So bacially I found a mud that is almost identical to the old DBZ mud I wrote the autocombo script for. It's slightly different, but more or less the same.
It still has combinations.
Well one of the outputs are:
* is stunned!
Another output is:
* is stunned!
Combination! ( * )
Hence the autocombo code works when matching on the combination line...
However, I tried making a multiline trigger for the combo output, so that it would do the combo. That worked. But I couldn't figure out how to get it to work in conjunction with the rist line, in which I want to throw the mob/player down.
I know it can work, I just don't know how to set it up exactly, what flags for each trigger, and what not... Here is what I have so far.So what order do I need to put these in to work correctly?
It still has combinations.
Well one of the outputs are:
* is stunned!
Another output is:
* is stunned!
Combination! ( * )
Hence the autocombo code works when matching on the combination line...
However, I tried making a multiline trigger for the combo output, so that it would do the combo. That worked. But I couldn't figure out how to get it to work in conjunction with the rist line, in which I want to throw the mob/player down.
I know it can work, I just don't know how to set it up exactly, what flags for each trigger, and what not... Here is what I have so far.
<triggers>
<trigger
enabled="y"
group="Multi Line"
ignore_case="y"
lines_to_match="2"
keep_evaluating="y"
match="(.*) is stunned\!\nCombination\! \( (.*) \)\Z"
multi_line="y"
regexp="y"
send_to="2"
sequence="90"
>
<send>Speedwalkdelay = 500
dim AutoCombo
AutoCombo = split ("%2")
Dim i, attack
for i=lbound (AutoCombo ) to ubound (AutoCombo )
Select Case AutoCombo (i)
case "rp" attack = "punch right"
case "lp" attack = "punch left"
case "sw" attack = "sweep"
case "r" attack = "roundhouse"
case "up" attack = "uppercut"
case "kf" attack = "kickflip"
case "hm" attack = "hammer"
case else attack = "" ' unknown attack type
End Select
Queue attack + " " + world.GetVariable ("attacker"), True
next</send>
</trigger>
<trigger
enabled="y"
expand_variables="y"
keep_evaluating="y"
match="* is stunned"
send_to="13"
sequence="90"
>
<send>throw @attacker down</send>
</trigger>
</triggers>