#CLASS {Combs}
#ALIAS setlight {#IF (%null(%1)) {#SHOW {"setlight ~<lightsource~>" - This will setup the variable to automaticlly remove your lightsource when combing. ~<lightsource~> is a one word ID that your light source responds to.  eg: "setlight hourglass".%char(10)Currently set to %ansi(bold,yellow)@LightSource.}} {#VAR LightSource {%1}; #SHOW {Light Souce set to %ansi(bold,yellow)@LightSource}}}
#ALIAS setcontainer {#if (%null(%1)) {#SHOW {"setcontainer ~<container~>" - This will setup the default container for putting eggs into.%char(10)Currently set to %ansi(bold,yellow)@CombsContainer.}} {#VAR CombsContainer {%1};#SHOW {Container set to %ansi(bold,yellow)@CombsContainer}}}
#ALIAS setholditem {#IF (%null(%1)) {#SHOW {"setholditem ~<holditem~>" - Sets your default hold item, needed for combs eggs gathering.%char(10)Currently set to %ansi(bold,yellow)@HoldItem}} {#VAR HoldItem {%1};#SHOW {Holditem set to %ansi(bold,yellow)@HoldItem}}}
#ALIAS combshelp {#SHOW {There are three commands to use to Comb effectively. %char(10)%ansi(bold,red)setcontainer %char(10)setlight %char(10)setholditem  %char(10)Type each command for their help display. %char(10)%ansi(bold,yellow)Kernighan's Comb Script v1.14}}
#TRIGGER {^That tasted rather strange!!} {#VAR rootActive {1}}
#TRIGGER {^You choke and cough, spitting up some greenish-brown mucus.} {#VAR rootActive {0}}
#TRIGGER {repaerdnim root     : Duration} {#VAR rootActive {1}}
#TRIGGER {A Large Section of Tunnel, Covered with Strange Formations} {#IF (@rootActive = 0) {remove @LightSource}}
#TRIGGER {You wince in pain as flying darts pierce your neck and face.} {remove @LightSource}
#TRIGGER {A fairly large egg is here...humming quietly} {get all.egg;put all.egg @CombsContainer}
#TRIGGER {^ROARING WIND FLOODS THE AREA.....YOU ARE BOMBARDED BY ROCK AND STONE...} {#SUB {%ansi(bold,red) *** Wind is 0 rooms away! ***};sit}
#TRIGGER {^ALL AROUND YOU ROCKS FALL AND DUST KICKS UP...YOU'RE STUNG BY FLYING DEBRIS!} {#SUB {%ansi(bold,red) *** Wind is 1 room away ***};sit}
#TRIGGER {^Your heartbeat PULSES as the area ROARS with power...} {#SUB {%ansi(bold,red) *** Wind is 2 rooms away ***}}
#TRIGGER {^The ground Vibrates and the air becomes agitated as wind blows close by!} {#SUB {%ansi(bold,yellow) *** Wind is 3 rooms away ***}}
#TRIGGER {^From far away the sounds of wind rumble the area.} {#SUB{%ansi(bold,yellow) *** Wind is 4 rooms away ***}}
#TRIGGER {^The sound of Gushing wind gets your attention.} {#SUB {%ansi(bold,yellow) *** Wind is 5 rooms away ***}}
#TRIGGER {^The sound of gushing wind gets your attention.} {#SUB {%ansi(bold,yellow) *** Wind is 5 rooms away ***}}
#TRIGGER {^From far away the sounds of wind rumble the area.} {#SUB {%ansi(bold,yellow) *** Wind is 6 rooms away ***}}
#TRIGGER {^Down   - A Powerful Waterfall} {#SUB {%ansi(bold,red)Down   - COMBS ENTRANCE}}
#TRIGGER {rather unimposing} {#SHOW {%ansi(bold,red)*********  FOUND METAMORPH ********}}
#VAR LightSource {rat}
#VAR HoldItem {bag}
#VAR CombsContainer {bag}
#VAR rootActive {0} {0}
#SA {Kernighan's Comb Script v1.14}
#CLASS 0