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Dantia edited this page Mar 10, 2022 · 18 revisions

Highlights

A Highlight is a way of coloring specific text to make it easier to see. A very basic example that most people highlight is the word 'you'. This makes it easier to pick up on lines that relate to your character, especially in high scroll rooms.

Types of Highlights

There are three sub tabs within the Highlights tab. Strings, Names and Presets. Presets are the default highlights that must be set by Genie 4, and though you can change the color you cannot delete the entries themselves. These include room name, creatures, thoughts and whispers.

The Names tab is used for highlighting names. Friends, enemies, GMPCs or noteworthy people of any kind can be added here. Name highlights require an exact match and also require that the word not be within another word. For example if Kai was highlighted Genie 4 would not highlight kai or any part of Kaiser. In addition with a name highlight you can right click on a window and ignore anything that does not match a name in your name list.

Finally strings includes everything not covered by the two other categories, and includes the majority of your highlight entries.

Add / Edit / Delete a Highlight

The Highlight entry window can be found by going to the Edit menu and selecting Configuration. In the Configuration window choose the ‘Highlights’ tab, this will display a list of all your current highlights.

To add a new Highlight click the ‘Add’ button below the list of tabs in the Configuration window. There will be two blank text boxes below the list of Highlights labelled Highlight and Color. 'Highlight' is the text that you will be coloring. Select the Highlight field and enter the appropriate text. The Color field is the color that Genie 4 will use to highlight your specified text. For full details of how to alter the color see the color section. Enter the appropriate color into this field and click apply. Your new highlight will now appear in the list above.

To Edit or Remove an existing highlight, simply access the list of highlights by going to the Edit menu and selecting Configuration. In the Configuration window choose the ‘Highlights’ tab and select the highlight you wish to edit or delete.

To edit the highlight, simply change the text that appears in the Highlight and Color fields, then click Apply.

To delete the highlight, simply click the 'Remove' button below the list of tabs in the Configuration window.

You can also add a highlight using the #highlight command.

Highlight Types

Genie 4 has several options for highlighting. These can be found below the Highlight field as a row of four radio buttons:

String
This is the most basic example of a highlight. A string highlight will highlight every occurrence of the specified word even if it occurs within or as part of another word. For example, you might choose to highlight 'back'. If you use a string highlight you will highlight 'back' but also the first four letters of backpack and the last four letters of throwback.

Strings should be used for words that you wish to highlight in all circumstances and the more specific you are the less chance you have of highlighting text in error. For example, you should highlight 'at melee range' rather than just 'melee'.

Line
This will highlight the entire line when it matches the word or phrase you entered. So for example you might highlight 'closes to melee range on you'. Whenever this text appears Genie 4 will highlight the whole line red. Line highlights are useful for drawing attention to lines rather than individual words. Another example would be to highlight:

you. You dodge.

Begins With
The Begins With highlight will only highlight if the specified text is placed at the beginning of a line. For example highlighting '[You're' will highlight the balance line in combat but would not highlight the following text

Bob says, [You're nuts Bill!

RegExp
RegExp highlights allow you to use regular expressions within a highlight. This allows you to account for variation where you might not know exactly what will accompany the text you are looking to highlight. An example of RegExp highlighting is included within genies default highlights:

^(\w+) begins to lecture you on the proper usage of the (.+) skill

This highlights the line if you begin to listen to a lesson.

In addition RegExp highlights allow you to use brackets to precisely control what text is highlighted. If you use parenthesis in a RegExp highlight, only text matched inside the parenthesis will be highlighted.

So in our previous example, even though the % sign was part of the highlight, it is not highlighted because it was not within parenthesis.

Regular Expression highlights are very resource intensive, so it is preferable to use anchors that designate the beginning or end of a line.

For more examples of regular expressions, see the appropriate section of this help file.

Case Sensitive

If this box is checked the highlight will take the case of letters into account when matching. For example, having 'you' highlighted with Case Sensitive checked would highlight you but not You.

Colors

Genie 4 provides a set of default colors for use in highlights. These can be accessed by clicking on the paintbrush icon (text color) and the background icon (background color) within the highlights section of the configuration window. The 48 default colors are listed under Basic colors; in the Color pop up window.

Genie 4 also allows you to use hexadecimal numbering which allows you to precisely control the quantities of red, green and blue within any color. If you know the number for a color you can enter it directly in the Color field. Alternatively you can access the Color window by clicking on the paintbrush icon (text color) or the background icon (background color) within the highlight tab of the configuration window.

The color palette allows you to drag the cross-hairs until you select a color you are happy with. The slider on the right allows you to select the brightness of that color.

Any color you select can be added to a set of 16 custom colors by clicking on the Add to custom colors button. These are saved for your use by Genie 4 and the feature is useful for colors that you reuse frequently.

Triggers

A trigger is a way of performing a certain action every time the game outputs a specific piece of text. For example, a trigger could automatically listen when someone tries to teach you a lesson or set a variable that captures how many TDP's you have whenever the game displays the information. Triggers are especially useful for setting variables and status bar information, and work best with Regular Expressions.

All triggers can be quickly toggled on/off using the toggle under the File menu.

Add / Edit / Delete a Trigger

The Trigger entry window can be found by going to the Edit menu and selecting Configuration. In the Configuration window choose the ‘Triggers’ tab, this will display a list of all your current triggers.

To add a new Trigger click the ‘Add’ button below the list of tabs in the Configuration window. There will be two blank text boxes below the list of Triggers labelled Trigger (Regular Expression) and Action. 'Trigger' is the text that you will be using to activate your trigger. Select the Trigger field and enter the appropriate text. The Action field is the action that Genie 4 will perform once the specified text appears. Enter the appropriate action into this field and click apply. Your new trigger will now appear in the list above.

For example if you enter:

^To learn from (him|her), you must LISTEN TO (\w+)

into the Trigger field and

#send listen to $2

into the 'Action' field, Genie 4 will automatically listen when someone tries to teach you. Obviously you may need to be careful with certain classes if you are a Paladin (stealing) or a Barbarian (magic).

To Edit or Remove an existing trigger, simply access the list of triggers by going to the Edit menu and selecting Configuration. In the Configuration window choose the ‘Triggers’ tab and select the trigger you wish to edit or delete.

To edit the trigger, simply change the text that appears in the Trigger and Action fields, then click Apply.

To delete the trigger, simply click the 'Remove' button below the list of tabs in the Configuration window.

You can also add a trigger using the #trigger command.

Setting a Variable with a Trigger

Triggers are a useful way to set variables. For example, you may wish to record your available TDPs either for use in a script or to display on your status bar. This type of trigger uses the #var command as the action that is triggered. In this case you would set up your trigger as follows:

Trigger

^You have (\d+) TDPs.

Action

#var tdp $1

Eval Triggers

Eval triggers allow you to trigger an action when a specified variable changes. This is particularly useful for the status bar, where you can set the trigger to update your status bar if the variable in question changes.

To designate a trigger as an Eval trigger, simply check the Eval box to the right of the Trigger field.

In the Trigger field enter the variable you are monitoring. This has to be a global variable, so for example $monstercount. Enter the action as usual. For example:

Trigger

$monstercount

Action

#statusbar Monstercount: $monstercount

Or a more complex example, using an Eval Expression:

Trigger

$monstercount > 2

Action

#echo Watch out! $monstercount monsters in the room!

Advanced Triggers

Some examples of advanced trigger actions include:

#if {contains("$roomplayers", "Gandalf") > 0} {#put say Ahoy hoy Gandalf!}
#if {$hidden = 1} {#put snipe $1} {#put fire $1}

Substitutes

A substitute allows you to replace text output by the game with text of your own choosing. This can range from a simplification to reduce the amount of text on screen to the addition of useful information after an item. For example, you could replace the log on and log off text that accompanies a players arrival or departure with simply their name and a + sign if they are logging on or a – sign if they are logging off. Alternatively you could replace the word 'yelith root' with the phrase 'yelith root (limbs internal)' to remind yourself what body part this particular herb cures.

Add / Edit / Delete a Substitute

The Substitute entry window can be found by going to the Edit menu and selecting Configuration. In the Configuration window choose the ‘Substitutes’ tab, this will display a list of all your current substitutes.

To add a new Substitute click the ‘Add’ button below the list of tabs in the Configuration window. There will be two blank text boxes below the list of Substitutes labelled Substitute (Regular Expression) and With. 'Substitute' is the text that you wish to replace. Select the Substitute field and enter the appropriate text. The With field is the text that Genie 4 will display in the place of your substituted text. Enter the replacement text you wish to see into this field and click apply. Your new substitute will now appear in the list above.

For example if you enter 'War Stomper' into the Substitute field (a Barbarian title) and 'Barbarian' into the 'With' field, Genie 4 will replace the War Stomper title with the word Barbarian.

To Edit or Remove an existing substitute, simply access the list of substitutes by going to the Edit menu and selecting Configuration. In the Configuration window choose the ‘Substitutes’ tab and select the substitute you wish to edit or delete.

To edit the substitute, simply change the text that appears in the Substitute and With fields, then click Apply.

To delete the substitute, simply click the 'Remove' button below the list of tabs in the Configuration window.

You can also add a substitute by using the #sub/#substitute command.

Using Variables / RegExp in a Substitute

Substitutes use Regular Expressions to replace text and are at their most useful when combining both Variables and Regular Expressions within a single substitute. For example, you might wish to simplify the text that precedes a message over Gweth, changing 'Your mind hears Bob thinking, Greetings Theren!' to 'Bob: Greetings Theren!' To do this you Substitute:

^Your mind hears (\S+) thinking, (.*)$

With

$1: $2

Or you might wish to reduce juggling text by substituting as follows:

Substitute

^(\S+) begins to juggle (.+),

With

$1 juggles $2.

However, because they always use Regular Expression, you need to be aware of the special characters used in a RegExp when setting up substitutes. For full details and a list of all of these characters, with examples, see the Regular Expression section of this help file. However, remember that in a Regular Expression the ** character causes any following character to be regarded as a normal character, and not a regular expression character. So for example if you wanted to use a period in your substitute you would need to use . and not simply the period.

Gags

Gags are a way of preventing specific text from appearing in the game window. This is useful for text that occurs repeatedly but adds little to your game experience except for scroll. For example many people choose to gag juggling messaging or the text that appears when you collect your thrown weapon or ammunition in combat.

All gags can be quickly toggled on/off using the toggle under the File menu.

Add / Edit / Delete Gag

The Gag entry window can be found by going to Edit > Configuration, then into the Gags tab. This will display a list of all your current gags.

To add a new gag click the 'Add' button below the list of tabs in the Configuration window. There will be blank text boxes below the list of gags labelled Gag (Regular Expression). Type (or even better, copy and paste) the text you wish to ignore into the field and click apply. Your new gag will now appear in the list above.

To Edit or Remove an existing gag, go to Edit > Configuration, into the Gags tab, and then select the gag in the list that you want to edit or delete. To edit a gag, change the text that appears in the Gag (Regular Expression) field, then click Apply. To delete the gag, click the Remove button below the list of tabs in the Configuration window.

You can also add an ignore using the #gag command.

Ignore Case

If you check this box Genie 4 will ignore the case of your gag. So for example, if you choose to gag the word "Arrow" with Ignore case selected, Genie 4 would gag both "Arrow" and "arrow". This feature prevents you from having to add separate gags for the same term or sentence if it occurs with multiple case options.

Gagging with Regular Expressions

Genie 4 uses Regular Expressions within its gags. This means that you can account for variation in text when trying to gag a phrase that recurs frequently. For example:

^The shadowling mews piteously and covers its face with its paws\.$

However, you also need to be aware of the special characters used by Regular Expressions when setting up gags.

Things to be Wary Of

You should take care when adding gags to Genie 4 as the program cannot discriminate based on context. In other words, if the text you have gagged comes up in a different situation you will not see it. Be particularly wary of gagging single words or short phrases that could occur in a multitude of situations.

Gagging error messages can seem like a good idea, but if you are trying to figure out why an action is not working and the error message has been gagged it can be frustrating.

It is best to be as specific as possible with a gag. Copy and paste the whole line across to avoid conflicts and typos and try to limit your gags to text that impacts your game experience.

You can always enter #gag clear into the command line to remove all gags. This is useful if you suspect a gag is causing desired text to be suppressed.

Parse Order

Genie 4 parses text in the following order. This is important to remember, since, for example, a RegEx highlight will trigger off your substituted text.

  1. Highlight "Begins with"
  2. Highlight "Line contains"
  3. Triggers
  4. Gags/Ignores
  5. Substitutes
  6. Highlight "RegEx"
  7. Highlight "String"
  8. Names

Aliases

An Alias is a way of binding a certain word or phrase to an action. When the word is entered into your command line and sent to the game Genie 4 will instead enter the Action you had assigned to that Alias.

For example if your alias was the word 'hello' and the action assigned to it was 'say /quietly Hello there!', simply entering the word hello would trigger your speech action. Hello has become an alias for 'say /quietly Hello there!'

An alias is activated by entering the text used to trigger it and pressing return. It will not trigger when you enter the text, so you are free to bind commonly used words as Aliases without fear that it will cause problems when you are entering speech.

This is useful in a variety of situations. Firstly it allows you to condense long strings of text that you use repeatedly but do not wish to bind to a macro, allowing you to avoid the strain of constant retyping. Secondly, more advanced Aliases make use of variables to adapt the Action to a variety of situations. This allows for great flexibility in the level of control you have over commands sent to the game while still making these commands easy and quick to enter.

Add / Edit / Delete an Alias

The Alias entry window can be found by going to the Edit menu and selecting Configuration. In the Configuration window choose the ‘Alias’ tab, this will display a list of all your current aliases.

To add a new Alias click the ‘Add’ button below the list of tabs in the Configuration window. There will be two blank text boxes below the list of Aliases labelled Alias and Action. 'Alias' is the text that you will enter to trigger the alias. Select the Alias field and enter the appropriate text. The Action field is the action that Genie 4 will take when you enter the alias. Enter the action you wish to use into the field and click apply. Your new alias will now appear in the list above.

To Edit or Remove an existing alias, simply access the list of aliases by going to the Edit menu and selecting Configuration. In the Configuration window choose the ‘Aliases’ tab and select the alias you wish to edit or delete.

To edit the alias, simply change the text that appears in the Alias and Action fields, then click Apply.

To delete the alias, simply click the 'Remove' button below the list of tabs in the Configuration window.

You can also add an Alias by using the #alias command.

Using Variables in an Alias

Aliases become more useful and more powerful when you use them in conjunction with local variables. These variables are entered after the text used to trigger the alias. The syntax for the variable is $1 and this must be entered in the action field when setting up your alias.

For example let us consider an alias that shoots your crossbow at a target for PvP. Your target will change constantly as you never know who your opponent may be. In this case we would set up the following alias:

Alias

fire

Action

fire my crossbow at $

This alias would be triggered by entering fire in the command line followed by the $1 variable, in this case the name of your target. So if you enter 'fire Bob' into your command line, Genie 4 will input

fire my crossbow at Bob

You can make this even more flexible by using multiple variables within a single Alias. The syntax is the same, each variable is simply assigned a different number. The first variable is $1, the second $2, the third $3, etc. This functionality can be combined with the ; command to have a single alias send multiple commands and can also be combined with the #send command in case your character is currently in roundtime. So for example, we might expand upon our previous example to create an Aiming and Firing Alias.

Alias

fire

Action

#send aim $0;#send fire $

This alias is triggered by entering fire in the command line followed by the variables $1 and $2. So in this example 'fire Gandalf head'' will cause Genie 4 enter the following

aim Gandalf
fire head

Finally it is possible to use the $0 variable within an Alias. This works in a similar way to $1 but it allows for the inclusion of multiple argument words within the same variable entry. For example let us consider the following Alias:

Alias

sn

Action

snipe $

In this case Genie 4 will pick up any commands you enter after the word 'snipe' and use them all as variables. So for example, if you enter "snipe Bob head", Genie 4 will input

snipe Bob head

This is useful for commands that may use multiple words, or not, depending on the circumstance.

In this way Aliases can be set up to simplify actions which, although repeated frequently, are used in such varying contexts that binding them to a macro becomes problematic.

Macros

Macros bind commands to specific keys on your keyboard. This lets you program commands that you perform repeatedly so that they can be executed with a press of a button rather than repeatedly typing them out. One basic example would be binding the command "slice" to send every time you press the number 5 on your numpad. More complex macros are capable of handling multiple commands and even logic functions.

Add a Macro

To add a macro, go to Edit > Configuration, then select the Macros tab. This will display a list of all current macros. Click the Add button below the list of tabs. There will be two blank text boxes displayed. On the left is Macro (Press Keys). Click on this field and press the key you want to bind your macro to.

Now, click the the Action Field. This is the commend that will be sent to the game when you press the specified key, which will be executed automatically. Once you have entered the command(s) to send, click Apply.

Your new macro will now appear in the list of existing macros.

Using the Command Line

You can also save a macro using the command line. The syntax is:

#macro {key to be bound} {action to be bound}

For example, if you wanted to bind "slice" to 5 on the numpad, you would enter:

#macro {NumbPad5} {slice}

Make sure to #macro save into the command line and hit enter to save your macros in this way. Genie 4 will notify you if your macros were successfully saved.

What Can I Bind?

Macros are a way of reducing the strain of repeated typing so the best commands to bind are ones that you will use frequently. Common examples include movement (many of these are already built into Genie 4, though you may wish to change the keys to suit your preferences) weapon attacks, spells and buffs.

Be aware of 'Num Lock' when you are binding number pad buttons. Most buttons on the number pad have two states: one when num lock is on, and another when it is off. Each can be bound to a separate macro.

Multiple Commands

You can assign multiple commands to a single macro. To do this, add a macro as normal, separating the commands with a semi-colon. For example, you might want to bind spell preparation and targeting to a single key:

prep bolt 15;target

The number of commands entered in this way is restricted by your type ahead lines, which is dependent on your DragonRealms account type. Standard accounts have a single type ahead line, while premium accounts have two. A third can be acquired through LTB points.

You can get around this restriction by using the send command. This will place the action in a queue that Genie 4 will attempt to resolve as soon as your character is unaffected by roundtime. To use this, add a "-" sign before your command. So the above example would be:

-prep bolt 15;-target

Using the send command is useful for commands that you want to execute while other commands are being entered into the game. For example, if your combat script is inputting weapon attack commands, but you want to manually use Targeted Magic, using send in a macro would stop roundtime incurred by your scripts commands from conflicting with your macro. You will still have to wait for the roundtime to finish, but it eliminates the need to perfectly time your key presses between roundtimes.

You can also specify a number value to wait. For example, if you want to execute a first command, wait 8 seconds, and then second the second command, you would do:

hunt;-8 hunt 1

Macros That Do Not Auto Trigger

If you want to bind a macro that does not automatically send the commands to the game, you can include the @ symbol at the point in your command where you want your text cursor to appear so you can manually input additional commands. For example:

say /quietly @

This will enter say /quietly in your command line, with the cursor positioned after the word "quietly", so you can continue to input what you want to say. Another example would be:

target @ with my crossbow

The cursor would appear between the words "target" and "with", so that you can manually input your target.

To clear any text that may already be entered in the command line when you fire your macro, include \x in your action:

\xsay /quietly @

You may also want to use Aliases in situations like this.

If Functions in Macros

Genie 4 is capable of using IF functions within its macros. This means that the macro can check if a statement is true or not when it is pressed. If the condition is true, it will send one command to the game. If the condition is false, it will send a different command.

To do this you have to use global variables within your macros. Any global variable can be called by a macro. To see how to create variables see the section on creating global variables.

A basic example might use a macro to draw and sheath a weapon. It will utilize the $righthand variable which describes the item in your character's right hand.

The syntax for an IF function in a macro is:

#if {condition}{outcome 1}{outcome 2}

See the #if command for more information.

So in our example we want to draw our sword but only when we do not already have it in our hand. Using the $righthand variable to check this statement our macro would look like this:

#if {"$righthand" = "bastard sword"}{#put sheathe sword}{#put draw sword}

It is a good idea to surround any string in "quotation marks" to ensure it is accurately identified by Genie 4.

It is possible to assign multiple commands to each section of an IF function macro. Using the above example we can add in our shield:

#if {"$righthand" = "bastard sword"}{#put sheathe sword;#put wear shield}{#put draw sword;#put remove shield}

Setting Variables in Macros

It is possible to set a global variable using a macro. This can be combined with actions so that your macro captures information that you can use later on in scripts. An example would be to set a variable called "$stance" that records which combat stance you are in. The syntax for this is

#var <variable name> <variable result>

So in our example we would bind the following

stance shield;#var stance Shield
stance dodge;#var stance Dodge
stance parry;#var stance Parry

See variables for more on how to use variables once they have been captured.

Also, remember that any variable can be displayed on the status bar.

Nested IF Functions

Genie 4 supports nested IF functions. This means that you can have more than two outcomes for your macro. This example will get your hand mallet if you do not have it. If you have it in your right hand it will input the command "throw right". If you have it in your left hand it will input the command "throw left".

#if {"$lefthand"="hand mallet"}{#put throw left}{#if {"$righthand"="hand mallet"} {#put throw} {#put get hand mallet}}

There is no limit to the number of nested IF functions you can have in a single macro, but the longer a macro becomes the harder it is to read and to edit.

AND / OR Functionality in an IF Macro

Genie 4 can use the OR function to compare variables within a macro. For example:

#if {"$righthandnoun" = "blade" OR "$righthandnoun" = "blades"}{#put throw}{#put get blade}

Because the stackable throwing blades change name when they are split they can be either a "throwing blade" or "throwing blades". This macro will input the throw command if your $righthandnoun variable is either "blade" OR "blades". If it is neither of these options the macro will input the command "get blades".

In a similar way Genie 4 can use the AND function to match multiple variables to a condition. For example, assume I have a global variable called "$chamber" that tells me if my Repeating Crossbow has a bolt in the chamber or not. This variable can either be "Full" or "Empty":

#if {"$righthand" = "repeating crossbow" AND "$chamber" = "Empty"}{#put push my crossbow}{#put fire}

This macro will push the repeating crossbow to fill the chamber only if you have the repeating crossbow in your hand and the "$chamber" variable indicates that the chamber is empty. Otherwise it will input the "fire" command.

Don't forget that you can use triggers to set global variables for use in your macros.

AND and OR functionality can be combined with nested IF functions to create extremely advanced macros. Bear in mind that the longer a macro becomes the harder it is to edit.

Variables

A variable is a piece of information stored by Genie 4 for use in triggers, scripts, macros and other functions. There are two types of variables: global and local.

Global variables are stored globally. When you exit Genie 4 they are saved and can be called on by scripts, triggers, macros etc... Several Global variables are built into Genie 4. There is a list of these in the Global Variables section. Examples of these include $righthand which captures the name of the item in you character's right hand and $roomdesc which store the description of the room you are currently in. The Variables tab in the Configuration window contains a listing of all the Global Variables available within the client. These variables are saved to the variable.cfg file either in the root config folder for characters that do not have a profile created for them, or in the specific profile folder for the logged in character. This means you can have both default global variables for all characters before their profile is created and character-specific Global Variables that exist within the client only when that specific profile is loaded.

Local variables are used in scripts. They are defined at the start of the script and are only available for use within that script. For more on local variables see the section on Script Variables within this help file.

Add/Edit Global Variables

Global Variables can be created in two different ways:

  1. Utilizing the Variables Tab in the Configuration Window.
    • Creation
      1. Click the Add Button at the top of the Variables Tab.
      2. Enter the name of the Variable and the Value in the appropriate text boxes.
      3. Click the Apply button.
    • Editing
      1. Select the Global Variable to edit.
      2. Change the value in the appropriate text box.
      3. Click the Apply button.
  2. Using the #var command, either in the command line, a trigger or within a script. (Creation and Editing)
    • Add the command <send/put> #var <name> <value> to your script where you wish to create or edit the value of a Global Variable.
    • Send the command #var <name> <value> to the client in the command line.

Changing the value of a Global Variable will affect all instances where it is used at the same time. Be mindful that this could potentially break things while they are executing if the change happens at an inopportune moment.

Utilizing Global Variables

Global Variables are accessible to all parts of the Client, from Triggers, Gags and Highlights to every running script. To access the value stored within a global variable you use the $ token preceding the Variable's name. For example, a Global Variable named color that has a value of blue (#var color blue) is accessed by using $color and will return the value blue.

Saving Global Variables

Global Variables and their values are saved when the client is closed. You can manually save the variables by clicking the save button in the Variables Configuration tab or by using #save vars command.

Removing Global Variables

There are 2 methods to remove a Global Variable from the client:

  1. Select the Variable in the Variables Configuration Tab and use the remove button.
  2. Use the command #unvar <name> in the command line, a script or a trigger.

Once removed, Global Variables must be saved again for the removal to persist.

Temporary Global Variables

Temporary Global Variables are Global Variables that are not saved to the variables.cfg file and are deleted whenever the client is closed. In order to create a Temporary Global Variable you use the command #tvar in the place of #var. All other properties of Global Variables apply to Temporary Global Variables.

Built In Variables

Certain variables are rendered as either 1 or 0. If this is the case 1 = On and 0 = Off. So for example $hidden. If it is 1, you are hidden, if it is 0 you are not.

Variable Description
$bleeding Whether you character is bleeding or not.
$charactername The name of your character.
$concentration Your concentration expressed as a percentage.
$connected Whether you are connected to the game or not.
$datetime The date and time.
$date The date.
$dead Whether your character is dead or not.
$diseased Whether your character has a disease or not.
$down Whether there is a down exit from the current room or not.
$east Whether there is an east exit from the current room or not.
$gamename The name of the game you are connected to.
$gametime The time 'ticks' in the game you are playing.
$health Your health expressed as a percentage.
$hidden Whether your character is hidden or not.
$invisible Whether your character is invisible or not.
$joined Whether your character is in a group or not.
$kneeling Whether your character is kneeling or not.
$lastcommand Last command sent to the game.
$lefthandnoun The noun of the item in your character's left hand."" when empty.
$lefthand The item in your character's left hand. "Empty" when empty.
$mana Your mana expressed as a percentage.
$monstercount The number of monsters in the room your character currently occupies.
$monsterlist A list of monsters in the room your character currently occupies.
$northeast Whether there is a northeast exit from the current room or not.
$northwest Whether there is a northwest exit from the current room or not.
$north Whether there is a north exit from the current room or not.
$out Whether there is a out exit from the current room or not.
$poisoned Whether your character is poisoned or not.
$preparedspell Your currently prepared spell. "None" when none prepared.
$prompt
$prone Whether your character is prone or not.
$righthandnoun The noun of the item in your character's right hand. "" when empty.
$righthand The item in your character's right hand. "Empty" when empty.
$roomdesc The description of the room your character currently occupies.
$roomexits Exits from the current room.
$roomid Automapper room id.
$roomname The name of the room your character currently occupies.
$roomobjs Objects in the room your character currently occupies.
$roomplayers Other characters in the room your character currently occupies.
$roundtime Current roundtime value.
$sitting Whether your character is sitting or not.
$southeast Whether there is a southeast exit from the current room or not.
$southwest Whether there is a southwest exit from the current room or not.
$south Whether there is a south exit from the current room or not.
$spelltime The amount of time in seconds the spell has been prepared.
$spirit Your spirit expressed as a percentage.
$stamina Your stamina expressed as a percentage.
$standing Whether your character is standing or not.
$stunned Whether your character is stunned or not.
$time The time.
$up Whether there is an up exit from the current room or not.
$webbed Whether your character is webbed or not.
$west Whether there is a west exit from the current room or not.
$zoneid Automapper zone id.
$zonename Automapper zone name.

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