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SolaronTFC
Newbie


Joined: 23 Jan 2003
Posts: 8

PostPosted: 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

PostPosted: 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.

--------

moon.icebound.net:9000
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SolaronTFC
Newbie


Joined: 23 Jan 2003
Posts: 8

PostPosted: 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

PostPosted: 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

PostPosted: 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

PostPosted: 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

PostPosted: 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

PostPosted: 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".



--------

moon.icebound.net:9000
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