Skip to content

Requests

29 Topics 96 Posts
If any forum will get a lot of use, I'd guess it would be this one. Make your requests here, imms!
  • Mobile FIGHT Triggers

    1
    0 Votes
    1 Posts
    8 Views
    No one has replied
  • Desired Scripting Elements

    2
    0 Votes
    2 Posts
    19 Views
    TieryoT
    I'd like to be able to expand some of our variables, and have actual math expressions that make use of them. This is either out of Nib's BAL or inspired by it. The following would be for turning in diamonds in the newbie area. In this example, there is a give script for the various gems. Token 3500 would track that, and value 3, specifically, would be for tracking diamons. When you wanted your reward, you would say 'redeem gems' which would fire this script. The script would check for the player having token 3500, and if so, if value 3 of token 3500 was greater than 0. If so, it would do some math, multiplying value 3 of the token by 1000, and awarding the total in experience to the player. It would then set value 3 to 0. if hastoken $n 3500 and tokenvalue $n 3500 3 > 0 mob awardxp $n $[$[tokenvalue $n 3500 3] * 1000] token adjust $n 3500 3 = 0 else mob echoat $n {DYou haven't turned any diamonds in yet.{X endif This script would fire if the player said something like 'gem count' It checks each value, and returns the count of each gem in an echo (or tells the player that none of each type have been turned in). If the player has at least one unredeemed gem, it also displays a total count of gems, by adding values 0 - 3 together, and printing the total in an echo to the player. if tokenvalue $n 3500 0 > 1 mob echoat $n {DYou can redeem $[tokenvalue $n 3500 0] rubies.{X else mob echoat $n {DYou haven't turned in any rubies.{X endif if tokenvalue $n 3500 1 > 1 mob echoat $n {DYou can redeem $[tokenvalue $n 3500 1] sapphires.{X else mob echoat $n {DYou haven't turned in any sapphires.{X endif if tokenvalue $n 3500 2 > 1 mob echoat $n {DYou can redeem $[tokenvalue $n 3500 2] opals.{X else mob echoat $n {DYou haven't turned in any opals.{X endif if tokenvalue $n 3500 3 > 1 mob echoat $n {DYou can redeem $[tokenvalue $n 3500 3] diamonds.{X else mob echoat $n {DYou haven't turned in any diamonds.{X endif if tokenvalue $n 3500 0 > 1 or tokenvalue $n 3500 1 > 1 or tokenvalue $n 3500 2 > 1 or tokenvalue $n 3500 3 > 1 mob echoat $n {DYou have a total of $[$[tokenvalue $n 3500 0] + $[tokenvalue $n 3500 1] + $[tokenvalue $n 3500 2] + $[tokenvalue $n 3500 3]] gems available for redemption.{X endif This can ideally be used for any checkable value, tokens are simply the big thing lately and it made sense to use them for the example.
  • Boost colors

    4
    0 Votes
    4 Posts
    20 Views
    Q
    What about a wealth boost as well?
  • Object FIGHT scripts

    1
    0 Votes
    1 Posts
    6 Views
    No one has replied
  • Token Documentation

    2
    0 Votes
    2 Posts
    94 Views
    SynS
    Updated token documentation is here, and will be available through the sentience help system when it's in the main game. Sorry for the lack of spaces. Formatting will be better when it's nice and released. –--- -----------------------[Token Summary]–---------------------- Tokens are data structures that function as game defined flags They are attached to characters, and can then be checked and modified by scripts. Players cannot see tokens directly. They exist in their own vnum space alongside everything else. TEDIT commands: create vnum> - creates a new token type <type>- sets the type flag <flags>- toggles flags timer <ticks>- how long will this token last, 0 = no timer ed <command></command>- extra descriptions (identical to redit and oedit ED) NOT COMPLETELY IMPLEMENTED value <v#><value>- sets the token's default values. These values can be later changed (and checked) by scripts. Each is an integer in the range 0-2000000000. valuename <v#><string>- sets names for the token's values. Mostly to help immortals in remembering which value represents what, since value0-value3 isn't very descriptive. -------------------------[Token Types]–---------------------- These don't have a whole lot of use now; they are mainly for documentation. As the system is expanded, they will get more use (i.e. people will be able view their ongoing quests and completed quests using a command like "score quests".) general - general purpose tokens quest - given after quests, inherently singular affect - gives a pseudo affect to the target skill - gives a scripted skill to the target -------------------------[Token Flags]–---------------------- These describe qualities of the token, mainly how long it sticks around. purge_death Purge when the player dies purge_idle Purge when the player idles (enters the void) purge_quit Purge when the player quits purge_reboot Purge when the game has rebooted since last login purge_rift Purge when the player enters the rift ----------------[Token Related Commands]–------------- tshow <vnum>- Shows you TEDIT info for a particular vnum. tlist [name] - Displays all tokens in your current area; a name keyword argument can be added. token <give|junk><player><vnum>- Gives a token to a player, or removes it from them. –--------------[Token Related Script Commands]–------------- These commands can be used in any script. They cannot currently be abreviated. token give <victim><vnum>Example: token give $n 1201 Creates the token of specified vnum and attaches it to a character (either PC or NPC). Currently, only one token of each vnum can be loaded on a character at one time. token junk <victim><vnum>Example: token junk $n 1201 Removes token of specified vnum from a character. token adjust <victim><vnum><v#|timer><operatior><value>Example: token adjust $n 1201 4 + 30 Adjusts one of the token's values (or its timer) using simple integer arithmetic. Operators: = set to value add value subtract value multiply by value / divide by value % modulus -------------------[Token Related If-Checks]–---------------- These ifchecks can be used in any script. hastoken $* vnum Example: if hastoken $n 1201 Checks if token of vnum has been assigned to a character. tokenvalue $* vnum v# operator testnumber Example: if valuetoken $n 1201 2 == 9000 if valuetoken $n 1201 2 >= 9000 if valuetoken $n 1201 2 <= 9000 if valuetoken $n 1201 2 > 9000 if valuetoken $n 1201 2 < 9000 if valuetoken $n 1201 2 != 9000 Performs checks on the token's values.</value></operatior></v#|timer></vnum></victim></vnum></victim></vnum></victim></vnum></player></give|junk></vnum></string></v#></value></v#></ticks></flags></type>
  • Race type and special maze

    2
    0 Votes
    2 Posts
    22 Views
    NibelungN
    Could be mean and do like I did in the Tundra expanse… The rooms are all connected normally, and if what I did wasn't in place, the section would just be a big open area, nothing fancy. But, all exits that are to be affected by the scripting have an exall trigger that causes people to go through a random lateral exit in the room. This is done by using a wizimob that is forced through an exit and the target is transfered to the mob. The mob would then purge itself when no longer needed. Simple. Whenever scripting allows it, you could even create a mechanism for players to bypass this scrambling, be it hard, subtle or random exploits that change with time.
  • Armour

    4
    0 Votes
    4 Posts
    25 Views
    SynS
    You have a good point with that reduction of armor weight thing. I'll add it in as it has been suggested by other people.
  • Mob Conversation Editor

    2
    0 Votes
    2 Posts
    23 Views
    NibelungN
    Well, I've suggested a set of triggers that revolve around directed speech (sayto for examplt) that requires that you TARGET the mobile in question. With those type triggers, there wouldn't be the scatterbrained autoresponses that you get with triggering off idle speech. Of course, the pattern matching would require properly matching on WORD boundaries. Perhaps there could be a regular expression module put in with flags for triggers to do regexp matching instead of plain text. But a conversation editor would be nice. Maybe have it paceable and configurable to do different things besides SAY something…. :!: If this could be handled like I'm thinking it could, this could be made to do speech and scripts, paced out. Each step in the conversation would have a type: speech or a script to call. Maybe have a script command to initiate a conversation sequence and stop the current sequence. Also, have some if-checks to discern if they are doing one and how far along.
  • OBJ triggers

    3
    0 Votes
    3 Posts
    35 Views
    KrominK
    DO IT!)#)(!#