Format: | send_actor({phrase}); |
Desc: | Used to send a message to the player who is using the special. |
Example: | send_actor("The ogre takes your ", get_name("primary"), "from you!\n"); |
Format: | send_room({phrase}); |
Desc: | Used to send a message to all players in a particular room. |
Example: | send_room( "The ceiling gives way and collapses upon all in the room!\n"); |
Format: | send_room_except({phrase}); |
Desc: | Used to send a message to all players in a particular room except the actor. |
Example: | send_room(get_name("actor"), " pulls the sword from the stone!\n"); |
Format: | send_room_except_dual( {param}, {param}, {phrase}); |
Desc: | Used to send a message to all players in a particular room except the two indicated by the two params. The two params must be individuals or this will raise an error. |
Example: | send_room_except_dual("actor", "primary", get_name("actor"), " knocks ", get_name("primary"), " over the head with a rock!\n"); |
Format: | send_obj_room( {param}, {phrase}); |
Desc: | Used to send a message all players in a room where a particular object exists. If the object is contained by something, it sends the message to the location that contains the object. |
Example: | send_obj_room("this", "The ", get_name("this"), " glows with an eerie yellow light!\n"); |
Format: | send_all( {phrase}); |
Desc: | Used to send a message all players in the mud. |
Example: | send_all("An earthquake ravages the ground beneath your feet!\n"); |
Format: | send_all_except( {param}, {phrase}); |
Desc: | Used to send a message all players in the mud except the indicated player. |
Example: | send_all_except("actor", "A soul-wrenching scream echoes throughout the land\n"); |
Format: | send_all_except( {param}, {phrase}); |
Desc: | Sends a message to an indicated player. If it is sent to a mobile, it just does nothing. |
Example: | send_to("primary", get_name("actor"), " tosses something at you. Your skin starts to itch!\n"); |
Format: | send_holder( {param}, {phrase}); |
Desc: | Sends a message to either the person holding the object indicated or if not held, the room it is lying in. |
Example: | send_holder("this", "The ", get_name("this"), " starts to glow red-hot!\n"); |
Format: | tell_ind( {param}, {phrase}); |
Desc: | Performs a tell from the first parameter individual to the second parameter player. If the second parameter is a mobile, it just does nothing. |
Example: | tell_ind("primary", "actor", "Could you spare a coin for a poor old man?\n"); |
Format: | goto( {codemarker}); |
Desc: | Jumps to the indicated code marker in the code stack. |
Example: | goto_if_less("weak", get_strength("actor"), 15); |
send_actor("You lift the warhammer with ease!\n"); | |
goto("end");
| |
weak: | |
send_actor("It is way too heavy to lift by one so weak.\n"); | |
return_invalid_criteria(); | |
end: |
Format: | goto_if_eq( {codemarker}, {value1}, {value2}); |
Desc: | Jumps to the indicated code marker in the code stack if the number or string value1 is equal to the number or string value2 |
Example: | goto_if_eq("nearly", get_counter(), 1); |
send_actor("You are running out of time!\n"); | |
goto("end");
| |
nearly: | |
send_actor("You have one second left!.\n"); | |
end: |
Format: | goto_if_neq( {codemarker}, {value1}, {value2}); |
Desc: | Jumps to the indicated code marker in the code stack if the number or string value1 is not equal to the number or string value2 |
Example: | goto_if_neq("timeleft", get_counter(), 1); |
send_actor("You have one second left!\n"); | |
goto("end");
| |
timeleft: | |
send_actor("You are rapidly running out of time!.\n"); | |
end: |
Format: | goto_if_less( {codemarker}, {value1}, {value2}); |
Desc: | Jumps to the indicated code marker in the code stack if the number in value1 is less than the number in value2 |
Example: | goto_if_less("weak", get_strength("actor"), 15); |
send_actor("You lift the warhammer with ease!\n"); | |
goto("end");
| |
weak: | |
send_actor("It is way too heavy to lift by one so weak.\n"); | |
return_invalid_criteria(); | |
end: |
Format: | return_invalid_criteria(); |
Desc: | Exits the special with results that cause the command running the special to terminate. For instance, if the command get causes your special to be run and you return_invalid_criteria, it will stop running the get command. |
Example: | goto_if_less("weak", get_strength("actor"), 15); |
send_actor("You lift the warhammer with ease!\n"); | |
goto("end");
| |
weak: | |
send_actor("It is way too heavy to lift by one so weak.\n"); | |
return_invalid_criteria(); | |
end: |
Format: | force_termination(); |
Desc: | Exits the special with results that cause the ability to stop executing. |
Example: | goto_if_less("end", 15, get_strength("actor")); |
send_actor("You strain but can't seem to pry the stone free!\n"); | |
force_termination();
| |
end: |
Format: | force_success(); |
Desc: | Exits the special with results that cause the ability to succeed |
Example: | goto_if_neq("end", 1, ind_holds("actor", "orboffire@lavacave")); |
force_success();
| |
end: |
Format: | force_failure(); |
Desc: | Exits the special with results that cause the ability to fail |
Example: | goto_if_neq("end", 1, ind_holds("actor", "cursedlocket@castle")); |
force_failure();
| |
end: |
Format: | get( {param}, {attribute}); |
Desc: | Gets the attribute listed from the parameter given |
Example: | send_actor(get("actor", "title"),
" stoops down to pick up the amulet.\n");
|
end: | |
Possible Attributes: |
name | the name of the object in {name}@{area} format |
title | the title of the object |
strength | strength of an individual |
dexterity | dexterity of an individual |
intelligence | how smart an individual is |
health | current health of an individual |
maxhealth | The top health a player can be |
constitution | The constitution of the player (tied to maxhealth) |
experience | Total global experience for this individual |
location | gets the current location string |
Format: | set( {param}, {attribute}, {value}); |
Desc: | Sets the attribute listed for the parameter given to the value indicated |
Example: | goto_if_less("end", 15, get("actor", "strength")); |
send_actor("The gods take pity on your and raise your strength slightly.\n"); | |
set("actor", "strength", 20); | |
end:
| |
Possible Attributes: |
name | the name of the object in {name}@{area} format |
title | the title of the object |
strength | strength of an individual |
dexterity | dexterity of an individual |
intelligence | how smart an individual is |
health | current health of an individual |
constitution | The constitution of the player (tied to maxhealth) |
experience | Total global experience for this individual |
Format: | destroy_this_obj(); |
Desc: | Destroys the object that the special is attached to, breaking out of the special |
Example: | send_actor("The ", get("this", "title"), " crumbles away in your hands!\n"); |
destroy_this_obj(); |
Format: | get_parent_name(); |
Desc: | Returns the name of the parent of this clone. If not a clone, returns nothing. |
Example: | goto_if_eq("fill", get_parent_name("primary"), "brasslantern@global"); |
goto_if_neq("end", get_parent_name("primary"), "brasslamp@global"); | |
fill: | |
send_holder("You fill the ", get("primary", "title"), " with the ", get("this", "title"), ".\n"); | |
set_a_counter("primary", "eachsecond", 10800); | |
destroy_this_obj(); | |
goto("end"); | |
end: |
Format: | is_individual({param}); |
Desc: | Detects if the MudObject in question is an individual object. Returns a 1 if individual, 0 if not |
Example: | goto_if_eq("ind", 1, is_individual("primary")); |
goto_if_eq("light", 1, is_itemflag_set("primary", "lightable")); | |
goto("end"); | |
light: | |
set_itemflag("primary", "lit"); | |
goto("end"); | |
ind: | |
damage_individual("primary", 25); | |
fight_player("primary"); | |
end: |
Format: | clone_object({objname}, {this|primary|secondary|inloc|actor|none}); |
Desc: | Creates a copy of the object and places it in the location specified by the second parameter. Inloc refers to placing the object in the room that the object the special is attached to resides in. |
Example: | send_actor("As you grab the rod, it turns to gold in your hands!\n"); |
clone_object("goldrod@global", "actor"); | |
destroy_this_obj(); |
Format: | add_status({param}, {status_string); |
Desc: | Marks an object with a particular status that will stay until removed or object reload. |
Example: | goto_if_eq("remove", has_status("actor", "protection"), 1); |
send_actor("You grip the shaft and feel protection surround you!\n"); | |
add_status("actor", "protection"); | |
goto("end"); | |
remove: | |
send_actor("You grip the shaft and feel protection drain from you!\n"); | |
remove_status("actor", "protection"); | |
end: |
Format: | remove_status({param}, {status_string); |
Desc: | Removes the mark on an object that indicates a particular status was set to that object |
Example: | goto_if_eq("remove", has_status("actor", "protection"), 1); |
send_actor("You grip the shaft and feel protection surround you!\n"); | |
add_status("actor", "protection"); | |
goto("end"); | |
remove: | |
send_actor("You grip the shaft and feel protection drain from you!\n"); | |
remove_status("actor", "protection"); | |
end: |
Format: | has_status({param}, {status_string); |
Desc: | Indicates whether an object is marked with a particular status or not |
Example: | goto_if_eq("remove", has_status("actor", "protection"), 1); |
send_actor("You grip the shaft and feel protection surround you!\n"); | |
add_status("actor", "protection"); | |
goto("end"); | |
remove: | |
send_actor("You grip the shaft and feel protection drain from you!\n"); | |
remove_status("actor", "protection"); | |
end: |
Format: | move_object({objname}, {param}); |
Desc: | Moves an object from its current location to another one |
Example: | goto_if_eq("notmove", has_status("actor", "enchanted"), 1); |
send_actor("The orb flies into your hands from nowhere!\n"); | |
move_object("glowingorb@global", "actor"); | |
goto("end"); | |
notmove: | |
send_actor("Nothing happens."); | |
end: |
Format: | object_exists({param}); |
Desc: | Checks to see if there is an object attached to a param or not |
Example: | |
In the works |
Format: | attach_special({param}, {specialname}); |
Desc: | Attaches the special indicated by the second parameter to the object indicated by the first parameter. |
Example: | |
In the works |
Format: | remove_special(); |
Desc: | Removes the special that is currently running from the object it is attached to |
Example: | |
In the works |
Format: | is_itemflag_set({param}, {flagname}); |
Desc: | Checks if the itemflag indicated by flagname is set or not. Returns 1 for set, 0 for not. |
Example: | |
In the works |
Format: | set_itemflag({param}, {flagname}); |
Desc: | Sets the itemflag indicated in parameter two on the object indicated in parameter one |
Example: | |
In the works |
Format: | clr_itemflag({param}, {flagname}); |
Desc: | Clears the itemflag indicated in parameter two on the object indicated in parameter one |
Example: | |
In the works |
Format: | ambush_individual({mobilename}, {targetname}); |
Desc: | Clones the mobile indicated in parameter one and places it in the room with targetname, attacking targetname |
Example: | |
In the works |
Format: | damage_individual({param}, {value}); |
Desc: | Damages the individual indicated by parameter one the amount indicated in parameter two. Kills them if they run out of health. |
Example: | |
In the works |
Format: | fight_player({param}); |
Desc: | Causes the individual in parameter one to start fighting the player running this special. |
Example: | |
In the works |
Format: | is_indflag_set({param}, {flagname}); |
Desc: | Checks to see if the individual flag is set on the object in parameter one for the flag in parameter two. Returns 1 for set, 0 for cleared. |
Example: | |
In the works |
Format: | set_indflag({param}, {flagname}); |
Desc: | Sets the individual flag indicated in parameter two on the object in parameter one. |
Example: | |
In the works |
Format: | clr_indflag({param}, {flagname}); |
Desc: | Clears the individual flag indicated in parameter two on the object in parameter one. |
Example: | |
In the works |
Format: | ind_holds({param}, {object name|object type}); |
Desc: | Indicates if a particular individual holds an object or certain type of object, such as a lit object. |
Example: | |
In the works | |
Possible Types: |
fire | Anything that is burning |
lit | Anything that is producing light, whether burning or glowing |
Format: | trans_player({locationname}); |
Desc: | Transports the player running this special to the location indicated |
Example: | |
In the works |
Format: | add_ability({param}, {abilityname}); |
Desc: | Adds an ability to the player indicated by the first parameter |
Example: | |
In the works |
Format: | remove_ability({param}, {abilityname}); |
Desc: | Removes an ability from the player indicated by the first parameter |
Example: | |
In the works |
Format: | has_ability({param}, {abilityname}); |
Desc: | Determines if the player indicated in parameter one has the ability indicated in parameter two. Returns 1 for the player has it, 0 for not |
Example: | |
In the works |
Format: | boot_off(); |
Desc: | Kicks the player off of the game. |
Example: | |
In the works |
Format: | award_quest({questname}); |
Desc: | Awards a quest indicated by questname to the player running the special, or the actor. |
Example: | |
In the works |
Format: | advance_experience({param}, {abilityname}, {success|failure}, {number}); |
Desc: | Awards experience points to the player indicated in parameter one to the ability listed in parameter two. The amount increased is influenced by the difficulty, specified in parameter four. It also is influenced by parameter three which awards higher experience for successfully using the ability. |
Example: | |
In the works |
Format: | push_prompt({param}, {promptname}, {promptstring}); |
Desc: | Pushes a prompt onto the player's prompt stack. This means that the player will see this prompt until you pop his prompt off the stack, at which time it will revert back to the old prompt. Promptname is what you will call it and can be any single-word name you want. Promptstring is what the player will see as their prompt. Don't forget to pop off the prompt or you will annoy some players. |
Example: | |
In the works |
Format: | pop_prompt({param}, {promptname}); |
Desc: | Pops a prompt off the player's prompt stack. This means that the prompt will be destroyed and the old prompt will once again be in place. Promptname is what you called the prompt when you pushed it on. |
Example: | |
In the works |
Format: | start_busy({param}); |
Desc: | Marks a player as busy until stop_busy is called. This means the player can't perform many actions as they are busy tying a knot, loading a bow, etc. |
Example: | |
In the works |
Format: | stop_busy({param}); |
Desc: | Clears a player so they are not marked as busy anymore and can resume normal actions. |
Example: | |
In the works |
Format: | decrement_number_of({param}, {number}); |
Desc: | Decreases the number of the merger indicated by the first parameter by the amount indicated in the second parameter. |
Example: | |
In the works |
Format: | increment_number_of({param}, {number}); |
Desc: | Increases the number of the merger indicated by the first parameter by the amount indicated in the second parameter. |
Example: | |
In the works |
Format: | get_number_of({param}); |
Desc: | Gets the number of the merger indicated by the first parameter. |
Example: | |
In the works |
Format: | get_door_state({param}); |
Desc: | Gets the door state as a string, either open, closed, locked, or mlocked. |
Example: | |
In the works |
Format: | set_door_state({param}, {open|closed|locked|mlocked}); |
Desc: | Sets the door state as a string, either open, closed, locked, or mlocked. Only with open can players traverse the door. |
Example: | |
In the works |
Format: | get_loc_by_dir({currentlocname@area}, {the_direction}); |
Desc: | Gets the location from the location in parameter one to the direction in parameter two. |
Example: | |
In the works |
Format: | display_loc({param}, {locname@area}); |
Desc: | Displays the location in parameter two to the player in parameter one. |
Example: | |
In the works |
Format: | decrement_counter(); |
Desc: | Decreases the counter value by one. The counter is a value that remains attached to that special on that object even after the special is done executing. |
Example: | |
In the works |
Format: | increment_counter(); |
Desc: | Increases the counter value by one. The counter is a value that remains attached to that special on that object even after the special is done executing. |
Example: | |
In the works |
Format: | get_counter({param}, {specialname|this}); |
Desc: | Gets the counter value from the special indicated in parameter two attached to the object in parameter one. If "this" is passed as parameter two, it uses the special that is running the code for the counter. |
Example: | |
In the works |
Format: | set_counter({param}, {specialname|this}, {value}); |
Desc: | Sets the counter value from the special indicated in parameter two attached to the object in parameter one. If "this" is passed as parameter two, it uses the special that is running the code for the counter. It sets the counter to the number in parameter three. |
Example: | |
In the works |
Format: | set_param({primary|secondary|this}, {name@area}); |
Desc: | Replaces the default setting of the passed in parameters (this, primary, secondary) indicated in parameter one with the object in parameter two. |
Example: | |
In the works |
Format: | get_store_int(); |
Desc: | Returns the storage integer which can be used to pass numbers out of this special execution for future executions. Much like the counter variable. |
Example: | |
In the works |
Format: | set_store_int({value}); |
Desc: | Sets the storage integer which can be used to pass numbers out of this special execution for future executions. Much like the counter variable. |
Example: | |
In the works |
Format: | get_target_str({value}); |
Desc: | Gets whatever is in the target string slot. Usually this is the player's input. |
Example: | |
In the works |
Format: | increment_number({value}, {offset}); |
Desc: | Adds the value in offset to the value in the first parameter and returns the result. |
Example: | |
In the works |
Format: | decrement_number({value}, {offset}); |
Desc: | Subtracts the value in offset to the value in the first parameter and returns the result. |
Example: | |
In the works |
Format: | get_random({maxnumber}); |
Desc: | Gets a random number between 0 and the maxnumber passed in. Returns the results. |
Example: | |
In the works |
Format: | select_rand_param({param}, {param}, {param}, ...); |
Desc: | Selects from an unlimited number of parameters one at random and returns it. |
Example: | |
In the works |
Format: | is_string_eq({string}, {string}, {string}, ...); |
Desc: | Is the first string equal to any of the unlimited number of following strings passed in. Returns 1 for equal, 0 for not equal. |
Example: | |
In the works |
Format: | test_for_success({abilityname}, {difficulty}); |
Desc: | Given an ability and the difficulty of the maneuver, returns a value between 0 and 100 on the measure of success the player had in performing the ability. |
Example: | |
In the works |
Format: | exit_tutorial(); |
Desc: | Exits a tutorial and places the player back into the tutorial chain, asking if they would like to use the next tutorial. Only works if the player is marked as being in a tutorial. This function will cause the special to exit. |
Example: | |
send_actor("The tutorial will be listed here soon!\n"); | |
exit_tutorial();
|