ID:166843
 
mob/player 
verb
jab()


macro/player // i know this is wrong, but this is sorta what I'm looking for...
A return "jab"

How can I make macros work for a certain mob, such as mob/player differ from mob/player2 so that depending on what mob you are, you have different macros.
I believe you have to set macros to the client. You could do something like I am doing in my game which calls a proc and uses whatever skill they have hotkeyed to that number...

client/command_text=".alt "
client/script={"
macro
one
set name = "1"
return "Attack"
two
set name = "2"
return "Block"
three
set name = "3"
return "HK3"
four
set name = "4"
return "HK4"
five
set name = "5"
return "HK5"
six
set name = "6"
return "HK6"
seven
set name = "7"
return "HK7"
eight
set name = "8"
return "HK8"
nine
set name = "9"
return "HK9"
zero
set name = "0"
return "HK0"
"}


You can also change the macros. Not sure if you have to have set name="0". I was told to put that when asking how to make macros with the numbers NOT on the keypad.
In response to Exophus
Ill be honest, i don't understand your code and i dont know what you mean really. maybe you mis-interpreted my question...

ill have 2 chars let say..
hulk and cyclops

cyclops will have different verbs than hulk, he will have.
mob/cyclops/verb/beam()
while the hulk will have...
mob/hulk/verb/crush()

now, I am trying to get A ,as macro, to be beam when you are cyclops and crush when you are the hulk yet they will both use A.
In response to Drakiel
Make the macro goto a proc then check if the player is hulk or cyclops and run the correct verb for them.
In response to A.T.H.K
A la:

macro
a return "do-special-move"

mob/verb/special()
set hidden=1
set name = "do special move"
if(class==cyclops) beam()
else if(class==hulk) smash()
else src << "You have no special move!"