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| − | '''TRIGEDIT-ADVANCED''' | + | '''TRIGEDIT-ROOM-DROP''' |
| | [[Category:Help Files]] | | [[Category:Help Files]] |
| | + | [[Category:Building]] |
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| − | TRIGEDIT-ADVANCED
| + | Activated any time a character attempts to drop an item in this room. |
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| − | TRIGEDIT-ADVANCED
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| − | TRIGEDIT-ADVANCED
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| | + | If used with a return 0 the character will fail to drop anything. |
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| − | {cRWARNING: long and verbose (wordy){c0
| + | Numeric Arg : percent chance this trigger will be activated. |
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| | + | Argument : not used. |
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| − | To add life to the worlds circlemud uses something called scripts (or triggers).
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| − | There are three major types of game objects which can use scripts. These are
| + | Variables: |
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| − | mobiles (mobs), objects, and rooms (world objects). Examples of scripts in the
| + | %actor% - the character attempting to drop the object |
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| − | game are:
| + | %object% - the object the character is attempting to drop |
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| − | Cityguards screaming 'PROTECT THE INNOCENT! BANZAI! CHARGE!', (a mob script).
| + | Example: {cRTSTAT 56{c0 |
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| − | A portal that teleports players when they enter it (an object script).
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| − | A room that creates a new exit when a player pulls a lever (a room script).
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| − | Each game item (room, mobile, or object) can have a script. A script is composed
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| − | of one or more triggers, which work in collaboration to define complex actions
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| − | of the game object. A trigger is a definition of an event that the script watches
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| − | for, and list of commands to execute when that event occurs.
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| − | There are several different types of triggers. Each trigger type determines
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| − | when the trigger will be checked. For example, a mob speech trigger is checked
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| − | every time a character who is in the same room as the mob with the trigger uses
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| − | the 'say' command. A room enter trigger is checked every time a character
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| − | enters the room. There are two parts of the trigger used to determine if the
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| − | trigger's commands are executed when it is checked, the argument and numerical
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| − | argument (NArg). Some triggers use both; some may use only one of the two; and
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| − | some may use neither. The interpretation of these two fields is dependant on
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| − | the type, and is described in more detail on the webpage and in the help files.
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| − | When an event in the game occurs, each script in the room where the event
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| − | occurred is checked to see if there are any triggers which are supposed to
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| − | react to that event. A trigger currently running (such as from a 'wait'
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| − | command) is skipped. Only one trigger of each script will be run by a single
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| − | event. For example, if there are two triggers on a script, and both are the
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| − | same type with the same arguments, the second trigger will only be run if the
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| − | first one is already running.
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| − | Triggers can be of more than one type. For example, to simulate a cursed item,
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| − | a trigger on the object could be of types drop, give, and remove. A more common
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| − | combined trigger would have both random and global types, so the random trigger
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| − | would be checked even when the zone was empty. Combined triggers must have the
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| − | same argument and numerical argument.
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| − | The other component of a trigger is the command list. This is a series of
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| − | commands that are executed when the trigger is run. Commands are chosen from
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| − | two groups of commands, script specific commands and game commands. Script
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| − | specific commands are those commands that only the script interpreter can
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| − | recognize. These include flow control commands (such as if, elseif, else, end,
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| − | halt, wait, and return), and commands to manipulate variables (such as set,
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| − | eval, unset, and global). Game commands are those commands that a player could
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| − | issue from their command line as well as special commands added for mobiles,
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| − | objects, and rooms.
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Activated any time a character attempts to drop an item in this room.
If used with a return 0 the character will fail to drop anything.
Argument : not used.