Desitrus2008-12-12 07:37:19
This is what is is:
Char.Vitals\\12NL:(\\d+)/100 H:(\\d+)/(\\d+) M:(\\d+)/(\\d+) E:(\\d+)/(\\d+) P:(\\d+)/10 N:(\\d+)/(\\d+) W:(\\d+)/(\\d+)
This is the reaction
#IF (%2 != 0) {#VAR OldHealth @CurrentHealth;#VAR OldMana @CurrentMana;#VAR OldEgo @CurrentEgo;#VAR CurrentHealth %2;#VAR MaxHealth %3;#VAR CurrentMana %4;#VAR MaxMana %5;#VAR CurrentEgo %6;#VAR MaxEgo %7;#VAR CurrentPower %8} {#IF (%2 == 0 && @CurrentHealth > @BlackoutHealth) {#VAR CurrentHealth @BlackoutHealth};#IF (%4 == 0 && @CurrentMana > @BlackoutMana) {#VAR CurrentMana @BlackoutMana};#IF (%6 == 0 && @CurrentEgo > @BlackoutEgo) {#VAR CurrentEgo @BlackoutEgo}}
#IF (%2 == 0 && %4 == 0 && %6 == 0) {#VAR Blackout 1} {#VAR Blackout 0}
#IF (@healthChange()) {#CALL @setHealthLevels()
#IF (((@CurrentHealth < @DesiredHealth || @CurrentMana < @DesiredMana || @CurrentEgo < @DesiredEgo || @Clots > 0 || @CurrentWounds > @MaximumWounds || @Ruptures > @MaxRuptures || !%null(@NumbList)) && @HealthBalance) || ((@CurrentHealth < @ScrollHealth || @CurrentMana < @ScrollMana || @CurrentEgo < @ScrollEgo) && @ScrollBalance) || ((@CurrentHealth < @SparkleHealth || @CurrentMana < @SparkleMana || @CurrentEgo < @SparkleEgo) && @SparkleBalance)) {#IF (!%trigger(MasterHealthAlarm) && @Choke == 0 && !@SystemPause) {#T+ MasterHealthAlarm;#NOOP %alarm(MasterHealthAlarm,100)}}}
To set momentum in there I would need to: ________________ (You fill in the blank if you are the savior sent to help me by Jesus and the Terminator)
Char.Vitals\\12NL:(\\d+)/100 H:(\\d+)/(\\d+) M:(\\d+)/(\\d+) E:(\\d+)/(\\d+) P:(\\d+)/10 N:(\\d+)/(\\d+) W:(\\d+)/(\\d+)
This is the reaction
#IF (%2 != 0) {#VAR OldHealth @CurrentHealth;#VAR OldMana @CurrentMana;#VAR OldEgo @CurrentEgo;#VAR CurrentHealth %2;#VAR MaxHealth %3;#VAR CurrentMana %4;#VAR MaxMana %5;#VAR CurrentEgo %6;#VAR MaxEgo %7;#VAR CurrentPower %8} {#IF (%2 == 0 && @CurrentHealth > @BlackoutHealth) {#VAR CurrentHealth @BlackoutHealth};#IF (%4 == 0 && @CurrentMana > @BlackoutMana) {#VAR CurrentMana @BlackoutMana};#IF (%6 == 0 && @CurrentEgo > @BlackoutEgo) {#VAR CurrentEgo @BlackoutEgo}}
#IF (%2 == 0 && %4 == 0 && %6 == 0) {#VAR Blackout 1} {#VAR Blackout 0}
#IF (@healthChange()) {#CALL @setHealthLevels()
#IF (((@CurrentHealth < @DesiredHealth || @CurrentMana < @DesiredMana || @CurrentEgo < @DesiredEgo || @Clots > 0 || @CurrentWounds > @MaximumWounds || @Ruptures > @MaxRuptures || !%null(@NumbList)) && @HealthBalance) || ((@CurrentHealth < @ScrollHealth || @CurrentMana < @ScrollMana || @CurrentEgo < @ScrollEgo) && @ScrollBalance) || ((@CurrentHealth < @SparkleHealth || @CurrentMana < @SparkleMana || @CurrentEgo < @SparkleEgo) && @SparkleBalance)) {#IF (!%trigger(MasterHealthAlarm) && @Choke == 0 && !@SystemPause) {#T+ MasterHealthAlarm;#NOOP %alarm(MasterHealthAlarm,100)}}}
To set momentum in there I would need to: ________________ (You fill in the blank if you are the savior sent to help me by Jesus and the Terminator)
Isuka2008-12-12 09:55:26
QUOTE (Desitrus @ Dec 11 2008, 11:37 PM) <{POST_SNAPBACK}>
This is what is is:
Char.Vitals\\12NL:(\\d+)/100 H:(\\d+)/(\\d+) M:(\\d+)/(\\d+) E:(\\d+)/(\\d+) P:(\\d+)/10 N:(\\d+)/(\\d+) W:(\\d+)/(\\d+)
This is the reaction
#IF (%2 != 0) {#VAR OldHealth @CurrentHealth;#VAR OldMana @CurrentMana;#VAR OldEgo @CurrentEgo;#VAR CurrentHealth %2;#VAR MaxHealth %3;#VAR CurrentMana %4;#VAR MaxMana %5;#VAR CurrentEgo %6;#VAR MaxEgo %7;#VAR CurrentPower %8} {#IF (%2 == 0 && @CurrentHealth > @BlackoutHealth) {#VAR CurrentHealth @BlackoutHealth};#IF (%4 == 0 && @CurrentMana > @BlackoutMana) {#VAR CurrentMana @BlackoutMana};#IF (%6 == 0 && @CurrentEgo > @BlackoutEgo) {#VAR CurrentEgo @BlackoutEgo}}
#IF (%2 == 0 && %4 == 0 && %6 == 0) {#VAR Blackout 1} {#VAR Blackout 0}
#IF (@healthChange()) {#CALL @setHealthLevels()
#IF (((@CurrentHealth < @DesiredHealth || @CurrentMana < @DesiredMana || @CurrentEgo < @DesiredEgo || @Clots > 0 || @CurrentWounds > @MaximumWounds || @Ruptures > @MaxRuptures || !%null(@NumbList)) && @HealthBalance) || ((@CurrentHealth < @ScrollHealth || @CurrentMana < @ScrollMana || @CurrentEgo < @ScrollEgo) && @ScrollBalance) || ((@CurrentHealth < @SparkleHealth || @CurrentMana < @SparkleMana || @CurrentEgo < @SparkleEgo) && @SparkleBalance)) {#IF (!%trigger(MasterHealthAlarm) && @Choke == 0 && !@SystemPause) {#T+ MasterHealthAlarm;#NOOP %alarm(MasterHealthAlarm,100)}}}
To set momentum in there I would need to: ________________ (You fill in the blank if you are the savior sent to help me by Jesus and the Terminator)
Char.Vitals\\12NL:(\\d+)/100 H:(\\d+)/(\\d+) M:(\\d+)/(\\d+) E:(\\d+)/(\\d+) P:(\\d+)/10 N:(\\d+)/(\\d+) W:(\\d+)/(\\d+)
This is the reaction
#IF (%2 != 0) {#VAR OldHealth @CurrentHealth;#VAR OldMana @CurrentMana;#VAR OldEgo @CurrentEgo;#VAR CurrentHealth %2;#VAR MaxHealth %3;#VAR CurrentMana %4;#VAR MaxMana %5;#VAR CurrentEgo %6;#VAR MaxEgo %7;#VAR CurrentPower %8} {#IF (%2 == 0 && @CurrentHealth > @BlackoutHealth) {#VAR CurrentHealth @BlackoutHealth};#IF (%4 == 0 && @CurrentMana > @BlackoutMana) {#VAR CurrentMana @BlackoutMana};#IF (%6 == 0 && @CurrentEgo > @BlackoutEgo) {#VAR CurrentEgo @BlackoutEgo}}
#IF (%2 == 0 && %4 == 0 && %6 == 0) {#VAR Blackout 1} {#VAR Blackout 0}
#IF (@healthChange()) {#CALL @setHealthLevels()
#IF (((@CurrentHealth < @DesiredHealth || @CurrentMana < @DesiredMana || @CurrentEgo < @DesiredEgo || @Clots > 0 || @CurrentWounds > @MaximumWounds || @Ruptures > @MaxRuptures || !%null(@NumbList)) && @HealthBalance) || ((@CurrentHealth < @ScrollHealth || @CurrentMana < @ScrollMana || @CurrentEgo < @ScrollEgo) && @ScrollBalance) || ((@CurrentHealth < @SparkleHealth || @CurrentMana < @SparkleMana || @CurrentEgo < @SparkleEgo) && @SparkleBalance)) {#IF (!%trigger(MasterHealthAlarm) && @Choke == 0 && !@SystemPause) {#T+ MasterHealthAlarm;#NOOP %alarm(MasterHealthAlarm,100)}}}
To set momentum in there I would need to: ________________ (You fill in the blank if you are the savior sent to help me by Jesus and the Terminator)
Woah... 'the hell? I'm guessing that's the ATCP prompt information, but how do you get it to display on CMUD? I'd be happy to add a momentum line in there for you if you'd be willing to tell me how you got CMUD to see the ATCP period.
Isuka2008-12-12 10:38:40
Ok, so I wrote a small trigger to simply show me the Char.vitals line, and it consists of this:
So we have NL (next level), health, mana, ego, power, endurance, and willpower. Apparently balances and momentum don't figure into the vitals line.
So, the next step was to try to figure out what other lines exist. I ran a simple trigger that listened for the ATCP codes and came across a few interesting things. First and foremost: trying to #SAY anything you get from these will get you hell from CMUD. It won't display any text recieved afterwards correctly. Something about term codes? Anyways:
On login:
Auth.Request
Room.Brief
Char.Name
On Prompt:
Char.Vitals
On Disconnect:
Client.Goodbye
So far, I'm not seeing anything to tell me something about my balances. But, I'm sure that was intentional.
CODE
NL:29/100 H:751/756 M:588/684 E:567/660 P:0/10 N:2000/2000 W:2240/2240
So we have NL (next level), health, mana, ego, power, endurance, and willpower. Apparently balances and momentum don't figure into the vitals line.
So, the next step was to try to figure out what other lines exist. I ran a simple trigger that listened for the ATCP codes and came across a few interesting things. First and foremost: trying to #SAY anything you get from these will get you hell from CMUD. It won't display any text recieved afterwards correctly. Something about term codes? Anyways:
On login:
Auth.Request
Room.Brief
Char.Name
On Prompt:
Char.Vitals
On Disconnect:
Client.Goodbye
So far, I'm not seeing anything to tell me something about my balances. But, I'm sure that was intentional.
Unknown2008-12-12 12:47:19
Momentum is not part of ATCP, and I'm guessing that it never will be, either. There's absolutely no need for it. Your ATCP trigger should simply be updating your variables, and that's it. The only real use for Char.Vitals is to see the stats that you may not be displaying on your prompt line, such as willpower and endurance. You should do all this logic and curing stuff in your prompt trigger... where you can capture your balance flags, momentum, and all that other junk.
Charune2008-12-12 16:42:34
And if it's showing any of that info (correctly) in blackout, you should BUG it.
Isuka2008-12-12 17:29:08
QUOTE (Charune @ Dec 12 2008, 08:42 AM) <{POST_SNAPBACK}>
And if it's showing any of that info (correctly) in blackout, you should BUG it.
Tested, response is appropriate.
Desitrus2008-12-12 21:27:15
Come on, imperian showed it in blackout forever.
Unknown2008-12-12 21:44:39
Lusternia did for a good while, too. It was a bug both times, you cheater-man.