CHARACTER VARIABLES
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For details on how to use variables, please see the schelp for VARIABLES.
Character variables are as follows:
name The character's name.
inventory The first object in the characters inventory
alias A mob's alias list, returns nothing if PC
casting 1/0 (true/false if the character is casting a spell)
idnum Database idnum of character
level The character's current level.
gold The amount of gold on hand.
align The characters alignmen.
clan The characters clan, returns as "no_clan" if not a clan
member.
clanrank Numeric value of the characters clan rank.
clanrankname Name of the characters clan rank.
remorts Number of times character has remorted.
next_in_room Detailed in RECALL DEVICES
sex The character's sex, as a string (MALE, FEMALE, or NEUTRAL).
himher returns "him" if actor is male, or "her" if actor is female.
hisher returns "his" if actor is male, or "her" if actor is female.
heshe returns "he" if actor is male, or "she" if actor is female.
canbeseen In mob scripts only, returns 1 if the mob can see the actor,
returns 0 if it cannot.
class The character's class, as a string.
race The character's race, as a string.
vnum The character's virtual number. -1 for PCs.
sound The character has MSP sound turned on.
str The character's strength
stradd The character's "stradd".
dex The character's dexterity.
con The character's constitution.
int The character's intelligence.
wis The character's wisdom.
cha The character's charisma.
hp The character's current hit points
maxhp The character's max hit points
move The character's current moves
maxmove The character's max moves
mana The character's current mana
maxmana The character's max mana
psp The character's current PSP's
maxpsp The character's max PSP's
room The vnum of the room the character is in.
master The person the character is following, or 0.
hometown Name of the character's hometown.
pos The position the character is in:
Dead
Mortally wounded
Incapacitated
Stunned
Sleeping
Resting
Sitting
Fighting
Standing
inroom This returns a pointer to the room the character is in.
The intended use for this variable is to assign it to
another variable and reference the new variable.
For example:
set myroom %actor.inroom%
if (%myroom.dark%)
...
end
eq(position) This is a new concept as well as inroom. If you want
to see if someone is wearing armor, you would do
something like this:
set armor %actor.eq(body)%
if (%armor%)
echo %actor.name% is wearing %body.shortdesc%.
else
echo %actor.name% is nekked.
end
Valid positions are: finger, neck, body, head, face,
ear, legs, feet, hands, arms, shield, about, waist,
wrist.
To access the second finger position or wield and hold
you must use the number that represents that wear
position. The chart is as follows:
Position Number
====================
LIGHT 0
FINGER_R 1
FINGER_L 2
NECK_1 3
NECK_2 4
BODY 5
HEAD 6
FACE 7
EAR_R 8
EAR_L 9
LEGS 10
FEET 11
HANDS 12
ARMS 13
SHIELD 14
ABOUT 15
WAIST 16
WRIST_R 17
WRIST_L 18
WIELD 19
HOLD 20
fighting Returns a pointer to who the character is fighting, so
you can then treat it as another character.
Example:
set victim %actor.fighting%
if (%victim%)
pthb %victim%
end
Some variables are used to CHANGE the value of a character, for example
a line in a script that simply has:
%actor.set.mana(10)%
will modify that characters mana to be 10. Valid variables are:
set.hp
set.mana
set.psp
set.move
set.align
set.pos
set.align
(negative numbers can be used for these to subtract)
add.mana
add.psp
add.move
add.align
add.drunk
add.thirsty
add.full
add.quest_points
These are going to be phased out.
room.name The name of the room the character is in.
room.godrooom The room has a godroom flag
room.dark The room has a dark flag
room.death The room has a death flag
room.nomob The room has a nomob flag
room.indoors The room has a indoors flag
room.peaceful The room has a peaceful flag
room.soundproof The room has a soundproof flag
room.notrack The room has a notrack flag
room.nomagic The room has a nomagic flag
room.house The room has a house flag
room.norecall The room has a recall flag
room.nosummon The room has a nosummon flag
room.crimeok The room has a crimeok flag
room.store The room has a store flag
resist(resist name)
Valid values for "resist name" are below
fire cold elec energy
blunt pierce slash acid
poison drain sleep charm
hold non_magic radiation sun
earth water psychic sonic
disease holy shadow wind
moon
See also: VARIABLES, ROOM VARIABLES, OBJECT VARIABLES, SPECIAL VARIABLES