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Multiple group kill set-up
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Multiple group kill set-up
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| Posted by |
Xandler
(25 posts) bio
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| Date |
Wed 13 Jan 2021 12:01 AM (UTC) Amended on Wed 13 Jan 2021 12:31 AM (UTC) by Xandler
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| Message |
Unfortunately, my previous HDD has died and I'm currently unable to recover the files from it so I need to re-write this entirely from memory (which I'm not good at doing). Basically what it is. One group is a set of mobile names in a list set-up (for like names)that sends commands to kill then disables the group and repeats itself until the room is dead then tracks the next mobile with that name and repeats. What I just can't figure out currently is how to make it move rooms when the last mobile in the list has died in the room.
I will provide the trigger groups so it'll be easier to understand:
This is the list of mobiles it should kill:
<triggers>
<trigger
expand_variables="y"
group="mobstokill"
match="(A Cursed Soul is wandering around the waters here.|A Tranquil Soul is here, at peace with its existance.|A Lost Soul floats in the waters here.)"
regexp="y"
send_to="12"
sequence="100"
>
<send>Send ("@single soul")
Send ("@single")
Send ("alert")
EnableTriggerGroup ("mobstokill", false)</send>
</trigger>
<trigger
expand_variables="y"
group="mobstokill"
match="(A Peaceful Spirit plays around in the waters here.|A Spiteful Spirit is forever cursed to live on in this form.|A Vengeful Spirit looks like it is up to no good.)"
regexp="y"
send_to="12"
sequence="100"
>
<send>Send ("@single spirit")
Send ("@single")
Send ("alert")
EnableTriggerGroup ("mobstokill", false)</send>
</trigger>
</triggers>
This is the trigger set that should move me:
<triggers>
<trigger
expand_variables="y"
group="mobstomove"
match="[Fatigue\:"
name="moveto"
regexp="y"
send_to="12"
sequence="100"
>
<send>EnableTriggerGroup ("mobstokill", true)
EnableTrigger ("moveto", false)
Send 'sense @target'</send>
</trigger>
<trigger
enabled="y"
group="mobstomove"
match="Visible Exits: "
sequence="100"
>
</trigger>
<trigger
expand_variables="y"
group="mobstomove"
match="You let everyone know that you're ready."
send_to="12"
sequence="100"
>
<send>Send 'look'
EnableTriggerGroup ("mobstokill", true)
EnableTriggerGroup ("mobstomove", true)</send>
</trigger>
<trigger
enabled="y"
expand_variables="y"
group="mobstomove"
match="That mob does not exist, cannot be sensed, or there is no path to them."
name="spiritlake"
regexp="y"
send_to="12"
sequence="100"
>
<send>clearer = tonumber (GetVariable ("clearer")) or 0
clearer = clearer + 1
SetVariable ("clearer", clearer)
if @clearer == 1 then
SetVariable ("target", "spiteful")
Send 'look'
else
if @clearer == 2 then
SetVariable ("target", "peaceful")
Send 'look'
else
if @clearer == 3 then
SetVariable ("target", "vengeful")
Send 'look'
else
Note ("Spirit Lake is Done.")
Send 'snort'
end
end
end</send>
</trigger>
</triggers>
I think it has something to do with the Fatigue: trigger I have, for some reason it's not matching. which should be
I honestly don't know how to set this up anymore and need some help if it's possible. | top |
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| Posted by |
Nick Gammon
Australia (22,556 posts) bio
Forum Administrator |
| Date |
Reply #1 on Thu 21 Jan 2021 01:06 AM (UTC) |
| Message |
clearer = clearer + 1
SetVariable ("clearer", clearer)
if @clearer == 1 then
...
This is probably not going to do what you expect. The variables inside a trigger like @clearer are evaluated before it starts executing. So @clearer will not change, even if you add one to it inside the script. What would be better is:
clearer = clearer + 1
SetVariable ("clearer", clearer)
if clearer == 1 then
...
That uses the Lua variable (which will have changed) and not the earlier MUSHclient variable. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | top |
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