Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Prompts
PostPosted: Mon Oct 07, 2013 10:05 am 
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Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
EDIT - use these triggers instead:

#TRIGGER {Your current combat stance is (*).} {#VARIABLE stance %1}
#TRIGGER {Your stance is now (*).} {#VARIABLE stance %1}
#TRIGGER {~[HP:(*)~] ~[ME:(*)~] ~[PE:(*)~]} {#SUB {%ansi(purple)~[%ansi(gray)HP:%ansi(blue,hi)%1%ansi(purple)~] %ansi(purple)~[%ansi(gray)ME:%ansi(red,hi)%2%ansi(purple)~] %ansi(purple)~[%ansi(gray)PE:%ansi(yellow,hi)%3%ansi(purple)~] %ansi(gray)~(%ansi(cyan,hi)@stance%ansi(gray)~)}}


Last edited by FinneyOwnzU on Mon Oct 07, 2013 12:14 pm, edited 1 time in total.

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 Post subject: Re: Prompts
PostPosted: Mon Oct 07, 2013 11:22 am 
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Mortal

Joined: Tue May 24, 2011 5:07 pm
Posts: 499
Location: Alera
That's exactly what I was trying to do, only I was using the wrong part of the prompt to trigger it I guess. Thanks so much!


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 Post subject: Re: Prompts
PostPosted: Mon Oct 07, 2013 11:37 am 
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Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
EDIT - use these triggers instead:

#TRIGGER {Your current combat stance is (*).} {#VARIABLE stance %1}
#TRIGGER {Your stance is now (*).} {#VARIABLE stance %1}
#TRIGGER {~[HP:(*)~] ~[ME:(*)~] ~[PE:(*)~]} {#SUB {%ansi(purple)~[%ansi(gray)HP:%ansi(blue,hi)%1%ansi(purple)~] %ansi(purple)~[%ansi(gray)ME:%ansi(red,hi)%2%ansi(purple)~] %ansi(purple)~[%ansi(gray)PE:%ansi(yellow,hi)%3%ansi(purple)~] %ansi(gray)~(%ansi(cyan,hi)@stance%ansi(gray)~)}}


Last edited by FinneyOwnzU on Mon Oct 07, 2013 12:15 pm, edited 1 time in total.

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 Post subject: Re: Prompts
PostPosted: Mon Oct 07, 2013 12:02 pm 
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Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
I wrote a trigger that will create a variable to capture your character's current stance - it will then substitute the default prompt with an exact duplicate (color scheme, etc.) that includes stance information. If you use a custom prompt, you will need to post the format and when I get time I will modify the trigger to work with it.

#TRIGGER {Your current combat stance is (*).} {#VARIABLE stance %1}
#TRIGGER {Your stance is now (*).} {#VARIABLE stance %1}
#TRIGGER {~[HP:(*)~] ~[ME:(*)~] ~[PE:(*)~]} {#SUB {%ansi(purple)~[%ansi(gray)HP:%ansi(blue,hi)%1%ansi(purple)~] %ansi(purple)~[%ansi(gray)ME:%ansi(red,hi)%2%ansi(purple)~] %ansi(purple)~[%ansi(gray)PE:%ansi(yellow,hi)%3%ansi(purple)~] %ansi(gray)~(%ansi(cyan,hi)@stance%ansi(gray)~)}}

Enjoy.

This is how it looks in the game:

Code:
A legionnaire drill instructor is here.

[HP:100%] [ME: 98%] [PE:100%] (aggressive)
>
Someone replies 'OOC: Nice'

[HP:100%] [ME: 98%] [PE:100%] (aggressive)
> mood neutral
Your stance is now neutral.

[HP:100%] [ME: 98%] [PE:100%] (neutral)
> w
You run west.

The Kytar Barracks
  This is a long, sterile-looking building, with no furnishings other
than a double row of bunks and footlockers, which form an aisle down the
center.  The outer walls are of blank stone - part of the camp's fortifications.
The inner ones are of rough hewn timbers, and have narrow slits cut in
them, giving you a limited view of the central courtyard.
  Obvious exits: e w
A legionnaire drill instructor is here.

[HP:100%] [ME: 98%] [PE: 96%] (neutral)


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