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dane
Beginner


Joined: 27 Apr 2005
Posts: 18

PostPosted: Wed Apr 27, 2005 2:17 pm   

Killing Script help.
 
HI all,

I am on a mud which allows you to script a bit. What I want to do is to summon a set of monsters and kill it. I need some help setting up a a way to summon the right monsters...

For example.
There are 10*ooze, 50*bats, and 100*knights to summon.
If I summon 1.ooze and kill it, then 2.ooze becomes 1.ooze to the game. However, sometimes 1.ooze wanders into a room which I cannot take it out of. Therefore I need to increase the counter and summon the next ooze (2.ooze). Then once all the oozes are killed, the counter resets and it loads up the other monster to be the target.

I have the loaded up into a string list, having a hard time with the counting...

Thanks for looking at this.
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DeReP
Adept


Joined: 14 Jun 2003
Posts: 222
Location: Chile

PostPosted: Wed Apr 27, 2005 7:29 pm   
 
You should start summoning from the last one to the first one, makes it easier.
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...{chris}...
Novice


Joined: 11 Apr 2005
Posts: 31
Location: Yucaipa, Ca

PostPosted: Wed Apr 27, 2005 8:36 pm   
 
Summon ooze, kill ooze, summon ooze, kill ooze, etc...

-Chris
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dane
Beginner


Joined: 27 Apr 2005
Posts: 18

PostPosted: Wed Apr 27, 2005 8:40 pm   
 
Yeah I've done, that but that would mean I individually name the monsters. 10.ooze, 9.ooze, 8.ooze. ect....1.ooze

I want something that counts up or down <number>.<monster>
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...{chris}...
Novice


Joined: 11 Apr 2005
Posts: 31
Location: Yucaipa, Ca

PostPosted: Wed Apr 27, 2005 9:37 pm   
 
Is there any way to see how many mobs are, that way you can summon, kill, #if (MESSAGE OF WHEN MOBS ARENT THERE) {summon NEXT MOB}?

-Chris
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Hazmeech
Novice


Joined: 27 Mar 2005
Posts: 31

PostPosted: Wed Apr 27, 2005 10:38 pm   
 
try something like
#CLASS {summoning}
#ALIAS summoning {numooze = 10
numbats = 50
numknights =100
oozelost = 0}
#VAR numooze {10}
#VAR numbats {50}
#VAR numknights {100}
#VAR oozelost {0}
#TRIGGER {ooze was summoned} {#IF (@numooze > 0) {#ADD numooze -1}}
#TRIGGER {you killed ooze} {#IF (@numooze > 0) {#ECHO @numooze ooze remaining to summon} {#ECHO no more ooze to summon and @oozelost ooze wandering around}}
#TRIGGER {ooze wanders off} {#ADD oozelost 1}
#TRIGGER {you see no more ooze in the room} {#IF (@numooze > 1) {summon %eval( (@numooze + 1) + @oozelost - @numooze).ooze} {#IF (@numooze = 1) {summon %eval( @oozelost + 1).ooze}}}
#CLASS 0
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dane
Beginner


Joined: 27 Apr 2005
Posts: 18

PostPosted: Thu Apr 28, 2005 7:11 pm   Thank You
 
Thanks to everyone who looked and helped. with this thing.
It's working fine now.
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