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hykou
Wanderer


Joined: 29 Apr 2004
Posts: 63
Location: USA

PostPosted: Mon Aug 09, 2004 10:38 pm   

#slow
 
when making an alias using #alias can you put #slow in it... such as...
#alias bot {#slow .25en25w.n #tr {#if An elven bard stands here} {kill bard} #tr {has been slain!} #ok}
im pretty sure thats not correct, if it isnt can someone show me the correct lay out?
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spikk
Newbie


Joined: 06 Aug 2004
Posts: 4
Location: Hungary

PostPosted: Tue Aug 10, 2004 12:52 am   Re: #slow
 
I have language problems... has been slain! is captured, when he is killed befor you step in the room (a) or when you kill he (b)?

But i think, it is a little more difficult..
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Dumas
Enchanter


Joined: 11 Feb 2003
Posts: 511
Location: USA

PostPosted: Tue Aug 10, 2004 1:02 am   
 
You can definetly put #SLOW in an alias as aliases are for making hard/long commands easier.

However, with your triggers, you want the triggers to read

#TR {An elven bard stands here} {#PAUSE;kill bard}
#CO {has been slain} {#STEP}

Someone correct me if I am wrong. I know the #PAUSE/#STEP is correct I only am unsure about using #CO in this instance.
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spikk
Newbie


Joined: 06 Aug 2004
Posts: 4
Location: Hungary

PostPosted: Tue Aug 10, 2004 1:10 am   
 
But when the bard is not here, you can go away without any nessesary action.
Maybe make a variable, and set it 1 with the trigger, if bard presents, and then kill bard when variable = 1 and #ok when 0.

I have read the page about multi-state triggers, your is a good code, i think.
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LightBulb
MASTER


Joined: 28 Nov 2000
Posts: 4817
Location: USA

PostPosted: Tue Aug 10, 2004 4:27 am   
 
#CO is #COLOR. You want #CONDITION which is #COND.
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Dumas
Enchanter


Joined: 11 Feb 2003
Posts: 511
Location: USA

PostPosted: Tue Aug 10, 2004 10:30 am   
 
heh...oops.

And you don't need to have any #IF's in the trigger. #PAUSE does exactly that, when the trigger pattern is matched, #PAUSE pauses the slowwalk until it receives the #STEP command, at which point it continues where it left off. If the Bard isn't there, the trigger never fires and the slow walk continues.
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hykou
Wanderer


Joined: 29 Apr 2004
Posts: 63
Location: USA

PostPosted: Tue Aug 10, 2004 8:00 pm   
 
so how would i get my slow walk to go? everytime i enter it... it only does 1 room then says slow walk aborted
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Dumas
Enchanter


Joined: 11 Feb 2003
Posts: 511
Location: USA

PostPosted: Wed Aug 11, 2004 1:01 am   
 
You need to create a separate trigger that checks for verification that you entered the room. Say, for example, you always had a line in each new room that included 'You see exits'. You would then

#TRIG {You see exits} {#OK}
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hykou
Wanderer


Joined: 29 Apr 2004
Posts: 63
Location: USA

PostPosted: Wed Aug 11, 2004 8:37 am   
 
Quote:
#TRIG {You see exits} {#OK}

i dont have a "You see exits" on my mud... heres a room desc.
Code:

 The Bryne Forest                                       NW     N     NE
(-------------------------------------------------)     W <---(M)---> E
                                                        SW     S     SE

  *******
 *********
***********
*****@*****
***********
 *********
  *******

the @ is me, and the * is the forest im walking through.
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SCORNME
Novice


Joined: 25 Jul 2004
Posts: 48
Location: aka Falan

PostPosted: Wed Aug 11, 2004 10:52 am   
 
If the compass is standard for each room in Materia, then you could trigger off it's top line.

Code:
#TRIG {NW     N     NE} {#OK}


You'll need to verify the spacing is consistent for each room compass. Otherwise use %s for the spaces.
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