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helter
Newbie


Joined: 11 Oct 2003
Posts: 3
Location: USA

PostPosted: Sat Oct 11, 2003 3:50 am   

Plz Help :)
 
Been try to make a reroll script with on luck *sniff* this what the mud roll is

Choose one of the following set:
1) Str:12 Int: 9 Wis:11 Dex:12 Con: 9 Luc: 9
2) Str:11 Int: 8 Wis: 7 Dex:13 Con: 9 Luc: 9
3) Str:13 Int: 9 Wis: 9 Dex: 8 Con: 8 Luc:12
4) Str: 9 Int:10 Wis:14 Dex: 9 Con: 9 Luc: 6
5) Str: 9 Int: 7 Wis:13 Dex:11 Con: 8 Luc: 8
Choose [1-5 set, Return roll again, q- quit]:

the highest # is 18 in all fields but it can take days to get a good roll.so plz any help would be grateful

thanks :))
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Talahaski
Enchanter


Joined: 10 Oct 2000
Posts: 656
Location: USA

PostPosted: Sat Oct 11, 2003 4:30 am   
 
ok, I'll give this a shot.

#tr (1~) Str:(%d) Int:(%d) Wis:(%d) Dex:(%d) Con:(%d) Luc:(%d)) {#var stats1 eval(%1+%2+3%+4%+5%+%6)}
#tr (2~) Str:(%d) Int:(%d) Wis:(%d) Dex:(%d) Con:(%d) Luc:(%d)) {#var stats2 eval(%1+%2+3%+4%+5%+%6)}
#tr (3~) Str:(%d) Int:(%d) Wis:(%d) Dex:(%d) Con:(%d) Luc:(%d)) {#var stats3 eval(%1+%2+3%+4%+5%+%6)}
#tr (4~) Str:(%d) Int:(%d) Wis:(%d) Dex:(%d) Con:(%d) Luc:(%d)) {#var stats4 eval(%1+%2+3%+4%+5%+%6)}
#tr (5~) Str:(%d) Int:(%d) Wis:(%d) Dex:(%d) Con:(%d) Luc:(%d)) {#var stats5 eval(%1+%2+3%+4%+5%+%6)}
#TR {Choose ~[1~-5 set, Return roll again, q~- quit~]} {#if (@stats1>100) {1} {#if (@stats2>100) {2} {#if (@stats3>100) {3} {#IF (@stats4>100) {4} {#IF (@stats5>100) {5} {#send}}}}}}

Hope I got the right number of { and }

you may want to change the number 100 to what value you want the total stats to equal. 100 could take weeks to get a roll that good.
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user0101
Apprentice


Joined: 01 Aug 2003
Posts: 100
Location: USA

PostPosted: Sat Oct 11, 2003 4:31 am   
 
Ah nm its #send I guess heh.
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Davos
Adept


Joined: 30 Jan 2003
Posts: 228
Location: USA

PostPosted: Sat Oct 11, 2003 5:20 am   
 
quote:
Originally posted by Talahaski

ok, I'll give this a shot.

#tr (1~) Str:(%d) Int:(%d) Wis:(%d) Dex:(%d) Con:(%d) Luc:(%d)) {#var stats1 eval(%1+%2+3%+4%+5%+%6)}
#tr (2~) Str:(%d) Int:(%d) Wis:(%d) Dex:(%d) Con:(%d) Luc:(%d)) {#var stats2 eval(%1+%2+3%+4%+5%+%6)}
#tr (3~) Str:(%d) Int:(%d) Wis:(%d) Dex:(%d) Con:(%d) Luc:(%d)) {#var stats3 eval(%1+%2+3%+4%+5%+%6)}
#tr (4~) Str:(%d) Int:(%d) Wis:(%d) Dex:(%d) Con:(%d) Luc:(%d)) {#var stats4 eval(%1+%2+3%+4%+5%+%6)}
#tr (5~) Str:(%d) Int:(%d) Wis:(%d) Dex:(%d) Con:(%d) Luc:(%d)) {#var stats5 eval(%1+%2+3%+4%+5%+%6)}
#TR {Choose ~[1~-5 set, Return roll again, q~- quit~]} {#if (@stats1>100) {1} {#if (@stats2>100) {2} {#if (@stats3>100) {3} {#IF (@stats4>100) {4} {#IF (@stats5>100) {5} {#send}}}}}}

Hope I got the right number of { and }

you may want to change the number 100 to what value you want the total stats to equal. 100 could take weeks to get a roll that good.


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Davos
Adept


Joined: 30 Jan 2003
Posts: 228
Location: USA

PostPosted: Sat Oct 11, 2003 5:22 am   
 
*Curses the fact he forgot to login* I'll havta repost my script for this :)
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Davos
Adept


Joined: 30 Jan 2003
Posts: 228
Location: USA

PostPosted: Sat Oct 11, 2003 5:33 am   
 
Ok Here it all goes, for the second time *smirk*

#TRIGGER {Choose one of the following set:} {
#VA stats1 0
#VA stats2 0
#VA stats3 0
#VA stats4 0
#VA stats5 0
#VA stats6 0
}

#TRIGGER {(%d)~)%sStr:(%d)%sInt:(%d)%sWis:(%d)%sDex:(%d)%sCon:(%d)%sLuc:(%d)} {@stats{%1} = eval(%2+3%+4%+5%+%6+%7)}

#TRIGGER {Choose ~[1~-5 set, Return roll again, q~- quit~]:} {
#IF (@stats1 > 100) {1} {
#IF (@stats2 > 100) {2} {
#IF (@stats3 > 100) {3} {
#IF (@stats4 > 100) {4} {
#IF (@stats5 > 100) {5} {REROLL COMMAND}
}}}}}

Ok there it is for the second time, this way is a bit shorter than the other, the only issue here is If you get a single digit for a stat the trigger is not going to fire because the mud puts a space between the Str: and the actual single digit number, This should not cause a problem tho because its mathmaticly impossible to get a total of 100 or greater if one of 6 numbers is a single digit number, so all stats are going to have to be at least 10 or higher in order to reach a goal of 100 for your total stats, this would be have to fixed if your target total stats is changed lower than 100 in the future. Let me know if I jacked anything up
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helter
Newbie


Joined: 11 Oct 2003
Posts: 3
Location: USA

PostPosted: Sat Oct 11, 2003 9:08 am   
 
WOW, Thanks it works Davos but, *heh* there is always one :P After between 7-9 rolls before the mud disconnects me. Think it might be rolling too quickly for the mud. Any way to slow or make it do a small pause before rolling more? Man that sucker was rolling nice. Again i want to say thanks for the replies, very grateful for the help. :)

Thanks :):)
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Davos
Adept


Joined: 30 Jan 2003
Posts: 228
Location: USA

PostPosted: Sat Oct 11, 2003 9:42 am   
 
to slow it down, where I put REROLL COMMAND
insert this
#ALARM +15 {REROLL COMMAND}

This will wait 15 seconds before it fires, if thats too long or too short, adjust it accordingly.
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helter
Newbie


Joined: 11 Oct 2003
Posts: 3
Location: USA

PostPosted: Sun Oct 12, 2003 1:28 am   
 
Thanks,Will do that right Now *bows to Davos* :)
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