Category:Mobile Procedures

From SlothMUD Wiki
Revision as of 18:42, 29 November 2016 by Teker (Talk | contribs) (Created page with "This page contains a list of special procedure functions that can be assigned to mobiles. Most mobile procedures will accept the following KVP values as part of their configu...")

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

This page contains a list of special procedure functions that can be assigned to mobiles. Most mobile procedures will accept the following KVP values as part of their configuration.

Key Default Description
PROC_PERC 100% A value from 1-100 indicating what percent of the time the procedure will activate.
PROC_SECTOR_TYPE All Sectors An integer value that represents the one sector type that will allow the procedure to activate.
PROC_ZONE Any Zone An integer value of the zone virtual number that the mobile has to be in for the procedure to activate.
PROC_ROOM_RANGE Any Rooms An integer range (two integers separated by a single colon (:)) that contains the room virtual numbers that the mobile has to be in for the procedure to activate.
PROC_PREV_DONT_CALL False (Run Always) A boolean value indicating if this procedure should be skipped if a previous procedure ran successfully.
PROC_ROUND_DELAY 0 The number of combat round the mobile must wait before activating this procedure.
PROC_ROUND_COUNTER 0 A temporary value containing the current number of rounds the mobile must wait before activating this procedure. This value is decremented each round until it reaches zero. Once it the procedure is called successfully, this value is reset to PROC_ROUND_DELAY.
PROC_DONT_CONTINUE False If True, and this procedure runs successfully, it will stop all later procedures from activating during the current combat round or event.
PROC_PLYR_LEVEL All levels An integer range containing the prime levels of the current player actor required to activate this procedure.
PROC_PLYR_GOLD Any amount An integer range containing the amount of gold that must be carried by the current player actor for this procedure to activate.
PROC_PLYR_ALIGN Any alignment An integer range containing the alignment the current player actor must have for this procedure to activate.
PROC_PLYR_HP Any amount An integer range containing the current hit points the current player actor must have for this procedure to activate.
PROC_MOB_LEVEL Any levels An integer range that contains the mob level required for the procedure to activate. Do not use unless the mobile changes its level - otherwise it does not make sense to use.
PROC_MOB_GOLD Any amount of gold An integer range that contains the amount of gold the mobile must be carrying for the procedure to activate.
PROC_MOB_ALIGN All alignments An integer range that contains the alignment values the mobile must have for the procedure to activate.
PROC_MOB_HP Any amount An integer range that contains the hit point values that the mobile must have for the procedure to activate.
PROC_MOB_POSITION Any position An integer list (numbers separated by a single colon (:)) containing the possible positions the mobile must be in for the procedure to activate.
PROC_MOB_AGGRESSIVE False (Not aggressive) A boolean value indicating whether the procedure should activate when an aggressive mobile first attacks its player target. If this value is false, the mobile will perform a normal "hit" against the player. If this value is true, the procedure will activate, allowing the builder to provide a special attack. Currently this value affects the following procedures: kvp_cleric, kvp_warrior, kvp_caster, kvp_monk, and MUDL via the intercept_aggression_i function.

Pages in category "Mobile Procedures"

The following 5 pages are in this category, out of 5 total.