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dane Beginner
Joined: 27 Apr 2005 Posts: 18
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Posted: Thu Mar 16, 2006 12:10 am
Question about triggers. |
Quick question on trigs.
The mud I play uses a dagger to lure the monster into the room.
For example.
You throw A dagger of throwing south.
A dagger of throwing flies south out of the room!
In the distance you see A dagger of throwing hit a Zombie.
Once I see that message I'm in combat. That's fine. Once I see the monster is dead. RIP, I throw again, usually it's just the repeat last command.
The problem arises when there's no more zombies.
I throw again like so
You throw A dagger of throwing south.
A dagger of throwing flies south out of the room!
There's no message which says there's no target there or anything.
Is there a way I can sorta wait 1 second before I have the trig move to the next room or say beep or something?
Thanks in advance. |
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chris-74269 Magician
Joined: 23 Nov 2004 Posts: 364
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Posted: Thu Mar 16, 2006 5:22 am |
#tr {A dagger of throwing flies south out of the room! } {#var thrown 1;#var hit 0;#alarm +5 (#if @hit != 1) {move next room/beep whatever}}
#tr {In the distance you see A dagger of throwing hit a Zombie. } {#var hit 1} |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Thu Mar 16, 2006 5:33 am |
Yep, there is. Check out the multi-state trigger options. You specifically are looking for the Duration option, which sort of acts like a temporary alarm but has the added capability that if the duration expires the entire multi-state trigger automatically resets itself.
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_________________ EDIT: I didn't like my old signature |
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dane Beginner
Joined: 27 Apr 2005 Posts: 18
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Posted: Thu Mar 16, 2006 2:07 pm |
Thanks so much for the quick and informative responses.
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dane Beginner
Joined: 27 Apr 2005 Posts: 18
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Posted: Fri Mar 17, 2006 3:52 pm After much trial and error I'm back at square one. |
Granted I'm not the greatest programmer in the world, in fact I sorta just muddle through alot of this, taking bits and pieces from all over the finished forums usually...
However, maybe someone can help me with the walking part.
Here's more details of the scenario.
The path to take is a large square. Basically 3w,3n,3e,3s
I don't want it to repeat, but I'd like to change the path should this thing work. Ideally I'd like to just use the path command or a file with a set of directions.
I'm still trying to get the throwing of the dagger trigger to work. Basically it throws in a direction at a predefined target, thankfully the zone has it's tag as Zombie for everything. So that shouldn't be a problem, but somewhere I need to change the throw pattern to the direction I'll be walking to. In other words, I clear the path of monsters before walking into the next room. The monsters do not move, but they do load in various amounts. So this would all hinge on the throwing of the daggers I suppose. Like I said before when I throw the dagger and nothing comes rushing into the room after about a second, it's safe to assume it's okay to walk. I'm having problems with the whole waiting for a non confirmation.
To put it all together it would work something like this
throw dagger direction zombie
Zombie comes in, automatically the battle begins. I'm merely waiting for the RIP message.
Upon death, rethrow, over again until no Zombie comes in message.
Move direction.
throw dagger direction zombie, ect....
I have looked at the documentation, but for the life of me I just can't figure it out.
Thanks for the help I know this is a lot but I'm at wit's end. |
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