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Mob programs are scripts written to instruct NPCs (Mobs) on how to interact
with players in an automated way.  These scripts are event based, reacting to
events in the MUD by the use of triggers.  (See: 'help mob triggers')

To specify that a script should be run when a certain event is triggered for a
certain mob, you use the 'mprogadd' command to add a trigger to a mob. (See:  
'help mprogadd')  You can also just type 'mprogadd' with no arguments to see
the syntax.

To see a list of triggers that are available, see:  'help mob triggers'

You can add existing scripts to any mob.  One script can be re-used by many
mobs if properly written.  They key is to try and not hard code anything
specific to one mob in a script.  The scripts are identified by vnums, just as
rooms, objects, and mobs are.  And also just like you can have both a room and
object by the same vnum, you can have a mob and a script/program by the same
vnum.

The mob program editor (mpedit) uses a different type of OnLine Creation (OLC)
than rooms, objects, or mobiles.  Instead of trapping you inside an inflexible
menu, when you enter mpedit, you are given a command interpreter that is no
different than the MUDs command interpreter aside from the fact that ithas
different commands.  (Once inside mpedit, type 'commands' for a list of mpedit
specific commands.)  While inside mpedit, your commands are first interpreted
by mpedit and then if there is no match they are sent to the MUD main command
interpreter.  This allows you to continue carrying on a conversation with
someone while still working inside mpedit.

To write code for a mob program you will need to understand the language.  
Basically a MUD script can call regular MUD commands (say, emote, socials, etc)
and there are also special 'mob commands' available. (See: 'help mob
commands')  Mob programs also have some logic flow control methods available so
that you can have your mob program make decisions based on whatever criteria
you like.  For example the mob can decide to greet an aiel differently than a
seafolk or greet higher ranked guild members differently than lower ranked
ones.  To see a tutorial on how this 'logic' works, see:  'help mob logic'.  
For a list of 'functions' available to make decisions on, see: 'help mop
functions'.

Inside the code, there are ways to refer to different 'actors'.  For example,
the player who triggered the script vs other players in the room vs the mob
himself.  To see a list of these 'act' codes, see:  'help mob act codes'


Remember that each script can be used by more than one mob, and each mob can
use multiple scripts and have multiple triggers.  You can have triggers that
greet people for entering a room, or triggers that stop people from leaving.  
You can have triggers that react when people say certain keywords, etc.



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