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Haden Newbie
Joined: 03 Dec 2005 Posts: 5
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Posted: Sat Dec 10, 2005 4:00 pm
complicated trigger |
I have a barbarian on Realms of Despair, for the barbarian the best source of healing during a battle is to smoke a pipe of amber resin, but this can be a complicated process during fighting, so I was wondering if someone could take a look at this and possibly write the following in a trigger program? As you look at it, please take in mind I'm not a programmer, I just kind of put it together, hopefully you can make sense of it.
Code: |
Command: smoke pipe
If
{
You try to smoke a finely carved, wooden pipe, but it's not lit.
}
print"light pipe";
If
{
You try to light a finely carved, wooden pipe, but it's empty.
}
Print"get amber pouch";
If
{
You get amber resin from a deerskin pouch.
}
ElseIf
{
I see nothing like that in a deerskin pouch.
}
STOP PROGRAM
Print(In red bold lettering)"You are out of amber resin!";
Print"fill pipe amber";
If
{
It's full of ashes, and needs to be emptied first.
}
Print"empty pipe";
If
{
You gently tap a finely carved, wooden pipe and empty it out.
}
Print"fill pipe amber";
If
{
You fill a finely carved, wooden pipe with amber resin.
}
Print"light pipe";
If
{
You need some tinder to light with.
}
Print"get tinder pouch";
If
{
You get tinder from a deerskin pouch.
}
ElseIf
{
I see nothing like that in a deerskin pouch.
}
STOP PROGRAM
Print(In red bold lettering)"You are out of tinder!";
Print"light pipe";
If
{
You carefully light a finely carved, wooden pipe.
}
Print"smoke pipe"; |
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TonDiening GURU
![](images/avatars/35418510744b1b6777b5a3.gif)
Joined: 26 Jul 2001 Posts: 1958 Location: Canada
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Posted: Fri Dec 23, 2005 1:50 am |
Try something like:
#alias smoke {~smoke pipe;#T+ SmokePipeTriggers}
#CLASS SmokePipeTriggers
#TRIGGER {You try to smoke a finely carved, wooden pipe, but it's not lit.} {light pipe}
#TRIGGER {You try to light a finely carved, wooden pipe, but it's empty.} {get amber pouch;#T+ amberresininpouch}
#TRIGGER {You get amber resin from a deerskin pouch.} {fill pipe amber;#T- amberresininpouch}
#TRIGGER amberresininpouch {I see nothing like that in a deerskin pouch.} {#ECHO %ansi(red,bold)You are out of amber resin!%ansi(default);#T- amberresininpouch}
#TRIGGER {It's full of ashes, and needs to be emptied first.} {empty pipe}
#TRIGGER {You gently tap a finely carved, wooden pipe and empty it out.} {fill pipe amber}
#TRIGGER {You fill a finely carved, wooden pipe with amber resin.} {light pipe}
#TRIGGER {You need some tinder to light with.} {get tinder pouch;#T+ tinderinpouch}
#TRIGGER {You get tinder from a deerskin pouch.} {light pipe;#T- tinderinpouch}
#TRIGGER tinderinpouch {I see nothing like that in a deerskin pouch.} {#ECHO %ansi(red,bold)You are out of tinder!%ansi(default);#T- tinderinpouch;#T- SmokePipeTriggers}
#TRIGGER {You carefully light a finely carved, wooden pipe.} {smoke pipe;#T- SmokePipeTriggers}
#CLASS 0 |
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Haden Newbie
Joined: 03 Dec 2005 Posts: 5
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Posted: Sat Dec 24, 2005 1:12 am |
I hate to bother you with such newbie questions, but I am used to making very simple triggers, like;
Pattern: You could use a sip of something refreshing.
Value: drink skin
So how would I go about putting that smoke pipe trigger in zmud? |
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TonDiening GURU
![](images/avatars/35418510744b1b6777b5a3.gif)
Joined: 26 Jul 2001 Posts: 1958 Location: Canada
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Posted: Sat Dec 24, 2005 2:03 am |
There are 2 ways to represent zScript.
The first is how you just mentionned Pattern/Value. The second is what can be entered through your command line. You can cut and paste all the # commands from my example post into your command line and hit enter. It will create a folder called SmokePipeTriggers and an alias "smoke".
You can then open the settings editor and look at the Patter/Value you are used to seeing. |
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