Unknown2006-05-28 04:06:51
is it possible to make a curing system in nexus and is it possible to pick things up after i kiiled them? o tried to make a trigger for that but it doesn't work . i have mushcleint and i downloaded ethelons system but i don't get it . thanks for the help
Unknown2006-05-28 09:32:56
while I'm sure it's possible to make a curing system in Nexus... I don't know enough scripting to make one, but as for a something to automatically pick up your kills... you'll need four seperate things depending on your archtype. Peter's a Paladin so this was made for him.
then I use this trigger to turn it on, echoing it just so I knew it was working. You'll just need to change the trigger to the deathline of whatever your attack is.
Then I use this trigger to turn pick up the item and turn it off. Again, if you're using magic, you'll just have to change it to equilibrium.
Trigger: You have recovered balance on all limbs.
Group: Default
Script:
#highlight "bold yellow"
#if $pu = 1 {take $pie
#set pu 0
}
*EDIT*
Alright, I had to buy two clubs to test this but if you're using two weapons, you will keep the first trigger, but change the second one to...
Then you'd have your pickup trigger like this...
Somehow you end up with -1 at the end, but you'll pick up your kill either way And I'm sure there's an easier way to do this... but I'm no coder.
- A target variable
- A pickup variable
- A kill line trigger that changes that variable on
- A balance trigger that picks the item up and turns the variable off.
CODE
Variable: pu
Group: Default
Script: 0
Group: Default
Script: 0
then I use this trigger to turn it on, echoing it just so I knew it was working. You'll just need to change the trigger to the deathline of whatever your attack is.
CODE
Trigger: the blade shears through
Group: default
Script:
#echo *Dead*
#set pu 1
#echo $pu
Group: default
Script:
#echo *Dead*
#set pu 1
#echo $pu
Then I use this trigger to turn pick up the item and turn it off. Again, if you're using magic, you'll just have to change it to equilibrium.
CODE
Trigger: You have recovered balance on all limbs.
Group: Default
Script:
#highlight "bold yellow"
#if $pu = 1 {take $pie
#set pu 0
}
*EDIT*
Alright, I had to buy two clubs to test this but if you're using two weapons, you will keep the first trigger, but change the second one to...
CODE
Trigger: The blade shears through
Group: Default
Script:
#echo *Dead*
#set pu 3
#Echo $pu
Group: Default
Script:
#echo *Dead*
#set pu 3
#Echo $pu
Then you'd have your pickup trigger like this...
CODE
Trigger: You have recovered balance on your {w} arm
Group: Default
Script:
#highlight "bold yellow"
#if $1 = right {#math pu $pu - 1
#echo $pu
}
#if $1 = left {#math pu $pu - 1
#echo $pu
}
#if $pu < 3 {take $pie
#set pu = 0
}
Group: Default
Script:
#highlight "bold yellow"
#if $1 = right {#math pu $pu - 1
#echo $pu
}
#if $1 = left {#math pu $pu - 1
#echo $pu
}
#if $pu < 3 {take $pie
#set pu = 0
}
Somehow you end up with -1 at the end, but you'll pick up your kill either way And I'm sure there's an easier way to do this... but I'm no coder.
Unknown2006-05-30 01:02:57
ah thanks. no wonder it was not working for me i did not have the right trigger line.
Unknown2006-06-01 18:05:55
anyone else with info on curing systems for nexus?
Alaskar2006-06-02 11:02:24
Trigger " You have recovered {w} "
GETIT (my command to " GET &TAR "
Maybe you could make a variable for "dead" and have something like
" You have slain a {*} "
#set dead 1
" You have recovered {w} "
#if $dead=1 { getit }
I was working on a nexus system using variables for each affliction to cure in order of importantness (?). If you put enough time into it, you could end up with something nice, or maybe just a laggy system.
GETIT (my command to " GET &TAR "
Maybe you could make a variable for "dead" and have something like
" You have slain a {*} "
#set dead 1
" You have recovered {w} "
#if $dead=1 { getit }
I was working on a nexus system using variables for each affliction to cure in order of importantness (?). If you put enough time into it, you could end up with something nice, or maybe just a laggy system.
Daganev2006-06-02 18:56:17
In nexus if you use too many ifs it really lags the system, however if you use all elseifs it not too bad, but you have to put them all on the same line which makes it hard to edit and keep track.
Alaskar2006-06-02 22:04:11
I was going for more of a
#if stupid>0 { penny } else {
----confusion>0 { whatever } else {
-------
I think that's how I had it made out....
wait, here's it is!
#if herbbalance > 0 {
---#if anorexia < 1 {
------#if stupidity > 0 {penny} else {
---------#if recklessness > 0 {hore} else {
------------#if epilepsy > 0 {kombu}}}}}
if you had something like this it should work
( credit on that goes to Vale Kant )
#if stupid>0 { penny } else {
----confusion>0 { whatever } else {
-------
I think that's how I had it made out....
wait, here's it is!
#if herbbalance > 0 {
---#if anorexia < 1 {
------#if stupidity > 0 {penny} else {
---------#if recklessness > 0 {hore} else {
------------#if epilepsy > 0 {kombu}}}}}
if you had something like this it should work
( credit on that goes to Vale Kant )
Daganev2006-06-03 17:31:45
odd, why use greater than and less than? and thats not to laggy for you?
I'd try something like this...
Stealing, Murphy's code.. to convert it to nexus would be like this..
#if $asleep=0 && $stunned =0 && $pause=0 && $aeon=0 && $salvebalance=1 && $slickness=0 && $sap=0) {
#if $concussion=1 || $lefteye=1 || $righteye=1 {apply regeneration to head} elsif $stupidity=1 || $pennyroyalaffliction=1 {penny} elsif $recklessness=1{hore} elsif etc..
}
thats the best way to do it. Shiri can correct me if I made some mistakes, as I don't use nexus to cure myself just yet.
I'd try something like this...
Stealing, Murphy's code.. to convert it to nexus would be like this..
CODE
#if $asleep=0 && $stunned =0 && $pause=0 && $aeon=0 && $salvebalance=1 && $slickness=0 && $sap=0) {
#if $concussion=1 || $lefteye=1 || $righteye=1 {apply regeneration to head} elsif $stupidity=1 || $pennyroyalaffliction=1 {penny} elsif $recklessness=1{hore} elsif etc..
}
thats the best way to do it. Shiri can correct me if I made some mistakes, as I don't use nexus to cure myself just yet.
Unknown2006-06-03 23:42:32
Wait - you have to use elsifs on the same line? I've been having lag troubles with Nexus, too (mainly things not executing in the proper order because... I don't know why), but I've been able to use the traditional
#if(){
}elsif{
}else{
}
without any compiler problem. Will putting it all on one line speed it up?
#if(){
}elsif{
}else{
}
without any compiler problem. Will putting it all on one line speed it up?
Shiri2006-06-04 07:35:11
QUOTE(daganev @ Jun 3 2006, 06:31 PM) 293485
odd, why use greater than and less than? and thats not to laggy for you?
I'd try something like this...
Stealing, Murphy's code.. to convert it to nexus would be like this..
CODE
#if $asleep=0 && $stunned =0 && $pause=0 && $aeon=0 && $salvebalance=1 && $slickness=0 && $sap=0) {
#if $concussion=1 || $lefteye=1 || $righteye=1 {apply regeneration to head} elsif $stupidity=1 || $pennyroyalaffliction=1 {penny} elsif $recklessness=1{hore} elsif etc..
}
thats the best way to do it. Shiri can correct me if I made some mistakes, as I don't use nexus to cure myself just yet.
I can't work out what the || and &&s are for. I haven't seen them used yet. Maybe you meant >> for one of them? The command seperator?
EDIT: I'm told it's another feature of Nexus' that doesn't show up on the documentation website. Hurray.
EDIT: Nope, it doesn't work. Replace || with "or". And &&, presumably, with and.
Daganev2006-06-04 07:47:53
jreplace && with "and" and || with "or"
I don't know, but when I made complicated if statements and nested elsif statments they didn't work unless it was all on the same line.
I don't know, but when I made complicated if statements and nested elsif statments they didn't work unless it was all on the same line.
Unknown2006-06-05 19:14:03
is there a way to make a autosipper in nexus? or a defup trigger?
Daganev2006-06-05 22:34:33
a defup trigger is easy.
An autosipper is possible, but prone to programming error since you can't easily turn it on and off when you don't need it.
An autosipper is possible, but prone to programming error since you can't easily turn it on and off when you don't need it.
Alaskar2006-06-05 22:55:11
About autosipper, make them all under the group of "AUTOSIPPER" and have an alias "ASON" to do "#GROUPOFF AUTOSIPPER", and "ASOFF" to do "#GROUPOFF AUTOSIPPER".
But I don't understand how those autosipper's work anyways, maybe a
"You may drink another health, mana, or bromide potion"
#if $health<(maximum - whatever sips heal) { SIP HEALTH } elseif { $mana<(maximum - whatever sip heals) { sip mana } elseif { and so on and so forth, etc....
I don't like testing things like this anymore, not after wasting 2-3 frost vials on some faulty curer thingy. But you can test them, and pot results!
But I don't understand how those autosipper's work anyways, maybe a
"You may drink another health, mana, or bromide potion"
#if $health<(maximum - whatever sips heal) { SIP HEALTH } elseif { $mana<(maximum - whatever sip heals) { sip mana } elseif { and so on and so forth, etc....
I don't like testing things like this anymore, not after wasting 2-3 frost vials on some faulty curer thingy. But you can test them, and pot results!
Unknown2006-06-06 00:55:52
i think will work on the autosipper sometime. how would one go about making a def up trigger?
Daganev2006-06-06 04:37:09
just use the "wait command"
Shiri2006-06-06 06:02:34
The way I'd do an autosipper on Nexus is to have two aliases, one to turn a variable off and on. Whenever you get potion balance back, if you have the variable on, you sip.
You'll probably waste some sips, and obviously it doesn't work in combat (maybe it could against some classes though, hmm) but it'd be good enough for bashing without you having to go for the sip macro all the time. Anything more complicated than that, involving the prompt and mathematics, won't work on Nexus due to the fact that Nexus simply doesn't parse all the lines it's fed so variables won't update properly and it will spazz and die.
You'll probably waste some sips, and obviously it doesn't work in combat (maybe it could against some classes though, hmm) but it'd be good enough for bashing without you having to go for the sip macro all the time. Anything more complicated than that, involving the prompt and mathematics, won't work on Nexus due to the fact that Nexus simply doesn't parse all the lines it's fed so variables won't update properly and it will spazz and die.
Unknown2006-06-06 14:21:20
QUOTE(Shiri @ Jun 6 2006, 06:02 AM) 294885
Nexus simply doesn't parse all the lines it's fed so variables won't update properly and it will spazz and die.
Whoa, it doesn't? I've tried to code an autocurer in Nexus, and what ends up happening is that sometimes the triggers don't get matched when they should be, or they are matched but executed in the wrong order (for example, triggers that match "left" and "arm" sees "left arm" but interprets it in the order of "arm" and "left"). So that's what's behind my scripts colliding on themselves...
Is there any cure for this, or do any of you know how Nexus updates its variables and such?
Shiri2006-06-06 15:26:36
QUOTE(Nax @ Jun 6 2006, 03:21 PM) 294962
Whoa, it doesn't? I've tried to code an autocurer in Nexus, and what ends up happening is that sometimes the triggers don't get matched when they should be, or they are matched but executed in the wrong order (for example, triggers that match "left" and "arm" sees "left arm" but interprets it in the order of "arm" and "left"). So that's what's behind my scripts colliding on themselves...
Is there any cure for this, or do any of you know how Nexus updates its variables and such?
No, I don't think it's like that, I think it's just the case that Nexus can't handle everything so fast because it isn't built to work that fast, so it just happens to skip lines as a matter of course. I could be wrong, but it's the only explanation I can see for some of these things.
Unknown2006-06-07 18:17:03
what is the wait command?