[TF] Help with rescue trigger (semi-tf newbie)
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From: sfb at nutshells.o. (S. Baker) - 2003-03-22 04:06:19
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Hey guys, I'm a fairly 'new' user when it comes to tf scripting (despite using tf for a few years) and I'm hoping someone can help me out with this.
I'm trying to create a rescue trigger that works based on a few things. I'll explain what i need and perhaps someone will have something already written that I can modify or be able to give me some help.
1) I need to be able to create a list, that contains a list of names of people to rescue
2) I need to be able to create a list that contains a list of tanks
3) When the script sees "XYZ switches targets" it should look in the room
4) If the script sees someone sit/stands/flies/ here fighting "someone on the rescue list" it issues rescue "person"
(should probably just look for fighting "someone on the rescue list"
Thats the basics.
here is a zmud script that is commonly used for this if anyone here might have experience converting such things....I just do not have the talent or knowledge to convert it.
I know this is a huge request and any help would be /greatly/ appreciated. Thank you.
CLASS 0
#ALIAS ron {#T+ autorescue;#VAR ARescue ON}
#ALIAS roff {#T- autorescue;#VAR ARescue OFF}
#ALIAS addgroup {tog paging;#T+ Add_Group;who ingroup;#wa 2000;#T- Add_Group;#sa Group Add Off;tog paging}
#ALIAS addtank {#VAR tanklist %additem( %proper( %1), @tanklist);#SA %1 ADDED TO TANK LIST}
#ALIAS addres {#VAR rescuelist %additem( %proper( %1), @rescuelist);#SA %1 ADDED TO RESCUE LIST}
#ALIAS clearres {rescuelist = "";#echo Rescue list - Cleared.}
#ALIAS cleartanks {tanklist = "";#echo Tank list - Cleared.}
#ALIAS delres {#var rescuelist %delitem( %proper( %1), @rescuelist);#SA %1 REMOVED FROM RESCUE LIST}
#ALIAS deltank {#var tanklist %delitem( %proper( %1), @tanklist);#SA %1 REMOVED FROM TANK LIST}
#ALIAS dispres {#SA CURRENT RESCUE LIST:;#forall {@rescuelist} {#sa %{i}}}
#ALIAS disptanks {#SA CURRENT TANK LIST:;#forall {@tanklist} {#sa %{i}}}
#VAR tanklist {}
#VAR rescuelist {}
#VAR ARescue {}
#TRIGGER {^You flee} {#T- autorescue;#VAR ARescue OFF}
#TRIGGER {^You rejoin the land of the living...} {#T- autorescue;#VAR ARescue OFF}
#KEY F12 {#forall {@rescuelist} {rescue %i}
#STAT {AutoRescue is @ARescue}
#CLASS {autorescue} {disable}
#TRIGGER {* switches targets..} {#if (%ismember( %1, @tanklist|@rescuelist)) {} {look}}
#TRIGGER {* fighting *({@rescuelist})*} {#if (%1 != "") {} {rescue %1}}
#TRIGGER {* {hits|slashes|crushes|misses|whips|pierces|smashes|sting|stings|drains|strikes|pummels|pummel|strike|slash|pierce|whip|drain|smash|crush|pound|pounds|hit|claw|claws|touch|touches} *({@rescuelist})*} {#if (%1 != "") {rescue %1}}
#TRIGGER {* attacks ({@rescuelist}), landing *} {rescue %1}
#TRIGGER {({@rescuelist}) dodges (*) attack.} {#if (%2 = your) {} {rescue %1}}
#TRIGGER {({@rescuelist}) blocks (*) attack with {his|her|its} shield!} {#if (%2 = your) {} {rescue %1}}
#TRIGGER {({@rescuelist}) parries (*) futile lunge at {him|her|it}.} {#if (%2 = your) {} {rescue %1}}
#TRIGGER {({@rescuelist}) deflects (*) blow, and strikes back at *!} {#if (%2 = your) {} {rescue %1}}
#TRIGGER {You fail the rescue.} {#cw high,red}
#CLASS 0
#CLASS {Add_Group} {disable}
#TRIGGER {~[(*)~] (%w)} {#IF (%ismember( %2, @tanklist)) {} {addres %2}}
#CLASS 0
CLASS 0
#ALIAS ron {#T+ autorescue;#VAR ARescue ON}
#ALIAS roff {#T- autorescue;#VAR ARescue OFF}
#ALIAS addgroup {tog paging;#T+ Add_Group;who ingroup;#wa 2000;#T- Add_Group;#sa Group Add Off;tog paging}
#ALIAS addtank {#VAR tanklist %additem( %proper( %1), @tanklist);#SA %1 ADDED TO TANK LIST}
#ALIAS addres {#VAR rescuelist %additem( %proper( %1), @rescuelist);#SA %1 ADDED TO RESCUE LIST}
#ALIAS clearres {rescuelist = "";#echo Rescue list - Cleared.}
#ALIAS cleartanks {tanklist = "";#echo Tank list - Cleared.}
#ALIAS delres {#var rescuelist %delitem( %proper( %1), @rescuelist);#SA %1 REMOVED FROM RESCUE LIST}
#ALIAS deltank {#var tanklist %delitem( %proper( %1), @tanklist);#SA %1 REMOVED FROM TANK LIST}
#ALIAS dispres {#SA CURRENT RESCUE LIST:;#forall {@rescuelist} {#sa %{i}}}
#ALIAS disptanks {#SA CURRENT TANK LIST:;#forall {@tanklist} {#sa %{i}}}
#VAR tanklist {}
#VAR rescuelist {}
#VAR ARescue {}
#TRIGGER {^You flee} {#T- autorescue;#VAR ARescue OFF}
#TRIGGER {^You rejoin the land of the living...} {#T- autorescue;#VAR ARescue OFF}
#KEY F12 {#forall {@rescuelist} {rescue %i}
#STAT {AutoRescue is @ARescue}
#CLASS {autorescue} {disable}
#TRIGGER {* switches targets..} {#if (%ismember( %1, @tanklist|@rescuelist)) {} {look}}
#TRIGGER {* fighting *({@rescuelist})*} {#if (%1 != "") {} {rescue %1}}
#TRIGGER {* {hits|slashes|crushes|misses|whips|pierces|smashes|sting|stings|drains|strikes|pummels|pummel|strike|slash|pierce|whip|drain|smash|crush|pound|pounds|hit|claw|claws|touch|touches} *({@rescuelist})*} {#if (%1 != "") {rescue %1}}
#TRIGGER {* attacks ({@rescuelist}), landing *} {rescue %1}
#TRIGGER {({@rescuelist}) dodges (*) attack.} {#if (%2 = your) {} {rescue %1}}
#TRIGGER {({@rescuelist}) blocks (*) attack with {his|her|its} shield!} {#if (%2 = your) {} {rescue %1}}
#TRIGGER {({@rescuelist}) parries (*) futile lunge at {him|her|it}.} {#if (%2 = your) {} {rescue %1}}
#TRIGGER {({@rescuelist}) deflects (*) blow, and strikes back at *!} {#if (%2 = your) {} {rescue %1}}
#TRIGGER {You fail the rescue.} {#cw high,red}
#CLASS 0
#CLASS {Add_Group} {disable}
#TRIGGER {~[(*)~] (%w)} {#IF (%ismember( %2, @tanklist)) {} {addres %2}}
#CLASS 0
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