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Alexiel
Novice


Joined: 05 Mar 2007
Posts: 33
Location: Paulsboro,NJ

PostPosted: Sun Nov 11, 2007 9:16 pm   

Help with XP,Gold,Kill and tick counter
 
Alright, I've been working on this counter for a bit, unfortunately I believe I messed up someplace, since my counter is way off when I'm grouping. This is what I have:


Code:
#alias {xp} {gt -=In @tcounter ticks we have slayed @kcount mobs and I have gotten @xps Xps and @gld gold.=-}
#VAR {tcounter} {0}
#VAR {xps} {0}
#VAR {gld} {0} 
#VAR {kcount} {0}
#TRIGGER {^The Great Bell of Hillsborough rings 1 time.} {#ad tcounter 1}
#TRIGGER {^The Great Bell of Hillsborough rings (%1) times.} {#ad tcounter 1}
#TRIGGER {^You receive your reward for the kill, (%d)} {#ad xps %1;#ad  kcount 1}
#TRIGGER {^gold coins, and you receive (%d).} {#ad gld %1}
#ALIAS {reset} {#var tcounter 0;#var xps 0;#var gld 0;#var kcount 0;#var sanc 0}


I think it might be something with #ad but I am not overly sure, if anyone can help me that'd be great!
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Progonoi
Magician


Joined: 28 Jan 2007
Posts: 430

PostPosted: Sun Nov 11, 2007 9:46 pm   
 
Those two triggers:

Code:

#TRIGGER {^The Great Bell of Hillsborough rings 1 time.} {#ad tcounter 1}
#TRIGGER {^The Great Bell of Hillsborough rings (%1) times.} {#ad tcounter 1}


Should be:

Code:

#TRIGGER {^The Great Bell of Hillsborough rings (%d) time{s|}.} {#ad tcounter 1}


You can of course have 2 seperate triggers as well, the key is using %d inside ()'s and not anything else. Basically the trigger I'm suggesting makes your 2 triggers in one line checking if its "time" or "times" and adding the number amount to counter.
You have to use (%d) in the trigger pattern when you want to grab a number.

Prog
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charneus
Wizard


Joined: 19 Jun 2005
Posts: 1876
Location: California

PostPosted: Sun Nov 11, 2007 10:15 pm   
 
His script, however, doesn't appear to be grabbing a number, so it should just be:

Code:
#TRIGGER {^The Great Bell of Hillsborough rings %d time{s|}.} {#ad tcounter 1}


However, like Prog said, if you were going to use the number of times it rang for any reason (such as putting it into a variable) then you'd put parentheses around the %d.

Charneus
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Alexiel
Novice


Joined: 05 Mar 2007
Posts: 33
Location: Paulsboro,NJ

PostPosted: Mon Nov 12, 2007 2:57 am   
 
Would I use the same format for the rest of the triggers as well?
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Progonoi
Magician


Joined: 28 Jan 2007
Posts: 430

PostPosted: Mon Nov 12, 2007 3:41 am   
 
Those 2 triggers...

Code:

#TRIGGER {^You receive your reward for the kill, (%d)} {#ad xps %1;#ad  kcount 1}
#TRIGGER {^gold coins, and you receive (%d).} {#ad gld %1}


I'm taking a wild guess here, but maybe they're supposed to be one line of info instead?

Code:

#TRIGGER {^You receive your reward for the kill, (%d) gold coins, and you receive (%d).} {#ad gld %1;#add xps %2;#ad  kcount 1}


Got the idea because generally msgs from Mud don't start with lower casing and if its part of another line, ie "gold coins" line is present in the middle or within another line, using "^" won't work because its a line start anchor.

I'm sorry if I'm completely off though, its late.

Prog
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The Proud new owner of CMud.

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Win 7 Home Premium 64x
--------------------------------
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charneus
Wizard


Joined: 19 Jun 2005
Posts: 1876
Location: California

PostPosted: Mon Nov 12, 2007 4:18 am   
 
The rest of your script looks ok, however, I would do as Prog suggested. That was an oversight on both of our parts. ;)

Prog is right: if your mud puts the whole reward thing on one line, but your window wraps it to two lines, then that reward trigger will not work. Overall, this is what your script will look like if you make the corrections we've pointed out (or more specifically, Prog pointed out, I just reiterated)

Code:
#alias {xp} {gt -=In @tcounter ticks we have slayed @kcount mobs and I have gotten @xps Xps and @gld gold.=-}
#VAR {tcounter} {0}
#VAR {xps} {0}
#VAR {gld} {0}
#VAR {kcount} {0}
#TRIGGER {^The Great Bell of Hillsborough rings %d time{s|}.} {#ad tcounter 1}
#TRIGGER {^You receive your reward for the kill, (%d) gold coins, and you receive (%d).}} {#ad xps %2;#ad gld %1;#ad  kcount 1}
#ALIAS {reset} {#var tcounter 0;#var xps 0;#var gld 0;#var kcount 0;#var sanc 0}


Of course, I'm assuming that the line for reward would read this:

Code:
You receive your reward for the kill, 100 gold coins, and you receive 100.


I'll admit that ending it on a number after "you receive" doesn't make much sense. Perhaps it says xp after it? If it does, then you'll want to change that line to

[code]#TRIGGER {^You receive your reward for the kill, (%d) gold coins, and you receive (%d) xp.} {#ad gld %1;#ad xps %2;#ad kcount 1}[code]

Perhaps if you favored us with some output from your MUD, we could better discern how to solve the issue. :P

Charneus
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Alexiel
Novice


Joined: 05 Mar 2007
Posts: 33
Location: Paulsboro,NJ

PostPosted: Mon Nov 12, 2007 6:09 pm   
 
This is how my mud reads when something is killed:
A large gilded chest is dead! R.I.P.
You receive your reward for the kill, 993464 experience points.
Your blood freezes as you hear a large gilded chest's death cry.
Kelric gets an absolutely colossal mountain of gold coins from the corpse of a large gilded chest.
Kelric splits 2172941 gold coins, and you receive 271617.
Its alot different from the muds I used to play.

Edit: I loaded up the triggers, but they are not updating so when I grouptell its showing all 0's...this trigger set being in a folder shouldn't effect the maths right?
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