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Introduction


What is Godzilla?

 

Godzilla is a combat tracker.  It's primary functions are to:

  • Accurately track what afflictions and defenses your target currently has.

  • Display this information so that it can be easily referenced in combat.

  • Provide easy access to affliction and defense information within Mudlet scripts.

 

 

 

What can I do with Godzilla?

 

Godzilla revolutionizes Achaean combat.  In essence, it is the offensive brother to curing systems like SVO.  Instead of monitoring your afflictions and defenses, displaying them, and responding automatically (based on your settings) in pre-set scenarios, Godzilla does this for your opponent.  Listed below are some of the things one can do with Godzilla:

  • Create custom displays that keep you informed of any and all information on your opponent's status that you desire.

  • Track opponent afflictions, defenses, and balances in sub-windows.

  • Add opponent curing and defense information to logs (for post-combat reference)

  • Create alerts for custom scenarios (example: venom locks, prepped limbs, insta-kill requirements met/missing)

  • Example: Paladin using Damnation

 

Automation

Whether or not you choose to use automation - if you do choose to do so, Godzilla is hands-down the most powerful system in existence for doing so.  By providing flawlessly accurate affliction and defense information to the user, many incredibly powerful options become available.  One of the design concepts of Godzilla is that it allows a user to essentially program the whole of his or her combat knowledge (and strategies) into a simple mudlet function that makes decisions based on tracking information.  For example, you may:

  • Automate venom selection for jabs, throws, DSLs, doublestabs, etc.

  • Automate use of RSL, Raze, flay, strategic pauses, etc, to properly handle shield or rebounding.

  • Automate limb targeting based on parry information.

  • Automate use of insta-kill abilities or initiation of kill strategies when user-defined conditions are met.

  • Full automation of offense - either one balance at a time, or sustained - if you choose to do so.

 

Tracking Features

Godzilla is the most accurate affliction tracker ever made.  It employs incredibly complex mathematical probability theory to provide the most accurate affliction possible.  While I won't go into great detail describing the internal operation of the system, some of the basic functionalities include:

  • Probability based affliction tracking.  Know that your opponent, at this moment, has a 33% chance of having Asthma, for example.

  • Balance tracking: Tracks several key target curing balances.  Allows basic anti-spam and anti-illusions.  Also abled to be referenced by the player for advanced offensive tactics. (perform <action> if your opponent is off salve balance, or perform <action> if your opponent has > 5 seconds remaining before regaining tree balance)

  • Defense Tracking: Tracks your opponents' key defenses at all times, allowing for useful visual alerts, and powerful offensive reponses.  For example, tracking of deafness allows for very efficient use of sensitivity, and accurate tracking of insomnia (and metawake) allows for very reliable (possibly automated)  sleep locks.

  • Retroactive curing logic: One of the many unique aspects of Godzilla is that it references the entire span of the fight to determine affliction probabilities, not just the current status.  Every time an affliction is give, an herb is eaten, a pipe is smoked, etc, the entire fight is re-evaluated and probabilities are adjusted accordingly.  Any time you, as a player, know "where a cure went", for example, Godzilla will also know.  Indeed, in many cases, it will know what happened, instantly, in scenarios far too complex for a human to calculate, even post-combat.

  • Passive curing tracking:  There's no getting around one fact, as an affliction class: Passive curing is a pain in the ass.  Godzilla accurately tracks affliction probabilities even through passive curing abilities.  Also allows use of "voyria mode" - which effectively maintains voyria afflicted (including tracking when it is cured) at all times, to minimize the statistic entropy created by passive curing.

  • Active curing: Godzilla accurately all active curing abilities, such as tree tattoo, shrugging, fitness, dragonheal, fool tarot, and so on.

  • Diagnosis - Many symptoms give away additional curing information during combat.  Godzilla takes advantage of all of them to provide the most accurate information possible.  This includes incorporating symptoms into retroactive logic to determine previous cures based on current information.

  • Expert Diagnoser:  Not only does Godzilla support and incorporate the use of Expert Diagnoser, it actually allows you to fully automate its use based on user-defined logic.  For instance, you might only want to use Expert Diagnoser for certain afflictions when their probability falls between 30-80% (above or below that can be considered relatively certain).

  • Limb Damage: Godzilla tracks all forms of limb damage.  It does not currently include a limb tracker, intentionally.  This allows Godzilla users to continue to use their current limb tracker of preference.  Godzilla, by default, is set up to use SVO's limb tracker information to determine when limbs are prepped and broken.  This functionality, however, can easily be added for other trackers, on an individual user basis.

  • Loki: Godzilla tries (and usually succeeds) at tracking loki afflictions, and figuring out what afflictions were given.  If unable, it at the least maintains a running tally of number of unaccounted loki hits, which is used in various calculations, and is available to the user for display/reference.

 

API

Godzilla is designed ground up to be used as a reference tool.  All of it's data is available to the user, via a few simple functions.  Many input functions are also supported, allowing users to add additional triggers, diagnoses, etc. with ease.  For the full API function list, check out the API section of this page, or the API script file in Godzilla's Mudlet settings.  Some examples of what Godzilla's API provides:

  • Direct access to the current probability of any affliction.  Options include functions that return the exact probability of any affliction, and boolean functions for if an opponent has, does not have, or may have a given affliction.

  • Direct input options to Godzilla are added afflictions, positive/negative diagnoses of afflictions or defenses.  This allows the user to add additional triggers (or aliases/scripts) in any circumstance they desire.

  • Various display and interface functions, as described in the manual.

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