Aerotan2008-10-13 19:15:56
Is there a way to edit or remove the autologin stuff it it gets screwed up.
Every time I try to connect it's sending 1;2 so that the login function thinks my name is 2...
Every time I try to connect it's sending 1;2 so that the login function thinks my name is 2...
Unknown2008-10-13 19:18:46
In your settings, you should have an "Autologin" (or something very similar) class folder with two triggers. Edit those triggers, preferably so that they execute #CH and #PW to safely send your character's name and password (assuming you entered them into the session details from the initial dialog).
Aerotan2008-10-13 19:34:48
I've already deleted both of those triggers altogether. This is the log I got from my most recent login attempt, and I'll bold the command inputs.
At which point I've entered nothing.
EDIT Found it, there's an atconnect alias that covers what text to send int initially
QUOTE
Connected to host lusternia.com
1
2
Rapture Runtime Environment v2.1.3 -- © 2007 -- Iron Realms Entertainment
Multi-User License: 100-0000-000
o0==============================~oo~==============================0o
IP Address: 64.127.116.166 Questions: support@lusternia.com
Currently On-Line: 93
.____ __ .__
| | __ __ _______/ |_ ____ _______ ____ |__|_____
| | | | \\ / ___/\\ __\\_/ __ \\ \\_ __ \\ / \\ | |\\__ \\
| |___ | | / \\___ \\ | | \\ ___/ | | \\/| | \\| | / __ \\_
|_______ \\|____/ /____ > |__| \\___ > |__| |___| /|__|(____ /
\\/ \\/ \\/ \\/ \\/
A G E O F A S C E N S I O N
o0===================================================================0o
1. Enter the game.
2. Create a new character.
3. Quit.
Enter an option or enter your character's name.
What is the name you are known by in Lusternia? >
What is your password?
1
2
Rapture Runtime Environment v2.1.3 -- © 2007 -- Iron Realms Entertainment
Multi-User License: 100-0000-000
o0==============================~oo~==============================0o
IP Address: 64.127.116.166 Questions: support@lusternia.com
Currently On-Line: 93
.____ __ .__
| | __ __ _______/ |_ ____ _______ ____ |__|_____
| | | | \\ / ___/\\ __\\_/ __ \\ \\_ __ \\ / \\ | |\\__ \\
| |___ | | / \\___ \\ | | \\ ___/ | | \\/| | \\| | / __ \\_
|_______ \\|____/ /____ > |__| \\___ > |__| |___| /|__|(____ /
\\/ \\/ \\/ \\/ \\/
A G E O F A S C E N S I O N
o0===================================================================0o
1. Enter the game.
2. Create a new character.
3. Quit.
Enter an option or enter your character's name.
What is the name you are known by in Lusternia? >
What is your password?
At which point I've entered nothing.
EDIT Found it, there's an atconnect alias that covers what text to send int initially
Unknown2008-10-14 08:03:58
I think the triggers or folder are hidden. Not sure anymore if they are displayed by default.
Anyhow, deleting the entire autologon folder usually fixed it for me. That or you can simply try to set your #CH and #PW in the properties. I -think- that should make it send the correct stuff?
Anyhow, deleting the entire autologon folder usually fixed it for me. That or you can simply try to set your #CH and #PW in the properties. I -think- that should make it send the correct stuff?
Aerotan2008-10-20 07:26:01
New quetion, on a scale of 1 to 10, with 1 being "Eh..." and 10 being "CATASTROPHIC FAILURE", how bad of an idea is this on a debating macro?
CODE
mindtype = %random(2)
#if (@mindtype == 0)Â Â {mindset pedantic}Â Â {#if (@mindtype == 1)Â Â {mindset analytical}Â Â {mindset cautious}}
#if (@mindtype == 0)Â Â {mindset pedantic}Â Â {#if (@mindtype == 1)Â Â {mindset analytical}Â Â {mindset cautious}}
Unknown2008-10-20 11:14:23
QUOTE(Aerotan @ Oct 20 2008, 03:26 AM) 573152
New quetion, on a scale of 1 to 10, with 1 being "Eh..." and 10 being "CATASTROPHIC FAILURE", how bad of an idea is this on a debating macro?
CODE
mindtype = %random(2)
#if (@mindtype == 0)Â Â {mindset pedantic}Â Â {#if (@mindtype == 1)Â Â {mindset analytical}Â Â {mindset cautious}}
#if (@mindtype == 0)Â Â {mindset pedantic}Â Â {#if (@mindtype == 1)Â Â {mindset analytical}Â Â {mindset cautious}}
2
Aerotan2008-10-20 12:02:37
Any thoughts on improving it, or should it just be scrapped entirely?
Esano2008-10-20 12:03:44
1 was "Eh..." 10 was "CATASTROPHIC FAILURE" so 2's not that bad.
Unknown2008-10-20 15:36:58
You might want to make it so that it only chooses from the two you are not using currently. To take it a step even further, you could allow it to choose from all three each time, but make it more or less likely to choose each one based on your recent history. (If you oscillate between two mindsets, you'll increase the likelihood of the third, for example.)
Aerotan2008-10-20 18:25:34
QUOTE(Zarquan @ Oct 20 2008, 11:36 AM) 573272
You might want to make it so that it only chooses from the two you are not using currently. To take it a step even further, you could allow it to choose from all three each time, but make it more or less likely to choose each one based on your recent history. (If you oscillate between two mindsets, you'll increase the likelihood of the third, for example.)
To do that, would it be viable to make three variables to track the number of times the mindsets have been used recently, then make my function look something like
CODE
mindtype = %random(1, %sum(@pedantic, @cautious, @analytical))
#if (@mindtype <= @pedantic)Â Â {
  Mindset pedantic
  %sum(@cautious,1)
}Â Â {
  #if (@mindtype <= %sum(@cautious , @pedantic))  {
    mindset cautious
    %sum(@analytical,1)
  }  {
    mindset analytical
    %sum(@pedantic,1)
  }
}
#if (@mindtype <= @pedantic)Â Â {
  Mindset pedantic
  %sum(@cautious,1)
}Â Â {
  #if (@mindtype <= %sum(@cautious , @pedantic))  {
    mindset cautious
    %sum(@analytical,1)
  }  {
    mindset analytical
    %sum(@pedantic,1)
  }
}
Unknown2008-10-20 19:24:52
That's incorrect, especially calling a function (which you probably wanted #ADD instead of %sum for those last three calls) without storing the result somewhere (as it'll send the result to the game then). Suffice it to say that it's not quite so simple as that...
Aerotan2008-10-20 19:41:44
Ack! Knew something wasn't right...I keep looking for an increment counter...
Or were you looking for something more like
Syntax to be edited, this is just to give an idea
Or were you looking for something more like
CODE
#if (@mindset == pedantic)Â Â {
mindtype = %random(1, #add(@cautious @analytical))
#if (@mindtype <= @cautious)Â Â {
  mindset cautious
  mindset = cautious
  #add(@analytical 1)
}Â Â {
  mindset analytical
  mindset = analytical
  #add(@cautious 1)
}Â Â {
  #if (@mindset == cautious)  {
    mindtype = %random(1, #add(@pedantic @analytical))
    #if (@mindtype <= @pedantic)  {
      mindset pedantic
      mindset = pedantic
      #add(@analytical 1)
    }  {
      mindset analytical
      mindset = analytical
      #add(@pedantic 1)
    }  {
  mindtype = %random(1, #add(@pedantic @cautious))
  #if(@mindtype <= @pedantic)  {
    mindset pedantic
    mindset = pedantic
    #add(@cautious 1)
  }  {
    mindset cautious
    mindset = cautious
    #add(@pedantic 1)
  }
}
mindtype = %random(1, #add(@cautious @analytical))
#if (@mindtype <= @cautious)Â Â {
  mindset cautious
  mindset = cautious
  #add(@analytical 1)
}Â Â {
  mindset analytical
  mindset = analytical
  #add(@cautious 1)
}Â Â {
  #if (@mindset == cautious)  {
    mindtype = %random(1, #add(@pedantic @analytical))
    #if (@mindtype <= @pedantic)  {
      mindset pedantic
      mindset = pedantic
      #add(@analytical 1)
    }  {
      mindset analytical
      mindset = analytical
      #add(@pedantic 1)
    }  {
  mindtype = %random(1, #add(@pedantic @cautious))
  #if(@mindtype <= @pedantic)  {
    mindset pedantic
    mindset = pedantic
    #add(@cautious 1)
  }  {
    mindset cautious
    mindset = cautious
    #add(@pedantic 1)
  }
}
Syntax to be edited, this is just to give an idea
Vathael2008-10-21 01:18:12
The setting of mindsets for my debate script goes something like:
Doesn't ever use the same mindset back to back.
EDIT: The #T+ deal is enabling triggers for each debate style giving a "Win" or "Loss" message depending on what happened. The rest should be self explanatory.
EDIT2: Sure it might be sloppy in theory, but it works. Don't criticize!
CODE
#if (%1 = @current_mindset or %ismember( @debate_affs, %1)) {#case %dice( 1d3) {mindset analytical} {mindset cautious} {mindset pedantic}} {
  ~mindset %1
  #t- Debater|@current_mindset
  #var current_mindset %1
  #t+ Debater|%1
  }
  ~mindset %1
  #t- Debater|@current_mindset
  #var current_mindset %1
  #t+ Debater|%1
  }
Doesn't ever use the same mindset back to back.
EDIT: The #T+ deal is enabling triggers for each debate style giving a "Win" or "Loss" message depending on what happened. The rest should be self explanatory.
EDIT2: Sure it might be sloppy in theory, but it works. Don't criticize!