MUDL:Intercept command
Contents
Overview
The MUDL intercept functions get called in the middle of processing a command. In most cases the game parses the command line and then calls the relevant intercept function with the pre-parsed data. In most cases this is easier to use than the corresponding on_command functions as the game is performing sanity checks so that the intercept function doesn't need to.
Command Syntax
addproc <room|mobile|object> mudl setproc <room|mobile|object> ## intercept_<command>_<arguments>
Global Variables
The following global variables are available:
Name | Type | Description |
---|---|---|
%a | Character | The character or mobile that initiated the command. |
%c | Character | The mobile that the MUDL script is attached to. This value is null if the script is attached to a room or object. |
%f | Integer | Procedure Flags used to track interaction between different procedures. |
%o | Object | The object that the MUDL script is attached to. This value is null if the script is attached to a room or mobile. |
%r | Room | The room that the MUDL script is attached to. This value is null if the script is attached to a mobile or object. |
%s | String array | The arguments following the command that have not been processed by the game. See the particular commands below for details on which arguments have been processed and which ones have been left in this array. |
%x | Character | The target of the current command. |
Return Values
The return value from intercept functions are ignored. To modify game behavior after the intercept function, you should manipulate the Procedure Flags using the %f global variable.
Intercept Commands
The following intercept commands have been implemented.
intercept_aggression_i
While not an actual command, this function allows you to intercept a mob before it aggressively attacks its target.
Variables
There are no local variables for this function. All actions are performed on %c (same as %a) and %x.
Triggered Scripts
The only interrupts that are run are the ones attached to the mobile that is getting ready to attack. When the script is called you are guaranteed that the mobile can see the target, the mobile is in a position where it is able to attack, and that %x is populated with the victim the game has selected to attack.
Example
addproc <mobile> mudl setproc <mobile> 0 intercept_aggression_i cmd(%c, 'say Normally I would be AGGRESSIVE!'), # Stop future processing of this command set(flag(%f, 'procedure-flags', 'overrode-command'), true), return(true) @ setproc <mobile> 0 PROC_ENABLED 1 compile
intercept_ask_bss
Variables
The following local variables are available:
Name | Type | Description |
---|---|---|
%1 | Boolean | TRUE if the player typed "ask mobile about". FALSE if the word "about" was omitted. |
%2 | String | Text spoken by the character. This may be different that what the player actually typed if the character is afflicted with a disease like donkeyitis that modifies speech. |
%3 | String | Text that will be heard by the mobile. This may be different from the %2 variable if the mobile is afflicted with a disease that modifies hearing. |
%s | String Array | The text contained in %3 broken into individual words. |
Triggered Scripts
The only interrupts that are run are the ones attached to the mobile being asked the question. When the script is called you are guaranteed that the player can see the mobile, the mobile is awake, and that %2, %3, and %s contain one or more words of text.
Example
addproc <mobile> mudl setproc <mobile> 0 intercept_ask_bss if ('quest' = %s[1], ( send_msgs_for_ask(%a, %c, %1, %2, %3), cmd(%c, 'say Yes I have a quest for you!'), set(flag(%f, 'procedure-flags', 'overrode-command'), true), return(true) )), return(false) @ setproc <mobile> 0 PROC_ENABLED 1 compile
intercept_cast_i
Variables
The following local variables are available:
Name | Type | Description |
---|---|---|
%1 | Integer | Numeric id of the spell that was cast. The spell_name function can be used to compare the id against the name of a specific spell you are looking for. |
%s | String Array | The arguments typed after the spell name. Note that these could be anything to allow the intercept command to process spells cast at abnormal targets (doors, objects, miscellaneous keywords, etc). |
Triggered Scripts
Interrupts are called on all room procedures and mobile procedures for all mobiles in the room. When the script is called you are guaranteed that the player is able to cast the spell and that a valid spell name was entered.
Example
addproc <mobile> mudl setproc <mobile> 0 intercept_cast_i # Is this a spell we care about? if (spell_name(%1) != 'fireball', ( # Wrong spell. return(false) )), # Is this targeted at us? if ((length(%s) < 1) OR !(char_in_room(%a, %s[1]) = %c), ( # Not targeting us. Use normal processing. return(false) )), send_msgs_for_cast(%a, %1), cmd(%c, 'say Your fire is no match for me!'), # Mark spell as successful - full mana drain. set(flag(%f, 'procedure-flags', 'success'), true), # Stop future processing of this command set(flag(%f, 'procedure-flags', 'overrode-command'), true), return(true) @ setproc <mobile> 0 PROC_ENABLED 1 compile
intercept_give_i
Variables
The following local variables are available:
Name | Type | Description |
---|---|---|
%1 | Integer | The number of gold coins being given to the mobile. |
Triggered Scripts
The only interrupts that are run are the ones attached to the mobile being given the coins. When the script is called you are guaranteed that the player can see the mobile and has enough gold coins to give.
Example
addproc <mobile> mudl setproc <mobile> 0 intercept_give_i # Let the give occur normally. perform_give(%a, %c, %1), if (%1 < 100, ( # Mob doesn't like this amount. cmd(%c, 'say Come on buddy, how can I survive on that?') )), # Stop future processing of this command set(flag(%f, 'procedure-flags', 'overrode-command'), true), return(true) @ setproc <mobile> 0 PROC_ENABLED 1 compile
intercept_give_o
Variables
The following local variables are available:
Name | Type | Description |
---|---|---|
%1 | Object | The object being given to the mobile. |
Triggered Scripts
The only interrupts that are run are the ones attached to the mobile being given the object. When the script is called you are guaranteed that the player can see the mobile and has enough gold coins to give.
Example
addproc <mobile> mudl setproc <mobile> 0 intercept_give_o # Let the give occur normally. perform_give(%a, %c, %1), if (value(%1) < 100, ( # Mob doesn't like this amount. cmd(%c, 'say Come on buddy, how can I survive on that?') )), # Stop future processing of this command set(flag(%f, 'procedure-flags', 'overrode-command'), true), return(true) @ setproc <mobile> 0 PROC_ENABLED 1 compile
intercept_play_ib
Variables
The following local variables are available:
Name | Type | Description |
---|---|---|
%1 | Integer | Numeric id of the song that was played. The spell_name function can be used to compare the id against the name of a specific song you are looking for. |
%2 | Boolean | FALSE if this is the original play/sing and TRUE if this is a replay/resing of the song. |
%s | String Array | The arguments typed after the song name. Note that these could be anything to allow the intercept command to process songs played at abnormal targets (doors, objects, miscellaneous keywords, etc). |
Triggered Scripts
Interrupts are called on all room procedures and mobile procedures for all mobiles in the room. When the script is called you are guaranteed that the player is able to play the song and that a valid song name was entered.
Example
addproc <mobile> mudl setproc <mobile> 0 intercept_play_ib if (spell_name(%1) != 'lion chorus', ( # Wrong song. return(false) )), if (false = %2, ( # Allow the initial play to run as normal. cmd(%a, 'play ~`lion chorus~` ' + concatenate(%s)) ), ( # Show the replay messages. send_msgs_for_play(%a, %1, %2) )), if (false = %2, ( cmd(%c, 'say What a lovely song.') ), ( cmd(%c, 'say It keeps getting better!') )), # Mark song as successful - full mana drain. set(flag(%f, 'procedure-flags', 'success'), true), # Stop future processing of this command set(flag(%f, 'procedure-flags', 'overrode-command'), true), return(true) @ setproc <mobile> 0 PROC_ENABLED 1 compile
intercept_sing_ib
Variables
The following local variables are available:
Name | Type | Description |
---|---|---|
%1 | Integer | Numeric id of the song that was sung. The spell_name function can be used to compare the id against the name of a specific song you are looking for. |
%2 | Boolean | FALSE if this is the original play/sing and TRUE if this is a replay/resing of the song. |
%s | String Array | The arguments typed after the song name. Note that these could be anything to allow the intercept command to process songs sung at abnormal targets (doors, objects, miscellaneous keywords, etc). |
Triggered Scripts
Interrupts are called on all room procedures and mobile procedures for all mobiles in the room. When the script is called you are guaranteed that the player is able to play the song and that a valid song name was entered.
Example
addproc template mudl setproc template 0 intercept_sing_ib if (spell_name(%1) != 'lion chorus', ( # Wrong song. return(false) )), if (false = %2, ( # Allow the initial sing to run as normal. cmd(%a, 'sing ~`lion chorus~` ' + concatenate(%s)) ), ( # Show the replay messages. send_msgs_for_play(%a, %1, %2) )), if (false = %2, ( cmd(%c, 'say What a lovely song.') ), ( cmd(%c, 'say It keeps getting better!') )), # Mark song as successful - full mana drain. set(flag(%f, 'procedure-flags', 'success'), true), # Stop future processing of this command set(flag(%f, 'procedure-flags', 'overrode-command'), true), return(true) @ setproc template 0 PROC_ENABLED 1 compile
intercept_tell_ss
Variables
The following local variables are available:
Name | Type | Description |
---|---|---|
%1 | String | Text spoken by the character. This may be different that what the player actually typed if the character is afflicted with a disease like donkeyitis that modifies speech. |
%2 | String | Text that will be heard by the mobile. This may be different from the %2 variable if the mobile is afflicted with a disease that modifies hearing. |
%s | String Array | The text contained in %3 broken into individual words. |
Triggered Scripts
The only interrupts that are run are the ones attached to the mobile receiving the tell. When the script is called you are guaranteed that the player can see the mobile, the mobile is awake, and that %2, %3, and %s contain one or more words of text.
Example
addproc <mobile> mudl setproc <mobile> 0 intercept_tell_ss # Allow normal processing. send_msgs_for_tell(%a, %c, %1, %2), if (room(%c) = room(%a), ( cmd(%c, 'say What are you trying to tell me?') ), ( cmd(%c, 'say Who said that?') )), # Stop future processing of this command set(flag(%f, 'procedure-flags', 'overrode-command'), true), return(true) @ setproc <mobile> 0 PROC_ENABLED 1 compile
intercept_whisper_ss
Variables
The following local variables are available:
Name | Type | Description |
---|---|---|
%1 | String | Text spoken by the character. This may be different that what the player actually typed if the character is afflicted with a disease like donkeyitis that modifies speech. |
%2 | String | Text that will be heard by the mobile. This may be different from the %2 variable if the mobile is afflicted with a disease that modifies hearing. |
%s | String Array | The text contained in %3 broken into individual words. |
Triggered Scripts
The only interrupts that are run are the ones attached to the mobile receiving the whisper. When the script is called you are guaranteed that the player can see the mobile, the mobile is awake, and that %2, %3, and %s contain one or more words of text.
Example
addproc <mobile> mudl setproc <mobile> 0 intercept_whisper_ss # Allow normal processing. send_msgs_for_whisper(%a, %c, %1, %2), cmd(%c, 'say Speak up! I can~`t hear you!'), # Stop future processing of this command set(flag(%f, 'procedure-flags', 'overrode-command'), true), return(true) @ setproc <mobile> 0 PROC_ENABLED 1 compile