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Njoob Newbie
Joined: 19 Dec 2002 Posts: 2 Location: Finland
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Posted: Thu Dec 19, 2002 12:22 pm
Slow walk path and triggering |
Here it goes again... botbotbot.
Anyway, I'd like to create a slow walk path to a certain area and autokill if some monsters appear during the walk (including resting and stuff). When the path has been walked through it should be walked back and vice verca. There are a few things that confused me...
Lets assume that the path is eseswsseesswn. I'd like to use ON/OFF button to enable/disable script. The question is how I can manage the walking around the area, stop sometimes (do the dirty work) and continue walking? And how to do the reversed walking when the area has been walked through?
I'm looking for the idea how to implement this one, because I'm out of ideas....
-Njoob |
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avrian Newbie
Joined: 19 Dec 2002 Posts: 3 Location: Finland
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Posted: Thu Dec 19, 2002 12:46 pm |
Check the manuals, Njoob :) and do something like
#trigger {Exits: } {#OK} "slow_walks"
// gives slowwalk permission to move on
#path walk1 eseswsseesswn
#alias slows {#t+ slowwalks;#slow .%1}
// turns class which gives passes on and does the slowwalk
Command: slows .walk1
The make triggers from mob descriptions to
pause the slow walk
#trigger {^Good experience awaits} {#stop;kill monster} "slowwalks"
And a trigger to move again when killing is done
#trigger {is DEAD}{get all corpse;sac corpse;#STEP}
More info in http://www.zuggsoft.com/library/book3/speedwalking.htm |
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Njoob Newbie
Joined: 19 Dec 2002 Posts: 2 Location: Finland
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Posted: Thu Dec 19, 2002 1:00 pm |
Huoh... I feel stupid. Read those lines and looks the same as I thought.
Thanks for the kick :)
-Njoob |
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