.the actual question is...Is there a string to have a script end if % actor% leaves the room...? The scripts i have keep funvtioning even after the player has...
Its been awahile since I have used dg scripts. I want to make a character look at the room after he is teleported into it. I tried % force% %actor% look and...
... Iforgot to say that it is a room trigger and if I forgot any other info her is the whole trigger: 500H 100M 82V > 500H 100M 82V > tstat 30 Name: 'home...
The actual question is...Is there a string to have a script end if %actor% leaves the room...? The scripts i have keep functioning even after the player has...
... You can check that %actor% is in the room for room triggers with: if %actor.room% == %self% halt end And with mobile triggers with: if %actor.room% ==...
Byron Ellacott
bje@...
May 13, 2003 3:17 am
353
OK, this may just be the version I have, but it appears that the patch to the ASPELL(spell_recall) function within spells.c has a typo. The stock circle code...
OK, this may just be the version I have, but it appears that the patch to the ASPELL(spell_recall) function within spells.c has a typo. The stock circle code...
... From: "Bill Pascoe" <wspascoe@...> ... Guilty as charged! Thanks for the bug report. of course it's supposed to check the victim. Same thing goes...
I only noticed the problems in spell_recall as I was writing up a simple "recall" command to help low level characters return home if they got lost. I am more...
... Great. I really admire the work you and the other core circle developers do; it must be a huge job working on something as significant as the DG Scripts...
... Great. I really admire the work you and the other core circle developers do; it must be a huge job working on something as significant as the DG Scripts...
Hi all. I am looking for some advice. I am coding a maze (circlemud 3.1) and its working fine. Basically it is 4 identical rooms and all the exits goto the...
In a message dated 5/19/2003 12:45:46 PM Pacific Daylight Time, ... That's odd. I thought it should be a one-line Leave trigger (%purge%) but I can't get it to...
I just don't know what command to use. According to the docs I have %purge% is for mobs: %purge% victim Remove victim from the game. May not be used on players...
In a message dated 5/19/2003 1:51:22 PM Pacific Daylight Time, ... I read that and tried it anyway. Perhaps you could have a mob with no long description (i.e....
From: <elsabett@...> ... %purge% (on a line by itself) will remove all mobs and objects from the room. And a leave trigger with Narg 100 should be fine for...
In a message dated 5/19/2003 3:40:07 PM Pacific Daylight Time, ... I'm guessing you're testing this with an immortal character, on whom the trigger refuses to...
... And, for this to act the way you want, you'll want to make sure there's only at most one player in the maze. This can be accomplished by making its room...
Hi. Thanks for the help with the purging, my maze is working great now. I have actually extended it from one room to 4 wit random locations when you move to...
... From: "rbrumptonuk" ... * this will make it once per session if %actor.varexist(-testvar)% * do nothing halt end set -testvar 1 remote -testvar %actor.id% ...
Thanks very much, thats done exactly what I wanted. Richard ... From: "Welcor" <welcor@...> To: "DG Scripts Mailing List" <dg_scripts@yahoogroups.com> ...
I am having a bit of trouble with the attach and detach for rooms. I am trying to make an object set a "trap script" to a room once used, and then the trap...
... Not sure if detect was a typo in your email or on your trigger, should be detach. This works for me: Name: 'Room Command Detach Example', VNum: [ 1388],...
Ok, I've some problem chaining triggers... The first trigger cause the falling of an apple. The second is intended to activate himself when this succeed, and...
I know the following script is wrong, but I'm trying to figure out if the version of dg_scripts that I've taken over doing maintenance is broken, and if the...