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Adventurers Guild Message Summary

last revised 10/04/2007
special thanks to Mike McCourt

A. When-said codes, which control when a message is used

  1  any time during the fight
  2  at the start of the fight
  3  after wounding an opponent
  4  after being wounded
  5  after opponent misses
  6  after you win the fight
  B  when just beginning an adventure
  D  when attempting a distraction
  E  at the end of an adventure
  L  just before leaving an area when on an adventure

B. Variables (can be anywhere in the message unless otherwise noted)

  (n)  is replaced with opponents name (current target if more than one opponent)
  (i)  is replaced with your name
  (r)  is replaced with opponents race
  (g)  is replaced with a random insulting noun, e.g. "worm"
  
  *true* can be used with conditions below to force a change (see H.)

C. Constants used at the start of messages

  (a)  indicates that what follows in an action rather than something to be said

D. Constants used at the end of messages

  (dap)  requests the alternate system of "distributed action points"
  (bm2)  at the end of a special message, causes your battle messages to be used in 
         addition to special messages when adventuring. Effectively giving you 10 message
         slots to control combat while adventuring
         
  ** ONLY one of the below two will work at one time **
  (no medium kick)  you will not try to kick at medium range
  (no medium tailwhip)  you will not try to tailwhip at medium range
  
  (no short kick)  you will not try to kick at short range
  
  (pets) will transfer the message to all your active pets
  (pets2) will copy the message to all your active pets

E. Conditional message variables (used with any message code)

  1. (if) [opponent name] / [message]
    ex: (if) Black Knight/Cheer up there buddy
  2. (if) [ID#] / [message]
    ex: (if) #237/ I knew we'd meet again
  3. (if race) [race] / [message]
    ex: (if race) goblin/You need a bath (n)

F. Conditional message variables (used with when-said code "2")

NOTE: Skill numbers can be obtained from your character sheet
P = Primary strategy, S = Secondary strategy, B = Both
case is optional: i.e. CYCLOPS equals Cyclops equals cyclops

  1.  (retreat if) [monster name]
ex: (retreat if) Cyclops result: run away if any opponent has "cyclops" anywhere in its name 2. (set skill if) [foe] / [skill number] / [new setting] / [P or S or B]
ex: (set skill if) spider/7 /99 / P result: Set primary strategy skill #7 (Blast) to 9/9 if any foe name has "spider" in it 3. (set skill if race) [race] / [skill number] / [new setting] / [P or S or B]
ex: (set skill if race) half-elf/16/99/B result: set Distraction to 9/9 if opponent race is half-elf 4. (set skill if area#) [area number] / [skill number] / [new setting] / [P or S or B}
ex: (set skill if area#) 22/56/90 result: set Magical Fury to 9/0 in area 22 5. (set CD if) [condition] / [CD] / [P or S or B]
ex: (set CD if) no ammo/10 result: set combat desire to 10 when missile ammo runs out
ex: (set CD if) Ogre Warlord Zombie/-1/P result: set combat desire to -1 if opponent is Ogre Warlord Zombie 6. (set defense if) [range] / [dodge%] / [parry r-hand%] / [parry l-hand%] / [retreat%] / [ignore%] / [P or S or B]
notes: [range] = L or M or S, total of five %'s must equal 100
ex: (set defense if) L/50/ 0/50 /0 /0 /B result: when at long range, dodge 50% and parry left hand 50% for both strategies 7. (set ignore if skill attack) [bite or kick]
ex: (set ignore if skill attack) bite result: ignore attacks if attack is a bite 8. (T) xxxx/xxxx/xxxx/xxxx/xxxx/xxxx/xxxx/xxxx/xxxx/xxxx
ex: (T) 1234/1233/1232/1231/1230/1138 result: give these targets priority when using Select Target Skill at a setting of 7 notes: message can not exceed 50 characters only use once, as the second usage will overwrite the first you must have Select Target skill level two or higher 9. (set arena) Pillar
result: in a 1 vs. 1 challenge fight indicates that you want the fight to happen on pillars 10. the phrase "free for all" somewhere in message
result: in a challenge fight indicates that you want the fight to be a free for all 11. (set [right OR left] hand weapon)/[weapon skill code]
ex: (if)#12/(set right hand weapon)20 result: when fighting #12, use a punch dagger in right hand notes: available for in-guild combat only 12. (set armor)/[armor code]
0=None, 1=Padded, 2=Leather, 3=Studded Lthr, 4=Scale, 5=Chainmail, 6=Platemail
ex: (if)#12/(set armor)6 result: when fighting #12, wear platemail armor notes: available for in-guild combat only 13. (set helm)/[helm code]
0=None, 1=Leather, 2=Chainmail Coif, 3=Light, 4=Great
ex: (if)#12/(set helm)2 result: when fighting #12, wear chain coif notes: available for in-guild combat only 14. (don't retreat if) [monster name]
ex: (don't retreat if) Colossal Blob result: overpowered setting will be ignored if any opponent has "colossal blob" anywhere in its name. The text match is case-insensitive, so there's no need to worry about upper or lower-case letters. You can (and should) still have retreat settings based on health, or energy, or % of party remaining.

G. Conditional message variables (used with message code "L")

  1. (if area#) [area number] / (pick exit#) [exit number]
ex: (if area#) 12 /(pick exit#) 2 result: if leaving area number 12, try to leave through exit number 2

H. A complicated message code use (used with when-said code "2")

  1. (set CD if) *true*/0/B(pets)
result: your pet(s) will switch combat desire to 0

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