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seamer Magician
Joined: 26 Feb 2001 Posts: 358 Location: Australia
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Posted: Fri May 23, 2008 6:44 pm
Upgrading scripts, returning to mudding |
In zmud I had a trigger based on text like this:
Your blast of frost === OBLITERATES === the raggedy dervish's head! [79]
"blast of frost" is variable
"=== obliterates ===" is variable
the victim is variable, and [79] is variable (only [] would be constant)
cmud doesn't seem to like triggers using (%*)...so whats the correct format now? :)
I tried the compatibility wizard but the thing crashes so I have to bruteforce my way through each trigger.. |
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_________________ Active contributer to coffeemud.net, the advanced java-based mud system. |
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shaun.murray Magician
Joined: 23 Jul 2005 Posts: 334 Location: Chicago
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Posted: Fri May 23, 2008 6:59 pm |
can you post your original trigger? and affect?
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seamer Magician
Joined: 26 Feb 2001 Posts: 358 Location: Australia
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Posted: Fri May 23, 2008 7:06 pm |
The original trigger is simple:
Your (%*) {@damages} (%*)'s {@bodyparts}(*) |
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_________________ Active contributer to coffeemud.net, the advanced java-based mud system. |
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Larkin Wizard
Joined: 25 Mar 2003 Posts: 1113 Location: USA
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Posted: Fri May 23, 2008 7:08 pm |
There really isn't a reason to ever use %* in your trigger pattern. In fact, it can lead to some bad side effects. Change to just * instead.
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seamer Magician
Joined: 26 Feb 2001 Posts: 358 Location: Australia
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Posted: Fri May 23, 2008 7:15 pm |
We'd be comparing apples to oranges when talking about compatibility and good practises between zmud and cmud.
Thanks though, I'll try that out. :) |
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_________________ Active contributer to coffeemud.net, the advanced java-based mud system. |
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shaun.murray Magician
Joined: 23 Jul 2005 Posts: 334 Location: Chicago
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Posted: Fri May 23, 2008 7:29 pm |
what is in the variables damages and bodyparts? I'm thinking that it might be a bit too much information. what exactly are you trying to do with that trigger btw?
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seamer Magician
Joined: 26 Feb 2001 Posts: 358 Location: Australia
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Posted: Fri May 23, 2008 7:35 pm |
Code: |
#IF ( @fightcounter > @fight) {
#IF (@hp < @maxhp) {
#VARIABLE fightcounter 0
cast 'cure critical' self
} {
gore
#VARIABLE fightcounter 0
}
}
#if (@mana > 100) {
#IF ("%1" == "blast of lightning") {
#alarm "fightcounter" +0.75 {
cast 'lightning breath'
#add fightcounter 1
}
#ABORT 1
}
#IF ("%1" == "blast of acid") {
#alarm "fightcounter" +0.75 {
cast 'acid breath'
#add fightcounter 1
}
#ABORT 1
}
#IF ("%1" == "blast of flame") {
#alarm "fightcounter" +0.75 {
cast 'fire breath'
#add fightcounter 1
}
#ABORT 1
}
#IF ("%1" == "blast of frost") {
#alarm "fightcounter" +0.75 {
cast 'frost breath
#add fightcounter 1
}
#ABORT 1
}
#IF ("%1" == "blast of gas") {
#alarm "fightcounter" +0.75 {
cast gas
#add fightcounter 1
}
#ABORT 1
}
}
#if ("%1" == "divine power") {#abort 1}
#if ("%1" == "flaming bite") {#abort 1}
#if ("%1" == "kick") {
#if (@fightcounter < 15) {
#alarm "fightcounter" +0.5 {kick}
#add fightcounter 1
}
}
#if ("%1" == "gore") {
#if (@gore < 15) {
#alarm "fightcounter" +0.5 {gore}
#add fightcounter 1
} {
#add fightcounter 1
gore
#abort 1
}
}
#if ("%1" == "bash") {
#if (@bash < 15) {
#alarm "fightcounter" +0.5 {bash}
#add fightcounter 1
} {
#var fightcounter 0
bash
#abort 1
}
} |
#var bodyparts
Code: |
(auto) head|left hand|right hand|face|chest|left forearm|right forearm|right thigh|left thigh|left shin|right shin|left bicep|right bicep|left knee|right knee|left calf|right calf|midriff|left shoulder|right shoulder|claws|fangs|tail|wings|scales|tongue|eye stalks|horn |
#var damage
Code: |
(StringList) decimates|<<< STOMPS >>>|wounds|MASSACRES|grazes|pulps|*** EVISCERATES ***|CRIPPLES|FUBARS|*** DEMOLISHES ***|devastates|>>> ANNIHILATES <<<|scratches|injures|mauls|MANGLES|misses|does UNSPEAKABLE|hits|MUTILATES|=== OBLITERATES === |
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_________________ Active contributer to coffeemud.net, the advanced java-based mud system. |
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Fang Xianfu GURU
Joined: 26 Jan 2004 Posts: 5155 Location: United Kingdom
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Posted: Fri May 23, 2008 8:06 pm |
Part of the problem is probably that the special characters (stars) in the damage types aren't escaped.
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charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
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Posted: Fri May 23, 2008 8:11 pm |
Actually, there's a bug in that if you mark it as a string list, it still thinks the ='s are referring to database variables. I mentioned something about it a while back. Don't know if it's been fixed yet, but from the looks of it, it hasn't.
Charneus |
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Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
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Posted: Fri May 23, 2008 8:32 pm |
I don't think that's a bug, Charneus. The equal signs are special charactes, just like the asterisks. Both need to be escaped.
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seamer Magician
Joined: 26 Feb 2001 Posts: 358 Location: Australia
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Posted: Fri May 23, 2008 8:40 pm |
I removed all the special characters (*,=,>) and tried to come up with some proper matching in the trigger. So far no luck.
Anyone have a decent option to try as a trigger?
A round of combat:
Code: |
Your blast of frost injures Arnold Schwarzenegger's midriff. [16]
Your slice MUTILATES Arnold Schwarzenegger's head! [39]
The battle falcon's peck injures Arnold Schwarzenegger's left shin.
Arnold Schwarzenegger has a few scratches. (91%)
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_________________ Active contributer to coffeemud.net, the advanced java-based mud system. |
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charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
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Posted: Fri May 23, 2008 8:41 pm |
Rahab wrote: |
I don't think that's a bug, Charneus. The equal signs are special charactes, just like the asterisks. Both need to be escaped. |
To this, I reply with:
Zugg wrote: |
I think it's the code in the Trigger routine (the one that converts a zMUD trigger into the proper regex and expands the variables) that is causing this. The "=" is causing CMUD to think that you are expanding a database variable instead of a string list. Can someone post a simplified example or test script that will illustrate the bug quickly. This would really help when I get back to bug fixing towards the end of the month. |
Taken from here.
Zugg stated it was a bug, so yes, it is a bug. :P
Charneus |
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Arde Enchanter
Joined: 09 Sep 2007 Posts: 605
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oldguy2 Wizard
Joined: 17 Jun 2006 Posts: 1201
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Posted: Sat May 24, 2008 12:50 am |
I was just getting ready to say that Arde. This looks almost exactly like Chamenas' trigger.
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