|
|
| Line 1: |
Line 1: |
| − | '''TRIGEDIT-ADVANCED''' | + | '''MAININDEX''' |
| | [[Category:Help Files]] | | [[Category:Help Files]] |
| − | [[Category:Building]]
| |
| | | | |
| − | {cRWARNING: long and verbose (wordy){c0 | + | {| class="wikitable" |
| | + | !style="text-align:left;"| MAININDEX |
| | + | ! |
| | + | |- |
| | + | | |
| | + | *[[BUILDINGINDEX]] |
| | + | *[[COMBATINDEX]] |
| | + | *[[COMMUNICATIONINDEX]] |
| | + | *[[FEATUREINDEX]] |
| | + | *[[INFORMATIONINDEX]] |
| | + | *[[MISCELLANEOUSINDEX]] |
| | + | *[[MOVEMENTINDEX]] |
| | + | || |
| | + | *[[OBJECTSINDEX|OBJECTS]] |
| | + | *[[SKILLS AND SPELLS]] |
| | + | : - [[SKILLSINDEX|Skills]] |
| | + | : - [[SPELLSINDEX|Spells]] |
| | + | : - [[SUBSKILLSINDEX|Subskills]] |
| | + | *[[UTILITYINDEX]] |
| | + | *[[WIZARDS]] |
| | + | |} |
| | | | |
| | + | More detailed SUBINDEX LISTS are available by typing HELP <heading> |
| | | | |
| − | | + | (for instance HELP [[COMBAT]] or HELP [[CLANS]]) |
| − | To add life to the worlds circlemud uses something called scripts (or triggers).
| |
| − | | |
| − | There are three major types of game objects which can use scripts. These are
| |
| − | | |
| − | mobiles (mobs), objects, and rooms (world objects). Examples of scripts in the
| |
| − | | |
| − | game are:
| |
| − | | |
| − | | |
| − | | |
| − | Cityguards screaming 'PROTECT THE INNOCENT! BANZAI! CHARGE!', (a mob script).
| |
| − | | |
| − | A portal that teleports players when they enter it (an object script).
| |
| − | | |
| − | A room that creates a new exit when a player pulls a lever (a room script).
| |
| − | | |
| − | | |
| − | | |
| − | Each game item (room, mobile, or object) can have a script. A script is composed
| |
| − | | |
| − | of one or more triggers, which work in collaboration to define complex actions
| |
| − | | |
| − | of the game object. A trigger is a definition of an event that the script watches
| |
| − | | |
| − | for, and list of commands to execute when that event occurs.
| |
| − | | |
| − | | |
| − | | |
| − | There are several different types of triggers. Each trigger type determines
| |
| − | | |
| − | when the trigger will be checked. For example, a mob speech trigger is checked
| |
| − | | |
| − | every time a character who is in the same room as the mob with the trigger uses
| |
| − | | |
| − | the 'say' command. A room enter trigger is checked every time a character
| |
| − | | |
| − | enters the room. There are two parts of the trigger used to determine if the
| |
| − | | |
| − | trigger's commands are executed when it is checked, the argument and numerical
| |
| − | | |
| − | argument (NArg). Some triggers use both; some may use only one of the two; and
| |
| − | | |
| − | some may use neither. The interpretation of these two fields is dependant on
| |
| − | | |
| − | the type, and is described in more detail on the webpage and in the help files.
| |
| − | | |
| − | | |
| − | | |
| − | When an event in the game occurs, each script in the room where the event
| |
| − | | |
| − | occurred is checked to see if there are any triggers which are supposed to
| |
| − | | |
| − | react to that event. A trigger currently running (such as from a 'wait'
| |
| − | | |
| − | command) is skipped. Only one trigger of each script will be run by a single
| |
| − | | |
| − | event. For example, if there are two triggers on a script, and both are the
| |
| − | | |
| − | same type with the same arguments, the second trigger will only be run if the
| |
| − | | |
| − | first one is already running.
| |
| − | | |
| − | | |
| − | | |
| − | Triggers can be of more than one type. For example, to simulate a cursed item,
| |
| − | | |
| − | a trigger on the object could be of types drop, give, and remove. A more common
| |
| − | | |
| − | combined trigger would have both random and global types, so the random trigger
| |
| − | | |
| − | would be checked even when the zone was empty. Combined triggers must have the
| |
| − | | |
| − | same argument and numerical argument.
| |
| − | | |
| − | | |
| − | | |
| − | The other component of a trigger is the command list. This is a series of
| |
| − | | |
| − | commands that are executed when the trigger is run. Commands are chosen from
| |
| − | | |
| − | two groups of commands, script specific commands and game commands. Script
| |
| − | | |
| − | specific commands are those commands that only the script interpreter can
| |
| − | | |
| − | recognize. These include flow control commands (such as if, elseif, else, end,
| |
| − | | |
| − | halt, wait, and return), and commands to manipulate variables (such as set,
| |
| − | | |
| − | eval, unset, and global). Game commands are those commands that a player could
| |
| − | | |
| − | issue from their command line as well as special commands added for mobiles,
| |
| − | | |
| − | objects, and rooms.
| |