Daganev2012-05-24 06:39:05
If you have stratagems, you can add "|" (pipe charachter) in between commands to have them both added to the same stratagem. Very handy for two handed warrior attacks.
When somebody puts up rebounding have the code in your trigger set to this
needToRazeRebounding = true
When you raze their rebounding have it set to this
needToRazeRebounding = false
When the put up a shield or shield like thing (circle,pentagram,druid shield)
needToRazeShield = true
and when you raze it
needToRazeShield = false
I'd also do one when you raze the speed defence
needToRazeRebounding = false
needToRazeShield = false
When somebody puts up rebounding have the code in your trigger set to this
needToRazeRebounding = true
When you raze their rebounding have it set to this
needToRazeRebounding = false
When the put up a shield or shield like thing (circle,pentagram,druid shield)
needToRazeShield = true
and when you raze it
needToRazeShield = false
I'd also do one when you raze the speed defence
needToRazeRebounding = false
needToRazeShield = false
Enyalida2012-05-27 03:17:41
daganev:
(circle,pentagram,druid shield)
Wot? What is this druid shield thing you speak of?
Daganev2012-05-27 19:16:08
Enyalida:
Wot? What is this druid shield thing you speak of?
raise cudgel maybe? I'll have to check my triggers.
Enyalida2012-05-27 19:22:07
Druids don't have any sort of special shielding skill. Raise cudgel makes an attempt to raise everyone in the room to the trees. Druids in the other IRE games have a passive grove shielding/barrier skill (usually called 'barrier', even if it's not really prismatic barrier), perhaps that's what you're thinking of?
Daganev2012-05-27 19:25:19
Enyalida:
Druids don't have any sort of special shielding skill. Raise cudgel makes an attempt to raise everyone in the room to the trees. Druids in the other IRE games have a passive grove shielding/barrier skill (usually called 'barrier', even if it's not really prismatic barrier), perhaps that's what you're thinking of?
Nope, my trigger name is druidShield. The trigger itself is: ^(\\w+) twirls (his|her) cudgel before (him|her), bringing forth an emerald shield that surrounds (him|her).
No idea where it's from, but I've seen it used.
Enyalida2012-05-27 19:53:35
That gives druids a bit of geyser/similar stuff protection, and (now) a small-ish measure of dmp against physical/cutting (10 rdmp)- formerly some dmp against projectile weapons.
Hasn't ever been razeable, so you can probably delete that trigger for being useless.
EDIT: http://thestandingstone.wikispaces.com/Druidry#Cudgel
Hasn't ever been razeable, so you can probably delete that trigger for being useless.
EDIT: http://thestandingstone.wikispaces.com/Druidry#Cudgel
Daganev2012-05-27 19:57:49
Enyalida:
That gives druids a bit of geyser/similar stuff protection, and (now) a small-ish measure of dmp against physical/cutting (10 rdmp)- formerly some dmp against projectile weapons.
Hasn't ever been razeable, so you can probably delete that trigger for being useless.
EDIT: http://thestandingst.../Druidry#Cudgel
Right, except the only reason I have the trigger, is because I hit the shield and razed it.
Vadi2012-05-27 20:22:13
This is getting to be a bit embarassing... I'll confirm what the Hartstone Envoy is saying as a Blacktalon Envoy: it is not a shield, and it does not need razing, nor it can be raised. It's a DMP def now.
Israafiyl2012-06-12 08:47:03
Hi am am wondering if I can check a table for multiple things. I was thinking:
if table.contains(tableName, "blah", "blah", "blah", "blah") then
do this
end
if table.contains(tableName, "blah", "blah", "blah", "blah") then
do this
end
Unknown2012-06-12 08:59:31
table.contains() will take just a single argument for its checks, although Lua is versatile enough that you could do something like:
Of course, you would have to keep the items table updated.
items = { "item1", "item2", "item3" }
tableName = { "door", "spade", "item2" }
for _, v in ipairs(items) do
if table.contains(tableName, v) then
do_this()
end
end
Of course, you would have to keep the items table updated.
Israafiyl2012-06-13 02:45:34
hmm I'm not sure how to do that with this, my table keeps track of what effects I have on my target i.e Egovice, manabarbs, ect. so I was trying to make it so if I have 8 power and had all the effects up I would do discordantchord but if I had less then 8 power but still had all my effects up I would do minorsecond.
Unknown2012-06-13 03:31:22
Not wanting to put you off here, but tracking aurics is not even worth the effort, imo. There are simply too many ways to cure them and even then, there is no set order in which they are cured.
How do you deal with the eventuality that your target leaves the room?
Sure, you can make educated guesses based on certain things and there are a few ways to determine what music afflictions are present, but even then you'll find your tracking will simply be inaccurate.
How do you deal with the eventuality that your target leaves the room?
Sure, you can make educated guesses based on certain things and there are a few ways to determine what music afflictions are present, but even then you'll find your tracking will simply be inaccurate.
Israafiyl2012-06-13 23:22:50
I thought they get cured in order recieved, or is that just with eating horehound?
Israafiyl2012-06-13 23:28:48
Draylor:
How do you deal with the eventuality that your target leaves the room?
I clear my list when that happens and try again, this is just my first stab and making an attack to help in raids. I have been a combatant in other games often enough. I am rather content just helping with defense and influencing.
Unknown2012-06-14 00:08:27
Israafiyl:
I thought they get cured in order recieved, or is that just with eating horehound?
Not currently, no. There is a report in at the moment and we're kind of hoping for some nice changes, but it's a long shot. One can remain hopeful, however!
Israafiyl2012-06-15 03:35:12
Does anyone know how I can make a timer for when I blanknote my target, targetDeaf cannot = true for at least 6.5 seconds but after such a time if I see them eat Earwort targetDeaf can again = true?
Unknown2012-06-15 10:27:52
sysEcho("combat", 1, " > > > TARGET HAS EARACHE! - TARGET HAS EARACHE!")
sysEcho("combat", 1, " > > > TARGET HAS EARACHE! - TARGET HAS EARACHE!")
daze.combat.earwortTimer = tempTimer(6, ])
if matches == daze.combat.qt then
if daze.combat.earwortTimer then
sysEcho("combat", 1, "Earwort eaten under earache. Ignore.")
else
sysEcho("combat", 1, "TARGET ATE EARWORT! - TARGET ATE EARWORT!")
sysEcho("combat", 1, "TARGET ATE EARWORT! - TARGET ATE EARWORT!")
end
end
Israafiyl2012-06-16 04:53:14
why would this not be working off
Pattern: ^(\\w+) suddenly shudders and slumps (her|his) shoulders.$
if matches == combattarget then
if table.contains(targetEffects, "egovice") then
table.remove(targetEffects, "egovice") end
end
if matches == combattarget then
if table.contains(targetEffects, "manabarbs") then
table.remove(targetEffects, "manabarbs") end
end
its confusing me so :(
Pattern: ^(\\w+) suddenly shudders and slumps (her|his) shoulders.$
if matches == combattarget then
if table.contains(targetEffects, "egovice") then
table.remove(targetEffects, "egovice") end
end
if matches == combattarget then
if table.contains(targetEffects, "manabarbs") then
table.remove(targetEffects, "manabarbs") end
end
its confusing me so :(
Lilia2012-06-16 07:54:19
That's not how table.remove() works. You have to use the index, which is always a number. Here's how I do it.
But I think this is much more complicated than you need it to be. I suggest using booleans, instead of trying to add and remove from the table. You would set it up the same way, 'targetEffects = {}', but to add an effect, use 'targetEffects.egovice = true'. Now, instead of 'if table.contains(targetEffects, "egovice") then', you can use the much simpler 'if targetEffects.egovice then'. In this case, not existing is the same as false, so you can either set each effect to false when you think it's cured, or remove it entirely by setting it to nil. To accomplish what your code snippet is trying to do:
Hope this helps!
for i,v in pairs(targetEffects) do
if v == "egovice" then
table.remove(TargetEffects, i)
end
end
But I think this is much more complicated than you need it to be. I suggest using booleans, instead of trying to add and remove from the table. You would set it up the same way, 'targetEffects = {}', but to add an effect, use 'targetEffects.egovice = true'. Now, instead of 'if table.contains(targetEffects, "egovice") then', you can use the much simpler 'if targetEffects.egovice then'. In this case, not existing is the same as false, so you can either set each effect to false when you think it's cured, or remove it entirely by setting it to nil. To accomplish what your code snippet is trying to do:
if matches == combattarget then
targetEffects.egovice = false
targetEffects.manabarbs = false
end
Hope this helps!
Israafiyl2012-06-17 04:32:10
when using booleans how would I table.remove(targetEffects, 1) I am trying to make it so the first thing on my table targetEffects that = true now = false when I get a trigger line to match