Optimizing attack key
Posted: Sun Oct 23, 2016 7:59 pm
Question about revamping a small part of my system. (Using Mudlet 3.0.0-delta and svof 22).
I am participating in the Achaea “Tide” invasion event, and am helping out by killing the Tide creatures, of which there are four – shadow, ogre, goblin, beetle.
I currently have F1 set to do the following when pressed:
send("thrust beetle",false)
send("thrust goblin",false)
send("thrust ogre",false)
send("thrust shadow",false)
This spams my attack (trident thrust) and hits whichever of the entities that’s currently in the room with me. Crude, but effective.
I’d like to make it a little more intelligent so that, on my initial attack, it picks up on my target and from then on just sends a single attack command until the target is dead. Would also like some error checking in there so that if none of the attacks connect, it reverts to the spam attack until it finds my target again.
What’s the best way to approach this? I am thinking of several ways it could be done, using variables and perhaps separate trigger classes for each of the creature types, but not quite sure how to implement it.
Any advice would be appreciated.
I am participating in the Achaea “Tide” invasion event, and am helping out by killing the Tide creatures, of which there are four – shadow, ogre, goblin, beetle.
I currently have F1 set to do the following when pressed:
send("thrust beetle",false)
send("thrust goblin",false)
send("thrust ogre",false)
send("thrust shadow",false)
This spams my attack (trident thrust) and hits whichever of the entities that’s currently in the room with me. Crude, but effective.
I’d like to make it a little more intelligent so that, on my initial attack, it picks up on my target and from then on just sends a single attack command until the target is dead. Would also like some error checking in there so that if none of the attacks connect, it reverts to the spam attack until it finds my target again.
What’s the best way to approach this? I am thinking of several ways it could be done, using variables and perhaps separate trigger classes for each of the creature types, but not quite sure how to implement it.
Any advice would be appreciated.