Light? Anyone care to explain

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boldor
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Light? Anyone care to explain

Post by boldor » Fri Dec 20, 2002 4:31 pm

Was reading changes for 12/01 release and noticed that some new code was added for: $char(light), $target(light), and $spawn(id,light). Can some body explain what exactly these particular variables return?

My inital guess would be current light source?? :/

Thanks Bolo

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Imperfect
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Post by Imperfect » Sat Dec 21, 2002 3:55 pm

I am sure you have carried a light source at some point or another correct? What these variables are is how bright the light source is of the target/char/spawn... Good example lets say you wanted to find GLS's from wisps. Target a wisp and do an /echo $target(light) and it would tell you either GLS or LS.

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L124RD
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Post by L124RD » Sat Dec 21, 2002 4:35 pm

Salutations,
you have to be kidding me! I would think it is just a number, otherwise I can make wisp hunting macros for their stones alot simpler!

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Fippy
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Post by Fippy » Sat Dec 21, 2002 6:31 pm

SEQ tells you if its a GLS or not so I dont see why MQ cant.
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Post by Imperfect » Sat Dec 21, 2002 10:57 pm

The 3 possible values are exactly the same as SEQ GLS LS or FBE (Greater Lightstone, Lightstone, Fire Beetle Eye)

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tuxracer
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Post by tuxracer » Sun Dec 22, 2002 12:38 pm

The only problem is that even in ShowEQ, all wisps are shown to have a LS, even if they have a GLS or burnt out light stone.
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Fippy
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Post by Fippy » Sun Dec 22, 2002 4:31 pm

Thats gotta be a recent change then cause I spent ages with my warrior on wisp island pulling wisps with a gls over any other type when he was a mere stripling.
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Post by Imperfect » Sun Dec 22, 2002 9:27 pm

Actually unless SEQ has been broken in terms of light... You can tell a Wisp with at GLS as loot will show up as having a GLS lightsource.

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Post by Catt » Tue Dec 24, 2002 1:27 pm

Allow me to quote a little of the source that may shed some ... ummm light on the issue:

Code: Select all

PCHAR szLights[] = {
    "NONE",    // 0  - No light 
    "CDL", // 1  - Candle 
    "TR",  // 2  - Torch 
    "TGS", // 3  - Tiny Glowing Skull 
    "SL",  // 4  - Small Lantern 
    "SoM", // 5  - Stein of Moggok 
    "LL",  // 6  - Large Lantern 
    "FL",  // 7  - Flameless lantern, Halo of Light 
    "GOS", // 8  - Globe of stars 
    "LG",  // 9  - Light Globe
    "LS",  // 10 - Lightstone, Burnt-out lightstone, wispstone 
    "GLS", // 11 - Greater lightstone 
    "FBE", // 12 - Fire Beatle Eye, Firefly Globe
    "CL"  // 13 - Coldlight 
};
This is from the latest IRC code, it may or may not be in the code you are running.
Last edited by Catt on Tue Dec 24, 2002 10:01 pm, edited 1 time in total.

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L124RD
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Post by L124RD » Tue Dec 24, 2002 3:06 pm

Salutations,
thank you Catt... this needs to go in the readme appendices with the key codes n' stuff... *looks at rizwank*

btw... this is my 1000th post not that any of you care...

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Post by xioustic » Wed Dec 25, 2002 2:06 am

So... You CAN tell if a wisp has a GLS or plain LS using the $char(light) var?

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L124RD
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Post by L124RD » Wed Dec 25, 2002 9:53 am

Salutations,
and you can tell if he's gonna kill you by:

Code: Select all

|wisp gonna die macro, have it targetted
sub main
/if $item(primary,magic)!=TRUE /if $char(class)!=wizard /if $char(class)!=magician /echo You're gonna die
/if n $char(level)<=$target(level) /echo You're gonna die
/return
[/code]

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Post by macrolover » Wed Jan 01, 2003 12:05 am

i'm currently working on a mod of light mac. if my code works i will post it should tell the distance to a willowisp with a gls.