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