/action {Class Restrictions: %0} {/var ItemAttr $0} {Item ID}
/action {It is surrounded by a black aura.} {/var ItemEgg {@AnsiBold()@ForeBlue()Egged@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()12@AnsiBold()@ForeGreen())}} {Item ID}
/action {It is surrounded by a bright, green aura.} {/var ItemEgg {@AnsiBold()@ForeBlue()Egged@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()1-5@AnsiBold()@ForeGreen())}} {Item ID}
/action {It is surrounded by a faint, green aura.} {/var ItemEgg {@AnsiBold()@ForeBlue()Egged@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()6-10@AnsiBold()@ForeGreen())}} {Item ID}
/action {It is surrounded by a flickering green aura.} {/var ItemEgg {@AnsiBold()@ForeBlue()Egged@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()11@AnsiBold()@ForeGreen())}} {Item ID}
/action {Level Restriction: %0} {/var ItemLevel $0} {Item ID}
/action {The life of this object is clearly coming to an end soon.} {/var ItemCondition {@AnsiBold()@ForeCyan()coming to an end}} {Item ID}
/action {The object appears to be in excellent condition.} {/var ItemCondition {@AnsiBold()@ForeCyan()excellent}} {Item ID}
/action {The object appears to be in fair condition.} {/var ItemCondition {@AnsiBold()@ForeCyan()fair}} {Item ID}
/action {The object appears to be in good condition.} {/var ItemCondition {@AnsiBold()@ForeCyan()good}} {Item ID}
/action {The object appears to be in perfect pristine condition.} {/var ItemCondition {@AnsiBold()@ForeCyan()pristine}} {Item ID}
/action {The object clearly shows major signs of wear and tear.} {/var ItemCondition {@AnsiBold()@ForeCyan()major wear and tear}} {Item ID}
/action {The object is in fair condition but has some scratches.} {/var ItemCondition {@AnsiBold()@ForeCyan()scratches}} {Item ID}
/action {The object is visibly crumbling and decaying....} {/var ItemCondition {@AnsiBold()@ForeCyan()detted}} {Item ID}
/action {The object is visibly worn down with major wear.} {/var ItemCondition {@AnsiBold()@ForeCyan()visibly worn down}} {Item ID}
/action {The object looks as if it will fall apart any day now.} {/var ItemCondition {@AnsiBold()@ForeCyan()any day now}} {Item ID}
/action {This object has been blessed by the Gods and seems indestructable.} {/var ItemCondition indestructable} {Item ID}
/action {^ %0 to %1} {/if {$ItemAffectCount=0} {/var ItemAffectCount 1;/var ItemAffectOne {$0 to $1};/var ItemAffectOneNum $0;/var ItemAffectOneStat $1} {/var ItemAffectTwo {$0 to $1};/var ItemAffectTwoNum $0;/var ItemAffectTwoStat $1}} {Item ID}
/action {^AC-apply of %0} {/var ItemAC $0} {Item ID}
/action {^AC-apply of %0 } {/var ItemAC $0} {Item ID}
/action {^Attributes: %0} {/var ItemAttr $0} {Item ID}
/action {^Damage Dice of %0d%1} {/var ItemDice {$0d$1};/var Dice1 $0;/var Dice2 $1} {Item ID}
/action {^Days Left: %1} {/var ItemDays @ForeBlue()Days@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$1@AnsiBold()@ForeGreen())} {Item ID}
/action {^Equipable Location(s): TAKE %0} {/var ItemEquip $0} {Item ID}
/action {^Item Type: %0 Effects: %1} {/var ItemType $0;/var ItemEffects $1} {Item ID}
/action {^Level %0 spell of %1.} {/var ItemSpellLevel $0;/var ItemSpell $1} {Item ID}
/action {^Level %0 spell of %1. Holds %2 charges and has %3 charges left.} {/var ItemSpellLevel $0;/var ItemSpell $1;/var ItemTotalCharges $2;/var ItemCurCharges $3} {Item ID}
/action {^Level %0 spells of %1} {/var ItemSpellLevel $0;/var ItemSpell $1} {Item ID}
/action {^Object: %0 [%1]} {/var ObjectName @AnsiReset()@ForeCyan()$0@AnsiBold();/var Object $1} {Item ID}
/action {^Weight: %0 Value: %1 Level Restriction: %2} {/var ItemWeight $0;/var ItemValue $1;/var ItemLevel $2} {Item ID}
/action {^Your divination is complete...} {/var ItemAffectCount 0;/empty ItemAffectOne;/empty ItemAffectTwo;/empty ItemAttr;/empty ItemDice;/empty ItemSpell;/empty ItemAC;/empty ItemAffectOne;/empty ItemAffectTwo;/empty ItemEgg;/var ItemCurCharges 1;/var ItemTotalCharges 1;/empty ItemDays} {Item ID}
/alias {chidb} {getid;/chata $BriefID} {Item ID}
/alias {chidbq} {getid;/showme { $BriefID}} {Item ID}
/alias {clidb} {getid;clan @StripAnsi($BriefID)} {Item ID}
/alias {fidb} {getid;f @StripAnsi($BriefID)} {Item ID}
/alias {finditemal} {/empty ItemAlign;/loop {0,@Math(@Len($ItemEffects)-1)} {/if {"@Mid($ItemEffects,$LoopCount,1)"="-"} {/var Temp @Mid($ItemEffects,@Math($LoopCount+1),1);/var ItemAlign @ConCat($ItemAlign,A$Temp )}}} {Item ID}
/alias {finditemnots} {/empty ItemNots;/if {@IsEmpty($ItemAttr)=0} {/loop {0,@Math(@Len($ItemAttr)-1)} {/if {"@Mid($ItemAttr,$LoopCount,1)"="_"} {/var Temp @Mid($ItemAttr,@Math($LoopCount+1),1);/var {Tempo} {H};/if {$Temp=$Tempo} {/var ItemNots @ConCat($ItemNots,2$Temp )} {/var ItemNots @ConCat($ItemNots,!$Temp )}}}}} {Item ID}
/alias {getid} {/var BriefID $ObjectName:;/if {$ItemLevel != 0} {/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()Lev@ForeGreen()(@ForeCyan()$ItemLevel@ForeGreen()))};/var BriefID @ConCat($BriefID, @ForeBlue()Loc@ForeGreen()(@ForeCyan()@Lower(@RTrim($ItemEquip))@ForeGreen()));/if {@IsEmpty($ItemAC)=0} {/var BriefID @ConCat($BriefID, @ForeBlue()Ac@ForeGreen()(@ForeCyan()$ItemAC@ForeGreen()))};/if {@IsEmpty($ItemDice)=0} {/var BriefID @ConCat($BriefID, @ForeCyan()$Dice1@ForeBlue()d@AnsiBold()@ForeCyan()$Dice2)};/if {@IsEmpty($ItemSpell)=0} {/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()Spell@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$ItemSpell@AnsiBold()@ForeGreen()));/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()Lvl@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$ItemSpellLevel@AnsiBold()@ForeGreen()));/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()Charges@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$ItemCurCharges@AnsiBold()@ForeBlue()/@AnsiBold()@ForeCyan()$ItemTotalCharges@AnsiBold()@ForeGreen()))};/if {@IsEmpty($ItemAffectOne)=0} {/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()@Lower($ItemAffectOneStat)@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$ItemAffectOneNum@AnsiBold()@ForeGreen()))};/if {@IsEmpty($ItemAffectTwo)=0} {/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()@Lower($ItemAffectTwoStat)@ForeGreen()(@AnsiBold()@ForeCyan()$ItemAffectTwoNum@AnsiBold()@ForeGreen()))@ForeCyan()};finditemnots;/if {@IsEmpty($ItemNots) = 0} {/var BriefID @ConCat($BriefID, @AnsiBold()@ForeCyan()@RTrim($ItemNots))};finditemal;/if {@IsEmpty($ItemAlign) != 1} {/var BriefID @ConCat($BriefID, @RTrim($ItemAlign))};/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()Cond@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$ItemCondition@AnsiBold()@ForeGreen()));/if {@IsEmpty($ItemEgg)=0} {/var BriefID @ConCat($BriefID, $ItemEgg)};/var BriefID @ConCat($BriefID, $ItemDays)} {Item ID}
/alias {getid2} {/var BriefID $ObjectName:;/if {$ItemLevel != 0} {/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()Lev@ForeGreen()(@ForeCyan()$ItemLevel@ForeGreen()))};/var BriefID @ConCat($BriefID, @ForeBlue()Loc@ForeGreen()(@ForeCyan()@Lower(@RTrim($ItemEquip))@ForeGreen()));/if {@IsEmpty($ItemAC)=0} {/var BriefID @ConCat($BriefID, @ForeBlue()Ac@ForeGreen()(@ForeCyan()$ItemAC@ForeGreen()))};/if {@IsEmpty($ItemDice)=0} {/var BriefID @ConCat($BriefID, @ForeCyan()$Dice1@ForeBlue()d@AnsiBold()@ForeCyan()$Dice2)};/if {@IsEmpty($ItemSpell)=0} {/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()Spell@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$ItemSpell@AnsiBold()@ForeGreen()));/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()Lvl@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$ItemSpellLevel@AnsiBold()@ForeGreen()));/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()Charges@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$ItemCurCharges@AnsiBold()@ForeBlue()/@AnsiBold()@ForeCyan()$ItemTotalCharges@AnsiBold()@ForeGreen()))};/if {@IsEmpty($ItemAffectOne)=0} {/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()@Lower($ItemAffectOneStat)@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$ItemAffectOneNum@AnsiBold()@ForeGreen()))};/if {@IsEmpty($ItemAffectTwo)=0} {/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()@Lower($ItemAffectTwoStat)@ForeGreen()(@AnsiBold()@ForeCyan()$ItemAffectTwoNum@AnsiBold()@ForeGreen()))};finditemnots;/if {@IsEmpty($ItemNots) = 0} {/var BriefID @ConCat($BriefID, @AnsiBold()@ForeCyan()@RTrim($ItemNots))};finditemal;/if {@IsEmpty($ItemAlign) != 1} {/var BriefID @ConCat($BriefID, @RTrim($ItemAlign))};/var BriefID @ConCat($BriefID, @AnsiBold()@ForeBlue()Cond@AnsiBold()@ForeGreen()(@AnsiBold()@ForeCyan()$ItemCondition@AnsiBold()@ForeGreen()))} {Item ID}
/alias {gidb} {getid;/cg a $BriefID} {Item ID}
/alias {idb} {getid;/showme $BriefID} {Item ID}
/alias {idhelp} {/showme {@AnsiBold()@ForeBlue()(@ForeYellow()ID Script Help@ForeBlue()) (@ForeMagenta()v1.2@ForeBlue())@Chr(10)@ForeCyan()Here is a list of commands and what they do.@Chr(10)@ForeYellow()chidb @ForeMagenta()- @ForeWhite()tells id data on chat@Chr(10)@ForeYellow()clidb @ForeMagenta()- @ForeWhite()tells id data on clan@Chr(10)@ForeYellow()fidb @ForeMagenta() - @ForeWhite()tells id data in formation@Chr(10)@ForeYellow()immidb @ForeMagenta()- @ForeWhite()tells id data on immortal@Chr(10)@ForeYellow()sayidb @ForeMagenta()- @ForeWhite()tells id data on say@Chr(10)@ForeYellow()shidb @ForeMagenta()- @ForeWhite()tells id data on shout@Chr(10)@ForeYellow()teldb @ForeMagenta()- @ForeWhite()telepaths id data to specific person@Chr(10)@ForeYellow()townidb @ForeMagenta()- @ForeWhite()tells id data over town@Chr(10)@ForeYellow()idb @ForeMagenta()- @ForeWhite()shows id data to you@Chr(10)@Chr(10)@ForeGreen()Thanks to @ForeBlack()Magiin@ForeGreen() for writing the script.@Chr(10)@ForeBlue()Thanks also to @AnsiReset()@ForeCyan()Tacony@AnsiBold()@ForeBlue() for making minor changes and fixes.@AnsiReset()@ForeBlack()}} {Item ID}
/alias {immidb} {getid;imm @StripAnsi($BriefID)} {Item ID}
/alias {listlookup} {/loop {1,$AffectLookup} {/if {@IsEmpty(@GetArray(Affects,$LoopCount,1))=0} {room $LoopCount: @GetArray(Affects,$LoopCount,1),@GetArray(Affects,$LoopCount,2)}}} {Item ID}
/alias {lookupaff %0} {/empty Temp;/loop {1,$AffectLookup} {/if {@IsEmpty(@GetArray(Affects,$LoopCount,1))=0} {/if {"@GetArray(Affects,$LoopCount,1)" = $0} {/var Temp @GetArray(Affects,$LoopCount,2)}}};/if {@IsEmpty($Temp)}{/var Temp $0}} {Item ID}
/alias {sayid} {room Object:$ObjectName [$Object];room Item Type: $ItemType Effect: $ItemEffects;room Locations: $ItemEquip;room Weight: $ItemWeight Value: $ItemValue Level: $ItemLevel;/if {@IsEmpty($ItemAttr)=0} {room Attributes: $ItemAttr};/if {@IsEmpty($ItemDice)=0} {room Damage Dice of $ItemDice};/if {@IsEmpty($ItemSpell)=0} {room Level $ItemSpellLevel spell of $ItemSpell. Holds $ItemTotalCharges and has $ItemCurCharges charges left.};/if {@IsEmpty($ItemAC)=0} {room AC-apply of $ItemAC};/if {@IsEmpty($ItemAffectOne)=0} {room Affects: $ItemAffectOne $ItemAffectTwo}} {Item ID}
/alias {sayidb} {getid;say @StripAnsi($BriefID)} {Item ID}
/alias {shidb} {getid;shout @StripAnsi($BriefID)} {Item ID}
/alias {teidb %0} {getid;tel $0 @StripAnsi($BriefID)} {Item ID}
/alias {townidb} {getid;town @StripAnsi($BriefID)} {Item ID}
/variable {AffectLookup} {6} {Item ID}
               (
geocities.com/stank_2000)