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rwfrk
Wanderer


Joined: 26 Feb 2002
Posts: 81
Location: USA

PostPosted: Thu May 30, 2002 1:12 am   

Stopping triggers that have already been triggered
 
Ok..I tend to macroheal/fight a lot..Is there a way i can stop commands that I've typed from being sent??I tend to endup ending a battle and then having annother 20-25 lines of heals/commands getting rattled off ;) This wastes quite alot of my potions/mana
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NiteTrip
Novice


Joined: 21 May 2002
Posts: 40
Location: Canada

PostPosted: Thu May 30, 2002 1:15 am   
 
if they are alreayd sent into the buffer of the mud, i don't believe there is anyway to stop it except for #DIS which will disconnect you, just use #con to reconnect.

I used this a couple of times to save myself form dts when i type a wrong speedwalk (i had two speedwalks with very close names and used in the right combination, one would put me into a dt)
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Thu May 30, 2002 4:31 am   
 
The other way to manage such spam is with queuing your commands locally and
releasing them to the mud as required.

This involves some planning and work though.

TonDiening
Beta Upgrading to 6.26
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Fri May 31, 2002 12:10 am   
 
Besides the queuing, design your triggers, buttons, etc so that they verify some condition before sending a command. For instance, a death-message trigger could set an @IsDead variable to 1 (it is dead) and if @IsDead is 1 the attack trigger would not send anything and you could safely disable the trigger/class.

#trigger {^The ghost evaporates in a cloud of ectoplasm$} {NPC.IsDead = 1;#noop other things to do}

#trigger {^You swing your glowing green lightsaber of doom at the ghost!$} {#if (@NPC.IsDead) {#noop do cleanup here} {km ghost}}

li'l shmoe of Dragon's Gate MUD
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