(First Script I Actually Wrote)
Meh, took a bi, it's ok, not great though.
So Far: !ags !dclaws !dds !gmaul !whip !cbow !dbow
on *:TEXT:!DDS*:#: {
set %DDS1 $rand(0,26)
set %DDS2 $rand(0,24)
set %DDS $calc( %DDS1 + %DDS2 )
set %hpd $calc(99 - %DDS )
/notice $nick $nick Slashes $2 With His DDS, Hitting 3 %DDS1 $+ , $+ %DDS2 $+ , Totalling 3 %DDS Damage.
if (%hpd <= 0 ) {
notice $nick $2 is Dead!!!
}
if (%hpd >= 0 ) {
/notice $nick $2 Has 3 %HPD HP Left.
}
}
on *:TEXT:!GMAUL*:#: {
set %GMAUL1 $rand(0,33)
set %GMAUL2 $rand(0,33)
set %GMAUL3 $rand(0,33)
set %GMAUL $calc(%GMAUL1 + %GMAUL2 + %GMAUL3)
set %hpg $calc(99 - %GMAUL )
/notice $nick $nick Pounds $2 With His Gmaul, Hitting 3 %GMAUL1 $+ , $+ %GMAUL2 $+ , $+ %GMAUL3 , Totalling 3 %GMAUL Damage.
if (%hpg <= 0 ) {
notice $nick $2 is Dead!!!
}
if (%hpg >= 0 ) {
/notice $nick $2 Has 3 %HPG HP Left.
}
}
on *:TEXT:!Whip*:#: {
set %WHIP1 $rand(0,60)
set %HPW $calc(99 - %WHIP1)
/notice $nick $nick Slashes $2 With His Abyssal Whip, Hitting 3 %WHIP1 $+ .
if (%hpw <= 0 ) {
notice $nick $2 is Dead!!!
}
if (%hpw >= 0 ) {
/notice $nick $2 Has 3 %HPW HP Left.
}
}
on *:TEXT:!AGS*:#: {
set %AGS1 $rand(0,78)
set %AGS2 $rand(0,21)
set %AGS $calc(%AGS1 + %AGS2)
set %HPAGS $calc(99 - %AGS)
/notice $nick $nick Twirls In The Air, Hits $2 With 2 Ags Specs, Hitting 3 %AGS1 $+ , $+ %AGS2 $+ , Totaling 3 %AGS $+ .
if (%hpAGS <= 0 ) {
/notice $nick $2 is Dead!!!
}
if (%hpAGS >= 0 ) {
/notice $nick $2 Has 3 %HPAGS HP Left.
}
}
on *:TEXT:!DCLAWS*:#: {
set %Claws1 $rand(0,49)
set %Claws2 $calc(%claws1 / 2)
set %Claws3 $calc(%claws1 - %claws2)
set %Claws4 $calc(%claws3 / 2)
set %Claws $calc(%Claws1 + %Claws2 + %Claws3 + %Claws4)
set %hpclaws $calc(99 - %Claws )
/notice $nick $nick PJ's $2 With His Dragon Claws, Hitting 3 %claws1 $+ , 3 %claws2 $+ , 3 %claws3 $+ , 3 %claws4 $+ , Totaling 3 %claws $+ .
if (%hpclaws <= 0 ) {
/notice $nick $nick $2 is Dead!!!
}
if (%hpclaws >= 0 ) {
/notice $nick $2 Has 3 %HPclaws HP Left.
}
}
on *:TEXT:!Cbow*:#: {
set %CBOW1 $rand(0,68)
set %CBOW $calc(99 - %CBOW1)
/notice $nick $nick Fires A Dragonstone Bolt At $2 $+ , Hitting 3 %CBOW1 $+ .
if (%CBOW <= 0 ) {
notice $nick $2 is Dead!!!
}
if (%CBOW >= 0 ) {
/notice $nick $2 Has 3 %CBOW HP Left.
}
}
on *:TEXT:!DBOW*:#: {
set %DBOW1 $rand(0,49)
set %DBOW2 $rand(0,48)
set %DBOW $calc(%DBOW1 + %DBOW2)
set %HPD $calc(99 - %DBOW)
/notice $nick $nick Shoots 2 Dragon Arrows Towards $2 $+ , Hitting 3 %DBOW1 $+ , $+ 3 %DBOW2 $+ , Totaling 3 %DBOW $+ .
if (%HPD <= 0 ) {
notice $nick $2 is Dead!!!
}
if (%hpd >= 0 ) {
/notice $nick $2 Has 3 %HPd HP Left.
}
}
on *:TEXT:!RSAttacks*:#: {
/notice $nick My RS Weapon Attack Commands Are:
/notice $nick !Whip (One Hit, Max 60.)
/notice $nick !DDS (Two Hits, Max 50 (26 First Hit, 24 Second Hit.))
/notice $nick !Gmaul (3 Hits, Max 99 (33 First, Seconds, And Third Hits.))
/notice $nick !AGS (2 Hits, Max 150 (78 First, 72 Second))
/notice $nick !DClaws (Four Hits, Max ~99 (49 First, 24.5 Second, 12.25 third, 1.25 Fourth))
/notice $nick !Cbow (One Hit, Max 68.)
/notice $nick !DBow (Two Hits, Max 97 (49 First, 48 Second))
}
Simply looking at a strip of code and visually rating can work, but only to a certain extent; especially if the script has potential. You don't want to just base a code's quality just on how one "likes it or not".
If someone were to make a very useful script in the most "concise, fastest" way possible, the concept of someone rating it a score of 1 or 2 just because he or she based it upon the creativity and the originality put into the script, is just utterly..retarded.
Rating isn't just about whether you like it or not; it's about how the code is put together, how much the intro. fully explains the script as whole, and much, MUCH more.
For those people who randomly rate a low score: Have you ever even taken a look at how the rating system works?