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Garrison
Beginner


Joined: 21 Oct 2003
Posts: 21
Location: USA

PostPosted: Thu Feb 12, 2004 6:51 pm   

Alias &/or Trigger "classes"
 
The mud that I play has one central "account" that you log into, and from there, log your characters into the game...

Therefore, would I use "classes" to turn on/off different alias and triggers for different characters?

For example:

Panzer the cyborg cannot cast "armor" on himself, but Poe the mage can. So, to have a trigger setup to auto-recast "armor" go off when I'm playing Panzer is very annoying.

Same thing happens for auto-eating and drinking (not all pc's have the same equipment).

Panzer the Cyborg has an alias to perform a "power" move that Poe the mage cannot.

So, would a "class" be the way to go for the aliases and triggers? And if so, how do you setup these separate classes? I really don't know much of anything about these classes...so thank you for keeping the info on a "newbie" level :)
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Valint
Wanderer


Joined: 12 Nov 2003
Posts: 70
Location: USA

PostPosted: Thu Feb 12, 2004 9:02 pm   
 
There are a couple of different ways you can do this.

One is to split the triggers up into different classes. Another is to set variables for each character, and check them during execution of a trigger/alias, e.g.,
#TR {There is a troll here.} {#IF (@caster) {prep spell;cast at troll} {#IF (@archer) {take arrow from my quiver;fire at troll} {attack troll with my @weapon}}}

A method I use is this: each character has a data record variable of their own, with settings in them, e.g. (this is shown here as a list variable, as converting record variables into text and back again has issues),
#VAR Joe {weapon=rapier|sheath=sheath|(containerlist=greatcloak|rucksack)|shieldcommand=remove shield|(spellsknown=armor|shield|fireball)|caster=1|archer=0|charlevel=24}

When the line indicating what character I'm playing gets triggered, I change the window to that name, turn on or off classes as needed and run through that record, setting the variables as indicated, e.g.,
#TR {You are now playing (%x).} {
#VAR charname %1
#NAME @charname
#IF (@charname=Jack) {#T+ scarscan} {#T- scarscan}
#PRI {#LOOPDB @{@charname} {#VAR %key %val}}
}
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nexela
Wizard


Joined: 15 Jan 2002
Posts: 1644
Location: USA

PostPosted: Thu Feb 12, 2004 10:46 pm   
 
Create class folders for all of your chars put their triggers/alias etc in there respective class folder set all char class folder options to disable this class on connection
Then (if all chars have a single name)

#tr {(%w)Has entered the game} {#t+ %1}
#tr {(%w) has left the game} {#t- charname;#t- othercharname;#t- anotherchar}
and so on

IF the names are not single words tuse a variation of the first trigger for all your char names
#tr {somechar had entered the game} {#t+ somechar}
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