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		<updated>2026-04-11T17:13:03Z</updated>
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	<entry>
		<id>http://4dimensions.org/wiki/index.php?title=TRIGEDIT-ADVANCED-TUTORIAL&amp;diff=1958&amp;oldid=prev</id>
		<title>Loran at 16:28, 14 July 2017</title>
		<link rel="alternate" type="text/html" href="http://4dimensions.org/wiki/index.php?title=TRIGEDIT-ADVANCED-TUTORIAL&amp;diff=1958&amp;oldid=prev"/>
				<updated>2017-07-14T16:28:18Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:28, 14 July 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''TRIGEDIT-ADVANCED-TUTORIAL'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''TRIGEDIT-ADVANCED-TUTORIAL'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Help Files]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Help Files]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;/table&gt;</summary>
		<author><name>Loran</name></author>	</entry>

	<entry>
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				<updated>2016-01-26T09:00:35Z</updated>
		
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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;'''TRIGEDIT-ADVANCED-TUTORIAL'''&lt;br /&gt;
[[Category:Help Files]]&lt;br /&gt;
&lt;br /&gt;
TRIGEDIT-ADVANCED-TUTORIAL&lt;br /&gt;
&lt;br /&gt;
TRIGEDIT-ADVANCED-TUTORIAL&lt;br /&gt;
&lt;br /&gt;
TRIGEDIT-ADVANCED-TUTORIAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section is a step by step tutorial to explain the writing of scripts &lt;br /&gt;
&lt;br /&gt;
(triggers). It goes through the script creation process developing a practical&lt;br /&gt;
&lt;br /&gt;
script. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Decide what you want the script to do. &lt;br /&gt;
&lt;br /&gt;
Consider how your mob, item, or room should behave. Doing this before&lt;br /&gt;
&lt;br /&gt;
worrying what can be done prevents you from limiting yourself to what you have&lt;br /&gt;
&lt;br /&gt;
seen other scripts do, and allows you to produce a more interesting script. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, I want to create a gate guard for a small walled town. The ruler&lt;br /&gt;
&lt;br /&gt;
of the town has decided that each group of people will be charged ten coins to&lt;br /&gt;
&lt;br /&gt;
enter his domain. The gate guard must notify travelers of the cost to enter,&lt;br /&gt;
&lt;br /&gt;
collect the money, allow people who have payed to enter the city, and close the&lt;br /&gt;
&lt;br /&gt;
gate after them. This will be a mob script. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Decide what trigger types you need.&lt;br /&gt;
&lt;br /&gt;
Look through the section on triggers to see the currently available trigger&lt;br /&gt;
&lt;br /&gt;
types. New trigger types can be added by one of the implementors if needed. All&lt;br /&gt;
&lt;br /&gt;
types are listed in the help files {cRHELP TRIGEDIT-TYPE{c0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our gate guard needs to react to five different events: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# A character entering the room from the south, the road leading away from the&lt;br /&gt;
#; town, needs to be informed of the price for entrance. This will be a greet&lt;br /&gt;
#; trigger. &lt;br /&gt;
# When the guard is given ten or more coins, the guard must open the gate. This&lt;br /&gt;
#; is done by a bribe trigger. &lt;br /&gt;
# If the guard is given less than ten coins, the guard needs to inform the&lt;br /&gt;
#; character that it is insufficient. This is also a bribe trigger. &lt;br /&gt;
# When someone passes through the gate into the city, the guard must close the&lt;br /&gt;
#; gate behind them. This is done with an act trigger. &lt;br /&gt;
# When the gate is opened from the other side, the guard must eventually close&lt;br /&gt;
#; it. This will be another act trigger. &lt;br /&gt;
&lt;br /&gt;
Determine the argument and the numerical argument of the triggers. Read the &lt;br /&gt;
&lt;br /&gt;
specifications on trigger types, and decide what the values for argument and &lt;br /&gt;
&lt;br /&gt;
Numeric Arg must be for the trigger to react appropriately to the events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{cRHELP TRIGEDIT-MOB-GREET{c0&lt;br /&gt;
&lt;br /&gt;
Argument    : not used &lt;br /&gt;
&lt;br /&gt;
Numeric Arg : the percent chance that the trigger is run when checked. Since I &lt;br /&gt;
&lt;br /&gt;
want it run every time someone enters the room, it should be 100. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{cRHELP TRIGEDIT-MOB-BRIBE{c0&lt;br /&gt;
&lt;br /&gt;
Argument    : not used&lt;br /&gt;
&lt;br /&gt;
Numeric Arg . minimum number of gold pieces required to activate this trigger.&lt;br /&gt;
&lt;br /&gt;
The guard should only open the gate when given 10 coins, so it&lt;br /&gt;
&lt;br /&gt;
should be 10. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the second bribe trigger, the guard must respond whenever someone gives &lt;br /&gt;
&lt;br /&gt;
him 1 or more coins, so Numeric Arg should be 1. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{cRHELP TRIGEDIT-MOB-ACT{c0&lt;br /&gt;
&lt;br /&gt;
Argument    : the text the mob should react to. Since I want the guard to &lt;br /&gt;
&lt;br /&gt;
react to a character going north, argument should be &amp;quot;leaves &lt;br /&gt;
&lt;br /&gt;
north.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Numeric Arg : Since argument is a phrase, NArg should be 0. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second act trigger should trigger on text &amp;quot;The gate is opened from the other&lt;br /&gt;
&lt;br /&gt;
side&amp;quot;, so it is triggered whenever someone opens the gate from inside the town.&lt;br /&gt;
&lt;br /&gt;
Again, Numeric Arg should be 0 for a phrase. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Write the list of commands for the trigger.&lt;br /&gt;
&lt;br /&gt;
This is the most complex and time consuming part of a trigger to write. The&lt;br /&gt;
&lt;br /&gt;
valid commands are explained in the help files and on the webpage. Variables &lt;br /&gt;
&lt;br /&gt;
and expressions are also used in the commands list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the greet trigger, I want the guard to inform anyone entering from the&lt;br /&gt;
&lt;br /&gt;
south how to get into the city. First, I must check if the character is&lt;br /&gt;
&lt;br /&gt;
entering from the south. If they are entering from that direction, the guard&lt;br /&gt;
&lt;br /&gt;
should tell the character the cost of entry. The command list for this trigger&lt;br /&gt;
&lt;br /&gt;
will be as follows: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
if (%direction% == south) &lt;br /&gt;
&lt;br /&gt;
wait 1 sec&lt;br /&gt;
&lt;br /&gt;
emote snaps to attention as you approach. &lt;br /&gt;
&lt;br /&gt;
wait 1 sec&lt;br /&gt;
&lt;br /&gt;
say Admittance to the city is 10 coins. &lt;br /&gt;
&lt;br /&gt;
end &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checking the specifications of the greet trigger, we see that the variable&lt;br /&gt;
&lt;br /&gt;
&amp;quot;direction&amp;quot; is set to the direction that the character entered. The percent&lt;br /&gt;
&lt;br /&gt;
sign surrounding direction means it is a variable. The two equal signs together&lt;br /&gt;
&lt;br /&gt;
compare the value of the variable to the word &amp;quot;south&amp;quot;. If these are equal, the&lt;br /&gt;
&lt;br /&gt;
statements between this line and the line &amp;quot;end&amp;quot; will be executed. The &amp;quot;wait 1 sec&amp;quot;&lt;br /&gt;
&lt;br /&gt;
pauses briefly while the character finishes his move. (The greet trigger is&lt;br /&gt;
&lt;br /&gt;
actually checked before the character enters the room, so if we did not have&lt;br /&gt;
&lt;br /&gt;
this line, he or she would never see the guard snap to attention.) After&lt;br /&gt;
&lt;br /&gt;
another brief pause, the guard announces the cost to enter the town. The&lt;br /&gt;
&lt;br /&gt;
indentations are not needed, but make it easier to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The guard must open the gate if ten or more coins were given to him. The&lt;br /&gt;
&lt;br /&gt;
command list looks like this: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
wait 1 sec&lt;br /&gt;
&lt;br /&gt;
unlock gate &lt;br /&gt;
&lt;br /&gt;
open gate &lt;br /&gt;
&lt;br /&gt;
wait 10 sec &lt;br /&gt;
&lt;br /&gt;
close gate &lt;br /&gt;
&lt;br /&gt;
lock gate &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a brief wait (so everything doesn't happen at once), the guard unlocks&lt;br /&gt;
&lt;br /&gt;
the gate and opens it. The guard will close the gate after 10 seconds, even if&lt;br /&gt;
&lt;br /&gt;
no one passes through it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The guard must inform the character that his payment was not enough, and&lt;br /&gt;
&lt;br /&gt;
return the money. The commands list will be: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
wait 1 sec&lt;br /&gt;
&lt;br /&gt;
say This is not enough! &lt;br /&gt;
&lt;br /&gt;
give %amount% coins %actor.name% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the line &amp;quot;give %amount% coins %actor.name%&amp;quot;, the variables amount and actor,&lt;br /&gt;
&lt;br /&gt;
both set when the bribe trigger is called, are substituted into the line before&lt;br /&gt;
&lt;br /&gt;
the guard performs the command. The gate guard returns the number of coins he&lt;br /&gt;
&lt;br /&gt;
was given. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the first act trigger, I want the guard to close and lock the gate after&lt;br /&gt;
&lt;br /&gt;
someone passes through the gate. The guard should wait briefly so he isn't&lt;br /&gt;
&lt;br /&gt;
shutting the gate on the character's back, and close and lock the gate. The&lt;br /&gt;
&lt;br /&gt;
command list will be: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
wait 1 sec&lt;br /&gt;
&lt;br /&gt;
close gate &lt;br /&gt;
&lt;br /&gt;
lock gate &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the last act trigger we want the guard to close and lock the gate when it &lt;br /&gt;
&lt;br /&gt;
is opened from the other side. The commands will look like: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
wait 5 sec &lt;br /&gt;
&lt;br /&gt;
close gate &lt;br /&gt;
&lt;br /&gt;
lock gate &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;wait 5 sec&amp;quot; gives time for someone on the other side to get through the gate. &lt;br /&gt;
&lt;br /&gt;
Decide the order of the triggers. The triggers are checked from first to last.&lt;br /&gt;
&lt;br /&gt;
If there are two triggers of the same type, the first one run will be the only&lt;br /&gt;
&lt;br /&gt;
one run. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two sets of triggers which are the same type, the bribe triggers and&lt;br /&gt;
&lt;br /&gt;
the act triggers. If the bribe trigger with the Numeric Arg of 1 is first, the &lt;br /&gt;
&lt;br /&gt;
other trigger would never be run, since ten or more coins is still one or more. &lt;br /&gt;
&lt;br /&gt;
In order for my triggers to work right, the trigger with Numeric Arg of 10 must &lt;br /&gt;
&lt;br /&gt;
be before the trigger with the NArg of 1 in the list. The other possible &lt;br /&gt;
&lt;br /&gt;
conflict is with the act triggers. Since both have arguments that will not &lt;br /&gt;
&lt;br /&gt;
occur together, the order does not matter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create the trigger file.&lt;br /&gt;
&lt;br /&gt;
Simply use trigedit to create your triggers and they will be saved for you&lt;br /&gt;
&lt;br /&gt;
when you exit the editor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the triggers into the game.&lt;br /&gt;
&lt;br /&gt;
In the OasisOLC medit / redit / oedit menus, use menu option S to enter the&lt;br /&gt;
&lt;br /&gt;
script editor. Then select the triggers that will be part of your script. Note,&lt;br /&gt;
&lt;br /&gt;
that order is important! If there are two possible triggers that could both be&lt;br /&gt;
&lt;br /&gt;
executed at the same time, only the first one found in the list will be&lt;br /&gt;
&lt;br /&gt;
activated. In this example, it means place the bribe trigger for 10 or more&lt;br /&gt;
&lt;br /&gt;
coins BEFORE the bribe trigger for 1 coin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Test the script.&lt;br /&gt;
&lt;br /&gt;
You should see how the script actually works in the game, and watch other&lt;br /&gt;
&lt;br /&gt;
people interact with it. Often you will see ways you can improve it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{cRGOTO 1310{c0 and work your way north to test these out. Triggers 4-8.&lt;/div&gt;</summary>
		<author><name>Isibot</name></author>	</entry>

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