Category:Mobile Procedures
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This page contains a list of special procedure functions that can be assigned to mobiles. Most mobile procedures will accept the following KVP values as part of their configuration.
Key | Default | Description |
---|---|---|
PROC_PERC | 100% | A value from 1-100 indicating what percent of the time the procedure will activate. |
PROC_SECTOR_TYPE | All Sectors | An integer value that represents the one sector type that will allow the procedure to activate. |
PROC_ZONE | Any Zone | An integer value of the zone virtual number that the mobile has to be in for the procedure to activate. |
PROC_ROOM_RANGE | Any Rooms | An integer range (two integers separated by a single colon (:)) that contains the room virtual numbers that the mobile has to be in for the procedure to activate. |
PROC_PREV_DONT_CALL | False (Run Always) | A boolean value indicating if this procedure should be skipped if a previous procedure ran successfully. |
PROC_ROUND_DELAY | 0 | The number of combat round the mobile must wait before activating this procedure. |
PROC_ROUND_COUNTER | 0 | A temporary value containing the current number of rounds the mobile must wait before activating this procedure. This value is decremented each round until it reaches zero. Once it the procedure is called successfully, this value is reset to PROC_ROUND_DELAY. |
PROC_DONT_CONTINUE | False | If True, and this procedure runs successfully, it will stop all later procedures from activating during the current combat round or event. |
PROC_PLYR_LEVEL | All levels | An integer range containing the prime levels of the current player actor required to activate this procedure. |
PROC_PLYR_GOLD | Any amount | An integer range containing the amount of gold that must be carried by the current player actor for this procedure to activate. |
PROC_PLYR_ALIGN | Any alignment | An integer range containing the alignment the current player actor must have for this procedure to activate. |
PROC_PLYR_HP | Any amount | An integer range containing the current hit points the current player actor must have for this procedure to activate. |
PROC_MOB_LEVEL | Any levels | An integer range that contains the mob level required for the procedure to activate. Do not use unless the mobile changes its level - otherwise it does not make sense to use. |
PROC_MOB_GOLD | Any amount of gold | An integer range that contains the amount of gold the mobile must be carrying for the procedure to activate. |
PROC_MOB_ALIGN | All alignments | An integer range that contains the alignment values the mobile must have for the procedure to activate. |
PROC_MOB_HP | Any amount | An integer range that contains the hit point values that the mobile must have for the procedure to activate. |
PROC_MOB_POSITION | Any position | An integer list (numbers separated by a single colon (:)) containing the possible positions the mobile must be in for the procedure to activate. |
PROC_MOB_AGGRESSIVE | False (Not aggressive) | A boolean value indicating whether the procedure should activate when an aggressive mobile first attacks its player target. If this value is false, the mobile will perform a normal "hit" against the player. If this value is true, the procedure will activate, allowing the builder to provide a special attack. Currently this value affects the following procedures: kvp_cleric, kvp_warrior, kvp_caster, kvp_monk, and MUDL via the intercept_aggression_i function. |
Pages in category "Mobile Procedures"
The following 5 pages are in this category, out of 5 total.