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Cuthalion Beginner
Joined: 29 Jun 2003 Posts: 18 Location: USA
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Posted: Fri Jul 04, 2003 3:47 pm
Let me try this one for help |
I n Genesis I can send a command 'vitals' to the game to get back message like this...
You are physically feeling very well and mentally in full vigour.
You feel extremely secure and extremely alert.
You can barely eat more and drink quite a lot more.
You are sober.
You are saintly and have no karma.
You are lightly burdened.
I never see any numbers on my character but I thought that I could number the written descriptions of each vital as points thus...
there are eleven health descriptions... 11 points or hp
Now I have a trigger during combat that sends the vitals command pretty regular...and I have the number of written descriptions for each vital... what is my next step?
I like the idea of gauges with the color change when it gets below a certain point but I am guessing that maybe a bar or window with just the numerical values might be better if I learn about alarms
any help or opinions is appreciated and I might actually start learning this stuff |
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megamog75 Enchanter

Joined: 20 Nov 2002 Posts: 627 Location: USA
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Posted: Fri Jul 04, 2003 6:20 pm |
take a variable and name it vitals
@vitals
then use you triggers to set the number to the @var
#trigger {you are hungry and thirsty} {#var vitals 3}
then you could create a button an in the name field put @vitals
every time the @vitals changes the name of the button will change to, thus showing you your current health
mind you that this is just one way of doing it. |
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Cuthalion Beginner
Joined: 29 Jun 2003 Posts: 18 Location: USA
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Posted: Sat Jul 05, 2003 2:57 pm |
so when I use the @ symbol followed by any string of letters, that creates a variable. You use 'vitals' as an adequate word for the description. Then using the # symbol followed by trigger creates the trigger, while the first set of brackets holds the string of words that I want to set off the trigger and the second set of brackets tells my zmud what number to change the variable to.
Got it.
A button, doesn't that make a 'button' on my zmud that I can click with the mouse for a pop-up menu...
Are there other kinds of buttons beside this and gauges? And if I make a variable for each vital
(health,mana,fatigue,hunger,thirst,encumbrance,karma,and alignment) wont that be redundant? Is there a way to put them all together in one thing, be it button or something else? |
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geniusclown Magician

Joined: 23 Apr 2003 Posts: 358 Location: USA
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Posted: Sat Jul 05, 2003 5:42 pm |
To create a variable, use #VAR VariableName Value command, then use @VariableName in future commands to access the value stored in the variable.
I'd set up a seperate gauge button for each stat. It's no more redundant than having each stat. As for clicking the buttons, you can set up some code for each button if you wish, but that's not a prerequisite for having them... I have several buttons set up that do nothing but give information, be it a gauge that tells me how long I have to wait before executing the next command (roundtime), or a simple push-button that displays the contents of my hands.
For details of what different buttons you can set up, and how they work, look in the zMUD help files under Settings|Buttons. |
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Talmark Novice
Joined: 22 Nov 2003 Posts: 34
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Posted: Sat Nov 22, 2003 7:43 pm |
Here is a something that will do what you are looking for. You can probably change it pretty easily if it doesn't quite suit your needs. If you want to play the sounds when you get hurt, you'll have to add your own sound files for ouch.wav and pain.wav.
This will create Health and Mana VARs and gages. There are a few other ways to do this, but this seems to be the most straight forward. Besides health and mana, I also like to capture the other vitals, although I don't have gauges for them all. I even capture panic, although I haven't done anything with it yet. You can basically capture them all in exactly the same way. Just creat a variable that is a string list of all the levels. The trickiest one, I think, is intox. It has all that very, extremely, slightly, wording and it has MANY levels. But once you get them in there, the rest is a piece of cake. Good luck!
#CLASS {Vitals|Health-Mana}
#VAR health_num {11}
#VAR health {at death's door|barely alive|terribly hurt|in a very bad shape|in a bad shape|very hurt|feeling rather hurt|hurt|somewhat hurt|slightly hurt|feeling very well}
#VAR mana_num {9}
#VAR mana {in a vegetable state|exhausted|worn down|indisposed|in a bad shape|very degraded|rather degraded|degraded|somewhat degraded|slightly degraded|in full vigour}
#TRIGGER {^{> |}{You|He|She|It} {are|is|seems to be} {@health}.$} {#CO pink}
#TRIGGER {^{> |}You are physically (*) and mentally (*).$} {
#IF {%ismember( %1, @health)} {
#CO yellow
#VAR health_num %ismember( %1, @health)
}
#IF {%ismember( %1, @health) = 1 OR %ismember( %1, @health) = 2} {#PL Pain.wav}
#IF {%ismember( %1, @health) = 3 OR %ismember( %1, @health) = 4 OR %ismember( %1, @health) = 5} {#PL Ouch.wav}
#IF {%ismember( %2, @mana)} {#MATH mana_num (%ismember( %2, @mana))-1}
}
#BUTTON 1 {HEALTH} {} {} {} {@health_num} {} {} {} {} {} {} {} {} {32} {} {Gauge||12|11|4|7} {} "" {Explore|Inset|Right} {} {}
#BUTTON 5 {MANA} {} {} {} {@mana_num} {} {} {} {} {} {} {} {} {48} {} {Gauge||12|10|5|7} {} "" {Explore|Inset|Stack|Right} {} {} {2}
#CLASS 0 |
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