Anyone know why my afflictions database is doubling? The actual database in the DB window is adding a copy of the saved Afflictions.DB to itself occasionally. It's not cool. It seems random when it actually occurs, but it's pretty often. Also, I know that #ADDITEM doesn't add duplicates, I'm actually sorting through the Afflictions DB through every single affliction and echoing if I've got it, so I can list them according to how I sort my View.
<472/472h 299/336m 1b <eb db> <100 0>> 64.71
[T:Me RAID Hinders: Limbs: LA0 RA0 ]
You have no amnesia.
Your aura of weapons rebounding disappears.
You have lost the anti-weapon field defence.
You lash out with your wicked talons, drawing slices across yourself's body.
The DBOFFLINE and DBONLINE are so it doesn't mess up whatever view I have set up in the DB window. I'm DBLOADING because I'm using two different DB's most of the time. I've got Afflictions and Players sorted out. I'm VIEWing to make sure they're sorted the way I want. I would assume the issue has to do with using DBLOAD too often, but I couldn't think of another way to switch DB as well when changing VIEW. I'm probably missing a super obvious function. =/
Edit: Just a heads up, the
Me afflicted with Hemotoxin.
Me.Afflictions-> hemotoxin
lines are part of my target affliction tracking, they don't have anything to do with my issue.
Explanation: Cmud's SENDGMCP sucks. I think it only works if you supply it with a DB variable, so blank things like Char.Items.Inv don't work. SENDSB ends the message you give it over the specified subchannel(201 == GMCP). Then you need to send " " because Imperian doesn't send back the response GMCP until the next prompt.
I see four containers missing mango designs. You're a bad enthusiast.
Constructive things: I'm going to have mine listing generalized items when possible. Instead of listing all vials or pipes separately in stacks, it'll be Vials: [x] Pipes: [x], etc. Not so much a problem when everything you have is the same design, but cool for those instants when you INV after Kryss has given you her lovely, handcrafted linseed pipe.
Yeah I would generalize it, but the GMCPdoesn't give it's interactable syntax, and I didn't want to just look through the item's name for "pipe" or "vial" and the like, and have it give the wrong info if for whatever reason I happened to have a vial shaped like a pipe or whatever.
edit I consolidated it anyway, will see how it goes
In cmud, gmcp tables aren't cleared when you receive a new one. It is dumb, and I just keep my own table of room players based on room players, enter and leave messages. Remind me to give the triggers to you this evening.
I am the righteous one... the claims are stated - it's the world I've created
Yeah I know cmud's gmcp handling is dumb. For my inventory and vitals parser I can just #delk the items directly off the relevant %gmcp var, but it doesn't want to work for room.players evidently.
% doesn't need an escape char (~) before it, but putting one there does no harm.
^The aura around @Target* is now tainted to (%d)%.
Try that, some messages in game don't end at the last "." (And if this is the case I would BUG/TYPO it).
The * after @target lets it match partial names (so if you targeted aze, the trigger would still work off Azefel).
Another way is, if this is a first-person message (I'm not familiar with new summoner stuff), you don't have the check for the name at all because you'll only see it (I assume) after you do something.
And I think I remember someone saying queue eqbal could be problematic becuase of order of operations or something, but you'd need someone more experienced with that than me to answer.
How the hell do you separate aliases and whatnot by different files? Mine keep bleeding into each other or something and it ends up being a mess when I try to edit one thing for another thing.
Can't really find a good help file about classes and setting and whatever it is. Can anyone give me a rundown?
Anyone who happen to have a script for Smithing ? Like a button list where i can just click on the item i want created and then it will make it. So it would be a lot easier to actually craft armour and such ??
Oh and maybe if someone would be able to make something like this.
All the Assemble pieces you got, if you could manage somehow to put that into a window for itself, so you would have a constant idea what you got and what you could trade with others and such ?
More or less like the Channel Capture for Tells and such, just ordered up so it looks nice ?
And of course the things i post about asking to get made, there is always a good chance for a profit from doing it for me
Comments
Edit: Just a heads up, the
Explanation: Cmud's SENDGMCP sucks. I think it only works if you supply it with a DB variable, so blank things like Char.Items.Inv don't work. SENDSB ends the message you give it over the specified subchannel(201 == GMCP). Then you need to send " " because Imperian doesn't send back the response GMCP until the next prompt.
Mwaha
Now to just make it in columns!
Constructive things: I'm going to have mine listing generalized items when possible. Instead of listing all vials or pipes separately in stacks, it'll be Vials: [x] Pipes: [x], etc. Not so much a problem when everything you have is the same design, but cool for those instants when you INV after Kryss has given you her lovely, handcrafted linseed pipe.
the claims are stated - it's the world I've created
<?xml version="1.0" encoding="ISO-8859-1" ?>
<cmud>
<trigger type="GMCP" priority="1340790" copy="yes">
<pattern>room.removeplayer</pattern>
<value>#delitem roommembers %0</value>
</trigger>
<trigger type="GMCP" priority="1340780" copy="yes">
<pattern>room.addplayer</pattern>
<value>#local $message
$message = %json(%0)
#additem @roommembers $message.name</value>
</trigger>
<trigger type="GMCP" priority="1340810" copy="yes">
<pattern>room.players</pattern>
<value>#local $list, $name
roommembers = ""
$list = %json(%0)
#forall $list {#additem roommembers %i.name}</value>
</trigger>
</cmud>
the claims are stated - it's the world I've created
I'm trying to grab "The aura around Eujja is now tainted to 20%."
For some reason, I can't quite get it, I think the % is throwing me off.
In the trigger I have:
^The aura around @Target is now tainted to (%d)~%.$
And script I have:
Tracking/Variables/TargetTaint = %1
#show taint = %1
Where am I going wrong guys?
#SEND {stand; parry @Parry; daegger hunt @Tracking/Variables/Target @DaeggerToxin};#IF (@Tracking/Variables/DeadeyesTheCombo = 0) {queue eqbal Deadeyes @Tracking/Variables/Target paralyse stupid}
Edit: Neither the parry or Daegger Hunt goes through. Not sure why!
Can't really find a good help file about classes and setting and whatever it is. Can anyone give me a rundown?