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Metho
Beginner


Joined: 10 Jul 2005
Posts: 28

PostPosted: Sun Jul 10, 2005 7:16 pm   

#WINDOW help
 
Hiya,

I'm trying to make it so that I have a trigger for each type of poison message there is on my mud. Take that message, and put in the smaller window the poison I was hit with, and then when I cure it, take it out of the window.

Example:

I get this message: Your vocal cords are swollen and cannot utter a sound.

Auto put Ikirax - eat athillias in the window.

When I eat athillias and it cures it, I'll get this message: You are cured of being dumb.

And then the Ikirax message should be removed from the list.

Any ideas?

Thanks much
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charneus
Wizard


Joined: 19 Jun 2005
Posts: 1876
Location: California

PostPosted: Mon Jul 11, 2005 12:18 am   
 
#TRIGGER {Your vocal cords are swollen and cannot utter a sound.} {#VAR poison {ikirax};#VAR cure {athillias}}

#STW {Poison: @poison - Cure: @cure}

Do that for all the different types of poison... and their cures.

Charneus
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Metho
Beginner


Joined: 10 Jul 2005
Posts: 28

PostPosted: Mon Jul 11, 2005 1:31 am   
 
Hey, that works nicely! Thanks! One problem though. I'd like all of the afflictions to stack in the list, as I may get hit with 3 different poisons at once. The code you showed me, if I get hit by one - it shows up, and then another, the second replaces the first, and the first is gone. Any way to make each persistent until the trigger that removes them from the list fires?

Thanks again
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charneus
Wizard


Joined: 19 Jun 2005
Posts: 1876
Location: California

PostPosted: Mon Jul 11, 2005 1:46 am   
 
If you go to the settings editor, you can actually put the name of the poison on each separate line. Then you can put a variable next to it that shows if you are poisoned with that... so you could have something like:

Ikirax: @poison1 -- Cure: athillias
Poison Oak: @poison2 -- Cure: antihistamine
Yesart: @poison3 -- Cure: curation

and so forth.

Then, make the triggers like you did earlier, but with two differences:

#TRIGGER {Your vocal cords are swollen and cannot utter a sound.} {#VAR poison1 {yes}}

And do that for all the poisons, but add one to each poison#...

Then, for each cure:

#TRIGGER {You are cured from being dumb.} {#VAR poison1 {no}}

and the same for all cure messages.


Then, you can check to see what poisons you are affected by, and take action accordingly.

Hope that works for you.

Charneus
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Metho
Beginner


Joined: 10 Jul 2005
Posts: 28

PostPosted: Mon Jul 11, 2005 6:42 pm   
 
Oh, yeah, that makes sense. Alright, I'll try that when I get home. Thanks much for the help! :D
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