This test trigger will, if the mob it's attached to is given any object,
except a dwarven shortsword (vnum 4101), make the mob slap the person giving the
item, and hit the player for 10 hit points - without starting a fight.
Trigger Intended Assignment: Mobiles
Trigger Type: Receive , Numeric Arg: 100, Arg list: None
Commands:
if (%object.vnum% != 4101)
say I don't want that crap!
slap %actor.name%
%damage% %actor% 10
give %object.name% %actor.name%
end
This test trigger will, if the mob it's attached to is given an object with
the name (alias) 'bar gold', make the mob open an exit for the immortal board
room, and 10 seconds later close it again. This can be made to check for
existing values, so it doesn't remove a valid exit.
Trigger Intended Assignment: Mobiles
Trigger Type: Receive , Numeric Arg: 100, Arg list: None
Commands:
eval number %self.room%
if (%object.name% == bar gold)
say Thank you, %actor.name%
%door% %number% north room 1204
%door% %number% north description A large set of double doors.
%door% %number% north flags a
%door% %number% north name door doors
say you may leave by going north - but hurry, the portal is hard to hold open.
wait 10 s
%door% %number% north purge
end
This trigger sends the message to all non-sleeping chars present.
Trigger Intended Assignment: Mobiles
Trigger Type: Receive , Numeric Arg: 100, Arg list: None
Commands:
%echo% A hush goes through the gathered people as %actor.name% give %object.name% to %self.name%
This example will, if the mobile is handed a 'knotted rope' (Note: this is the object alias)
give back a 'saber' as a reward.
Trigger Intended Assignment: Mobiles
Trigger Type: Receive , Numeric Arg: 100, Arg list: None
Commands:
*** Example by Gatia ***
if (%object.name% == knotted rope)
wait 1 sec
say GOOD! I GOT IT!
%load% obj 5708
say here is your reward...
wait 1 sec
give saber %actor.name%
end
In the example below, %send% is used, as it often is, in conjuction with %echoaround% to
send messages to the char, and another message to the rest of the room.
Trigger Intended Assignment: Mobiles
Trigger Type: Greet , Numeric Arg: 100, Arg list: None
Commands:
*** Example by Walter ***
wait 2 sec
%force% %actor% kill zombie
wait 2 sec
%force% %actor% Shout HELP, i am being attacked by a zombie.
wait 5 sec
say HAHAHA.. No one out smarts the undead.
wait 2 sec
%send% %actor% Your life seems to have been sucked away by the zombie.
%echoaround% %actor% %actor.name% seems to have had his life sucked away by the zombie.
wait 2 sec
%send% %actor% You fight helplessly against the zombie.
%echoaround% %actor% %actor.name% fights helplessly against the zombie.
wait 10 sec
%send% %actor% You feel your soul withering.
%echoaround% %actor% You hear another soul die at heart.
This trigger will teleport anyone saying 'help me' to room 1204.
Trigger Intended Assignment: Mobiles
Trigger Type: Speech , Numeric Arg: 1, Arg list: help me
Commands:
*** Example by Gatia ***
if %speech%==help me
wait 1 sec
say okies, I shall help you!
wait 2 sec
em begins chanting...
%teleport% %actor% 1204
%force% %actor% look
end
The object in the mob's inventory specified is removed from the game. 'Mjunk
all' removes all of the objects in the mob's inventory. No message is sent by
this command.
The trigger below is pretty self explanatory. If the player doesn't get out within the 8 seconds of waiting time, he's dead meat.
Trigger Intended Assignment: Mobiles
Trigger Type: Greet-All , Numeric Arg: 100, Arg list: None
Commands:
*** Example by Gatia ***
if (%actor.vnum% == -1)
wait 2 sec
say Welcome to my parlor said the spider to the fly!
wait 2 sec
say of course, that spider is a friend of mine!
wait 2 sec
cackle
wait 2 sec
mkill %actor%
end
The victim is placed into this mobile's memory list. The next time the victim is seen by the mobile, the mobile will perform command if set, or execute the
memory trigger if no command was provided. When the command is carried out or the script executed, the victim is forgotten.
NOTE: Any mob using the mremeber command MUST
have a MEMORY trigger attached.
It doesn't matter if the Memory trigger is never called (i.e. Narg
0).
This command causes the executing mob to transform into another mob, based on
the vnum argument supplied. The hit points, max hit points, position, gold, and
experience value will remain those of the original mob but all other statistics
and descriptions will be those of the new mob. (The new mob can be made to have
all of its normal statistics by using a negative vnum.) The transformation is
permanent, tho additional transformations may be performed. No message regarding
the transformation is sent to the room. The new mobile will have the same script
as the originating mobile, rather than any script normally assigned to the new
mobile, and no load trigger will be executed.