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1) Global 2) Random 3) Command 4) Speech 5) Act 6) Death 7) Greet 8) Greet-All 9) Entry 10) Receive 11) Fight 12) HitPrcnt 13) Bribe 14) Load 15) Memory 16) Leave 17) Leave-All 18) Door 19) Cast |
- not a trigger type by itself; used in conjunction with Random. While Random triggers only trigger if players are in the zone, Global+Random triggers can trigger regardless. Argument: not used NArg: not used Return Value: none Variables: none - no specific event needs to occur for this trigger to be activated. Every 13 seconds , this trigger has a chance to run. If global is not specified, it will only run if a player is in the room. Argument: not used NArg: % chance the script will activate Return Value: none Variables: none - this trigger activates when commands are performed in the same room as the mobile. Argument: text which must be part of the command typed to filter out unintersting commands NArg: 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. Return Value: none Variables: %actor% the character issuing the command %cmd% the exact command without arguments issued %arg% the arguments, if any, following the command - activates when matching text is spoken by a character in the same room as the mobile. Argument: the phrase or worldist to be matched NArg: 0: argument is a substring that must be found within the speech to cause a match 1: argument is a list of words, any of which found in the speech will activate the trigger Return Value: none Variables: %actor% the character whos speech activated the trigger %speech% the entire phrase spoken
- activated when a matching action is performed by a character in the room. Actions are any text output via the act() function, and include most output from the mud. Notable exclusions are character say's, and immortal echo's. Argument: the phrase or worldist to be matched NArg: 0: argument is a substring that must be found within the output to cause a match 1: argument is a list of words, any of which found in the output will activate the trigger Return Value: none Variables: %actor% the character whos speech activated the trigger %victim% the character if any on the receiving end of the action %object% the object if any used in the action %target% the target of the action if any %arg% the variable string portion of the text
- activated then the mobile the script is attached to dies. Argument: not used NArg: % chance the script will activate Return Value: none Variables: %actor% the character killing this mob if any
- activated when a character enters or is teleported into the room. The character must be visible in order for the script to activate. Argument: not used NArg: % chance the script will activate Return Value: not used Variables: %actor% the character entering the room %direction% the direction the character came from - identical to the 'greet' type however the mobile does not have to see the character to activate the script Argument: not used NArg: % chance the script will activate Return Value: none Variables: %actor% the character entering the room %direction% the direction the character came from
- activated when the mobile this script is attached to enters a room. Argument: not used NArg: % chance the script will activate Return Value: none Variables: none
- activated any time an object is given to the mobile Argument: not used NArg: % chance the script will activate Return Value: 0: the object is not transferred to the mobile Variables: %actor% the character handing the object to the mobile %object% the object being handed to the mobile
- activated at the end of every combat round Argument: not used NArg: % chance the script will activate Return Value: none Variables: %actor% the character the mobile is fighting
- activated during combat when the mobiles hitpoints drop below a specified percentage Argument: not used NArg: % of hitpoints in which the trigger will activate Return Value: none Variables: %actor% the character the mobile is fighting
- activated when a character gives the mobile a specified amount of credits Argument: not used NArg: the amount of credits required to activate the trigger Return Value: none Variables: %actor% the character giving the credits to the mobile %amount% the number of credits given - activated when the mobile is created Argument: not used NArg: % chance the script will activate Return Value: none Variables: none - activated when the mobile encounters a character in it's memory list. NOTE: any mobile making use of mremember must have a memory script assighned even if it will never be called Argument: not used NArg: % chance the script will activate Return Value: none Variables: %actor% the character being remembered - much like the greet trigger this type is activated when a character leaves the room the character must be visible to the mobile for the script to activate Argument: not used NArg: % chance the script will activate Return Value: 0: the move will not take place 1: the move will happen as normal Variables: %actor% the character leaving the room %direction% the direction the character is leaving - identical to the leave trigger however this type does not require the target to be visible in order for the trigger to activate Argument: not used NArg: % chance the script will activate Return Value: 0: the move will not take place 1: the move will happen as normal Variables: %actor% the character leaving the room %direction% the direction the character is leaving - activated when a character in the same room uses a door specific command 'open, close, lock, unlock, slice Argument: not used NArg: % chance the script will activate Return Value: 0: the command will not execute 1: the command will execute as normal Variables: %actor% the character using the command %direction% the direction the command is used on %cmd% the specific command activating the trigger - activated when a mob is the target of a spell Argument: not used NArg: % chance the script will activate Return Value: 0: the spell will not be cast 1: the spell will be cast as normal Variables: %actor% the caster of the spell %spell% the number of the spell %spellname% the spells name |


