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mordalphus
Newbie


Joined: 15 Oct 2007
Posts: 9

PostPosted: Tue Mar 30, 2010 5:48 am   

Ok, seriously... whats going on
 
Ok, i have this script, should be simple enough... It basically checks for 4 different NPCs in a room, if there are none of them, it proceeds in the next room.

so its #trigger {You do not see that here} {#if {@enemynum >= 5} {#var enemynum 1;@movedir;exa %item(@enemy,@enemynum)};#if {@enemynum < 5} {#add enemynum 1;exa %item(@enemy,@enemynum)}

@enemynum is basically just a default 1
@enemy is a string array farmer|visitor|brother|novice|blank

all it does is examine @enemynum 1 and 2 and moves to the next room, its pissing me off so much, i might just go back to zmud


Can anyone help me?
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chamenas
Wizard


Joined: 26 Mar 2008
Posts: 1547

PostPosted: Tue Mar 30, 2010 7:02 am   
 
Sort of off, I always use () with #IF

In any case. I'm presuming that's what is wrong is that is examine the first two enemy string and then moves to the next room, but it's supposed to check them all?

Pattern: You do not see that here
Code:

_enemy_num = @_enemy_num + 1

#IF (@_enemy_num <= 5)
{
 #send "kill"%item(@enemy, @_enemy_num)
}
{
 #send @movedir
 _enemy_num = 1
 #send "kill"%item(@enemy, @_enemy_num)
}


I would have something in battle reset the _enemy_num (perhaps the kill message?)
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charneus
Wizard


Joined: 19 Jun 2005
Posts: 1876
Location: California

PostPosted: Tue Mar 30, 2010 7:15 am   
 
The correct syntax for #IF is #IF (expression), not #IF {expression}. That was something that never should have been allowed in zMUD, honestly. Also, you cannot, with the new changes, use a variable or a function by itself. It must be preceded with a command such as #SEND. Other than that, your script should work fine otherwise.

Charneus
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