Alaskar2006-06-08 00:58:08
#WAIT
In Achaea, where we had a WALK TO command that took one second of balance between movements, I had a alias to
WALK TO MINIA
#WAIT 1000
WALK TO MINIA
#wait 1000
etc., etc., until I got there.
In Achaea, where we had a WALK TO
WALK TO MINIA
#WAIT 1000
WALK TO MINIA
#wait 1000
etc., etc., until I got there.
Unknown2006-06-08 01:34:01
could someone give me an example of a defup trigger?
Shiri2006-06-08 01:47:03
This one doesn't actually def me up completely, but...
alias: defup
ka (kafe)
thirdeye
dfr (drink frost)
nightsight
rub 100094 (various enchants like mercy that don't use up eq)
rub 100551
rub 91207
rub 76431
rub 100030
#wait 2000 (waits a bit so the potion balance comes back)
df (drink fire)
qs (drink quicksilver)
etc.
And then you can put in more #waits for about 5000, and have it use all your defs that require equilibrium. (Barkskin, draconis, whatever.)
alias: defup
ka (kafe)
thirdeye
dfr (drink frost)
nightsight
rub 100094 (various enchants like mercy that don't use up eq)
rub 100551
rub 91207
rub 76431
rub 100030
#wait 2000 (waits a bit so the potion balance comes back)
df (drink fire)
qs (drink quicksilver)
etc.
And then you can put in more #waits for about 5000, and have it use all your defs that require equilibrium. (Barkskin, draconis, whatever.)
Daganev2006-06-08 04:27:26
combatstyle lightning
kingdom
mercy
perfection
sip frost
weathering
resistance
consciousness on
thirdeye
adrenaline
nightsight
outr kafe
eat kafe
selfishness
#wait 2500
deathsense
#wait 3000
breathe deep
#wait 5000
sip fire
flex
#wait 5000
constitution
#wait 4000
aethersight
#wait 3000
levitate
#wait 4000
rub crown
#wait 3000
shadowdance garb
#wait 2000
meditate
kingdom
mercy
perfection
sip frost
weathering
resistance
consciousness on
thirdeye
adrenaline
nightsight
outr kafe
eat kafe
selfishness
#wait 2500
deathsense
#wait 3000
breathe deep
#wait 5000
sip fire
flex
#wait 5000
constitution
#wait 4000
aethersight
#wait 3000
levitate
#wait 4000
rub crown
#wait 3000
shadowdance garb
#wait 2000
meditate
Unknown2006-06-08 08:19:01
Just out of curiosity, is it possible to write yourself a queue in Nexus?
Shiri2006-06-08 08:57:29
QUOTE(Razorvine @ Jun 8 2006, 09:19 AM) 295561
Just out of curiosity, is it possible to write yourself a queue in Nexus?
Depends what you mean by a queue.
Unknown2006-06-08 14:44:19
i got an alias that picks up things that i kill but i want to pick up whatever drops too how would i go about that?
here is the code that i made
alias pu
get $mob
new line
get gold
here is the code that i made
alias pu
get $mob
new line
get gold
Unknown2006-06-08 15:06:48
QUOTE(Razorvine @ Jun 8 2006, 08:19 AM) 295561
Just out of curiosity, is it possible to write yourself a queue in Nexus?
You can, but since you only get to work with variables you have to hand-craft your own array, with one variable for each index. There's no looping, either (unless you count recursion, but that's a bit inefficient on Nexus), so you'd have to brute-force sorting for a priority queue. Not a particularly nice job, though it's possible... though I don't think this queue can have a variable length.
By the way, Shiri, thanks for the help on that earlier problem I had with the ordering of commands - I realized that Nexus's slow reading speed was causing it to skip things like you said, so I figured out that if you put some short (10 millisecond or so) wait commands in, Nexus gets enough time to parse everything correctly without having a noticeable effect on the game speed. I think that Nexus read all the lines, too, with that method.
And, to ninja: your code seems all right, so it should work... don't forget to set the $mob variable to the death message, though, and you can trigger the pickup variable on regaining balance if you want, with something like
Trigger:
You have recovered balance on all limbs
Code:
#if $killed = 1{
pu
#set killed = 0
}
Trigger:
blade shears through (or whatever the death message is)
Code:
#set killed = 1
I hope that works... though there's probably a more efficient way. I tend to code like a hammer.
Shiri2006-06-08 15:21:11
QUOTE(Nax @ Jun 8 2006, 04:06 PM) 295640
By the way, Shiri, thanks for the help on that earlier problem I had with the ordering of commands - I realized that Nexus's slow reading speed was causing it to skip things like you said, so I figured out that if you put some short (10 millisecond or so) wait commands in, Nexus gets enough time to parse everything correctly without having a noticeable effect on the game speed. I think that Nexus read all the lines, too, with that method.
Hmm, I wasn't sure if that would work or not, nice find if it does I guess.
Unknown2006-06-08 16:50:43
to nax yeah i had something like that but it kept interfering with teleporting to nexus so i had to take it out
also is there any way to make a auto clot trigger?
also is there any way to make a auto clot trigger?
Alodia2006-06-09 08:37:03
You bleed {d} health
clot
or somethinglike that you can adjust the mount of how many times to clot or when to clot (amount of bleeding)
clot
or somethinglike that you can adjust the mount of how many times to clot or when to clot (amount of bleeding)
Shiri2006-06-09 13:02:20
Yeah, you also trigger the clot message to clot again, and highlight it black. That means you don't only clot once if you get hit with some nasty rend or somesuch, and you don't get (quite so) spammed by it.
Unknown2006-06-09 23:58:19
Attempting to make a curing system for nexus also, and make a neato queue type thing, since they don't make good clients with fully functional scripting things that work for the Mac. So, was wondering, is there a limit on the number of elseif commands on one script thing, or can I do as many as I need to? Im sure I would run into lag issues with too many, so I was wondering if anyone else has something like that, and how many I can reasonably fit. Thanks much.
Daganev2006-06-10 00:09:39
based on my experiences with influence triggers, I'd say you don't want more than 10 or so.
Alaskar2006-06-13 17:25:05
for clotting;
"You bleed {w} health."
#if $1<100 { CLOT } else {CLOT
----->OUTR CHERVIL
---------> EAT CHERVIL
}
Or something similar to that. The one I use in Nexus right now checks whether or not it's over 25, and if it is, it eats CHervil, because I never learned clot
for picking up the gold, use the trigger to pick up the corpse and put everything in a group "combat" or something else. When you teleport, have it recognize
"You tug upon the aether strands around you, searching for one that connects to"
and do #GROUPOFF COMBAT
Maybe a trigger for when it drops gold "#SET DROPPED_GOLD 1"
then for "You pick up a {w}"
and do #if DROPPED_GOLD>0 { get gold } else { #ECHO DAMN! NO GOLD! }
As for a curing system in Nexus, I thought maybe have variables for salve balance, herb balance, etc., and have more variables for each affliction, then have a huge alias that will check for each individual affliction, in order of importance, and then, when herb, salve, or potion balance is recovered, cure them.
CUREALL
#if hbalance>0 {
------>#if stupid >0 { penny } else {
---------->#if reckless>0 { hore } else {
----------------->#if eip>0 { kombu }
}
}
}
I don't think it works though. Vale_Kant made some very helpful replies in my post on making a curing system in Nexus, maybe you should read them. Maybe one day someone will invent a great curing system in Nexus. Maybe one day I won't have so many maybies in my sentences.
"You bleed {w} health."
#if $1<100 { CLOT } else {CLOT
----->OUTR CHERVIL
---------> EAT CHERVIL
}
Or something similar to that. The one I use in Nexus right now checks whether or not it's over 25, and if it is, it eats CHervil, because I never learned clot
for picking up the gold, use the trigger to pick up the corpse and put everything in a group "combat" or something else. When you teleport, have it recognize
"You tug upon the aether strands around you, searching for one that connects to"
and do #GROUPOFF COMBAT
Maybe a trigger for when it drops gold "#SET DROPPED_GOLD 1"
then for "You pick up a {w}"
and do #if DROPPED_GOLD>0 { get gold } else { #ECHO DAMN! NO GOLD! }
As for a curing system in Nexus, I thought maybe have variables for salve balance, herb balance, etc., and have more variables for each affliction, then have a huge alias that will check for each individual affliction, in order of importance, and then, when herb, salve, or potion balance is recovered, cure them.
CUREALL
#if hbalance>0 {
------>#if stupid >0 { penny } else {
---------->#if reckless>0 { hore } else {
----------------->#if eip>0 { kombu }
}
}
}
I don't think it works though. Vale_Kant made some very helpful replies in my post on making a curing system in Nexus, maybe you should read them. Maybe one day someone will invent a great curing system in Nexus. Maybe one day I won't have so many maybies in my sentences.
Shiri2006-06-14 01:42:09
Learn clot, it's only like 15 lessons or less, I think...
Sarrasri2006-06-14 05:20:43
Clot is 7 lessons.
Woot, teaching novices comes in handy.
Woot, teaching novices comes in handy.
Unknown2006-06-14 18:01:11
can someone tell me what's wrong with this?
alais defup
nightsight
new line
rub ring
new line
chant draconis
new line
wait 3000
newline
chant fortuna
new line
wait 3000
abjure waterwalk
new line
wait 3000
evoke yesod
new line
wait 3000
abjure timeslip
alais defup
nightsight
new line
rub ring
new line
chant draconis
new line
wait 3000
newline
chant fortuna
new line
wait 3000
abjure waterwalk
new line
wait 3000
evoke yesod
new line
wait 3000
abjure timeslip
Daganev2006-06-14 18:10:10
need a # infront of Wait...
and I hope newline is not really in there....
and I hope newline is not really in there....
Unknown2006-06-16 09:12:44
QUOTE
As for a curing system in Nexus, I thought maybe have variables for salve balance, herb balance, etc., and have more variables for each affliction, then have a huge alias that will check for each individual affliction, in order of importance, and then, when herb, salve, or potion balance is recovered, cure them.
CUREALL
#if hbalance>0 {
------>#if stupid >0 { penny } else {
---------->#if reckless>0 { hore } else {
----------------->#if eip>0 { kombu }
}
}
}
CUREALL
#if hbalance>0 {
------>#if stupid >0 { penny } else {
---------->#if reckless>0 { hore } else {
----------------->#if eip>0 { kombu }
}
}
}
Hmm... What are those '-------->' arrow things? Are they needed?