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SolaronTFC Newbie
Joined: 23 Jan 2003 Posts: 8
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Posted: Sun Feb 02, 2003 10:49 pm
Slightly more complex chase/hunt triggerset |
Greets all,
What I'd like to do is:
1) Set a target ("target solaron")
2) Echoed acceptance ("target set to solaron")
3) Initiate the FIRST attack with "cast curse <targetname>" (yes, auto attack when I see the target
4) Chase in the direction the target flees.
5) Initiate subsequent attacks with "k <target>".
Is what I'm speaking of possible? :) I'm not sure if it is or not... any input would be appreciated. Thanks!
Basic Mud Output, btw...
"Solaron is here."
"Solaron is resting here."
"Solaron is resting here."
"Solaron is sleeping here."
"Solaron leaves west." (for the chasing)
"Solaron arrives from the west."
Also, mud only has 4 cardinal directions...
Anyways, thanks!
Sol |
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Emit Magician
Joined: 24 Feb 2001 Posts: 342 Location: USA
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Posted: Mon Feb 03, 2003 12:19 am |
#alias settarget {
target = %1
#show target set to @target
#var willcurse 1
#t+ hunt
}
#class hunt
#tr {^@target is*here} {#if (@willcurse) {
c curse @target;willcurse = 0} {k @target}
}
#tr {@target leaves (%w).} {%1}
#tr {@target arrives} {#if (@willcurse) {
c curse @target;willcurse = 0} {k @target}
}
#tr {@target is DEAD!} {#t- hunt}
#class 0
--notes: just a couple things to look for. change the last trigger to the pattern you get when a mob dies. if the mob might be flying and if characters on this mud have a different exit message while flying {@target files (%w)} might be another trigger you want. If its possible for the target to have a name with a space in it, or with numbers in it, you'll need different patterns for triggers and a little change in the alias.
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moon.icebound.net:9000 |
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SolaronTFC Newbie
Joined: 23 Jan 2003 Posts: 8
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Posted: Mon Feb 03, 2003 4:04 am |
Perhaps I'm a bit of a zMUD noob - I'm running 6.40, and I can't, of course, cut and paste this into zMUD since the brackets aren't recognized. Should I just move them onto the previous line and see what happens? Ah well, I'll try it and if that doesn't work, hope the answer is posted soon! Thanks.
Sol |
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SolaronTFC Newbie
Joined: 23 Jan 2003 Posts: 8
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Posted: Mon Feb 03, 2003 4:08 am |
Ha! Whee! Figured it out, heh, and it works. Here's my next question:
Looking at that, if I'm walking in a saferoom and I see my target.. then my "cast curse" trigger will fly, correct, setting off the flag so it won't cast again? probably nothing we can do about it, I just wanna know so I can plan around it. :D
Thanks! |
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TonDiening GURU
Joined: 26 Jul 2001 Posts: 1958 Location: Canada
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Posted: Mon Feb 03, 2003 5:56 am |
Get your mapper up and running and play with room scripts ^_^
Ton Diening |
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john_taylor_jr Wanderer
Joined: 17 Jan 2003 Posts: 57 Location: USA
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Posted: Mon Feb 03, 2003 6:38 am |
Where can I find more info about room scripts?
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Kjata GURU
Joined: 10 Oct 2000 Posts: 4379 Location: USA
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Posted: Mon Feb 03, 2003 2:01 pm |
There's not much to know about room scripts except that the script they contain is executed when you enter that room and any settings it creates are deleted when you exit the room.
Kjata |
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Emit Magician
Joined: 24 Feb 2001 Posts: 342 Location: USA
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Posted: Mon Feb 03, 2003 4:01 pm |
quote:
Looking at that, if I'm walking in a saferoom and I see my target.. then my "cast curse" trigger will fly, correct, setting off the flag so it won't cast again? probably nothing we can do about it, I just wanna know so I can plan around it. :D
you can reset the variable if you get the message saying you are in a safe room.
#class hunt
#tr {You are in a safe room, and cannot cast that spell.} {willcurse = 1}
#class 0
replace the pattern with the output you get. works best if there is a different message for a spell and a "kill".
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moon.icebound.net:9000 |
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