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KillerKitty
Beginner


Joined: 15 Jun 2005
Posts: 21

PostPosted: Wed Jun 15, 2005 11:36 pm   

Speedwalking using #PAUSE, help please? Driving me mad!
 
Output from the MUD is in this format:

Quote:
Unfinished Room [nw,s,ne].
A wombat, a penguin and Bad Wolf are standing here.
There is a penny and two empty cans of coke on the ground.
>


Note the prompt (>) also appears after the output of any command entered, but not for example, when someone in the room does something, or a mobile enters the room.

If there are no mobiles in the room, there is no second line.
If there are no items dropped in the room, there is no third line.
So if there's nothing in the room at all apart from the character, it's just a one line room name (which is not unique to the room) with a prompt > after it.

If you try to walk in another direction too quickly, the MUD sends sends a message of "Queued command: northwest" for example.


My best bet seems to be a trigger with a pattern of
Code:
* ~[*~].$
which sends #OK, and this works fine in normal use.

However, I am trying to make a working automatic killer script and whenever it finds a mob it likes to kill it sends #PAUSE and "kill whatever". After a message indicating a mob has been killed, a trigger is meant to resume speedwalking with #STEP.

But the #PAUSE command seems to have no effect even though the trigger is definitely working - when it sees, for example "a wombat is standing here", it sends "kill wombat" then the next direction immediately after!
It sends the kill command but walks right past the mob it's meant to be staying and killing.

At the moment it is just meant to be a bot that just makes killing things easier on the typing, I click somewhere on the map and it goes from the point the character is at to the point I click, stopping whenever it sees a suitable target and killing it before moving on.


If I can get the basics above of it to work, I would like then for it to be able to find the number of mobiles in a room and do "con whatever" to consider each individual one as an opponent. The output from consider is along the lines of "The wombat is weaker/tougher/equal to you.", and then "kill whatever" to start fighting them. Maybe if it could check against my %mud.hp (the MUD is set up to send the hitpoints in MXP, I also use this value in a visual gauge I have set up) and not fight until I have more hitpoints would be a good idea too.
This I have tried, except then, if there were more than one suitable opponents in the room, it tries to attack them all at once also, which would not be a good idea (if/when I can fix it to actually stay in the same room and fight..)

I then made an addition that made it only consider certain NPCs and make a variable with their name so it only triggered "kill mob" when it was "The @mobname is weaker than you",
however this meant if there were more than one mob in the room and the first one named was tougher but the (suitable for attacking), weaker, one was next, it just ignored that room completely in terms of targets because it only looked at the first one's consider output. However I did this as a better alternative than possibly attacking more than one and getting itself killed.


It's a pretty basic one at the moment but any tips or explanations of how to fix the problem and add those features would be great

I really have no idea about how one would go about making a "live" bot that actually can explore a whole area. I would like to do this if possible though, that would be really pretty cool... I have no real idea about the feasability of that though, it sounds rather hard but zMUD seems to be a powerful client for my needs so far..
- I am pretty new to scripting and am getting the hang of it just don't have a clue where to start on some things. Hehe, I'm good at making pretty maps though :)

(edit): sorry for the very long post.. hopefully some of you bother to read it ;)
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Thalir
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Joined: 10 Aug 2002
Posts: 35
Location: USA

PostPosted: Fri Jun 17, 2005 9:45 pm   
 
although i'm not 100% sure what your on about, as your post was a bit scetchy...

It sounded to me like you need to make multiple class folders that will be turned off and on as each string is matched by your triggers, that way you dont have to worry about walking away from a target you just attacked.

ya might try setting things up like so.

Code:
#CLASS WALK
{Your triggers to move about the world}
#CLASS 0

#CLASS FIGHT
{All your triggers you use to kill a Mob}
#CLASS 0

#CLASS CHECK
{All your triggers to check the state of the room and turn off and on the other 2 classes}
#TRIGGER {edit:Mobs death message here} {look;#T+ WALK;#T- FIGHT}
#TRIGGER {^A * are standing here.$} {#t+ FIGHT;#T- WALK}
#CLASS 0



Sadly Bots are bighting the bullet as of late and untill you confirm the mud you play doesnt mind Auto-hunt Bots, you probably wont get much more help from people here on this particular subject. Other than what i posted above which isnt much.

I'm not looking to piss anyone off :)

Hope this helps some atleast.

Edited: cause i'm still a newb Embarassed
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Thalir
Novice


Joined: 10 Aug 2002
Posts: 35
Location: USA

PostPosted: Fri Jun 17, 2005 10:10 pm   
 
after re-reading your post again, i thought i'd add....
i'm not sure speedwalking is your best solution.
you want to slow walk a pre-determined path.
Speed walk just runs from one location to the other you should read the help files on the difference between speed walk and slow walk.

my post above this one is meant to be used with slow walking a set path like .eenwwwswwnnn

anyway hope the clarification helps some.
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