- not a trigger type by itself; used in conjunction with Random. 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
object.
Argument : text which must be part of the command typed
to filter out uninteresting commands.
NArg : a bitfield to indicate where the object must be
in order to cause the trigger to activate.
Bits: 1: in character's worn equipment
2: in character's carried inventory
4: in same room with the character.
any of these bits can be set at once by adding the values
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
The trigger may be activated if the object is being picked up.
Argument : Not used.
NArg : 0 - 100: percentage chance this trigger will activate.
Return value : 0: The character will not pick up the item.
Variables : %actor% the character causing the trigger to activate
This trigger may be activated when the object is dropped.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : 0: The item will not be dropped.
Variables : %actor% the character causing the trigger to activate
- may be activated when a player attempts to give the object away.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : 0: The item will not be handed over.
Variables : %actor% the character causing the trigger activate
%victim% the receiving character
The trigger may activate when a character tries to wear the object.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : 0: the object will not be worn.
Variables : %actor% the character trying to wear the object.
The opposite of the wear trigger, this trigger may activate
when a character tries to remove the object.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : 0: the object will not be removed.
Variables : %actor% the character trying to remove the object.
May be triggered if the object 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
If the object is in a room, this trigger may fire when someone
tries to leave.
Argument : not used.
NArg : percent chance this trigger will be activated.
Return value : 1: The person will be able to leave.
0: The person will be prevented from leaving.
Variables : %actor% the person trying to leave.
%direction% the direction the person is trying to leave in.
This may be "none".
Is triggered if the object is consumed. This works with either
eat, drink or quaff.
Argument : not used.
NArg : not used.
Return value : 1: The item will be consumed as usual.
0: The item will not be consumed.
Variables : %actor% the consumer of the item
%command% the command used. "eat", "drink" or "quaff"