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Elvnik Newbie
Joined: 01 Jul 2007 Posts: 5
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Posted: Sun Jul 01, 2007 6:38 am
automapper & blocking npc |
Hello there,
im using zMud 7.21 in a german mud, and i have a problem with blocking npcs. i managed to set up my Automapper to map the german directions.
but in some areas there are mobs who are blocking exits.
(translated for your convinience)
a long room description
There are exits: north and south.
A bad Ogre.
Im Using SLOW-Walk mode and the mapper is verifying the first line of the room, to check correct walking.
When in try to go north, it says: Ogre stops you.
When i go south, nothing will happen ... so when i come back from that area north of the ogre, i want the script to not stop.
I tried the following:
i added a Room Script which does the following: (pseudocode)
#PAUSE
#send {hug ogre} --> if i am blind or out of lightsources i still want it working
#T+ room_check_trigger
then i added some trigger
#TRIGGER{You hug the Ogre} {
#IF(%nextdir() = s) {
wave ogre
#STEP
} {
do_something_nasty_with_ogre
}
}
#TRIGGER{Hug whom} {#STEP}
Problem is: the #PAUSE command does not work ... it just sends the next command, the ogre is stopping me, and the SLOW walk aborts after the timeout. |
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Elvnik Newbie
Joined: 01 Jul 2007 Posts: 5
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Posted: Sun Jul 01, 2007 7:06 am |
#send {hug ogre} --> if i am blind or out of lightsources i still want it working
#T+ room_check_trigger
well, i certanly activate the hug triggers, BEFORE i hug him ... wrong order in the code here, but in my script it works |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Sun Jul 01, 2007 2:09 pm |
Did you #nodir this message? |
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_________________ EDIT: I didn't like my old signature |
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Elvnik Newbie
Joined: 01 Jul 2007 Posts: 5
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Posted: Sun Jul 01, 2007 3:04 pm |
Nope, thanks for the hint, but anyway ...
I tried to simply add a #PAUSE to any Room Script, it does not work, the slow-walk does not pause in that room.
Maybe it is because the Trigger which sends #OK is already fired, because the first line of the room description already matched.
And then the #PAUSE command is ignored.
*sigh*
Are there other ways to achieve my functionality? |
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Fang Xianfu GURU
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Joined: 26 Jan 2004 Posts: 5155 Location: United Kingdom
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Posted: Sun Jul 01, 2007 3:14 pm |
The #pause command is being ignored because of the problem you suggest. Does the ogre always block the same direction? You could just change that exit's command in the mapper - open the room's properties and go to the exits tab. Highlight the exit and in "other com" just enter "hug ogre;s" and you should be good. If the ogre's not there, the hug will fail and you'll move on.
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