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mAdM0nK Beginner
Joined: 17 Apr 2001 Posts: 14 Location: USA
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Posted: Sun Dec 30, 2001 4:42 am
trouble using #cond |
I'm having some trouble with the #cond command. The mud i play on has a portal system to be able to move b/w zones, and I'm trying to set up a script that will work with zchat and will tell people where im going.
The problem i have is that either A. The trigger wont go off b/c its waiting for text from the mud, and i want it to go off when i enter the command, or B. the #cond statement i have is wrong.
so i have
#CLASS {portal}
#VAR destination {1}
#TRIGGER {enter %1} {#var destination %1;#cond {You step into the portal and the world fades into the mist.} {#if {@destination = 1} {#show just entered his matter teleportation device. His destination... CT ~#1 - Circle of Power};#if {@destination = 2} {#show just entered his matter teleportation device. His destination... CT ~#2 - The White Rose};#if {@destination = 3} {#show just entered his matter teleportation device. His destination... CT ~#3 - Fate};#if {@destination = 6} {#show just entered his matter teleportation device. His destination... CT ~#6 - The Knights Templar};#if {@destination = 7} {#show just entered his matter teleportation device. His destination... CT ~#7 - The Cheese Merchants of Medievia};#if {@destination = 9} {#show just entered his matter teleportation device. His destination... CT ~#9 - Guardians of Justice}} {Within|Param=1};#cond {You step into the portal, and the world spins madly...} {#emoteall just misportalled.} {within|param=1}} "" {"prompt"}
so basically I type 'enter #' where # is a number 1-100, but only a few that i have if statements for , it stores the # into @destination, checks for 'You step into the portal and the world fades into the mist.' from the mud, when it gets that, it should go through my if statemnts comparing @destination with one of the zones im going to, and fire off the #emoteall i have set.
i know its getting to the mistportal #cond and stopping
but i want it to check for the mistportal as well as a successful portal, which its random if i get a good portal or a bad one.
so i guess my question is how do i get zmud to fire the trigger when i send 'enter #' to the mud, and wait for the good portal or bad portal message, and fire off those commands?
if that made no sense whatsoever, ill try to explain a little better. |
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Charbal GURU
Joined: 15 Jun 2001 Posts: 654 Location: USA
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Posted: Sun Dec 30, 2001 10:10 am |
States are fun, but perhaps not strictly necessary here:
Untested, should work in 6.x+:
#CLASS {PortalEnter}
#var destination {1}
#alias {enter} {~enter %-1;#var destination %-1;#t+ "PortalEnter|Entry";#ala +5 {#t- "PortalEnter|Entry"}}
#CLASS {PortalEnter|Entry} {disable}
#trigger {You step into the portal and the world fades into the mist.} {#show just entered his matter teleportation device. His destination... CT ~#@destination - %case(@destination,Circle of Power,The White Rose,Fate,Case 4,Case 5,The Knights Templar,The Cheese Merchants of Medievia,Case 8,Guardians of Justice)}
#trigger {You step into the portal, and the world spins madly...} {#emoteall just misportalled.} "prompt"
#CLASS 0
This basically sends the command and opens a 5 second window (can easily be modified as needed) to get the result to avoid unnecessary trigger matching.
Also, I used %case to cut down on the repetition in the text. Replace/add items as necessary. It is possible to do #oninput triggers like you are looking for but aliases are more efficient.
- Charbal |
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Kjata GURU
Joined: 10 Oct 2000 Posts: 4379 Location: USA
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Posted: Sun Dec 30, 2001 12:39 pm |
The #COND command does not go inside the trigger, it goes right after the trigger. Example:
#TRIGGER {this is a trigger} {that does nothing}
#COND {this is another state} {for the previous trigger}
Kjata |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Sun Dec 30, 2001 3:59 pm |
This belongs on the Beta Forum. There is no #COND command in 6.16
LightBulb |
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