#CLASS {SpellStatusBar}
#TRIGGER {A deep red shield of fire surrounds you.} {#VAR fir {%ansi(bold,cyan,grey)FS}}
#TRIGGER {Your shield of fire collapses.} {#VAR fir {%ansi(bold,blue,grey)FS}}
#TRIGGER {Your shield of fire slowly dissipates....and blinks out.} {#VAR fir {%ansi(bold,blue,grey)FS}}
#TRIGGER {The white aura around your body fades.} {#VAR sanc {%ansi(bold,blue,grey)Sa}} 
#TRIGGER {A glowing white aura surrounds your body.} {#VAR sanc {%ansi(bold,cyan,grey)Sa};#VAR fir {%ansi(bold,blue,grey)FS}}
#TRIGGER {Your white aura flashes brightly and disappears} {#VAR sanc {%ansi(bold,blue,grey)Sa}}
#TRIGGER {Your white aura flashes brightly and vanishes} {#VAR sanc {%ansi(bold,blue,grey)Sa}}
#TRIGGER {A spectral image of a raven emerges from your body, flying away.} {#VAR bls {%ansi(bold,blue,grey)Bl}}
#TRIGGER {A spectral raven emerges from your body, forced out by magic.} {#VAR bls {%ansi(bold,blue,grey)Bl}}
#TRIGGER {The spectral image of a raven soars down from the Heavens, disappearing into your body.} {#VAR bls {%ansi(bold,cyan,grey)Bl}}
#TRIGGER {You don't feel so well protected.} {#VAR arm {%ansi(bold,blue,grey)Ar}}
#TRIGGER {A suit of ethereal armor appears on you and slowly vanishes.} {#VAR arm {%ansi(bold,cyan,grey)Ar}}
#TRIGGER {You feel less protected.} {#VAR arm {%ansi(bold,blue,grey)Ar}}
#TRIGGER {A warm feeling runs through your body.} {#VAR poison {%ansi(bold,blue,grey)Ps}}
#TRIGGER {You feel very sick.} {#VAR poison {%ansi(bold,yellow,grey)Ps}}
#TRIGGER {^Restarted by %0} {allreset} 
#TRIGGER {You focus and become ONE with the catacombs.....POOF} {#VAR map {%ansi(bold,cyan,grey)MC}}
#TRIGGER {Your purple mapping aura fades and leaves you exhausted.} {#VAR map {%ansi(bold,blue,grey)MC}}
#TRIGGER {The detect invisible wears off.} {#VAR dei {%ansi(bold,blue,grey)DI}}
#TRIGGER {You feel less perceptive.} {#VAR dei {%ansi(bold,blue,grey)DI}}
#TRIGGER {Your eyes glow dimly for a few seconds.} {#VAR dei {%ansi(bold,cyan,grey)DI}}
#TRIGGER {The detect magic wears off.} {#VAR dem {%ansi(bold,blue,grey)DM~/DE}}
#TRIGGER {You can no longer detect magic.} {#VAR dem {%ansi(bold,blue,grey)DM~/DE}}
#TRIGGER {You sense the red in your vision disappear} {#VAR dem {%ansi(bold,blue,grey)DM~/DE}}
#TRIGGER {Your ability to detect evil auras has been dispelled.} {#VAR dem {%ansi(bold,blue,grey)DM~/DE}}
#TRIGGER {Your eyes tingle.} {#VAR dem {%ansi(bold,cyan,grey)DM~/DE}}
#TRIGGER {You are surrounded by a strong magical force shield.} {#VAR shl {%ansi(bold,cyan,grey)Sh}}
#TRIGGER {Your force shield shimmers then fades away.} {#VAR shl {%ansi(bold,blue,grey)Sh}}
#TRIGGER {Your magical shield has been dispelled.} {#VAR shl {%ansi(bold,blue,grey)Sh}}
#TRIGGER {You can no longer see in the dark.} {#VAR inf {%ansi(bold,blue,grey)In}}
#TRIGGER {Your sight grows dimmer.} {#VAR inf {%ansi(bold,blue,grey)In}}
#TRIGGER {Your eyes glow red for a moment.} {#VAR inf {%ansi(bold,cyan,grey)In}}
#TRIGGER {You feel a cloak of blindness dissolve.} {#VAR bli {%ansi(bold,blue,grey)Bd}}
#TRIGGER {blinded you!} {#VAR bli {%ansi(bold,yellow,grey)Bd}}
#TRIGGER {You are blinded from the debris blown into your eyes!} {#VAR bli {%ansi(bold,yellow,grey)Bd}}
#TRIGGER {Your vision returns!} {#VAR bli {%ansi(bold,blue,grey)Bd}}
#TRIGGER {You feel less aware of your surroundings.} {#VAR senl {%ansi(bold,blue,grey)SL}} 
#TRIGGER {You feel less in touch with living things.} {#VAR senl {%ansi(bold,blue,grey)SL}}
#TRIGGER {You feel your awareness improve.} {#VAR senl {%ansi(bold,cyan,grey)SL}}
#TRIGGER {You feel more vulnerable.} {#VAR pro {%ansi(bold,blue,grey)Pr}}
#TRIGGER {You feel less morally protected.} {#VAR pro {%ansi(bold,blue,grey)Pr}}
#TRIGGER {You feel the protective veil of darkness vanish.} {#VAR {pro} {%ansi(bold,blue,grey)Pr}}
#TRIGGER {You feel the power of vile darkness surge through your body!} {#VAR pro {%ansi(bold,magenta,grey)Pr}}
#TRIGGER {You glow with a pulsating, white light for a few moments.} {#VAR pro {%ansi(bold,cyan,grey)Pr}}
#TRIGGER {Your protective veil of darkness has been shattered.} {#VAR pro {%ansi(bold,blue,grey)Pr}}
#TRIGGER {You feel as if an oppressive aura has been lifted from you.} {#VAR crs {%ansi(bold,blue,grey)Cr}}
#TRIGGER {You feel better.} {#VAR crs {%ansi(bold,blue,grey)Cr}}
#TRIGGER {You feel very uncomfortable} {#VAR crs {%ansi(bold,yellow,grey)Cr}}
#TRIGGER {You feel better now.} {#VAR plague {%ansi(bold,blue,grey)Pl}}
#TRIGGER {You choke and utter some muffled noises.} {#VAR plague {%ansi(bold,yellow,grey)Pl}}
#TRIGGER {You feel your lungs harden and heat up!} {#VAR bre {%ansi(bold,cyan,grey)Br}}
#TRIGGER {You gasp and breath in} {#VAR bre {%ansi(bold,cyan,grey)Br}}
#TRIGGER {You gasp and breathe in} {#VAR bre {%ansi(bold,cyan,grey)Br}}
#TRIGGER {Your lungs feel like they are on fire} {#VAR bre {%ansi(bold,blue,grey)Br}}
#TRIGGER {Your lungs heave and you cough water.} {#VAR bre {%ansi(bold,blue,grey)Br}}
#TRIGGER {You feel your stamina increase greatly.} {#VAR qui {%ansi(bold,cyan,grey)Qu}}
#TRIGGER {Your endurance returns to normal.} {#VAR qui {%ansi(bold,blue,grey)Qu}}
#TRIGGER {You feel yourself exposed.} {#VAR invis {%ansi(bold,blue,grey)Iv}}
#TRIGGER {You make yourself more visible to the people around you.} {#VAR invis {%ansi(bold,blue,grey)Iv}}
#TRIGGER {Your comrades obstruct your path to the melee.} {#VAR invis {%ansi(bold,blue,grey)Iv}}
#TRIGGER {Your crush %0} {#VAR invis {%ansi(bold,blue,grey)Iv}}
#TRIGGER {You slowly vanish from normal vision.} {#VAR invis {%ansi(bold,cyan,grey)Iv}}
#TRIGGER {Your pierce %0} {#VAR invis {%ansi(bold,blue,grey)Iv}}
#TRIGGER {Your pound %0} {#VAR invis {%ansi(bold,blue,grey)Iv}}
#TRIGGER {Your slash %0} {#VAR invis {%ansi(bold,blue,grey)Iv}}
#TRIGGER {%0 mutilates you} {#VAR invis {%ansi(bold,blue,grey)Iv}}
#TRIGGER {You rush into the fray!} {#VAR invis {%ansi(bold,blue,grey)Iv}}
#TRIGGER {^You have been KILLED} {allreset}
#TRIGGER {^You're dead now.} {allreset}
#TRIGGER {^A divine force takes pity on your wretched existence} {allreset} 
#TRIGGER {Your Mana Shield crackles, shrinks momentarily and dissipates.} {#VAR man {%ansi(bold,blue,grey)MS}}
#TRIGGER {Your Mana Shield crackles and fizzles out.} {#VAR man {%ansi(bold,blue,grey)MS}}
#TRIGGER {Your magical energy expands and hardens into a crackling blue shield which surrounds you.} {#VAR man {%ansi(bold,cyan,grey)MS}}
#TRIGGER {Your feet rise up off the ground.} {#VAR lev {%ansi(bold,cyan,grey)Lv}}
#TRIGGER {Your levitation wears off.} {#VAR lev {%ansi(bold,blue,grey)Lv}}
#TRIGGER {You don't feel lighter than air any more.} {#VAR lev {%ansi(bold,blue,grey)Lv}}
#TRIGGER {Your skin does not feel as hard as it used to.} {#VAR stn {%ansi(bold,blue,grey)St}}
#TRIGGER {Your skin feels like stone no longer.} {#VAR stn {%ansi(bold,blue,grey)St}}
#TRIGGER {Your skin turns to a stone-like substance.} {#VAR stn {%ansi(bold,cyan,grey)St}}
#TRIGGER {Several illusionary images, duplicates of yourself, appear around you.} {#VAR phan {%ansi(bold,cyan,grey)Ph}}
#TRIGGER {Your illusionary doubles vanish.} {#VAR phan {%ansi(bold,blue,grey)Ph}}
#TRIGGER {Your illusionary duplicates vanish with a bright spark of energy.} {#VAR phan {%ansi(bold,blue,grey)Ph}}
#TRIGGER {^That tasted rather strange!!} {#VAR root {%ansi(bold,cyan,grey)Rt}}
#TRIGGER {^You choke and cough, spitting up some greenish-brown mucus.} {#VAR root {%ansi(bold,blue,grey)Rt}}
#TRIGGER {armor               : Duration} {#VAR arm {%ansi(bold,cyan,grey)Ar}}
#TRIGGER {bless               : Duration} {#VAR bls {%ansi(bold,cyan,grey)Bl}}
#TRIGGER {blindness           : Duration} {#VAR bli {%ansi(bold,yellow,grey)Bd}}
#TRIGGER {breathe water       : Duration} {#VAR bre {%ansi(bold,cyan,grey)Br}}
#TRIGGER {detect evil         : Duration} {#VAR dem {%ansi(bold,cyan,grey)DM~/DE}}
#TRIGGER {detect invisibility : Duration} {#VAR dei {%ansi(bold,cyan,grey)DI}}
#TRIGGER {detect magic        : Duration} {#VAR dem {%ansi(bold,cyan,grey)DM~/DE}}
#TRIGGER {fireshield          : Duration} {#VAR fir {%ansi(bold,cyan,grey)FS}}
#TRIGGER {infravision         : Duration} {#VAR inf {%ansi(bold,cyan,grey)In}}
#TRIGGER {invisibility        : Duration} {#VAR invis {%ansi(bold,cyan,grey)Iv}}
#TRIGGER {levitate            : Duration} {#VAR lev {%ansi(bold,cyan,grey)Lv}}
#TRIGGER {mana shield         : Duration} {#VAR man {%ansi(bold,cyan,grey)MS}}
#TRIGGER {protection from evil: Duration} {#VAR pro {%ansi(bold,cyan,grey)Pr}}
#TRIGGER {protection from good: Duration} {#VAR pro {%ansi(bold,magenta,grey)Pr}}
#TRIGGER {quickness           : Duration} {#VAR qui {%ansi(bold,cyan,grey)Qu}}
#TRIGGER {sanctuary           : Duration} {#VAR sanc {%ansi(bold,cyan,grey)Sa}}
#TRIGGER {sense life          : Duration} {#VAR senl {%ansi(bold,cyan,grey)SL}}
#TRIGGER {shield              : Duration} {#VAR shl {%ansi(bold,cyan,grey)Sh}}
#TRIGGER {stone skin          : Duration} {#VAR stn {%ansi(bold,cyan,grey)St}}
#TRIGGER {map catacombs       : Duration} {#VAR map {%ansi(bold,cyan,grey)MC}}
#TRIGGER {plague              : Duration} {#VAR plague {%ansi(bold,yellow,grey)Pl}}
#TRIGGER {curse               : Duration} {#VAR crs {%ansi(bold,yellow,grey)Cr}}
#TRIGGER {phantasmal image    : Duration} {#VAR phan {%ansi(bold,cyan,grey)Ph}}
#TRIGGER {repaerdnim root     : Duration} {#VAR root {%ansi(bold,cyan,grey)Rt}}
#TRIGGER {DETECT-INVISIBLE    : From Equipment} {#VAR dei {%ansi(bold,cyan,grey)DI}}
#TRIGGER {SENSE-LIFE          : From Equipment} {#VAR senl {%ansi(bold,cyan,grey)SL}}
#TRIGGER {INFRAVISION         : From Equipment} {#VAR inf {%ansi(bold,cyan,grey)In}}
#ALIAS allreset {#VAR invis {%ansi(bold,blue,grey)Iv};#VAR shl {%ansi(bold,blue,grey)Sh};#VAR map {%ansi(bold,blue,grey)MC};#VAR man {%ansi(bold,blue,grey)MS};#VAR fir {%ansi(bold,blue,grey)FS};#VAR stn {%ansi(bold,blue,grey)St};#VAR sanc {%ansi(bold,blue,grey)Sa};#VAR bls {%ansi(bold,blue,grey)Bl};#VAR arm {%ansi(bold,blue,grey)Ar};#VAR bli {%ansi(bold,blue,grey)Bd};#VAR inf {%ansi(bold,blue,grey)In};#VAR pro {%ansi(bold,blue,grey)Pr};#VAR bre {%ansi(bold,blue,grey)Br};#VAR lev {%ansi(bold,blue,grey)Lv};#VAR dei {%ansi(bold,blue,grey)DI};#VAR dem {%ansi(bold,blue,grey)DM~/DE};#VAR senl {%ansi(bold,blue,grey)SL};#VAR qui {%ansi(bold,blue,grey)Qu};#VAR poison {%ansi(bold,blue,grey)Ps};#VAR plague {%ansi(bold,blue,grey)Pl};#VAR crs {%ansi(bold,blue,grey)Cr};#VAR phan {%ansi(bold,blue,grey)Ph};#VAR root {%ansi(bold,blue,grey)Rt}}
#VAR invis {%ansi(bold,blue,grey)Iv} {%ansi(bold,blue,grey)Iv}
#VAR shl {%ansi(bold,blue,grey)Sh} {%ansi(bold,blue,grey)Sh}
#VAR map {%ansi(bold,blue,grey)MC} {%ansi(bold,blue,grey)MC}
#VAR man {%ansi(bold,blue,grey)MS} {%ansi(bold,blue,grey)MS}
#VAR fir {%ansi(bold,blue,grey)FS} {%ansi(bold,blue,grey)FS}
#VAR stn {%ansi(bold,blue,grey)St} {%ansi(bold,blue,grey)St}
#VAR sanc {%ansi(bold,blue,grey)Sa} {%ansi(bold,blue,grey)Sa}
#VAR bls {%ansi(bold,blue,grey)Bl} {%ansi(bold,blue,grey)Bl}
#VAR arm {%ansi(bold,blue,grey)Ar} {%ansi(bold,blue,grey)Ar}
#VAR bli {%ansi(bold,blue,grey)Bd} {%ansi(bold,blue,grey)Bd}
#VAR inf {%ansi(bold,blue,grey)In} {%ansi(bold,blue,grey)In}
#VAR pro {%ansi(bold,blue,grey)Pr} {%ansi(bold,blue,grey)Pr}
#VAR bre {%ansi(bold,blue,grey)Br} {%ansi(bold,blue,grey)Br}
#VAR lev {%ansi(bold,blue,grey)Lv} {%ansi(bold,blue,grey)Lv}
#VAR dei {%ansi(bold,blue,grey)DI} {%ansi(bold,blue,grey)DI}
#VAR dem {%ansi(bold,blue,grey)DM/DE} {%ansi(bold,blue,grey)DM/DE}
#VAR senl {%ansi(bold,blue,grey)SL} {%ansi(bold,blue,grey)SL}
#VAR qui {%ansi(bold,blue,grey)Qu} {%ansi(bold,blue,grey)Qu}
#VAR poison {%ansi(bold,blue,grey)Ps} {%ansi(bold,blue,grey)Ps}
#VAR plague {%ansi(bold,blue,grey)Pl} {%ansi(bold,blue,grey)Pl}
#VAR crs {%ansi(bold,blue,grey)Cr} {%ansi(bold,blue,grey)Cr}
#VAR phan {%ansi(bold,blue,grey)Ph} {%ansi(bold,blue,grey)Ph}
#VAR root {%ansi(bold,blue,grey)Rt} {%ansi(bold,blue,grey)Rt}
#ALIAS statushelp {#SHOW {%char(10)%ansi(bold,yellow)Status bar version 1.4 by %ansi(bold,red)Kernighan%char(10)}}
#ST {@plague%ansi(bold,yellow,magenta)|@crs%ansi(bold,yellow,magenta)|@bli%ansi(bold,yellow,grey,magenta)|@poison%ansi(bold,yellow,magenta)|@phan%ansi(bold,yellow,magenta)|@fir%ansi(bold,yellow,magenta)|@man%ansi(bold,yellow,magenta)|@sanc%ansi(bold,yellow,magenta)|@invis%ansi(bold,yellow,magenta)|@stn%ansi(bold,yellow,magenta)|@shl%ansi(bold,yellow,magenta)|@arm%ansi(bold,yellow,grey,magenta)|@pro%ansi(bold,yellow,magenta)|@bls%ansi(bold,yellow,magenta)|@bre%ansi(bold,yellow,grey,magenta)|@lev%ansi(bold,yellow,magenta)|@qui%ansi(bold,yellow,magenta)|@map%ansi(bold,yellow,magenta)|@root%ansi(bold,yellow,magenta)|@inf%ansi(bold,yellow,magenta)|@dei%ansi(bold,yellow,magenta)|@dem%ansi(bold,yellow,magenta)|@senl} {SpellStatusBar}
#CLASS 0