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Akira
Newbie


Joined: 15 Dec 2002
Posts: 8
Location: USA

PostPosted: Mon Aug 18, 2003 2:54 am   

Two questions with probably simple answers
 
Hey all, I have a question about making a trigger to attack. On the Mud I play on I have a character that uses claws to attack with. If I was using a weapon I'd make a trigger to k every time I got the message you swing your weapon, but with claws you get a double attack. It looks like this.
You claw at the gnomish tinkerer!
The attack misses its target.
[3 sec. delay]
You claw at the gnomish tinkerer!
The attack is a decent slash to the torso.
The gnomish tinkerer is knocked back!

The gnomish tinkerer just died.
[3 sec. delay]
Ok now what I'm doing now works but I know there has to be an easier way to do this trigger. I made a trigger for You claw at with the output being q c`claw. q c is the command to clear que in game and I end up with alot of scroll and it looks like this.

q c
cl
The attack is a decent slash to the torso.
[3 sec. delay]
You claw at the silver golem!
q c
cl
The attack is a decent slash to the torso.
[3 sec. delay]
** Command Queue Cleared.
>
>

** Command Queue Cleared.
>
>

** Command Queue Cleared.
>
So what I'd like to know is if theres an easier way to do this trigger without having to clear queue each time I attack.

Second question is about #alarms. I use the alarms to wait a set time and then do an action but sometimes things happen while I'm waiting. I'd like to know if there is a command like q c that Zmud recognizes that will cancle the alarm before it happens and do another action?
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LightBulb
MASTER


Joined: 28 Nov 2000
Posts: 4817
Location: USA

PostPosted: Mon Aug 18, 2003 4:20 am   
 
Just send commands on the second claw.
#AL claw {#VAR claw 0 0;~claw}
#TR {^You claw at the} {#IF (@claw) {claw} {#VAR claw 1}}
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Akira
Newbie


Joined: 15 Dec 2002
Posts: 8
Location: USA

PostPosted: Mon Aug 18, 2003 5:08 am   
 
Thanks that works. Was trying to write one up on my own when I seen yours. Don't know if it would have worked but I did it like this.
#var claw 0
#trigger {You claw at} {#add @claw 1`#IF {@claw > 2 {@claw 0`claw}
but I never tryed it since yours worked.
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