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Thread: Bigshot: The New Optimus Prime

  1. #1401
    Join Date
    Jul 2008
    Location
    minneapolis
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    Default

    I am having the same issue with mob not working

  2. #1402
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    Virginia, USA
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    Default

    Looking at the code it works as > or < based on using mob# or !mob#.

    mob# means if number of NPCS is less than mob# then proceed with the command it's next to
    Code:
    elsif ( $1 == 'mob' )
    	mobcheck = $2
    	commandcheckreturn = true if GameObjNpcCheck() < mobcheck.to_i
    !mob# is the oppossite of above, so if number of NPCS is more than !mob# then proceed with command it's next to
    Code:
    elsif ( $1 == '!mob' )
    	mobcheck = $2
    	commandcheckreturn = true if GameObjNpcCheck() > mobcheck.to_i
    So if you did mob2, it would only execute that command if there's only 1 mob in the room. Or if you wanted to do a command if there's 3+ mobs in the room, you would do !mob2. Hope that helps.
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    Player of Tysong

  3. #1403
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    Default

    I updated the wiki bigshot article to reflect the above as well as it was worded incorrectly.
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    Player of Tysong

  4. #1404
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    Actually, reviewing the code. Looks like it should of worked for examples you guys gave. I had my logic reversed. Let me keep looking.
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    Player of Tysong

  5. #1405
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    So after reading the logic a bit more carefully, I believe it should be more:

    mob3 means that as long as there is 3 or less, it will execute
    !mob3 means that as long as there is 3 or more, it will execute
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    Player of Tysong

  6. #1406
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    And my brain is fried. I shouldn't of tried to do this at the end of the day. But after staring at my screen and looking at it again, I believe it was right the first time or I'm just losing my mind. but it should be:

    mob3
    3 or more it WILL execute
    !mob3
    3 or less it WILL execute
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    EO Scripts Github Repository - Collaborative script development by the community.
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    Player of Tysong

  7. #1407
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    Location
    minneapolis
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    Default

    thanks everyone

  8. #1408

    Default

    is it possible to use the combo script within bigshot? I tried adding it to the active hunting scripts but it doesn't seem to be working.
    [Roll result: 120 (open d100: 94) Penalties: 10]
    You crouch, sweep a leg at Master Footpad Truaz and connect!
    Master Footpad Truaz falls to the ground! You deftly regain your footing.

    [You have 1 repetition(s) remaining.]

    ** A spike on your spiked ora leg greaves jabs into the Footpad Truaz! **
    ... 15 points of damage!
    Well aimed shot, punctures calf!
    The Footpad Truaz is stunned!
    Roundtime: 5 sec.

  9. #1409

    Default

    because that's not in any way how you use scripts in an attack routine with bigshot. active scripts are things like spellactive, isigils, keepstanding, etc. that you run during the entire hunt. i'm sure when you start a hunt with bigshot you'll see combo start, not find any targets, and exit before you go running off to hunt.

    scripts you want to use to attack things are in your normal attack commands box with syntax:
    Code:
    script <script name> arguments
    so combo would be:
    Code:
    script combo target
    Mithrilschlong, 2015-03-10 to slightly later on 2015-03-10. You will not be forgotten!
    usable Meteor Swarm, late 2020-12-30 to early 2020-12-31. You will also not be forgotten!

  10. Default

    anyone had luck using the mob# to differentiate between attacks?

    i'd like to open cast 1030 with 3+ mobs in the room and incant it when there are less than 3...

    i tried "prep 1030 and cast(mob3), incant 1030(!mob3)" but that doesnt seem to work...still open casting with less than 3 mobs in the room...any advice?

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