tintin condition caller
tintin condition caller
Does anyone have a script for a condition caller in tintin? If someone does and could post I would appreciate it.
In case anyone else wants one... "callcond+" turns it on.
#var callcond 0
#al callcond+ {#var callcond 1}
#al callcond- {#var callcond 0}
#ac {< T: %0 TC: %1 E: %2 EC: %3 P:} {#var tanker $0;#var enemy $2;#var lastecond $econd;#var econd $3;#if {$callcond>0} {#ifstreq {$lastecond} {$econd} {#nop} {#ifstreq {pretty hurt} {$econd} {gsay $enemy is $econd} {#ifstreq {awful} {$econd} {gsay $enemy is $econd}}}}}
#var callcond 0
#al callcond+ {#var callcond 1}
#al callcond- {#var callcond 0}
#ac {< T: %0 TC: %1 E: %2 EC: %3 P:} {#var tanker $0;#var enemy $2;#var lastecond $econd;#var econd $3;#if {$callcond>0} {#ifstreq {$lastecond} {$econd} {#nop} {#ifstreq {pretty hurt} {$econd} {gsay $enemy is $econd} {#ifstreq {awful} {$econd} {gsay $enemy is $econd}}}}}
Nassis, I tried this one and got extra 4 lines of code appearing on my screen for each prompt which appeared. Is there a way to suppress that? I know #echo turns off showing when actions are being triggered, is there a command for turning off when variables are being set?
The one I created is a bit sloppy but is as follows....
#alias {awf} {gsay awful}
#alias {awf2} {#action {EC: awful} {awf;#unaction {EC: awful}}}
#alias {ph} {gsay pretty hurt}
#alias {ph2} {#action {EC: pretty hurt} {ph;#unaction {EC: pretty hurt}})
#action {EC: pretty hurt} {ph;#unaction {EC: pretty hurt}}
#action {EC: awful} {awf;#unaction {EC: awful}} {5}
#action {share of experience} {#action {EC: pretty hurt} {ph;#unaction {EC: pretty hurt}};#action {EC: awful} {awf;#unaction {EC: awful}}} {5}
Like I said sloppy but it works... Ok here are what the aliases are for.
awf - in case I was spellcasting when it triggered and the tank is seriously bash lagged.
awf2 - turns on awful action (used in action below)
ph - same as awf but for pretty hurt
ph2 - same as awf2 except for pretty hurt
The first 2 actions are there so when you read your file it is automagically ready to trigger.
You could just as easily add these two to an alias to turn them on and off.
The last action I chose to reset everything when I got experience. This is the really sloppy part as it assumes I will be in the room gaining experience and didn't flee out right before hand. Again this is where the ph2 and awf2 aliases could come in handy, or even just another alias to call both of those.
If anyone can help me improve this system, I would appreciate it. I find myself often calling in groups so that the enchanter or invoker don't miss out on exp when the tank is bash lagged.
The one I created is a bit sloppy but is as follows....
#alias {awf} {gsay awful}
#alias {awf2} {#action {EC: awful} {awf;#unaction {EC: awful}}}
#alias {ph} {gsay pretty hurt}
#alias {ph2} {#action {EC: pretty hurt} {ph;#unaction {EC: pretty hurt}})
#action {EC: pretty hurt} {ph;#unaction {EC: pretty hurt}}
#action {EC: awful} {awf;#unaction {EC: awful}} {5}
#action {share of experience} {#action {EC: pretty hurt} {ph;#unaction {EC: pretty hurt}};#action {EC: awful} {awf;#unaction {EC: awful}}} {5}
Like I said sloppy but it works... Ok here are what the aliases are for.
awf - in case I was spellcasting when it triggered and the tank is seriously bash lagged.
awf2 - turns on awful action (used in action below)
ph - same as awf but for pretty hurt
ph2 - same as awf2 except for pretty hurt
The first 2 actions are there so when you read your file it is automagically ready to trigger.
You could just as easily add these two to an alias to turn them on and off.
The last action I chose to reset everything when I got experience. This is the really sloppy part as it assumes I will be in the room gaining experience and didn't flee out right before hand. Again this is where the ph2 and awf2 aliases could come in handy, or even just another alias to call both of those.
If anyone can help me improve this system, I would appreciate it. I find myself often calling in groups so that the enchanter or invoker don't miss out on exp when the tank is bash lagged.
Salira
Hmm... Will this reduce the "spam"?
#message {variables} off
I thought most of them were turned off already though, so it might be something else that is your problem... Or perhaps it was most of them is turned on as default... :?
But... I found your solution was much easier to understand than Nassis' after reading both of them only once, so if it works, why change it? (Suppose the other would have been easier to read if tintin actually could understand if closing braces wasn't on the same line as the beginning braces... *shrug*)
#message {variables} off
I thought most of them were turned off already though, so it might be something else that is your problem... Or perhaps it was most of them is turned on as default... :?
Code: Select all
format: #message {type}
This will toggle off and on the messages dealing with a certain type of
command. The possible message types are alias, action, antisub, sub
variable, and highlight. This is very helpful if you are using
#math and #if, and setting a lot of variables, so you don't keep getting
the Variable Set messages.
example:
#message {variable}
toggles whether messages dealing with variables will be shown.
But... I found your solution was much easier to understand than Nassis' after reading both of them only once, so if it works, why change it? (Suppose the other would have been easier to read if tintin actually could understand if closing braces wasn't on the same line as the beginning braces... *shrug*)
"Being God isn't easy. If you do too much, people get dependent on you; and if you do nothing, they lose hope. You have to use a light touch [...]. When you do things right, people won't be sure you have done anything at all"
--Futurama
--Futurama
Ah cool thanks. #message {variables} off worked like a charm.
The one I made is similar to the logic behind a couple of the scripts for zmud that I saw so I did my best to copy it into tintin logic. I'm sure there are better or even that it can be improved but it has been working well for me.
The one I made is similar to the logic behind a couple of the scripts for zmud that I saw so I did my best to copy it into tintin logic. I'm sure there are better or even that it can be improved but it has been working well for me.
Salira
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