QUOTE (Acarion @ Sep 18 2009, 05:48 PM)

1. I am interested in making a simple trigger, in this case a defensive reflex, for the Flash client that will automatically cure my character of paralysis upon/after being inflicted. This goes for any kind of entanglement where I need to WRITHE. My question is, do I need to make an entirely separate trigger for every unique pattern that signifies a state of paralysis (ie specifically tailored to each unique cause of paralysis)? Or can a single trigger be made to recognize multiple and distinct text patterns? Or is it that all kinds of paralysis, for example, regardless of its source share some common underlying pattern that a trigger can be made to recognize?
It's much easier to use a trigger per cause. Each trigger can refer to the same response, but if the match text needs to change somewhere down the road, you'll regret having dumped the paralysis triggers into one monolithic match.
QUOTE (Acarion @ Sep 18 2009, 05:48 PM)

2. I am curious about a reply I saw that mentioned combo aliases. Let's say I want to make, as an easy-to-describe example, an alias that when entered will cause my character to KICK-then-PUNCH (let's not worry about the target at this point). Obviously, I can't just have 2 separate lines that read 'kick' and 'punch' because the character needs to regain balance before the next command. Is there a way to make the trigger wait until after I've regained balance or recovered equilibrium as a condition of its initiating the next command?
In this case, you'd want your alias to punch, and have another trigger that matches on equilibrium. The first alias would mark something as needing done (say, you store "kick" in a variable), and the eq trigger would run that action (i.e. sending the text of that variable to the server). That's the idea in a nutshell, although it can get very complex.