// reactions
if (item_amount($item[molybdenum magnet]) > 0 && contains_text(to_string(last_monster()),"Gremlin") && contains_text(action,"whips") &&
(contains_text(action,"a hammer") || contains_text(action,"a crescent wrench") || // gremlin has tool
contains_text(action,"pliers") || contains_text(action,"a screwdriver")))
return act(throw_item($item[molybdenum magnet]));
if (have_equipped($item[ruby rod]) && my_location() == $location[seaside megalopolis] && // monster has disc
(contains_text(action,"A mechanical hand emerges") || contains_text(action,"liquid nitrogen") || contains_text(action,"freaky alien thing") ||
contains_text(action,"vile-smelling, milky-white") || contains_text(action,"spinning, whirring, vibrating, tubular")))
return act(attack());
if (my_class() == $class[disco bandit] && have_skill($skill[gothy handwave]) && my_mp() > 0) {
switch (last_monster()) { // learn dance skills from DB nemesis enemies
case $monster[breakdancing raver]: if (!have_skill($skill[break it on down]) && contains_text(action,"he raver drops "))
return act(use_skill($skill[gothy handwave])); break;
case $monster[pop-and-lock raver]: if (!have_skill($skill[pop and lock it]) && contains_text(action,"movements suddenly became spastic and jerky."))
return act(use_skill($skill[gothy handwave])); break;
case $monster[running man]: if (!have_skill($skill[run like the wind]) && contains_text(action,"The raver turns "))
return act(use_skill($skill[gothy handwave]));
}
}
if (my_familiar() == $familiar[he-boulder] && get_counters("Major Yellow Recharge",1,150) == "" &&
contains_text(action," yellow eye") && contains_text(to_lower_case(vars["ftf_yellow"]),to_lower_case(last_monster().to_string())))
return act(use_skill($skill[point at your opponent]));