Trigger of the Day Posting or Request

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12 Jan 2008 - 09:17139
Trigger of the Day Posting
All these trigger posts sparked a few ideas, so as the topic implies here is the plan:

Every day anyone who wants to can post or request a trigger of the day (just make sure trigger of the day is in the topic, also include beginner, intermediate, advanced). Now the point of this is to demonstrate common ways to use trigedit AND explain how it is done.

Again, anyone can post an example or if they have a trigger idea they want implemented they can post it for others to write a trigger for. This is meant as a community project so the more participation we have the more ideas everyone can come up with. We still have builders on TBA dreaming up new ways to use trigedit all the time.

Some Example Requests:
Give me the best object trigger that incorporates case/switch that you can.
I want a weapon that levels up as it is used, give me a way to do this.

This will be a free for all. First person to post for the day wins. But, there is nothing saying we can't post more than one a day. Also, please reply to the post with feedback if you have another idea or way to do the trig.


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tbamud.com 9091
13 Jan 2008 - 02:16143
Quote:

Again, anyone can post an example or if they have a trigger idea they want implemented they can post it for others to write a trigger for. This is meant as a community project so the more participation we have the more ideas everyone can come up with. We still have builders on TBA dreaming up new ways to use trigedit all the time.


That there specifically interests me, my biggest issue is thinking up things to script and not the implementation issues of having ideas but no feasible method to script them.


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10 Jun 2008 - 06:09569
Suggestion!
I figure you want the requests here?

Well..

I want to make a wicked worm that spews spores that poison you and drain charisma.

What would be the best way to do that?


10 Jun 2008 - 13:57570
A Fight-Type script attached to the mob with numeric argument equal to what percentage of rounds you want it to fire.

*Are there already 5 spores in the room in addition to the worm? If so load another.
eval number %%findmob.%self.room.vnum%(<vnum of spore>)%%
if %number% >= 5
  %load% mob <vnum of spore>
  %force% %self.room.people% kill %actor.name%
end

A Fight Script on the Spore with numeric argument equal to what percent of rounds it should lower charisma or poison the player.

switch %random.2%
  case 1
    *cast poison on the player
    dg_cast 'poison' %actor%
  break
  case 2
    *or lower the player's charisma by 2 for 20 game-hours
    dg_affect %actor% CHA -2 20
  break
done

Of course add in whatever messages you want the player to see as needed.

Also in general I'd add a new thread for each request, just makes it easier to find them for people looking through the forums because the topic would have a much more descriptive name.


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Last edited by Fizban (10 Jun 2008 - 14:12)
16 Feb 2009 - 21:281092
I have a pray to you, great gods of trigedit! =D On my mud players can learn "tactics", which differs a lot from skills. Tactics are kind of binary, or you know it or you don't, that's all. I have a tactic command, with the following syntax:

tactic list <class>
tactic add <tactic>
tactic remove <tactic>
tactic learn <tactic>

Everything is already coded, but tactic learn <tactic> is actually working with a 'tactic_master' spec_proc, the thing is that I don't want a spec_proc, It would be much better to have only a mob trigger doing it. I don't know anything about triggers, but i can code any 'suplementar' command to be used on the trigger. For example a tacticset <player> <name> command that onlu work with NPC's. That's it, can you guys write a trigger like this?


I have a request ... On my code players have "tactics", which is very different from skills. Tactics doesn't have a percentage, or the player have it learned or they don't have. It cost 10 practice points to learn a tactic. There is a command, called 'tactic', that usage to learn tactics is: tactic learn <tactic name>, I can create any function needed to help this work with trigedit, for example, creating a mob command taticset <player> <tactic>.


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Christi Rex Noster. Adveniat Regnum Tuum!
17 Aug 2009 - 19:201828
Trigger 3010
Hi,

I'm tried to change trigger 3010 at my Mud but cann't.
I like make extract the objects from the corpse first eat corpse (purge),
tested with:
obj_from_obj (item)
and obj_to_room(inroom....) but that no works.

Inserted near like 9 or 10 don't remember me now.

I'm like scripts works same or near fido from old spec_procs.c.

Someone could send me a light please? How remove object from object (container)?

Use get all from corpse and drop all? It i think got problems because strength of fido is lower...

Thanks

Super


19 Aug 2009 - 20:581835
Hmm.. never thought about that..
eval next_item %corpse.contents%
while %next_item%
  get %next_item.name.car% corpse
  drop %next_item.name.car%
  eval next_item %corpse.contents%
done
%purge% corpse
Perhaps we need a special "mget" and "mdrop" command to allow mobs to do this silently?


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Last edited by welcor (19 Aug 2009 - 21:04)
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