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 Post subject: Ultimate Scout/Mercenary Weapon Swap Alias for zMUD
PostPosted: Tue Jun 19, 2012 10:46 am 
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Joined: Wed Apr 24, 2002 11:51 am
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only posting in gd from now - thx and have a nice day


Last edited by FinneyOwnzU on Sat Jan 31, 2015 11:09 am, edited 1 time in total.

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 Post subject: Re: Ultimate Scout/Mercenary Weapon Swap Alias for zMUD
PostPosted: Tue Jun 19, 2012 10:50 am 
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Joined: Wed Sep 24, 2008 12:21 pm
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Saving us from carpal tunnel one script at a time.


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 Post subject: Re: Ultimate Scout/Mercenary Weapon Swap Alias for zMUD
PostPosted: Tue Jun 19, 2012 11:06 am 
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Joined: Mon May 19, 2008 5:06 am
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Location: Seattle
SK Character: Theodoric
I use something like this but a bit more scripted.

I have variables for weapon1 and weapon2 and a binary variable for shield1 and shield2, so I can do

weap1 authority 1
weap2 bill 0

And then weapset is another binary variable that tracks which I'm using, while alias swap switches between weapon sets and reverts weapset to allow the same alias to keep swapping. If I remember I'll dig it out of my settings later. Lets me do this for all chars. Finney's adaptation is super clever remembering to alias k between shoot and kill - hadn't ever played ranger and hadn't even thought of it until I saw it here.


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 Post subject: Re: Ultimate Scout/Mercenary Weapon Swap Alias for zMUD
PostPosted: Tue Jun 19, 2012 11:16 am 
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only posting in gd from now - thx and have a nice day


Last edited by FinneyOwnzU on Sat Jan 31, 2015 11:09 am, edited 2 times in total.

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 Post subject: Re: Ultimate Scout/Mercenary Weapon Swap Alias for zMUD
PostPosted: Tue Jun 19, 2012 11:28 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
In mine, I set the ability change weapons/containers on the right-click menu.


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 Post subject: Re: Ultimate Scout/Mercenary Weapon Swap Alias for zMUD
PostPosted: Sat Jun 23, 2012 10:20 am 
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only posting in gd from now - thx and have a nice day


Last edited by FinneyOwnzU on Sat Jan 31, 2015 11:09 am, edited 1 time in total.

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 Post subject: Re: Ultimate Scout/Mercenary Weapon Swap Alias for zMUD
PostPosted: Mon Jun 25, 2012 7:56 am 
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That's great, except recent changes to disarm cripple this classes' effectiveness.

EDIT: In other words, it would be nice if the class could account for multiple melee weapons.


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 Post subject: Re: Ultimate Scout/Mercenary Weapon Swap Alias for zMUD
PostPosted: Mon Jun 25, 2012 12:41 pm 
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Nightwing wrote:
That's great, except recent changes to disarm cripple this classes' effectiveness.

EDIT: In other words, it would be nice if the class could account for multiple melee weapons.


It already does. You can change the weapons called by the alias on the fly via variables. If your primary melee weapon is an epee and it gets disarmed, change your variable to whatever backup weapon you use.

I change variables on the fly all the time in between combat rounds - mainly my targeting variable {#ALIAS tar {#VARIABLE target %1}}, but weapons should be no different unless you fat finger or typo frequently.


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 Post subject: Re: Ultimate Scout/Mercenary Weapon Swap Alias for zMUD
PostPosted: Mon Jun 25, 2012 12:51 pm 
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Should probably have a trigger in there to call for a >>>>>@#$% MY LIFE<<<<<< when your character gets disarmed.


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 Post subject: Re: Ultimate Scout/Mercenary Weapon Swap Alias for zMUD
PostPosted: Mon Jun 25, 2012 1:17 pm 
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Joined: Wed Apr 24, 2002 11:51 am
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only posting in gd from now - thx and have a nice day


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