#CharStatus
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CharStatus
Also searchable as: #CharStatus · CharStatus · poisoned · hidden · war mode · status flags · flying · frozen · paralysed
#CharStatus is a short string of letters, one for each state your character is in, or empty when none
applies. Test a letter with in:
| Letter | State |
|---|---|
A |
Frozen: paralysed, held in place by the server, or casting a spell that stops you moving. The client won’t let you walk. |
B |
Female. |
C |
Flying (a gargoyle in flight), or poisoned: see Poison. |
D |
Yellow health bar: for example when you are hit by a lethal strike, or when you are invulnerable. |
E |
You can walk through other characters. |
G |
War mode. |
H |
Hidden. |
Each letter is one of the status flags the server sends for your character: A for the first, B for the
second, and so on up to H. No other letter appears. F is a flag the client only uses for items, and servers
don’t set it on a character. The letters after H would come from the next byte in the client’s memory, which
for a character is always 0. The letters are in reverse order: war mode and female read GB.
Poison
Section titled “Poison”On current clients the server doesn’t send poison as a status flag. It sends poison and the yellow health bar
as two separate health-bar states, and #CharStatus adds C when exactly one of the two is on:
| You are | C |
|---|---|
| Poisoned | yes |
| Poisoned, with a yellow health bar | no |
| Not poisoned, with a yellow health bar | yes |
The yellow bar always comes with D, so you are poisoned when you have C without D, or D without C.
Flying also sets C, so for a gargoyle this only holds while it is on the ground.
Example
Section titled “Example”set %poisoned #falseif C in #CharStatus set %poisoned #trueif D in #CharStatus ; a yellow bar reverses what C says set %poisoned ! %poisonedif %poisoned display ok You are poisoned.if H notin #CharStatus event macro 13 21 ; use HidinghaltSee also
Based on the EasyUO wiki, edited for EasyUO Reforged. This text is available under the GNU Free Documentation License 1.2.