Register to post in forums, or Log in to your existing account
 

Play RetroMUD
Post new topic  Reply to topic     Home » Forums » zMUD General Discussion
Sir1l
Wanderer


Joined: 01 Oct 2005
Posts: 54

PostPosted: Sun Oct 09, 2005 1:20 am   

Multiple mobs in the same room
 
OK, so I'm not sure how to tackle this....

I have a few descriptions:

A big mob
A small mob
A little mob

They all have the same keyword, mob

ok, so when I see them how do I make it do kill mob;kill 2.mob;kill 3.mob, but only if they have the same keyword
Reply with quote
Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Sun Oct 09, 2005 6:37 am   
 
You'd need a way to trigger on the mob key word. You can try a multi-line trigger with 'mob' in the pattern. The each line that matches you can add to you kill list. Couple of questions though. Is 'mob' the only type of creatures you want to attack? Can you attack multiple mobs at once?
_________________
Asati di tempari!
Reply with quote
Sir1l
Wanderer


Joined: 01 Oct 2005
Posts: 54

PostPosted: Sun Oct 09, 2005 5:42 pm   
 
well I can attack multiple mobs, but some of those mobs might attack other people first...so lke this

a small mob (keyword mob)
a larg mob (keyword mob)
a different mob (keyword death)

and once I see that, it'll return kill mob, kill 2.mob and kill death
Reply with quote
Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Mon Oct 10, 2005 1:53 am   
 
There is no substitute for reall mud inputs and outputs. Start a log, go about your activities and post the relevant portions. Some portions, even if you don't think them relevant, actually are.

I would also suggest reading back through the posts a little bit, as multiple mobs have often been covered before. In the general case of your posting so far, it appears that you really only need a counter for number of mobs of a particular 'keyword'. It is not ideal to attack many mobs at once, it is often best to attack only one; and once that one is killed issue the attack for another. If it is the same type the '2.' portion is no longer required. Perhaps you should rethink what you really want to happen.
_________________
The only good questions are the ones we have never answered before.
Search the Forums
Reply with quote
Sir1l
Wanderer


Joined: 01 Oct 2005
Posts: 54

PostPosted: Sun Jul 02, 2006 6:20 pm   
 
Here's the thing, these mobs aggie, and if one aggies a groupmember, I want to attack the next one, or if someone in the group attacks it before I do I want to attack the next one....and so forth...

And here's something I guess...

You follow *

[ROOM DESC]

A huge dragon sits here waiting.
a baby dragon flaps his wings.
a baby dragon flaps his wings.

All keywords are dragon....

I want it to automatically do that, but I have no clue how to do the 2., and 3. thing?
k dragon
k 2.dragon
k 3.dragon

I also have 3 trigs with these as keywords

so I have #TR {A huge dragon sits here waiting.} {...}
#TR {a baby dragon flaps his wings.} {...}

atm I know all the keywords to the mobs
Reply with quote
Vitae
Enchanter


Joined: 17 Jun 2005
Posts: 673
Location: New York

PostPosted: Mon Jul 03, 2006 11:51 pm   
 
since 2.dragon becomes 1.dragon (or just dragon) would u rather go 3.dragon 2.dragon dragon? or just do k dragon 3 times?
_________________
http://www.Aardwolf.com
Reply with quote
Taz
GURU


Joined: 28 Sep 2000
Posts: 1395
Location: United Kingdom

PostPosted: Tue Jul 04, 2006 12:39 pm   
 
He wants the numbers because they are aggro mobs and he can attack a different one while someone else is attacking the first one.
_________________
Taz :)
Reply with quote
TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Tue Jul 04, 2006 3:38 pm   
 
#VAR V_CurrentAggMob %null
#VAR V_CurrentAggQueue %null
#alias CurrentAgg {#ALARM CurrentAggQueueAlarm +20 {#VAR V_CurrentAggMob %null;#VAR V_CurrentAggQueue %null}};#IF (@V_CurrentAggMob = %null} {#VAR V_CurrentAggMob %1;#VAR V_CurrentAggqueue 1} {#ADD V_CurrentAggQueue 1};kill @V_CurrentAggQueue~.@V_CurrentAggMob}

That gives you 20s to "see" all the agg mobs and start to issue the kill commands. You can tweak it as needed for your game play style.

All you need now is a converter from mud output trigger to the key word.
#TR {A huge dragon sits here waiting.} {CurrentAgg Dragon}
#TR {a baby dragon flaps his wings.} {CurrentAgg Dragon}
Reply with quote
Sir1l
Wanderer


Joined: 01 Oct 2005
Posts: 54

PostPosted: Tue Jul 04, 2006 3:39 pm   
 
Well, I think I'll just use a counter and if there's more than one mob with the same keyword it'll just put a 2., 3....etc. The reason I want this is because I want to stab the mob, and want to do it right off the bat from entering the room.
Reply with quote
TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Tue Jul 04, 2006 3:59 pm   
 
Oh this one will kill (change for stab whatever). The 20s time limit is when it will reset the counting.
Reply with quote
Sir1l
Wanderer


Joined: 01 Oct 2005
Posts: 54

PostPosted: Sat Jul 08, 2006 3:54 am   
 
Very nice, thank you. Now I'll just make it so instead of adding 1 to mobs with any keyword, it will add 1 to only the mob with a certain keyword :D That sounds kind of weird :P
Reply with quote
Display posts from previous:   
Post new topic   Reply to topic     Home » Forums » zMUD General Discussion All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

© 2009 Zugg Software. Hosted by Wolfpaw.net