Knight Limb Counter v2
A while ago I released a version of my targetting script/limb counter, and I've had the link to that thread in my signature ever since. When Weaponmastery was released I had intentions to update it to account for the new specialisations and attack lines, but I kept pushing it further down the list of things I needed/wanted to do, so it never got done. And I still haven't done it because I've not played dual blunt or two-handed. What I have done, though, is a total re-write of the underlying code and added some new functionality.
- Now accounts for limb damage resetting after that limb has gone undamaged for a time.
- Improved the anti-illusion, including when using in-game queueing. Added a toggle to turn the anti-illusion off (though that shouldn't be necessary). You will need to CONFIG SHOWQUEUEALERTS ON in order for the anti-illusion to work with queueing (I have plans to add a configuration option to gag those lines at a later date for those who don't want to see them).
- Has a formula for sword and shield slice damage. I've found it to be accurate as a Paladin, but I've had reports from a couple of people that it's not accurate for Runewarden (likely because of the weapon rune that increases limb damage, I may just have the wrong modifier). If you find it's not accurate you can turn using it off and fall back to the "count number of hits against a total number required" method.
- Limb damage amounts are now tracked as a percentage rather than a raw amount. Limbs are broken at 100. Makes it easier to also account for things like dragoncraft rend which just do a flat percentage of limb damage.
- 3rd person dragoncraft rend triggers have been (re-)added.
- A completely new text UI for configuring it, including a configuration for the "number of hits" required (separated by Weaponmastery spec OR non-Knight class).
- Probably a load of other things I've forgotten.
How do I install it?
Download the mpackage file from my Dropbox here. Use the 'Package Manager' in Mudlet to install it.
What Weaponmastery specialisations does this support?
It currently has triggers for the Dual Cutting and Sword and Shield specialisations. It should also work for any class which uses the generic jab/slash/slice/swing attack lines, such as Bard using targetted jabs.
I'm not any good at coding. How much code do I have to write to get this to work?
^t (\w+)$then you'd simply make the code for that alias
That function will set a global "target" variable so if you're using that to store the name of your target everything will still work, though you can continue to explicitly set that variable in your alias too if you want to. Configuring everything else can be done using aliases provided as part of the limb counter.
If you use Svo or Wundersys then there's a @limbhits custom prompt tag to add the values for the current target to your prompt. See the documentation for your system for details on how to update the custom prompt.
What aliases do I need to know?
limbreset/lr - completely resets the limb damage values for the current target.
reset head/torso/larm/rarm/lleg/rleg - reset the limb damage value for the specified bodypart.
hits <number> - manually override the total number of required hits for the current target. Remains for the current Mudlet session, ASSESSing the target again won't update the number of required hits to the (assumedly) incorrect value.
tconfig - shows the main configuration options.
tconfig hits - shows "required hit" configuration.
tconfig <option> [value(s)] - sets the value(s) for the specified option. Valid options are:
ai <boolean> - whether or not to use the anti-illusion
usesnbformula <boolean> - whether or not to use the formula for limb damage values as Sword and Shield specialisation
weapondamage <number> - the longsword damage stat to pass to the Sword and Shield formula
hitcount <number1> <number2> - set a minimum health value of number2 for the required hits value of number1 (see the section below for more information on configuring required hit counts)
For the options which take boolean values (ai and usesnbformula) the value is optional - excluding a value will simply toggle the value for that option (on becomes off, and vice versa). Valid boolean options are true/yes/on to turn it on and literally anything else to turn it off.
How does the "required hit" configuration work exactly?
Use the alias 'tconfig hits' to bring up the required hit configuration (alternatively use the 'tconfig' alias to bring up the main configuration, then click "(view hits)"). This will bring up the configuration for your current class or if you're a class that has Weaponmastery (Paladin, Runewarden or Infernal) for your Weaponmastery specialisation. The numbers on the left (between 1 and 30) are the required hit values. The numbers on the right (defaulted to 0) is the minimum maximum health at which that number of hits is required. Clicking on the right-hand number will update the Mudlet command line with the beginning of the alias to update the hitcount. Simply enter the minimum maximum health value that you wish to require that number of hits (e.g. 'tconfig hitcount 10 3000' would use 10 as the required hitcount for anybody with 3000 health or above) then send the command. Changes to the configuration are automatically saved as they're made, in addition to being saved again when you close Mudlet.
Here's an example: https://ada-young.appspot.com/pastebin/83e5413c
In this case, 9 hits has a minimum health of 2500. That means that anybody who has 2500 health or more will require 9 hits to break. However, 10 hits has been configured with a value of 3000, so anybody who has 3000 health or more will require 10 hits. That means that the range of maximum health values for 9 hits is 2500-2999.
The value for 8 hits has been set to 1, so anybody who has a maximum health of 1 or more will require 8 hits. This makes the range for 8 hits 1-2499 - or put another way, anybody with less than 2500 health will require 8 hits. When comparing this configuration against a target's maximum health it essentially ignores anything that's still set to 0, so setting the value to 1 is very important; if you don't then the number of required hits won't get set for anybody in that 1-2499 health range and the counter won't work properly.
Similarly, the value for 15 hits has been left as 0. Since these are ignored, we've essentially created a range of 8751+ for 14 hits. Or, put another way, anybody who has more than 8751 maximum health will always require 14 hits, no matter how far above that value they are.
Note: These are values taken from my current configuration, but they're by no means complete. You'll need to do some experimenting of your own to find the correct values for your weapons (if you don't already have them).
The limb counter isn't accurate. Who do I complain to?
Nobody. I'm not making any guarantees that the limb damage values will be accurate for your specific opponent. I will, however, guarantee to the best of my ability that the limb counter tracks only valid hits (i.e. ignores illusioned attacks) and calculates limb damage values correctly using the information provided to it. It's possible that in some situations it won't correctly recognise that a leg or arm break has been cured because the delay between seeing salve applications (restoration then mending) is shorter than expected. In those cases blame the game or your internet connection because that's lags fault.
If you think there's an issue with the tracking then send me a colour HTML log and I'll take a look. I will not be reading through an entire fight - or even a section of one - in plain text so don't send me those.
I'm having another issue with the limb counter. What do I do?
Post here or send me a PM. Include as much information as possible, such as any errors from the Errors view in Mudlet (Click Scripts, then click errors near the bottom of the left hand menu) and a short section of game output that shows the issue. It's entirely possible there are issues with this initial export.
I'm a class that's not currently supported. Will you add that class in for me?
Possibly! I'm mostly done with adding Blademaster support, I just have a couple of issues I still need to develop solutions for (mainly how to determine whether a limb is prepped) - though see the section above about not guaranteeing the reliability of data. If you can provide the necessary lines for creating triggers - and all required limb values for classes with slightly more complex limb breaks, such as Monk or Blademaster - then it's a lot more likely (I won't be doing any work on identifying limb damage values, sorry!). Feel free to post here or PM me.
Are you willing to add additional functionality?
Yes, within reason. Feel free to post here or PM me regarding changes or additions you'd like to see made and I'll see if they're feasible.
I hate your colour scheme. Can I change it?
Not currently, but if there's enough interest I might look into that. See the section above on requesting changes to functionality.
How much does it cost?
Nothing. It's completely free. I will happily accept donations if you want to make them but they're absolutely not required.
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