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lankstylz
Newbie


Joined: 30 Aug 2011
Posts: 2

PostPosted: Tue Aug 30, 2011 7:36 am   

addin up damage from a multiple hit attack
 
im havin trouble in findin a way to add up the damage from my mulitiple hit attack on a single target here is the mud output


[Pl:9,164,511][Ki:2,839,500][41% EXP][Fatigue: 25%]You hold up one hand and begin to form a huge pink ball in it. As the ball reaches its full potential, you snap you fingers as the Genocide rains down upon West Kaioshin's Warrior.
...your genocide hits West Kaioshin's Warrior!
[-Danger-]=-=[59407]
...your genocide hits West Kaioshin's Warrior!
[-Danger-]=-=[61398]
...your genocide hits West Kaioshin's Warrior!
[--Dead--]=-=[57348]
You receive your share of experience -- [22399999] points.
Blood splatters as West Kaioshin's Warrior's soul fades away.

[Pl:9,164,511][Ki:2,811,500][60% EXP][Fatigue: 25%]

would like to get it to send to a seperate window or maybe a button any help would be appreciated
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4692
Location: Pensacola, FL, USA

PostPosted: Tue Aug 30, 2011 10:11 am   
 
Well there are a few issues....
Is there a preset number of hits?
Is there a message for when the move ends if the target did not die?

This should get you started at least:
Code:

#TR {As the ball reaches its full potential, you snap you fingers as the Genocide rains down upon (*).} {genoDmg=0;target=%1}
#TR {^...your genocide hits {@target}!$} {}
#COND {=-=~[(%d)~]} {genoDmg=(@genoDmg+%1)}

That only stores the damage into @genoDmg.
Without a clear end message you will need some means to display your data on the fly, as such I suggest the status window

Code:
#STWIN { Target: @target %cr Genocide hit for a total of @genoDmg}


This wont keep any ongoing record and will only show the most recent attempt.
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lankstylz
Newbie


Joined: 30 Aug 2011
Posts: 2

PostPosted: Tue Aug 30, 2011 6:02 pm   
 
well the attack can hit between 1 an 10 times an if target doesnt die [Pl:9,164,511][Ki:2,811,500][60% EXP][Fatigue: 25%] would be the next thing u see
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geniusclown
Magician


Joined: 23 Apr 2003
Posts: 358
Location: USA

PostPosted: Thu Sep 01, 2011 3:59 pm   
 
You can set the condition to "Loop Pattern" 10 times, and create a temporary trigger to display the final damage and reset the trigger in case it ends before the full potential of 10 hits:
Code:
#TR {As the ball reaches its full potential, you snap you fingers as the Genocide rains down upon (*).} {genoDmg=0;target=%1}
#TR "MultiHit" {^...your genocide hits {@target}!$} {
  #TEMP "MultiHitEnd" {^~[Pl:} {
    #STATE MultiHit 0
    #ECHO Target: @target %cr Genocide hit for a total of @genoDmg
    }
  }
#COND {=-=~[(%d)~]} {genoDmg=(@genoDmg+%1)} "" {LoopPattern|Param=10}


(edit: code fixed per Shalimar)
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Last edited by geniusclown on Thu Sep 01, 2011 11:11 pm; edited 2 times in total
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4692
Location: Pensacola, FL, USA

PostPosted: Thu Sep 01, 2011 5:29 pm   
 
name that temp or it will display for each time damage is dealt
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geniusclown
Magician


Joined: 23 Apr 2003
Posts: 358
Location: USA

PostPosted: Thu Sep 01, 2011 11:18 pm   
 
The temp trigger will be created only at the beginning of the attack, and the condition is what's repeated for each hit (and it has no messaging).

However, I agree that #TEMP's should always be named, in case they get orphaned. There have been a few times that I had a syntax error in my temp's pattern or something unexpected happened in game so the temp never fired, and I wound up with a bunch of temp triggers all intended to do the same thing. Having them named will make it easier to identify the orphaned trigger, and will also prevent duplication.
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