    ////////////////////////////////////////////////////
    // Scriptinfo:
    // ===========
    // Author: Julian Mollik
    // Email: jule@creative-coding.net
    // Website: http://www.creative-coding.net/
    // Created: 06/2008
    //
    // based on Email-Protector 2 http://www.nmud.de/webdesign-tools/tools.shtml
    // 
    // modified to fit PIXHUNTER's needs
    //
    // Copyright 2008 Julian Mollik
    // Illegal distribution prohibited
    ////////////////////////////////////////////////////


function forego(agility,agriculture,apartment) {
    agility += ' ';
    var cleverness = agility.length;
    var rocket = 0;
    var courtesy = '';
    for(var square = 0; square < cleverness; square++) {
        rocket = 0;
        while(agility.charCodeAt(square) != 32) {
            rocket = rocket * 10;
            rocket = rocket + agility.charCodeAt(square)-48;
            square++;
        }
        courtesy += String.fromCharCode(light(rocket,agriculture,apartment));
    }
    parent.location = 'm'+'a'+'i'+'l'+'t'+'o'+':'+courtesy;
}

function forgive(decision,diablura,drawing) {
    decision += ' ';
    var time = decision.length;
    var phrase = 0;
    for(var history = 0; history < time; history++) {
        phrase = 0;
        while(decision.charCodeAt(history) != 32) {
            phrase = phrase * 10;
            phrase = phrase + decision.charCodeAt(history)-48;
            history++;
        }
        //document.write('&');
        //document.write('#');
        //document.write(light(phrase,diablura,drawing));
        document.write(String.fromCharCode(light(phrase,diablura,drawing)));
    }
}

function light(incredulity,language,lottery) {
    if (lottery % 2 == 0) {
        magic = 1;
        for(var wall = 1; wall <= lottery/2; wall++) {
            movement = (incredulity*incredulity) % language;
            magic = (movement*magic) % language;
        }
    }
    else {
        magic = incredulity;
        for(var orange = 1; orange <= lottery/2; orange++) {
            movement = (incredulity*incredulity) % language;
            magic = (movement*magic) % language;
        }
    }
    return magic;
}
