Can you tweak CWHO display to fix the ugly "Dragon" word-wrapping at default 80 screenwidth?:
Citizen Rank CT Class
------- ---- -- -----
Sir Daklore Le'Murzen-Sparrow, Shieldwarden 6 On Blue Dragon
Couplet Besra Imperio 1 On Runewarden
Golden Skylancer Tinuviel Sunsoar, Vashnari Stormrider 3 On Golden
Dragon
Xalanth, of Cyrene 1 On Monk
Minstrel Razzlo Imperio-Vallah, Maestro of Ceremonies 3 On Golden
Dragon
Krypton Sa'Rithven, Navigator of the Infinite 3 On Serpent
Trans synthesis, trait with master metallurgist and gloves of extraction, the most I have ever extracted on a single prime is 7. Is this the max, anyone extracting higher than that and if yes, how do I go above 7?
Your
idea #2470 was deleted. The text was: Add dragon colour to GMCP. Either
as a new entry in gmcp.Char.Vitals.charstats or under the
specialisation entry in gmcp.Char.Status. The reason given was: Be live
soon.
Been meaning to follow up on this for a while. I've checked the two places I suggested in the idea, and neither are showing anything that looks like it would be Dragon colour. Is this actually live? Where in GMCP data should I be looking for it?
@Keneanung No, checked that as well. That still just says "Dragon". I probably should have worded my first post better to be clearer: I've looked at the whole of gmcp.Char.Status and gmcp.Char.Vitals (not just the charstats and specialisation properties) and didn't notice anything that looked like dragon colour.
Trans synthesis, trait with master metallurgist and gloves of extraction, the most I have ever extracted on a single prime is 7. Is this the max, anyone extracting higher than that and if yes, how do I go above 7?
If you're familiar with how plant growth works*, primes work much the same way, so you'll get the most primes by extracting in places that haven't been extracted from in a while. I'm not sure what the max is though.
*If not, basically there's a hidden number of plants/primes available (for plants, you can see an estimate like "abundant" or "sparse", but primes don't have that). When someone extracts/harvests/gathers from a room, they take a portion of what's available, and the more there is the more you can get (though it's somewhat random). The primes regenerate a certain amount each Achaean day (I'm not sure on the speed, so I don't know how long it takes for a room to reach the maximum, or what the maximum is).
myclass = myclass or ""
mycolor = mycolor or ""
function myclassCheck()
-- check race and last known class so we don't send this everytime gmcp.Char.Status is updated
if gmcp.Char.Status.race == "Dragon" and (myclass ~= "Dragon" or mycolor == "") then
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "psistorm" }]])
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "corrode" }]])
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "stormflare" }]])
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "dragonsap" }]])
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "flamebath" }]])
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "glaciate" }]])
else
myclass = gmcp.Char.Status.class
mycolor = ""
end
end
registerAnonymousEventHandler("gmcp.Char.Status", "myclassCheck")
function mydragonColor()
if gmcp.Char.Skills.Info.skill == "psistorm" then
if not string.findPattern(gmcp.Char.Skills.Info.info, "You have not yet learned this ability") and gmcp.Char.Skills.Info.info ~= "" then
myclass = "Dragon"
mycolor = "Gold"
end
elseif gmcp.Char.Skills.Info.skill == "dragonsap" then
if not string.findPattern(gmcp.Char.Skills.Info.info, "You have not yet learned this ability") and gmcp.Char.Skills.Info.info ~= "" then
myclass = "Dragon"
mycolor = "Green"
end
elseif gmcp.Char.Skills.Info.skill == "stormflare" then
if not string.findPattern(gmcp.Char.Skills.Info.info, "You have not yet learned this ability") and gmcp.Char.Skills.Info.info ~= "" then
myclass = "Dragon"
mycolor = "Silver"
end
elseif gmcp.Char.Skills.Info.skill == "glaciate" then
if not string.findPattern(gmcp.Char.Skills.Info.info, "You have not yet learned this ability") and gmcp.Char.Skills.Info.info ~= "" then
myclass = "Dragon"
mycolor = "Blue"
end
elseif gmcp.Char.Skills.Info.skill == "flamebath" then
if not string.findPattern(gmcp.Char.Skills.Info.info, "You have not yet learned this ability") and gmcp.Char.Skills.Info.info ~= "" then
myclass = "Dragon"
mycolor = "Red"
end
elseif gmcp.Char.Skills.Info.skill == "corrode" then
if not string.findPattern(gmcp.Char.Skills.Info.info, "You have not yet learned this ability") and gmcp.Char.Skills.Info.info ~= "" then
myclass = "Dragon"
mycolor = "Black"
end
end
end
registerAnonymousEventHandler("gmcp.Char.Skills.Info", "mydragonColor")
uh I was trying to be nice and not pwn Achaea with GMCP requests, so i added something before I posted without testing...so change the following to this:
function myclassCheck()
-- check race and last known class so we don't send this everytime gmcp.Char.Status is updated
if gmcp.Char.Status.race == "Dragon" then
if myclass ~= "Dragon" or mycolor == "" then
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "psistorm" }]])
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "corrode" }]])
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "stormflare" }]])
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "dragonsap" }]])
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "flamebath" }]])
sendGMCP([[Char.Skills.Get { "group": "battlerage", "name": "glaciate" }]])
end
else
myclass = gmcp.Char.Status.class
mycolor = ""
end
end
that returns what's stored in that specific variable.
Also, I bugged gmcp.Char.Status.race only updating when you check SCORE/STAT instead of updating on dragonform/lesserform completion. Already been assigned to Protocol category so I assume it'll be fixed soon
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
Your bug report (detail: - gmcp.Char.Status.class - only updates to "<colour> Dragon" when checking SCORE or STAT, unlike - gmcp.Char.Status.race - which is updated instantly on dragonform completion) - has been fixed.
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
Is there an easy way to see what any given GMCP command returns?
I'm not sure which you mean but there's two ways to see GMCP output.
First, just use the lua/vlua aliases (you may see me say /blah, that's because a forward slash is my 'run lua code' alias) to see the GMCP stuff. Like: vlua gmcp.Char or whatever.
The second, to see what comes in when, go to scripts and open the debug window. Then close scripts (leave debug window open) and do stuff. You'll get a ton of extra output, including when you receive gmcp calls.
Comments
Can you tweak CWHO display to fix the ugly "Dragon" word-wrapping at default 80 screenwidth?:
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
GMCP documentation: https://github.com/keneanung/GMCPAdditions
svof github site: https://github.com/svof/svof and documentation at https://svof.github.io/svof
Been meaning to follow up on this for a while. I've checked the two places I suggested in the idea, and neither are showing anything that looks like it would be Dragon colour. Is this actually live? Where in GMCP data should I be looking for it?
Results of disembowel testing | Knight limb counter | GMCP AB files
GMCP documentation: https://github.com/keneanung/GMCPAdditions
svof github site: https://github.com/svof/svof and documentation at https://svof.github.io/svof
Results of disembowel testing | Knight limb counter | GMCP AB files
*If not, basically there's a hidden number of plants/primes available (for plants, you can see an estimate like "abundant" or "sparse", but primes don't have that). When someone extracts/harvests/gathers from a room, they take a portion of what's available, and the more there is the more you can get (though it's somewhat random). The primes regenerate a certain amount each Achaean day (I'm not sure on the speed, so I don't know how long it takes for a room to reach the maximum, or what the maximum is).
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
that returns what's stored in that specific variable.
Also, I bugged gmcp.Char.Status.race only updating when you check SCORE/STAT instead of updating on dragonform/lesserform completion. Already been assigned to Protocol category so I assume it'll be fixed soon
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Message 9312
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
First, just use the lua/vlua aliases (you may see me say /blah, that's because a forward slash is my 'run lua code' alias) to see the GMCP stuff. Like: vlua gmcp.Char or whatever.
The second, to see what comes in when, go to scripts and open the debug window. Then close scripts (leave debug window open) and do stuff. You'll get a ton of extra output, including when you receive gmcp calls.
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
GMCP documentation: https://github.com/keneanung/GMCPAdditions
svof github site: https://github.com/svof/svof and documentation at https://svof.github.io/svof
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