Monitorattribute (Slash Command): Difference between revisions

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* '''String''' is the name of a combat attribute that you wish to monitor or stop monitoring.
* '''String''' is the name of a combat attribute that you wish to monitor or stop monitoring.
* You can have up to 10 combat attributes in an an Attribute Monitor window. Adding more attributes will push the topmost attributes off the window.  
* You can have up to 10 combat attributes in an an Attribute Monitor window. Adding more attributes will push the topmost attributes off the window.  
* BUG: Some attributes cannot be called properly using this command. For example, using the name "Energy Defense" will only add the attribute "Negative Energy Defense," and trying to use "Energy Resistance" will actually display "Negative Energy Resistance." A workaround for Energy Defense is to use the name "7" instead of "Energy Defense". A substitute name that can be used for Energy Resistance is "DamageType[4]".  
* BUG: Some attributes cannot be called properly using this command. For example, using the name "Energy Defense" will only add the attribute "Negative Energy Defense," and trying to use "Energy Resistance" will actually display "Negative Energy Resistance." This is because the game uses a character matching algorithm to select an attribute name, and then prioritizes longer names over shorter ones when multiple matches are found. For example, the pattern "energy defense" can also be found inside the name "negative <span style="background: yellow">energy defense</span>", so the game matches both and defaults to the longer name.  However, a workaround for Energy Defense is to substitute the name "7" instead of "Energy Defense". The substitute name for Energy Resistance is "DamageType[4]".  
* To resize the window, use the {{slashcommand|window_scale}} slash command. For example, <code>{{slashcommand|window_scale|combatmonitor 0.8}}</code>.
* To resize the window, use the {{slashcommand|window_scale}} slash command. For example, <code>{{slashcommand|window_scale|combatmonitor 0.8}}</code>.
* A list of attribute names can be found on the [[Attribute Monitor Window|Attribute Monitor Window]] page.
* A list of attribute names can be found on the [[Attribute Monitor Window|Attribute Monitor Window]] page.
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== Alternate Attribute Names ==
== Alternate Attribute Names ==
Abbreviations and codes for combat attributes are especially useful when attempting to fit several attributes within the 256 character limit for binds. The following table lists only a few of the combat attributes, and only a few possible abbreviations. More are discoverable by looking for a unique  (compared to all the other attribute names), sequential pattern within the attribute’s name, combined with trial and error.  
Abbreviations and codes for combat attributes are especially useful when attempting to fit several attributes within the 256 character limit for binds. The following table lists only a few of the combat attributes, and only a few possible abbreviations. More are discoverable by looking for a unique  (compared to all the other attribute names), sequential character pattern within the attribute’s name, and a little trial and error. For example, the pattern "nt h" inside the attribute name "curre<span style="background: yellow;">'''nt h'''</span>it points" is not found in any other attribute name and therefore works as an abbreviated or alternate attribute name.


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Latest revision as of 10:22, 18 February 2024

Attribute Monitor

Slash command

/monitorattribute string

Adds a display line to the combat Attribute Monitor window.

This command toggles a combat attribute on or off inside an Attribute Monitor Window.

  • String is the name of a combat attribute that you wish to monitor or stop monitoring.
  • You can have up to 10 combat attributes in an an Attribute Monitor window. Adding more attributes will push the topmost attributes off the window.
  • BUG: Some attributes cannot be called properly using this command. For example, using the name "Energy Defense" will only add the attribute "Negative Energy Defense," and trying to use "Energy Resistance" will actually display "Negative Energy Resistance." This is because the game uses a character matching algorithm to select an attribute name, and then prioritizes longer names over shorter ones when multiple matches are found. For example, the pattern "energy defense" can also be found inside the name "negative energy defense", so the game matches both and defaults to the longer name. However, a workaround for Energy Defense is to substitute the name "7" instead of "Energy Defense". The substitute name for Energy Resistance is "DamageType[4]".
  • To resize the window, use the /window_scale slash command. For example, /window_scale combatmonitor 0.8.
  • A list of attribute names can be found on the Attribute Monitor Window page.


Alternate Attribute Names

Abbreviations and codes for combat attributes are especially useful when attempting to fit several attributes within the 256 character limit for binds. The following table lists only a few of the combat attributes, and only a few possible abbreviations. More are discoverable by looking for a unique (compared to all the other attribute names), sequential character pattern within the attribute’s name, and a little trial and error. For example, the pattern "nt h" inside the attribute name "current hit points" is not found in any other attribute name and therefore works as an abbreviated or alternate attribute name.

Code Attribute Name
DEFENSE
1 Toxic Defense
2 AoE Defense
3 Smashing Defense
4 Lethal Defense
5 Fire Defense
6 Cold Defense
7 Energy Defense
8 Negative Energy Defense
9 Psionic Defense
ED Ranged Defense
MEL Melee Defense
BAS Base Defense
DAMGE RESISTANCE
Cold R Cold Resistance
DamageType[4] Energy Resistance
RE R Fire Resistance
L R Lethal Resistance
GY R Negative Energy Resistance
NIC R Psionic Resistance
G R Smashing Resistance
C R Toxic Resistance
MISCELLANEOUS
CC Accuracy Bonus
SE P Confuse Protection
T E Current Endurance
NT H Current Hit Points
DA Damage Bonus
SU Endurance Consumption
ND Endurance Discount
XP Experience Debt
XT Experience to Next Level
D P Hold Protection
INF Influence
NH Inherent
TC Last Hit Chance
DS Level Shift
TP Max Hit Points
RC Perception Radius
ME B Recharge Time Bonus
Y RA Recovery Rate
N RAT Regeneration Rate
PVE Stealth Radius (PvE)
TL Threat Level
T B To Hit Bonus
MOVEMENT SPEED
FL Flying Speed
PI Jumping Speed
J Max Jump Height
RU Run Speed


Example

/monitorattribute current hit points
/monitorattribute NT H


Also