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  Topic: Need help on an auto roller..
myddrun

Replies: 4
Views: 9785

PostForum: zMUD General Discussion   Posted: Thu Jul 12, 2012 11:58 am   Subject: Need help on an auto roller..
Personally I would break it down in a class and have a trigger for each stat.

Trigger: Str : ~[%d~]
Commands:
stat1=%1
#if (@stat1 > 19) {#CO yellow}
Class: roll

etc

Then trigger off ...
  Topic: How to intercept/modify a multi state trigger?
myddrun

Replies: 2
Views: 6035

PostForum: zMUD General Discussion   Posted: Mon Nov 07, 2011 11:24 am   Subject: How to intercept/modify a multi state trigger?
I think I'm going to break this down and use a variable for the next spell to be cast simply because I want to add in a manual cast for healing which again I can't do in animal form.

#Alias bl {mor ...
  Topic: How to intercept/modify a multi state trigger?
myddrun

Replies: 2
Views: 6035

PostForum: zMUD General Discussion   Posted: Mon Oct 24, 2011 6:24 pm   Subject: How to intercept/modify a multi state trigger?
#TRIGGER {Your bark-like armour flakes off } {morph normal}
#COND {{You transform into an elf.|You are already as normal}} {cast barkskin me}
#COND ...
  Topic: Noobie Question: Set Target, Auto-Return Backstab
myddrun

Replies: 1
Views: 5273

PostForum: zMUD General Discussion   Posted: Mon Oct 24, 2011 1:15 pm   Subject: Noobie Question: Set Target, Auto-Return Backstab
Most MUDs I play Flee tends to be random which adds an extra level of complexity.

Why not use alarms or the ticker to spam "backstab @target" and you control the directions manually? In case of hea ...
  Topic: How to intercept/modify a multi state trigger?
myddrun

Replies: 2
Views: 6035

PostForum: zMUD General Discussion   Posted: Mon Oct 24, 2011 12:29 pm   Subject: How to intercept/modify a multi state trigger?
I have a shape shifting character who can't cast spells while morphed so I have a 3 part multi state trigger that when my defence spells drop it will do the work for me.

alias mbp {morph black pant ...
  Topic: #ALARM / #SLOW HELP
myddrun

Replies: 7
Views: 8011

PostForum: zMUD General Discussion   Posted: Tue Oct 18, 2011 9:49 am   Subject: #ALARM / #SLOW HELP
The only time I use this is when xp grinding. I send the comand "kill monsters" so trigger the #OK off "You are unable to find any monsters" to move to the next room.

In my mud room descriptions us ...
  Topic: Script to follow a tunnel. (Forget it. Not worth the hastle *grin*)
myddrun

Replies: 2
Views: 5497

PostForum: zMUD General Discussion   Posted: Mon Sep 19, 2011 12:01 pm   Subject: Script to follow a tunnel. (Forget it. Not worth the hastle *grin*)
Thanks Shalimar. It might be worth playing with but after investigating this area further, it appears I dont need to walk all the way to the end.

The monsters drop random objects that can teleport ...
  Topic: Could someone help me with a few alarms?
myddrun

Replies: 1
Views: 4518

PostForum: zMUD General Discussion   Posted: Fri Sep 16, 2011 1:13 pm   Subject: Could someone help me with a few alarms?
Well.... And I may not be able to help very much.

I'm sure there would be a way to do this but I'm not sure how. I dont think there is a way of seeing how much time is left until an alarm triggers. ...
  Topic: Script to follow a tunnel. (Forget it. Not worth the hastle *grin*)
myddrun

Replies: 2
Views: 5497

PostForum: zMUD General Discussion   Posted: Thu Sep 15, 2011 11:05 am   Subject: Script to follow a tunnel. (Forget it. Not worth the hastle *grin*)
Sounds easy enough?

But the tunnel may or may not be random so mapping looks unlikely at the moment and I only want to go forwards until I get to the end then come back again.

You get teleoprte ...
  Topic: 10 years
myddrun

Replies: 4
Views: 13059

PostForum: zMUD General Discussion   Posted: Tue Sep 06, 2011 12:43 pm   Subject: 10 years
obviously didn't find any bugs Laughing
  Topic: Coordinate Sailing System [with related maths query]
myddrun

Replies: 18
Views: 24020

PostForum: zMUD General Discussion   Posted: Wed Apr 27, 2011 12:30 pm   Subject: Coordinate Sailing System [with related maths query]
Not overly keen on merging the aliases like that, but I now have it working so all is good.

It's just the way I am Very Happy
  Topic: Coordinate Sailing System [with related maths query]
myddrun

Replies: 18
Views: 24020

PostForum: zMUD General Discussion   Posted: Tue Apr 19, 2011 12:00 pm   Subject: Coordinate Sailing System [with related maths query]
With thanks to Drax I've got the code to suit my triggers, but now I want to check a related maths query.
Obviously with compass bearings there is no -5 degrees. From 000 (north) anticlockwise it goe ...
  Topic: Coordinate Sailing System [with related maths query]
myddrun

Replies: 18
Views: 24020

PostForum: zMUD General Discussion   Posted: Mon Apr 18, 2011 10:42 am   Subject: Coordinate Sailing System [with related maths query]
Wow... Ok.

I'll have to get that in to zmud of course and have to change it a little as I fire my orginal code using a trigger not by alias. But many thanks!
  Topic: Coordinate Sailing System [with related maths query]
myddrun

Replies: 18
Views: 24020

PostForum: zMUD General Discussion   Posted: Mon Apr 18, 2011 7:39 am   Subject: Coordinate Sailing System [with related maths query]
*ponders*
Drax... Maths isn't a strong point for me but I'll look in to it. Thanks :)
  Topic: Coordinate Sailing System [with related maths query]
myddrun

Replies: 18
Views: 24020

PostForum: zMUD General Discussion   Posted: Sat Apr 16, 2011 6:37 pm   Subject: Coordinate Sailing System [with related maths query]
Double post due to router problems. It lost connection in the middle of submitting. Deleted.
  Topic: Coordinate Sailing System [with related maths query]
myddrun

Replies: 18
Views: 24020

PostForum: zMUD General Discussion   Posted: Sat Apr 16, 2011 6:34 pm   Subject: Coordinate Sailing System [with related maths query]
Well I suppose there are Rooms to in some respects on the map. Each character on the map has a predefined boundry.

In terms of docking the boat, as soon as you replace the character used for the Do ...
  Topic: Coordinate Sailing System [with related maths query]
myddrun

Replies: 18
Views: 24020

PostForum: zMUD General Discussion   Posted: Sat Apr 16, 2011 8:53 am   Subject: Coordinate Sailing System [with related maths query]
1) This is Realms of the Dragon. Been around for ages.

2) Yes each dock is at a specific location

3) About 12 diffent docks most on the main continent and seperate islands have 1 or 2 each dep ...
  Topic: Coordinate Sailing System [with related maths query]
myddrun

Replies: 18
Views: 24020

PostForum: zMUD General Discussion   Posted: Fri Apr 15, 2011 8:53 pm   Subject: Coordinate Sailing System [with related maths query]
So with some buttons to switch between manual and auto sailing modes I came up with this. It's not perfect and it doesn't steer around land masses but it got me places. Very Happy

#var direw ""
#var di ...
  Topic: Coordinate Sailing System [with related maths query]
myddrun

Replies: 18
Views: 24020

PostForum: zMUD General Discussion   Posted: Fri Apr 15, 2011 3:17 pm   Subject: Coordinate Sailing System [with related maths query]
It's not that we can only sail in 4 directions.

There are 360 possible directions to sail in, but as zMud doesn't appear to have any functions for doing co-ordinate maths or calculating angles I th ...
  Topic: Coordinate Sailing System [with related maths query]
myddrun

Replies: 18
Views: 24020

PostForum: zMUD General Discussion   Posted: Fri Apr 15, 2011 12:07 pm   Subject: Coordinate Sailing System [with related maths query]
My usual MUD has introduced a new sailing system which is 360 degree co-ordinate based, so it doesn't use standard rooms.

I was wondering how difficult it would be to write a set of triggers to set ...
  Topic: Help with .lay files?
myddrun

Replies: 8
Views: 17046

PostForum: zMUD General Discussion   Posted: Fri Mar 25, 2011 12:22 pm   Subject: Help with .lay files?
Hi,

As I mentioned in your previous thread, I still think you need unique .lay files for each character even if you dont have the ticks marked.

http://forums.zuggsoft.com/forums/viewtopic.php?t= ...
  Topic: Zmud-trigs / aliases not saving?
myddrun

Replies: 4
Views: 11752

PostForum: zMUD General Discussion   Posted: Tue Mar 15, 2011 5:20 pm   Subject: Zmud-trigs / aliases not saving?
In short I don't really know what they do in full either and even if the "Use Layout" is unticked I found triggers and aliases were being put in the wrong .mud file.

To be more specific-

With ou ...
  Topic: Zmud-trigs / aliases not saving?
myddrun

Replies: 4
Views: 11752

PostForum: zMUD General Discussion   Posted: Mon Mar 14, 2011 3:48 pm   Subject: Zmud-trigs / aliases not saving?
Is this a different character on the same mud or different character on a different mud.

I had a similar issue on my mud which has now allowed players to have multiple characters. It took me awhile ...
  Topic: Stopping scripts.
myddrun

Replies: 4
Views: 10788

PostForum: zMUD General Discussion   Posted: Thu Mar 03, 2011 11:00 am   Subject: Stopping scripts.
How about putting in to a class and turning the class on and off with #t+ and #t-?
Will that work?
  Topic: Problems with #slow and #pause
myddrun

Replies: 3
Views: 7264

PostForum: zMUD General Discussion   Posted: Mon Aug 23, 2010 8:52 am   Subject: Problems with #slow and #pause
No idea i'm afraid.

But you could try pushing up the slow walk time out setting in preferences.
 
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