@Override
	public boolean invoke(MOB mob, Vector commands, Physical givenTarget, boolean auto, int asLevel)
	{
		if(!mob.isInCombat())
		{
			mob.tell(_("You must be in combat to flank!"));
			return false;
		}
		MOB target=mob.getVictim();
		if(target.getVictim()==mob)
		{
			mob.tell(_("You can't flank someone who is attacking you!"));
			return false;
		}

		if(CMLib.flags().isSitting(mob))
		{
			mob.tell(_("You need to stand up!"));
			return false;
		}
		if(!CMLib.flags().aliveAwakeMobile(mob,false))
			return false;

		if(mob.rangeToTarget()>0)
		{
			mob.tell(_("You are too far away to flank @x1!",mob.getVictim().name()));
			return false;
		}

		if(!super.invoke(mob,commands,givenTarget,auto,asLevel))
			return false;

		final boolean success=proficiencyCheck(mob,0,auto);
		if(success)
		{
			final CMMsg msg=CMClass.getMsg(mob,target,this,CMMsg.MASK_MALICIOUS|CMMsg.MSG_THIEF_ACT,auto?"":_("<S-NAME> flank(s) <T-NAMESELF>!"));
			if(mob.location().okMessage(mob,msg))
			{
				mob.location().send(mob,msg);
				target=mob.getVictim();
				beneficialAffect(mob,mob,asLevel,0);
			}
		}
		else
			return beneficialVisualFizzle(mob,target,_("<S-NAME> attempt(s) to flank <T-NAMESELF>, but flub(s) it."));
		return success;
	}