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Thunderbuster Novice
Joined: 07 Nov 2001 Posts: 45 Location: USA
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Posted: Mon Nov 12, 2001 2:17 am
Nesting #IFs |
Is it possible?
2nd place just means your a 1st place loser. |
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Berion Newbie
Joined: 10 Nov 2001 Posts: 8 Location: Norway
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Posted: Mon Nov 12, 2001 2:51 am |
Yes it works fine. Just put the entire second #if between one of the {} of the first one.
It will look like this:
#if expression {what to do if true} {#if secondexpression {What to do if secondexpression is true} {What to do if secondexpression is false}} |
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Thunderbuster Novice
Joined: 07 Nov 2001 Posts: 45 Location: USA
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Posted: Mon Nov 12, 2001 1:02 pm |
Ok, why doesn't this work?
#if (@locker = empty) {#if (@encumb = yes) {#slow locker} {#slow townmap}} {#slow Tradein}
2nd place just means your a 1st place loser. |
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Acaila Apprentice
Joined: 30 Aug 2001 Posts: 187 Location: Netherlands
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Posted: Mon Nov 12, 2001 2:47 pm |
What do you mean by : #IF (@locker = empty)
If you are testing whether or not the variable contains data, then the correct syntax in this case would be: #IF (%null( @locker)) or #IF (@locker <> "").
And I think slowpaths are always preceded by a dot: #SLOW .locker (but I could be wrong).
Acaila |
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Thunderbuster Novice
Joined: 07 Nov 2001 Posts: 45 Location: USA
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Posted: Mon Nov 12, 2001 4:04 pm |
Just so you know, I am collecting item I can sell. I fill my locker with them, then travel to a city where I can get the best value for them and sell them.
I am checking to see if my locker is full with a trigger. If it is I set the value of the varable LOCKER to FULL and if it is not full I set the value to EMPTY. As I complete a pass around my townmap, or if I become emcumbered and recall I end up in this room. I trigger this room to see if I need to keep walking, of if I need to unload in my locker (ie ENCUMB var) or if my locker is full, I go and sell all my stuff. |
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Acaila Apprentice
Joined: 30 Aug 2001 Posts: 187 Location: Netherlands
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Posted: Mon Nov 12, 2001 4:35 pm |
Okay, my bad.
Your piece of code has nothing wrong with it then.
So, what isn't it doing?
- Does the trigger not fire?
- Do the variables not get filled with the values?
- Do you not walk a certain path when you should, or do all paths fail?
You could try turning the "show triggers" option on in Preferences|Script Parser to see what the problem is. Then just try out each possibility of your #IF function to see which one is malfunctioning.
Otherwise I have no idea, sorry.
Acaila |
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Thunderbuster Novice
Joined: 07 Nov 2001 Posts: 45 Location: USA
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Posted: Mon Nov 12, 2001 9:18 pm |
As of this moment the @encumb = yes is true, but I keep walking the entire corse of the townmap instead of going to the locker.
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Acaila Apprentice
Joined: 30 Aug 2001 Posts: 187 Location: Netherlands
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Posted: Mon Nov 12, 2001 10:04 pm |
Okay, that's just plain weird. I'm at a loss.
Anyone else got any suggestions?
Acaila |
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Serentus Apprentice
Joined: 28 Sep 2001 Posts: 103 Location: USA
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Posted: Wed Nov 14, 2001 10:00 am |
Try using (@encumb = "yes") with the quotes. I think zMud is looking at yes as a true/false. I remember reading somewhere that 1,on,yes,true are all the same and 0,off,no,false are all the same.
Putting the "" around yes forces it to look for the literal string "yes", not a true/false condition.
I think that is the case. But I did get it it work with the "" around yes.
-Serentus- |
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Thunderbuster Novice
Joined: 07 Nov 2001 Posts: 45 Location: USA
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Posted: Wed Nov 14, 2001 1:20 pm |
Smart Fellow you are... That was what it was. It was using the Yes as the key word. Thanks muches for your reply.
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