Difference between revisions of "Manual:DIL Examples"
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=== Dil On an Object === | === Dil On an Object === | ||
So let's say this particular DIL lives on a gem. The gem says nice things to you when it's held. | So let's say this particular DIL lives on a gem. The gem says nice things to you when it's held. | ||
− | Considerations: | + | Considerations:<br> |
Does it speak when you're incapacitated? Meditating? Fighting? | Does it speak when you're incapacitated? Meditating? Fighting? | ||
Does it speak when you're invisible? | Does it speak when you're invisible? | ||
Can other people hear it? | Can other people hear it? | ||
+ | How often can it speak? | ||
− | + | <code>dilbegin gem_speak(); | |
var | var | ||
Revision as of 23:13, 31 May 2020
General Considerations
Every DIL program has the following structure:
dilbegin programname(); var code {} dilend
It's nice to think about dils in different categories.
Every dil must run on an object. That object is always going to be 'self' to the program.
It will be running from one of the following things:
- A room
- A mobile (npc)
- A player
- An object (thing)
Keeping this in mind will help with your program's construction. You can also use dot notation to reference objects relative to the dil or the objects it interacts with.
Take self.outside
and we'll look at it from each of the object types.
Dil On an Object
So let's say this particular DIL lives on a gem. The gem says nice things to you when it's held.
Considerations:
Does it speak when you're incapacitated? Meditating? Fighting?
Does it speak when you're invisible?
Can other people hear it?
How often can it speak?
dilbegin gem_speak();
var
code {
heartbeat := 90*PULSE_SEC; //every 90 seconds.
- start:
wait(SFB_TICK, TRUE and self.outside.type == UNIT_ST_PC);
act("$1n says 'You look lovely today!'", A_ALWAYS, self.outside, self, null, TO_CHAR);
goto start;
}
dilend