Natarm2006-07-14 21:49:32
After completeing my curative system (currently going through debugging..yay!), my next project is to write a system for tracking wounding, and applying healing to badly wounded areas. Any way to do this without spamming the WOUNDS command?
Xavius2006-07-14 22:18:25
Well...probably not.
Wounding is not random, but you do need to know how much each individual hits for (no small task when most knights have two different weapons) and a way to store that in a database. Most people don't go that route.
A more feasible route would be to track wounding afflictions. Unfortunately, most intelligent warriors know how to exploit this strategy. In this case, the best you can come up with is "Your wounding level is at least..." and supplement it with some input from WOUNDS.
Wounding is not random, but you do need to know how much each individual hits for (no small task when most knights have two different weapons) and a way to store that in a database. Most people don't go that route.
A more feasible route would be to track wounding afflictions. Unfortunately, most intelligent warriors know how to exploit this strategy. In this case, the best you can come up with is "Your wounding level is at least..." and supplement it with some input from WOUNDS.
Natarm2006-07-14 22:44:39
Ugh...thats rather irritating. I was hoping for something a tad more precise, as trying to balance wounds with healing with health, sparkle, and scroll reading is just gonna be insane =/
Unknown2006-07-15 02:23:43
My basic method is to add a fixed number to the wounds whenever a body part is struck. It may be a lowish number, and you might experiment with different numbers to find something that works good enough for you. When you heal any wounds, if it says you heal them completely, your number goes to 0 for that body part. If they are partially healed, you subtract a number based on how much your apply health typically helps you (easy enough to learn) and if the number is less than or equal to 0, you need to add some more back in (because 'not completely' means 'greater than 0' still).
For most fights, you won't need perfect numbers for your wounds because you'll apply and heal things up fairly quickly and easily. You can always sync up with a periodic check of the Wounds output, too.
For most fights, you won't need perfect numbers for your wounds because you'll apply and heal things up fairly quickly and easily. You can always sync up with a periodic check of the Wounds output, too.
Unknown2006-07-15 02:50:41
CODE
Head:Â Â negligible/medium/heavy/critical
Chest: negligible/medium/heavy/critical
Gut:Â Â negligible/medium/heavy/critical
Larm:Â Â negligible/medium/heavy/critical
Rarm:Â Â negligible/medium/heavy/critical
Lleg:Â Â negligible/medium/heavy/critical
Rleg:Â Â negligible/medium/heavy/critical
The deep damage in your head partially heals.
The deep damage in your head completely heals.
Chest: negligible/medium/heavy/critical
Gut:Â Â negligible/medium/heavy/critical
Larm:Â Â negligible/medium/heavy/critical
Rarm:Â Â negligible/medium/heavy/critical
Lleg:Â Â negligible/medium/heavy/critical
Rleg:Â Â negligible/medium/heavy/critical
The deep damage in your head partially heals.
The deep damage in your head completely heals.
Or you can go off that. Since there is a little text helper on the far right side when you do WOUNDS. There's no need for tons of numbers and >/= processing.
Xavius2006-07-15 02:51:57
QUOTE(Stagar Feyranti @ Jul 14 2006, 09:50 PM) 307895
CODE
Head:Â Â negligible/medium/heavy/critical
Chest: negligible/medium/heavy/critical
Gut:Â Â negligible/medium/heavy/critical
Larm:Â Â negligible/medium/heavy/critical
Rarm:Â Â negligible/medium/heavy/critical
Lleg:Â Â negligible/medium/heavy/critical
Rleg:Â Â negligible/medium/heavy/critical
The deep damage in your head partially heals.
The deep damage in your head completely heals.
Chest: negligible/medium/heavy/critical
Gut:Â Â negligible/medium/heavy/critical
Larm:Â Â negligible/medium/heavy/critical
Rarm:Â Â negligible/medium/heavy/critical
Lleg:Â Â negligible/medium/heavy/critical
Rleg:Â Â negligible/medium/heavy/critical
The deep damage in your head partially heals.
The deep damage in your head completely heals.
Or you can go off that. Since there is a little text helper on the far right side when you do WOUNDS. There's no need for tons of numbers and >/= processing.
Except that the question was regarding wound tracking without WOUNDS.
Unknown2006-07-15 02:53:28
QUOTE(Xavius @ Jul 15 2006, 02:51 AM) 307897
Except that the question was regarding wound tracking without WOUNDS.
Was just replying to Zarquan's idea. All I do is watch for major afflictions like slit throat, set head to crit, so on and so forth. Excuse the stupid unneeded post.
Laysus2006-07-17 13:21:14
I go for tracking hits, and failsafing through afflictions and the wounds ability.
Shorlen2006-07-17 19:54:24
QUOTE(Laysus @ Jul 17 2006, 09:21 AM) 308647
I go for tracking hits, and failsafing through afflictions and the wounds ability.
This is a REALLY good way to do it. Basically, exactly the way Zarquan suggested, but when you get an affliction, if the wounding level for that limb is below the required level for the given affliction, you set it to the minimum level for that affliction. So if something requires critical head wounds and your current number of wounds in your head is 100, you know you need to raise that number to whatever critical is.
Of course, this requires you to know all the deepwound afflictions, the minimum level for each, and what numbers of wounds indicate different levels of wounding...
Vesar2006-07-18 01:02:14
Here's how I do it:
-First, doing WOUNDS and tracking the output supercedes everything.
-I track each affliction by wound time. I have states 1 - 5, negligible through critical.
-Any time I get a hit that's not an affliction, I add 1 to the wound state for that limb.
-Curing a limb completely resets the wound state to 0
-I have a TON of failsafes and checks to ensure that it works properly
And of course this is all highly tied into my parry system.
-First, doing WOUNDS and tracking the output supercedes everything.
-I track each affliction by wound time. I have states 1 - 5, negligible through critical.
-Any time I get a hit that's not an affliction, I add 1 to the wound state for that limb.
-Curing a limb completely resets the wound state to 0
-I have a TON of failsafes and checks to ensure that it works properly
And of course this is all highly tied into my parry system.
Unknown2006-07-18 14:06:19
Something I'm still trying to work out is how to parry based on the wounds I've gotten. I know many people just parry the most wounded body part 100 percent, but I'd like to experiment with parrying the two most wounded 50/50 or splitting it up based on wound percentages. Does anyone have any really nifty parry tips they wouldn't mind sharing?
Laysus2006-07-18 14:17:04
I'll pm you what I do for parrying
And this is my recent working for catching wounding/etc. - if anyone could point out mistakes/bits I've missed to me, it'd be much appreciated.
And I know assault/sweep aren't in there yet.
#TRIGGER {Cleaving through your defenses, %w makes a slow deadly strike at your} {#noop}
#COND {*} {#noop} {within|param=1}
#COND { ({left|right}) {leg|thigh}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg 1000;#var mechanics.warning {%upper(%1) LEG}} {reparse}
#COND { ({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm 1000;#var mechanics.warning {%upper(%1) ARM}} {reparse}
#COND { {head|face|chin|nose}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head 1000;#var mechanics.warning HEAD} {reparse}
#COND { {gut|stomach|belly}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut 1000;#var mechanics.warning {GUT}} {reparse}
#COND { {chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest 1000;#var mechanics.warning CHEST} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);#additem mechanics.warning ARTERY} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {gut, which} {herbafflict opengut;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {strikes powerfully} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {powerfully into your chest, and blood} {salveafflict collapsedlungs;woundcheck dkcollapsedlungs chest;#additem mechanics.warning {COLLAPSED LUNGS}} {reparse}
#COND {your neck,} {salveafflict slitthroat;woundcheck dkslitthroat headcurequeue;#additem mechanics.warning SLITTHROAT} {reparse}
#COND {(%w) heel,} {salveafflict %1tendon;#var hindered.sprawled 1;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg 1000;curequeue;#exec {woundcheck dktendon %1leg};#additem mechanics.warning {%upper(%1) TENDON}} {reparse}
#COND {grimace in pain as your ribs} {herbafflict fracturedchest;curequeue;#additem mechanics.warning {FRACTURED CHEST}} {reparse}
#COND {(%w) kneecap is struck,} {salveafflict %1knee;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg 1000;curequeue;#var mechanics.warning %upper(%1) KNEE;#additem mechanics.warning KNEECAP} {reparse}
#COND {.$} {#say %item(@mechanics.warning,1) WAS HIT. AFFLICTION~: %if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2))} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {blood foams} {salveafflict puncturedlung;curequeue;#additem mechanics.warning {PUNCTURED LUNG}} {reparse}
#COND {go numb.} {#if (%pos("left",@mechanics.lasthit)) {herbafflict paralysedleft} {herbafflict paralysedright};#additem mechanics.warning {SEVERED NERVE}} {reparse}
#COND {(%w) heel,} {salveafflict %1tendon;#var hindered.sprawled 1;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg 1000;curequeue;#exec {woundcheck dktendon %1leg};#var mechanics.warning %upper(%1) TENDON;#additem mechanics.warning {%1 TENDON}} {reparse}
#COND {^heel,} {#var mechanics.diagnose 1;#additem mechanics.warning {UNKNOWN HEEL}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {With a heavy overhand stroke, %w slams {a|an} * down upon you} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {{head|face|nose|chin}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {Your nose is savagely struck} {herbafflict brokennose;#var hindered.stunned 1;curequeue;#additem mechanics.warning {Broken nose}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {in pain as your jaw} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|Broken Jaw}} {reparse}
#COND {grimace in pain as your ribs} {herbafflict fracturedchest;woundcheck bcfracturedchest chest;curequeue;#additem mechanics.warning {fractured chest}} {reparse}
#COND {your ribs snap} {{salveafflict} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {With a heavy overhand stroke, %w slams *} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {you*{^rebounds}*} {#noop} {within|param=1}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {{head|face|nose|chin}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {Your nose is savagely struck} {herbafflict brokennose;#var hindered.stunned 1;curequeue;#additem mechanics.warning {Broken nose}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {in pain as your jaw} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|Broken Jaw}} {reparse}
#COND {grimace in pain as your ribs} {herbafflict fracturedchest;woundcheck bcfracturedchest chest;curequeue;#additem mechanics.warning {fractured chest}} {reparse}
#COND {your ribs snap} {{salveafflict} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {Letting * droop, (%w) suddenly heaves it up at you.} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {({left|right}) {thigh|leg}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%1 leg}} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {mortally wounded when} {salveafflict burstorgans;#if (!@mechanics.doubleknight) {woundcheck bcburstorgans gut};#additem mechanics.warning {burst organs}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0;curequeue}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0;curequeue}} {reparse}
#TRIGGER {Letting * droop, (%w)} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {you*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {({left|right}) {thigh|leg}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%1 leg}} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {mortally wounded when} {salveafflict burstorgans;#if (!@mechanics.doubleknight) {woundcheck bcburstorgans gut};#additem mechanics.warning {burst organs}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0;curequeue}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0;curequeue}} {reparse}
#TRIGGER {With a focused look, (%w) strikes at you with} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {({left|right}) {thigh|leg}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%1 leg}} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {chest|ribs|sternum} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%upper(%1) ARM}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);#additem mechanics.warning ARTERY} {reparse}
#COND {strikes powerfully} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {gut, which} {herbafflict opengut;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {deep into your chest} {herbafflict puncturedchest;#if (@mechanics.doubleknight) {woundcheck dkpuncturechest chest} {woundcheck bmpuncturechest head};#additem mechanics.warning openchest} {reparse}
#COND {deeply into your (%w) arm} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {powerfully into your chest, and blood} {salveafflict collapsedlungs;#if (@mechanics.doubleknight) {woundcheck dkcollapsedlungs chest};#additem mechanics.warning {COLLAPSED LUNGS}} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) foot} {#if (@pinlegged < 2) {#math pinlegged @pinlegged+1};#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#addkey wounds %1leg 600;#if (!@mechanics.doubleknight) {#exec {woundcheck bmpinleg %1leg}};#var mechanics.warning {%1 leg|pinned leg}} {reparse}
#COND {through your gut} {#var hindered.impaled 1;#additem mechanics.warning impaled;woundcheck bmimpale gut} {reparse}
#COND {Your knuckles are struck with a loud crack, and you drop (*).} {#var mechanics.lastlasthit @mechanics.lasthit;#if (%pos(@wielded.left,%1)) {#var wielded.left 0;#add wounds.leftarm 400;#if (@mechanics.doubleknight) {#add wounds.leftarm 400};#var mechanics.lasthit leftarm;#var mechanics.warning {left arm|slapknuckle}};#if (%pos(@wielded.right,%1)) {#var wielded.right 0;#add wounds.rightarm 400;#if (@mechanics.doubleknight) {#add wounds.rightarm 400};#var mechanics.lasthit rightarm;#var mechanics.warning {right arm|slapknuckle}};allwield} {reparse}
#COND {your jaw} {salveafflict brokenjaw;#if (!@mechanics.doubleknight) {woundcheck bcbrokenjaw head};#add wounds.had 500;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.warning {head|broken jaw}} {reparse}
#COND {Your nose is savagely struck} {herbafflict brokennose;#var hindered.stunned 1;curequeue;#additem mechanics.warning {Broken nose}} {reparse}
#COND {mortally wounded when} {salveafflict burstorgans;#if (!@mechanics.doubleknight) {woundcheck bcburstorgans gut};#additem mechanics.warning {burst organs}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {grimace in pain as your ribs} {herbafflict fracturedchest;curequeue;#additem mechanics.warning {FRACTURED CHEST}} {reparse}
#COND {(%w) heel,} {salveafflict %1tendon;#var hindered.sprawled 1;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#exec {woundcheck dktendon %1leg};#var mechanics.warning %upper(%1) TENDON;#additem mechanics.warning {%1 TENDON}} {reparse}
#COND {^heel,} {#var mechanics.diagnose 1;#additem mechanics.warning {UNKNOWN HEEL}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^-}$} {#noop} {within|param=1}
#COND {go numb.} {#if (%pos("left",@mechanics.lasthit)) {herbafflict paralysedleft} {herbafflict paralysedright};#additem mechanics.warning {SEVERED NERVE}} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {(%w) wildly jabs * at you.} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {({left|right}) {thigh|leg}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%1 leg}} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {chest|ribs|sternum} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%upper(%1) ARM}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);#additem mechanics.warning ARTERY} {reparse}
#COND {strikes powerfully} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {gut, which} {herbafflict opengut;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {deep into your chest} {herbafflict puncturedchest;#if (@mechanics.doubleknight) {woundcheck dkpuncturechest chest} {woundcheck bmpuncturechest head};#additem mechanics.warning openchest} {reparse}
#COND {deeply into your (%w) arm} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {powerfully into your chest, and blood} {salveafflict collapsedlungs;#if (@mechanics.doubleknight) {woundcheck dkcollapsedlungs chest};#additem mechanics.warning {COLLAPSED LUNGS}} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) foot} {#if (@pinlegged < 2) {#math pinlegged @pinlegged+1};#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#addkey wounds %1leg 600;#if (!@mechanics.doubleknight) {#exec {woundcheck bmpinleg %1leg}};#var mechanics.warning {%1 leg|pinned leg}} {reparse}
#COND {through your gut} {#var hindered.impaled 1;#additem mechanics.warning impaled;woundcheck bmimpale gut} {reparse}
#COND {Your knuckles are struck with a loud crack, and you drop (*).} {#var mechanics.lastlasthit @mechanics.lasthit;#if (%pos(@wielded.left,%1)) {#var wielded.left 0;#add wounds.leftarm 400;#if (@mechanics.doubleknight) {#add wounds.leftarm 400};#var mechanics.lasthit leftarm;#var mechanics.warning {left arm|slapknuckle}};#if (%pos(@wielded.right,%1)) {#var wielded.right 0;#add wounds.rightarm 400;#if (@mechanics.doubleknight) {#add wounds.rightarm 400};#var mechanics.lasthit rightarm;#var mechanics.warning {right arm|slapknuckle}};allwield} {reparse}
#COND {your jaw} {salveafflict brokenjaw;#if (!@mechanics.doubleknight) {woundcheck bcbrokenjaw head};#add wounds.had 500;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.warning {head|broken jaw}} {reparse}
#COND {Your nose is savagely struck} {herbafflict brokennose;#var hindered.stunned 1;curequeue;#additem mechanics.warning {Broken nose}} {reparse}
#COND {mortally wounded when} {salveafflict burstorgans;#if (!@mechanics.doubleknight) {woundcheck bcburstorgans gut};#additem mechanics.warning {burst organs}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {grimace in pain as your ribs} {herbafflict fracturedchest;curequeue;#additem mechanics.warning {FRACTURED CHEST}} {reparse}
#COND {(%w) heel,} {salveafflict %1tendon;#var hindered.sprawled 1;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#exec {woundcheck dktendon %1leg};#var mechanics.warning %upper(%1) TENDON;#additem mechanics.warning {%1 TENDON}} {reparse}
#COND {^heel,} {#var mechanics.diagnose 1;#additem mechanics.warning {UNKNOWN HEEL}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^-}$} {#noop} {within|param=1}
#COND {go numb.} {#if (%pos("left",@mechanics.lasthit)) {herbafflict paralysedleft} {herbafflict paralysedright};#additem mechanics.warning {SEVERED NERVE}} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {Flourishing * above his head, (%w) takes a swing at} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {you*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning %1arm} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {(%w) arm, which becomes} {herbafflict fractured%1arm;#additem mechanics.warning {FRACTURED ARM};#if (!@mechanics.doubleknight) {#exec {woundcheck bcfracturedarm %left(%1,1)arm}}} {reparse}
#COND {your ribs snap} {salveafflict crushedchest;#if (@mechanics.doubleknight) {woundcheck dkcrushchest chest} {woundcheck bccrushchest chest};#additem mechanics.warning {Crushed chest}} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {(%w) thigh bone is smashed} {salveafflict mend%1leg;#if (!@mechanics.doubleknight) {#exec {woundcheck bcbreakleg %1leg}};#additem mechanics.warning {broken leg}} {reparse}
#COND {your (%w) wrist breaks} {herbafflict broken%1wrist;#additem mechanics.warning {fractured wrist};#exec {woundcheck bcbrokenwrist %1arm}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {Your (%w) arm is * and breaks with a loud crack} {salveafflict no%1arm;#exec {woundcheck dkamputatearm %1arm};#additem mechanics.warning {amputated arm}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {(%w) elbow,} {salveafflict regen%1arm;#if (!@mechanics.doubleknight) {woundcheck dkelbow %concat(%1,arm)};#additem mechanics.warning {cracked elbow}} {reparse}
#COND {(%w) bicep} {herbafflict %1bicep;#additem mechanics.warning {sliced elbow}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {Flourishing * above his head, (%w) takes a swing at you} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning %1arm} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {(%w) arm, which becomes} {herbafflict fractured%1arm;#additem mechanics.warning {FRACTURED ARM};#if (!@mechanics.doubleknight) {#exec {woundcheck bcfracturedarm %left(%1,1)arm}}} {reparse}
#COND {your ribs snap} {salveafflict crushedchest;#if (@mechanics.doubleknight) {woundcheck dkcrushchest chest} {woundcheck bccrushchest chest};#additem mechanics.warning {Crushed chest}} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {(%w) thigh bone is smashed} {salveafflict mend%1leg;#if (!@mechanics.doubleknight) {#exec {woundcheck bcbreakleg %1leg}};#additem mechanics.warning {broken leg}} {reparse}
#COND {your (%w) wrist breaks} {herbafflict broken%1wrist;#additem mechanics.warning {fractured wrist};#exec {woundcheck bcbrokenwrist %1arm}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {Your (%w) arm is * and breaks with a loud crack} {salveafflict no%1arm;#exec {woundcheck dkamputatearm %1arm};#additem mechanics.warning {amputated arm}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {(%w) elbow,} {salveafflict regen%1arm;#if (!@mechanics.doubleknight) {woundcheck dkelbow %concat(%1,arm)};#additem mechanics.warning {cracked elbow}} {reparse}
#COND {(%w) bicep} {herbafflict %1bicep;#additem mechanics.warning {sliced elbow}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {(%w) swings (*) at you,} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning %1arm} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {(%w) arm, which becomes} {herbafflict fractured%1arm;#additem mechanics.warning {FRACTURED ARM};#if (!@mechanics.doubleknight) {#exec {woundcheck bcfracturedarm %left(%1,1)arm}}} {reparse}
#COND {your ribs snap} {salveafflict crushedchest;#if (@mechanics.doubleknight) {woundcheck dkcrushchest chest} {woundcheck bccrushchest chest};#additem mechanics.warning {Crushed chest}} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {(%w) thigh bone is smashed} {salveafflict mend%1leg;#if (!@mechanics.doubleknight) {#exec {woundcheck bcbreakleg %1leg}};#additem mechanics.warning {broken leg}} {reparse}
#COND {your (%w) wrist breaks} {herbafflict broken%1wrist;#additem mechanics.warning {fractured wrist};#exec {woundcheck bcbrokenwrist %1arm}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {Your (%w) arm is * and breaks with a loud crack} {salveafflict no%1arm;#exec {woundcheck dkamputatearm %1arm};#additem mechanics.warning {amputated arm}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {(%w) elbow,} {salveafflict regen%1arm;#if (!@mechanics.doubleknight) {woundcheck dkelbow %concat(%1,arm)};#additem mechanics.warning {cracked elbow}} {reparse}
#COND {(%w) bicep} {herbafflict %1bicep;#additem mechanics.warning {sliced elbow}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {Swinging * in an underhand arc, (%w) strikes at you.} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning %1arm} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {(%w) arm, which becomes} {herbafflict fractured%1arm;#additem mechanics.warning {FRACTURED ARM};#if (!@mechanics.doubleknight) {#exec {woundcheck bcfracturedarm %left(%1,1)arm}}} {reparse}
#COND {your ribs snap} {salveafflict crushedchest;#if (@mechanics.doubleknight) {woundcheck dkcrushchest chest} {woundcheck bccrushchest chest};#additem mechanics.warning {Crushed chest}} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {(%w) thigh bone is smashed} {salveafflict mend%1leg;#if (!@mechanics.doubleknight) {#exec {woundcheck bcbreakleg %1leg}};#additem mechanics.warning {broken leg}} {reparse}
#COND {your (%w) wrist breaks} {herbafflict broken%1wrist;#additem mechanics.warning {fractured wrist};#exec {woundcheck bcbrokenwrist %1arm}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {Your (%w) arm is * and breaks with a loud crack} {salveafflict no%1arm;#exec {woundcheck dkamputatearm %1arm};#additem mechanics.warning {amputated arm}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {(%w) elbow,} {salveafflict regen%1arm;#if (!@mechanics.doubleknight) {woundcheck dkelbow %concat(%1,arm)};#additem mechanics.warning {cracked elbow}} {reparse}
#COND {(%w) bicep} {herbafflict %1bicep;#additem mechanics.warning {sliced elbow}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {Swinging * in an underhand arc,} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {you*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning %1arm} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {(%w) arm, which becomes} {herbafflict fractured%1arm;#additem mechanics.warning {FRACTURED ARM};#if (!@mechanics.doubleknight) {#exec {woundcheck bcfracturedarm %left(%1,1)arm}}} {reparse}
#COND {your ribs snap} {salveafflict crushedchest;#if (@mechanics.doubleknight) {woundcheck dkcrushchest chest} {woundcheck bccrushchest chest};#additem mechanics.warning {Crushed chest}} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {(%w) thigh bone is smashed} {salveafflict mend%1leg;#if (!@mechanics.doubleknight) {#exec {woundcheck bcbreakleg %1leg}};#additem mechanics.warning {broken leg}} {reparse}
#COND {your (%w) wrist breaks} {herbafflict broken%1wrist;#additem mechanics.warning {fractured wrist};#exec {woundcheck bcbrokenwrist %1arm}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {Your (%w) arm is * and breaks with a loud crack} {salveafflict no%1arm;#exec {woundcheck dkamputatearm %1arm};#additem mechanics.warning {amputated arm}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {(%w) elbow,} {salveafflict regen%1arm;#if (!@mechanics.doubleknight) {woundcheck dkelbow %concat(%1,arm)};#additem mechanics.warning {cracked elbow}} {reparse}
#COND {(%w) bicep} {herbafflict %1bicep;#additem mechanics.warning {sliced elbow}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {With a powerful lunge, (%w) strikes at you with} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {({left|right}) {thigh|leg}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%1 leg}} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {chest|ribs|sternum} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%upper(%1) ARM}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);#additem mechanics.warning ARTERY} {reparse}
#COND {strikes powerfully} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {gut, which} {herbafflict opengut;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {deep into your chest} {herbafflict puncturedchest;#if (@mechanics.doubleknight) {woundcheck dkpuncturechest chest} {woundcheck bmpuncturechest head};#additem mechanics.warning openchest} {reparse}
#COND {deeply into your (%w) arm} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {powerfully into your chest, and blood} {salveafflict collapsedlungs;#if (@mechanics.doubleknight) {woundcheck dkcollapsedlungs chest};#additem mechanics.warning {COLLAPSED LUNGS}} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) foot} {#if (@pinlegged < 2) {#math pinlegged @pinlegged+1};#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#addkey wounds %1leg 600;#if (!@mechanics.doubleknight) {#exec {woundcheck bmpinleg %1leg}};#var mechanics.warning {%1 leg|pinned leg}} {reparse}
#COND {through your gut} {#var hindered.impaled 1;#additem mechanics.warning impaled;woundcheck bmimpale gut} {reparse}
#COND {Your knuckles are struck with a loud crack, and you drop (*).} {#var mechanics.lastlasthit @mechanics.lasthit;#if (%pos(@wielded.left,%1)) {#var wielded.left 0;#add wounds.leftarm 400;#if (@mechanics.doubleknight) {#add wounds.leftarm 400};#var mechanics.lasthit leftarm;#var mechanics.warning {left arm|slapknuckle}};#if (%pos(@wielded.right,%
And this is my recent working for catching wounding/etc. - if anyone could point out mistakes/bits I've missed to me, it'd be much appreciated.
And I know assault/sweep aren't in there yet.
CODE
#TRIGGER {Cleaving through your defenses, %w makes a slow deadly strike at your} {#noop}
#COND {*} {#noop} {within|param=1}
#COND { ({left|right}) {leg|thigh}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg 1000;#var mechanics.warning {%upper(%1) LEG}} {reparse}
#COND { ({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm 1000;#var mechanics.warning {%upper(%1) ARM}} {reparse}
#COND { {head|face|chin|nose}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head 1000;#var mechanics.warning HEAD} {reparse}
#COND { {gut|stomach|belly}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut 1000;#var mechanics.warning {GUT}} {reparse}
#COND { {chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest 1000;#var mechanics.warning CHEST} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);#additem mechanics.warning ARTERY} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {gut, which} {herbafflict opengut;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {strikes powerfully} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {powerfully into your chest, and blood} {salveafflict collapsedlungs;woundcheck dkcollapsedlungs chest;#additem mechanics.warning {COLLAPSED LUNGS}} {reparse}
#COND {your neck,} {salveafflict slitthroat;woundcheck dkslitthroat headcurequeue;#additem mechanics.warning SLITTHROAT} {reparse}
#COND {(%w) heel,} {salveafflict %1tendon;#var hindered.sprawled 1;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg 1000;curequeue;#exec {woundcheck dktendon %1leg};#additem mechanics.warning {%upper(%1) TENDON}} {reparse}
#COND {grimace in pain as your ribs} {herbafflict fracturedchest;curequeue;#additem mechanics.warning {FRACTURED CHEST}} {reparse}
#COND {(%w) kneecap is struck,} {salveafflict %1knee;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg 1000;curequeue;#var mechanics.warning %upper(%1) KNEE;#additem mechanics.warning KNEECAP} {reparse}
#COND {.$} {#say %item(@mechanics.warning,1) WAS HIT. AFFLICTION~: %if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2))} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {blood foams} {salveafflict puncturedlung;curequeue;#additem mechanics.warning {PUNCTURED LUNG}} {reparse}
#COND {go numb.} {#if (%pos("left",@mechanics.lasthit)) {herbafflict paralysedleft} {herbafflict paralysedright};#additem mechanics.warning {SEVERED NERVE}} {reparse}
#COND {(%w) heel,} {salveafflict %1tendon;#var hindered.sprawled 1;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg 1000;curequeue;#exec {woundcheck dktendon %1leg};#var mechanics.warning %upper(%1) TENDON;#additem mechanics.warning {%1 TENDON}} {reparse}
#COND {^heel,} {#var mechanics.diagnose 1;#additem mechanics.warning {UNKNOWN HEEL}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {With a heavy overhand stroke, %w slams {a|an} * down upon you} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {{head|face|nose|chin}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {Your nose is savagely struck} {herbafflict brokennose;#var hindered.stunned 1;curequeue;#additem mechanics.warning {Broken nose}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {in pain as your jaw} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|Broken Jaw}} {reparse}
#COND {grimace in pain as your ribs} {herbafflict fracturedchest;woundcheck bcfracturedchest chest;curequeue;#additem mechanics.warning {fractured chest}} {reparse}
#COND {your ribs snap} {{salveafflict} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {With a heavy overhand stroke, %w slams *} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {you*{^rebounds}*} {#noop} {within|param=1}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {{head|face|nose|chin}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {Your nose is savagely struck} {herbafflict brokennose;#var hindered.stunned 1;curequeue;#additem mechanics.warning {Broken nose}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {in pain as your jaw} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|Broken Jaw}} {reparse}
#COND {grimace in pain as your ribs} {herbafflict fracturedchest;woundcheck bcfracturedchest chest;curequeue;#additem mechanics.warning {fractured chest}} {reparse}
#COND {your ribs snap} {{salveafflict} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {Letting * droop, (%w) suddenly heaves it up at you.} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {({left|right}) {thigh|leg}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%1 leg}} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {mortally wounded when} {salveafflict burstorgans;#if (!@mechanics.doubleknight) {woundcheck bcburstorgans gut};#additem mechanics.warning {burst organs}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0;curequeue}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0;curequeue}} {reparse}
#TRIGGER {Letting * droop, (%w)} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {you*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {({left|right}) {thigh|leg}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%1 leg}} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {mortally wounded when} {salveafflict burstorgans;#if (!@mechanics.doubleknight) {woundcheck bcburstorgans gut};#additem mechanics.warning {burst organs}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0;curequeue}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0;curequeue}} {reparse}
#TRIGGER {With a focused look, (%w) strikes at you with} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {({left|right}) {thigh|leg}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%1 leg}} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {chest|ribs|sternum} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%upper(%1) ARM}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);#additem mechanics.warning ARTERY} {reparse}
#COND {strikes powerfully} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {gut, which} {herbafflict opengut;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {deep into your chest} {herbafflict puncturedchest;#if (@mechanics.doubleknight) {woundcheck dkpuncturechest chest} {woundcheck bmpuncturechest head};#additem mechanics.warning openchest} {reparse}
#COND {deeply into your (%w) arm} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {powerfully into your chest, and blood} {salveafflict collapsedlungs;#if (@mechanics.doubleknight) {woundcheck dkcollapsedlungs chest};#additem mechanics.warning {COLLAPSED LUNGS}} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) foot} {#if (@pinlegged < 2) {#math pinlegged @pinlegged+1};#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#addkey wounds %1leg 600;#if (!@mechanics.doubleknight) {#exec {woundcheck bmpinleg %1leg}};#var mechanics.warning {%1 leg|pinned leg}} {reparse}
#COND {through your gut} {#var hindered.impaled 1;#additem mechanics.warning impaled;woundcheck bmimpale gut} {reparse}
#COND {Your knuckles are struck with a loud crack, and you drop (*).} {#var mechanics.lastlasthit @mechanics.lasthit;#if (%pos(@wielded.left,%1)) {#var wielded.left 0;#add wounds.leftarm 400;#if (@mechanics.doubleknight) {#add wounds.leftarm 400};#var mechanics.lasthit leftarm;#var mechanics.warning {left arm|slapknuckle}};#if (%pos(@wielded.right,%1)) {#var wielded.right 0;#add wounds.rightarm 400;#if (@mechanics.doubleknight) {#add wounds.rightarm 400};#var mechanics.lasthit rightarm;#var mechanics.warning {right arm|slapknuckle}};allwield} {reparse}
#COND {your jaw} {salveafflict brokenjaw;#if (!@mechanics.doubleknight) {woundcheck bcbrokenjaw head};#add wounds.had 500;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.warning {head|broken jaw}} {reparse}
#COND {Your nose is savagely struck} {herbafflict brokennose;#var hindered.stunned 1;curequeue;#additem mechanics.warning {Broken nose}} {reparse}
#COND {mortally wounded when} {salveafflict burstorgans;#if (!@mechanics.doubleknight) {woundcheck bcburstorgans gut};#additem mechanics.warning {burst organs}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {grimace in pain as your ribs} {herbafflict fracturedchest;curequeue;#additem mechanics.warning {FRACTURED CHEST}} {reparse}
#COND {(%w) heel,} {salveafflict %1tendon;#var hindered.sprawled 1;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#exec {woundcheck dktendon %1leg};#var mechanics.warning %upper(%1) TENDON;#additem mechanics.warning {%1 TENDON}} {reparse}
#COND {^heel,} {#var mechanics.diagnose 1;#additem mechanics.warning {UNKNOWN HEEL}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^-}$} {#noop} {within|param=1}
#COND {go numb.} {#if (%pos("left",@mechanics.lasthit)) {herbafflict paralysedleft} {herbafflict paralysedright};#additem mechanics.warning {SEVERED NERVE}} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {(%w) wildly jabs * at you.} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {({left|right}) {thigh|leg}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%1 leg}} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {chest|ribs|sternum} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%upper(%1) ARM}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);#additem mechanics.warning ARTERY} {reparse}
#COND {strikes powerfully} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {gut, which} {herbafflict opengut;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {deep into your chest} {herbafflict puncturedchest;#if (@mechanics.doubleknight) {woundcheck dkpuncturechest chest} {woundcheck bmpuncturechest head};#additem mechanics.warning openchest} {reparse}
#COND {deeply into your (%w) arm} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {powerfully into your chest, and blood} {salveafflict collapsedlungs;#if (@mechanics.doubleknight) {woundcheck dkcollapsedlungs chest};#additem mechanics.warning {COLLAPSED LUNGS}} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) foot} {#if (@pinlegged < 2) {#math pinlegged @pinlegged+1};#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#addkey wounds %1leg 600;#if (!@mechanics.doubleknight) {#exec {woundcheck bmpinleg %1leg}};#var mechanics.warning {%1 leg|pinned leg}} {reparse}
#COND {through your gut} {#var hindered.impaled 1;#additem mechanics.warning impaled;woundcheck bmimpale gut} {reparse}
#COND {Your knuckles are struck with a loud crack, and you drop (*).} {#var mechanics.lastlasthit @mechanics.lasthit;#if (%pos(@wielded.left,%1)) {#var wielded.left 0;#add wounds.leftarm 400;#if (@mechanics.doubleknight) {#add wounds.leftarm 400};#var mechanics.lasthit leftarm;#var mechanics.warning {left arm|slapknuckle}};#if (%pos(@wielded.right,%1)) {#var wielded.right 0;#add wounds.rightarm 400;#if (@mechanics.doubleknight) {#add wounds.rightarm 400};#var mechanics.lasthit rightarm;#var mechanics.warning {right arm|slapknuckle}};allwield} {reparse}
#COND {your jaw} {salveafflict brokenjaw;#if (!@mechanics.doubleknight) {woundcheck bcbrokenjaw head};#add wounds.had 500;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.warning {head|broken jaw}} {reparse}
#COND {Your nose is savagely struck} {herbafflict brokennose;#var hindered.stunned 1;curequeue;#additem mechanics.warning {Broken nose}} {reparse}
#COND {mortally wounded when} {salveafflict burstorgans;#if (!@mechanics.doubleknight) {woundcheck bcburstorgans gut};#additem mechanics.warning {burst organs}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {grimace in pain as your ribs} {herbafflict fracturedchest;curequeue;#additem mechanics.warning {FRACTURED CHEST}} {reparse}
#COND {(%w) heel,} {salveafflict %1tendon;#var hindered.sprawled 1;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#exec {woundcheck dktendon %1leg};#var mechanics.warning %upper(%1) TENDON;#additem mechanics.warning {%1 TENDON}} {reparse}
#COND {^heel,} {#var mechanics.diagnose 1;#additem mechanics.warning {UNKNOWN HEEL}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^-}$} {#noop} {within|param=1}
#COND {go numb.} {#if (%pos("left",@mechanics.lasthit)) {herbafflict paralysedleft} {herbafflict paralysedright};#additem mechanics.warning {SEVERED NERVE}} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {Flourishing * above his head, (%w) takes a swing at} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {you*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning %1arm} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {(%w) arm, which becomes} {herbafflict fractured%1arm;#additem mechanics.warning {FRACTURED ARM};#if (!@mechanics.doubleknight) {#exec {woundcheck bcfracturedarm %left(%1,1)arm}}} {reparse}
#COND {your ribs snap} {salveafflict crushedchest;#if (@mechanics.doubleknight) {woundcheck dkcrushchest chest} {woundcheck bccrushchest chest};#additem mechanics.warning {Crushed chest}} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {(%w) thigh bone is smashed} {salveafflict mend%1leg;#if (!@mechanics.doubleknight) {#exec {woundcheck bcbreakleg %1leg}};#additem mechanics.warning {broken leg}} {reparse}
#COND {your (%w) wrist breaks} {herbafflict broken%1wrist;#additem mechanics.warning {fractured wrist};#exec {woundcheck bcbrokenwrist %1arm}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {Your (%w) arm is * and breaks with a loud crack} {salveafflict no%1arm;#exec {woundcheck dkamputatearm %1arm};#additem mechanics.warning {amputated arm}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {(%w) elbow,} {salveafflict regen%1arm;#if (!@mechanics.doubleknight) {woundcheck dkelbow %concat(%1,arm)};#additem mechanics.warning {cracked elbow}} {reparse}
#COND {(%w) bicep} {herbafflict %1bicep;#additem mechanics.warning {sliced elbow}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {Flourishing * above his head, (%w) takes a swing at you} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning %1arm} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {(%w) arm, which becomes} {herbafflict fractured%1arm;#additem mechanics.warning {FRACTURED ARM};#if (!@mechanics.doubleknight) {#exec {woundcheck bcfracturedarm %left(%1,1)arm}}} {reparse}
#COND {your ribs snap} {salveafflict crushedchest;#if (@mechanics.doubleknight) {woundcheck dkcrushchest chest} {woundcheck bccrushchest chest};#additem mechanics.warning {Crushed chest}} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {(%w) thigh bone is smashed} {salveafflict mend%1leg;#if (!@mechanics.doubleknight) {#exec {woundcheck bcbreakleg %1leg}};#additem mechanics.warning {broken leg}} {reparse}
#COND {your (%w) wrist breaks} {herbafflict broken%1wrist;#additem mechanics.warning {fractured wrist};#exec {woundcheck bcbrokenwrist %1arm}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {Your (%w) arm is * and breaks with a loud crack} {salveafflict no%1arm;#exec {woundcheck dkamputatearm %1arm};#additem mechanics.warning {amputated arm}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {(%w) elbow,} {salveafflict regen%1arm;#if (!@mechanics.doubleknight) {woundcheck dkelbow %concat(%1,arm)};#additem mechanics.warning {cracked elbow}} {reparse}
#COND {(%w) bicep} {herbafflict %1bicep;#additem mechanics.warning {sliced elbow}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {(%w) swings (*) at you,} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning %1arm} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {(%w) arm, which becomes} {herbafflict fractured%1arm;#additem mechanics.warning {FRACTURED ARM};#if (!@mechanics.doubleknight) {#exec {woundcheck bcfracturedarm %left(%1,1)arm}}} {reparse}
#COND {your ribs snap} {salveafflict crushedchest;#if (@mechanics.doubleknight) {woundcheck dkcrushchest chest} {woundcheck bccrushchest chest};#additem mechanics.warning {Crushed chest}} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {(%w) thigh bone is smashed} {salveafflict mend%1leg;#if (!@mechanics.doubleknight) {#exec {woundcheck bcbreakleg %1leg}};#additem mechanics.warning {broken leg}} {reparse}
#COND {your (%w) wrist breaks} {herbafflict broken%1wrist;#additem mechanics.warning {fractured wrist};#exec {woundcheck bcbrokenwrist %1arm}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {Your (%w) arm is * and breaks with a loud crack} {salveafflict no%1arm;#exec {woundcheck dkamputatearm %1arm};#additem mechanics.warning {amputated arm}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {(%w) elbow,} {salveafflict regen%1arm;#if (!@mechanics.doubleknight) {woundcheck dkelbow %concat(%1,arm)};#additem mechanics.warning {cracked elbow}} {reparse}
#COND {(%w) bicep} {herbafflict %1bicep;#additem mechanics.warning {sliced elbow}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {Swinging * in an underhand arc, (%w) strikes at you.} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning %1arm} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {(%w) arm, which becomes} {herbafflict fractured%1arm;#additem mechanics.warning {FRACTURED ARM};#if (!@mechanics.doubleknight) {#exec {woundcheck bcfracturedarm %left(%1,1)arm}}} {reparse}
#COND {your ribs snap} {salveafflict crushedchest;#if (@mechanics.doubleknight) {woundcheck dkcrushchest chest} {woundcheck bccrushchest chest};#additem mechanics.warning {Crushed chest}} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {(%w) thigh bone is smashed} {salveafflict mend%1leg;#if (!@mechanics.doubleknight) {#exec {woundcheck bcbreakleg %1leg}};#additem mechanics.warning {broken leg}} {reparse}
#COND {your (%w) wrist breaks} {herbafflict broken%1wrist;#additem mechanics.warning {fractured wrist};#exec {woundcheck bcbrokenwrist %1arm}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {Your (%w) arm is * and breaks with a loud crack} {salveafflict no%1arm;#exec {woundcheck dkamputatearm %1arm};#additem mechanics.warning {amputated arm}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {(%w) elbow,} {salveafflict regen%1arm;#if (!@mechanics.doubleknight) {woundcheck dkelbow %concat(%1,arm)};#additem mechanics.warning {cracked elbow}} {reparse}
#COND {(%w) bicep} {herbafflict %1bicep;#additem mechanics.warning {sliced elbow}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {Swinging * in an underhand arc,} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {you*{^rebounds}*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {{chest|ribs|sternum}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning %1arm} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);curequeue;#additem mechanics.warning ARTERY} {reparse}
#COND {gut, which} {herbafflict opengut;curequeue;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {bloody intestine} {vialafflict dysentery;#additem mechanics.warning dysentery;#if (!@mechanics.doubleknight) {woundcheck bmsepticwound gut}} {reparse}
#COND {hacks open your gut,} {salveafflict disembowel;#if (!@mechanics.doubleknight) {woundcheck bmdisembowel gut};#additem mechanics.warning disemboweled} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) ear,} {herbafflict no%1ear;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|sliced %1 ear}} {reparse}
#COND {Your (%w) kneecap is} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);salveafflict %1knee;#var mechanics.warning {%1 leg|cracked kneecap}} {reparse}
#COND {slashed in the %w thigh} {herbafflict %1thigh;#additem mechanics.warning {sliced thigh}} {reparse}
#COND {blood to flow into your} {herbafflict forehead;curequeue;#additem mechanics.warning forehead} {reparse}
#COND {cleanly hacks off your scalp,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head|scalp} {reparse}
#COND {(%w) arm, which becomes} {herbafflict fractured%1arm;#additem mechanics.warning {FRACTURED ARM};#if (!@mechanics.doubleknight) {#exec {woundcheck bcfracturedarm %left(%1,1)arm}}} {reparse}
#COND {your ribs snap} {salveafflict crushedchest;#if (@mechanics.doubleknight) {woundcheck dkcrushchest chest} {woundcheck bccrushchest chest};#additem mechanics.warning {Crushed chest}} {reparse}
#COND {blood begins to foam} {vialafflict bloodvomit;woundcheck bcbloodvomit gut;#additem mechanics.warning {vomiting blood}} {reparse}
#COND {your skull is (\\a+) hard and fractures} {salveafflict fracturedhead;woundcheck bcfracturedskull head;curequeue;#additem mechanics.warning {fractured skull}} {reparse}
#COND {(%w) thigh bone is smashed} {salveafflict mend%1leg;#if (!@mechanics.doubleknight) {#exec {woundcheck bcbreakleg %1leg}};#additem mechanics.warning {broken leg}} {reparse}
#COND {your (%w) wrist breaks} {herbafflict broken%1wrist;#additem mechanics.warning {fractured wrist};#exec {woundcheck bcbrokenwrist %1arm}} {reparse}
#COND {force, and your mind becomes} {salveafflict regenhead;woundcheck bcconcussion head;curequeue;#additem mechanics.warning Concussion} {reparse}
#COND {across the chest} {herbafflict openchest;curequeue;#additem mechanics.warning {open chest}} {reparse}
#COND {Your (%w) arm is * and breaks with a loud crack} {salveafflict no%1arm;#exec {woundcheck dkamputatearm %1arm};#additem mechanics.warning {amputated arm}} {reparse}
#COND {an awesome blow} {salveafflict %concat(no,@mechanics.lasthit);#if (!@mechanics.doubleknight) {#exec {woundcheck %concat(dkamputate,%right(@mechanics.lasthit,3)) @mechanics.lasthit}};#additem mechanics.warning {amputated @mechanics.lasthit}} {reparse}
#COND {(%w) elbow,} {salveafflict regen%1arm;#if (!@mechanics.doubleknight) {woundcheck dkelbow %concat(%1,arm)};#additem mechanics.warning {cracked elbow}} {reparse}
#COND {(%w) bicep} {herbafflict %1bicep;#additem mechanics.warning {sliced elbow}} {reparse}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#COND {*{^~-}$} {#noop} {within|param=1}
#COND {.$} {#if (@mechanics.warning) {#say %upper(%item(@mechanics.warning,1)) WAS HIT. AFFLICTION~: %upper(%if(%null(%item(@mechanics.warning,2)),"NONE",%item(@mechanics.warning,2)));#if (@mechanics.doubleknight) {#var mechanics.doubleknight 0};#var mechanics.warning 0}} {reparse}
#TRIGGER {With a powerful lunge, (%w) strikes at you with} {}
#COND {{greatsword|katana|claymore|axe|bastard}} {#var mechanics.doubleknight 1} {reparse}
#COND {*} {#noop} {within|param=1}
#COND {{gut|belly|stomach}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit gut;#add wounds.gut %if(@mechanics.doubleknight,1000,500);#var mechanics.warning gut} {reparse}
#COND {({left|right}) {thigh|leg}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#add wounds.%1leg %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%1 leg}} {reparse}
#COND {head|face|nose|chin} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {smited in the eye,} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning head} {reparse}
#COND {chest|ribs|sternum} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit chest;#add wounds.chest %if(@mechanics.doubleknight,1000,500);#var mechanics.warning chest} {reparse}
#COND {({left|right}) {arm|shoulder}} {#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1arm;#add wounds.%1arm %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {%upper(%1) ARM}} {reparse}
#COND {artery} {salveafflict %concat(@mechanics.lasthit,artery);#additem mechanics.warning ARTERY} {reparse}
#COND {strikes powerfully} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {blood foams} {salveafflict puncturedlung;#additem mechanics.warning PUNCTUREDLUNG} {reparse}
#COND {gut, which} {herbafflict opengut;#additem mechanics.warning {OPEN GUT}} {reparse}
#COND {deep into your chest} {herbafflict puncturedchest;#if (@mechanics.doubleknight) {woundcheck dkpuncturechest chest} {woundcheck bmpuncturechest head};#additem mechanics.warning openchest} {reparse}
#COND {deeply into your (%w) arm} {herbafflict %concat(pierced,@mechanics.lasthit);#additem mechanics.warning {PIERCED NERVE}} {reparse}
#COND {powerfully into your chest, and blood} {salveafflict collapsedlungs;#if (@mechanics.doubleknight) {woundcheck dkcollapsedlungs chest};#additem mechanics.warning {COLLAPSED LUNGS}} {reparse}
#COND {your neck,} {salveafflict slitthroat;#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit head;#add wounds.head %if(@mechanics.doubleknight,1000,500);#var mechanics.warning {head|slit throat};woundcheck bmslitthroat head;curequeue} {reparse}
#COND {(%w) foot} {#if (@pinlegged < 2) {#math pinlegged @pinlegged+1};#var mechanics.lastlasthit @mechanics.lasthit;#var mechanics.lasthit %1leg;#addkey wounds %1leg 600;#if (!@mechanics.doubleknight) {#exec {woundcheck bmpinleg %1leg}};#var mechanics.warning {%1 leg|pinned leg}} {reparse}
#COND {through your gut} {#var hindered.impaled 1;#additem mechanics.warning impaled;woundcheck bmimpale gut} {reparse}
#COND {Your knuckles are struck with a loud crack, and you drop (*).} {#var mechanics.lastlasthit @mechanics.lasthit;#if (%pos(@wielded.left,%1)) {#var wielded.left 0;#add wounds.leftarm 400;#if (@mechanics.doubleknight) {#add wounds.leftarm 400};#var mechanics.lasthit leftarm;#var mechanics.warning {left arm|slapknuckle}};#if (%pos(@wielded.right,%
Murphy2006-07-18 14:44:10
best parry is to use stance as well, IE go for a parry most heavily wounded and then stance the second last.
Personally i will use a combination of parry/stance last as well as using parry/stance wounded depending on how many hits i take, where they are hitting me and how heavily wounded the more debilitating body parts do, and i also have different modes for fighting and healing different warrior classes
Personally i will use a combination of parry/stance last as well as using parry/stance wounded depending on how many hits i take, where they are hitting me and how heavily wounded the more debilitating body parts do, and i also have different modes for fighting and healing different warrior classes
Natarm2006-07-18 14:51:18
Dear gods Murph...how long has that system taken you to put together, and where does one get so good at it?
*feels like a nooblet*
*feels like a nooblet*
Shorlen2006-07-18 15:32:38
Argh, must resist urge to buy Murphy's anti-warrior system Only because I want to be the one to code as much of my own system as possible, so I can give it out to people
Natarm2006-07-18 16:12:30
Thats why I'm trying to code my own, Shorlen. Wanna donate it to my Guild, to save future generations of Novices my headaches.
Its just not cooperating =/
Its just not cooperating =/
Unknown2006-08-13 16:41:23
What are the approximate minimum values for each of the five wound states?
Murphy2006-08-13 17:28:29
QUOTE(Natarm @ Jul 19 2006, 12:51 AM) 308936
Dear gods Murph...how long has that system taken you to put together, and where does one get so good at it?
*feels like a nooblet*
Think of the time it takes to develop a total healing system from scratch (ie mechanics, skeleton things, cure lists variables if statements the lot)
Then multiply by at least 1.5 to 2.
That is apporixmatley how long i have spent building/working/tweaking my warrior parry system, not to mention i was a bonecrusher for a long long time and fought every decent other warrior quite a bit.
Parry/stance is complicated, but once you have it down pat, you can set it to auto mode and totally concentrate on your offence/running for your life/spamming your puer head macro because some warriors (geb/murphy/daevos/insert insane wounder here) just does too much wounding to heal.
Unknown2006-08-13 23:23:01
I finally perfected my wound healing last week, and I've been working on my system for about a year and a half. I'm going to fix my parry/stance code next. I think my biggest problem is trying to make it too complicated, like I want to sometimes parry two locations half and half or stance vitals, despite what others have said to the contrary.