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Apprentice


Joined: 19 Aug 2002
Posts: 120
Location: USA

PostPosted: Sat Feb 01, 2003 7:19 am   

autolevel script
 
ok heres the thing, on the mud i play on there is a multiclass system, but you cant level your other classes over your primary class, or the class you level over becomes your primary class, so i tried to make a script to level each class in incriments of 5, so 5 levels on your primary, 5 on your secondary, then 5 on your tertiary, then back to primary... the triggers and such i used are below
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Latent
Apprentice


Joined: 19 Aug 2002
Posts: 120
Location: USA

PostPosted: Sat Feb 01, 2003 7:25 am   
 
in Class primary
pattern:
~<(%n)/(%d)hp (%n)/(%d)m (%n)/(%d)v (%n)~|(%n)~|(%n)tnl~>
value:
#IF (primarylevel >= 5) {
#VAR primarylevel 0
cardinal
}
#IF (%7 < 0) {
level
#AD primarylevel 1
#T- primary
}

in class cardinal (secondary class)
pattern:
~<(%n)/(%d)hp (%n)/(%d)m (%n)/(%d)v (%n)~|(%n)~|(%n)tnl~>
value:
#IF (cardinallevel >= 5) {
#VAR cardinallevel 0
mindbender
}
#IF (%8 < 0) {
level cardinal
#AD cardinallevel 1
#T- cardinal
}

in class mindbender (third class)
pattern:
~<(%n)/(%d)hp (%n)/(%d)m (%n)/(%d)v (%n)~|(%n)~|(%n)tnl~>
value:
#IF (mindbenderlevel >= 5) {
#VAR mindbenderlevel 0
primary
}
#IF (%9 < 0) {
level mindbender
#AD mindbenderlevel 1
#T- mindbender
}


as you can see i disable the class after each command is input so it doesnt input it too many times and thus cause me to level too many times if my prompt is displayed multiple times, so when it displays the "You gain a level" message, i re-enable the current class with this trigger:

pattern:
You gain a level!!
value:
#T+ @class
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Latent
Apprentice


Joined: 19 Aug 2002
Posts: 120
Location: USA

PostPosted: Sat Feb 01, 2003 7:27 am   
 
but it doesnt work, it doesnt level 5 tiems and then switch... it just... well it levels them all wierd and stuff, i dunno, and help would be appreciated...
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LightBulb
MASTER


Joined: 28 Nov 2000
Posts: 4817
Location: USA

PostPosted: Sat Feb 01, 2003 8:31 am   
 
In Class primary, you have the command "cardinal". I expect that's an alias. What does it do?
In Class cardinal, you have the command "mindbender". What does it do?
And in Class mindbender, you have the command "primary". What does it do?

I'm guessing they supply the value of @class, and possibly some #T+/#T- stuff.

Since I can't tell exactly what you're doing, I decided to just attempt a rewrite.

Class primary
Options: Disable class when connecting to a MUD
pattern:
~<(%n)/(%d)hp (%n)/(%d)m (%n)/(%d)v (%n)~|(%n)~|(%n)tnl~>
value:
#IF (%7 < 1) {
level
#AD primarylevel 1
#T- primary
}

Class cardinal
Options: Disable class when connecting to a MUD
pattern:
~<(%n)/(%d)hp (%n)/(%d)m (%n)/(%d)v (%n)~|(%n)~|(%n)tnl~>
value:
#IF (%8 < 1) {
level cardinal
#AD cardinallevel 1
#T- cardinal
}

Class mindbender
Options: Disable class when connecting to a MUD
pattern:
~<(%n)/(%d)hp (%n)/(%d)m (%n)/(%d)v (%n)~|(%n)~|(%n)tnl~>
value:
#IF (%9 < 1) {
level mindbender
#AD mindbenderlevel 1
#T- mindbender
}

Class None
pattern:
You gain a level!!
value:
#T+ @class
#IF (@primarylevel > 4) {
#T- primary
#VAR class cardinal
#VAR primarylevel 0
#T+ cardinal
}
#IF (@cardinallevel > 4) {
#T- cardinal
#VAR class mindbender
#VAR cardinallevel 0
#T+ mindbender
}
#IF (@mindbenderlevel > 4) {
#T- mindbender
#VAR class primary
#VAR mindbenderlevel 0
#T+ primary
}

Name: atconnect
(alias)
Value: #T+ @class

Name: class
(variable)
Default Value: blank
Use Default Value: NOT checked
Value: primary

Name: primarylevel
(variable)
Default Value: blank
Use Default Value: NOT checked
Value: 0

Name: cardinallevel
(variable)
Default Value: blank
Use Default Value: NOT checked
Value: 0

Name: mindbenderlevel
(variable)
Default Value: blank
Use Default Value: NOT checked
Value: 0

LightBulb
Advanced Member
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Latent
Apprentice


Joined: 19 Aug 2002
Posts: 120
Location: USA

PostPosted: Sat Feb 01, 2003 8:57 am   
 
ill try it out and see how it works, thanks
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5187

PostPosted: Sat Feb 01, 2003 9:18 am   
 
Why don't you just level one as soon as it is available? It seems from your other post that leveling one of them will make the others require exp again, and it would also seem that the leveling curve would ultimately cause the exp per level to balance out to a point where they would cycle on a 1:1:1 pattern.

Any way your script appears to need a total rewrite.

Copy and paste everything below, and then take the time to read the help files to understand how it works.

#CLASS {AutoLeveler} {enable}
#ALIAS AutoLevelerReset {#VAR Leveling {} {_nodef} {AutoLeveler};#ADDKEY Leveling 1 0;#ADDKEY Leveling 2 0;#ADDKEY Leveling 3 0;#ADDKEY Leveling C 1;#ADDKEY Leveling 1E {level};#ADDKEY Leveling 2E {level cardinal};#ADDKEY Leveling 3E {level mindbender};#VAR LevelingTemp {} {_nodef} {AutoLeveler}}
#TRIGGER {~<(%n)/(%d)hp (%n)/(%d)m (%n)/(%d)v (%n)~|(%n)~|(%n)tnl~>} {#IF (%param( %eval( 6+%db( @Leveling, C)))<0) {LevelingTemp=%db( @Leveling, %db( @Leveling, C));#EXEC {%db( @Leveling, %concat( %db( @Leveling, C), "E"))};#IF (%item( @LevelingTemp, 1)=5) {LevelingTemp=0;#ADDKEY Leveling %db( @Leveling, C) @LevelingTemp;#IF (%db( @Leveling, C)=3) {#ADDKEY Leveling C 1} {#ADDKEY Leveling C %eval( %db( @Leveling, C)+1)}} {#ADD LevelingTemp 1;#ADDKEY Leveling %db( @Leveling, C) @LevelingTemp};#T- AutoLeveler;#TEMP {You gain a level!!} {#T+ AutoLeveler}}}
#CLASS 0
AutoLevelerReset
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Latent
Apprentice


Joined: 19 Aug 2002
Posts: 120
Location: USA

PostPosted: Sat Feb 01, 2003 9:30 am   
 
my script didnt need a total rewrite, i just neglected to post a few certain key items, but lightbulb took that into account.
and if i wanted to level each class once and cycle them that way, i would have made it that way, but i wanted to level them in increments of 5 for reasons you would only understand by playing the mud your self...
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Davos
Adept


Joined: 30 Jan 2003
Posts: 228
Location: USA

PostPosted: Sat Feb 01, 2003 9:07 pm   
 
OoO!
Touchy Touchy!

The Seaworthy
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