ID:160726
 
Ok you know that game where one light lights up and you push it, then 2 lights light up, then 3 then 4, so on and so on, to test your memory. I think it was called simon says. Well im trying to do something like that but with arrow keys but stuck on how to do the input for the player. I know im probably gonna have to modify the move verb somehow to use the arrow keys but any help on getting started with this would be great.
maybe you should move it to some other set of keys - the WASD set might work well.

as for key-based triggers, make a script file in your environment (filetype .dms) and say within it:
macro
W return "Red "
A return "Green "
S return "Blue "
D return "Yellow "


Now you will have to code the verbs Red, Green, Blue, and Yellow in, but this 5-line file may or may not have just made things easier.

Side note: Do not call the arrow keys "Up" and "Down". Instead, call them ".north" and ".south" etc. One of those weird BYOND quirks.
In response to Sctjkc01
There is no need to change the controls to WASD. Like what he said, overriding the Move() proc will do.

client
var/in_game

Move(Loc,Dir)
if(Dir && in_game)
if(!(Dir & (Dir-1)) // if Dir is cardinal
Your_Game_Proc(Dir)
else
return ..() // do the default action
In response to Jemai1
Thanks for the input, actually the problem i was having getting started was how to have the sequence pop up and gradually get bigger, but i found a way, also i found it easier to modify the command that is called when you press teh arrow keys instead of move. Like this for anyone who is interested

client
North()
if(src.mob.learning)
if(src.mob.learning==2)
src.mob.skilllearn=addtext(src.mob.skilllearn,"1")
else
..()

But i was able to figure out a way whether or not it is the best way to pop up the sequence using a winshow to pop up and take away and then make a text input and check if they match.