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delphi
Newbie


Joined: 06 May 2003
Posts: 2
Location: United Kingdom

PostPosted: Tue May 06, 2003 7:15 pm   

Alias Help :D
 
I need an alias/trigger that looks at my eq, then removes all that is worn, then Deposit it, i then need to withdraw that same eq at a later time, and wear it again, If this is too complicated, just the removing and depositing will do fine.

This is what the eq looks like:
<used as light> a ghastly white light
<worn on finger> (Glowing) An Adept's Ring (Ruined)
<worn on finger> (Glowing) An Adept's Ring (Ruined)
<worn around neck> (Glowing) (Humming) an amulet of illumination
<worn around neck> (Glowing) (Humming) an amulet of illumination
<worn on torso> a slaen hide chestplate (Ruined)
<worn on head> the Horns of Power (Ruined)
<worn on legs> (Glowing) (Humming) the Radiant leggings of the Stars (Ruined)
<worn on feet> (Glowing) (Humming) The Shadowy Boots of Demonscales (Ruined)
<worn on hands> (Glowing) The Ancient Gauntlets of Time (Ruined)
<worn on arms> (Humming) Celestial sleeves of illumination (Ruined)
<worn about body> (Black) a Cloak of the Assassin Lord (Ruined)
<worn about waist> an astral girth (Ruined)
<worn around wrist> (Glowing) an Ancient Bracer of Phantoms (Ruined)
<worn around wrist> (Glowing) an Ancient Bracer of Phantoms (Ruined)
<wielded> (Black) (Humming) the Heart Piercer
<floating nearby> (Glowing) a floating red stone
<secondary weapon> (Black) (Humming) the Heart Piercer (Damaged)

remove command is remove, wear is wear, deposit is deposit and remove from deposit is withdraw, thanks.

Delphi.
www.actofwar.com
<^>
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racolon
Beginner


Joined: 27 Apr 2003
Posts: 25
Location: USA

PostPosted: Tue May 06, 2003 8:13 pm   
 
First I think you should create an items|weapons|armour database.
Second create the variables for those @item, @weapon, @armour
Define all those

then you can create a trigger that reacts to a certain action
i.e.
#TRIGGER {you hit (*)} {inventory}
So it checks what you wear or carry
Then create a trigger for worn items
#TRIGGER {worn} {remove @whatever;deposit @whatever}
To pick them at a different time just catch a text from the mud, so when it shows in that exact location you withdraw @whatever and wear @whatever

Maybe some mud output on where you deposit, and where you get your equipment back can help me make those for you.


Endora
Ancient Empires
mud.ancientempires.net 5011
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LightBulb
MASTER


Joined: 28 Nov 2000
Posts: 4817
Location: USA

PostPosted: Tue May 06, 2003 8:46 pm   
 
You left out some important information.
What is the command to "look at (your) eq"?

Do the following commands work?
remove a ghastly white light
deposit a ghastly white light
withdraw a ghastly white light
wear a ghastly white light

How about these?
remove (Glowing) An Adept's Ring (Ruined)
deposit (Glowing) An Adept's Ring (Ruined)
withdraw (Glowing) An Adept's Ring (Ruined)
wear (Glowing) An Adept's Ring (Ruined)

If not (and they probably don't), you'll have to determine the keywords yourself rather than by trigger.

It's fairly simple to create a set (provided you know the keywords):
#ADDI EqSet1 {ghastly}
#ADDI EqSet1 {2.adept}
#ADDI EqSet1 {adept}

The set can then be used in an alias
#AL remdep {#FORALL @EqSet1 {remove %i};#FORALL @EqSet1 {deposit %i}}

LightBulb
Advanced Member
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delphi
Newbie


Joined: 06 May 2003
Posts: 2
Location: United Kingdom

PostPosted: Tue May 06, 2003 9:06 pm   
 
i dont mean to sound like a pestering bumble, but im relatively knew to zmud and dont actually understand what your saying could you explain it in a more dumbed down kinda way?

to look at your eq you type EQ

and yes your right i cant remove (Glowing)etc...
thanks..


Delphi.
www.actofwar.com
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LightBulb
MASTER


Joined: 28 Nov 2000
Posts: 4817
Location: USA

PostPosted: Wed May 07, 2003 4:58 am   
 
Which part don't you understand? It's already about as simple as I could make it.

I'm guessing you don't understand the comment about keywords.

On most MUDs, you won't actually use the entire name of an object when removing, wearing, or otherwise manipulating it.
  • remove a ghastly white light

  • Instead, you'll use a single word.
  • remove light

  • This word is known as a "keyword". Some objects only have one keyword. Some objects have several and you can choose whichever of them is most convenient or least likely to be confused with other objects.

    Usually, the object's name will include one or more of its keywords. But sometimes it won't.

    Sometimes the first word that isn't "a", "an", or "the" will be a keyword. But other times, it won't be.

    Sometimes the last word in the object's name will be a keyword. Sometimes it won't be.

    There's usually no dependable rule for zMUD to follow in deciding which, if any, of the words in the object's name can be used as a keyword. That means there's no way to write a trigger to pick out the keywords. zMUD is also unable to determine which keyword would be best for those objects which have more than one. "Wear ring" is as likely put on a "pink ice ring" as "An Adept's ring".

    Since there's no way to pick out the words to use with a trigger, what you wanted can't be done. I suggested a different way of doing something similar.

    LightBulb
    Advanced Member
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    TonDiening
    GURU


    Joined: 26 Jul 2001
    Posts: 1958
    Location: Canada

    PostPosted: Wed May 07, 2003 5:41 am   
     
    As Lightbulb pointed out, the figuring out of keywords for objects is stupidly complex. One idea is to capture the keyword when you wear items. Conceptual & Untested:

    #ALIAS wear {~wear %-1;#VAR AmGoingToWear %-1;#T+ WearCapture2;#T+ WearCapture1}

    #TRIGGER WearCapture1 {^You wear} {#T- WearCapture1;#T- WearCapture2;#VAR AmWearing %additem(@AmGoingToWear,@AmWearing)}
    #TRIGGER WearCapture2 {^You cannot wear that.} {#T- WearCapture2;#T- WearCapture1}
    #TRIGGER {You remove all your equipment.} {#VAR AmWearing ""}

    #ALIAS DoDeposit {#FORALL @AmWearing {remove %i;deposit %i};#VAR DidDeposit @AmWearing;#VAR AmWearing ""}
    #ALIAS DoWithdraw {#FORALL @DidDeposit {get %i depositbox;wear %i}}

    Ton Diening
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