Daleken 1.10
--
This file contains a list of all functions/variables used in MudPrograms.
Simple Variables:
/---------------+-----------------------------+-----------------------------\
|variable | mobile actor victim random | object 2nd_object |
+---------------+-----------------------------+-----------------------------+
| name | $i $n $t $r | $o $p |
|shrt_desc/title| $I $N $T $R | $O $P |
|he/she/it | $j $e $E $J | -- -- '$'symbol=$$ |
|him/her/it | $l $m $M $L | -- -- |
|his/hers/its | $k $s $S $K | -- -- |
|a/an | -- -- -- -- | $a $A |
`^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^'
Mathematical Operators:
+ - plus - - minus
* - times / - divided by
% - modulo ^ - exclusive OR
== - is equal to != - is not equal to
> - is greater than < - is less than
>= - is greater than or equal to <= - is less than or equal to
& - binary AND | - binary OR
<< - binary left shift >> - binary right shift
! - logical NOT* ~ - binary NOT*
* - these operators apply to the number to the right only.
Program Types (A - all, M - mob, R - room, O - object, C - container)
Type Arg ? Triggered...
-----------------------------------------------------------------------------
ACT_PROG string (A) any message going through act()
SPEECH_PROG string (A) when the words are said
RAND_PROG percentage (A) random occasion
GREET_PROG percentage (A) when character enters the room
ALL_GREET_PROG percentage (A) ""
SUB_PROG percentage (M) by another program/mob
TIME_PROG hours (A) on the hours specified
REPOP_PROG percentage (M) when the mobile is created
LOOK_PROG percentage (A) when the thing is looked at
FIGHT_PROG percentage (M) when the mobile is fighting
DEATH_PROG percentage (M) just after the mob dies
HITPRCNT_PROG percentage (M) when the mob reaches that %age of its hps
ENTRY_PROG percentage (M) when the mob walks into a room
GIVE_PROG obj name/vnum (M) when given the specified item
BRIBE_PROG amount (M) when given the named amount of gold
ATTACK_PROG percentage (M) when attacked
DELAY_PROG percentage (M) when timed out of an imposed delay
WEAR_PROG percentage (O) being put on
REMOVE_PROG percentage (O) taken off
SAC_PROG percentage (O) before being sacrificed
EXAMINE_PROG percentage (C) when looked into
USE_PROG percentage (O?) when used, scrolls potions etc...
GET_PROG percentage (O) when picked up
DROP_PROG percentage (O) when dropped
DAMAGE_PROG percentage (O) damaged
REPAIR_PROG percentage (O) repaired
OPEN_PROG percentage (C) opened
CLOSE_PROG percentage (C) closed
SLEEP_PROG percentage (R) when someone sleeps
REST_PROG percentage (R) when someone rests
LEAVE_PROG percentage (R) just before someone leaves
-----------------------------------------------------------------------------
Functions:
Argument types:
character - the name or '$' code referring to a character.
pc - a player character
npc - a non-player character
object - the name or '$' code referring to an object.
string - a variable name (the value is substituted)
- a quoted string (normal substitution applies)
- a string function
# Function Args Description
-----------------------------------------------------------------------------
exist '$' code true if the char/obj for that code exists
rand - a random number 1-100
rand x a random number 1-x
rand x,y a random number x-y
dice x,y X lots of a Y sided dice added
time - The current time
mobinarea - number of mobiles in the area
mobinroom - number of mobiles in the room
playerinarea - number of players in the area
playerinroom - number of players in the room
timeskilled npc number of times the npc has been killed
isexit direction is there is an exit in that dir
isclear direction if it's clear to walk in that dir
islocked direction if the door is locked
findchar string find if the named character can be found
findobj string if the named object can be found
findobj char,string if the named object can be found on named char
ispc char if they are a player
isgood, isevil char true/false if good (>350) or evil(<-350)
isimmort char sufficient trust (npc means false)
ischarmed char affected by charm
isflying char has wings/fly affect
hitprcnt char returns their hit point percentage
inroom char vnum of the room they are in
sex char integer value of their sex
position char integer value of their position
level char easy!
waitstate char how long until they can do something again
class,race char integer value for their class/race
goldamt char how much gold they carry
isopen npc if they are an open shop
isoutlaw pc if they have stolen/killed etc..
hp,maxhp,move,maxmove
char their current or maximum stats
mana<sphere>,maxmana<sphere>,magic<sphere>
char current/maximum stats in mana and magic
str,int,wis,dex,con
char current stats in strength etc...
getskill char,skill their skill percentage in that skill
getsuccess char,skill if they pass the test for the skill
isfight char if they are fighting
isfight char1,char2 if char1 is fighting char2
cansee char1,char2 if char1 can see char2
isfollow char1,char2 if char1 follows char2
isaffected char,affectname if char is affected by the affect
bodypart char,part if char has the named bodypart
variable char,varname the integer value of the named variable for ch
objtype object the integer value for the object type
objval object,num the value specified
vnum char/obj the vnum of the char/object
isvar varname if the named exists as a variable
strcmp str1,str2 if the strings are the same
strprefix str1,str2 if the str1 is prefix to str2
strinfix str1,str2 if str1 is contained within str2
strkey str1,str2 if str1 is a keyword for str2
strlen str the length of the string
speclookup,slookup,racelookup
spec/skill/race the integer value of the named
<???> bitvalues using the bit.c tables, the integer value
obtained using the mapping named
--- String functions:
name char/obj the name of the char/obj
table table,int the string name taken from a constant table
class, race, skill, spec or bitvalue table
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Commands: (Just a listing, read other documents for details)
-----------------------------------------------------------------------------
ASOUND AT BREAK (!) BURROW
CAST OPENPASSAGE CLOSEPASSAGE DAMAGE
DELAY SET UNSET / DELETE DREAM
ECHO ECHOAROUND ECHOAT FORCE
QFORCE GOTO JUNK KILL
MLOAD OLOAD OSETVAL PEACE
PURGE TRANSFER TRIGGER
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