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cawzor987
Newbie


Joined: 16 Feb 2012
Posts: 3
Location: United States

PostPosted: Mon Feb 20, 2012 12:20 am   

Help with combat bot. Having trouble getting it to stop moving when its ment to.
 
Code:
#class Bot
#var mobs %null %null
#var incombat %null
#class look
#TRIGGER {^A student is here getting ready for class.  He sure looks like a dork!
} {mobs=%additem("mob",@mobs);#if (@mobs=%null) {#RESUME a1} {#SUSPEND a1;kill student}}

#TRIGGER {Alas, an Acme student is dead!  R.I.P.} {look;%pop(@mobs)   }
#CLASS {walk}
#TRIGGER {Obvious exits:} {
  #ALARM "a1" +2 {
    #STEP
    #PAUSE
    }
  } "" {notrig}
#CLASS 0
#class 0
#class 0


Ok it follows the path like its meant to sees all the target and starts killing the target but in the middle of battle it trys to execute the next step on the path but i dont understand why if i suspend the alarm.Thanks for any help/ideas thanks!
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4692
Location: Pensacola, FL, USA

PostPosted: Mon Feb 20, 2012 1:24 pm   
 
Why are you testing the value of @mobs right after you set it?
At that point you know it will have a non %null value.

Also, why not have the trigger that finds a mob to kill do the #pause, instead of the step alarm?
So long as you have the mapper set to slow/safe mode it shouldnt try to run you along the path at lightning speed.
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Progonoi
Magician


Joined: 28 Jan 2007
Posts: 430

PostPosted: Mon Feb 20, 2012 2:29 pm   
 
He's just using this extremely old #step script from finished script forum. Unlikely he knows what's what, he just started to use it and now it "doesn't work" :p
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Einder
Novice


Joined: 03 Jan 2008
Posts: 48

PostPosted: Wed Aug 01, 2012 8:23 pm   
 
Instead of using
Quote:
#if (@mobs=%null) {#RESUME a1} {#SUSPEND a1;kill student}
try just using #suspend;kill student. Then when you get
Quote:
Alas, an Acme student is dead! R.I.P.
you can use #resume to continue moving. Or you could set it to look and make sure there are no other mobs to kill so that it only resumes when the room is empty.
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