1 CondAct 5 CType AType CData AData State n n n n n 43 i 1 i 3 i 0 TABLE 2 K V n n 2 i 7 TABLE 2 k v n n 1 s e s touchvar[deathCount] i 7 TABLE 2 k v n n 1 s e s touchvar[deathClock] s Default i 2 i 3 TABLE 2 K V n n 1 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader] TABLE 2 K V n n 8 i 2 s /vt opt set enablecombat true i 2 s /vt opt set enablelooting true i 2 s /vt opt set enablebuffing true i 2 s /vt opt set enablenav true i 2 s /vt opt set navpriorityboost false i 8 TABLE 2 k v n n 1 s e s \/vt opt set attackdistance +getvar[attackRange] i 2 s /ub fellow create Viridian Rise Hunt i 1 s vr_runback s Default i 2 i 3 TABLE 2 K V n n 1 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader]==0 TABLE 2 K V n n 7 i 2 s /vt opt set enablecombat true i 2 s /vt opt set enablelooting true i 2 s /vt opt set enablebuffing true i 2 s /vt opt set enablenav true i 2 s /vt opt set navpriorityboost true i 8 TABLE 2 k v n n 1 s e s \/vt opt set attackdistance +getvar[attackRange] i 1 s vr_runback s Default i 8 i 3 i 0 TABLE 2 K V n n 3 i 7 TABLE 2 k v n n 1 s e s clearvar[deathCount] i 7 TABLE 2 k v n n 1 s e s clearvar[deathClock] i 1 s death s Hunt i 1 i 3 i 0 TABLE 2 K V n n 4 i 2 s /vt opt set IdlePeaceMode false i 2 s /vt opt set enablebuffing true i 2 s /vt opt set enablelooting true i 2 s /vt opt set enablecombat true s Hunt i 2 i 3 TABLE 2 K V n n 1 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader] TABLE 2 K V n n 3 i 2 s /vt opt set navpriorityboost false i 2 s /vt nav load vr_circuit i 2 s /fellowship #followviridianrise s Hunt i 2 i 5 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader] i 4 s cloud of dangerous gas! TABLE 2 k v n n 2 s st s vr_gas_dodge s ret s Hunt s Hunt i 2 i 5 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader] i 4 s cloud of poisonous gas! TABLE 2 k v n n 2 s st s vr_gas_dodge s ret s Hunt s Hunt i 2 i 5 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader] i 4 s the acidic mist! TABLE 2 k v n n 2 s st s vr_gas_dodge s ret s Hunt s Hunt i 2 i 3 TABLE 2 K V n n 2 i 4 s ^.* I also have aids has died!$ i 26 TABLE 2 k v n n 1 s e s getvar[isLeader]==0 TABLE 2 K V n n 2 i 8 TABLE 2 k v n n 1 s e s \/f +getvar[followTarget] dead...he dead. i 1 s run_away s Hunt i 4 i 3 s ^.*has died!$ TABLE 2 K V n n 2 i 2 s /f I SAW DEATH! i 7 TABLE 2 k v n n 1 s e s setvar[deathCount, getvar[deathCount]+1] s Hunt i 2 i 3 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s getvar[deathCount]==1 i 21 TABLE 2 K V n n 1 i 26 TABLE 2 k v n n 1 s e s getvar[deathClock] TABLE 2 K V n n 3 i 2 s /f deathClock started i 7 TABLE 2 k v n n 1 s e s setvar[deathClock,stopwatchcreate[]] i 7 TABLE 2 k v n n 1 s e s stopwatchstart[getvar[deathClock]] s Hunt i 26 i 1 TABLE 2 k v n n 1 s e s getvar[deathCount]>1 s run_away s Hunt i 2 i 3 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s getvar[deathClock] i 26 TABLE 2 k v n n 1 s e s stopwatchelapsedseconds[getvar[deathClock]]>60 TABLE 2 K V n n 3 i 2 s /f deathClock stopped i 7 TABLE 2 k v n n 1 s e s clearvar[deathCount] i 7 TABLE 2 k v n n 1 s e s clearvar[deathClock] s Hunt i 2 i 3 TABLE 2 K V n n 2 i 11 TABLE 2 k v n n 2 s n s Prismatic Taper s c i 100 i 16 TABLE 2 k v n n 1 s r d 5 TABLE 2 K V n n 2 i 2 s /fellowship #recompviridianrise i 1 s recomp s Hunt i 4 i 1 s ^\[Fellowship\].*(say|says), \"#recompviridianrise\"$ s recomp s Hunt i 2 i 8 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader]==0 i 26 TABLE 2 k v n n 1 s e s wobjectfindnearestbynameandobjectclass[24, getvar[followTarget]]!=0 TABLE 2 k v n n 1 s e s \/ub follow +getvar[followTarget] s Hunt i 2 i 8 TABLE 2 K V n n 3 i 4 s ^\[Fellowship\].*(say|says), \"#followviridianrise\"$ i 26 TABLE 2 k v n n 1 s e s getvar[isLeader]==0 i 26 TABLE 2 k v n n 1 s e s wobjectfindnearestbynameandobjectclass[24, getvar[followTarget]]!=0 TABLE 2 k v n n 1 s e s \/ub follow +getvar[followTarget] s Hunt i 2 i 3 TABLE 2 K V n n 4 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader]==0 i 26 TABLE 2 k v n n 1 s e s getfellowshipstatus[]==0 i 26 TABLE 2 k v n n 1 s e s wobjectfindnearestbynameandobjectclass[24, getvar[followTarget]]!=0 i 6 i 5 TABLE 2 K V n n 2 i 8 TABLE 2 k v n n 1 s e s \/t +getvar[followTarget]+`\, #recruitviridianrise` i 1 s Hunt s Hunt i 2 i 3 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader] i 28 TABLE 2 k v n n 2 s p s (^(\[[A-z]+?\] |)You|.*\[^\<]*)\>.+\<\\Tell\>) .*, \"#recruitviridianrise\"$ s c s TABLE 2 K V n n 2 i 8 TABLE 2 k v n n 1 s e s \/ub fellow recruit +getvar[capturegroup_who] i 1 s Hunt s Hunt i 2 i 1 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader] i 25 TABLE 2 k v n n 1 s dist d 100 s stuck s Hunt i 1 i 9 i 0 TABLE 2 k v n n 3 s s s stuck s r d 10 s t d 600 s Hunt i 2 i 3 TABLE 2 K V n n 3 i 26 TABLE 2 k v n n 1 s e s getvar[isLeader]==0 i 28 TABLE 2 k v n n 2 s p s (?\w[\w ]*\w) has left your Fellowship s c s i 26 TABLE 2 k v n n 1 s e s getvar[capturegroup_who]==getvar[followTarget] TABLE 2 K V n n 2 i 2 s /ub fellow quit i 1 s Default s Hunt i 1 i 3 i 0 TABLE 2 K V n n 6 i 2 s /vt opt set enablelooting false i 2 s /vt opt set enablecombat false i 2 s /vt opt set navpriorityboost true i 7 TABLE 2 k v n n 1 s e s clearvar[deathCount] i 7 TABLE 2 k v n n 1 s e s clearvar[deathClock] i 1 s vr_runback s run_away i 1 i 2 i 0 s /vt opt set navpriorityboost true s vr_gas_dodge i 6 i 3 i 5 TABLE 2 K V n n 2 i 2 s /vt opt set navpriorityboost false i 6 i 0 s vr_gas_dodge i 8 i 1 i 0 s death s vr_runback i 2 i 3 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s testvar[vrRunbackNavLoaded] i 7 i 0 TABLE 2 K V n n 2 i 7 TABLE 2 k v n n 1 s e s clearvar[vrRunbackNavLoaded] i 1 s vr_portal s vr_runback i 1 i 3 i 0 TABLE 2 K V n n 4 i 7 TABLE 2 k v n n 1 s e s setvar[vrRunbackNavLoaded, 1] i 2 s /vt opt set enablecombat false i 2 s /vt nav load vr_run i 2 s /vt opt set enablenav true s vr_runback i 1 i 9 i 0 TABLE 2 k v n n 3 s s s stuck s r d 10 s t d 120 s vr_runback i 8 i 1 i 0 s death s vr_portal i 20 i 1 i 0 s Hunt s vr_portal i 6 i 1 i 20 s vr_portal s vr_portal i 1 i 3 i 0 TABLE 2 K V n n 2 i 2 s /vt opt set enablenav true i 2 s /vt nav load vr_getin s vr_portal i 8 i 1 i 0 s death s recomp i 2 i 3 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s testvar[vrRecompNavLoaded] i 7 i 0 TABLE 2 K V n n 2 i 7 TABLE 2 k v n n 1 s e s clearvar[vrRecompNavLoaded] i 1 s stuck s recomp i 1 i 3 i 0 TABLE 2 K V n n 9 i 7 TABLE 2 k v n n 1 s e s setvar[diamondMissing, 100 - getitemcountininventorybyname[`Diamond Scarab`]] i 7 TABLE 2 k v n n 1 s e s ifthen[$diamondMissing < 0, `setvar[diamondMissing, 0]`] i 7 TABLE 2 k v n n 1 s e s setvar[manaMissing, 100 - getitemcountininventorybyname[`Mana Scarab`]] i 7 TABLE 2 k v n n 1 s e s ifthen[$manaMissing < 0, `setvar[manaMissing, 0]`] i 7 TABLE 2 k v n n 1 s e s setvar[vrRecompNavLoaded, 1] i 2 s /vt opt set enablecombat false i 2 s /vt opt set enablebuffing false i 2 s /vt nav load ah_recomp i 2 s /vt opt set enablenav true s recomp i 1 i 9 i 0 TABLE 2 k v n n 3 s s s Default s r d 3 s t d 300 s recomp i 20 i 3 i 0 TABLE 2 K V n n 4 i 2 s /vt opt set enablebuffing false i 2 s /vt opt set enablenav true i 2 s /vt opt set enablelooting false i 2 s /vt opt set enablecombat false s death i 2 i 3 TABLE 2 K V n n 2 i 26 TABLE 2 k v n n 1 s e s testvar[vrDeathNavLoaded] i 7 i 0 TABLE 2 K V n n 2 i 7 TABLE 2 k v n n 1 s e s clearvar[vrDeathNavLoaded] i 1 s vr_runback s death i 1 i 3 i 0 TABLE 2 K V n n 2 i 7 TABLE 2 k v n n 1 s e s setvar[vrDeathNavLoaded, 1] i 2 s /vt nav load vr_death_recall s death i 1 i 9 i 0 TABLE 2 k v n n 3 s s s stuck s r d 5 s t d 60 s death i 1 i 3 i 0 TABLE 2 K V n n 2 i 2 s /ub face i 1 s Default s stuck