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demingm
Beginner


Joined: 27 May 2005
Posts: 23

PostPosted: Fri Nov 17, 2006 12:16 pm   

Bless script
 
Looking for a little help on creating a bless script. I've tried doing so on my own but I can't figure it out. Currently all I have now is a variable list that contains an item for each eq slot. Here is some sample output to show you what the mud output looks like:

When I type eq:

You are using:
<used as light> (Glowing) a bright ball of light
<worn on finger> (Glowing) (Humming) a sandy-colored ring
<worn on finger> (Glowing) (Humming) a sandy-colored ring
<worn around neck> a spiked collar
<worn around neck> a spiked collar
<worn on torso> (nothing)
<worn on head> (Glowing) a broad brimmed hat with a white feather
<worn on legs> burgandy pantaloons
<worn on feet> (nothing)
<worn on hands> (nothing)
<worn on arms> (nothing)
<worn as shield> (Glowing) a mystic shield
<worn about body> (Glowing) a white silk doublet
<worn about waist> a trollskin belt
<worn around wrist> a beaded bracelet
<worn around wrist> a beaded bracelet
<wielded> (Glowing) (Humming) a lightning mace
<held> (Glowing) a four leaf clover
<floating nearby> a parrot
<sheathed> (nothing)

When I type inv:

You are carrying:
(15) a big pot pie
( 4) a buffalo water skin
(Glowing) (Humming) a lightning mace
a parrot
( 2) a blue diamond
a silver dagger
(Glowing) a mystic shield
(Glowing) a broad brimmed hat with a white feather
(Glowing) a four leaf clover
(Glowing) a bright ball of light
( 2) a beaded bracelet
a trollskin belt
( 2) (Glowing) (Humming) a sandy-colored ring
burgandy pantaloons
( 2) a spiked collar
(Glowing) a white silk doublet

Couple things I wanted to try and do. I want to loop through my eq variable list, remove each item in turn. Then I want to run through it again and cast a few spells on each item, then where them all. I guess I could do this all in the same loop in each iteration to save some time. More than likely I could trigger this loop off of a successful casting of the various spells I will place on the item. If I fail the casting, I want a trigger that will know to cast the spell again before moving on to the next item. Here's the sample output for casting a spell on an item:

A lightning mace glows with a holy aura.

One major problem I see with this is having items for similar slots (like the two ring slots) being the same. To wear this equipment I had to use the following syntax:

wear ring; wear 2.ring

Syntax is similar when remove said items. I have no problem manually updating this variable list when I change equipment, but I was hoping there would be a way to do it dynamically by just capturing each line of the mud output from the eq command (as seen above) and putting them into each slot of my equipment variable list. Once again I see problem with this, as some of the eq slots are the same text. I would need a way to differentiate between the ring slots, etc.

I know this is asking a lot but I think its definitely possible. I understand programming logic, but I'm not all that familiar with this zMud coding. Any help or guidence to get me started would be great. Even if its only a small piece of what I'm trying to accomplish

Very Happy
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