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var rockSound = 0x01f2;// change the sound the rock makes here
var rockmovingEffect = 0x1368;// this is the moving effect you see when the ettin shoot at you.
var hitMsg = "You have been hit with a rock!";
var dismountMsg = "You have been knocked off your mount!";

function onCombatStart( pAttacker, pDefender )
{
    if( pDefender.isonhorse )
    {
          DoMovingEffect( pAttacker, pDefender, rockmovingEffect, 0x10, 0x00, false );
          pDefender.SoundEffect( rockSound, true );
          pDefender.EmoteMessage( dismountMsg );
          pDefender.Dismount();
          pDefender.health = (pDefender.health -3);
          pDefender.stamina = (pDefender.stamina -10);
      return true;
        }
        else
          DoMovingEffect( pAttacker, pDefender, rockmovingEffect, 0x10, 0x00, false );
          pDefender.SoundEffect( rockSound, true );
          pDefender.EmoteMessage( hitMsg );
          pDefender.health = (pDefender.health -3);
          pDefender.stamina = (pDefender.stamina -10);
      return true;
}

function onDefense( pAttacker, pDefender )
{
   var iNum = RandomNumber( 0, 1000 );
   if( iNum > 700 )
   {
      if( pDefender.health < pDefender.maxhp )
      {
        var dice;
        dice = RollDice(1,20,0);

        if (dice < 3)
        {
       if( pAttacker.isonhorse )
       {
             DoMovingEffect( pDefender, pAttacker, rockmovingEffect, 0x10, 0x00, false );
             pAttacker.SoundEffect( rockSound, true );
             pAttacker.EmoteMessage( dismountMsg );
             pAttacker.health = (pAttacker.health -3);
             pAttacker.stamina = (pAttacker.stamina -10);
             pAttacker.Dismount();
             return false;
           }
           else
             DoMovingEffect( pDefender, pAttacker, rockmovingEffect, 0x10, 0x00, false );
             pAttacker.SoundEffect( rockSound, true );
             pAttacker.EmoteMessage( hitMsg );
             pAttacker.health = (pAttacker.health -3);
             pAttacker.stamina = (pAttacker.stamina -10);
             return false;
        }
        if (dice < 6)
        {
       if( pAttacker.isonhorse )
       {
             DoMovingEffect( pDefender, pAttacker, rockmovingEffect, 0x10, 0x00, false );
             pAttacker.SoundEffect( rockSound, true );
             pAttacker.EmoteMessage( dismountMsg );
             pAttacker.health = (pAttacker.health -3);
             pAttacker.stamina = (pAttacker.stamina -10);
             pAttacker.Dismount();
             return false;
           }
           else
             DoMovingEffect( pDefender, pAttacker, rockmovingEffect, 0x10, 0x00, false );
             pAttacker.SoundEffect( rockSound, true );
             pAttacker.EmoteMessage( hitMsg );
             pAttacker.health = (pAttacker.health -3);
             pAttacker.stamina = (pAttacker.stamina -10);
             return false;
        }
        if (dice < 16)
        {
       if( pAttacker.isonhorse )
       {
             DoMovingEffect( pDefender, pAttacker, rockmovingEffect, 0x10, 0x00, false );
             pAttacker.SoundEffect( rockSound, true );
             pAttacker.EmoteMessage( dismountMsg );
             pAttacker.Dismount();
             pAttacker.health = (pAttacker.health -3);
             pAttacker.stamina = (pAttacker.stamina -10);
             return false;
           }
           else
             DoMovingEffect( pDefender, pAttacker, rockmovingEffect, 0x10, 0x00, false );
             pAttacker.SoundEffect( rockSound, true );
             pAttacker.EmoteMessage( hitMsg );
             pAttacker.health = (pAttacker.health -3);
             pAttacker.stamina = (pAttacker.stamina -10);
             return false;
        }
        return false;
      }
   }
}

function onCombatEnd( pDefender, pAttacker )
{
    if( pAttacker.isonhorse )
    {
          DoMovingEffect( pDefender, pAttacker, rockmovingEffect, 0x10, 0x00, false );
          pAttacker.SoundEffect( rockSound, true );
          pAttacker.EmoteMessage( dismountMsg );
          pAttacker.Dismount();
          pAttacker.health = (pAttacker.health -3);
          pAttacker.stamina = (pAttacker.stamina -10);
          return true;
        }
        else
          DoMovingEffect( pDefender, pAttacker, rockmovingEffect, 0x10, 0x00, false );
          pAttacker.SoundEffect( rockSound, true );
          pAttacker.EmoteMessage( hitMsg );
          pAttacker.health = (pAttacker.health -3);
          pAttacker.stamina = (pAttacker.stamina -10);
      return true;
}

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