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Shinos
Newbie


Joined: 20 Feb 2005
Posts: 4

PostPosted: Sun Feb 20, 2005 8:04 am   

Need help converting.. dragonrealms wizardFE script to zmud
 
I've pretty much utilized zmud over the years to play waterdeep wdmud.com and have returned to the game Dragonrealms, by simutronics. I'm playing a circle 93 barbarian in The Fallen (where scripting -=is=- allowed. I'm having issues trying to convert my WizardFE script files to zmud and really even understanding it.. I've downloaded all the help files.. printed them... studied them, asked friends for help and I've still not had luck. I'm going to copy paste the .cmd file (extension the wizardFE uses) And hopefully.. you or someone else might be willing to help me convert this over =( I love using zmud just wish I had the capacity to understand it fully. Thanks in advance. Chad (don't know what other info you could use if help is feasable, I'll post his exp too)

(Copy Paste Below - EXP first, WizardFE .cmd script following)
Circle: 93
Showing all your skills above rank 0.

SKILL: Rank/Percent towards next rank/Amount learning
Shield Usage: 437 28% muddled Leather Armor: 410 25% concentrating
Light Chain: 383 36% pondering Heavy Chain: 387 30% clear
Parry Ability: 424 74% learning Multi Opponent: 338 29% learning
Light Edged: 196 10% clear Medium Edged: 466 76% learning
Heavy Edged: 427 06% learning Twohanded Edged: 195 89% clear
Light Blunt: 1 86% clear Medium Blunt: 86 03% clear
Large Blunt: 1 86% clear Twohanded Blunt: 7 75% clear
Short Bow: 520 46% clear Pikes: 0 02% clear
Heavy Thrown: 14 66% clear Brawling: 47 95% clear
Evasion: 461 38% learning Climbing: 398 23% clear
Perception: 355 92% very muddled Hiding: 443 30% thoughtful
Lockpicking: 10 06% clear Disarm Traps: 10 33% clear
Stalking: 445 53% learning Stealing: 5 32% clear
First Aid: 116 66% learning Foraging: 144 93% clear
Escaping: 192 30% clear Skinning: 440 39% pondering
Swimming: 197 42% clear Scholarship: 109 94% very muddled
Mechanical Lore: 178 30% clear Appraisal: 386 11% clear
Teaching: 51 65% clear Animal Lore: 0 52% clear
Vocals: 70 12% clear

Time Development Points: 66 Favors: 7 Deaths: 194
Overall state of mind: clear
# Master combat script




################
# CODE BEGIN #
################



EDU_MC_L__Init:
ECHO
COUNTER SET 1



EDU_MC_L__MainLoop:
ECHO
PAUSE 1
MATCH EDU_MC_L__QuitOutNow game
MATCH EDU_MC_L__FoundDead which appears dead
MATCH EDU_MC_L__FoundDead (dead)
MATCH EDU_MC_L__WeaponLoop Obvious
PUT LOOK
MATCHWAIT



EDU_MC_L__FoundDead:
ECHO
PUT SEARCH FIRST %3
PUT SEARCH SECOND %3
PAUSE 1
GOTO EDU_MC_L__CheckTreasure



EDU_MC_L__CheckTreasure:
ECHO
PAUSE 1
MATCH EDU_MC_L__CheckVitality totte
MATCH EDU_MC_L__CheckVitality very
MATCH EDU_MC_L__CheckVitality heavy
MATCH EDU_MC_L__CheckVitality overb
MATCH EDU_MC_L__CheckVitality e: bu
MATCH EDU_MC_L__CheckTreasure2 You have
PUT ENCUMBRANCE
PUT HEALTH
MATCHWAIT



EDU_MC_L__CheckTreasure2:
GOTO EDU_MC_L__BadTzChk%c



EDU_MC_L__BadTzChk1:
EDU_MC_L__BadTzChk2:
EDU_MC_L__BadTzChk3:
EDU_MC_L__BadTzChk4:
ECHO
PUT dance wolverine
PAUSE 1
MATCH EDU_MC_L__CheckVitality Obvious
PUT hide
PUT LOOK
MATCHWAIT



EDU_MC_L__BadTzChk5:
ECHO
COUNTER SET 6
EDU_MC_L__BadTzChk6:
GOTO EDU_MC_L__CheckVitality



COUNTER SET 1
EDU_MC_L__CheckVitality:
ECHO
PAUSE 1
MATCH EDU_MC_L__QuitOutNow ghost
MATCH EDU_MC_L__QuitOutNow bleeding
MATCH EDU_MC_L__QuitOutNow beat up
MATCH EDU_MC_L__QuitOutNow badly
MATCH EDU_MC_L__QuitOutNow bad shape
MATCH EDU_MC_L__QuitOutNow near death
MATCH EDU_MC_L__QuitOutNow death's door
MATCH EDU_MC_L__QuitOutNow bones
MATCH EDU_MC_L__WeaponLoop You have
PUT HEALTH
MATCHWAIT



EDU_MC_L__QuitOutNow:
PUT QUIT
PAUSE 2
PUT QUIT
PAUSE 2
PUT QUIT
PAUSE 2
EXIT



EDU_MC_L__WeaponLoop:
PAUSE 1
MATCH EDU_MC_L__Attack are facing
MATCH EDU_MC_L__FaceNext Encumbrance
PUT ASSESS
PUT ENCUMBRANCE
MATCHWAIT



EDU_MC_L__FaceNext:
PAUSE 1
MATCH EDU_MC_L__Attack You turn to face
MATCH EDU_MC_L__NoCritters There is nothing else to face!
PUT FACE NEXT
MATCHWAIT



EDU_MC_L__NoCritters:
put remove chain
put put my chain in my backp
PAUSE
put get leather
put wear leather
pause
GOTO EDU_MC_L__WeaponLoop



EDU_MC_L__Attack:
ECHO




EDU_MC_L__W1_1:
PAUSE 1
MATCH EDU_MC_L__W1_2 % clear
MATCH EDU_MC_L__W1_2 % learning
MATCH EDU_MC_L__W1_2 % thoughtful
MATCH EDU_MC_L__W1_2 % pondering
MATCH EDU_MC_L__W1_2 % concentrating
MATCH EDU_MC_L__W1_2 % muddled
MATCH EDU_MC_L__W1_2 % very muddled
MATCH EDU_MC_L__W2_1 % perplex
MATCH EDU_MC_L__W2_1 % bewild
MATCH EDU_MC_L__W2_1 % dazed
MATCH EDU_MC_L__W2_1 % mind lock
PUT EXPERIENCE Medium Edged
MATCHWAIT



EDU_MC_L__W1_2:
PAUSE 1
PUT GET MY %weapon
WAITFOR You
PUT attack
PAUSE 5
PUT stance shield
pause
PUT stance parry 0
PUT stance evasion 89
pause
put dodge
pause 4
PUT dance wolverine
PUT attac
PAUSE 4
PUT attac
PAUSE 4
PUT attac
PAUSE 4
PUT attac
PAUSE 4
PUT attac
PAUSE 4
PUT attac
PAUSE 4
PUT attac
PAUSE 4
PUT attac
PAUSE 4
PAUSE 1
PUT PUT MY %weapon IN MY backpack
WAITFOR You
GOTO EDU_MC_L__MainLoop



EDU_MC_L__W2_1:
PAUSE 1
MATCH EDU_MC_L__W2_2 % clear
MATCH EDU_MC_L__W2_2 % learning
MATCH EDU_MC_L__W2_2 % thoughtful
MATCH EDU_MC_L__W2_2 % pondering
MATCH EDU_MC_L__W2_2 % concentrating
MATCH EDU_MC_L__W2_2 % muddled
MATCH EDU_MC_L__W2_2 % very muddled
MATCH EDU_MC_L__W3_1 % perplex
MATCH EDU_MC_L__W3_1 % bewild
MATCH EDU_MC_L__W3_1 % dazed
MATCH EDU_MC_L__W3_1 % mind lock
PUT EXPERIENCE Heavy Edged
MATCHWAIT



EDU_MC_L__W2_2:
PAUSE 1
PUT GET MY %weapon2
WAITFOR You
put remove my leather
put put my leather my backpack
pause
put get my chain
put wear my chain
pause
PUT attack
Pause
PUT stance parry
PUT stance shield 0
pause
Put stance evasion 89
put parry
PAUSE 5
PUT dance Wolverine
PUT attac
PAUSE 5
PUT attac
PAUSE 5
PUT attac
PAUSE 5
PUT attac
PAUSE 5
PUT attac
PAUSE 5
PUT attac
PAUSE 5
PUT attac
PAUSE 5
PUT attac
PAUSE 4
put dodge
PAUSE 4
PUT PUT MY %weapon2 IN MY backpack
WAITFOR You
GOTO EDU_MC_L__MainLoop



EDU_MC_L__W3_1:

start:
put remove my chain
put put chain my backp
pause
put get my leather
put wear my leather
pause
put stance evasion
put stance parry 0
pause
put stance shield 89
put dodge
pause
match backit melee
match backit pole weapon
match ammocheck Encumbrance
put assess
put remove %user0
waitfor you
put retreat
pause
put hide
pause 5
put stalk
pause 5
put lean
matchwait

ammocheck:
if_5 goto retrievecheck

wait:
match load begins to advance on you!
match backit pole weapon
match backit melee
match backit [You're
matchwait

ammocheck2:
match retrievecheck arrow
match retrievecheck bolt
match wait Obvious paths:
match wait Obvious exits:
put look
matchwait

backit:
match backitpause ...wait
match backit You dodge
match backit Sorry
match backit You try to back away
match backit You retreat back to pole range
match load You retreat from combat
match load You are already as far
match retreat You are still stunned
put retreat
matchwait

backitpause:
pause
goto backit

load:
wait
match loadpause ...wait
match aimback to load the
match aimback already loaded
match retrieve dont have the right ammunition
match retreat You are still stunned
put load
matchwait

loadpause:
pause
put dance wolverine
pause
goto load

retrieve:
if_5 goto retrievecheck
echo
echo *****************************************************
echo ** OUT OF AMMO **
echo ** Collect your arrows/bolts and start again. **
echo ** If you would like the script to do this for you **
echo ** reread instructions and find out how. **
echo ** Don't worry, it's simple. **
echo *****************************************************
echo
exit

retrievecheck:
pause
match arrow arrow
match bolt bolt
match wait Obvious paths
match wait Obvious exits
put look
matchwait

arrow:
wait
match putawayarrow You pick up
match donearrow You get some
put get arrow
put retreat
matchwait

putawayarrow:
wait
put put my arrow in my %5
put retreat
pause
goto arrow

donearrow:
put rereat
put put my arrow in my %5
goto retrievecheck

bolt:
wait
match putawaybolt You pick up
match donebolt You get some
put retreat
put get bolt
matchwait

putawaybolt:
wait
put retreat
put put my bolt in my %5
goto bolt

donebolt:
put put my bolt in my %5
goto retrievecheck

aimback:
pause
match aimback ...wait
match aimback You try to back away
match aimback You retreat back to pole range
match aim You retreat from combat
match aim You are already
match retreat You are still stunned
put retreat
matchwait

aim:
put aim
pause
goto aimwait

aimwait:
match fireback closes to pole weapon range on you!
match fireback closes to melee range on you!
match fire best shot possible
matchwait

fireback:
match fireback ...wait
match fire best shot possible
match fire You try to back away
match fireback You retreat back to pole range
match aimwait You retreat from combat
match aimwait You are already
match retreat You are still stunned
put retreat
matchwait

fire:
pause
match dead balanced]
match dead balance]
match dead At what are you
match firepause ...wait
match start overwhelming opponent
match start in dominating position
match start nimbly balanced
match start incredibly balanced
match start solidly balanced
match start slightly off balance
match start off balance
match retreat You are still stunned
put fire
matchwait

firepause:
pause
goto fire

retreat:
echo **********************************
echo ** Ack! Be careful! **
echo **********************************
wait
match retreat ...wait
match retreat You try to back away
match retreat You are still stunned
match retreat You retreat back to pole range
match careful You retreat from combat
match careful You are already as far
match stand You must stand first
match end You are a ghost!
put retreat
matchwait

stand:
wait
put stand
goto retreat

end:
echo ***********************
echo ** Show's over folks **
echo ***********************
exit

careful:
echo
echo *************************************************************
echo ** Get your balance and/or vitals up before starting again **
echo *************************************************************
echo
exit

dead:
pause
match search %2 which appears dead
match search %3 which appears dead
match search %4 which appears dead
match start Obvious paths
match start obvious exits
put look
matchwait

skin:
pause
match search need to unload
match skin2 You sling
put wear my %user0
matchwait

skin2:
put get my knife
wait
put skin
wait
put stow right
wait
put remove my %1
goto skincheck

skincheck:
pause
match askin skin in your left hand
match apelt pelt in your left hand
match aclaw claw in your left hand
match ahide hide in your left hand
match anear ear in your left hand
match atusk tusk in your left hand
match ahoof hoof in your left hand
match search nothing in your left hand
match unknown You glance
put glance
matchwait

# NOTE TO SELF: Extra messaging (in your left hand) added
# to help stop the script from misinterpreting attack
# messages (ie. claws at you) for skins in your hand.

unknown:
echo
echo *********************************
echo ** Unknown skin type **
echo *********************************
echo
goto search

askin:
put drop skin
waitfor You
goto search

aclaw:
put drop claw
waitfor You
goto search

ahide:
put drop hide
waitfor You
goto search

apelt:
put drop pelt
waitfor You
goto search

anear:
put drop ear
waitfor You
goto search

atusk:
put drop tusk
waitfor You
goto search

ahoof:
put drop hoof
waitfor You
goto search

search:
match search2 %2 which appears dead
match search3 %3 which appears dead
match search4 %4 which appears dead
put look
matchwait

search2:
put search %2
waitfor You
goto exp

search3:
put search %3
waitfor You
goto exp

search4:
put search %4
waitfor You
goto exp

exp:
match start : Fluid
match eeek : Murky
match eeek : Very
match eeek : Stagnant
match eeek : Dense
match eeek : Thick
match eeek : Frozen
match eeek sleepy
match wakie EXP HELP
put mind
Matchwait

wakie:
put awake
wait
goto start

eeek:
put sleep
goto EDU_MC_L__MainLoop







################
# CODE END #
################
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Eyeless
Wanderer


Joined: 02 Dec 2001
Posts: 80
Location: Canada

PostPosted: Mon Feb 21, 2005 2:10 am   
 
What I suggest is starting small and adding to your script

#TRIGGER {Medium Edged~:%s%d%s%d.%d~% mind lock} {} Obviously this recognises when you lock up Medium Edged... I'm sure you could set it to any skill with very little changes.

I usually create classes for the sub routines like
wakie: #CLASS exp
eeek: #CLASS eeek

Put any triggers that are under a sub routine in that CLASS

#CLASS exp
#TRIGGER {Overall state of mind~: (*)} {#IF (%1 = "clear" or "fluid") {} {sleep}}
#CLASS 0

This is how I handle stuff like this:
askin:
put drop skin
waitfor You
goto search

#VAR skintype skin
#ALAIS dskin {drop skin;#T+ askin}
#CLASS {askin}
#TRIGGER {You drop * @skintype} {#T-askin;#T+ search}
#CLASS 0

Now just create a trigger that will start alias dskin.

All the time I have, but you get the idea I hope.
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Eyeless
Wanderer


Joined: 02 Dec 2001
Posts: 80
Location: Canada

PostPosted: Mon Feb 21, 2005 3:11 am   
 
Oh these were just simple examples, not quite sure I would handle it all like that...
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Shinos
Newbie


Joined: 20 Feb 2005
Posts: 4

PostPosted: Mon Feb 28, 2005 2:06 am   
 
I appreciate the effort of trying to help me, I attempted and again, its just so different from the other fe's I've used in the past... But maybe you or someone else can help me with this..

BUT - someone sent me this.. of course it needs editted but.. I don't even know how to (install it I guess) make it work.. when I execute the script it streams everything onto the screen immediately and disconnects me...

There is also another set of.. variables? I guess for DR that someone sent to me

This class will alternate between weapons while hunting. You will need a gsl trigger that tracks the contents of your left and right hands in order for this to work.

#CLASS {MissleWeaponHuntingScript}
#ALIAS CollectAmmo {
#WAIT 2000
#FORALL @RoomContents {#IF (%ismember( %i, @AmmoTypes)) {
get %i
#WAIT
open my back
#WAIT 1000
put my %i in my back
#WAIT 1000
close my back
#WAIT
}}
look
#WAIT 1000
open back
#WAIT 1000
load
}
#ALIAS FindHardestCritter {
#VAR HighestCritterPos 0
#VAR HighestCritterName "none"
look
#WAIT 2000
#FORALL @RoomContents {#IF (%iskey( @Critters, %i)) {#IF (%db( @Critters, %i) > @HighestCritterPos) {
#VAR HighestCritterPos %db( @Critters, %i)
#VAR HighestCritterName %i
}}}
#IF (@HighestCritterName == "none") {
Print Could not find critter in list
aim
} {
Print Found @HighestCritterName
#IF (@NoAim) {fire @HighestCritterName left eye} {aim @HighestCritterName}
}
}
#ALIAS GetRandomWeapon {
#VAR CurrentWeapon %item( @MissleWeaponTypes, %random( %numitems( @MissleWeaponTypes)))
#VAR CurrentAmmo %db( @AmmoList, @CurrentWeapon)
#IF (!@CurrentWeapon) {GetRandomWeapon}
Print Weapon: @CurrentWeapon
Print Ammo: @CurrentAmmo
}
#VAR CurrentWeapon {sling}
#VAR IsFighting {0} {0}
#VAR AmmoTypes {rock|arrow}
#VAR HighestCritterPos {5} {0}
#VAR HighestCritterName {madman}
#VAR NoAim {1} {0}
#VAR AmmoList {c bowarrows bowarrows slingrockslingrock}
#VAR CurrentAmmo {rock}
#VAR MissleWeaponTypes {c bow|s sling|sling|s bow}
#TRIGGER {^Your * isn't loaded!} {load}
#TRIGGER {^Roundtime:*(%d) sec.} {
#WAIT 5000
findhardestcritter
}
#TRIGGER {^~[Roundtime (%d) sec.~]} {
#WAIT 6000
findhardestcritter
}
#TRIGGER {^{A|An} * begins to advance on you!} {#IF (!@IsFighting) {
GetRandomWeapon
#VAR IsFighting 1
#IF (@RightHandContents != @CurrentWeapon) {
get @CurrentWeapon
}
findhardestcritter
}}
#TRIGGER {^At what are you trying to fire?} {
collectammo
findhardestcritter
}
#TRIGGER {^That is already loaded with {a|an}*!} {findhardestcritter}
#TRIGGER {^You dont have the right ammunition for your *} {collectammo}
#TRIGGER {^There is nothing else to face!} {
collectammo
unload
#WAIT 2000
put @CurrentWeapon in back
clearhands
#VAR IsFighting 0
}
#TRIGGER {^You think you have your best shot possible now.} {fire}
#TRIGGER {As you try to reach into your old backpack for some arrows, your hand jams into its closed cover.} {
open back
#WAIT
load
}
#TRIGGER {*{a|an} * (%w) which appears dead*} {
search %1
collectammo
}
#TRIGGER {^You need both hands in order to aim.} {
open my back
#WAIT
put @LeftHandContents in back
#WAIT
findhardestcritter
}
#TRIGGER {^You are too closely engaged and will have to retreat first.} {aim}
#TRIGGER {^You can not locate the target.} {}
#TRIGGER {^You must have both hands free to use} {
drop @LeftHandContents
#WAIT
fire @HighestCritterName left eye
}
#TRIGGER {^But your * isn't loaded!} {load}
#CLASS 0


---------------------------------------------------------------------------------------------------------------------
^\GSmstring - What is contained in your right hand.
^\GSlstring - What is contained in your left hand.
^\GSjstring - The string will consist of the characters A-K, where each
letter means the following:
A - North
B - Northeast
C - East
D - Southeast
E - South
F - Southwest
G - West
H - Northwest
I - Up
J - Down
K - Out
^\GSXnumber - The amount of hit points you currently have.
- The first digit can be '-', indicating negative hit points.
^\GSYnumber - The number of spirit points you currently have.
^\GSZnumber - The amount of mana you currently have.
- The first digit can be '-', indicating negative mana.
^\GSgnumber - Current stance.
^\GSPstring - Similar to GSj, except its for conditions:
B - ?
C - Webbed
G - Lying down
H - Sitting
GH - Kneeling
I - Stunned
K - Sleeping?
M - ?
N - Hidden
O - Bleeding?
P - Joined to someone
T - Spell RT?
U - ???Bandaged???
W - Dead
^\GSw00003 - Sequence that shows up before a death.
^\GSw00004 - Sequence that shows up after a death.
^\GSanumber sequence - Wounds/Severity?
^\GSbnumber sequence - Scars/Severity?
^\GSt - ? Indicates prep and release of a spell (?)
^\GSrA - ?
^\GSqstring - ? - but has a time sequence...
^\GSAstring - ? - maybe initial setting of ^\GSqstring...
Has been seen with, and without the game name at the end.
Only seen at login.
^\GSnstring - Spell being prepared.
^\GSBnumbername - Don't know what the number is, but name seems to
be the characters first name...
Only seen at login.
^GSgnumber - ? - Only seen number be a long string of zeroes.
Only seen at login.
^GSVreally long number - Tons of status info, maybe? The number is really
long.
Only seen at login.
^\GSFcharacternumber - Character has been seen to be B, M, and P - the
number has always been a long string of zeroes.
Only seen at login.
^\GSL - Seen before news item (generic highlight?)
^\GSM - Seem after news item (ends generic highlight?)
^\GSC - Seen when you quit the game.
^\GSo - ? - Seen before room title
^\GSp - ? - Seen after room title
^\GSH - ? - Seen after room title
^\GSI - ? - Seen after room description (seperator between room and items?)
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Eyeless
Wanderer


Joined: 02 Dec 2001
Posts: 80
Location: Canada

PostPosted: Tue Mar 01, 2005 2:06 am   
 
<<BUT - someone sent me this.. of course it needs editted but.. I don't even know how to (install it I guess) make it work.. when I execute the script it streams everything onto the screen immediately and disconnects me...>>

There must be an error in the code somewhere, I will look and see what I can see. When zMUD does that, there is a problem with the code.

Well here is that code fixed up, but I see a few holes in what is gonna happen... Anyway you REALLY REALLY need to be careful with #WAIT and ALARM... compare mine to yours to see what I mean

NEVER NEVER NEVER NEVER use #WAIT command in a Trigger... NEVER NEVER NEVER... It MAY work... but you may create a trigger fires: never

Also I notice a few of your aliases you try to call are not here, and a couple of variables too, this isn't a problem if they are somewhere else AND active at the time.
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Eyeless
Wanderer


Joined: 02 Dec 2001
Posts: 80
Location: Canada

PostPosted: Tue Mar 01, 2005 2:07 am   
 
Oh I guess you want this...

#CLASS {MissleWeaponHuntingScript}
#ALIAS CollectAmmo {
open my backpack
WAIT 2000
#FORALL @RoomContents {
#IF (%ismember( %i, @AmmoTypes)) {
get %i
#WAIT 1000
put my %i in my back
#WAIT 1000
} {}
}
close my backpack
}
#ALIAS FindHardestCritter {
#VAR HighestCritterPos 0
#VAR HighestCritterName "none"
look
#WAIT 2000
#FORALL @RoomContents {
#IF (%iskey( @Critters, %i)) {
#IF (%db( @Critters, %i) > @HighestCritterPos) {
#VAR HighestCritterPos %db( @Critters, %i)
#VAR HighestCritterName %i
}
}
}
#IF (@HighestCritterName == "none") {
Print Could not find critter in list
aim
} {
Print Found @HighestCritterName
#IF (@NoAim) {fire @HighestCritterName left eye} {aim @HighestCritterName}
}
}
#ALIAS GetRandomWeapon {
#VAR CurrentWeapon %item( @MissleWeaponTypes, %random( %numitems( @MissleWeaponTypes)))
#VAR CurrentAmmo %db( @AmmoList, @CurrentWeapon)
#IF (!@CurrentWeapon) {GetRandomWeapon}
Print Weapon: @CurrentWeapon
Print Ammo: @CurrentAmmo
#VAR CurrentWeapon {sling}
#VAR IsFighting {0} {0}
#VAR AmmoTypes {rock|arrow}
#VAR HighestCritterPos {5} {0}
#VAR HighestCritterName {madman}
#VAR NoAim {1} {0}
#VAR AmmoList {c bow arrow s bow arrow s sling rock sling rock}
#VAR CurrentAmmo rock
#VAR MissleWeaponTypes {c bow|s sling|sling|s bow}
#TRIGGER {^Your * isn't loaded!} {load}
#TRIGGER {^Roundtime:*(%d) sec.} {
#WAIT 5000
findhardestcritter
}
}
#TRIGGER {^{A|An} * begins to advance on you!} {
GetRandomWeapon
#VAR IsFighting 1
#IF (@RightHandContents != @CurrentWeapon) {get @CurrentWeapon} {}
FindHardestCritter
}
#TRIGGER {^~[Roundtime (%d) sec.~]} {
#ALARM +6
FindHardestCritter
}
#TRIGGER {^At what are you trying to fire?} {
collectammo
findhardestcritter
}
#TRIGGER {^That is already loaded with {a|an}*!} {findhardestcritter}
#TRIGGER {^You dont have the right ammunition for your *} {collectammo}
#TRIGGER {^There is nothing else to face!} {
unload
#ALARM +2 {
put @CurrentWeapon in back
clearhands
#VAR IsFighting 0
collectammo
}
}
#TRIGGER {^You think you have your best shot possible now.} {fire}
#CLASS 0
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Shinos
Newbie


Joined: 20 Feb 2005
Posts: 4

PostPosted: Tue Mar 01, 2005 2:32 am   
 
thanks so much for the reply and fix up. Not sure what variables are missing as I'm blind to the ways still, its gettin a little easier to understand whats going on but still very confusing.

well, gonna try this, thanks again
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