| M O B T R I G G E R S |
- Global
- Description: This is not a trigger by itself, but is used with
another trigger type. A trigger which is global is checked even if there are
no PCs in the same zone as the mob.
Argument: Not
used. Numeric Argument: Not used. Return value: Not
used. Variables: None.
-
- Random
- Description: This trigger is checked periodically (about every
thirteen seconds). The trigger is not checked if there is no PC in the same
zone as the mob, unless it is also a Global trigger (see
above).
Argument: Not used. Numeric Argument: The chance
this trigger will be run when it is checked. Return value: Not
used. Variables: None.
-
- Command
- Description: This trigger is checked whenever a character types a
command. If the command typed is a substring of the argument, the trigger is
called.
Argument: The command name. Numeric Argument: Not
used. Return value: If 0 is returned by the trigger, the character
will receive the same message as if the trigger did not exist, and any other
command triggers will be checked. Variables:
- actor is set to the character typing the command.
arg is set to the argument of the command.
cmd is set to the command of the command.
arg1_ch is set to the first located mob or character that matches the first word in arg
arg2_ch is set to the first located mob or character that matches the second word in arg
arg1_obj is set to the first located object that matches the first word in arg
arg2_obj is set to the first located object that matches the second word in arg
-
- Speech
- Description: This trigger is checked whenever someone says
something around a mob with this trigger. If the numeric argument is 0, the
trigger checks to see if Argument is a substring of what was said. If the
numeric argument is 1, the trigger checks to see if any word in Argument
matches a word of what was said to see if the trigger should be
called.
Argument: The phrase or word list to be
matched Numeric Argument: If this is 0, Argument is a phrase. If it
is 1, Argument is a word list. Return value: Not
used. Variables:
- actor is set to the character speaking.
- speech is set to the entire text spoken.
-
- Act
- Description: This trigger is runs when Argument is a substring of a
string of text that a mob sees. The text can come only come from certain
output (those generated by the act() function of the game). This includes most
messages, such as socials, damage messages, and skill messages. Text from
players, such as echo, emote, say, and tell, are not checked. If you have a
specific question whether a message is checked, ask an
implementor.
Argument: The phrase or word list to be
matched Numeric Argument: If this is 0, Argument is a phrase. If it
is 1, Argument is a word list. Return value: Not
used. Variables: Not all the variables will be set. Which ones are
set and to what depends on the message. If you have trouble, ask an
implementor. The variables will be set to the right character or object, even
if 'someone' or 'something' is used instead of the name.
- actor is set to the primary character in the
text.
victim is set to the secondary character in the
text. object is set to the primary object of the
text. target is set to the secondary object of the
text. arg is set to the variable string portion of the text, such
as a door name.
-
- Death
- Description: This trigger is checked when the mobile
dies.
Argument: Not used. Numeric Argument: This is the
percent chance that the trigger will be run when checked. Return
value: If the return value is 0, the mob's death cry (such as 'Your blood
freezes as you hear the beastly fido's death cry.') will not be heard. For any
other value, the normal death cry will be heard. Variables:
- actor will be set to the killer, if there is one.
-
- Greet
- Description: This trigger is checked when someone enters the room,
and the mob with the trigger can see the person entering.
Argument:
Not used. Numeric Argument: This is the percent chance that the
trigger will be run when checked. Return value: Not
used. Variables:
- actor is set to be the character entering the
room.
direction is set to the name of the direction the actor
entered from. (More accurately, to the direction opposite the direction the
actor walked in.)
- Greet-All
- Description: This trigger is the same as the Greet trigger, except
that it is checked even if the mob can not see the actor.
Argument:
Not used. Numeric Argument: This is the percent chance that the
trigger will be run when checked. Return value: Not
used. Variables:
- actor is set to be the character entering the
room.
direction is set to the name of the direction the actor
entered from. (More accurately, to the direction opposite the direction the
actor walked in.)
-
- Entry
- Description: This trigger is checked every time the mobile enters a
room.
Argument: Not used. Numeric Argument: This is the
percent chance that the trigger will be run when checked. Return
value: Not used. Variables: None.
-
- Receive
- Description: This trigger is checked when an object is given to the
mob.
Argument: Not used. Numeric Argument: This is the
percent chance that the trigger will be run when checked. Return
value: If 0 is returned, the object will not be transferred to the mob.
For any other number, the normal result will occur. Variables:
- actor is set to the character giving the mob the
object.
object is set to the object being given.
-
- Fight
- Description: This trigger is checked every round the mob is
fighting, after all mob has had its attacks.
Argument: Not
used. Numeric Argument: This is the percent chance that the trigger
will be run when checked. Return value: Not
used. Variables:
- actor is the character the mob is fighting.
-
- Hitprcnt
- Description: This trigger is checked during combat when the mob's
hit points drop below the percentage specified by the numeric
argument.
Argument: Not used. Numeric Argument: This is
the percentage of hit points a mob must drop below for the trigger to be
checked. Return value: Not used. Variables:
- actor is set the the character fighting the mob.
-
- Bribe
- Description: This trigger is checked when coins are given to a
mob.
Argument: Not used. Numeric Argument: This is the
minimum number of coins that must be given to the mob for the trigger to be
run. Return value: Not used. Variables:
- actor is set to be the character giving the mob the
coins.
amount is the number of coins given to the mob.
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