Difference between revisions of "TRIGEDIT-VARIABLES-CHARACTERS HAS ITEM CHAR-VAR TRIGEDIT-CHAR-VAR ACTOR.INV ACTOR.INV ACTOR.ALIGN ACTOR.EQ ACTOR.ID ACTOR.ID ACTOR.VNUM ACTOR.VNUM ACTOR.NAME IS PC IS PC ACTOR MASTER VICTIM SELF SELF MOBVARS MOB-VARS"
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'''TRIGEDIT-VARIABLES-CHARACTERS HAS_ITEM CHAR-VAR TRIGEDIT-CHAR-VAR ACTOR.INV ACTOR.INV ACTOR.ALIGN ACTOR.EQ ACTOR.ID ACTOR.ID ACTOR.VNUM ACTOR.VNUM ACTOR.NAME IS_PC IS_PC ACTOR MASTER VICTIM SELF SELF MOBVARS MOB-VARS ''' | '''TRIGEDIT-VARIABLES-CHARACTERS HAS_ITEM CHAR-VAR TRIGEDIT-CHAR-VAR ACTOR.INV ACTOR.INV ACTOR.ALIGN ACTOR.EQ ACTOR.ID ACTOR.ID ACTOR.VNUM ACTOR.VNUM ACTOR.NAME IS_PC IS_PC ACTOR MASTER VICTIM SELF SELF MOBVARS MOB-VARS ''' | ||
[[Category:Help Files]] | [[Category:Help Files]] | ||
+ | [[Category:Building]] | ||
TRIGEDIT-VARIABLES-CHARACTERS HAS_ITEM CHAR-VAR TRIGEDIT-CHAR-VAR ACTOR.INV %ACTOR.INV% %ACTOR.ALIGN% %ACTOR.EQ% %ACTOR.ID% ACTOR.ID ACTOR.VNUM %ACTOR.VNUM% %ACTOR.NAME% IS_PC %IS_PC% %ACTOR% MASTER %VICTIM% SELF %SELF% MOBVARS MOB-VARS | TRIGEDIT-VARIABLES-CHARACTERS HAS_ITEM CHAR-VAR TRIGEDIT-CHAR-VAR ACTOR.INV %ACTOR.INV% %ACTOR.ALIGN% %ACTOR.EQ% %ACTOR.ID% ACTOR.ID ACTOR.VNUM %ACTOR.VNUM% %ACTOR.NAME% IS_PC %IS_PC% %ACTOR% MASTER %VICTIM% SELF %SELF% MOBVARS MOB-VARS |
Latest revision as of 14:29, 14 July 2017
TRIGEDIT-VARIABLES-CHARACTERS HAS_ITEM CHAR-VAR TRIGEDIT-CHAR-VAR ACTOR.INV ACTOR.INV ACTOR.ALIGN ACTOR.EQ ACTOR.ID ACTOR.ID ACTOR.VNUM ACTOR.VNUM ACTOR.NAME IS_PC IS_PC ACTOR MASTER VICTIM SELF SELF MOBVARS MOB-VARS
TRIGEDIT-VARIABLES-CHARACTERS HAS_ITEM CHAR-VAR TRIGEDIT-CHAR-VAR ACTOR.INV %ACTOR.INV% %ACTOR.ALIGN% %ACTOR.EQ% %ACTOR.ID% ACTOR.ID ACTOR.VNUM %ACTOR.VNUM% %ACTOR.NAME% IS_PC %IS_PC% %ACTOR% MASTER %VICTIM% SELF %SELF% MOBVARS MOB-VARS
TRIGEDIT-VARIABLES-CHARACTERS HAS_ITEM CHAR-VAR TRIGEDIT-CHAR-VAR ACTOR.INV %ACTOR.INV% %ACTOR.ALIGN% %ACTOR.EQ% %ACTOR.ID% ACTOR.ID ACTOR.VNUM %ACTOR.VNUM% %ACTOR.NAME% IS_PC %IS_PC% %ACTOR% MASTER %VICTIM% SELF %SELF% MOBVARS MOB-VARS
TRIGEDIT-VARIABLES-CHARACTERS HAS_ITEM CHAR-VAR TRIGEDIT-CHAR-VAR ACTOR.INV %ACTOR.INV% %ACTOR.ALIGN% %ACTOR.EQ% %ACTOR.ID% ACTOR.ID ACTOR.VNUM %ACTOR.VNUM% %ACTOR.NAME% IS_PC %IS_PC% %ACTOR% MASTER %VICTIM% SELF %SELF% MOBVARS MOB-VARS
When using field - The variable returns:
alias - The list of aliases of the mob or the player name.
align - The numeric alignment of the actor.
affect() - Checks the actor for the affect in the subfield
canbeseen - True if the actor can be seen by the mob (always true
for non-mob triggers).
cha - The actor's charisma.
class - The actor's class, as a string.
con - The actor's constitution.
dex - The actor's dexterity.
exp() - %actor.exp% returns the actor's XP. Using the subfield it
can be modified up to 1000 Xp. %actor.exp(20)% gives actor
20 XP. The subfield can be negative.
eq() - This will return the identifier (id) for the object
equipped in position, if any. The specified position may be
either a position number (0-18) or the name of the location.
* checks all positions. {cRHELP POSITIONS{c0
fighting - The unique id of the mob fighting the actor.
follower(name) - The follower of the actor (as an id) with name supplied.
gold() - %actor.gold% returns the amount of gold on the actor. This
amount can be changed by the subfield. %actor.gold(20)%
gives the actor 20 gold. The subfield can be negative.
has_item() - Checks if the actor has a object (inventory, equipped and in
containers) by subfield name/var/vnum.
heshe - Returns the correct pronoun (he/she/it).
himher - Returns the correct pronoun (him/her/it).
hisher - Returns the correct pronoun (his/her/its).
hitp - The current hit points of the actor.
id - The unique id of the actor.
int - The actor's intelligence.
inventory() - Returns the id of the first item in the actors inventory or
the id of the first object with vnum in the subfield. If
the character doesn't have the item, an empty string is
returned. %actor.inventory(1300)%. * checks for any inv.
{cRTSTAT 19537{c0.
is_killer(on/off) - If the ()'s are omitted, return value is whether or not the
actor is marked as a Player killer. If the ()'s are
omitted, return value is whether or not the character is
marked as a killer. Can be set on or off with:
nop %actor.is_killer(on)%
is_pc - Checks if the actor is a player. Useful when you want a
trigger to fire on players and not mobs.
is_thief(on/off) - If the ()'s are omitted, return value is whether or not the
actor is marked as a Player Thief.
level - The actor's current level.
mana - The current mana points of the actor.
master - The master of the actor (as an id), or an empty return.
maxhitp - The maximum hit points of the actor.
maxmana - The maximum mana points of the actor.
maxmove - The maximum movement points of the actor.
move - The movement points of the actor.
name - The actor's name (the short description for mobs).
next_in_room - The next actor in the room as a variable (id) nice to
use for loops, or an empty return.
prac() - The actor's number of practices. Subfield modifies.
race - The actor's race, as a string. (not used in stock Circle)
room - The room the actor is in as a room variable.
sex - The actor's sex, as a string: MALE, FEMALE, or NEUTRAL.
skill() - The percentage of learnedness in the skill subfield.
str - The actor's strength.
stradd - The actor's strength addition (if str is 18).
title() - The actor's title. Subfield sets. Not used for mobs.
varexists() - Returns 1 if global variable in subfield exists, 0 if not.
Useful when dealing with remote vars on players.
vnum - The actor's virtual number.
weight - The actor's weight.
wis - The actor's wisdom.
<global> - If the specified field is not a recognized one, the
actor's script global list is searched for a matching
global name. If found, its value will be returned. This
can is also used to get values of vars set on players;
if %actor.varexists(testvar)%
set testvar %actor.testvar%
end
* and then later in the script write it back:
remote testvar %actor.id%
Example: {cRTSTAT 27{c0