or tier 3 attack&lt;br /&gt;
* Tier 3 attacks will be used only when positioning is excellent&lt;br /&gt;
&lt;br /&gt;
There is almost no reason to ever use anything other than &#039;&#039;&#039;unarmed jab&#039;&#039; as the hunting command, and either &#039;&#039;&#039;grapple&#039;&#039;&#039; or &#039;&#039;&#039;kick&#039;&#039;&#039; as the Tier 3 attack.&lt;br /&gt;
&lt;br /&gt;
===MSTRIKE Options===&lt;br /&gt;
MSTRIKE attack now has options for when it should be used.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown&lt;br /&gt;
** Be careful when setting this too low as it can pop your muscles&lt;br /&gt;
** Leave blank for it to use your max stamina.&lt;br /&gt;
* &#039;&#039;&#039;QUICKSTRIKE stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.&lt;br /&gt;
* &#039;&#039;&#039;Unfocused MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Number of creatures in room before you do an unfocused mstrike. Default is 2.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown&#039;&#039;&#039;&lt;br /&gt;
**Toggle for MSTRIKEing during its cooldown period&lt;br /&gt;
* &#039;&#039;&#039;Use QUICKSTRIKE for MSTRIKE&#039;&#039;&#039;&lt;br /&gt;
** Toggle for using QUICKSTRIKE when you MSTRIKE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ammo/Wands===&lt;br /&gt;
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.&lt;br /&gt;
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.&lt;br /&gt;
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you &lt;br /&gt;
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.&lt;br /&gt;
* dead wand container: - ...And then will deposit the used up wands in this container.&lt;br /&gt;
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: &amp;quot;aquamarine wand, bloodwood wand, etc&amp;quot;&lt;br /&gt;
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.&lt;br /&gt;
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MA Grouping===&lt;br /&gt;
* Enter the name of the looter in Head/Tail configuration&lt;br /&gt;
&lt;br /&gt;
==Monitoring Tab==&lt;br /&gt;
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.&lt;br /&gt;
* Engage deadman&#039;s switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.&lt;br /&gt;
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.&lt;br /&gt;
* Quiet followers - Followers will wait until leader is done with both actions and resting scripts to begin using their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ingame Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:bigshot-1.PNG|Profiles&lt;br /&gt;
File:bigshot-2.PNG|Resting&lt;br /&gt;
File:bigshot-3.PNG|Hunting&lt;br /&gt;
File:bigshot-4.PNG|Attacking&lt;br /&gt;
File:bigshot-5.PNG|Commands&lt;br /&gt;
File:bigshot-6.PNG|Misc&lt;br /&gt;
File:bigshot-7.PNG|Monitoring&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=200983</id>
		<title>Lich:Script Bigshot</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=200983"/>
		<updated>2023-06-26T16:35:22Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* The Hunting Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
Bigshot is designed to handle combat routines, including moving to and from hunting areas, defining creatures to hunt and accompanying attack routines&lt;br /&gt;
Afk scripting on any server but Shattered is in violation of game policy.&lt;br /&gt;
{{TOCright| limit=2}}&lt;br /&gt;
==Changelog==&lt;br /&gt;
*[[Script Bigshot/Changelog|Script Bigshot Changelog]]&lt;br /&gt;
==About Bigshot==&lt;br /&gt;
===What Does Bigshot Do?===&lt;br /&gt;
&lt;br /&gt;
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.&lt;br /&gt;
&lt;br /&gt;
===How Do I Get It?===&lt;br /&gt;
&lt;br /&gt;
Grab it from the Repository: ;repository download Bigshot&lt;br /&gt;
&lt;br /&gt;
===How Do I Make it GO!?===&lt;br /&gt;
Initial setup is accessed through ;bigshot setup. There you will see a configuration window with various tabs to setup for your hunting routine. &lt;br /&gt;
&lt;br /&gt;
As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:&lt;br /&gt;
* Profile - This is where you save/load your profile information. Profiles are saved to your \Lich5\data\&amp;lt;GSServer\&amp;lt;charname&amp;gt;\bigshot_profiles directory. Eg, \Lich5\data\GSIV\Rinualdo\bigshot_profiles (note, if you&#039;ve previously used bigshot, the file location has changed. The previous location was in your \Lich5\scripts\bigshot_profiles folder. You can copy/paste &lt;br /&gt;
* Resting - Set up your resting routine and location.&lt;br /&gt;
* Hunting - Create a hunting map by adding BOUNDARIES, define your attack stance and any pre hunt information&lt;br /&gt;
* Attacking - configuration for ambushing, bless, reactions, and similar flags&lt;br /&gt;
* Commands - Where you define your valid targets and associated attack routines. See sample routines below. &lt;br /&gt;
* Misc tab - Various config options&lt;br /&gt;
&lt;br /&gt;
We will take a closer look at each of these individually further on.&lt;br /&gt;
&lt;br /&gt;
There is also several other commands you can do for more functionality.&lt;br /&gt;
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.&lt;br /&gt;
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.&lt;br /&gt;
* ;bigshot display - Shows all your current settings.&lt;br /&gt;
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won&#039;t targets something it should.&lt;br /&gt;
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.&lt;br /&gt;
* ;bigshot profile save &amp;lt;name here&amp;gt; - Saves a profile in YAML format in your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu.&lt;br /&gt;
* ;bigshot profile load &amp;lt;name here&amp;gt; - Loads a profile from your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu. &lt;br /&gt;
* ;bigshot single  - When used solo, will execute a single hunting routine, return to your resting location and then exit&lt;br /&gt;
&lt;br /&gt;
==The Profile Tab==&lt;br /&gt;
* Load Profile - will load an existing profile. Nothing will be available if no previous profiles are saved&lt;br /&gt;
* Current Profile - shows the existing profile if a new one is loaded. &lt;br /&gt;
* Save profile - Valid profile information for future ebounty script support&lt;br /&gt;
  Save Current Settings - tell Bigshot what you want your profile to be named. Any name will work here. Once a profile is saved, will show up in the Load Profile menu. &lt;br /&gt;
&lt;br /&gt;
==The Resting Tab==&lt;br /&gt;
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.&lt;br /&gt;
&lt;br /&gt;
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from xNarost / Go2. Support both LichIDs and SimuIDs with a u, for example, 228 for Town Square Central or u7120.&lt;br /&gt;
* pre-rest commands: - These commands run before entering REST mode. An example routine is: &#039;shea, wear shield, sit, stance offensive, rest&#039;. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb.&lt;br /&gt;
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: &#039;eloot sell, waggle, eherbs&#039;. This will use eloot to sell according to the options set with eloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, eherbs will check your PACK and use herbs stored there to heal whatever wounds you have.&lt;br /&gt;
* Fog Option: - Uses [[Spirit Guide (130)]], Voln [[Symbol of Return]], [[Traveler&#039;s Song (1020)]], Sigil of Escape, or [[Familiar Gate (930)]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails. Setting to Traveler&#039;s Song will attempt once and continue. Setting to Familiar Gate will attempt to summon a portal once and walk through it. Will perform a mana pulse if not enough mana is detected&lt;br /&gt;
* Should Rest? &lt;br /&gt;
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.&lt;br /&gt;
* &#039;&#039;&#039;and extra kills &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used&lt;br /&gt;
* &#039;&#039;&#039;and used lte boosts &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold&lt;br /&gt;
* &#039;&#039;&#039;or percentmana &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.&lt;br /&gt;
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.&lt;br /&gt;
* &#039;&#039;&#039;or percentencumbrance &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you have reached a given level of encumbrance.&lt;br /&gt;
* &#039;&#039;&#039;or wounded eval&#039;&#039;&#039;&lt;br /&gt;
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can&#039;t cast, too many scars etc.&lt;br /&gt;
&lt;br /&gt;
The following is a wounded evaluation that will rest whenever you have any level II wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;XMLData.injuries.any?{|key,value| value[&amp;quot;wound&amp;quot;] &amp;gt; 1} || percenthealth &amp;lt;= 70&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bleeding? || percenthealth &amp;lt;= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max &amp;gt; 1 ||  [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max &amp;gt; 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0 &amp;amp;&amp;amp; [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;when creeping dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your creeping dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;when crushing dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your crushing dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Thorns Poison&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by Wall of Thorns Poison.&lt;br /&gt;
* &#039;&#039;&#039;Confusion Debuff&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by the non-dispellable Confusion Debuff.&lt;br /&gt;
&lt;br /&gt;
==The Hunting Tab==&lt;br /&gt;
This is where you will tell bigshot when to hunt, any commands or society abilities to use prior to hunting, and where on the map you want to hunt. &lt;br /&gt;
===The Hunting Map===&lt;br /&gt;
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot&#039;s configuration files and not in a character cache as with ;Wander. Here you also configure when to hunt&lt;br /&gt;
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.&lt;br /&gt;
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;X-X-B - A - 0 - 0 - 0&lt;br /&gt;
|   |&lt;br /&gt;
X-X-X&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proper syntax for boundry rooms are separated by commas&lt;br /&gt;
Some popular Rift boundries as an example&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
Plane 1: 2635, 12101, 12208&lt;br /&gt;
Plane 2: 2605, 2635, 12093&lt;br /&gt;
Plane 3: 2635, 12089, 12152&lt;br /&gt;
Plane 4: 12122, 12207, 12235&lt;br /&gt;
Plane 5: 2579&lt;br /&gt;
North Scatter: 12151, 12254, 12256, 12249, 12247, 12241&lt;br /&gt;
South Scatter: 12151, 12219, 12217, 12233, 12237, 12239&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Maaghara boundries, you can use &lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
9734&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your &#039;&#039;&#039;Should_rest?&#039;&#039;&#039; conditions are met.&lt;br /&gt;
&lt;br /&gt;
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds. Set to 0 for fastest (spammy) movement. &lt;br /&gt;
&lt;br /&gt;
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive -&amp;gt;-&amp;gt; Defensive.&lt;br /&gt;
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt&#039;s Starting Room. As an example: &#039;gird, stance defensive&#039;. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.&lt;br /&gt;
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.&lt;br /&gt;
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering &#039;506&#039; will keep the spell Haste up during Hunts, casting whenever it has worn off.&lt;br /&gt;
* loot script - Bigshot will call a loot script to loot your kills for you. eloot is commonly scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.&lt;br /&gt;
* wracking spirit &amp;gt;= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the &#039;Use sign of wracking/sigil of power&#039; box checked.&lt;br /&gt;
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking&lt;br /&gt;
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don&#039;t match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.&lt;br /&gt;
* Delay looting - delays looting of creatures in a room.&lt;br /&gt;
* Pull players to feet - attempt to pull players to their feet upon passing them in a room&lt;br /&gt;
* Stop for dead players - checkbox will pause bigshot if you encounter a dead player&lt;br /&gt;
* Sneaky Sneaky - sneak around while out in the hunting area&lt;br /&gt;
&lt;br /&gt;
===Should hunt ===&lt;br /&gt;
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.&lt;br /&gt;
* &#039;&#039;&#039;and percent mana&amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Determines the percent total of your maximum mana that must be present before hunting&lt;br /&gt;
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.&lt;br /&gt;
* &#039;&#039;&#039;and CHECKspirit &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Bigshot will check to see that your current Spirit value is higher than what is listed here.&lt;br /&gt;
** Make sure that you have this set high enough that Bigshot won&#039;t hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.&lt;br /&gt;
&lt;br /&gt;
==The Attacking Tab==&lt;br /&gt;
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.&lt;br /&gt;
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.&lt;br /&gt;
* flee if enemy count is &amp;gt; - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.&lt;br /&gt;
* ...but don&#039;t count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.&lt;br /&gt;
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).&lt;br /&gt;
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game. (XML regex matching)&lt;br /&gt;
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.&lt;br /&gt;
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.&lt;br /&gt;
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can&#039;t bless your weapon while hunting will return you to your rest area and quit the script.&lt;br /&gt;
* Flee from boon - Enabling this check box will force Bigshot to flee from all boon/gifted/boss creatures (available in [https://github.com/elanthia-online/scripts/pull/449/commits/afade49e25dd6042c30b6d62fec4d65376667f80 v4.3.0])&lt;br /&gt;
* Activate weapon reactions - Will initiate reactive strikes when the opportunity presents itself&lt;br /&gt;
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)&lt;br /&gt;
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)&lt;br /&gt;
* Flee from webs - Enabling this check box will force Bigshot to flee from webs.&lt;br /&gt;
* Flee from voids- Enabling this check box will force Bigshot to flee from voids.&lt;br /&gt;
&lt;br /&gt;
==Commands Tab==&lt;br /&gt;
The true guts of Bigshot, this is where you specify your Attack Routine. &lt;br /&gt;
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:&lt;br /&gt;
** kill - Attacks using the KILL verb.&lt;br /&gt;
** incant &amp;lt;spell number&amp;gt; - ** incant &amp;lt;spell number&amp;gt; - Casts the specified spell with the INCANT verb. This will automatically stance into offensive for bolt and other stance-sensitive spells. A caster may CHANNEL the spell using [[INCANT (verb)]] to INCANT SET CHANNEL &amp;lt;spell&amp;gt; (a standard GSIV verb, not part of Lich). Alternatively, a caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.&lt;br /&gt;
** channel &amp;lt;spell number&amp;gt; - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.&lt;br /&gt;
** &amp;lt;Spell Number&amp;gt; - Casts the specified spell with the PREPARE and CAST verbs.&lt;br /&gt;
** wand - As in, &#039;wand target&#039;. Gets a wand from the specified storage and WAVES it at the target.&lt;br /&gt;
** fire - As in, &#039;fire target&#039;. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.&lt;br /&gt;
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the (xx) variable is used, Bigshot will continue using the specified attack command up to five (5) times. Example: &#039;903 target (xx)&#039; will continue to cast 903 at the target (5) times before restarting the attack routine or until it is dead. If you want to ensure the routine does not restart, using a sufficiently large number should suffice (e.g. x100). Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. &#039;920 target (m50)&#039; will only cast 920 (Implosion) if you have 50 or more mana. Similarly, &#039;cman feint target (s10)&#039; will only execute the combat maneuver Feint on the target if you have 10 or more stamina. The command syntax is used as a separate call and wrapped in separate parenthesis, as in (m50 s20)(x2). &lt;br /&gt;
** aim &amp;lt;location&amp;gt; - Aims at the specified location.&lt;br /&gt;
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, &amp;quot;Ambush head&amp;quot; would aim at the head, overwriting any settings or defaults for that attack.&lt;br /&gt;
** wait &amp;lt;time&amp;gt; - Bigshot may Stance Dance by using the WAIT command. Bigshot will go into and stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.&lt;br /&gt;
** mstrike - As in, &#039;mstrike target&#039;. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, &amp;quot;mstrike punch&amp;quot;.&lt;br /&gt;
** berserk - Executes the BERSERK verb and stands by until it fades.&lt;br /&gt;
** throw - Empties hands, Attempts throw, get the stuff you emptied.&lt;br /&gt;
** weed/kweed - Casts 610 at target. Using &amp;quot;kweed&amp;quot; as your command will cast 610 from offensive stance.&lt;br /&gt;
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage &amp;quot;unarmed (punch|jab|kick|grapple)&amp;quot;.&lt;br /&gt;
** smite - Performs an [[Order of Voln]] [[Kai&#039;s_Smite|Smite]] on target until successful.&lt;br /&gt;
** leech - Performs a [[Mana Leech (516)]] on target if cooldown is under 15 minutes.&lt;br /&gt;
** script &amp;lt;script name&amp;gt; - Executes a specified custom attack script.&lt;br /&gt;
** hide - Continue hiding until you&#039;re actually hidden. Or it&#039;s tired of trying.&lt;br /&gt;
** sleep - As in, &#039;sleep 10&#039;. Pause bigshot. Useful with fried hunting commands such as: &#039;410, sleep 15&#039; will E-wave then wait 15 seconds and e-wave again if there are valid targets.&lt;br /&gt;
** stance - As in, &#039;stance defense&#039;. Change stances.&lt;br /&gt;
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).&lt;br /&gt;
** force &amp;lt;cmd&amp;gt; until &amp;lt;endroll&amp;gt; - As in, &#039;force incant 1002 until 101&#039;. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.&lt;br /&gt;
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.&lt;br /&gt;
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.&lt;br /&gt;
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.&lt;br /&gt;
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.&lt;br /&gt;
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.&lt;br /&gt;
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.&lt;br /&gt;
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.&lt;br /&gt;
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.&lt;br /&gt;
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.&lt;br /&gt;
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.&lt;br /&gt;
* quick hunting commands - Commands executed specifically when using ;bigshot quick.&lt;br /&gt;
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, &#039;a large ogre&#039; can be targeted with just &#039;ogre&#039;. Using longer descriptors can be troublesome, and you should copy a monster&#039;s name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: &#039;manticore, thrak&#039; will kill manticores and thraks.&lt;br /&gt;
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PSM3 Integration===&lt;br /&gt;
* hunting commands - Bigshot now supports weapon/shield skills and warcries. Assaults will wait until they finish or are interuppted. These commands are separated by a comma. The following are a list of usable hunting commands:&lt;br /&gt;
** barrage, flurry, fury, gthrusts, pummel, thrash - Assaults will wait until attacks are completed/interrupted.&lt;br /&gt;
** charge, cripple, dizzyingswing, pindown, twinhammer  - Setups will execute on cooldown so make sure to check for prone/stun/root/ect.&lt;br /&gt;
** clash, cyclone, pulverize, volley, wblade, whirlwind - AOE will execute on cooldown, limit with check volley(mob3).&lt;br /&gt;
** shout - Will perform warcry shout. Must use a command check or it will shout every loop: shout(!shout),shout(buff10 s25) &lt;br /&gt;
** yowlp - Will perform warcry yowlp. Must use a command check or it will yowlp every loop: yowlp(!yowlp), yowlp(buff10 s10)&lt;br /&gt;
** holler - Will perform warcry holler every loop taunting all the mobs. holler(s60)&lt;br /&gt;
** bellow, growl, cry - Offensive warcries can be used with target for single target or all for aoe.&lt;br /&gt;
** shield bash, shield charge, shield pin, shield push, shield strike, shield trample, shield throw&lt;br /&gt;
** surge - Will keep surge of strength up. surge or surge(surge) will cast even on cooldown, surge(!surge) will only cast when not on cooldown.&lt;br /&gt;
** bearhug, bullrush, coupdegrace, cpress, cutthroat, dirtkick, dislodge, divert, eviscerate, exsanguinate, eyepoke, feint, footstomp, garrote, gkick, hamstring, haymaker, headbutt, kneebash, leapattack, mblow, mug, nosetweak, sattack, sblow, scleave, shroud, spunch, sthieve, subdue, sunder, sweep, swiftkick, tackle, templeshot, throatchop, trip, truestrike, vaultkick&lt;br /&gt;
** dislodge &amp;lt;location&amp;gt; - Dislodge from location specified: dislodge eye neck&lt;br /&gt;
** stomp - Will perform a stomp attack. Channels 909 if not active. Can also add 909 to society abilities to keep it active.&lt;br /&gt;
** dhurl - Hurl your weapon and recovers it. Works with weapon bonding auto return and the recover verb.&lt;br /&gt;
** assume &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt; - Will cycle between two aspects, or evoke a single aspect. Also works in society ability box. &amp;quot;650 &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt;&amp;quot;&lt;br /&gt;
** briar &amp;lt;weapon&amp;gt; - activate the AS buff on briar weapons. Tracks weapon charge and uses on cooldown.&lt;br /&gt;
** stance perfection - Put 10, 20, 30, ect in your attack stance box to take advantage of stance perfection.&lt;br /&gt;
&lt;br /&gt;
You may need to &#039;&#039;&#039;SKILLS FULL/CMAN INFO/WEAPON INFO/SHIELD INFO&#039;&#039;&#039; if you&#039;ve recently changed training or skills are being outright skipped.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn&#039;t currently up or has less than 3 seconds left on its timer.&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, haste kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*slayer or 240 - Placing this in front of any command will cause you to cast 240 before doing that command. It will not recast if it&#039;s already active.&lt;br /&gt;
&amp;lt;PRE&amp;gt;slayer 302 (x99)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Command Checks===&lt;br /&gt;
&lt;br /&gt;
Commands need to use the following format:&lt;br /&gt;
&amp;lt;CODE&amp;gt;COMMAND (CHECKS)(REPETITIONS)&amp;lt;/CODE&amp;gt; &lt;br /&gt;
&lt;br /&gt;
So &amp;lt;CODE&amp;gt;hamstring (mob1 prone)(x2)&amp;lt;/CODE&amp;gt; Any (x#) needs to be separate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional checks you can add to any command to customize the attack to your desired scenario.&lt;br /&gt;
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)&lt;br /&gt;
&amp;lt;p&amp;gt;Each of these also has an inverse or opposite.&lt;br /&gt;
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)&lt;br /&gt;
*s# - Checks that you have the required stamina&lt;br /&gt;
*m# - Checks that you have the required mana&lt;br /&gt;
*h# - Checks that you have the required health but based on a percentage instead of fixed number&lt;br /&gt;
*v# - Checks that you have the required spirit&lt;br /&gt;
*e# - Checks that your encumbrance percentage is at or below&lt;br /&gt;
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.&lt;br /&gt;
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified. Only use for 2 or more creatures in the room&lt;br /&gt;
&amp;lt;PRE&amp;gt;To further clarify the mob# implimentation&lt;br /&gt;
1 mob, mob2, 1 IS less than 2, attack should not proceed.&lt;br /&gt;
2 mob, mob2, 2 IS NOT less than 2, attack can proceed&lt;br /&gt;
1 mob, !mob2, 1 IS NOT more than 2, attack can proceed&lt;br /&gt;
2 mob, !mob2, 2 IS NOT more than 2, attack can proceed&lt;br /&gt;
3 mob, !mob2, 3 IS more than 2, attack should not proceed&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*once - Performs the command once on a specified target, resets on room change&lt;br /&gt;
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.&lt;br /&gt;
*frozen - Same usage as prone. Broke out of prone check for archers against non-corporeal creatures that deflect ranged. Corporeal creatures can be stunned and will break this check.&lt;br /&gt;
*undead - Checks to see if target is undead. Performed command if target is undead.&lt;br /&gt;
*flying - Checks to see if target is flying. Performed command if target is flying.&lt;br /&gt;
*hidden - Checks to see if you&#039;re currently hidden.&lt;br /&gt;
*poison - Checks to see if you&#039;re currently poisoned.&lt;br /&gt;
*disease - Checks to see if you&#039;re currently diseased.&lt;br /&gt;
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead&lt;br /&gt;
*pcs - Checks to see if there are any PCS in room that are also not in your group&lt;br /&gt;
*outside - Checks to see if the room you are in is outside&lt;br /&gt;
*barrage - Checks for the Enhanced Dexterity buff from Barrage.&lt;br /&gt;
*fury - Checks for the Enhanced Constitution buff from Fury.&lt;br /&gt;
*flurry - Checks for the Slashing Strikes buff from Flurry.&lt;br /&gt;
*pummel - Checks for the Concussive Blows buff from Pummel.&lt;br /&gt;
*thrash - Checks for the Forceful Blows buff from Thrash.&lt;br /&gt;
*vigor - Checks for the Tangleweed Vigor buff from Tangleweed.&lt;br /&gt;
*reflex - Checks for the Arcane Reflex buff from Nature&#039;s Touch.&lt;br /&gt;
*tailwind - Checks for Tailwind buff from Breeze. (tailwind) (!tailwind)&lt;br /&gt;
*shout - Checks for the Empowered buff from Shout.&lt;br /&gt;
*yowlp - Checks for the Yertie&#039;s Yowlp buff from Yowlp.&lt;br /&gt;
*justice - Checks for charges of Swift Justice. (justice) do skill with charges (!justice) do skill with no charges&lt;br /&gt;
*buffXX - Fire ability when buff duration is &amp;lt;= XX. Supported for barrage,bearhug,fury,flurry,pummel,thrash,shout,yowlp&lt;br /&gt;
*censer - Attempt to cast 320 before your command checking mana and cooldown. 309(censer), 335(censer mob3), attack(censer)&lt;br /&gt;
**If command is a spell, will only cast censer if you have the mana for censer and the spell you intend.&lt;br /&gt;
**If command is not a spell, will only check you have enough mana for the censer.&lt;br /&gt;
&lt;br /&gt;
===Example Attack Routines===&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 15, incant 505, incant 903 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead (up to 5 times).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and incant 1615, kill (x100)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead or 100 times..whichever happens first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;force feint until 101, kill (x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and hide, ambush left leg&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hides from Defensive stance and then ambushes that the target&#039;s left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;incant 720(m50), incant 708, incant 702 channel(xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target up to (5) times or until it is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;prep 708, cast at left leg / prep 708 channel at left leg, incant 719 (m50)(x1), incant 702 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prepares 708 (Limb Disruption) and CASTs it at the target&#039;s left leg. The second prepares the same spell and then CHANNELs it at the target&#039;s left leg. It will then cast 719 (Dark Catalyst) if there is at least 50 mana, and will only cast one time. The last will incant 702 until the creature is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 30, unarmed punch&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shield charge (s15 prone), ambush, mstrike&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will shield charge the target if your character has 15 or more stamina and the target is NOT prone.  &lt;br /&gt;
&lt;br /&gt;
The second command will then ambush based on the settings in the &amp;quot;Attacking&amp;quot; Tab - in this case a custom order of head, neck, right leg, back was given so Bigshot will first try to Ambush the head unless the head is too injured or the head cannot be reached followed by the neck then right leg then back.  &lt;br /&gt;
&lt;br /&gt;
Bigshot will then focus mstrike the target unless the creature count is equal to or greater than the setting in the MSTRIKE Tab, in which case it will open mstrike instead.  If you put &amp;quot;mstrike target&amp;quot;, Bigshot will always focused mstrike regardless of the settings in the MSTRIKE Tab.  Alternatively, you can set the &amp;quot;Unfocused MSTRIKE when creatures equal or greater&amp;quot; to a large number, to always focus your mstrikes (or set it to 1 to always open mstrike).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bellow all, wblade(mob3), flurry(!flurry), attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will aoe bellow, then whirling blade if there are at least 3 targets. The third command will flurry if you don&#039;t have the slashing strikes buff. Finally it will attack and continue to attack until one of the previous attacks become available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;holler, shield throw(mob3), flurry, thrash, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with a taunt from holler, then shield throw if there are at least 3 targets. Third command will flurry on cooldown. Fourth will thrash on cooldown. Finally we will attack if everything else ends up on cooldown or we run out of stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shroud(s35 !hidden mob2), divert (s25 hidden mob2), ambush(hidden), flurry, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is more than one mob, it will hide with shroud and divert one of the targets. Third command will ambush if hidden. Fourth will flurry on cooldown followed up with attack to finish anything off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge(!surge), bullrush, bearhug, pummel, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will cast surge when not on cooldown, and bullrush to bust up and apply vulnerable, then bearhug which is faster if target is vulnerable. Third we will pummel on cooldown and attack when nothing else is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge, shout(buff10), shield strike, pummel(buff60), attack(x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will keep surge active, casting during cooldown for 60 stamina. Next it will shout and refresh shout when there is less than 11 seconds left on the duration. Third it will shield strike followed up with a pummel once every minute. It will finish off with 2 attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;pindown(mob4), volley(mob2), weed(!vigor !reflex), barrage(!barrage), incant 616 (m16 reflex), fire&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with pin down if there are at least 4 targets, then will volley if there are at least 2 targets. The third command will cast tangleweed if you do not have the tangleweed vigor buff or the arcane reflex buff. Our fourth command will barrage unless we have the enhanced dexterity buff from barage. Fifth we will cast a 1 second spike thorn if we do have 16 mana and do have the arcane reflex buff. Finally we will fire until one of our other commands become available.&lt;br /&gt;
&lt;br /&gt;
===Hunting Target Examples===&lt;br /&gt;
All of the examples below will work for both the &#039;valid targets&#039; and &#039;quickhunt targets&#039; entries.&lt;br /&gt;
* A hunting option only using the default command (a) for each creature in an area:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option using custom hunt commands depending on the creature.  In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie(a), niirsha(b), sacristan spirit(a)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some additional advanced options for identifying valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)&lt;br /&gt;
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)&lt;br /&gt;
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|&lt;br /&gt;
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)&lt;br /&gt;
&lt;br /&gt;
To attack everything in the room (?:.*)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc Tab==&lt;br /&gt;
Various specialized config options&lt;br /&gt;
&lt;br /&gt;
===UAC Options===&lt;br /&gt;
The various options for configuring how UAC works:&lt;br /&gt;
* &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039;&lt;br /&gt;
** The attack used when you have reached excellent in the UAC tier&lt;br /&gt;
** Options are jab, punch, grapple, or kick&lt;br /&gt;
* &#039;&#039;&#039;Aim at location (head, etc)&#039;&#039;&#039;&lt;br /&gt;
** Used for aimed UAC Combat, which requires ambush training to be effective&lt;br /&gt;
** Leave blank when you don&#039;t want to aim.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Determines how many creatures must be present before using MSTRIKE&lt;br /&gt;
* &#039;&#039;&#039;Use Voln SMITE?&#039;&#039;&#039;&lt;br /&gt;
** Will perform a Voln SMITE on [[Non-corporeal]] undead&lt;br /&gt;
&lt;br /&gt;
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Bigshot only requires minimal configuration to ensure UAC works well.&lt;br /&gt;
#UAC tab: Input your &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039; (jab, punch, grapple, or kick)&lt;br /&gt;
#Commands tab: Input your &#039;&#039;&#039;hunting commands(a)&#039;&#039;&#039; option as &#039;&#039;&#039;unarmed jab&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Important notes to keep in mind on how UAC works in Bigshot:&lt;br /&gt;
* The hunting option &#039;&#039;&#039;unarmed jab&#039;&#039;&#039; can be replaced by any UAC attack type (e.g. &#039;&#039;&#039;unarmed punch&#039;&#039;&#039;)&lt;br /&gt;
* UAC follow up strikes will be selected over the base or tier 3 attack&lt;br /&gt;
* Tier 3 attacks will be used only when positioning is excellent&lt;br /&gt;
&lt;br /&gt;
There is almost no reason to ever use anything other than &#039;&#039;&#039;unarmed jab&#039;&#039; as the hunting command, and either &#039;&#039;&#039;grapple&#039;&#039;&#039; or &#039;&#039;&#039;kick&#039;&#039;&#039; as the Tier 3 attack.&lt;br /&gt;
&lt;br /&gt;
===MSTRIKE Options===&lt;br /&gt;
MSTRIKE attack now has options for when it should be used.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown&lt;br /&gt;
** Be careful when setting this too low as it can pop your muscles&lt;br /&gt;
** Leave blank for it to use your max stamina.&lt;br /&gt;
* &#039;&#039;&#039;QUICKSTRIKE stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.&lt;br /&gt;
* &#039;&#039;&#039;Unfocused MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Number of creatures in room before you do an unfocused mstrike. Default is 2.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown&#039;&#039;&#039;&lt;br /&gt;
**Toggle for MSTRIKEing during its cooldown period&lt;br /&gt;
* &#039;&#039;&#039;Use QUICKSTRIKE for MSTRIKE&#039;&#039;&#039;&lt;br /&gt;
** Toggle for using QUICKSTRIKE when you MSTRIKE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ammo/Wands===&lt;br /&gt;
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.&lt;br /&gt;
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.&lt;br /&gt;
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you &lt;br /&gt;
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.&lt;br /&gt;
* dead wand container: - ...And then will deposit the used up wands in this container.&lt;br /&gt;
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: &amp;quot;aquamarine wand, bloodwood wand, etc&amp;quot;&lt;br /&gt;
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.&lt;br /&gt;
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MA Grouping===&lt;br /&gt;
* Enter the name of the looter in Head/Tail configuration&lt;br /&gt;
&lt;br /&gt;
==Monitoring Tab==&lt;br /&gt;
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.&lt;br /&gt;
* Engage deadman&#039;s switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.&lt;br /&gt;
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.&lt;br /&gt;
* Quiet followers - Followers will wait until leader is done with both actions and resting scripts to begin using their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ingame Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:bigshot-1.PNG|Profiles&lt;br /&gt;
File:bigshot-2.PNG|Resting&lt;br /&gt;
File:bigshot-3.PNG|Hunting&lt;br /&gt;
File:bigshot-4.PNG|Attacking&lt;br /&gt;
File:bigshot-5.PNG|Commands&lt;br /&gt;
File:bigshot-6.PNG|Misc&lt;br /&gt;
File:bigshot-7.PNG|Monitoring&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=189231</id>
		<title>Lich:Script Bigshot</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=189231"/>
		<updated>2023-02-12T18:42:01Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Command Checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bigshot is designed to handle combat routines, including moving to and from hunting areas, defining creatures to hunt and accompanying attack routines&lt;br /&gt;
Afk scripting on any server but Shattered is in violation of game policy.&lt;br /&gt;
{{TOCright| limit=2}}&lt;br /&gt;
==Changelog==&lt;br /&gt;
*[[Script Bigshot/Changelog|Script Bigshot Changelog]]&lt;br /&gt;
==About Bigshot==&lt;br /&gt;
===What Does Bigshot Do?===&lt;br /&gt;
&lt;br /&gt;
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.&lt;br /&gt;
&lt;br /&gt;
===How Do I Get It?===&lt;br /&gt;
&lt;br /&gt;
Grab it from the Repository: ;repository download Bigshot&lt;br /&gt;
&lt;br /&gt;
===How Do I Make it GO!?===&lt;br /&gt;
Initial setup is accessed through ;bigshot setup. There you will see a configuration window with various tabs to setup for your hunting routine. &lt;br /&gt;
&lt;br /&gt;
As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:&lt;br /&gt;
* Profile - This is where you save/load your profile information. Profiles are saved to your \Lich5\data\&amp;lt;GSServer\&amp;lt;charname&amp;gt;\bigshot_profiles directory. Eg, \Lich5\data\GSIV\Rinualdo\bigshot_profiles (note, if you&#039;ve previously used bigshot, the file location has changed. The previous location was in your \Lich5\scripts\bigshot_profiles folder. You can copy/paste &lt;br /&gt;
* Resting - Set up your resting routine and location.&lt;br /&gt;
* Hunting - Create a hunting map by adding BOUNDARIES, define your attack stance and any pre hunt information&lt;br /&gt;
* Attacking - configuration for ambushing, bless, reactions, and similar flags&lt;br /&gt;
* Commands - Where you define your valid targets and associated attack routines. See sample routines below. &lt;br /&gt;
* Misc tab - Various config options&lt;br /&gt;
&lt;br /&gt;
We will take a closer look at each of these individually further on.&lt;br /&gt;
&lt;br /&gt;
There is also several other commands you can do for more functionality.&lt;br /&gt;
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.&lt;br /&gt;
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.&lt;br /&gt;
* ;bigshot display - Shows all your current settings.&lt;br /&gt;
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won&#039;t targets something it should.&lt;br /&gt;
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.&lt;br /&gt;
* ;bigshot profile save &amp;lt;name here&amp;gt; - Saves a profile in YAML format in your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu.&lt;br /&gt;
* ;bigshot profile load &amp;lt;name here&amp;gt; - Loads a profile from your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu. &lt;br /&gt;
* ;bigshot single  - When used solo, will execute a single hunting routine, return to your resting location and then exit&lt;br /&gt;
&lt;br /&gt;
==The Profile Tab==&lt;br /&gt;
* Load Profile - will load an existing profile. Nothing will be available if no previous profiles are saved&lt;br /&gt;
* Current Profile - shows the existing profile if a new one is loaded. &lt;br /&gt;
* Save profile - Valid profile information for future ebounty script support&lt;br /&gt;
  Save Current Settings - tell Bigshot what you want your profile to be named. Any name will work here. Once a profile is saved, will show up in the Load Profile menu. &lt;br /&gt;
&lt;br /&gt;
==The Resting Tab==&lt;br /&gt;
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.&lt;br /&gt;
&lt;br /&gt;
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from xNarost / Go2. Support both LichIDs and SimuIDs with a u, for example, 228 for Town Square Central or u7120.&lt;br /&gt;
* pre-rest commands: - These commands run before entering REST mode. An example routine is: &#039;shea, wear shield, sit, stance offensive, rest&#039;. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb.&lt;br /&gt;
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: &#039;eloot sell, waggle, eherbs&#039;. This will use eloot to sell according to the options set with eloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, eherbs will check your PACK and use herbs stored there to heal whatever wounds you have.&lt;br /&gt;
* Fog Option: - Uses [[Spirit Guide (130)]], Voln [[Symbol of Return]], [[Traveler&#039;s Song (1020)]], Sigil of Escape, or [[Familiar Gate (930)]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails. Setting to Traveler&#039;s Song will attempt once and continue. Setting to Familiar Gate will attempt to summon a portal once and walk through it. Will perform a mana pulse if not enough mana is detected&lt;br /&gt;
* Should Rest? &lt;br /&gt;
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.&lt;br /&gt;
* &#039;&#039;&#039;and extra kills &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used&lt;br /&gt;
* &#039;&#039;&#039;and used lte boosts &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold&lt;br /&gt;
* &#039;&#039;&#039;or percentmana &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.&lt;br /&gt;
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.&lt;br /&gt;
* &#039;&#039;&#039;or percentencumbrance &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you have reached a given level of encumbrance.&lt;br /&gt;
* &#039;&#039;&#039;or wounded eval&#039;&#039;&#039;&lt;br /&gt;
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can&#039;t cast, too many scars etc.&lt;br /&gt;
&lt;br /&gt;
The following is a wounded evaluation that will rest whenever you have any level II wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;XMLData.injuries.any?{|key,value| value[&amp;quot;wound&amp;quot;] &amp;gt; 1} || percenthealth &amp;lt;= 70&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bleeding? || percenthealth &amp;lt;= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max &amp;gt; 1 ||  [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max &amp;gt; 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0 &amp;amp;&amp;amp; [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;when creeping dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your creeping dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;when crushing dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your crushing dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Thorns Poison&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by Wall of Thorns Poison.&lt;br /&gt;
* &#039;&#039;&#039;Confusion Debuff&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by the non-dispellable Confusion Debuff.&lt;br /&gt;
&lt;br /&gt;
==The Hunting Tab==&lt;br /&gt;
This is where you will tell bigshot when to hunt, any commands or society abilities to use prior to hunting, and where on the map you want to hunt. &lt;br /&gt;
===The Hunting Map===&lt;br /&gt;
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot&#039;s configuration files and not in a character cache as with ;Wander. Here you also configure when to hunt&lt;br /&gt;
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.&lt;br /&gt;
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;X-X-B - A - 0 - 0 - 0&lt;br /&gt;
|   |&lt;br /&gt;
X-X-X&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proper syntax for boundry rooms are separated by commas&lt;br /&gt;
Some popular Rift boundries as an example&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
Plane 1: 2635, 12101, 12208&lt;br /&gt;
Plane 2: 2605, 2635, 12093&lt;br /&gt;
Plane 3: 2635, 12089, 12152&lt;br /&gt;
Plane 4: 12122, 12207, 12235&lt;br /&gt;
Plane 5: 2579&lt;br /&gt;
North Scatter: 12151, 12254, 12256, 12249, 12247, 12241&lt;br /&gt;
South Scatter: 12151, 12219, 12217, 12233, 12237, 12239&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your &#039;&#039;&#039;Should_rest?&#039;&#039;&#039; conditions are met.&lt;br /&gt;
&lt;br /&gt;
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds. Set to 0 for fastest (spammy) movement. &lt;br /&gt;
&lt;br /&gt;
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive -&amp;gt;-&amp;gt; Defensive.&lt;br /&gt;
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt&#039;s Starting Room. As an example: &#039;gird, stance defensive&#039;. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.&lt;br /&gt;
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.&lt;br /&gt;
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering &#039;506&#039; will keep the spell Haste up during Hunts, casting whenever it has worn off.&lt;br /&gt;
* loot script - Bigshot will call a loot script to loot your kills for you. eloot is commonly scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.&lt;br /&gt;
* wracking spirit &amp;gt;= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the &#039;Use sign of wracking/sigil of power&#039; box checked.&lt;br /&gt;
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking&lt;br /&gt;
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don&#039;t match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.&lt;br /&gt;
* Delay looting - delays looting of creatures in a room.&lt;br /&gt;
* Pull players to feet - attempt to pull players to their feet upon passing them in a room&lt;br /&gt;
* Stop for dead players - checkbox will pause bigshot if you encounter a dead player&lt;br /&gt;
&lt;br /&gt;
===Should hunt ===&lt;br /&gt;
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.&lt;br /&gt;
* &#039;&#039;&#039;and percent mana&amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Determines the percent total of your maximum mana that must be present before hunting&lt;br /&gt;
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.&lt;br /&gt;
* &#039;&#039;&#039;and CHECKspirit &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Bigshot will check to see that your current Spirit value is higher than what is listed here.&lt;br /&gt;
** Make sure that you have this set high enough that Bigshot won&#039;t hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Attacking Tab==&lt;br /&gt;
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.&lt;br /&gt;
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.&lt;br /&gt;
* flee if enemy count is &amp;gt; - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.&lt;br /&gt;
* ...but don&#039;t count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.&lt;br /&gt;
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).&lt;br /&gt;
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game. (XML regex matching)&lt;br /&gt;
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.&lt;br /&gt;
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.&lt;br /&gt;
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can&#039;t bless your weapon while hunting will return you to your rest area and quit the script.&lt;br /&gt;
* Flee from boon - Enabling this check box will force Bigshot to flee from all boon/gifted/boss creatures (available in [https://github.com/elanthia-online/scripts/pull/449/commits/afade49e25dd6042c30b6d62fec4d65376667f80 v4.3.0])&lt;br /&gt;
* Activate weapon reactions - Will initiate reactive strikes when the opportunity presents itself&lt;br /&gt;
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)&lt;br /&gt;
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)&lt;br /&gt;
* Flee from webs - Enabling this check box will force Bigshot to flee from webs.&lt;br /&gt;
* Flee from voids- Enabling this check box will force Bigshot to flee from voids.&lt;br /&gt;
&lt;br /&gt;
==Commands Tab==&lt;br /&gt;
The true guts of Bigshot, this is where you specify your Attack Routine. &lt;br /&gt;
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:&lt;br /&gt;
** kill - Attacks using the KILL verb.&lt;br /&gt;
** incant &amp;lt;spell number&amp;gt; - ** incant &amp;lt;spell number&amp;gt; - Casts the specified spell with the INCANT verb. This will automatically stance into offensive for bolt and other stance-sensitive spells. A caster may CHANNEL the spell using [[INCANT (verb)]] to INCANT SET CHANNEL &amp;lt;spell&amp;gt; (a standard GSIV verb, not part of Lich). Alternatively, a caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.&lt;br /&gt;
** channel &amp;lt;spell number&amp;gt; - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.&lt;br /&gt;
** &amp;lt;Spell Number&amp;gt; - Casts the specified spell with the PREPARE and CAST verbs.&lt;br /&gt;
** wand - As in, &#039;wand target&#039;. Gets a wand from the specified storage and WAVES it at the target.&lt;br /&gt;
** fire - As in, &#039;fire target&#039;. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.&lt;br /&gt;
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the (xx) variable is used, Bigshot will continue using the specified attack command up to five (5) times. Example: &#039;903 target (xx)&#039; will continue to cast 903 at the target (5) times before restarting the attack routine or until it is dead. If you want to ensure the routine does not restart, using a sufficiently large number should suffice (e.g. x100). Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. &#039;920 target (m50)&#039; will only cast 920 (Implosion) if you have 50 or more mana. Similarly, &#039;cman feint target (s10)&#039; will only execute the combat maneuver Feint on the target if you have 10 or more stamina. The command syntax is used as a separate call and wrapped in separate parenthesis, as in (m50 s20)(x2). &lt;br /&gt;
** aim &amp;lt;location&amp;gt; - Aims at the specified location.&lt;br /&gt;
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, &amp;quot;Ambush head&amp;quot; would aim at the head, overwriting any settings or defaults for that attack.&lt;br /&gt;
** wait &amp;lt;time&amp;gt; - Bigshot may Stance Dance by using the WAIT command. Bigshot will stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.&lt;br /&gt;
** mstrike - As in, &#039;mstrike target&#039;. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, &amp;quot;mstrike punch&amp;quot;.&lt;br /&gt;
** berserk - Executes the BERSERK verb and stands by until it fades.&lt;br /&gt;
** throw - Empties hands, Attempts throw, get the stuff you emptied.&lt;br /&gt;
** weed/kweed - Casts 610 at target. Using &amp;quot;kweed&amp;quot; as your command will cast 610 from offensive stance.&lt;br /&gt;
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage &amp;quot;unarmed (punch|jab|kick|grapple)&amp;quot;.&lt;br /&gt;
** smite - Performs an [[Order of Voln]] [[Kai&#039;s_Smite|Smite]] on target until successful.&lt;br /&gt;
** leech - Performs a [[Mana Leech (516)]] on target if cooldown is under 15 minutes.&lt;br /&gt;
** script &amp;lt;script name&amp;gt; - Executes a specified custom attack script.&lt;br /&gt;
** hide - Continue hiding until you&#039;re actually hidden. Or it&#039;s tired of trying.&lt;br /&gt;
** sleep - As in, &#039;sleep 10&#039;. Pause bigshot. Useful with fried hunting commands such as: &#039;410, sleep 15&#039; will E-wave then wait 15 seconds and e-wave again if there are valid targets.&lt;br /&gt;
** stance - As in, &#039;stance defense&#039;. Change stances.&lt;br /&gt;
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).&lt;br /&gt;
** force &amp;lt;cmd&amp;gt; until &amp;lt;endroll&amp;gt; - As in, &#039;force incant 1002 until 101&#039;. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.&lt;br /&gt;
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.&lt;br /&gt;
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.&lt;br /&gt;
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.&lt;br /&gt;
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.&lt;br /&gt;
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.&lt;br /&gt;
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.&lt;br /&gt;
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.&lt;br /&gt;
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.&lt;br /&gt;
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.&lt;br /&gt;
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.&lt;br /&gt;
* quick hunting commands - Commands executed specifically when using ;bigshot quick.&lt;br /&gt;
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, &#039;a large ogre&#039; can be targeted with just &#039;ogre&#039;. Using longer descriptors can be troublesome, and you should copy a monster&#039;s name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: &#039;manticore, thrak&#039; will kill manticores and thraks.&lt;br /&gt;
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PSM3 Integration===&lt;br /&gt;
* hunting commands - Bigshot now supports weapon/shield skills and warcries. Assaults will wait until they finish or are interuppted. These commands are separated by a comma. The following are a list of usable hunting commands:&lt;br /&gt;
** barrage, flurry, fury, gthrusts, pummel, thrash - Assaults will wait until attacks are completed/interrupted.&lt;br /&gt;
** charge, cripple, dizzyingswing, pindown, twinhammer  - Setups will execute on cooldown so make sure to check for prone/stun/root/ect.&lt;br /&gt;
** clash, cyclone, pulverize, volley, wblade, whirlwind - AOE will execute on cooldown, limit with check volley(mob3).&lt;br /&gt;
** shout - Will perform warcry shout. Must use a command check or it will shout every loop: shout(!shout),shout(buff10 s25) &lt;br /&gt;
** yowlp - Will perform warcry yowlp. Must use a command check or it will yowlp every loop: yowlp(!yowlp), yowlp(buff10 s10)&lt;br /&gt;
** holler - Will perform warcry holler every loop taunting all the mobs. holler(s60)&lt;br /&gt;
** bellow, growl, cry - Offensive warcries can be used with target for single target or all for aoe.&lt;br /&gt;
** shield bash, shield charge, shield pin, shield push, shield strike, shield trample, shield throw&lt;br /&gt;
** surge - Will keep surge of strength up. surge or surge(surge) will cast even on cooldown, surge(!surge) will only cast when not on cooldown.&lt;br /&gt;
** bearhug, bullrush, coupdegrace, cpress, cutthroat, dirtkick, dislodge, divert, eviscerate, exsanguinate, eyepoke, feint, footstomp, garrote, gkick, hamstring, haymaker, headbutt, kneebash, leapattack, mblow, mug, nosetweak, sattack, sblow, scleave, shroud, spunch, sthieve, subdue, sunder, sweep, swiftkick, tackle, templeshot, throatchop, trip, truestrike, vaultkick&lt;br /&gt;
** dislodge &amp;lt;location&amp;gt; - Dislodge from location specified: dislodge eye neck&lt;br /&gt;
** stomp - Will perform a stomp attack. Channels 909 if not active. Can also add 909 to society abilities to keep it active.&lt;br /&gt;
** dhurl - Hurl your weapon and recovers it. Works with weapon bonding auto return and the recover verb.&lt;br /&gt;
** assume &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt; - Will cycle between two aspects, or evoke a single aspect. Also works in society ability box. &amp;quot;650 &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt;&amp;quot;&lt;br /&gt;
** briar &amp;lt;weapon&amp;gt; - activate the AS buff on briar weapons. Tracks weapon charge and uses on cooldown.&lt;br /&gt;
** stance perfection - Put 10, 20, 30, ect in your attack stance box to take advantage of stance perfection.&lt;br /&gt;
&lt;br /&gt;
You may need to &#039;&#039;&#039;SKILLS FULL/CMAN INFO/WEAPON INFO/SHIELD INFO&#039;&#039;&#039; if you&#039;ve recently changed training or skills are being outright skipped.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn&#039;t currently up or has less than 3 seconds left on its timer.&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, haste kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*slayer or 240 - Placing this in front of any command will cause you to cast 240 before doing that command. It will not recast if it&#039;s already active.&lt;br /&gt;
&amp;lt;PRE&amp;gt;slayer 302 (x99)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Command Checks===&lt;br /&gt;
Additional checks you can add to any command to customize the attack to your desired scenario.&lt;br /&gt;
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)&lt;br /&gt;
&amp;lt;p&amp;gt;Each of these also has an inverse or opposite.&lt;br /&gt;
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)&lt;br /&gt;
*s# - Checks that you have the required stamina&lt;br /&gt;
*m# - Checks that you have the required mana&lt;br /&gt;
*h# - Checks that you have the required health but based on a percentage instead of fixed number&lt;br /&gt;
*v# - Checks that you have the required spirit&lt;br /&gt;
*e# - Checks that your encumbrance percentage is at or below&lt;br /&gt;
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.&lt;br /&gt;
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified. Only use for 2 or more creatures in the room&lt;br /&gt;
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.&lt;br /&gt;
*frozen - Same usage as prone. Broke out of prone check for archers against non-corporeal creatures that deflect ranged. Corporeal creatures can be stunned and will break this check.&lt;br /&gt;
*undead - Checks to see if target is undead. Performed command if target is undead.&lt;br /&gt;
*flying - Checks to see if target is flying. Performed command if target is flying.&lt;br /&gt;
*hidden - Checks to see if you&#039;re currently hidden.&lt;br /&gt;
*poison - Checks to see if you&#039;re currently poisoned.&lt;br /&gt;
*disease - Checks to see if you&#039;re currently diseased.&lt;br /&gt;
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead&lt;br /&gt;
*pcs - Checks to see if there are any PCS in room that are also not in your group&lt;br /&gt;
*outside - Checks to see if the room you are in is outside&lt;br /&gt;
*barrage - Checks for the Enhanced Dexterity buff from Barrage.&lt;br /&gt;
*fury - Checks for the Enhanced Constitution buff from Fury.&lt;br /&gt;
*flurry - Checks for the Slashing Strikes buff from Flurry.&lt;br /&gt;
*pummel - Checks for the Concussive Blows buff from Pummel.&lt;br /&gt;
*thrash - Checks for the Forceful Blows buff from Thrash.&lt;br /&gt;
*vigor - Checks for the Tangleweed Vigor buff from Tangleweed.&lt;br /&gt;
*reflex - Checks for the Arcane Reflex buff from Nature&#039;s Touch.&lt;br /&gt;
*tailwind - Checks for Tailwind buff from Breeze. (tailwind) (!tailwind)&lt;br /&gt;
*shout - Checks for the Empowered buff from Shout.&lt;br /&gt;
*yowlp - Checks for the Yertie&#039;s Yowlp buff from Yowlp.&lt;br /&gt;
*justice - Checks for charges of Swift Justice. (justice) do skill with charges (!justice) do skill with no charges&lt;br /&gt;
*buffXX - Fire ability when buff duration is &amp;lt;= XX. Supported for barrage,bearhug,fury,flurry,pummel,thrash,shout,yowlp&lt;br /&gt;
*censer - Attempt to cast 320 before your command checking mana and cooldown. 309(censer), 335(censer mob3), attack(censer)&lt;br /&gt;
**If command is a spell, will only cast censer if you have the mana for censer and the spell you intend.&lt;br /&gt;
**If command is not a spell, will only check you have enough mana for the censer.&lt;br /&gt;
&lt;br /&gt;
===Example Attack Routines===&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 15, incant 505, incant 903 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead (up to 5 times).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and 1615, kill (x100)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead or 100 times..whichever happens first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;force cman feint until 101, kill (x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and hide, ambush left leg&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hides from Defensive stance and then ambushes that the target&#039;s left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;incant 720(m50), incant 708, incant 702 channel(xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target up to (5) times or until it is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;prep 708, cast at left leg / prep 708 channel at left leg, incant 719 (m50)(x1), incant 702 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prepares 708 (Limb Disruption) and CASTs it at the target&#039;s left leg. The second prepares the same spell and then CHANNELs it at the target&#039;s left leg. It will then cast 719 (Dark Catalyst) if there is at least 50 mana, and will only cast one time. The last will incant 702 until the creature is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 30, unarmed punch&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shield charge (s15 prone), ambush, mstrike&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will shield charge the target if your character has 15 or more stamina and the target is NOT prone.  &lt;br /&gt;
&lt;br /&gt;
The second command will then ambush based on the settings in the &amp;quot;Attacking&amp;quot; Tab - in this case a custom order of head, neck, right leg, back was given so Bigshot will first try to Ambush the head unless the head is too injured or the head cannot be reached followed by the neck then right leg then back.  &lt;br /&gt;
&lt;br /&gt;
Bigshot will then focus mstrike the target unless the creature count is equal to or greater than the setting in the MSTRIKE Tab, in which case it will open mstrike instead.  If you put &amp;quot;mstrike target&amp;quot;, Bigshot will always focused mstrike regardless of the settings in the MSTRIKE Tab.  Alternatively, you can set the &amp;quot;Unfocused MSTRIKE when creatures equal or greater&amp;quot; to a large number, to always focus your mstrikes (or set it to 1 to always open mstrike).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bellow all, wblade(mob3), flurry(!flurry), attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will aoe bellow, then whirling blade if there are at least 3 targets. The third command will flurry if you don&#039;t have the slashing strikes buff. Finally it will attack and continue to attack until one of the previous attacks become available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;holler, shield throw(mob3), flurry, thrash, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with a taunt from holler, then shield throw if there are at least 3 targets. Third command will flurry on cooldown. Fourth will thrash on cooldown. Finally we will attack if everything else ends up on cooldown or we run out of stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shroud(s35 !hidden mob2), divert (s25 hidden mob2), ambush(hidden), flurry, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is more than one mob, it will hide with shroud and divert one of the targets. Third command will ambush if hidden. Fourth will flurry on cooldown followed up with attack to finish anything off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge(!surge), bullrush, bearhug, pummel, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will cast surge when not on cooldown, and bullrush to bust up and apply vulnerable, then bearhug which is faster if target is vulnerable. Third we will pummel on cooldown and attack when nothing else is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge, shout(buff10), shield strike, pummel(buff60), attack(x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will keep surge active, casting during cooldown for 60 stamina. Next it will shout and refresh shout when there is less than 11 seconds left on the duration. Third it will shield strike followed up with a pummel once every minute. It will finish off with 2 attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;pin down(mob4), volley(mob2), weed(!vigor !reflex), barrage(!barrage), incant 616 (m16 reflex), fire&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with pin down if there are at least 4 targets, then will volley if there are at least 2 targets. The third command will cast tangleweed if you do not have the tangleweed vigor buff or the arcane reflex buff. Our fourth command will barrage unless we have the enhanced dexterity buff from barage. Fifth we will cast a 1 second spike thorn if we do have 16 mana and do have the arcane reflex buff. Finally we will fire until one of our other commands become available.&lt;br /&gt;
&lt;br /&gt;
===Hunting Target Examples===&lt;br /&gt;
All of the examples below will work for both the &#039;valid targets&#039; and &#039;quickhunt targets&#039; entries.&lt;br /&gt;
* A hunting option only using the default command (a) for each creature in an area:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option using custom hunt commands depending on the creature.  In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie(a), niirsha(b), sacristan spirit(a)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some additional advanced options for identifying valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)&lt;br /&gt;
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)&lt;br /&gt;
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|&lt;br /&gt;
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)&lt;br /&gt;
&lt;br /&gt;
To attack everything in the room (?:.*)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc Tab==&lt;br /&gt;
Various specialized config options&lt;br /&gt;
&lt;br /&gt;
===UAC Options===&lt;br /&gt;
The various options for configuring how UAC works:&lt;br /&gt;
* &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039;&lt;br /&gt;
** The attack used when you have reached excellent in the UAC tier&lt;br /&gt;
** Options are jab, punch, grapple, or kick&lt;br /&gt;
* &#039;&#039;&#039;Aim at location (head, etc)&#039;&#039;&#039;&lt;br /&gt;
** Used for aimed UAC Combat, which requires ambush training to be effective&lt;br /&gt;
** Leave blank when you don&#039;t want to aim.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Determines how many creatures must be present before using MSTRIKE&lt;br /&gt;
* &#039;&#039;&#039;Use Voln SMITE?&#039;&#039;&#039;&lt;br /&gt;
** Will perform a Voln SMITE on [[Non-corporeal]] undead&lt;br /&gt;
&lt;br /&gt;
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Bigshot only requires minimal configuration to ensure UAC works well.&lt;br /&gt;
#UAC tab: Input your &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039; (jab, punch, grapple, or kick)&lt;br /&gt;
#Commands tab: Input your &#039;&#039;&#039;hunting commands(a)&#039;&#039;&#039; option as &#039;&#039;&#039;unarmed jab&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Important notes to keep in mind on how UAC works in Bigshot:&lt;br /&gt;
* The hunting option &#039;&#039;&#039;unarmed jab&#039;&#039;&#039; can be replaced by any UAC attack type (e.g. &#039;&#039;&#039;unarmed punch&#039;&#039;&#039;)&lt;br /&gt;
* UAC follow up strikes will be selected over the base or tier 3 attack&lt;br /&gt;
* Tier 3 attacks will be used only when positioning is excellent&lt;br /&gt;
&lt;br /&gt;
There is almost no reason to ever use anything other than &#039;&#039;&#039;unarmed jab&#039;&#039; as the hunting command, and either &#039;&#039;&#039;grapple&#039;&#039;&#039; or &#039;&#039;&#039;kick&#039;&#039;&#039; as the Tier 3 attack.&lt;br /&gt;
&lt;br /&gt;
===MSTRIKE Options===&lt;br /&gt;
MSTRIKE attack now has options for when it should be used.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown&lt;br /&gt;
** Be careful when setting this too low as it can pop your muscles&lt;br /&gt;
** Leave blank for it to use your max stamina.&lt;br /&gt;
* &#039;&#039;&#039;QUICKSTRIKE stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.&lt;br /&gt;
* &#039;&#039;&#039;Unfocused MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Number of creatures in room before you do an unfocused mstrike. Default is 2.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown&#039;&#039;&#039;&lt;br /&gt;
**Toggle for MSTRIKEing during its cooldown period&lt;br /&gt;
* &#039;&#039;&#039;Use QUICKSTRIKE for MSTRIKE&#039;&#039;&#039;&lt;br /&gt;
** Toggle for using QUICKSTRIKE when you MSTRIKE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ammo/Wands===&lt;br /&gt;
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.&lt;br /&gt;
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.&lt;br /&gt;
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you &lt;br /&gt;
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.&lt;br /&gt;
* dead wand container: - ...And then will deposit the used up wands in this container.&lt;br /&gt;
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: &amp;quot;aquamarine wand, bloodwood wand, etc&amp;quot;&lt;br /&gt;
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.&lt;br /&gt;
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MA Grouping===&lt;br /&gt;
* Enter the name of the looter in Head/Tail configuration&lt;br /&gt;
&lt;br /&gt;
==Monitoring Tab==&lt;br /&gt;
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.&lt;br /&gt;
* Engage deadman&#039;s switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.&lt;br /&gt;
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.&lt;br /&gt;
* Quiet followers - Followers will wait until leader is done with both actions and resting scripts to begin using their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ingame Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:bigshot-1.PNG|Profiles&lt;br /&gt;
File:bigshot-2.PNG|Resting&lt;br /&gt;
File:bigshot-3.PNG|Hunting&lt;br /&gt;
File:bigshot-4.PNG|Attacking&lt;br /&gt;
File:bigshot-5.PNG|Commands&lt;br /&gt;
File:bigshot-6.PNG|Misc&lt;br /&gt;
File:bigshot-7.PNG|Monitoring&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;br /&gt;
[[Category:Third-Party Software]]&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wound&amp;diff=188472</id>
		<title>Wound</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wound&amp;diff=188472"/>
		<updated>2023-02-06T00:53:21Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Wound Penalties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wounds&#039;&#039;&#039; are fresh injuries to one of the fourteen separate body locations, commonly received as part of combat. Each wound has a severity level between 1 and 3. Minor wounds (level 1) have minimal effects aside from [[combat maneuver]] penalties. More severe wounds will typically [[bleeding|bleed]] and carry substantial mechanical penalties, and may prevent characters from performing certain actions.&lt;br /&gt;
&lt;br /&gt;
The severity of a inflicted wound depends on the [[critical]] portion of the combat system, and may be reduced by wearing more protective armor.&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s can heal another&#039;s character&#039;s wounds directly by transferring the wound onto themselves. Otherwise, wounds can be healed by using [[herb]]s, which will leave a possibly debilitating scar until subsequently mended with scar-removal herbs.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Location !! Lvl. 1 !! Lvl. 2 !! Lvl. 3&lt;br /&gt;
|-&lt;br /&gt;
|head || minor bruises about the head || minor lacerations about the head and a possible mild concussion || severe head trauma and bleeding from the ears&lt;br /&gt;
|-&lt;br /&gt;
|neck || minor bruises on your neck || moderate bleeding from your neck || snapped bones and serious bleeding from the neck&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || minor cuts and bruises on your abdominal area || deep lacerations across your abdominal area || deep gashes and serious bleeding from your abdominal area&lt;br /&gt;
|-&lt;br /&gt;
|back || minor cuts and bruises on your back || deep lacerations across your back || deep gashes and serious bleeding from your back&lt;br /&gt;
|-&lt;br /&gt;
|right eye || a bruised right eye || a swollen right eye || a blinded right eye&lt;br /&gt;
|-&lt;br /&gt;
|left eye || a bruised left eye || a swollen left eye || a blinded left eye&lt;br /&gt;
|-&lt;br /&gt;
|right leg || some minor cuts and bruises on your right leg || a fractured and bleeding right leg || a completely severed right leg&lt;br /&gt;
|-&lt;br /&gt;
|left leg || some minor cuts and bruises on your left leg || a fractured and bleeding left leg || a completely severed left leg&lt;br /&gt;
|-&lt;br /&gt;
|right arm || some minor cuts and bruises on your right arm || a fractured and bleeding right arm || a completely severed right arm&lt;br /&gt;
|-&lt;br /&gt;
|left arm || some minor cuts and bruises on your left arm || a fractured and bleeding left arm || a completely severed left arm&lt;br /&gt;
|-&lt;br /&gt;
|right hand || some minor cuts and bruises on your right hand || a fractured and bleeding right hand || a completely severed right hand&lt;br /&gt;
|-&lt;br /&gt;
|left hand || some minor cuts and bruises on your left hand || a fractured and bleeding left hand || a completely severed left hand&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || a strange case of muscle twitching || a case of sporadic convulsions || a case of uncontrollable convulsions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scars ==&lt;br /&gt;
&lt;br /&gt;
Scars are the remnants of old wounds that have been partially healed through herbs or empathic self-healing. Scars can be healed by using specific scar-removal herbs or empath spells, but if there is both a scar and a fresh wound on the same location then the wound must be healed first. A character who is healed by an empath will not have a scar.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Location !! Lvl. 1 !! Lvl. 2 !! Lvl. 3&lt;br /&gt;
|-&lt;br /&gt;
|head || a scar across your face || several facial scars || old mutilation wounds about your head&lt;br /&gt;
|-&lt;br /&gt;
|neck || a scar across your neck || some old neck wounds || terrible scars from some serious neck injury&lt;br /&gt;
|-&lt;br /&gt;
|chest || an old battle scar across your chest || several painful-looking scars across your chest || terrible, permanent mutilation of your chest muscles&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || an old battle scar across your abdominal area || several painful-looking scars across your abdominal area || terrible, permanent mutilation of your abdominal muscles&lt;br /&gt;
|-&lt;br /&gt;
|back || an old battle scar across your back || several painful-looking scars across your back || terrible, permanent mutilation of your back muscles&lt;br /&gt;
|-&lt;br /&gt;
|right eye || a black-and-blue right eye || severe bruises and swelling around your right eye || a missing right eye&lt;br /&gt;
|-&lt;br /&gt;
|left eye || a black-and-blue left eye || severe bruises and swelling around your left eye || a missing left eye&lt;br /&gt;
|-&lt;br /&gt;
|right leg || old battle scars on your right leg || a mangled right leg || a missing right leg&lt;br /&gt;
|-&lt;br /&gt;
|left leg || old battle scars on your left leg || a mangled left leg || a missing left leg&lt;br /&gt;
|-&lt;br /&gt;
|right arm || old battle scars on your right arm || a mangled right arm || a missing right arm&lt;br /&gt;
|-&lt;br /&gt;
|left arm || old battle scars on your left arm || a mangled left arm || a missing left arm&lt;br /&gt;
|-&lt;br /&gt;
|right hand || old battle scars on your right hand || a mangled right hand || a missing right hand&lt;br /&gt;
|-&lt;br /&gt;
|left hand || old battle scars on your left hand || a mangled left hand || a missing left hand&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || developed slurred speech || constant muscle spasms || a very difficult time with muscle control&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wound Penalties ==&lt;br /&gt;
&lt;br /&gt;
Any active wounds will penalize [[maneuver]]s and [[player service]]s, as will any rank 2 scars.&lt;br /&gt;
&lt;br /&gt;
Rank 2 wounds usually [[bleeding|bleed]].&lt;br /&gt;
&lt;br /&gt;
Rank 1 scars never have any mechanical penalties. More significant scars have penalties similar to wounds of the same level.&lt;br /&gt;
&lt;br /&gt;
Wounds and scars on specific parts of the body may completely restrict certain activities. In certain cases, having wounds on both sides of the body also restricts activities.&lt;br /&gt;
&lt;br /&gt;
[[Sigil of Determination]] allows you to ignore penalties from rank 2 and lower wounds, including combined penalties from multiple wounds. It does not allow you to ignore penalties from rank 3 wounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Wound Location !! Rank 2 !! Rank 3 !! Rank 2 + Rank 1 !! Rank 2 + Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|head || prevents searching, spellcasting || prevents searching, spellcasting&lt;br /&gt;
|-&lt;br /&gt;
|neck || ||&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || ||&lt;br /&gt;
|-&lt;br /&gt;
|back || ||&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || prevents spellcasting || prevents spellcasting&lt;br /&gt;
|-&lt;br /&gt;
|eye ||  || prevents searching, spellcasting || ||&lt;br /&gt;
|-&lt;br /&gt;
| leg || prevents sneaking || prevents sneaking || ||&lt;br /&gt;
|-&lt;br /&gt;
| arm and/or hand || prevents ranged attacks || prevents spellcasting, ranged attacks || prevents spellcasting, ranged attacks ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wound&amp;diff=188471</id>
		<title>Wound</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wound&amp;diff=188471"/>
		<updated>2023-02-06T00:52:15Z</updated>

		<summary type="html">&lt;p&gt;WHYARETHERENOUSERNAMES3: /* Wound Penalties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wounds&#039;&#039;&#039; are fresh injuries to one of the fourteen separate body locations, commonly received as part of combat. Each wound has a severity level between 1 and 3. Minor wounds (level 1) have minimal effects aside from [[combat maneuver]] penalties. More severe wounds will typically [[bleeding|bleed]] and carry substantial mechanical penalties, and may prevent characters from performing certain actions.&lt;br /&gt;
&lt;br /&gt;
The severity of a inflicted wound depends on the [[critical]] portion of the combat system, and may be reduced by wearing more protective armor.&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s can heal another&#039;s character&#039;s wounds directly by transferring the wound onto themselves. Otherwise, wounds can be healed by using [[herb]]s, which will leave a possibly debilitating scar until subsequently mended with scar-removal herbs.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Location !! Lvl. 1 !! Lvl. 2 !! Lvl. 3&lt;br /&gt;
|-&lt;br /&gt;
|head || minor bruises about the head || minor lacerations about the head and a possible mild concussion || severe head trauma and bleeding from the ears&lt;br /&gt;
|-&lt;br /&gt;
|neck || minor bruises on your neck || moderate bleeding from your neck || snapped bones and serious bleeding from the neck&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || minor cuts and bruises on your abdominal area || deep lacerations across your abdominal area || deep gashes and serious bleeding from your abdominal area&lt;br /&gt;
|-&lt;br /&gt;
|back || minor cuts and bruises on your back || deep lacerations across your back || deep gashes and serious bleeding from your back&lt;br /&gt;
|-&lt;br /&gt;
|right eye || a bruised right eye || a swollen right eye || a blinded right eye&lt;br /&gt;
|-&lt;br /&gt;
|left eye || a bruised left eye || a swollen left eye || a blinded left eye&lt;br /&gt;
|-&lt;br /&gt;
|right leg || some minor cuts and bruises on your right leg || a fractured and bleeding right leg || a completely severed right leg&lt;br /&gt;
|-&lt;br /&gt;
|left leg || some minor cuts and bruises on your left leg || a fractured and bleeding left leg || a completely severed left leg&lt;br /&gt;
|-&lt;br /&gt;
|right arm || some minor cuts and bruises on your right arm || a fractured and bleeding right arm || a completely severed right arm&lt;br /&gt;
|-&lt;br /&gt;
|left arm || some minor cuts and bruises on your left arm || a fractured and bleeding left arm || a completely severed left arm&lt;br /&gt;
|-&lt;br /&gt;
|right hand || some minor cuts and bruises on your right hand || a fractured and bleeding right hand || a completely severed right hand&lt;br /&gt;
|-&lt;br /&gt;
|left hand || some minor cuts and bruises on your left hand || a fractured and bleeding left hand || a completely severed left hand&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || a strange case of muscle twitching || a case of sporadic convulsions || a case of uncontrollable convulsions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scars ==&lt;br /&gt;
&lt;br /&gt;
Scars are the remnants of old wounds that have been partially healed through herbs or empathic self-healing. Scars can be healed by using specific scar-removal herbs or empath spells, but if there is both a scar and a fresh wound on the same location then the wound must be healed first. A character who is healed by an empath will not have a scar.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Location !! Lvl. 1 !! Lvl. 2 !! Lvl. 3&lt;br /&gt;
|-&lt;br /&gt;
|head || a scar across your face || several facial scars || old mutilation wounds about your head&lt;br /&gt;
|-&lt;br /&gt;
|neck || a scar across your neck || some old neck wounds || terrible scars from some serious neck injury&lt;br /&gt;
|-&lt;br /&gt;
|chest || an old battle scar across your chest || several painful-looking scars across your chest || terrible, permanent mutilation of your chest muscles&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || an old battle scar across your abdominal area || several painful-looking scars across your abdominal area || terrible, permanent mutilation of your abdominal muscles&lt;br /&gt;
|-&lt;br /&gt;
|back || an old battle scar across your back || several painful-looking scars across your back || terrible, permanent mutilation of your back muscles&lt;br /&gt;
|-&lt;br /&gt;
|right eye || a black-and-blue right eye || severe bruises and swelling around your right eye || a missing right eye&lt;br /&gt;
|-&lt;br /&gt;
|left eye || a black-and-blue left eye || severe bruises and swelling around your left eye || a missing left eye&lt;br /&gt;
|-&lt;br /&gt;
|right leg || old battle scars on your right leg || a mangled right leg || a missing right leg&lt;br /&gt;
|-&lt;br /&gt;
|left leg || old battle scars on your left leg || a mangled left leg || a missing left leg&lt;br /&gt;
|-&lt;br /&gt;
|right arm || old battle scars on your right arm || a mangled right arm || a missing right arm&lt;br /&gt;
|-&lt;br /&gt;
|left arm || old battle scars on your left arm || a mangled left arm || a missing left arm&lt;br /&gt;
|-&lt;br /&gt;
|right hand || old battle scars on your right hand || a mangled right hand || a missing right hand&lt;br /&gt;
|-&lt;br /&gt;
|left hand || old battle scars on your left hand || a mangled left hand || a missing left hand&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || developed slurred speech || constant muscle spasms || a very difficult time with muscle control&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wound Penalties ==&lt;br /&gt;
&lt;br /&gt;
Any active wounds will penalize [[maneuver]]s and [[player service]]s, as will any rank 2 scars.&lt;br /&gt;
&lt;br /&gt;
Rank 2 wounds usually [[bleeding|bleed]].&lt;br /&gt;
&lt;br /&gt;
Rank 1 scars never have any mechanical penalties. More significant scars have penalties similar to wounds of the same level.&lt;br /&gt;
&lt;br /&gt;
Wounds and scars on specific parts of the body may completely restrict certain activities. In certain cases, having wounds on both sides of the body also restricts activities.&lt;br /&gt;
&lt;br /&gt;
[[Sigil of Determination]] allows you to ignore penalties from rank 2 and lower wounds, including combined penalties from multiple wounds. It does not allow you to ignore penalties from rank 3 wounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Wound Location !! Rank 2 !! Rank 3 !! Rank 2 + Rank 1 !! Rank 2 + Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|head || prevents searching, spellcasting || prevents searching, spellcasting&lt;br /&gt;
|-&lt;br /&gt;
|neck || ||&lt;br /&gt;
|-&lt;br /&gt;
|abdomen || ||&lt;br /&gt;
|-&lt;br /&gt;
|back || ||&lt;br /&gt;
|-&lt;br /&gt;
|nervous system || prevents spellcasting || prevents spellcasting&lt;br /&gt;
|-&lt;br /&gt;
|eye ||  || prevents searching, spellcasting || ||&lt;br /&gt;
|-&lt;br /&gt;
| leg || prevents sneaking || || ||&lt;br /&gt;
|-&lt;br /&gt;
| arm and/or hand || prevents ranged attacks || prevents spellcasting, ranged attacks || prevents spellcasting, ranged attacks ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>WHYARETHERENOUSERNAMES3</name></author>
	</entry>
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