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Haden
Newbie


Joined: 03 Dec 2005
Posts: 5

PostPosted: Sat Dec 10, 2005 4:00 pm   

complicated trigger
 
I have a barbarian on Realms of Despair, for the barbarian the best source of healing during a battle is to smoke a pipe of amber resin, but this can be a complicated process during fighting, so I was wondering if someone could take a look at this and possibly write the following in a trigger program? As you look at it, please take in mind I'm not a programmer, I just kind of put it together, hopefully you can make sense of it.
Code:
Command:  smoke pipe


If
   {
You try to smoke a finely carved, wooden pipe, but it's not lit.
   }
print"light pipe";
If
   {
You try to light a finely carved, wooden pipe, but it's empty.
   }
Print"get amber pouch";
If
   {
You get amber resin from a deerskin pouch.
   }
      ElseIf
         {
I see nothing like that in a deerskin pouch.
         }

STOP PROGRAM
Print(In red bold lettering)"You are out of amber resin!";

Print"fill pipe amber";
If
   {
It's full of ashes, and needs to be emptied first.
   }
Print"empty pipe";
If
   {
You gently tap a finely carved, wooden pipe and empty it out.
   }
Print"fill pipe amber";
If
   {
You fill a finely carved, wooden pipe with amber resin.
   }
Print"light pipe";
If
   {
You need some tinder to light with.
   }
Print"get tinder pouch";
If
   {
You get tinder from a deerskin pouch.
   }
      ElseIf
         {
I see nothing like that in a deerskin pouch.
         }

STOP PROGRAM
Print(In red bold lettering)"You are out of tinder!";

Print"light pipe";
If
   {
You carefully light a finely carved, wooden pipe.
   }
Print"smoke pipe";
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Fri Dec 23, 2005 1:50 am   
 
Try something like:

#alias smoke {~smoke pipe;#T+ SmokePipeTriggers}
#CLASS SmokePipeTriggers
#TRIGGER {You try to smoke a finely carved, wooden pipe, but it's not lit.} {light pipe}
#TRIGGER {You try to light a finely carved, wooden pipe, but it's empty.} {get amber pouch;#T+ amberresininpouch}
#TRIGGER {You get amber resin from a deerskin pouch.} {fill pipe amber;#T- amberresininpouch}
#TRIGGER amberresininpouch {I see nothing like that in a deerskin pouch.} {#ECHO %ansi(red,bold)You are out of amber resin!%ansi(default);#T- amberresininpouch}
#TRIGGER {It's full of ashes, and needs to be emptied first.} {empty pipe}
#TRIGGER {You gently tap a finely carved, wooden pipe and empty it out.} {fill pipe amber}
#TRIGGER {You fill a finely carved, wooden pipe with amber resin.} {light pipe}
#TRIGGER {You need some tinder to light with.} {get tinder pouch;#T+ tinderinpouch}
#TRIGGER {You get tinder from a deerskin pouch.} {light pipe;#T- tinderinpouch}
#TRIGGER tinderinpouch {I see nothing like that in a deerskin pouch.} {#ECHO %ansi(red,bold)You are out of tinder!%ansi(default);#T- tinderinpouch;#T- SmokePipeTriggers}
#TRIGGER {You carefully light a finely carved, wooden pipe.} {smoke pipe;#T- SmokePipeTriggers}
#CLASS 0
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Haden
Newbie


Joined: 03 Dec 2005
Posts: 5

PostPosted: Sat Dec 24, 2005 1:12 am   
 
I hate to bother you with such newbie questions, but I am used to making very simple triggers, like;

Pattern: You could use a sip of something refreshing.
Value: drink skin

So how would I go about putting that smoke pipe trigger in zmud?
_________________
Haden (Realms of Despair)
http://www.barbarianhelp.com
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Sat Dec 24, 2005 2:03 am   
 
There are 2 ways to represent zScript.

The first is how you just mentionned Pattern/Value. The second is what can be entered through your command line. You can cut and paste all the # commands from my example post into your command line and hit enter. It will create a folder called SmokePipeTriggers and an alias "smoke".

You can then open the settings editor and look at the Patter/Value you are used to seeing.
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