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Anonybob
Joined: 08 Jul 2011 Posts: 14
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Posted: Fri Jul 08, 2011 8:07 pm Post subject: Auto Healing problems. |
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Hi guys.
So, I've tried searching the forum for an answer to this, but obviously I cannot find one.
My problem is as following.
I have an auto-healing spell that goes off whenever the character is under a certain amount of hp.
It looks like this:
#action {< %1hp} {#if {(%1<1000)} {#cl cast 'complete heal' buffer}}
I use this #action for my tank, so that when he drops below 1000 hp, my cleric in session #cl casts
complete heal' on the tank.
However, while in combat, certain factors play a role.
For instance, if other party members uses spells or skills, the bar displaying hp, mana, etc will be spammed once for each time someone does something. This results in the "below 1k hp"-message being sent multiple times to the cleric, resulting in the cleric complete healing several rounds in a row, wasting lots of mana.
what I would like to do, is to have the healer complete heal ONCE, and if he fails, complete heal AGAIN until he succeeds, instead of continuously spamming complete heal on the tank, even AFTER the tank has been completely healed.
Also, is there a command to "repeat the last command" in tintin++?
I know its possible to use the ! sign to repeat the last command written, but this doesnt work in an #alias or #action it seems.
Hope someone can help me out with these two issues. I'm at my wits end..
Anonybob. |
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Scandum Site Admin
Joined: 03 Dec 2004 Posts: 3274
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Posted: Fri Jul 08, 2011 11:01 pm Post subject: |
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You'd probably want to do something like this:
| Code: |
#var complete_heal 0
#action {< %1hp}
{
#if {%1 < 1000 && $complete_heal == 0}
{
#cl cast 'complete heal' buffer;
#var complete_heal 1;
#delay 4 #var complete_heal 0
}
}
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You might have to adjust the delay depending on the duration of the spell.
It should also automatically recast if the spell fails. |
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Anonybob
Joined: 08 Jul 2011 Posts: 14
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Posted: Sat Jul 09, 2011 11:23 am Post subject: |
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Hey!
Thanks for the help man!
Now the auto healing works perfectly, althought at the expense of every other #action trigger I'm afraid.
As long as I have that auto-healing in my alias file, none of the other triggers work. My toons simply wont respond to triggers.
Could it perhaps be because of the:
#var complete_heal 0 ?
Can I change the value from 0, to for example 3? or any other value? or does 0 and 1 represent "off" and "on"?
Is there perhaps a conflict?
For example, I use 0 for several fuctions in my script. For example, in order to auto-loot corpse:
#action {You gained %%0 exp} {get all corpse}
And to auto-split coins:
#action {There were %%0 coins.} {split %%0}
Also to show on emote how many gold coins I currently have:
#action {Gold Coins: %0 G} {#variable gold %0} {5}
etc...
I cant understand why the auto-healer should conflict with such easy #actions as:
#action {Attack who?} {say There's nothing to attack!}
As long as the auto-healing is precent in the script, the above trigger will not work. Simply put: nothing happens.
As soon as I remove the auto-healing from the script; it starts working again.
Sorry for any stupid questions, I am so very very unskilled at this. I have been using Telnet until recently and just started playing again using tintin++.
Anonybob |
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Scandum Site Admin
Joined: 03 Dec 2004 Posts: 3274
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Posted: Sat Jul 09, 2011 12:37 pm Post subject: |
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The 0 and 1 represent off and on.
As far as I can tell that script shouldn't affect any other triggers.
You can try using:
#debug all on
#showme Attack who?
#debug all off
That ought to trigger the Attack who? action.
Something someone recently suggested is using: #write test.tin, next check the file to see if there's an obvious indentation problem. |
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Anonybob
Joined: 08 Jul 2011 Posts: 14
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Posted: Sat Jul 09, 2011 4:09 pm Post subject: |
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| Scandum wrote: | | ...As far as I can tell that script shouldn't affect any other triggers... |
Hrm, very weird indeedy.. Ok, thanks for the help and tips to far. I'll try and fail some stuff with that script you got me and see where it leads.
Anonybob. |
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