ID:156127
 
Basically, I'm wondering if there's anyway to allow players to use macros and then have a ref / that said macro / any form of key or legend set into a list or something similar where then a verb/proc is executed. The way I went about this is using a key/legend to represent the macros used, saved in a list, then using list2params to get the list in a string format separated by '&'s and use that knowledge to create a sketchy [uncompleted] search system to link the list of macros to the wanted verb/proc. However, while in theory [at least to me..] it seemed like it would at the very least work, the desired verb/proc does not seem to be activating instead, the mob just sits there doing nothing.

If anyone has any ideas or theories on how to get done what i want [if you understand what i want, that is..], please lend a helping hand? Thanks.
Bump!

Still waiting on a reply from anyone about this. Please, it would be a great help for any type of input on the matter.
You're question is very hard to understand, could you please try to write it more clearly and I will try my best to help? All the uses of / all over the place are just confusing me.

Thanks.
In response to Kyle_ZX
What :o!?
In response to Kyle_ZX
Okay. Erhmmm. Let's try without all the dashes, heh.

Basically, I'm trying for a game with more of an Arcade-Feel to it where you use macros to in a defined pattern to perform Techniques, sort of like in those Dragonball Z games for consoles really. The way I was trying to go around this was to save each macro pressed to a list and if the user attempts to perform a Technique, this list of macros is ran through a search function to find what macro-pattern corresponds with any Technique the mob may know.

Example: A player would use macros A, A, D to perform a Energy Ball.

Now, I have a basic theory that if you used the 'params2list' function, it could transfer the list the macros are saved in, into a string/text value so it can be easier read in the search function when making looking for the corresponding macro. However, I've tried this and nothing happens at all. I've even made a statement where something a message is displayed if something goes wrong [Sorta' like catching an Exception if you know what I mean...] but nothing happens at all.

There, hope I explained this better somehow.
It sounds like you are referencing to a combination system?

I made a rough version (Fully functional, but could be more efficient) of one a few days ago -

What I did was a continuous loop on client/New() that checked for a constant list of added actions per second. I tested with A, B, and C, and it seemed to work fine. It would allow up to 3 combinations (though an unlimited amount is implementable), and if less than three were added, the blank spaces held a BLANK in the list, which was read by the procedure as null. Each time the BLANK was found in the player's actionlist, it would execute the previous combination.

Does this sound like what you are looking for? The OP is rather - vague.
In response to CauTi0N
This is pretty much what I want, however since I'm not 100% sure how to use the New() in this situation, I was relying mainly on using the params2list function [which makes the contents of a list into a string] and a procedure running through each possible combination to match back with the string produced by the params2list function. That's what I've done but I believe its either lacking something vital or I'm going about it the wrong way. So if you can probably expand on your method using client/New in a loop, that would be a great help 'cause from what I'm thinking of what you've said so far, it sounds like its a continuous loop when I want mine to be more of a trigger-based combination system. Meaning, the mob would press the combination of macros then press a special macro to initiate which technique the mob would use.

But yes, I'm basically trying to create a combination system.
In response to YoukoSieg
Add my MSN and I'll help you when I get home (~7 hours from now). [email protected]
In response to CauTi0N
I'd rather make each macro a verb that adds some character to a list, and calls a function checking the said list and performing the technique if the requirements are met(then cleaning the list). If you want the list to self-clean, when you add the first character to the list, also have some sort of delay then clean the list.

That way you avoid cumbersome loops.

*EDIT* Or rather, have it check the full combination whenever the "execute combo" button is pressed. So you don't have to have some kind of wait for new inputs before checking..

Also, you should note that this might not work as well as you think on BYOND. It might get a little laggy and unresponsive, at least that's what I'm guessing.
In response to ANiChowy
This is actually precisely what I did and for future reference: A macro is a button that responds to a verb, so saying, "make each macro a verb" is a bit repetitive. I digress.

This is how I've made the first system, with the function to search for the requirements to execute the technique being linked to the, "execute combo" macro. The only addition I've made is by trying to use the params2list function to help make things easier [which it didn't].