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robthesilent
Newbie


Joined: 05 Oct 2002
Posts: 7
Location: Australia

PostPosted: Sun Nov 23, 2003 5:02 pm   

Quest automation
 
I am trying to make my character walk through a specific path, approx 120 rooms, killing all the group and single mobs along the way.
I have a few queries on technicalities;

A - Trader's Corner.
There are three obvious exits: w, e, s.
Two Dwarven guards
{combat bot engaged}...blah blah blah...
Guard died.
You killed Guard

What I have when the 'you killed guard' is a trigger {(%w) died} {#ADD %1killed 1} - very crude, but I found that more complex stuff tended to break more easily)
Now you can not proceed down this path if something stands in your way, so you end up with a few corpses. I found the best way of dealing with these is to wait until the attacktimer trigger is stopped and then loop the {bury, get money, etc} as many times as you killed enemies (which you can count with the %1killed, right?)

But I have not found how to decide when you have killed all your group, ie convert Two Dwarven guards into a command for "when guardkilled equals two, stop killing, clean up here and go onto the next bit"

I think I can do each part, its integrating then neatly and efficently that I seem to fail at. Getting them all to work at once.

A clue or hint would be most nice.

thankyou

rob
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LightBulb
MASTER


Joined: 28 Nov 2000
Posts: 4817
Location: USA

PostPosted: Sat Nov 29, 2003 6:09 pm   
 
Have you tried doing this as part of the "mobkilled" trigger?
#TR {(%w) died.} {#ADD %1killed 1;clean up here;go onto the next bit}
Usually, this will just result in some error message if you haven't killed everything necessary and you can take appropriate action based on that message. Sample messages:
No way! You are still fighting!
Guard won't let you go that way.
Guard blocks your way.
You are too busy to do that.
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