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Timas
Novice


Joined: 05 Jan 2003
Posts: 39
Location: Netherlands

PostPosted: Fri Jan 10, 2003 7:58 pm   

Failing trigger
 
Maybe someone here knows..

At the start of a fight I have:
#TRIGGER {You sneak up on *, preparing to backstab them.} {#VAR fight 1}

At the end of a fight I have:
#TRIGGER {* is DEAD!!} {#IF {@fight = 1} {@skillnr = %numitems( @skill);#LOOP @skillnr {pro %item( @skill, 1);#DELITEM skill %item( @skill, 1);@skillnr = 0};back @mob}}

This trigger works fine.. However when I make a trigger (in a different class) that respondes to the same "* is DEAD!!" line it doesn't fire unless I disable the above said.

I have a few different triggers that respond to the same line and work fine.. this is the only one that is causing this problem..

"If I fall asleep, wake me"
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IceChild
Magician


Joined: 11 Oct 2000
Posts: 419
Location: Post Falls, ID, USA

PostPosted: Fri Jan 10, 2003 8:12 pm   
 
Have you considered using a class that would enable and disable itself when called upon?

Such as:

#TRIGGER {You sneak up on *, preparing to backstab them.} {#T+ backstabclass}
#CLASS {backstabclass}
#TRIGGER {* is DEAD!!} {@skillnr = %numitems( @skill);#LOOP @skillnr {pro %item( @skill, 1);#DELITEM skill %item( @skill, 1);@skillnr = 0};back @mob;#T- backstabclass}
#CLASS 0

That way that form of "* is DEAD!!" would only be active AFTER you had seen the "You sneak up on *, preparing to backstab them."

Should work atleast ;) Unless of course, your attempting to have this as a loop where the class would then be always on (like a bot), then it wouldn't matter, but it's a good first shot






Icechild
mv -f message.text /dev/null
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Timas
Novice


Joined: 05 Jan 2003
Posts: 39
Location: Netherlands

PostPosted: Fri Jan 10, 2003 8:45 pm   
 
The idea is indeed to have them on at all times..

Its not that big of a deal if it doesn't work.. just really curious, spend a good hour trying to get it to work and tested several other triggers and each worked fine.. Just wondering if someone knows the solution, if not I'll just leave that one command in the different class :)

Thanks for the idea though, hadn't tried that one yet.. dispite the fact it "needs" to run constantly.


"If I fall asleep, wake me"
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doomfyre
Apprentice


Joined: 03 Jan 2002
Posts: 152
Location: USA

PostPosted: Fri Jan 10, 2003 9:07 pm   
 
First thing i see is a syntax error. Corrections in red:

#TRIGGER {* is DEAD!!} {#IF (@fight = 1) {@skillnr = %numitems( @skill);#LOOP @skillnr {pro %item( @skill, 1);#DELITEM skill %item( @skill, 1);@skillnr = 0};back @mob}}}

The rest of the trigger is above my head.

*edit*
I just reread your original post, and noticed you said the trigger actually works. Seems kinda odd that it does, but thats just my limited knowledge i guess. Disregard.
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Timas
Novice


Joined: 05 Jan 2003
Posts: 39
Location: Netherlands

PostPosted: Fri Jan 10, 2003 9:34 pm   
 
I used to have v5.55, never was too much into v6.* (call me odd but it looked too different) in 5.55 I always used:
#IF {statement} {if yes} {if no}
just used to it, changed it for the sake of using 6.4 now .. still can't figure it out, the trigger doesn't even fire when I have make it show the triggers and messages *shrugs*

<edit: typo>
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