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pin53 Beginner
Joined: 27 Nov 2001 Posts: 11 Location: USA
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Posted: Tue Nov 27, 2001 10:05 am
trig help |
HP: [275/294], SP: [264/264], EP: [394/394]
HP: [(%d)/(%d)], SP: [(%d)/(%d)], EP: [(%d)/(%d)]
@hp = %1
@maxHP = %2
@sp = %3
@spmax = %4
@ep = %5
@epmax = %6
say hi
The "say hi" is in there just to see if it would fire..and it doesnt
Thanks in advance Pin |
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pin53 Beginner
Joined: 27 Nov 2001 Posts: 11 Location: USA
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Posted: Tue Nov 27, 2001 10:17 am |
note... even did a direct copy
and that didnt work... |
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pin53 Beginner
Joined: 27 Nov 2001 Posts: 11 Location: USA
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Posted: Tue Nov 27, 2001 10:28 am |
uh.. figured it out... .....
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pin53 Beginner
Joined: 27 Nov 2001 Posts: 11 Location: USA
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Posted: Tue Nov 27, 2001 10:44 am |
1 more question .. so as to not waste space
if i wanted to do a random spell based on a list i have
say (berserk, assail, ... )
how would i do it to make it randomly chosen?. |
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Crymson4 Novice
Joined: 20 Nov 2001 Posts: 35 Location: USA
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Posted: Tue Nov 27, 2001 10:52 am |
The execution code would look something like
#VAR Spell %case( %rand( 1, 4),"Spell 1","Spell 2"."Spell 3","Spell 4"))
cast @Spell
Put that in a trigger, or macro of your choice. Change the max value to something higher if you have more spells to use, or cut it down accordingly.
-=Crymson
Reality is the effect of alcohol deficiency |
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Acaila Apprentice
Joined: 30 Aug 2001 Posts: 187 Location: Netherlands
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Posted: Tue Nov 27, 2001 11:22 am |
If you have a large spell list with available spells you want to cast you could use something like:
The list you have:
#VAR SpellList Spell1|Spell2|Spell3|Spell4
Then put the folowing in an alias/marco/trigger thing:
cast %item(@SpellList, %random(1, %numwords(@SpellList,"|")))
Then just add to @SpellList if you want to expand the number of spells
Acaila |
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pin53 Beginner
Joined: 27 Nov 2001 Posts: 11 Location: USA
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Posted: Tue Nov 27, 2001 8:01 pm |
Thanks for the help...
Is there anyway to put weights on the spell... like this one happens a percentage more than anotheR? |
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undergod Wanderer
Joined: 27 Jun 2001 Posts: 82
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Posted: Tue Nov 27, 2001 8:21 pm |
Well, if you want one spell to happen twice as often, put it twice as often in the spell list... but, that's the only way I can think of.
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pin53 Beginner
Joined: 27 Nov 2001 Posts: 11 Location: USA
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Posted: Tue Nov 27, 2001 11:42 pm |
Trying to trigger a trigger from a trigger.. without going through the mud..
so just like a function calling a trigger?? any ideas |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Wed Nov 28, 2001 1:59 am |
Instead of trying to use one trigger to set off another, make the second one an alias instead. Another method would be to just include the commands in the first trigger.
LightBulb |
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pin53 Beginner
Joined: 27 Nov 2001 Posts: 11 Location: USA
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Posted: Wed Nov 28, 2001 5:08 am |
How about making windows that branch from the orginal mud... corresponding to the differnt lines
And having command prompts to them so that when i type in them.. i dont need the prefix
example : in regular window i have to type clan hi
but in this subwindow command prompt.. i just type hi
any ideas?
tnks to people who helped previously |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Wed Nov 28, 2001 6:24 am |
quote:
How about making windows that branch from the orginal mud... corresponding to the differnt lines
And having command prompts to them so that when i type in them.. i dont need the prefix
example : in regular window i have to type clan hi
but in this subwindow command prompt.. i just type hi
any ideas?
tnks to people who helped previously
If you want to use the command-line attached to a particular window, use this (and be sure to put this trigger in each window's settings file):
#oninput {(*)} {;this is the CLAN trigger;#say (insert character name here): %1;#send {clan %1}}
I'm not too sure about #SEND but it supposedly sends things directly to the i/o stream (your connection to the MUD) and bypasses the windows.
li'l shmoe of Dragon's Gate MUD |
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