- not a trigger type by itself; used in conjunction with
Random, Load. While Random
triggers only trigger if players are in the zone, Global+Random
triggers can trigger regardless.
Argument : not used.
NArg : not used.
Return value : none.
Variables : none.
- no specific event needs to occur for this trigger to be
activated. Every 13 seconds , this trigger has a chance to run.
If global is not specified, it will only run
if a player is in the room.
Argument : not used.
NArg : 0 - 100: the percentage change this trigger
will run when its time comes due.
Return value : none.
Variables : none.
This trigger activates when commands are performed in the same
room as the mobile.
Argument : text which must be part of the command typed
to filter out uninteresting commands.
NArg : not used.
Return value : If 0 is returned by the trigger, character will
receive the same message as if the trigger did not
exist, and any other command triggers will be checked.
Variables : %actor% the character issuing the command
%cmd% the exact command (without arguments) issued
%arg% the arguments, if any, following the command
- activates when matching text is spoken by a character in
the same room as the mobile.
Argument : a phrase or wordlist to be matched.
NArg : 0: argument is a substring that must be found
in the speech to cause a match.
1: argument is a list of words, any of which found
in the speech will activate the trigger.
Return value : none.
Variables : %actor% the character whose speech activated the trigger
%speech% the entire phrase spoken
- activated when a matching action is performed by a character
in the room. Actions are any text output via the act() function,
and include most output from the mud. (Notable exclusions are character
say's, and immortal echo's.)
Argument : a phrase or wordlist to be matched.
NArg : 0: argument is a substring that must be found
in the output to cause a match.
1: argument is a list of words, any of which found
in the output will activate the trigger.
Return value : none.
Variables : %actor% the character causing the trigger to activate
%victim% the character, if any, on the receiving end of the action
%object% the object, if any, used in the action
%target% the target of the action, if any
%arg% the variable string portion of text
Argument : not used.
NArg : percent chance this trigger will be
activated upon the mobile's death.
Return value : 0: no death cry will be heard from the mobile.
Variables : %actor% the character killing this mob, if any
- may be activated when a player attempts to enter the room
and the character is visible to the mobile with this trigger.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : none.
Variables : %actor% the character entering the room
%direction% the direction the character came from
Identical to greet except the mobile does
not have to see the entering character for this trigger to activate.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : none.
Variables : %actor% the character entering the room
%direction% the direction the character came from
The trigger may be activated any time an object is given to the
mobile.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : 0: the object is not transferred to the mobile.
Variables : %actor% the character handing the object to the mobile
%object% the object being handed over
The trigger may be activated after each battle round.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : none.
Variables : %actor% the character this mobile is fighting
- activated during combat when the mobiles hit point percentage
drops below a specified percentage.
Argument : not used.
NArg : percentage of hitpoints at the threshhold of
which this trigger will activate.
Return value : none.
Variables : %actor% the character this mobile is fighting
- activated when a character gives a specified amount of
gold to the mobile.
Argument : The money type needed to activate the trigger:
copper, silver, gold or platinum - if no argument
is given, the Narg is assumed to be gold pieces.
NArg : minimum number of coins required
to activate this trigger.
Return value : none.
Variables : %actor% the character providing money to the mobile
%moneytype% the type of money given.
%amount% number of coins given
%argument% a string containing both amount and moneytype in the
following format: "amount type" (ie. "40 platinum")
- may be activated when the mobile encounters a character
in its memory list and there is no over-riding command.
NOTE: Any mobile making use of
mremember MUST have a memory trigger, even if it will never
be called.
Argument : not used.
NArg : percent chance this trigger will be activated..
Return value : none.
Variables : %actor% the character being remembered.
May be triggered if the mob is targetted by a spell.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : 1: Spell will be cast as usual.
0: The spell will not be cast.
Variables : %actor% the caster of the spell
%spell% the number of the spell
%spellname% the name of the spell
Much like the Greet trigger, this trigger
may fire if someone is leaving the room, the mob is in. The trigger
may only fire, if the mob can see the person in question.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : 0 : The move will not take place.
1 : The move will happen as ordinary.
Variables : %actor% the character leavering the room.
%direction% the direction the character is leaving to.
- may be activated when the mobile is in the same room as
someone using the door specific commands 'close, open, pick, lock,
unlock' on a door.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : 0 : The command will not execute.
1 : The command will execute as normal.
Variables : %actor% the character using the command.
%direction% the direction the command is used on.
%cmd% the specific command activating the trigger .