{"body":"(\"crpg_nudge_connect\", [\n\t\t(try_begin),\n\t\t\t#(display_message, \"@TEST1\", 0xEECC00),\n\t\t\t(store_script_param, \":nudging_player_id\", 1),\t\n\t\t\t(store_script_param, \":requested_nudge_type\", 2),\t\t\t\t\n\t\t\t#(display_message, \"@Nudge check 4!\"),\t\t\t\n\t\t\t(try_begin),\n\t\t\t\t(multiplayer_is_server),\t\t\t\t\n\t\t\t\t(player_get_agent_id, \":nudging_agent_id\", \":nudging_player_id\"),\t\n\t\t\t\t(agent_is_human, \":nudging_agent_id\"),\t\t\t\t\n\t\t\t\t(agent_is_alive, \":nudging_agent_id\"),\n\t\t\t\t(agent_is_active, \":nudging_agent_id\"),\t\n\t\t\t\t(agent_get_troop_id, \":nudging_troop_id\", \":nudging_agent_id\"),\t\t\t\t\t\t\t\n\t\t\t\t#(neg|troop_is_mounted, \":nudging_troop_id\"),#doesnt work\n\t\t\t\t(agent_get_horse, \":nudging_agent_horse_id\",\":nudging_agent_id\"),\t\t\t\t\n\t\t\t\t(lt, \":nudging_agent_horse_id\", 0), #agent is not mounted\n\t\t\t\t(player_get_agent_id, \":nudging_agent_id\", \":nudging_player_id\"),\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t#(display_message, \"@Nudge check 5!\"),\t\t\t\t\n\t\t\t\t(agent_get_position, pos25, \":nudging_agent_id\"),\n\t\t\t\t(agent_get_look_position, pos28, \":nudging_agent_id\"),\t\t\t\t\n\t\t\t\t(set_fixed_point_multiplier, 100),\n\t\t\t\t#(agent_get_action_dir, \":nudger_action\", \":nudging_agent_id\"),\n\t\t\t\t#(assign, reg10, \":nudger_action\"),\n\t\t\t\t#(display_message, \"@Nudger action dir={reg10}!\"),\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t(agent_get_animation, \":anim_lower\", \":nudging_agent_id\", 0),\n\t\t\t\t#(neq, \":anim_lower\", \"anim_kick_right_leg\"),\t\n\t\t\t\t#(neg|is_between, \":anim_lower\", \"anim_jump\", \"anim_jump_hard\"),\t\n\t\t\t\t#(neg|is_between, \":anim_lower\", \"anim_prepare_kick_0\", \"anim_kick_left_leg\"),\t\t\t\t\t\n\t\t\t\t#(neg|is_between, \":anim_lower\", \"anim_ride_0\", \"anim_lancer_ride_0\"),\t\n\t\t\t\t#(neg|is_between, \":anim_lower\", \"anim_ride_0\", \"anim_strike_fall_back_rise_upper\"),\n\t\t\t\t#(neg|is_between, \":anim_fall_face_hold\", \"anim_ride_0\", \"anim_lancer_ride_0\"),\n\t\t\t\t#(this_or_next|eq, \":anim_lower\", \"anim_stand_single\"),\n\t\t\t\t#(this_or_next|eq, \":anim_lower\", \"anim_stand_staff\"),\t\t\t\t\n\t\t\t\t#(this_or_next|eq, \":anim_lower\", \"anim_stand_greatsword\"),\n\t\t\t\t(this_or_next|is_between, \":anim_lower\", \"anim_stand_unarmed\", \"anim_prepare_kick_0\"),\t\n\t\t\t\t(is_between, \":anim_lower\", \"anim_run_forward\", \"anim_walk_forward_crouch\"),\t\t \t\t\t\t\n\t\t\t\t#(is_between, \":anim_lower\", \"anim_run_forward\", \"anim_walk_backward\"),\t\n\t\t\t\t(agent_get_animation, \":anim_upper\", \":nudging_agent_id\", 1),\t\t\t\t\t\n\t\t\t\t(agent_get_wielded_item, \":nudging_agent_shield\",\":nudging_agent_id\",1),\t\t\t\t\n\t\t\t\t(agent_get_wielded_item, \":nudging_agent_weapon\",\":nudging_agent_id\",0),\n\t\t\t\t(try_begin),\n\t\t\t\t\t(gt, \":nudging_agent_weapon\", 0),\t\t\t\n\t\t\t\t\t(item_get_type, \":weapon_type\", \":nudging_agent_weapon\"),\n\t\t\t\t(else_try),\n\t\t\t\t\t(assign, \":weapon_type\", 0),\n\t\t\t\t(try_end),\t\t\t\t\t\n\t\t\t\t#get nudge str \n\t\t\t\t(troop_get_slot, \":nudging_troop_str\", \":nudging_troop_id\", slot_troop_crpg_atr_str),\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t#(this_or_next|eq, \"$g_multiplayer_game_type\", multiplayer_game_type_rabbit), #rageball or dtv only\n\t\t\t\t#(this_or_next|eq, \"$g_multiplayer_game_type\", multiplayer_game_type_defend_the_village),\t\t\t\t\t\n\t\t\t\t#(eq, \":weapon_type\", itp_type_one_handed_wpn),\t\t#nudge only for shieldless 1h or on dtv/rageball for all\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t#(this_or_next|eq, \"$g_multiplayer_game_type\", multiplayer_game_type_rabbit), #rageball or dtv only\n\t\t\t\t#(this_or_next|eq, \"$g_multiplayer_game_type\", multiplayer_game_type_defend_the_village),\t\t\t\t\n\t\t\t\t#(le, \":nudging_agent_shield\", 0),\t#nudge only for shieldless 1h or on dtv/rageball for all\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t#(agent_get_defend_action, \":nudging_agent_defend_action\", \":nudging_agent_id\"), #returned values: free = 0, parrying = 1, blocking = 2\t\t\t\t\n\t\t\t\t#(agent_get_attack_action, \":nudging_agent_attack_action\", \":nudging_agent_id\"), #returned values: free = 0, readying_attack = 1, releasing_attack = 2, completing_attack_after_hit = 3, attack_parried = 4, reloading = 5, after_release = 6, cancelling_attack = 7\t\t\t\t\t\n\t\t\t\t(try_begin), #check if requested nudge connect fits with actual anim\n\t\t\t\t\t(eq, \":requested_nudge_type\", 10),\n\t\t\t\t\t(this_or_next|eq, \":anim_upper\" ,\"anim_nudge_shield_shove\"), \t\n\t\t\t\t\t(eq, \":anim_upper\", \"anim_nudge_shove\"),\t#is doing 1h shove  or shield shove anim\n\t\t\t\t\t(assign, \":nudge_kind\", 10),\t\n\t\t\t\t(else_try),\t\n\t\t\t\t\t(eq, \":requested_nudge_type\", 12),\n\t\t\t\t\t(eq, \":anim_upper\", \"anim_nudge_pole_shove\"),\t#is doing pole shove anim\n\t\t\t\t\t(assign, \":nudge_kind\", 12),\t\n\t\t\t\t(else_try),\t\t\t\t\t\n\t\t\t\t\t(eq, \":requested_nudge_type\", 20),\n\t\t\t\t\t(this_or_next|eq, \":anim_upper\" ,\"anim_nudge_shield_backhand\"), \n\t\t\t\t\t(eq, \":anim_upper\" ,\"anim_direct_fist_mirrored\"), #is doing nudge attack anim\t\n\t\t\t\t\t(assign, \":nudge_kind\", 20),\t\t\t\t\t\n\t\t\t\t(else_try),\t\t\t\t\t\t\n\t\t\t\t\t(eq, \":requested_nudge_type\", 21),\n\t\t\t\t\t(eq, \":weapon_type\", itp_type_two_handed_wpn), #check if still 2h is used\t\t\t\t\t\n\t\t\t\t\t(eq, \":anim_upper\" ,\"anim_nudge_pommel_strike\"), #is doing nudge attack anim\t\n\t\t\t\t\t(assign, \":nudge_kind\", 21),\t\t\t\t\t\t\n\t\t\t\t(else_try),\t\t\t\t\t\n\t\t\t\t\t(eq, \":requested_nudge_type\", 30),\t\t\n\t\t\t\t\t(assign, \":nudge_kind\", 30), #normal nudge\n\t\t\t\t(else_try),\n\t\t\t\t\t(assign, \":nudge_kind\", 0),\t\t\t\t\n\t\t\t\t(try_end),\t\n\t\t\t\t(gt, \":nudge_kind\", 0),\n\t\t\t\t(try_for_agents, \":nudgeable_agent_id\", pos25, 80),\t\t\t\t\n\t\t\t\t\t#(display_message, \"@Nudge check 6!\"),\t\t\t\t\t\n\t\t\t\t\t(agent_is_human, \":nudgeable_agent_id\"),\t\t\t\t\n\t\t\t\t\t(agent_is_alive, \":nudgeable_agent_id\"),\n\t\t\t\t\t(assign, \":stop_nudge\", 0),\t\t\t\t\n\t\t\t\t\t#(agent_get_team, \":nudging_agent_team\", \":nudging_agent_id\"), #get dealer agent team\t\t\t\t\t\t\n\t\t\t\t\t#(agent_get_team, \":nudgeable_agent_team\", \":nudgeable_agent_id\"), #get victim agent team\t\n\t\t\t\t\t\n\t\t\t\t\t(neq, \":nudgeable_agent_id\",  \":nudging_agent_id\"),\t\n\t\t\t\t\t(try_begin), #for duel mode: check if target is in duel with nudger\n\t\t\t\t\t\t(eq, \"$g_multiplayer_game_type\", multiplayer_game_type_duel),\n\t\t\t\t\t\t(agent_get_slot, \":duel_agent\", \":nudgeable_agent_id\", slot_agent_in_duel_with),\t\t\t\t\t\t\n\t\t\t\t\t\t(neq, \":duel_agent\", \":nudging_agent_id\"),\n\t\t\t\t\t\t(assign, \":stop_nudge\", 1),\n\t\t\t\t\t\t#(break_loop),\n\t\t\t\t\t(try_end),\t\t\t\t\t\n\t\t\t\t\t(eq, \":stop_nudge\", 0),\t\t\n\t\t\t\t\t#(this_or_next|neq, \"$g_multiplayer_game_type\", multiplayer_game_type_defend_the_village),\n\t\t\t\t\t#(neq, \":nudging_agent_team\", \":nudgeable_agent_team\"),#not nudging teammates on DTV \t\n\t\t\t\t\t(agent_get_troop_id, \":nudgeable_troop_id\", \":nudgeable_agent_id\"),\n\t\t\t\t\t#(neg|troop_is_mounted, \":nudgeable_troop_id\"),\t#does not work\t\t\t\t\t\t\t\t\n\t\t\t\t\t(agent_get_horse, \":nudgeable_agent_horse_id\",\":nudgeable_agent_id\"),\t\t\t\t\n\t\t\t\t\t(lt, \":nudgeable_agent_horse_id\", 0), #agent is not mounted\t\t\t\t\t\n\t\t\t\t\t(agent_get_animation, \":anim_lower_victim\", \":nudgeable_agent_id\", 0),\n\t\t\t\t\t(neg|is_between, \":anim_lower_victim\", \"anim_strike_head_left\", \"anim_cheer\"), #dont allow it on already staggered or knocked down agents\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#get attack/defend/nothing status of victim\n\t\t\t\t\t(agent_get_position, pos26, \":nudgeable_agent_id\"),\t\n\t\t\t\t\t(try_begin),#check if victim is nudged from behind for later use in counter nudge\t\t\t\t\t\n\t\t\t\t\t\t(position_is_behind_position,pos25,pos26),\n\t\t\t\t\t\t(assign, \":victim_is_facing_nudger\", 0),\t\t\t\t\t\t\n\t\t\t\t\t(else_try),\n\t\t\t\t\t\t(assign, \":victim_is_facing_nudger\", 1),\t\t\t\t\t\n\t\t\t\t\t(try_end),\t\t\t\t\t\t\n\t\t\t\t\t(neg|position_is_behind_position, pos26, pos25),\n\t\n\t\t\t\t\t#(position_has_line_of_sight_to_position, pos25, pos26),\t\n\t\t\t\t\t(get_distance_between_positions, \":distance\", pos25, pos26),\n\t\t\t\t\t(get_distance_between_positions, \":distance_look\", pos28, pos26),\t\t\t\t\t\n\t\t\t\t\t#(assign, reg10, \":distance\"), \t\n\t\t\t\t\t#(assign, reg11, \":distance_look\"), \t\t\t\t\t\n\t\t\t\t\t#(display_message, \"@Nudge check 7! distance={reg10}, distance look={reg11}\"),\t\t\t\t\n\t\t\t\t\t(this_or_next|lt, \":distance\", crpg_nudge_distance_simple),#100\t\n\t\t\t\t\t(lt, \":distance_look\", crpg_nudge_distance),#140\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t(copy_position, pos27, pos25),\n\t\t\t\t\t(position_move_y, pos27, \":distance\"),\n\t\t\t\t\t#(position_get_z,\":nudgeable_agent_z\",pos26), \n\t\t\t\t\t#(position_set_z, pos27,\":nudgeable_agent_z\"),\t\t\n\t\t\t\t\t(get_distance_between_positions, \":new_distance\", pos27, pos26),\n\t\t\t\t\t\n\t\t\t\t\t(copy_position, pos29, pos28),\n\t\t\t\t\t(position_move_y, pos29, \":distance_look\"),\n\t\t\t\t\t#(position_get_z,\":nudgeable_agent_z\",pos28), \n\t\t\t\t\t#(position_set_z, pos29,\":nudgeable_agent_z\"),\t\t\n\t\t\t\t\t(get_distance_between_positions, \":new_distance_look\", pos29, pos26),\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#(assign, reg10, \":new_distance\"), \t\n\t\t\t\t\t#(assign, reg11, \":new_distance_look\"),\t\t\t\t\t\n\t\t\t\t\t#(display_message, \"@Nudge check 8! new distance={reg10}; new distance look={reg11}\"),\t\t\n\t\t\t\t\t(this_or_next|lt, \":new_distance\", crpg_nudge_cone_distance_simple), #60\t\n\t\t\t\t\t(lt, \":new_distance_look\", crpg_nudge_cone_distance), #60\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t(agent_get_animation, \":anim_lower_victim\", \":nudgeable_agent_id\", 0),\t\t\t\t\t\n\t\t\t\t\t(agent_get_animation, \":anim_upper_victim\", \":nudgeable_agent_id\", 1),\n\t\t\t\t\t#(agent_get_animation, \":anim_lower_dealer\", \":nudging_agent_id\", 0),\t\n\t\t\t\t\t#(agent_get_animation, \":anim_upper_dealer\", \":nudging_agent_id\", 0),\n\t\t\t\t\t(try_begin),\t\n\t\t\t\t\t\t(gt, \":nudging_agent_weapon\", 0),\n\t\t\t\t\t\t(item_get_type, \":weapon_type\", \":nudging_agent_weapon\"),\t\n\t\t\t\t\t(else_try),\n\t\t\t\t\t\t(assign, \":weapon_type\", 0),\t\t\t\t\t\n\t\t\t\t\t(try_end),\t\n\t\t\t\t\t(agent_get_attack_action, \":nudgeable_agent_attack\", \":nudgeable_agent_id\"),\n\t\t\t\t\t(agent_get_defend_action, \":nudgeable_agent_defend\", \":nudgeable_agent_id\"),\t\t\t\t\t\n\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t(gt, \":nudgeable_agent_defend\", 0),\n\t\t\t\t\t\t(assign, \":victim_status\", 1), #is defending\n\t\t\t\t\t(else_try),\t\t\t\t\t\n\t\t\t\t\t\t(gt, \":nudgeable_agent_attack\", 0),\n\t\t\t\t\t\t(assign, \":victim_status\", 2), #is attacking\n\t\t\t\t\t(else_try),\n\t\t\t\t\t\t(assign, \":victim_status\", 0), #not attacking or defending\t\t\t\t\t\n\t\t\t\t\t(try_end),\t\n\t\t\t\t\t#determine offhand damage with glove weight\n\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t(ge, \":nudging_agent_id\", 0),\n\t\t\t\t\t\t(agent_get_item_slot, \":nudging_agent_gloves\", \":nudging_agent_id\", 7),\n\t\t\t\t\t\t(ge, \":nudging_agent_gloves\", 0),\n\t\t\t\t\t\t(item_get_slot, \":nudging_agent_gloves_weight\", \":nudging_agent_gloves\", slot_item_crpg_weight),\n\t\t\t\t\t\t(val_div, \":nudging_agent_gloves_weight\", 2),\n\t\t\t\t\t\t(store_add, \":offhand_punch_damage\", \":nudging_agent_gloves_weight\", 5),\t\t\t\t\t\t\t\n\t\t\t\t\t(else_try),\n\t\t\t\t\t\t(assign, \":offhand_punch_damage\", 5),\t\n\t\t\t\t\t(try_end),\t\t\t\t\t\t\n\t\t\t\t\t(val_clamp, \":offhand_punch_damage\", 5, 25),\n\t\t\t\t\t(assign, \":stop_nudge\", 0),\t\t\t\t\n\t\t\t\t\t#get str difference for shove distance\n\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t(ge, \":nudgeable_agent_id\", 0),\n\t\t\t\t\t\t(agent_get_troop_id, \":nudgeable_troop\", \":nudgeable_agent_id\"),\n\t\t\t\t\t\t(troop_get_slot, \":nudgeable_troop_str\",\":nudgeable_troop\", slot_troop_crpg_atr_str),\t\n\t\t\t\t\t\t(store_sub, \":str_difference_modifier\", \":nudging_troop_str\", \":nudgeable_troop_str\"),\n\t\t\t\t\t\t(val_mul, \":str_difference_modifier\", 3),\n\t\t\t\t\t\t(val_clamp, \":str_difference_modifier\", -100, 100), \t\n\t\t\t\t\t(try_end),\t\t\n\t\t\t\t\t\n\t\t\t\t\t#(display_message, \"@Nudge check 9!\"),\t\t\t\t\t\n\t\t\t\t\t(try_begin), #always knockdown when connecting with a jumper or ranged - no matter what nudge; doesn't work for shove\n\t\t\t\t\t\t(neq, \":requested_nudge_type\", 10),#not 1h or shield shove\t\t\t\t\t\n\t\t\t\t\t\t(neq, \":requested_nudge_type\", 12),#not polearm shove\t\t\t\t\t\n\t\t\t\t\t\t(this_or_next|is_between, \":anim_lower_victim\", \"anim_jump\", \"anim_jump_end\"), #jumper \n\t\t\t\t\t\t(is_between, \":anim_upper_victim\", \"anim_ready_bow\", \"anim_ready_swingright_fist\"),#ranged aiming or releasing\t\t\t\t\t\t\n\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 9, \":nudgeable_agent_id\", 1), #knockdown \t\t\t\t\t\t\t\t\n\t\t\t\t\t\t#(call_script, \"script_crpg_rabbit_ball_sound\", 5, 2),\t\t\n\t\t\t\t\t\t#(play_sound_at_position, \"snd_player_hit_by_arrow\", pos25),\t\t\t\t\t\t\t\n\t\t\t\t\t\t(agent_play_sound, \":nudging_agent_id\", \"snd_body_fall_big\"),\t\n\t\t\t\t\t\t(agent_play_sound, \":nudgeable_agent_id\", \"snd_body_fall_big\"),\t\t\t\t\t\t\t\n\t\t\t\t\t\t(agent_deliver_damage_to_agent, \":nudging_agent_id\", \":nudgeable_agent_id\", 1), #deal damage to make it reportable\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t(else_try),\t#shield -> shieldbash with knockback\n\t\t\t\t\t\t(gt, \":nudging_agent_shield\", 0),\n\t\t\t\t\t\t#(display_message, \"@Nudge check 8! shield\"),\t\n\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t(eq, \":nudge_kind\", 10),#shove\t\n\t\t\t\t\t\t\t(try_begin),#first check if the victim is doing the counter nudge(attack nudge/pommel strike/shield backhand) and if yes, punish the nudge instead\n\t\t\t\t\t\t\t\t(eq, \":victim_is_facing_nudger\", 1), #no counter nudging when hit from behind\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_shield_backhand\"), #shield attack nudge\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_pommel_strike\"), #shield attack nudge\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":anim_upper_victim\", \"anim_direct_fist_mirrored\"), #shield attack nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(assign, \":stop_nudge\", 1),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 26, \":nudging_agent_id\", 1),#med stagger for nudger\t\n\t\t\t\t\t\t\t(else_try),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 12, \":nudgeable_agent_id\", 1),#short stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 2),#is attacking\t\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 14, \":nudgeable_agent_id\", 1),#med stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 25, \":nudgeable_agent_id\", 1),#med short stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_end),\t\t\n\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t(eq, \":nudge_kind\", 20),#attack nudge\n\t\t\t\t\t\t\t(try_begin),#first check if the victim is doing the counter nudge(normal nudge/bash) and if yes, punish the nudge instead\n\t\t\t\t\t\t\t\t(eq, \":victim_is_facing_nudger\", 1), #no counter nudging when hit from behind\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_shield_bash\"), #shield nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":anim_upper_victim\", \"anim_swingright_fist_mirrored\"), #1h nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(assign, \":stop_nudge\", 1),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 26, \":nudging_agent_id\", 0),#med stagger for nudger\t\t\t\t\t\t\t\t(else_try),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 14, \":nudgeable_agent_id\", 0),#med stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 2),#is attacking\t\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 18, \":nudgeable_agent_id\", 0),#long stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 26, \":nudgeable_agent_id\", 0),#med long stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t(eq, \":nudge_kind\", 30),#normal nudge\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_begin),#first check if the victim is doing the counter nudge(1h shove/pole shove/shield shove) and if yes, punish the nudge instead\n\t\t\t\t\t\t\t\t(eq, \":victim_is_facing_nudger\", 1), #no counter nudging when hit from behind\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_shield_shove\"), #shield defend nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_pole_shove\"), #pole defend nudge\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":anim_upper_victim\", \"anim_nudge_shove\"), #1h defend nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(assign, \":stop_nudge\", 1),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 26, \":nudging_agent_id\", 0),#med stagger for nudger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 24, \":nudgeable_agent_id\", 0),#very short stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 2),#is attacking\t\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 25, \":nudgeable_agent_id\", 0),#med short stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 12, \":nudgeable_agent_id\", 0),#short \t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t(try_end),\t\t\t\t\n\t\t\t\t\t\t(neq, \":stop_nudge\", 1),\t\n\t\t\t\t\t\t#(agent_play_sound, \":nudging_agent_id\", \"snd_wooden_hit_high_armor_low_damage\"),\n\t\t\t\t\t\t#(call_script, \"script_crpg_rabbit_ball_sound\", 5, 1),\t\t\t\t\t\t\n\t\t\t\t\t\t(agent_play_sound, \":nudging_agent_id\", \"snd_shield_hit_wood_wood\"),\t\n\t\t\t\t\t\t(agent_play_sound, \":nudgeable_agent_id\", \"snd_shield_hit_wood_wood\"),\t\t\t\t\t\t\n\t\t\t\t\t\t#(play_sound_at_position, \"snd_wooden_hit_high_armor_low_damage\", pos25),\t\t\t\t\t\t\n\t\t\t\t\t\t(troop_get_slot, \":nudging_agent_str\", \":nudging_troop_id\", slot_troop_crpg_atr_str),\n\t\t\t\t\t\t(troop_get_slot, \":nudging_agent_shield_skill\", \":nudging_troop_id\", slot_troop_crpg_skl_shield),\t\t\t\t\t\t\n\t\t\t\t\t\t(val_div, \":nudging_agent_str\", 3),\n\t\t\t\t\t\t(val_mul, \":nudging_agent_shield_skill\", 2),\t\t\t\t\t\t\n\t\t\t\t\t\t(store_add, \":shieldbash_damage\", \":nudging_agent_str\", \":nudging_agent_shield_skill\"),\t\t\t\t\t\t\n\t\t\t\t\t\t(assign, \":acc_jump_x\", 0),\n\t\t\t\t\t\t(store_mul, \":acc_jump_y\", \":shieldbash_damage\", 3),\t\n\t\t\t\t\t\t(store_mul, \":acc_jump_z\", \":shieldbash_damage\", 5),\t\n\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t(eq, \":nudge_kind\", 10),#shove, less damage, more knockback\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(val_div, \":shieldbash_damage\", 5),\n\t\t\t\t\t\t\t(val_mul, \":acc_jump_y\", 10),\t\n\t\t\t\t\t\t\t(val_mul, \":acc_jump_z\", 3),\t\n\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t(eq, \":nudge_kind\", 20),#backhand, side knockback\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(val_div, \":shieldbash_damage\", 2),\n\t\t\t\t\t\t\t(val_mul, \":acc_jump_y\", 2),\t\n\t\t\t\t\t\t\t(val_mul, \":acc_jump_z\", 2),\n\t\t\t\t\t\t\t(store_mul, \":acc_jump_x\", \":shieldbash_damage\", -20),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t(try_end),\t\t\t\t\t\n\t\t\t\t\t\t(assign, \":ghosting_time\", 700),\n\t\t\t\t\t\t(val_add, \":ghosting_time\", \":str_difference_modifier\"),\t\n\t\t\t\t\t\t(try_begin),#let victim status influence knockback distance\n\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\n\t\t\t\t\t\t\t(val_div, \":acc_jump_x\", 4),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(val_div, \":acc_jump_y\", 4),\t\n\t\t\t\t\t\t\t(val_div, \":acc_jump_z\", 4),\t\n\t\t\t\t\t\t\t(val_sub, \":ghosting_time\", 100),\t\n\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t(neq, \":victim_status\", 2),#is not attacking\n\t\t\t\t\t\t\t(val_div, \":acc_jump_x\", 2),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(val_div, \":acc_jump_y\", 2),\t\n\t\t\t\t\t\t\t(val_div, \":acc_jump_z\", 2),\t\n\t\t\t\t\t\t\t(val_sub, \":ghosting_time\", 50),\t\t\t\t\t\t\t\n\t\t\t\t\t\t(try_end),\t\n\t\t\t\t\t\t(val_clamp, \":shieldbash_damage\", 0, 30),\n\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#enemy is defending\n\t\t\t\t\t\t\t(assign, \":shieldbash_damage\", 1),#(almost)no damage\n\t\t\t\t\t\t(try_end),\n\t\t\t\t\t\t(agent_deliver_damage_to_agent, \":nudging_agent_id\", \":nudgeable_agent_id\", \":shieldbash_damage\"),\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t(copy_position, pos28, pos25),\n\t\t\t\t\t\t(init_position, pos29),\n\t\t\t\t\t\t(position_copy_origin, pos28, pos29),\t\n\n\t\t\t\t\t\t#(assign, reg10, \":acc_jump_y\"),\n\t\t\t\t\t\t#(display_message, \"@push = {reg10}\"),\n\t\t\t\t\t\t#(position_set_x, pos28, \":acc_jump_x\"), #-n<0<+n, left\tto right\n\t\t\t\t\t\t#(position_set_y, pos28, \":acc_jump_y\"), #-n<0<+n, backwards to forwards\n\t\t\t\t\t\t#(position_set_z, pos28, \":acc_jump_z\"), #-n<0<+n, downwards to upwards\n\t\t\t\t\t\t(store_wse_version, \":wse_version\", 0),#check if wse1(=2) or wse2(=3)\n\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t(eq, \":wse_version\", 2),\t\n\t\t\t\t\t\t\t#(display_message, \"@WSE1!\"),\n\t\t\t\t\t\t\t(val_div, \":acc_jump_x\", 2),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(val_div, \":acc_jump_y\", 2),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(val_div, \":acc_jump_z\", 2),\t\n\t\t\t\t\t\t\t(position_move_x, pos28, \":acc_jump_x\"),\t\t\t\t\t\t\n\t\t\t\t\t\t\t(position_move_y, pos28, \":acc_jump_y\"),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(position_set_z, pos28, \":acc_jump_z\"), #z component for ballistic throw\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(agent_accelerate, \":nudgeable_agent_id\", pos28),\n\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t(eq, \":wse_version\", 3),\n\t\t\t\t\t\t\t#(display_message, \"@WSE2!\"),\n\t\t\t\t\t\t\t(position_move_x, pos28, \":acc_jump_x\"),\t\t\t\t\t\t\n\t\t\t\t\t\t\t(position_move_y, pos28, \":acc_jump_y\"),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(position_set_z, pos28, -1000), #z component for ballistic throw\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(set_fixed_point_multiplier, 1000),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(agent_accelerate, \":nudgeable_agent_id\", pos28, \":ghosting_time\"),#extra parameter for ghosting time - no need for ballistic throw then\n\t\t\t\t\t\t(try_end),\t\n\t\t\t\t\t\t#(try_begin),\n\t\t\t\t\t\t#\t(ge, \":nudgeable_agent_id\", 0),\n\t\t\t\t\t\t#\t(assign, \":acc_jump_z_and_agent_no\", \":acc_jump_z\"),\n\t\t\t\t\t\t#\t(val_mul, \":acc_jump_z_and_agent_no\", 32768),\n\t\t\t\t\t\t#\t(val_add, \":acc_jump_z_and_agent_no\", \":nudgeable_agent_id\"),\n\t\t\t\t\t\t#(else_try),\n\t\t\t\t\t\t#\t(assign, \":acc_jump_z_and_agent_no\", 0),\n\t\t\t\t\t\t#(try_end),\n\t\t\t\t\t\t#(assign, reg10, \":acc_jump_x\"),\n\t\t\t\t\t\t#(assign, reg11, \":acc_jump_y\"),\n\t\t\t\t\t\t#(assign, reg12, \":acc_jump_z\"),\n\t\t\t\t\t\t#(display_message, \"@x={reg10}; y={reg11}; z={reg12};\"),\n\t\t\t\t\t\t#(call_script, \"script_crpg_rabbit_accelerate_agent\", \":acc_jump_x\", \":acc_jump_y\", \":acc_jump_z_and_agent_no\"),\t\t\t\t\t\t\n\t\t\t\t\t(else_try),\t\t\n\t\t\t\t\t\t(le, \":nudging_agent_shield\", 0),#no shield\n\t\t\t\t\t\t(try_begin),\t\n\t\t\t\t\t\t\t(eq, \":nudge_kind\", 10),#shove\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(display_message, \"@Nudge check 8! Shove!\"),\n\t\t\t\t\t\t\t(try_begin),#first check if the victim is doing the counter nudge(attack nudge/pommel strike/shield backhand) and if yes, punish the nudge instead\n\t\t\t\t\t\t\t\t(eq, \":victim_is_facing_nudger\", 1), #no counter nudging when hit from behind\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_shield_backhand\"), #shield attack nudge\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_pommel_strike\"), #shield attack nudge\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":anim_upper_victim\", \"anim_direct_fist_mirrored\"), #shield attack nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(assign, \":stop_nudge\", 1),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 18, \":nudging_agent_id\", 1),#long stagger for nudger\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 12, \":nudgeable_agent_id\", 1),#short stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 2),#is attacking\t\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 14, \":nudgeable_agent_id\", 1),#med stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 25, \":nudgeable_agent_id\", 1),#med short stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(call_script, \"script_crpg_rabbit_ball_sound\", 5, 3),\t\t\n\t\t\t\t\t\t\t(agent_play_sound, \":nudging_agent_id\", \"snd_blunt_hit\"),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(agent_play_sound, \":nudgeable_agent_id\", \"snd_blunt_hit\"),\t\t\t\t\t\t\n\t\t\t\t\t\t\t(neq, \":stop_nudge\", 1),\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(agent_deliver_damage_to_agent, \":nudging_agent_id\", \":nudgeable_agent_id\", 1),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(troop_get_slot, \":nudging_agent_str\", \":nudging_troop_id\", slot_troop_crpg_atr_str),\t\t\t\t\t\t\n\t\t\t\t\t\t\t(assign, \":acc_jump_x\", 0),\n\t\t\t\t\t\t\t(store_mul, \":acc_jump_y\", \":nudging_agent_str\", 30),\t\n\t\t\t\t\t\t\t(store_mul, \":acc_jump_z\", \":nudging_agent_str\", 10),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(assign, \":ghosting_time\", 900),\t\n\t\t\t\t\t\t\t(val_add, \":ghosting_time\", \":str_difference_modifier\"),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_begin),#let victim status influence knockback distance\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_x\", 4),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_y\", 4),\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_z\", 4),\t\n\t\t\t\t\t\t\t\t(val_sub, \":ghosting_time\", 100),\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(neq, \":victim_status\", 2),#is not attacking\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_x\", 2),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_y\", 2),\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_z\", 2),\t\n\t\t\t\t\t\t\t\t(val_sub, \":ghosting_time\", 50),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(copy_position, pos28, pos25),\n\t\t\t\t\t\t\t(init_position, pos29),\n\t\t\t\t\t\t\t(position_copy_origin, pos28, pos29),\t\t\t\t\t\t\n\t\t\t\t\t\t\t(position_move_y, pos28, \":acc_jump_y\"),\n\t\t\t\t\t\t\t#(position_set_x, pos28, \":acc_jump_x\"), #-n<0<+n, left\tto right\n\t\t\t\t\t\t\t#(position_set_y, pos28, \":acc_jump_y\"), #-n<0<+n, backwards to forwards\n\t\t\t\t\t\t\t(position_move_z, pos1, 20, 0),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(store_wse_version, \":wse_version\", 0),#check if wse1(=2) or wse2(=3)\n\t\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t\t(eq, \":wse_version\", 2),\t\n\t\t\t\t\t\t\t\t#(display_message, \"@WSE1 knockback!\"),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(position_set_z, pos28, \":acc_jump_z\"), #z component for ballistic throw\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_accelerate, \":nudgeable_agent_id\", pos28),\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":wse_version\", 3),\n\t\t\t\t\t\t\t\t#(display_message, \"@WSE2 knockback!\"),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(position_set_z, pos28, -1000), #z component for ballistic throw\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(set_fixed_point_multiplier, 1000),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_accelerate, \":nudgeable_agent_id\", pos28, \":ghosting_time\"),#extra parameter for ghosting time - no need for ballistic throw then\n\t\t\t\t\t\t\t(try_end),\t\n\t\t\t\t\t\t(else_try),#pole shove\t\t\t\t\t\t\n\t\t\t\t\t\t\t(eq, \":nudge_kind\", 12),#pole shove\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(display_message, \"@Nudge check 8! Pole shove!\"),\n\t\t\t\t\t\t\t(try_begin),#first check if the victim is doing the counter nudge(attack nudge/pommel strike/shield backhand) and if yes, punish the nudge instead\n\t\t\t\t\t\t\t\t(eq, \":victim_is_facing_nudger\", 1), #no counter nudging when hit from behind\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_shield_backhand\"), #shield attack nudge\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_pommel_strike\"), #shield attack nudge\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":anim_upper_victim\", \"anim_direct_fist_mirrored\"), #shield attack nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(assign, \":stop_nudge\", 1),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 18, \":nudging_agent_id\", 1),#long stagger for nudger\t\n\t\t\t\t\t\t\t(else_try),\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 14, \":nudgeable_agent_id\", 1),#med stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 12, \":nudgeable_agent_id\", 1),#short stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 2),#is attacking\t\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 14, \":nudgeable_agent_id\", 1),#med stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 25, \":nudgeable_agent_id\", 1),#med short stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(call_script, \"script_crpg_rabbit_ball_sound\", 5, 3),\t\t\n\t\t\t\t\t\t\t(agent_play_sound, \":nudging_agent_id\", \"snd_blunt_hit\"),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(agent_play_sound, \":nudgeable_agent_id\", \"snd_blunt_hit\"),\t\t\t\t\t\t\n\t\t\t\t\t\t\t(neq, \":stop_nudge\", 1),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(agent_deliver_damage_to_agent, \":nudging_agent_id\", \":nudgeable_agent_id\", 1),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(troop_get_slot, \":nudging_agent_str\", \":nudging_troop_id\", slot_troop_crpg_atr_str),\t\t\t\t\t\t\n\t\t\t\t\t\t\t(assign, \":acc_jump_x\", 0),\n\t\t\t\t\t\t\t(store_mul, \":acc_jump_y\", \":nudging_agent_str\", 30),\t\n\t\t\t\t\t\t\t(store_mul, \":acc_jump_z\", \":nudging_agent_str\", 10),\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(assign, \":ghosting_time\", 800),\t\n\t\t\t\t\t\t\t(val_add, \":ghosting_time\", \":str_difference_modifier\"),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_begin),#let victim status influence knockback distance\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_x\", 4),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_y\", 4),\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_z\", 4),\t\n\t\t\t\t\t\t\t\t(val_sub, \":ghosting_time\", 100),\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(neq, \":victim_status\", 2),#is not attacking\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_x\", 2),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_y\", 2),\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_z\", 2),\t\n\t\t\t\t\t\t\t\t(val_sub, \":ghosting_time\", 50),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(copy_position, pos28, pos25),\n\t\t\t\t\t\t\t(init_position, pos29),\n\t\t\t\t\t\t\t(position_copy_origin, pos28, pos29),\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(position_move_y, pos28, \":acc_jump_y\"),\n\t\t\t\t\t\t\t#(position_set_x, pos28, \":acc_jump_x\"), #-n<0<+n, left\tto right\n\t\t\t\t\t\t\t#(position_set_y, pos28, \":acc_jump_y\"), #-n<0<+n, backwards to forwards\n\t\t\t\t\t\t\t(position_move_z, pos1, 20, 0),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(store_wse_version, \":wse_version\", 0),#check if wse1(=2) or wse2(=3)\n\t\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t\t(eq, \":wse_version\", 2),\t\n\t\t\t\t\t\t\t\t#(display_message, \"@WSE1 knockback!\"),\t\t\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_x\", 2),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_y\", 2),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(val_div, \":acc_jump_z\", 2),\t\n\t\t\t\t\t\t\t\t(position_move_x, pos28, \":acc_jump_x\"),\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(position_move_y, pos28, \":acc_jump_y\"),\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(position_set_z, pos28, \":acc_jump_z\"), #z component for ballistic throw\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_accelerate, \":nudgeable_agent_id\", pos28),\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":wse_version\", 3),\n\t\t\t\t\t\t\t\t#(display_message, \"@WSE2 knockback!\"),\t\t\n\t\t\t\t\t\t\t\t(position_move_x, pos28, \":acc_jump_x\"),\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(position_move_y, pos28, \":acc_jump_y\"),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(position_set_z, pos28, -1000), #z component for ballistic throw\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(set_fixed_point_multiplier, 1000),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_accelerate, \":nudgeable_agent_id\", pos28, \":ghosting_time\"),#extra parameter for ghosting time - no need for ballistic throw then\n\t\t\t\t\t\t\t(try_end),\t\n\t\t\t\t\t\t(else_try),#left straight\t\t\t\t\t\t\n\t\t\t\t\t\t\t(eq, \":nudge_kind\", 20),#attack nudge\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(display_message, \"@Nudge check 8! Straight!\"),\t\n\t\t\t\t\t\t\t(try_begin),#first check if the victim is doing the counter nudge(normal nudge/bash) and if yes, punish the nudge instead\n\t\t\t\t\t\t\t\t(eq, \":victim_is_facing_nudger\", 1), #no counter nudging when hit from behind\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_shield_bash\"), #shield nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":anim_upper_victim\", \"anim_swingright_fist_mirrored\"), #1h nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(assign, \":stop_nudge\", 1),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 18, \":nudging_agent_id\", 0),#long stagger for nudger\t\n\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t(eq, \":weapon_type\", itp_type_one_handed_wpn),\t\t#only for shieldless 1h\t\t\n\t\t\t\t\t\t\t\t(this_or_next|is_between, \":anim_lower_victim\", \"anim_run_backward\", \"anim_run_right\"),\t#backpaddling run\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(this_or_next|is_between, \":anim_lower_victim\", \"anim_walk_backward\", \"anim_walk_right\"),\t#backpaddling walk\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(is_between, \":anim_lower_victim\", \"anim_walk_backward_left\", \"anim_walk_forward_crouch\"),\t#backpaddling walk\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_get_attack_action, \":attack_dir\", \":nudgeable_agent_id\"),\n\t\t\t\t\t\t\t\t(gt, \":attack_dir\", 0),\t#backpaddling agent is attacking\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 9, \":nudgeable_agent_id\", 1), #knockdown for backpaddling attacker\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t#(call_script, \"script_crpg_rabbit_ball_sound\", 5, 2),\t\t\n\t\t\t\t\t\t\t\t#(play_sound_at_position, \"snd_player_hit_by_arrow\", pos25),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_play_sound, \":nudging_agent_id\", \"snd_body_fall_big\"),\t\n\t\t\t\t\t\t\t\t(agent_play_sound, \":nudgeable_agent_id\", \"snd_body_fall_big\"),\n\t\t\t\t\t\t\t\t(store_add, \":offhand_punch_damage_2\" ,\":offhand_punch_damage\", 20),\n\t\t\t\t\t\t\t\t(val_clamp, \":offhand_punch_damage_2\", 0, 35),\n\t\t\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#enemy is defending\n\t\t\t\t\t\t\t\t\t(assign, \":offhand_punch_damage_2\", 1),#(almost)no damage\n\t\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_deliver_damage_to_agent, \":nudging_agent_id\", \":nudgeable_agent_id\", \":offhand_punch_damage_2\"),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_play_sound, \":nudging_agent_id\", \"snd_blunt_hit\"),\t\n\t\t\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\t\n\t\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 14, \":nudgeable_agent_id\", 0),#med stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t\t(eq, \":victim_status\", 2),#is attacking\t\t\n\t\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 18, \":nudgeable_agent_id\", 0),#long stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 26, \":nudgeable_agent_id\", 0),#med long stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(store_add, \":offhand_punch_damage_2\" ,\":offhand_punch_damage\", 10),\t\n\t\t\t\t\t\t\t\t(val_clamp, \":offhand_punch_damage_2\", 0, 20),\t\t\n\t\t\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#enemy is defending\n\t\t\t\t\t\t\t\t\t(assign, \":offhand_punch_damage_2\", 1),#(almost)no damage\n\t\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_deliver_damage_to_agent, \":nudging_agent_id\", \":nudgeable_agent_id\", \":offhand_punch_damage_2\"),\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_end),\t\t\n\t\t\t\t\t\t(else_try),#pommel\n\t\t\t\t\t\t\t#(display_message, \"@Nudge check 9!\"),\t\t\t\t\t\t\n\t\t\t\t\t\t\t(eq, \":nudge_kind\", 21),#2h pommel strike\t\n\t\t\t\t\t\t\t#(display_message, \"@Nudge check 10!\"),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(display_message, \"@Nudge check 8! Pommel strike!\"),\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(troop_get_slot, \":nudging_agent_power_strike\", \":nudging_troop_id\", slot_troop_crpg_skl_power_strike),\n\t\t\t\t\t\t\t(troop_get_slot, \":nudging_agent_weapon_master\", \":nudging_troop_id\", slot_troop_crpg_skl_weapon_master),\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(store_add, \":offhand_punch_damage_2\",  \":nudging_agent_power_strike\", \":nudging_agent_weapon_master\"),\t\n\t\t\t\t\t\t\t#(val_mul, \":offhand_punch_damage_2\", 2),\t\t\t\t\t\t\n\t\t\t\t\t\t\t(troop_get_slot, \":attacker_str\", \":nudging_troop_id\", slot_troop_crpg_atr_str),\n\t\t\t\t\t\t\t(troop_get_slot, \":victim_str\", \":nudgeable_troop_id\", slot_troop_crpg_atr_str),\n\t\t\t\t\t\t\t(store_sub, \":str_difference\", \":attacker_str\", \":victim_str\"),\t\n\t\t\t\t\t\t\t#(assign, reg10, \":str_difference\"),\n\t\t\t\t\t\t\t#(display_message, \"@STR diff= {reg10}\"),\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(item_get_slot, \":2h_weight\", \":nudging_agent_weapon\", slot_item_crpg_weight),\n\t\t\t\t\t\t\t(store_div, \":offhand_punch_damage_2\", \":2h_weight\", 2),\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(val_add, \":offhand_punch_damage_2\", \":nudging_agent_power_strike\"),\n\t\t\t\t\t\t\t(val_add, \":offhand_punch_damage_2\", \":nudging_agent_weapon_master\"),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(val_div, \":offhand_punch_damage_2\", 2),\n\t\t\t\t\t\t\t#(assign, reg10, \":2h_weight\"),\n\t\t\t\t\t\t\t#(display_message, \"@weapon weight = {reg10}\"),\n\t\t\t\t\t\t\t(val_div, \":2h_weight\", 3),\n\t\t\t\t\t\t\t(store_add, \":knock_into_crouch_decider\", \":2h_weight\", \":str_difference\"),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(assign, reg10, \":knock_into_crouch_decider\"),\n\t\t\t\t\t\t\t#(display_message, \"@knock into crouch decider = {reg10}\"),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(agent_play_sound, \":nudging_agent_id\", \"snd_blunt_hit\"),\t\n\t\t\t\t\t\t\t#(display_message, \"@Nudge check 10!\"),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_begin),#first check if the victim is doing the counter nudge(normal nudge/bash) and if yes, punish the nudge instead\n\t\t\t\t\t\t\t\t(eq, \":victim_is_facing_nudger\", 1), #no counter nudging when hit from behind\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_shield_bash\"), #shield nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":anim_upper_victim\", \"anim_swingright_fist_mirrored\"), #1h nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(assign, \":stop_nudge\", 1),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 18, \":nudging_agent_id\", 0),#long stagger for nudger\t\n\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 14, \":nudgeable_agent_id\", 0),#med stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":victim_status\", 2),#is attacking\t\t\n\t\t\t\t\t\t\t\t(try_begin), #knock into crouch(and freeze) when str and weight is big enough\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t(gt, \":knock_into_crouch_decider\", crpg_nudge_knock_into_crouch_threshold),\t\n\t\t\t\t\t\t\t\t\t#(call_script, \"script_crpg_rabbit_play_anim\", 28, \":nudgeable_agent_id\", 1),#to crouch\n\t\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 29, \":nudgeable_agent_id\", 0), #very long stagger\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(else_try),# else to stagger\t\t\n\t\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 18, \":nudgeable_agent_id\", 0),#long stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(try_end),\t\n\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 26, \":nudgeable_agent_id\", 0),#med long stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_end),\t\n\t\t\t\t\t\t\t(try_begin),#let str difference influence pommel strike dam\n\t\t\t\t\t\t\t\t(gt, \":str_difference_modifier\", 0),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(store_div, \":str_difference_pommel_strike_damage_bonus\", \":str_difference_modifier\", 5),\n\t\t\t\t\t\t\t\t(val_add, \":offhand_punch_damage_2\", \":str_difference_pommel_strike_damage_bonus\"),\n\t\t\t\t\t\t\t(try_end),\n\t\t\t\t\t\t\t(val_clamp, \":offhand_punch_damage_2\", 0, 60),\n\t\t\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#enemy is defending\n\t\t\t\t\t\t\t\t\t(assign, \":offhand_punch_damage_2\", 1),#(almost)no damage\n\t\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(agent_deliver_damage_to_agent, \":nudging_agent_id\", \":nudgeable_agent_id\", \":offhand_punch_damage_2\"),\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t(else_try),#low hook\t\t\t\t\t\t\n\t\t\t\t\t\t\t(eq, \":nudge_kind\", 30),#normal nudge\t\t\t\t\t\t\n\t\t\t\t\t\t\t#(display_message, \"@Nudge check 8! Low hook!\"),\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_begin),#first check if the victim is doing the counter nudge(1h shove/pole shove/shield shove) and if yes, punish the nudge instead\n\t\t\t\t\t\t\t\t(eq, \":victim_is_facing_nudger\", 1), #no counter nudging when hit from behind\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_shield_shove\"), #shield defend nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(this_or_next|eq, \":anim_upper_victim\", \"anim_nudge_pole_shove\"), #pole defend nudge\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(eq, \":anim_upper_victim\", \"anim_nudge_shove\"), #1h defend nudge\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(assign, \":stop_nudge\", 1),\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 18, \":nudging_agent_id\", 0),#long stagger for nudger\t\n\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t(eq, \":weapon_type\", itp_type_one_handed_wpn),\t\t#only for shieldless 1h\t\t\n\t\t\t\t\t\t\t\t(is_between, \":anim_lower_victim\", \"anim_prepare_kick_0\", \"anim_run_forward\"),\t#kicking\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 9, \":nudgeable_agent_id\", 1), #knockdown for kicker\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t#(call_script, \"script_crpg_rabbit_ball_sound\", 5, 2),\t\t\n\t\t\t\t\t\t\t\t#(play_sound_at_position, \"snd_player_hit_by_arrow\", pos25),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_play_sound, \":nudging_agent_id\", \"snd_body_fall_big\"),\t\n\t\t\t\t\t\t\t\t(agent_play_sound, \":nudgeable_agent_id\", \"snd_body_fall_big\"),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(val_clamp, \":offhand_punch_damage\", 0, 25),\n\t\t\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#enemy is defending\n\t\t\t\t\t\t\t\t\t(assign, \":offhand_punch_damage\", 1),#(almost)no damage\n\t\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_deliver_damage_to_agent, \":nudging_agent_id\", \":nudgeable_agent_id\", \":offhand_punch_damage\"),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(else_try),\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#is defending\t\n\t\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 24, \":nudgeable_agent_id\", 0),#very short stagger\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(else_try),\n\t\t\t\t\t\t\t\t\t(eq, \":victim_status\", 2),#is attacking\t\t\n\t\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 25, \":nudgeable_agent_id\", 0),#med short stagger\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(else_try),\t\n\t\t\t\t\t\t\t\t\t(call_script, \"script_crpg_rabbit_play_anim\", 12, \":nudgeable_agent_id\", 0),#med short \t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t#(call_script, \"script_crpg_rabbit_ball_sound\", 5, 3),\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t#(play_sound_at_position, \"snd_blunt_hit\", pos25),\n\t\t\t\t\t\t\t\t(agent_play_sound, \":nudging_agent_id\", \"snd_blunt_hit\"),\t\n\t\t\t\t\t\t\t\t(agent_play_sound, \":nudgeable_agent_id\", \"snd_blunt_hit\"),\t\t\n\t\t\t\t\t\t\t\t(val_clamp, \":offhand_punch_damage\", 0, 15),\t\n\t\t\t\t\t\t\t\t(try_begin),\n\t\t\t\t\t\t\t\t\t(eq, \":victim_status\", 1),#enemy is defending\n\t\t\t\t\t\t\t\t\t(assign, \":offhand_punch_damage\", 1),#(almost)no damage\n\t\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t(agent_deliver_damage_to_agent, \":nudging_agent_id\", \":nudgeable_agent_id\", \":offhand_punch_damage\"),\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t(try_end),\t\t\t\t\t\n\t\t\t\t\t\t(try_end),\t\n\t\t\t\t\t(try_end),\t\n\t\t\t\t\t(break_loop),\t\t\t\t\t\n\t\t\t\t(try_end),\t\t\t\t\t\t\t\n\t\t\t(try_end),\n\t\t(try_end),\n\t]),","name":"","extension":"","url":"https://www.irccloud.com/pastebin/2uSZrPWE","modified":1393704612,"id":"2uSZrPWE","size":38518,"lines":642,"own_paste":false,"theme":"","date":1393704612}