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Tanin Oshkanae Newbie
Joined: 05 Sep 2002 Posts: 8 Location: USA
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Posted: Thu Sep 05, 2002 1:58 am
OK here's my question...hope it can be answered |
What I want to do is make a trigger that stuns all mobs in the room i'm in, not players. Then once all mobs are stunned I want to be able to kill all those mobs. After that scan and check all rooms and move to whichever has mobs in adjecent room. And repeat those steps. Hopefully someone can help me out with this. I can stun all mobs in rooms with a lot of triggers...but would rather shrink that down.
Good luck with my question
Tanin |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Thu Sep 05, 2002 3:38 am |
quote:
What I want to do is make a trigger that stuns all mobs in the room i'm in, not players. Then once all mobs are stunned I want to be able to kill all those mobs. After that scan and check all rooms and move to whichever has mobs in adjecent room. And repeat those steps. Hopefully someone can help me out with this. I can stun all mobs in rooms with a lot of triggers...but would rather shrink that down.
Good luck with my question
Tanin
God says, "Lemme out! Lemme out!". He's in the details, and aside from providing us with a work order you haven't given us any...
EDIT: To clarify, it'd help tremendously if you provided the mud output of how mobs appeared in the room display.
In dragon's gate, the line would look like this:
In the room are the 1st ork, the 2nd ork, the 3rd ork, the 4th ork, and the 5th ork.
It'd appear like this in relation to the other room output:
[Room Title, optional sub area.]
Room description goes here. Optional line for items present is here.
The area is not illuminated.
Optional line for mobs.
Optional line for player characters.
Obvious paths: north, south, west, east.
li'l shmoe of Dragon's Gate MUD |
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Tanin Oshkanae Newbie
Joined: 05 Sep 2002 Posts: 8 Location: USA
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Posted: Thu Sep 05, 2002 4:36 am |
Ok...sorry about that but here is what mobs look like in a room on my mud.
A tall dark woman stands here.
A large almost horse like creature looks at you, unconcerned. (2)
A striped horse loafs here.
Maybe that'll help with my question. I'm really sorry about that..Kinda new at all this.
Tanin
Also most mobs we have in the mud have A in front or the. |
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erocs Newbie
Joined: 09 Sep 2002 Posts: 2
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Posted: Mon Sep 09, 2002 7:57 am |
You can't do this generically. How will ZMud know the name of the mob. "A large almost horse like creature looks at you, unconcerned. (2)" So in this case, should ZMud send "kill almost" or maybe "kill you"? You need to create a trigger for each mob you want to detect and have the trigger generate the kill command.
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Tue Sep 10, 2002 12:45 am |
quote:
You can't do this generically. How will ZMud know the name of the mob. "A large almost horse like creature looks at you, unconcerned. (2)" So in this case, should ZMud send "kill almost" or maybe "kill you"? You need to create a trigger for each mob you want to detect and have the trigger generate the kill command.
Actually, that's not entirely true. While a list or two must be maintained to get the proper keyword for each item (in this case, an NPC), this trigger would be able to match on the "tall dark woman" and "striped horse" lines:
#trigger {A ({tall dark woman|striped horse}) {stands|loafs} here.} {}
An even bigger, and thus slower, trigger could be created that could match EVERY critter:
#trigger {{A|The|An} ({@critters.names}) {@critters.actions}} {}
If you have a large population in the two @critters key fields, this can really slow down ZMud on you, but it technically matched every critter line.
li'l shmoe of Dragon's Gate MUD |
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Tanin Oshkanae Newbie
Joined: 05 Sep 2002 Posts: 8 Location: USA
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Posted: Wed Sep 11, 2002 3:41 am |
Ok....A tall dark woman the keyword is woman...The striped horse is zebra....the large horse is a rhino...And if i had to make a trigger for each mob...how would i after each mob is stunned in room get it to go through and kill all the mobs and then say something about them all being killed and to move to next room? Starting to make a little bit more sense and maybe the keyword examples will help thanks.
Tanin |
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TonDiening GURU
Joined: 26 Jul 2001 Posts: 1958 Location: Canada
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Posted: Wed Sep 11, 2002 4:06 am |
Conceptually you want something like SCRIPT: GemStone 3 Rat Hunter here.
The key is to #STEP along a path, try and kill things, when there is nothing to kill you issue an #OK. When you reach the end of th path, head back.
These kinds of scripts are very reliant on the mud you play the rules it has.
Ton Diening |
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Tanin Oshkanae Newbie
Joined: 05 Sep 2002 Posts: 8 Location: USA
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Posted: Wed Sep 11, 2002 4:36 am |
Ok...is that whole script for one mob...and if so...dang is that confusing as heck....and couldn't i just copy that and directly put it into the mud screen...hehe sorry...haven't done much with scripts like that.
Tanin |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Wed Sep 11, 2002 4:49 am |
quote:
Ok...is that whole script for one mob...and if so...dang is that confusing as heck....and couldn't i just copy that and directly put it into the mud screen...hehe sorry...haven't done much with scripts like that.
Tanin
You should be able to (barring command-line length limitations), but with anything that large you probably should import it via text file. ZMud preferences default with a lot of parsing options turned on and these can really mess up whatever you input into the command-line.
li'l shmoe of Dragon's Gate MUD |
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