Posted on: Feb 5 2009, 11:01 PM | |
Newbie Group: Members Posts: 5 Joined: 12-February 04 Member No.: 41 |
This is possible by using a combination of captured variables and the ##send window command. Here's how: 1) Make a trigger with the matching text as: (ooc): $$message 2) Go to the reply tab and enter this: ##send window "output" (ooc): %%message /Jay I've tried using this in the past and, although it works, I have struggled to make it work with general conversation. The convention in my main MUD is to use the say comm to issue orders to the group. This comm is also used for non-essential, but possibly useful, information that I would like to track. For example: $$pc says '$$ttext' ##send window "comms" %%pc says '%%tex' returns galthran says 'Yes, I will give you all my olq items in exchange for that newbie ring' as expected. But... my xp leader also says 'tele to $$place'... The result? I can see where my leader wants me to teleport to but am completely unable to follow as it simply logs in my text window. I tried setting the leader's name to a variable, $$tank, but it doesn't seem that I can recall that variable in another trigger such as %%tank says 'tele $$place. Ultimately, I can be a social creature or a fiendish hunter, but not both. Anyone have a more creative idea? |
Forum: General Discussion · Post Preview: #857 · Replies: 5 · Views: 68732 |
Posted on: Feb 5 2009, 09:19 PM | |
Newbie Group: Members Posts: 5 Joined: 12-February 04 Member No.: 41 |
I have the same problem. I play a scandinavian mud and trying to decipher the å, æ, ø a and ö's is near impossible and all my attempts to recreate these characters are rendered blank to the other players. I've tried changing the character set but this hasn't settled the problem. Any suggestions or is this just something we live with for now? |
Forum: General Discussion · Post Preview: #856 · Replies: 1 · Views: 50565 |
Posted on: Jun 1 2006, 01:42 AM | |
Newbie Group: Members Posts: 5 Joined: 12-February 04 Member No.: 41 |
I've been struggling with this for a while but just can't figure it out. I want to call on data stored in macros to trigger, or at least assist, triggers. For example, I have a macro that holds the name of the group leader so if they ask me to heal them, I can call on that data to ensure that only they receive the heal (kinda scary that I'd need a trig like that, but there you go). My problem is that I also need to be able to respond to their commands (and only theirs). So if they say rest, I rest, if they disarm a mob, I bury the weapon and so on. Is there anyway I can use the macro to ensure that I only follow their commands, not joe blogs who knows that he can manipulate my 'bad' triggers to get me to do something I'd rather not? Similarly (although even more beyond my ability), I have a mage character who I only want to cast spells if she has a certain amount of 'mana' left. I can capture her current mana to a macro but I'm lost on what to do with that info. I end up swimming in a sea of zMud if I ask for help in my worlds... I'm sure I am missing a step and have an unnerving feeling that regex is the way to go which leaves me even more baffled. I've been using Savitar for a while now and I'm sure I should be able to do more than trigger a reply from input/output text. Any pointers for combat based MUD's would be greatly appreciated. |
Forum: General Discussion · Post Preview: #607 · Replies: 0 · Views: 11577 |
Posted on: Feb 12 2004, 12:23 PM | |
Newbie Group: Members Posts: 5 Joined: 12-February 04 Member No.: 41 |
Hello all, I'm new to MUD clients and I'm having trouble setting a trigger. What I want to do is to kill a mob without having to input the it's name so, on advice from other MUD users, I've set; $1 tells the group whack $2 ($ being the world's variable command) reply: kill $2 but all I get is a message telling me 'There is no one here called $2'. I've tried it with various changes (for example % and %% in the reply) but, after hours of testing, I still can't get it to work Can anyone tell me what I am doing wrong? Many thanks |
Forum: General Discussion · Post Preview: #220 · Replies: 3 · Views: 12925 |
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