Difference between revisions of "Manual:DIL Examples"
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+ | = Intro = | ||
+ | I put this section in here because while many programmers already know most of this inherently, many casual mudders have the curiosity and want to start building but don't know where to start with dil and the manual can be a bit overwhelming. | ||
+ | So this is a compilation of the most frequently asked questions and overall stumbling blocks we've seen for new coders. Hopefully it helps. | ||
+ | |||
= Construction = | = Construction = | ||
Every DIL program has the following structure:<br> | Every DIL program has the following structure:<br> | ||
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</nowiki><br> | </nowiki><br> | ||
− | |||
Every dil must run on an object. That object is always going to be 'self' to the program. | Every dil must run on an object. That object is always going to be 'self' to the program. | ||
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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. | 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 <code>self.outside</code> and we'll look at it from each of the object types. | Take <code>self.outside</code> and we'll look at it from each of the object types. | ||
+ | |||
=== 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. | ||
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heartbeat := 90*PULSE_SEC; //every 90 seconds. | heartbeat := 90*PULSE_SEC; //every 90 seconds. | ||
:start: | :start: | ||
− | wait(SFB_TICK, TRUE and self.outside.type == UNIT_ST_PC); | + | wait(SFB_TICK, TRUE and self.outside.type == UNIT_ST_PC and self.equip); |
act("$1n says 'You look lovely today!'", A_ALWAYS, self.outside, self, null, TO_CHAR); | act("$1n says 'You look lovely today!'", A_ALWAYS, self.outside, self, null, TO_CHAR); | ||
goto start; | goto start; | ||
} | } | ||
dilend</nowiki> | dilend</nowiki> | ||
+ | In this example:<br> | ||
+ | * self.outside varies by where the object is. If it's in a bag, self.outside = the bag. | ||
+ | ** self. outside could also be an NPC if it's inside a mob. It could be a player. Remember, people can go in containers too! | ||
+ | * self.outside.outside.inside is a even a possibility! | ||
+ | |||
+ | |||
=== DIL on an NPC === | === DIL on an NPC === | ||
So this particular DIL will live on a NPC or mobile. Perhaps it will say "Greetings" every time an actual player enters the room. | So this particular DIL will live on a NPC or mobile. Perhaps it will say "Greetings" every time an actual player enters the room. | ||
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} | } | ||
dilend</nowiki> | dilend</nowiki> | ||
+ | |||
+ | In this example:<br> | ||
+ | * self.outside = the room the NPC is in. | ||
+ | * self.inside = the NPC's inventory. | ||
+ | === Dil on a PC === | ||
+ | |||
+ | It's unlikely that you would begin anywhere near a dil on a player. Something to keep in mind if you are writing one is how it will react in a number of circumstances. ie: When they die? What if it's a room with $no_spam? What if they're in nightmare? What if they're in a no-tele zone? What if they're fighting? Who are they fighting? Will it provoke an attack? These are just a few things to keep in mind. | ||
+ | |||
+ | [[Category:Manual Title Pages]] |
Latest revision as of 11:45, 8 June 2020
Intro
I put this section in here because while many programmers already know most of this inherently, many casual mudders have the curiosity and want to start building but don't know where to start with dil and the manual can be a bit overwhelming. So this is a compilation of the most frequently asked questions and overall stumbling blocks we've seen for new coders. Hopefully it helps.
Construction
Every DIL program has the following structure:
dilbegin programname(); var code {} dilend
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 and self.equip); act("$1n says 'You look lovely today!'", A_ALWAYS, self.outside, self, null, TO_CHAR); goto start; } dilend
In this example:
- self.outside varies by where the object is. If it's in a bag, self.outside = the bag.
- self. outside could also be an NPC if it's inside a mob. It could be a player. Remember, people can go in containers too!
- self.outside.outside.inside is a even a possibility!
DIL on an NPC
So this particular DIL will live on a NPC or mobile. Perhaps it will say "Greetings" every time an actual player enters the room.
dilbegin hi(); var code { :start: wait(SFB_DONE, command(CMD_AUTO_ENTER) and activator.type == UNIT_ST_PC); exec("say Hello, "+ activator.name +"!", self); goto start; } dilend
In this example:
- self.outside = the room the NPC is in.
- self.inside = the NPC's inventory.
Dil on a PC
It's unlikely that you would begin anywhere near a dil on a player. Something to keep in mind if you are writing one is how it will react in a number of circumstances. ie: When they die? What if it's a room with $no_spam? What if they're in nightmare? What if they're in a no-tele zone? What if they're fighting? Who are they fighting? Will it provoke an attack? These are just a few things to keep in mind.