Difference between revisions of "MUDL:Timer"
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| | The mobile that the MUDL script is attached to.  If the script is attached to a room, this value is NULL. | | The mobile that the MUDL script is attached to.  If the script is attached to a room, this value is NULL. | ||
| |- | |- | ||
| − | |  | + | | %room | 
| | Room | | Room | ||
| | The room in the game where the script is being run. | | The room in the game where the script is being run. | ||
Latest revision as of 17:01, 18 May 2017
Contents
Overview
This MUDL function gets called each time the room or mobile timer goes off. This is guaranteed to be at a regular interval - currently every 10 seconds.
Command Syntax
addproc <room|mobile> mudl setproc <room|mobile> ## timer_#
Note that the # sign after the timer indicates how frequently the function is called. A value of 1 indicates the function should be called every time the timer fires. A value of N indicates the function should be called every Nth time the timer fires.
Global Variables
The following global variables are available:
| Name | Type | Description | 
|---|---|---|
| %c | Character | The mobile that the MUDL script is attached to. If the script is attached to a room, this value is NULL. | 
| %room | Room | The room in the game where the script is being run. | 
| %area | Area | The area (zone) in the game where the script is being run. | 
| %parent | Character or Object or Room or Area | The in-game element that the MUDL script is attached to. It will be identical to %c or %room. | 
| %procedure_index | Integer | The index of the current MUDL procedure on the %parent variable. | 
Return Values
The return value from this function is ignored.
Triggered Scripts
Only mobile scripts are triggered by this event. They are triggered at a regular interval regardless if the mobile is idle, fighting, or otherwise engaged.
Example
addproc <mobile> mudl setproc <mobile> 0 timer_1 cmd(%c, 'say The timer is firing now!'), return(true) @ setproc <mobile> 0 PROC_ENABLED 1 compile
