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» Forums » Scripting » Zmud scripts » Randomize!
Unknown
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Posted: 09 Aug 2006 05:19     Subject: Randomize!
Variety is the spice of life!

***DISCLAIMER*** I can't be blamed if it makes people want to constantly snuggle/tickle/prod/poke you to see all your fun responses!

#class {emote}

#al {emon} {t+ emote}
#al {emoff} {t- emote}

put all triggers in this class, as you don't always want them going off, especially with emote costing balance.

#tr {* pets you *} {emote=%random( 1, 3)
#if {@emote=1} {
em scratches you lovingly
}
#if {@emote=2} {
em mewls piteously
}
#if {@emote=3} {
em stares up at you with wide eyes, hoping you'll scratch behind her ears
}}

#var {emote} {1}

basically what it does is say the variable emote will have a random value between a and b (a, b ), then you make an if for each value it could have. I just did 3 for example, but you can obviously have more.

This is a cute setting that makes people giggle, but it also can be applied to more interesting things, eg a list of people to randomly choose from to chameleon as.

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Unknown
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Posted: 01 Oct 2006 10:17     Subject:
more practical application of this idea - randomizing which limb you target, a nice way to deal with people who shift their parry - you still do damage AND limb destruction.

note - it is random, so the balance is between missing an x% of the time but still slowly wearing away at limbs, or hitting all the time and not doing any hurt to their targetted areas.

i won't even go into the debate of how/why to use targetted attacks, I'm sure that's a big discussion...

anyways, the code:

#al {rton} {rt=1} - rt for random target
#al {rtoff} {rt=0}
#al {rt} {rrt;rlt} - rrt for random right target, rlt for random left target
#al {rrt} {
targetting=%random( 1, 6)
#if {@targetting=1} {target head with right}
#if {@targetting=2} {target torso with right}
#if {@targetting=3} {target right arm with right}
#if {@targetting=4} {target left arm with right}
#if {@targetting=5} {target right leg with right}
#if {@targetting=6} {target left leg with right}
}
#al {rlt} {
targetting=%random( 1, 6)
#if {@targetting=1} {target head with left}
#if {@targetting=2} {target torso with left}
#if {@targetting=3} {target right arm with left}
#if {@targetting=4} {target left arm with left}
#if {@targetting=5} {target right leg with left}
#if {@targetting=6} {target left leg with left}
}
#tr {^You have recovered balance *} {#if @rt=1 {rt}}

working on a random parry, but with parry I want to NOT switch if they hit a spot I am already parrying...taking a bit more time to figure that out...

any suggestions to tweaks for this are appreciated!

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Indiana

Administrator

Joined: 13.07.2005
Posts: 316
Posted: 01 Oct 2006 11:17     Subject:
Heh, wish I was using Zmud I guess
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Asilient
Knight

Joined: 14.07.2005
Posts: 145
Posted: 03 Oct 2006 08:39     Subject:

working on a random parry, but with parry I want to NOT switch if they hit a spot I am already parrying...taking a bit more time to figure that out...

any suggestions to tweaks for this are appreciated!


If I really put the effort into it I'd make the random parry. But I WOULD randomise if it moves when they actually hit parry. So sometimes it will move, sometimes it won't.

Saying that, I hate the idea of auto-ing parry altogether.

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Unknown
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Posted: 05 Oct 2006 08:43     Subject:
well, randomizing whether i stay parried or randomly parry another thing would be easy, it's working out the case of if they hit my parry...for some reason zmud isn't liking AND and OR.
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Unknown
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Posted: 05 Oct 2006 08:57     Subject:
for Sir Gillbert, since you mentioned this in quotes section:

rvon - #al {rv= 1} enables random venom
rvoff - #al {rv=0} disables

then in your normal dsl alias just toss in this line:

#if @rv=1 {rv} {}

then have a variable stringlist of all the venoms you have (useful to have anyways)

#var {venoms} {monkshood|kalmia|gecko|etc|etc}

then make another alias

#al {rvr} {envenom @swordr with %item(@venoms, %random(1, %numitems(@venoms)))
envenom @swordl with %item(@venoms, %random(1, %numitems(@venoms)))}

swordr and swordl being your respective weapons

note: done without testing while quite sleepy, so if it needs to be tweaked, sorry



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