Difference between revisions of "MUDL:Every corpse"

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(Created page with " __TOC__ = Overview = This MUDL function gets called each time a dead mobile is turned into a corpse. It is called after every_death occurs. This function is valid for the...")
 
(Command Syntax)
 
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<pre>
 
<pre>
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addproc <mobile> mudl
 +
setproc <mobile> ## every_corpse
 +
 
addproc room mudl
 
addproc room mudl
 
setproc room ## every_corpse
 
setproc room ## every_corpse
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setproc area ## every_corpse
 
setproc area ## every_corpse
 
</pre>
 
</pre>
 
  
 
= Global Variables =
 
= Global Variables =

Latest revision as of 15:49, 18 May 2017

Overview

This MUDL function gets called each time a dead mobile is turned into a corpse. It is called after every_death occurs. This function is valid for the mobile that is killed, the room, and the rea/


Command Syntax

addproc <mobile> mudl
setproc <mobile> ## every_corpse

addproc room mudl
setproc room ## every_corpse

addproc area mudl
setproc area ## every_corpse

Global Variables

The following global variables are available:

Name Type Description
 %a Character The character that performed the kill that created the corpse.
 %x Character The mobile that died to create the corpse.
 %o Object The new corpse object.
 %c Character The mobile that has the MUDL script is attached to or null if it's a room or area script.
 %room Room The room in the game where the kill occurred.
 %area Area The area (zone) in the game where the kill occurred.
 %parent Character or Room or Area The in-game element that the MUDL script is attached to. It will be identical to %c or %room or %area.
 %procedure_index Integer The index of the current MUDL procedure on the %parent variable.


Return Values

The return value from this function is ignored.


Triggered Scripts

Events are triggered in the following order:

  1. All every_death scripts are run prior to every_corpse.
  2. Every_corpse scripts are triggered on the mobile that died.
  3. Every_corpse scripts are triggered on the room.
  4. Every_corpse scripts are triggered on the area.


Examples

addproc <mobile> mudl

setproc <mobile> ## every_corpse
msg_room(room(%c), 'MOBILE CORPSE!'),
msg_room(room(%c), 'CORPSE 1! c = ' + name(%c)),
msg_room(room(%c), 'CORPSE 2! a = ' + name(%a)),
msg_room(room(%c), 'CORPSE 2! x = ' + name(%x)),
msg_room(room(%o), 'CORPSE 2! o = ' + name(%o)),
msg_room(room(%o), 'CORPSE 2! room = ' + name(%room)),
msg_room(room(%o), 'CORPSE 2! area = ' + name(%area)),
destroy(%o),
return(false)
@


setproc <mobile> ## PROC_ENABLED 1
compile


addproc <mobile> mudl

setproc <mobile> ## every_corpse
msg_room( room(%c), get_attr('death_msg') ),
make_obj( integer(get_attr('corpse_replacement_vnum') ), room(%c) ),
foreach(contents(%o), %9,
    teleport(%9, room(%c))
),
destroy(%o)


setproc <mobile> ## corpse_replacement_vnum 5077
setproc <mobile> ## death_msg
The slime becomes a lifeless puddle of goo.@


Notes

You can destroy the corpse by calling destroy(%o). This also destroys all objects in the corpse. In order to preserve the objects, see the 2nd example above which uses teleport() to put the items in the room before destroying the corpse.