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  <!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook V3.1//EN">
+
  <BOOK ID="basiczone"><?dbhtml filename="index.html">
+
<H2>DIL DOCUMENTATION</H2>
  <bookinfo>
+
'''Version 4.0'''
  <TITLE>VME basic zone writing manual</TITLE>
+
  <author>
+
'''Current Version by: Whistler@valhalla.com'''
  <firstname>Ken</firstname>
+
  <surname>Perry</surname>
+
<h3>Index</h3>
  </author>
+
[[#making|Making a Program]]
  <copyright><year>2001</year><holder>Ken Perry</holder></copyright>
+
[[#types|Data Types:]]
  </bookinfo>
+
  [[#str|string]]
 
+
  [[#strl|stringlist]]
  <CHAPTER ID="ch-intro"><?dbhtml filename="ch00.html">
+
  [[#int|integer]]
  <TITLE>Introduction</TITLE>
+
  [[#intlist|integerlist]]
 
+
  [[#eptr|extraptr]]
  <SECT1><TITLE>Giving credit where credit is due!</TITLE>
+
  [[#uptr|unitptr]]
 
+
  [[#cptr|cmdptr]]
   <PARA>The, basic zone writing manual, you are reading now, didn't
+
  [[#zptr|zoneptr]]
  just come flying out of this authors head. In fact it is a
+
[[#messies|Messages:]]
   conglomeration of several old texts which are no longer used.  I had
+
  [[#sfbcmd|SFB_CMD]]
   first thought about quoting and giving credit to each person who had
+
  [[#sfbdone|SFB_DONE]]
   ever modified or created portions of the first documentation but
+
  [[#sfbtick|SFB_TICK]]
   because of the nature of the way they were built it was impossible
+
  [[#sfbcom|SFB_COM]]
   to know who did what.  I therefore have decided to create a list
+
  [[#sfbdead|SFB_DEAD]]
   here of everyone who has ever worked on or had a hand in the
+
   [[#sfbmsg|SFB_MSG]]
   development of the basic zone writing documentation and references.  I will also
+
  [[#sfbpre|SFB_PRE]]
   give a short summary for each.
+
  [[#built_in|Built-In Variables]]
   I would also like to thank those listed below for their contribution
+
   [[#cmdstr|cmdstr]]
   to the development of one of the best mud servers on the internet
+
   [[#excmdstr|excmdstr]]
   today.
+
   [[#excmdstr_case|excmdstr_case]]
 
+
  [[#self|self]]
   <VARIABLELIST id="var-credits">
+
  [[#activator|activator]]
   <VARLISTENTRY>
+
  [[#targ|target]]
;Original DIKU coding Team
+
   [[#medium|medium]]
   <DICTDEF>
+
   [[#power|power]]
   <PARA><itemizedlist>
+
   [[#argu|argument]]
   <LISTITEM><PARA>Hans Henrik Staerfeldt</PARA></LISTITEM>
+
   [[#hb|heartbeat]]
   <LISTITEM><PARA>Sebastian Hammer</PARA></LISTITEM>
+
   [[#null|null]]
   <LISTITEM><PARA>Michael Seifert</PARA></LISTITEM>
+
   [[#weather|weather]]
   <LISTITEM><PARA>Katja Nyboe</PARA></LISTITEM>
+
   [[#mmmm|mud(day,month,..)]]
   <LISTITEM><PARA>Tom Madsen</PARA></LISTITEM>
+
   [[#bvrealtime|realtime]]
   <LISTITEM><PARA>Lars Balker Rasmussen</PARA></LISTITEM>
+
[[#const|DIL Constructs:]]
  </itemizedlist>
+
   [[#dcif|if()]]
 
+
   [[#dcgoto|goto]]
  You should all know these people they are not only the original DIKU mud
+
  [[#dcwhile|while()]]
  developers but a few of them designed and developed the new <ACRONYM>VME</ACRONYM>
+
   [[#dcbreak|break]]
  server. One or more of the previous mentioned people were the authors of
+
   [[#dccont|continue]]
  the following texts that have been swallowed up by this book.
+
   [[#ongoto|on ... goto ...]]
  <itemizedlist>
+
   [[#forea|foreach()]]
   <LISTITEM><PARA>''abilities.txt''</PARA></LISTITEM>
+
[[#assgn|Assignment]]
   <LISTITEM><PARA>''guild.txt''</PARA></LISTITEM>
+
[[#express|Expressions:]]
   <LISTITEM><PARA>''monster.txt''</PARA></LISTITEM>
+
[[#ops|Operators]]
   <LISTITEM><PARA>''objects.txt''</PARA></LISTITEM>
+
  [[#ein|in]]
   <LISTITEM><PARA>''rooms.txt''</PARA></LISTITEM>
+
   [[#esins|string in string]]
   <LISTITEM><PARA>''vmc.txt''</PARA></LISTITEM>
+
   [[#esinsl|string in stringlist]]
   </itemizedlist></PARA>
+
  [[#esine|string in extraptr]]
   </LISTITEM>
+
[[#funcs|Functions:]]
  </VARLISTENTRY>
+
  [[#fquit|quit]]
  <VARLISTENTRY>
+
   [[#fret|return]]
;Andrew Cowan
+
   [[#fret2|return()]]
  <DICTDEF>
+
[[#fields|Fields:]]
 
+
  [[#extra|extraptr]]
   <PARA>One of the original administrators of Valhalla mud and now the administrator of the
+
  [[#unit|unitptr]]
   mud connector.  Andrew created the first zone tutorial, which was later included
+
  [[#uobj|UNIT_ST_OBJ]]
   into the ''vmc.txt'' to clear up some things missing
+
  [[#uroom|UNIT_ST_ROOM]]
   in the old ''vmc.txt''.  Again my thanks go out to Andrew for his
+
  [[#upcnpc|UNIT_ST_PC and UNIT_ST_NPC]]
   contributions not only to this document but to the growth of the <ACRONYM>DIL</ACRONYM>
+
  [[#unpc|UNIT_ST_NPC]]
   programming language.</PARA>
+
  [[#upc|UNIT_ST_PC]]
  </LISTITEM>
+
[[#built_func|Built-In Functions:]]
  </VARLISTENTRY>
+
   [[#bfasctime|asctime()]]
  <VARLISTENTRY>
+
  [[#bfatoi|atoi()]]
;Ryan Holliday
+
   [[#bfcancarry|cancarry()]]
  <DICTDEF>
+
   [[#bfcheckpassword|check_password()]]
 
+
   [[#bfcomm|command()]]
   <PARA>Made major updates to the ''tutorial.txt'' created by Andrew
+
  [[#bfdelstr|delstr()]]
   Cowan, which became version two of the tutorial.</PARA>
+
   [[#bfdelunit|delunit()]]
  </LISTITEM>
+
   [[#bfdd|dildestroy()]]
  </VARLISTENTRY>
+
   [[#bfdf|dilfind()]]
  <VARLISTENTRY>
+
   [[#bfeq|equipment()]]
;Peter Ryskin
+
  [[#bffilesize|filesize()]]
  <DICTDEF>
+
  [[#bffindr|findroom()]]
   <PARA>Wrote the original explanation of how to define exits.</PARA>
+
  [[#bffindru|findrndunit()]]
  </LISTITEM>
+
  [[#bffinds|findsymbolic()]]
  </VARLISTENTRY>
+
   [[#bffindu|findunit()]]
  <VARLISTENTRY>
+
   [[#bffits|fits()]]
 
+
   [[#bfgcolor|getcolor()]]
;John Clare
+
   [[#bfgword|getword()]]
  <DICTDEF>
+
   [[#bfgwords|getwords()]]
 
+
   [[#bfghead|ghead()]]
   <PARA>Made major updates to the ''tutorial.txt'' created by Andrew
+
  [[#bfisaff|isaff()]]
   Cowan and updated by Ryan Holliday, which became version three of the
+
  [[#bfislight|islight()]]
   tutorial.</PARA>
+
  [[#bfisplayer|isplayer()]]
  </LISTITEM>
+
  [[#bfisset|isset()]]
  </VARLISTENTRY>
+
  [[#bfitoa|itoa()]]
  <VARLISTENTRY>
+
  [[#bfleft|left()]]
;Marc Bellemare
+
  [[#bflen|length()]]
  <DICTDEF>
+
   [[#bfload|load()]]
 
+
   [[#bfloadstr|loadstr()]]
   <PARA>An editor and an author Marc combined and revised the ''tutorial''
+
  [[#bfmelee|meleeattack()]]
   and the ''vmc.txt'' into one document making it less Valhalla specific
+
  [[#bfmeleedamage|meleedamage()]]
   and more for any mud running the <ACRONYM>VME</ACRONYM> server.</PARA>
+
  [[#bfmid|mid()]]
  </LISTITEM>
+
  [[#bfmonstr|moneystring()]]
  </VARLISTENTRY>
+
  [[#bfop|opponent()]]
 
+
  [[#bforoll|openroll()]]
  <VARLISTENTRY>
+
   [[#bfpathto|pathto()]]
;Jennifer Garuba
+
  [[#bfpaychk|paycheck()]]
  <DICTDEF>
+
  [[#bfpurse|purse()]]
   <para>Created the first document on how to create shop keepers.  She also was
+
  [[#bfreplace|replace()]]
   one of the first builders to have the insite and to make it clear that a manual like this was
+
  [[#bfrestore|restore()]]
   needed.</para>
+
  [[#bfright|right()]]
  </LISTITEM>
+
  [[#bfrnd|rnd()]]
  </VARLISTENTRY>
+
  [[#bfsavestr|savestr()]]
 
+
   [[#bfsend_pre|send_pre()]]
 
+
   [[#bfskill_name|skill_name()]]
  <VARLISTENTRY>
+
   [[#bfsplind|spellindex()]]
;Brian Spanton
+
  [[#bfsplinf|spellinfo()]]
  <DICTDEF>
+
  [[#bfsplit|split()]]
 
+
  [[#bfstrdir|strdir()]]
   <PARA>Converted the original ''vmc.txt'' into HTMl, while at the same
+
  [[#bfstrcmp|strcmp()]]
   time fixing many inconsistencies and typos in it.</PARA>
+
  [[#bfstrncmp|strncmp()]]
  </LISTITEM>
+
  [[#bftextformat|textformat()]]
  </VARLISTENTRY>
+
   [[#bftolower|tolower()]]
  <VARLISTENTRY>
+
   [[#bftoupper|toupper()]]
;Kathy Perry
+
   [[#bftranmon|transfermoney()]]
  <DICTDEF>
+
  [[#bfvis|visible()]]
 
+
  [[#bfweapon_name|weapon_name()]]
   <PARA>Wrote the original ''compiler howto'' to make it easier for new builders
+
  [[#bfweapon_info|weapon_info()]]
   to compile their zone.  She was also the first builder to open my eyes
+
[[#biproc|Built-In Procedures:]]
   to the fact we needed a true manual on how to build.</PARA>
+
  [[#bpacc_mod|acc_modify()]]
 
+
  [[#bpact|act()]]
  </LISTITEM>
+
   [[#bpaddaff|addaff()]]
  </VARLISTENTRY>
+
   [[#bpaddcolor|addcolor()]]
 
+
   [[#bpaddeq|addequip()]]
  <VARLISTENTRY>
+
  [[#bpaddex|addextra()]]
;Mark Pringle
+
  [[#bpadds|addstring()]]
  <DICTDEF>
+
  [[#bpatt_s|attack_spell()]]
   <para>Main editor, which spell checked and looked over my major grammer
+
  [[#bpbeginedit|beginedit()]]
   mistakes.  I am sure he didn't catch them all but at least the ugly ones
+
  [[#bpblock|block]]
   were caught.</para>
+
  [[#bpcast_s|cast_spell()]]
  </LISTITEM>
+
   [[#bpchangecolor|changecolor()]]
  </VARLISTENTRY>
+
   [[#bpchngs|change_speed()]]
 
+
  [[#bpclear|clear()]]
 
+
  [[#bpdc|dilcopy()]]
  <VARLISTENTRY>
+
  [[#bpdelcolor|delcolor()]]
;Morgan Shafer
+
  [[#bpdp|delete_player()]]
  <DICTDEF>
+
  [[#bpdest|destroy()]]
 
+
  [[#bpexec|exec()]]
   <PARA>Wrote the guild definition primer which explained teachers.</PARA>
+
   [[#bpexp|experience()]]
  </LISTITEM>
+
  [[#bpflog|flog()]]
  </VARLISTENTRY>
+
   [[#bpfol|follow()]]
 
+
   [[#bpgamestate|gamestate()]]
 
+
  [[#bpinsert|insert()]]
  </VARIABLELIST></PARA>
+
  [[#bpinterr|interrupt()]]
 
+
  [[#bpkilledit|killedit]]
  </SECT1>
+
  [[#bplink|link()]]
 
+
  [[#bplog|log()]]
  <SECT1> <TITLE> Who should read this book?</TITLE>
+
  [[#bplogcrime|logcrime()]]
 
+
  [[#bpnopri|nopriority]]
   <PARA>This book was designed to be read by anyone who is thinking of writing
+
   [[#bpona|on_activation()]]
   areas for a <ACRONYM>VME</ACRONYM> server.  If you have wrote for other mud servers you will still
+
   [[#bppagestring|pagestring()]]
   need to at least skim every chapter because the <ACRONYM>VME</ACRONYM> is like no other mud engine
+
   [[#bpp_u|position_update()]]
   and has some very interesting differences.</PARA>
+
  [[#bppri|priority]]
 
+
  [[#bpreboot|reboot]]
  </SECT1>
+
  [[#bpremove|remove()]]
 
+
  [[#bpresetlevel|reset_level()]]
  <SECT1> <TITLE>What does this book cover?</TITLE>
+
  [[#bpresetvlevel|reset_vlevel()]]
 
+
  [[#bpresetrace|reset_race()]]
   <PARA>The topics covered in this book are everything to do with writing an
+
   [[#bpsec|secure()]]
   area for the <ACRONYM>VME</ACRONYM> server.  While we do cover using <ACRONYM>DIL</ACRONYM> functions to make your
+
  [[#bpsend|send()]]
   monsters, Rooms, and objects better and smarter we do not cover how to write the
+
  [[#bpsendall|sendtoall()]]
  <ACRONYM>DIL</ACRONYM> functions covered in the <ACRONYM>DIL</ACRONYM> manual. The following
+
  [[#bpsendalld|sendtoalldil()]]
  are topics covered by this book.
+
  [[#bpsendt|sendtext()]]
  <itemizedlist>
+
  [[#bpsendto|sendto()]]
   <LISTITEM><PARA>compiling and debugging</PARA></LISTITEM>
+
  [[#bpsend_done|send_done()]]
  <LISTITEM><PARA>Macros using the CPP</PARA></LISTITEM>
+
  [[#bpset|set()]]
   <LISTITEM><PARA>Overall Zone structure</PARA></LISTITEM>
+
  [[#bpsetbright|setbright()]]
  <LISTITEM><PARA>Writing rooms</PARA></LISTITEM>
+
  [[#bpsetfight|set_fighting()]]
  <LISTITEM><PARA>Writing Objects</PARA></LISTITEM>
+
  [[#bpsetweight|setweight()]]
  <LISTITEM><PARA>Writing Monsters</PARA></LISTITEM>
+
   [[#bpsetpassword|set_password()]]
   <LISTITEM><PARA>Doing the resets</PARA></LISTITEM>
+
   [[#bpstore|store()]]
  </itemizedlist></PARA>
+
   [[#bpstopfighting|stop_fighting()]]
 
+
   [[#bpsubaff|subaff()]]
  </SECT1>
+
  [[#bpsubex|subextra()]]
  </chapter>
+
  [[#bpsubs|substring()]]
 
+
  [[#bpuneq|unequip()]]
  <chapter ID="ch-01"><?dbhtml filename="ch01.html">
+
   [[#bfunitdir|unitdir()]]
  <TITLE>General compiler information</TITLE>
+
  [[#bpunsec|unsecure()]]
 
+
  [[#bpunset|unset()]]
  <PARA>In order to get your zone onto a valhalla Mud Engine (<ACRONYM>VME</ACRONYM>) server you must convert your zone from readable
+
   [[#bpwait|wait()]]
  english text to binary form the server can understandThe way
+
   [[#bpwalkto|walkto()]]
  you do this is with a compiler. No don't freak out you don't have
+
[[#note|Ending Notes]]
  to be a skilled programmer to use a compiler. The only thing you
+
  have to do is format your rooms, objects, and Non-player characters
+
  ---~---~---~---~---~---~---~---~---
  (NPC) in a form which the compiler can understand. The great thing
+
<center>
  about the <ACRONYM>VME</ACRONYM> is you can do all your zone writing in your favorite
+
   This documentation is designed for people with some experience in programming.
  editor with out having to log on to code. For those of you who have
+
Experience in C is recommended, but PASCAL or BASIC in some form or other
   coded for other mud servers and are used to coding online this may
+
will do just fine too.
  be a new experience to you but you will find you can plan out
+
  better and more well designed areas offline than you can on
+
   DIL is a simple programming language with fixed types reflecting the types
  line.</PARA>
+
used in Valhalla Mud. The language gives you almost endless possibilities in
 
+
designing your adventures and quests. It gives you the control you need for
  <NOTE>
+
making the game interesting and intelligent.
   <PARA>In the future the <ACRONYM>VME</ACRONYM> coding team is thinking of adding
+
</center>
  an online coding module for those mud administrators that can not
+
<!--LINK--><span id="making" />
  live with out itIf you are one of these make sure you write
+
  <email>whistler@valhalla.com</email> and express your desires so
+
<h3>'''Making a program:'''</h3>
  you can be counted.
+
  </PARA>
+
   You define your DIL programs within your zone file. Each program you make is a
  </NOTE>
+
*template*. Such a template must be equipped with a unique name (for that zone).
 
+
Templates can either be defined in a new %dil section, just below the %zone
  <PARA>This chapter will mainly cover the Valhalla Mud Compiler (<ACRONYM>VMC</ACRONYM>), how it works, and
+
section in the zone file, or directly attached to units defined in your zonefile.
  the Valhalla Mud pre processor (<ACRONYM>VMC</ACRONYM> -p) works.  We will also throw in some debugging
+
   
  hints but debugging will be covered more as you begin creating parts of
+
  If you define your DIL templates inside a unit definition, that unit is
  your areas in the following chapters.
+
automatically assigned a program using that template. If you want to use an
  </PARA>
+
  already designed template, either in your own, or another zone, you use a
 
+
  special function named "dilcopy", that takes the name of a template, and any
  <SECT1><TITLE>The compiler</TITLE>
+
optional parameters in parenthesis. The parameters of a template called with
 
+
'dilcopy' may only be of types integer, strings and stringlists.
  <PARA>''VMC'' is the Valhalla Mud Engine Compiler.
+
   
  for <ACRONYM>VME</ACRONYM> servers.  A compiler takes a source file or better described
+
'''Example:'''
  as your areas input file and converts it to a binary file the
+
  server can then load and use online.  In the <ACRONYM>VME</ACRONYM> we call areas
+
dilcopy myfunc@myzone("say Hello, my friend!", 1, CMD_SAY, {"name1", "name2"});
  you build 'zones', therefore the source file for a zone has the
+
   
  extension 'zon'.  In order to make this more clear we will start
+
   DIL templates can always be reused. In fact, with version 2.0 of DIL, programs
  with our first example.</PARA>
+
are no longer saved with equipment, but only a symbolic reference is used. That
 
+
way, if you make a change in your zone, ALL units using that program are changed.
  <PARA>Lets say you were making a Zone of dragons.  You may want to
+
This however requires you keep the name. Upon loading, if a template is not
  call the file something resembling its contents like,
+
found, the program is halted and rendered useless until such a reference can be
  ''dragon.zon''.  Notice we have appended the
+
found during loading.
  '.zon' extension.  The compiler requires all zones to end in '.zon'
+
  in order for it to know this is a zone source file.</PARA>
+
Technical note:
         
+
  <PARA>Now lets say we have completed writing our first zone and want
+
   When you use several 'dilcopy' in your zonefile, only one instance is present
  to compile it.  The command is simply:
+
game-time, thus saving tremendous amounts of memoryIt is similar to a shared
  <command>
+
library, in which code is shared  but variables are not.
  VMC> dragon.zon
+
  </command>
+
You may use your templates to define both procedure and functions for your other
  If the zone compiles correctly it will indicate success by printing
+
templates to call.
  a message to the screen and outputting two files both with the same
+
  root name as the original zone source file but with different
+
A template is defined by beginning with 'dilbegin' and ending with 'dilend'.
  extensions.  In this case there would be the following:
+
Inside the template your program section is defined, marked by the keyword 'code',
  <VARIABLELIST>
+
followed by the program itself;
  <VARLISTENTRY>
+
   
;''dragon.data''
 
  <DICTDEF>
 
 
 
  <PARA>The file holding the binary version of the zone</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;''dragon.reset''
 
  <DICTDEF>
 
 
 
  <PARA>The file containing the reset information for the
 
  zone.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
  If the zone doesn't compile correctly and you have errors it
 
  will print a list of the errors and the location where they can be
 
  found so you can fix them.  The debugging process will be explained
 
  more as you learn how to create rooms, monsters, and objects.</PARA>
 
 
 
  </SECT1>
 
 
 
  <SECT1><TITLE>The VMC pre-processor</TITLE>
 
 
 
  <PARA>The <ACRONYM>VMC</ACRONYM> Pre-Processor (<ACRONYM>VMC</ACRONYM> -p) can be thought of as a powerful
 
  search and replace tool used by the compiler before it
 
  converts the zone to its binary form.  This tool gives you the
 
  builder the ability to add comments, create short hand expressions
 
  for repeated items, include other files in your zone, and even to do
 
  some minor calculations when necessary.</PARA>
 
 
 
  <NOTE> <PARA>If you have coded in C or c++ before the Pre Processor the
 
  <ACRONYM>VMC</ACRONYM> uses is no different and you can skip this section.</PARA>
 
  </NOTE>
 
 
 
  <sect2><TITLE>Commenting your zone</TITLE>
 
 
 
  <PARA>The practice of adding comments to your zone is a good thing
 
  to get into so the administrators and other builders can help
 
  you with your zone and know what you were trying to do if there are
 
  problems.  Comments aren't as important when writing the zone as
 
  they will be when you start writing your own special <ACRONYM>DIL</ACRONYM> functions
 
  but it is important to know how comments work and that you can use
 
  them if you need to.  A comment is a block of text the compiler
 
  will never see and is there only for you and who ever reads the
 
  file.  In order to make it so the compiler will not see the block of
 
  text you must surround it by a set of symbols that tell the CPP to
 
  strip it out before passing the zone on to the compiler.  These
 
  symbols are the '/*' and the '*/' symbols or the '//' symbols together in front of a single line.</PARA>
 
 
 
  <PARA>In order to best explain how comments work we will give you a some
 
  what strange example. First we will start by showing you a very basic
 
  line you will see time and time again in rooms.</PARA>
 
 
 
 
  <nowiki>
 
  <nowiki>
 
+
   
  title "this is a title"
+
  dilbegin myprogram();
 
+
  var
  </nowiki>
+
   i : integer;
 
+
   j : integer;
  <PARA>This is a title it will show up in everything from rooms, to objects
+
   
  and even NPCs. Now lets see what a commented line would look like.</PARA>
+
  code
 
+
  {
  <nowiki>
+
   heartbeat:=PULSE_SEC*5;
 
+
  :start:
  //I am going to make a title now
+
  exec("say Hello world", self);
  title /* I put the keyword
+
   pause;
  first*/ "this is a title/*then the title*/
 
 
 
  </nowiki>
 
 
 
  <PARA>This of course is very ugly but the point is not to be pretty it is
 
  to show you both the first way and the second way will look
 
  exactly the same to the compiler because all comments are removed
 
  before the compiler ever gets it.  A better use of a comment in a
 
  zone however would be something like this:</PARA>
 
 
 
<nowiki>
 
 
 
  /*
 
  The following ten rooms are the vineyards,
 
  there are 97 rooms in the zone.
 
  */
 
 
 
  //Zone first created 1994
 
 
 
  </nowiki>
 
 
 
  <PARA>You will find comments will make coding large zones much easier
 
  because you can add text meant just for the builders
 
  eyes.</PARA>
 
 
 
  <NOTE><PARA>You will have to decide if you want a multi-line comment or a single
 
  line comment and use the '//' or the '/**/' respectively.  The rule of thumb is if the comment is longer than 1 line it is easier to put the '/**/' around the comment than to comment each individual line.</PARA></NOTE>
 
 
 
  </sect2>
 
  <sect2><TITLE>Macros and what they can do for you</TITLE>
 
 
 
 
 
  <PARA>When making a zone you will find there are things you use more
 
  than once.  In fact you may find things you want others to use or
 
  things you want to use in multiple zones.  Its true you could block
 
  and copy and stick them everywhere. in fact that is what I did when
 
  I first started building.  I soon found my zone file was
 
  extremely large and hard to upkeep.  With a few minor changes and a
 
  lot of deleting I used short hand or better known in the world of coding
 
  as macros to make my zone readable.</PARA>
 
 
 
  <PARA>Lets say you had some flags you were going to set in
 
  fifty rooms and you knew they would all be the same.  You could type
 
  the following line 50 times.</PARA>
 
 
 
<nowiki>
 
 
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}
 
 
 
  </nowiki>
 
 
 
  <PARA>With the macros however you could make this much easier by just doing
 
  the following at the beginning of your zone.</PARA>
 
 
 
<nowiki>
 
 
 
  #define DIRTFLOOR flags {UNIT_FL_NO_WEATHER, UNIT_FL_CAN_BURY}
 
 
 
  </nowiki>
 
 
 
  <PARA>Then where ever you want the flags you just type DIRTFLOOR.  You are
 
  probably thinking, yeah big deal I can do that with block and copy.
 
  True but there is another benefit to this.  Lets say later you
 
  wanted to also make these 50 rooms no teleport.  All you would have
 
  to change is the define like this:</PARA>
 
 
 
<nowiki>
 
 
 
  #define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
 
 
 
  </nowiki>
 
  <PARA>Now when you recompile all 50 rooms are changed and you didn't even
 
  have to do a search and replace.</PARA>
 
 
 
  <PARA>You can also make macros that take arguments.  The ability to
 
  take arguments is where macros take a leap and a bound out in front
 
  of your favorite editor to allow you to do things you can not do easily
 
  with search and replace.  Lets say you have an exit descr you
 
  want to use in 50 swamp rooms because heck everything looks the same
 
  in a swamp when you look one direction to the next.</PARA>
 
 
 
<nowiki>
 
 
 
  east to swamp1 descr
 
  "You see the swamp stretch out for miles";
 
 
 
  </nowiki>
 
 
 
  <PARA>This could be made into a macro like:</PARA>
 
 
 
<nowiki>
 
 
 
  #define sexit(direction, place) direction to place descr \
 
  "You see the swamp stretch out for miles.";
 
 
 
  </nowiki>
 
 
 
  <PARA>Then all you need to use it is:</PARA>
 
 
 
  <nowiki>
 
 
 
  SEXIT(east,swamp1)
 
  SEXIT(north,swamp2)
 
  SEXIT(south,swamp3)
 
 
 
  </nowiki>
 
 
 
  <NOTE><PARA>There is no space between 'SEXIT' and '(' that is
 
  important because the CPP sees 'SEXIT(' and 'SEXIT (' as two
 
  different things.  It is also important to notice all defines must start at the
 
  beginning of the line and be either one line long or have a '\'
 
   telling the Pre Processor that it should continue with the next line as if it was
 
  this line.</PARA></NOTE>
 
 
 
  <PARA>You can also combine macros together so you have a set
 
  of macros like:</PARA>
 
 
 
<nowiki>
 
 
 
  #define DIRTFLOOR flags {UNIT_FL_NO_WEATHER,UNIT_FL_CAN_BURY,UNIT_FL_NO_TELEPORT}
 
  #define DIRTSECT  movement SECT_INSIDE \
 
  DIRTFLOOR
 
 
 
  </nowiki>
 
 
 
 
 
  <PARA>You may have noticed I capitalize all macros.  This is not a must but it is
 
  suggested so you can easily tell what is a macro and what is not.</PARA>
 
 
 
  </sect2>
 
  <sect2><TITLE>Including other files in your zone</TITLE>
 
 
 
  <PARA>Another function of the <ACRONYM>VMC</ACRONYM> Pre Processor,
 
  '#include', allows you to include other files  in
 
  your zone file.  The <ACRONYM>VME</ACRONYM> comes with some basic include files
 
  you can use the macros out of and use as examples on how to make
 
  your own include files.  These files are the
 
  ''composed.h'',, ''vme.h'',
 
  ''values.h'', ''base.h'',
 
  ''liquid.h'', and ''wmacros.h''.
 
  Including ''composed.h'' will include all the rest
 
  of
 
  the include files into your zone because it has include statements
 
  that use all the others.</PARA>
 
 
 
  <NOTE><PARA>You will want to include the files at the beginning of
 
  your zone file because all defines you use must be defined before
 
  you use them.</PARA></NOTE>
 
 
 
  </sect2>
 
  <sect2><TITLE>Doing minor calculations</TITLE>
 
 
 
  <PARA> You can also do minor calculations in a macro.  Lets say you
 
  wanted to make it so the higher level an NPC was the heavier he
 
  was and the taller he was.  This would be simple with a macro.</PARA>
 
 
 
<nowiki>
 
 
 
  #define MLEVEL(lvl) \
 
  level lvl \
 
  height lvl+72 \
 
  weight lvl*9
 
 
 
  </nowiki>
 
 
 
  <PARA>This macro would increase the height and weight depending on what
 
  level you made the NPC pretty simple.  There is much more a macro
 
  can do for you but the Pre Processor and all its uses go far beyond the scope
 
  of this manual.  If you are really interested in all the neat things
 
  it can do type the following command at the '$' prompt on your
 
  Linux box.
 
  <command>man cpp</command>
 
  The C-Pre Processor is what the <ACRONYM>VMC</ACRONYM> Pre Processor is based on and most
 
  if not all functions of the CPP work in the <ACRONYM>VMC</ACRONYM>. </PARA>
 
  </sect2>
 
 
 
  </SECT1>
 
  </chapter>
 
 
 
  <chapter ID="ch-02"><?dbhtml filename="ch02.html">
 
  <TITLE>Zone source file</TITLE>
 
 
 
  <PARA>In this chapter we will define all the sections of a zone file
 
  and go in-depth on the zone info section.  Once complete with this
 
  chapter you should be able to create an empty yet compilable zone.</PARA>
 
 
 
  <PARA>A zone source file is split up into 6 sections.  A
 
  zone-declaration section, a mobile (NPC) section, an object
 
  section, a room section, a reset section, and the <ACRONYM>DIL</ACRONYM>
 
  section.  The zone section is the only section that  has to be in the file, and
 
  they may appear in any order.</PARA>
 
 
 
  <PARA>Each section is preceded by a section header. These are the  six
 
  possible headers:
 
  <itemizedlist>
 
  <LISTITEM><PARA>%zone</PARA></LISTITEM>
 
  <LISTITEM><PARA>%rooms</PARA></LISTITEM>
 
  <LISTITEM><PARA>%mobiles</PARA></LISTITEM>
 
  <LISTITEM><PARA>%objects</PARA></LISTITEM>
 
  <LISTITEM><PARA>%reset</PARA></LISTITEM>
 
  <LISTITEM><PARA>%<ACRONYM>DIL</ACRONYM></PARA></LISTITEM>
 
  </itemizedlist>
 
  The  first  four sections may be considered lists of definitions.
 
  The reset section can be considered a program in a simple  programming
 
  language. And the <ACRONYM>DIL</ACRONYM> section is a bit special - it
 
  includes the zone templates (DIL functions that can be used from any
 
  zone, on anything, as opposed to "specialized" DIL functions placed
 
  inside a unit's
 
  definitions).  After all sections you are using are defined you
 
  must tell the compiler you are done the special symbol '%end'
 
  must be placed at the end of the zone for this reason.
 
  </PARA>
 
 
 
  <SECT1><TITLE>Definition types</TITLE>
 
 
 
  <PARA>When creating your zone there are six main building blocks.
 
  We call these definition types.  Each type represents some kind of
 
  data you want the compiler to be able to recognize.  These data
 
  definitions take the basic form:</PARA>
 
 
 
<nowiki>
 
 
 
  field value
 
 
 
  </nowiki>
 
 
 
  <PARA>Where field is the name of a data field, and value is some value.
 
  Values are of one of 6 types:
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;integer
 
  <DICTDEF>
 
  <PARA>
 
 
 
  A whole number or if you are in practice of using Hex you can
 
  use the C style hex numbers in either upper or lower case (i.e 0X0f3
 
  0x0f3)</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;string
 
  <DICTDEF>
 
  <PARA>
 
 
 
        Text enclosed in Double Quotes.  The string can span more than
 
  one line
 
  as it would in a description.</PARA>
 
 
 
<nowiki>
 
 
 
  title "The dark dragon altar"
 
  descr
 
  "There are many things you can see and there are many things that
 
  can't be seen but this is still a description none the less."
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;stringlist
 
  <DICTDEF>
 
  <PARA>
 
 
 
  A set of strings, it can be a single string or multiple depending on your needs.
 
  These are used in names, extras, creators, and special keywords all to be
 
  defined later in their respective places.  These are defined in the following
 
  manor.</PARA>
 
 
 
<nowiki>
 
 
 
  &lt;fieldname&gt;    {"string1","string2","string3", ...}
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;intlist
 
  <DICTDEF>
 
  <PARA>
 
 
 
  A list of numbers which can be used with an extra.  This type works like the
 
  stringlist but doesn't need the quotes.</PARA>
 
 
 
<nowiki>
 
 
 
  extra {"mynumberlist"} {1,2,3,4,5,6,7,...}
 
  "This is a number list attached to an extra"
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;flags
 
  <DICTDEF>
 
  <PARA>
 
 
 
  Like the Intlist the flag is defined with a list of numbers.  The list of numbers
 
  is not taken literally however it is combined to create one number by binary
 
  oring the number list together.  If that confuses you don't worry, it
 
  takes some getting used to.  These types are used for Manipulation, flags,
 
  and positions.</PARA>
 
 
 
<nowiki>
 
 
 
  flags {2,8}
 
  manipulate {8}
 
 
 
  </nowiki>
 
 
 
  <PARA>In the previous example the 'flags' value after this zone compiles
 
  would be 10 because binary oring the two flags together is a lot
 
  like adding.  The two numbers probably make no sense so most flags
 
  you use will have defines if I used the defines found in
 
  ''vme.h'' the previous example would look like this:</PARA>
 
 
 
<nowiki>
 
 
 
  flags {UNIT_FL_INVISIBILE,UNIT_FL_BURIED}
 
  manipulate {WEAR_BODY}
 
 
 
  </nowiki>
 
 
 
  <PARA>We will cover this more in-depth later but it was necessary to give
 
  a good overview so you understand this field type enough to recognize
 
  what it is when you see it.</PARA>
 
  </LISTITEM> </VARLISTENTRY> <VARLISTENTRY>
 
;symbol
 
  <DICTDEF> <PARA>
 
 
 
  A label you reference from other parts in your zones.  Every
 
  unit (room,object,room) and even the zone itself has a unique label
 
  that can be referenced.  It is important to make symbol names that
 
  are clear so the Administrators of the mud know what each item
 
  is when using the online administration commands.</PARA>
 
 
 
<nowiki>
 
 
 
  dark_sword /*good symbol*/
 
  rm_5892 /*Bad symbol*/
 
 
 
  </nowiki>
 
 
 
  <PARA>When loading items online the zone symbol and the item symbol are
 
  combined to create a reference to the item.  For example if our zone
 
  name was 'dragon' and our item was 'dark_sword' the symbolic name for
 
  this item would be 'dark_sword@dragon'.  Using symbols will be
 
  covered more in the <ACRONYM>DIL</ACRONYM> manual and in the administration manuals for
 
  loading objects online.  For now it is enough to understand
 
  symbols must follow the following rules when being defined.</PARA>
 
  <itemizedlist>
 
  <LISTITEM><PARA>The first letter of the
 
  symbol must be a letter of the alphabet or a '_' character</PARA></LISTITEM>
 
  <LISTITEM><PARA>Characters following the first can be numbers, alphabet
 
  letters, and '_' characters</PARA></LISTITEM>
 
  <LISTITEM><PARA>The name can be no longer than
 
  15 characters</PARA></LISTITEM>
 
  <LISTITEM><PARA>No reserved keywords can be used as a name
 
  <XREF LINKEND="app-b"></PARA></LISTITEM>
 
  </itemizedlist>
 
 
 
  <NOTE><PARA>the end tag that ends all unit definitions is also
 
  considered a symbol it is just a symbol that must be included with</PARA></NOTE>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST></PARA>
 
 
 
  <PARA>There are two other field types that can not be defined as a
 
  regular field type.  These are the function reference and the
 
  Structure.  The function reference can be either a reference to a
 
  <ACRONYM>DIL</ACRONYM> function or a special function called from the
 
  base code.</para>
 
 
 
    <NOTE><PARA>Special functions are being replaced with
 
  <ACRONYM>DIL</ACRONYM> for better performance and should only be used
 
  when no <ACRONYM>DIL</ACRONYM> functions exist to replace
 
  them</PARA></NOTE>
 
 
 
  <para>The Structure field types are  a combination of other field types
 
  to make a special field type for the unit being defined.  A good example
 
  of this is a 'exit' for a room.  The exit has everything from flag,
 
  string, stringlist, and even description fields.  The exit field will be
 
  defined much more in-depth in the chapter on rooms but it is important
 
  to know some fields are considered Structure fields because they can have
 
  many values.  The only two Structure fields are the exit and extra
 
  fields which will both be defined more later because they can be used
 
  differently depending on what you are using them for.</PARA>
 
 
 
  </SECT1>
 
 
 
  <SECT1 id="zoneinfo">
 
  <TITLE>Zone information section</TITLE>
 
 
 
  <PARA>The zone information section is the only section that must
 
  exist in the source file of your area.  With out this section the
 
  compiler is unable to create the zone because frankly it doesn't
 
  know what to call it.  It is also the easiest of the sections to
 
  learn because there is only a few possible fields. The  Zone-section  defines  the global parameters for the current
 
  zone. It is usually wise to place this section in the top of  the
 
  source file to make it easy to find the zone information when editing the file.</PARA>
 
 
 
  <TABLE frame=all>
 
  <TITLE>Zone section field descriptions</TITLE>
 
  <TGROUP align=left cols=3 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Field</ENTRY>
 
  <ENTRY>Type</ENTRY>
 
  <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
 
 
  <TBODY>
 
 
 
  <ROW>
 
  <ENTRY>creators</ENTRY>
 
  <ENTRY>Stringlist</ENTRY>
 
  <ENTRY>
 
  This field is where you place the creators of the zone.  With
 
  this field filled out the Administrators and builders can easily find out who
 
  the zone was written by and be able to contact them if there are problems.
 
  </ENTRY></ROW>
 
  <ROW>
 
  <ENTRY>lifespan</ENTRY>
 
  <ENTRY>Number</ENTRY>
 
  <ENTRY>
 
  This  defines  the interval between resets for this zone, in minutes.
 
  Default is 60 if this field is left out of the information section.
 
  </ENTRY></ROW>
 
  <ROW>
 
  <ENTRY>notes</ENTRY>
 
  <ENTRY>String</ENTRY>
 
  <ENTRY>
 
  This is a plain text description of the zone for administrators and builders.
 
  It is often a good idea to
 
  include your e-mail address in the  notes so you can be
 
  reached easily by the administrators.
 
  </ENTRY></ROW>
 
  <ROW>
 
  <ENTRY>reset</ENTRY>
 
  <ENTRY>Number</ENTRY>
 
  <ENTRY>
 
  This combined with 'lifespan' defines if the zone will be reset.  This
 
  field gives the condition that must be met to reset the zones you
 
  should use the defines in the ''vme.h'', RESET_NOT,
 
  RESET_IFEMPTY, and RESET_ANYHOW.  Default is RESET_ANYHOW, which
 
  means, the zone will be reset even if players are present within it.
 
  </ENTRY></ROW>
 
  <ROW>
 
  <ENTRY>title</ENTRY>
 
  <ENTRY>String</ENTRY>
 
  <ENTRY>
 
  This is the title of the zone, for example Dragons Nest, Dark
 
  station, and
 
  creators hide out.  It is used mainly for the areas command so
 
  players can get a list of all the areas in the game.  It can
 
  however be accessed by the 'zoneptr' variable type in <ACRONYM>DIL</ACRONYM>.  If you
 
  have
 
  a zone that spans across multiple source files you only need to
 
  define the title once.  If you put the title in all source files it
 
  will show up multiple times in the area listing.  You would also
 
  leave this blank if the zone should not be on the areas list like an
 
  administration zone.
 
  </ENTRY></ROW>
 
 
 
  <ROW>
 
  <ENTRY>weather</ENTRY>
 
  <ENTRY>Integer</ENTRY>
 
  <ENTRY>
 
  This field sets the humidity level of the zone.  If for example you want
 
  a hot desert like zone you would want to set this to its highest value.
 
  The range of this field is 1000 to -1000.  This is an optional field and
 
  will not be covered else where because it is simple to use.
 
  </ENTRY></ROW>
 
 
 
 
 
  <ROW>
 
  <ENTRY>%zone</ENTRY>
 
  <ENTRY>Symbol</ENTRY>
 
  <ENTRY>
 
  This entry defines the name of the
 
  zone. Default is the preceding  component of the current filename,
 
  minus the trailing ".zon". Note, the symbol should be added
 
  after the %zone tag, which should always be put, even if you
 
  do not add a symbol after it.
 
  </ENTRY></ROW>
 
  </TBODY>
 
  </TGROUP>
 
  </TABLE>
 
 
 
 
 
  <PARA>The only field that must exist when you go to create the zone
 
  information section is the '%zone'.  Leaving the '%zone' field out
 
  will cause an error when you try to compile it.  We suggest you
 
  not only put the '%zone' field but you also add a symbol or as I
 
  call it a zone name.  The following are three legal examples of a Zone information header.  You be the judge of
 
  which is more informative.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  /*very bad*/
 
  %zone
 
 
 
  /*bad but better than nothing*/
 
  %zone bug_planet
 
 
 
  /*The way it should be done!*/
 
  %zone dragonst
 
  lifespan 20
 
  reset RESET_ANYHOW
 
  creators {"whistler"}
 
 
 
  notes
 
  "This is the dragon station I shortened it to dragonst for ease in
 
  loading.  If you have  any questions email me at whistler@valhalla.com"
 
 
 
  help
 
  "Not sure what could help you now.  You are stuck on one of the
 
  weirdest space stations you have ever seen and you smell burning
 
  sulfur."
 
 
 
  </nowiki>
 
 
 
 
 
  <PARA>If you felt like it you could add a '%end' to the proceeding
 
  examples and compile them.  They would create an empty zone so
 
  wouldn't be very exciting but at least its possible.  We will not go into any compiling until we have at least one unit
 
  type to compile because it is pretty useless to do.
 
      the next chapters will
 
  define the basic unit building blocks you will use for rooms,
 
  objects, and NPCs and start you off on compiling.</PARA>
 
  </SECT1>
 
 
 
  </chapter>
 
 
 
  <chapter ID="ch-03"><?dbhtml filename="ch03.html">
 
  <TITLE>Unit building blocks</TITLE>
 
 
 
  <PARA>When creating your zone you will find some basic
 
  structures are used in all three unit types rooms, objects, and
 
  NPCs. In this chapter we will define the main building blocks of
 
  all units along with some helpful hints </PARA>
 
 
 
  <PARA>No matter which unit type you are dealing with there is a
 
  simple basic structure that lets the compiler know not only what
 
  unit type it is dealing with but where one unit begins and where it
 
  ends.  The way the compiler tells what unit type it is dealing with
 
  is by the section header '%rooms', '%objects', and '%mobiles'.  All
 
  rooms must be defined under the '%rooms' header and likewise objects
 
  and NPCS under their respective headers.  Each unit starts with a
 
  symbolic name called the unit symbol and ends with the keyword
 
  end.  The following would be a legal definition of any
 
  unit type:</PARA>
 
 
 
<nowiki>
 
 
 
  symbol_name
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>If you define a unit like this when it loads it will be blank, while
 
  this is not  extremely useful it is good to know you can leave
 
  out any field you don't feel you need.</PARA>
 
 
 
 
 
  <VARIABLELIST>
 
  <TITLE>Unit building blocks</TITLE>
 
  <VARLISTENTRY>
 
;symbol field
 
  <DICTDEF>
 
  <PARA>
 
 
 
  In the last chapter we defined the different field types and
 
  the rules you must follow when defining a symbol.  It is
 
  important enough to relist these rules here so you do not run into
 
  problems when creating your units.
 
  <itemizedlist>
 
  <LISTITEM><PARA>The first letter of the
 
  symbol must be a letter of the alphabet or a '_' character</PARA></LISTITEM>
 
  <LISTITEM><PARA>Characters following the first can be numbers, alphabet
 
  letters, and '_' characters</PARA></LISTITEM>
 
  <LISTITEM><PARA>The symbol can be no longer than
 
  15 characters</PARA></LISTITEM>
 
  <LISTITEM><PARA>No reserved keywords can be used as a symbol<XREF LINKEND="app-b"></PARA></LISTITEM>
 
  </itemizedlist></PARA>
 
 
 
  <NOTE><PARA>It is also important to know currently it is hard to deal with units
 
  having capital letters in them, this may be fixed in the future but it is
 
  good practice to use all lower case characters in the
 
  symbols.</PARA></NOTE>
 
 
 
  <PARA>Another thing you should think about when defining your symbol
 
  names is to be clear about what the unit is.  When you list units on
 
  the <ACRONYM>VME</ACRONYM> server with <command>wstat</command> the symbolic names are
 
  shown
 
  if you were to see the list:
 
  <computeroutput>
 
  i6853 b2419 l1854
 
  </computeroutput>
 
  You would have no idea what those three items were unless you
 
  personally built them recently, therefore it is a much better coding
 
  practice to name things what they are like:
 
  <computeroutput>
 
  long_sword healer_hut dog
 
  </computeroutput>
 
  </PARA></LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;title field
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The title field is probably the easiest field on all units it
 
  is what is shown on the first line of a room when you enter and it
 
  is the name shown when you get an object or attack a NPC.
 
  There is only two important things to look at when defining titles
 
  one is punctuation and the other is capitalization.  Room titles
 
  need to be capitalized and so do proper names but the first letter of an object
 
  title or a NPC title do not normally need to be capitalized. this is
 
  best explained by some examples.</PARA>
 
 
 
<nowiki>
 
 
 
  title "The dragons in."/*good*/
 
  title "a big bull dog."/*bad has a period at the end*/
 
  title "Bill the destroyer"/*good*/
 
  title "A long dagger"/*bad capital 'a'*/
 
 
 
  </nowiki>
 
 
 
  <PARA>Now to show why some of those are good we will demonstrate by some
 
  sample output in the game.
 
  <computeroutput>
 
 
 
  prompt:  l
 
  The Dragons Inn
 
  You are standing in a moldy inn.
 
 
 
  prompt: get A long dagger
 
  You get A long dagger.
 
 
 
  prompt kick dog
 
  You kick a bull dog. in the head.
 
  </computeroutput>
 
  Notice the 'A' and the extra period do not really look right where
 
  they end up appearing in the game.  These may be minor nit picky
 
  details but if you do it right the first time you won't have to deal
 
  with the english major that just happens to be playing on your
 
  mud.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;names field
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The 'names' field defines the names everything in the game can
 
  use to interact with your unit.  For rooms the names are used as
 
  teleport or goto points for characters and NPCs or they are
 
  sometimes used for special DIL functions on objects to trigger in certain
 
  rooms.  On NPCs and objects names can be used for anything from
 
  poking a player to giving a player an object.  The names field is
 
  very flexible it has even been used to store what a container is
 
  holding in order to have quick access to the names in the container.
 
    it</PARA>
 
 
 
  <PARA>When making rooms it is not necessary to put room names.  In
 
  fact it is a good way of making sure players can't teleport to
 
  certain rooms because if the room doesn't have a name the person
 
  can't teleport to it.  Objects and NPCs must have names because if
 
  you leave names off of them you can not pick them up or kill them
 
  depending on which you are dealing with.  It is also good practice
 
  to use all combinations of the object or NPCs title so a
 
  player will know exactly what to type to use the item for example:</PARA>
 
 
 
<nowiki>
 
 
 
  bad_obj
 
  title a small dog"
 
  names{"small dog","small","dog"}
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>It is up to you as a builder if you want to use names like 'small'
 
  in your names list since you would not 'get small' in real life it
 
  may not have to be added to the names list.  It is important however
 
  to define your extras from big to small because of how the <ACRONYM>VME</ACRONYM>
 
  command interpreter handles names of things.  For example if you had
 
  the following names:</PARA>
 
 
 
<nowiki>
 
 
 
  small_item
 
  title "a small item"
 
  names {"small","item","small item"}
 
 
 
  </nowiki>
 
 
 
  <PARA>When you try to <command>give small item Bill</command>.  The interpreter
 
  would try to give
 
  small to item and that would not be what you wanted to do.  Don't
 
  worry the compiler will catch this and give you an error something
 
  like:
 
  <computeroutput>
 
 
 
  Fatal name ordering on line ###.
 
 
 
  </computeroutput></PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;descr field
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The description building block is used in many places.  You will find
 
  description fields on extras, exits, rooms, NPCs, objects, and as
 
  you have already seen the help and the notes field of the zone
 
  information section are also description fields.</PARA>
 
 
 
  <PARA>  Depending on what
 
  you are working on description fields can mean totally different
 
  things to the person looking in the room.  A description field on a
 
  room can be the inside or outside of the rooms description.  A
 
  description on extras can be an NPCs descr or an extra description
 
  on the room like if you looked at a 'rug' or a 'chair'.  On an exit
 
  the descr field describes what you see when you look in that
 
  direction from the room you are in.  The important thing right now
 
  is no matter where you use them they all work the same.</PARA>
 
 
 
  <PARA>description fields like the title field have a tag or unlike
 
  the title field can have a set of tags before them like in extras or
 
  exits but like titles they are just a string surrounded by quotes.
 
  You can make multiple line descriptions if the description is on a
 
  NPC you may not want to since it is the description shown when you
 
  walk into the room.  The following would be some examples of room descriptions.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  descr
 
  "this is how you would define a room descr and as you can see it can
 
  be much longer than a line if you like."
 
 
 
  extra {"basic extra"}
 
  "This is a description field on an extra."
 
 
 
  extra{"more advanced","extra"}{1,2,3,4,5,6}
 
  "This is still the description field.  Like the room description or
 
  any description field for that matter this can be longer than a
 
  line."
 
 
 
  east to bathroom descr
 
  "You see one big toilet!";
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;extra fields
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The extra field is the work horse for the builder.  It is the
 
  building block that most brings your zone to life.  You can use it
 
  to describe body parts or items in a room.  When you use
 
  <ACRONYM>DIL</ACRONYM> you will use extras to store information like quest information
 
  or special information you need later.  Extras also store the
 
  main description on NPCs since the descr field on NPCs is really the
 
  long title shown in the room which will be explained later
 
  in <xref linkend="ch-05">.</PARA>
 
 
 
  <PARA>The extra Is the first structure definition you have run into
 
  so it may take some playing with to figure it out.  The extra has
 
  actually 4 fields three of them must be there in some form.  The
 
  first is the identifier that tells the compiler that this is an
 
  extra, the second is a stringlist, the third is an Optional
 
  Intlist, and the final one is the extra description field.  If the extra
 
  had all the fields it would look like this:</PARA>
 
 
 
<nowiki>
 
 
 
  extra {"small chair","chair"} {1,2,3,4,5} "Its a chair."
 
 
 
  </nowiki>
 
 
 
  <PARA>If the previous wasn't an example we
 
  would have left out the Intlist because it is not necessary to put
 
  the Intlist on a chair unless you want it there for some special <ACRONYM>DIL</ACRONYM>
 
  you are creating. the Intlist is the only field that can be totally
 
  left out but you can leave the string list blank when you want
 
  to make the extra the default description when the object, room, or
 
  NPC is being looked at, like this:</PARA>
 
 
 
<nowiki>
 
 
 
  extra {}
 
  "This would be what you see when you look at any of the names in the
 
  names list."
 
 
 
  </nowiki>
 
 
 
  <PARA>We will go more in-depth into why you want to do this in the
 
  following chapters.
 
  </PARA></LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>You are now ready to put these building blocks to work.  You have only
 
  to learn how to put these fields to work for each of the three unit
 
  types and you will be off and running.</PARA>
 
 
 
  </chapter>
 
 
 
  <chapter ID="ch-04"><?dbhtml filename="ch04.html">
 
  <TITLE>The room section</TITLE>
 
 
 
  <PARA> The previous chapter gave you the basic building blocks that
 
  will be used all through creating rooms, NPCs, and objects.  If you
 
  jumped straight to this chapter without reading about the general
 
  building blocks you might want to return to <XREF LINKEND="ch-03">
 
  first.  This chapter will deal with all the fields
 
  of rooms what they are and how to use them but with out the previous
 
  chapter you may get lost.</PARA>
 
 
 
  <PARA>In order to get started building rooms you should first be aware
 
  of the room fields you can use.  The <xref linkend="rmfields"> shows a full listing
 
  of all the room fields and their types as defined in <xref linkend="ch-03">.</PARA>
 
 
 
  <TABLE frame=all  id="rmfields">
 
  <TITLE>Room fields and types listing</TITLE>
 
  <TGROUP align=left cols=5 colsep=1>
 
  <COLSPEC COLNAME="c1" COLWIDTH="2in">
 
  <COLSPEC COLNAME="c2" COLWIDTH="2in">
 
  <COLSPEC COLNAME="c3" COLWIDTH=".5in">
 
  <COLSPEC COLNAME="c4" COLWIDTH="2in">
 
  <COLSPEC COLNAME="c5" COLWIDTH="2in">
 
 
 
  <THEAD>
 
  <ROW>
 
  <ENTRY COLNAME="c1">Field</ENTRY>
 
  <ENTRY COLNAME="c2">Type</ENTRY>
 
  <entry></entry>
 
  <ENTRY COLNAME="c4">Field</ENTRY>
 
  <ENTRY COLNAME="c5">Type</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
                 
 
  <ROW>
 
  <ENTRY COLNAME="c1">symbolic name</ENTRY>
 
  <ENTRY COLNAME="c2">Symbol</ENTRY>
 
  <ENTRY morerows=9 colname="c3"></ENTRY>
 
 
 
  <ENTRY COLNAME="c4">manipulate</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">names</ENTRY>
 
  <ENTRY COLNAME="c2">Stringlist</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">alignment</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">title</ENTRY>
 
  <ENTRY COLNAME="c2">String</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">flags</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">descr</ENTRY>
 
  <ENTRY COLNAME="c2">String</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">weight</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">outside_descr</ENTRY>
 
  <ENTRY COLNAME="c2">String</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">capacity</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">extra</ENTRY>
 
  <ENTRY COLNAME="c2">Structure</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">light</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">minv</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">exit</ENTRY>
 
  <ENTRY COLNAME="c5">Structure</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">key</ENTRY>
 
  <ENTRY COLNAME="c2">string</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">movement</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">spell</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">end</ENTRY>
 
  <ENTRY COLNAME="c5">Symbol</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">dilbegin or dilcopy</ENTRY>
 
  <ENTRY COLNAME="c2">Function pointer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4"></ENTRY>
 
  <ENTRY COLNAME="c5"></ENTRY>
 
  </ROW>
 
  </TBODY>
 
  </TGROUP>
 
  </TABLE>
 
 
 
 
 
  <PARA>As you can see there is not a whole lot of fields you have to
 
  learn in order to make a room.  In fact as you will see shortly some of
 
  these fields are not even used on rooms.  In <xref linkend="
 
  rmfielddescr"> we will expand your knowledge from just knowing what the
 
  field types are to how to set them as well.</PARA>
 
 
 
  <sect1 id="rmfielddescr">
 
  <TITLE>Description of room fields</TITLE>
 
 
 
  <variablelist id="var-rmfields">
 
  <VARLISTENTRY>
 
;symbolic name
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The rules of the symbols has been explained in <XREF
 
  LINKEND="ch-03">, if you didn't read them yet you may want to review.
 
    The important thing to realize with the room symbol is it is always
 
    good practice to give the room a symbol resembling the title so
 
    administrators and builders can use the
 
    <command>goto</command> and the <command>wstat</command> to easily
 
    goto the room in question.
 
  </PARA></LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;title
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The room title field should start with a capital and depending on
 
  your preference the compiler will not complain if you add punctuation
 
  at the end.  The following are good examples of a room title.</PARA>
 
 
 
<nowiki>
 
 
 
  title "The Post Office"
 
  title "The deep dark jungle floor:"
 
  title "The Dragon Station control room"
 
 
 
  </nowiki>
 
 
 
  <PARA>It is really up to you weather you want to use punctuation or not, it
 
  is more administrator personal opinion than anything.
 
  </PARA></LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;names
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The names field on the rooms are not that important and only should be
 
  used if the builder wishes the room to be accessed by the players by a
 
  teleport command.  If the room has no names no one will be able to
 
  teleport to it.  On some muds there will be no teleport spell so the
 
  only use for this field will be for <ACRONYM>DIL</ACRONYM> functions the administrator
 
  creates.  If a builder wants the room to be accessible by teleport then
 
  the names should match the title since that is what the player will try
 
  to teleport to.  A few good examples of names on a room would look as
 
  follows.</PARA>
 
 
 
<nowiki>
 
 
 
  title "The Post Office"
 
  Names {"post office","office"}
 
 
 
  title "the thrown room"
 
  names {"thrown room","thrown"}
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
      </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;descr
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The description field is what the player sees when walking into the room or
 
  when looking with no arguments.
 
  </PARA></LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;outside_descr
 
  <DICTDEF>
 
  <PARA>
 
 
 
  This field is what is shown to a char if the room is loaded inside
 
  another room.  For example if you had a room linked inside
 
  another room and called a barrel this would be the description that
 
  lets the character know it is a barrel.  An example would be like:</PARA>
 
 
 
<nowiki>
 
 
 
  outside_descr "a big old barrel is laying here on its side."
 
 
 
  </nowiki>
 
 
 
  <PARA>This allows a builder to make a room that looks like an object
 
  inside another room.
 
  </PARA></LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;movement
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The movement field defines the endurance cost to a character when moving through
 
  this room.  In the future these fields will be adjustable by the use of a define
 
  file.  Currently all movement fields are constants and are defined in the
 
  ''vme.h''  The following is the movement sector types and their values.
 
  <TABLE frame=all id="sectors">
 
  <TITLE>Sector movement values</TITLE>
 
  <TGROUP align=left cols=3 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Symbol</ENTRY>
 
  <ENTRY>Name</ENTRY>
 
  <ENTRY>Endurance Cost</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
 
 
  <ROW>
 
  <ENTRY>SECT_INSIDE</ENTRY>
 
  <ENTRY>inside</ENTRY>
 
  <ENTRY>1</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_CITY</ENTRY>
 
  <ENTRY>city</ENTRY>
 
  <ENTRY>1</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_FIELD</ENTRY>
 
  <ENTRY>field</ENTRY>
 
  <ENTRY>2</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_FOREST</ENTRY>
 
  <ENTRY>forest</ENTRY>
 
  <ENTRY>3</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_HILLS</ENTRY>
 
  <ENTRY>hills</ENTRY>
 
  <ENTRY>4</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_MOUNTAIN</ENTRY>
 
  <ENTRY>mountain</ENTRY>
 
  <ENTRY>6</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_DESERT</ENTRY>
 
  <ENTRY>desert</ENTRY>
 
  <ENTRY>8</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_SWAMP</ENTRY>
 
  <ENTRY>swamp</ENTRY>
 
  <ENTRY>8</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_WATER_SWIM</ENTRY>
 
  <ENTRY>water-swim</ENTRY>
 
  <ENTRY>4</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_WATER_SAIL</ENTRY>
 
  <ENTRY>water-sail</ENTRY>
 
  <ENTRY>50</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_UNDER_WATER</ENTRY>
 
  <ENTRY>under-water</ENTRY>
 
  <ENTRY>8</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_SNOW</ENTRY>
 
  <ENTRY>snow</ENTRY>
 
  <ENTRY>8</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_SLUSH</ENTRY>
 
  <ENTRY>slush</ENTRY>
 
  <ENTRY>6</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>SECT_ICE</ENTRY>
 
  <ENTRY>ice</ENTRY>
 
  <ENTRY>10</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
  The movement is simply defined by placing the 'movement' keyword first
 
  followed by the type of sector you desire.  For example a few
 
  movement fields would look as follows:</PARA>
 
 
 
<nowiki>
 
 
 
  movement SECT_FOREST
 
  movement SECT_HILLS
 
 
 
  </nowiki>
 
 
 
  <NOTE><PARA>Only one movement is needed for a room if you put more than one
 
  the last one added will be the one used.</PARA></NOTE>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;flags
 
  <DICTDEF>
 
  <PARA>
 
 
 
  This field on a room is used to set special attributes in order to make the room
 
  private or no-teleportable and many others.  The following is the list of possible
 
  already defined flags.  Extras can also be used to create special room flags.
 
  <TABLE frame=all id="unitflagsroom">
 
  <TITLE>Room unit flag affects</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Flag</ENTRY>
 
  <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
 
 
 
 
  <ROW>
 
  <ENTRY>UNIT_FL_PRIVATE</ENTRY>
 
  <ENTRY>When this flag is set on a room it marks it as a private room.  Commands
 
  that honor the private flag will not let more than 2 players into this room.
 
  Commands like <command>goto</command> and direction commands are a few
 
  commands that do honor this flag.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_INVISIBLE</ENTRY>
 
  <ENTRY>Makes unit invisible</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_NO_BURY</ENTRY>
 
  <ENTRY>Makes a hard floor so items can't be buried.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_BURIED</ENTRY>
 
  <ENTRY>Makes unit buried when loaded</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_NO_TELEPORT</ENTRY>
 
  <ENTRY>makes unit so no one can teleport to it</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_NO_MOB</ENTRY>
 
  <ENTRY>Makes it so no mobile will enter the unit</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_NO_WEATHER</ENTRY>
 
  <ENTRY>keeps weather and natural light out of unit</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_INDOORS</ENTRY>
 
  <ENTRY>Makes unit inside and doesn't affect weather</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_TRANS</ENTRY>
 
  <ENTRY>Makes unit transparent</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_NO_SAVE</ENTRY>
 
  <ENTRY>Makes it so you can't save with unit</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_SACRED</ENTRY>
 
  <ENTRY>Makes unit a double gain unit</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>UNIT_FL_MAGIC</ENTRY>
 
  <ENTRY>Marks a unit to be magic</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  </PARA></LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;extra
 
  <DICTDEF>
 
  <PARA>
 
  </PARA>
 
 
 
  <PARA>Extras are the work horse of the <ACRONYM>VME</ACRONYM>.  Extras are used in everything from <ACRONYM>DIL</ACRONYM> to just normal
 
  extra descriptions on rooms.  The first job for an extra was to hold extra description information
 
  on a room.  For example if you had a computer room and you described it might look something like this:</PARA>
 
 
 
<nowiki>
 
 
 
  descr
 
  "This small room houses the computer power of the <ACRONYM>VME</ACRONYM> development team.
 
  All four walls are lined with various pieces of computer equipment old pizza
 
  boxes and plenty of empty soda cans."
 
 
 
  </nowiki>
 
 
 
  <PARA>The problem is as a player if you saw this description you might want to know what kind
 
  of pizza we eat or maybe you would want to see what kind of soda we drink.  Or heaven forbid you might want to know
 
  what kinds of computer equipment is scattered about the room.  In the <ACRONYM>VME</ACRONYM> servers we
 
  do this by adding extra descriptions to the room.  In this case the builder of the zone
 
  may do something like this:</PARA>
 
 
 
<nowiki>
 
 
 
  descr
 
  "This small room houses the computer power of the <ACRONYM>VME</ACRONYM> development team.
 
  All four walls are lined with various pieces of computer equipment old pizza
 
  boxes and plenty of empty soda cans."
 
 
 
  extra {"soda cans", "cans", "soda", "can"}
 
  "These cans are all Canadian blue.  Maybe the Valhalla team hates American
 
  beer.  Strange all of them look to have strange indentations."
 
 
 
  extra {"strange indentations", "strange indentation","indentation"}
 
  "They are human bite marks.  Is this what happens when code doesn't work right?"
 
 
 
  extra {"pizza boxes","pizza","boxes","box"}
 
  "Dominos could make a fortune from all these boxes and probably already have
 
  from the <ACRONYM>VME</ACRONYM> team.  you notice all the boxes are empty at least they finish what
 
  they start."
 
 
 
  extra {"computer pieces","computer parts", "equipment","hardware", "pieces", "parts"}
 
  "I bet you thought you would see what we have running.  Yeah right you might come
 
  over and rob us if we told you that.  All you see is an old XT."
 
 
 
  extra {"xt"}
 
  "Its a hunk of junk really!"
 
 
 
  </nowiki>
 
 
 
  <PARA>There is a lot to notice in the previous examples.  First we will start with
 
  extras when defined on rooms, NPC, and objects must be in length
 
  order for the names.  There are a few reasons for this but lets just
 
  say the most important reason is we wanted it this way.  If you
 
  don't put them in order the <ACRONYM>VMC</ACRONYM> will give you a fatal error and
 
  will not compile your zone.</PARA>
 
 
 
  <PARA>The next thing you should notice is we have used an extra to
 
  describe something in another extra.  We actually did this twice
 
  once for the beer cans and once for the computer parts.  That way
 
  you can actually give quest information but make the person really
 
  have to explore your rooms descriptions to find it.</PARA>
 
 
 
  <PARA>The previous example is what we consider normal extras in a
 
  room.  There are also extras that hold information for DIL functions.  These
 
  special extras can have extra fields and they can be hidden to the
 
  players eyes.  Here are some
 
  examples of special extras.</PARA>
 
 
 
<nowiki>
 
 
 
  extra {"$rockcount"}
 
  "5"
 
 
 
  extra {"$playerkill"}
 
  "0"
 
 
 
  extra {"$coke","$milk","$water"}{1,5,10}
 
  "Drinks and amounts"
 
 
 
  </nowiki>
 
 
 
  <PARA>These extras all have the '$' sign appended to the front of
 
  the names in order to tell the look command the player
 
  shouldn't be able to look at the extra.  If you have not already seen
 
  <ACRONYM>DIL</ACRONYM> coding you may not understand why you would want extras
 
  players can't see.  The <ACRONYM>DIL</ACRONYM> language can manipulate these extras by
 
  reading and writing them in order to change the way a command or
 
  another function works.  For example the last <ACRONYM>DIL</ACRONYM> could be used for
 
  a shopkeeper to tell how many of each type of drink he has.  Notice
 
  the drink extra also has something you haven't seen yet, an added integer list after the namelist. all extras can have these but
 
  only extras being used with DIL functions really need
 
  them.</PARA>
 
 
 
  <PARA>Some of these special functions are supported already in the code
 
  and the ones that affect the rooms are as follows.  In the
 
  following $1n is the activator and $2n is the unit in question.</PARA>
 
 
 
  <PARA>There is only one special extra already supported for rooms and
 
  that would be the '$get'.  As we have previously
 
  mentioned the extras that start with a dollar sign are not seen by the
 
  players.  This one however is shown to the player when the person
 
  types get on the other names in the extras list.  This easier to
 
  describe in an example than in words so the following would be a good
 
  example.:</PARA>
 
 
 
<nowiki>
 
 
 
  extra {"$get", "statues", "statue"}
 
  "You attempt to pick up a statue but quickly discover your feeble
 
  attempts will never work."
 
 
 
  {"$get", "red roses", "roses"}
 
  "You bend down to pick a rose, but then decide to leave the beautiful
 
  flower to itself."
 
 
 
  </nowiki>
 
 
 
  <PARA>With this one special extra we have made it so you don't need to
 
  make millions of items so the person can act upon them.  You can
 
  just make the acts as if the items were in the room.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Exits
 
  <DICTDEF>
 
  <PARA>
 
  </PARA>
 
 
 
  <PARA>
 
  Every room has ten possible exits; North, East, South, West, Northeast,
 
  Southeast, Southwest, Northwest, Up and Down. To
 
  enable mobile use of these commands, you must specify these exits as outlined
 
  below:</PARA>
 
 
 
<nowiki>
 
 
 
  exit &lt;direction&gt; [to &lt;destination&gt;] [open {&lt;infoflags&gt;}]
 
  [key &lt;keyname&gt;] [keyword {&lt;keywords&gt;}] descr &lt;description&gt; ;
 
 
 
  </nowiki>
 
 
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;exit &lt;directions&gt;
 
  <DICTDEF>
 
  <PARA>Is the direction the exit leads, ie. one of north, south ..
 
    up, down.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
                    <VARLISTENTRY>
 
          <TERM>to &lt;destinations&gt;</TERM>
 
  <LISTITEM>
 
  <PARA>The symbolic reference to the room, you want this exit
 
    to lead to. If you reference a room within another zone, post pend the name
 
    with @&lt;zone name&gt;</PARA>
 
 
 
<nowiki>
 
 
 
    to myotherroom
 
 
 
    to hisotherroom@hiszone
 
 
 
  </nowiki>
 
 
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
                    <VARLISTENTRY>
 
          <TERM>open &lt;info flags&gt;</TERM>
 
  <LISTITEM>
 
 
 
  <PARA>These flags describe the state of the door.  The following is the
 
  list of possible door flags.</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;EX_OPEN_CLOSE
 
  <DICTDEF>
 
  <PARA> Set this if you can open and close this exit, be it a door, gate or
 
      otherwise.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;EX_CLOSED
 
  <DICTDEF>
 
  <PARA>Set this if you want the exit to be closed at boot time.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;EX_LOCKED
 
  <DICTDEF>
 
  <PARA>Set this if you want the exit to be clocked at boot time.</PARA>
 
  <NOTE>
 
  <PARA>An interesting aspect is, if you do not specify a key, you can
 
      only unlock this door with the 'pick' skill, 'unlock' spell or from
 
      <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
 
  </NOTE>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;EX_PICK_PROOF
 
  <DICTDEF>
 
  <PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the
 
      lock of this exit.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
  ;EX_HIDDEN
 
  <DICTDEF>
 
  <PARA>If this bit is set, the exit is hidden until the mobile has successfully
 
      searched for it, using the 'search'-command.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;key &lt;keyname&gt;
 
  <DICTDEF>
 
  <PARA>The symbolic name of a key object used for unlocking this exit.</PARA>
 
 
 
<nowiki>
 
 
 
  key mykey@myzone
 
 
 
  </nowiki>
 
 
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
  ;keyword { &lt;stringlist&gt; }
 
  <DICTDEF>
 
  <PARA>This stringlist holds all the names of the exit, 
 
  you specify to manipulate the exit. If the exit is
 
    hidden exit, these are the keywords the mobile can search for.</PARA>
 
   
 
<nowiki>
 
 
 
  keyword {"wooden door","door"}
 
 
 
  keyword {"hidden door","door","hatch","floor"}
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;descr &lt;description&gt;
 
  <DICTDEF>
 
  <PARA>This string is the description of what you see if you look in
 
    the direction of the exit.</PARA>
 
    </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;;
 
  <DICTDEF>
 
  <PARA>Every exit statement needs to be terminated with a semi-colon.
 
  </PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
    </VARIABLELIST>
 
 
 
  <NOTE>
 
  <TITLE>General notes</TITLE>
 
  <PARA>Even though you do not need an exit in all directions, you can use it to place
 
  descriptions of the direction.</PARA>
 
  </NOTE>
 
 
 
<nowiki>
 
 
 
        exit north descr "An unsurmountable mountain blocks your way.";
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;minv
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field is rarely used on rooms.  It could however be used to
 
  make a room invisible inside another room.  Or it could be used to store numbered values on a room.  The reason this
 
  field is on a room is it is part of the base object which all objects
 
  are derived from.  If the room is going to be inside another room and
 
  you don't want it visible the following would make it invisible to all
 
  players below the level of 20.</PARA>
 
 
 
<nowiki>
 
 
 
  minv 20
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;key
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field is not used normally on a room.  It is a string that
 
  can be used for anything you desire.  The reason it exists on rooms is
 
  it is a part of the base object all unitptrs (unit pointers like,
 
  rooms, objects, and NPCs) are derived from.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;manipulate
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field is not used normally on a room.  It is an integer that can be
 
  used for anything you desire.  The reason it exists on rooms is it is a
 
  part of the base object all unitptrs are derived from.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;alignment
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field is not used normally on a room.  It is an integer that can be
 
  used for anything you desire.  The reason it exists on rooms is it is a
 
  part of the base object all unitptrs are derived from.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;weight
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field is not used normally on a room.  It is an integer that can be
 
  used for anything you desire.  The reason it exists on rooms is it is a
 
  part of the base object all unitptrs are derived from.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;capacity
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field is not used normally on a room.  It is an integer that can be
 
  used for anything you desire.  The reason it exists on rooms is it is a
 
  part of the base object all unitptrs are derived from.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;light
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field sets the light on a room.  Normally this is not done
 
  directly, instead it is set using macros defined in
 
  ''wmacros.h''.</PARA>
 
 
 
  <TABLE frame=all id="seg-light">
 
  <TITLE>Light defines</TITLE>
 
  <TGROUP align=left cols=3 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Define</ENTRY>
 
  <ENTRY>Light Value</ENTRY>
 
  <ENTRY>Affect</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
 
 
 
 
 
 
  <ROW>
 
  <ENTRY>ALWAYS_LIGHT</ENTRY>
 
  <ENTRY>1</ENTRY>
 
  <ENTRY>Room is always light no matter time of day</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>IN_ALWAYS_DARK  </ENTRY>
 
  <ENTRY>-1</ENTRY>
 
  <ENTRY>When an inside room is always dark - both inside and outside </ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>OUT_DARK_NON_NOON </ENTRY>
 
  <ENTRY>-1</ENTRY>
 
  <ENTRY>Always a dark room, except when it is high noon </ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>OUT_ALWAYS_DARK  </ENTRY>
 
  <ENTRY>-2</ENTRY>
 
  <ENTRY>Always a Dark room, no matter the time of day</ENTRY>
 
  </ROW>
 
 
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>To set natural light that changes depending on the type of day
 
  nothing is needed to be put in the light field the compiler will default
 
  to '0'.  If you for some reason want to set the light to default
 
  lighting you can do so but you don't need to.  You will also notice
 
  there are two macros that set the light to the exact same value.  This is
 
  for compatibility with older code base and if you wish to combine these
 
  two macros or only use one it would not change the way the mud
 
  works.</PARA>
 
 
 
  <PARA>This is probably one of the simplest fields you will have to deal
 
  with in the rooms.  In order to set it all that is needed is to place
 
  the macro or the light and value on a line in the room and your all
 
  done.</PARA>
 
 
 
<nowiki>
 
 
 
  //To Set always light with macro
 
  ALWAYS_LIGHT
 
 
 
  //To set Always light with out macro
 
  light 1
 
 
 
  </nowiki>
 
 
 
  <PARA>You can decide which is easiest for you.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;link
 
  <DICTDEF>
 
  <PARA></PARA>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;spell
 
  <DICTDEF>
 
  <PARA></PARA>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;dilbegin or dilcopy
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
 
 
  <PARA>The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
 
  We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
 
  you how to create your own functions that will make your rooms, NPC, and
 
  objects more than special.</PARA>
 
 
 
  <PARA>There are only currently three room functions that come
 
  standard with a <ACRONYM>VME</ACRONYM> in the ''function.zon''.  There
 
  are much more in the zones released with the <ACRONYM>VME</ACRONYM> but you
 
  will have to hunt for those.  The three that come standard are Safe
 
  room, Death room, and forced move.  The safe room makes it
 
  impossible for players to kill each other, the death room is a
 
  function that lets you make things like rock slides and quick sand,
 
  and the forced move lets you make an easy river.</PARA>
 
 
 
  <PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
 
  Valhalla mud all you have to do is use the dilcopy keyword in the
 
  room with the function name you want to use and the arguments the
 
  function requires.  The following is what you would find in the
 
  ''function.zon'' for death room.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  /* Death room <ACRONYM>DIL</ACRONYM>
 
  *tick is in 4th's of seconds
 
   * Damage is damage done per tick
 
    *act_s is string shown to damaged player.
 
  */
 
  dilbegin death_room(tick: integer, damage: integer, act_s: string);
 
 
 
  var ext: extraptr;
 
      u : unitptr;
 
      i : integer;
 
 
 
  code
 
  {
 
 
 
  if (tick < 12) tick := 12;
 
 
 
  heartbeat := tick;
 
 
 
  if (damage < 0)
 
      damage := -damage;
 
 
 
  if ("$death room for mobs" in self.extra)
 
      i := UNIT_ST_PC|UNIT_ST_NPC;
 
  else
 
      i := UNIT_ST_PC;
 
 
 
  while (TRUE)
 
  {
 
  wait (SFB_TICK, TRUE);
 
 
 
  foreach (i, u)
 
      {
 
      if (u.level >= IMMORTAL_LEVEL)
 
          continue;
 
 
 
      if (("$no death room" in u.extra) and (u.type == UNIT_ST_NPC))
 
          continue; // Don't allow pcs to get this flag
 
 
 
      if (act_s != "")
 
          act ("&[hit_me]"+act_s, A_ALWAYS, u, null, null, TO_CHAR);
 
      else
 
          act ("&[hit_me]You bleed from your wounds.",
 
              A_ALWAYS, u, null, null, TO_CHAR);
 
 
 
      u.hp := u.hp - damage;
 
      position_update (u);
 
      }
 
 
 
  }
 
 
 
  }
 
 
 
  dilend
 
 
 
  </nowiki>
 
 
 
  <PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
 
  understand or adjust it you just have to use it.  In this function it requires a time,
 
  damage, and act.  So you could use this in a room definition like
 
  this:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy death@function (60,25,"Flames shoot from the floor burning
 
  your rear.");
 
 
 
  </nowiki>
 
 
 
  <PARA>This says to copy the <ACRONYM>DIL</ACRONYM> from zone function with the arguments 60
 
  seconds, damage 25% and act as shown.  Pretty simple eh?</PARA>
 
 
 
  <PARA>All released <ACRONYM>DIL</ACRONYM> room functions are described in
 
  <XREF LINKEND="rmdilfunc">.
 
  Then we put some to work so you can see how
 
  to use them in <XREF LINKEND="rmcomplex"></PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  </SECT1>
 
 
 
  <sect1 id="rmbasic">
 
  <TITLE>Building your first room</TITLE>
 
 
 
  <PARA>Now you are ready!  With all you have learned about room
 
  fields you are now ready to build your first room.  I personally
 
  like dragons and I like space so I have chosen to make a dragon
 
  station.  We will first do a simple room and build on to it in the
 
  next sections.  In this section we will walk you through creating a
 
  basic room and why we choose what we do where we do.</PARA>
 
 
 
  <PARA>When making rooms you create the zone source file first as shown
 
  in <xref linkend="ch-02">.  If you only have rooms you do not need the
 
  %reset, %objects, and %mobiles.  For the examples in this chapter we
 
  will use the zone we created in <xref linkend="ch-02"> and add the %room
 
  tag where we will put all the rooms.  At the end of the chapter we will
 
  have the entire zone so you can see it all together.</PARA>
 
 
 
  <PARA>The first part of all rooms is the symbolic name it is good to
 
  always pick a name that will match the title so you can use the
 
  administrator command <command>goto</command> to easily get to the
 
  room.  The reason is when you use the command
 
  <command>wstat</command> it will only show you a list of the rooms
 
  by symbolic name for example if you type
 
  <command>
 
  wstat zone dragon room
 
  </command>
 
  You will get  the following:</PARA>
 
 
 
<nowiki>
 
 
 
  List of rooms in zone Dragon:
 
  chamber portal office
 
 
 
  </nowiki>
 
 
 
  <PARA>If you didn't make it clear what the rooms were by the symbolic name
 
  it might look like this:</PARA>
 
 
 
<nowiki>
 
 
 
  List of rooms in zone Dragon:
 
  st_rm1 st_rm2 st_rm3
 
 
 
  </nowiki>
 
 
 
 
 
  <PARA>While this might be great when you first start imagine trying to
 
  remember what all one hundred rooms are.</PARA>
 
 
 
  <PARA>The first room we will create will be a simple chamber with nothing special.  We can build on to it later if we need to.</PARA>
 
 
 
<nowiki>
 
 
 
  chamber
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>Pretty easy so far.  Now lets add some life to it.  The room
 
  will need a title and a description.  The title should be a one line
 
  description of a room sort of like if you were walking someone
 
  around your house and telling them what each room was like this is
 
  'My houses big bathroom' or maybe this is 'The computer room'.  The
 
  description should be something you would tell an interior
 
  decorator you were talking to on the phone and asking for
 
  advice.  He would want to know everything about the room you
 
  can see so he could give you good advice.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  chamber
 
  title "The middle chamber of the station"
 
  descr
 
  "This chamber seems to have the entire station rotating around it.
 
  Small human size ornate chairs with dragon designs scrawled on the
 
  arms and back are arranged in a triangle like setting with one large
 
  chair at the front.  This must be where all station meetings are held.
 
  large pictures cover the walls depicting dragons in all kinds of
 
  situations.  Small passages lead of to the west and the east.
 
  ."
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>It is a matter of taste if you want the descriptions of the
 
  exits in your description or not but I like them so I put them.  Now
 
  if you were reading this description to someone the person might ask
 
  you what is on the pictures or maybe even what exactly do the chairs
 
  look like so we better take care of that by adding some extras to
 
  our little room.</PARA>
 
 
 
<nowiki>
 
 
 
  extra {"chairs","chair"}
 
  "The chairs are made of some metal you don't recognize and every inch is covered
 
  with some kind of dragon."
 
 
 
  extra  {"dragon picture","picture"}
 
  "Thousands of dragons dot the skies of this rather life like picture.  In the
 
  center you see something move.  It looks to be a little green dragon."
 
 
 
  extra{"green dragon","dragon","green"}
 
  "An intelligent looking dragon is sitting perched on a large chair watching you."
 
 
 
  </nowiki>
 
  <PARA>Normally we could put a movement type for the amount of
 
  endurance lost when a person is moving through the area but we will
 
  leave it blank and go with the default which is SECT_CITY since
 
  with the fake gravity that is the closest we could come with the
 
  sector types availible.  The last thing we need to finish our room
 
  is the two exits leading to the other rooms.</PARA>
 
 
 
<nowiki>
 
 
 
  west to portal descr "You see a small room.";
 
 
 
  east to office descr "You see what looks to be an office.";
 
 
 
  </nowiki>
 
 
 
  <PARA>Thats it that is all there is to making a room.  In the next
 
  couple of sections we are going to add some more rooms with more
 
  advanced features and give some debugging hints for compiling your
 
  rooms but if you understand everything so far your going to have no
 
  problem.  Lets take a look at our entire finished first room</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  chamber
 
  title "The middle chamber of the station"
 
  descr
 
  "This chamber seems to have the entire station rotating around it.
 
  Small human size ornate chairs with dragon designs scrawled on the
 
  arms and back are arranged in a triangle like setting with one large
 
  chair at the front.  This must be where all station meetings are held.
 
  large pictures cover the walls depicting dragons in all kinds of
 
  situations.  Small passages lead of to the west and the east.
 
  ."
 
 
 
  extra {"chairs","chair"}
 
  "The chairs are made of some metal you don't recognize and every inch is covered
 
  with some kind of dragon."
 
 
 
  extra  {"dragon picture","picture"}
 
  "Thousands of dragons dot the skies of this rather life like picture.  In the
 
  center you see something move.  It looks to be a little green dragon."
 
 
 
  extra{"green dragon","dragon","green"}
 
  "An intelligent looking dragon is sitting perched on a large chair watching you."
 
  west to portal descr "You see a small room.";
 
 
 
  east to office descr "You see what looks to be an office.";
 
  end
 
 
 
  </nowiki>
 
 
 
  </SECT1>
 
  <sect1 id="rmdebug">
 
  <TITLE>Compiling and debugging your first room</TITLE>
 
  <PARA>It is time we put the zone header information together with
 
  your first zone and compile it into a format the <ACRONYM>VME</ACRONYM> server can
 
  use.  This is done by using the <ACRONYM>VMC</ACRONYM> compiler.  Depending on if you
 
  are doing this on your own Linux server or if you are building for a
 
  <ACRONYM>VME</ACRONYM> already set up you will have to use the compiler access
 
  method they have defined.  No matter if you are compiling by email,
 
  ftp, or at the command line with <ACRONYM>VMC</ACRONYM> the error messages will all be
 
  the same.  Since I have no idea how your particular set up is
 
  designed I will explain the errors that the compiler will return and
 
  you will have to ask your system administrator how to access the
 
  compiler.  The rest of this section is written as if you have your
 
  own <ACRONYM>VME</ACRONYM> running on your own Linux box using the <ACRONYM>VMC</ACRONYM> at the command
 
  line.</PARA>
 
 
 
  <PARA>When you are working on your first zone it is always a good
 
  idea to start with one or two rooms and compile them instead of
 
  writing all the rooms and then trying to compile. The reason is the
 
  more rooms you have the more confused you can make the compiler if
 
  you have a lot of errors and you may not be able to figure out where
 
  your first mistake was easily.  In our case we only have our first
 
  room and the header information for the zone so lets put it together
 
  now and try and compile it.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #include composed.h>
 
  %zone dragonst
 
  lifespan 20
 
  reset RESET_ANYHOw
 
  creators {"whistler"}
 
 
 
  notes
 
  "This is the dragon station I shortened it to dragonst for ease in
 
  loading.  If you have  any questions email me at whistler@valhalla.com"
 
 
 
  help
 
  "Not sure what could help you now.  You are stuck on one of the
 
  weirdest space stations you have ever seen and you smell burning
 
  sulfur."
 
 
 
  %rooms
 
 
 
  chamber
 
  title "The middle chamber of the station
 
  descr
 
  "This chamber seems to have the entire station rotating around it.
 
  Small human size ornate chairs with dragon designs scrawled on the
 
  arms and back are arranged in a triangle like setting with one large
 
  chair at the front.  This must be where all station meetings are held.
 
  large pictures cover the walls depicting dragons in all kinds of
 
  situations.  Small passages lead of to the west and the east.
 
  ."
 
 
 
  extra {"chair","chairs"}
 
  "The chairs are made of some metal you don't recognize and every inch is
 
  covered with some kind of dragon."
 
 
 
  extra  {"dragon picture","picture"}
 
  "Thousands of dragons dot the skies of this rather life like picture.  In the
 
  center you see something move.  It looks to be a little green dragon."
 
 
 
  extra{"green dragon","dragon","green"}
 
  "An intelligent looking dragon is sitting perched on a large chair watching you."
 
  west to portal descr "You see a small room.";
 
 
 
  east to office descr "You see what looks to be an office.";
 
  end
 
 
 
  %end
 
 
 
  </nowiki>
 
  <PARA>We added the %room tag to our zone header stuck our room in
 
  and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM> server for
 
  you to be able to look at it in the game.  If you downloaded our
 
  example zones for this document you can compile this zone along with
 
  us and fix the errors as we do for practice.  The filename is
 
  ''debug_rm.zon''.  Just so you know the errors in this
 
  zone are intentional so please don't write me an email telling me
 
  there are errors in it.</PARA>
 
 
 
  <PARA>The command to compile the zone is
 
  <command>VMC debug_rm.zon</command>.
 
  Here is what we get when we first try and
 
  compile the zone.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [Apr 28 2001]
 
  Compiling 'debug_rm.zon'
 
  &lt;debug_rm.zon&gt; @ 2: Bad include argument
 
  &lt;debug_rm.zon&gt; @ 48: Token too long
 
  Fatal error compiling in preprocessor stage in file 'debug_rm.zon'.
 
 
 
  </nowiki>
 
 
 
  <PARA>Don't worry if this looks scary, it really is much easier to read than it looks like.
 
  The first thing you need to realize about compiling is always fix one error
 
  and compile again because it might fix two or three errors after
 
  with one fix.  The reason is once a compiler hits something it
 
  doesn't understand it gets confused with the rest of the file.  It
 
  is sort of like if you thought the word 'water' meant 'fire' and you
 
  tried to read a book it would get confusing really fast.  So you have
 
  to correct the definition of 'water' to understand the rest of the
 
  book.</PARA>
 
 
 
  <PARA>Lets take the first error with this in mind.  The first error
 
  shows up on line three of the error file it says: </PARA>
 
 
 
<nowiki>
 
 
 
  &lt;debug_rm.zon&gt; @ 2: Bad include argument
 
 
 
  </nowiki>
 
 
 
  <PARA>This line is not really cryptic reading it in a more english form
 
  would sound like:  In file 'debug_rm.zon' you have an error at line 2, the
 
  argument to the include statement is not correct.  Not all errors will
 
  be this clear but the compiler does its best to get you close to the
 
  error.  Now if you look at line two in ''debug_rm.zon'',
 
  you will find, we forgot to put in the '&lt;' symbol.  If you fix
 
  the line to look like:
 
 
 
<nowiki>
 
 
 
  #include &lt;composed.h&gt;
 
 
 
  </nowiki>
 
  Then recompile you will have fixed your first error and get a whole new
 
  set to play with.  The following is the errors we got after fixing line
 
  two:</PARA>
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
 
  Compiling 'debug_rm.zon'
 
  &lt;debug_rm.zon&gt; @ 47: EOF in string
 
  debug_rm.zon: 4: parse error
 
    Token: 'RESET_ANYHOw'
 
  debug_rm.zon: 21: parse error
 
    Token: 'This'
 
  debug_rm.zon: 26: parse error
 
    Token: 'and'
 
  debug_rm.zon: 26: parse error
 
    Token: '.'
 
  Grave errors in file 'debug_rm.zon'.
 
 
 
  </nowiki>
 
 
 
  <PARA>Now this looks to be a much more interesting error file than the
 
  previous one.  Remember we mentioned you should always fix the
 
  first error first so the compiler doesn't get confused.  In this error
 
  file the first line is not the first error we need to fix.  We have
 
  to do some logical reasoning here.  The first error the compiler
 
  came across was the one on line 4 that shows up around line 4 of the
 
  error file.  The lines before it are letting you know somewhere
 
  else in the file there is a missing quote.  If we clean up the first
 
  error however we might be able to find this missing quote much easier.
 
  So lets do that lets start by looking at line 4 which is saying the
 
  compiler doesn't understand what the token 'RESET_ANYHOw' is.  This
 
  makes sense the token should be 'RESET_ANYHOW' and the compiler is
 
  case sensitive.  So all we need to do to fix this one is capitalize the
 
  'w' and the error should be cleared up lets try that and recompile and
 
  see what the errors look like.  With that line fixed the following is
 
  the errors we get.
 
  </PARA>
 
 
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
 
  Compiling 'debug_rm.zon'
 
  &lt;debug_rm.zon&gt; @ 47: EOF in string
 
  debug_rm.zon: 21: parse error
 
    Token: 'This'
 
  debug_rm.zon: 26: parse error
 
    Token: 'and'
 
  debug_rm.zon: 26: pars
 
  e error
 
    Token: '.'
 
  Grave errors in file 'debug_rm.zon'.
 
 
 
  </nowiki>
 
 
 
  <PARA>Again we must figure out which error message we should deal with
 
  first.  As before we need to deal with the lowest number error.  The
 
  error we need to fix first then is the one on line '21'.  If you go
 
  to line '21' you will notice the line looks fine.  When you run
 
  into an error like this where the error is not exactly on the line
 
  scroll up to the field before the one in question and you should find the
 
  problem.  In this case we forgot a '"' on the 'title' line and
 
  confused the compiler because it thought the ending quote was the one
 
  after the 'descr' field.  Therefore the compiler didn't understand the
 
  'This' as a field.  This is one of the harder errors to find but once
 
  you get used to it will come naturally and the compiler does try to
 
  get you close.  Now if we add the '"' we are missing and recompile
 
  the following is the output we get.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
 
  Compiling 'debug_rm.zon'
 
  <ACRONYM>VMC</ACRONYM> Done.
 
 
 
  </nowiki>
 
 
 
  <PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means
 
  you have now successfully compiled the zone.  I want you to look at the
 
  last error file and the fact that we only changed a quote to go from it
 
  to no errors.  This is why you always deal with one error at a time.
 
  Sometimes fixing one error can fix a lot of the weird errors that make
 
  no sense.  In fact I have seen one quote cause as much as 50 errors so
 
  if you jump around trying to fix errors that look like they make sense
 
  you may end up making more work for yourself.
 
  </PARA>
 
 
 
  <PARA>Now that you have a compiled zone you should check and make sure
 
  all the files are there.  When you compile a zone you will end up
 
  with  three extra files. the files will have the same filename as your zone
 
  with a new extension in this case you should have the following.</PARA>
 
 
 
<nowiki>
 
 
 
  debug_rm.data
 
  debug_rm.err
 
  debug_rm.reset
 
  debug_rm.zon
 
 
 
  </nowiki>
 
 
 
  <PARA>If you have all of these you are all set to go.  If not then there
 
  is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for
 
  help.  To get your new zone in the mud all that is needed is to make
 
  sure your zone is in the zonelist in the <ACRONYM>VME</ACRONYM> etc directory and copy
 
  these files into your zone directory.  Then reboot the mud.  You should
 
  be able to log on your builder character and goto your zone by typing,
 
  <command>goto chamber@dragonst</command>.</PARA>
 
 
 
  <PARA>There you go you have now compiled your first zone.  Its not much
 
  to look at but with what you already know you could make a full zone of
 
  very basic rooms.  The next few sections will teach you some of the more
 
  interesting things you can do when making your rooms.</PARA>
 
 
 
  </SECT1>
 
  <sect1 id="rmdilfunc">
 
  <TITLE><ACRONYM>DIL</ACRONYM> functions for rooms</TITLE>
 
 
 
  <PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
 
  special functions on rooms, NPCs, objects, PCs, and much more.  This
 
  manual is for basic zone writing and therefore will not go into how to
 
  write your own <ACRONYM>DIL</ACRONYM> functions.  The <ACRONYM>VME</ACRONYM> however is released with many
 
  functions for you as an Administrator and your builders to use to make
 
  special rooms, NPCs, and objects.  The following is a list of all room
 
  functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
 
 
 
 
 
  <variablelist id="var-roomfunc">
 
  <VARLISTENTRY>
 
;Death room
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This function is a simple function that allows you to create a
 
  room to do damage to a player. The death_room can kill them slowly like
 
  a fire cave would or it can kill them quickly as if you stuck them in a
 
  microwave it is all up to how you set the arguments.  It also lets you
 
  see the acts the players see so this function can be used on any number
 
  of death style rooms.  There is no need to understand how the function
 
  works just how to use it so with that in mind the following is the
 
  functions header.</PARA>
 
 
 
<nowiki>
 
 
 
  //In function.zon
 
  dilbegin death_room(tick: integer, damage: integer, act_s: string);
 
 
 
  </nowiki>
 
  <PARA>As with any function all you have to do is 'dilcopy' the function
 
  onto your room with the correct zone name and arguments and it will do
 
  the rest.  In this <ACRONYM>DIL</ACRONYM> you have three arguments to pass The first is the
 
  'tick' or time which in this <ACRONYM>DIL</ACRONYM> is broken down into 'ticks' which are 4
 
  ticks per second.  Thus if you wanted to get something to do damage
 
  every minute you would put '60*4' in that spot.  The next is the amount
 
  of damage you want done per your time.  If for example you want '60' hit
 
  +points damage done each round you just put '60' as that argument.
 
  Finally is the act shown to the character as a string in quotes.  So a
 
  finished death room on your room would look like this.</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy death_room@function(4*60,60,
 
  "Flames shoot up from the floor burning your butt.");
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Climb
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>
 
      This special <ACRONYM>DIL</ACRONYM> is used for the climb skill and should be set on
 
      stationary objects (stationary mast, robe, tree, wall, etc). The
 
      'difficulty' is the skill-amount required to climb. A skill of 100
 
      would be a 50% chance for the expert thief / climber. The 'damage'
 
      is how much damage is given if you fail to climb the object. When
 
      you fail, you "fall" to the 'destination', so you can make gravity
 
      work correctly. The destination can be the same room in which you
 
      started but it doesn't have to be. The 'direction' is the direction
 
      in which you want the person to have to climb enclosed in quotes.</PARA>
 
   
 
      <PARA>With all this in mind the following is the <ACRONYM>DIL</ACRONYM> definition and
 
  an example use of it.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //<ACRONYM>DIL</ACRONYM> definition
 
  dilbegin climb(destination:string, difficulty:integer,
 
                  damage:integer,direction:integer);
 
 
 
  //Example use of Climb
 
  dilcopy climb@function("deck@ship", 17, 20, "up");
 
 
 
  </nowiki>
 
 
 
  <PARA>We should note here, if you wanted the person to have to climb
 
  back down you will need to put a climb <ACRONYM>DIL</ACRONYM> on the room you are climbing
 
  too that has the "down" directory as an argument.  This <ACRONYM>DIL</ACRONYM> also allows
 
  you to link two rooms not linked by normal directions but we
 
  suggest you should think before doing this because it may not make sense to not
 
  have a link between the two places.</PARA>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Force move
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This function allows you to move a player or NPC from a room to another
 
  room with out having the player or NPC type or do anything.</PARA>
 
 
 
  <PARA>The following is the definition of the force move <ACRONYM>DIL</ACRONYM></PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin force_move (tick: integer, strings: string, random: integer);
 
 
 
  </nowiki>
 
 
 
  <PARA>The 'tick' parameter is how fast you want the force move to be
 
  triggered.  The 'tick' is in 1/4 second increments so to get a one
 
  second wait you would place a four.  The second parameter is two strings
 
  the first being the symbolic name of the room you are forcing the
 
  character to.  The second string is the act you want shown to the player
 
  or NPC when it is moved.  The final parameter is either a one or a zero.
 
  The one stands for true and it would make the timer trigger randomly
 
  fifty percent of the time, while a zero would make it not random.</PARA>
 
 
 
  <PARA>The following is what the force move would look like if you wanted it to trigger every 30 seconds and give acts of a river.</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy force_move@function(4*30,{"river2@riverzon","You float down the river."},0);
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Safe room
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This function creates a safe room where combat is not allowed.
 
  The following is the definition and an example of how to use it.</PARA>
 
 
 
<nowiki>
 
 
 
  //Safe room <ACRONYM>DIL</ACRONYM> definition
 
  dilbegin safe_room ();
 
 
 
  //Example use of Safe room
 
  dilcopy safe_room@function ();
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  </sect1>
 
 
 
  <sect1 id="rmcomplex">
 
  <TITLE>A more complex set of rooms</TITLE>
 
 
 
  <PARA>In the last section you learned to make basic rooms.  In this
 
  section we will build on what you already know to allow you to make much
 
  more fancy rooms.  IN this section we will give a much better view of
 
  the exits and what can be done with them including doors, hidden doors and
 
  rooms inside other rooms.  We will also show some examples of the room
 
  <ACRONYM>DIL</ACRONYM> functions being used that were described in the previous section.
 
  Finally we will pull it all together in a completed zone for you to
 
  compile and play with. </PARA>
 
 
 
  <sect2 id="rmdoorexits">
 
  <TITLE>Exits with doors</TITLE>
 
 
 
  <PARA>When we first defined exits we included the 'keyword' and 'open'
 
  fields on a door.  In this section we will give an example of two rooms
 
  linked together with a door.  There is no new information you have
 
  not already encountered so we will start with an example.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  hallway
 
  title "Module tunnel"
 
  descr "The hallway is about 50 meters long and around 100 meters from
 
  side to side and top to bottom...."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  west to chamber descr
 
  "The hallway opens up into a chamber.";
 
 
 
  east to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  end
 
 
 
  office
 
  title "The station office"
 
  descr
 
  "Large paintings fill the walls of this part of the station...."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  west to hallway descr
 
  "You see what looks to be a hallway."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
  end
 
 
 
 
 
  </nowiki>
 
 
 
  <PARA>One important thing you should notice is, whatever you put as a
 
  keyword, along with the direction, is what a person must use to open
 
  the door.  To make sure the door closes at reset time you will have to
 
  add the doors reset to the '%reset' section.  The door resets will be
 
  explained in <xref LINKEND="ch-07">.  Notice also in this example
 
  we have a direction both in the room you are going to and the room you
 
  came from.  This means you need a 'west' direction for every 'east'
 
  direction leading to it.  If you do not put both you will end up with a
 
  one way direction.</PARA>
 
 
 
  </sect2>
 
 
 
  <sect2>
 
  <TITLE>Locked exits</TITLE>
 
  <PARA>Now that you have making a door down, you may find that it is not
 
  safe to leave your doors unlocked.  Well the <ACRONYM>VME</ACRONYM> is ready for you.  You
 
  have already seen the 'keyword' and 'open' sections and what you can set
 
  in them.  Now lets use the 'EX_LOCKED field with them and introduce a
 
  new macro to allow you to set the difficulty to unlock the lock with out
 
  a key.</PARA>
 
 
 
  <PARA>First lets look at the macro that allows you to set a difficulty
 
  on a lock.  If you set the lock with out this macro it will default to
 
  0 and thus be easy to pick.</PARA>
 
 
 
<nowiki>
 
 
 
  #define DOOR_LOCK_DEF(north_lock, east_lock, south_lock, west_lock,\
 
  up_lock, down_lock, northeast_lock, northwest_lock, southeast_lock,\
 
  southwest_lock)
 
 
 
  </nowiki>
 
  <PARA>When using this macro you only set the value of the exit you want
 
  to add the difficulty to, you can leave the rest of the exits '0'.  Only
 
  one of these macros are needed on a room no matter how many exits
 
  because each of the exits are included..  If you have an exit to the
 
  north that is locked and you want it to have a difficulty of 50% the
 
  following would be the line you would add to your room</PARA>
 
 
 
<nowiki>
 
 
 
  DOOR_LOCK_DEF(50, 0, 0, 0, 0, 0, 0, 0, 0, 0)
 
 
 
  </nowiki>
 
  <PARA>Now lets add the macro and the locked flag to the exits and create
 
  the room.</PARA>
 
 
 
<nowiki>
 
 
 
  hallway
 
  title "Module tunnel"
 
  descr "The hallway is about 50 meters long and around 100 meters from
 
  side to side and top to bottom...."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  west to chamber descr
 
  "The hallway opens up into a chamber.";
 
 
 
  DOOR_LOCK_DEF(0, 50, 0, 0, 0, 0, 0, 0, 0, 0)
 
  east to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
 
 
  end
 
 
 
  office
 
  title "The station office"
 
  descr
 
  "Large paintings fill the walls of this part of the station...."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  DOOR_LOCK_DEF(0, 0, 0, 50, 0, 0, 0, 0, 0, 0)
 
  west to hallway descr
 
  "You see what looks to be a hallway."
 
  keyword {"air lock door","air lock","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>The only thing you may be wondering about in this example is the
 
  'key' field.  I have picked 'nokey' as my value of the key.  There is no
 
  key in this zone so all this does is create a key hole.  If you leave
 
  the 'key' field out totally the only way you can open the lock is by a
 
  magical spell.  It is also important that you read about resets of door locks in
 
  <xref LINKEND="ch-07">.</PARA>
 
  </sect2>
 
 
 
  <sect2>
 
  <TITLE>Hidden exits</TITLE>
 
 
 
  <PARA>Locking the doors may not be enough.  In fact sometimes you may
 
  not want to lock the door but you might want to hide it.  You can do
 
  both or either with the following macro added to your exit.</PARA>
 
 
 
<nowiki>
 
 
 
  #define SECRET_DOOR_DIFFICULTY(DIR, SKILL) \
 
  extra{SECRET_DOOR} {DIR, SKILL}\           
 
  ""                                       
 
 
 
  </nowiki>
 
  <PARA>So if you wanted a door or just a passage to the north hidden you
 
  would add this before or after your exits.</PARA>
 
 
 
<nowiki>
 
 
 
  SECRET_DOOR_DIFFICULTY(NORTH, 50)
 
 
 
  </nowiki>
 
  <PARA>Now lets put it all together and link two rooms together with a
 
  hidden door.</PARA>
 
 
 
<nowiki>
 
 
 
  office
 
  title "The station office"
 
  descr
 
  "Large paintings fill the walls of this part of the station..."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  west to hallway descr
 
  "You see what looks to be a hallway."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  SECRET_DOOR_DIFFICULTY(SOUTH, 50)
 
  south to portal_room descr
 
  "You see what looks to be a portal room."
 
  keyword {"air lock door","air lock","staff","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
 
 
 
  end
 
 
 
  portal_room
 
  title "Green field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a green field right in the center.
 
  there is a door that leads to another room to the north."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  north  to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
 
 
  end
 
 
 
  </nowiki>
 
 
 
  </sect2>
 
 
 
  <sect2>
 
  <TITLE>Rooms inside of rooms</TITLE>
 
  <PARA>Now that you have normal exits down its time to take a look at
 
  something a bit different.  Lets say you wanted to put a barrel in a
 
  room that is also a room that has exits to other rooms.  Or maybe in my
 
  case I want to put a transporter pad in the room that is also a room
 
  so you can exit back into the room you came from.  In the case of the
 
  teleporter I could use an object but as you will find it is much easier
 
  to deal with a room for this than an object.</PARA>
 
 
 
  <PARA>To put a room in a room it is much different than using the normal
 
  exit fields.  The only thing needed is the 'in' keyword and the
 
  room you are linking the current room into. There is no need for a
 
  semi-colon.  The following is what the line would look like.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  in &lt;room that room is in&gt;
 
 
 
  </nowiki>
 
  <PARA>Not too hard.  The following are two rooms one in the other.</PARA>
 
 
 
<nowiki>
 
 
 
  portal_room
 
  title "Green field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a green field right in the center.
 
  there is a door that leads to another room to the north."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"green field","field"}
 
  "The field looks to be a green fog shifting and churning as you watch.
 
  if you are nuts you could probably enter it."
 
 
 
  north  to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
 
 
  //A link to the portal is also here
 
  end
 
 
 
  room_port
 
  names{"green field", "field"}
 
  title "Green field"
 
  descr
 
  "Green Mist swirls about you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  in portal_room
 
  end
 
 
 
 
 
  </nowiki>
 
 
 
  <NOTE>
 
  <PARA>After adding a room in a room you should note the room in the
 
  description or put an 'outside_descr' on the room inside it.  In
 
  our example we have chosen to add the description into the room instead
 
  of using the 'outside_descr'.  Also doors and locks work the same way as before you can even hide this exit.
 
  </PARA></NOTE>
 
 
 
  </sect2>
 
 
 
                    <sect2>
 
        <TITLE>A room using force move.</TITLE>
 
       
 
        <PARA>Sometimes you will want to help players along
 
  their path.  This could be for a river that flows strongly enough to
 
  force a players raft down stream or maybe for a room of quick sand that
 
  sucks the player into another room.  In these situations we need to use
 
  the force move <ACRONYM>DIL</ACRONYM>, explained in the previous section.  Here we
 
  have built two rooms linked only by a forced move.
 
  </PARA>
 
 
 
 
 
<nowiki>
 
 
 
  portal_room
 
  title "Green field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a green field right in the center.
 
  there is a door that leads to another room to the north."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"green field","field"}
 
  "The field looks to be a green fog shifting and churning as you watch.
 
  if you are nuts you could probably enter it."
 
 
 
  north  to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
 
 
  //A link to the portal is also here
 
 
 
  end
 
  ship_port
 
  names{"green field", "field"}
 
  title "Green field"
 
  descr
 
  "Green Mist swirls about you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  in ship
 
 
 
  dilcopy force_move@function(
 
  //Time to activation
 
  4,
 
  //room and act
 
  "portal_room@dragonst!You feel your body dissolving for lack of a better
 
  description.&amp;nYou appear on the deck of a ship.",
 
  //True or False for randomizing or not
 
  FALSE);
 
 
 
 
 
  end                                           
 
 
 
 
 
  </nowiki>
 
  </sect2
 
 
 
                    <sect2>
 
        <TITLE>A death room</TITLE>
 
 
 
  <PARA>As a final touch to my little example zone I want to create a
 
  room that will kill a player instantly.  I will use the <ACRONYM>DIL</ACRONYM> function
 
  Death room and the room would simply look as follows.</PARA>
 
 
 
<nowiki>
 
 
 
  deathspace
 
  title"Open space"
 
  descr
 
  "You see the ship and the station far off in the distance and you are in Space!"
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  dilcopy death_room@function (
 
  //how often is damage done 4 would be 1 second
 
  4,
 
  //damage
 
  400,
 
  //act for the damage.
 
  "You realize  to late that was the trash disposal transporter and you feel your lungs explode.");
 
 
 
  end
 
 
 
  </nowiki>     
 
 
 
  </SECT2>
 
  </sect1>
 
 
 
  <sect1>
 
  <TITLE>Putting the rooms together</TITLE>
 
 
 
  <PARA>Using all you have learned so far and putting it all together into
 
  one zone.  You end up with a very interesting space station with some
 
  secret rooms and traps..  The full zone all together looks like
 
  this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #include &lt;composed.h&gt;
 
  %zone dragonst
 
  lifespan 20
 
  reset RESET_ANYHOW
 
  creators {"whistler"}
 
 
 
  notes
 
  "This is the dragon station I shortened it to dragonst for ease in
 
  loading.  If you have  any questions email me at whistler@valhalla.com"
 
 
 
  help
 
  "Not sure what could help you now.  You are stuck on one of the
 
  weirdest space stations you have ever seen and you smell burning
 
  sulfur."
 
 
 
  %rooms
 
 
 
  chamber
 
  title "The middle chamber of the station"
 
  descr
 
  "This chamber seems to have the entire station rotating around it.  It is
 
  unbelievably large the ceiling seems to be a good 200 meeters high and
 
  the room is perfectly cubic. Small human size ornate chairs with dragon
 
  designs scrawled on the arms and back are arranged in a triangle like
 
  setting with one large chair at the front.  This must be where all
 
  station meetings are held. large pictures cover the walls depicting
 
  dragons in all kinds of situations.  large passages lead of to the west
 
  and the east.."
 
 
 
  extra {"chair","chairs"}
 
  "The chairs are made of some metal you don't recognize and every inch is covered
 
  with some kind of dragon."
 
 
 
  extra  {"dragon picture","picture"}
 
  "Thousands of dragons dot the skies of this rather life like picture.  In the
 
  center you see something move.  It looks to be a little green dragon."
 
 
 
  extra{"green dragon","dragon","green"}
 
  "An intellegence looking dragon is sitting perched on a large chair watching you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
 
 
  west to disposal_room descr
 
  "You see a small room.";
 
 
 
  east to hallway descr
 
  "You see what looks to be a hallway.";
 
 
 
  end
 
 
 
  hallway
 
  title "Module tunnel"
 
  descr "The hallway is about 50 meters long and around 100 meters from
 
  side to side and top to bottom.  The hallway seems to be dust free.  The
 
  walls and the floors seem to be made out of the same sterile
 
  metal-plastic that all space agencies uses.  There are large plate glass
 
  windows that open up into space.  The hallway is filled with a dim light
 
  that seems to come from everywhere yet no where all at once.  You notice
 
  a glimmer of bright light coming from the windows.  To the east you see
 
  an air lock and to the west the hallway opens up into a larger room."
 
 
 
  extra {"windows","window"}
 
  "Your eyes are drawn to a large ship lit up with running lights sitting
 
  about 1 kilometer from the station."
 
 
 
  extra{"floor","walls","wall"}
 
  "Well what can be said it looks to be in perfect condition.  what else would you want to know?"
 
 
 
  extra {"large ship" ,"ship"}
 
  "The ship looks really big and is shaped like a dragon.  The scales
 
  sparkle and seem to be multiple colors."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  west to chamber descr
 
  "The hallway opens up into a chamber.";
 
 
 
  east to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  end
 
 
 
  office
 
  title "The station office"
 
  descr
 
  "Large paintings fill the walls of this part of the station.  The room
 
  is as large as the other rooms big enough for Dragons to lounge while
 
  still having a desk in one corner small enough for a humanoid.  The
 
  floor along the north wall is lined with some kind of fabric and seems very soft to
 
  walk on, it may be some kind of dragon lounge judging by how large an
 
  area it covers.  There is a passage to the west."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"paintings","painting"}
 
  "The paintings are of many dragons and riders in all kinds of tasks from
 
  combat to look out.  All the figures seem to be staring at a staff
 
  being held by a depiction of a wizard on the south wall."
 
 
 
  extra {"wizard","staff"}
 
  "The wizard has his hand stretched out and it seems there is a place
 
  you can almost grab the staff. Maybe if you searched the staff you would
 
  find it."
 
 
 
  extra {"desk"}
 
  "Its a desk alright but there doesn't seem to be any drawers and it
 
  seems totally empty."
 
 
 
  extra{"fabric"}
 
  "Wussshhhhh you bound across the comfortable floor wasn't that fun."
 
 
 
  west to hallway descr
 
  "You see what looks to be a hallway."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  SECRET_DOOR_DIFFICULTY(SOUTH, 50)
 
  south to portal_room descr
 
  "You see what looks to be a portal room."
 
  keyword {"air lock door","air lock","staff","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
 
 
 
  end
 
 
 
  portal_room
 
  title "Green field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a green field right in the center.
 
  there is a door that leads to another room to the north."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"green field","field"}
 
  "The field looks to be a green fog shifting and churning as you watch.
 
  if you are nuts you could probably enter it."
 
 
 
  north  to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
 
 
  //A link to the portal is also here from room_port
 
  end
 
 
 
  ship_port
 
  names{"green field", "field"}
 
  title "Green field"
 
  descr
 
  "Green Mist swirls about you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  in ship
 
 
 
  dilcopy force_move@function(
 
  //Time to activation
 
  4,
 
  //room and act
 
  "portal_room@dragonst!You feel your body dissolving for lack of a better
 
  description.&amp;nYou appear on the deck of a ship.",
 
  //True or False for randomizing or not
 
  FALSE);
 
 
 
 
 
  end                                           
 
 
 
  room_port
 
  names{"green field", "field"}
 
  title "Green field"
 
  descr
 
  "Green Mist swirls about you."
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  in portal_room
 
 
 
  dilcopy force_move@function(
 
  //Time to activation
 
  4,
 
  //room and act
 
  "ship@dragonst!You feel your body dissolving for lack of a better
 
  description.&amp;nYou appear on the deck of a ship.",
 
  //True or False for randomizing or not
 
  FALSE);
 
 
 
 
 
  end
 
 
 
  disposal_room
 
  title "Red field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a red field right in the center.
 
  there is a door that leads to another room to the east."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"red field","field"}
 
  "The field looks to be a red fog shifting and churning as you watch.
 
  if you are nuts you could probably enter it."
 
 
 
  east to chamber descr
 
  "You see the main chamber.";
 
 
 
  //A link to the portal is also here from dis_port
 
  end
 
 
 
  dis_port
 
  names {"red field","field"}
 
  title "Red field"
 
  descr
 
  "Red Mist swirls about you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
  dilcopy force_move@function(
 
  //how fast to force move in seconds
 
  4,
 
  //room to force move to and act
 
  "deathspace@dragonst!You feel your body dissolving for lack of a better description.",
 
  //true or false random move or not
 
  0);
 
  in disposal_room
 
 
 
  end
 
 
 
  ship
 
  title "War dragon"
 
  descr
 
  "Blue light softly glows from con duets that line the walls of this ship.
 
  The floors beside the east and west wall have what looks to be soft
 
  fabric covering.  The south wall has small controls that seem to be made
 
  for humanoids with two small chairs that look to be pilot seats.  view
 
  portals are about 50 meters up the side of the ship on the west and east
 
  wall and some kind of electronic screen covers the south wall.  The ship
 
  seems to be a one room ship but there is a green field by the north
 
  wall."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"view port"}
 
  "Sorry your not 50 meters tall maybe it is made for a dragon?"
 
 
 
  extra {"view screen","screen"}
 
  "It seems to be the pilots view screen but you can't seem to see a way
 
  to turn it on."
 
 
 
  extra {"controls","control"}
 
  "The controls are in some weird language and your afraid if you start
 
  pushing buttons you might rocket in to the station or worse slam into
 
  a planet."
 
 
 
  extra {"soft fabric","fabric"}
 
  "It looks to be a dragon lounge area."
 
 
 
  //A link to the portal is also here from ship_port
 
  end
 
 
 
  deathspace
 
  title"Open space"
 
  descr
 
  "You see the ship and the station far off in the distance and you are in Space!"
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  dilcopy death_room@function (
 
  //how often is damage done 4 would be 1 second
 
  4,
 
  //damage
 
  400,
 
  //act for the damage.
 
  "You realize  to late that was the trash disposal transporter and you feel your lungs explode.");
 
 
 
 
 
 
 
  end
 
 
 
 
 
 
 
 
 
  %end
 
 
 
 
 
  </nowiki>
 
  </sect1>
 
  <sect1 id="rmexer">
 
  <TITLE>Suggested room exercises</TITLE>
 
 
 
  <orderedlist>
 
  <LISTITEM>
 
  <PARA>Create a door between the Disposal room and the main chamber
 
  of the station.  Make the new door pick-proof and magic-proof.</PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Create another hallway to the south of the main chamber that leads
 
  to a ship attached by an airlock.  You will need a door before the
 
  hallway and before the ship so no one gets sucked out in space.  You
 
  will need two more rooms for this one for the hallway and one for the
 
  ship. </PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Using the Dragon station zone as a guide create your own zone with
 
  eight  rooms.  Don't worry to much about descriptions and extras.  Link all
 
  eight of the rooms to each of the other rooms.  This means each room
 
  should have seven exits.  If you were to map this it would look like a
 
  cube marked with 'X' on the sides.</PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Make a 3 room cliff that uses the climb <ACRONYM>DIL</ACRONYM> function to climb from the bottom to top.
 
  </PARA>
 
  </LISTITEM>
 
  </orderedlist>
 
 
 
 
 
  </SECT1>
 
 
 
  </chapter>
 
 
 
  <chapter ID="ch-05"><?dbhtml filename="ch05.html">
 
  <TITLE>The NPC section</TITLE>
 
 
 
  <PARA>Now that you have rooms down it is time to start filling your area
 
  with some life.  The NPC is the Non-player Character or mobile.  These
 
  are the things players will hunt and interact with</PARA>
 
 
 
  <PARA>In order to get started building NPCs you should first be aware
 
  of the NPC fields you can use.  The <xref linkend="npcfields"> shows a full listing
 
  of all the NPC fields and their types as defined in <xref linkend="ch-03">.</PARA>
 
 
 
  <TABLE frame=all id="npcfields">
 
  <TITLE>NPC fields and types</TITLE>
 
  <TGROUP align=left cols=5 colsep=1>
 
  <COLSPEC COLNAME="c1" COLWIDTH="2in">
 
  <COLSPEC COLNAME="c2" COLWIDTH="2in">
 
  <COLSPEC COLNAME="c3" COLWIDTH=".5in">
 
  <COLSPEC COLNAME="c4" COLWIDTH="2in">
 
  <COLSPEC COLNAME="c5" COLWIDTH="2in">
 
 
 
  <THEAD>
 
  <ROW>
 
  <ENTRY COLNAME="c1">Field</ENTRY>
 
  <ENTRY COLNAME="c2">Type</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">Field</ENTRY>
 
  <ENTRY COLNAME="c5">Type</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">Symbolic name</ENTRY>
 
  <ENTRY COLNAME="c2">Symbol</ENTRY>
 
  <ENTRY morerows=17 colname="c3"></ENTRY>
 
  <ENTRY COLNAME="c4">level</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">names</ENTRY>
 
  <ENTRY COLNAME="c2">Stringlist</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">height</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">title</ENTRY>
 
  <ENTRY COLNAME="c2">String</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">race</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">descr</ENTRY>
 
  <ENTRY COLNAME="c2">String</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">attack</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">inside_descr</ENTRY>
 
  <ENTRY COLNAME="c2">String</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">armour</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">extra</ENTRY>
 
  <ENTRY COLNAME="c2">Structure</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">speed</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">manipulate</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">position</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">flags</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">default</ENTRY>
 
  <ENTRY COLNAME="c5"> Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">weight</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">ability</ENTRY>
 
  <ENTRY COLNAME="c5">two Integers</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">capacity</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">weapon</ENTRY>
 
  <ENTRY COLNAME="c5">two Integers</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">dilbegin or dilcopy</ENTRY>
 
  <ENTRY COLNAME="c2">Function pointer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">spell</ENTRY>
 
  <ENTRY COLNAME="c5">two Integers</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">defensive</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">romflags</ENTRY>
 
  <ENTRY COLNAME="c5"> Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">offensive</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">light</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">mana</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">alignment</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">hit</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">minv</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">money</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">key</ENTRY>
 
  <ENTRY COLNAME="c5">String</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">exp</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">open</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">sex</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">end tag</ENTRY>
 
  <ENTRY COLNAME="c5">Symbol</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>Many of the same fields you found in rooms, as you can see from
 
  <xref linkend="npcfields">, can also be found in NPCs.  The fields do
 
  not always have exactly the same use when coding rooms, NPCs, and
 
  objects but they are normally set in the same manor.  It is very
 
  important that you read and understand the differences of each field as
 
  they pertains to rooms and or NPCs.</PARA>
 
 
 
  <sect1 id="npcfielddescr">
 
  <TITLE>Description of NPC fields</TITLE>
 
 
 
  <variablelist id="var-npcfields">
 
  <VARLISTENTRY>
 
;symbolic name
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The rules of the symbols has been explained in <XREF LINKEND="ch-03">, if you didn't read them yet you may want to review.
 
  The important thing to realize with the NPC symbol is it is always
 
  good practice to give the NPC a symbol that resembles the title so
 
  that administrators and builders can use the
 
  <command>load</command> and the <command>wstat</command> to easily
 
  locate, examine, and load the NPC in question.
 
  </PARA></LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;title
 
  <DICTDEF>
 
  <PARA>
 
  The NPC title is what is shown if the NPC is being attacked or talking.
 
  It is also what is shown if the NPC can be picked up.  there should be
 
  no punctuation in the NPC title because of how it is used in the <ACRONYM>VME</ACRONYM>
 
  server.  If you add punctuation or forget to capitalize something
 
  that the <ACRONYM>VMC</ACRONYM> thinks you should it will give you a warning when you
 
  compile.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  title "a small dog"
 
  title "Hansen"
 
  title "a black dragon"
 
  title "Drako"
 
  title "an elephant"
 
 
 
  </nowiki>
 
 
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
          <TERM>descr</term>
 
          <LISTITEM>
 
  <PARA>
 
 
 
  The description field is what the player sees when walking into the room
 
  or when looking with no arguments. The description on a NPC will only
 
  show up when the NPC is in the standing position.  All other positions
 
  will show the title and the position they are in. </PARA>
 
 
 
 
 
 
 
<nowiki>
 
 
 
  descr
 
  "a small fluffy dog is chasing its tail here."
 
  descr
 
  "Hansen is standing here sorting the mail."
 
 
 
  </nowiki>
 
 
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
 
 
;names
 
  <DICTDEF>
 
  <PARA>
 
 
 
  The NPC name field is much more important then the room name field.  It
 
          is what is used when players are hunting and killing and even
 
          for administrators who are trying to use their administrator commands on a
 
          NPC.  The names should match the title and the descr fields and
 
          have all normal combinations of each.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  title "a baby black dragon"
 
  descr "a tiny baby black dragon is here playing."
 
  names {"tiny baby black dragon", "tiny black dragon",
 
  "baby black dragon", "black dragon", "tiny dragon",
 
  "baby dragon","dragon"}
 
 
 
  title "Hansen"
 
  descr "Hansen the post man is standing here sorting mail."
 
  names{"postman","hansen"}
 
 
 
  </nowiki>
 
 
 
 
 
  <PARA>The idea of course is to make any combination that a player may
 
  type to try and act upon your NPC.  You would not want to describe and
 
  title your NPC with an entirely different theme than you created its
 
  names with because a player would not know what it is called.</PARA></LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;inside_descr
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The inside description is what a player sees if it is inside the
 
  NPC.  This could be used to show the player its stomach or if on a mount
 
  it could be used to show the back of the horse.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  inside_descr
 
  "The lining of this stomach looks indestructible.  Looks like you are in
 
  for a long digestion cycle."
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;extra
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The extra's on the NPC can be used to do many things.  It can be
 
  used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a
 
  part of the NPC like the room extras show a part of the room.  There is
 
  also a special extra, the NPCs description when you look at it
 
  with the look &lt;NPC&gt; command.</PARA>
 
 
 
  <PARA>Lets show the NPC description extra first.  If you use an extra
 
  with no names list it will become the NPCs description when you look at
 
  any of the names on the NPC.</PARA>
 
 
 
<nowiki>
 
 
 
  extra {}
 
  "The green furry hamster seems to be glowing and it doesn't seem very
 
  happy."
 
 
 
  </nowiki>
 
 
 
  <PARA>You can also use extras to show parts of the NPC.</PARA>
 
 
 
<nowiki>
 
 
 
  extra {"hamster head","head"}
 
  "This human like head is covered with a lot of green fur and it looks
 
  really  upset."
 
 
 
  </nowiki>
 
 
 
  <PARA>You can also use the extras to give more detailed and vivid
 
  descriptions when the NPC is acted upon.</PARA>
 
 
 
  <TABLE frame=all>
 
  <TITLE>NPC special action extras</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Extra</ENTRY>
 
  <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
 
 
  <ROW>
 
  <ENTRY>$get_s</ENTRY>
 
  <ENTRY>A message shown to activator when getting a NPC.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$get_o</ENTRY>
 
  <ENTRY>A message shown to others when getting a NPC.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$drop_s</ENTRY>
 
  <ENTRY>a message shown to activator when dropping a NPC.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$drop_o</ENTRY>
 
  <ENTRY>A message shown to others when dropping an NPC.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$enter_s</ENTRY>
 
  <ENTRY>A message shown to activator When mounting</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$enter_o</ENTRY>
 
  <ENTRY>A message shown to others when mounting.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$exit_s</ENTRY>
 
  <ENTRY>A message shown to others when dismounting</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$exit_o</ENTRY>
 
  <ENTRY>a message shown to others when dismounting</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA> In the following example, $1n is the activator and $2n is the
 
  unit in question.  Assume you are defining a familiar.</PARA>
 
 
 
 
 
 
 
<nowiki>
 
 
 
  extra {"$get_s"}
 
  "You pick up the $2n it is very warm and cuddles right up to you."
 
 
 
  extra {"$get_o"}
 
  "$1n picks up the $2n and you see them cuddle together."
 
 
 
  </nowiki>
 
 
 
  <PARA>Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs.
 
  We will not cover this because it is a topic covered in-depth in
 
  the <ACRONYM>DIL</ACRONYM> documentation.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;manipulate
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>The manipulate filed only has two values for NPCs The two values
 
  are 'MANIPULATE_TAKE' and 'MANIPULATE_ENTER'.  The 'MANIPULATE_TAKE'
 
  makes it possible for a NPC to be picked up this would be good for
 
  something like a familiar.  The 'MANIPULATE_ENTER' is used for things
 
  like mounts when making a mount you will also have to set the capacity
 
  so a fat player can jump on.  The following is how you set the
 
  manipulate flag.</PARA>
 
 
 
<nowiki>
 
 
 
  //Make a  NPC takable.
 
  manipulate {MANIPULATE_TAKE}
 
 
 
  //Make a NPC takable and able to be entered
 
  manipulate {MANIPULATE_TAKE|MANIPULATE_ENTER}
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;flags
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field on a NPC is used to set special attributes in order to make
 
  the NPC able to be buried or not or no-teleportable and many others.  The NPC
 
  flag list uses the UNIT_FL_* variables that both the objects and the
 
  rooms also use, therefore while you can set some flags on an NPC it may
 
  not have any affect unless you as a builder or administrator adds the
 
  functionality.  You can also add extras on an NPC that can be used as a
 
  special flag which you will learn as you learn to use <ACRONYM>DIL</ACRONYM>.  The
 
  following is a full list of all unit flags and how they affect NPC, if
 
  they do.
 
          <TABLE frame=all id="unitflagsnpc">
 
    <TITLE>NPC unit flag affects</TITLE>
 
    <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
    <ENTRY>Flag</ENTRY> <ENTRY>Description</ENTRY>
 
    </ROW>
 
  </THEAD>
 
  <TBODY>
 
 
 
  <ROW> <ENTRY>UNIT_FL_PRIVATE</ENTRY>
 
  <ENTRY>
 
  Currently has no affect on a NPC.
 
  </ENTRY> </ROW> <ROW>
 
  <ENTRY>UNIT_FL_INVISIBLE</ENTRY> <ENTRY>Makes unit invisible</ENTRY>
 
  </ROW> <ROW> <ENTRY>UNIT_FL_NO_BURY</ENTRY>
 
  <ENTRY>Makes it so you can create NPC that can be taken like familiars or
 
  pets that can not be buried.  This flag is not needed on every NPC
 
  because the bury command will not allow you to bury an NPC outside of
 
  your inventory.
 
  </ENTRY> </ROW> <ROW>
 
  <ENTRY>UNIT_FL_BURIED</ENTRY> <ENTRY>Makes unit buried when loaded</ENTRY>
 
  </ROW> <ROW> <ENTRY>UNIT_FL_NO_TELEPORT</ENTRY>
 
  <ENTRY>
 
  Makes it so you can not summon the NPC with this flag and the NPC with
 
  this flag can not teleport.  You can still teleport to NPC with this
 
  flag the current way teleport is written.  Remember all spells are in
 
  <ACRONYM>DIL</ACRONYM> and you can modify them in ''spells.zon'' </ENTRY>
 
  </ROW> <ROW> <ENTRY>UNIT_FL_NO_MOB</ENTRY>
 
  <ENTRY>
 
  Currently has no affect on a NPC.
 
  </ENTRY> </ROW>
 
  <ROW> <ENTRY>UNIT_FL_NO_WEATHER</ENTRY>
 
  <ENTRY>
 
  Currently has no affect on a NPC.
 
  </ENTRY> </ROW> <ROW>
 
  <ENTRY>UNIT_FL_INDOORS</ENTRY>
 
  <ENTRY>
 
  Currently has no affect on NPC.
 
  </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_TRANS</ENTRY>
 
  <ENTRY>Makes unit transparent If the Unit is transparent you will be able
 
  to see any other NPCs that it is carrying.  For example if a NPC was
 
  carrying a familiar you would see that as you walked into the room.  It
 
  also is used in mounts so the PC can see outside its mount.  If the
 
  flag is not set on its mount the player will not see what is in the
 
  room. </ENTRY>
 
  </ROW> <ROW> <ENTRY>UNIT_FL_NO_SAVE</ENTRY>
 
  <ENTRY>Makes it so a PC can't save with unit</ENTRY> </ROW>
 
  <ROW> <ENTRY>UNIT_FL_SACRED</ENTRY>
 
  <ENTRY>
 
  Currently has no affect on a NPC.
 
  </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_MAGIC</ENTRY>
 
  <ENTRY>
 
  Currently has no affect on a NPC.
 
  </ENTRY> </ROW> </TBODY></TGROUP></TABLE>
 
  </PARA>
 
 
 
  <PARA>If you wanted to make a NPC that a player can carry around but can
 
  not save you would set the manipulate and flags as follows.</PARA>
 
 
 
<nowiki>
 
 
 
  manipulate {MANIPULATE_TAKE}
 
  flags {UNIT_FL_NO_SAVE}
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;romflags
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>Like flags these are just integer values that are used to change
 
  how the NPC interacts with its environment.</PARA>
 
 
 
          <TABLE frame=all id="romflagsnpc">
 
    <TITLE>Room flags for NPCs</TITLE>
 
    <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
    <ENTRY>Flag</ENTRY>
 
    <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
 
 
  <ROW>
 
  <ENTRY>CHAR_PROTECTED</ENTRY>
 
  <ENTRY>
 
  Set this flag if the character is protected by the law-system.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_LEGAL_TARGET</ENTRY>
 
  <ENTRY>
 
  This flag is used by the law system and should not be set unless you are re-writing your law system.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_OUTLAW</ENTRY>
 
  <ENTRY>
 
  This flag is used by the law system and should not be set unless you are re-writing your law system.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_GROUP</ENTRY>
 
  <ENTRY>
 
  This is used by the follow and group commands and should not be set unless you are re-writing your, movement, status, and combat systems.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_BLIND</ENTRY>
 
  <ENTRY>
 
  Set this if the character is blinded.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_HIDE</ENTRY>
 
  <ENTRY>
 
  Set flag if character is hidden.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_MUTE</ENTRY>
 
  <ENTRY>
 
  Set flag if character is mute.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_SNEAK</ENTRY>
 
  <ENTRY>
 
  Set flag if character is in sneaking mode.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_DETECT_ALIGN</ENTRY>
 
  <ENTRY>
 
  No actual effect on NPCs.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_DETECT_INVISIBLE</ENTRY>
 
  <ENTRY>
 
  Set flag if character can see invisible units.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_DETECT_MAGIC</ENTRY>
 
  <ENTRY>
 
  No actual effect on NPCs.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_DETECT_POISON</ENTRY>
 
  <ENTRY>
 
  No actual effect on NPCs.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_DETECT_UNDEAD</ENTRY>
 
  <ENTRY>
 
  No actual effect on NPCs.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_DETECT_CURSE</ENTRY>
 
  <ENTRY>
 
  No actual effect on NPCs.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_DETECT_LIFE</ENTRY>
 
  <ENTRY>
 
  No actual effect on NPCs.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_WIMPY</ENTRY>
 
  <ENTRY>
 
  Set flag if character if wimpy. Wimpy characters flee when they are
 
  low on hit points, and they gain less experience when killing others.
 
  If a character is both wimpy and aggressive (NPC_AGGRESSIVE) it will
 
  only attack sleeping players.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>CHAR_SELF_DEFENCE</ENTRY>
 
  <ENTRY>
 
  This is an internal combat flag set this only if you create your own combat system.
 
  </ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>These flags are set in the same way as other flags in rooms NPCs
 
  and objects.  The following are a few examples.
 
 
 
<nowiki>
 
 
 
  //wimpy and hidden
 
  romflags {CHAR_HIDDEN, CHAR_WIMPY}
 
 
 
  //NPC can see invisible
 
  romflags {CHAR_DETECT_INVISIBLE}
 
 
 
  </nowiki></PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;weight
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The weight is the weight of the NPC in pounds.  In the future we
 
  may adjust this to allow you to make things lighter for example you
 
  could set it in ounces or grams.  Right now however all we have is
 
  pounds so we have some pretty heavy feathers out there.</PARA>
 
 
 
  <PARA>To use this you just enter the 'weight' keyword and then the
 
  value.</PARA>
 
 
 
<nowiki>
 
 
 
  /80 lbs.
 
  weight 80
 
 
 
  </nowiki>
 
 
 
  <NOTE><PARA>The weight affects the NPCs natural attack damage.</PARA>
 
  </NOTE>
 
   </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;capacity
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field along with the NPCs strength and dexterity decides how
 
  much a NPC can carry.  If you set the capacity to 300 lbs.  the NPC will
 
  only be able to carry that much depending if it has the strength and
 
  dexterity to carry that much.  This of course doesn't affect <ACRONYM>DIL</ACRONYM> programs
 
  that link the objects directly into the NPC.  To set the capacity you
 
  just put the keyword and the amount in your NPC.</PARA>
 
 
 
<nowiki>
 
 
 
  capacity  300
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;height
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The height field is the size of the NPC in centimeters.  This determines
 
  the size of the equipment the NPC is wearing.  You will learn more about
 
  size and height in the object section but for now just understand this
 
  makes your NPC the right or wrong size.  To set the 'height' you just
 
  put the 'height' keyword followed by the number of centimeters.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
 
 
  //6 feet tall since 1 inch equals 2.54
 
  height 183
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
 
 
  <VARLISTENTRY>
 
;dilbegin or dilcopy
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
 
  We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
 
  you how to create your own functions that will make your rooms, NPC, and
 
  objects more than special.</PARA>
 
 
 
  <PARA>There are several NPC functions that come standard with the <ACRONYM>VME</ACRONYM>
 
  2.0.  The following is a list of the functions.</PARA>
 
 
 
  <itemizedlist>
 
  <LISTITEM><PARA>Mercenary</PARA></LISTITEM>
 
  <LISTITEM><PARA>obey</PARA></LISTITEM>
 
  <LISTITEM><PARA>evaluate</PARA></LISTITEM>
 
  <LISTITEM><PARA>guard direction</PARA></LISTITEM>
 
  <LISTITEM><PARA>shop keeper</PARA></LISTITEM>
 
  <LISTITEM><PARA>combat magic</PARA></LISTITEM>
 
  <LISTITEM><PARA>fido</PARA></LISTITEM>
 
  <LISTITEM><PARA>zone wander</PARA></LISTITEM>
 
  <LISTITEM><PARA>global wander</PARA></LISTITEM>
 
  <LISTITEM><PARA>team work</PARA></LISTITEM>
 
  <LISTITEM><PARA>rescue</PARA></LISTITEM>
 
  <LISTITEM><PARA>agressive</PARA></LISTITEM>
 
  </itemizedlist>
 
 
 
  <PARA>These are the only NPC functions currently documented in the <ACRONYM>VME</ACRONYM>
 
  2.0 release but if you go through the zones that are released with the
 
  <ACRONYM>VME</ACRONYM> you are sure to find many more.  Hopefully with the descriptions in
 
  <XREF LINKEND="npcdilfunc">.  You will be able to use the functions
 
  listed here and figure out ones that are not.</PARA>
 
 
 
  <PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
 
  Valhalla mud all you have to do is use the dilcopy keyword in the
 
  NPC with the function name you want to use and the arguments that
 
  function require.  The following is what you would find in the
 
  ''function.zon'' for evaluate.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  /* Evaluate <ACRONYM>DIL</ACRONYM>. amt is the cost of evaluation in iron pieces.
 
    Note: not to be confused with <function>evaluate@commands</function>, which
 
    is a command.
 
  */
 
  dilbegin aware evaluate (amt: integer);
 
 
 
  var u1 : unitptr;
 
      arg: string;
 
      buf: string;
 
      cur: integer;
 
      craft: integer;
 
      category: integer;
 
 
 
      pc : unitptr;
 
      pcn: string;
 
 
 
      arm_text  : stringlist;
 
      shi_text  : stringlist;
 
      craft_text: stringlist;
 
  code
 
  {
 
 
 
  craft_text:=  {"horrible","very bad","bad","worse than average","average",
 
    "a little better than average","better than average","good","very good",
 
    "supreme"};
 
  arm_text:= {"clothes", "leather", "hard leather", "chain", "plate"};
 
  shi_text:= {"small", "medium", "large"};
 
 
 
  heartbeat:= PULSE_SEC*3;
 
 
 
  :start:
 
  arg:= "";
 
  u1:= null;
 
 
 
  wait (SFB_CMD, command("evaluate"));
 
 
 
  if (visible(pc, self) == FALSE)
 
      goto start; // Pc is just trying to evaluate using the command
 
 
 
  block;
 
 
 
  pc:= activator;
 
  if (pc.type == UNIT_ST_PC) pcn := pc.name;
 
  else pcn := pc.title;
 
 
 
  arg:= argument;
 
 
 
  if (visible(self, pc) == FALSE)
 
      {
 
      exec ("say I don't do business with people I can't see.", self);
 
      goto start;
 
      }
 
 
 
  if (arg == "")
 
      {
 
      exec ("say Which item do you wish to evaluate, "+pcn+"?", self);
 
      goto start;
 
      }
 
 
 
  u1:= findunit (pc, arg, FIND_UNIT_IN_ME, null);
 
 
 
  if (not u1)
 
      {
 
      exec ("say You do not have such an item, "+pcn+".", self);
 
      goto start;
 
      }
 
 
 
  if ((u1.type != UNIT_ST_OBJ) or ( (u1.objecttype != ITEM_WEAPON) and
 
      (u1.objecttype != ITEM_ARMOR) and (u1.objecttype != ITEM_SHIELD) ))
 
      {
 
      exec ("say The "+u1.name+" is neither a sword, shield nor armor!", self);
 
      goto start;
 
      }
 
 
 
  // Currency, skip for now
 
 
 
  if (not transfermoney (pc, null, amt * IRON_MULT))
 
      {
 
      exec ("say The cost is merely "+moneystring(amt*IRON_MULT, TRUE)+
 
          ", get them first.", self);
 
      goto start;
 
      }
 
 
 
  category:= u1.value[0];
 
  craft:= u1.value[1] / 5 + 4; // / 5 + 4 is to get corresponding craft_text val
 
 
 
  if (craft < 0) craft := 0;  if (craft > 9) craft := 9;
 
 
 
  // Change the following to use skill_text(craft) instead of itoa(craft)
 
  if (u1.objecttype == ITEM_WEAPON)
 
      buf := "say The "+u1.name+" is a "+weapon_name(category)+" of "+
 
          craft_text.[craft]+" craftmanship and material.";
 
 
 
  if (u1.objecttype == ITEM_ARMOR)
 
      buf := "say The "+u1.name+" is made of "+arm_text.[category]+" and is of "+
 
          craft_text.[craft]+" craftmanship and material.";
 
 
 
  if (u1.objecttype == ITEM_SHIELD)
 
      buf := "say The "+u1.name+" is a "+shi_text.[category]+" shield of "+
 
          craft_text.[craft]+" craftmanship and material.";
 
 
 
  exec (buf, self);
 
 
 
  goto start;
 
 
 
  }
 
 
 
  dilend
 
 
 
  </nowiki>
 
 
 
  <PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
 
  understand it or adjust it you only have to use it.  In fact this is a
 
  really easy <ACRONYM>DIL</ACRONYM> to use.  It only has one argument which is 'amt', the integer value of money you want the evaluator to charge when a
 
  person evaluates their stuff.  So to use this function it would look
 
  like this on an NPC.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy evaluate@function (5*GOLD_PIECE);
 
 
 
  </nowiki>
 
 
 
  <PARA>this tells the evaluate <ACRONYM>DIL</ACRONYM> to charge 5 gold pieces each time a player
 
  evaluates something.  For more information on the money see the money
 
  field.</PARA>
 
 
 
  <PARA>All released <ACRONYM>DIL</ACRONYM> NPC functions are described in
 
  <XREF LINKEND="npcdilfunc">.
 
  Then we put some to work so you can see how
 
  to use them in <XREF LINKEND="npccomplex"></PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;defensive
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
 
 
 
 
  <PARA>This field sets the NPC natural defense.  The defense is a natural
 
  bonus the NPC gets when being attacked.  If this value is set high
 
  enough the NPC becomes almost indestructible.  You should use the macro
 
  to set the NPC natural attack and defense in <xref
 
  LINKEND="npcmacroattdef">.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;offensive
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field sets the NPC natural offense.  The offense is a natural
 
  bonus the NPC gets when being attacked.  If this value is set high
 
  enough the NPC can do some serious damage when attacking.  You should use the macro
 
  to set the NPC natural attack and defense in <xref
 
  LINKEND="npcmacroattdef">.</PARA>
 
 
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;mana
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This sets the NPC max mana points.  Using this field you can create
 
  special NPCs that have more or less mana points than the <ACRONYM>VME</ACRONYM> server would
 
  normally give when a NPC is loaded.</PARA>
 
 
 
  <PARA>this field is simple all you have to do to set it is put the 'mana'
 
  keyword followed by the amount of mana points you want the NPC to have as
 
  its max.  The following definition would make an NPC with only 100 mana
 
  points no matter what level.</PARA>
 
 
 
<nowiki>
 
 
 
  mana 100
 
 
 
  </nowiki>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;hit
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This sets the NPC max hit points.  Using this field you can create
 
  special NPCs that have more or less hit points than the <ACRONYM>VME</ACRONYM> server would
 
  normally give when a NPC is loaded.</PARA>
 
 
 
  <PARA>this field is simple all you have to do to set it is put the 'hit'
 
  keyword followed by the amount of hit points you want the NPC to have as
 
  its max.  The following definition would make an NPC with only 100 hit
 
  points no matter what level.</PARA>
 
 
 
<nowiki>
 
 
 
  hit 100
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;money
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The money field is how you give your NPC money to have while going
 
  along its marry way through your world.  The money field is an integer
 
  that tells the <ACRONYM>VME</ACRONYM> how much money the NPC is carrying.  It would however
 
  be hard to calculate the amount you want on an NPC with out the macros
 
  we have provided.  For example to put 5 gold on an NPC you would have to
 
  use the following on your NPC.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  money 25600
 
 
 
  </nowiki>
 
 
 
  <PARA>I of course am not sure this will make 5 gold pieces since I did
 
  the math in my head and with all this righting I am doing my math mind
 
  doesn't seem to be working right.  So to make life easier for you and me
 
  we have added some macros to help that are rather self
 
  explanatory.</PARA>
 
 
 
<nowiki>
 
 
 
  IRON_PIECE
 
  COPPER_PIECE
 
  SILVER_PIECE
 
  GOLD_PIECE
 
  PLATINUM_PIECE
 
 
 
  </nowiki>
 
 
 
  <PARA>Now if we wanted to make a NPC carrying five gold it would be as
 
  simple as this:</PARA>
 
 
 
<nowiki>
 
 
 
  money 5*GOLD_PIECE
 
 
 
  </nowiki>
 
  <PARA>the macro method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what
 
  amount of each coin you want on the NPC.  If you set it using a single
 
  integer the compiler would pick how many of each coin.  This of course
 
  is not what is desired in fact you want to be able to set your money
 
  however you like.  So setting more than one coin is as simple as adding
 
  a comma between the first and second coin.</PARA>
 
 
 
<nowiki>
 
 
 
  money 5*GOLD_PIECE, 20*IRON_PIECE
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;exp
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>By default a monster gives 100% of the experience it is worth.
 
  This amount is calculated according to the level of the NPC verses the
 
  level of the person fighting it.  Sometimes the amount of experience is
 
  not right since the NPC is really hard to kill for example a dragon with
 
  breath weapon and heal at the same level as a merchant with a dagger.
 
  These should of course give different experience.  The 'exp' field is
 
  designed to do just that.  The possible range for the 'exp' field is
 
  -500% to 500%.  If you put the NPC at a negative experience value it
 
  will take experience away when it is killed.  If you want the default of
 
  100% you do not even need to place this field in your NPC.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //add 50% to the experience gained
 
  exp 150
 
 
 
  /subtract 150% from the experience gained
 
  exp -50
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;sex
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>Gender, one of these:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  SEX_NEUTRAL
 
  SEX_MALE
 
  SEX_FEMALE
 
 
 
  </nowiki>
 
 
 
  <PARA>the values are pretty obvious which is which gender so all we will
 
  show here is how to set it.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //Setting a male NPC
 
  sex SEX_MALE
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;level
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>When  creating a NPC it must be between level 0 and  199.  The
 
  level  of  the NPC decides how many skill points  and  ability
 
  points the NPC has.  It, along with the 'exp' percentage, determines the amount of experience gained
 
  when the NPC is killed. To set the level of the NPC you use
 
  the 'level' keyword and then follow it by the level you are
 
  setting.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //set a NPC to level 50
 
  level 50
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;race
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The 'race' keyword is what you use to set the characters race.
 
  Races in <ACRONYM>VME</ACRONYM> are defined by using an integer that lets the spells and
 
  skills act differently for each specific type.  The <ACRONYM>VME</ACRONYM> comes standard
 
  with many races defined in the ''values.h''.  For
 
  ease in access we have provided them in <xref linkend="app-c">.  For now
 
  you can look at the short list below taken from the over all
 
  race list.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define RACE_RAT            1102
 
  #define RACE_HORSE          1103
 
  #define RACE_BADGER        1104
 
  #define RACE_SKUNK          1105
 
  #define RACE_BOAR          1106
 
  #define RACE_MOUSE          1107
 
  #define RACE_MONKEY        1108
 
  #define RACE_PORCUPINE      1110
 
  #define RACE_ELEPHANT      1112
 
  #define RACE_CAMEL          1113
 
  #define RACE_FERRET        1114
 
 
 
  </nowiki>
 
 
 
  <PARA>If for example you wanted to make a monkey you could simply put
 
  the 'race' keyword and follow it by the monkey define like this:</PARA>
 
 
 
<nowiki>
 
 
 
  race RACE_MONKEY
 
 
 
  </nowiki>
 
  <PARA>If the race your looking for doesn't exist in the
 
  ''values.h'' list, you can either add one buy picking a
 
  number not already used and creating your own define in the
 
  ''values.h'' or by adding the define to your zone.
 
  Defines added to a single zone will not be accessible if another builder
 
  wants to use it.  You could also just set it using a number.  The
 
  following two methods would act the same.</PARA>
 
 
 
 
 
<nowiki>
 
  //add define to values.h and use in your zone
 
  #define RACE_SPACE_TROLL  5059
 
  race RACE_SPACE_TROLL
 
 
 
  //Just plug in a number
 
  race 5059
 
 
 
  </nowiki>
 
 
 
  <PARA>If you don't use the macros things can get confusing really fast with
 
  the amount of races there are.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;attack
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field sets the NPCs natural attack type.  Do not use this
 
  field directly instead use the macro described in <xref
 
  linkend="npcmacroattarm"></PARA>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;armour
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field sets the NPCs natural armour type.  Do not use this
 
  field directly instead use the macro described in <xref
 
  linkend="npcmacroattarm"></PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;speed
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>Speed determines the NPCs speed.  The range is one to twelve.  You
 
  should not set this when compiling an NPC since the result is really
 
  undefined.  If you have a special NPC that you want to try to make move
 
  faster and hit faster then you could try setting this.  This field is
 
  mainly added so <ACRONYM>DIL</ACRONYM> can adjust speed.  The lower the number the
 
  faster the NPC speed.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //fastest speed.
 
  speed 0
 
 
 
  //slowest speed
 
  speed 12
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;position
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field sets the position that the NPC will be in when it is
 
  first loaded.  The following positions are recognized by the
 
  compiler.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  POSITION_DEAD
 
  POSITION_MORTALLYW
 
  POSITION_INCAP
 
  POSITION_STUNNED
 
  POSITION_SLEEPING
 
  POSITION_RESTING
 
  POSITION_SITTING
 
  POSITION_FIGHTING
 
  POSITION_STANDING
 
 
 
  </nowiki>
 
 
 
  <PARA>Some of these positions make no sense you would not load a
 
    NPC into a fight or you would not load an NPC that is already dead.
 
    The positions are availible for <ACRONYM>DIL</ACRONYM> and you will need to read the <ACRONYM>DIL</ACRONYM>
 
    manuals to find out what you would want those for.  For now the
 
    following are enough.</PARA>
 
   
 
   
 
<nowiki>
 
   
 
    POSITION_SLEEPING
 
  POSITION_RESTING
 
  POSITION_SITTING
 
  POSITION_STANDING
 
 
 
  </nowiki>
 
 
 
  <PARA>The position combined with the default position determines what
 
  will be shown when a player looks in the room.  If the position of the
 
  NPC matches its default position the NPC description will be shown.  If
 
  it doesn't match the NPCs title and position will be shown.  The
 
  default value for both 'position' and 'default' is 'POSITION_STANDING'</PARA>
 
 
 
  <PARA>To set the position like with other fields you type the 'position'
 
  keyword first and follow it by the position you are setting.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  position POSITION_SITTING
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;default
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The default position along with the position determines what is
 
  shown when a NPC is in each position.  If the position and default
 
  positions match the 'descr' field is shown.  If they do not match the
 
  NPC title is shown along with the current position information.  If
 
  'default' is not set it defaults to 'POSITION_STANDING'.  The following
 
  are possible default positions.</PARA>
 
 
 
   
 
<nowiki>
 
   
 
      POSITION_DEAD
 
  POSITION_MORTALLYW
 
  POSITION_INCAP
 
  POSITION_STUNNED
 
  POSITION_SLEEPING
 
  POSITION_RESTING
 
  POSITION_SITTING
 
  POSITION_FIGHTING
 
  POSITION_STANDING
 
 
 
  </nowiki>
 
 
 
  <PARA>Setting the default field is exactly like setting the 'position'
 
  field you place the 'default' keyword first and then the position you
 
  want to be default like this:</PARA>
 
 
 
<nowiki>
 
 
 
  default POSITION_RESTING
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;ability
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>this field is used to set each of the NPCs abilities.
 
  It should not be used directly but instead set through the macro described
 
  in <xref linkend="npcmacroability">
 
  </PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;weapon
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>this field is used to set each of the NPCs weapon proficiencies.
 
  It should not be used directly but instead set through the macro described
 
  in <xref linkend="npcmacroweapspl"></PARA> </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;spell
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>this field is used to set each of the NPCs spells.
 
  It should not be used directly but instead set through the macro described
 
  in <xref linkend="npcmacroweapspl">
 
  </PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;light
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The light field on NPC is not normally set.  If however you have a
 
  strange creature like a 'light bug' you can set a light value on a NPC.
 
  The default light is set to 0 which means it neither adds or subtracts
 
  from the rooms light.  To set the light value on a NPC you just put the
 
  'light' keyword first and then the value you want to add to the current
 
  light.</PARA>
 
 
 
<nowiki>
 
 
 
  //add one to light in room
 
  light 1
 
 
 
  //default
 
  light 0
 
 
 
  //take one away
 
  light -1
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;alignment
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field  is  a  value between -1000 and +1000,  where  -1000  is
 
  ultimate  evil, 0 is neutral and +1000 is ultimate good.  Good  is
 
  per  definition any value from +1000..+350, neutral is  any  value
 
  from  +349..-349 and evil is any value from -350..-1000. Any value
 
  in between can also be used.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  // Quite evil, maybe a Ghoul 
 
  alignment -750
 
 
 
  // Barely evil.
 
  alignment -350
 
 
 
  //barely good
 
  alignment 350
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;minv
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field is the administrator invisible level of the NPC it is
 
  set on.  This means that if you set the 'minv' to two hundred it will
 
  make it so the NPC can not be seen by anyone below the administrator
 
  level of two hundred.  This is good for hiding ghosts that only come
 
  visible when they attack.  In order for the 'minv' to be removed an
 
  administrator or a <ACRONYM>DIL</ACRONYM> function must change it.</PARA>
 
 
 
<nowiki>
 
 
 
  minv 239
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;key
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>Currently this field is not used in the <ACRONYM>VME</ACRONYM> 2.0 release.  It was
 
  added so in the future you wanted to add keys to a NPC for some
 
  weird reason like a living trunk then you can.  In order to set the key
 
  you first place the 'key' keyword and then add the symbolic name of the
 
  key.</PARA>
 
 
 
<nowiki>
 
 
 
  //if the key is in your zone
 
  key mynpckey
 
 
 
  //if the key is in some other zone
 
  key someoneelses@keyzone
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;open
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>this field is not used yet in the <ACRONYM>VME</ACRONYM> 2.0 release.  The field was
 
  added so you could make a NPC that can be opened, closed, locked,
 
  and everything else that a room or an object can have set on it.  For
 
  now we will not document this but if you are interested in how you could
 
  use it study the open fields on objects or rooms.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
  </SECT1>
 
 
 
  <sect1 id="npcmacros">
 
  <TITLE>NPC macros</TITLE>
 
 
 
  <sect2 id="npcmacroattarm">
 
  <TITLE>The attack and armour macro</TITLE>
 
 
 
  <PARA>The natural attack and armour fields allow you to set the NPC to
 
  do damage like a certain type of weapons and to defend like a certain
 
  type of armour respectively.  Lets say you had a metal cougar it would
 
  have an attack type of claw and an armour type of plate while a normal
 
  dog would have an armour type of leather and an attack type of bite.
 
  The 'NATURAL_DEF' macro is what allows you to set these fields.  This
 
  macro is defined in ''wmacros.h'' and looks like
 
  this.</PARA>
 
 
 
<nowiki>
 
 
 
  #define NATURAL_DEF(weapon_category, armour_category) \
 
    armour armour_category \
 
    attack weapon_category
 
   
 
    </nowiki>
 
 
 
  <PARA>The word natural can sometimes be a little confusing since you can
 
  set any of the weapons types you like on the NPC.  It doesn't exactly
 
  make sense to have a dog that attacks as if it uses a long sword but if
 
  you wish it you can do it.  The following is a short list of just the
 
  natural weapon types but you can find a full list in
 
  <xref linkend="app-d"> or in the ''values.h'' of your mud
 
  just in case you have added some weapon types.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define WPN_FIST        34
 
  #define WPN_KICK        35
 
  #define WPN_BITE        36
 
  #define WPN_STING        37
 
  #define WPN_CLAW        38
 
  #define WPN_CRUSH        39
 
 
 
  </nowiki>
 
 
 
  <PARA>Again you don't have to use leather for dogs as we have already
 
  mentioned with our metal cat idea you could make a cloth dragon if you
 
  really want but its up to you to keep some sanity on your <ACRONYM>VME</ACRONYM>.  The
 
  following is the list of armour types that can be set.  You will see
 
  that the list is exactly the same as the list you will find later when
 
  making armour.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define ARM_CLOTHES  0  /*Same as a Human in jeans and a T-shirt*/
 
  #define ARM_LEATHER  1  /* A soft flexible leather base armour  */
 
  #define ARM_HLEATHER 2  /* A hard un flexible leather base armour */
 
  #define ARM_CHAIN    3  /* A flexible armour composed of interlocking rings */
 
  #define ARM_PLATE    4  /* An un flexible plate armour. */
 
 
 
  </nowiki>
 
 
 
  <PARA>Now that you have the defines to work with we will return to our
 
  metal cat and normal dog.  The definitions for them would look something
 
  like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //Metal Cat
 
  NATURAL_DEF(WPN_CLAW, ARM_PLATE)
 
 
 
  //normal dog
 
  NATURAL_DEF(WPN_BITE, ARM_LEATHER)
 
 
 
  </nowiki>
 
 
 
  <PARA>You  should  know  that the weight of the monster  determines  the
 
  maximum  amount of damage it can give when using a natural attack.
 
  The weight is categorized as follows:</PARA>
 
 
 
  <TABLE frame=all tocentry=0>
 
  <TITLE>Weight size chart</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>LBS</ENTRY>
 
  <ENTRY>Size</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>0 - 5</ENTRY>
 
  <ENTRY>Tiny</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>6 - 40</ENTRY>
 
  <ENTRY>Small</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>41 - 160</ENTRY>
 
  <ENTRY>Medium</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>161 - 500</ENTRY>
 
  <ENTRY>Large</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>500 and up</ENTRY>
 
  <ENTRY>Huge</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>By default monsters are medium.  So make sure you take this into
 
  account when you are creating your NPC.</PARA>
 
    </sect2>
 
   
 
    <sect2 id="npcmacroattdef">
 
  <TITLE>The defense and offense bonus macro</TITLE>
 
 
 
  <PARA>There comes a time when you may want to make your NPC super
 
  naturally powerful.  It is for those times that the offense and defense
 
  fields are available for you to set.  Normally they default to 0 but you
 
  can set them from 0 to 5000.  The higher you set the offense number the
 
  harder you will hit people you a re in combat with.  The higher you set
 
  the defense the harder it will be for people to hit your NPC.  The
 
  following macro allows you to set both the offense and defense.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define ATTACK_DEFENSE(attack, defense) \
 
  offensive attack \
 
  defensive defense
 
 
 
  </nowiki>
 
 
 
  <PARA>Using this macro is rather easy you just put the value you want
 
  for each and your all done</PARA>
 
 
 
<nowiki>
 
 
 
  //a really hard hitting hard to kill NPC
 
  ATTACK_DEFENSE( 1000, 1000)
 
 
 
  </nowiki>
 
  </sect2>
 
 
 
    <sect2 id="npcmacroability">
 
  <TITLE>The NPc abilities macro</TITLE>
 
 
 
  <PARA>All  abilities are in the range [1..200]. Players usually  have  a
 
  maximum of 150, modified by magic... 200 is considered divine.
 
  When  creating a monster you can not directly specify the size  of
 
  the  abilities,  instead you specify a percentage distribution  of
 
  points.  The amount of points are then distributed by the computer
 
  according  to  the  specified level.  The  'MSET_ABILITY'  macro  is
 
  available for this purpose, and is defined as:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define MSET_ABILITY(str,dex,con,hpp,bra,cha,mag,div)  \
 
    ability[ABIL_STR]  str  \
 
    ability[ABIL_DEX]  dex  \
 
    ability[ABIL_CON]  con  \
 
    ability[ABIL_HP]  hpp  \
 
    ability[ABIL_BRA]  bra  \
 
    ability[ABIL_MAG]  mag  \
 
    ability[ABIL_DIV]  div  \
 
    ability[ABIL_CHA]  cha
 
   
 
    </nowiki>
 
 
 
  <NOTE><PARA>
 
  Note the sum of the ability values must be 100%. This is thus
 
  an example of an ability distribution:
 
 
 
<nowiki>
 
 
 
      MSET_ABILITY(25,15,10,15,10,5,10,0)  /* Sum is 100% */
 
   
 
    </nowiki>
 
    </PARA></NOTE>
 
 
 
 
 
  <PARA>The  amount of points distributed depends directly upon the  level
 
  of the monster and the percentage.  If the percentage is too high and the
 
  level is also set High some ability points may be lost since a NPC gets
 
  all abilities over 255 cut off.  For example a level 199 monster with an  ability
 
  percentage  a  bit above 20% will make an ability  above  the  255
 
  points maximum.  In the current combat system in the <ACRONYM>VME</ACRONYM> 2.0 it is not
 
  necessary to spend points on both 'mag' and 'div' on the NPC since only
 
  one or the other is ever used depending on which is higher.</PARA>
 
 
 
  </sect2>
 
 
 
      <sect2 id="npcmacroweapspl">
 
  <TITLE>The NPc weapon and spell macros</TITLE>
 
 
 
  <PARA>NPCs know about weapons and spells but not at the same detailed
 
  level as the player.  For NPCs the spell and weapon group are used.
 
  Thus the Axe hammer category defines all defence and all attack for all
 
  kinds of axes and hammers, whereas the player would have to train
 
  individually in each axe and hammer type. The same is true for spells.
 
  Thus if a monster has 25 points in the weapon sword category it will
 
  fight (and defend) with all sword-like weapons at skill 25. When you
 
  define weapon and spell skills (monsters have no skill skills) you also
 
  define these as percentages, and the program automatically distributes
 
  the points. Use the pre-defined macros:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define MSET_WEAPON(axe_ham, sword, club_mace, pole, unarmed, special)  \
 
  weapon[WPN_AXE_HAM]    axe_ham  \
 
  weapon[WPN_SWORD]      sword      \
 
  weapon[WPN_CLUB_MACE]  club_mace  \
 
  weapon[WPN_POLEARM]    pole \
 
  weapon[WPN_UNARMED]    unarmed    \
 
  weapon[WPN_SPECIAL]    special
 
 
 
  </nowiki>
 
 
 
 
 
  <TABLE frame=all tocentry=0>
 
  <TITLE>MSET_WEAPON arguments</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Argument</ENTRY>
 
  <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>axe_ham</ENTRY>
 
  <ENTRY>any hammer or axe</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>sword</ENTRY>
 
  <ENTRY>any sword like weapon, including dagger and rapier, etc.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>club_mace</ENTRY>
 
  <ENTRY>any club or mace like weapon, flails,  morning star, etc.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>polearm</ENTRY>
 
  <ENTRY>any spear or pole like weapon:  spear, trident, sickle, scythe etc.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>unarmed</ENTRY>
 
  <ENTRY> Is any bite, claw, sting or other natural attack.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>special</ENTRY>
 
  <ENTRY>any very peculiar weapon, currently only whip.</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
 
 
<nowiki>
 
 
 
  #define MSET_SPELL(div, pro, det, sum, cre, min, hea, col, cel, int, ext)  \
 
  spell[SPL_DIVINE]      div  \
 
  spell[SPL_PROTECTION]  pro  \
 
  spell[SPL_DETECTION]  det  \
 
  spell[SPL_SUMMONING]  sum  \
 
  spell[SPL_CREATION]    cre  \
 
  spell[SPL_MIND]        min  \
 
  spell[SPL_HEAT]        hea  \
 
  spell[SPL_COLD]        col  \
 
  spell[SPL_CELL]        cel  \
 
  spell[SPL_INTERNAL]    int  \
 
  spell[SPL_EXTERNAL]    ext
 
 
 
  </nowiki>
 
 
 
 
 
 
 
  <TABLE frame=all tocentry=0>
 
  <TITLE>MSET_SPELL arguments</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Argument</ENTRY>
 
  <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>div</ENTRY>
 
  <ENTRY>Covers all divine sphere spell.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>pro</ENTRY>
 
  <ENTRY>Covers all protection sphere spells.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>det</ENTRY>
 
  <ENTRY>Covers all detection sphere spells.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>sum</ENTRY>
 
  <ENTRY>Covers all summoning spells.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>Cre</ENTRY>
 
  <ENTRY>Covers all creation spells.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>min</ENTRY>
 
  <ENTRY>Covers all mind spells.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>hea</ENTRY>
 
  <ENTRY>Covers all heat spells (fireball, etc.)</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>col</ENTRY>
 
  <ENTRY>Covers all cold spells (frostball, etc.)</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>cel</ENTRY>
 
  <ENTRY>Covers all cell (electricity) spells (lightning bolt, etc.)</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>int</ENTRY>
 
  <ENTRY>Covers all internal (poison) spells (toxicate, etc.)</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ext</ENTRY>
 
  <ENTRY>Covers all external (acid) spells (acid ball etc).</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <NOTE><PARA>If your not sure what your weapon or spell is categorized as
 
  you can look in the ''weapons.def'' or the
 
  ''spells.def'' for that you are using for your <ACRONYM>VME</ACRONYM>
 
  server.</PARA></NOTE>
 
  <PARA>The sum of all spell and weapon
 
  skills must be 100%. For example, the following would be a legal
 
  setting of weapons and spells.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //  75%  Total,  Club/Mace  is primary
 
        MSET_WEAPON(10,10,20,5,15,5)
 
 
 
  //  25%  Total,  Fire  is primary
 
        MSET_SPELL(8,0,0,3,0,3,2,3,3,3,3)
 
   
 
    </nowiki>
 
   
 
    <PARA>Remember that the groups define both attack and defence.  Thus  if
 
  you  make  an Orc which has 0% in the flail group it can only  use
 
  its  dexterity to defend itself. Likewise with spell  groups.  For
 
  this  reason  the groups are both "resistance" as well  as  attack
 
  groups.</PARA>
 
    </sect2>
 
   
 
        <sect2 id="npcmacrocomposed">
 
  <TITLE>Using the composed.h</TITLE>
 
 
 
  <PARA>The  file composed.h contains many standard monsters. It is a good
 
  idea  to  study these definitions, as they form the basis of  many
 
  different  monsters. Note that the definitions  by  no  means  are
 
  perfect,  but  we  are hoping to make a more  or  less  complete
 
  monster  compendium.  If  you create certain  (general)  monsters,
 
  please design it as a macro so it can be incorporated in  the
 
  file. The more monsters created by using these macros the easier it will
 
  be for your builders to create NPCs.  If you think you have a really
 
  all inclusive Composed.h and want to share it with the rest of the <ACRONYM>VME</ACRONYM>
 
  servers running out there on the internet.  Feel free to submit it to
 
  the <ACRONYM>VME</ACRONYM> staff and we will put it in the contribution directories on our
 
  release site.</PARA>
 
 
 
  <NOTE><PARA>For more information on how to use the composed.h when
 
  building your NPC see <xref linkend="npcbasic">.</PARA></NOTE>
 
    </sect2>
 
    </SECT1>
 
 
 
 
 
  <sect1 id="npcbasic">
 
  <TITLE>Building your first NPC</TITLE>
 
 
 
  <PARA>Now that you have built your first zone with rooms its time to
 
  populate it with Non playing characters for your players to hunt, kill,
 
  and or interact with.  In the last couple of sections you have looked
 
  through the fields.  In this section we are going to make a nice easy
 
  NPC and then show how to use the ''composed.h'' to make
 
  your NPC building easier.  As I have previously stated in the section on
 
  room building I like dragons so the first NPC your going to learn to
 
  build is a big bad ugly dragon.  Don't worry if you hate dragons or you
 
  just want to build a normal world you will learn plenty from my dragon
 
  example to be able to adjust it to whatever you want.</PARA>
 
 
 
  <PARA>When making NPCs you create the zone source file first as shown
 
  in <xref linkend="ch-02">.  If you only have NPCS you do not need the
 
  %reset, %objects, and %rooms fields.  For the examples in this chapter we
 
  will use the zone we created in <xref linkend="ch-04"> and add the
 
  %mobiles section where we will put all the NPC definitions.  At the end
 
  of this chapter, in <xref linkend="roomnpczone">, we will bring it all together with the rooms we have
 
  already defined and our NPCs.</PARA>
 
 
 
 
 
  <PARA>The first part of all NPC definitions is the symbolic name it is good
 
  to always pick a name that will match the name of the NPC so it
 
  will be easy to load the NPC.
 
  The reason the symbolic and name should match is when you use the
 
  command <command>wstat</command> it will only show you a
 
  list of the NPCs by symbolic name for example if you type <command>
 
  wstat zone dragon mobiles </command> You will get the following:
 
 
 
<nowiki>
 
 
 
  List of mobiles in zone Dragon:
 
  dragon clerk trashman
 
 
 
  </nowiki>
 
  If you didn't make it clear what the NPC was by the symbolic name
 
  it might look like this:
 
 
 
<nowiki>
 
 
 
  List of mobiles in zone Dragon:
 
  npc1 npc2 npc3
 
 
 
  </nowiki>
 
  While this might be great when you first start imagine trying to
 
  remember each NPC if you have over 30 of them.</PARA>
 
 
 
  <PARA>Now lets get started with our dragon.  As with the rooms all that is required to make a NPC is the symbolic and end fields.  That of course will make a NPC with all defaults.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  bldragon
 
  end
 
 
 
  </nowiki>
 
  <PARA>Thats it for that dragon right?  Nope not quite that makes a NPC
 
  with all defaults.  That means this will probably be a very wimpy human
 
  with a symbolic name of dragon and no description, in short it will be a
 
  blank when you load it.  Now lets start putting the Dragon
 
  together.</PARA>
 
 
 
  <PARA>The first three things we need are the dragons title, description
 
  and names.  The description should be what you see when you do a 'look'
 
  in the room.  The title should be what you see when the NPC is talking
 
  or fighting.  Finally the names should cover everything in the title and
 
  description fields so if you wanted to kill them you can easily
 
  know what to type.</PARA>
 
 
 
<nowiki>
 
 
 
  bldragon
 
 
 
  title "a black dragon"
 
  descr "A big ugly black dragon is clawing the ground here."
 
  names {"big ugly black dragon","ugly black dragon","big black dragon",
 
  "black dragon","dragon"}
 
  ...
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>The names, title and description shouldn't be to hard so I don't
 
  think its necessary to go into any more description on the subject.
 
  Lets move on.  Now we have to take care of what a player sees when he or
 
  she looks at a NPC.  to make the main description of an NPC you place an
 
  extra on the NPC with no names in the list.  The blank extra is a
 
  special extra that will be shown every time you look at anything in the
 
  names list of the NPC.  So a description of a NPC would look something
 
  like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  extra {}
 
  "The black dragons scales glitter like black granite that has been
 
  polished for years by water.  He has a large neck and huge bat like
 
  wings.  his eyes watch you as you stand before him.  One claw seems to be
 
  tapping slightly on the ground as if the dragon is waiting for
 
  something."
 
 
 
  </nowiki>
 
 
 
  <PARA>Now that you have a main description for the NPC you need to make
 
  any smaller descriptions that you want the player to be able to look at.
 
  In this case the dragon eyes and claw would be good things to describe
 
  and maybe a few other things just for humor.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  extra {"eyes","eye"}
 
  "The dragons eyes seem to follow you no matter where you go in the room
 
  nothing seems to escape the dragons attention."
 
 
 
  extra {"claws","claw"}
 
  "The claw is big black and it looks very deadly.  It seems like the
 
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
 
  to say means the claws are about the size of short swords and long
 
  swords."
 
 
 
  extra {"scales","scale"}
 
  "Its a scale!  Haven't you ever seen a dragon before!"
 
 
 
  extra {"bat wings","wings"}
 
  "The dragon sees you looking and flaps his wings creating one heck of a
 
  wind blast."
 
 
 
  </nowiki>
 
 
 
  <PARA>Now that we have the NPC all described we should start setting
 
      things like race, gender, level, height, weight, defense, offense,
 
      alignment, abilities, and finally skills and spells.  First we will pick a race.  Normally the
 
      list of races are in your ''values.h''.  We have
 
      the list in <xref linkend="app-c"> and I have searched for dragon
 
      and found the race I want it is as follows.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  race RACE_DRAGON_BLACK
 
 
 
  </nowiki>
 
 
 
  <PARA>If you don't think there is any difference in dragons you can
 
    set them all to one race like you could define a race called
 
    'RACE_DRAGON' or something like that.</PARA>
 
   
 
    <PARA>Now we should chose the gender of our dragon.  Make sure your
 
  descriptions match what you pick.  It would be pretty weird to have a
 
  female dragon and have the descriptions say 'he, him, or his'</PARA>
 
 
 
<nowiki>
 
 
 
      sex SEX_MALE
 
 
 
    </nowiki>
 
  <PARA>Now lets set the height and weight.  Remember you set the height
 
  in centimeters and the weight in pounds.  In the future the <ACRONYM>VME</ACRONYM> will
 
  standardize to one or the other but for now we have to play the
 
  conversion game.</PARA>
 
 
 
<nowiki>
 
  //20 feet  (1 inch = 2.54 cm
 
  height 625
 
 
 
  //566 KG (1 lb. = .45359 kg)
 
    weight 1250
 
   
 
    </nowiki>
 
   
 
    <PARA>Now that we have the size of the dragon we can pick a level.
 
    My dragon is only 20 feet tall and 1250 pounds so I think maybe he
 
    is a bit young and will make his level around 70.</PARA>
 
   
 
<nowiki>
 
 
 
    level 70
 
 
 
    </nowiki>
 
    <PARA>The dragon may not wear armour but by default a dragon should
 
    have an armour equal to someone wearing plate mail.  Not only that
 
    but my dragon doesn't like to use his mouth as his natural attack
 
    and he sure can't punch with those big claws so we need to set his
 
    attack type to claw.</PARA>
 
   
 
<nowiki>
 
 
 
    NATURAL_DEF(WPN_CLAW, ARM_PLATE)
 
 
 
    </nowiki>
 
 
 
  <PARA>Not many black dragons are good so I will pick almost totally
 
  evil, since totally evil is -1000 I will set it as follows.</PARA>
 
 
 
<nowiki>
 
 
 
    alignment -900
 
 
 
  </nowiki> 
 
  <PARA>Finally we get to the hard part.  Many people have trouble
 
  setting the NPC abilities, weapons, and spells.  There really is nothing
 
  to it if you have read <xref linkend="npcmacroability"> and <xref
 
  linkend="npcmacroweapspl">.  The only thing you have to remember is the
 
  numbers you are putting are not the actual amount but a percentage of
 
  the skill points you want the game to use on your NPC when having your
 
  NPC practice as it loads and all amounts of abilities must add up to
 
  100% as well as all weapons and spells must add up to 100%.  For the
 
  dragon the following would be what the abilities, weapons, and spells
 
  would look like.</PARA>
 
 
 
<nowiki>
 
 
 
  //big strong and magical most ability points on str and mag
 
  MSET_ABILITY(20,12,12,12,12,12,20,0)
 
 
 
  //Set natural attack highest of weapons because he fights with claws
 
  MSET_WEAPON(10,10,10,5,30,5)
 
 
 
  //black dragons have natural defense from acid set it highest
 
  MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
 
 
 
  </nowiki>
 
 
 
  <PARA>That is all you need to make a basic dragon.  True this dragon
 
  will not do anything but claw you to death if you attack it but in <xref
 
  linkend="npccomplex"> we will give the dragon some more abilities with
 
  some special <ACRONYM>DIL</ACRONYM> functions.  For now lets take a look at our finished
 
  product.</PARA>
 
 
 
<nowiki>
 
 
 
  bldragon
 
 
 
  title "a black dragon"
 
  descr "A big ugly black dragon is clawing the ground here."
 
  names {"big ugly black dragon","ugly black dragon","big black dragon",
 
  "black dragon","dragon"}
 
 
 
  extra {}
 
  "The black dragons scales glitter like black granite that has been
 
  polished for years by water.  He has a large neck and huge bat like
 
  wings.  his eyes watch you as you stand before him.  One claw seems to be
 
  tapping slightly on the ground as if the dragon is waiting for
 
  something."
 
 
 
  extra {"eyes","eye"}
 
  "The dragons eyes seem to follow you no matter where you go in the room
 
  nothing seems to escape the dragons attention."
 
 
 
  extra {"claws","claw"}
 
  "The claw is big black and it looks very deadly.  It seems like the
 
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
 
  to say means the claws are about the size of short swords and long
 
  swords."
 
 
 
  extra {"scales","scale"}
 
  "Its a scale!  Haven't you ever seen a dragon before!"
 
 
 
  extra {"bat wings","wings"}
 
  "The dragon sees you looking and flaps his wings creating one heck of a
 
  wind blast."
 
 
 
  race RACE_DRAGON_BLACK
 
  sex SEX_MALE
 
  height 625
 
  weight 1250
 
  level 70
 
    NATURAL_DEF(WPN_CLAW, ARM_PLATE)
 
  alignment -900
 
  MSET_ABILITY(20,12,12,12,12,12,20,0)
 
  MSET_WEAPON(10,10,10,5,30,5)
 
  MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
 
 
 
  end
 
 
 
 
 
  </nowiki>
 
 
 
  <PARA>As you can see there is a bit more to building an NPC than a room
 
  but its really not that much harder.  Try changing some stuff and make
 
  sure to practice debugging your errors the more compiling you do the
 
  better you will get.  </PARA>
 
 
 
  </SECT1>
 
 
 
  <sect1 id="npcdebug">
 
  <TITLE>Compiling and debugging your first NPC</TITLE>
 
 
 
  <PARA>As we have previously mentioned in <xref linkend="rmdebug"> it is
 
  always a good idea to build one or two things and then compile to make
 
  finding errors easy.  In this case we have one NPC to compile and rather
 
  than having all the rooms get in my way while compiling it I have
 
  removed them and only have the '%mobiles' section.  The following is
 
  what the zone looks like when it has only one NPC in it.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #include &lt;composed.h&gt;
 
  %zone dragonst
 
  lifespan 20
 
  reset RESET_ANYHOW
 
  creators {"whistler"}
 
 
 
  notes
 
  "This is the dragon station I shortened it to dragonst for ease in
 
  loading.  If you have  any questions email me at whistler@valhalla.com"
 
 
 
  help
 
  "Not sure what could help you now.  You are stuck on one of the
 
  weirdest space stations you have ever seen and you smell burning
 
  sulfur."
 
 
 
  %mobiles
 
 
 
  bldragon
 
 
 
  title "a black dragon"
 
  descr "A big ugly black dragon is clawing the ground here."
 
  names {"big ugly black dragon","ugly black dragon","big black dragon",
 
  "black dragon","dragon"}
 
 
 
  extra
 
  "The black dragons scales glitter like black granite that has been
 
  polished for years by water.  He has a large neck and huge bat like
 
  wings.  his eyes watch you as you stand before him.  One claw seems to be
 
  tapping slightly on the ground as if the dragon is waiting for
 
  something."
 
 
 
  extra {"eye","eyes"}
 
  "The dragons eyes seem to follow you no matter where you go in the room
 
  nothing seems to escape the dragons attention."
 
 
 
  extra {"claws","claw"}
 
  "The claw is big black and it looks very deadly.  It seems like the
 
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
 
  to say means the claws are about the size of short swords and long
 
  swords."
 
 
 
  extra {"scales","scale"}
 
  "Its a scale!  Haven't you ever seen a dragon before!"
 
 
 
  extra {"bat wings","wings"}
 
  "The dragon sees you looking and flaps his wings creating one heck of a
 
  wind blast."
 
 
 
  race RACE_DRAGON_BLACK
 
  sex SEX_MALE
 
  height 625
 
  weight 1250
 
  level 70
 
  NATURAL_DEF (WPN_CLAW, ARM_PLATE)
 
  alignment -900
 
  MSET_ABILITY(21,12,12,12,12,12,20,0)
 
  MSET_WEAPON(10,10,10,5,30,5)
 
  MSET_SPELL(0,0,0,0,0,0,1,0,0,0,30)
 
 
 
  end
 
 
 
  %end
 
 
 
  </nowiki>
 
 
 
  <PARA>I removed the '%rooms' section added a '%mobiles' section and
 
  stuck the dragon in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM>
 
  server for you to be able to look at it in the game.  If you downloaded
 
  our example zones for this document you can compile this zone along with
 
  us and fix the errors as we do for practice.  The filename is
 
  ''debug_npc.zon''.  Just so you know the errors in this
 
  zone are intentional so please don't write me an email telling me that
 
  there are errors in it.</PARA>
 
 
 
  <PARA>The command to compile the zone is
 
  <command>VMC debug_npc.zon</command>.
 
  Here is what we get when we first try and
 
  compile the zone.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
 
  Compiling 'debug_npc.zon'
 
  debug_npc.zon: 32: parse error
 
    Token: 'extra'
 
  debug_npc.zon: 55: parse error
 
    Token: 'alignment'
 
  Compilation aborted.
 
  </nowiki>
 
 
 
  <PARA>This error file doesn't look any harder than the last one we dealt
 
  with when compiling our first room.  The problem is when we go to line
 
  '32' and look for an error we don't find one.  This normally means that
 
  the error was hard for the compiler to figure out.  The best way to deal
 
  with an error like this is to start at the line it gives you and go up
 
  and look for an error.  When we do this we notice that the extra right
 
  above the line that the error is on is missing '{}' so we will add them
 
  back in.  Most of the time you want to do one error and recompile but
 
  sometimes you can shorten the process for example in this error file
 
  the word 'alignment has been spelled wrong so we can fix that before we
 
  recompile so go to line '56' and fix that.  Now with those two errors
 
  fixed we can recompile and this is what we get:</PARA>
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
 
  Compiling 'debug_npc.zon'
 
  FATAL: Abilities in 'bldragon' sums up to 101,and not 100.
 
  FATAL: Spells&amp;weapons in 'bldragon' sums up to 101, and not 100.
 
  WARNING: Fatal errors in zone.
 
 
 
  </nowiki>
 
 
 
  <PARA>As we have said before you have to make sure that abilities add up
 
  to 100 percent this error is telling us that my math sucks and that I
 
  have added 1 extra percent to the abilities.  Not only that but again if
 
  we look at both errors I have also put 1 extra on weapons and spells.
 
  So we can fix both of these at once.  Notice it doesn't give a line
 
  number but that is not a problem because you can search for 'MSET_ABIL'
 
  and it will take you right to the problems.  After I subtract one from the
 
  abilities and one from either the spells or weapons the following is the
 
  error file I get.</PARA>
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
 
  Compiling 'debug_npc.zon'
 
  <ACRONYM>VMC</ACRONYM> Done.
 
 
 
  </nowiki>
 
 
 
  <PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that
 
  you have now successfully compiled the zone. The main thing I want to
 
  point out is that you can sometimes fix more than one error at a time
 
  but be carefull when doing this if you try to fix some errors before
 
  fixing the first you will be trying to fix things that are not broken.
 
  The safest way to compile stuff is still fix one error at a
 
  time.</PARA>
 
 
 
  <PARA>Now that you have a compiled zone you should check and make sure
 
  that all the files are there.  When you compile a zone you will end up
 
  with  three extra files. the files will have the same filename as your zone
 
  with a new extension in this case you should have the following.</PARA>
 
 
 
<nowiki>
 
 
 
  debug_npc.data
 
  debug_npc.err
 
  debug_npc.reset
 
  debug_rm.zon
 
 
 
  </nowiki>
 
 
 
  <PARA>If you have all of these you are all set to go.  If not then there
 
  is something seriously wrong and you may want to write the <ACRONYM>VME</ACRONYM> staff for
 
  help.</PARA>
 
 
 
  <PARA>  To get your new zone in the mud all that is needed is to make
 
  sure your zone is in the zonelist in the <ACRONYM>VME</ACRONYM> etc directory and copy
 
  these files into your zone directory.  Then reboot the mud.  You should
 
  be able to log on your builder character and load your NPC by typing
 
  <command>load bldragon@dragonst</command> and
 
  you can list your zones NPCs by typing <command>wstat zone dragonst
 
  mobiles</command>.</PARA>
 
 
 
  <PARA>There you go you have now compiled your first NPC.  As you can see
 
  with as little as you have learned so far you can already make a variety
 
  of monsters and NPCs of any kind.  The next section will cover the <ACRONYM>DIL</ACRONYM>
 
  functions you can use with a NPC and then we will get right into some
 
  more complex examples.</PARA>
 
  </sect1>
 
 
 
  <sect1 id="npcdilfunc">
 
  <TITLE><ACRONYM>DIL</ACRONYM> functions for NPCs</TITLE>
 
 
 
  <PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
 
  special functions on rooms, NPCs, objects, PCs, and much more.  This
 
  manual is for basic zone writing and therefore will not go into how to
 
  write your own <ACRONYM>DIL</ACRONYM> functions.  The <ACRONYM>VME</ACRONYM> however is released with many
 
  functions for you as an Administrator and your builders to use to make
 
  special rooms, NPCs, and objects.  The following is a list of all NPC
 
  functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
 
 
 
  <variablelist id="var-npcfunc">
 
  <VARLISTENTRY>
 
;Mercenary
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>
 
  This function allows you to make an NPC hireable by players in the game.  You
 
  simply dilcopy this unto a mob and the player can then type 'contract &lt;character name&gt;
 
  and the mob will hunt that char for a fee. This function takes no special
 
  arguments.  the following is the function definition found in
 
  ''function.zon'':</PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin mercenary_hire();
 
 
 
  </nowiki>
 
 
 
  <PARA>To use it you simply dilcopy it to your NPC as follows:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy mercenary_hire@function();
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Obey
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This function when dilcopied on the NPC will make it obey there master.  And
 
  example mobile of this is the familiar. Upon completing a small quest a Mage
 
  receives a familiar that will obey that player and that player only. The player
 
  can simply type <command>Tell &lt;familiar name&gt; cast heal
 
  &lt;player name&gt;</command> and it will carry out the command.  This function takes
 
  no arguments.  The following is the definition found in
 
  ''function.zon'':</PARA>
 
<nowiki>
 
 
 
  dilbegin obey();
 
 
 
  </nowiki>
 
  <PARA>To use this function simply dilcopy it to the NPC you want to be a
 
  mercenary like so:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy obey@function();
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Evaluate
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This function when placed on an NPC allows it to evaluate items
 
  for a fee.  The function definition looks as follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin evaluate (amt:integer);
 
 
 
  </nowiki>
 
  <PARA>The function has one argument 'amt' that lets you set the cost of
 
  the evaluation of items.  If you wanted to set the value to four gold it
 
  would work just like when setting the money field and look as
 
  follows:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy evaluate@function(4*GOLD_PIECE);
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Guard Direction
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>  This is an enhanced version of the Guard Way Function. It will allow both
 
    certain players to enter as well as certain mobs. An optional stop <ACRONYM>DIL</ACRONYM>
 
    can be supplied if you wish to do something special. It takes two
 
  arguments, the activator and the direction.  The following is the
 
  function definition:</PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin guard_dir(direction : string, excludepc : stringlist,
 
                    excludenpc : stringlist, stopdil : string);
 
 
 
        </nowiki>
 
  <PARA>This function is dilcopied onto the mob in the room that the mob is initially
 
  loaded. Thus is the mob is summoned or commanded away it will not block the
 
  directions until it is back to where it was first created. This <ACRONYM>DIL</ACRONYM> takes four
 
  arguments. The first is the direction to block. The second arguments is for those
 
  PC's you wish to allow to pass in that direction without being stopped.  The next
 
  for the NPCs you wish to allow to pass. The last is the 'act you wish the blocking
 
  mob to display to the PC's that are blocked from proceeding in the selected direction.
 
  The third and forth arguments may be 'null', this will pass the defaults to the
 
  dilcopy.  The third argument is a stringlist that tells which players
 
  or NPCs are excluded from the guard.  The forth is a <ACRONYM>DIL</ACRONYM> you can pass in
 
  to do something special to people who are stopped.  We will not show how
 
  to use the forth argument because it takes more <ACRONYM>DIL</ACRONYM> knowledge than this
 
  manual covers.  The following would be a valid dilcopy for this
 
  function:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy guard_dir@function("south", {"papi",
 
  {"rejji"}, null, null);
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;Combat magic
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>This function when placed on a mobile allows it to use any of the
 
  combat spells.  The function definition is as follows: It also allows
 
  the NPC to cast heal during combat on itself. </PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin combat_mag(atk_spl : string, def_spl : string,
 
                      def_pct:integer, spd: integer);
 
 
 
      </nowiki>
 
  <TABLE frame=all tocentry=0>
 
  <TITLE>Combat magic arguments</TITLE>
 
  <TGROUP align=left cols=3 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>argument</ENTRY>
 
  <ENTRY>Type</ENTRY>
 
  <ENTRY>description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>atk_spl</ENTRY>
 
  <ENTRY>string</ENTRY>
 
  <ENTRY>Attack spell ie "fireball" or "" for none</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>def_spl</ENTRY>
 
  <ENTRY>string</ENTRY>
 
  <ENTRY>Defense Spell ie "heal" or "" for none</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>def_pct</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>At what % of hitpoints defense spell will be cast</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>spd</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>speed at which mob will uses its attack magic, 1 for all
 
  at once (every round) to 5 for every 5 rounds. I suggest 2.</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>Defense spells take priority when the hit points fall below the % specified,
 
  after (if) the hits have been restored above that number attack magic will
 
  resume.  If def_spl is used, function automatically makes sure that it retains
 
  enough mana for at least one healing, ie it will attack 4 times if it don't
 
  need a healing.  The following would be an example of what you would put
 
  on your NPC:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy combat_mag@function ("harm", "heal", 25, 2);
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Fido
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>This function turns the NPC into a corpse eating mobile.  The
 
  following is the functions definition:</PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin fido(txt1:string,txt2:string);
 
 
 
  </nowiki>
 
 
 
  <TABLE frame=all tocentry=0>
 
  <TITLE>Fido arguments</TITLE>
 
  <TGROUP align=left cols=3 colsep=1>
 
  <THEAD>
 
  <ROW>
 
 
 
  <ENTRY>Argument</ENTRY>
 
  <ENTRY>Type</ENTRY>
 
  <ENTRY>description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>txt1</ENTRY>
 
  <ENTRY>string</ENTRY>
 
  <ENTRY>The text shown when mob finds and eats corpses, default:
 
                          'XXX savagely devours a corpse.'
 
                    will be shown if txt1 is set to "".
 
                    If txt1 is set to "stop", the mob will NOT devour corpses
 
                    (convenient if you want your dogs to only eat food leftovers
 
                    but not corpses).
 
  </ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>txt2</ENTRY>
 
  <ENTRY>string</ENTRY>
 
  <ENTRY>
 
  The text shown when mob finds and eats ITEM_FOOD, default:
 
                          'XXX hungrily devours YYY.'
 
                    will be shown if txt2 is set to "".
 
                    If txt2 is set to "stop", the mob will NOT devour
 
                    ITEM_FOOD (convenient if you want to make a corpse-eating
 
                    ghoul, who'd choke on normal food, etc).
 
  </ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <NOTE><PARA>In both cases $1n is the mob itself, $2n is the title of the
 
      item devoured.</PARA></NOTE>
 
 
 
  <PARA>An example of the 'fido' function on an NPC would look as
 
  follows:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy fido@function("$1n slowly devours $2n, crunching the bones.",
 
                        "$1n grabs $2n and hungrily munches it.");
 
       
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Wander zone
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>This function allows a mob to wander around more than one zone, but not all zones.
 
  You specify what zones the mob can wander.  Has optional intelligence which allows
 
  the opening and closing of doors.  The following is the function
 
  definition:</PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin wander_zones(zones : string, spd : integer, doors : integer,
 
                        lckd_doors : integer);
 
       
 
  </nowiki>
 
  <TABLE frame=all tocentry=0>
 
  <TITLE>Zone wander arguments</TITLE>
 
  <TGROUP align=left cols=3 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>argument</ENTRY>
 
  <ENTRY>Type</ENTRY>
 
  <ENTRY>description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>zones</ENTRY>
 
  <ENTRY>string</ENTRY>
 
  <ENTRY>A string of zone names separated by spaces.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>spd</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>The speed (in seconds) at which the mob wanders.
 
                                Minimum = 5 secs (for process time).</ENTRY>
 
          </ROW>
 
  <ROW>
 
  <ENTRY>doors</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>Can open/close doors (0 = false, 1 = true)</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>lckd_doors</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>Can open/closed locked doors (0=false, 1=true)</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>The options are not too hard so we will show how to use it and
 
  leave it at that</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy wander_zones@function ("halfzon haon_dor", 5, 1);
 
 
 
  </nowiki>
 
  <NOTE><PARA>@loadzone option which is used by inputting @loadzone
 
  somewhere in the zones string will replace it by the zone the mob is
 
  loaded in like this:
 
 
 
<nowiki>
 
 
 
  dilcopy wander_zones@function ("halfzon haon_dor @loadzone", 5, 1);
 
                       
 
  </nowiki></PARA>
 
  </NOTE>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Global wander
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>This is similar to wander_zones because it's just a modified version of it,
 
  which requires no zones argument since it moves in all zones.  The
 
  following is the function definition:</PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin global_wander(spd : integer, doors : integer,
 
                        lckd_doors :integer);
 
 
 
  </nowiki>
 
 
 
  <TABLE frame=all tocentry=0>
 
  <TITLE>Global wander arguments</TITLE>
 
  <TGROUP align=left cols=3 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>argument</ENTRY>
 
  <ENTRY>Type</ENTRY>
 
  <ENTRY>description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>spd</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>The speed (in seconds) at which the mob wanders.
 
                                Minimum = 5 seconds (for process time).</ENTRY>
 
          </ROW>
 
  <ROW>
 
  <ENTRY>doors</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>Can open/close doors (0 = false, 1 = true)</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>lckd_doors</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>Can open/closed locked doors (0=false, 1=true)</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>The options are not to hard so we will show how to use it and
 
  leave it at that</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy global_wander@function (60, 1, 1);
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Team work
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>This function when placed on a mob, located in the same room as another mob,
 
  will allow the mobile to assist the other in combat.  The following is
 
  the function definition:</PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin aware teamwork(lst: string);
 
 
 
  </nowiki>
 
 
 
  <PARA>This function takes one argument which is a string of the mobiles it is
 
  to protect. So if we wanted a NPC to protect both Jesper and Enver the
 
  dilcopy would look as follows:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy teamwork@function("jesper/enver");
 
 
 
  </nowiki>
 
 
 
  <NOTE><PARA>For this to work both mobs must be in the same room or following
 
        each other.</PARA></NOTE>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Rescue
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>This function when placed on a mob, located in the same room as another mob,
 
  will allow the mobile to rescue the other mob if it is attacked.  The
 
  function is as follows:</PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin aware rescue(lst: string);
 
 
 
  </nowiki>
 
 
 
  <PARA>This function takes one argument, a string of those mobiles
 
  you wish this NPC to assist should they be attacked.</PARA>
 
 
 
  <NOTE><PARA>
 
  For this to work both NPCs must be in the same room or following
 
        each other.</PARA></NOTE>
 
   
 
    <PARA>Again we will use our test subjects Jesper and Enver and if
 
  we wanted an NPC to protect them and come to their aid the following
 
  would be the dilcopy:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy teamwork@function("jesper/enver");
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Agressive
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>This function makes a Mob hostile to person(s) in the room with it, under
 
  certain conditions which are provided as arguments.
 
  In short, the all-singing, all-dancing aggression <ACRONYM>DIL</ACRONYM>.  The following is
 
  this functions definition:</PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin aggressive (sx : integer, rce : integer, opp : integer,
 
                      levl : integer, sanc : integer, tme : integer,
 
                      tar : integer, align : string, attack :
 
                      stringlist);
 
       
 
        </nowiki>
 
 
 
  <TABLE frame=all tocentry=0>
 
  <TITLE>Agressive arguments</TITLE>
 
  <TGROUP align=left cols=3 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>argument</ENTRY>
 
  <ENTRY>Type</ENTRY>
 
  <ENTRY>description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>sx</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>NOTE: not the sex values in values.h.
 
                                  This decides the sex of your mob's
 
                                  victim.
 
                                  0 - Sex doesn't matter,
 
                                  1 - Attack opposite sex to self (if not
 
                                      neutral!),
 
                                  2 - Attack SEX_MALE,
 
                                  3 - Attack SEX_FEMALE,
 
                                  4 - Attack SEX_NEUTRAL.
 
  </ENTRY>
 
  </ROW>
 
  <ROW>
 
 
 
  <ENTRY>rce</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>Any of the PC races from 0 to 14. A value
 
                                  of -1 means we don't care about the
 
                                  victim's race.
 
  </ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>opp</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>0 - Non race specific (same as rce := -1)
 
                                  1 - Attack the specified rce,
 
  2 - Attack any pc race _but_ the specified rce.
 
  </ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>levl</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>
 
  Allow level specific aggression.
 
                                  A value of 30 would make the mob hostile
 
                                  to all pcs level 30 and above.
 
                                  A value of -30 (note the -) would make the
 
                                  mob hostile to all pcs level 30 or below.
 
                                  A value of 0 means level doesn't matter.
 
  </ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>sanc</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>
 
  Does this mob obey the sanc/soothe rules?
 
                                  (ie, if someone has cast sanctuary on
 
                                  themselves, will this mob recognize it, and
 
                                  not attack, or attack anyway).
 
                                  0 - Doesn't obey sanc or soothe
 
                                  1 - Obeys only sanc
 
                                  2 - Obeys only soothe
 
                                  3 - Obeys both sanc and soothe
 
                                  (SOOTHE is a new spell for ranger's guild)
 
  </ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>tme</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>Time in ticks to wait before attacking (is
 
                                  automatically put to RANTIME, ie, time
 
                                  variance of time-time/2 to time+time/2).
 
                                  Values accepted are from 0 to 400 (that's
 
                                  0 - 100 seconds. Can be specified using
 
                                  PULSE_SEC).
 
  </ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>tar</ENTRY>
 
  <ENTRY>integer</ENTRY>
 
  <ENTRY>
 
  This is a special value which determines
 
                                  which of the eligible victims we pick.
 
                                  -2 - Last eligible victim to into the room.
 
                                  -1 - Weakest eligible victim in room.
 
                                  0  - Random eligible victim.
 
                                  +1 - Strongest eligible victim in room.
 
  +2 - First eligible victim into the room.
 
  </ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>align</ENTRY>
 
  <ENTRY>string</ENTRY>
 
  <ENTRY>
 
  The desired alignment of the victim.
 
                                  "ANY"      - We don't care about the alignment.
 
                                  "GOOD"    - Attack only good alignment.
 
                                  "EVIL"    - Attack only evil alignment.
 
                                  "NEUTRAL " - Attack only neutral alignment.
 
                                  "OPPOSITE" - Attack opposite alignment to self
 
                                  (provided self isn't neutral).
 
          "SALIGN" - Attack same alignment as self.
 
                                  "DALIGN" - Attack any alignment
 
                                  different to self.
 
  </ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>attack</ENTRY>
 
  <ENTRY>stringlist</ENTRY>
 
  <ENTRY>
 
  This is a 2 string stringlist. These are
 
                                      the messages sent to the people in the room
 
                                      except the victim, and the victim itself,
 
                                      in that order.
 
                                      If the second (victim) string is "", the
 
                                      first string will be shown to the victim,
 
                                      as if they were anyone else in the room.
 
                                      You can leave both blank if you wish.
 
                                      $1n is the mob name (self), $3n is the
 
                                      victim's name.
 
                                      NOTE: the $ values only apply if you supply
 
                                      BOTH string 1 and 2.
 
  </ENTRY>
 
  </ROW>
 
  </TBODY>
 
  </TGROUP>
 
  </TABLE>
 
 
 
 
 
  <PARA>The argument descriptions pretty much explain everything there is
 
  to know about the agressive function and what it was so we will finish
 
  off by giving an example of a dilcopy that will create a NPC that fits
 
  the following description</PARA>
 
 
 
  <PARA>Let's say our mob is a level 40 Goblin who doesn't like
 
  dwarves. He's very particular in that he doesn't like evil female
 
  dwarves who are level 20 and above. He does recognize the sanctuary
 
  spell, but he doesn't recognize soothe, and he'll wait 10 seconds on
 
  average before he attacks. The 2 messages sent are: "$1n savagely
 
  attacks $3n with his big axe!" and "$1n attacks you!"</PARA>
 
 
 
  <PARA>Here's what the function call would look like:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy aggressive (3, 2, 1, 20, 2, PULSE_SEC*10, 0, "EVIL",
 
                      {"$1n savagely attacks $3n with his big axe!",
 
                      "$1n attacks you!"});
 
       
 
        </nowiki>
 
       
 
  <PARA>In this example, 3 (attack females), 2 (attack dwarves), 1 (just dwarves),
 
    20 (Level 20+ victims), 2 (obey only soothe), PULSE_SEC*10
 
  (wait around 10 seconds before attacking), EVIL (attack only
 
  evil), and the strings in the stringlist are displayed to
 
  the victim and the room, in that order.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Janitors
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This function turns the NPC into a janitor that will pick up items left
 
  lying around and will also tell new  players. those under level 20,
 
  where there corpse is if they come across it in there wanderings.
 
  You must also supply the wander_zone <ACRONYM>DIL</ACRONYM> for this to work correctly.
 
  The definition for the janitor function is as follows:</PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin janitors(rate: integer);
 
 
 
  </nowiki>
 
  <PARA>The Janitor function only takes one argument and that determines
 
  how fast the janitor will pick up stuff in seconds.</PARA>
 
 
 
  <PARA>To make a Janitor that will pick up stuff every thirty seconds the
 
  following would be the dilcopy:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy janitor@function(30);
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Shop Keeper
 
  <DICTDEF>
 
  <PARA></PARA>
 
  <PARA>This is one of the more complex dilcopies and considered by some to be
 
  confusing. Below I will step you through the creation of the mobile,
 
  and the application of this <ACRONYM>DIL</ACRONYM> using defines to hopefully simplify the
 
  use of this function.  The function is defined as:</PARA>
 
 
 
<nowiki>
 
 
 
  dilbegin aware shopkeeper(prod: stringlist, custom_acts : stringlist,
 
                              opentimes : stringlist, itemtype: string,
 
        sellprofit : integer,buyprofit: integer,
 
        maxcash : integer,closedil : string,
 
        dilparams : string );
 
 
 
  </nowiki>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;Step 1
 
  <DICTDEF>
 
  <PARA>First, figure out what you want your shopkeeper to sell.  He can sell
 
  pretty much any item from any zone, as long as you know its symbolic
 
  name.
 
  For Hogan (our example shopkeeper), he is a bartender, so he sells things
 
  you would commonly find in a pub, tavern, or bar.
 
  His list of items (their symbolic names at which zone) are:</PARA>
 
 
 
 
 
 
 
<nowiki>
 
 
 
  grain_alcohol@gobtown1
 
  pretzels@gobtown1
 
  beer_nuts@gobtown1
 
  rum_coke@gobtown1
 
  tuborg@udgaard
 
 
 
  </nowiki>
 
 
 
  <PARA>Now, since I use defines, I make a define for Hogan's products.  I called
 
  it TAVERN_PROD (for tavern's products).  And use the following setup
 
  and just stick the names of your items in where his items are. 
 
  Each item will have a setup like this:</PARA>
 
 
 
<nowiki>
 
 
 
  "tuborg@udgaard 15 20" 
 
 
 
  </nowiki>
 
 
 
 
 
  <PARA>A symbolic name followed by two numbers, with the entire thing in
 
  quotes.  Where :</PARA>
 
 
 
  <itemizedlist>
 
  <LISTITEM><PARA>The "tuborg@udgaard" is your item's symbolic name</PARA></LISTITEM>
 
  <LISTITEM><PARA>The 15 (our first number in the string) is the number of that item that
 
    will load into your shop daily</PARA></LISTITEM>
 
  <LISTITEM><PARA>The 20 (our second number in the string) is the limit available of that
 
    item in the shop ever</PARA></LISTITEM>
 
  </itemizedlist>
 
 
 
  <PARA>So this shop would sell tuborgs.. and every mudday, 15 tuborgs will load
 
  into our shop to replenish our stock.. and the maximum tuborgs we can have
 
  at any given time is 20.</PARA>
 
 
 
  <PARA>Next we place all this info into the define we created above, which would look
 
  like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define TAVERN_PROD \
 
  {"grain_alcohol@gobtown1 15 20", \
 
  "pretzels@gobtown1 10 15", \
 
  "beer_nuts@gobtown1 15 20", \
 
  "rum_coke@gobtown1 10 15", \
 
  "tuborg@udgaard 15 20"}
 
 
 
  </nowiki>
 
 
 
  <PARA>The above is my define for Hogan's products that he sells.  Each one is in
 
  quotes and they have commas separating them.  If you put each item on its
 
  own separate line, you need to put a space and then a back slash after the
 
  comma which separates the items, like it shows above.  The entire define
 
  is enclosed in curly brackets, {}.
 
  Now we are finished with the items he sells.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;Step 2
 
  <DICTDEF>
 
  <PARA>Now you must decide what kind of dialogue you would like your
 
  shopkeeper to say.  There are ten separate responses you can make for your
 
  shopkeeper.  They do go in a specific order and I will list what each do.</PARA>
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;Response 1
 
  <DICTDEF>
 
  <PARA>The first response will be used if the shopkeeper doesn't have the
 
  particular item you're trying to buy in stock, or if he doesn't sell that
 
  item at all.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Response 2
 
  <DICTDEF>
 
  <PARA>The second response is used when the player is trying to sell the
 
  shopkeeper something which the player does not have in his inventory. Items
 
  worn by the player can not be sold until removed from there worn position.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Response 3
 
  <DICTDEF>
 
  <PARA>The third response is used when the player is trying to sell the shopkeeper
 
  something that is not one of those of his trade types. (This will be more
 
  clear when we get to the trade type part below. Such as a player trying to sell
 
  our bartender a canoe. =)</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Response 4
 
  <DICTDEF>
 
  <PARA>The fourth response is used when the player tries to buy something from the
 
  shopkeeper, but doesn't have enough money to buy it.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Response 5
 
  <DICTDEF>
 
  <PARA>The fifth response is used when the sale was successful and the player
 
  buys something from the shopkeeper.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Response 6
 
  <DICTDEF>
 
  <PARA>The sixth response is again used when the sale was successful, but this
 
  time it's for when the player successfully sells something to the
 
  shopkeeper.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Response 7
 
  <DICTDEF>
 
  <PARA>The seventh response is used when the shopkeeper doesn't have enough of the
 
  item to sell as the player requests. Such as someone trying to buy 10
 
  tuborgs, but our bartender only has 9.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Response 8
 
  <DICTDEF>
 
  <PARA>The eighth response is Used when the shop is closed and a player tries to
 
  buy something from or sell something to the shopkeeper.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Response 9
 
  <DICTDEF>
 
  <PARA>The ninth response is used when the player tries to sell an item to the
 
  shopkeeper that the shopkeeper doesn't trade that item.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Response 10
 
  <DICTDEF>
 
  <PARA>The tenth (and last!) response is for when the shopkeeper has run out of
 
  money and can't afford to buy what the player is trying to sell him.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>Now. again, I made a define called TAVERN_MSG (for tavern messages) and I
 
  placed all my responses in it.  Don't forget, they do go in that specific
 
  order!  And below is our setup with responses in it.</PARA>
 
 
 
  <NOTE><PARA>In the responses below, $1n refers to the shopkeeper, $2n refers
 
  to the item being sold, bought, etc.. and $3n refers to the person dealing
 
  with the shopkeeper.</PARA></NOTE>
 
 
 
 
 
<nowiki>
 
 
 
  #define TAVERN_MSG \
 
  {"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
 
  "$1n says, '$3n, you don't even have that!'", \
 
  "$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
 
  "$1n says, '$3n, you can't afford $2n.'", \
 
  "$1n says, 'Thank you, $3n, here are %s for $2n.'", \
 
  "$1n says, 'Thank you, $3n.'", \
 
  "$1n says, 'I don't have that many $2ns in stock.'", \
 
  "$1n says, 'I'm on break, come back later.'", \
 
  "$1n says, 'I haven't got a use for $2n.'", \
 
  "$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
 
 
 
  </nowiki>
 
 
 
  <PARA>Just like with the items, the responses are in quotes, and are separated
 
  with commas.  Since I put each on their own separate lines (for neatness
 
  sake), I put a space and a back slash, \, after each.  The entire define is
 
  enclosed in curly braces,{}.
 
  And then you're done with your shopkeeper's messages!
 
  Don't worry, it gets simpler from here.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Step 3
 
  <DICTDEF>
 
  <PARA>Now we get to decide when we want our shop to be open.  We get to use
 
  military time, so 1 refers to 1am, 6 refers to 6am, 12 refers to 12pm
 
  (noon), 18 refers to 6pm, and both 0 and 24 refer to 12am (midnight)..
 
  etc.. =)
 
  And my define for this I named TAVERN_OPEN_TIMES (for when the tavern is
 
  open) and I used the following setup:</PARA>
 
 
 
<nowiki>
 
 
 
  #define TAVERN_OPEN_TIMES {"12","18"}
 
 
 
  </nowiki>
 
 
 
  <PARA>You just have to make your define and stick your times in quotes and
 
  enclose them in curly braces.  So Hogan will be opened from 1am ("1")
 
  until 11pm ("23").  He will close after 11pm and reopen again at 1am.
 
  You may also add multiple open and close times as per the following
 
  example:</PARA>
 
 
 
<nowiki>
 
 
 
  #define TAVERN_OPEN_TIMES {"1","12","16","20"}
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Step 4
 
  <DICTDEF>
 
  <PARA>For this step you get to choose your shopkeeper's trade types.  And what
 
  you pick all depends on what kinds of things you want your shopkeeper to
 
  sell and buy.  You can find the item types in ''values.h'', but I'll also list
 
  them below.</PARA>
 
  <TABLE frame=all tocentry=0>
 
  <TITLE>Sale types</TITLE>
 
  <TGROUP align=left cols=4 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Value</ENTRY>
 
  <ENTRY>Type</ENTRY>
 
  <ENTRY>Value</ENTRY>
 
  <ENTRY>Type</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>1</ENTRY><ENTRY>ITEM_LIGHT</ENTRY><ENTRY>14</ENTRY><ENTRY>ITEM_TRAP</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>2</ENTRY><ENTRY>ITEM_SCROLL</ENTRY><ENTRY>15</ENTRY><ENTRY>ITEM_CONTAINER</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>3</ENTRY><ENTRY>ITEM_WAND</ENTRY><ENTRY>16</ENTRY><ENTRY>ITEM_NOTE</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>4</ENTRY><ENTRY>ITEM_STAFF</ENTRY><ENTRY>17</ENTRY><ENTRY>ITEM_DRINKCON</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>5</ENTRY><ENTRY>ITEM_WEAPON</ENTRY><ENTRY>18</ENTRY><ENTRY>ITEM_KEY</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>6</ENTRY><ENTRY>ITEM_FIREWEAPON</ENTRY><ENTRY>19</ENTRY><ENTRY>ITEM_FOOD</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>7</ENTRY><ENTRY>ITEM_MISSILE</ENTRY><ENTRY>20</ENTRY><ENTRY>ITEM_MONEY</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>8</ENTRY><ENTRY>ITEM_TREASURE</ENTRY><ENTRY>21</ENTRY><ENTRY>ITEM_PEN</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>9</ENTRY><ENTRY>ITEM_ARMOR</ENTRY><ENTRY>22</ENTRY><ENTRY>ITEM_BOAT</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>10</ENTRY><ENTRY>ITEM_POTION</ENTRY><ENTRY>23</ENTRY><ENTRY>ITEM_SPELL</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>11</ENTRY><ENTRY>ITEM_WORN</ENTRY><ENTRY>24</ENTRY><ENTRY>ITEM_BOOK</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>12</ENTRY><ENTRY>ITEM_OTHER</ENTRY><ENTRY>25</ENTRY><ENTRY>ITEM_SHIELD</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>13</ENTRY><ENTRY>ITEM_TRASH</ENTRY><ENTRY></ENTRY><ENTRY></ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>We are making a bartender, so he should sell food and drinks.  So I
 
  selected ITEM_FOOD, and it's corresponding number is 19.  So I made my
 
  define TAVERN_ITEM_TYPE (for our tavern's type of items) using the
 
  following setup:</PARA>
 
 
 
<nowiki>
 
 
 
  #define TAVERN_ITEM_TYPE "19"
 
 
 
  </nowiki>
 
  <PARA>Now, if we had a magic shop, and wanted to sell potions and scrolls, I
 
  would make a define called for example MAGIC_ITEM_TYPE and make it like
 
  this:</PARA>
 
 
 
<nowiki>
 
 
 
  #define MAGIC_ITEM_TYPE "2 10"
 
 
 
  </nowiki>
 
  <PARA>The 2 was our number corresponding to the scrolls, and the 10
 
  corresponded to the potions.  That is how you make your shopkeeper
 
  sell more than one item type, just stick the corresponding numbers inside
 
  quotes with a space separating them.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Step 5
 
  <DICTDEF>
 
  <PARA>Now you get to decide how much money your shopkeeper gets to have
 
  to buy things with.  One platinum piece is equal to 40960.  So if I wanted
 
  him to have two platinum pieces to spend on buying things from players, I
 
  would make a define called TAVERN_MAX_CASH (for the maximum amount of
 
  money our shopkeeper gets) and use the following setup:</PARA>
 
 
 
<nowiki>
 
 
 
  #define TAVERN_MAX_CASH 81920
 
 
 
  </nowiki>
 
  <PARA>I got 81920 by multiplying the 40960 (one platinum) by 2</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Step 6
 
  <DICTDEF>
 
  <PARA>The sixth thing we get to do is to decide how much profit does our
 
  shopkeeper get when he sells his items.  Items should have a cost to them
 
  already tagged on them, so their whatever their cost is, that is equal to
 
  100%. Now, if your shopkeeper wants to take an extra 10% on the items he's
 
  selling so he can support his family, then you would make his selling
 
  profit 110.  So I made a define called TAVERN_SELL_PROFIT (for his profit
 
  when he sells things) and gave him 110% selling profit, and used the
 
  following setup:</PARA>
 
 
 
<nowiki>
 
 
 
  #define TAVERN_SELL_PROFIT 110
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Step 7
 
  <DICTDEF>
 
  <PARA>This last define is almost exactly like our selling profit, but now, we're
 
  doing our buying profit... when a player sells an item to the shopkeeper,
 
  he doesn't want to pay full price because it must be used since a player
 
  has it.  Now the item's cost is 100%, and maybe the shopkeeper only wants
 
  to buy items for half its cost.  So I would make his buying profit 50,
 
  and use the following setup.</PARA>
 
 
 
<nowiki>
 
 
 
  #define TAVERN_BUY_PROFIT 50
 
 
 
  </nowiki>
 
 
 
  <PARA>All of the previous  defines you can place anywhere in the zone.  I like
 
  to place mine before the %<ACRONYM>DIL</ACRONYM> section just to keep them somewhere where
 
  I know they all are.  You can place each one on the mob itself, but I
 
  think that looks cluttered so's why I put them where I put
 
  them.  And you're going to have a dilcopy placed on your mob also, which
 
  I'll explain in step 8.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Step 8
 
  <DICTDEF>
 
  <PARA>Okay one last step.  Now you get to place the <ACRONYM>DIL</ACRONYM> on your shopkeeper mob
 
  using all of those cute little defines you just made.  The syntax for the
 
  <ACRONYM>DIL</ACRONYM> is:</PARA>
 
 
 
<nowiki>
 
 
 
    dilcopy shopkeeper@function(products, responses, opentimes,
 
                              tradetypes, sellprofit, buyprofit,
 
                              maxcash, closedil, dilparams);
 
         
 
          </nowiki>
 
  <PARA>Take your defines from above the defines that you made are
 
  called:</PARA>
 
 
 
<nowiki>
 
 
 
  TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES, TAVERN_ITEM_TYPE,
 
  TAVERN_SELL_PROFIT, TAVERN_BUY_PROFIT, and TAVERN_MAX_CASH.
 
 
 
  </nowiki>
 
  <PARA>Now all you have to do is place them in the syntax where they belong like
 
  in the below example.</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
 
                              TAVERN_ITEM_TYPE, TAVERN_SELL_PROFIT,
 
                              TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
 
 
 
  </nowiki>
 
  <PARA>For the last two fields, I just put "", "" because I don't make my own
 
  unique <ACRONYM>DIL</ACRONYM> for those.  By just putting and empty set of quotes for each,
 
  it makes it go to the default.
 
  And make sure you don't forget that semicolon at the end either.</PARA>
 
 
 
  <PARA>You are pretty much done now.  All you have to do is place your
 
  defines either up before %<ACRONYM>DIL</ACRONYM> or somewhere in %mob if you'd like, and
 
  place the dilcopy onto your mob.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST> 
 
 
 
  <PARA>Just to make sure I've completely beaten a very dead horse, this is
 
  what it would look like in the end.</PARA>
 
 
 
<nowiki>
 
 
 
  %zone sample_zon
 
 
 
  #define TAVERN_PROD \
 
  {"grain_alcohol@gobtown1 15 20", \
 
  "pretzels@gobtown1 10 15", \
 
  "beer_nuts@gobtown1 15 20", \
 
  "rum_coke@gobtown1 10 15", \
 
  "tuborg@udgaard 15 20"}
 
 
 
  #define TAVERN_MSG \
 
  {"$1n says, 'This is a tavern, I don't sell such an item as that!'", \
 
  "$1n says, '$3n, you don't even have that!'", \
 
  "$1n says, 'I don't trade with things such as $2n! Just buy a beer!'", \
 
  "$1n says, '$3n, you can't afford $2n.'", \
 
  "$1n says, 'Thank you, $3n, here are %s for $2n.'", \
 
  "$1n says, 'Thank you, $3n.'", \
 
  "$1n says, 'I don't have that many $2ns in stock.'", \
 
  "$1n says, 'I'm on break, come back later.'", \
 
  "$1n says, 'I haven't got a use for $2n.'", \
 
  "$1n says, 'I'd like to buy it, but I can't afford it, sorry.'"} \
 
 
 
  #define TAVERN_OPEN_TIMES {"1","23"}
 
  #define TAVERN_ITEM_TYPE "19"
 
  #define TAVERN_MAX_CASH 81920
 
  #define TAVERN_SELL_PROFIT 110
 
  #define TAVERN_BUY_PROFIT 50
 
 
 
 
 
  %mobiles
 
 
 
  bartender
 
  names {"hogan","goblin","bartender"}
 
  title "Hogan"
 
  descr "Hogan stands behind the bar waiting to take your order."
 
  extra {}
 
  "He looks back at you, patiently waiting for your order."
 
  M_AVG_GOBLIN(76,SEX_MALE)
 
  alignment -1000
 
  exp 100
 
  money 2 SILVER_PIECE, 2 COPPER_PIECE
 
 
 
  dilcopy shopkeeper@function(TAVERN_PROD, TAVERN_MSG, TAVERN_OPEN_TIMES,
 
                              TAVERN_ITEM_TYPE,TAVERN_SELL_PROFIT,
 
                              TAVERN_BUY_PROFIT, TAVERN_MAX_CASH, "", "");
 
  end
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
 
 
  </VARIABLELIST>
 
 
 
  </sect1>
 
 
 
 
 
  <sect1 id="npccomplex">
 
  <TITLE>A more complex set of NPCs</TITLE>
 
 
 
  <PARA>In the last sections you learned all the fields and how to make a basic NPC.
 
  In this section we will use the information from the last sections to
 
  create some more unique NPCs for our dragon station zone There is not a
 
  lot of new information here we will be using the DIL functions from the previous
 
  section and adding some flags to the NPCs to make them act
 
  different.</PARA>
 
 
 
  <sect2>
 
  <TITLE>Magic casting NPC</TITLE>
 
 
 
  <PARA>The basic Dragon we made in the <xref linkend="npcbasic"> looks
 
  like a real dragon but it is a bit boring when you fight a dragon and
 
  don't get toasted by an acid or fire spell or two.  in <xref
 
  linkend="npcdilfunc"> the 'combat_magic' function was described.  This
 
  is the function you use to make all NPCs cast magic while in combat.
 
  With that in mind lets take a look at how we can make our dragon a bit
 
  more interesting g.</PARA>
 
 
 
  <PARA>Well lets see a black dragon is supposed to have the ability to
 
  either cast fire breath or acid breath depending on who you talk to.
 
  Once you learn <ACRONYM>DIL</ACRONYM> you could even make fire breath be a skill not a
 
  spell but for now we will stick with what we know.  I like the acts of
 
  the acid breath spell so we will use that as the spell of choice.  The
 
  NPC as we defined it before hasn't changed so the following would be the
 
  entire dragon with the combat magic function.</PARA>
 
 
 
<nowiki>
 
 
 
 
 
  bldragon
 
 
 
  title "a black dragon"
 
  descr "A big ugly black dragon is clawing the ground here."
 
  names {"big ugly black dragon","ugly black dragon","big black dragon",
 
  "black dragon","dragon"}
 
 
 
  extra {}
 
  "The black dragons scales glitter like black granite that has been
 
  polished for years by water.  He has a large neck and huge bat like
 
  wings.  his eyes watch you as you stand before him.  One claw seems to be
 
  tapping slightly on the ground as if the dragon is waiting for
 
  something."
 
 
 
  extra {"eye","eyes"}
 
  "The dragons eyes seem to follow you no matter where you go in the room
 
  nothing seems to escape the dragons attention."
 
 
 
  extra {"claws","claw"}
 
  "The claw is big black and it looks very deadly.  It seems like the
 
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
 
  to say means the claws are about the size of short swords and long
 
  swords."
 
 
 
  extra {"scales","scale"}
 
  "Its a scale!  Haven't you ever seen a dragon before!"
 
 
 
  extra {"bat wings","wings"}
 
  "The dragon sees you looking and flaps his wings creating one heck of a
 
  wind blast."
 
 
 
  race RACE_DRAGON_BLACK
 
  sex SEX_MALE
 
  height 625
 
  weight 1250
 
  level 70
 
  NATURAL_DEF (WPN_CLAW, ARM_PLATE)
 
   alignment -900
 
  MSET_ABILITY(20,12,12,12,12,12,20,0)
 
  MSET_WEAPON(10,10,10,5,30,5)
 
  MSET_SPELL(0,0,0,0,0,0,0,0,0,0,30)
 
 
 
  //Combat Magic added.
 
    dilcopy combat_mag@function("acid breath", "", 25, 2);
 
   
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>That is all there is to it.  If you are wondering where I got the
 
  'acid breath' part of the <ACRONYM>DIL</ACRONYM> copy all the spells names are in the
 
  ''spells.def'' or you can just pick a spell by what you
 
  would type if you wanted to cast it yourself in the game.  Now if this
 
  still looks like a lot to do to make a dragon the dragon above could
 
  have been created with exactly the same information by using the
 
  ''composed.h'' and the 'M_DRAGON_BLACK_OLD' macro.  If
 
  we use the macro the dragon would look like this</PARA>
 
 
 
<nowiki>
 
 
 
  bldragon
 
 
 
  title "a black dragon"
 
  descr "A big ugly black dragon is clawing the ground here."
 
  names {"big ugly black dragon","ugly black dragon","big black dragon",
 
  "black dragon","dragon"}
 
 
 
  extra {}
 
  "The black dragons scales glitter like black granite that has been
 
  polished for years by water.  He has a large neck and huge bat like
 
  wings.  his eyes watch you as you stand before him.  One claw seems to be
 
  tapping slightly on the ground as if the dragon is waiting for
 
  something."
 
 
 
  extra {"eye","eyes"}
 
  "The dragons eyes seem to follow you no matter where you go in the room
 
  nothing seems to escape the dragons attention."
 
 
 
  extra {"claws","claw"}
 
  "The claw is big black and it looks very deadly.  It seems like the
 
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
 
  to say means the claws are about the size of short swords and long
 
  swords."
 
 
 
  extra {"scales","scale"}
 
  "Its a scale!  Haven't you ever seen a dragon before!"
 
 
 
  extra {"bat wings","wings"}
 
  "The dragon sees you looking and flaps his wings creating one heck of a
 
  wind blast."
 
 
 
  M_DRAGON_BLACK_OLD(SEX_MALE)
 
 
 
  end
 
  </nowiki>
 
 
 
  <PARA>As you can see with the second way the dragon was a lot easier to
 
  make because we let the macro set all the other values we just described
 
  the NPC and set the macro.</PARA>
 
  </sect2>
 
 
 
  <sect2>
 
  <TITLE>A wandering janitor</TITLE>
 
 
 
  <PARA>Our space station is nice but we wouldn't want a lot of people
 
  coming to visit if we didn't have a janitor to walk around cleaning up.
 
  Dragons most likely wouldn't be low life enough to be Janitors so I
 
  think we will leave that up to a hobgoblin.  the following would be the
 
  definition of a hobgoblin wandering Janitor.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  janitor
 
  names {"ugly janitor", "janitor", "hobgoblin"}
 
  title "an ugly janitor"
 
  descr "an ugly janitor is walking around, cleaning up."
 
 
 
  extra{}
 
  "This ugly green thing looks more goblin than hobgoblin but he seems
 
  intent on cleaning everything around him."
 
 
 
  race RACE_HOBGOBLIN
 
  level 6
 
  sex SEX_MALE
 
  height  130      /* cm            */
 
  weight  120      /* Pounds        */
 
  // he is sort of good for cleaning so much
 
  alignment 900
 
 
 
  NATURAL_DEF(WPN_FIST, ARM_LEATHER)
 
  MSET_ABILITY(10,10,10,23,15,22,10,0)  \
 
  MSET_WEAPON(10,10,10,10,10,10)    /*  Average in everything, any wpn */
 
  MSET_SPELL(4,2,2,2,2,2,2,6,6,6,6)  /* Resistances      */
 
 
 
 
 
  //give him some money
 
  money 5 IRON_PIECE
 
 
 
  dilcopy janitors@function(15);
 
 
 
  // only want him cleaning the station
 
  dilcopy wander_zones@function("dragonst", 20, 1, 1);
 
 
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>Like with the dragon if we wanted to create this NPC easier we
 
  would use the Hobgoblin defines in ''composed.h'' so we
 
  don't have to fill out all the information.  If we did this it would
 
  simply look as follows:</PARA>
 
 
 
<nowiki>
 
 
 
  janitor
 
  names {"ugly janitor", "janitor", "hobgoblin"}
 
  title "an ugly janitor"
 
  descr "an ugly janitor is walking around, cleaning up."
 
 
 
  extra{}
 
  "This ugly green thing looks more goblin than hobgoblin but he seems intent
 
  on cleaning everything around him."
 
 
 
  M_AVG_HOBGOBLIN(6, SEX_MALE)
 
 
 
  // he is sort of good for cleaning so much
 
  alignment 900
 
 
 
  //give him some money
 
  money 5 IRON_PIECE
 
 
 
  dilcopy janitors@function(15);
 
 
 
  // only want him cleaning the station
 
  dilcopy wander_zones@function("dragonst", 20, 1, 1);
 
 
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>As you can see you can combine the DIL functions you learned in
 
  <xref linkend="npcdilfunc"> to make your NPC do more than one thing.</PARA>
 
 
 
  </sect2>
 
 
 
  <sect2 id="specteach">
 
  <TITLE>Creating a teacher</TITLE>
 
 
 
  <PARA>Setting up teachers on valhalla is harder and more strict formed
 
  than most things in the game.  The reason is the way you set them up is
 
  to use an old form of functions called special.  In the future guilds
 
  will be in <ACRONYM>DIL</ACRONYM> like everything else but for now the teachers that are
 
  released with the <ACRONYM>VME</ACRONYM> are base code.  Even though the teachers are base
 
  code they still allow for you to adjust many things.  The truth is you
 
  don't have to use our teachers you could code your own in <ACRONYM>DIL</ACRONYM> but many
 
  find this easier.</PARA>
 
 
 
  <PARA>Guild teacher definitions are actually less complex than people think
 
  they are. There really are no big, mysterious secrets. The key is simply
 
  to understand the numbers and how the balance is achieved.
 
  (From here on in, GTD will refer to "guild teacher definition", and
 
  "entity" will be used to refer to the ability/spell/skill/weapon being
 
  offered by the GTD.)</PARA>
 
 
 
  <NOTE><PARA>
 
    Using TAB characters in GTDs is a very bad idea! It will have extremely
 
  adverse effects, including causing the mud to crash.
 
  </PARA></NOTE>
 
 
 
  <PARA>We need to tart first and explain that to use the teacher special
 
  functions you need to use a field not described anywhere else in the NPC
 
  descriptions.  The field is called a 'special'.  The reason the
 
  'special' field was not included in the field descriptions is because it
 
  is being removed from the <ACRONYM>VME</ACRONYM> as soon as banks and teachers have been
 
  replaced by <ACRONYM>DIL</ACRONYM> there will be no more special functions.  For now
 
  however we need to use them for the for mentioned purposes.  The format
 
  for a special function is as follows:</PARA>
 
 
 
<nowiki>
 
 
 
  special &lt;Function define&gt; &lt;function arguments&gt;
 
 
 
  </nowiki>
 
  <PARA>For teachers the function definition is 'SFUN_TEACH_INIT' and the
 
  arguments range from who can join, what the acts of the teacher are,
 
  and what the teacher teaches.</PARA>
 
 
 
  <PARA>In the first part of a SFUN_TEACH_INIT definition, there are several
 
  pieces of important information which allow the mud to know what you are
 
  trying to provide to players.  The entire set of arguments are enclosed
 
  in double quotes.  So a teacher with nothing at all in it would look
 
  like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  special SFUN_TEACH_INIT "&lt;arguments go here&gt;"
 
 
 
  </nowiki>
 
 
 
  <PARA>After the opening double quote ("), the first thing necessary
 
  is the text formatting code '&amp;l', which tells the compiler to ignore the
 
  standard text formatting protocols for the rest of the string or until the
 
  '&amp;f' code is given.</PARA>
 
 
 
  <PARA>Immediately following the '&amp;l' code, with no spaces at all, the type of
 
  entity the function will teach is defined. It is one of the following
 
  types:</PARA>
 
  <itemizedlist>
 
  <LISTITEM><PARA>abilities</PARA></LISTITEM>
 
  <LISTITEM><PARA>spells</PARA></LISTITEM>
 
  <LISTITEM><PARA>skills</PARA></LISTITEM>
 
  <LISTITEM><PARA>weapons</PARA></LISTITEM>
 
  </itemizedlist>
 
 
 
  <PARA>The first two lines of the SFUN_TEACH_INIT looks like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  special SFUN_TEACH_INIT
 
  "&amp;labilities;0;
 
 
 
  </nowiki>
 
 
 
  <NOTE><PARA>The '0;' is the end of field marker that will be used
 
  through out the teacher fields</PARA></NOTE>
 
 
 
  <PARA>The next set of arguments to the teacher function is the acts the
 
  teacher will use when a person is trying to train.  There are seven acts
 
  total and they are as follows:</PARA>
 
  <VARIABLELIST>
 
  <TITLE>Teacher acts</TITLE>
 
  <VARLISTENTRY>
 
;Line 1
 
  <DICTDEF>
 
  <PARA>This line is displayed when the player makes a mistake in typing
 
          the name of an entity, whether or not it is actually offered at
 
          the teacher.
 
  </PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Line 2
 
  <DICTDEF>
 
  <PARA>This line is similar to the first, but is usually evident of
 
          attempting to practice an entity not offered at this particular
 
          teacher.
 
    </PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Line 3
 
  <DICTDEF>
 
  <PARA>This is the act displayed when the player has insufficient funds
 
          to practice the desired entity.
 
    </PARA>
 
    </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Line 4
 
  <DICTDEF>
 
  <PARA>This is displayed when the player has not got enough ability or
 
          skill practice points to learn the desired entity.</PARA>
 
    </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Line 5
 
  <DICTDEF>
 
  <PARA>Simply put, the player has exceeded the teacher's expertise in the
 
          offered entity and must go elsewhere to learn more, if at all
 
          possible.</PARA>
 
    </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Line 6
 
  <DICTDEF>
 
  <PARA>This line is displayed when the player is either wearing magical,
 
          stat-modifying equipment or is affected by spells/skills which
 
          modify stats.</PARA>
 
    </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Line 7
 
  <DICTDEF>
 
  <PARA>This line is what is shown when your armour affects you using
 
  special functions in base code.  This is rare and may never be seen.  In
 
  the future when the teachers are made in <ACRONYM>DIL</ACRONYM> this act may not be
 
  necessary.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>Now we can add the acts to our example it would look as
 
  follows:</PARA>
 
 
 
<nowiki>
 
 
 
  special SFUN_TEACH_INIT
 
  "&amp;labilities;0;
 
  $1n tells you, 'I have never heard of such an ability.'; $1n
 
  tells you, 'I do not know how to teach this ability.'; $1n tells you,
 
  'You haven't got %s for me.'; $1n tells you, 'You haven't got %d ability
 
  points.'; $1n tells you, 'I can not teach you any more.'; $1n tells you,
 
  'You must be unaffected by magic, else I can't teach you.'; $1n tells
 
  you, 'Remove all equipment, please.';
 
 
 
  </nowiki>
 
 
 
  <NOTE><PARA>
 
    $1n is the substitution variable for the teacher's title (see the <ACRONYM>DIL</ACRONYM>
 
  document for more details).</PARA>
 
 
 
  <PARA>%s is the amount of money the teacher  requires to teach the entity in
 
        question.</PARA>
 
 
 
  <PARA>%d is the amount of ability or skill practice points required to
 
        practice the given entity.</PARA>
 
   
 
  <PARA>The standard GTD termination character, a semicolon (;) ends each
 
  act</PARA>
 
  </NOTE>
 
 
 
  <PARA>about the actual GTDs, or the lines that actually define what the
 
  teachers teach and everything to do about how expensive and how high
 
  they teach it.  A GTD is a single line, composed of several fields. The data contained
 
  in these fields determines how a particular entity is practiced.</PARA>
 
 
 
  <PARA>Here is an example of a GTD:</PARA>
 
 
 
<nowiki>
 
 
 
    0;  100; scan                          ;  9;  9000;  7;          0;
 
   
 
    </nowiki>
 
 
 
  <PARA>Note that it has a lot of white space in it. It is really not necessary,
 
  as the field terminators are the semicolons. This means that you could just
 
  as easily write:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  0;100;scan;9;9000;7;0;
 
 
 
  </nowiki>
 
 
 
  <PARA>When making teachers most people prefer to put the white space in
 
    to make it easier to read and find errors.  A larger example would
 
    look as follows:</PARA>
 
   
 
<nowiki>
 
   
 
    0;  100; scan                          ;  9;  9000;  7;          0;
 
    0;  90; consider                      ;  4;  4000;  5; 10;      0;
 
    0;  100; appraisal                    ;  9;  4000;  5;          0;
 
    0;  100; fleeing                      ;  9;  9000;  6; 12;      0;
 
 
 
  </nowiki>
 
 
 
  <PARA> Each part of the GTD separated by a semicolon is called a
 
  field.  The following is the fields and their definitions.</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;Field 1
 
  <DICTDEF>
 
  <PARA>  Field 1 is the guild level. It is simply the level at which one is
 
  allowed to practice the particular entity in the guild. A level of 0
 
  indicates that one can practice it from the beginning.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Field 2
 
  <DICTDEF>
 
 
 
  <PARA>This is the maximum percentage one is allowed to practice the
 
  particular entity. It can be anywhere from 1 to 200. For abilities, it
 
  should be in increments of 2 (or divisible by 2), and for spells, skills,
 
  or weapons, in increments of 5 (or divisible by 5). This means that the
 
  effective minimum depends on whether the entity is an ability or a spell,
 
  skill or weapon.</PARA>
 
 
 
  <PARA>Therefore, the minimums for abilities is 2, and the minimum for spells,
 
  skills or weapons is 5. Anything less will be automatically practiced to
 
  the effective minimum. This also means that putting an odd number for
 
  abilities will result in the player practicing an additional point, and
 
  for spells, skills or weapons, practicing up to the nearest 5.</PARA>
 
 
 
  <PARA>For example:    Percentage maximum for an ability is set for 95%. Player practices the
 
  ability, which then becomes 96%.
 
    Player then decides to practice a weapon skill. It is set to 77% maximum.
 
  After practicing, the player has 80% in the weapon.
 
    It is better to simply make the ability 96% and the weapon 80% maximum
 
  instead.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Field 3
 
  <DICTDEF>
 
  <PARA>Name of Entity</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Field 4
 
  <DICTDEF>
 
  <PARA>This is the practice cost minimum in Old gold pieces. Anything less than 10 here
 
  will simply be translated as 1 iron piece. Anything other than a number divisible
 
  by 10 is rounded up to the nearest iron piece.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Field 5
 
  <DICTDEF>
 
  <PARA>This is the practice cost maximum in old gold pieces. It is generally defined as
 
  being 1000 times what Field 4 is defined as:</PARA>
 
 
 
  <PARA>The reason for this is because there is a scale related to the current
 
  practice percentage of the entity. The practice minimum is what the entity
 
  costs when it is at 0%, and the practice maximum is what it costs to
 
  practice it to maximum percentage.</PARA>
 
 
 
  <PARA>It is not necessary to multiply the minimum by 1000 to define the
 
  maximum. It can be any number, as long as the maximum exceeds the minimum.
 
  Failure to do so will result in the mud crashing. It is unknown what will
 
  happen if the fields have 0 entered in them. I warn that it could be rather
 
  unpredictable.</PARA>
 
 
 
  <PARA>Setting the maximum too high will only serve to dissuade players from
 
  practicing and indeed even playing. This is not to say you cannot make a
 
  truly powerful entity very expensive. Just make sure that the entity is
 
  worth the cost.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Field 6
 
  <DICTDEF>
 
  <PARA>This is the only necessary practice points field. It allows one to use
 
  their skill or ability practice points to increase their character's powers.
 
  This number is generally determined by the desire of the builder to make
 
  the entity easier or harder to practice, based upon the logical
 
  consideration of how this class would learn/use the entity.</PARA>
 
 
 
  <PARA>For instance, a Fighter class would find practicing "fist" to be
 
  exceedingly easy, so they may only need 4 points to practice this skill,
 
  but on the other hand, a Mage class would not have such an experience so
 
  it may cost them 15 points to practice.</PARA>
 
 
 
  <PARA>Don't go overboard, making this field an outrageous number will mean
 
  that no one is likely to practice the entity, mainly because of lack of
 
  points. However, like in the cost fields, it can be made expensive to
 
  reflect the power of the entity.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Field 7 - X
 
  <DICTDEF>
 
  <PARA>You can repeat field 6 as many times as you want the player to be
 
  able to practice in one level so you can set a point cost each
 
  time.  This is so each time they practice at a level you can make it
 
  more expensive.</PARA>
 
 
 
  <PARA>An example of this would look as follows:</PARA>
 
 
 
<nowiki>
 
 
 
    0;  90; consider                      ;  4;  4000;  5; 10;      0;
 
   
 
    </nowiki>
 
   
 
  <PARA>This example has consider being practiced at guild level 0 up to 90%,
 
  costing 4 old gold pieces minimum, 4000 old gold pieces maximum,
 
  5 practice points for the first practice per level and 10 for the
 
  second.</PARA>
 
 
 
  <PARA>  For 15 points a level, the player can practice consider twice. It is
 
  actually quite nice to be able to do this, and generally easier entities
 
  take advantage of this more often.</PARA>
 
 
 
  <PARA>Each additional field is followed by a semicolon</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Field X
 
  <DICTDEF>
 
  <PARA>This is the termination field for the GTD. It tells the compiler
 
  that the GTD is finished. In fact, if you set a practice point field to
 
  0, it would consider that Field X, and end the GTD.</PARA>
 
 
 
  <PARA>Every GTD line must have an end of field marker!</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>When we refer to old gold pieces they represent the <ACRONYM>VME</ACRONYM> money system as
 
  follows:</PARA>
 
  <TABLE frame=all id="oldgold">
 
  <TITLE>Old to new money conversions.</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Old gold piece</ENTRY>
 
  <ENTRY>New money</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>10</ENTRY>
 
  <ENTRY>1 Iron Piece (IP)</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>80</ENTRY>
 
  <ENTRY>1 copper piece (CP)</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>640</ENTRY>
 
  <ENTRY>1 silver piece (SP)</ENTRY>
 
 
 
  </ROW>
 
  <ROW>
 
  <ENTRY>5120</ENTRY>
 
  <ENTRY>1 gold piece (GP)</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>40960</ENTRY>
 
  <ENTRY>1 platinum piece (PP)</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>Of course, to finish up the entire SFUN_TEACH_INIT, you must include a
 
  closing double quotation mark ("). Failure to do so will cause no end of
 
  problems for you.</PARA>
 
 
 
  <PARA>A finished teacher of ability function would look like
 
  this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  special SFUN_TEACH_INIT
 
  "&amp;labilities;0;
 
  $1n tells you, 'I have never heard of such an ability.';
 
  $1n tells you, 'I do not know how to teach this ability.';
 
  $1n tells you, 'You haven't got %s for me.';
 
  $1n tells you, 'You haven't got %d ability points.';
 
  $1n tells you, 'I can not teach you any more';
 
  $1n tells you, 'You must be unaffected by magic, otherwise I can't teach
 
  you.';
 
  $1n tells you, 'Remove all equipment, please.';
 
 
 
    0;  100; Strength                      ;  4;  4000;  8;      0;
 
    0;  90; Dexterity                    ;  14; 14000;  12;      0;
 
    0;  90; Constitution                  ;  14; 14000;  9;      0;
 
    0;  100; Hitpoints                    ;  4;  4000;  11;      0;
 
    2;  60; Brain                        ;  23; 23000;  14;      0;
 
    4;  80; Charisma                      ;  18; 18000;  14;      0;
 
  "
 
 
 
  </nowiki>
 
 
 
  <PARA>There are two other easy to use specials that you will want to use
 
  with your teacher.  they are 'SFUN_GUILD_BASIS' and
 
  'SFUN_MEMBERS_ONLY'.</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;SFUN_GUILD_BASIS
 
  <DICTDEF>
 
  <PARA>This initializes the teacher and the only argument is the guild
 
  name</PARA>
 
 
 
<nowiki>
 
 
 
  special SFUN_GUILD_BASIS "Udgaard Fighter"
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;SFUN_MEMBERS_ONLY
 
  <DICTDEF>
 
  <PARA>This simply blocks anyone who is not in the guild from
 
  practicing This means the argument is the guild name. and the act
 
  separated by a '#', an example would look as follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  special SFUN_MEMBERS_ONLY "Udgaard fighter#$1n says, 'Buggar ye off, $3n.'"
 
 
 
  </nowiki> </LISTITEM> </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>Finally we will show you what a full teacher would look like with
 
  the entire specials and the NPC definition.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  jones
 
 
 
  names {"blacksmith", "smith", "Jones"}
 
  title "Jones the blacksmith"
 
  descr "The venerable Jones Blacksmith is here."
 
  extra {}
 
  "The smith is old but his arms still retain the strength of his youth.
 
  He looks as if he has retired, but he can still put you through the
 
  drills of physical training."
 
  flags {UNIT_FL_NO_TELEPORT}
 
  romflags {CHAR_PROTECTED}
 
  //Define from composed.h
 
  M_HUMAN_WARRIOR_AXE(80, SEX_MALE)
 
 
 
  //negative exp to discourage killing teacher
 
  exp -100
 
 
 
  special SFUN_GUILD_BASIS GUILD_UDG_FIGHTER
 
  special SFUN_MEMBERS_ONLY GUILD_UDG_FIGHTER+"#$1n says, 'Buggar ye off, $3n.'"
 
 
 
  special SFUN_TEACH_INIT
 
  "&amp;labilities;0;
 
  $1n tells you, 'I have never heard of such an ability.';
 
  $1n tells you, 'I do not know how to teach this ability.';
 
  $1n tells you, 'You haven't got %s for me.';
 
  $1n tells you, 'You haven't got %d ability points.';
 
  $1n tells you, 'I can not teach you any more';
 
  $1n tells you, 'You must be unaffected by magic, otherwise I can't teach
 
  you.';
 
  $1n tells you, 'Remove all equipment, please.';
 
 
 
    0;  100; Strength                      ;  4;  4000;  8;      0;
 
    0;  90; Dexterity                    ;  14; 14000;  12;      0;
 
    0;  90; Constitution                  ;  14; 14000;  9;      0;
 
    0;  100; Hitpoints                    ;  4;  4000;  11;      0;
 
    2;  60; Brain                        ;  23; 23000;  14;      0;
 
    4;  80; Charisma                      ;  18; 18000;  14;      0;
 
  "
 
 
 
  </nowiki>
 
 
 
  </sect2>
 
 
 
  <sect2 id="specguildmaster">
 
  <TITLE>Guild master functions</TITLE>
 
 
 
  <PARA>When you make a guild you have to make a guild master for it.  This
 
  NPC will let people join and leave the guild and it also gives titles.
 
  To create a guild master you need to use three 'special' functions.  The
 
  functions you need are 'SFUN_GUILD_BASIS', 'SFUN_GUILD_MASTER', and
 
  'SFUN_GUILD_TITLES'.</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;SFUN_GUILD_BASIS
 
  <DICTDEF>
 
  <PARA>This initializes the master and the only argument is the guild
 
  name</PARA>
 
 
 
<nowiki>
 
 
 
  special SFUN_GUILD_BASIS "Udgaard Fighter"
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;SFUN_GUILD_MASTER
 
  <DICTDEF>
 
  <PARA>The guild master function takes 6 arguments.  Like the teacher
 
  function the arguments must be surrounded by double quotes.  The strings
 
  in the arguments must be surrounded by tilde marks (~).  The following
 
  is a description of the arguments and what they do.</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;Line1:
 
  <DICTDEF>
 
  <PARA>The first argument on is what the guild name is.  As in the
 
  teacher you need to pre-pend the '&amp;l' symbol so the <ACRONYM>VME</ACRONYM> doesn't
 
  mess with the formatting of the string when the guild master is
 
  compiled.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  &amp;lGuild = ~Udgaard fighter~
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
  <term>Line 2</term>
 
  <LISTITEM>
 
  <PARA>This argument is what quest needs to be done before the character
 
  can enter the guild.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  Guild Enter Quest = ~Fighter Proven~
 
 
 
  </nowiki>
 
    </LISTITEM> </VARLISTENTRY>
 
  <VARLISTENTRY>
 
  <term>Line 3</term>
 
  <LISTITEM>
 
    <PARA>This argument is the amount it costs to enter the guild in old
 
    gold pieces.</PARA>
 
 
 
<nowiki>
 
 
 
  Guild Enter Cost = 640
 
 
 
  </nowiki>
 
    </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
  <term>Line 4</term>
 
  <LISTITEM>
 
    <PARA>this argument is the quest the player must do before leaving the
 
    guild.  If the player has not completed this quest the guild master
 
    will not let the player leave.</PARA>
 
   
 
   
 
<nowiki>
 
   
 
  Guild Leave Quest = ~Wimp proven~
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
  <term>Line 5</term>
 
  <LISTITEM>
 
  <PARA>This argument is how much old gold pieces it will cost to quit
 
  the guild.  If the player doesn't have enough money the guild master
 
  will not let the player join.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  Guild Leave Cost = 3200
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
  <term>Line 6</term>
 
  <LISTITEM>
 
  <PARA>This argument is what guild the guild master will not accept
 
  players from.  For example the following will make it so no Thief can
 
  be in the fighter guild.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  Guild Exclude Quest = ~Udgaard Thief Quitter~
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <NOTE><PARA>When we refer to old gold pieces they represent the
 
  <ACRONYM>VME</ACRONYM> money system as shown in <xref
 
  linkend="oldgold"></PARA></NOTE>
 
 
 
  <PARA>The following is what a full 'SFUN_GUILD_MASTER'
 
  function would look like</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  special SFUN_GUILD_MASTER
 
  "&amp;lGuild              = ~Udgaard fighter~
 
  Guild Enter Quest    = ~Fighter Proven~
 
  Guild Enter Cost    = 640
 
  Guild Leave Quest    = ~Wimp proven~
 
  Guild Leave Cost    = 3200
 
  Guild Exclude Quest  = ~Udgaard Fighter Quitter~"
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;SFUN_GUILD_TITLES
 
  <DICTDEF>
 
 
 
  <PARA>This function allows the player to request a title at the guild
 
  master.  A title will be given every 5 levels up to level 100 so you
 
  have 20 titles you can set.  The title function takes one title for male
 
  chars and one title for female chars so you have to set 40
 
  titles.</PARA>
 
 
 
  <PARA>The arguments of this function are easy.  The first thing you do is
 
  the normal '&amp;l' to let the <ACRONYM>VME</ACRONYM> know not to mess with this string.
 
  Then you put the guild name.  Finally you follow it by the list of 40
 
  titles.  The following is the fighter guilds title list</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  special SFUN_GUILD_TITLES
 
  "&amp;lUdgaard fighter
 
  the %s Swordpupil
 
  the %s Swordpupil
 
  the %s Recruit
 
  the %s Recruit
 
  the %s Sentry
 
  the %s Sentress
 
  the %s Fighter
 
  the %s Fighter
 
  the %s Soldier
 
  the %s Soldier
 
  the %s Warrior
 
  the %s Warrior
 
  the %s Veteran
 
  the %s Veteran
 
  the %s Swordsman
 
  the %s Swordswoman
 
  the %s Fencer
 
  the %s Fenceress
 
  the %s Combatant
 
  the %s Combatess
 
  the %s Hero
 
  the %s Heroine
 
  the %s Myrmidon
 
  the %s Myrmidon
 
  the %s Swashbuckler
 
  the %s Swashbuckleress
 
  the %s Mercenary
 
  the %s Mercenaress
 
  the %s Swordmaster
 
  the %s Swordmistress
 
  the %s Lieutenant
 
  the %s Lieutenant
 
  the %s Champion
 
  the %s Lady Champion
 
  the %s Dragoon
 
  the %s Lady Dragoon
 
  the %s Cavalier
 
  the %s Cavalier
 
  the %s Knight
 
  the %s Lady Knight"
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>Put all three of these functions on your NPC and your all set you
 
  have a guild master.</PARA>
 
  </sect2>
 
 
 
  <sect2 id="specbank">
 
  <TITLE>NPC banker</TITLE>
 
 
 
  <PARA>The banker function is the easiest 'special' function there is to
 
  use.  The following placed on an NPC will make a banker:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  special SFUN_BANK
 
 
 
  </nowiki>
 
 
 
  <PARA>As you see its very simple, so we will just show you a completed banker
 
  and leave it at that.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  bob
 
 
 
  names {"Bob"}
 
  title "Bob"
 
  descr "Bob the Banker is here, sitting behind the counter."
 
  extra {}
 
  "He has a very serious look on his face."
 
 
 
  // define from composed.h
 
  M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
 
 
 
  //discourage people from killing banker
 
  exp -500
 
 
 
  flags {UNIT_FL_NO_TELEPORT}
 
 
 
  special SFUN_BANK
 
  end
 
 
 
  </nowiki>
 
  </sect2>
 
 
 
 
 
  </SECT1>
 
 
 
  <sect1 id="roomnpczone">
 
  <TITLE>Dragon station with rooms and NPCs</TITLE>
 
 
 
  <PARA>Now we will add the NPCs we have built to the zone from the
 
  previous chapter.  This is still not complete while it does compile and
 
  you can log into your zone, you still have to load your NPCs and there
 
  are no objects.  These will be added as you progress through this
 
  manual.  The following is the source file so far.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #include &lt;composed.h&gt;
 
  %zone dragonst
 
  lifespan 20
 
  reset RESET_ANYHOW
 
  creators {"whistler"}
 
 
 
  notes
 
  "This is the dragon station I shortened it to dragonst for ease in
 
  loading.  If you have  any questions email me at whistler@valhalla.com"
 
 
 
  help
 
  "Not sure what could help you now.  You are stuck on one of the
 
  weirdest space stations you have ever seen and you smell burning
 
  sulfur."
 
 
 
  %rooms
 
 
 
  chamber
 
  title "The middle chamber of the station"
 
  descr
 
  "This chamber seems to have the entire station rotating around it.  It is
 
  unbelievably large the ceiling seems to be a good 200 meeters high and
 
  the room is perfectly cubic. Small human size ornate chairs with dragon
 
  designs scrawled on the arms and back are arranged in a triangle like
 
  setting with one large chair at the front.  This must be where all
 
  station meetings are held. large pictures cover the walls depicting
 
  dragons in all kinds of situations.  large passages lead of to the west
 
  and the east.."
 
 
 
  extra {"chair","chairs"}
 
  "The chairs are made of some metal you don't recognize and every inch is covered
 
  with some kind of dragon."
 
 
 
  extra  {"dragon picture","picture"}
 
  "Thousands of dragons dot the skies of this rather life like picture.  In the
 
  center you see something move.  It looks to be a little green dragon."
 
 
 
  extra{"green dragon","dragon","green"}
 
  "An intellegence looking dragon is sitting perched on a large chair watching you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
 
 
  west to disposal_room descr
 
  "You see a small room.";
 
 
 
  east to hallway descr
 
  "You see what looks to be a hallway.";
 
 
 
  end
 
 
 
  hallway
 
  title "Module tunnel"
 
  descr "The hallway is about 50 meters long and around 100 meters from
 
  side to side and top to bottom.  The hallway seems to be dust free.  The
 
  walls and the floors seem to be made out of the same sterile
 
  metal-plastic that all space agencies uses.  There are large plate glass
 
  windows that open up into space.  The hallway is filled with a dim light
 
  that seems to come from everywhere yet no where all at once.  You notice
 
  a glimmer of bright light coming from the windows.  To the east you see
 
  an air lock and to the west the hallway opens up into a larger room."
 
 
 
  extra {"windows","window"}
 
  "Your eyes are drawn to a large ship lit up with running lights sitting
 
  about 1 kilometer from the station."
 
 
 
  extra{"floor","walls","wall"}
 
  "Well what can be said it looks to be in perfect condition.  What else would
 
  you want to know?"
 
 
 
  extra {"large ship" ,"ship"}
 
  "The ship looks really big and is shaped like a dragon.  The scales
 
  sparkle and seem to be multiple colors."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  west to chamber descr
 
  "The hallway opens up into a chamber.";
 
 
 
  east to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  end
 
 
 
  office
 
  title "The station office"
 
  descr
 
  "Large paintings fill the walls of this part of the station.  The room
 
  is as large as the other rooms big enough for Dragons to lounge while
 
  still having a desk in one corner small enough for a humanoid.  The
 
  floor along the north wall is lined with some kind of fabric and seems
 
  very soft to walk on, it may be some kind of dragon lounge judging by
 
  how large an area it covers.  There is a passage to the west."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"paintings","painting"}
 
  "The paintings are of many dragons and riders in all kinds of tasks from
 
  combat to look out.  All the figures seem to be staring at a staff
 
  being held by a depiction of a wizard on the south wall."
 
 
 
  extra {"wizard","staff"}
 
  "The wizard has his hand stretched out and it seems there is a place
 
  you can almost grab the staff. Maybe if you searched the staff you would
 
  find it."
 
 
 
  extra {"desk"}
 
  "Its a desk alright but there doesn't seem to be any drawers and it
 
  seems totally empty."
 
 
 
  extra{"fabric"}
 
  "Wussshhhhh you bound across the comfortable floor wasn't that fun."
 
 
 
  west to hallway descr
 
  "You see what looks to be a hallway."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  SECRET_DOOR_DIFFICULTY(SOUTH, 50)
 
  south to portal_room descr
 
  "You see what looks to be a portal room."
 
  keyword {"air lock door","air lock","staff","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
 
 
 
  end
 
 
 
  portal_room
 
  title "Green field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a green field right in the center.
 
  there is a door that leads to another room to the north."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"green field","field"}
 
  "The field looks to be a green fog shifting and churning as you watch.
 
  if you are nuts you could probably enter it."
 
 
 
  north  to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
 
 
  //A link to the portal is also here from room_port
 
  end
 
 
 
  ship_port
 
  names{"green field", "field"}
 
  title "Green field"
 
  descr
 
  "Green Mist swirls about you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  in ship
 
 
 
  dilcopy force_move@function(
 
  //Time to activation
 
  4,
 
  //room and act
 
  "portal_room@dragonst!You feel your body dissolving for lack of a better
 
  description.&amp;nYou appear on the deck of a ship.",
 
  //True or False for randomizing or not
 
  FALSE);
 
 
 
 
 
  end                                           
 
 
 
  room_port
 
  names{"green field", "field"}
 
  title "Green field"
 
  descr
 
  "Green Mist swirls about you."
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  in portal_room
 
 
 
  dilcopy force_move@function(
 
  //Time to activation
 
  4,
 
  //room and act
 
  "ship@dragonst!You feel your body dissolving for lack of a better
 
  description.&amp;nYou appear on the deck of a ship.",
 
  //True or False for randomizing or not
 
  FALSE);
 
 
 
 
 
  end
 
 
 
  disposal_room
 
  title "Red field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a red field right in the center.
 
  there is a door that leads to another room to the east."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"red field","field"}
 
  "The field looks to be a red fog shifting and churning as you watch.
 
  if you are nuts you could probably enter it."
 
 
 
  east to chamber descr
 
  "You see the main chamber.";
 
 
 
  //A link to the portal is also here from dis_port
 
  end
 
 
 
  dis_port
 
  names {"red field","field"}
 
  title "Red field"
 
  descr
 
  "Red Mist swirls about you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
  dilcopy force_move@function(
 
  //how fast to force move in seconds
 
  4,
 
  //room to force move to and act
 
  "deathspace@dragonst!You feel your body dissolving for lack of a better description.",
 
  //true or false random move or not
 
  0);
 
  in disposal_room
 
 
 
  end
 
 
 
  ship
 
  title "War dragon"
 
  descr
 
  "Blue light softly glows from con duets that line the walls of this ship.
 
  The floors beside the east and west wall have what looks to be soft
 
  fabric covering.  The south wall has small controls that seem to be made
 
  for humanoids with two small chairs that look to be pilot seats.  view
 
  portals are about 50 meters up the side of the ship on the west and east
 
  wall and some kind of electronic screen covers the south wall.  The ship
 
  seems to be a one room ship but there is a green field by the north
 
  wall."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"view port"}
 
  "Sorry your not 50 meters tall maybe it is made for a dragon?"
 
 
 
  extra {"view screen","screen"}
 
  "It seems to be the pilots view screen but you can't seem to see a way
 
  to turn it on."
 
 
 
  extra {"controls","control"}
 
  "The controls are in some weird language and your afraid if you start
 
  pushing buttons you might rocket in to the station or worse slam into
 
  a planet."
 
 
 
  extra {"soft fabric","fabric"}
 
  "It looks to be a dragon lounge area."
 
 
 
  //A link to the portal is also here from ship_port
 
  end
 
 
 
  deathspace
 
  title"Open space"
 
  descr
 
  "You see the ship and the station far off in the distance and you are in Space!"
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  dilcopy death_room@function (
 
  //how often is damage done 4 would be 1 second
 
  4,
 
  //damage
 
  400,
 
  //act for the damage.
 
  "You realize to late that was the trash disposal transporter and you feel your
 
  lungs explode.");
 
 
 
 
 
  end
 
 
 
  %mobiles
 
 
 
  bldragon
 
 
 
  title "a black dragon"
 
  descr "A big ugly black dragon is clawing the ground here."
 
  names {"big ugly black dragon","ugly black dragon","big black dragon",
 
  "black dragon","dragon"}
 
 
 
  extra {}
 
  "The black dragons scales glitter like black granite that has been
 
  polished for years by water.  He has a large neck and huge bat like
 
  wings.  his eyes watch you as you stand before him.  One claw seems to be
 
  tapping slightly on the ground as if the dragon is waiting for
 
  something."
 
 
 
  extra {"eye","eyes"}
 
  "The dragons eyes seem to follow you no matter where you go in the room
 
  nothing seems to escape the dragons attention."
 
 
 
  extra {"claws","claw"}
 
  "The claw is big black and it looks very deadly.  It seems like the
 
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
 
  to say means the claws are about the size of short swords and long
 
  swords."
 
 
 
  extra {"scales","scale"}
 
  "Its a scale!  Haven't you ever seen a dragon before!"
 
 
 
  extra {"bat wings","wings"}
 
  "The dragon sees you looking and flaps his wings creating one heck of a
 
  wind blast."
 
 
 
  M_DRAGON_BLACK_OLD(SEX_MALE)
 
 
 
  end
 
 
 
  janitor
 
  names {"ugly janitor", "janitor", "hobgoblin"}
 
  title "an ugly janitor"
 
  descr "an ugly janitor is walking around, cleaning up."
 
 
 
  extra{}
 
  "This ugly green thing looks more goblin than hobgoblin but he seems intent
 
  on cleaning everything around him."
 
 
 
  M_AVG_HOBGOBLIN(6, SEX_MALE)
 
 
 
  // he is sort of good for cleaning so much
 
  alignment 900
 
 
 
  //give him some money
 
  money 5 IRON_PIECE
 
 
 
  dilcopy janitors@function(15);
 
 
 
  // only want him cleaning the station
 
  dilcopy wander_zones@function("dragonst", 20, 1, 1);
 
 
 
  end
 
 
 
  bob
 
 
 
  names {"Bob"}
 
  title "Bob"
 
  descr "Bob the Banker is here, sitting behind the counter."
 
  extra {}
 
  "He has a very serious look on his face."
 
 
 
  // define from composed.h
 
  M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
 
 
 
  //discourage people from killing banker
 
  exp -500
 
 
 
  flags {UNIT_FL_NO_TELEPORT}
 
 
 
  special SFUN_BANK
 
  end
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  %end
 
 
 
  </nowiki>
 
 
 
  </sect1>
 
 
 
  <sect1 id="npcexer">
 
  <TITLE>Suggested NPC exercises</TITLE>
 
 
 
  <orderedlist>
 
  <LISTITEM>
 
  <PARA>Using the <ACRONYM>DIL</ACRONYM> function for team work found in <xref linkend="npcdilfunc"> create a guard that will help all other guards.
 
  </PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Using the <ACRONYM>DIL</ACRONYM> function for rescue found in
 
  <xref linkend="npcdilfunc"> add to your guard from exercise one and make it so
 
  will now rescue as well as help.
 
  </PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Using the shop keeper function from <xref linkend="npcdilfunc">;
 
  make a shop keeper that sells two types of food.  The shop keeper should
 
  make 5 of them a day and it should only buy items of the food type.  For all other arguments be creative.</PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Using the shop keeper you created from exercise three, turn your shop keeper into a global wondering sales person.
 
  </PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Using the <ACRONYM>DIL</ACRONYM> function for agressive found in
 
  <xref linkend="npcdilfunc"> create a Dwarf agressive to any Orc that
 
  walks into the room.</PARA>
 
  </LISTITEM>
 
  </orderedlist>
 
 
 
  </SECT1>
 
 
 
 
 
  </chapter>
 
 
 
  <chapter ID="ch-06"><?dbhtml filename="ch06.html">
 
  <TITLE>The objects section</TITLE>
 
 
 
  <PARA>The previous chapters would be enough for you to create an entire
 
  game of nudists with no technology and no items of any kind.  This of
 
  corse would be a very boring game of naked people fighting with no
 
  weapons.  don't worry the <ACRONYM>VME</ACRONYM> has a solution to this you can build
 
  objects to dress up the NPCs and to fill the rooms with cluttered
 
  junk.</PARA>
 
 
 
  <PARA>In order to get started building objects you should first be aware
 
  of the object fields you can use.  The <xref linkend="objfields"> shows a full listing
 
  of all the object fields and their types as defined in <xref
 
  linkend="ch-03">.</PARA>
 
 
 
  <TABLE frame=all id="objfields">
 
  <TITLE>Object fields and types</TITLE>
 
  <TGROUP align=left cols=5 colsep=1>
 
  <COLSPEC COLNAME="c1" COLWIDTH="2in">
 
  <COLSPEC COLNAME="c2" COLWIDTH="2in">
 
  <COLSPEC COLNAME="c3" COLWIDTH=".5in">
 
  <COLSPEC COLNAME="c4" COLWIDTH="2in">
 
  <COLSPEC COLNAME="c5" COLWIDTH="2in">
 
 
 
  <THEAD>
 
  <ROW>
 
  <ENTRY COLNAME="c1">Field</ENTRY>
 
  <ENTRY COLNAME="c2">Type</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">Field</ENTRY>
 
  <ENTRY COLNAME="c5">Type</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">symbolic name</ENTRY>
 
  <ENTRY COLNAME="c2">Symbol</ENTRY>
 
  <ENTRY COLNAME="c3" morerows=10></ENTRY>
 
  <ENTRY COLNAME="c4">affect</ENTRY>
 
  <ENTRY COLNAME="c5">affect function</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">names</ENTRY>
 
  <ENTRY COLNAME="c2">Stringlist</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">dilbegin or dilcopy</ENTRY>
 
  <ENTRY COLNAME="c5">function pointer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">title</ENTRY>
 
  <ENTRY COLNAME="c2">String</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">key</ENTRY>
 
  <ENTRY COLNAME="c5">String</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">descr</ENTRY>
 
  <ENTRY COLNAME="c2">String</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">open</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">inside_descr</ENTRY>
 
  <ENTRY COLNAME="c2">String</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">manipulate</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">extra</ENTRY>
 
  <ENTRY COLNAME="c2">Structure</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">spell</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">minv</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">value</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">alignment</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">cost</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">flags</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">rent</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">weight</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">type</ENTRY>
 
  <ENTRY COLNAME="c5">Integer</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">capacity</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4">end tag</ENTRY>
 
  <ENTRY COLNAME="c5">Symbol</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY COLNAME="c1">light</ENTRY>
 
  <ENTRY COLNAME="c2">Integer</ENTRY>
 
 
 
  <ENTRY COLNAME="c4"></ENTRY>
 
  <ENTRY COLNAME="c5"></ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>Many of the same fields you found in rooms and NPCs, as you can see from
 
  <xref linkend="objfields">, can also be found in objects.  The fields do
 
  not always have exactly the same use when coding rooms, NPCs, and
 
  objects but they are normally set in the same manor.  It is very
 
  important that you read and understand the differences of each field as
 
  they pertains to rooms, objects, and or NPCs.</PARA>
 
 
 
  <sect1 id="objfielddescr">
 
  <TITLE>Description of object fields</TITLE>
 
 
 
 
 
  <variablelist id="var-objfields">
 
  <VARLISTENTRY>
 
;symbolic name
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The rules of the symbols has been explained in
 
  <XREF LINKEND="ch-03">, if you didn't read them yet you may want to review.
 
  The important thing to realize with the object symbol is it is always
 
  good practice to give the object a symbol that resembles the title and
 
  description so administrators and builders can use the
 
  <command>load</command> and the <command>wstat</command> to easily
 
  locate, examine, and load the object in question. </PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;title
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The object title is what is shown if the object is being picked
 
  up, dropped, given to someone, when you do the inventory command, , or being used in combat.
 
  there should be no punctuation in the object title
 
  because of how it is used in the <ACRONYM>VME</ACRONYM> server.  If you add punctuation or
 
  forget to capitalize something that the <ACRONYM>VMC</ACRONYM> thinks you should it will
 
  give you a warning when you compile. The following are good examples of
 
  an object title.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  title "a big rock"
 
  title "the flame tongue"
 
  title "a lap top"
 
  title "a garbage bag"
 
  title "an oval hover car"
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
          <TERM>descr</term>
 
          <LISTITEM>
 
  <PARA></PARA>
 
 
 
  <PARA>The description field is what the player sees when walking into the room
 
  or when looking with no arguments.  It is good practice to make this no
 
  longer than one line not counting the 'descr' tag.</PARA>
 
 
 
  <PARA>Some examples of the object description field would be as
 
  follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  descr
 
  "a green bloody sword is laying here."
 
 
 
  descr
 
  "A massive wooden round table sits here."
 
 
 
  descr
 
  "a funny looking hammer is laying here."
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
 
 
;names
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The object names are as important as the NPC names.  They are what
 
  you act on when picking the object up, dropping it, throwing it, just
 
  about anything you do to objects use these name fields.  On drink
 
  containers you add the liquid name at the end, so people can drink the liquid.  You
 
  always need to make sure you put every possible name that the player may
 
  use to examine or take your item.  The rule of thumb is if it is in the
 
  title or description it should be in the names list.  conversely if it is
 
  not in the title or description it shouldn't be in the names list
 
  because the players will not use it if they don't know about it.</PARA>
 
 
 
  <PARA>The following is some examples of good 'names' fields with respect to
 
          their 'title' and 'descr'.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  title "a big rock"
 
  descr "a big rock is here blocking the road."
 
  names {"big rock","rock"}
 
 
 
  title "an old twisted staff"
 
  descr "An old twisted staff has been discarded here."
 
  names{"old twisted staff","twisted staff","old staff","staff"}
 
 
 
  </nowiki>
 
 
 
  <PARA>The idea of course is to make any combination that a player may
 
  type to try and act upon your object.  You would not want to describe and
 
  title your object with an entirely different theme than you created its
 
  names with because a player would not know what it is called.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;inside_descr
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The inside description is what a player sees if it is inside the
 
  object.  This is used for things like Coffins or boxes or boats that a
 
  player can climb inside.  The inside description is defined the same way
 
  the normal description is but you can make it as many lines as you want
 
  like you would with a room description.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
                                        inside_descr
 
  "You are inside a black coffin with a red velvet padding - scary!"
 
 
 
                                        inside_descr
 
  "You are inside the pink time machine.  a small control panel is on the
 
  floor and seems to be operated by stepping on it."
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;extra
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The extra's on the object like the NPC, can be used to do many things.  It can be
 
  used to store information for <ACRONYM>DIL</ACRONYM> programs or it can be used to show a
 
  part of the object like the room extras show a part of the room.  They
 
  can even be used to create new acts when a person picks the item up,
 
  drops, or enters it.There is also a special extra that is the object's description when
 
  you look at it with the look &lt;object&gt; command.</PARA>
 
 
 
  <PARA>Lets go over the object description extra first.  If you use an extra
 
  with no names list it will become the object's description when you look at
 
  any of the names on it.</PARA>
 
 
 
<nowiki>
 
 
 
  extra {}
 
  "Its just a rock nothing special about it." 
 
 
 
  extra {}
 
  "The ice cube is about 40 meters perfectly cubed.  It seems to be
 
  melting slightly but waiting for it to finish would be sort of like
 
  waiting for the ice age to end."
 
 
 
  </nowiki>
 
 
 
  <PARA>You can also use extras to show parts of the object.</PARA> 
 
 
 
<nowiki>
 
 
 
  extra {"crack"}
 
  "There is a big crack in the side of the ice cube.  Maybe if you mess
 
  with the crack you will be able to open it or something."
 
 
 
  extra {"bed post","post"}
 
  "Its a big gold bed post don't you wish you could get this sucker off it
 
  would make you a rich adventurer indeed."
 
 
 
  </nowiki>
 
 
 
  <PARA>You can also use the extras to give more detailed and vivid
 
  descriptions when the object is acted upon.</PARA>
 
 
 
  <TABLE frame=all>
 
  <TITLE>Object special action extras</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Extra</ENTRY>
 
  <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>$wear_s</ENTRY>
 
  <ENTRY>A message shown to activator when wearing (+wield/grab/hold) an
 
  item.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$wear_o</ENTRY>
 
  <ENTRY>A message shown to others when wearing an item.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$rem_s</ENTRY>
 
  <ENTRY>A message shown to activator when removing worn stuff.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$rem_o</ENTRY>
 
  <ENTRY>A message shown to others when removing an item.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$get_s</ENTRY>
 
  <ENTRY>A message shown to activator when getting an item.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$get_o</ENTRY>
 
  <ENTRY>A message shown to others when getting an item.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$drop_s</ENTRY>
 
  <ENTRY>A message shown to activator when dropping an item.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$drop_o</ENTRY>
 
  <ENTRY>A message shown to other when dropping an object.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$enter_s</ENTRY>
 
  <ENTRY>A message shown to activator when entering an item.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$enter_o</ENTRY>
 
  <ENTRY>A message shown to other when entering an item.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$exit_s</ENTRY>
 
  <ENTRY>A message shown to activator when leaving an item.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>$exit_o</ENTRY>
 
  <ENTRY>A message shown to other when leaving an item.</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>In the following example of an ice cube, 1n is the activator and
 
  $2n is the unit in question.</PARA>
 
 
 
<nowiki>
 
 
 
  extra {"$get_s"}
 
  "You pick up the $2N, it is very cold and begins to melt in your hands."
 
 
 
  extra {"$get_o"}
 
  "$1n picks up the $2N, you notice that a drop of water hits the ground as
 
  it begins to melt in $1s hand."
 
 
 
  </nowiki>
 
 
 
  <PARA>Finally you can use extras to store information for <ACRONYM>DIL</ACRONYM> programs.
 
  We will not cover this because it is a topic covered in-depth in
 
  the <ACRONYM>DIL</ACRONYM> documentation.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;manipulate
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field is what defines the things that can be done to the
 
  object.  For example a piece of armour should be able to be taken and
 
  worn, while a fountain should be able to be entered but not taken unless its some
 
  magical portable fountain.  There are two sets of manipulate flags even
 
  though you can use them together.  We separate them because the first
 
  two are flags that tell you if you can take or enter something while the
 
  rest of the manipulate flags are for worn positions.</PARA>
 
 
 
  <PARA>First the two flags for taking and entering are:</PARA>
 
 
 
  <TABLE frame=all>
 
  <TITLE>Take and enter flags</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Manipulate</ENTRY>
 
  <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>MANIPULATE_TAKE</ENTRY>
 
  <ENTRY> Set this flag if the unit can be taken
 
  (picked up/moved about).</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>MANIPULATE_ENTER</ENTRY>
 
  <ENTRY> Set this flag if it is possible to
 
  enter a unit, ie set it in a coffin if you want players to be able to
 
  enter the coffin.
 
  </ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>These flags are
 
  set to indicate on what body positions a particular object can be
 
  worn:</PARA>
 
 
 
  <itemizedlist>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_FINGER</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_NECK</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_BODY</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_HEAD</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_LEGS</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_FEET</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_HANDS</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_ARMS</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_SHIELD</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_ABOUT</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_WAIST</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_WRIST</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WIELD</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_HOLD</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_EAR</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_BACK</PARA></LISTITEM>
 
  <LISTITEM><PARA>MANIPULATE_WEAR_CHEST</PARA></LISTITEM>
 
  <LISTITEM><PARA> MANIPULATE_WEAR_ANKLE</PARA></LISTITEM>
 
  </itemizedlist>
 
 
 
  <PARA>Currently you can only set one of the worn positions flags on an
 
  item at a time.  You can set both enter and take on an item with a
 
  position or just one or the other.  Some legal examples of combinations
 
  are as follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //An earring
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_EAR}
 
 
 
  //A backpack
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_BACK}
 
 
 
  //strange true but its legal an earring pack
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_ENTER, MANIPULATE_WEAR_EAR}
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;flags
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field on an object is used to set special attributes in order to make
 
  the object able to be buried or not or no-teleportable and many others.  The
 
  object flag list uses the UNIT_FL_* variables that both the NPCs and
 
  the rooms also use, therefore while you can set some flags on an object it
 
  may not have any affect unless you as a builder or administrator adds
 
  the functionality.  You can also add extras on an object that can be used
 
  as a special flag which you will learn as you learn to use <ACRONYM>DIL</ACRONYM>.  The
 
  following is a full list of all unit flags and how they affect objects, if
 
  they do.</PARA>
 
 
 
  <TABLE frame=all id="unitflagsobj">
 
  <TITLE>Object unit flag affects</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Flag</ENTRY> <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
 
 
  <ROW>
 
  <ENTRY>UNIT_FL_PRIVATE</ENTRY> <ENTRY> Currently has no affect on a NPC.
 
  </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INVISIBLE</ENTRY>
 
  <ENTRY>Makes unit invisible</ENTRY> </ROW> <ROW>
 
  <ENTRY>UNIT_FL_NO_BURY</ENTRY> <ENTRY>Makes it so you can create objects that
 
  can not be buried for example a weapon that for some reason shouldn't be
 
  buried.</ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>UNIT_FL_BURIED</ENTRY> <ENTRY>Makes
 
  unit buried when loaded</ENTRY> </ROW> <ROW>
 
  <ENTRY>UNIT_FL_NO_TELEPORT</ENTRY>
 
  <ENTRY>Makes it so you can not teleport into this object.  This flag only
 
  works on containers.
 
  </ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>UNIT_FL_NO_MOB</ENTRY>
 
  <ENTRY>
 
  Currently has no affect on an object.
 
  </ENTRY>
 
  </ROW> <ROW>
 
  <ENTRY>UNIT_FL_NO_WEATHER</ENTRY>
 
  <ENTRY> Currently has no affect on a NPC.
 
  </ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_INDOORS</ENTRY> <ENTRY>
 
  Currently has no affect on an object.
 
  </ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>UNIT_FL_TRANS</ENTRY> <ENTRY>Makes unit transparent If the Unit is
 
  transparent you will be able to see any NPCs that it is carrying.
 
  For example if a canoe was carrying a familiar you would see that as you
 
  walked into the room.  If this flag is not set and you are in a canoe you
 
  will not see outside the canoe and no one will see in.
 
  </ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>UNIT_FL_NO_SAVE</ENTRY>
 
  <ENTRY>Makes it so a PC can't save with
 
  unit</ENTRY> </ROW> <ROW> <ENTRY>UNIT_FL_SACRED</ENTRY> <ENTRY>
 
  Currently has no affect on an object.
 
  </ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>UNIT_FL_MAGIC</ENTRY>
 
  <ENTRY>This flag is used by spells to tell if the object is magic.</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>If you wanted to make an object that a player can carry around but can
 
  not save you would set the manipulate and flags as follows.</PARA>
 
 
 
<nowiki>
 
 
 
  manipulate {MANIPULATE_TAKE}
 
  flags {UNIT_FL_NO_SAVE}
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;type
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field is what you use to set the objects type.  The type
 
  field is used when spells are cast or commands are executed on the
 
  object.  You can add your own item types but they will not change the
 
  actions of base code commands.  The following is the list of item types
 
  and what they mean when you set them.  Some are not supported with the
 
  current code but you can add support for them if you like by making <ACRONYM>DIL</ACRONYM>
 
  commands, which is covered in another manual.</PARA>
 
 
 
  <TABLE frame=all id="itemtypes">
 
  <TITLE>Item types</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Type</ENTRY>
 
  <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>ITEM_LIGHT</ENTRY>
 
  <ENTRY>Items of this type can be lighted and extinguished.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_SCROLL</ENTRY>
 
  <ENTRY>Items of this type can be read as a magical scroll.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_WAND</ENTRY>
 
  <ENTRY>Items of this type can be used with the <command>use</command>
 
  command.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_STAFF</ENTRY>
 
  <ENTRY>Items of this type can be used with the <command>tap</command>
 
  command as a magical staff</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_WEAPON</ENTRY>
 
  <ENTRY>Items of this type are used as weapons.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_FIREWEAPON</ENTRY>
 
  <ENTRY>Currently not supported but could be used to classify a special type
 
  of weapon.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_MISSILE</ENTRY>
 
  <ENTRY>Currently not supported but could be used to classify a special type
 
  of weapon.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_TREASURE</ENTRY>
 
  <ENTRY>Items of this type are of some great value to sell but nothing else
 
  like a Gem or a block of gold.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_ARMOR</ENTRY>
 
  <ENTRY>Items of this type can be worn or used as armour.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_POTION</ENTRY>
 
  <ENTRY>Items of this type can be used with the <command>quaff</command> as
 
  a position.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_WORN</ENTRY>
 
  <ENTRY>Items of this type can be worn but not normally used for armour it
 
  is more for clothing.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_OTHER</ENTRY>
 
  <ENTRY>This item type is for items that don't fit any other type.  Now
 
  that you can make your own commands with the <ACRONYM>VME</ACRONYM> 2.0 you should just make
 
  your own item type instead of using this value.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_TRASH</ENTRY>
 
  <ENTRY>Items of this type are usually junk or broken equipment.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_TRAP</ENTRY>
 
  <ENTRY>Not currently supported but could be used to make a trap command by
 
  creating a trap item</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_CONTAINER</ENTRY>
 
  <ENTRY>Items that can be used as containers.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_NOTE</ENTRY>
 
  <ENTRY>Items of this type can be used to write on like paper or
 
  slates.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_DRINKCON</ENTRY>
 
  <ENTRY>Items of this type can carry liquids.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_KEY</ENTRY>
 
  <ENTRY>Items of this type can be used as a key.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_FOOD</ENTRY>
 
  <ENTRY>Items of this type can be eaten</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_MONEY</ENTRY>
 
  <ENTRY>Items of this type can be spent as currency</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_PEN</ENTRY>
 
  <ENTRY>No longer supported but could be used to force people to have a
 
  writing instrument before writing a message.</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>ITEM_BOAT</ENTRY>
 
  <ENTRY>Items of this type can be used as a water craft</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>ITEM_SPELL</ENTRY>
 
  <ENTRY>Not currently supported but it could be used to make a page in a spell book</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>ITEM_BOOK</ENTRY>
 
  <ENTRY>Not currently supported but could be used to make
 
  regular and spell books.</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>ITEM_SHIELD</ENTRY>
 
  <ENTRY>Items of this type can be used as a shield.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>ITEM_SKIN</ENTRY>
 
  <ENTRY>Not currently supported in the release but could be used to make the
 
  skin command and create skins of animals</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>ITEM_BOARD</ENTRY>
 
  <ENTRY>Items of this type are used for public communications in the form
 
  of boards that can be read from and written to.</ENTRY>
 
  </ROW>
 
 
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>Unlike flags and manipulate fields only one item type can be set
 
  on an object at a time.  The format for the 'type' field is simply the
 
  keyword followed by the value as follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  type ITEM_BOARD
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;weight
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The weight is the weight of the object in pounds.  In the future we
 
  may adjust this to allow you to make things lighter for example you
 
  could set it in ounces or grams.  Right now however all we have is
 
  pounds so we have some pretty heavy feathers out there.</PARA>
 
 
 
  <PARA>To use this you just enter the 'weight' keyword and then the
 
  value.</PARA>
 
 
 
<nowiki>
 
 
 
  /80 lbs.
 
  weight 80
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;capacity
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field sets the size of a container object.  If the object does not have the manipulate enter flag set then this field doesn't have to be set.  The capacity is currently by pounds since the weight of objects is set in pounds.  In the future we may take into account size and weight but right now it goes only by weight.  The following line of code would set an item to carry 600 pounds of stuff.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  capacity 600
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;key
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The key field sets the key name of the key that will open the item.  This field should be set to the symbolic name of the key that opens the item it is on.  If the item is in the same zone as the key then you do not need to put the zone extension on the key name.  The following are the three possible examples of using the key field.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //if object and key are in same zone.
 
  key brasskey
 
 
 
  //if key and object are in same zone
 
  key brasskey@zonename
 
 
 
  //if key and object are not in same zone
 
  key brasskey@otherzonename
 
 
 
  </nowiki>
 
 
 
  <PARA>Notice you can put the zone name on it if the key is in the same
 
  zone but if the key is not in the same zone you must put the zone name
 
  on it.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;cost
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This is the field you set to add a cost to your object.  If you
 
  leave this field out it will default to no cost and will not be able to
 
  be sold at stores.  The system for setting cost on an item is the same
 
  as setting money on a NPC.  As with a NPC we could set it using a single
 
  number but it would not be easy to understand.  For example 5 gold
 
  pieces would be something like:</PARA>
 
 
 
<nowiki>
 
 
 
  money 25600
 
 
 
  </nowiki>
 
 
 
  <PARA>I am no more sure this will make five gold pieces than I was when
 
  I used this same example with the money field in NPC.  The problem is I
 
  just did the math in my head so its not very accurate.  It is much
 
  easier to use the defined money types to set exactly what you want as
 
  follows:</PARA>
 
 
 
<nowiki>
 
 
 
  IRON_PIECE
 
  COPPER_PIECE
 
  SILVER_PIECE
 
  GOLD_PIECE
 
  PLATINUM_PIECE
 
 
 
  </nowiki>
 
 
 
  <PARA>Now if we wanted to make an object costing five gold it would be as
 
  simple as this:</PARA>
 
 
 
<nowiki>
 
 
 
  money 5*GOLD_PIECE
 
 
 
  </nowiki>
 
  <PARA>the define method also gains you the ability to tell the <ACRONYM>VME</ACRONYM> what
 
  amount of each coin you want on the NPC.  If you set it using a single
 
  integer the compiler would pick how many of each coin.  This of course
 
  is not what is desired in fact you want to be able to set your cost
 
  however you like.  So setting more than one coin is as simple as adding
 
  a comma between the first and second coin.</PARA>
 
 
 
<nowiki>
 
 
 
  money 5*GOLD_PIECE, 20*IRON_PIECE
 
 
 
  </nowiki>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;rent
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field tells how much it costs you to keep an item while your
 
  offline.  The rent is not always taken if the <ACRONYM>VME</ACRONYM> server is set up to
 
  not take any rent then it will not matter if you set this or not.  Also
 
  the <ACRONYM>VME</ACRONYM> can be set up to take a percentage of this field so it may not
 
  take the exact amount you et.  If the <ACRONYM>VME</ACRONYM> server is set up to take 100%
 
  of the rent then what you set will be taken.  To set this field you do
 
  the same as you do with the cost field.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  money 5*GOLD_PIECE, 20*IRON_PIECE
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;minv
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>This field is the administrator invisible level of the object it is
 
  set on.  This means that if you set the 'minv' to two hundred it will
 
  make it so the object can not be seen by anyone below the administrator
 
  level of two hundred.  This is good for hiding objects that you need for
 
  administrators but you don't want players to see.
 
  In order for the 'minv' to be removed an
 
  administrator or a <ACRONYM>DIL</ACRONYM> function must change it.</PARA>
 
 
 
<nowiki>
 
 
 
  minv 239
 
 
 
  </nowiki>
 
 
 
 
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;alignment
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The object alignment is not currently used.  It is an integer
 
  value that can be set on an object to be used with any <ACRONYM>DIL</ACRONYM> functions.
 
  In the future it will be what determines if a good or evil person can
 
  wield an item.  The value is set by placing the 'alignment' keyword
 
  first followed by the alignment desired from -1000 to +1000.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  alignment -250
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;open
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The open field is used if you want to give your object the ability
 
  to be opened, closed, and or locked.  If you add the open flags you need
 
  to also add a key field which has already been explained.
 
  The following are all
 
  the possible open flags and what they are used for.</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;EX_OPEN_CLOSE
 
  <DICTDEF>
 
  <PARA> Set this if you can open and close this object.
 
  </PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;EX_CLOSED
 
  <DICTDEF>
 
  <PARA>Set this if you want the object to be closed when loaded.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;EX_LOCKED
 
  <DICTDEF>
 
  <PARA>Set this if you want the object to be locked when loaded.</PARA>
 
  <NOTE>
 
  <PARA>An interesting aspect is that if you do not specify a key, you can
 
      only unlock this door with the 'pick' skill, 'unlock' spell or from
 
      <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
 
  </NOTE>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;EX_PICK_PROOF
 
  <DICTDEF>
 
  <PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the
 
      lock of this object.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
  ;EX_INSIDE_OPEN
 
  <DICTDEF>
 
  <PARA>Usable on container objects only, this enables the mobile to 'open' and
 
      'lock' from the inside.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>The simplest use of this field is to make an object that opens
 
  and closes.  A coffin for example would have its flags set as
 
  follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  open {EX_OPEN_CLOSE}
 
 
 
  </nowiki>
 
 
 
  <PARA>If you wanted to set an object that is locked and closed and
 
  having a brass key that can open it, when it is loaded.  It would look as follows.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED}
 
  key brass_key
 
 
 
  </nowiki>
 
 
 
  <PARA>You would have to define the key in the object section as well and
 
  the symbolic name for that key would be 'brass_key'</PARA>
 
 
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;spell
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The spell field is the power of the objects defense against
 
  spells.  You can set it from zero which is just not setting the field
 
  all the way to 200% which means a person who has 100% in a spell will
 
  fail almost all the time.  To set this field it would look as
 
  follows:</PARA>
 
 
 
 
 
<nowiki>
 
  //Spell resistance at 150%
 
  spell 150
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;value
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The object values are used for just about any special item from
 
  armour to drink containers.  They should not be set directly unless you
 
  have a reason to do so, like a special <ACRONYM>DIL</ACRONYM> command that checks a
 
  value on an item.  You also have to be carefull not to over write what a
 
  value is already used for example value one is already used on
 
  weapons and armours for craftsman ship that will be explained later in
 
  <xref linkend="objmacros">.</PARA>
 
 
 
  <PARA>If you find you need to set the values there are a total of five
 
  of them and they can be set to any integer value as follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
    value[0]  5
 
    value[1] 16
 
    value[2] -2
 
    value[3] -10
 
    value[4] 12 
 
 
 
  </nowiki>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;affect
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>The affect field should not be set directly, instead you should
 
  use the macros defined in <xref linkend="objmacros">.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;dilbegin or dilcopy
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
  <PARA>As has been mentioned in previous sections the <ACRONYM>DIL</ACRONYM> functions are what give <ACRONYM>VME</ACRONYM> servers the edge over all other muds.
 
  We will only give some examples here and leave it up to the <ACRONYM>DIL</ACRONYM> manual to teach
 
  you how to create your own functions that will make your rooms, NPC, and
 
  objects more than special.</PARA>
 
 
 
  <PARA>There are several object functions that come standard with the <ACRONYM>VME</ACRONYM>
 
  2.0.  The following is a list of those functions.</PARA>
 
 
 
  <itemizedlist>
 
  <LISTITEM><PARA>Guild restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Anti-guild restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Quest restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Quests restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Alignment restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Level restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Virtual level restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Race restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Ability restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Skill restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Spell restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Weapon restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Gender restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>Player restrict</PARA></LISTITEM>
 
  <LISTITEM><PARA>boards</PARA></LISTITEM>
 
  <LISTITEM><PARA>tuborg/dilbegin</PARA></LISTITEM>
 
  </itemizedlist>
 
 
 
  <PARA>These are the only object functions currently documented in the <ACRONYM>VME</ACRONYM>
 
  2.0 release but if you go through the zones that are released with the
 
  <ACRONYM>VME</ACRONYM> you are sure to find many more.  Hopefully with the descriptions in
 
  <XREF LINKEND="objdilfunc">.  You will be able to use the functions
 
  listed here and figure out ones that are not.</PARA>
 
 
 
  <PARA>Since these are just <ACRONYM>DIL</ACRONYM>'s written by builders for the
 
  Valhalla mud all you have to do is use the dilcopy keyword in the
 
  NPC with the function name you want to use and the arguments that
 
  function requires.  The following is what you would find in the
 
  ''function.zon'' for tuborgs.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin tuborg(s:string);
 
  external
 
  sub_drink_info@commands(d:unitptr);
 
  var
 
    u : unitptr;
 
  code
 
  {
 
    :start:
 
    wait(SFB_CMD, ( (command("drink")) or
 
                  (command("sip")) or
 
            (command("taste")) ) );
 
  u := activator;
 
  secure (u,start);
 
  if (findunit (activator,argument,FIND_UNIT_INVEN|FIND_UNIT_SURRO,null)!=self)
 
 
   goto start;
 
   goto start;
   if ( command("sip") or command("taste") )
+
}
 +
dilend</nowiki>
 +
 +
   This simple template does nothing but making its owner say 'Hello world' once
 +
every 5 seconds. The template is called 'myprogram' and takes no arguments. The
 +
'pause' command waits for the program to receive a timer message, whose interval
 +
is set by the 'inline' variable 'heartbeat'. The 'self' variable is a unitptr
 +
referring to the unit owning the DIL program. Other inline variables will be
 +
explained later.
 +
 +
  For a DIL program to work, it must be part of a *unit*: a room, player, non-player
 +
or object. The program uses *messages* to operate.  Your program gets activated
 +
when it receives a message that some command is being executed, or a certain amount
 +
of time has passed. You decide yourself in the program, what to wait for, before
 +
the program continues executing.
 +
 +
  Supposing you want your program to contain variables, you have to put them in a
 +
section before the 'code' section marked 'var'. The variables are declared by
 +
their type and their name, separated by a ':' and ended by a ';'
 +
 +
  For an example, see the program above. Variables of type 'string', 'stringlist'
 +
and 'integer' are saved, if the unit the program is attached to is saved with
 +
player inventory. Variables of type 'unitpr' and 'extraptr' are 'volatile'. This
 +
means that they are cleared whenever there is a chance that their contents may
 +
have been rendered non usable.  This ensures that you do not have any 'loose'
 +
pointers. However it is possible to 'secure' the contents of a 'unitptr' type
 +
variable of a unit located in your local environment (the units directly 'visible'
 +
to the unit who owns the DIL program) (see the secure / unsecure functions).
 +
 +
<!--LINK--><span id="types" />
 +
<h3>'''Data Types:'''</h3>
 +
 +
DIL supports a fixed set of types you can use and manipulate. Through these, you
 +
can get and manipulate information about almost anything in the game. The types
 +
are listed below:
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="str" />
 +
'''String:'''
 +
 +
    A string is some text. They are used for a lot of things such as command
 +
arguments, room descriptions etc. String variables are automatically resized and
 +
allocated when you assign them, so you do not have to worry about the string
 +
length nor allocation in your DIL programs. Strings may be compared either with
 +
'==' (equal to),
 +
'!=' (not equal),
 +
'<=' (less than or equal to),
 +
'>=' (greater than or equal to)
 +
'<' (less than),
 +
  '>' (greater than.
 +
 +
  Static strings are defined just as in the rest of the zone, within double
 +
quotations.  Strings may be searched easily with the 'in' operator.  Variables
 +
of type string are saved with DIL programs, if attached to a saved unit.
 +
 +
'''Example:'''
 +
 +
  "This is a static string"
 +
 +
Strings may also be added to each other, in an expression.
 +
 +
'''Example:'''
 +
 +
  "say "+itoa(42)+" is the answer!"
 +
 +
'''Example:'''
 +
 +
  if (self.name == self.names.[1]) ...
 +
 +
  Elements of the string can also be accessed by referencing them by their position.
 +
 +
  '''Example'''
 +
  if (str.[3]==f])
 
   {
 
   {
    block;
+
  exec ("say The 4th element is a F.",self);
    act("$1n tastes $2n enjoying every drop.", A_HIDEINV, u, self, null,
+
  }
           TO_ROOM);
+
       act("The taste of the $2N is nothing less than divine.", A_HIDEINV, u, self,
+
  '''Note'''
        null, TO_CHAR);
+
  Currently you can only access the single elements of a string you can not set
    goto start;
+
them.  In the future this will be possible.  You can still accomplish this by
    }
+
copying one string to the other one element at a time and changing any that you
 
+
want something like this.
     if ( u.thirst >20 )
+
 +
'''Example'''
 +
i:=0;
 +
ln:=length (str);
 +
while (str.[i]<ln)
 +
{
 +
if (str.[i]=="f")
 +
newstr.[i]:="b";
 +
else
 +
newstr:=str.[i];
 +
i:=i+1;
 +
}
 +
str:=newstr;
 +
 +
  This snip of Dil would replace any 'f' in a string with a 'b' remember dil is
 +
not case sensitive so it will also replace an 'F'.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="strl" />
 +
'''Stringlist:'''
 +
 +
  A stringlist is a list of separate strings. This is used for things such as
 +
(multiple) names or keywords. You may request a specified word in a stringlist
 +
by its number.
 +
'''Example:'''
 +
 +
  mystring := self.names.[2];
 +
 +
  Returning null if out of bounds of the stringlist (see 'length()'). Static
 +
stringlists are defined just as in the rest of the zonefile, as a comma separated
 +
list of static strings within curly brackets.
 +
 +
'''Example:'''
 +
 +
  mysrtringlist := {"Some string","another string","the last string"}
 +
 +
  Stringlists are modified through the 'addstring()' and 'substring()' procedures.
 +
Stringlists are searched easily by the 'in' operator. See documentation below.
 +
They can also be set directly (see example above).  Variables of type string are
 +
saved with DIL programs, if attached to a saved unit.
 +
 +
  Elements of each separate string in a stringlist can be accessed by appending
 +
a separate position at the end of the request for a string as follows:
 +
 +
'''Example'''
 +
if (strlist.[5].[3]=="b"){
 +
do something
 +
}
 +
 +
'''Note'''
 +
  See the strings for more information on accessing a single element.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="int" />
 +
'''Integer:'''
 +
 +
  Non-fraction numbers can be used throughout your DIL programs.  They are given
 +
normally, or in normal C style hexadecimal, preceded with '0x'. Integers are
 +
signed 32-bit integers.  Variables of type string are saved with DIL programs,
 +
if attached to a saved unit.
 +
 +
'''Example:'''
 +
 +
  0x10
 +
 +
'''Example:'''
 +
 +
  2
 +
 +
  Integers are used within expressions as both number value and boolean(true/false)
 +
values. You may use comparison between integers through the comparison operators:
 +
'==' (equality),
 +
'<' (less than),
 +
'>' (greater than),
 +
'<=' (less or equal),
 +
'>=' (greater or equal)
 +
'!=' (not equal).
 +
 +
 +
'''Example:'''
 +
 +
  if (42<12) ...
 +
 +
  Returning the boolean value (true/false) depending on the comparison between
 +
integers. The result may be stored in an integer variable, and tested later, or
 +
used directly in an 'if' or 'while', etc.  You may also operate on boolean
 +
expression themselves, using LOGICAL operators 'and','not','or', which allows
 +
you to combine the expressions.
 +
 +
'''Example:'''
 +
 +
  if ( not ( (self.hp<42) or (self.level>10) ) ) ..
 +
 +
Integer expressions may also use a number of other operators:
 +
'+' (addition)
 +
'-' (subtraction/negation),
 +
'*' (multiplication),
 +
'/' (division),
 +
'|' (bitwise or, for flags),
 +
'&' (bitwise and, for flags)
 +
 +
Precedence rules for using these operators are still somewhat messed up.  You'd
 +
better use parenthesis where ever possible.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="intlist" />
 +
'''Intlist:'''
 +
 +
  Intlists are an array of integer types.  They can be set directly as follows:
 +
 +
'''Example'''
 +
 +
wpn:={5,3,6,9,3,9};
 +
 +
The intlists can be accessed in the same way stringlist are accessed as follows.
 +
 +
'''Example'''
 +
 +
if (wpn.[5]==5)
 +
{
 +
do something
 +
}
 +
 +
The intlists are saved on savable units.
 +
 +
'''Type:  '''<i><!--CODE-->intlist</i><!--ENDCODE-->
 +
 +
  This variable type allows you to keep an ordered list of integers with out
 +
having to create a variable for each integer.
 +
'''Example:'''  <i><!--CODE-->Setting an intlist</i><!--ENDCODE-->
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
myintlist:={1,5,9,2,8,5};
 +
myintlist.[10]:=50;
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
  If you set a index that is higher then the highest index, every index in
 +
between will be set to zero.  For example if you only have two values in the
 +
intlist and you set index value 10 to 50 all indexes between 2 and 10 will be
 +
set to 0.
 +
'''Example:'''  <i><!--CODE-->Using intlists</i><!--ENDCODE-->
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
if (myintlist.[5]==5){
 +
stuff
 +
}
 +
 +
if (myintlist&lt;myint){
 +
stuff
 +
}
 +
 +
i:=0;
 +
ln:=length(myintlist);
 +
while (i&lt;ln){
 +
myintlist.[i]:=i;
 +
i:=i+1;
 +
}
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
'''See Also:'''
 +
[[#bpinsert|Insert]]
 +
[[#bpremove|Remove]]
 +
[[#eptr|Extraptr]]
 +
 +
<!--LINK--><span id="eptr" />
 +
'''Extraptr:'''
 +
 +
  Extra descriptions, quests structures, etc can be searched and manipulated
 +
using variables of this type. There is no way to declare static structures of
 +
this type in DIL programs. Lists of extra descriptions are easily searched with
 +
the 'in' operator (See below).  Extraptr variables are 'volatile', and thus
 +
cleared whenever there is a possibility that they are rendered unusable.
 +
 +
 +
<!--LINK--><span id="cptr" />
 +
'''Type:  '''<i><!--CODE-->cmdptr</i><!--ENDCODE-->
 +
'''cmdptr fields'''
 +
 +
 +
'''name'''
 +
            string - command name
 +
'''type'''
 +
            integer - command type like social or skill or just command
 +
'''level'''
 +
            integer - minimum level to use command
 +
'''loglevel'''
 +
            integer - level of character that can see the log 0 for no logs
 +
'''position'''
 +
            integer - minimum position to use command
 +
'''next'''
 +
            cmdptr - pointer to the next cmdptr
 +
'''previous'''
 +
            cmdptr - pointer to the previous cmdptr
 +
 +
 +
  The cmdptr can be used to search the command list or display all the commands.
 +
I0t is also now possible to sort the commands by type by defining your own command
 +
types and using the type field to sort on.
 +
 +
  In order to get the first command in the list you use the following function:
 +
'''Function:  '''<i><!--CODE-->chead();</i><!--ENDCODE-->
 +
If you want to get a specific command then you use the following function:
 +
'''Function:  '''<i><!--CODE-->cmdptr := getcommand (s : string );</i><!--ENDCODE-->
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin cmdtst(arg : string);
 +
var
 +
  cmd : cmdptr;
 +
  st : string;
 +
 +
code
 +
{
 +
    cmd := chead();
 +
 +
  while (cmd)
 +
        {
 +
        st := cmd.name + " " + itoa(cmd.level) + " " + itoa(cmd.type) + " " +
 +
        itoa(cmd.loglevel) + " " + itoa(cmd.position);
 +
        act("CMD: $2t", A_ALWAYS, self, st, null, TO_CHAR);
 +
        cmd := cmd.next;
 +
        }
 +
 +
        cmd:=getcommand("kick");
 +
        sendtext ("You must be "+itoa(cmd.level+" to use kick&amp;n",self);
 +
 +
            quit;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="uptr" />
 +
'''Unitptr:'''
 +
 +
  Unit pointers are used to keep track of units: rooms, players, non-player or
 +
objects. Through a variable of this type you can access most of the information
 +
in a unit. Unitptr variables are 'volatile', and thus cleared whenever there is
 +
a possibility that they are rendered unusable.
 +
 +
<!--LINK--><span id="zptr" />
 +
 +
'''Type:  '''<i><!--CODE-->zoneptr</i><!--ENDCODE-->
 +
'''Zone Pointer Fields'''
 +
 +
 +
<!--TERM-->  '''next'''
 +
<!--DEFINITION-->        unitptr - pointer to next zoneptr
 +
<!--TERM-->  '''previous'''
 +
<!--DEFINITION-->        unitptr - pointer to previous zone
 +
<!--TERM-->  '''creators'''
 +
<!--DEFINITION-->        stringlist - list of creators
 +
<!--TERM-->  '''name'''
 +
<!--DEFINITION-->        string - zone name (%zone)
 +
<!--TERM-->  '''title'''
 +
<!--DEFINITION-->        string - zone title (title "")
 +
<!--TERM-->  '''rooms'''
 +
<!--DEFINITION-->        unitptr - pointer to the base room
 +
<!--TERM-->  '''objs'''
 +
<!--DEFINITION-->        unitptr - pointer to the base objects of the zone
 +
<!--TERM-->  '''npcs'''
 +
<!--DEFINITION-->        unitptr - pointer to base NPCs of the zone
 +
<!--TERM-->  '''resetmode'''
 +
<!--DEFINITION-->        integer- reset mode of zone in 'values.h'
 +
<!--TERM-->  '''resettime'''
 +
<!--DEFINITION-->        integer - the reset time of the zone
 +
<!--TERM-->  '''access'''
 +
<!--DEFINITION-->        integer - the access level of the zone
 +
<!--TERM-->  '''loadlevel'''
 +
<!--DEFINITION-->        integer - the loadlevel of the zone
 +
<!--TERM-->  '''payonly'''
 +
<!--DEFINITION-->        integer - the paystatus of the zone
 +
<!--TERM-->  '''roomcount'''
 +
<!--DEFINITION-->        integer - the number of rooms in a zone
 +
<!--TERM-->  '''objcount'''
 +
<!--DEFINITION-->        integer - the numbner of objects in a zone
 +
<!--TERM-->  '''npccount'''
 +
<!--DEFINITION-->        integer - the number of npcs/mobiles in a zone
 +
<!--TERM-->  '''fname'''
 +
<!--DEFINITION-->        string - the filename of a zone
 +
<!--TERM-->  '''notes'''
 +
<!--DEFINITION-->        string - the Zone Notes
 +
<!--TERM-->  '''help'''
 +
<!--DEFINITION-->        string - the Zone Help
 +
 +
 +
  The 'zoneptr' works like a unitptr.  To get the first zoneptr in the global
 +
list of zones you use 'zhead'.
 +
'''Example: '''<i><!--CODE-->zoneptr := zhead();</i><!--ENDCODE-->
 +
'''Zone list command'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin zonelist (arg:string);
 +
var
 +
  z:zoneptr;
 +
  buf:string;
 +
code
 +
{
 +
          z:=zhead();
 +
          while (z)
 +
          {
 +
          buf:="Name:  "+z.name+"&amp;n";
 +
          buf:=buf+"Filename:  "+z.fname+"&amp;n";
 +
          buf:=buf+"Creator:  "+z.creators.[0]+"&amp;n";
 +
          buf:=buf+"Notes:  &amp;n"+z.notes+"&amp;n&amp;n";
 +
          z:=z.next;
 +
          }
 +
 +
          pagestring (buf,self);
 +
          quit;
 +
}
 +
dilend
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
 +
 +
 +
<!--LINK--><span id="messies" />
 +
<h3>'''Messages:'''</h3>
 +
 +
  In DIL, a program attached to a unit gets activated when the program receives
 +
a message. In order to save CPU usage, there are a number of different message
 +
categories which can cause activation of a program.  The 'wait()' commands first
 +
parameter is an integer, telling what message categories the program should
 +
reactivate on.  The second parameter is an expression, which also must evaluate
 +
to TRUE. 'pause' is just special instances of the 'wait()' command.
 +
 +
 +
<strong>Caveat Builder: </strong>
 +
 +
  Whenever you construct the arguments for the wait command, bear in mind that
 +
ALL your tests will be executed EVERYTIME a message of the relevant kind comes
 +
through.  Thus you should keep the length of the activation expression to a
 +
reasonable minimum, and you should NEVER use the time-consuming findxxx-functions.
 +
 +
Valid example (That prohibits a player from removing an object):
 +
 +
:glue:
 +
 +
 +
wait(SFB_CMD,command(CMD_REMOVE));
 +
u := findunit(activator,argument,FIND_UNIT_IN_ME,null );
 +
if (u != self)
 +
{
 +
goto glue;
 +
}
 +
act("You can't remove $2n, it's sticky.",
 +
  A_SOMEONE,activator,self,null,TO_CHAR););
 +
block;
 +
goto glue;
 +
 +
'''See Also:'''
 +
[[#findunit.html|Dil and Findunit()]]
 +
 +
The message categories are as follows:
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="sfbcmd" />
 +
 +
SFB_CMD            Command message
 +
 +
  When this flag is set, the program gets activated by all commands (legal
 +
  or illegal) issued by PC's or NPC's. Moving around is also considered a
 +
  command.
 +
 +
  Assume a janitor executes the command '
 +
  Ge all from corpse',
 +
  And Ge interprets to 'get'
 +
 +
  then this will occur in the DIL program:
 +
 +
      'activator'... is a unitptr to the janitor.
 +
      'cmdstr'...... is a string which contains 'get'
 +
      'excmdstr'...... is a string which contains 'ge'
 +
      'excmdstr_case'...... is a string which contains 'Ge'
 +
      'argument'.... will contain 'all from corpse'
 +
 +
      command(CMD_GET) will evaluate to TRUE.
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="sfbdone" />
 +
 +
SFB_DONE           'Command has now been executed' message
 +
 +
  When this flag is set, the program gets activated by all successful commands
 +
  issued by PC's or NPC's. The 'activator', 'medium' and 'target' special
 +
  values are used as follows:
 +
 +
      'activator'... The PC / NPC which executed the command
 +
      'medium'...... The unit which is operated upon.
 +
      'target'...... The target of the operation.
 +
 +
  For example, assume the player John gives a garlic to Mary the Lumberjack
 +
  wife. The following values are set:
 +
 +
      activator == John (unitptr)
 +
      medium    == Mushroom (unitptr)
 +
       target    == Mary (unitptr)
 +
 +
  command(CMD_GIVE) will evaluate to true.
 +
 +
  You thus know that Mary has in fact received the mushroom. It is NOT possible
 +
  to block (using the 'block' command) these commands since they have already
 +
  been executed at the time of notification.  In a 'get' command, medium would
 +
  be a unitptr to where the unit was taken from, and target would be the object
 +
  which was taken.
 +
 +
  See the file commands.txt for a description of how the arguments are set for
 +
  each command. If you can not find a command in there, just ask to get it
 +
  implemented. Especially you should pay attention to the non-obvious SFB_DONE
 +
  command(CMD_AUTO_ENTER).
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="sfbtick" />
 +
 +
SFB_TICK          Timer message
 +
 +
  When this flag is set, the routine gets activated by a "clock". The clock
 +
  ticks (in 1/4th of a second) are determined by the 'heartbeat' variable.
 +
 +
      'activator'... is null.
 +
      'argument'.... will be empty.
 +
 +
      command(CMD_AUTO_TICK) will evaluate to TRUE.
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="sfbcom" />
 +
SFB_COM            Combat message
 +
 +
  When this flag is set, the routine gets activated whenever a combat is in
 +
  progress. The unit containing the DIL program needs not be involved in the
 +
  combat itself:
 +
 +
      'activator'... is a unitptr to the PC/NPC about to hit someone else.
 +
      'argument'.... is empty.
 +
 +
      command(CMD_AUTO_COMBAT) will evaluate to TRUE.
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="sfbdead" />
 +
SFB_DEAD          Death message
 +
 +
  When this flag is set, the routine gets activated when a PC or NPC dies:
 +
 +
      'activator'... will point to the PC/NPC that is about to die.
 +
      'argument'.... is empty.
 +
 +
      command(CMD_AUTO_DEATH) will evaluate to TRUE
 +
 +
  The SFB_DEAD message is sent, just as the character dies, while his items are
 +
  still equipped, just before the corpse is created.  The character's '.fighting'
 +
  field points to his primary opponent, although this person does not necessarily
 +
  have to be the one that killed him.
 +
 +
  This can be exploited by making items wiz invisible (the .minv field) just as
 +
  the message is received, causing them to stay inside the player rather than
 +
  being transferred to the corpse. This does both give the ultimate crash
 +
  protection, as well as a means of letting items, such as bribe items, forever
 +
  be a part of the player (remember to make it un-wizinvis when the player
 +
  returns from heaven - players should not have access to items while in heaven).
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="sfbmsg" />
 +
 +
SFB_MSG            User message
 +
 +
  When this flag is set, the routine gets activated when a message is passed
 +
  to it. Messages can be passed with the DIL commands 'sendto' and 'send':
 +
 +
      'activator'... is a unitptr to the unit sending the message.
 +
      'argument'.... is a string containing possible data from the sender.
 +
 +
      command(CMD_AUTO_MSG) will evaluate to true.
 +
 +
 +
  Messages are normally not generated by actions performed by the owner of the
 +
  program. For a program to be able to be aware of messages from the owner, a
 +
  keyword 'aware' should be listed just after 'dilbegin'.
 +
 +
  When a unit is saved, normally, the DIL programs in it would restart when the
 +
  program is loaded. However it is possible to let DIL programs recall their
 +
  execution from where they left off when they where saved.  This is done by
 +
  listing the keyword 'recall' after the 'dilbegin'.  This is however a bit
 +
  limited.  Only the status of the original template are saved. Not the state
 +
  inside a template called as a function or procedure from inside the original
 +
  template. 'secure' and interrupts are not recalled upon loading the template.
 +
 +
 +
'''Example:'''
 +
 +
<nowiki>
 +
 +
dilbegin recall aware mute();
 +
var
 +
    i : integer;
 +
 +
code
 +
{
 +
    i:=10;
 +
     while (i>0)
 
     {
 
     {
      block;
+
      wait(SFB_CMD,command(CMD_SAY) or command(CMD_SHOUT));
    act("Your not thirsty.", A_HIDEINV, u, null, null, TO_CHAR);
+
      exec("emote tries to make a sound, but only blood spurts through"+
       goto start;
+
            "the lips",self);
 +
       block;
 +
      i := i - 1;
 
     }
 
     }
  block;
+
    act ("You drink $2n and it makes you feel more energetic!", A_HIDEINV, u, self,
+
     i:=10;
        null, TO_CHAR);
+
     while (i>0)
    act ("$1n drinks $2n and looks more energetic!", A_HIDEINV, u, self,
 
        null, TO_ROOM);
 
 
 
    u.thirst := u.thirst + 10;
 
     u.full := u.full + 10;
 
     if (u.thirst > 24)
 
 
     {
 
     {
      u.thirst := 24;
+
      wait(SFB_CMD,command(CMD_SAY) or command(CMD_SHOUT));
 +
      exec("emote tries to make a sound, but can't",self);
 +
      block;
 +
      i := i - 1;
 
     }
 
     }
 
+
     if (u.full > 24)
+
     i:=10;
 +
    while (i>0)
 
     {
 
     {
      u.full := 24;
+
      wait(SFB_CMD,command(CMD_SAY) or command(CMD_SHOUT));
 +
      exec("emote tries to make a loud sound, but can't",self);
 +
      block;
 +
      i := i - 1;
 
     }
 
     }
     u.endurance := u.endurance+50;
+
     quit;
     if (u.endurance > u.max_endurance)
+
}
 +
dilend</nowiki>
 +
 +
/* When attached to a PC, the pc will be unable to utter a sound the first 10
 +
    sound command, and blood will spurt out.
 +
    The next 10 sound commands, the victim just can't shout.
 +
    The last 10 sound commands only say will work.
 +
    In the end, 'quit' removes the program all together.
 +
    The smart thing is that the 'aware' keyword lets the program receive messages
 +
    from the owner (player) commands. Secondly, the keyword 'recall' makes sure
 +
    that the program does not start over, if the victim quits in the middle, but
 +
    restart at the position it had attained.
 +
    Do not put in the 'aware' if it is not needed. It saves some interpretation
 +
    time not having to pass the extra messages.
 +
*/
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="sfbpre" />
 +
 +
SFB_PRE            Command preprocessing
 +
 +
  When this flag is set, the program is activated by a few special events
 +
  which can then be blocked or changed. Currently, this event is triggered
 +
  just prior to a spell being cast, and just prior to any sort of damage
 +
  being given to a target.
 +
 +
  PRE "command(CMD_CAST)"
 +
 +
  Assume a a spell is cast from player A on player B with a scroll C.
 +
 +
      'activator'... is a unitptr to A.
 +
      'medium'  ... is a unitptr to C.
 +
      'target'  ... is a unitptr to B.
 +
 +
      command(CMD_CAST) will evaluate to TRUE.
 +
 +
      'argument'.... will contain a number followed by any
 +
                    argument to the spell itself. You should
 +
                    parse this number, it equals the spell number SPL_XXX.
 +
      'power' ....  is set to 'HM', i.e. how powerful the spell cast
 +
                    is going to be. YOu can change this number at will.
 +
                    If you decide to block the spell, you ought to set it
 +
                    to -1.
 +
 +
Example:
 +
    wait(SFB_PRE, command(CMD_CAST));
 +
 +
    s := getword(argument);
 +
    splno := atoi(s);
 +
 +
     if (splno == SPL_FIREBALL_3)
 +
      power := 0; /* No damage */
 +
    ...
 +
 +
 +
  PRE "command(CMD_AUTO_DAMAGE)"
 +
 +
  Assume that damage is given from player A to player B with a sword C.
 +
 +
      'activator'... is a unitptr to A.
 +
      'medium'  ... is a unitptr to C.
 +
      'target'  ... is a unitptr to B.
 +
 +
      command(CMD_AUTO_DAMAGE) will evaluate to TRUE.
 +
 +
      'power' ....  is set to how much damage will be given. You can change
 +
                    this number at will, but you should not set it to less
 +
                    than zero.
 +
 +
      'argument'.... will contain three numbers that you must parse to
 +
                    determine what kind of damage we're talking about.
 +
 +
                    First number is the attack group, this can be one of
 +
                    MSG_TYPE_XXX from values.h and/or vme.h.
 +
 +
                    Second number is dependant on the attack group and
 +
                    identifies what damage compared to the group. For
 +
                    example WPN_XXX for weapon group.
 +
 +
                    Third number is the body hit location, one of WEAR_XXX,
 +
                    (but not all of them, just hands, feet, legs, body, head,
 +
                      arms, i.e. the armour positions, not positions like finger
 +
                      or ear).
 +
 +
 +
Example:
 +
    wait(SFB_PRE, command(CMD_AUTO_DAMAGE));
 +
 +
    s1 := getword(argument);
 +
    grpno := atoi(s1);
 +
 +
    s2 := getword(argument);
 +
    atkno := atoi(s2);
 +
 +
    s3 := getword(argument);
 +
    hitloc := atoi(s3);
 +
 +
    if (grpno == MSG_TYPE_SPELL)
 
     {
 
     {
      u.endurance := u.max_endurance;
+
      if ((s2 == SPL_FINGER_DEATH))
 +
      {
 +
          act("Your scarabaeus lights up as it protects your life force.");
 +
          power := -1;
 +
          block;
 +
      }
 
     }
 
     }
     sub_drink_info@commands(self);
+
     ...
    quit;
+
  }
+
  dilend
+
---~---~---~---~---~---~---~---~---
 
+
  </nowiki>
+
'''<i>A note upon activating a DIL program</i>'''
 
+
  <PARA>If this <ACRONYM>DIL</ACRONYM> function scares you don't worry you don't have to
+
This is what you can't do:
  understand it or adjust it you only have to use it.  In fact this is a
+
  really easy <ACRONYM>DIL</ACRONYM> to useThe argument on the tuborg function is not used
+
  If a DIL program is already active, e.g. it is sending a message or
  yet so all you have to do is pass in a blank string or any string for
+
  perhaps using "exec" to perform an action, then it can not be activated.
  that matterSo if you wanted to make a tuborg in the game you would
+
  Thus, any active DIL program is unable to catch further messages.
  just add this to your drink container.</PARA>
+
  Imagine this setting:
 
+
 
+
  You have five program P1..P5. P1 sends a message, which is intercepted
 +
  by P2. P2 now sends a message, but since P1 is busy it can not process
 +
  the message. P3..P5 are however possible candidates.
 +
  Assume P3 sends a message, and P4 acts upon it. P4 now sends a message
 +
  and the ONLY program which can catch it is P5, since all the other programs
 +
  are "busy". If P5 sends a message no-one can act upon it. When P5
 +
  returns, so does P4, P3, P2 and finally P1.
 +
 +
<!--LINK--><span id="built_in" />
 +
<h3>'''Built-in Variables:'''</h3>
 +
<!--LINK--><span id="cmdstr" />
 +
'cmdstr'
 +
    This variable is a string which contains the "command" which was entered
 +
    by a player. The result of adding:
 +
 +
      cmdstr + " " + argument
 +
 +
    is the entire string as entered by the player.
 +
    The 'cmdstr' is EXPANDED by the interpreter, so assume a player
 +
    types 's' then the string is expanded to 'south'.
 +
 +
 +
<!--LINK--><span id="excmdstr" />
 +
'excmdstr'
 +
    This variable is a string which contains the "first string" which was entered
 +
    by a player. The result of adding:
 +
 +
      excmdstr + " " + argument
 +
 +
    is the entire string as entered by the player. The 'excmdstr' is not
 +
    EXPANDED by the interpreter, but it is converted to lower case. So
 +
    assume a player types 'S' then the string is returned as 's'.  The
 +
    'excmdstr' is however changed to all lower case if you don't want
 +
    this see 'excmdstr_case'.
 +
 +
<!--LINK--><span id="excmdstr_case" />
 +
'excmdstr_case'
 +
    This variable is a string which contains the "first string" which was entered
 +
    by a player. The result of adding:
 +
 +
      excmdstr_case + " " + argument
 +
 +
    is the entire string as entered by the player.
 +
    The 'excmdstr' is not changed in anyway from how a player types it.
 +
    If a player types 'S' then the 'excmdstr_case' will have 'S' in it.
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
  <!--LINK--><span id="self" />
 +
'self'
 +
    This variable is a unitptr to the unit owning the DIL program.
 +
    For C++ people, this is like the 'this' pointer.
 +
    For example, if Mary has a program, then self.title equals
 +
    "Mary the Lumberjack wife"
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="activator" />
 +
'activator'
 +
    This variable is a unit pointer to the unit which activated the DIL
 +
    program. It is set if 'activator' issued a command or unknown command
 +
    and the program was setup to catch it, with : wait (SFB_CMD...).
 +
    See description of messages for more information.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="targ" />
 +
'target'
 +
    This variable is a unit pointer to the unit which is the target of the
 +
    current operation. For 'done' messages this could for example be the
 +
    destination in a give command.
 +
    See description of messages for more information.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="medium" />
 +
  'medium'
 +
    This variable is a unit pointer to the unit which was used during an
 +
    operation. For 'done' messages this could for example be a bag which
 +
    was the medium in a get operation.
 +
    See description of messages for more information.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="power" />
 +
'power'
 +
    This variable is an integer which can be reassigned. It is used in
 +
    permission messages and in a few done messages. For example a permission
 +
    request to damage a person with 100 damage would have power equal 100.
 +
    This could then be reduced to 50 by assigning a new number.
 +
    See description of messages for more information.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="argu" />
 +
'argument'
 +
    This variable is a string, showing the argument of a command resulting
 +
    in the activation of the DIL program. See SFB_CMD for example.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="hb" />
 +
'heartbeat'
 +
    This is the DIL programs heartbeat. It can be assigned runtime to
 +
    change the rate with which SFB_TICK is activated. Do not set it
 +
    too low, and remember that it is specified in 1/4th of a second.
 +
    use the constant PULSE_SEC to multiply your wanted delay, for
 +
    Example:
 +
      heartbeat := PULSE_SEC*25; /* Tick every 25 seconds */
 +
   
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="null" />
 +
'null'
 +
    This is a null pointer.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="weather" />
 +
'weather'
 +
    This is the state of the mud-weather. It will equal one of the
 +
    SKY_XXX values in values.h and/or vme.h.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bvrealtime" />
 +
'realtime'
 +
    This variable returns the number of seconds passed since 1970 something.
 +
    For C buffs this is equivalent to time(NULL).
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="mmmm" />
 +
'mudday'
 +
'mudhour'
 +
'mudmonth'
 +
'mudyear'
 +
    These variables lets your program keep track of the time in the mud.
 +
    They all have integer types.
 +
 +
<!--LINK--><span id="const" />
 +
<h3>'''DIL constructs:'''</h3>
 +
 +
DIL offers a set of construct for you to program with.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="dcif" />
 +
'''if:'''
 +
    The if statement is much like C. It takes any type as
 +
    argument. Non integers are considered 'TRUE' if they are
 +
    not null.
 +
 +
'''Example:'''
 +
 
  <nowiki>
 
  <nowiki>
 
+
  dilcopy tuborg@function ("");
+
  dilbegin foo();
 
+
  code
  </nowiki>
+
  {
 
+
    if (self.hp>10)
  <PARA>All of the above listed <ACRONYM>DIL</ACRONYM> object functions are described in
+
    {
  <XREF LINKEND="objdilfunc">.
+
      exec("say Hehe!",self);
  Then we put some to work so you can see how
+
    }
  to use them in <XREF LINKEND="objcomplex"></PARA>
+
     else
  </LISTITEM>
+
     {
  </VARLISTENTRY>
+
      exec("say ouch!", self);
 
+
    }
  </VARIABLELIST>
+
  }
 
+
  dilend</nowiki>
  </SECT1>
+
   
 
+
'''Example:'''
  <sect1 id="objmacros">
+
  <TITLE>Object macros</TITLE>
 
 
 
    <PARA>To make the creation of some objects easier we have provided a
 
  set of Macros.  The macros range from general armour and weapons macros
 
  to macros that help you create special affects on all items.  We will
 
  first cover what craftsmanship and magical modifiers are in <xref
 
  linkend="objcraft"> and <xref linkend="objmag"> respectively.  After
 
  which we will show the use of craftsmanship and magical modifiers in
 
  <xref linkend="objmacroweapon"> and <xref
 
  linkend="objmacroarmour">.</PARA>
 
 
 
 
 
 
 
   
 
  <sect2 id="objcraft">
 
  <TITLE>Weapon and armour craftsmanship</TITLE>
 
 
 
  <PARA>The craftsmanship is a way of expressing the overall quality of  a
 
  piece of armour or weapon.  The quality on the <ACRONYM>VME</ACRONYM> servers currently
 
  means the amount of hit points given to an item.  The craftsmanship
 
  ranges from 25 to -25 and the hit points range from 125 to 6000.  The craftsmanship can be looked at as how tough or good the armour
 
  or weapon is.  The following table should help you in deciding how tough
 
  your armour or weapon should be.</PARA>
 
 
 
  <TABLE frame=all tocentry=0>
 
  <TITLE>Approximate hit points verses craftsmanship</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Craftsmanship</ENTRY>
 
  <ENTRY>Hit points</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>25</ENTRY>
 
  <ENTRY>6000</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>20</ENTRY>
 
  <ENTRY>5000</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>15</ENTRY>
 
  <ENTRY>4000</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>10</ENTRY>
 
  <ENTRY>3000</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>5</ENTRY>
 
  <ENTRY>2000</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>0</ENTRY>
 
  <ENTRY>1000</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>-5</ENTRY>
 
  <ENTRY>875</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>-10</ENTRY>
 
  <ENTRY>650</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>-15</ENTRY>
 
  <ENTRY>425</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>-20</ENTRY>
 
  <ENTRY>300</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>-25</ENTRY>
 
  <ENTRY>125</ENTRY>
 
  </ROW>
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <PARA>It is suggested the higher the craftsmanship the higher the cost
 
  of the weapon should be.  This is not a must but it goes with out saying
 
  the quality of an item should be represented in the cost of it.  Of
 
  corse there is the time you would want to sell your players poor quality
 
  items at a high cost just to make them think they are getting something
 
  cool.</PARA>
 
 
 
  </sect2>
 
 
 
  <sect2 id="objmag">
 
  <TITLE>Magical modifier</TITLE>
 
 
 
  <PARA>The magical modifier can be said to modify damage done to an
 
  opponent.  In a combat the damage is calculated and then the magical
 
  bonuses on armour or weapons is added in.  This is best explained by an
 
  example.</PARA>
 
 
 
  <PARA>Lets say that you were about to give 25 hit points of damage to a
 
  person.  Your sword has a plus 25% in magical bonus.  The bonus is added to
 
  your damage to make it a total of 50 hit points of damage.  The player
 
  you are hitting however has a +25% magical bonus on his armour that you
 
  are about to hit him on.  That will reduce the damage back to its 25%
 
  hit points originally done.  This is just a nice way to add a bit of
 
  damage for a special weapon.</PARA>
 
 
 
  <PARA>The magical modifier ranges from 25 to -25.  It affects both the
 
  damage being given to a player and the damage being given to a weapon or
 
  a piece of armour.</PARA>
 
 
 
  <PARA>It is suggested that you modify the costs of your objects to fit
 
  the amount of magical bonus along with adding the magical flag tot he
 
  objects flag list so an identify spell can pick up that there is
 
  magic about the object.  This is not a must but your players will love
 
  you for it.</PARA>
 
  </sect2>
 
  <sect2 id="objmacroweapon">
 
  <TITLE>Setting weapon fields</TITLE>
 
      
 
     <PARA>To create a weapon you only need three pieces of information.
 
  The weapons craftsmanship and magical modifiers defined in <xref
 
  linkend="objcraft"> and <xref linkend="objmag"> and the weapon type.
 
  You have seen the weapon types before when defining a NPCs natural
 
  attack type in <xref linkend="npcmacroattarm">.  The full list of weapon
 
  types that are released with the <ACRONYM>VME</ACRONYM> 2.0 can be found in <xref
 
  linkend="app-d">. With craftsmanship, magical modifier and the weapon
 
  type all you need to do is pick from one of the following macros and
 
  insert your numbers.</PARA>
 
 
 
 
 
 
  <nowiki>
 
  <nowiki>
 
+
   
  #define WEAPONSZ_DEF(weapon_category, craftsmanship, magic_bonus, hgt) \
+
  dilbegin foo();
    WEAPON_DEF(weapon_category, craftsmanship, magic_bonus)\
+
  code
    height hgt
+
  {
 
+
    if (self.loaded>10)
  #define SHIELD_DEF(shield_type, craftsmanship, magic_bonus) \
+
    {
    manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
+
       exec("say its getting crowded!",self);
    type ITEM_SHIELD            \
+
     }
    value[0] shield_type       \
+
  }
    value[1] craftsmanship     \
+
  dilend</nowiki>
    value[2] magic_bonus
+
   
 
+
  '''Example:'''
  </nowiki>
+
 
 
  <PARA>As you can see the first macro uses the second macro so the only
 
  difference between them is the first one sets the height field. Using
 
  the first macro will force your weapon to be a certain size when loaded.
 
  While not setting the height field by using the second macro would let
 
  the <ACRONYM>VME</ACRONYM> server set the size of the weapon by what NPC it is loaded
 
  on.</PARA>
 
 
 
  <PARA>  A flail (two handed) of non-pure iron (-3%), a little better than
 
  average craftsmanship (5%) and no magic bonuses would have:</PARA>
 
 
 
 
 
 
  <nowiki>
 
  <nowiki>
       WEAPON_DEF(WPN_FLAIL, +2, 0)
+
 
+
  dilbegin foo();
  </nowiki>
+
  code
 
+
  {
  <PARA>A rusty  (-5%) mean sacrificial dagger by a skilled smithy (+5%)
+
    if (self.loaded<10)
  and magically enchanted might be:</PARA>
+
       exec("say plenty of room!",self);
 
+
  }
 
+
  dilend</nowiki>
 +
 +
  ---~---~---~---~---~---~---~---~---
 +
   
 +
<!--LINK--><span id="dcgoto" />
 +
'''goto:'''
 +
    The goto statement lets you jump about in the code.
 +
    Labels in your DIL programs, for 'goto' or interrupts
 +
    are defined within ':'. For an example, see the program below.
 +
 +
'''Example:'''
 +
 
  <nowiki>
 
  <nowiki>
 
+
      flags {UNIT_FL_MAGIC}
+
dilbegin foo();
      WEAPON_DEF(WPN_DAGGER, 0, +5)
+
  code
   
+
  {
    </nowiki>
+
    :mylabel:
 
+
    exec("say Hello world",self);
  <PARA>An old shaky wooden stick made for a 400 cm tall person could
+
    pause;
      be:</PARA>
+
    goto mylabel;
 
+
  }
   
+
  dilend</nowiki>
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="dcwhile" />
 +
'''while:'''
 +
    The while statement lets you execute a series of
 +
    statements while an expression evaluates to TRUE.
 +
 +
'''Example:'''
 +
 
  <nowiki>
 
  <nowiki>
   
+
   WEAPONSZ_DEF(WPN_CLUB, -5, 0,400)
+
dilbegin foo();
      
+
   code
     </nowiki>
+
  {
   
+
    while (not self.inside) {
  <PARA>A wooden bastard sword would have considerable less craftsmanship
+
      exec("say I own nothing", self);
  than listed since wood prevents the slashing effect, also it would be
+
      pause;
  non-sense to apply better than average craftsmanship in this
+
     }
  case.</PARA>
+
     exec("say ahh.. now i own something", self);
 
+
  }
 
+
  dilend</nowiki>
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
'''break:''' <!--LINK--><span id="dcbreak" />
 +
    The break statement makes you break out of any
 +
    loop you're currently in.
 +
 +
'''Example:'''
 +
 
  <nowiki>
 
  <nowiki>
 
+
      WEAPON_DEF(WPN_BROAD_SWORD, -15, 0)
+
dilbegin foo();
   
+
  code
    </nowiki>
+
  {
  </sect2> 
+
     while (self.inside) {
     <sect2 id="objmacroarmour">
+
      if (self.position &lt POSITION_SLEEPING)
  <TITLE>Setting armour fields</TITLE>
+
        break;
 
+
      exec("say I own something", self);
  <PARA>When designing armour it is no more difficult then when designing
+
      pause;
  weapons. There is five main armour types.  The types don't define the
+
    }
  material type for example if you wanted to create a wooden pair of
+
  }
  armour that protected like plate armour you could do this by defining
+
  dilend</nowiki>
  the armour type as plate and then adding the material as defined in
+
  <xref linkend="objmacromattype">.  The five armour types are as
+
---~---~---~---~---~---~---~---~---
  follows:</PARA>
+
<!--LINK--><span id="dccont" />
 
+
'''continue:'''
  <itemizedlist>
+
    The continue statement makes you jump to the top
  <LISTITEM><PARA>Clothes</PARA></LISTITEM>
+
    of any loop you're currently in.
  <LISTITEM><PARA>Leather</PARA></LISTITEM>
+
  <LISTITEM><PARA>Hard leather</PARA></LISTITEM>
+
'''Example:'''
  <LISTITEM><PARA>Chain</PARA></LISTITEM>
+
  <LISTITEM><PARA>Plate</PARA></LISTITEM>
 
  </itemizedlist>
 
 
 
  <PARA>The armours macros are almost the same as the weapons macro it looks
 
  as follows.</PARA>
 
 
 
 
 
 
  <nowiki>
 
  <nowiki>
 
+
   
  #define ARMOUR_DEF(atype, craftsmanship, magic_bonus) \
+
   dilbegin foo();
    manipulate {MANIPULATE_TAKE} \
+
   code
    type ITEM_ARMOR              \
+
   {
    value[0] atype
+
     while (self.inside) {
        value[1] craftsmanship      \
+
       if (self.position &lt POSITION_SLEEPING)
    value[2] magic_bonus
+
         break;
 
+
       pause;
  #define ARMOURSZ_DEF(atype, craftsmanship, magic_bonus, hgt)\
+
       if (self.hp<0) continue;
    ARMOUR_DEF(atype,craftsmanship, magic_bonus) \
+
      exec("say I own something", self);
    height hgt
+
       pause;
 
 
  </nowiki>
 
 
 
  <PARA>The craftsmanship and magical modifier fields have already been
 
  explained so the only thing new that you need to pass into these macros
 
  is the 'atype' which stands for armour type.  As we have mentioned there
 
  are five different armour types.  The following are the defines for
 
  each:</PARA>
 
 
 
  <itemizedlist>
 
  <LISTITEM><PARA>ARMOUR_CLOTHES</PARA></LISTITEM>
 
  <LISTITEM><PARA>ARMOUR_LEATHER</PARA></LISTITEM>
 
  <LISTITEM><PARA>ARMOUR_HLEATHER</PARA></LISTITEM>
 
  <LISTITEM><PARA>ARMOUR_CHAIN</PARA></LISTITEM>
 
  <LISTITEM><PARA>ARMOUR_PLATE</PARA></LISTITEM>
 
  </itemizedlist>
 
 
 
  <PARA>The armour type defines how different weapons and spells are
 
  defended against for example plate would be better against acid maybe
 
  and worse against electricity.  You as a <ACRONYM>VME</ACRONYM>
 
  administrator will have to decide which armours are better at what by
 
  changing your ''weapons.def'' and
 
  ''spells.def''</PARA>
 
 
 
  <PARA>This explains the entire armour define but there is some more to
 
  it.  The rest will be covered in <xref linkend="objarmour"> For now an
 
  example use of the armour define would be as follows:</PARA>
 
 
 
 
 
 
 
<nowiki>
 
 
 
  flags {UNIT_FL_MAGIC}
 
  ARMOR_DEF(ARM_PLATE,+15,+5)
 
   
 
    </nowiki>
 
   
 
  </sect2>
 
 
 
    <sect2 id="objmacroshield">
 
  <TITLE>Setting shield fields</TITLE>
 
 
 
  <PARA>We have tried to keep the interface of making armours, weapons, and shields the same.  If you have already looked through the defines for weapons and armours you will find that there is very little difference here.  The following is the define for the macro that sets the shield values.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define SHIELD_DEF(shield_type, craftsmanship, magic_bonus)  \
 
    manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_SHIELD} \
 
    type ITEM_SHIELD            \
 
    value[0] shield_type        \
 
    value[1] craftsmanship      \
 
    value[2] magic_bonus
 
 
 
  #define SHIELDSZ_DEF(shield_type, craftsmanship, magic_bonus, hgt)  \
 
    SHIELD_DEF(shield_type, craftsmanship, magic_bonus)\
 
    height hgt
 
   
 
    </nowiki>
 
   
 
    <PARA>You have already seen the craftsmanship and magical modifiers
 
  in <xref linkend="objcraft"> and <xref linkend="objmag">, so the only
 
  thing different here is the shield type.  There are three shield
 
  types available in the current combat system and they are categorized by
 
  size.  the three sizes are small, medium, and large.  to set the type
 
  you use the defines from ''vme.h'' which define the
 
  following:</PARA>
 
   
 
  <itemizedlist>
 
  <LISTITEM><PARA>SHIELD_SMALL</PARA></LISTITEM>
 
  <LISTITEM><PARA>SHIELD_MEDIUM</PARA></LISTITEM>
 
  <LISTITEM><PARA>SHIELD_LARGE</PARA></LISTITEM>
 
  </itemizedlist>
 
 
 
  <PARA>the larger the shield the better chance of blocking an attack.
 
  You may want to remember to add weight as you add size to your shield so
 
  players are weighted down and can not carry the best of everything
 
  but that is up to the administrator of the <ACRONYM>VME</ACRONYM> server.</PARA>
 
 
 
  <PARA>A small magical wooden shield could be assigned:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
      flags {UNIT_FL_MAGIC}
 
      SHIELD_DEF(SHIELD_SMALL, 0, +5)
 
   
 
    </nowiki>
 
    </sect2> 
 
   
 
    <sect2 id="objmacromattype">
 
  <TITLE>Setting material types</TITLE>
 
 
 
  <PARA>Currently Material types are not used greatly in spells or skills
 
  but in the future we hope to add more functionality for materials.  For
 
  example in the future if you are hit by an acid spell we want your
 
  armour to be damaged depending on the material it is.  The material
 
  doesn't have any affect on damage given or taken it is just a way you can
 
  check in <ACRONYM>DIL</ACRONYM> what the weapon is made out of.  The following is the list
 
  you would find in ''wmacros.h'' of in the <ACRONYM>VME</ACRONYM> 2.0
 
  release.</PARA>
 
 
 
 
 
  <nowiki>
 
 
 
  #define MATERIAL_WOOD(DESCR)   extra {"$material", "$mat_wood"} DESCR
 
  #define MATERIAL_METAL(DESCR)  extra {"$material", "$mat_metal"} DESCR
 
  #define MATERIAL_STONE(DESCR)  extra {"$material", "$mat_stone"} DESCR
 
  #define MATERIAL_CLOTH(DESCR)  extra {"$material", "$mat_cloth"} DESCR
 
  #define MATERIAL_LEATHER(DESCR) extra {"$material", "$mat_leather"} DESCR
 
  #define MATERIAL_SKIN(DESCR) extra {"$material", "$mat_skin"} DESCR
 
  #define MATERIAL_ORGANIC(DESCR) extra {"$material", "$mat_organic"} DESCR
 
  #define MATERIAL_GLASS(DESCR)  extra {"$material", "$mat_glass"} DESCR
 
  #define MATERIAL_FIRE(DESCR)    extra {"$material", "$mat_fire"} DESCR
 
  #define MATERIAL_WATER(DESCR)  extra {"$material", "$mat_water"} DESCR
 
  #define MATERIAL_EARTH(DESCR)  extra {"$material", "$mat_earth"} DESCR
 
  #define MATERIAL_MAGIC(DESCR)  extra {"$material", "$mat_magic"} DESCR
 
 
 
  </nowiki>
 
  <PARA>Therefore if you had a wooden staff you could add the following to
 
  your weapon so spells would know what it was made out of.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  MATERIAL_WOOD("a hard oak")
 
 
 
  </nowiki>
 
  </sect2> 
 
    <sect2 id="objmacroliqcont">
 
    <TITLE>Drink container macros</TITLE>
 
 
 
  <PARA>There are two different kinds of macros for drink containers.  The
 
  one you use depends on the need at the time.  The harder macro is made
 
  so you can create a drink of any kind.  If however you want normal
 
  drinks like water, beer, or even lemonade there are more simple macros
 
  already defined for you to use in ''liquid.h''.  The
 
  following is a couple of the macros from the
 
  ''liquid.h'' for a full listing see
 
  <xref linkend="app-e">.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
 
  #define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
 
  #define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("red", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
 
  #define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
 
     
 
  </nowiki>
 
 
 
  <PARA>To use these macros the arguments are pretty simple.</PARA>
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;weight
 
  <DICTDEF>
 
  <PARA>The first argument just says how heavy your drink container is when
 
  empty.  Like a barrel might be 15 pounds and a glass might be 1 pound.
 
  You may be thinking there is no way the glasses in your kitchen are one
 
  pound.  The truth is if we had less than a pound then we would set the
 
  glass to less but currently all units are measured in pounds so the
 
  least we can make it is a pound.  In the future of the
 
  <ACRONYM>VME</ACRONYM> we will be converting to smaller measurements
 
  like grams or ounces.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
  <term>capacity</term>
 
  <LISTITEM>
 
  <PARA>The second argument is what your container can carry weight wise.
 
  So if your barrel is 15 pounds and your barrel can carry 35 pounds of a
 
  liquid then the total weight when full would be 50 pounds, if my math
 
  is working today.  To make a container with infinity liquid like a
 
  fountain you just set capacity to '-1'.</PARA>
 
  <NOTE><PARA>Making capacities ridiculously large can cause weight bugs.
 
  If your going to allow ridiculous amounts you might just want to give
 
  them the infinite amount or really work on your drink and pour
 
  functions</PARA></NOTE>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
    <VARLISTENTRY>
 
    <term>inside</term>
 
  <LISTITEM>
 
    <PARA>The third argument is how much liquid by weight your container
 
    has inside.  This value should not be greater than the capacity but if
 
    you mess up it will be fixed when the player tries to drink from it.
 
    The total weight of the drink container and the liquid it contains
 
    will be the weight added to this value.</PARA>
 
    </LISTITEM>
 
    </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
  <term>poison</term>
 
  <LISTITEM>
 
  <PARA>the forth argument is the amount of poison in your drink.  There
 
  is no limit on the amount of poison but understand that a value of ten
 
  would be a very high poison value.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>So if you wanted to make a simple small glass of water you would
 
  use the water macro and it would look like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  LIQ_WATER(1,2,2,0)
 
 
 
  </nowiki>
 
 
 
  <PARA>You are probably wondering what it takes to fill a player from
 
  empty.  The players thirst ranges from -24 which is dieing of
 
  thirst all the way to positive 24 which is full.  So if you have a
 
  barrel that can hold 24 capacity one full barrel can take a person from
 
  zero thirst to full.</PARA>
 
 
 
  <PARA>Now lets say you want to make something more exotic.  All the
 
                            normal drinks are made or at least a great
 
                            number of them are in the
 
                            ''liquid.h'' but what if
 
                            you had a race from outer space that drank
 
                            nothing but silicone oil.  This obviously is
 
                            not covered in our liquid file so you would
 
                            have to make one yourself or use the more
 
                            complex macro.</PARA>
 
 
 
         
 
<nowiki>
 
 
 
  #define LIQ_DEF(color, wgt, max_cap, inside,thirst,full,drunk,poison) \
 
    type ITEM_DRINKCON          \
 
    weight (wgt)+(inside) \
 
    capacity max_cap \
 
    value[0] inside        \
 
    value[3] poison \
 
    extra {"$drink_color"}color \
 
    extra {"$drink_thirst"} #thirst \
 
    extra {"$drink_full"} #full \
 
    extra {"$drink_drunk"} #drunk
 
   
 
    </nowiki>
 
 
 
  <PARA>As you can see this define has much more information you need to
 
  pass it but it really is not that hard.  The following are the arguments
 
  and what they do.</PARA>
 
 
 
  <VARIABLELIST>
 
 
 
  <VARLISTENTRY>
 
;color
 
  <DICTDEF>
 
  <PARA>the first argument is the color of the liquid.  this color will be
 
  shown when you look at the liquid in the container.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;wgt
 
  <DICTDEF>
 
  <PARA>The second argument is the weight of the container as in the last
 
  macros.  It is what the container would weigh empty.</PARA> </LISTITEM> </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;max_cap
 
  <DICTDEF>
 
  <PARA>The third argument is the maximum capacity of the container.  If
 
  the value is set to 15 and the container is fulled it will contain 15
 
  pounds of liquid which adds to the base weight to get the total weight
 
  of the container.  If you want a container to have unlimited contents
 
  then you set the capacity to '-1' and the weight will be that of the
 
  'wgt' field.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;inside
 
  <DICTDEF>
 
  <PARA>The forth argument is the amount of liquid the container starts
 
  with.  This amount should not be greater than the 'max_cap' field, but
 
  if it is it will be corrected when the player takes a drink or acts on
 
  the container.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;thirst
 
  <DICTDEF>
 
  <PARA>The fifth field is how much thirst this gives per pound of liquid
 
  consumed.  For example if you have a glass of water and it only has a
 
  capacity of 1 with 1 inside.  this value will be added once to the players
 
  thirst field.</PARA>
 
 
 
  <PARA>this can be a bit confusing so lets first explain that the thirst
 
  field can be anything from 0 to 10 or even greater but we suggest only 10
 
  max.  With that in mind know that we set water at 10 because it is one
 
  of the best thirst quenchers known to man.  Therefore a glass with 1
 
  capacity and 1 quantity inside will give a player +10 to his thirst so if
 
  the player was down to zero thirst value one drink will give them 10.
 
  remember that a players thirst ranges from -24 to +24 so with three
 
  drinks of water a person could fill his thirst need entirely.</PARA>
 
 
 
  <PARA>With that in mind when setting this field you have to think what
 
  kind of thirst quencher is my drink.  If for example it is vodka it would
 
  have little to know thirst quenching power so you would set this field
 
  to 0 or 1.</PARA>
 
 
 
  </LISTITEM> </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;full
 
  <DICTDEF>
 
  <PARA>The sixth field like the thirst field sets how the drink will
 
  affect the chars fullness.  The chars fullness field is normally set
 
  when a player is eating but as you know drinking some drinks will also
 
  give you the feeling of being full.  One drink like this would be milk.
 
  The chars fullness field ranges from -24 to 24 like the thirst field and
 
  the argument you are setting on this field should range from 0 to 10
 
  unless you have a pro teen drink that fills them like food.  Milk might
 
  have a fullness of something like 5.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;drunk
 
  <DICTDEF>
 
  <PARA>the seventh field like thirst and full deals with the Drunkenness of
 
  a character.  A character can range from 0 (not drunk) all the way up to
 
  24 (smashed).  The drunk field on this macro sets how much drunk is
 
  added for each quantity of the liquid is consumed.  Therefore something
 
  like vodka should have a value of 10 while something like water should
 
  be down at 0 unless you have some weird race that gets drunk from
 
  water.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;poison
 
  <DICTDEF>
 
  <PARA>The eighth and final field is again like the last macro we looked
 
  at it sets the poison factor of a liquid.  The value ranges from 0 (no
 
  poison) to whatever you want but understand that 10 is an extreme poison
 
  factor and a player drinking this will most likely die quickly.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  </VARIABLELIST>
 
 
 
  <PARA>So with the definitions of each arguments in mind lets return to
 
  the example of making a silicone oil based liquid.  We will first
 
  show what it would look like using the hard macro then what the new
 
  easy macro that you could create would look like.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  LIQ_DEF("blue",5,10,10,5,1,0,0)
 
 
 
  </nowiki>
 
 
 
  <PARA>Now if you want to make this a liquid your going to use a lot
 
  you would define your own easier macro like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define LIQ_SILICONE(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("blue", WEIGHT,CAPACITY,INSIDE,5,1,0,POISON)
 
 
 
  </nowiki>
 
 
 
  <PARA>That covers the use of the macros but for more information on the
 
  drink containers see <xref linkend="objdrink">.</PARA>
 
  </sect2>
 
 
 
   <sect2 id="objmacrofood">
 
   <TITLE>The food macros</TITLE>
 
 
 
  <PARA>The food macro is much easier than that of the drink macro so if
 
  you have drink containers down you will have no problem making food to
 
  go with your beverage.  The players fullness value ranges from -24 to 24
 
  as we have already learned when making drink containers and in the
 
  current food system on the <ACRONYM>VME</ACRONYM> server we do not allow thirst to be
 
  modified by food.  Therefore the only thing you have to set is the
 
  amount of fullness and the poison factor if there is any.  The following
 
  is what the define for food looks like.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define FOOD_DEF(food_amount, poison_factor)  \
 
    type ITEM_FOOD        \
 
    value[0] food_amount  \
 
    value[3] poison_factor
 
   
 
    </nowiki>
 
   
 
    <PARA>Therefore if you wanted to make sure that only one of your
 
  foods that you were creating would fill a player entirely in one bite
 
  you would set it like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  FOOD_DEF(50,0)
 
 
 
  </nowiki>
 
 
 
  <PARA>It is recommended that you only set the value between 1 and 10 so
 
  that players have to eat a bit as if they were eating in the real
 
  world.</PARA>
 
    </sect2>
 
       
 
    <sect2 id="objmacrolight">
 
  <TITLE>Light object macro</TITLE>
 
 
 
  <PARA>The light macro is very simply to use it only has two values
 
  duration and brightness of light.  The macro is defined as
 
  follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define LIGHT_DEF(hours, how_bright)  \
 
    type ITEM_LIGHT    \
 
    value[0] hours      \
 
    value[1] how_bright
 
 
 
  </nowiki>
 
 
 
  <PARA>The first argument is the duration in mud hours which is about 5
 
    minutes per mud hour.  The second argument is how bright the object
 
    is 0 would be stupid cause it would give off no light but you never
 
    know maybe you want to do something like that.  One, two, and three
 
    would be small torch, large torch, and lantern respectively.  You
 
    could set a brightness greater than 3 but you should be carefull not
 
    to over light your characters or you may cause light bugs.</PARA>
 
 
 
    </sect2>
 
 
 
    <sect2 id="objmacrocontainer">
 
    <TITLE>Container macro</TITLE>
 
 
 
  <PARA> The container macro is a simple macro that just sets two fields.
 
  The only information you have to give it is the capacity of the
 
  container.  Remember that capacity of an item is in weight not size.
 
  Therefore if some ones corpse weighs 230 pounds you will need a container
 
  that has a capacity of 230 to fit the corpse in it.  The following is
 
  the macros definition as found in ''wmacros.h'':</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define CONTAINER_DEF(max_capacity)  \
 
    type ITEM_CONTAINER              \
 
    capacity max_capacity
 
 
 
  </nowiki>
 
 
 
  <PARA>If you wanted to create a coffin that could carry any normal human
 
    corpse you could set it something like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  container_def(300)
 
 
 
  </nowiki>
 
      </sect2>
 
 
 
  <sect2 id="objmacromoney">
 
  <TITLE>Money macro</TITLE>
 
 
 
  <PARA>Money is one of the simplest objects you can make on the <ACRONYM>VME</ACRONYM>
 
  server.  With this macro all you need is the symbolic before the macro
 
  and the end keyword after the macro and you have 1 piece of money or a whole pile.  The macro is defined in the ''wmacros.h'' and looks exactly as follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define MONEY(coin_type, coins) \
 
    type ITEM_MONEY \
 
    manipulate MANIPULATE_TAKE \
 
    title coin_type \
 
    value[0] coins
 
   
 
    </nowiki>
 
   
 
    <PARA>The arguments are simple the first argument is the type of money the five possible values are:</PARA>
 
    <itemizedlist>
 
    <LISTITEM><PARA>IRON_PIECE</PARA></LISTITEM>
 
    <LISTITEM><PARA>COPPER_PIECE</PARA></LISTITEM>
 
    <LISTITEM><PARA>SILVER_PIECE</PARA></LISTITEM>
 
    <LISTITEM><PARA>GOLD_PIECE</PARA></LISTITEM>
 
    <LISTITEM><PARA>PLATINUM_PIECE</PARA></LISTITEM>
 
    </itemizedlist>
 
   
 
    <PARA>The second argument is the amount of coins.  If you set it to
 
  zero then it will still make exactly 1 of the coins.  The following
 
  would be what one platinum piece would be like in a zone file.</PARA>
 
   
 
   
 
<nowiki>
 
   
 
  platinum_piece
 
 
 
  MONEY(PLATINUM_PIECE, 0)
 
  /* Rest of values are inserted at runtime */
 
 
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>Now if you want to make a whole pile of money it would look like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  platinum_pile
 
 
 
  MONEY(PLATINUM_PIECE, 80)
 
  /* Rest of values are inserted at runtime */
 
  extra {}
 
  "Holy cow thats a stash."
 
 
 
  end
 
 
 
  </nowiki>
 
 
 
    </sect2>
 
 
 
    <sect2 id="objmacrocurse">
 
    <TITLE>Cursed objects macro</TITLE>
 
 
 
  <PARA>Sometimes when making special objects you want to make an item
 
  that a person can wear but can't remove.  With the cursed object macro
 
  this is a simple thing.  The cursed object macro is defined in
 
  ''wmacros.h'' and looks as follows:</PARA>
 
 
 
<nowiki>
 
 
 
  #define CURSED_OBJECT \
 
  affect \
 
     id ID_CURSE \
 
    duration -1 \
 
    firstf TIF_NONE \
 
    tickf  TIF_NONE \
 
    lastf  TIF_NONE \
 
    applyf APF_MOD_OBJ_FLAGS \
 
    data[0] OBJ_NO_UNEQUIP;
 
   
 
    </nowiki>
 
   
 
        <PARA>to use this macro it is simply a matter of putting the define
 
  in your object like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  CURSED_OBJECT   
 
 
 
  </nowiki>
 
 
 
  <PARA>When you set this macro on an object it adds an affect that can
 
  only be removed by the 'set' command or by the 'remove curse
 
  spell'.</PARA>
 
    </sect2>
 
 
 
    <sect2 id="objmacropws">
 
    <TITLE>Potion, wand, and staff macros</TITLE>
 
 
 
  <PARA>The macros for potions, scrolls, wands, and staffs are almost the
 
  same.  In fact there is only two differences. The first  is the potions and scrolls can cast three
 
  spells while wands can only cast two, The second is wands and staffs
 
  have multiple charges possible while scrolls and potions only can be
 
  used once.  The following are the macros
 
  for all four as found in ''wmacros.h''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define POTION_DEF(power,spell1,spell2,spell3)  \
 
    manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
 
    flags {UNIT_FL_MAGIC} \
 
    spell power      \
 
    type ITEM_POTION \
 
    value[0] power  \
 
    value[1] spell1  \
 
    value[2] spell2  \
 
    value[3] spell3
 
 
 
  #define SCROLL_DEF(power,spell1,spell2,spell3)  \
 
    manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
 
    flags {UNIT_FL_MAGIC} \
 
    spell power      \
 
    type ITEM_SCROLL \
 
    value[0] power  \
 
    value[1] spell1  \
 
    value[2] spell2  \
 
    value[3] spell3
 
 
 
  #define WAND_DEF(power,charge,spell1,spell2)  \
 
    manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
 
    flags {UNIT_FL_MAGIC} \
 
    spell power      \
 
    type ITEM_WAND \
 
    value[0] power  \
 
    value[1] charge  \
 
    value[2] spell1  \
 
    value[3] spell2  \
 
    value[4] charge  /* The max charge */
 
 
 
  #define STAFF_DEF(power,charge,spell1,spell2)  \
 
    manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD} \
 
    flags {UNIT_FL_MAGIC} \
 
    spell power      \
 
    type ITEM_STAFF  \
 
    value[0] power  \
 
    value[1] charge  \
 
    value[2] spell1  \
 
    value[3] spell2  \
 
    value[4] charge  /* The max charge */
 
   
 
    </nowiki>
 
 
 
  <PARA>The arguments are as follows for the macros.</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;power
 
  <DICTDEF>
 
  <PARA>The first argument on potions, scrolls, wands, and staff is the
 
  power the spell will be cast at.  You can have the power set in the
 
  range 1-200.  The spell power works the same as a player training in the
 
  spell.  The higher the number the more powerfull the cast.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;charge
 
  <DICTDEF>
 
  <PARA>The second argument on the staffs and wands is how many charges it
 
  has.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;spell#
 
  <DICTDEF>
 
  <PARA>On potions and scrolls you can set up to 2 spells you do not have
 
  to set them both the one you don't want set to 0.  On staffs and wands
 
  you can set three spells.  Again if you want only one or two you can
 
  leave the one you do not want set to 0.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
  </sect2>
 
   
 
   
 
    <sect2 id="objmacrotransfers">
 
  <TITLE>Magical transfer macros</TITLE>
 
 
 
  <PARA>There are times when you want to give a player a bonus in a
 
  ability, weapon, skill, and or weapon.  There is even times when you
 
  want to adjust a characters speed or add a flag to a player when they
 
  wear an item.  The following macros are what you would use to do any of
 
  those when a person uses an item.</PARA>
 
 
 
  <itemizedlist>
 
  <LISTITEM><PARA>CHAR_FLAG_TRANSFER(_MFLAGS)</PARA></LISTITEM>
 
  <LISTITEM><PARA>SKILL_TRANSFER(skill, amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>WEAPON_TRANSFER(weapon, amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>SPELL_TRANSFER(spell, amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>STR_TRANSFER(amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>DEX_TRANSFER(amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>CON_TRANSFER(amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>CHA_TRANSFER(amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>BRA_TRANSFER(amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>MAG_TRANSFER(amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>DIV_TRANSFER(amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>HIT_TRANSFER(amount)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>SPEED_TRANSFER(newspeed)</PARA></LISTITEM> 
 
  <LISTITEM><PARA>SLOW_TRANSFER(amount)</PARA></LISTITEM> 
 
  </itemizedlist>
 
 
 
  <NOTE><PARA>For the full definitions of the transfer macros see
 
  <xref linkend="app-f"> or the header file ''wmacros.h''.</PARA></NOTE>
 
 
 
  <PARA>The transfer macros can be broken down into three groups those
 
  which transfer percentage, flags, and speed.  The skill, weapons,
 
  spells, and ability macros transfer the amount of percentage you put.
 
  If you give a negative percentage it will take that much away from the
 
  player or NPC in that catagory.  The character flag transfer actually
 
  adds the flag to the player while the player is using the item.  The
 
  speed transfer macros add or subtract the amount of speed you give them.
 
  The range for speed is from zero to twelve with twelve being the
 
  slowest.</PARA>
 
    </sect2>
 
    </sect1>
 
 
 
  <sect1 id="objbasic">
 
  <TITLE>Building your first object</TITLE>
 
 
 
  <PARA>Now that you have learned how to make rooms and NPCs its time to
 
  make the objects for your little world.
 
  In the last couple of sections you have looked
 
  through the fields.  In this section we are going to make a nice easy
 
  object.  There is really not that much new from what you have learned
 
  with rooms and NPCs so this should be a real quick section.  As always
 
  we will start with something I like which as you remember is dragons.
 
  So the first object we will make is a dragon head.  I didn't say I liked
 
  them alive now did I?  Anyway this will be a nice simple object that
 
  your player can pick up and carry around.</PARA>
 
 
 
  <PARA>When making objects you create the zone source file first as shown
 
  in <xref linkend="ch-02">.  If you only have objects you do not need the
 
  %reset, %mobiles, and %rooms fields.  For the examples in this chapter we
 
  will use the zone we created in <xref linkend="ch-04"> and add the
 
  %objects section where we will put all the object definitions.  At the end
 
  of this chapter, in <xref linkend="roomnpcobjzone">, we will bring it
 
  all together with the rooms and NPCs we have defined already.</PARA>
 
 
 
  <PARA>The first part of all object definitions is the symbolic name it is good
 
  to always pick a name that will match the name of the object so it
 
  will be easy to load the object.
 
  The reason the symbolic and name should match is when you use the
 
  command <command>wstat</command> it will only show you a
 
  list of the objects by symbolic name for example if you type <command>
 
  wstat zone dragon objects</command> You will get the following:
 
 
 
<nowiki>
 
 
 
  List of objects in zone Dragon:
 
  claw info_board dragon_head
 
 
 
  </nowiki>
 
  If you didn't make it clear what the object was by the symbolic name
 
  it might look like this:
 
 
 
<nowiki>
 
 
 
  List of objects in zone Dragon:
 
  obj1 a_obj2 o3
 
 
 
  </nowiki>
 
  While this might be great when you first start imagine trying to
 
  remember each object if you have over 30 of them.</PARA>
 
 
 
  <PARA>Now lets get started with our dragon head.  As with the rooms and
 
  npcs all that is required to make an object is the symbolic and end fields.
 
  That of course will make a NPC with all defaults.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dragon_head
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>Thats it for that dragon head right?  Nope not quite, like before
 
  with NPCs, that makes an object with all defaults.  That means this will probably be
 
  a very blank spot on the screen with no names and no way your players
 
  can interact with it.
 
  Now lets start putting the
 
  Dragon heads other more interesting fields on.</PARA>
 
 
 
  <PARA>Like with rooms and NPCs, the first three things we need are the
 
  dragon heads title, description and names.  The description should be what you
 
  see when you do a 'look' in the room.  The title should be what you see
 
  when the object is in your inventory or you are whacking someone over the
 
  head with it.  Since we are not making a weapon though the title is what
 
  will be shown when you are picking up or dropping the object.
 
  Finally the names should cover everything
 
  in the title and description fields so if your player wants to pick
 
  the object up or wear it will be easy to figure out what the names
 
  are.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dragon_head
 
 
 
  title "a gold dragon head"
 
 
 
  descr "A large golden dragon head is laying here looking sad."
 
 
 
  names {"large golden dragon head","large gold dragon head",
 
        "golden dragon head","large dragon head","gold dragon head",
 
        "dragon head","large head", "sad head","head"}
 
  ...
 
  end
 
 
 
  </nowiki>
 
 
 
  <PARA>The names, title and description shouldn't be to hard so I don't
 
  think its necessary to go into any more description on the subject.
 
  Lets move on.  Now we have to take care of what a player sees when he or
 
  she looks at an object.  to make the main description of an NPC you place an
 
  extra on the NPC with no names in the list.  The blank extra is a
 
  special extra that will be shown every time you look at anything in the
 
  names list of the object.  So a description of an object would look something
 
  like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  extra {}
 
  "The head is large and beautiful, at least as beautiful as a dead
 
  dragon head can be.  There is an extreme look of sorrow on the dragons
 
  face and it seems to be for much more than its own death."
 
 
 
  </nowiki>
 
 
 
  <PARA>Now that you have a main description for the object you need to make
 
  any smaller descriptions that you want the player to be able to look at.
 
  In this case it may be good to give some secret information if the
 
  player looks at the face of the head directly.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  extra {"gold dragon head face","dragon head face","head face","face"}
 
  "Looking into the dragons face your eyes are drawn to the eyes of the
 
  dead dragon.  Could there be something there?"
 
 
 
  extra {"eyes","eye"}
 
  "A world of blue skies and no storms is visible through the eyes and it
 
  seems to be moving as if you were watching the world from space."
 
 
 
  </nowiki>
 
 
 
  <PARA>Now that we have the object all described we only need to give the
 
      object the manipulate flags it needs, weight, height, and maybe
 
       some extras that will make some cool acts when a player picks it up
 
      or drops it.</PARA>
 
   
 
    <PARA>First thing to do though is pick the manipulate flags you
 
  want on the object.  This is not a weapon or armour so all the
 
  player really needs to be able to do with it is pick it up and maybe
 
  hold it if you want and I do.  The flags would then be as follows:</PARA>
 
 
 
<nowiki>
 
 
 
  manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
 
 
 
  </nowiki>
 
 
 
  <PARA>If you were feeling a little weird you could even make the
 
    person be able to wear the dragon head on his head but that would
 
    just be strange.  of course its always good to know you have
 
    options.</PARA>
 
   
 
  <PARA>Now lets set the height and weight.  Remember you set the height
 
  in centimeters and the weight in pounds.  In the future the <ACRONYM>VME</ACRONYM> will
 
  standardize to one or the other but for now we have to play the
 
  conversion game.</PARA>
 
 
 
<nowiki>
 
 
 
  //20 feet  (1 inch = 2.54 cm
 
  height 33
 
 
 
  //566 KG (1 lb. = .45359 kg)
 
    weight 50
 
   
 
    </nowiki>
 
   
 
    <PARA>The final touch to our little dragon head is some cute acts
 
  when the player picks it up or drops it.  If you remember from the extra
 
  fields in <xref linkend="objfielddescr">, there are some special extras
 
  that are made just for this purpose.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  extra {"$get_s"}
 
  "You suddenly feel very sad for a world that you don't even know."
 
 
 
  extra {"$get_o"}
 
  "A strange look of sadness crosses $1ns face."
 
 
 
  extra {"$drop_s"}
 
  "You feel much happier but you remember a feeling of great sorrow."
 
 
 
  extra {"drop_o"}
 
  "$1n seems to cheer up a bit."
 
 
 
  </nowiki>
 
 
 
  <PARA>There are other things we could add to this item but I want to
 
  keep this first object simple.  The finished head would then look like
 
  this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dragon_head
 
 
 
  title "a gold dragon head"
 
 
 
  descr "A large golden dragon head is laying here looking sad."
 
 
 
  names {"large golden dragon head","large gold dragon head",
 
        "golden dragon head","large dragon head","gold dragon head",
 
        "dragon head","large head", "sad head","head"}
 
     
 
      extra {}
 
  "The head is large and beautiful, at least as beautiful as a dead
 
  dragon head can be.  There is an extreme look of sorrow on the dragons
 
  face and it seems to be for much more than its own death."
 
 
 
 
 
  extra {"gold dragon head face","dragon head face","head face","face"}
 
  "Looking into the dragons face your eyes are drawn to the eyes of the
 
  dead dragon.  Could there be something there?"
 
 
 
  extra {"eyes","eye"}
 
  "A world of blue skies and no storms is visible through the eyes and it
 
  seems to be moving as if you were watching the world from space."
 
 
 
  manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
 
 
 
  height 33
 
    weight 50
 
 
 
  extra {"$get_s"}
 
  "You suddenly feel very sad for a world that you don't even know."
 
 
 
  extra {"$get_o"}
 
  "A strange look of sadness crosses $1ns face."
 
 
 
  extra {"$drop_s"}
 
  "You feel much happier but you remember a feeling of great sorrow."
 
 
 
  extra {"drop_o"}
 
  "$1n seems to cheer up a bit."
 
 
 
  end
 
 
 
  </nowiki>
 
 
 
 
 
 
 
  <PARA>Thats all there is to making regular items.  The rest is just
 
  adding functionality to what you already know.  We will get much deeper
 
  into what you can do with items in <xref linkend="objcomplex"> but first
 
  we will go over a debugging example and then all the special DIL functions made
 
  for objects.</PARA>
 
 
 
  </SECT1>
 
  <sect1 id="objdebug">
 
  <TITLE>Compiling and Debugging your first object</TITLE>
 
 
 
  <PARA>As we have previously mentioned in <xref linkend="rmdebug"> and
 
  <xref linkend="npcdebug"> it is always a good idea to build one or two
 
  things and then compile to make finding errors easy.  In this case we
 
  have one object to compile and rather than having all the rooms and NPCS
 
  get in my way while compiling it I have removed them and only have the
 
  '%objects' section.  The following is what the zone looks like when it
 
  has only one object in it.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #include &lt;composed.h&gt;
 
  %zone dragonst
 
  lifespan 20
 
  reset RESET_ANYHOW
 
  creator {"whistler"}
 
 
 
  notes
 
  "This is the dragon station I shortened it to dragonst for ease in
 
  loading.  If you have  any questions email me at whistler@valhalla.com"
 
 
 
  help
 
  "Not sure what could help you now.  You are stuck on one of the
 
  weirdest space stations you have ever seen and you smell burning
 
  sulfur."
 
 
 
  %objects
 
 
 
  dragon_head
 
 
 
  title "a gold dragon head"
 
 
 
  descr "A large golden dragon head is laying here looking sad."
 
 
 
  names {"large golden dragon head","large gold dragon head,
 
        "golden dragon head","large dragon head","gold dragon head",
 
         "dragon head","large head", "sad head","head"}
 
     
 
      extra {}
 
  "The head is large and beautiful, at least as beautiful as a dead
 
  dragon head can be.  There is an extreme look of sorrow on the dragons
 
  face and it seems to be for much more than its own death."
 
 
 
 
 
  extra {"gold dragon head face","dragon head face","head face","face"}
 
  "Looking into the dragons face your eyes are drawn to the eyes of the
 
  dead dragon.  Could there be something there?"
 
 
 
  extra {"eyes","eye"}
 
  "A world of blue skies and no storms is visible through the eyes and it
 
  seems to be moving as if you were watching the world from space."
 
 
 
  manipulate MANIPULATE_TAKE,MANIPULATE_HOLD
 
 
 
  height 33
 
    weight 50
 
 
 
  extra {"$get_s"}
 
  "You suddenly feel very sad for a world that you don't even know."
 
 
 
  extra {"$get_o"}
 
  "A strange look of sadness crosses $1ns face."
 
 
 
  extra {"$drop_s"}
 
  "You feel much happier but you remember a feeling of great sorrow."
 
 
 
  extra {"drop_o"}
 
  "$1n seems to cheer up a bit."
 
 
 
  end
 
 
 
  %end
 
 
 
  </nowiki>
 
 
 
  <PARA>I removed the '%rooms' and '%mobiles' sections added a '%objects' section and
 
  stuck the dragon head in and now its ready to be compiled and put into the <ACRONYM>VME</ACRONYM>
 
  server for you to be able to look at it in the game.  If you downloaded
 
  our example zones for this document you can compile this zone along with
 
  us and fix the errors as we do for practice.  The filename is
 
  ''debug_obj.zon''.  Just so you know the errors in this
 
  zone are intentional so please don't write me an email telling me that
 
  there are errors in it.</PARA>
 
 
 
  <PARA>The command to compile the zone is
 
  <command>VMC debug_obj.zon</command>.
 
  Here is what we get when we first try and
 
  compile the zone.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
 
  Compiling 'debug_obj.zon'
 
  &lt;debug_obj.zon&gt; @ 65: EOF in string
 
  debug_obj.zon: 5: parse error
 
    Token: '{'
 
  debug_obj.zon: 25: parse error
 
    Token: 'golden'
 
  Grave errors in file 'debug_obj.zon'.
 
 
 
  </nowiki>
 
 
 
  <PARA>This error file doesn't look any harder than the last one we dealt
 
  with when compiling our first room or NPC.  We can not stress enough
 
  always fix the smallest numbered error first.  In this case the lowest
 
  numbered error shows up in line five of the zone.  The error says
 
  something is wrong with the '{' but looking at the line it is obvious
 
  the compiler got confused because I forgot 's' at the end of 'creators'.
 
  If we fix line five and recompile this is what we get:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
 
  Compiling 'debug_obj.zon'
 
  &lt;debug_obj.zon&gt; @ 65: EOF in string
 
  debug_obj.zon: 25: parse error
 
    Token: 'golden'
 
  Grave errors in file 'debug_obj.zon'.
 
 
 
  </nowiki>
 
 
 
  <PARA>Now we have come to another one of those weird errors.  If you
 
  look at line 25 you will find that the line looks like it is correct.
 
  As we have said before when you find an error like this it most likely
 
  means that you are missing a quote or a '{}'.  The only way to find the
 
  problem is start at the quote or '{}' before the word in the error and
 
  go backwards through the file till you find a missing one.  Lucky for us
 
  the missing one is in the very next string.  If you add a double quote
 
  just before the ending comma on line 24 and recompile you will get the
 
  following:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
 
  Compiling 'debug_obj.zon'
 
  debug_obj.zon: 42: parse error
 
    Token: ','
 
  Compilation aborted.
 
 
 
  </nowiki>
 
 
 
  <PARA>This error is a little tricky.  It seems to be pointing at the ','
 
  as the problem.  If you look at the line though and remember what you
 
  need for a manipulate field you will notice that the surrounding '{}' are
 
  missing.  The reason the compiler is pointing at the comma is because it
 
  doesn't understand what to do with the comma with out the '{}' grouping
 
  symbols.  Fixing these and recompiling results in the following message
 
  from the compiler.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  <ACRONYM>VMC</ACRONYM> v2.0 Copyright (C) 2001 by Valhalla [May  9 2001]
 
  Compiling 'debug_obj.zon'
 
  <ACRONYM>VMC</ACRONYM> Done.
 
 
 
  </nowiki>
 
 
 
  <PARA>Notice there are no errors and it says '<ACRONYM>VMC</ACRONYM> done', this means that
 
  you have now successfully compiled the zone.  This is the last debugging
 
  walk through in the manual.  If you still have a lot of trouble figuring
 
  out errors don't stress compiling is an art the more you do it the
 
  easier it will get.  We suggest you take the zones we have provided in
 
  our release and create errors so you can get used to the messages
 
  you will see when you are making your own zones.  Never be afraid to
 
  ask for help from someone else sometimes a bug is so simple you will
 
  over look it and sometimes it just takes a second person a single glance
 
  to find it.  Another trick to finding errors if you have been looking
 
  for more than 5 minutes take a break and come back in 10 minutes
 
  sometimes that short relaxing time will help you find the
 
  problem.</PARA>
 
 
 
  <PARA>You have now compiled your first object.  The steps are the same
 
  to get it into the game as it was for the rooms and NPCs.  We will not
 
  go over them again except to say copy your files that the compiler made
 
  over into the zone directory of your mud and reboot.  From there log on
 
  and you should be able to <command>wstat</command> and
 
  <command>load</command> your object by using its full symbolic
 
  name.  It would be a good idea to try and get this zone into your server
 
  and lay with the object a bit so when you get to <xref
 
  linkend="objcomplex"> you will be ready for anything.</PARA>
 
  </SECT1>
 
 
 
  <sect1 id="objdilfunc">
 
  <TITLE><ACRONYM>DIL</ACRONYM> functions for objects</TITLE>
 
 
 
  <PARA>The <ACRONYM>DIL</ACRONYM> language is the language a builder can use to make his own
 
  special functions on rooms, NPCs, objects, PCs, and much more.  This
 
  manual is for basic zone writing and therefore will not go into how to
 
  write your own <ACRONYM>DIL</ACRONYM> functions.  The <ACRONYM>VME</ACRONYM> however is released with many
 
  functions for you as an Administrator and your builders to use to make
 
  special rooms, NPCs, and objects.  The following sections contain a full list of all object
 
  functions released with the <ACRONYM>VME</ACRONYM> 2.0 server.</PARA>
 
 
 
  <sect2 id="objdilrestrict">
 
  <TITLE>Restriction functions</TITLE>
 
 
 
  <PARA>The desire to have different equipment comes from every players
 
  desire to be different.  The restrict functions were designed to help
 
  make this a reality by only allowing certain groups of players to wear
 
  some items.  The restrict functions can be used alone or together to
 
  make a greater restricted item.  for example you could make an item,
 
  restricted to only females or you could make an item, restricted to females that had a strength greater than 20 and who have
 
  done a certain quest.</PARA>
 
 
 
  <PARA>All restrict functions have a name that describes what the
 
  restriction function is for and four other arguments.  the 2nd, 3rd, and
 
  4th argument is the exact same for all restrict functions only the name
 
  of the restrict and the first argument changes.  The format for the
 
  restrict functions is as follows.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy &lt;function name&gt; (arg 1, &lt;max damage&gt;,
 
      &lt;percentage&gt;,&lt;Optional <ACRONYM>DIL</ACRONYM>&gt;);
 
 
 
  </nowiki>
 
 
 
  <PARA>We will skip the function name and the first argument and get back
 
  to them later.</PARA>
 
 
 
  <VARIABLELIST>
 
 
 
  <VARLISTENTRY>
 
;max damage and percentage
 
  <DICTDEF>
 
 
 
  <PARA>The second and third arguments set the damage done when the wrong player
 
  wears an object. The reason we are explaining them together is they can
 
  work together or separately depending on how you set them.
 
  The second argument is the max damage the third argument is the
 
  percentage damage.</PARA>
 
 
 
  <PARA>When both arguments are set to 0 no damage will be
 
  done when the item is illegally worn.  When the second argument is set
 
  to a number like 100 and the third argument is set to 0, exactly 100
 
  damage will be done to the player no matter how many hit points he/she
 
  has.  So by setting the second argument to a number and setting the
 
  third to 0 you could possibly kill your victim since it will remove the
 
  amount specified no matter how much the player has.</PARA>
 
 
 
  <PARA> If you do not want
 
  to possibly kill your victim the Third argument should be used.  If you
 
  set the second argument to 0 and the third argument to a number it will
 
  do a percent of damage to the player. for example if The third argument
 
  was set to 25 it would do 25 % damage to a player.</PARA>
 
 
 
  <PARA>  You can also use the second and third argument together if you want to set a max amount of
 
  damage without possibly killing them.  for example if you set the second
 
  argument to 100 and third to 25.  The item will do 25% damage up to 100
 
  hit points of damage. This all might be a bit confusing so let me show
 
  you a few examples and tell you what they would do.</PARA>
 
 
 
  <VARIABLELIST>
 
 
 
  <VARLISTENTRY>
 
;second= 0 third = 25
 
  <DICTDEF>
 
  <PARA>This would
 
  do 25% damage to a player. second =100 third = 0 this would do 100
 
  damage to a player no matter his amount of hit points.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;second = 25 third = 25
 
  <DICTDEF>
 
  <PARA>This would do 25 % damage to a player up to 25 hit points.
 
  So if a player had 150 hit points the max that could be removed is 25
 
  hit points.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
  </LISTITEM>
 
  </VARLISTENTRY> 
 
 
 
  <VARLISTENTRY>
 
;optional <ACRONYM>DIL</ACRONYM>
 
  <DICTDEF>
 
  <PARA>All restrict DIL functions have a default set of acts.  If you want to make
 
  your own set of acts you have to create your own <ACRONYM>DIL</ACRONYM> that does nothing
 
  more than act.  If you don't understand how this works.  You may want to
 
  look in the <ACRONYM>DIL</ACRONYM> manual about passing DIL functions as arguments.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>Now we should get back to the first argument and function name
 
  since they are what control the restricts.  The function name has been
 
  chosen so you can easily tell what the restrict was created for
 
  while the first argument changes depending on which restrict you use.
 
  The following are what each function restricts name is and what the function
 
  name and first argument are.</PARA>
 
 
 
  <VARIABLELIST>
 
 
 
  <VARLISTENTRY>
 
  <TERM>Guild Restrict</term>
 
  <LISTITEM> <PARA>
 
  </PARA>
 
   
 
    <PARA>This function restricts an object to players in a certain
 
  guild or guilds.  Anyone not in the guild or guilds, will have the damage done as set in the
 
  2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
  object will be removed off of the players equipment and placed in their
 
  inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin guild_restrict
 
  (guilds:stringlist,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first argument is a stringlist.  This
 
  means you can restrict this item to more than one guild.  All guilds in
 
  the string list will be able to wear this object.  If we wanted to make
 
  an item that only Paladins and sorcerers could wear it would look like
 
  this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy guild_restrict@function ({"Midgaard Paladin",
 
                          "Midgaard Sorcerer"},0,25,"");
 
 
 
  </nowiki>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;Anti-guild Restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object to players not in a certain
 
  guild or guilds.  Anyone not in the guild or guilds listed, will have the damage done as set in the
 
  2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
  object will be removed off of the players equipment and placed in their
 
  inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin anti_guild_restrict
 
  (guilds:stringlist,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first argument is a stringlist.  This
 
  means you can restrict this item from more than one guild.  All guilds in
 
  the string list will not be able to wear this object.  If we wanted to make
 
  an item that only Paladins and sorcerers could not wear it would look like
 
  this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy anti_guild_restrict@function ({"Midgaard Paladin",
 
                                "Midgaard Sorcerer"},0,25,"");
 
 
 
  </nowiki>
 
 
 
 
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Quest Restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object to players who have done a
 
  certain quest.  Any  player who has not done the quest,
 
  will have the damage done as set in the 2nd and 3rd arguments unless
 
  none is set.  Even if no damage is set the object will be removed off of
 
  the players equipment and placed in their inventory.  The following is
 
  the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin quest_restrict
 
  (qst:string,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first argument is a string.  The
 
  quest restrict is only made to restrict the by one quest at a time.  If
 
  you want the item to have multiple quests restrictions you just add
 
  another dilcopy to it.  The following Would be an object
 
  restricted to one quest.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy quest_restrict@function ("Eagles quest complete",0,25,"");
 
 
 
  </nowiki>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Quests Restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object to players who have a certain
 
  quest or quests.  Anyone not having all quests in the list of quests, will have the damage done as set in the
 
  2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
  object will be removed off of the players equipment and placed in their
 
  inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin quests_restrict
 
  (qsts:stringlist,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first argument is a stringlist.  This
 
  means you can restrict this item to more than one quest.  Players that
 
  have not done every quest will not be able to use the object.
 
  If we wanted to make an item that only players that have finished both
 
  the 'Eagles quest complete' and the 'Feather fall quest complete' could
 
  wear.  It would look like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy quests_restrict@function ({"Eagles quest complete",
 
                            "Feather fall quest complete"},0,25,"");
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Alignment Restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object to players with a certain
 
  alignment range.
 
  Anyone not in the alignment range,
 
  will have the damage done as set in the 3nd and 4th arguments unless
 
  none is set.  Even if no damage is set the object will be removed off of
 
  the players equipment and placed in their inventory.</PARA>
 
 
 
  <PARA>We said at the beginning of this section that all restricts have
 
  only 4 arguments.  This was a bit of a lie since this restrict has five
 
  arguments.  The reason we didn't count this one is because the first and
 
  second argument in the alignment restrict function are used together and
 
  thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin ali_restrict
 
  (max:integer,min:integer,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first and second arguments are two
 
  integers.  the first is the max alignment that can wear or use this
 
  object and the second is the minimum alignment.  So if we wanted to
 
  restrict an item to only good players it would look like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy ali_restrict@function (1000,350,0,25,"");
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Level restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object to players above or equal to
 
  a certain level.  Any player not at least the level or higher, will
 
  have the damage done as set in the 2nd and 3rd arguments unless none is
 
  set.  Even if no damage is set the object will be removed off of the
 
  players equipment and placed in their inventory.  This restrict works in
 
  the old level system from one to fifty which means if the level restrict
 
  is set higher than fifty no player will be able to wear or use this
 
  object.  This is good if you have objects that only your administrators
 
  should be able to use.  If you want to restrict an object to greater
 
  than level fifty for players you need to use the 'vlevel' restrict.  The
 
  following is the definition of the <ACRONYM>DIL</ACRONYM> as found in ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin level_restrict
 
  (lvl:integer,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
 
 
  <PARA>As the definition indicates the first argument is an integer.  The
 
  integer for the level restrict can range from 1 to 255.  Thus if we
 
  wanted to make an object that only administrator could wear or use it would
 
  look like this</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy level_restrict@function (51, 0,25,"");
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Virtual Level Restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object to players above or equal to
 
  a certain level.  Any player not at least the level or higher, will
 
  have the damage done as set in the 2nd and 3rd arguments unless none is
 
  set.  Even if no damage is set the object will be removed off of the
 
  players equipment and placed in their inventory.  This restrict works in
 
  the new level system from one to infinity.
 
  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin vlevel_restrict
 
  (lvl:integer,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first argument is an integer.  The
 
  integer for the level restrict can range from 1 to infinite.  Thus if we
 
  wanted to make an object that only players that have reached the level
 
  of 5000 could wear or use, it would look like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy vlevel_restrict@function (5000, 0,25,"");
 
 
 
  </nowiki>
 
 
 
 
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Race restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object from players of a certain
 
  race. Any player not of the selected race, will have the damage done as set
 
  in the 2nd and 3rd arguments unless none is set.  Even if no damage is
 
  set the object will be removed off of the players equipment and placed
 
  in their inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found
 
  in ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin race_restrict
 
  (rc:integer,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first argument is an integer.  The
 
  integer being passed in should be the race you want to restrict the
 
  object from.  You can pass in the defines as listed in <xref
 
  linkend="app-c"> or if you have added races you will find the list of
 
  races in ''values.h''.  If we wanted to restrict an
 
  object from humans the following is what it would look like.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy race_restrict@function (RACE_HUMAN,0,25,"");
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Gender restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object to players of a certain
 
  gender.  Anyone not of the gender, will have the damage done as set in the
 
  2nd and 3rd arguments unless none is set.  Even if no damage is set the
 
  object will be removed off of the players equipment and placed in their
 
  inventory.  The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin sex_restrict
 
  (sx:integer,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first argument is an integer.  The
 
  integer you should pass in is one of the defines from
 
  ''vme.h''.  The gender defines are as follows.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define SEX_NEUTRAL  0
 
  #define SEX_MALE      1
 
  #define SEX_FEMALE    2
 
 
 
  </nowiki>
 
 
 
  <PARA>If we wanted to make an item that could only be worn by a female
 
  player, it would look like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy sex_restrict (SEX_FEMALE,0,25,"");
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Player restrict
 
  <DICTDEF>                     
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object to players who have a
 
  specific name. Any player of the wrong name, will have the damage done as set in the 2nd and 3rd arguments unless
 
  none is set.  Even if no damage is set the object will be removed off of
 
  the players equipment and placed in their inventory.  The following is
 
  the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin ply_restrict
 
  (pname:string,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first argument is a string.  The
 
  quest restrict is only made to restrict the quest to one person at a
 
  time.  While this <ACRONYM>DIL</ACRONYM> was designed to be put on when a player receives a
 
  quest item and thus was made to be dilcopied in a <ACRONYM>DIL</ACRONYM> you can still put
 
  it on when you first create the object if you are making special items
 
  for administrators or players that you know in advance.  If you want more
 
  information about copying a <ACRONYM>DIL</ACRONYM> from with in another <ACRONYM>DIL</ACRONYM> you will have
 
  to read the <ACRONYM>DIL</ACRONYM> manual If however you want to restrict this to a single
 
  player at compile time of your zone it would look something like
 
  this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy ply_restrict@function ("Whistler",0,25,"");
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Ability restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object from a player with less than
 
  a certain amount of a certain ability. Any player not having the correct
 
  amount of a certain ability, will have the damage done as set in the 3nd
 
  and 4th arguments unless none is set.  Even if no damage is set the
 
  object will be removed off of the players equipment and placed in their
 
  inventory.</PARA>
 
 
 
  <PARA>We said at the beginning of this section that all restricts have
 
  only 4 arguments.  This was a bit of a lie since this restrict has five
 
  arguments.  The reason we didn't count this one is because the first and
 
  second argument in the ability restrict function are used together and
 
  thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin abi_restrict
 
  (abi:integer,min_abi:integer,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first and second arguments are two
 
  integers.  the first is the ability type and the second is the amount of
 
  that ability the player needs to have or greater to wear or use the
 
  item.  the ability types can be found in ''vme.h'' and
 
  are listed here for convenience.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define ABIL_MAG              0
 
  #define ABIL_DIV              1
 
  #define ABIL_STR              2
 
  #define ABIL_DEX              3
 
  #define ABIL_CON              4
 
  #define ABIL_CHA              5
 
  #define ABIL_BRA              6
 
  #define ABIL_HP                7
 
 
 
  </nowiki>
 
 
 
  <PARA>If you wanted to restrict an object to people having more than 50%
 
  strength it would look like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy abi_restrict@function (ABIL_STR,50,0,25,"");
 
 
 
  </nowiki>
 
 
 
  <PARA>If you want to restrict an object to more than one ability you
 
  only need to add another restrict to the item.  For example if you
 
  wanted to restrict it to people having greater than or equal to 50%
 
  divine and 30% brain.  The item would have these two lines.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy abi_restrict@function (ABIL_DIV,50,0,25,"");
 
  dilcopy abi_restrict@function (ABIL_BRA,30,0,25,"");
 
 
 
                                                      </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Skill restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
 
 
    <PARA>This function restricts an object from a player with less than
 
  a certain amount of a certain skill. Any player not having the correct
 
  amount of a certain skill, will have the damage done as set in the 3nd
 
  and 4th arguments unless none is set.  Even if no damage is set the
 
  object will be removed off of the players equipment and placed in their
 
  inventory.</PARA>
 
 
 
  <PARA>We said at the beginning of this section that all restricts have
 
  only 4 arguments.  This was a bit of a lie since this restrict has five
 
  arguments.  The reason we didn't count this one is because the first and
 
  second argument in the skill restrict function are used together and
 
  thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin ski_restrict
 
  (ski:integer,min_ski:integer,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first and second arguments are two
 
  integers.  the first is the skill and the second is the amount of
 
  that skill the player needs to have or greater to wear or use the
 
  item.  the skills can be found in <xref linkend="app-g"> and
 
  ''values.h''. We have also included the first five skills
 
  here for convenience in explaining how the function works.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define SKI_TURN_UNDEAD       0
 
  #define SKI_SCROLL_USE        1
 
  #define SKI_WAND_USE          2
 
  #define SKI_CONSIDER          3
 
  #define SKI_DIAGNOSTICS        4
 
 
 
  </nowiki>
 
 
 
  <PARA>If you wanted to restrict an object to people having more than 50%
 
  'turn undead' it would look like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy ski_restrict@function (ASKI_TURN_UNDEAD,50,0,25,"");
 
 
 
  </nowiki>
 
 
 
  <PARA>If you want to restrict an object to more than one skill you
 
  only need to add another restrict to the item.  For example if you
 
  wanted to restrict it to people having greater than or equal to 50%
 
  in 'turn undead' and 30% in 'scroll use'.  The item would have these two lines.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy ski_restrict@function (SKI_TURN_UNDEAD,50,0,25,"");
 
  dilcopy ski_restrict@function (SKI_SCROLL_USE,30,0,25,"");
 
 
 
                                                      </nowiki>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Spell restrict
 
  <DICTDEF>
 
 
 
    <PARA>This function restricts an object from a player with less than
 
  a certain amount of a certain spell. Any player not having the correct
 
  amount of a certain spell, will have the damage done as set in the 3nd
 
  and 4th arguments unless none is set.  Even if no damage is set the
 
  object will be removed off of the players equipment and placed in their
 
  inventory.</PARA>
 
 
 
  <PARA>We said at the beginning of this section that all restricts have
 
  only 4 arguments.  This was a bit of a lie since this restrict has five
 
  arguments.  The reason we didn't count this one is because the first and
 
  second argument in the spell restrict function are used together and
 
  thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin sp_restrict
 
  (spl:integer,min_sp:integer,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first and second arguments are two
 
  integers.  the first is the spell and the second is the amount of
 
  that spell the player needs to have or greater to wear or use the
 
  item.  the spells can be found in <xref linkend="app-h"> and
 
  ''values.h''. We have also included the first five
 
  spells here for convenience in explaining how the function works.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define SPL_LOCK              52
 
  #define SPL_UNLOCK            53
 
  #define SPL_DROWSE            54
 
  #define SPL_SLOW              55
 
  #define SPL_DUST_DEVIL       56
 
 
 
  </nowiki>
 
 
 
  <PARA>If you wanted to restrict an object to people having more than 50%
 
  'lock' spell, it would look like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy sp_restrict@function (ASPL_LOCK,50,0,25,"");
 
 
 
  </nowiki>
 
 
 
  <PARA>If you want to restrict an object to more than one spell you
 
  only need to add another restrict to the item.  For example if you
 
  wanted to restrict it to people having greater than or equal to 50%
 
  in 'lock' and 30% in 'unlock' spells.  The item would have these two lines.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy sp_restrict@function (SPL_LOCK,50,0,25,"");
 
  dilcopy SPL_restrict@function (SPL_LOCK,30,0,25,"");
 
 
 
                                                      </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Weapon restrict
 
  <DICTDEF>
 
  <PARA></PARA>
 
    <PARA>This function restricts an object from a player with less than
 
  a certain amount of a certain weapon. Any player not having the correct
 
  amount of a certain weapon, will have the damage done as set in the 3nd
 
  and 4th arguments unless none is set.  Even if no damage is set the
 
  object will be removed off of the players equipment and placed in their
 
  inventory.</PARA>
 
 
 
  <PARA>We said at the beginning of this section that all restricts have
 
  only 4 arguments.  This was a bit of a lie since this restrict has five
 
  arguments.  The reason we didn't count this one is because the first and
 
  second argument in the weapon restrict function are used together and
 
  thus are only really one argument. The following is the definition of the <ACRONYM>DIL</ACRONYM> as found in
 
  ''function.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin weap_restrict
 
  (wpn:integer,min_wpn:integer,damage:integer,percent:integer,action:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the first and second arguments are two
 
  integers.  the first is the weapon and the second is the amount of
 
  that weapon the player needs to have or greater to wear or use the
 
  item.  the weapons can be found in <xref linkend="app-d"> and
 
  ''values.h''. We have also included the first five
 
  weapons here for convenience in explaining how the function works.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define WPN_BATTLE_AXE    7  /* Two Handed */
 
  #define WPN_HAND_AXE      8
 
  #define WPN_WAR_MATTOCK  9  /* Two Handed */
 
  #define WPN_WAR_HAMMER  10
 
  #define WPN_GREAT_SWORD  11  /* Two Handed */
 
 
 
 
 
  </nowiki>
 
 
 
  <PARA>If you wanted to restrict an object to people having more than 50%
 
  'battle axe', it would look like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy weap_restrict@function (WPN_BATTLE_AXE,50,0,25,"");
 
 
 
  </nowiki>
 
 
 
  <PARA>If you want to restrict an object to more than one weapon you
 
  only need to add another restrict to the item.  For example if you
 
  wanted to restrict it to people having greater than or equal to 50%
 
  in 'hand axe' and 30% in 'battle axe' spells.  The item would have these two lines.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy weap_restrict@function (WPN_HAND_AXE,50,0,25,"");
 
  dilcopy weap_restrict@function (WPN_BATTLE_AXE,30,0,25,"");
 
 
 
                                                      </nowiki>
 
  </LISTITEM>
 
 
 
  </VARLISTENTRY>
 
 
 
  </VARIABLELIST>
 
 
 
  </sect2>
 
  <sect2 id="objdiltuborg">
 
  <TITLE>Tuborg function</TITLE>
 
 
 
  <PARA>What game would be complete with out the Denmark water!  With that
 
  in mind the <ACRONYM>VME</ACRONYM> 2.0 has a tuborg function that makes a drink give
 
  endurance and health when drank.  The function is defined in
 
  ''function.zon'' as follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin tuborg (s:string);
 
 
 
  </nowiki>
 
 
 
  <PARA>As the definition indicates the tuborg function only has one
 
  argument.  The real surprise is that the argument is not used yet in the
 
  <ACRONYM>DIL</ACRONYM> so no matter what you set it to it doesn't matter.  In the future
 
  this argument is going to allow different kinds of tuborgs to be made
 
  but for now its just a place holder and all that is needed is a set of
 
  double quotes.</PARA>
 
 
 
  <PARA>To create a tuborg you just add the following line to your drink
 
  container.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy tuborg@function ("");
 
 
 
  </nowiki>
 
  </sect2>
 
 
 
  <sect2 id="objdilboard">
 
  <TITLE>Message board</TITLE>
 
 
 
  <PARA>Every game needs a way for Administrators and players to exchange
 
  ideas.  The message boards have been designed for this purpose.  The
 
  boards function can be easy to use or more difficult depending on what
 
  all you want them to do.  The board function is defined in
 
  ''boards.zon'' as follows.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilbegin board
 
  (idxfile:string,l_res:string,r_res:string,p_res:string,bmax:integer);
 
 
 
  </nowiki>
 
 
 
  <PARA>This looks pretty hard I know but to make a normal board we have
 
  made it as simple as possible while allowing for the boards to be used
 
  in almost any situation.  After you make your first board it is pretty
 
  much block and copy and change the first argument.  The arguments are as
 
  follows:</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;idxfile
 
  <DICTDEF>
 
 
 
  <PARA>The first argument is the board index filename.  It tells the
 
  board <ACRONYM>DIL</ACRONYM> what name to store the board under so if you create more
 
  boards with the same name they will all be pointing to the same
 
  messages.  You can put any legal symbolic name in this string and it
 
  will work with no problems.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;l_res
 
  <DICTDEF>
 
 
 
  <PARA>the second argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
 
  see if the player looking at the board is allowed to.  This requires
 
  some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
 
  ''boards.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //used to restrict players access to a board
 
  dilbegin string admin_res (u:unitptr,v:unitptr);
 
 
 
  //used to restrict non-admin from removing posts
 
  dilbegin string rem_res (u:unitptr, v:unitptr);
 
 
 
  </nowiki>
 
 
 
  <PARA>So with the 'admin_res' you could do something like
 
  this:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy board@boards ("wizbrd","admin_res@boards"...);
 
 
 
  </nowiki>
 
 
 
  <PARA>Putting the 'admin_res' function in the second argument would make
 
  it so only administrators could look at the board.  If you put an empty
 
  string or two double quotes as the argument it will let anyone look at
 
  the board.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;r_res
 
  <DICTDEF>
 
  <PARA>the third argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
 
  see if the player trying to remove a post at the board is allowed to.  This requires
 
  some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
 
  ''boards.zon''</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //used to restrict players access to a board
 
  dilbegin string admin_res (u:unitptr,v:unitptr);
 
 
 
  //used to restrict non-admin from removing posts
 
  dilbegin string rem_res (u:unitptr, v:unitptr);
 
 
 
 
 
  </nowiki>
 
 
 
  <PARA>So with the 'rem_res' you could do something like
 
  this:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy board@boards ("citizen","","rem_res@boards",...);
 
 
 
  </nowiki>
 
 
 
  <PARA>With the 'rem_res' in the third argument only administrators can
 
  now remove from this board but anyone can look at it because of the empty
 
  string in the second argument.  Putting an empty string in the third
 
  argument will make it so anyone can remove from this board.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;p_res
 
  <DICTDEF>
 
 
 
  <PARA>the forth argument is a <ACRONYM>DIL</ACRONYM> you pass in that does any checks to
 
  see if the player trying to post at the board is allowed to.  This requires
 
  some knowledge in <ACRONYM>DIL</ACRONYM> but we have given some example DIL functions in the
 
  ''boards.zon''.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //used to restrict players access to a board
 
  dilbegin string admin_res (u:unitptr,v:unitptr);
 
 
 
  //used to restrict non-admin from removing posts
 
  dilbegin string rem_res (u:unitptr, v:unitptr);
 
 
 
  </nowiki>
 
 
 
  <PARA>As you can see we haven't made a post restriction <ACRONYM>DIL</ACRONYM> because as of
 
  yet we haven't found a need for one.  If you have a need for one just
 
  look over the two restrict DIL functions we have already mentioned and you will
 
  find it is really easy to make.  We want to allow anyone to post so our
 
  dilcopy looks like this:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  dilcopy board@boards ("citizen","","rem_res@boards","",...);
 
 
 
  </nowiki>
 
 
 
  <PARA>With the 'rem_res' in the third argument only administrators can
 
  now remove from this board but anyone can post to it because of the empty
 
  string in the forth argument.  The empty string again in the second
 
  argument also allows everyone to look at the board.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
 
 
  <VARLISTENTRY>
 
;max
 
  <DICTDEF>
 
  <PARA>The fifth argument is simply the amount of posts that you want to
 
  allow to be posted before the board is full.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>To make a free for all board where everyone can post, remove
 
  posts, look at what posts are on the board, and have a max of 50 posts it would simply be as
 
  follows:</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy board@boards("citizen","","","",50);
 
 
 
  </nowiki>
 
 
 
  <PARA>When making a board for players to post concerns to the
 
  administrators and only have the administrators be able to remove them,
 
  wile still allowing everyone to read them it would look like
 
  this.</PARA>
 
 
 
<nowiki>
 
 
 
  dilcopy board@boards("citizen","","rem_res@boards","",100);
 
 
 
  </nowiki>
 
  </sect2>
 
  </sect1>
 
 
 
 
 
  <sect1 id="objcomplex">
 
  <TITLE>More complex objects</TITLE>
 
 
 
  <PARA>In the last sections you learned all the fields and how to make a
 
  basic object. In this section we will use the information from the last
 
  sections to create some more unique objects for our dragon station zone
 
  There is not a lot of new information here we will be using the DIL functions,
 
  fields, and flags to make objects we have only mentioned before.</PARA>
 
 
 
  <sect2 id="objboard">
 
  <TITLE>Making a communication board</TITLE>
 
 
 
  <PARA>In <xref linkend="objdilboard"> you learned all there you need to
 
  know about the boards <ACRONYM>DIL</ACRONYM> to create a board.  In this small section we
 
  are going to show you the rest of a board and what a finished one looks
 
  like.</PARA>
 
 
 
  <PARA>As with all objects the first step is to fully describe and name
 
  your board.  We will stick with the space station theme since our goal
 
  is to have a complete example zone for you.  The boards symbolic, names, title,
 
  description and extra turned out like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  info_board
 
 
 
  title "a merchant information board"
 
  descr "A merchant information Board is mounted on a wall here."
 
 
 
  names {"merchant information board","information board","merchant
 
  board","board"}
 
 
 
  extra {} "A large flashy black steal board."
 
 
 
  </nowiki>
 
 
 
  <PARA>Just incase the <ACRONYM>VME</ACRONYM> server we have has a spell that can damage
 
  inanimate objects we will give this board a material type.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  MATERIAL_METAL("A very fine quality black steel")
 
 
 
  </nowiki>
 
 
 
  <PARA>Now for the special stuff for the board.  We need to give the
 
  board a type and copy the board <ACRONYM>DIL</ACRONYM> to it.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  type ITEM_BOARD
 
  dilcopy board@boards("info","","rem_res@boards","",100);
 
 
 
  </nowiki>
 
 
 
  <PARA>There you go nothing to it you have just created your first board.
 
  Now lets bring it all together and tag on an end symbol and we are all
 
  finished.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  info_board
 
  title "a merchant information board"
 
  descr "A merchant information Board is mounted on a wall here."
 
  names {"merchant information board","information board","merchant
 
  board","board"}
 
 
 
  extra {}
 
  "A large flashy black steal board."
 
 
 
  MATERIAL_METAL("A very fine quality black steel")
 
  type ITEM_BOARD
 
  dilcopy board@boards("info","","rem_res@boards","",100);
 
 
 
  end
 
 
 
  </nowiki>
 
  </sect2>
 
 
 
 
 
  <sect2 id="objcontainer">
 
  <TITLE>Making a container</TITLE>
 
 
 
  <PARA>I thought it would be cool to have a small weapons locker on the
 
  space station not to mention event hough we went over the container
 
  macro in <xref linkend="objmacrocontainer">, we didn't cover everything
 
  you need in fact the macro eaves a few things out because you may or may
 
  not want to set them.</PARA>
 
 
 
  <PARA>As with all objects we start right off by describing the item.
 
  There is nothing new here so we will just show it to you and go
 
  on.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  wpn_locker
 
 
 
  title "a weapons locker"
 
  names {"weapons locker","weapon locker","locker"}
 
 
 
  descr "a small weapons locker hangs on the wall here."
 
 
 
  extra {}
 
  "It is an ordinary weapons locker that looks like it holds any illegal
 
  weapons that are taken on the station."
 
 
 
  </nowiki>
 
 
 
  <PARA>Now we need to put in all the information that makes this item a
 
  container that can't be taken but it can be opened and it is
 
  locked.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  manipulate {MANIPULATE_ENTER}
 
  CONTAINER_DEF(500)
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
  key black_key
 
 
 
  </nowiki>
 
 
 
  <PARA>Notice we didn't make the item 'MANIPULATE_TAKE' because
 
  we don't want people to be able to walk off with our weapons locker.
 
  One final touch and we are all finished with the weapons locker.  It is
 
  always nice to put a material type on your items so a spell or a skill
 
  can tell if you can do anything with them.  So with our material added
 
  in the full locker would look like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  wpn_locker
 
 
 
  title "a weapons locker"
 
  names {"weapons locker","weapon locker","locker"}
 
  descr "a small weapons locker hangs on the wall here."
 
 
 
  extra {}
 
  "It is an ordinary weapons locker that looks like it holds any illegal
 
  weapons that are taken on the station."
 
 
 
  MATERIAL_METAL("A very fine quality steel")
 
 
 
  manipulate {MANIPULATE_ENTER}
 
  CONTAINER_DEF(500)
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
  key black_key
 
 
 
  end
 
 
 
  </nowiki>
 
 
 
 
 
  </sect2>
 
 
 
  <sect2 id="objdrink">
 
  <TITLE>Creating drinks</TITLE>
 
 
 
  <PARA>In <xref linkend="objmacroliqcont">, we covered how to set the size and weight of the container and its content but now we need to talk about some other special things about a drink container verses other objects.</PARA>
 
 
 
  <PARA>The drink container is one of the few objects that has rules on
 
  how you set the title, description and names fields.  The title and
 
  description fields should ot have anything to do with the liquid inside
 
  the container.  This means if you have a barrel full of water you do not
 
  put the word water in the title or the description.  In our case we have
 
  a bag full of wine so we do not put wine in either the title or
 
  description.  The reason for this is if the player drinks the bag empty
 
  and then fills it with water and we had put wine in the title or
 
  description it would still be there but the bag would now be full of
 
  water..  Our symbolic, title, and description would then look like
 
  this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  liq_ration
 
 
 
  title "a red bag"
 
  descr "A red bag has been gently placed here."
 
 
 
  </nowiki>
 
 
 
  <PARA>The names on the other hand MUST have the drink name as the last
 
  name in the name list.  The reason it must be the last one is when a
 
  player drinks or pours out the liquid the name is removed.  If a player
 
  then refills the container the name of the new liquid is added to the
 
  last name.  The bag we are making is full of wine so our names list would
 
  look like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  names {"red bag", "bag", "wine"}
 
 
 
  </nowiki>
 
 
 
  <PARA>Now we add the liquid define for wine</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  LIQ_WINE(1,2,2,0)
 
 
 
  </nowiki>
 
 
 
  <PARA>Finally we add the material type for the bag, the cost to buy the
 
  container, an extra players can look at, and finally an identify extra so
 
  if a player casts either the identify or improved identify spell on the
 
  bag they will se it.  with all that added The finished drink container
 
  looks like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  liq_ration
 
  names {"red bag", "bag", "wine"}
 
  title "a red bag"
 
  descr "A red bag has been gently placed here."
 
 
 
  extra {}
 
  "A small label reads Tassel Grove's finest.  Year 321"
 
 
 
 
 
  MATERIAL_ORGANIC("a soft plastic")
 
  manipulate {MANIPULATE_TAKE}
 
  LIQ_WINE(1,2,2,0)
 
  cost 2 IRON_PIECE
 
 
 
  extra {"$identify"}
 
  "Its the special wine from Tassel grove a small halfling village on the
 
  planet Valhalla.  It seems like a great vintage wine."
 
 
 
  end
 
 
 
  </nowiki>
 
 
 
  </sect2>
 
 
 
  <sect2 id="objfood">
 
  <TITLE>Creating food</TITLE>
 
 
 
  <PARA>The food is very simple to make its just a regular item with the
 
  macros you learned in <xref linkend="objmacrofood">.  In fact making
 
  food is so simple we almost left it out.  I am only adding this to show
 
  how simple it is to change a regular item like the dragon head we showed
 
  you in <xref linkend="objbasic"> into a food item.  Now only a sick
 
  person would make a dragon head into food but if you wanted to you just
 
  add the 'FOOD_DEF(...)' and your all set.  here is a basic food that you
 
  might find laying around a space station.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  beef_stick
 
 
 
  title "a tough leathery stick"
 
  descr "A tough leathery looking stick is laying here."
 
  names {"tough leathery stick","tough leather stick","leathery stick",
 
  "leather stick","tough stick","stick"}
 
 
 
  extra {}
 
  "This has the word BEEF burnt into it."
 
 
 
  manipulate {MANIPULATE_TAKE}
 
  FOOD_DEF(5,0)
 
  weight 1
 
  cost 1 COPPER_PIECE
 
  MATERIAL_ORGANIC("tough beef")
 
 
 
  end
 
 
 
  </nowiki>
 
 
 
  </sect2>
 
 
 
  <sect2 id="objweapon">
 
  <TITLE>Making a weapon</TITLE>
 
 
 
  <PARA>Whats a game with out some kind of weapon to chop or bash things
 
  into little pieces.  We examined how to set the weapon fields in <xref
 
  linkend="objmacroweapon">, the object transfers in <xref
 
  linkend="objmacrotransfers">, and the restriction DIL functions in <xref
 
  linkend="objdilrestrict">.  Now we will pull all we have learned together
 
  and make a pretty nifty little stiletto.</PARA>
 
 
 
  <PARA>The first part as with all our example objects is to set up the
 
  symbolic, names, title, description, object extra, and material type.  this is no
 
  different from any other object so here is what we ended up with</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  w_stiletto
 
  title "a stiletto"
 
    names {"stiletto", "dagger"}
 
  descr
 
  "A deadly looking stiletto has been left here."
 
 
 
  extra{}
 
  "This looks like a thieves dream come true. "
 
 
 
  MATERIAL_METAL("A very fine quality steel")
 
 
 
  </nowiki>
 
 
 
  <PARA>Now lets add the defines and DIL functions that make this a special weapon
 
  along with the manipulate flags that makes it able to be wielded.  We will give
 
  it a bonus in magic and good craftsmanship along with a plus in
 
  backstab for all those assassins on the game.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
 
  WEAPON_DEF(WPN_DAGGER, 1, 2)
 
  SKILL_TRANSFER(SKI_BACKSTAB, 2)
 
  dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
 
 
 
  </nowiki>
 
 
 
  <PARA>to finish it off we will give the weapon a cost, rent, and finally
 
  two identifies for the two identify spells.  Now that we have it all
 
  defined we pull it together and it looks like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  w_stiletto
 
  title "a stiletto"
 
  names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
 
  descr
 
  "A deadly looking stiletto has been left here."
 
 
 
  extra{}
 
  "This looks like a thieves dream come true. "
 
 
 
  MATERIAL_METAL("A very fine quality steel")
 
 
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
 
  WEAPON_DEF(WPN_DAGGER, 1, 2)
 
  SKILL_TRANSFER(SKI_BACKSTAB, 2)
 
  dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
 
  weight 2
 
  cost 2 GOLD_PIECE
 
  rent 1 COPPER_PIECE
 
 
 
  extra {"$identify"}
 
  "The stiletto looks magical in nature and seems really sharp.  You can
 
  tell if you wield it you would be able to backstab someone really easy."
 
 
 
  extra{"$improved identify"}
 
  "The stiletto gives you a magical bonus of +1 and has a quality of +2.
 
  It also raises your back stabbing skill  by 2%.  You have to have at
 
  least 10% in dex before you can wield this magical weapon."
 
 
 
  end
 
 
 
  </nowiki>
 
  </sect2>
 
  <sect2 id="objarmour">
 
  <TITLE>Making armour</TITLE>
 
 
 
  <PARA>In <xref linkend="objmacroarmour"> we explained how to set the
 
            armour fields now we will finish off by adding some more
 
            important information about armour in general.</PARA>
 
 
 
      <PARA>The most important thing to realize is that not all wear
 
            positions on the <ACRONYM>VME</ACRONYM> server are armour positions.  In fact
 
            only seven of the wear positions count as armour the rest are
 
            non-armour positions which we will cover next in <xref
 
            linkend="objnon-armour">.  The following are the armour
 
            positions and their defines.</PARA>
 
        
 
  <TABLE frame=all>
 
  <TITLE>Armour positions</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Position</ENTRY>
 
  <ENTRY>Define</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>head</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_HEAD</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>hands</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_HANDS</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>arms</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_ARMS</ENTRY>
 
  </ROW>
 
 
 
 
 
  <ROW>
 
  <ENTRY>body</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_BODY</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>legs</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_LEGS</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>feet</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_FEET</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>cloak</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_ABOUT</ENTRY>
 
  </ROW>
 
 
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <NOTE><PARA>There is one more field that works as armour, 'MANIPULATE_WEAR_SHIELD' but since that uses another define it is not
 
  shown here.  We will leave that for an exercise for you to do
 
  later.</PARA></NOTE>
 
 
 
  <PARA>First we do the same as we have for every other item, pick the
 
  symbolic, title, description, extra description, and material type for the plate.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  pol_plate
 
  names {"polished breast plate","polished plate","breast plate","plate"}
 
  title "a polished breast plate"
 
  descr "A polished breast plate has been left here."
 
  MATERIAL_METAL("A high luster silver colored metal")
 
 
 
  </nowiki>
 
 
 
  <PARA>Now we pick the armour type in this case I want it to be made like
 
  plate mail and I want it to have a magical bonus and a high
 
  craftsmanship.  Obviously since this is a plate we will pick the body
 
  position.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
 
  ARMOUR_DEF(ARM_PLATE,5,9)
 
 
 
  </nowiki>
 
 
 
  <PARA>All that is left is to add the cost, rent, the identify extras,
 
  and I felt like putting a 40% strength restriction on the armour.  With
 
  all that added together we finish up with the following piece of
 
  armour.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  pol_plate
 
  names {"polished breast plate","polished plate","breast plate","plate"}
 
  title "a polished breast plate"
 
  descr "A polished breast plate has been left here."
 
 
 
  extra{}
 
  "This is one shiny plate it seems to be made out of one perfect piece of
 
  metal.  There doesn't even seem to be any markings of owner ship."
 
 
 
  MATERIAL_METAL("A high luster silver colored metal")
 
 
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
 
  ARMOUR_DEF(ARM_PLATE,5,9)
 
 
 
  dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
 
  cost 2 GOLD_PIECE
 
  rent 3 COPPER_PIECE weight 25
 
 
 
  extra{"$identify"}
 
  "This is a high quality plate with a magical feeling."
 
 
 
  extra{"$improved identify"}
 
  "The plate has a magical bonus to your defence of a +5 and a quality of
 
  +9.  You need 40% in strength to be able to wear it."
 
  end
 
 
 
  </nowiki>
 
 
 
  </sect2>
 
 
 
  <sect2 id="objnon-armour">
 
  <TITLE>Making non-armour worn objects</TITLE>
 
 
 
  <PARA>In the previous section we defined armour that actually protects
 
  the char in combat.  Here we will learn how to make the clothing and
 
  jewelery that may not do anything directly to combat but it can give
 
  your characters bonuses that help in combat in the long run.  We will
 
  start by listing all the non-armour worn positions and their manipulate
 
  defines and then we will give a simple ring object.</PARA>
 
 
 
  <TABLE frame=all>
 
  <TITLE>Non-armour positions</TITLE>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Position</ENTRY>
 
  <ENTRY>define</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>ear</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_EAR</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>neck</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_NECK</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>wrist</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_WRIST</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>finger</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_FINGER</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>chest</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_CHEST</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>back</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_BACK</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>waist</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_WAIST</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>ankle</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_ANKLE</ENTRY>
 
  </ROW>
 
 
 
  </TBODY></TGROUP></TABLE>
 
 
 
  <NOTE><PARA>When giving ability, skill, weapon, or spell bonuses make
 
  sure you realize that positions like ear, neck, wrist, and ankle can all
 
  have two on a player.  This means any bonuses you give can be doubled if
 
  the player gets two of them</PARA></NOTE>
 
 
 
  <PARA>I don't want to beat a dead horse so since I have already
 
  explained armour in <xref linkend="objarmour"> the only difference here
 
  is there is no 'ARMOUR_DEF' everything else is the same.  The following
 
  was one of the first items my wife made as a new builder and I have
 
  always liked it.  I know, I am a lush but this way I don't have to write
 
  an example.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
    maskwa
 
 
 
  names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
 
  title "a Maskwa ring"
 
  descr "A Maskwa platinum ring is laying here."
 
  MATERIAL_METAL("Platinum, and other precious metals")
 
  extra {}
 
  "The ring has a large bear head.  Could this be the legendary head of
 
  Maskwa?  Any thing formed with its head on it is said to strengthen the
 
  wearer."
 
  type ITEM_WORN
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
 
  cost 100 COPPER_PIECE
 
  rent 50 IRON_PIECE
 
  weight 1
 
  STR_TRANSFER(+1)
 
  end
 
 
 
  </nowiki>
 
 
 
  <NOTE><PARA>One last thing I forgot to mention.  The item type also
 
  changes but then that is not hard to understand since this is not armour
 
  it should be some other thing.  In the case of non-armour worn items the
 
  item type is 'ITEM_WORN'.</PARA></NOTE>
 
  </sect2>
 
 
 
  </SECT1>
 
 
 
  <sect1 id="roomnpcobjzone">
 
  <TITLE>Dragon station with rooms, NPCs, and objects</TITLE>
 
 
 
  <PARA>Now we will add the objects we have built to the zone from the
 
  previous chapter.  This is still not complete while it does compile and
 
  you can log into your zone, you still have to load your NPCs and objects
 
  but they do not load themselves and they are not dressed with their
 
  armour.  This will be taken care of in <xref linkend="ch-07"> and you
 
  will finally have a finished zone.  The following is the source file so
 
  far.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #include &lt;composed.h&gt;
 
  %zone dragonst
 
  lifespan 20
 
  reset RESET_ANYHOW
 
  creators {"whistler"}
 
 
 
  notes
 
  "This is the dragon station I shortened it to dragonst for ease in
 
  loading.  If you have  any questions email me at whistler@valhalla.com"
 
 
 
  help
 
  "Not sure what could help you now.  You are stuck on one of the
 
  weirdest space stations you have ever seen and you smell burning
 
  sulfur."
 
 
 
  %rooms
 
 
 
  chamber
 
  title "The middle chamber of the station"
 
  descr
 
  "This chamber seems to have the entire station rotating around it.  It is
 
  unbelievably large the ceiling seems to be a good 200 meeters high and
 
  the room is perfectly cubic. Small human size ornate chairs with dragon
 
  designs scrawled on the arms and back are arranged in a triangle like
 
  setting with one large chair at the front.  This must be where all
 
  station meetings are held. large pictures cover the walls depicting
 
  dragons in all kinds of situations.  large passages lead of to the west
 
  and the east.."
 
 
 
  extra {"chair","chairs"}
 
  "The chairs are made of some metal you don't recognize and every inch is covered
 
  with some kind of dragon."
 
 
 
  extra  {"dragon picture","picture"}
 
  "Thousands of dragons dot the skies of this rather life like picture.  In the
 
  center you see something move.  It looks to be a little green dragon."
 
 
 
  extra{"green dragon","dragon","green"}
 
  "An intellegence looking dragon is sitting perched on a large chair watching you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
 
 
  west to disposal_room descr
 
  "You see a small room.";
 
 
 
  east to hallway descr
 
  "You see what looks to be a hallway.";
 
 
 
  end
 
 
 
  hallway
 
  title "Module tunnel"
 
  descr "The hallway is about 50 meters long and around 100 meters from
 
  side to side and top to bottom.  The hallway seems to be dust free.  The
 
  walls and the floors seem to be made out of the same sterile
 
  metal-plastic that all space agencies uses.  There are large plate glass
 
  windows that open up into space.  The hallway is filled with a dim light
 
  that seems to come from everywhere yet no where all at once.  You notice
 
  a glimmer of bright light coming from the windows.  To the east you see
 
  an air lock and to the west the hallway opens up into a larger room."
 
 
 
  extra {"windows","window"}
 
  "Your eyes are drawn to a large ship lit up with running lights sitting
 
  about 1 kilometer from the station."
 
 
 
  extra{"floor","walls","wall"}
 
  "Well what can be said it looks to be in perfect condition.  what else would
 
  you want to know?"
 
 
 
  extra {"large ship" ,"ship"}
 
  "The ship looks really big and is shaped like a dragon.  The scales
 
  sparkle and seem to be multiple colors."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  west to chamber descr
 
  "The hallway opens up into a chamber.";
 
 
 
  east to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  end
 
 
 
  office
 
  title "The station office"
 
  descr
 
  "Large paintings fill the walls of this part of the station.  The room
 
  is as large as the other rooms big enough for Dragons to lounge while
 
  still having a desk in one corner small enough for a humanoid.  The
 
  floor along the north wall is lined with some kind of fabric and seems very
 
  soft to walk on, it may be some kind of dragon lounge judging by how large an
 
  area it covers.  There is a passage to the west."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"paintings","painting"}
 
  "The paintings are of many dragons and riders in all kinds of tasks from
 
  combat to look out.  All the figures seem to be staring at a staff
 
  being held by a depiction of a wizard on the south wall."
 
 
 
  extra {"wizard","staff"}
 
  "The wizard has his hand stretched out and it seems there is a place
 
  you can almost grab the staff. Maybe if you searched the staff you would
 
  find it."
 
 
 
  extra {"desk"}
 
  "Its a desk alright but there doesn't seem to be any drawers and it
 
  seems totally empty."
 
 
 
  extra{"fabric"}
 
  "Wussshhhhh you bound across the comfortable floor wasn't that fun."
 
 
 
  west to hallway descr
 
  "You see what looks to be a hallway."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  SECRET_DOOR_DIFFICULTY(SOUTH, 50)
 
  south to portal_room descr
 
  "You see what looks to be a portal room."
 
  keyword {"air lock door","air lock","staff","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
 
 
 
  end
 
 
 
  portal_room
 
  title "Green field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a green field right in the center.
 
  there is a door that leads to another room to the north."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"green field","field"}
 
  "The field looks to be a green fog shifting and churning as you watch.
 
  if you are nuts you could probably enter it."
 
 
 
  north  to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
 
 
  //A link to the portal is also here from room_port
 
  end
 
 
 
  ship_port
 
  names{"green field", "field"}
 
  title "Green field"
 
  descr
 
  "Green Mist swirls about you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  in ship
 
 
 
  dilcopy force_move@function(
 
  //Time to activation
 
  4,
 
  //room and act
 
  "portal_room@dragonst!You feel your body dissolving for lack of a better
 
  description.&amp;nYou appear on the deck of a ship.",
 
  //True or False for randomizing or not
 
  FALSE);
 
 
 
 
 
  end                                           
 
 
 
  room_port
 
  names{"green field", "field"}
 
  title "Green field"
 
  descr
 
  "Green Mist swirls about you."
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  in portal_room
 
 
 
  dilcopy force_move@function(
 
  //Time to activation
 
  4,
 
  //room and act
 
  "ship@dragonst!You feel your body dissolving for lack of a better
 
  description.&amp;nYou appear on the deck of a ship.",
 
  //True or False for randomizing or not
 
  FALSE);
 
 
 
 
 
  end
 
 
 
  disposal_room
 
  title "Red field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a red field right in the center.
 
  there is a door that leads to another room to the east."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"red field","field"}
 
  "The field looks to be a red fog shifting and churning as you watch.
 
  if you are nuts you could probably enter it."
 
 
 
  east to chamber descr
 
  "You see the main chamber.";
 
 
 
  //A link to the portal is also here from dis_port
 
  end
 
 
 
  dis_port
 
  names {"red field","field"}
 
  title "Red field"
 
  descr
 
  "Red Mist swirls about you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
  dilcopy force_move@function(
 
  //how fast to force move in seconds
 
  4,
 
  //room to force move to and act
 
  "deathspace@dragonst!You feel your body dissolving for lack of a better description.",
 
  //true or false random move or not
 
  0);
 
  in disposal_room
 
 
 
  end
 
 
 
  ship
 
  title "War dragon"
 
  descr
 
  "Blue light softly glows from con duets that line the walls of this ship.
 
  The floors beside the east and west wall have what looks to be soft
 
  fabric covering.  The south wall has small controls that seem to be made
 
  for humanoids with two small chairs that look to be pilot seats.  view
 
  portals are about 50 meters up the side of the ship on the west and east
 
  wall and some kind of electronic screen covers the south wall.  The ship
 
  seems to be a one room ship but there is a green field by the north
 
  wall."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"view port"}
 
  "Sorry your not 50 meters tall maybe it is made for a dragon?"
 
 
 
  extra {"view screen","screen"}
 
  "It seems to be the pilots view screen but you can't seem to see a way
 
  to turn it on."
 
 
 
  extra {"controls","control"}
 
  "The controls are in some weird language and your afraid if you start
 
  pushing buttons you might rocket in to the station or worse slam into
 
  a planet."
 
 
 
  extra {"soft fabric","fabric"}
 
  "It looks to be a dragon lounge area."
 
 
 
  //A link to the portal is also here from ship_port
 
  end
 
 
 
  deathspace
 
  title"Open space"
 
  descr
 
  "You see the ship and the station far off in the distance and you are in Space!"
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  dilcopy death_room@function (
 
  //how often is damage done 4 would be 1 second
 
  4,
 
  //damage
 
  400,
 
  //act for the damage.
 
  "You realize to late that was the trash disposal transporter and you feel
 
  your lungs explode.");
 
 
 
 
 
  end
 
 
 
  %mobiles
 
 
 
  bldragon
 
 
 
  title "a black dragon"
 
  descr "A big ugly black dragon is clawing the ground here."
 
  names {"big ugly black dragon","ugly black dragon","big black dragon",
 
  "black dragon","dragon"}
 
 
 
  extra {}
 
  "The black dragons scales glitter like black granite that has been
 
  polished for years by water.  He has a large neck and huge bat like
 
  wings.  his eyes watch you as you stand before him.  One claw seems to be
 
  tapping slightly on the ground as if the dragon is waiting for
 
  something."
 
 
 
  extra {"eye","eyes"}
 
  "The dragons eyes seem to follow you no matter where you go in the room
 
  nothing seems to escape the dragons attention."
 
 
 
  extra {"claws","claw"}
 
  "The claw is big black and it looks very deadly.  It seems like the
 
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
 
  to say means the claws are about the size of short swords and long
 
  swords."
 
 
 
  extra {"scales","scale"}
 
  "Its a scale!  Haven't you ever seen a dragon before!"
 
 
 
  extra {"bat wings","wings"}
 
  "The dragon sees you looking and flaps his wings creating one heck of a
 
  wind blast."
 
 
 
  M_DRAGON_BLACK_OLD(SEX_MALE)
 
 
 
  end
 
 
 
  janitor
 
  names {"ugly janitor", "janitor", "hobgoblin"}
 
  title "an ugly janitor"
 
  descr "an ugly janitor is walking around, cleaning up."
 
 
 
  extra{}
 
  "This ugly green thing looks more goblin than hobgoblin but he seems intent on
 
  cleaning everything around him."
 
 
 
  M_AVG_HOBGOBLIN(6, SEX_MALE)
 
 
 
  // he is sort of good for cleaning so much
 
  alignment 900
 
 
 
  //give him some money
 
  money 5 IRON_PIECE
 
 
 
  dilcopy janitors@function(15);
 
 
 
  // only want him cleaning the station
 
  dilcopy wander_zones@function("dragonst", 20, 1, 1);
 
 
 
  end
 
 
 
  bob
 
 
 
  names {"Bob"}
 
  title "Bob"
 
  descr "Bob the Banker is here, sitting behind the counter."
 
  extra {}
 
  "He has a very serious look on his face."
 
 
 
  // define from composed.h
 
  M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
 
 
 
  //discourage people from killing banker
 
  exp -500
 
 
 
  flags {UNIT_FL_NO_TELEPORT}
 
 
 
  special SFUN_BANK
 
  end
 
 
 
  %objects
 
 
 
  info_board
 
 
 
  title "a merchant information board"
 
  descr "A merchant information Board is mounted on a wall here."
 
  names {"merchant information board","information board","merchant
 
  board","board"} extra {} "A large flashy black steal board."
 
 
 
  MATERIAL_METAL("A very fine quality black steel")
 
  type ITEM_BOARD
 
  dilcopy board@boards("info","","rem_res@boards","",100);
 
 
 
  end
 
 
 
  w_stiletto
 
  title "a stiletto"
 
  names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
 
  descr "A deadly looking stiletto has been left here."
 
 
 
  MATERIAL_METAL("A very fine quality steel")
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
 
  WEAPON_DEF(WPN_DAGGER, 1, 2)
 
  weight 2
 
  cost 2 GOLD_PIECE
 
  rent 1 COPPER_PIECE
 
 
 
  SKILL_TRANSFER(SKI_BACKSTAB, 2)
 
  dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
 
 
 
  extra{}
 
  "This looks like a thief dream come true. "
 
 
 
  extra {"$identify"}
 
  "The stiletto looks magical in nature and seems really sharp.  You can
 
  tell if you wield it you would be able to backstab someone really easy."
 
 
 
  extra{"$improved identify"}
 
  "The stiletto gives you a magic bonus of +1 and has a quality of +2.
 
  It also raises your back stabbing skill  by 2%.  You have to have at
 
  least 10% in dex before you can wield this magical weapon."
 
 
 
  end
 
 
 
  wpn_locker
 
 
 
  title "a weapons locker"
 
  names {"weapons locker","weapon locker","locker"}
 
 
 
  descr "a small weapons locker hangs on the wall here."
 
  manipulate {MANIPULATE_ENTER}
 
  CONTAINER_DEF(500)
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
  weight 400
 
  MATERIAL_METAL("A very fine quality steel")
 
 
 
  extra {}
 
  "It is an ordinary weapons locker that looks like it holds any illegal
 
  weapons that are taken on the station."
 
 
 
  end
 
 
 
  pol_plate
 
  names {"polished breast plate","polished plate","breast plate","plate"}
 
  title "a polished breast plate"
 
  descr "A polished breast plate has been left here."
 
  extra{}
 
  "This is one shiny plate it seems to be made out of one perfect piece of
 
  metal.  There doesn't even seem to be any markings of owner ship."
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)
 
 
 
  MATERIAL_METAL("A high luster silver colored metal")
 
 
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
 
  ARMOUR_DEF(ARM_PLATE,5,9)
 
  dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
 
  cost 2 GOLD_PIECE
 
  rent 3 COPPER_PIECE
 
  weight 25
 
 
 
  extra{"$identify"}
 
  "This is a high quality plate with a magical feeling."
 
 
 
  extra{"$improved identify"}
 
  "The plate has a magical bonus to your defence of a +5 and a quality of
 
  +9. You need 40% in strength to be able to wear it."
 
  end
 
 
 
  liq_ration
 
  names {"red bag", "bag", "wine"}
 
  title "a red bag"
 
  descr "A red bag has been gently placed here."
 
 
 
  MATERIAL_ORGANIC("a soft plastic")
 
  manipulate {MANIPULATE_TAKE}
 
 
 
  LIQ_WINE(1,2,2,0)
 
  cost 2 IRON_PIECE
 
  extra {}
 
  "A small label reads Tassel Grove's finest.  Year 321"
 
 
 
  extra {"$identify"}
 
  "Its the special wine from Tassel grove a small halfling village on the
 
  planet Valhalla.  It seems like a great vintage wine."
 
 
 
  end
 
 
 
  beef_stick
 
 
 
  title "a tough leathery stick"
 
  descr "A tough leathery looking stick is laying here."
 
  names {"tough leathery stick","tough leather stick","leathery stick",
 
  "leather stick","tough stick","stick"}
 
 
 
  extra {}
 
  "This has the word BEEF burnt into it."
 
 
 
  manipulate {MANIPULATE_TAKE}
 
  FOOD_DEF(5,0)
 
  weight 1
 
  cost 1 COPPER_PIECE
 
  MATERIAL_ORGANIC("tough beef")
 
  end
 
 
 
    maskwa
 
 
 
  names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
 
  title "a Maskwa ring"
 
  descr "A Maskwa platinum ring is laying here."
 
  MATERIAL_METAL("Platinum, and other precious metals")
 
  extra {}
 
  "The ring has a large bear head.  Could this be the legendary head of
 
  Maskwa?  Any thing formed with its head on it is said to strengthen the
 
  wearer."
 
  type ITEM_WORN
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
 
  cost 100 COPPER_PIECE
 
  rent 50 IRON_PIECE
 
  weight 1
 
  STR_TRANSFER(+1)
 
  end
 
 
 
  %end
 
 
 
  </nowiki>
 
 
 
  </sect1>
 
 
 
 
 
  <sect1 id="objexer">
 
  <TITLE>Suggested object exercises</TITLE>
 
  <orderedlist>
 
  <LISTITEM>
 
  <PARA>Using information you learned in <xref linkend="objcraft">,
 
  <xref linkend="objmag">, <xref linkend="objmacroshield">, and
 
  <xref linkend="objarmour"> create a large shield.</PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Using information you learned in <xref linkend="objnon-armour">
 
  and <xref linkend="objmacrotransfers"> create a ring that gives a person
 
  5% strength bonus and removes 5% magic ability.</PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Using information you learned from <xref linkend="objmacroliqcont"> and <xref
 
  linkend="objdrink"> create a beer or soda from your local area.</PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Using information you learned in <xref linkend="objmacrolight">;
 
  make an object that gives off a bright light and will never run
 
  out.</PARA>
 
  </LISTITEM>
 
  <LISTITEM>
 
  <PARA>Using the macros found in <xref linkend="objmacroliqcont">,
 
  <xref linkend="objmacrofood">, <xref linkend="objmacromoney">, and
 
  <xref linkend="objmacrocontainer"> along with information found in
 
  <xref linkend="objfood"> and <xref linkend="objdrink">; create a chest that
 
  can be locked that contains food, drink, a pile of silver pieces, and a
 
  pile of iron pieces. </PARA>
 
  </LISTITEM>
 
  </orderedlist>
 
 
 
  </SECT1>
 
 
 
  </chapter>
 
 
 
  <chapter ID="ch-07"><?dbhtml filename="ch07.html">
 
  <TITLE>The reset section</TITLE>
 
 
 
  <PARA>Once you have learned to build rooms, objects and NPCs, you will
 
  find one main missing thing, while you have created NPCs and objects
 
  they don't exist in the game unless you load them.  When developing the
 
  <ACRONYM>VME</ACRONYM> we found that logging on and loading everything for the players to
 
  interact with, became a very difficult thing to do when we got over 30
 
  items.  After many seconds of thought we came up with the idea of a
 
  reset section that would do all of this work for us.  In fact the reset
 
  takes care of closing doors after players have opened them, loading NPCs
 
  and their equipment, loading objects by themselves in rooms or even
 
  loaded objects in objects.</PARA>
 
 
 
  <PARA>Everything inside the reset section activates once at boot time and
 
  then again when the reset time is up and the reset flag is true.  These
 
  two fields were described in <xref linkend="zoneinfo"> and are included
 
  in the zone header.  The reset section is denoted by the symbol '%reset' and can placed
 
  anywhere but we try to keep it at the end of our zone files.  There is
 
  no set order you must reset your doors, objects, and NPCs in but I like
 
  to do doors first, special reset commands second, objects in rooms third, objects with objects in them
 
  forth, NPCs fifth,
 
  and finally NPCs.  You may find that you have a better way of sorting
 
  them and again it is up to you.</PARA>
 
 
 
  <sect1 id="doorreset">
 
  <TITLE>Door resets</TITLE>
 
 
 
  <PARA>To show how the door resets work we will revisit an old room
 
  example from <xref linkend="rmdoorexits">. The following two rooms are
 
  linked with a door and at boot time they are reset to closed.  When the
 
  mud boots the door flags set on the room are the door flags that are
 
  used.  After boot up time the reset section is where the <ACRONYM>VME</ACRONYM> gets its
 
  information about what to do with the door.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  hallway
 
  title "Module tunnel"
 
  descr "The hallway is about 50 meters long and around 100 meters from
 
  side to side and top to bottom...."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  west to chamber descr
 
  "The hallway opens up into a chamber.";
 
 
 
  east to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  end
 
 
 
  office
 
  title "The station office"
 
  descr
 
  "Large paintings fill the walls of this part of the station...."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  west to hallway descr
 
  "You see what looks to be a hallway."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
  end
 
 
 
  </nowiki>
 
 
 
 
 
  <PARA>Now that we have two rooms lets define the reset command and how
 
  it works.  All reset commands have a keyword and then a set of
 
  arguments.  The door reset command is simply 'door' followed by a set of
 
  arguments that tell the <ACRONYM>VME</ACRONYM> where the door is, which door in that
 
  location, and what you want to do with the door.  The command looks like
 
  this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  door &lt;room symbol&gt; &lt;Direction number&gt; {&lt;door flags&gt;}
 
 
 
  </nowiki>
 
 
 
  <VARIABLELIST>
 
  <TITLE>Door argument explanation</TITLE>
 
  <VARLISTENTRY>
 
;room symbolic
 
  <DICTDEF>
 
  <PARA>As the name indicates this is the room that the door is located
 
  in.  If you are resetting a door not in the zone the reset
 
  command is in you will need to use a full symbolic name with the zone
 
  extension.  The following would be two valid examples.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  //room symbolic in  this zone
 
  door myroom ...
 
 
 
  //room symbolic in another zone
 
  door out_room@frogwart ...
 
 
 
  </nowiki>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;direction number
 
  <DICTDEF>
 
  <PARA>The direction number can be one of the pre-defined direction
 
  numbers in the file ''vme.h''.  shown here so you don't
 
  have to go flipping file to file.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define NORTH 0
 
  #define EAST  1
 
  #define SOUTH 2
 
  #define WEST  3
 
  #define UP    4
 
  #define DOWN  5
 
  #define NORTHEAST 6
 
  #define NORTHWEST 7
 
  #define SOUTHEAST 8
 
  #define SOUTHWEST 9
 
 
 
 
 
  </nowiki>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;door flags
 
  <DICTDEF>
 
 
 
  <PARA>These flags, surrounded by '{}', describe the state of the door after the reset.  The following is the
 
  list of possible door flags.</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;EX_OPEN_CLOSE
 
  <DICTDEF>
 
  <PARA> Set this if you can open and close this exit, be it a door, gate or
 
      otherwise.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;EX_CLOSED
 
  <DICTDEF>
 
  <PARA>Set this if you want the exit to be closed at reset time.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;EX_LOCKED
 
  <DICTDEF>
 
  <PARA>Set this if you want the exit to be locked at reset time.</PARA>
 
  <NOTE>
 
  <PARA>An interesting aspect is that if you do not specify a key, you can
 
      only unlock this door with the 'pick' skill, 'unlock' spell or from
 
      <ACRONYM>DIL</ACRONYM> with UnSet();</PARA>
 
  </NOTE>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;EX_PICK_PROOF
 
  <DICTDEF>
 
  <PARA>Using this flag renders the 'pick' skill and 'unlock' spell un useable on the
 
      lock of this exit.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
  ;EX_HIDDEN
 
  <DICTDEF>
 
  <PARA>If this bit is set, the exit is hidden until the mobile has successfully
 
      searched for it, using the 'search'-command.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
 
 
  <PARA>Now that we have all the information we need we can close the door
 
  after the reset time expires.  For our two rooms the door reset would
 
  look like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED}
 
  door office WEST {EX_OPEN_CLOSE, EX_CLOSED}
 
 
 
  </nowiki>
 
 
 
  <NOTE><PARA>As you can see from the example it is very important to
 
  close both sides of the door.  If you do not close both sides you will
 
  get very weird and undefined errors when players are trying to open and
 
  close them</PARA></NOTE>
 
 
 
  <PARA>Another thing that you can do with the door reset command is
 
  change the doors status.  In our previous example we reset the door to
 
  its status that it has when it first is loaded into the game.  If
 
  however we wanted to change the door to a locked door we could do that
 
  by adding the locked flag like this.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
  door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
 
 
  </nowiki>
 
 
 
  </sect1>
 
 
 
  <sect1 id="resetloadobjnpc">
 
  <TITLE>Loading objects and NPCs</TITLE>
 
 
 
  <PARA>Time to start loading your zone with its life and all the other
 
  strange things you have built.  There is two commands that do all the
 
  loading and equipping of objects.  Oddly enough the commands are called
 
  'load' and 'equip'.  The format of the commands are almost the same
 
  but equip must be used inside a NPC grouping.  With that in mind lets
 
  start with simple loads and work our way up.</PARA>
 
 
 
  <PARA>The command to load an object or an NPC into a room is as
 
  follows:</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  load &lt;object or NPC&gt; [into] [&lt;room&lt;] [&lt;load amount&gt;]
 
    [{Other loads and equip commands}]
 
   
 
  </nowiki>
 
 
 
  <VARIABLELIST>
 
 
 
  <VARLISTENTRY>
 
;object or NPC
 
  <DICTDEF>
 
  <PARA>The first argument to the load command is the object or NPC
 
  symbolic name that you want to load.  The first argument is the only one
 
  that must be included in all load commands.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;into
 
  <DICTDEF>
 
  <PARA>This is just a symbol that tells the reset that we are loading the
 
  object or NPC into some other unit.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;object, NPC, and room
 
  <DICTDEF>
 
  <PARA>The third argument is the symbolic name of the place where you are loading the object
 
  and the NPC.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;load amount
 
  <DICTDEF>
 
  <PARA>the fourth argument is an optional argument that tells the reset
 
  how many of the objects are allowed in the world, zone, or locally.  The
 
  possible values for this field are as follows:</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;max &lt;num&gt;
 
  <DICTDEF>
 
  <PARA>This  command  is  always  part  of  another reset command (load,
 
  equip, etc.).  At reset time the entire world is scanned for occurences
 
  of the loaded unit - only if the currently existing number is less than
 
  &lt;num&gt; will the command be executed.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;local &lt;num&gt;
 
  <DICTDEF>
 
  <PARA>This command is always  part  of  another  reset  command  (load,
 
  equip, etc.).  At reset time the location of which the unit is to
 
  be loaded into is scanned for occurences of the loaded unit only  if  the currently
 
  existing number is less than &lt;num&gt; will the
 
  command be executed.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;zonemax &lt;num&gt;
 
  <DICTDEF>
 
  <PARA>This command is always  part  of  another  reset  command  (load,
 
  equip,  etc.).  At  reset  time  the  entire zone being reset is
 
  scanned for occurences of the loaded unit - only if the currently
 
  existing number is less than &lt;num&gt; will the command be
 
  executed.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;Optional grouping
 
  <DICTDEF>
 
 
 
  <PARA>Any reset command may be followed by a pair of curly brackets {}
 
  containing  more reset commands. The commands inside the brackets
 
  will only be executed in case the associated command was successful.</PARA>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  </VARIABLELIST>
 
 
 
  <PARA>Don't be alarmed if this sounds a bit hard.  It all gets much
 
  more clear as some examples are explained.  Lets take a look at the
 
  following example and see if we can't make this much more clear.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  load udgaard/fido into midgaard/temple max 1
 
 
 
  </nowiki>
 
 
 
  <PARA>This example is pretty simple it says load the fido into the
 
  temple only if there isn't already 1 in the world.  Now lets get a bit
 
  more complicated.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  load udgaard/fido into midgaard/temple max 1
 
  {
 
    load bone
 
    load excrement into midgaard/temple
 
  }
 
 
 
  </nowiki>
 
 
 
  <PARA>Now we have said again load the fido into the temple if there is
 
  not already one in the world.  Then if fido loads fill his inventory
 
  with a bone and load excrement into the temple as well.</PARA>
 
 
 
  <PARA>We can get even more complicated but still just using the load
 
  commands by doing the following</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  load udgaard/fido into midgaard/temple max 1
 
  {
 
    load bone
 
    load excrement into midgaard/temple
 
        load bag
 
    {
 
        load apple max 1
 
 
     }
 
     }
  }
+
  }
 
+
  dilend</nowiki>
 
+
  </nowiki>
+
---~---~---~---~---~---~---~---~---
 
+
<!--LINK--><span id="ongoto" />
  <PARA>now we still have the fido loading if there isn't one already in
+
'''on <i>n</i> goto <i>la</i>, <i>lb</i>, ..., <i>ln</i>:'''
  the world then the bone and the excrement and finally we load a bag.
+
  If there isn't an apple already in the world we load the bag with a
+
    This construct is an easy way of performing a goto operation
  apple in it other wise the bag will be empty.</PARA>
+
    based on the result of an integer. The integer value 'n' must
 
+
    be zero or positive and less than the number of labels specified
  <PARA>Well that should be enough load examples for now but we will get
+
    in the label-list. If n is outside this range, the on-goto operation
  right back to them in a bit. Now we should introduce another reset
+
    is skipped and execution continues at the next instruction.
  command called the 'equip' command that we have already mentionedThe
+
  'equip' command works a lot like load but has much simpler arguments.
+
    Based on the value of 'n' execution continues at the label
  The 'equip' command is as follows.</PARA>
+
    corresponding to number 'n' in the list. I.e. if n is 0, then
 
+
    execution continues at the first specified label, if n is 1
 
+
    then at the second, etc. etc.
 +
 +
   
 +
'''Example:'''
 +
 +
  Assume you have an integer 'i' larger than zero, which takes
 +
  on 0, 1, 2, 3, 4 or 5. Based on each value you need to take a
 +
  different action, this is how you can do it:
 +
 
  <nowiki>
 
  <nowiki>
 
+
  equip &lt;symbol&gt; position [load amount &lt;num&gt;]
+
    on i goto grin, laugh, grin, nada, poke, laugh;
 
+
    log("Value was not in the range 0..5");
  </nowiki>
+
    quit;
  <VARIABLELIST>
+
  <VARLISTENTRY>
+
      :laugh:
;symbol
+
      exec("grin", self);
  <DICTDEF>
+
      goto ...;
  <PARA>The first argument is just the symbolic name of the item
+
  being worn by the NPC.</PARA>
+
      :grin:
 
+
      exec("cackle", self);
  </LISTITEM>
+
      goto ...;
  </VARLISTENTRY>
+
   
 
+
      :blank:
  <VARLISTENTRY>
+
      exec("cry", self);
;position
+
      goto ...;
  <DICTDEF>
+
  <PARA>The position is any of the positions available in the
+
      :poke:
  ''vme.h''. The following are all the positions along
+
      exec("smirk", self);
  side there defines as found in the ''vme.h''.</PARA>
+
      goto ...;
 
+
</nowiki>
  <TABLE frame=all>
+
It is often used in this context
  <TITLE>Wear positions</TITLE>
+
   
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Position</ENTRY>
 
  <ENTRY>Define(s)</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>head</ENTRY>
 
  <ENTRY>WEAR_HEAD</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>hands</ENTRY>
 
  <ENTRY>WEAR_HANDS</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>arms</ENTRY>
 
  <ENTRY>WEAR_ARMS</ENTRY>
 
  </ROW>
 
 
 
 
 
  <ROW>
 
  <ENTRY>body</ENTRY>
 
  <ENTRY>WEAR_BODY</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>legs</ENTRY>
 
  <ENTRY>WEAR_LEGS</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>feet</ENTRY>
 
  <ENTRY>WEAR_FEET</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>cloak</ENTRY>
 
  <ENTRY>WEAR_ABOUT</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>shield</ENTRY>
 
  <ENTRY>WEAR_SHIELD</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>hold</ENTRY>
 
  <ENTRY>WEAR_HOLD</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>wield</ENTRY>
 
  <ENTRY>WEAR_WIELD</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>ear</ENTRY>
 
  <ENTRY>WEAR_EAR_R and WEAR_EAR_L</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>neck</ENTRY>
 
  <ENTRY>WEAR_NECK_1 and WEAR_NECK_2</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>wrist</ENTRY>
 
  <ENTRY>WEAR_WRIST_R and WEAR_WRIST_L</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>finger</ENTRY>
 
  <ENTRY>WEAR_FINGER_R and WEAR_FINGER_L</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>chest</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_CHEST</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>back</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_BACK</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>waist</ENTRY>
 
  <ENTRY>MANIPULATE_WEAR_WAIST</ENTRY>
 
  </ROW>
 
 
 
  <ROW>
 
  <ENTRY>ankle</ENTRY>
 
  <ENTRY>WEAR_ANKLE_R and WEAR_ANKLE_L</ENTRY>
 
  </ROW>
 
 
 
  </TBODY></TGROUP></TABLE>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
 
 
;load amount
 
  <DICTDEF>
 
  <PARA>the fourth argument is an optional argument that tells the reset
 
  how many of the objects are allowed in the world, zone, or locally. The
 
  possible values for this field are as follows:</PARA>
 
 
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;max &lt;num&gt;
 
  <DICTDEF>
 
  <PARA>This  command  is  always  part  of  another reset command (load,
 
  equip, etc.). At reset time the entire world is scanned for occurences
 
  of the loaded unit - only if the currently existing number is less than
 
  &lt;num&gt; will the command be executed.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;local &lt;num&gt;
 
  <DICTDEF>
 
  <PARA>This command is always  part  of  another  reset  command  (load,
 
  equip, etc.).  At reset time the location of which the unit is to
 
  be loaded into is scanned for occurences of the loaded unit - only  if  the currently
 
  existing number is less than &lt;num&gt; will the
 
  command be executed.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  <VARLISTENTRY>
 
;zonemax &lt;num&gt;
 
  <DICTDEF>
 
  <PARA>This command is always  part  of  another  reset  command  (load,
 
  equip,  etc.).   At  reset  time  the  entire zone being reset is
 
  scanned for occurences of the loaded unit - only if the currently
 
  existing number is less than &lt;num&gt; will the command be
 
  executed.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  </VARIABLELIST>
 
 
 
  <PARA>Now with the equipment command you can now get your NPCs dressed
 
  and ready for battle. The 'load' and 'equip' commands are not the
 
  easiest though so lets go through some simple examples.</PARA>
 
 
 
 
 
 
  <nowiki>
 
  <nowiki>
 
+
  load guard into jail
+
    on rnd(0,4) goto l1, l2, l3, l4, l5;
    {
+
    equip helmet WEAR_HEAD
+
    :l1:
    equip plate WEAR_BODY
+
    bla;
    equip pants WEAR_LEGS
+
    equip specialsword max 1
+
    :l2:
    load brass_key
+
    bla;
    }  
+
   
 
+
    ....
  </nowiki>
+
 
+
</nowiki>
  <PARA>This is how you would equip a NPC with all items from the current
+
  zone. As you can see we didn't need full symbolics because the server
+
---~---~---~---~---~---~---~---~---
  knows to grab the items from the zone the resets are in.</PARA>
+
<!--LINK--><span id="forea" />
 
+
'''foreach:'''
 
+
  Foreach is an easy way to process all the units in the
 +
  local environment relative to the 'self' executing the
 +
  foreach. Foreach takes care of creating a list of local
 +
  units, and of securing them. You can use both break and
 +
  continue in a foreach statement. The unit executing the
 +
  foreach ('self') is always a part of the foreach.
 +
 +
      It is important to understand that the units in the local
 +
      environment are relative to the 'self' executing the foreach.
 +
 +
'''Example:'''
 +
    This foreach is copied onto the spell caster, and hence all units
 +
    relative to the spell caster (i.e. self) are processed in the foreach.
 +
    Assume that it was executed on the spell caster's staff, then all units
 +
    found would be relative to the staff, i.e. the spell caster's inventory.
 +
 
  <nowiki>
 
  <nowiki>
 
+
  load guard into safe_room max 2
+
...
  {
+
    foreach (UNIT_ST_PC|UNIT_ST_NPC, u)
  equip plate WEAR_BODY
 
  load powersword max1
 
 
     {
 
     {
    load silver_pile into safe_room
+
      if (u.hp < u.max_hp)
 +
      {
 +
          act("Warm raindrops fall upon you, cleaning your wounds.",
 +
              A_ALWAYS, u, null, null, TO_CHAR);
 +
          u.hp := u.hp + 6;
 +
          if (u.hp > u.max_hp)
 +
            u.hp := u.max_hp;
 +
      }
 +
      else
 +
        act("Warm raindrops fall upon you.",
 +
            A_ALWAYS, u, null, null, TO_CHAR);
 +
      pause;
 
     }
 
     }
  }   
+
...</nowiki>
 
+
  </nowiki>
+
  <!--LINK--><span id="assgn" />
 
+
  <PARA>In this example we only load the silver pile if the guard loads
+
<h3>'''Assignment:'''</h3>
  and if the power sword loads which may or may not happen since there is
+
    You can assign values to the variables you declare
  only a max of one sword allowed while there is a max of 2 guards
+
    in your 'var' section, and some of the built-in
  allowed. What will happen in this case is at the first reset there will
+
    variables. This is done by the ':=' operator.
  be one guard and one pile of silver. The next reset there will still
+
    Note that you can also assign a variable the result
  only be one pile of silver but now there will be two guards.</PARA>
+
    of an expression
 
+
    (the addition of strings below as an example)
  <PARA>Hopefully you have got the basic resets down. If not don't worry
+
   
  there are plenty more examples to come and we still have to make the
+
'''Example:'''
  resets for our dragon station zone.</PARA>
+
   
  </sect1>
 
 
 
 
 
  <sect1 id="resetfunction">
 
  <TITLE>Special reset functions</TITLE>
 
 
 
  <PARA>Now that we have gone over the basic load and equip commands we
 
  have some special commands that you can add to them to make them do more
 
  interesting thingsSometimes when doing resets you don't always want
 
  items or NPCs to load or sometimes you want them to load but only if a
 
  certain amount of other things correctly load.  There are also times you
 
  want to clear the rooms or reload an entire object after removing the
 
  old one. All these things and more can be accomplished with the reset
 
  section. </PARA>
 
 
 
  <sect2 id="resetcomplete">
 
  <TITLE>The complete directive.</TITLE>
 
 
 
  <PARA>The 'load' and 'equip' commands have one more argument that can be
 
  placed at the end of them to make them act a bit different.the complete
 
  directive. In the case where this directive is placed at the end
 
  of a 'load or 'equip' command, the unit is only loaded in case all immediate commands inside
 
  its nesting are executed successfully. For example:</PARA>
 
 
 
 
 
 
  <nowiki>
 
  <nowiki>
 
+
  load captain into jail_room complete
+
  dilbegin foo();
  {
+
  var
     equip magic_sword position WEAR_WIELD max 1
+
     myvarsl : stringlist;
     load bag
+
     myvars : string;
    {
+
  code
        load ruby_ring max 1
+
  {
     }
+
    :start:
  }
+
     myvarsl := {"a string","another","the first"};
 
+
    myvars := self.name+" XX ";
  </nowiki>
+
    myvarsl.[2] := "the last";
 
+
    myvarsl.[3] := "illegal";  /* Will not work since [3] is not defined */
  <PARA>In this case the captain is only loaded if the objects magic_sword
+
    pause;
  and bag are successfully loaded. if the ruby_ring is not loaded,
+
    goto start:
  it will have no effect on the complete directive. To make the ruby_ring
+
  }
  affect to captains complete directive, the bag must also have specified a
+
  dilend</nowiki>
  complete directive (because the bag would then not be complete, and thus the
+
  captain would not be complete). </PARA>
+
 
+
<!--LINK--><span id="express" />
  </sect2>
+
 
+
<h3>'''Expressions:'''</h3>
  <sect2>
+
  The expressions used in assignment can return any
  <TITLE>The follow command</TITLE>
+
  of the types you can declare variables. Also they might return
 
+
  fail or null. An expression returning fail will not result
  <PARA>Once you load a NPC you may want that NPC to follow another NPC.  
+
  in any action being taken. Fail is returned when you
    That is what the 'follow' command is forThe following is the format
+
  request a field from a null pointer, or the like.
    of the 'follow' command</PARA>
+
   
 
+
'''Example:'''
   
+
 
  <nowiki>
 
  <nowiki>
   
+
     follow &lt;symbol&gt; &lt;load amount #&gt; &lt;complete&gt;
+
  dilbegin foo();
      
+
  var
     </nowiki>
+
     myvarsl : stringlist;
 
+
    myvars : string;
  <VARIABLELIST>
+
    myvarint : integer;
  <VARLISTENTRY>
+
     myvaredp : extraptr;
;symbol
+
     myvarunit : unitptr;
  <DICTDEF>
+
  code
  <PARA>The first argument to the follow command is the symbolic name of
+
  {
  the NPC to follow the NPC of the outer grouping.</PARA>
+
    :start:
  </LISTITEM>
+
    myvarunit := self.inside.next;
  </VARLISTENTRY>
+
    myvarsl := {"a string","another","the last"};
 
+
    myvars := self.name+" XX "+itoa(self.hp);
  <VARLISTENTRY>
+
    myvarint := activator.hp;
;load amount
+
    myvaredp := "Rabbit Stew Complete" in activator.quests;
  <DICTDEF>
+
    pause;
  <PARA>the second argument is an optional argument that tells the reset
+
    goto start:
  how many of the NPC followers of this type  are allowed in the world, zone, or locally. The
+
  }
  possible values for this field are as follows:</PARA>
+
  dilend</nowiki>
      <VARIABLELIST>
+
   
  <VARLISTENTRY>
+
  ---~---~---~---~---~---~---~---~---
;max &lt;num&gt;
+
  <!--LINK--><span id="ops" />
  <DICTDEF>
+
<h3>'''Operators:'''</h3>
  <PARA>This command is  always  part  of  another reset command (load,
+
  equip, etc.). At reset time the entire world is scanned for occurences
+
  DIL features many other operators. For integers,
  of the loaded unit - only if the currently existing number is less than
+
  '<', '>', '<=', '>=', '!=' '==' signify less than,
  &lt;num&gt; will the command be executed.</PARA>
+
  greater than, less or equal, greater or equal, not equal,
  </LISTITEM>
+
  and equality operators. Furthermore, you can compare
  </VARLISTENTRY>
+
  strings with '==' or '$=' for equality test, and '!='
 
+
  for non equality. Pointers may also use '==' and '!='
  <VARLISTENTRY>
+
  and you may force DIL to compare pointers, even for
;local &lt;num&gt;
+
  strings with the '#=' pointer-equality operator.
  <DICTDEF>
+
  The '$=' and '#=' is considered obsolete, and only
  <PARA>This command is always  part  of  another  reset  command  (load,
+
  used for backward compatibility.
  equip, etc.).  At reset time the location of which the unit is to
+
  be loaded into is scanned for occurences of the loaded unit - only  if  the currently existing number is less than &lt;num&gt; will the
+
---~---~---~---~---~---~---~---~---
  command be executed.</PARA>
+
<!--LINK--><span id="ein" />
  </LISTITEM>
+
'''in:'''
  </VARLISTENTRY>
+
The special operator 'in' is a multipurpose operator for
  <VARLISTENTRY>
+
a lot of things. It allows you to search through
;zonemax &lt;num&gt;
+
quests and extra descriptions, stringlists and search
  <DICTDEF>
+
for words in strings.
  <PARA>This command is always  part  of  another  reset  command  (load,
+
  equip,  etc.).  At  reset  time  the  entire zone being reset is
+
  ---~---~---~---~---~---~---~---~---
  scanned for occurences of the loaded unit - only if the currently
+
<!--LINK--><span id="esins" />
  existing number is less than &lt;num&gt; will the command be
+
string 'in' string
  executed.</PARA>
+
    Argument 1: A string to find.
  </LISTITEM>
+
    Argument 2: A string to search.
  </VARLISTENTRY>
+
    Return: TRUE, if first string is found in second string.
  </VARIABLELIST>
+
  </LISTITEM>
+
  '''Example:'''
  </VARLISTENTRY>
+
 
 
  <VARLISTENTRY>
 
;complete
 
  <DICTDEF>
 
  <PARA>This only makes the NPC follow if all the other things in the
 
  grouping finishes completely. For a better description of how this
 
  directive works see <xref linkend="resetcomplete">.</PARA>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
 
 
  <PARA>The follow command is always used nested inside a loaded
 
  NPC to force the NPC &lt;symbol&gt; to follow the NPC of the outer
 
  grouping. The following would be a correct use of the follow
 
  command.</PARA>
 
 
 
 
 
 
  <nowiki>
 
  <nowiki>
 
+
  load captain into jail
+
  dilbegin foo();
    {
+
  code
    follow guard max 4
+
  {
      {
+
    if ("guard" in activator.title)
  equip guard_helmet WEAR_HEAD
+
      exec("say hello guard",self);
  equip guard_plate WEAR_BODY
+
    pause;
  equip guard_legs WEAR_LEGS
 
  equip guard_boots WEAR_FEET
 
 
   }
 
   }
    follow guard max 4
+
   dilend</nowiki>
      {
+
  equip guard_helmet WEAR_HEAD
+
---~---~---~---~---~---~---~---~---
  equip guard_plate WEAR_BODY
+
<!--LINK--><span id="esinsl" />
  equip guard_legs WEAR_LEGS
+
string 'in' stringlist
  equip guard_boots WEAR_FEET
+
    Argument 1: A string to find.
   }
+
    Argument 2: A stringlist to search.
    }
+
    Returns: 1.. if first string is found in stringlist, or 0 if it is
   
+
            non existent. If found the number equals the index of the
    </nowiki>
+
            string found plus one.
   
+
    <PARA>This example would load two guards that are fully dressed and
+
Example 1:
  they would start following the captain which is also loaded.</PARA>
+
  s := "c";
  </sect2>
+
  sl := {"a","b","c","d"};
  <sect2>
+
  i := s in sl;
  <TITLE>The purge command</TITLE>
+
 
+
  The result of 'i' is 3, and sl.[i-1] equals "c" (s).
  <PARA>There are times when you want to clean up a room. This can be
+
  done very easy by using the <command>purge</command>. The following is
+
Example 2:
  the format of the purge command.</PARA>
+
 
 
 
 
 
  <nowiki>
 
  <nowiki>
 
+
  purge &lt;symbol&gt;
+
  dilbegin foo();
 
+
  code
  </nowiki>
+
  {
 
+
    if ("james" in activator.names)
 
+
      exec("say hello james.",self);
  <PARA>This command doesn't take much description. The symbol is the
+
    pause;
  room you want to empty of all objects and NPCs. If you wanted to get
+
  }
  rid of all objects and NPCs from a room with the symbolic name of jail
+
  dilend</nowiki>
  it would look like this.</PARA>
+
 
+
---~---~---~---~---~---~---~---~---
 
+
<!--LINK--><span id="esine" />
 +
  string in extraptr
 +
    Argument 1: A string to find.
 +
    Argument 2: An extra description list to search.
 +
    Return: Extraptr to first entry with string matching .names or
 +
            null if none. (names must be exact letter by letter
 +
            match, although case is ignored).
 +
 +
'''Example:'''
 +
 
  <nowiki>
 
  <nowiki>
 
+
  purge jail
+
  dilbegin foo();
 
+
  code
  </nowiki>
+
  {
  </sect2>
+
    if ("Rabbit Stew Complete" in activator.quests) {
  <sect2>
+
      exec("say wow!, you helped Mary get her stew!", self);
  <TITLE>The random command</TITLE>
+
      exec("app ", self);
 
+
    }
  <PARA>If you ever want to load something only some of the time.  There
+
    pause;
  is a built in <command>random</command> command that allows you to pick
+
  }
  the percentage of the time that the item will load. The random command
+
  dilend</nowiki>
  has the following format.</PARA>
+
 
+
<!--LINK--><span id="funcs" />
 
+
<h3>Functions:</h3>
 +
  DIL features an extended set of built-in functions
 +
  for extended program control. Built-in functions can be part of
 +
  any expression in DIL. The built-in functions are
 +
  listed later.
 +
 +
'''Example:'''
 +
 
  <nowiki>
 
  <nowiki>
 
+
  random &lt;num&gt;
+
  dilbegin foo();
    {group or single set of resets}
+
  code
   
+
  {
    </nowiki>
+
    exec("say I exist in "+itoa(self.loaded)+"copies", self);
   
+
    pause;
    <PARA>It is important to point out this is done by a random percentage
+
  }
  chance where as 1% of the time would be almost not at all and 100% of
+
  dilend</nowiki>
  the time would be all the time.  If we wanted to load a group of things
+
  only 80% of the time it would look like this.</PARA>
+
  DIL also lets you use templates as functions, but in a
 
+
  limited way. Using templates as functions, you may only
 
+
  use the return value to assign it to one of the variables
 +
  declared in the 'var' section. No fields.
 +
 +
'''Example:'''
 +
 
  <nowiki>
 
  <nowiki>
 
+
  random 80
+
  dilbegin integer bar(s:string);
    {
+
  code
    load captain into jail_room complete
+
  {
      {
+
    exec("say "+s,self);
      equip magic_sword position WEAR_WIELD max 1
+
    return rnd(1,10);
      load bag
+
  }
        {
+
  dilend</nowiki>
        load ruby_ring max 1
+
   
        }
 
      }
 
  }
 
 
 
  </nowiki>
 
  </sect2>
 
  <sect2>
 
  <TITLE>The remove command</TITLE>
 
 
 
  <PARA>Many times players take items out of containers like chests or
 
  steal items from your NPCs and leave them naked.  If the NPC is not dead
 
  the resets don't reload them therefore your NPCs will stand there empty
 
  and so will your chests.  This is fine if that is what you want but
 
  sometimes you want them to get dressed or refilled again at reset time. that is
 
  what the <command>remove</command> command is for.  The following is the
 
  format of the remove command.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  remove &lt;symbol1&gt; in &lt;symbol2&gt;
 
 
 
  </nowiki>
 
 
 
  <PARA>Again the remove command is a simple command and it only has two
 
  arguments, the item and where it is to remove it from.  If you
 
  wanted to have a cabinet that at every reset it would have a knife and a
 
  bag of sugar in it would look like this.</PARA>
 
 
 
 
 
 
  <nowiki>
 
  <nowiki>
 
+
  remove cabinet in kitchen
+
  dilbegin foo();
  load cabinet into kitchen
+
  external
 +
    integer bar(s:string);
 +
  var
 +
    myint:integer;
 +
  code
 
   {
 
   {
  load sugarbag
+
    myint := bar("rolling the dice.");
  load knife
+
    exec("say I rolled a "+itoa(myint));
 +
    pause;
 
   }
 
   }
    
+
   dilend</nowiki>
  </nowiki>
+
 
+
---~---~---~---~---~---~---~---~---
 
+
<!--LINK--><span id="fquit" />
 
+
quit:
  </sect2>
+
  This simple command quits the entire DIL program, even if
  </sect1>
+
  called while inside a procedure or function.
  <sect1 id="resetdragon">
+
  <TITLE>Reset walk through</TITLE>
+
---~---~---~---~---~---~---~---~---
 
+
<!--LINK--><span id="fret" />
  <PARA>The dragon station is almost finished. All you have to do now is
+
return:
  create the resets for itWe don't have a lot of stuff in the zone but
+
  Return from a call to a procedure template (no return type
  we have enough to make a decent example of how the resets work. As I
+
  declared). The execution continues from where the procedure
  mentioned at the start of the chapter on resets I like to do the doors
+
  was called.
   first, the objects in rooms second, then the NPCsagain this is
+
  nothing we force you to do but I find it helps me keep track of my items
+
---~---~---~---~---~---~---~---~---
  and NPCs.</PARA>
+
<!--LINK--><span id="fret2" />
 
+
return():
  <PARA>With that in mind we will start by resetting our doors. In the
+
  Return from a call to a function (return type declared).
   zone there is two doorsOne is a regular door that is closed when the
+
  The expression inside the parenthesis evaluates to the value
   mud reboots and the other is a hidden and locked door when the mud
+
  returned.
  rebootsWe will not block the rooms in and show you them again but
+
   if you want to you can see the rooms in <xref linkend="finishedzone">.
+
---~---~---~---~---~---~---~---~---
   the resets for these doors would look like this.</PARA>
+
 
+
  DIL also allows for game-time *symbolic* resolving of
 
+
  function/procedure names. This allows you to pass template names
  <nowiki>
+
  as string arguments and call them in your program. This kind of
 
+
  function call requires taxing look ups and type check runtime, so
  //Office door reset
+
  use the normal kind of procedures if possible.
  door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
  door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
  In effect, the syntax of a symbolic call is similar to that of
 
+
  a normal, except you use a string variable as function name
 
+
  instead of the real function name. If the string variable contains
  //secret door reset
+
  a valid reference to a procedure/function, and all the argument
  door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
+
  types matches the found templates argument types, the call
  door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
+
  is made. Otherwise, the call is skipped. Note that you will get no
 
+
  type check by the compiler when using symbolic references.
  </nowiki>
+
 
+
<!--LINK--><span id="fields" />
  <NOTE><PARA>Both sides of the door don't have to have the exact same
+
<h3>'''Fields:'''</h3>
  flags the door in the office is hidden but the one on the ship is
+
  not.</PARA></NOTE>
+
The 'extraptr' and 'unitptr' types contain information which is available to
 
+
you by using fields. For example (self is a unitptr), self.inside is a
 
+
unitptr to what is inside the 'self' unit. (Hence '.inside' is the field).
  <PARA>The next thing to build resets for is the two items we are loading
+
And self.inside.outside is a unitptr to self (assuming that something is
  directly into rooms and their contents if they have any.  The two items
+
actually inside self, otherwise self.inside would evaluate to null).
  we are loading into rooms are the board and the weapons lockerI am
+
Some fields may not be changed by DIL programs directly but must be modified
  just going to stick the board in the main chamber and the weapons locker
+
indirectly using certain procedure calls in DIL. Others may not be changed
  in the office.  The reset for these two items looks like this.</PARA>
+
at all. All are readable for DIL programs.
 
+
 
+
The extraptr structure is used for several things. The primary is
  <nowiki>
+
extra descriptions for units, and quest data. Keywords in the 'names'
 
+
field and the actual description/data in the 'descr' field.
  load info_board into chamber
+
 
+
In the following (RW) means the value may be assigned new values by DIL,
  load wpn_locker into office
+
while (RO) means the the value only can be read. A (RO) value might be
 +
possible to change through built-in functions/procedures
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="extra" />
 +
'''The extraptr has the following fields:'''
 +
 +
    extraptr:
 +
      'names'        :stringlist (RW)
 +
          names is a list of strings of names, that the extra description matches on.
 +
      'descr'        :string (RW)
 +
          descr is the contents of the extra description.
 +
      'next'        :extraptr (RO)
 +
          next is the next extra description in a list.
 +
      'vals'        :intlist (RW)
 +
          vals is a list of integer values attached to this extra.
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
The unitptr is the key structure in the MUD, containing any kind of the
 +
following subtypes:
 +
 +
    object      : a normal object, a sword, a vail, etc.
 +
    room        : a room, location or the like.
 +
    pc          : a playing character.
 +
    npc        : a non playing character (mobile, monster, etc)
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="unit" />
 +
'''The unitptr has the following fields:'''
 +
 +
    unitptr:
 +
      'names'        :stringlist (RW)
 +
          A list of names that matches the unit.
 +
      'name'        :string (RW)
 +
          The first name in the namelist in 'names'
 +
      'outside_descr' :string (RW)
 +
          The description of the unit from the 'outside'. f.inst.
 +
          the description of a boat, seen from the outside.
 +
      'inside_descr' :string (RW)
 +
          The description of the unit from the 'inside'. f.inst.
 +
          the description of a boat, seen from the inside.
 +
      'next'        :unitptr (RO)
 +
          The next unit in the local list of units. For instance, the
 +
          units in the inventory of a PC, is linked with this field.
 +
      'title'        :string (RW)
 +
          The title of the unit.
 +
      'extra'        :extraptr (RW)
 +
          Extra descriptions of the unit (identify, look at, read etc.).
 +
      'outside'      :unitptr (RO)
 +
          The outside of the unit hierarchy (carried by, contained by).
 +
          For instance, the contents of a bag have their 'outside'
 +
          field pointing to the bag.
 +
      'inside'      :unitptr (RO)
 +
          The inside of the unit hierarchy (carry, contains).
 +
          For instance the first unit in a PC's inventory is referenced
 +
          by the 'inside' field.
 +
      'key'      :string (RO)
 +
          The key that will open this unitptr
 +
          For instance "big_key@blackzon"
 +
          by the 'inside' field.
 +
      'gnext'        :unitptr (RO)
 +
          Next unit in the global list of units.
 +
      'gprevious'    :unitptr (RO)
 +
          Previous unit in the global list of units.
 +
      'hasfunc'      :integer (RO)
 +
          Returns TRUE if unit has special functions attached to it.
 +
      'max_hp'      :integer (RO/RW)
 +
          The maximum hitpoints of unit, RO for players, RW for mobiles.
 +
      'max_mana'      :integer (RO)
 +
          The maximum mana of the character (player or mobile).
 +
      'max_endurance' :integer (RO)
 +
          The maximum endurance of the character (player or mobile).
 +
      'lifespan'       :integer (RW)
 +
          The lifespan of a character, write permission only on root access.
 +
      'hp'          :integer (RW)
 +
          The current hitpoints of unit. For objects, this can render
 +
          it 'broken' by being set low. If an unit has -1 hitpoints
 +
          its considered unbreakable.
 +
      'manipulate'  :integer (RW)
 +
          Bits that specify how unit can be handled, see MANIPULATE_*
 +
          flags in values.h and/or vme.h
 +
      'flags'        :integer (RW)
 +
          Bits that specify different properties of a unit, see
 +
          UNIT_FL_* in values.h and/or vme.h
 +
      'baseweight'  :integer (RO)
 +
          The empty weight of the unit. This can be set with the
 +
          procedure 'setweight()'
 +
      'weight'      :integer (RO)
 +
          The current weight of the unit (and its contents).
 +
      'capacity'    :integer (RW)
 +
          The amount of weight the unit can contain.
 +
      'height'      :integer (RW)
 +
          The height of a PC/NPC, the length of a rope, the size of weapons,
 +
          armours, and shields.
 +
      'alignment'    :integer (RW)
 +
          The alignment of the unit. [1000..-1000],
 +
          1000 is good, 0 is neutral, -1000 is evil.
 +
      'openflags'    :integer (RW)
 +
          Bits thats specify how a unit may be opened, locked, etc,
 +
          see EX_* in values.
 +
      'light'        :integer (RO)
 +
          How much light is inside the unit.
 +
      'bright'      :integer (RO)
 +
          How much the unit lights up. This can be set with the
 +
          procedure 'setbright()'
 +
      'illum'        :integer (RO)
 +
          How much light units inside a transparent unit create
 +
      'minv'        :integer (RW)
 +
          The 'wizard invisibility' level.
 +
      'spells'[]    :integer (RO)
 +
          The defence/skill of the different spell spheres/spells
 +
          The index should be one of the SPL_* in values.h and/or vme.h
 +
      'zoneidx'      :string (RO)
 +
          The unique database name (in the zone) for this unit.
 +
      'nameidx'      :string (RO)
 +
          The unique database zone name for this unit.
 +
      'idx'      :integer (RO)
 +
          The unique database index (in the zone) for this unit.
 +
          This provides a smart alternative to check for zoneidx
 +
          and nameidx. Thus if (u1.idx == u2.idx) then
 +
          (u1.nameidx == u2.nameidx) and (u1.zoneidx == u2.zoneidx).
 +
          Be warned, this value change between each reboot, so do not
 +
          count on it for purposes of saving.
 +
      'zone'        :string (RO)
 +
          The name of the zone the unit is in.
 +
      'type'        :integer (RO)
 +
          The type of the unit, see UNIT_ST_* in values.h and/or vme.h
 +
      'loadcount'    :integer (RO)
 +
          Returns the number of units loaded in the game
 +
          of this definition (zoneidx,nameidx / idx)
 +
<!--LINK--><span id="uobj" />
 +
'''if the type is UNIT_ST_OBJ'''
 +
 +
      'objecttype'   :integer (RW)
 +
          The type of an object, see ITEM_* in values.h and/or vme.h for types.
 +
      'value'[]      :integer (RW)
 +
          Values for an object. The meaning of the values differ
 +
          from object type to object type. Index should be [0..4].
 +
          These values are used differently for each object type.
 +
      'objectflags'  :integer (RW)
 +
          Bits specifying special properties for an object. Some
 +
          combinations may not be logical, see OBJ_* in values.h and/or vme.h
 +
      'cost'        :integer (RW)
 +
          The basic cost of an object. (old gold value)
 +
      'rent'        :integer (RW)
 +
          The basic cost of renting an object. Mostly used on very
 +
          special objects. (old gold value)
 +
      'equip'        :integer (RO)
 +
          The position in equipment. This is used by units in a PC/NPC's
 +
          inventory to tell if they are equipped by that PC/NPC.
 +
          use the 'addequip()' and 'unequip()' procedures.
 +
<!--LINK--><span id="uroom" />
 +
  '''if the type is UNIT_ST_ROOM'''
 +
 +
      Note: the descr fields of exits are available as standard extra
 +
          keywords, ie. 'north' ,'east',...,'down'.
 +
          Example:
 +
            ex := 'north' in self.extra;
 +
 +
      'exit_names'[]  :stringlist (RW)
 +
          The names matching the exit name 'open grate' The index should
 +
          be one of NORTH EAST SOUTH WEST UP DOWN in values.h and/or vme.h
 +
          Example:
 +
            sl := self.exit_names[SOUTH];
 +
            act("The $2t slides open as you press the button.",
 +
                A_ALWAYS, activator, sl.[0], null, TO_CHAR);
 +
      'exit_info'[]  :integer (RW)
 +
          Bits specifying the conditions of the exits, see EX_* in
 +
          values.h and/or vme.h The index should be one of NORTH EAST SOUTH WEST
 +
          UP DOWN in values.h and/or vme.h
 +
      'exit_to'[]    :unitptr (RO)
 +
          The unit, the direction exits to. The index should
 +
          be one of NORTH EAST SOUTH WEST UP DOWN in values.h and/or vme.h
 +
          You may not change the directions through DIL programs.
 +
      'roomflags'    :integer (RW)
 +
          Bits specifying properties of the room, see ROOM_FL_* in
 +
          values.h and/or vme.h
 +
      'movement'    :integer (RW)
 +
          The type of movement in the room, see SECT_* in values.h and/or vme.h
 +
<!--LINK--><span id="upcnpc" />
 +
'''if the type is UNIT_ST_PC or UNIT_ST_NPC '''
 +
 +
      'speed'        :integer (RO)
 +
          The current default combat-speed (as seen by wstat)
 +
      'fighting'    :unitptr (RO)
 +
          The unit the PC/NPC is fighting.
 +
      'master'      :unitptr (RO)
 +
          The unit the PC/NPC is following.
 +
      'follower'    :unitptr (RO)
 +
          The first follower of a PC/NPC. There is currently no way
 +
          of finding other followers, except using a foreach loop in
 +
          the local environment.
 +
      'exp'          :integer (RO)
 +
          The number of experience points for PC, or experience
 +
          quality of monster. The exp can be set by the function
 +
          'experience()'
 +
      'charflags'    :integer (RW)
 +
          Bits specifying by spells affects and other PC/NPC affects,
 +
          and many other things, see CHAR_* in values.h and/or vme.h
 +
      'lastroom'    :unitptr (RO)
 +
          The room the player just left.
 +
      'mana'        :integer (RW)
 +
          The amount of mana a PC/CHAR has left.
 +
      'dex_red'      :integer (RO)
 +
          The amount of DEX reduction the PC/NPC suffers due to
 +
          encumbrance or otherwise.
 +
      'endurance'    :integer (RW)
 +
          The amount of endurance a PC/NPC has left.
 +
      'attack_type'  :integer (RW)
 +
          The non-weapon attack type of a PC/NPC.
 +
      'race'        :integer (RW)
 +
          The race of a PC/NPC, see RACE_* in values.h and/or vme.h
 +
      'sex'          :integer (RW)
 +
          The sex of a PC/NPC, see SEX_* in values.h and/or vme.h
 +
      'level'        :integer (RO)
 +
          The level of a PC/NPC.
 +
      'position'    :integer (RW)
 +
          The position of a PC/NPC, see POSITION_* in values.h and/or vme.h
 +
          affected by the 'position_update()' procedure
 +
      'abilities'[]  :integer (RO)
 +
          The abilities of a PC/NPC. Index should be ABIL_* in values.h and/or vme.h
 +
      'weapons'[]    :integer (RO)
 +
          The weapon skills of a PC/NPC. Index should be WPN_* in values.h and/or vme.h
 +
<!--LINK--><span id="unpc" />
 +
'''if the type is UNIT_ST_NPC '''
 +
 +
      'defaultpos'  :integer (RW)
 +
          The default position of an NPC, see POSITION_* in values.h and/or vme.h
 +
  'natural_armour'  :integer (RW)
 +
    The natural armour of the NPC when naked.
 +
      'npcflags'    :integer (RW)
 +
          Some small options for NPC's see NPC_* in values.h and/or vme.h
 +
      'switched'   :unitptr (RW)
 +
      Character that is switched into this NPC.
 +
<!--LINK--><span id="upc" />
 +
  '''if the type is UNIT_ST_PC'''
 +
 +
      'birth'        :integer (RO)
 +
          The time a PC was created.
 +
  'editing'        :integer (RO)
 +
    Is the PC editing?  TRUE for yes FALSE for no.
 +
      'hometown'      :integer (RO)
 +
          The hometown of a PC.
 +
      'pcflags'      :integer (RW)
 +
          The setup of player options. See PC_* in values.h and/or vme.h
 +
      'playtime'      :integer (RO)
 +
          The time a PC has played.
 +
      'skill_points'   :integer (RW)
 +
          The amount of unused skill points the PC has.
 +
      'ability_points' :integer (RW)
 +
          The amount of unused ability points the PC has.
 +
        'exptol' :integer (RW)
 +
          The amount of experience player needs to level
 +
      'skills'[]    :integer (RO)
 +
          The skills of a PC. Index should be SKI_* in values.h and/or vme.h
 +
      'guild'        :string (RW)
 +
          The guild the PC belongs to.
 +
      'prompt'        :string (RW)
 +
          The players prompt string..
 +
      'crimes'      :integer (RW)
 +
          The number of crimes the PC has.
 +
      'full'        :integer (RW)
 +
          How hungry the PC is.
 +
      'thirst'      :integer (RW)
 +
          How thirsty the PC is.
 +
      'drunk'        :integer (RW)
 +
          How drunk the PC is.
 +
      'quests'      :extraptr (RW)
 +
          The quests a PC is finishing/has finished.
 +
      'info'        :extraptr (RW)
 +
          The info structure of a PC.
 +
      'acc_balance'  : integer (RO)
 +
          If the game is in accounting mode, then this returns the balance
 +
          of the player, what would be shown on balance in wstat <player> acc.
 +
      'acc_total' : integer (RO)
 +
          If the game is in accounting mode, then this returns the total
 +
          credit of the player, what would be shown on total in wstat
 +
          &ltplayer&gt acc.
 +
 +
<!--LINK--><span id="built_func" />
 +
 +
<h3>Built-In Functions:</h3>
 +
 +
    The following are definitions and documentation for the
 +
  built-in functions in DIL. The definitions are not
 +
  definitions 'as such', but serve to distinguish arguments
 +
  in the documentation below.
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfasctime" />
 +
string asctime(i : integer)
 +
    i : the time to convert in seconds ([[#bvrealtime|realtime]] variable)
 +
 +
    Returns: The seconds converted into an ascii format date of the following
 +
            form  "Mon Nov 18 18:49:08 1996"
 +
 +
    Example:
 +
      log(asctime(realtime));
 +
 +
</PRE
 +
 +
<!--LINK--><span id="bfstrcmp" />
 +
 +
'''Function:'''  <i><!--CODE-->integer strcmp( s1:string, s2:string) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''s1'''
 +
<!--DEFINITION-->        first string
 +
<!--TERM-->  '''s2'''
 +
<!--DEFINITION-->        second string
 +
 +
   '''returns'''
 +
<!--TERM-->  '''-1'''
 +
<!--DEFINITION-->        if s1 &lt; s2
 +
<!--TERM-->  '''0'''
 +
<!--DEFINITION-->        if s1 = s2
 +
<!--TERM-->  '''1'''
 +
<!--DEFINITION-->        if s1 &gt; s2
 +
 +
 +
This allows you to compare strings with case sensitivity in place.  If
 +
you don't care about the case of the string use the normal '==' '&gt;',
 +
'&lt;', '&lt;=', '&gt;=', symbols.
 +
'''example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
if (strcmp("I Care about Capitals",s2)==0))
 +
        {
 +
        sendtext ("You care I can see.&amp;n",self);
 +
        quit;
 +
        }
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
<!--LINK--><span id="bfstrncmp" />
 +
 +
'''Function:'''  <i><!--CODE-->integer strcmp( s1:string, s2:string l :integer) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''s1'''
 +
<!--DEFINITION-->        first string
 +
<!--TERM--> '''s2'''
 +
<!--DEFINITION-->        second string
 +
<!--TERM-->  '''l'''
 +
<!--DEFINITION-->        amount of significant digits to compare
 +
 +
   '''returns'''
 +
<!--TERM-->  '''-1'''
 +
<!--DEFINITION-->        if s1 &lt; s2
 +
<!--TERM-->  '''0'''
 +
<!--DEFINITION-->        if s1 = s2
 +
<!--TERM-->  '''1'''
 +
<!--DEFINITION-->        if s1 &gt; s2
 +
 +
 +
This allows you to compare strings with case sensitivity in place and it
 +
allows you to choose how much of the strings are compared.
 +
'''example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
if (strcmp("Mark Carper",s2,4)==0))
 +
        {
 +
        sendtext ("Hi Mark how is it going?&amp;n",self);
 +
                quit;
 +
        }
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bftextformat" />
 +
string textformat(s : string)
 +
    s : The text string to format. The string is formatted according to
 +
        the escape format codes as defined in one of the other documents.
 +
 +
    Returns: The formatted string which will automatically adapt to each
 +
            individual player's settings.
 +
 +
    Example:
 +
      ts := note.extra.descr;
 +
      rs := textformat(ts);
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
  <!--LINK--><span id="bfsplind" />
 +
integer spellindex(s : string)
 +
    s  : The abbreviated or full spell name
 +
 +
    Returns: -1 if no such spell, otherwise it returns the spell index
 +
            for that spell.
 +
 +
    Example:
 +
      s := "cu li wo"; /* cure light wounds */
 +
      i := spellindex(s);
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfsplinf" />
 +
string spellinfo(idx : integer, i1 : integer, i2 : integer, i3 : integer,
 +
                  i4 : integer, i5 : integer, i6 : integer, i7 : integer, )
 +
 +
    idx : The spell index (SPL_XXX). You might want to use spellindex
 +
          to find this value.
 +
 +
    Returns:
 +
      The full name of the spell, or the empty string if no such spell.
 +
 +
    All the integer parameters are set to the following values:
 +
      i1  : Spell realm (MAG / DIC)
 +
      i2  : Spell sphere (SPL_XXX)
 +
      i3  : Mana usage
 +
      i4  : 0 if a non-offensive spell, non-zero otherwise
 +
      i5  : Resistance required (SPLCST_XXX)
 +
      i6  : Mediums (MEDIA_XXX)
 +
      i7  : Targets (FIND_UNIT_XXX & TAR_XXX)
 +
 +
  Example:
 +
    s := "cu li wo"; /* cure light wounds */
 +
    i := spellindex(s);
 +
    s := spellinfo(i, i1, i2, i3, i4, i5, i6, i7);
 +
    /* s & i1 - i7 now set */
 +
 +
 +
 +
<!--LINK--><span id="bpbeginedit" />
 +
 +
'''Function:'''  <i><!--CODE-->beginedit ( u : unitptr);</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''u'''
 +
<!--DEFINITION-->        the PC unit doing the editing
 +
<!--TERM-->  '''return'''
 +
<!--DEFINITION-->        When done  editing it returns SFB_EDIT and activator is set to PC
 +
 +
The 'BEGINEDIT' function sets a PC into editing mode.  while in edit mode
 +
the PC field 'editing is set to true.  Once the PC is done editing a 'SFB_EDIT'
 +
message is sent to the unit editing to continue on with the DIL.
 +
If for some reason the PC needs to break
 +
out of the editor before it is done editing then the Dil needs to call
 +
the 'killedit' function
 +
[[#sect-beginedit|interrupt editing before done]]
 +
 +
'''example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin edextra ();
 +
var
 +
        temp:string;
 +
code
 +
{
 +
        beginedit (self);
 +
        wait(SFB_EDIT,self==activator) ;
 +
        temp:=textformat(argument);
 +
        addextra (self.extra,"general",temp);
 +
        quit;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
The previous DIL is an example of how you could make a command to set the
 +
general extra which is the characters description when you do 'look player'
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfcancarry" />
 +
 +
integer can_carry(ch : unitptr, u : unitptr, n : integer)
 +
    ch : The character to check
 +
    u  : The unit to check if he can carry.
 +
    n  : How many copies of that unit.
 +
 +
    Returns: 0 if 'ch' can carry 'n' times 'u'.
 +
            1 if 'n' items are too many (his hands are full)
 +
            2 if 'n' times 'u' are too heavy
 +
 +
    Example:
 +
 +
      i := can_carry(activator, item, 1);
 +
 +
      if (i == 1)
 +
        exec("say Your hands are full!", self);
 +
      else if (i == 2)
 +
        exec("say You cant carry that much weight.", self);
 +
      else
 +
        exec("give "+item.name+" to "+activator.name, self);
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bffits" />
 +
string fits( char : unitptr, obj : unitptr, pos : integer );
 +
    char: Character which we want to test if obj can be fitted upon
 +
    obj:  The object we want to see if fits char.
 +
    pos:  -1 or WEAR_XXX
 +
    Returns: Empty string if ok, or a textual description of the size problem.
 +
 +
    Fits tests if "obj" can be worn by "char" in position "pos". If
 +
    pos is -1, then fits automatically figures out the default worn
 +
    position for "obj".
 +
 +
    Example:
 +
 +
      s := fits(self, obj, -1);
 +
      if (s != "")
 +
        exec("say Don't buy it, its "+s, self);
 +
 +
 +
<!--LINK--><span id="bfreplace" />
 +
 +
'''Function:'''  <i><!--CODE-->string replace( t :string, n : string, o : string);</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''t'''
 +
<!--DEFINITION-->        the target string you want to replace
 +
<!--TERM-->  '''n'''
 +
<!--DEFINITION-->        what you want to replace the target with
 +
<!--TERM-->  '''o'''
 +
<!--DEFINITION-->        the original string
 +
<!--TERM-->  '''return'''
 +
<!--DEFINITION-->        the string with the old string replaced by the new string
 +
 +
This function replaces all occurences of a string in another string with a
 +
new string.
 +
'''Example:'''
 +
<i><!--CODE-->"Jafar %t% %l%" := replace(%n%,pc.name,"%n% %t% %l%");</i><!--ENDCODE-->
 +
<i><!--CODE-->"Jafar the human %l%" := replace(%t%,pc.title,"Jafar %t% %l%");</i><!--ENDCODE-->
 +
<i><!--CODE-->"Jafar the human 1" := replace(%l%,itoa(pc.vlevel),"Jafar the human %l%");</i><!--ENDCODE-->
 +
 +
 +
<!--LINK--><span id="bfrestore" />
 +
 +
'''Function:'''  <i><!--CODE-->unitptr restore( filename : string , u : unitptr );</i><!--ENDCODE-->
 +
 +
<!--TERM--> '''filename'''
 +
<!--DEFINITION-->        The name of the Unit file
 +
<!--TERM-->  '''u'''
 +
<!--DEFINITION-->         The Unit you want to restore into or null if none
 +
<!--TERM-->  '''Return'''
 +
<!--DEFINITION-->        if 'u' null returns a pointer to the Unit loaded, if 'u' not null returns null and loads Units from the specified file into the unit 'u'
 +
 +
restore loads a copy of a unit or units which were previously saved with the
 +
'store' command. Just as with "load", the unit is put inside the unit which
 +
executes the restore command unless the 'u' argument is not null.  If the 'u'
 +
argument is an unitptr like room, object, npc, or pc the items restored will be
 +
placed inside the 'u' Unit..
 +
'''Note''', It is only possible to restore items as long as the main-database
 +
contains a reference for the unit 'name@zone'.  Use 'Store' and 'Restore'
 +
sparingly, remember that items saved in player's inventories are automatically
 +
saved in this instance.
 +
The 'store' and 'restore' are perfect for operations such as mud mailing
 +
objects from player to player, storage devices for players that will keep
 +
inventory through a reboot.  Even the ability to save a players inventory while
 +
they fight in an arena and restore it to them undamaged when finished.  Finally
 +
it could be used to save a donation room through reboots since it can be used on
 +
a room to store the contents of a room any NPC or objects in the room would be
 +
saved through reboot.
 +
  '''Disk access is always slow'''.
 +
If you use 'Restore' on a continuous basis always attempt to keep file sizes to
 +
a minimum for quick loading.  Otherwise you might cause serious delays on the
 +
server.  If the Dil that uses Restore saves at certain times try to make it so
 +
the saves are spread out over as large amounts of time as possible.
 +
 +
'''Example 1:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin chest_load ();
 +
  var
 +
        waist:unitptr;/*to hold the null returned in this example*/
 +
        chest:unitptr;/*pointer to the storage chest*/
 +
code
 +
{
 +
chest:=load ("chest@myzone");/*get the container*/
 +
if (chest==null)
 +
        {
 +
        log ("Error");/*log an error*/
 +
        quit;
 +
        }
 +
 +
waist:=restore("chest."+self.zoneidx,chest);
 +
/*
 +
restore given filename into chest
 +
waist can be ignored in this dil since it is not used.
 +
*/
 +
link (chest, self);/*link chest into room*/
 +
quit;/*dil load routine done destroy self.*/
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
'''Example 2:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin chest_load ();
 +
var
 +
        chest:unitptr;/*item to be loaded*/
 +
code
 +
{
 +
chest:=restore("chest."+self.zoneidx,null);/*restore into chest*/
 +
if (chest== null)/*see if something was restored*/
 +
        chest:=load("donate_chest@"+self.zoneidx);
 +
        /*load a new one if there is nothing restored*/
 +
 +
link (chest, self);/*link item into room*/
 +
quit;/*destroy the load dil.*/
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
'''Note:'''  Example 1 is to be used if 'storall' was used not storing a container.
 +
Example 2 is for items stored with 'store' with the container saved as
 +
well.
 +
'''See Also'''
 +
[[#bpstore|Store a Unit to a Unit file]] and
 +
[[#bfdelunit|Delete a Unit file]].
 +
 +
 +
  ---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfmelee" />
 +
integer meleeattack ( ch : unitptr, vict : unitptr,
 +
                      bonus : integer, wtype : integer )
 +
    ch    : The character which should make an additional attack.
 +
    vict  : The victim of the attack.
 +
    bonus : Any penalty or bonus added to the attack.
 +
    wtype : The weapon type of the attack, if a valid type then that is
 +
            used for the attack purpose, otherwise the default weapon/hand
 +
            attack is used.
 +
 +
    result: 'ch' performs a melee attack (using whatever weapon is wielded
 +
            or his bare hands) against 'vict'. Returns the amount of damage
 +
            given (-1 is failed).
 +
 +
    If wtype is within a valid weapon range (WPN_XXX) any weapon will
 +
    be bypassed, and the value will be used as the attacktype. Good
 +
    for things like "meleeattack(ch, vict, bonus, WPN_CIRCLE_KICK)"
 +
    if you want person to be able to perform an extra attack even
 +
    though wielding a weapon or something. Note that this will require
 +
    BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for
 +
    it to work.
 +
 +
 +
 +
<!--LINK--><span id="bfmeleedamage" />
 +
 +
'''Function:  '''
 +
<i><!--CODE-->meleedamage ( c : unitptr, v : unitptr, b : integer, wt : integer );</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''c'''
 +
<!--DEFINITION-->        the character that should make an additional attack
 +
<!--TERM-->  '''v'''
 +
<!--DEFINITION-->        the character being attacked
 +
<!--TERM-->  '''b'''
 +
<!--DEFINITION-->        any penalty or bonus added to the attack.
 +
<!--TERM-->  '''wt'''
 +
<!--DEFINITION-->        the weapon type of the attack, if a valid type then that is used for the attack purpose, otherwise the default weapon/hand attack is used.
 +
<!--TERM-->  '''returns'''
 +
<!--DEFINITION-->        The amount of damage done or -1 for failed
 +
 +
ch' performs an attack (using whatever weapon is wielded or his bare hands) against 'vict'.
 +
If wtype is within a valid weapon range (WPN_XXX) any weapon will be bypassed,
 +
and the value will be used as the attacktype.  Good for things like "meleeattack
 +
(ch, vict, bonus, WPN_CIRCLE_KICK)"  If you want person to be able to perform an
 +
extra attack even though wielding a weapon or something.  Note that this will
 +
require BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for it to
 +
work.
 +
'''Example:'''
 +
  <i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin kick(arg : string);
 +
external
 +
    provoked_attack (victim : unitptr, ch : unitptr);
 +
 +
var
 +
    bonus : integer;
 +
    targ  : unitptr;
 +
 +
code
 +
{
 +
    if ((self.type == UNIT_ST_PC) and (self.weapons[WPN_KICK] &lt;= 0))
 +
    {
 +
      act("You must practice first.", A_ALWAYS, self, null, null, TO_CHAR);
 +
      quit;
 +
    }
 +
 +
    if (arg == "")
 
     {
 
     {
    load w_stiletto
+
      if (self.fighting)
 +
      {
 +
          targ := self.fighting;
 +
          goto kick;
 +
      }
 +
 +
      act("Kick who?", A_SOMEONE, self, null, null, TO_CHAR);
 +
      quit;
 
     }
 
     }
 
+
   
  </nowiki>
+
    targ := findunit(self, arg, FIND_UNIT_SURRO, null);
 
+
   
  <PARA>Notice we also loaded a stiletto into the weapons locker and it will
+
    if ((targ == null) or not visible(self, targ))
  only load once a reboot since the cabinet will never be removed and
 
  unless the cabinet reloads the stiletto will not reload.</PARA>
 
 
 
  <PARA>finally we get to the NPcs and their equipment. We only have 3
 
  NPCs in our zone so it shouldn't be any problem especially since we don't
 
  have that much close. I am going to load the dragon into the ship on a
 
  percentage chance basis and then load the Janitor into the station so he
 
  can get to cleaning it up.  Finally I will load Bob into the office so
 
  he can sit and count his money.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  load bob into office
 
 
     {
 
     {
    equip pol_plate WEAR_BODY
+
      act("That person is not here!", A_SOMEONE, self, null, null, TO_CHAR);
 +
      quit;
 
     }
 
     }
   
+
    load janitor into chamber
+
     if (not (targ.type &amp; (UNIT_ST_PC | UNIT_ST_NPC)))
      {
 
  equip pol_plate WEAR_BODY
 
  }
 
 
 
  random 50
 
    {
 
    load bldragon
 
        {
 
      load maskwa
 
      }
 
     }   
 
     
 
  </nowiki>
 
 
 
  <PARA>Only a couple final things to point out.  It doesn't matter if you
 
  load the same type of plate or same type of clothing on every NPC.  It
 
  would look pretty silly if everyone was wearing the same clothes but I
 
  wanted to make sure you understood you didn't have to make one set for
 
  everyone.  Also you don't have to equip wearable things you can load
 
  them into the inventory like we did with the ring on the dragon.  That
 
  about covers it all.  The resets are now done and we can now put them
 
  all together with the zone and complete our dragon station.</PARA>
 
 
 
 
 
  </sect1>
 
 
 
  <sect1 id="finishedzone">
 
  <TITLE>The complete dragon station</TITLE>
 
 
 
 
 
<nowiki>
 
 
 
  #include &lt;composed.h&gt;
 
  %zone dragonst
 
  lifespan 20
 
  reset RESET_ANYHOW
 
  creators {"whistler"}
 
 
 
  notes
 
  "This is the dragon station I shortened it to dragonst for ease in
 
  loading.  If you have  any questions email me at whistler@valhalla.com"
 
 
 
  help
 
  "Not sure what could help you now.  You are stuck on one of the
 
  weirdest space stations you have ever seen and you smell burning
 
  sulfur."
 
 
 
  %rooms
 
 
 
  chamber
 
  title "The middle chamber of the station"
 
  descr
 
  "This chamber seems to have the entire station rotating around it.  It is
 
  unbelievably large the ceiling seems to be a good 200 meeters high and
 
  the room is perfectly cubic. Small human size ornate chairs with dragon
 
  designs scrawled on the arms and back are arranged in a triangle like
 
  setting with one large chair at the front.  This must be where all
 
  station meetings are held. large pictures cover the walls depicting
 
  dragons in all kinds of situations.  large passages lead of to the west
 
  and the east.."
 
 
 
  extra {"chair","chairs"}
 
  "The chairs are made of some metal you don't recognize and every inch is covered
 
  with some kind of dragon."
 
 
 
  extra  {"dragon picture","picture"}
 
  "Thousands of dragons dot the skies of this rather life like picture.  In the
 
  center you see something move.  It looks to be a little green dragon."
 
 
 
  extra{"green dragon","dragon","green"}
 
  "An intellegence looking dragon is sitting perched on a large chair watching you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
 
 
  west to disposal_room descr
 
  "You see a small room.";
 
 
 
  east to hallway descr
 
  "You see what looks to be a hallway.";
 
 
 
  end
 
 
 
  hallway
 
  title "Module tunnel"
 
  descr "The hallway is about 50 meters long and around 100 meters from
 
  side to side and top to bottom.  The hallway seems to be dust free.  The
 
  walls and the floors seem to be made out of the same sterile
 
  metal-plastic that all space agencies uses.  There are large plate glass
 
  windows that open up into space.  The hallway is filled with a dim light
 
  that seems to come from everywhere yet no where all at once.  You notice
 
  a glimmer of bright light coming from the windows.  To the east you see
 
  an air lock and to the west the hallway opens up into a larger room."
 
 
 
  extra {"windows","window"}
 
  "Your eyes are drawn to a large ship lit up with running lights sitting
 
  about 1 kilometer from the station."
 
 
 
  extra{"floor","walls","wall"}
 
  "Well what can be said it looks to be in perfect condition.  What else would
 
  you want to know?"
 
 
 
  extra {"large ship" ,"ship"}
 
  "The ship looks really big and is shaped like a dragon.  The scales
 
  sparkle and seem to be multiple colors."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  west to chamber descr
 
  "The hallway opens up into a chamber.";
 
 
 
  east to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  end
 
 
 
  office
 
  title "The station office"
 
  descr
 
  "Large paintings fill the walls of this part of the station.  The room
 
  is as large as the other rooms big enough for Dragons to lounge while
 
  still having a desk in one corner small enough for a humanoid.  The
 
  floor along the north wall is lined with some kind of fabric and seems
 
  very soft to walk on, it may be some kind of dragon lounge judging by
 
  how large an area it covers.  There is a passage to the west."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"paintings","painting"}
 
  "The paintings are of many dragons and riders in all kinds of tasks from
 
  combat to look out.  All the figures seem to be staring at a staff
 
  being held by a depiction of a wizard on the south wall."
 
 
 
  extra {"wizard","staff"}
 
  "The wizard has his hand stretched out and it seems there is a place
 
  you can almost grab the staff. Maybe if you searched the staff you would
 
  find it."
 
 
 
  extra {"desk"}
 
  "Its a desk alright but there doesn't seem to be any drawers and it
 
  seems totally empty."
 
 
 
  extra{"fabric"}
 
  "Wussshhhhh you bound across the comfortable floor wasn't that fun."
 
 
 
  west to hallway descr
 
  "You see what looks to be a hallway."
 
  keyword {"air lock door","air lock","door"}
 
  open {EX_OPEN_CLOSE, EX_CLOSED};
 
 
 
  SECRET_DOOR_DIFFICULTY(SOUTH, 50)
 
  south to portal_room descr
 
  "You see what looks to be a portal room."
 
  keyword {"air lock door","air lock","staff","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN};
 
 
 
  end
 
 
 
  portal_room
 
  title "Green field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a green field right in the center.
 
  there is a door that leads to another room to the north."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"green field","field"}
 
  "The field looks to be a green fog shifting and churning as you watch.
 
  if you are nuts you could probably enter it."
 
 
 
  north  to office descr
 
  "You see what looks to be an office."
 
  keyword {"air lock door","air lock","door"}
 
  key nokey
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED};
 
 
 
  //A link to the portal is also here from room_port
 
  end
 
 
 
  ship_port
 
  names{"green field", "field"}
 
  title "Green field"
 
  descr
 
  "Green Mist swirls about you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  in ship
 
 
 
  dilcopy force_move@function(
 
  //Time to activation
 
  4,
 
  //room and act
 
  "portal_room@dragonst!You feel your body dissolving for lack of a better
 
  description.&amp;You appear on the deck of a ship.",
 
  //True or False for randomizing or not
 
  FALSE);
 
 
 
 
 
  end                                           
 
 
 
  room_port
 
  names{"green field", "field"}
 
  title "Green field"
 
  descr
 
  "Green Mist swirls about you."
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  in portal_room
 
 
 
  dilcopy force_move@function(
 
  //Time to activation
 
  4,
 
  //room and act
 
  "ship@dragonst!You feel your body dissolving for lack of a better
 
  description.&amp;You appear on the deck of a ship.",
 
  //True or False for randomizing or not
 
  FALSE);
 
 
 
 
 
  end
 
 
 
  disposal_room
 
  title "Red field room"
 
  descr
 
  "Like the other rooms on the station this one is large enough for
 
  dragons to comfortably fit in.  The strange thing about this room though
 
  is it is totally empty except for a red field right in the center.
 
  there is a door that leads to another room to the east."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"red field","field"}
 
  "The field looks to be a red fog shifting and churning as you watch.
 
  if you are nuts you could probably enter it."
 
 
 
  east to chamber descr
 
  "You see the main chamber.";
 
 
 
  //A link to the portal is also here from dis_port
 
  end
 
 
 
  dis_port
 
  names {"red field","field"}
 
  title "Red field"
 
  descr
 
  "Red Mist swirls about you."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
  dilcopy force_move@function(
 
  //how fast to force move in seconds
 
  4,
 
  //room to force move to and act
 
  "deathspace@dragonst!You feel your body dissolving for lack of a better description.",
 
  //true or false random move or not
 
  0);
 
  in disposal_room
 
 
 
  end
 
 
 
  ship
 
  title "War dragon"
 
  descr
 
  "Blue light softly glows from con duets that line the walls of this ship.
 
  The floors beside the east and west wall have what looks to be soft
 
  fabric covering.  The south wall has small controls that seem to be made
 
  for humanoids with two small chairs that look to be pilot seats.  view
 
  portals are about 50 meters up the side of the ship on the west and east
 
  wall and some kind of electronic screen covers the south wall.  The ship
 
  seems to be a one room ship but there is a green field by the north
 
  wall."
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  extra {"view port"}
 
  "Sorry your not 50 meters tall maybe it is made for a dragon?"
 
 
 
  extra {"view screen","screen"}
 
  "It seems to be the pilots view screen but you can't seem to see a way
 
  to turn it on."
 
 
 
  extra {"controls","control"}
 
  "The controls are in some weird language and your afraid if you start
 
  pushing buttons you might rocket in to the station or worse slam into
 
  a planet."
 
 
 
  extra {"soft fabric","fabric"}
 
  "It looks to be a dragon lounge area."
 
 
 
  //A link to the portal is also here from ship_port
 
  end
 
 
 
  deathspace
 
  title"Open space"
 
  descr
 
  "You see the ship and the station far off in the distance and you are in Space!"
 
 
 
  movement SECT_INSIDE
 
  ALWAYS_LIGHT
 
  flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
 
 
 
  dilcopy death_room@function (
 
  //how often is damage done 4 would be 1 second
 
  4,
 
  //damage
 
  400,
 
  //act for the damage.
 
  "You realize to late that was the trash disposal transporter and you feel your lungs explode.");
 
 
 
 
 
  end
 
 
 
  %mobiles
 
 
 
  bldragon
 
 
 
  title "a black dragon"
 
  descr "A big ugly black dragon is clawing the ground here."
 
  names {"big ugly black dragon","ugly black dragon","big black dragon",
 
  "black dragon","dragon"}
 
 
 
  extra {}
 
  "The black dragons scales glitter like black granite that has been
 
  polished for years by water.  He has a large neck and huge bat like
 
  wings.  his eyes watch you as you stand before him.  One claw seems to be
 
  tapping slightly on the ground as if the dragon is waiting for
 
  something."
 
 
 
  extra {"eye","eyes"}
 
  "The dragons eyes seem to follow you no matter where you go in the room
 
  nothing seems to escape the dragons attention."
 
 
 
  extra {"claws","claw"}
 
  "The claw is big black and it looks very deadly.  It seems like the
 
  dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which
 
  to say means the claws are about the size of short swords and long
 
  swords."
 
 
 
  extra {"scales","scale"}
 
  "Its a scale!  Haven't you ever seen a dragon before!"
 
 
 
  extra {"bat wings","wings"}
 
  "The dragon sees you looking and flaps his wings creating one heck of a
 
  wind blast."
 
 
 
  M_DRAGON_BLACK_OLD(SEX_MALE)
 
 
 
  end
 
 
 
  janitor
 
  names {"ugly janitor", "janitor", "hobgoblin"}
 
  title "an ugly janitor"
 
  descr "an ugly janitor is walking around, cleaning up."
 
 
 
  extra{}
 
  "This ugly green thing looks more goblin than hobgoblin but he seems intent
 
  on cleaning everything around him."
 
 
 
  M_AVG_HOBGOBLIN(6, SEX_MALE)
 
 
 
  // he is sort of good for cleaning so much
 
  alignment 900
 
 
 
  //give him some money
 
  money 5 IRON_PIECE
 
 
 
  dilcopy janitors@function(15);
 
 
 
  // only want him cleaning the station
 
  dilcopy wander_zones@function("dragonst", 20, 1, 1);
 
 
 
  end
 
 
 
  bob
 
 
 
  names {"Bob"}
 
  title "Bob"
 
  descr "Bob the Banker is here, sitting behind the counter."
 
  extra {}
 
  "He has a very serious look on his face."
 
 
 
  // define from composed.h
 
  M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN)
 
 
 
  //discourage people from killing banker
 
  exp -500
 
 
 
  flags {UNIT_FL_NO_TELEPORT}
 
 
 
  special SFUN_BANK
 
  end
 
 
 
  %objects
 
 
 
  info_board
 
 
 
  title "a merchant information board"
 
  descr "A merchant information Board is mounted on a wall here."
 
  names {"merchant information board","information board","merchant
 
  board","board"} extra {} "A large flashy black steal board."
 
 
 
  MATERIAL_METAL("A very fine quality black steel")
 
  type ITEM_BOARD
 
  dilcopy board@boards("info","","rem_res@boards","",100);
 
 
 
  end
 
 
 
  w_stiletto
 
  title "a stiletto"
 
  names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"}
 
  descr "A deadly looking stiletto has been left here."
 
 
 
  MATERIAL_METAL("A very fine quality steel")
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD}
 
  WEAPON_DEF(WPN_DAGGER, 1, 2)
 
  weight 2
 
  cost 2 GOLD_PIECE
 
  rent 1 COPPER_PIECE
 
 
 
  SKILL_TRANSFER(SKI_BACKSTAB, 2)
 
  dilcopy abi_restrict@function (ABIL_DEX,10,0,25,"");
 
 
 
  extra{}
 
  "This looks like a thieves dream come true. "
 
 
 
  extra {"$identify"}
 
  "The stiletto looks magical in nature and seems really sharp.  You can
 
  tell if you wield it you would be able to backstab someone really easy."
 
 
 
  extra{"$improved identify"}
 
  "The stiletto gives you a magical bonus of +1 and has a quality of +2.
 
  It also raises your back stabbing skill  by 2%.  You have to have at
 
  least 10% in dex before you can wield this magical weapon."
 
 
 
  end
 
 
 
  wpn_locker
 
 
 
  title "a weapons locker"
 
  names {"weapons locker","weapon locker","locker"}
 
 
 
  descr "a small weapons locker hangs on the wall here."
 
  manipulate {MANIPULATE_ENTER}
 
  CONTAINER_DEF(500)
 
  open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
  weight 400
 
  MATERIAL_METAL("A very fine quality steel")
 
 
 
  extra {}
 
  "It is an ordinary weapons locker that looks like it holds any illegal
 
  weapons that are taken on the station."
 
 
 
  end
 
 
 
  pol_plate
 
  names {"polished breast plate","polished plate","breast plate","plate"}
 
  title "a polished breast plate"
 
  descr "A polished breast plate has been left here."
 
  extra{}
 
  "This is one shiny plate it seems to be made out of one perfect piece of
 
  metal.  There doesn't even seem to be any markings of owner ship." manipulate
 
  {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9)
 
 
 
  MATERIAL_METAL("A high luster silver colored metal")
 
 
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY}
 
  ARMOUR_DEF(ARM_PLATE,5,9)
 
  dilcopy abi_restrict@function (ABIL_STR,40,0,25,"");
 
  cost 2 GOLD_PIECE
 
  rent 3 COPPER_PIECE
 
  weight 25
 
 
 
  extra{"$identify"}
 
  "This is a high quality plate with a magical feeling."
 
 
 
  extra{"$improved identify"}
 
  "The plate has a magical bonus to your defence of a +5 and a quality of
 
  +9.  You need 40% in strength to be able to wear it."
 
  end
 
 
 
  liq_ration
 
  names {"red bag", "bag", "wine"}
 
  title "a red bag"
 
  descr "A red bag has been gently placed here."
 
 
 
  MATERIAL_ORGANIC("a soft plastic")
 
  manipulate {MANIPULATE_TAKE}
 
 
 
  LIQ_WINE(1,2,2,0)
 
  cost 2 IRON_PIECE
 
  extra {}
 
  "A small label reads Tassel Grove's finest.  Year 321"
 
 
 
  extra {"$identify"}
 
  "Its the special wine from Tassel grove a small halfling village on the
 
  planet Valhalla.  It seems like a great vintage wine."
 
 
 
  end
 
 
 
  beef_stick
 
 
 
  title "a tough leathery stick"
 
  descr "A tough leathery looking stick is laying here."
 
  names {"tough leathery stick","tough leather stick","leathery stick",
 
  "leather stick","tough stick","stick"}
 
 
 
  extra {}
 
  "This has the word BEEF burnt into it."
 
 
 
  manipulate {MANIPULATE_TAKE}
 
  FOOD_DEF(5,0)
 
  weight 1
 
  cost 1 COPPER_PIECE
 
  MATERIAL_ORGANIC("tough beef")
 
  end
 
 
 
    maskwa
 
 
 
  names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"}
 
  title "a Maskwa ring"
 
  descr "A Maskwa platinum ring is laying here."
 
  MATERIAL_METAL("Platinum, and other precious metals")
 
  extra {}
 
  "The ring has a large bear head.  Could this be the legendary head of
 
  Maskwa?  Any thing formed with its head on it is said to strengthen the
 
  wearer."
 
  type ITEM_WORN
 
  manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER}
 
  cost 100 COPPER_PIECE
 
  rent 50 IRON_PIECE
 
  weight 1
 
  STR_TRANSFER(+1)
 
  end
 
 
 
  %reset
 
 
 
  //Office door reset
 
  door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
  door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
 
 
 
 
  //secret door reset
 
  door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}
 
  door portal_room  NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}
 
 
 
 
 
  load info_board into chamber
 
 
 
  load wpn_locker into office
 
 
     {
 
     {
    load w_stiletto
+
      act("You can't kick that, silly!", A_SOMEONE, self, null, null,
 +
          TO_CHAR);
 +
      quit;
 
     }
 
     }
   
+
     load bob into office
+
     if (targ == self)
 
     {
 
     {
    equip pol_plate WEAR_BODY
+
      act("You kick yourself.", A_HIDEINV, self, null, null,
 +
          TO_CHAR);
 +
      act("$1n kicks $1mself.", A_HIDEINV, self, null, null,
 +
          TO_ROOM);
 +
      quit;
 
     }
 
     }
      
+
     load janitor into chamber
+
     if ((targ.type==UNIT_ST_PC) and
      {
+
     (self.type==UNIT_ST_PC))
   equip pol_plate WEAR_BODY
+
  {
 +
if (not(isset (self.pcflags, PC_PK_RELAXED)))
 +
  {
 +
  act ("You are not allowed to do this unless you sign the book of blood.",
 +
  A_ALWAYS,self,null,null,TO_CHAR);
 +
  quit;
 +
  }
 +
 +
if (not(isset (targ.pcflags, PC_PK_RELAXED)))
 +
  {
 +
  act ("You are not allowed to do this unless $2e signs the book of blood.",
 +
  A_ALWAYS,self,targ,null,TO_CHAR);
 +
  quit;
 +
   }
 
   }
 
   }
 
+
 
+
 
+
    :kick:
   random 50
+
    /* Penalty for wielding a weapon while kicking! */
    {
+
    if (equipment(self, WEAR_WIELD))
    load bldragon
+
      bonus := -25;
 +
    else
 +
      bonus := +25;
 +
    if (self.endurance &lt; 2)
 +
      act("You are too exhausted to attempt that.", A_ALWAYS, self, null,
 +
          null, TO_CHAR);
 +
    else self.endurance := self.endurance - 2;
 +
    provoked_attack (targ, self);
 +
    bonus := meleeattack(self, targ, (bonus+self.level), WPN_KICK);
 +
    quit;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
 +
<!--LINK--><span id="bfmid" />
 +
 +
'''Function:'''  <i><!--CODE-->string mid ( o : string, s : integer, e : integer );</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''o'''
 +
<!--DEFINITION-->        the original string to be parsed
 +
<!--TERM-->  '''s'''
 +
<!--DEFINITION-->        The starting point of the string to be parsed out
 +
<!--TERM-->  '''e'''
 +
<!--DEFINITION-->        the ending point of the string to be parsed out
 +
<!--TERM-->  '''return'''
 +
<!--DEFINITION-->        the portion of the string defined by the 's' and 'e' values
 +
 +
This function parses the string passed to it and returns the portion of the string
 +
  defined by the start value and the end value that is also passed to the function.
 +
'''Example:'''  <i><!--CODE-->"rock" := mid ("sprocket",3,6);</i><!--ENDCODE-->
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfmonstr" />
 +
string moneystring(amt : integer, verbose : integer)
 +
    amt   : The amount of money
 +
    verbose: True if an expanded string (copper pieces) or false
 +
            if abbreviated money types (cp).
 +
    result : The moneystring for the given currency.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfeq" />
 +
unitptr equipment ( u : unitptr , i : integer )
 +
    u : The character to search.
 +
    i : What equipment to find, any of the WEAR_XXX macros.
 +
    result: Returns the unit on 'u' which is equipped on position 'i'.
 +
            See WEAR_* in values.h and/or vme.h
 +
 +
  <!--LINK--><span id="bftolower" />
 +
 +
 +
'''Function:''' <i><!--CODE-->string tolower ( s : string );</i><!--ENDCODE-->
 +
<!--TERM-->  '''s'''
 +
<!--DEFINITION-->        String to lower case
 +
<!--TERM-->  '''return'''
 +
<!--DEFINITION-->        the string passed in lower cased
 +
 +
This function returns a copy of the string passed in but with out capitals.
 +
  '''Example:''' <i><!--CODE-->"hello!" :=  tolower("HELLO!");</i><!--ENDCODE-->
 +
  <!--LINK--><span id="bftoupper" />
 +
 +
'''Function:'''  <i><!--CODE-->string toupper ( s : string );</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''s'''
 +
<!--DEFINITION-->        String to lower case
 +
<!--TERM-->  '''return'''
 +
<!--DEFINITION-->        the string passed in lower cased
 +
 +
This function returns a copy of the string passed in with all characters changed
 +
to be capitalized.
 +
'''Example:'''  <i><!--CODE-->"HELLO!" := toupper ("hello!");</i><!--ENDCODE-->
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfvis" />
 +
integer visible(u1 : unitptr, u2 : unitptr)
 +
    u1: The character who is looking at u2
 +
    u2: The unit which the character u1 is trying to see.
 +
    return: TRUE if u1 can see u2, FALSE otherwise.
 +
    Example: if (visible(self, victim)) ...
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfop" />
 +
integer opponent(u1 : unitptr, u2 : unitptr)
 +
    u1, u2: Two characters
 +
    return: TRUE if u1 is in combat with u2, FALSE otherwise.
 +
    Example: if (opponent(self, victim)) ...
 +
 +
    When in a combat, you are usually only melee-attacking one opponent,
 +
    although you may have many other opponents. This function lets you
 +
    check if you are directly / indirectly an opponent to another unit.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfpurse" />
 +
integer purse(u : unitptr, coinage : integer)
 +
    u : The unit to check
 +
    coinage: The money type (e.g. gold, silver), one of IRON_PIECE, etc.
 +
    Returns: The number of such units found.
 +
    Example: if (purse(self, PLATINUM_PIECE) > 10)
 +
              exec("say I am loaded with platinum!", self);
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfatoi" />
 +
integer atoi ( s : string )
 +
    s : A string with a number.
 +
    return: The number in the string.
 +
    Example: i := atoi("42");
 +
 +
 +
 +
<!--LINK--><span id="bfcheckpassword" />
 +
 +
'''Function:'''  <i><!--CODE-->integer check_password( u : unitptr, s : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''u'''
 +
<!--DEFINITION-->        the unit that you want to check the password of
 +
<!--TERM-->  '''s'''
 +
<!--DEFINITION-->        the password you are using to check
 +
<!--TERM-->  '''Return'''
 +
<!--DEFINITION-->        Returns an integer TRUE if pcname is the units password FALSE if not
 +
 +
This function checks the string against the units password and returns TRUE
 +
if they match.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
if (not check_password(pc,arg))
 +
        {
 +
        sendtext (arg+" is not "+pc.name"'s password.",self);
 +
                quit;
 +
        }
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfcomm" />
 +
integer command ( cmd : string or integer )
 +
    cmd : A string of the full typed command, e.g. "push" or "say".
 +
          Alternatively you can specify one of the macros defined in
 +
          values.h and/or vme.h, e.g. CMD_SAY
 +
  return: Whether the command specified by the activator is the one of
 +
          the argument.
 +
 +
It is noteworthy, that unlike simple compares like this;
 +
 +
if ("spook" in cmdstr) {
 +
...
 +
...
 +
}
 +
or
 +
if (cmdstr == "spook") {
 +
...
 +
...
 +
}
 +
 +
where the first will activate even if the cmdstr is "nospook", and the
 +
second only if cmdstr equals the word "spook" to the letter, the
 +
following construct will activate as long as the contents
 +
of cmdstr doesn't conflict with cmd;
 +
 +
if (command("spook")) {
 +
...
 +
...
 +
}
 +
 +
ie, it will receive the same kind of treatment as a 'regular' command.
 +
That means that you provide ease of use to the user (allowing shorthand
 +
notation), while securing that you're doing what the user wants.
 +
<STRONG>CAVEAT</STRONG> Builder:
 +
If you use a string argument as cmd, be sure that
 +
there are no white-space in it, ie, that the argument does only
 +
consist of letters.
 +
 +
Example:
 +
    command("spook");
 +
 +
    is a valid string, while this construct;
 +
 +
    command("spook him");
 +
 +
    is NOT valid. The reason of that is that cmdstr only contains the
 +
    FIRST word of the input from the player, and thus the latter
 +
    construct could never evaluate to true. This should be evident
 +
    taking the above information into account, as "spook him" could
 +
    never equal "spook" (which would indeed be the text in cmdstr
 +
    if the player entered the string "spook him".)
 +
 +
 +
<!--LINK--><span id="bfdelstr" />
 +
 +
'''Function:'''  <i><!--CODE-->integer delstr( filename : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''filename'''
 +
<!--DEFINITION-->        The name of the String file to be deleted
 +
<!--TERM-->  '''Return'''
 +
<!--DEFINITION-->        Returns an integer TRUE if deleted FALSE if not
 +
 +
The delstr is used to delete files that are used with the 'loadstr' and
 +
'savestr'      functions.  The delstr function will only delete files that
 +
each individual Zone has access to which is set up in the Zonelist file in the
 +
VME etc directory.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin news|del ("arg : string /*filename to be deleted);
 +
var
 +
        ret:integer;/*to hold the return value if deleted or not*/
 +
code
 +
{
 +
ret:= delstr("news.txt");
 +
if (!ret)
 +
        {
 +
        log ("File not deleted.");
 +
        quit;
 +
        }
 +
 +
sendtext ("News file deleted[&amp;]n",self);
 +
quit;/*dil delete routine done
 +
}
 +
dilend
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
'''See Also''' <i><!--CODE-->
 +
[[#bfloadstr|Load String file]] and
 +
[[#bfsavestr|Save String file]]</i><!--ENDCODE-->
 +
 +
 +
<!--LINK--><span id="bfdelunit" />
 +
 +
'''Function:'''  <i><!--CODE-->integer delunit( filename : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''filename'''
 +
<!--DEFINITION-->        The name of the Unit file to be deleted.
 +
<!--TERM-->  '''Return'''
 +
<!--DEFINITION-->        Returns an integer TRUE if deleted FALSE if not delunit is used to delete files that are used with the 'Restore' and 'store' functions.
 +
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin chest_del ("arg : string /*filename to be deleted*/);
 +
var
 +
        ret:integer;/*to hold the return value if deleted or not*/
 +
code
 +
{
 +
ret:= delstr("chest.file");
 +
if (!ret)
 +
        {
 +
        log ("File not deleted.");
 +
        quit;
 +
        }
 +
 +
sendtext("Chest file deleted[&amp;]n",self);
 +
quit;/*dil delete routine done
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
'''See Also'''
 +
[[#bfrestore|Restore a Unit from a Unit file]] and
 +
[[#bpstore|Store Units to a Unit file]].
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfdd" />
 +
integer dildestroy( s : string, u : unitptr )
 +
    s : name of dil template to delete.
 +
    u : unit to remove program from.
 +
    return: Whether a program using a template with same name as in 's'
 +
            attached to unit 'u' was deleted.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfdf" />
 +
integer dilfind( s : string, u : unitptr )
 +
    s : name of dil template to find.
 +
    u : unit to find program in.
 +
    return: Whether a program using a template with same name as in 's'
 +
            attached to unit 'u' was found.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfitoa" />
 +
string itoa ( i : integer )
 +
    i : A number.
 +
    return: A string with the number.
 +
    Example: s := itoa(42);
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfisaff" />
 +
integer isaff ( u : unitptr , i : integer )
 +
    u : A unit to be examined.
 +
    i : An id of an affect, see ID_* in values.h and/or vme.h
 +
    return: TRUE, if unit 'u' is affected by affect id 'i'
 +
 +
 +
 +
 +
 +
 +
<!--LINK--><span id="bfislight" />
 +
 +
'''Function:  '''<i><!--CODE-->integer islight ( u : unitptr )</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''u'''
 +
<!--DEFINITION-->        Unit that you are checking
 +
<!--TERM-->  '''returns'''
 +
<!--DEFINITION-->        ''TRUE' if item is a light, 'FALSE' if it is notway to small', 'to small', 'way to large', 'to large', or null if fits
 +
 +
Simply checks the item to see if it is a light.
 +
 +
 +
<!--LINK--><span id="bfisplayer" />
 +
 +
'''Function:'''  <i><!--CODE-->integer isplayer( pcname : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''pcname'''
 +
<!--DEFINITION-->        the name of the player being checked
 +
<!--TERM-->  '''Return'''
 +
<!--DEFINITION-->        Returns an integer TRUE if pcname is a player FALSE if not
 +
 +
This function is used to find out if a string you pass to it is a player or not.
 +
This can be used and is used to find out if a player is truly a player that an
 +
Administrator is deleting with out having that player on line.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
if (not isplayer(arg))
 +
        {
 +
        sendtext (arg+" is not a character.&amp;n",self);
 +
        quit;
 +
        }
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfisset" />
 +
integer isset ( i : integer , bit : integer )
 +
    i : An integer to examine.
 +
    bit : A set of bits to match.
 +
    return: TRUE, if bits in 'bit' is set in 'i'.
 +
    Example: if (isset(self.manipulate, MANIPULATE_TAKE)) ...
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfpaychk" />
 +
integer paycheck( u1 : unitptr, u2:unitptr)
 +
    u1 : unit to check against
 +
    u2 : player to check access for
 +
    return: TRUE if the player u2 has pay access to the location
 +
in which the unit u1 is located. FALSE if the player does not
 +
have access. Using non-players as u2 will return TRUE. The
 +
function checks if the player has pay-access (if needed) to
 +
the zone in which u1 is located.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bffindu" />
 +
unitptr findunit ( u : unitptr , s : string , i : integer , l : unitptr )
 +
      u : The unit the local environment is relative to.
 +
      s : A string with name of the unit to find.
 +
      i : The environment, where to look for it, see FIND_UNIT_*
 +
          in values.h and/or vme.h.
 +
      l : An optional list of units to search.
 +
  return: If the unit is found, the function returns that unit.
 +
          Returns null if nothing found.
 +
 +
  The first argument is typically the char that's looking for something,
 +
  i.e. if Mary needs a spoon to stir the pot, she'll be the first argument.
 +
 +
  The second argument is what you're looking for, represented by a string.
 +
  In the above mentioned example, that'd be "spoon".
 +
 +
  For the second or third argument, you have a choice, as you'll only need to
 +
  use one of them, and let the other be 0 or null.  For instance, if you have
 +
  a pointer to Mary's kitchen utensil pot, you can use the line:
 +
 +
      findunit(mary, "spoon", 0, pot);
 +
 +
  Or you can just let her look around for it with:
 +
 +
      findunit(mary, "spoon", FIND_UNIT_INVEN or FIND_UNIT_SURRO, null);
 +
 +
  You can use all the FIND_UNIT_ values defined in values.h and/or vme.h, if you
 +
  want to look for something for example within the zone (FIND_UNIT_ZONE), the
 +
  entire world (FIND_UNIT_WORLD) (you rarely need to do that, it's mainly for
 +
  tell etc.), or just the inventory or equipment of the char in question
 +
  (FIND_UNIT_INVEN and FIND_UNIT_EQUIP).  Finally, as in the example above,
 +
  you can look in the room of the char (FIND_UNIT_SURRO).
 +
 +
  Using FIND_UNIT_PAY or FIND_UNIT_NOPAY in this function will be ignored.
 +
 +
The flags for findunit, intuitively:
 +
 +
 +
FIND_UNIT_EQUIP:
 +
  The objects you will see with `equipment'
 +
  Assumes first argument to findunit is a char.
 +
 +
 +
FIND_UNIT_INVEN:
 +
  The objects you will see with `inventory' or `look in bag'
 +
 +
 +
FIND_UNIT_SURRO:
 +
  The objects you can see, and get with `get',
 +
  or the characters you can `poke' :-)
 +
 +
 +
FIND_UNIT_ZONE:
 +
  As FIND_UNIT_WORLD, only more local.
 +
 +
 +
FIND_UNIT_WORLD:
 +
  Any object in the entire world.  Does NOT start looking close to the
 +
  object of findunit's first argument, but rather somewhat randomly.
 +
 +
 +
On top of these, the following (new) values are defined:
 +
 +
 +
FIND_UNIT_IN_ME:
 +
  Anything inside of the object of the first argument.
 +
 +
 +
FIND_UNIT_HERE:
 +
  Anything `here', i.e. in object or around it (same as IN_ME + SURRO)
 +
 +
 +
FIND_UNIT_GLOBAL:
 +
  ANYTHING, starting close to object and working out.
 +
 +
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bffindru" />
 +
unitptr findrndunit( u : unitptr, sv : integer, uf : integer)
 +
    Returns: A pointer to a random unit, or null
 +
    u  : The unit pointer which the search is relative to.
 +
    sv : The search-location, a value (not bit vector) of FIND_UNIT_XXX
 +
    uf : Bit vector. The unit flags which can match of UNIT_ST_XXX
 +
 +
    Example: u := findrndunit(self, FIND_UNIT_ZONE, UNIT_ST_PC|UNIT_ST_NPC);
 +
 +
    This routine returns a random unit. Notice how the 'uf' lets you
 +
    specify exactly what unit types to look for. The 'sv' is not a
 +
    bit vector, although FIND_UNIT_XXX is usually used as such. If
 +
    you need to search multiple environments, then call the routine
 +
    once for each.
 +
 +
    Using FIND_UNIT_PAY or FIND_UNIT_NOPAY in this function will
 +
    pick a random player which in addition to being in the search
 +
    environment also is registered as valid payer (or not). Asking
 +
    for a room would yield a random room registered to be accessible
 +
    for paying players only (or not). Asking for objects would
 +
    return no unit (null).
 +
 +
 +
<!--LINK--><span id="bffilesize" />
 +
 +
'''Function:'''  <i><!--CODE-->integer filesize ( filename :string);</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''file'''
 +
<!--DEFINITION-->        The file name you want to check
 +
<!--TERM-->  '''return'''
 +
<!--DEFINITION-->        a file size in bites 0 if no file
 +
 +
 +
 +
 +
This function does exactly what it says it does it checks a files size.
 +
 +
'''Example DIL:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin notebook ();
 +
code
 +
{
 +
        ns := filesize (self.name+"notebook");
 +
        if ( ns >500000)
 +
        {
 +
                sendtext ("Your notebook is full.&amp;n",self);
 +
                quit;
 +
        }
 +
        else if ( ns > 250000)
 +
        {
 +
                sendtext ("Your notebook is more than half full.&amp;n",self);
 +
                quit;
 +
        }
 +
        else if (ns >125000)
 +
        {
 +
                sendtext ("Your Notebook is only 1/4 full.&amp;n",self);
 +
                quit;
 +
        }
 +
        else if (ns >0)
 +
        {
 +
                sendtext ("Your notebook is less than 1/4 full.&amp;n",self);
 +
                quit;
 +
        }
 +
        else
 +
        {
 +
                sendtext ("You don't have anything in your Notebook.&amp;n",self);
 +
                quit;
 +
        }
 +
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
The previous DIL example shows how you could use the 'filesize' instruction to
 +
check the size of a player stored notebook.
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bffindr" />
 +
unitptr findroom ( s : string )
 +
    s : Symbolic name of room.
 +
    return: A pointer to the room, or null
 +
    Example: findroom("inn@udgaard")
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bffinds" />
 +
unitptr findsymbolic ( s : string )
 +
    s : Symbolic name of the NPC or Object to find.
 +
    return: A pointer to an instance of the unit, or null.
 +
    Example: findsymbolic("bread@midgaard")
 +
 +
    This routine supplements findroom and findunit. It comes in handy,if it is
 +
    important to get a correct reference to a NPC in the world.  If for example,
 +
    Mary needs to send a message to John the Lumberjack,  then she should NOT
 +
    use the findunit() since it may locate a different John - even a player!
 +
    If she instead locates him using findsymbolic("john@haon_dor") she will be
 +
    certain that it is in fact her husband, and not the player John Dow from
 +
    Norway.  It will NOT locate rooms, for the only reason that findroom is a
 +
    lot more efficient.
 +
 +
 +
unitptr findsymbolic ( u : unitptr, s : string, i : integer )
 +
    u : Search is relative to this unit.
 +
    s : Symbolic name of the NPC or Object to find.
 +
    i : FIND_UNIT_XXX bit vector of places to search.
 +
    return: A pointer to an instance of the unit, or null.
 +
    Example: findsymbolic(self, "bread@midgaard", FIND_UNIT_INVEN)
 +
 +
    This routine supplements findroom, findunit and findsymbolic(#).  It comes in
 +
    handy, if it is important to get a correct reference to a unit somewhere
 +
    relative to 'u'.  If for example, Mary needs to check if she has her own
 +
    cooking pot, then she should NOT use the findunit since it may locate a
 +
    different pot, not belonging to Haon-Dor but to some other zone.  If she
 +
    instead locates it using findsymbolic(self, "pot@haon_dor", FIND_UNIT_IN_ME)
 +
    she would be certain that it is in fact her own cooking pot that she is
 +
    carrying around, and not some other pot from a Joe Blow's zone.
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin zonelog (s:string);
 +
code
 +
{
 +
flog (self.zonidx+".log",s,"a");
 +
return;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
The previous DIL function will work in any zone to log to a file with that zones
 +
  name each zone could use it to keep zone logs separate.
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfgword" />
 +
string getword ( var s : string )
 +
    s : A string with zero or more words separated by space.
 +
    return: The first word of the string.
 +
 +
    NB: The argument string has the returned word removed.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfgwords" />
 +
stringlist getwords ( var s : string )
 +
        s : A string with zero or more words separated by space.
 +
    return: A stringlist where each string was a word in 's'.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfghead" />
 +
unitptr ghead ( )
 +
 +
return the first unit in the global list which will be the last
 +
char to have logged on.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfsplit" />
 +
stringlist split ( var s : string, var t : string)
 +
        s : A string with zero or more words separated by var t.
 +
    return: A stringlist where each string was a word in 's'
 +
            separated by string 't'.
 +
 +
  You can use '&amp;x' to split a string by line.  This is very usefull when reading in files with 'loadstr'.
 +
 +
<!--LINK--><span id="bfleft" />
 +
 +
'''Function:'''  <i><!--CODE-->string left ( o : string, l : integer );</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''o'''
 +
<!--DEFINITION-->        the original string to be parsed
 +
<!--TERM-->  '''l'''
 +
<!--DEFINITION-->        The amount of characters to parse out
 +
<!--TERM-->  '''return'''
 +
<!--DEFINITION-->        the left portion of the string with length l
 +
 +
This function parses the string passed to it and returns the number
 +
of characters defined in its second argument.
 +
 +
'''Example:'''  <i><!--CODE-->"short" := left ("shorten me",5);</i><!--ENDCODE-->
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin aware describe (arg:string);
 +
var
 +
        side:string;
 +
        oneword:stringlist;
 +
        location:string;
 +
        ln:integer;
 +
        args:stringlist;
 +
        temp:string;
 +
        i:integer;
 +
        x:extraptr;
 +
code
 +
{
 +
        if (self.type!=UNIT_ST_PC)
 +
                quit;
 +
        if (self.position &lt;POSITION_SLEEPING)
 +
        {
 +
        act ("Recover first and then you can describe your body parts.",
 +
        A_ALWAYS,self,null,null,TO_CHAR);
 +
                quit;
 +
        }
 +
 +
        args:=getwords(arg);
 +
        ln:=length(args);
 +
        if ((ln&lt;1) or (ln>2))
 +
        {
 +
        sendtext ("No such location to describe.",self);
 +
        quit;
 +
        }
 +
        else if (ln>1)
 +
        goto two_word;
 +
 +
        :one_word:
 +
 +
        if ((arg==left("help",length(arg))) or
 +
                (arg==""))
 +
                goto hlp_dscr;
 +
 +
        oneword := {"arms","butt","ears","eyes","face","feet",
 +
            "general","hair","hands","head","legs",
 +
"mouth","neck","nose","nostrils","teeth",
 +
"toes","tongue"};
 +
 +
        i := 0;
 +
        ln := length(args.[0]);
 +
        temp:="ERROR";
 +
        while (i&lt;18)
 +
        {
 +
                if (args.[0]==left(oneword.[i],ln))
 +
                {
 +
                        temp := oneword.[i];
 +
                        break;
 +
                }
 +
                i := i+1;
 +
        }
 +
 +
        if (temp=="ERROR")
 +
        {
 +
                sendtext ("No such location to describe.",self);
 +
                quit;
 +
        }
 +
 +
        goto describe;
 +
 +
        :two_word:
 +
 +
        oneword := {"arm","leg","foot","hand","eye","ear"};
 +
        temp := "ERROR";
 +
        ln := length(args.[0]);
 +
        if (args.[0] == left("left",ln))
 +
                side:="left";
 +
        else if (args.[0] == left("right",ln))
 +
                side:="right";
 +
        else
 +
        {
 +
                sendtext ("No such location to describe.",self);
 +
                quit;
 +
        }
 +
 +
        i := 0;
 +
        while (i&lt;6)
 +
        {
 +
                if (args.[1]==left(oneword.[i],ln))
 +
                {
 +
                        temp := oneword.[i];
 +
                        break;
 +
                }
 +
                i := i+1;
 +
        }
 +
 +
        if (temp=="ERROR")
 +
        {
 +
                sendtext ("No such location to describe.",self);
 +
                quit;
 +
        }
 +
 +
        temp := side+" "+temp;
 +
 +
        :describe:
 +
        if (temp=="General")
 +
                location := "";
 +
        else
 +
                location := temp;
 +
 +
        x := location in self.extra;
 +
        if (x!=null)
 +
          if (location=="")
 +
sendtext("your Current description for your body is:  &amp;n"+x.descr+"&amp;n",self);
 +
        else
 +
sendtext("your Current description for your "+location+"is:  &amp;n"+x.descr+"&amp;n",self);
 +
        if (location=="")
 +
sendtext ("Enter a text you would like others to see when they look at your body.&amp;n",self);
 +
        else
 +
sendtext ("Enter a text you would like others to see when they look at your "+location+".&amp;n",self);
 +
 +
        beginedit (self);
 +
        wait(SFB_EDIT,self==activator) ;
 +
        temp := textformat(argument);
 +
        oneword:={""};
 +
        subextra(self.extra,location);
 +
        addstring (oneword, location);
 +
        addextra (self.extra,oneword,temp);
 +
        sendtext ("Description added.&amp;n",self);
 +
        quit;
 +
 +
        :hlp_dscr:
 +
 +
        sendtext ("&amp;nCorrect usage of 'describe':&amp;n&amp;n",self);
 +
        sendtext ("describe &lt;position>&amp;n&amp;n",self);
 +
        sendtext("&lt;position> being one of the following:&amp;n&amp;n",self);
 +
        sendtext( "arms        butt        ears        eyes&amp;n"+
 +
                  "face        feet        General    hair&amp;n"+
 +
                  "hands      head        left arm    left leg&amp;n"+
 +
                  "left foot  left hand  left eye    left ear&amp;n"+
 +
                  "legs        mouth      neck        nose&amp;n"+
 +
                  "nostrils    right arm  right leg  right foot&amp;n"+
 +
                  "right hand  right eye  right ear  teeth&amp;n"+
 +
                  "toes        tongue&amp;n&amp;n",self);
 +
        sendtext ("Example:  &amp;n&amp;n",self);
 +
        sendtext ("describe left leg&amp;n",self);
 +
        quit;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bflen" />
 +
integer length ( a : string or stringlist )
 +
        a : a string or stringlist to examine.
 +
    return: The length of the string in characters, or the number
 +
            of strings in a list.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfload" />
 +
 +
unitptr load ( s : string )
 +
    s : Symbolic name of unit.
 +
    return: A pointer to the unit, or null
 +
    Example: load("garlic@midgaard")
 +
    The loaded unit is automatically placed inside the object
 +
    which loaded it.  Use for example the link command to move
 +
    it into other units.
 +
 +
<!--LINK--><span id="bfloadstr" />
 +
 +
'''Function:'''
 +
<i><!--CODE-->integer loadstr( filename : string , buff : string );</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''filename'''
 +
<!--DEFINITION-->        The name of the string file to be loaded
 +
<!--TERM-->  '''buff'''
 +
<!--DEFINITION-->        The string that you wish to read the file contents into
 +
<!--TERM-->  '''Return'''
 +
<!--DEFINITION-->        <i><!--CODE-->FILE_LOADED, FILE_NOT_FOUND, FILE_OUT_OF_MEMORY,or FILE_TO_LARGE</i><!--ENDCODE-->
 +
 +
Loadstr is used to load strings from disk that were saved either by savestr
 +
or any text editor.
 +
The 'loadstr' is perfect for operations such as
 +
on-line edited newspaper, a lottery where the tickets are sold to players,
 +
creating smarter NPC's that can remember through reboots who they are hunting,
 +
Dil based teachers, message boards, mail system, news command., zone or
 +
room based help,  competition boards, and much much more.
 +
'''Disk access is always slow'''.
 +
attempt to keep file sizes to a minimum for quick loading.  Otherwise you
 +
might cause serious delays on the server.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin news_load ();
 +
var
 +
        ret:integer;/*to hold the return value if loaded or not*/
 +
        buff:string;/*to hold the loaded string*/
 +
code
 +
{
 +
ret:= loadstr("news.txt",buff);
 +
if (!ret)
 
         {
 
         {
      load maskwa
+
        log ("File not read.");
      }
+
        quit;
    }   
+
        }
 
+
  %end
+
sendtext(buff+"[&amp;]n",self);
 
+
quit;/*dil load routine done destroy self.*/
  </nowiki>
+
}
 
+
dilend
  </sect1>
+
  </chapter>
+
---~---~---~---~---~---~---~---~---
 
+
  <chapter ID="ch-08"><?dbhtml filename="ch08.html">
+
</i><!--ENDCODE-->
   <TITLE>Color and formatting codes</title>
+
'''See Also''' <i><!--CODE-->
 
+
[[#bfdelstr|Delete a String file]] and
   <para>Now that you have got a handle on how to build rooms, objects, and
+
[[#bfsavestr|Save String file]]</i><!--ENDCODE-->
  NPCs, we will now give you the ability to format text the way you want
+
  it formatted and color it as well. Currently the VME doesn't support
+
---~---~---~---~---~---~---~---~---
  all the ASCII characters but if we get enough people wanting this
+
<!--LINK--><span id="bforoll" />
  ability it will be added.</para>
+
integer openroll( dice : integer , end : integer )
 
+
    dice : The size of the dice being rolled.
  <sect1 id="escapecode">
+
    end  : The margin for the open-ended roll.
  <title>The escape character</title>
+
    return: A random integer in approximately +/- 2^31 in worst case.
 
+
    Example: i := openroll(100,5); The "100" roll continues on values
  <para>When working with colors or formatting there are always two parts
+
            96 - 100 and on values 1 - 5.
  to a formatting commandThe first part we call the escape character
+
  which is the '&amp;' characterThus all formatting and color commands
+
---~---~---~---~---~---~---~---~---
  would look as follows:</para>
+
<!--LINK--><span id="bfpathto" />
 +
integer pathto( from : unitptr, to : unitptr )
 +
    from   : The unit which the path is taken from
 +
    to    : The unit which the path is taken to
 +
    returns: DIR_XXX from values.h and/or vme.h.
 +
    Example: i := pathto(self, findroom("inn@midgaard"));
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bppagestring" />
 +
pathto(buff : string, u : unitptr )
 +
    buff   : The string that is to be paged to the player.
 +
u : The unitptr the buff is to be paged for.
 +
    returns: nothing
 +
example:
 +
pagestring (buff,self);
 +
would format the buff string to the player so the buff text doesn't scroll
 +
off the screen until after the player presses enter.
 +
 +
 +
 +
<!--LINK--><span id="bfright" />
 +
 +
'''Function:'''  <i><!--CODE-->string right ( o : string, r : integer );</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''o'''
 +
  <!--DEFINITION-->        the original string to be parsed
 +
<!--TERM-->  '''r'''
 +
<!--DEFINITION-->        The amount of characters to parse out
 +
<!--TERM-->  '''return'''
 +
<!--DEFINITION-->        the right portion of the string with length r
 +
 +
This function parses the string passed to it and returns the number of characters
 +
from the right defined in its second argument.
 +
'''Example:'''  <i><!--CODE-->"Easy" := right ("This is Easy",4);</i><!--ENDCODE-->
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bfrnd" />
 +
integer rnd ( i1 : integer , i2 : integer )
 +
    i1 : Start of range.
 +
    i2 : End of range.
 +
    return: A random integer in an interval from 'i1' to 'i2'.
 +
    Example: i := rnd(1,10);
 +
 +
 +
<!--LINK--><span id="biproc" />
 +
<h3>Built-In Procedures:</h3>
 +
    DIL features some built-in procedures that allows you increased control over
 +
  in-game data structures and event handling. Once such procedure (used above)is
 +
  'exec()'. The inline procedures are used as any other procedure by typing its
 +
  name, followed by a list of argument expression enclosed in parentheses. The
 +
  return types of the expressions used for built-in procedure calls are checked
 +
  by the compiler.
 +
   
 +
    DIL also lets you call templates defined in the current or other zones.  The
 +
  naming of templates follows the normal naming convention for zone, using the
 +
  'name@zone' as a symbolic name for a procedure.  Before being able to use
 +
  external procedures, you must define their name and type in a separate
 +
  'external' section in the templateThe declaration in the 'external' section
 +
  should match the original declaration of the referenced program. You can define
 +
  the number and type of arguments the template take, by listing them inside the
 +
  declaration parenthesis (as well as in the original declaration of that template)
 +
  (see example below)
 +
 +
'''Example:'''
 +
 
  <nowiki>
 
  <nowiki>
 
+
   
  &amp;&lt;color or formating command&gt;
+
  dilbegin bar(s:string);
 
+
  code
  </nowiki>
+
  {
 
+
     exec("say "+s,self);
  </sect1>
+
     return;
 
+
  }
  <sect1>
+
  dilend</nowiki>
  <title>Formatting codes</title>
+
   
 
 
  <para>As you may have noticed the string fields on the VME are formatted
 
    in an english paragraph style. What that means is all text is
 
    formatted with he following rules:</para>
 
   
 
    <itemizedlist>
 
    <listitem><para>
 
    All leading blanks are stripped away. For room descriptions
 
      3 leading spaces are added. This way we ensure a consistent
 
      formatting of the displayed room descriptions.
 
     </para></listitem>
 
    <listitem><para>
 
 
 
  Spaces and blanks (newlines) are contracted to single spaces
 
      yielding a correctly 'wrapped' text for any sentence.
 
    </para></listitem>
 
    <listitem><para>
 
  If a '.' is encountered followed by a blank, a total of two
 
      spaces are inserted after the '.'.
 
    </para></listitem>
 
    </itemizedlist>
 
 
 
  <para>These formatting rules are great for normal descriptions and
 
  extras but what if you want to make a sign or a map.  You don't always
 
  want the text to be rapped, if the server rapped your sign it would turn
 
  out looking like a jumble of punctuation in the form of a paragraph.
 
  <xref linkend="formattable"> contains a list of all formatting
 
  characters and a short description of them.
 
  <xref linkend="formatdescr"> contains a more in depth discussion of each
 
  format command with examples and <xref linkend="colordescr"> deals with
 
  the color commands.</para>
 
 
 
  <TABLE frame=all id="formattable">
 
  <title>Formatting and color codes</title>
 
  <TGROUP align=left cols=2 colsep=1>
 
 
 
  <thead>
 
  <row>
 
  <entry>Code</entry>
 
  <entry>Description</entry>
 
  </row>
 
  </thead>
 
 
 
  <tbody>
 
  <row>
 
  <entry>&amp;</entry>
 
  <entry>Used to make an &amp; character instead of an escape code.</entry>
 
  </row>
 
 
 
 
 
  <row>
 
  <entry>l</entry>
 
  <entry>
 
  Text from this point forward will not be formatted. It will
 
                be interpreted literally with newlines, spaces, etc.
 
                Useful when making a sign or a map.
 
  </entry>
 
  </row>
 
 
 
  <row>
 
  <entry>f</entry>
 
  <entry>
 
  Text from this point forward will be formatted. This option
 
                is the reverse of &amp;l and is default on any section of text.
 
  </entry>
 
  </row>
 
 
 
  <row>
 
  <entry>s&lt;#&gt;</entry>
 
  <entry>
 
  Force a singe space character (or &lt;#&gt; if specified, may
 
                come in handy, instead of having to toggle formatting).
 
        </entry>
 
        </row>
 
 
 
  <row>
 
  <entry>n</entry>
 
  <entry>
 
  Force a new line, very handy instead of toggling the &amp;l
 
                formatting switch. 
 
  </entry>
 
  </row>      
 
 
 
  <row>
 
  <entry>h</entry>
 
  <entry>
 
  Clears the screen if the terminal of the user supports it.
 
  </entry>
 
  </row>
 
 
 
  <row>
 
  <entry>x</entry>
 
  <entry>
 
  A file new line used for split so that you can split a file into lines
 
  </entry>
 
  </row>
 
 
 
  <row>
 
  <entry>c&lt;color&gt;</entry>
 
  <entry>
 
  Set the foreground color.
 
  </entry>
 
  </row>
 
  <row>
 
  <entry>b&lt;color&gt;</entry>
 
  <entry>
 
  Set the background color.
 
  </entry>
 
  </row>
 
  <row>
 
  <entry>[&lt;color&gt;]</entry>
 
  <entry>
 
  Set a preset foreground and background color.
 
  </entry>
 
  </row>
 
  </tbody>
 
  </tgroup>
 
  </table>
 
  </sect1>
 
 
 
  <sect1 id="formatdescr"
 
  <title>Formatting code descriptions and examples</title>
 
  <VARIABLELIST>
 
  <VARLISTENTRY>
 
;&amp;&amp;
 
  <DICTDEF>
 
  <para>If you want a single '&' you must let the <ACRONYM>VME</ACRONYM>
 
  know that you don't want a formatting or a color code. You do this by
 
  doubling the '&amp;' sign.  The following is a couple examples:</para>
 
 
 
  <INFORMALTABLE frame=all>
 
  <TGROUP align=left cols=2 colsep=1>
 
 
 
  <thead>
 
  <row>
 
  <entry>text</entry>
 
  <entry>Result</entry>
 
  </row>
 
  </thead>
 
  <tbody>
 
  <row>
 
  <entry>&amp;&amp;</entry>
 
  <entry>&amp;</entry>
 
  </row>
 
  <row>
 
  <entry>&amp;&&amp;&amp;</entry>
 
  <entry>&amp;&amp;</entry>
 
  </row>
 
 
 
 
 
  <row>
 
  <entry>&amp;&amp;&amp;&amp;&amp;&amp;</entry>
 
  <entry>&amp;&amp;&amp;</entry>
 
  </row>
 
  </tbody>
 
  </tgroup>
 
  </INFORMALTABLE>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
;&amp;l
 
  <DICTDEF>
 
 
 
  <para>When you want to turn off the formatting you use this formatting
 
  code.  Everything after the '&amp;l' will be shown exactly as you put it
 
  in the string.</para>
 
 
  <nowiki>
 
  <nowiki>
 
+
  &amp;l
+
  dilbegin foo();
  *     *
+
  external
  *  *
+
    someproc@hades1();
     * *
+
    bar(s:string);
     *
+
  code
     * *
+
  {
  *   *
+
    someproc@hades1();
  *    *
+
    bar("Hello "+activator.name);
                 
+
    pause;
  </nowiki>
+
  }
 
+
  dilend</nowiki>
  </LISTITEM>
+
  </VARLISTENTRY>
+
    When the procedure is called, the argument expressions are calculated, and
 
+
    passed to the template.  Built-in procedures, their arguments and function
   <VARLISTENTRY>
+
    are listed later.
;&amp;f
+
  <DICTDEF>
+
    The following are definitions and documentation for the built-in procedures
  <para>The formatted text as we have already said is default.  If you
+
    in DIL. The definitions are not definitions 'as such', but serve to distinguish
  want to turn the formatted text back on after some literal text you will
+
    arguments in the documentation below.
   have to use the '&amp;f' code.  The following is an example of some
+
  literal text followed by a short bit of formatted text.</para>
+
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpfol" />
 +
follow( f : unitptr, m : unitptr )
 +
    f : The character to follow
 +
    m : The character to be followed
 +
 +
    Unconditionally makes 'f' follow 'm', even if 'f' is mortally
 +
    wounded, sleeping, fighting or whatever.
 +
 +
 +
 +
<!--LINK--><span id="bpflog" />
 +
 +
'''Function:'''  <i><!--CODE-->flog (filename : string,  s : string, wa : string );</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''filename'''
 +
<!--DEFINITION-->        The Filename of the file to appear in the log directory.
 +
<!--TERM-->  '''s'''
 +
<!--DEFINITION-->        The string to be logged.
 +
<!--TERM-->  '''wa'''
 +
<!--DEFINITION-->        Write or Append
 +
 +
The 'flog' function allows you to split up your logs in the log directory
 +
so that you don't end up with everything in the main vme.log.
 +
'''Note:'''The append/write argument must be in lower case and can only be a
 +
'w' or a 'a' surrounded by '"'.  If the argument is a 'w' it will over write
 +
any log file by that name.  If the argument is 'a' it will append to the
 +
file by that name.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin zonelog (s:string);
 +
code
 +
{
 +
flog (self.zonidx+".log",s,"a");
 +
return;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
The previous DIL function will work in any zone to log to a file with that
 +
zones name each zone could use it to keep zone logs separate.
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bplogcrime" />
 +
logcrime( c : unitptr, v : unitptr, t : integer )
 +
     c : The criminal (main suspect)
 +
    v : The victim
 +
     t : The crime type (CRIME_XXX)
 +
 +
      Registers a crime committed against 'v' by 'c'. Use the
 +
    CRIME_XXX values from values.h and/or vme.h as the 't' argument.
 +
    The logcrime routine automatically registers group members
 +
    of the criminal, etc. In stuff like steal, remember to make
 +
     the criminal visible if he fails his attempts.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpacc_mod" />
 +
acc_modify( u : unitptr, i : integer )
 +
    u : A player
 +
     i : An amount in 1/100s, for example 100 would equal $1.00, and
 +
        -100 would equal -$1.00.
 +
 +
      Access only allowed with 'root' access and all transactions are
 +
    registered in the specially encrypted account log file. Use with
 +
    great caution, and always test thoroughly before using.
 +
    Use without prior permission may cause deletion of god / zone.
 +
 +
 +
<!--LINK--><span id="bfstrdir" />
 +
 +
'''Function:'''  <i><!--CODE-->stringlist strdir( match : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''match'''
 +
<!--DEFINITION-->        The wild card file you want to match or '*' for all.
 +
<!--TERM-->  '''return'''
 +
<!--DEFINITION-->        a Stringlist with all the filenames that match the 'match' argument.
 +
 +
The 'match' argument uses the same wild cards as the Linux 'ls' command
 +
so the following will work.
 +
 +
<!--TERM-->  '''&ast;'''
 +
<!--DEFINITION-->        Match any character or group of characters
 +
<!--TERM-->  '''&quest;'''
 +
<!--DEFINITION-->        Match one of any character
 +
<!--TERM-->  '''[...]'''
 +
<!--DEFINITION-->        Match one of a set of characters
 +
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
"corpse*" matches:  corpse.10938 corpse.whistler corpseofwhistler ...
 +
"corpse?" matches corpse1 corpses corpse5 ...
 +
"[abc]*" matches ability about cost back ...
 +
"[a-z]*" about zoo man father ...
 +
"start[nm]end" matches startnend startmend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
'''Example DIL:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin wanted ();
 +
var
 +
        wantedlist:stringlist;
 +
        templist:stringlist;
 +
        i:integer;
 +
        ln:integer;
 +
code
 +
{
 +
 +
        wantedlist := strdir ("dead*");
 +
 +
                i := 0;
 +
                ln := length (wantedlist);
 +
 +
        while (i &lt; ln )
 +
                {
 +
                templist := split (wantedlist.[i],".");
 +
                sendtext (templist.[1]+" wanted dead!&amp;n",self);
 +
                i:=i+1;
 +
                }
 +
 +
quit;
 +
}
 +
dilend
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
The previous DIL would be an example of a command to check the wanted dead
 +
players on the VME if you saved the files with the first word being
 +
'dead' and separated it with a '.' and the players name. For example if
 +
'whistler' was wanted dead  the file name would be 'dead.whistler'
 +
 +
 +
<!--LINK--><span id="bpsetpassword" />
 +
 +
'''Function:'''  <i><!--CODE-->set_password( u : unitptr, s : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''u'''
 +
<!--DEFINITION-->        the unit that you want to set the password of
 +
<!--TERM-->  '''s'''
 +
<!--DEFINITION-->         the password you are using to set
 +
 +
This function sets a unit password it only works on Players characters of corse.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin aware do_password (arg:string);
 +
var
 +
        prmt:string;
 +
  firstpwd:string;
 +
 +
  i:integer;
 +
   tlist:stringlist;
 +
 +
code
 +
{
 +
 +
if(self.type != UNIT_ST_PC) quit;
 +
arg:="";
 +
prmt:=self.prompt;
 +
self.prompt:="Enter new password:  ";
 +
wait (SFB_CMD,self==activator);
 +
block;
 +
tlist:=getwords (excmdstr);
 +
if (length(tlist)>1){
 +
sendtext ("Password must be only one word.  Try again.&amp;n",self);
 +
self.prompt:=prmt;
 +
quit;
 +
}
 +
if (length(excmdstr)&lt;5){
 +
        sendtext ("Password to short. Password must be 5 characters or longer.\
 +
Try again.&amp;n",self);
 +
        self.prompt:=prmt;
 +
        quit;
 +
        }
 +
 +
if (length(excmdstr)>16){
 +
        sendtext ("Password to long. Try again.&amp;n",self);
 +
        self.prompt:=prmt;
 +
        quit;
 +
        }
 +
 +
        firstpwd:=excmdstr;
 +
        self.prompt:="Enter password again:  ";
 +
 +
wait (SFB_CMD,self==activator);
 +
block;
 +
if (excmdstr!=firstpwd){
 +
sendtext ("Passwords do not match try again.&amp;n",self);
 +
self.prompt:=prmt;
 +
quit;
 +
}
 +
set_password(self,excmdstr);
 +
sendtext("Changed your Password to '"+excmdstr+"' Please write it down!&amp;n",self);
 +
self.prompt:=prmt;
 +
 +
quit;
 +
}
 +
dilend
 +
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
 +
 +
<!--LINK--><span id="bpstore" />
 +
 +
'''Function:'''  <i><!--CODE-->store( u : unitptr , filename : string , container : integer );</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''u'''
 +
<!--DEFINITION-->        The Unit that has the contents to be stored or is to be stored
 +
<!--TERM-->  '''filename'''
 +
<!--DEFINITION-->        The name of the file you want to store the Units to
 +
<!--TERM--> '''container'''
 +
<!--DEFINITION-->         Do you want to save the container 'TRUE' for yes, 'False' for no
 +
 +
 +
Store saves a copy of a unit or units.  If the container value is 'TRUE'
 +
everything inside  including the container itself will be saved. If the container
 +
argument is 'FALSE' only the contents of the object will be saved.  You will want
 +
to use the 'TRUE' value when saving something like a Clan chest that has items
 +
inside to store and has extras on the chest that you also wish to keep.  The
 +
'FALSE' value for container would be good for temporary storage of PC inventory
 +
or for storing room contents.
 +
 +
 +
The 'store' and 'restore' are perfect for operations such as
 +
mud mailing objects from player to player, storage devices for players that will
 +
keep inventory through a reboot.  Even the ability to save a players inventory
 +
while they fight in an arena and restore it to them undamaged when finished.
 +
Finally it could be used to save a donation room through reboots since it can be
 +
used on a room to store the contents of a room any NPC or objects in the room
 +
would be saved through reboot.
 +
 +
 +
'''Disk access is always slow'''.
 +
  If you use store on a continues basis, it is essential that you do so ONLY if it
 +
is needed and even then, only at amply spaced intervals.  Otherwise you might
 +
cause serious delays on the server.  Remember that items saved in player's
 +
inventories are automatically saved in their instance.
 +
'''Example 1:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin save_contents ();
 +
code
 +
{
 +
 +
:start:
 +
wait (SFB_CMD,command ("store")); wait for the store command*/
 +
block;
 +
store("chest."+self.zoneidx,self,FALSE);/*store everything inside self.*/
 +
goto start;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
'''Example 2:'''
 +
<i><!--CODE-->
 +
 +
 +
dilbegin save_container_n_contents ();
 +
code
 +
{
 +
 +
:start:
 +
wait (SFB_CMD,command ("store")); wait for the store command*/
 +
block;
 +
store("chest."+self.zoneidx,self,TRUE);/*store everything inside self and self.*/
 +
goto start;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
'''See Also'''
 +
[[#bfrestore|Store a Unit to a Unit file]] and
 +
[[#bfdelunit|Delete a Unit file]].
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpp_u" />
 +
position_update ( u : unitptr )
 +
    u : A pointer to a player or a monster. The character will be
 +
        updated and perhaps killed, incapacitated, mortally
 +
        wounded, revived, etc. depending on current hitpoints.
 +
        Useful when tampering with the 'hp' field. Example:
 +
 +
        pc.hp := pc.hp - 100;
 +
        position_update(pc);
 +
 +
<!--LINK--><span id="bpsend_done" />
 +
 +
'''Function:'''</i><!--ENDCODE-->
 +
send_done( c : string, a :unitptr, m : unitptr, t :unitptr, p : integer, arg : string, o : unitptr);</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''c'''
 +
<!--DEFINITION-->        the command string that is sending the message
 +
<!--TERM-->  '''a'''
 +
<!--DEFINITION-->        the unitptr (activator) that activated the message
 +
<!--TERM-->  '''m'''
 +
<!--DEFINITION-->        the unitptr (medium) that the Dil is acting through
 +
<!--TERM-->  '''t'''
 +
<!--DEFINITION-->        the unitptr (target) the Dil is acting on
 +
<!--TERM-->  '''p'''
 +
<!--DEFINITION-->        the power of the message
 +
<!--TERM-->  '''arg'''
 +
<!--DEFINITION-->        the argument sent with the message
 +
<!--TERM-->  '''o'''
 +
<!--DEFINITION-->        the unitptr (other) you also want the message to go to
 +
 +
 +
  This sends the 'SFB_DONE' message to any dils that are waiting for it in the
 +
  surrounding area and to the other pointer if not null.  The following is just
 +
  one example you can find many more in '''commands.zon'''
 +
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin do_read (arg:string);
 +
var
 +
brdname:string;
 +
        i:integer;
 +
        u:unitptr;
 +
        x:extraptr;
 +
        ln:integer;
 +
        temp:string;
 +
        templist:stringlist;
 +
        buff:string;
 +
        f_name:string;
 +
        act_str:string;
 +
code
 +
{
 +
i:=atoi (arg);
 +
if (i&lt;0)
 +
        {
 +
        exec ("look "+arg,self);
 +
        goto read_quit;
 +
        }
 +
 +
if (itoa (i)!=arg)
 +
        {
 +
        exec ("look "+arg,self);
 +
        goto read_quit;
 +
        }
 +
 +
u:=self.outside.inside;
 +
while (u!=null)
 +
        {
 +
        if ((u.type==UNIT_ST_OBJ) and (u.objecttype==ITEM_BOARD))
 +
                break;
 +
        u:=u.next;
 +
        }
 +
 +
if (u==null)
 +
        {
 +
        act ("You do not see that here.",A_ALWAYS,self,null,null,TO_CHAR);
 +
        quit;
 +
        }
 +
 +
                if (u.extra.["$BOARD_L_RES"].descr!="")
 +
                {
 +
                act_str:=u.extra.["$BOARD_L_RES"].descr(self,u);
 +
                if (act_str!="")
 +
                {
 +
        act(act_str,
 +
                        A_ALWAYS,self,null,null,TO_CHAR);
 +
                quit;
 +
                }
 +
                }
 +
 +
brdname:=u.names.[length (u.names)-1];
 +
i:=loadstr (brdname+".idx",temp);
 +
if (i&lt;=0)
 +
        {
 +
        act ("But the board is empty!",
 +
                A_ALWAYS,self,null,null,TO_CHAR);
 +
        goto read_quit;
 +
        }
 +
 +
templist:=split(temp,"&amp;x");
 +
ln:=length (templist);
 +
x:="$BOARD_MAX" in self.extra;
 +
if ((atoi(arg)>atoi(x.descr)) or
 +
(atoi(arg)>ln))
 +
        {
 +
        act("That message exists only within the boundaries of your mind.",
 +
                A_ALWAYS,self,null,null,TO_CHAR);
 +
        goto read_quit;
 +
        }
 +
 +
i:=atoi(arg);
 +
temp:=templist.[i-1];
 +
f_name:=getword(temp);
 +
i:=loadstr (brdname+"."+f_name,buff);
 +
if (i==0)
 +
        {
 +
        sendtext("You have to let the poster finish the post before reading it.",self);
 +
        quit;
 +
        }
 +
if (i&lt;1)
 +
        {
 +
        log("05: Error when loading board info.");
 +
        act ("This board is not working report to an Administrator",
 +
                A_ALWAYS,self,null,null,TO_CHAR);
 +
                quit;
 +
                }
 +
 +
templist:=split(f_name,".");
 +
if (length(templist)&lt;2)
 +
        act ("Message "+arg+":  "+temp,
 +
                A_ALWAYS,self,null,null,TO_CHAR);
 +
else
 +
        act ("Message "+arg+":  Re:  "+temp,
 +
                A_ALWAYS,self,null,null,TO_CHAR);
 +
 +
pagestring(buff,self);
 +
 +
:read_quit:
 +
  send_done("read",self,null,u,0,arg,null);
 +
quit;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
<!--LINK--><span id="bfsend_pre" />
 +
'''Function:'''</i><!--ENDCODE-->send_pre( c : string, a :unitptr, m : unitptr, t :unitptr, p : integer, arg : string, o : unitptr);</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''c'''
 +
<!--DEFINITION-->        the command string that is sending the message
 +
<!--TERM-->  '''a'''
 +
<!--DEFINITION-->        the unitptr (activator) that activated the message
 +
<!--TERM-->  '''m'''
 +
<!--DEFINITION-->        the unitptr (medium) that the Dil is acting through
 +
<!--TERM-->  '''t'''
 +
<!--DEFINITION-->        the unitptr (target) the Dil is acting on
 +
<!--TERM-->  '''p'''
 +
<!--DEFINITION-->        the power of the message
 +
<!--TERM-->  '''arg'''
 +
<!--DEFINITION-->        the argument sent with the message
 +
<!--TERM-->  '''o'''
 +
<!--DEFINITION-->        the unitptr (other) you also want the message to go to
 +
 +
 +
 +
New Function send_pre() takes same arguments as send_done but returns either
 +
  SFR_SHARE or SFR_BLOCK.
 +
If the command is blocked by another special or dil, then SFB_BLOCK will be returned,
 +
   and you should quit your dil.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin cmdtst(arg : string);
 +
var
 +
  i : integer;
 +
code
 +
{
 +
    i:=send_pre("cmdtest",self,null,null,0,argument,null);
 +
 +
if (i == SFR_BLOCK)
 +
  quit;
 +
 +
          sendtext ("No one blocked me!&amp;n",self);
 +
          quit;
 +
          }
 +
          dilend
 +
 +
 +
dilbegin pretest();
 +
code
 +
{
 +
    :loop:
 +
    wait(SFB_PRE, command("cmdtest"));
 +
    block;
 +
        act("hahahaha I blocked your cmdtest command",
 +
        A_SOMEONE, activator, medium, null, TO_ALL);
 +
        goto loop;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpset" />
 +
set ( var i : integer , bit : integer )
 +
    i : Integer variable to alter.
 +
    bit : Bits to set in integer variable.
 +
    result: Sets bits in 'i'
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpunset" />
 +
unset ( var i : integer , bit : integer )
 +
    i : Integer variable to alter.
 +
    bit : Bits to unset in integer variable.
 +
    result: unset bits in 'i'.
 +
 +
 +
<!--LINK--><span id="bpaddcolor" />
 +
 +
'''Function:  '''<i><!--CODE-->addcolor (ch : unitptr, ks : string, cstr : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''ch'''
 +
<!--DEFINITION-->        character you are adding the color to
 +
<!--TERM-->  '''ks'''
 +
<!--DEFINITION-->        key string for the color
 +
<!--TERM-->  '''cstr'''
 +
<!--DEFINITION-->        color string
 +
 +
This function allows your Dils to create and add their own personal colors to a players
 +
color list.  That way you can actually make an act in a color that the player chooses or
 +
you yourself choose.
 +
'''Function:  '''<i><!--CODE-->addcolor(pc, "clan_who","&amp;c+w&amp;bn");</i><!--ENDCODE-->
 +
 +
 +
<!--LINK--><span id="bpdelcolor" />
 +
 +
'''Function:  '''<i><!--CODE-->delcolor (ch : unitptr, ks : string) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''ch'''
 +
<!--DEFINITION-->        character you are deleting the color from
 +
<!--TERM-->  '''ks'''
 +
<!--DEFINITION-->        key string for the color
 +
 +
This function is used to delete any colors from a players personal color list.
 +
'''Function:  '''<i><!--CODE-->delcolor(pc, "clan_who");</i><!--ENDCODE-->
 +
 +
<!--LINK--><span id="bfgcolor" />
 +
 +
'''Function:  '''<i><!--CODE--> string getcolor (ch : unitptr, ks : string) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''ch'''
 +
<!--DEFINITION-->        character you are deleting the color from
 +
<!--TERM-->  '''ks'''
 +
<!--DEFINITION-->        key string for the color
 +
<!--TERM-->  '''returns'''
 +
<!--DEFINITION-->        returns the color in a string
 +
 +
This function returns what color a player has for a key in the players list.
 +
'''Function:  '''<i><!--CODE-->string := getcolor(pc, "clan_who");</i><!--ENDCODE-->
 +
 +
<!--LINK--><span id="bpchangecolor" />
 +
 +
'''Function:  '''<i><!--CODE-->changecolor (ch : unitptr, ks : string, cstr : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''ch'''
 +
<!--DEFINITION-->        character you are changing the color on
 +
<!--TERM-->  '''ks'''
 +
<!--DEFINITION-->        key string for the color
 +
<!--TERM-->  '''cstr'''
 +
<!--DEFINITION-->        color string
 +
 +
This will change a color in a players personal list.
 +
'''Function:  '''<i><!--CODE-->changecolor(pc, "clan_who","&amp;c+w&amp;bn");</i><!--ENDCODE-->
 +
 +
<!--LINK--><span id="bpgamestate" />
 +
 +
'''Function:  '''<i><!--CODE-->  gamestate( u : unitptr, gs : integer ); </i><!--ENDCODE-->
 +
Change the gamestate of a unitptr, uses the GS_ defines from the
 +
'''vme.h'''. This is used on the log on menu of the VME 2.0 release. Which is
 +
shown here as an example but it can also be used in a command.  When used it
 +
removes the char from playing so be aware that players could use this to hide
 +
if you run a player killing style mud.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin informer();
 +
var
 +
tgt : unitptr;
 +
code
 +
{
 +
heartbeat := PULSE_SEC;
 +
 +
tgt := ghead();
 +
 +
while(tgt.type == UNIT_ST_PC)
 +
{
 +
 +
  if((isset(tgt.pcflags,PC_INFORM)) and (tgt != self))
 +
  {
 +
      if(visible(tgt,self))
 +
        {
 +
        if(self.outside == tgt.outside)
 +
        sendtext(self.name+" has arrived.&amp;n", tgt);
 +
      else
 +
        sendtext(self.name+" has entered the world.&amp;n", tgt);
 +
        }
 +
  }
 +
 +
tgt := tgt.gnext;
 +
}
 +
 +
return;
 +
}
 +
dilend
 +
 +
dilbegin aware on_connect();
 +
external
 +
        informer();
 +
        login_modify(tgt : unitptr);
 +
 +
var
 +
  wizlvl : integer;
 +
        i:integer;
 +
      err : integer;
 +
    motd : string;
 +
  welcome : string;
 +
  goodbye : string;
 +
code
 +
{
 +
heartbeat := PULSE_SEC;
 +
 +
if(dilfind("do_quit@commands",self))
 +
        i := dildestroy("do_quit@commands", self);
 +
 +
err := loadstr("motd",motd);
 +
 +
if(err > 0)
 +
{
 +
        motd := textformat(motd);
 +
        sendtext(motd+"&amp;n&amp;n", self);
 +
 +
}
 +
 +
err := loadstr("welcome",welcome);
 +
if(welcome)
 +
        welcome := textformat(welcome);
 +
 +
if (self.level &lt; 200)
 +
{
 +
 +
login_modify(self);
 +
dilcopy ("clan_delete@clans",self);
 +
dilcopy ("clan_clear@clans",self);
 +
 +
 +
if(err > 0)
 +
        sendtext("&amp;n"+welcome+"&amp;n&amp;n", self);
 +
  informer();
 +
  exec("look", self);
 +
  quit;
 +
}
 +
gamestate(self, GS_MENU);
 +
 +
:wiz_menu:
 +
sendtext("Welcome to Valhalla&amp;n&amp;n", self);
 +
sendtext("1) Enter Valhalla&amp;n", self);
 +
sendtext("W) Change Wizinv level&amp;n [&amp;c+g"+itoa(self.minv)+"&amp;[default]]&amp;n",self);
 +
sendtext("0) Exit Valhalla&amp;n&amp;n", self);
 +
sendtext("Make your choice: ", self);
 +
wait(SFB_CMD, TRUE);
 +
 +
if (command("1") )
 +
{
 +
  gamestate(self, GS_PLAY);
 +
  if(err > 0)
 +
        sendtext("&amp;n"+welcome+"&amp;n&amp;n", self);
 +
  informer();
 +
  exec("look", self);
 +
  quit;
 +
} else if (command("0") ) {
 +
  err := loadstr("goodbye",goodbye);
 +
  if(err > 0)
 +
  {
 +
  goodbye := textformat(goodbye);
 +
  sendtext(goodbye, self);
 +
  }
 +
  destroy(self);
 +
  quit;
 +
} else if (command("w") ) {
 +
  sendtext("Enter new WizInv Level: ", self);
 +
  wait(SFB_CMD, TRUE);
 +
  wizlvl := atoi(cmdstr);
 +
  if (wizlvl > self.level)
 +
    wizlvl := self.level;
 +
  self.minv := wizlvl;
 +
} else {
 +
  sendtext("Invalid Selection&amp;n&amp;n", self);
 +
  goto wiz_menu;
 +
}
 +
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
Look in '''vme.h''' for the possible values you can send to the menu
 +
function.
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpaddex" />
 +
addextra ( var e : extraptr, l : stringlist , s : string )
 +
    e : Extra description list to add element to.
 +
    l : Stringlist for the .names field.
 +
    s : String for the .descr field.
 +
    result: Adds an extra description to a list of extra descriptions.
 +
 +
<strong>CAVEAT</strong> builder: You cannot use an extraptr variable as the e
 +
argument, but you may continue to use the following form:
 +
 +
    ...
 +
    ...
 +
    addextra (self.quests, "Bozo's Quest");
 +
    ...
 +
    ...
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpadds" />
 +
addstring ( var l : stringlist, s : string )
 +
    l : Stringlist to add string to.
 +
    s : String to add.
 +
    result : Adds a string 's' to a stringlist 'l'.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsubex" />
 +
subextra ( var e : extraptr, s : string )
 +
    e : Extra description list to remove element from.
 +
    s : String matching .names field in element
 +
    result: Removes first extra description from list with matching name.
 +
 +
<emp>CAVEAT</EMP> builder: You cannot use an extraptr variable as the e
 +
argument, but you may continue to use the following form:
 +
 +
    ...
 +
    ...
 +
    subextra (self.quests, "Bozo's Quest");
 +
    ...
 +
    ...
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsubs" />
 +
substring ( var l : stringlist, s : string )
 +
    l : Stringlist to remove string from.
 +
    s : String to remove
 +
    result: Removes string 's' from stringlist 'l'.
 +
 +
 +
 +
<!--LINK--><span id="bpstopfighting" />
 +
 +
'''Function:'''  <i><!--CODE-->stop_fighting( ch: unitptr, vict : unitptr ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''ch'''
 +
<!--DEFINITION-->        unitptr - person you are stoping the fighting for
 +
<!--TERM-->  '''vict'''
 +
<!--DEFINITION-->        unitptr - person you are removing from the fighting or null for everyone
 +
 +
This function can be used to cancel combat in a room or with two people.
 +
  The following example copied to a player will stop any fight the player is in.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin stop_combat();
 +
code
 +
{
 +
stop_fighting(self,null);
 +
quit;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsubaff" />
 +
subaff ( u : unitptr, i : integer )
 +
    u : Unit remove affect from.
 +
    i : Affect id to remove, see ID_* in values.h and/or vme.h
 +
    result: Removes first affect at 'u' with matching id 'i'.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpaddaff" />
 +
addaff ( u : unitptr, id : integer, tif_first : integer, tif_tick : integer,
 +
          tif_last : integer, apf : integer, )XXX
 +
    u  : Unit to add affect to.
 +
    id : Affect id to add, see ID_* in values.h and/or vme.h
 +
    result: Adds affect 'id' at 'u' with first, tick, and last TIF_XXX's
 +
 +
<!--LINK--><span id="bpdest" />
 +
 +
'''Function:'''  <i><!--CODE-->destroy ( u : unitptr );</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''u'''
 +
<!--DEFINITION-->        :Unit to remove from game
 +
 +
The destroy function works in two ways depending on the Unit being acted on.
 +
If the Unit being acted on is a PC the player is saved and ejected from the game.
 +
If the Unit being acted on is a NPC, or an Object. the purge function destroys
 +
the Unit.  Currently destroy will not destroy rooms.
 +
This is different from the old destroy function in that it removes the player
 +
out of the game instead of leaving the player in the menu.
 +
'''Example'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin purge_all_pc();
 +
var
 +
        u:unitptr/*Unit used to purge each player*/
 +
        n:unitptr;/*used to keep track of next player*/
 +
code
 +
{
 +
u:=ghead();/*get first pc in game list*/
 +
n:=u;
 +
 +
 +
while (n.type==UNIT_ST_PC)/*while unit is a pc*/
 +
        {
 +
        n:=u.gnext;
 +
        destroy(u);
 +
        }
 +
 +
quit;/*done whiping out the players*/
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpwalkto" />
 +
walkto ( u : unitptr )
 +
    u : Room to walk to.
 +
    result: Makes unit (self) walk to room, taking a 'step' at each 'tick'.
 +
 +
'''Example:'''
 +
 
  <nowiki>
 
  <nowiki>
 
+
  walkto(findroom("inn@udgaard"));</nowiki>
  &amp;l
+
  *     *
+
---~---~---~---~---~---~---~---~---
  *  *
+
<!--LINK--><span id="bplink" />
     * *
+
link ( u : unitptr, t : unitptr )
    *
+
     u : Unit to link.
    * *
+
    t : Unit to link into.
   *  *
+
     result: Link a unit into another unit hierarchy. (Automatically
  *    *
+
            unequipps if equipped).
 
+
  &amp;fThe X marks the spot!   
+
 
+
<!--LINK--><span id="bfweapon_name" />
  </nowiki>
+
 
+
'''Function:'''  <i><!--CODE-->string weapon_name( i : integer ) ;</i><!--ENDCODE-->
  </LISTITEM>
+
  </VARLISTENTRY>
+
<!--TERM-->  '''i'''
 
+
<!--DEFINITION-->        Weapon to get the name of ass defined in 'values.h' and 'weapons.def'
 
+
<!--TERM-->  '''returns'''
  <VARLISTENTRY>
+
<!--DEFINITION-->        The name of the weapon that corresponds with the integer value
;&amp;s&lt;#&gt;
+
  <DICTDEF>
+
'''example:'''
 
+
<i><!--CODE-->
  <para>If you want to input extra spaces in a sentence with out using the
+
---~---~---~---~---~---~---~---~---
  '&amp;l' you can  add them one at a time or multiple by using the
+
  '&amp;s' code.</para>
+
myweap:=weapon_name(5);
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
<!--LINK--><span id="bfweapon_info" />
 +
 +
'''Function:'''  <i><!--CODE-->intlist weapon_info( i : integer ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''i'''
 +
<!--DEFINITION-->        Weapon to get the info of ass defined in 'values.h' and 'weapons.def'
 +
<!--TERM-->  '''returns'''
 +
<!--DEFINITION-->        Intlist containing 4 values:
 +
 +
<!--TERM-->  '''0'''
 +
<!--DEFINITION-->        Number of hands
 +
<!--TERM-->  '''1'''
 +
<!--DEFINITION-->        weapon speed
 +
<!--TERM-->  '''2'''
 +
<!--DEFINITION-->        weapon type
 +
<!--TERM-->  '''3'''
 +
<!--DEFINITION-->        shield block value
 +
 +
 +
This function gives you access to the values in the weapons.def file.
 +
With this things like 'wear' equipment' and 'look' are much easier to
 +
write in Dil.
 +
'''Example'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilcopy id_weap (arg:string);
 +
var
 +
  i:integer;
 +
   il:intlist;
 +
code
 +
{
 +
il:=weapon_info(atoi(arg));
 +
 +
if (il!=null)
 +
{
 +
sendtext ("Number of hands:  "+itoa(il.[0])+"&amp;n";
 +
              sendtext ("Speed:  " +itoa(il.[1])+"&amp;n",self);
 +
                          sendtext ("Type:  "+itoa(il.[0])+"&amp;n",self);
 +
                          sendtext ("Shield value:  "+itoa(il.[0])+"&amp;n",self);
 +
                          }
 +
else
 +
{
 +
sendtext ("No such weapon.&amp;n",self);
 +
}
 +
 +
quit;
 +
}
 +
dilend
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
 +
<!--LINK--><span id="bfskill_name" />
 +
 +
'''Function:'''  <i><!--CODE-->string skill_name( i : integer ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''i'''
 +
<!--DEFINITION-->        Skill to get the name of ass defined in 'values.h' and 'commands.def'
 +
<!--TERM-->  '''returns'''
 +
<!--DEFINITION-->        The name of the skill that corresponds with the integer value
 +
 +
'''example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
   
 +
myski:=skill_name(5);
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
<!--LINK--><span id="bpreboot" />
 +
 +
'''Function:  '''<i><!--CODE-->reboot ;</i><!--ENDCODE-->
 +
This function works like a quit command.  Anything after the reboot function in a Dil will not be
 +
executed the mud will reboot instantly.  The zone must have root privileges in
 +
the zonelist in order to use this function.
 +
'''Simple reboot command'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin cmd_reboot (arg:string);
 +
code
 +
{
 +
sendtext ("Rebooting the mud.&amp;n",self);
 +
reboot;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
<!--LINK--><span id="bpkilledit" />
 +
 +
'''Function:  '''<i><!--CODE-->killedit ;</i><!--ENDCODE-->
 +
This function is used to kill the editor on a PC if it needs to
 +
stop editing before the PC is done editing.  An example of when this is needed
 +
is when a player is killed while editing or is transfered away from a place where he was editing.
 +
You can let them finish but it may be wierd for a person to finish
 +
posting in one room while in another.
 +
'''Example'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin editextra (arg:string);
 +
code
 +
{
 +
interrupt (SFB_DEAD,self==activator,int_quit);
 +
        beginedit (self);
 +
        wait(SFB_EDIT,self==activator) ;
 +
        temp := textformat(argument);
 +
addextra (self.outside.extra ,{"graphitee"},temp);
 +
quit;
 +
:int_quit:
 +
killedit;
 +
quit;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpexp" />
 +
experience ( i : integer, u : unitptr )
 +
    i : A integer number of experience to gain or loose.
 +
    u : The player to receive the experience.
 +
    result: The integer amount of experience is added to the players
 +
            total amount of experience (thus causing more or less
 +
            experience). USE WITH CARE! SUGGEST THAT YOU ONLY USE
 +
            INTEGER CONSTANTS AS THE EXPRESSION TO AVOID ERRORS.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpact" />
 +
 +
The purpose of act is to send a message to a number of players '''present''' in
 +
a room.  The room is defined as the room containing the afore mentioned
 +
character (provided he himself is in the room, i.e. not in a closed
 +
container.)
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
'''Syntax:'''
 +
 +
act(message, visibility, char, medium, victim, to_whom);
 +
 +
 +
<!--TERM--> '''message'''
 +
<!--DEFINITION-->          - is a string that will be shown to other mobiles when the act is executed. To refer to the following arguments use the [[#formatters|formatters]] listed below.
 +
<!--TERM--> '''visibility'''
 +
<!--DEFINITION-->          - is an integer that defines what happens if the mobile that is about to receive the message can't see the activator.
 +
<!--TERM-->        <b><!--CODE-->A_SOMEONE</b><!--ENDCODE-->
 +
<!--DEFINITION-->                If the receiver cannot see char, replace any reference to char with <i>someone</i>.
 +
<!--TERM-->        <b><!--CODE-->A_HIDEINV</b><!--ENDCODE-->
 +
<!--DEFINITION-->                If the receiver cannot see char, don't send the message at all. Use this when missing vision should eliminate the perception of the action the message represent. One instance where it is used is in smile. You would need a ridiculously sensitive ear to hear, let alone percept that someone's smiling if you can't see them. Do not use it if 'sound' is inherent in the message.
 +
<!--TERM-->        <b><!--CODE-->A_ALWAYS</b><!--ENDCODE-->
 +
<!--DEFINITION-->                Works exactly like <i><!--CODE-->A_SOMEONE</i><!--ENDCODE-->, except that the receiver will see the message even when sleeping.
 +
<!--TERM--> '''char'''
 +
<!--DEFINITION-->          - is a unitptr, and the most important argument in the act. If this is not valid the act will never show, leaving mobiles without the message.
 +
<!--TERM--> '''medium'''
 +
<!--DEFINITION-->          - is a unit pointer, an integer or a string. Use this at your leisure.
 +
<!--TERM--> '''victim'''
 +
<!--DEFINITION-->          - is a unit pointer, an integer or a string. Certain flags in the next argument rely on the validity of victim.
 +
<!--TERM--> '''to_whom'''
 +
<!--DEFINITION-->          - is an integer that defines who gets the message.
 +
<!--TERM-->        <b><!--CODE-->TO_ROOM</b><!--ENDCODE-->
 +
<!--DEFINITION-->                Sends the message to the entire room, excluding 'char'.
 +
<!--TERM-->        <b><!--CODE-->TO_VICT</b><!--ENDCODE-->
 +
<!--DEFINITION-->                Sends to 'victim' only. 'victim' must be valid, naturally.
 +
<!--TERM-->        <b><!--CODE-->TO_NOTVICT</b><!--ENDCODE-->
 +
  <!--DEFINITION-->                Sends the message to the entire room, excluding 'char' and 'victim'.  Perfect for bystanders in a melee.
 +
<!--TERM-->        <b><!--CODE-->TO_CHAR</b><!--ENDCODE-->
 +
<!--DEFINITION-->                Sends the message to 'char' and no one else.
 +
<!--TERM-->        <b><!--CODE-->TO_ALL</b><!--ENDCODE-->
 +
<!--DEFINITION-->                Sends the message to everybody in the room.
 +
<!--TERM-->        <b><!--CODE-->TO_REST</b><!--ENDCODE-->
 +
<!--DEFINITION-->                This is a bit different from the rest.  In sends the message to all other units in the local environment, excluding those inside 'char'.
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
<!--LINK--><span id="formatters" />'''Act Formatters'''
 +
 +
Just as the description formatters, act has its own set of formatters that
 +
enable you to create generic messages that will be interpreted at run-time,
 +
lessening the load on you.
 +
 +
The format string is a normal message, containing some special characters:
 +
 +
<!--TERM--> '$$'
 +
<!--DEFINITION-->        will be sent to the receiver as a single `$'
 +
 +
'$', followed by a number and an extra character.
 +
  '''The numbers:'''
 +
 +
<!--TERM--> '1'
 +
<!--DEFINITION-->          means this formatter refers to the 'char' argument.
 +
<!--TERM--> '2'
 +
<!--DEFINITION-->        means this formatter refers to the 'medium' argument.
 +
<!--TERM--> '3'
 +
<!--DEFINITION-->          means this formatter refers to the 'victim' argument.
 +
 +
    '''The characters'''
 +
 +
<!--TERM--> 'N'
 +
<!--DEFINITION-->          the formatter will be replaced with the name of the unit, or (depending on the visibility) 'something' or 'someone'.
 +
<!--TERM--> 'a'
 +
<!--DEFINITION-->        'a' or 'an' depending on the name of the unit referred by the number.
 +
<!--TERM--> 'e'
 +
<!--DEFINITION-->        'it', 'he' or 'she' depending on the gender of the unit referred by the number.
 +
<!--TERM--> 'm'
 +
<!--DEFINITION-->        'it', 'him' or 'her' depending on the gender of the unit referred by the number.
 +
<!--TERM--> 'n'
 +
<!--DEFINITION-->          the formatter will be replaced with the title of the unit, or (depending on the visibility) 'something' or 'someone'.
 +
<!--TERM--> 'p'
 +
<!--DEFINITION-->        'fighting', 'standing', 'sleeping', etc., depending on the positionof the unit referred by the number.
 +
<!--TERM--> 's'
 +
<!--DEFINITION-->        'its', 'his' or 'her' depending on the gender of the unit referred by the number.
 +
<!--TERM--> 't'
 +
<!--DEFINITION-->         the string in the argument referred by the number.
 +
 +
 +
 +
'''Example:'''
 +
 
  <nowiki>
 
  <nowiki>
 
+
  This sentence has 10 spaces&amp;s10before the first word before.
+
  act("You step over $2n.", A_SOMEONE, self, litter, null, TO_CHAR);
 
+
  act("$1n steps over $2n.", A_SOMEONE, self, litter, null, TO_REST);</nowiki>
  </nowiki>
+
  </LISTITEM>
+
  </VARLISTENTRY>
+
'''See Also:'''
 
+
  [[#act.html|DIL Act() for Dummies]]
 
+
  <VARLISTENTRY>
+
---~---~---~---~---~---~---~---~---
;&amp;n
+
<!--LINK--><span id="bpexec" />
  <DICTDEF>
+
exec ( s : string , u : unitptr )
 
+
    s : Command and arguments to perform.
  <para>If you want to input some blank lines with out using the literal
+
    u : Unit to perform command.
  code you can add a '&amp;n'for each line you want.</para>
+
    result: Unit (PC/NPC) executes command. The argument is treated just as
 +
            if a normal PC entered a command at the command prompt in the
 +
            game. It is not directly possible to detect whether the command
 +
            was a success or fail. For example, you might force a PC to
 +
            "get key". If there is no 'key' available, the PC will get
 +
            notified the normal way. Plenty of examples are given above.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpwait" />
 +
wait ( i : integer , dilexp )
 +
    i : Message class to accept, see SFB_* in values.h and/or vme.h
 +
    dilexp : Expression that has to be TRUE or not null to accept message.
 +
    result: Waits for a command, matching the flagset, and satisfies the
 +
            expression. When using the 'wait()' command, the first argument
 +
            is an integer, that tells what classes of messages to wait for.
 +
            Each message class is represented by a bit named as described in
 +
            the chapter on messages.
 +
'''Example:'''
 +
 +
    wait (SFB_TICK|SFB_MSG, TRUE)
 +
    /* Will accept a message, either from another DIL program or a
 +
      timer message. As the second argument is always TRUE, any
 +
      such message will reactivate the DIL program.
 +
    */
 +
 +
'''Example:'''
 +
 +
  wait (SFB_CMD, command("transmutate"))
 +
  /* waits for an command entered named 'transmutate'.
 +
      Activates the DIL program, that then can block the command, or
 +
      let it pass (and then let the game produce the normal error
 +
      message for unknown commands).
 +
  */
 +
 +
 +
<!--LINK--><span id="bfsavestr" />
 +
 +
'''Function:'''  <i><!--CODE-->integer savestr( filename : string , buff : string , wa :string);</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''filename'''
 +
<!--DEFINITION-->        The name of the String file to save the String to
 +
<!--TERM-->  '''buff'''
 +
<!--DEFINITION-->        The String you wish to save into the file
 +
<!--TERM-->  '''wa'''
 +
<!--DEFINITION-->        Write or append
 +
<!--TERM-->  '''Return'''
 +
<!--DEFINITION-->        <i><!--CODE-->FILE_SAVED, FILE_NOT_SAVED, FILE_NOT_CREATED, or FILE_ILEGAL_OPP</i><!--ENDCODE-->
 +
 +
Savestr is used to save strings to disk to be loaded later by the 'load' function.
 +
The 'savestr' and 'Loadstr' is perfect for operations such as
 +
on-line edited newspaper, a lottery where the tickets are sold to players,
 +
creating smarter NPC's that can remember through reboots who they are hunting,
 +
Dil based teachers, message boards, mail system, news command., zone or
 +
room based help,  competition boards, and much much more.
 +
'''Note:'''The append/write argument must be in lower case and can only be a
 +
'w' or a 'a' surrounded by '"'.  If the argument is a 'w' it will over write
 +
any string file by that name.  If the argument is 'a' it will append to the
 +
file by that name.
 +
'''Disk access is always slow'''.
 +
If you use loadstr on a continuous basis always
 +
attempt to keep file sizes to a minimum for quick loading.  Otherwise you
 +
might cause serious delays on the server.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin news_save (arg:string  /*for saving*/);
 +
var
 +
        ret:integer;/*to hold the return value if saved or not*/
 +
code
 +
{
 +
ret:= savestr("news.txt",arg,"w");
 +
if (!ret)
 +
        {
 +
        log ("File not wrote");
 +
        quit;
 +
        }
 +
 +
sendtext("New news file wrote.[&amp;]n",self);
 +
quit;/*dil save routine done destroy self.*/
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
'''See Also''' <i><!--CODE-->
 +
[[#bfdelstr|Delete a String file]] and
 +
[[#bfloadstr|Load a String file]]</i><!--ENDCODE-->
 +
 +
 +
 +
<!--LINK--><span id="bpremove" />
 +
 +
'''Function:'''  <i><!--CODE-->remove( sl : stringlist, i : integer ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''sl'''
 +
<!--DEFINITION-->        the stringlist you are removing from
 +
<!--TERM-->  '''i'''
 +
<!--DEFINITION-->        the index you want to remove
 +
 +
This function allows you to remove a string from a stringlist with out
 +
leaving a blank spot in the stringlist.
 +
'''Example:  '''<i><!--CODE-->remove (sl, i);</i><!--ENDCODE-->
 +
 +
 +
<!--LINK--><span id="bpresetlevel" />
 +
 +
'''Function:'''  <i><!--CODE-->reset_level( u : unitptr ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''u'''
 +
<!--DEFINITION-->        player your resetting
 +
 +
This function simply resets a players level.  Can be used in functions
 +
like reroll where you set the players back to the way he first logged on.
 +
'''Example:  '''<i><!--CODE-->reset_level (u);</i><!--ENDCODE-->
 +
'''See Also'''
 +
<i><!--CODE-->
 +
[[#bpresetvlevel|reset a players virtual level]] and
 +
[[#bpresetrace|reset a players race information]]</i><!--ENDCODE-->
 +
 +
 +
<!--LINK--><span id="bpresetvlevel" />
 +
 +
'''Function:'''  <i><!--CODE-->reset_vlevel( u : unitptr ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''u'''
 +
<!--DEFINITION-->         player your resetting
 +
 +
This function simply resets a players virtual level.  Can be used in functions
 +
like reroll where you set the players back to the way he first logged on.
 +
'''Example:  '''<i><!--CODE-->reset_vlevel (u);</i><!--ENDCODE-->
 +
'''See Also'''
 +
<i><!--CODE-->
 +
[[#bpresetlevel|reset a players level]] and
 +
[[#bpresetrace|reset a players race information]]</i><!--ENDCODE-->
 +
 +
<!--LINK--><span id="bpresetrace" />
 +
 +
'''Function:'''  <i><!--CODE-->reset_race( u : unitptr ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''u'''
 +
<!--DEFINITION-->        player your resetting
 +
 +
Reset a characters race, weight, height, age, lifespan, and costs for training.
 +
As if you first log on the character.  Great for reroll along with 'reset_level' and 'reset_vlevel'.
 +
'''Example:  '''<i><!--CODE-->reset_race (u);</i><!--ENDCODE-->
 +
'''See Also'''
 +
<i><!--CODE-->
 +
[[#bpresetlevel|reset a players level]] and
 +
[[#bpresetvlevel|reset a players virtual level]]</i><!--ENDCODE-->
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsec" />
 +
secure ( u : unitptr , label )
 +
    u : Unit to secure.
 +
    label : Label to jump to, on removal.
 +
    result: Secures a unitptr, so that the program will go to 'label'
 +
            if unit leaves local environment. If this happens, during
 +
            a call to another function/procedure, it will continue
 +
            at that label when the function/procedure returns.
 +
            If you perform some kind of call to a template, the removing
 +
            of a unit from the local environment will not have affect.
 +
            until the return from that function, as the program execution
 +
            will continue at the designated label after a call. Should
 +
            several secured units leave local environment, the last such
 +
            event will determine the point of execution upon return.
 +
 +
<!--LINK--><span id="bfunitdir" />
 +
 +
'''Function:'''  <i><!--CODE-->stringlist unitdir( match : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''match'''
 +
<!--DEFINITION-->        The wild card file you want to match or '*' for all.
 +
<!--TERM-->  '''return'''
 +
<!--DEFINITION-->        a Stringlist with all the filenames that match the 'match' argument.
 +
 +
The 'match' argument uses the same wild cards as the Linux 'ls' command
 +
so the following will work.
 +
 +
<!--TERM-->  '''&ast;'''
 +
<!--DEFINITION-->        Match any character or group of characters
 +
<!--TERM-->  '''&quest;'''
 +
<!--DEFINITION-->        Match one of any character
 +
<!--TERM-->  '''[...]'''
 +
<!--DEFINITION-->        Match one of a set of characters
 +
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
"corpse*" matches:  corpse.10938 corpse.whistler corpseofwhistler ...
 +
"corpse?" matches corpse1 corpses corpse5 ...
 +
"[abc]*" matches ability about cost back ...
 +
"[a-z]*" about zoo man father ...
 +
"start[nm]end" matches startnend startmend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
'''Example DIL:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin aware reload_corpse();
 +
var
 +
        corpselist:stringlist;
 +
        u:unitptr;
 +
        ln:integer;
 +
        i:integer;
 +
        x:extraptr;
 +
code
 +
{
 +
        corpselist:=unitdir("corpse*");
 +
        ln:=length(corpselist);
 +
        i:=0;
 +
        while (i&lt;ln)
 +
        {
 +
        u:=restore(corpselist.[i],null);
 +
        x:=CORPSE_EXTRA in u.extra;
 +
        if (u!=null)
 +
                if (x!=null)
 +
                        link (u,findroom(x.descr));
 +
                else
 +
                        link (u,findroom("temple@udgaard"));
 +
        i:=i+1;
 +
        }
 +
 +
quit;
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
The previous DIL example is the DIL used in restoring corpses to the game in
 +
case of a crash.  For more information you can see how the death DIL'S work
 +
by reading through the file death.zon in the vme2.0/zone.
 +
directory.
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpunsec" />
 +
unsecure ( u : unitptr )
 +
    u : Secured unit.
 +
    result: Drop secure on a given unit.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpblock" />
 +
block
 +
    result: Blocks any command issued by a player or mobile. Blocking a
 +
            command prevents the command from being parsed by the
 +
            interpreter. This is ideal if you need to make a routine
 +
            which intercepts a command, reacts on it in a special way,
 +
            and does not need the standard way of reacting.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bppri" />
 +
priority
 +
    result: Set until nopriority command. When set, no special routines
 +
            "below" the current DIL program will be executed. This is used
 +
            to make other special routines idle. See haon-dor.zon for an
 +
            example.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpnopri" />
 +
nopriority
 +
    result: Cancels the priority procedure.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpaddeq" />
 +
addequip ( u : unitptr , i : integer )
 +
    u : Unit to equip.
 +
    i : Where to equip unit.
 +
    result: Equips unit, presumed to be in inventory PC/NPC at
 +
            given position. See WEAR_* in values.h and/or vme.h
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpuneq" />
 +
unequip ( u : unitptr )
 +
    u : Unit to unequip.
 +
    result: Unequipes unit presumed to be in equipment of PC/NPC.
 +
 +
 +
<!--LINK--><span id="bpdp" />
 +
 +
'''Function:'''  <i><!--CODE-->delete_player( s : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''s'''
 +
<!--DEFINITION-->        the player name you want to delete
 +
 +
This function deletes a player but it doesn't check to see if it
 +
was deleted or if it even existed you will have to do that with 'isplayer'.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin aware do_delete (arg:string);
 +
var
 +
        temp:string;
 +
        err:integer;
 +
code
 +
{
 +
 +
if(self.type != UNIT_ST_PC) quit;
 +
 +
if (self.level>200)
 +
        goto admin_delete;
 +
 +
:char_delete:
 +
        if (arg!="self forever")
 +
                {
 +
                sendtext ("To delete your char type:  'delete self forever'&amp;n",self);
 +
                quit;
 +
                }
 +
 +
err:=loadstr("delete.txt",temp);
 +
 +
if (err&lt;1)
 +
        goto no_insure;
 +
 +
sendtext (temp,self);
 +
 +
sendtext ("If your sure you still want to delete your character, 'say delete me'&amp;n",self);
 +
sendtext ("Doing anything else will abort the deletion.&amp;n",self);
 +
 +
wait (SFB_CMD, self==activator);
 +
if (command ("say"))
 +
 +
        if (argument=="delete me")
 +
        if (self.extra.[CLAN_RANK]!=null)
 +
                exec ("cdefect",self);
 +
                delete_player(self.name);
 +
 +
sendtext("Deletion aborted&amp;n",self);
 +
 +
quit;
 +
 +
        :no_insure:
 +
                if (self.extra.[CLAN_RANK]!=null)
 +
                exec ("cdefect",self);
 +
                        delete_player(self.name);
 +
 +
quit;
 +
        :admin_delete:
 +
        if (arg=="self forever")
 +
                goto char_delete;
 +
if (arg==""){
 +
sendtext("You must supply a characters name to delete one.&amp;n",self);
 +
quit;
 +
}
 +
 +
if (arg==self.name){
 +
sendtext ("To delete self you need to type 'delete self forever'&amp;n",self);
 +
quit;
 +
}
 +
 +
if (not isplayer(arg))
 +
        {
 +
        sendtext (arg+" is not a character.&amp;n",self);
 +
        quit;
 +
        }
 +
dilcopy ("god_delete@clans("+arg+")",self);
 +
 +
        sendtext (arg+" has been deleted.&amp;n",self);
 +
quit;
 +
}
 +
dilend
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpdc" />
 +
dilcopy( s : string, u : unitptr )
 +
    s : Name template to attach to unit.
 +
    u : Unit to attach a dil program to.
 +
    result: Attaches a DIL program to a unit 'u', which uses a template
 +
            named by 's'.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsendt" />
 +
sendtext( s : string, u : unitptr )
 +
    s : text to send
 +
    u : Unit to send the text to
 +
    result: Sends the string 's' to 'u'. Useful only for nanny stuff,
 +
            because no new line appended.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpchngs" />
 +
change_speed( u : unitptr, i : integer )
 +
  u : the unit on which you wish to alter the current combat speed.
 +
  i : the amount to add to the speed.
 +
 +
  Beware, this is not the 'speed' as in the speed field, rather this is
 +
  the speed which is calculated during combat. It is used for spells like
 +
  'stun' which effectively puts the character out of combat for one
 +
  round. Such a spell would be implemented like:
 +
 +
    change_speed(u, 12)
 +
 +
  and would only cause any effect if 'u' was fighting already (if not,
 +
  use setfighting).
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bftranmon" />
 +
integer transfermoney( f : unitptr, t : unitptr, amount : integer)
 +
    f : The char the money is taken from
 +
    t : The char the money is given to
 +
    amount : How much money.
 +
    Returns: TRUE is money was transferred, FALSE if could not afford.
 +
 +
    If 'f' is null and 't' isn't, then money is created and given to 't'.
 +
    If 'f' isn't null but 't' is, then money is removed from 'f'.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsetfight" />
 +
set_fighting( u : unitptr, t : unitptr )
 +
    u : the unit on which attacks.
 +
    t : the unit being attacked.
 +
 +
    This is used to set two characters fighting. If the attacker is
 +
    fighting already, the target will simply be inserted into the
 +
    opponent list and perhaps killed a little later.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsetweight" />
 +
setweight( u : unitptr, i : integer )
 +
    u : the unit on which you wish to alter the weight.
 +
    i : the new weight
 +
 +
    This is needed on for example drink-containers. I.e. if you wish to
 +
    remove or add some liquid, you must also adjust the weight of the
 +
    container, or you will mess up things.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsetbright" />
 +
setbright( u : unitptr, i : integer )
 +
    u : the unit on which you want to change the brightness.
 +
    i : the new brightness
 +
 +
    When you want to increase / decrease the amount of light shed by a
 +
    unit, use this function. Units with "bright" light up rooms so that
 +
    people can see.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bplog" />
 +
log( s : string )
 +
    s : Text to put in the log.
 +
    result: Puts text in the log for debugging purposes.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsend" />
 +
send ( s : string )
 +
    s : Message to send.
 +
    result: Send a message to all DIL programs in current local environment,
 +
            matching the message class SFB_MSG. The message is not received
 +
            by those DIL programs in the local environment that is not set up
 +
            to wait for that message class.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsendto" />
 +
sendto ( s : string , u : unitptr )
 +
    s : Message to send.
 +
    u : Unit to send it to.
 +
    result: The message is passed to all DIL programs in unit, matching the
 +
            message class SFB_MSG. The message is not
 +
            received by those DIL programs in the local environment that is
 +
            not set up to wait for that message class.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsendall" />
 +
sendtoall( m : string, s : string )
 +
    m : Message to send.
 +
    s : Name idx to send message to.
 +
    result: Send a message to all units matching a given database name.
 +
 +
'''Example:'''
 +
 +
    sendtoall ( "some message", "rabbit@haon-dor");
 +
 +
    The message "some message" is sent to all units in the world matching the
 +
    data base name "rabbit@haon-dor". Like 'send()' and 'sendto()', the
 +
    message received matches the SFB_MSG message class.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpsendalld" />
 +
sendtoalldil( m : string, s : string )
 +
    m : Message to send.
 +
    s : Name idx to a DIL program to send message to.
 +
    result: Send a message to all DIL programs matching a given database name.
 +
 +
'''Example:'''
 +
 +
    sendtoalldil ( "some message", "intercomm@cemetery");
 +
 +
    The message "some message" is sent to all DIL program in the world
 +
    matching the data base name "intercomm@cemetery".
 +
    Like 'send()' and 'sendto()', the
 +
    message received matches the SFB_MSG message class.
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpcast_s" />
 +
cast_spell( i : integer, caster : unitptr, medium : unitptr, target : unitptr )
 +
 +
    WILL EVENTUALLY BE OBSOLETE AND REPLACED BY THE CAST_SPELL BELOW.
 +
 +
    i : Spell index to cast. See SPL_* in values.h and/or vme.h.
 +
    caster : The caster of the spell.
 +
    medium : The medium, with which the spell is cast, might be caster.
 +
    target : The target of the spell.
 +
 +
    Use this to cast spells without performing all the usual mana stuff, etc.
 +
    Very useful with for example rings / items possessing magical abilities.
 +
 +
integer cast_spell( i : integer, caster : unitptr, medium : unitptr, target : unitptr, effect : string )
 +
    i : Spell index to cast. See SPL_* in values.h and/or vme.h.
 +
    caster : The caster of the spell.
 +
    medium : The medium, with which the spell is cast, might be caster.
 +
    target : The target of the spell.
 +
    effect : A symbolic DIL program which takes no arguments. This will
 +
            cause all effects to be suppressed and leave this to the program
 +
            specified. A string of "" will cause the ordinary messages to
 +
            appear.
 +
    returns: The result of the spell.
 +
 +
    Use this to cast spells without performing all the usual mana stuff, etc.
 +
    Very useful with for example rings / items possessing magical abilities.
 +
    Please note that in the two programs below the variable 'hm' represents
 +
    the number of hitpoints that will be deducted from the target.
 +
 +
    '''Example:'''
 +
 +
    %dil
 +
 
  <nowiki>
 
  <nowiki>
 
+
  This sentence&amp;n&amp;n&amp;n would look like this:
+
    dilbegin myeffect(medi : unitptr, targ : unitptr, hm : integer);
 
+
    code
 
+
    {
  This sentence
+
      act("The caster is $1N medium is $2N and target is $3N",
 
+
          A_ALWAYS, self, medi, targ, TO_ALL);
 
+
      act("The spell result is $2d", A_ALWAYS, self, hm, null, TO_ALL);
  would look like this:
+
      quit;
 
+
    }
  </nowiki>
+
    dilend</nowiki>
 
+
  </LISTITEM>
+
    .....
  </VARLISTENTRY>
+
 
+
    %...
  <VARLISTENTRY>
+
   
;&amp;x
 
  <DICTDEF>
 
 
 
  <para>The line break is made for use with the <ACRONYM>DIL</ACRONYM> language. You will
 
  not need it to do regular text formatting. It was added so a
 
  <ACRONYM>DIL</ACRONYM> could split a string that is loaded from a file. If you
 
  don't understand the following example don't worry it is explained more
 
  in the <ACRONYM>DIL</ACRONYM> reference.</para>
 
 
  <nowiki>
 
  <nowiki>
 
+
  mystrlist:=split(string,"&amp;");
+
    dilbegin test();
 
+
    var
  </nowiki>
+
      n : integer;
  </LISTITEM>
+
    code
  </VARLISTENTRY>
+
    {
 
+
      wait(SFB_DONE, command("beg"));
  <VARLISTENTRY>
+
;&amp;h
+
      n := cast_spell(SPL_FIREBALL_1, self, self, activator, "myeffect@wiz");
  <DICTDEF>
+
 
+
      exec("say Result of spell was "+itoa(n), self);
  <para>On terminals that can handle it the '&amp;h' will clear the
+
    }
  screen. If you wanted a sign that would clear the screen before
+
    dilend</nowiki>
   displaying when a character looked at it would look like this.</para>
+
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpatt_s" />
 +
integer attack_spell( n : integer, caster : unitptr, medium : unitptr,
 +
                      target : unitptr, bonus : integer)
 +
    Returns : The amount of damage given.
 +
    n : The spell index of the offensive spell (SPL_XXX)
 +
    caster : The caster of the spell.
 +
    medium : The medium, with which the spell is cast, might be caster.
 +
    target : The target of the spell.
 +
    bonus  : Possible (+) advantage or (-) penalty.
 +
 +
    This is low-level internal spell stuff used to develop new spells. Do not
 +
    use unless you know what you are doing and have been allowed to do so by
 +
    your Admin.
 +
 +
 +
 +
    <!--LINK--><span id="bpinsert" />
 +
 +
'''Function:  '''<i><!--CODE-->insert( sl : &lt;stringlist or intlist&gt;, i : integer, s : string ) ;</i><!--ENDCODE-->
 +
 +
<!--TERM-->  '''sl'''
 +
<!--DEFINITION-->         the stringlist or intlist you are inserting to
 +
<!--TERM-->  '''i'''
 +
<!--DEFINITION-->         the index where you want to insert the string
 +
<!--TERM-->  '''s'''
 +
<!--DEFINITION-->        the string you want to insert
 +
 +
  This function allows you to insert a string in a stringlist or intlist
 +
with out re-writing the entire stringlist or intlist to do it.  The
 +
following Dil will add a string in order to a stringlist.
 +
'''Example:'''
 +
<i><!--CODE-->
 +
---~---~---~---~---~---~---~---~---
 +
 +
dilbegin stringlist add_in_order (sl:stringlist,s:string);
 +
var
 +
  i:integer;
 +
  ln:integer;
 +
code
 +
{
 +
if (length(sl)==0)
 +
  {
 +
  addstring (sl,s);
 +
  return (sl);
 +
  }
 +
 +
ln:=length(s);
 +
i:=0;
 +
while (i&lt;ln)
 +
  {
 +
   if (length(sl.[i]) &lt;=ln)
 +
  {
 +
  insert (sl,i,s);
 +
  return(sl);
 +
  }
 +
  i:=i+1;
 +
  }
 +
 +
addstring (sl,s);
 +
return (sl);
 +
}
 +
dilend
 +
 +
---~---~---~---~---~---~---~---~---
 +
 +
</i><!--ENDCODE-->
 +
 +
 +
 +
---~---~---~---~---~---~---~---~---
 +
<!--LINK--><span id="bpinterr" />
 +
integer interrupt( flags : integer, dilexp, label )
 +
 +
    Set up interrupt matching message classes matching "flags",
 +
    for example "SFB_COM" or "SFB_COM | SFB_MSG".
 +
 +
    When the program is activated on either of the specified conditions
 +
    the 'dilexp' is evaluated. If true, then execution continues at 'label',
 +
    otherwise the next interrupt is checked (if any).
 +
 +
    Interrupts are saved (restored), when 'recall' is set.
 +
    Returns an integer which is used for clear() to clear an interrupt.
 +
 +
'''Example:'''
 +
 +
The following program shows, that the owner (self) of the program keeps
 +
snoring while sleeping. The on_activation ensures that the program
 +
is only activated when the owner is sleeping. However, since the interrupt
 +
precede the on_activation, these may still be intercepted before the
 +
on_activation. The on_activation is just another type of interrupt that
 +
reacts on all flags (without actually setting them so that the program
 +
is activated).
 +
 +
When the program receives the message "relief" the snoring stops briefly.
 +
As used, "relief" may only be set once.
 +
 +
When the program receives the message "cured", the snoring stops completely
 +
(i.e. the program quits itself).
 +
 
  <nowiki>
 
  <nowiki>
 
+
  &amp;h&amp;l
+
dilbegin
  *    *
+
  *  *
+
var
     * *
+
     i : integer;
    *
+
    * *
+
code
   *   *
+
{
  *     *
+
   /* Notice that the sequence in which the interrupts (and the on_activation)
 
+
    are executed, is quite important: You can be cured at *any* time. The
  &amp;fThe X marks the spot!  
+
    program will skip if you are not sleeping. If you are sleeping you can
 
+
    be relieved. */
  </nowiki>
+
   
  </LISTITEM>
+
    interrupt(SFB_MSG, argument == "cured", the_end);
  </VARLISTENTRY>
+
  </VARIABLELIST>
+
    on_activation(self.position != POSITION_SLEEPING, skip);
 
+
  </sect1>
+
    i1 := interrupt(SFB_MSG, argument == "relief", relief);
 
+
  <sect1 id="colordescr">
+
    :loop:
  <title>Color code descriptions and examples</title>
+
    exec("snore", self);
 
+
    pause;
 
+
    goto loop;
  <VARIABLELIST>
+
  <VARLISTENTRY>
+
    :relief:
;&amp;c and &amp;b
+
    /* Suppose you can only be relieved once, then we must clear interrupt */
  <DICTDEF>
+
    clear(i1);
 
+
    pause;
  <para>In order to allow you to change the colors there are two codes. One is
+
    pause;
  for the foreground color (&amp;c) and the other is for the background
+
    goto loop;
  color (&amp;b). '&amp;c' is used with one or two
+
  arguments depending on brightness, while the '&amp;b' s only used with
+
    :the_end:
  one because it has only one brightness.  They both have the forms as follows:</para>
+
    /* Person is cured... */
  <nowiki>
+
    quit;
 
+
}
  &amp;c&lt;bright&gt;&lt;color&gt;
+
dilend</nowiki>
  &amp;b&lt;color&gt;
+
   
 
+
---~---~---~---~---~---~---~---~---
  </nowiki>
+
  <!--LINK--><span id="bpclear" />
 
+
  clear( i : integer )
  <para>It is important to set both the foreground and background color
+
  because if a player has his default background color set to blue and you
+
    Clears the interrupt number "i". If i is invalid, this will either
  use blue as a foreground color it will make the letters invisible to the
+
    clear an wrong interrupt or do nothing.
   player.  It is also important to set the colors back to the default
+
  color when done. this is done by using the following command:</para>
+
---~---~---~---~---~---~---~---~---
  <nowiki>
+
<!--LINK--><span id="bpona" />
 
+
integer on_activation ( dilexp , label )
  &amp;[default]
+
    dilexp  : A boolean DIL expression.
 
+
    label   : Label to jump to - OR the reserved keyword SKIP.
  </nowiki>
+
    returns : The index to the interrupt handing the on_activation.
 
+
   
  <note><para>The '&amp;[default]' command will be described in the next
+
    result: Sets up an interrupt that is executed before every activation
  section.  It is enough to know for now that it will return the players
+
            of the DIL program. This is for example useful to catch
  colors to their default colors.</para></note>
+
            situations where your NPC has fallen asleep or is injured.
 
+
            If 'dilexp' evaluates to TRUE then the program jumps to 'label'.
  <para>Before we give some color examples we should now define the
+
            If 'label' is 'skip' then the program is simply not activated.
  symbols for brightness and the symbols for each color and what they
+
            When the on_activation evaluates to true, and jumps to a label
  are.</para>
+
            other than skip, the condition is automatically cleared. If the
 
+
            dilexp evaluates to false, or if the label is skip, the activation
  <TABLE frame=all>
+
            remains active. Use the clear() to remove the on_activation.
  <title>Colors</title>
+
  <TGROUP align=left cols=2 colsep=1>
+
    '''Example:'''
 
+
            on_activation(self.position <= POSITION_SLEEPING, skip);
  <thead>
+
              or
  <row>
+
            on_activation(self.position > POSITION_SLEEPING, let_me_sleep);
  <entry>Code</entry>
+
  <entry>Color</entry>
+
---~---~---~---~---~---~---~---~---
  </row>
+
<!--LINK--><span id="note" />
  </thead>
+
How 'Done' messages (SFB_DONE) are treated. Note that not all commands are
  <tbody>
+
implemented, if you are missing one, let Papi know and it will be created.
  <row>
+
See [[#docs/command.txt|commands.txt]] for details.
  <entry>n</entry>
+
  <entry>Black</entry>
+
This page last updated 03-27-2001, Ken Perry "Whistler"
  </row>
 
 
 
  <row>
 
  <entry>r</entry>
 
  <entry>Red</entry>
 
  </row>
 
 
 
  <row>
 
  <entry>g </entry>
 
  <entry>Green</entry>
 
  </row>
 
 
 
  <row>
 
  <entry>y</entry>
 
  <entry>Yellow</entry>
 
  </row>
 
 
 
  <row>
 
  <entry>b</entry>
 
  <entry>Blue</entry>
 
  </row>
 
 
 
  <row>
 
  <entry>m</entry>
 
  <entry>Magenta</entry>
 
  </row>
 
 
 
  <row>
 
  <entry>c</entry>
 
  <entry>Cyan</entry>
 
  </row>
 
 
 
  <row>
 
  <entry>w</entry>
 
  <entry>White</entry>
 
  </row>
 
  </tbody>
 
  </tgroup>
 
  </table>
 
 
 
  <TABLE frame=all>
 
  <title>Sample Color codes</title>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <thead>
 
  <row>
 
  <entry>Code</entry>
 
  <entry>Resulting Colors</entry>
 
  </row>
 
  </thead>
 
  <tbody>
 
  <row>
 
  <entry>&amp;cb&amp;bw</entry>
 
  <entry></entry>
 
  </row>
 
 
 
  <row>
 
  <entry>&amp;+g&amp;bn</entry>
 
  <entry></entry>
 
  </row>
 
 
 
 
 
  <row>
 
  <entry>&amp;c+w&amp;r</entry>
 
  <entry></entry>
 
  </row>
 
 
 
 
 
  <row>
 
  <entry>&amp;c+w&amp;bn</entry>
 
  <entry></entry>
 
  </row>
 
 
 
  </tbody>
 
  </tgroup>
 
  </table>
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
 
 
  <VARLISTENTRY>
 
  <TERM>&amp;[&lt;color&gt;]</TERM>
 
  <LISTITEM>
 
 
 
  <para>As we have said in the previous section if you are not careful you
 
  can make your text not visible by the player by setting the foreground to
 
  the same color as the background.  In order to make it possible for you
 
  to easily change how the color looks and to even match it with the way
 
  players have their colors set already we have created colors that the
 
  players can set.  and you can use.  The <acronym>VME</acronym> comes
 
  with a default list of colors which can be added to by either the
 
  ''color.def'' or even by a <acronym>DIL</acronym>
 
  program on line.  The default colors are as follows:</para>
 
  <INFORMALTABLE frame=all>
 
  <TGROUP align=left cols=3 colsep=1>
 
  <tbody>
 
  <row>
 
  <entry>death</entry>
 
  <entry>default</entry>
 
  <entry>exit</entry>
 
  </row>
 
  <row>
 
  <entry>group</entry>
 
  <entry>hit_me</entry>
 
  <entry>hit_opponent</entry>
 
  </row>
 
  <row>
 
  <entry>hit_other</entry>
 
  <entry>immort_descr</entry>
 
  <entry>immort_title</entry>
 
  </row>
 
  <row>
 
  <entry>log</entry>
 
  <entry>miss_me</entry>
 
  <entry>miss_opponent</entry>
 
  </row>
 
  <row>
 
  <entry>miss_other</entry>
 
  <entry>nodam_me</entry>
 
  <entry>nodam_opponent</entry>
 
  </row>
 
  <row>
 
  <entry>nodam_other</entry>
 
  <entry>npc_descr</entry>
 
  <entry>npc_title</entry>
 
  </row>
 
  <row>
 
  <entry>obj_descr</entry>
 
  <entry>obj_title</entry>
 
  <entry>pc_descr</entry>
 
  </row>
 
  <row>
 
  <entry>pc_title</entry>
 
  <entry>prompt</entry>
 
  <entry>respond</entry>
 
  </row>
 
  <row>
 
  <entry>room_descr</entry>
 
  <entry>broom_title</entry>
 
  <entry>say_other</entry>
 
  </row>
 
  <row>
 
  <entry>say_self</entry>
 
  <entry>shield_me</entry>
 
  <entry>shield_opponent</entry>
 
  </row>
 
  <row>
 
  <entry>shield_other</entry>
 
  <entry>shout_other</entry>
 
  <entry>shout_self</entry>
 
  </row>
 
  <row>
 
  <entry>social_other</entry>
 
  <entry>social_self</entry>
 
  <entry>spells</entry>
 
  </row>
 
  <row>
 
  <entry>tell_other</entry>
 
  <entry>tell_self</entry>
 
  <entry>time</entry>
 
  </row>
 
  <row>
 
  <entry>weather</entry>
 
  <entry>whisper</entry>
 
  <entry>who</entry>
 
  </row>
 
  <row>
 
  <entry>who_guild</entry>
 
  <entry>who_inv</entry>
 
  <entry>who_name</entry>
 
  </row>
 
  <row>
 
  <entry>who_title</entry>
 
  <entry>wiz</entry>
 
  <entry>xpgain</entry>
 
  </row>
 
  </tbody>
 
  </tgroup>
 
  </informaltable>
 
 
 
  <para>To use these colors all you have to do is use the following formatting command:</para>
 
<nowiki>
 
 
 
  &amp;[color]
 
 
 
  </nowiki>
 
 
 
  <para>The color that will be shown is the color that the player has set
 
  for the color in question.  If for example the player has his or her
 
  'death' color set to bright red with a black background and you have a
 
  description as follows:</para>
 
<nowiki>
 
 
 
  descr
 
  "This is a &amp;[death]death&amp;[room_descr]room"
 
 
 
  </nowiki>
 
 
 
  <para>The description would be in the players 'room_descr' color while
 
  the word death would be in his or hers 'death' color.  You should note
 
  we had to set the color back to the room description color so that the
 
  rest of the description was not in the 'death' color.</para>
 
 
 
  <para>To change the players color to the default out put color which is the color that is
 
  used when no color is specified by the server then you use
 
  'default'.  You probably won't use this in normal zone building but it
 
  is very important to know it exists when you start making spells,
 
  skills, and commands with <acronym>DIL</acronym></para>
 
 
 
  </LISTITEM>
 
  </VARLISTENTRY>
 
  </VARIABLELIST>
 
  </sect1>
 
 
 
  </chapter>
 
 
 
  <chapter ID="ch-09"><?dbhtml filename="ch09.html">
 
  <TITLE>The <ACRONYM>DIL</ACRONYM> section</TITLE>
 
 
 
  <PARA>When I first thought of writing this manual I had planned to leave
 
  <ACRONYM>DIL</ACRONYM> totally out of it.  The <ACRONYM>DIL</ACRONYM> language always confuses new Builders
 
  and complicates teaching simple rooms, objects, and NPCs.  It became
 
  clear to me though that <ACRONYM>DIL</ACRONYM> is such a part of the server that I at least
 
  had to mention it hear so builders would know where to look and
 
  what <ACRONYM>DIL</ACRONYM> could do for them when they got to the point where they were
 
  ready to use it.</PARA>
 
 
 
  <sect1 id="dilsect">
 
  <TITLE>What is <ACRONYM>DIL</ACRONYM>?</TITLE>
 
 
 
  <PARA><ACRONYM>DIL</ACRONYM> is short for, Data-based instructional language.  Not to be
 
  confused with Database since <ACRONYM>DIL</ACRONYM> is nothing like a database.  Data-based
 
  means that the language works on a fixed set of units like objects,
 
  NPCS, and rooms and is designed to give them a life of their own.
 
  Unlike on many of the mud servers on the internet <ACRONYM>DIL</ACRONYM> is not an
 
  interpreted language it is a compiled language which gives you the user
 
  much more safe guards against crashes and slow code.</PARA>
 
 
 
  <PARA><ACRONYM>DIL</ACRONYM> also provides a full set of data types to allow you to do
 
  calculations or store information from players.  The <ACRONYM>DIL</ACRONYM> language can
 
  even deal with file access and it can add fields and information to the
 
  players if needed.  In short the <ACRONYM>VME</ACRONYM> server has its own internal
 
  functional language that will allow you to do just about anything you
 
  want to.</PARA>
 
 
 
  </sect1>
 
 
 
  <sect1 id="diluse">
 
  <TITLE>What can <ACRONYM>DIL</ACRONYM> be used for?</TITLE>
 
  <PARA>...</PARA>
 
 
 
  <PARA>It is hard to explain what all <ACRONYM>DIL</ACRONYM> can be used for with out just
 
  writing a list of things that have already been done in <ACRONYM>DIL</ACRONYM> so here is the
 
  list.</PARA>
 
 
 
  <itemizedlist>
 
  <LISTITEM><PARA>All spells</PARA></LISTITEM>
 
  <LISTITEM><PARA>60% of the commands and skills and growing</PARA></LISTITEM>
 
  <LISTITEM><PARA>Administrator commands</PARA></LISTITEM>
 
  <LISTITEM><PARA>Movement commands</PARA></LISTITEM>
 
  <LISTITEM><PARA>look commands</PARA></LISTITEM>
 
  <LISTITEM><PARA>200+ quests and growing</PARA></LISTITEM> <LISTITEM><PARA>Message
 
  boards</PARA></LISTITEM> <LISTITEM><PARA>Mail system</PARA></LISTITEM>
 
  <LISTITEM><PARA>Clan system</PARA></LISTITEM> <LISTITEM><PARA>Automated
 
  Newbie guides</PARA></LISTITEM> <LISTITEM><PARA>object
 
  restrictions</PARA></LISTITEM> <LISTITEM><PARA>Death
 
  Sequence</PARA></LISTITEM> <LISTITEM><PARA>Magical combat
 
  system</PARA></LISTITEM> <LISTITEM><PARA>NPC agressive
 
  functions</PARA></LISTITEM> <LISTITEM><PARA>personalized
 
  Familiars</PARA></LISTITEM> <LISTITEM><PARA>personalized
 
  pets</PARA></LISTITEM> <LISTITEM><PARA>Deck of cards</PARA></LISTITEM>
 
  <LISTITEM><PARA>Chess board</PARA></LISTITEM>
 
  <LISTITEM><PARA>dice</PARA></LISTITEM>
 
  <LISTITEM><PARA>online AD&amp;D game playing system</PARA></LISTITEM>
 
  <LISTITEM><PARA>Communication channels</PARA></LISTITEM>
 
  <LISTITEM><PARA>automated wedding chapel</PARA></LISTITEM>
 
  </itemizedlist>
 
 
 
  <PARA>Realize this is only a small list of things that can be done in
 
  <ACRONYM>DIL</ACRONYM>.  In the future we hope to be able to add the ability to easily
 
  change combat and all the character update features using <ACRONYM>DIL</ACRONYM>.  These
 
  things can be currently done with <ACRONYM>DIL</ACRONYM> but it takes a lot of knowledge
 
  and work which we hope to simplify.</PARA> 
 
  </sect1>
 
 
 
  <sect1 id="moredilinfo">
 
  <TITLE>Where do I get more information on <ACRONYM>DIL</ACRONYM></TITLE>
 
 
 
  <PARA>The online <ACRONYM>DIL</ACRONYM> reference guide is the most authoritative guide
 
  currently for <ACRONYM>DIL</ACRONYM>.  It can be found at
 
  <ulink url="http://www.valhalla.com">http://www.valhalla.com</ulink> and follow the builders links.</PARA>
 
 
 
  <PARA>In the near future we hope to have an entire new <ACRONYM>DIL</ACRONYM> manual that
 
  will teach, a person who has never coded all the way to people who are
 
  already professional coders, to use <ACRONYM>DIL</ACRONYM>.  For now if you can not find
 
  what you need in the <ACRONYM>DIL</ACRONYM> reference manual you can join the <ACRONYM>DIL</ACRONYM> email list
 
  at <email>dil-request@valhalla.com</email> or you can send a mail to
 
  <email>whistler@valhalla.com</email>.  Until and even after the new <ACRONYM>DIL</ACRONYM>
 
  manual is written we will always try to help you as much as possible
 
  while you are getting started.  It is important that you at least try
 
  and look through the <ACRONYM>DIL</ACRONYM> reference before asking a lot of questions
 
  because many of the questions may be answered already.</PARA>
 
 
 
  </sect1>
 
  </chapter>
 
 
 
  <appendix id="app-a"><TITLE>VMC command line options</TITLE>
 
 
 
  <PARA>
 
  The argument string is processed from left to right. Options  may
 
  appear  between  filenames, but it should be noted that an option
 
  only takes effect when it is encountered. In most cases,  options
 
  should be placed to the left of the filename arguments.
 
  </PARA>
 
 
 
  <INFORMALTABLE frame=none pgwide=1>
 
  <TGROUP align=left cols=2 colsep=1>
 
  <THEAD>
 
  <ROW>
 
  <ENTRY>Option</ENTRY>
 
  <ENTRY>Description</ENTRY>
 
  </ROW>
 
  </THEAD>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>-m</ENTRY>
 
  <ENTRY>The location of the money file.  Normally etc/money.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>-v</ENTRY>
 
  <ENTRY>Verbose compiler output shows much more information about objects and NPC</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>-M</ENTRY>
 
  <ENTRY>Make option. Only compile source files if they have been modified more recently than the corresponding output files.</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>-p</ENTRY>
 
  <ENTRY>Pre process the file only</ENTRY>
 
  </ROW>
 
  <ROW>
 
  <ENTRY>-s</ENTRY>
 
  <ENTRY>Suppress the generation of output files.</ENTRY>
 
  </ROW>
 
 
 
  </TBODY></TGROUP>
 
  </informaltable>
 
 
 
  <PARA>
 
  These options are not available to the email or FTP compiler, but
 
  normally you should not bother with them - they are probably
 
  set automatically.</PARA>
 
 
 
  </appendix>
 
 
 
  <appendix id="app-b"><TITLE>Reserved keyword listing</TITLE>
 
 
 
  <informaltable frame=none pgwide=1>
 
  <TGROUP align=left cols=8 colsep=4 rowsep=0>
 
  <TBODY>
 
  <ROW>
 
  <ENTRY>ability</ENTRY>
 
  <ENTRY>affect</ENTRY>
 
  <ENTRY>alignment</ENTRY>
 
  <ENTRY>applyf</ENTRY>
 
  <ENTRY>armour</ENTRY>
 
  <ENTRY>attack</ENTRY>
 
  <ENTRY>bits</ENTRY>
 
  <ENTRY>bright</ENTRY>
 
  </ROW><ROW>
 
  <ENTRY>capacity</ENTRY>
 
  <ENTRY>complete</ENTRY>
 
  <ENTRY>cost</ENTRY>
 
  <ENTRY>creators</ENTRY>
 
  <ENTRY>data</ENTRY>
 
  <ENTRY>default</ENTRY>
 
  <ENTRY>defensive</ENTRY>
 
  <ENTRY>descr</ENTRY>
 
  </ROW><ROW>
 
  <ENTRY>dilcopy</ENTRY>
 
  <ENTRY>door</ENTRY>
 
  <ENTRY>duration</ENTRY>
 
  <ENTRY>end</ENTRY>
 
  <ENTRY>equip</ENTRY>
 
  <ENTRY>exit</ENTRY>
 
  <ENTRY>exp</ENTRY>
 
  <ENTRY>extra</ENTRY>
 
  </ROW><ROW>
 
  <ENTRY>firstf</ENTRY>
 
  <ENTRY>flags</ENTRY>
 
  <ENTRY>follow</ENTRY>
 
  <ENTRY>height</ENTRY>
 
  <ENTRY>help</ENTRY>
 
  <ENTRY>hit</ENTRY>
 
  <ENTRY>id</ENTRY>
 
  <ENTRY>in</ENTRY>
 
  </ROW><ROW>
 
  <ENTRY>inside_descr</ENTRY>
 
  <ENTRY>into</ENTRY>
 
  <ENTRY>key</ENTRY>
 
  <ENTRY>keyword</ENTRY>
 
  <ENTRY>lastf</ENTRY>
 
  <ENTRY>level</ENTRY>
 
  <ENTRY>lifespan</ENTRY>
 
  <ENTRY>light</ENTRY>
 
  </ROW><ROW>
 
  <ENTRY>link</ENTRY>
 
  <ENTRY>load</ENTRY>
 
  <ENTRY>local</ENTRY>
 
  <ENTRY>mana</ENTRY>
 
  <ENTRY>manipulate</ENTRY>
 
  <ENTRY>max</ENTRY>
 
  <ENTRY>minv</ENTRY>
 
  <ENTRY>money</ENTRY>
 
  </ROW><ROW>
 
  <ENTRY>movement</ENTRY>
 
  <ENTRY>names</ENTRY>
 
  <ENTRY>nop</ENTRY>
 
  <ENTRY>notes</ENTRY>
 
  <ENTRY>npcflags</ENTRY>
 
  <ENTRY>offensive</ENTRY>
 
  <ENTRY>open</ENTRY>
 
  <ENTRY>outside_descr</ENTRY>
 
  </ROW><ROW>
 
  <ENTRY>position</ENTRY>
 
  <ENTRY>purge</ENTRY>
 
  <ENTRY>race</ENTRY>
 
  <ENTRY>random</ENTRY>
 
  <ENTRY>remove</ENTRY>
 
  <ENTRY>rent</ENTRY>
 
  <ENTRY>reset</ENTRY>
 
  <ENTRY>romflags</ENTRY>
 
  </ROW><ROW>
 
  <ENTRY>sex</ENTRY>
 
  <ENTRY>special</ENTRY>
 
  <ENTRY>speed</ENTRY>
 
  <ENTRY>spell</ENTRY>
 
  <ENTRY>string</ENTRY>
 
  <ENTRY>tickf</ENTRY>
 
  <ENTRY>time</ENTRY>
 
  <ENTRY>title</ENTRY>
 
  </ROW><ROW>
 
  <ENTRY>to</ENTRY>
 
  <ENTRY>type</ENTRY>
 
  <ENTRY>value</ENTRY>
 
  <ENTRY>weapon</ENTRY>
 
  <ENTRY>weather</ENTRY>
 
  <ENTRY>weight</ENTRY>
 
  <ENTRY>zonemax</ENTRY>
 
  <ENTRY></ENTRY>
 
  </ROW>
 
  </TBODY>
 
  </TGROUP>
 
  </informaltable>
 
 
 
 
 
  </appendix>
 
 
 
  <appendix id="app-c">
 
  <TITLE>Race Definitions in values.h</TITLE>
 
 
 
  <PARA>The following list was extracted from the
 
  ''values.h''</PARA>
 
<nowiki>
 
 
 
  #define RACE_HUMAN          0    /* PC race */
 
  #define RACE_ELF            1    /* PC race */
 
  #define RACE_DWARF          2    /* PC race */
 
  #define RACE_HALFLING        3    /* PC race */
 
  #define RACE_GNOME          4    /* PC race */
 
  #define RACE_HALF_ORC        5
 
  #define RACE_HALF_OGRE      6
 
  #define RACE_HALF_ELF        7
 
  #define RACE_BROWNIE        8
 
  #define RACE_GROLL          9
 
  #define RACE_DARK_ELF      10
 
  #define RACE_SKAVEN        120
 
  #define RACE_GNOLL          121
 
  #define RACE_GOBLIN        122
 
  #define RACE_HOBGOBLIN      123
 
  #define RACE_KOBOLD        124
 
  #define RACE_NIXIE          125
 
  #define RACE_NYMPH          126
 
  #define RACE_OGRE          127
 
  #define RACE_ORC            128
 
  #define RACE_SATYR          129
 
  #define RACE_FAUN          130
 
  #define RACE_SPRITE        131
 
  #define RACE_DRYAD          132
 
  #define RACE_LEPRECHAUN    133
 
  #define RACE_PIXIE          134
 
  #define RACE_SYLPH          135
 
  #define RACE_HERMIT        136
 
  #define RACE_SHARGUGH      137
 
  #define RACE_GIANT          138
 
  #define RACE_WARDEN        139  /* Warden???            */
 
  #define RACE_TROLL          140
 
  #define RACE_NORSE_GOD      142  /* Hmmmm. probably need better categories */
 
  #define RACE_MERMAID        145
 
  #define RACE_SIREN          146
 
  #define RACE_NAIAD          147
 
  #define RACE_MERMAN        148
 
  #define RACE_MINOTAUR      149
 
  #define RACE_YETI          150
 
  #define RACE_OTHER_HUMANOID 999
 
 
 
  #define RACE_BEAR          1000
 
  #define RACE_DOG            1001
 
  #define RACE_WOLF          1002
 
  #define RACE_FOX            1003
 
  #define RACE_CAT            1004
 
  #define RACE_RABBIT        1005
 
  #define RACE_DEER          1006
 
  #define RACE_COW            1007
 
  #define RACE_HARE          1008
 
  #define RACE_GOAT          1009
 
  #define RACE_EAGLE          1010
 
  #define RACE_PIG            1011
 
 
 
  #define RACE_DUCK          1100  /* This will interest the biologists... */
 
  #define RACE_BIRD          1101  /* This will interest the biologists... */
 
  #define RACE_RAT            1102
 
  #define RACE_HORSE          1103
 
  #define RACE_BADGER        1104
 
  #define RACE_SKUNK          1105
 
  #define RACE_BOAR          1106
 
  #define RACE_MOUSE          1107
 
  #define RACE_MONKEY        1108
 
  #define RACE_PORCUPINE      1110
 
  #define RACE_ELEPHANT      1112
 
  #define RACE_CAMEL          1113
 
  #define RACE_FERRET        1114
 
  #define RACE_VULTURE        1115
 
  #define RACE_SQUIRREL      1116
 
  #define RACE_OWL            1117
 
  #define RACE_LEMURE        1118  /* Half-monkey (Makier) */
 
  #define RACE_ELK            1119  /* Larger deer (Whapiti-deer) */
 
  #define RACE_LION          1120
 
  #define RACE_TIGER          1121
 
  #define RACE_LEOPARD        1122
 
  #define RACE_OTHER_MAMMAL  1999
 
 
 
  #define RACE_TREE          2000
 
  #define RACE_VINE          2001
 
  #define RACE_FLOWER        2002
 
  #define RACE_SEAWEED        2003
 
  #define RACE_CACTUS        2004
 
 
 
  #define RACE_OTHER_PLANT    2999
 
 
 
  #define RACE_MAGGOT        3000
 
  #define RACE_BEETLE        3001
 
  #define RACE_SPIDER        3002
 
  #define RACE_COCKROACH      3003
 
  #define RACE_BUTTERFLY      3004
 
  #define RACE_ANT            3005
 
  #define RACE_WORM          3006
 
  #define RACE_LEECH          3008
 
  #define RACE_DRAGONFLY      3009
 
  #define RACE_MOSQUITO      3010
 
 
 
  #define RACE_OTHER_INSECT  3999
 
 
 
  #define RACE_LIZARD        4000
 
  #define RACE_SNAKE          4001
 
  #define RACE_FROG          4002
 
  #define RACE_ALLIGATOR      4004
 
  #define RACE_DINOSAUR      4005
 
  #define RACE_CHAMELEON      4006
 
  #define RACE_SCORPION      4007
 
  #define RACE_TURTLE        4008
 
  #define RACE_BAT            4009
 
  #define RACE_TOAD          4010
 
 
 
  #define RACE_OTHER_REPTILE  4999
 
 
 
  #define RACE_CAVE_WIGHT    5001  /* Some kind a creature... */
 
  #define RACE_UR_VILE        5002  /* Some kind a creature... */
 
  #define RACE_STONE_RENDER  5003  /* Some kind a creature... */
 
  #define RACE_VAMPIRE        5005
 
  #define RACE_SLIME          5006
 
  #define RACE_WYRM          5007
 
  #define RACE_AUTOMATON      5008
 
  #define RACE_UNICORN        5009
 
 
 
  #define RACE_DRAGON_MIN    5010  /* For use with special object */
 
  #define RACE_DRAGON_BLACK  5010
 
  #define RACE_DRAGON_BLUE    5011
 
  #define RACE_DRAGON_GREEN  5012
 
  #define RACE_DRAGON_RED    5013
 
  #define RACE_DRAGON_WHITE  5014
 
  #define RACE_DRAGON_SILVER  5015
 
  #define RACE_DRAGON_TURTLE  5016
 
  #define RACE_DRAGON_LAVA    5017
 
  #define RACE_DRAGON_SHADOW  5018
 
  #define RACE_DRAGON_LIZARD  5019
 
  #define RACE_DRAGON_MAX    5020  /* For use with special object */
 
 
 
  #define RACE_LESSER_DEMON  5020  /* Approx. Level < 100          */
 
  #define RACE_GREATER_DEMON  5021  /* Approx. Level > 100          */
 
  #define RACE_SERVANT_DEMON  5022  /* Approx. < level 20          */
 
  #define RACE_PRINCE_DEMON  5023  /* Almost god, max level 149 (no more!) */
 
  #define RACE_LESSER_DEVIL  5025  /* Approx. Level < 100 */
 
  #define RACE_GREATER_DEVIL  5026  /* Approx. Level > 100 */
 
  #define RACE_SHADOW_DEVIL  5027
 
  #define RACE_ARCH_DEVIL    5028
 
 
 
  #define RACE_MEDUSA        5030
 
  #define RACE_WINGED_HORSE  5031
 
  #define RACE_GARGOYLE      5033
 
  #define RACE_GOLEM          5034
 
  #define RACE_YOGOLOTH      5035
 
  #define RACE_MIST_DWELLER  5036
 
 
 
  #define RACE_WEREWOLF      5037
 
  #define RACE_WERERAT        5038
 
 
 
  #define RACE_ELEMENTAL_AIR  5040
 
  #define RACE_ELEMENTAL_EARTH 5041
 
  #define RACE_ELEMENTAL_FIRE  5042
 
  #define RACE_ELEMENTAL_FROST 5043
 
  #define RACE_ELEMENTAL_WATER 5044
 
  #define RACE_ELEMENTAL_LIGHT 5045
 
 
 
  #define RACE_DEVOURER      5600
 
  #define RACE_DANALEK        5601
 
 
 
  #define RACE_FAMILIAR      5900 /* Weirdo race... */
 
  #define RACE_OTHER_CREATURE 5999
 
 
 
  #define RACE_ZOMBIE        6000
 
  #define RACE_LICH          6001
 
  #define RACE_GHOUL          6002
 
  #define RACE_SKELETON      6003
 
  #define RACE_GHOST          6004
 
  #define RACE_SPIRIT        6005
 
  #define RACE_MUMMIE        6006
 
  #define RACE_BANSHEE        6007
 
  #define RACE_NAGA_SOUL      6008
 
  #define RACE_OTHER_UNDEAD  6999
 
 
 
  #define RACE_CRAB          7000
 
  #define RACE_SAND_SPIDER    7002
 
  #define RACE_RIVER_LEECH    7003
 
  #define RACE_SAND_CRAWLER  7004
 
  #define RACE_SEA_HORSE      7005
 
  #define RACE_SHARK          7006
 
  #define RACE_LAMPREY        7007
 
  #define RACE_MANTA_RAY      7008
 
  #define RACE_CLIFF_HUGGER  7009
 
  #define RACE_ALGAE_MAN      7010
 
  #define RACE_WHELK          7011
 
  #define RACE_OYSTER        7012
 
  #define RACE_KRAKEN        7013
 
  #define RACE_CAVE_FISHER    7014 /* Tiamat: lobster / spider breed */
 
  #define RACE_OCTOPUS        7015
 
  #define RACE_WHALE          7016
 
  #define RACE_DOLPHIN        7017
 
  #define RACE_EEL            7018
 
 
 
  #define RACE_FISH          7998
 
  #define RACE_OTHER_MARINE  7999
 
 
 
  </nowiki>
 
 
 
 
 
 
 
  </appendix>
 
  <appendix id="app-d"><TITLE>weapon definitions in values.h</TITLE>
 
 
 
  <PARA>The following list was extracted from the
 
  ''values.h''</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define WPN_BATTLE_AXE    7  /* Two Handed */
 
  #define WPN_HAND_AXE      8
 
  #define WPN_WAR_MATTOCK  9  /* Two Handed */
 
  #define WPN_WAR_HAMMER  10
 
  #define WPN_GREAT_SWORD  11  /* Two Handed */
 
  #define WPN_SCIMITAR    12
 
  #define WPN_KATANA      13
 
  #define WPN_FALCHION    14
 
  #define WPN_KOPESH      15
 
  #define WPN_BROAD_SWORD  16
 
  #define WPN_LONG_SWORD  17
 
  #define WPN_RAPIER      18
 
  #define WPN_SHORT_SWORD  19
 
  #define WPN_DAGGER      20
 
  #define WPN_BATTLE_MACE  21  /* Two Handed */
 
  #define WPN_MACE        22
 
  #define WPN_BATTLE_CLUB  23  /* Two handed */
 
  #define WPN_CLUB        24
 
  #define WPN_MORNING_STAR 25
 
  #define WPN_FLAIL        26
 
  #define WPN_QUARTERSTAFF 27
 
  #define WPN_SPEAR        28
 
  #define WPN_HALBERD      29
 
  #define WPN_BARDICHE    30
 
  #define WPN_SICKLE      31
 
  #define WPN_SCYTHE      32  /* Two handed */
 
  #define WPN_TRIDENT      33
 
  #define WPN_FIST        34
 
  #define WPN_KICK        35
 
  #define WPN_BITE        36
 
  #define WPN_STING        37
 
  #define WPN_CLAW        38
 
  #define WPN_CRUSH        39
 
  #define WPN_WHIP        40
 
  #define WPN_WAKIZASHI    41
 
  #define WPN_BOW          42 /* Here down to Staff are Rangers Guild Jan 98 */
 
  #define WPN_CROSSBOW    43
 
  #define WPN_SLING        44
 
  #define WPN_FIGHTING_STAFF 45 /* Two handed */
 
  #define WPN_SABER        46
 
  #define WPN_CUTLASS      47
 
  #define WPN_MACHETE      48
 
  #define WPN_LANCE        49
 
  #define WPN_SHOCK_LANCE  50
 
  #define WPN_PIKE        51
 
  #define WPN_GREAT_AXE    52
 
  #define WPN_BATTLE_SWORD 53
 
 
 
  </nowiki>
 
 
 
  </appendix>
 
 
 
  <appendix id="app-e">
 
  <TITLE>Liquid macros file</TITLE>
 
 
 
 
 
<nowiki>
 
 
 
  #define LIQ_WATER(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,10,1,0,POISON)
 
  #define LIQ_BEER(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,3,POISON)
 
  #define LIQ_WINE(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,5,2,5,POISON)
 
  #define LIQ_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("brown", WEIGHT,CAPACITY,INSIDE,5,2,2,POISON)
 
  #define LIQ_DARK_ALE(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("dark brown", WEIGHT,CAPACITY,INSIDE,5,2,1,POISON)
 
  #define LIQ_WISKEY(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
 
  #define LIQ_WHISKY(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("golden",WEIGHT ,CAPACITY,INSIDE,4,1,6,POISON)
 
 
 
  #define LIQ_LEMONADE(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, 8, 1, 0,POISON)
 
  #define LIQ_FIREBRT(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("green", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
 
  #define LIQ_LOCALSPC(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 3, 3, 3,POISON)
 
  #define LIQ_SLIME(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("light green", WEIGHT,CAPACITY,INSIDE,8,4,0,POISON)
 
  #define LIQ_MILK(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("white", WEIGHT, CAPACITY, INSIDE, 6, 3, 0,POISON)
 
  #define LIQ_TEA(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("brown", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
 
  #define LIQ_COFFEE(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
 
  #define LIQ_COFFE(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 6, 1, 0,POISON)
 
     
 
  #define LIQ_BLOOD(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("red", WEIGHT, CAPACITY, INSIDE, -1, 2, 0, POISON)
 
  #define LIQ_SALTWAT(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("clear", WEIGHT, CAPACITY, INSIDE, 2, 1, 0, POISON)
 
  #define LIQ_COKE(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("black", WEIGHT, CAPACITY, INSIDE, 5, 1, 0,POISON)
 
  #define LIQ_VODKA(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("clear", WEIGHT,CAPACITY,INSIDE,0,0,10,POISON)
 
  #define LIQ_BRANDY(WEIGHT,CAPACITY,INSIDE,POISON) \
 
      LIQ_DEF("golden", WEIGHT,CAPACITY,INSIDE,4,1,6,POISON)
 
 
 
  </nowiki>
 
 
 
  </appendix>
 
 
 
  <appendix id="app-f">
 
  <TITLE>Complete magical transfers macros listing</TITLE>
 
 
 
  <PARA>This listing of macros was taken from
 
  ''wmacros.h''.  When building your objects you should
 
  check the macros file to make sure you have the most up to date
 
  macros.</PARA>
 
 
 
 
 
<nowiki>
 
 
 
  #define CHAR_FLAG_TRANSFER(_MFLAGS) \
 
  flags {UNIT_FL_MAGIC}      \
 
  affect                            \
 
    id ID_TRANSFER_CHARFLAGS      \
 
    duration -1                    \
 
    data[0] _MFLAGS                \
 
    firstf TIF_EYES_TINGLE        \
 
    tickf TIF_NONE                \
 
    lastf TIF_EYES_TINGLE          \
 
    applyf APF_MOD_CHAR_FLAGS;
 
 
 
  /* skill MUST be one of SKI_XXX, amount in -10 to +10 */
 
  #define SKILL_TRANSFER(skill, amount) \
 
  flags {UNIT_FL_MAGIC}        \
 
  affect                      \
 
    id ID_SKILL_TRANSFER      \
 
    duration -1              \
 
    data[0] skill            \
 
    data[1] amount            \
 
    firstf  TIF_SKI_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_SKI_DEC      \
 
    applyf  APF_SKILL_ADJ;
 
 
 
  /* weapon MUST be one of WPN_XXX, amount in -10 to +10 */
 
  #define WEAPON_TRANSFER(weapon, amount) \
 
  flags {UNIT_FL_MAGIC}        \
 
  affect                      \
 
    id ID_WEAPON_TRANSFER    \
 
    duration -1              \
 
    data[0] weapon            \
 
    data[1] amount            \
 
    firstf  TIF_WPN_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_WPN_DEC      \
 
    applyf  APF_WEAPON_ADJ;
 
 
 
  /* spell MUST be one of SPL_XXX, amount in -10 to +10 */
 
  #define SPELL_TRANSFER(spell, amount) \
 
  flags {UNIT_FL_MAGIC}        \
 
  affect                      \
 
    id ID_SPELL_TRANSFER      \
 
    duration -1              /* Must be permanent in the object */  \
 
    data[0] spell            /* It is a spell SPL_XXX transfer  */  \
 
    data[1] amount            /* Amount of better spell skill    */  \
 
    firstf  TIF_SPL_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_SPL_DEC      \
 
    applyf  APF_SPELL_ADJ;
 
 
 
  #define STR_TRANSFER(amount) \
 
  flags {UNIT_FL_MAGIC}      \
 
  affect                      \
 
    id ID_TRANSFER_STR        \
 
    duration -1                /* Must be permanent in the object */  \
 
    data[0] ABIL_STR          /* It is a strength function      */  \
 
    data[1] amount            /* Amount of better strength      */  \
 
    firstf  TIF_STR_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_STR_DEC      \
 
    applyf  APF_ABILITY;
 
 
 
  #define DEX_TRANSFER(amount) \
 
  flags {UNIT_FL_MAGIC}      \
 
  affect                      \
 
    id ID_TRANSFER_DEX        \
 
    duration -1                /* Must be permanent in the object */  \
 
    data[0] ABIL_DEX            /* It is a dex function            */  \
 
    data[1] amount              /* Amount of better dex            */  \
 
    firstf  TIF_DEX_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_DEX_DEC      \
 
    applyf  APF_ABILITY;
 
 
 
  #define CON_TRANSFER(amount) \
 
  flags {UNIT_FL_MAGIC}      \
 
  affect                      \
 
    id ID_TRANSFER_CON        \
 
    duration -1                /* Must be permanent in the object */  \
 
    data[0] ABIL_CON            /* It is a con function            */  \
 
    data[1] amount              /* Amount of better con            */  \
 
    firstf  TIF_CON_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_CON_DEC      \
 
    applyf  APF_ABILITY;
 
 
 
  #define CHA_TRANSFER(amount) \
 
  flags {UNIT_FL_MAGIC}        \
 
  affect                      \
 
    id ID_TRANSFER_CHA        \
 
    duration -1                /* Must be permanent in the object */  \
 
    data[0] ABIL_CHA            /* It is a cha function            */  \
 
    data[1] amount              /* Amount of better cha            */  \
 
    firstf  TIF_CHA_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_CHA_DEC      \
 
    applyf  APF_ABILITY;
 
 
 
  #define BRA_TRANSFER(amount) \
 
  flags {UNIT_FL_MAGIC}      \
 
  affect                      \
 
    id ID_TRANSFER_BRA        \
 
    duration -1                /* Must be permanent in the object */  \
 
    data[0] ABIL_BRA            /* It is a bra function            */  \
 
    data[1] amount              /* Amount of better bra            */  \
 
    firstf  TIF_BRA_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_BRA_DEC      \
 
    applyf  APF_ABILITY;
 
 
 
 
 
  #define MAG_TRANSFER(amount) \
 
  flags {UNIT_FL_MAGIC}      \
 
  affect                      \
 
    id ID_TRANSFER_MAG        \
 
    duration -1                /* Must be permanent in the object */  \
 
    data[0] ABIL_MAG            /* It is a mag function            */  \
 
    data[1] amount              /* Amount of better mag            */  \
 
    firstf  TIF_MAG_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_MAG_DEC      \
 
    applyf  APF_ABILITY;
 
 
 
 
 
  #define DIV_TRANSFER(amount) \
 
  flags {UNIT_FL_MAGIC}      \
 
  affect                      \
 
    id ID_TRANSFER_DIV        \
 
    duration -1                /* Must be permanent in the object */  \
 
    data[0] ABIL_DIV            /* It is a div function            */  \
 
    data[1] amount              /* Amount of better div            */  \
 
    firstf  TIF_DIV_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_DIV_DEC      \
 
    applyf  APF_ABILITY;
 
 
 
  #define HIT_TRANSFER(amount) \
 
  flags {UNIT_FL_MAGIC}      \
 
  affect                      \
 
    id ID_TRANSFER_HPP        \
 
    duration -1                /* Must be permanent in the object */  \
 
    data[0] ABIL_HP            /* It is a hit point function      */  \
 
    data[1] amount            /* Amount of better strength      */  \
 
    firstf  TIF_HIT_INC      \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_HIT_DEC      \
 
    applyf  APF_ABILITY;
 
 
 
  #define SPEED_TRANSFER(newspeed) \
 
  flags {UNIT_FL_MAGIC}      \
 
  affect                      \
 
    id ID_TRANSFER_SPEED      \
 
    duration -1                /* Must be permanent in the object */  \
 
    data[0] newspeed          \
 
    firstf  TIF_SPEED_BETTER  \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_SPEED_WORSE  \
 
    applyf  APF_SPEED;
 
 
 
  #define SLOW_TRANSFER(amount) \
 
  flags {UNIT_FL_MAGIC}        \
 
  affect                        \
 
    id ID_TRANSFER_SPEED      \
 
    duration -1                \
 
    data[0] newspeed          \
 
    firstf  TIF_SPEED_WORSE    \
 
    tickf  TIF_NONE          \
 
    lastf  TIF_SPEED_BETTER  \
 
    applyf  APF_SPEED;
 
 
 
  </nowiki>
 
  </appendix>
 
 
 
  <appendix id="app-g">
 
  <TITLE>Skill definitions in values.h</TITLE>
 
 
 
  <PARA>The following list was extracted from the
 
  ''values.h''</PARA>
 
 
 
<nowiki>
 
 
 
  #define SKI_TURN_UNDEAD        0
 
  #define SKI_SCROLL_USE        1
 
  #define SKI_WAND_USE          2
 
  #define SKI_CONSIDER          3
 
  #define SKI_DIAGNOSTICS        4
 
  #define SKI_APPRAISAL          5
 
  #define SKI_VENTRILOQUATE      6
 
  #define SKI_WEATHER_WATCH      7
 
  #define SKI_FLEE              8
 
  #define SKI_SNEAK              9
 
  #define SKI_BACKSTAB          10
 
  #define SKI_HIDE              11
 
  #define SKI_FIRST_AID        12
 
  #define SKI_PICK_LOCK        13
 
  #define SKI_STEAL            14
 
  #define SKI_RESCUE            15
 
  #define SKI_SEARCH            16
 
  #define SKI_LEADERSHIP        17
 
  #define SKI_KICK              18
 
  #define SKI_SWIMMING          19
 
  #define SKI_BASH              20
 
  #define SKI_CLIMB            21
 
  #define SKI_SHIELD            22
 
  #define SKI_TRIP              23
 
  #define SKI_DUAL_WIELD        24
 
  #define SKI_CUFF              25
 
  #define SKI_RESIZE_CLOTHES    26
 
  #define SKI_RESIZE_LEATHER    27
 
  #define SKI_RESIZE_METAL      28
 
  #define SKI_EVALUATE          29 /* "Fake skill to simulate combinations */
 
  #define SKI_PEEK              30
 
  #define SKI_PICK_POCKETS      31
 
  #define SKI_FILCH            32
 
  #define SKI_DISARM            33
 
  #define SKI_SKIN            34
 
  #define SKI_SHELTER          35
 
  #define SKI_SOOTHE            36
 
  #define SKI_AMBUSH            37
 
  #define SKI_CURARE            38
 
  #define SKI_FASHION          39
 
  #define SKI_BUTCHER          40
 
  #define SKI_LAY_TRAP          41
 
  #define SKI_SHOOT            42
 
  #define SKI_HERBS            43
 
  #define SKI_FORAGE            44
 
  #define SKI_DOWSE            45
 
  #define SKI_TRACK            46
 
  #define SKI_HUNT              47
 
  #define SKI_THROW            48
 
  #define SKI_COOK              49
 
  #define SKI_SCAN              50
 
  #define SKI_SLIP              51
 
  #define SKI_PALM              52
 
  #define SKI_PLANT            53
 
  #define SKI_STALK            54
 
  #define SKI_KNEE              55
 
  #define SKI_ELBOW            56
 
  #define SKI_HIT              57
 
  #define SKI_PUNCH            58
 
  #define SKI_GLANCE            59
 
 
 
 
 
  </nowiki>
 
  </appendix>
 
 
 
  <appendix id="app-h">
 
  <TITLE>Spell definitions in values.h</TITLE>
 
 
 
  <PARA>The following list was extracted from the
 
  ''values.h''</PARA>
 
 
 
<nowiki>
 
 
 
  #define SPL_CALL_LIGHTNING    12  /* Cell Group  */
 
  #define SPL_BLESS            13  /* D I V I N E */
 
  #define SPL_CURSE            14
 
  #define SPL_REMOVE_CURSE      15
 
  #define SPL_CURE_WOUNDS_1    16
 
  #define SPL_CURE_WOUNDS_2    17
 
  #define SPL_CURE_WOUNDS_3    18
 
  #define SPL_CAUSE_WOUNDS_1    19
 
  #define SPL_CAUSE_WOUNDS_2    20
 
  #define SPL_CAUSE_WOUNDS_3    21
 
  #define SPL_DISPEL_EVIL      22
 
  #define SPL_REPEL_UNDEAD_1    23
 
  #define SPL_REPEL_UNDEAD_2    24
 
  #define SPL_BLIND            25
 
  #define SPL_CURE_BLIND        26
 
  #define SPL_LOCATE_OBJECT    27
 
  #define SPL_LOCATE_CHAR      28
 
 
 
  #define SPL_RAISE_MAG        29  /* P R O T E C T I O N */
 
  #define SPL_RAISE_DIV        30
 
  #define SPL_RAISE_STR        31
 
  #define SPL_RAISE_DEX        32
 
  #define SPL_RAISE_CON        33
 
  #define SPL_RAISE_CHA        34
 
  #define SPL_RAISE_BRA        35
 
  #define SPL_SUN_RAY          36
 
  #define SPL_DIVINE_RESIST    37
 
  #define SPL_QUICKEN          38
 
  #define SPL_HASTE            39
 
  #define SPL_RAISE_SUMMONING  40
 
  #define SPL_AWAKEN            41
 
  #define SPL_MIND_SHIELD      42
 
  #define SPL_HEAT_RESI        43
 
  #define SPL_COLD_RESI        44
 
  #define SPL_ELECTRICITY_RESI  45
 
  #define SPL_POISON_RESI      46
 
  #define SPL_ACID_RESI        47
 
  #define SPL_PRO_EVIL          48
 
  #define SPL_SANCTUARY        49
 
  #define SPL_DISPEL_MAGIC      50
 
  #define SPL_SUSTAIN          51
 
  #define SPL_LOCK              52
 
  #define SPL_UNLOCK            53
 
  #define SPL_DROWSE            54
 
  #define SPL_SLOW              55
 
  #define SPL_DUST_DEVIL        56
 
  #define SPL_DET_ALIGN        57  /* D E T E C T I O N */
 
  #define SPL_DET_INVISIBLE    58
 
  #define SPL_DET_MAGIC        59
 
  #define SPL_DET_POISON        60
 
  #define SPL_DET_UNDEAD        61
 
  #define SPL_DET_CURSE        62
 
  #define SPL_SENSE_LIFE        63
 
  #define SPL_IDENTIFY_1        64
 
  #define SPL_IDENTIFY_2        65
 
 
 
  #define SPL_RANDOM_TELEPORT  66  /* S U M M O N I N G */
 
  #define SPL_CLEAR_SKIES      67
 
  #define SPL_STORM_CALL        68
 
  #define SPL_WORD_OF_RECALL    69
 
  #define SPL_CONTROL_TELEPORT  70
 
  #define SPL_MINOR_GATE        71
 
  #define SPL_GATE              72
 
  #define SPL_CREATE_FOOD      73  /* C R E A T I O N */
 
  #define SPL_CREATE_WATER      74
 
  #define SPL_LIGHT_1          75
 
  #define SPL_LIGHT_2          76
 
  #define SPL_DARKNESS_1        77
 
  #define SPL_DARKNESS_2        78
 
  #define SPL_STUN              79
 
  #define SPL_HOLD              80
 
  #define SPL_ANIMATE_DEAD      81
 
  #define SPL_LEATHER_SKIN      82
 
  #define SPL_BARK_SKIN        83
 
  #define SPL_CONTROL_UNDEAD    84
 
  #define SPL_BONE_SKIN        85
 
  #define SPL_STONE_SKIN        86
 
  #define SPL_AID              87
 
  #define SPL_COLOURSPRAY_1    88  /* M I N D */
 
  #define SPL_COLOURSPRAY_2    89
 
  #define SPL_COLOURSPRAY_3    90
 
  #define SPL_INVISIBILITY      91
 
  #define SPL_WIZARD_EYE        92
 
  #define SPL_FEAR              93
 
  #define SPL_CONFUSION        94
 
  #define SPL_SLEEP            95
 
  #define SPL_XRAY_VISION      96
 
  #define SPL_SUMMER_RAIN      97
 
  #define SPL_COMMAND          98
 
  #define SPL_LEAVING          99
 
  #define SPL_FIREBALL_1      100  /* H E A T */
 
  #define SPL_FIREBALL_2      101
 
  #define SPL_FIREBALL_3      102
 
 
 
  #define SPL_FROSTBALL_1      103  /* C O L D */
 
  #define SPL_FROSTBALL_2      104
 
  #define SPL_FROSTBALL_3      105
 
 
 
  #define SPL_LIGHTNING_1      106  /* C E L L */
 
  #define SPL_LIGHTNING_2      107
 
  #define SPL_LIGHTNING_3      108
 
 
 
  #define SPL_STINKING_CLOUD_1 109  /* I N T E R N A L */
 
  #define SPL_STINKING_CLOUD_2 110
 
  #define SPL_STINKING_CLOUD_3 111
 
  #define SPL_POISON          112
 
  #define SPL_REMOVE_POISON    113
 
  #define SPL_ENERGY_DRAIN    114
 
  #define SPL_DISEASE_1        115
 
  #define SPL_DISEASE_2        116
 
  #define SPL_REM_DISEASE      117
 
  #define SPL_ACIDBALL_1      118  /* E X T E R N A L */
 
  #define SPL_ACIDBALL_2      119
 
  #define SPL_ACIDBALL_3      120
 
  #define SPL_FIND_PATH        121  /* Divine  */
 
  #define SPL_DISPEL_GOOD      122
 
  #define SPL_PRO_GOOD        123
 
  #define SPL_TRANSPORT        124
 
  #define SPL_FIRE_BREATH      125
 
  #define SPL_FROST_BREATH    126
 
  #define SPL_LIGHTNING_BREATH 127
 
  #define SPL_ACID_BREATH      128
 
  #define SPL_GAS_BREATH      129
 
  #define SPL_LIGHT_BREATH    130
 
  #define SPL_HOLD_MONSTER    131
 
  #define SPL_HOLD_UNDEAD      132
 
  #define SPL_RAISE_DEAD      133
 
  #define SPL_RESURRECTION    134
 
  #define SPL_UNDEAD_DOOR      135
 
  #define SPL_LIFE_PROTECTION  136
 
  #define SPL_ENERGY_BOLT      137
 
  #define SPL_CLENCHED_FIST    138
 
  #define SPL_METEOR_SHOWER    139
 
  #define SPL_SUN_BEAM        140
 
  #define SPL_SOLAR_FLARE      141
 
  #define SPL_SUMMON_DEVIL    142
 
  #define SPL_SUMMON_DEMON    143
 
  #define SPL_SUMMON_FIRE      144
 
  #define SPL_SUMMON_WATER    145
 
  #define SPL_SUMMON_AIR      146
 
  #define SPL_SUMMON_EARTH    147
 
  #define SPL_CHARGE_WAND      148
 
  #define SPL_CHARGE_STAFF    149
 
  #define SPL_MENDING          150
 
  #define SPL_REPAIR          151
 
  #define SPL_RECONSTRUCT      152
 
  #define SPL_SENDING          153
 
  #define SPL_REFIT            154
 
  #define SPL_FIND_WANTED      155
 
  #define SPL_LOCATE_WANTED    156
 
  #define SPL_SUN_GLOBE        157
 
  #define SPL_MAGIC_CANDLE    158
 
  #define SPL_SONIC_BREATH    159
 
  #define SPL_SHARD_BREATH    160
 
  #define SPL_CONE_SHARD      161
 
  #define SPL_RAISE_HPP        162
 
  #define SPL_MANA_BOOST      163  /* Creation */
 
  #define SPL_TOTAL_RECALL    164
 
  #define LAST_SPELL          165
 
 
 
 
 
  </nowiki>
 
          </appendix>
 
    </book>
 

Latest revision as of 09:02, 27 May 2020

DIL DOCUMENTATION

Version 4.0

Current Version by: Whistler@valhalla.com

Index

Making a Program
Data Types:
  string
  stringlist
  integer
  integerlist
  extraptr
  unitptr
  cmdptr
  zoneptr
Messages:
  SFB_CMD
  SFB_DONE
  SFB_TICK
  SFB_COM
  SFB_DEAD
  SFB_MSG
  SFB_PRE
Built-In Variables
  cmdstr
  excmdstr
  excmdstr_case
  self
  activator
  target
  medium
  power
  argument
  heartbeat
  null
  weather
  mud(day,month,..)
  realtime
DIL Constructs:
  if()
  goto
  while()
  break
  continue
  on ... goto ...
  foreach()
Assignment
Expressions:
Operators
  in
  string in string
  string in stringlist
  string in extraptr
Functions:
  quit
  return
  return()
Fields:
  extraptr
  unitptr
  UNIT_ST_OBJ
  UNIT_ST_ROOM
  UNIT_ST_PC and UNIT_ST_NPC
  UNIT_ST_NPC
  UNIT_ST_PC
Built-In Functions:
  asctime()
  atoi()
  cancarry()
  check_password()
  command()
  delstr()
  delunit()
  dildestroy()
  dilfind()
  equipment()
  filesize()
  findroom()
  findrndunit()
  findsymbolic()
  findunit()
  fits()
  getcolor()
  getword()
  getwords()
  ghead()
  isaff()
  islight()
  isplayer()
  isset()
  itoa()
  left()
  length()
  load()
  loadstr()
  meleeattack()
  meleedamage()
  mid()
  moneystring()
  opponent()
  openroll()
  pathto()
  paycheck()
  purse()
  replace()
  restore()
  right()
  rnd()
  savestr()
  send_pre()
  skill_name()
  spellindex()
  spellinfo()
  split()
  strdir()
  strcmp()
  strncmp()
  textformat()
  tolower()
  toupper()
  transfermoney()
  visible()
  weapon_name()
  weapon_info()
Built-In Procedures:
  acc_modify()
  act()
  addaff()
  addcolor()
  addequip()
  addextra()
  addstring()
  attack_spell()
  beginedit()
  block
  cast_spell()
  changecolor()
  change_speed()
  clear()
  dilcopy()
  delcolor()
  delete_player()
  destroy()
  exec()
  experience()
  flog()
  follow()
  gamestate()
  insert()
  interrupt()
  killedit
  link()
  log()
  logcrime()
  nopriority
  on_activation()
  pagestring()
  position_update()
  priority
  reboot
  remove()
  reset_level()
  reset_vlevel()
  reset_race()
  secure()
  send()
  sendtoall()
  sendtoalldil()
  sendtext()
  sendto()
  send_done()
  set()
  setbright()
  set_fighting()
  setweight()
  set_password()
  store()
  stop_fighting()
  subaff()
  subextra()
  substring()
  unequip()
  unitdir()
  unsecure()
  unset()
  wait()
  walkto()
Ending Notes

---~---~---~---~---~---~---~---~---
  This documentation is designed for people with some experience in programming.
Experience in C is recommended, but PASCAL or BASIC in some form or other
will do just fine too.

  DIL is a simple programming language with fixed types reflecting the types
used in Valhalla Mud. The language gives you almost endless possibilities in
designing your adventures and quests. It gives you the control you need for
making the game interesting and intelligent.


Making a program:

  You define your DIL programs within your zone file. Each program you make is a
*template*. Such a template must be equipped with a unique name (for that zone).
Templates can either be defined in a new %dil section, just below the %zone
section in the zone file, or directly attached to units defined in your zonefile.

  If you define your DIL templates inside a unit definition, that unit is
automatically assigned a program using that template. If you want to use an
already designed template, either in your own, or another zone, you use a
special function named "dilcopy", that takes the name of a template, and any
optional parameters in parenthesis. The parameters of a template called with
'dilcopy' may only be of types integer, strings and stringlists.

Example:

dilcopy myfunc@myzone("say Hello, my friend!", 1, CMD_SAY, {"name1", "name2"});

  DIL templates can always be reused. In fact, with version 2.0 of DIL, programs
are no longer saved with equipment, but only a symbolic reference is used. That
way, if you make a change in your zone, ALL units using that program are changed.
This however requires you keep the name. Upon loading, if a template is not
found, the program is halted and rendered useless until such a reference can be
found during loading.

Technical note:

  When you use several 'dilcopy' in your zonefile, only one instance is present
game-time, thus saving tremendous amounts of memory.  It is similar to a shared
library, in which code is shared  but variables are not.

You may use your templates to define both procedure and functions for your other
templates to call.

A template is defined by beginning with 'dilbegin' and ending with 'dilend'.
Inside the template your program section is defined, marked by the keyword 'code',
followed by the program itself;


 
 dilbegin myprogram();
 var
   i : integer;
   j : integer;
 
 code
 {
   heartbeat:=PULSE_SEC*5;
   :start:
   exec("say Hello world", self);
   pause;
   goto start;
 }
 dilend

  This simple template does nothing but making its owner say 'Hello world' once
every 5 seconds. The template is called 'myprogram' and takes no arguments. The
'pause' command waits for the program to receive a timer message, whose interval
is set by the 'inline' variable 'heartbeat'. The 'self' variable is a unitptr
referring to the unit owning the DIL program. Other inline variables will be
explained later.

  For a DIL program to work, it must be part of a *unit*: a room, player, non-player
or object. The program uses *messages* to operate.  Your program gets activated
when it receives a message that some command is being executed, or a certain amount
of time has passed. You decide yourself in the program, what to wait for, before
the program continues executing.

  Supposing you want your program to contain variables, you have to put them in a
section before the 'code' section marked 'var'. The variables are declared by
their type and their name, separated by a ':' and ended by a ';'

  For an example, see the program above. Variables of type 'string', 'stringlist'
and 'integer' are saved, if the unit the program is attached to is saved with
player inventory. Variables of type 'unitpr' and 'extraptr' are 'volatile'. This
means that they are cleared whenever there is a chance that their contents may
have been rendered non usable.  This ensures that you do not have any 'loose'
pointers. However it is possible to 'secure' the contents of a 'unitptr' type
variable of a unit located in your local environment (the units directly 'visible'
to the unit who owns the DIL program) (see the secure / unsecure functions).


Data Types:

DIL supports a fixed set of types you can use and manipulate. Through these, you
can get and manipulate information about almost anything in the game. The types
are listed below:

---~---~---~---~---~---~---~---~---

String:

   A string is some text. They are used for a lot of things such as command
arguments, room descriptions etc. String variables are automatically resized and
allocated when you assign them, so you do not have to worry about the string
length nor allocation in your DIL programs. Strings may be compared either with
'==' (equal to),
'!=' (not equal),
'<=' (less than or equal to),
'>=' (greater than or equal to)
'<' (less than),
 '>' (greater than.

  Static strings are defined just as in the rest of the zone, within double
quotations.  Strings may be searched easily with the 'in' operator.  Variables
of type string are saved with DIL programs, if attached to a saved unit.

Example:

  "This is a static string"

Strings may also be added to each other, in an expression.

Example:

  "say "+itoa(42)+" is the answer!"

Example:

  if (self.name == self.names.[1]) ...

  Elements of the string can also be accessed by referencing them by their position.

  Example
  if (str.[3]==f])
  {
  exec ("say The 4th element is a F.",self);
  }

  Note
  Currently you can only access the single elements of a string you can not set
them.  In the future this will be possible.  You can still accomplish this by
copying one string to the other one element at a time and changing any that you
want something like this.

Example
i:=0;
ln:=length (str);
while (str.[i]<ln)
	{
	if (str.[i]=="f")
	newstr.[i]:="b";
	else
	newstr:=str.[i];
	i:=i+1;
	}
	str:=newstr;

  This snip of Dil would replace any 'f' in a string with a 'b' remember dil is
not case sensitive so it will also replace an 'F'.

---~---~---~---~---~---~---~---~---

Stringlist:

  A stringlist is a list of separate strings. This is used for things such as
(multiple) names or keywords. You may request a specified word in a stringlist
by its number.
Example:

  mystring := self.names.[2];

  Returning null if out of bounds of the stringlist (see 'length()'). Static
stringlists are defined just as in the rest of the zonefile, as a comma separated
list of static strings within curly brackets.

Example:

  mysrtringlist := {"Some string","another string","the last string"}

  Stringlists are modified through the 'addstring()' and 'substring()' procedures.
Stringlists are searched easily by the 'in' operator. See documentation below.
They can also be set directly (see example above).  Variables of type string are
saved with DIL programs, if attached to a saved unit.

  Elements of each separate string in a stringlist can be accessed by appending
a separate position at the end of the request for a string as follows:

Example
if (strlist.[5].[3]=="b"){
do something
}

Note
  See the strings for more information on accessing a single element.

---~---~---~---~---~---~---~---~---

Integer:

  Non-fraction numbers can be used throughout your DIL programs.  They are given
normally, or in normal C style hexadecimal, preceded with '0x'. Integers are
signed 32-bit integers.  Variables of type string are saved with DIL programs,
if attached to a saved unit.

Example:

  0x10

Example:

  2

  Integers are used within expressions as both number value and boolean(true/false)
values. You may use comparison between integers through the comparison operators:
'==' (equality),
'<' (less than),
'>' (greater than),
'<=' (less or equal),
'>=' (greater or equal)
'!=' (not equal).


Example:

  if (42<12) ...

  Returning the boolean value (true/false) depending on the comparison between
integers. The result may be stored in an integer variable, and tested later, or
used directly in an 'if' or 'while', etc.  You may also operate on boolean
expression themselves, using LOGICAL operators 'and','not','or', which allows
you to combine the expressions.

Example:

  if ( not ( (self.hp<42) or (self.level>10) ) ) ..

Integer expressions may also use a number of other operators:
'+' (addition)
'-' (subtraction/negation),
'*' (multiplication),
'/' (division),
'|' (bitwise or, for flags),
'&' (bitwise and, for flags)

Precedence rules for using these operators are still somewhat messed up.  You'd
better use parenthesis where ever possible.

---~---~---~---~---~---~---~---~---

Intlist:

  Intlists are an array of integer types.  They can be set directly as follows:

Example

wpn:={5,3,6,9,3,9};

The intlists can be accessed in the same way stringlist are accessed as follows.

Example

if (wpn.[5]==5)
{
do something
}

The intlists are saved on savable units.

Type:  intlist

  This variable type allows you to keep an ordered list of integers with out
having to create a variable for each integer.
Example:  Setting an intlist

---~---~---~---~---~---~---~---~---

myintlist:={1,5,9,2,8,5};
myintlist.[10]:=50;

---~---~---~---~---~---~---~---~---



  If you set a index that is higher then the highest index, every index in
between will be set to zero.  For example if you only have two values in the
intlist and you set index value 10 to 50 all indexes between 2 and 10 will be
set to 0.
Example:  Using intlists

---~---~---~---~---~---~---~---~---

if (myintlist.[5]==5){
stuff
}

if (myintlist<myint){
stuff
}

i:=0;
ln:=length(myintlist);
while (i<ln){
myintlist.[i]:=i;
i:=i+1;
}

---~---~---~---~---~---~---~---~---


See Also:
Insert
Remove
Extraptr


Extraptr:

  Extra descriptions, quests structures, etc can be searched and manipulated
using variables of this type. There is no way to declare static structures of
this type in DIL programs. Lists of extra descriptions are easily searched with
the 'in' operator (See below).  Extraptr variables are 'volatile', and thus
cleared whenever there is a possibility that they are rendered unusable.



Type:  cmdptr
cmdptr fields


name
            string - command name
type
            integer - command type like social or skill or just command
level
            integer - minimum level to use command
loglevel
            integer - level of character that can see the log 0 for no logs
position
            integer - minimum position to use command
next
            cmdptr - pointer to the next cmdptr
previous
            cmdptr - pointer to the previous cmdptr


  The cmdptr can be used to search the command list or display all the commands.
I0t is also now possible to sort the commands by type by defining your own command
types and using the type field to sort on.

  In order to get the first command in the list you use the following function:
Function:  chead();
If you want to get a specific command then you use the following function:
Function:  cmdptr := getcommand (s : string );
Example:

---~---~---~---~---~---~---~---~---

dilbegin cmdtst(arg : string);
var
  cmd : cmdptr;
  st : string;

code
{
   cmd := chead();

	  while (cmd)
        {
        st := cmd.name + " " + itoa(cmd.level) + " " + itoa(cmd.type) + " " +
        itoa(cmd.loglevel) + " " + itoa(cmd.position);
        act("CMD: $2t", A_ALWAYS, self, st, null, TO_CHAR);
        cmd := cmd.next;
        }

        cmd:=getcommand("kick");
        sendtext ("You must be "+itoa(cmd.level+" to use kick&n",self);

           quit;
}
dilend

---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---

Unitptr:

  Unit pointers are used to keep track of units: rooms, players, non-player or
objects. Through a variable of this type you can access most of the information
in a unit. Unitptr variables are 'volatile', and thus cleared whenever there is
a possibility that they are rendered unusable.



Type:  zoneptr
Zone Pointer Fields


  next
         unitptr - pointer to next zoneptr
  previous
         unitptr - pointer to previous zone
  creators
         stringlist - list of creators
  name
         string - zone name (%zone)
  title
         string - zone title (title "")
  rooms
         unitptr - pointer to the base room
  objs
         unitptr - pointer to the base objects of the zone
  npcs
         unitptr - pointer to base NPCs of the zone
  resetmode
         integer- reset mode of zone in 'values.h'
  resettime
         integer - the reset time of the zone
  access
         integer - the access level of the zone
  loadlevel
         integer - the loadlevel of the zone
  payonly
         integer - the paystatus of the zone
  roomcount
         integer - the number of rooms in a zone
  objcount
         integer - the numbner of objects in a zone
  npccount
         integer - the number of npcs/mobiles in a zone
  fname
         string - the filename of a zone
  notes
         string - the Zone Notes
  help
         string - the Zone Help


  The 'zoneptr' works like a unitptr.  To get the first zoneptr in the global
list of zones you use 'zhead'.
Example: zoneptr := zhead();
Zone list command

---~---~---~---~---~---~---~---~---

dilbegin zonelist (arg:string);
var
 z:zoneptr;
 buf:string;
code
{
          z:=zhead();
          while (z)
          {
          buf:="Name:  "+z.name+"&n";
          buf:=buf+"Filename:  "+z.fname+"&n";
          buf:=buf+"Creator:  "+z.creators.[0]+"&n";
          buf:=buf+"Notes:  &n"+z.notes+"&n&n";
          z:=z.next;
          }

          pagestring (buf,self);
          quit;
}
dilend



---~---~---~---~---~---~---~---~---








Messages:

  In DIL, a program attached to a unit gets activated when the program receives
a message. In order to save CPU usage, there are a number of different message
categories which can cause activation of a program.  The 'wait()' commands first
parameter is an integer, telling what message categories the program should
reactivate on.  The second parameter is an expression, which also must evaluate
to TRUE. 'pause' is just special instances of the 'wait()' command.


Caveat Builder: 

  Whenever you construct the arguments for the wait command, bear in mind that
ALL your tests will be executed EVERYTIME a message of the relevant kind comes
through.  Thus you should keep the length of the activation expression to a
reasonable minimum, and you should NEVER use the time-consuming findxxx-functions.

Valid example (That prohibits a player from removing an object):

:glue:


	wait(SFB_CMD,command(CMD_REMOVE));
	u := findunit(activator,argument,FIND_UNIT_IN_ME,null );
	if (u != self)
	 {
		goto glue;
	 }
	act("You can't remove $2n, it's sticky.",
	   A_SOMEONE,activator,self,null,TO_CHAR););
	block;
	goto glue;

See Also:
Dil and Findunit()

The message categories are as follows:
---~---~---~---~---~---~---~---~---


SFB_CMD            Command message

  When this flag is set, the program gets activated by all commands (legal
  or illegal) issued by PC's or NPC's. Moving around is also considered a
  command.

  Assume a janitor executes the command '
  Ge all from corpse',
  And Ge interprets to 'get'

  then this will occur in the DIL program:

     'activator'... is a unitptr to the janitor.
     'cmdstr'...... is a string which contains 'get'
     'excmdstr'...... is a string which contains 'ge'
     'excmdstr_case'...... is a string which contains 'Ge'
     'argument'.... will contain 'all from corpse'

     command(CMD_GET) will evaluate to TRUE.


---~---~---~---~---~---~---~---~---


SFB_DONE           'Command has now been executed' message

  When this flag is set, the program gets activated by all successful commands
  issued by PC's or NPC's. The 'activator', 'medium' and 'target' special
  values are used as follows:

     'activator'... The PC / NPC which executed the command
     'medium'...... The unit which is operated upon.
     'target'...... The target of the operation.

  For example, assume the player John gives a garlic to Mary the Lumberjack
  wife. The following values are set:

     activator == John (unitptr)
     medium    == Mushroom (unitptr)
     target    == Mary (unitptr)

  command(CMD_GIVE) will evaluate to true.

  You thus know that Mary has in fact received the mushroom. It is NOT possible
  to block (using the 'block' command) these commands since they have already
  been executed at the time of notification.  In a 'get' command, medium would
  be a unitptr to where the unit was taken from, and target would be the object
  which was taken.

  See the file commands.txt for a description of how the arguments are set for
  each command. If you can not find a command in there, just ask to get it
  implemented. Especially you should pay attention to the non-obvious SFB_DONE
  command(CMD_AUTO_ENTER).

---~---~---~---~---~---~---~---~---


SFB_TICK           Timer message

  When this flag is set, the routine gets activated by a "clock". The clock
  ticks (in 1/4th of a second) are determined by the 'heartbeat' variable.

     'activator'... is null.
     'argument'.... will be empty.

      command(CMD_AUTO_TICK) will evaluate to TRUE.
---~---~---~---~---~---~---~---~---

SFB_COM            Combat message

  When this flag is set, the routine gets activated whenever a combat is in
  progress. The unit containing the DIL program needs not be involved in the
  combat itself:

     'activator'... is a unitptr to the PC/NPC about to hit someone else.
     'argument'.... is empty.

      command(CMD_AUTO_COMBAT) will evaluate to TRUE.
---~---~---~---~---~---~---~---~---

SFB_DEAD           Death message

  When this flag is set, the routine gets activated when a PC or NPC dies:

     'activator'... will point to the PC/NPC that is about to die.
     'argument'.... is empty.

      command(CMD_AUTO_DEATH) will evaluate to TRUE

  The SFB_DEAD message is sent, just as the character dies, while his items are
  still equipped, just before the corpse is created.  The character's '.fighting'
  field points to his primary opponent, although this person does not necessarily
  have to be the one that killed him.

  This can be exploited by making items wiz invisible (the .minv field) just as
  the message is received, causing them to stay inside the player rather than
  being transferred to the corpse. This does both give the ultimate crash
  protection, as well as a means of letting items, such as bribe items, forever
  be a part of the player (remember to make it un-wizinvis when the player
  returns from heaven - players should not have access to items while in heaven).

---~---~---~---~---~---~---~---~---


SFB_MSG            User message

  When this flag is set, the routine gets activated when a message is passed
  to it. Messages can be passed with the DIL commands 'sendto' and 'send':

     'activator'... is a unitptr to the unit sending the message.
     'argument'.... is a string containing possible data from the sender.

      command(CMD_AUTO_MSG) will evaluate to true.


  Messages are normally not generated by actions performed by the owner of the
  program. For a program to be able to be aware of messages from the owner, a
  keyword 'aware' should be listed just after 'dilbegin'.

  When a unit is saved, normally, the DIL programs in it would restart when the
  program is loaded. However it is possible to let DIL programs recall their
  execution from where they left off when they where saved.  This is done by
  listing the keyword 'recall' after the 'dilbegin'.  This is however a bit
  limited.  Only the status of the original template are saved. Not the state
  inside a template called as a function or procedure from inside the original
  template. 'secure' and interrupts are not recalled upon loading the template.


Example:


 
 dilbegin recall aware mute();
 var
    i : integer;
 
 code
 {
    i:=10;
    while (i>0)
    {
       wait(SFB_CMD,command(CMD_SAY) or command(CMD_SHOUT));
       exec("emote tries to make a sound, but only blood spurts through"+
            "the lips",self);
       block;
       i := i - 1;
    }
 
    i:=10;
    while (i>0)
    {
       wait(SFB_CMD,command(CMD_SAY) or command(CMD_SHOUT));
       exec("emote tries to make a sound, but can't",self);
       block;
       i := i - 1;
    }
 
    i:=10;
    while (i>0)
    {
       wait(SFB_CMD,command(CMD_SAY) or command(CMD_SHOUT));
       exec("emote tries to make a loud sound, but can't",self);
       block;
       i := i - 1;
    }
    quit;
 }
 dilend

/* When attached to a PC, the pc will be unable to utter a sound the first 10
   sound command, and blood will spurt out.
   The next 10 sound commands, the victim just can't shout.
   The last 10 sound commands only say will work.
   In the end, 'quit' removes the program all together.
   The smart thing is that the 'aware' keyword lets the program receive messages
   from the owner (player) commands. Secondly, the keyword 'recall' makes sure
   that the program does not start over, if the victim quits in the middle, but
   restart at the position it had attained.
   Do not put in the 'aware' if it is not needed. It saves some interpretation
   time not having to pass the extra messages.
*/

---~---~---~---~---~---~---~---~---


SFB_PRE            Command preprocessing

  When this flag is set, the program is activated by a few special events
  which can then be blocked or changed. Currently, this event is triggered
  just prior to a spell being cast, and just prior to any sort of damage
  being given to a target.

  PRE "command(CMD_CAST)"

  Assume a a spell is cast from player A on player B with a scroll C.

     'activator'... is a unitptr to A.
     'medium'   ... is a unitptr to C.
     'target'   ... is a unitptr to B.

     command(CMD_CAST) will evaluate to TRUE.

     'argument'.... will contain a number followed by any
                    argument to the spell itself. You should
                    parse this number, it equals the spell number SPL_XXX.
     'power' ....   is set to 'HM', i.e. how powerful the spell cast
                    is going to be. YOu can change this number at will.
                    If you decide to block the spell, you ought to set it
                    to -1.

Example:
   wait(SFB_PRE, command(CMD_CAST));

   s := getword(argument);
   splno := atoi(s);

   if (splno == SPL_FIREBALL_3)
     power := 0; /* No damage */
   ...


  PRE "command(CMD_AUTO_DAMAGE)"

  Assume that damage is given from player A to player B with a sword C.

     'activator'... is a unitptr to A.
     'medium'   ... is a unitptr to C.
     'target'   ... is a unitptr to B.

     command(CMD_AUTO_DAMAGE) will evaluate to TRUE.

     'power' ....   is set to how much damage will be given. You can change
                    this number at will, but you should not set it to less
                    than zero.

     'argument'.... will contain three numbers that you must parse to
                    determine what kind of damage we're talking about.

                    First number is the attack group, this can be one of
                    MSG_TYPE_XXX from values.h and/or vme.h.

                    Second number is dependant on the attack group and
                    identifies what damage compared to the group. For
                    example WPN_XXX for weapon group.

                    Third number is the body hit location, one of WEAR_XXX,
                    (but not all of them, just hands, feet, legs, body, head,
                     arms, i.e. the armour positions, not positions like finger
                     or ear).


Example:
   wait(SFB_PRE, command(CMD_AUTO_DAMAGE));

   s1 := getword(argument);
   grpno := atoi(s1);

   s2 := getword(argument);
   atkno := atoi(s2);

   s3 := getword(argument);
   hitloc := atoi(s3);

   if (grpno == MSG_TYPE_SPELL)
   {
      if ((s2 == SPL_FINGER_DEATH))
      {
          act("Your scarabaeus lights up as it protects your life force.");
          power := -1;
          block;
      }
   }
   ...


---~---~---~---~---~---~---~---~---

A note upon activating a DIL program

This is what you can't do:

  If a DIL program is already active, e.g. it is sending a message or
  perhaps using "exec" to perform an action, then it can not be activated.
  Thus, any active DIL program is unable to catch further messages.
  Imagine this setting:

  You have five program P1..P5. P1 sends a message, which is intercepted
  by P2. P2 now sends a message, but since P1 is busy it can not process
  the message. P3..P5 are however possible candidates.
  Assume P3 sends a message, and P4 acts upon it. P4 now sends a message
  and the ONLY program which can catch it is P5, since all the other programs
  are "busy". If P5 sends a message no-one can act upon it. When P5
  returns, so does P4, P3, P2 and finally P1.


Built-in Variables:


'cmdstr'
   This variable is a string which contains the "command" which was entered
   by a player. The result of adding:

      cmdstr + " " + argument

   is the entire string as entered by the player.
   The 'cmdstr' is EXPANDED by the interpreter, so assume a player
   types 's' then the string is expanded to 'south'.



'excmdstr'
   This variable is a string which contains the "first string" which was entered
   by a player. The result of adding:

      excmdstr + " " + argument

   is the entire string as entered by the player. The 'excmdstr' is not
   EXPANDED by the interpreter, but it is converted to lower case. So
   assume a player types 'S' then the string is returned as 's'.  The
   'excmdstr' is however changed to all lower case if you don't want
   this see 'excmdstr_case'.


'excmdstr_case'
   This variable is a string which contains the "first string" which was entered
   by a player. The result of adding:

      excmdstr_case + " " + argument

   is the entire string as entered by the player.
   The 'excmdstr' is not changed in anyway from how a player types it.
   If a player types 'S' then the 'excmdstr_case' will have 'S' in it.


---~---~---~---~---~---~---~---~---

'self'
   This variable is a unitptr to the unit owning the DIL program.
   For C++ people, this is like the 'this' pointer.
   For example, if Mary has a program, then self.title equals
   "Mary the Lumberjack wife"

---~---~---~---~---~---~---~---~---

'activator'
   This variable is a unit pointer to the unit which activated the DIL
   program. It is set if 'activator' issued a command or unknown command
   and the program was setup to catch it, with : wait (SFB_CMD...).
   See description of messages for more information.

---~---~---~---~---~---~---~---~---

'target'
   This variable is a unit pointer to the unit which is the target of the
   current operation. For 'done' messages this could for example be the
   destination in a give command.
   See description of messages for more information.

---~---~---~---~---~---~---~---~---

'medium'
   This variable is a unit pointer to the unit which was used during an
   operation. For 'done' messages this could for example be a bag which
   was the medium in a get operation.
   See description of messages for more information.

---~---~---~---~---~---~---~---~---

'power'
   This variable is an integer which can be reassigned. It is used in
   permission messages and in a few done messages. For example a permission
   request to damage a person with 100 damage would have power equal 100.
   This could then be reduced to 50 by assigning a new number.
   See description of messages for more information.

---~---~---~---~---~---~---~---~---

'argument'
   This variable is a string, showing the argument of a command resulting
   in the activation of the DIL program. See SFB_CMD for example.

---~---~---~---~---~---~---~---~---

'heartbeat'
   This is the DIL programs heartbeat. It can be assigned runtime to
   change the rate with which SFB_TICK is activated. Do not set it
   too low, and remember that it is specified in 1/4th of a second.
   use the constant PULSE_SEC to multiply your wanted delay, for
   Example:
      heartbeat := PULSE_SEC*25; /* Tick every 25 seconds */

---~---~---~---~---~---~---~---~---

'null'
   This is a null pointer.

---~---~---~---~---~---~---~---~---

'weather'
   This is the state of the mud-weather. It will equal one of the
   SKY_XXX values in values.h and/or vme.h.

---~---~---~---~---~---~---~---~---

'realtime'
   This variable returns the number of seconds passed since 1970 something.
   For C buffs this is equivalent to time(NULL).

---~---~---~---~---~---~---~---~---

'mudday'
'mudhour'
'mudmonth'
'mudyear'
   These variables lets your program keep track of the time in the mud.
   They all have integer types.


DIL constructs:

DIL offers a set of construct for you to program with.

---~---~---~---~---~---~---~---~---

if:
    The if statement is much like C. It takes any type as
    argument. Non integers are considered 'TRUE' if they are
    not null.

Example:


 
   dilbegin foo();
   code
   {
     if (self.hp>10)
     {
       exec("say Hehe!",self);
     }
     else
     {
       exec("say ouch!", self);
     }
   }
   dilend

Example:


 
   dilbegin foo();
   code
   {
     if (self.loaded>10)
     {
       exec("say its getting crowded!",self);
     }
   }
   dilend

Example:


 
   dilbegin foo();
   code
   {
     if (self.loaded<10)
       exec("say plenty of room!",self);
   }
   dilend

---~---~---~---~---~---~---~---~---


goto:
    The goto statement lets you jump about in the code.
    Labels in your DIL programs, for 'goto' or interrupts
    are defined within ':'. For an example, see the program below.

Example:


 
 dilbegin foo();
   code
   {
     :mylabel:
     exec("say Hello world",self);
     pause;
     goto mylabel;
   }
   dilend

---~---~---~---~---~---~---~---~---

while:
    The while statement lets you execute a series of
    statements while an expression evaluates to TRUE.

Example:


 
 dilbegin foo();
   code
   {
     while (not self.inside) {
       exec("say I own nothing", self);
       pause;
     }
     exec("say ahh.. now i own something", self);
   }
   dilend

---~---~---~---~---~---~---~---~---

break:	
    The break statement makes you break out of any
    loop you're currently in.

Example:


 
 dilbegin foo();
   code
   {
     while (self.inside) {
       if (self.position &lt POSITION_SLEEPING)
         break;
       exec("say I own something", self);
       pause;
     }
   }
   dilend

---~---~---~---~---~---~---~---~---

continue:
    The continue statement makes you jump to the top
    of any loop you're currently in.

Example:


 
   dilbegin foo();
   code
   {
     while (self.inside) {
       if (self.position &lt POSITION_SLEEPING)
         break;
       pause;
       if (self.hp<0) continue;
       exec("say I own something", self);
       pause;
     }
   }
   dilend

---~---~---~---~---~---~---~---~---

on n goto la, lb, ..., ln:

    This construct is an easy way of performing a goto operation
    based on the result of an integer. The integer value 'n' must
    be zero or positive and less than the number of labels specified
    in the label-list. If n is outside this range, the on-goto operation
    is skipped and execution continues at the next instruction.

    Based on the value of 'n' execution continues at the label
    corresponding to number 'n' in the list. I.e. if n is 0, then
    execution continues at the first specified label, if n is 1
    then at the second, etc. etc.


Example:

  Assume you have an integer 'i' larger than zero, which takes
  on 0, 1, 2, 3, 4 or 5. Based on each value you need to take a
  different action, this is how you can do it:


 
     on i goto grin, laugh, grin, nada, poke, laugh;
     log("Value was not in the range 0..5");
     quit;
 
       :laugh:
       exec("grin", self);
       goto ...;
 
       :grin:
       exec("cackle", self);
       goto ...;
 
       :blank:
       exec("cry", self);
       goto ...;
 
       :poke:
       exec("smirk", self);
       goto ...;
 
It is often used in this context


 
     on rnd(0,4) goto l1, l2, l3, l4, l5;
 
     :l1:
     bla;
 
     :l2:
     bla;
 
     ....
 
 

---~---~---~---~---~---~---~---~---

foreach:
  Foreach is an easy way to process all the units in the
  local environment relative to the 'self' executing the
  foreach. Foreach takes care of creating a list of local
  units, and of securing them. You can use both break and
  continue in a foreach statement. The unit executing the
  foreach ('self') is always a part of the foreach.

      It is important to understand that the units in the local
      environment are relative to the 'self' executing the foreach.

Example:
    This foreach is copied onto the spell caster, and hence all units
    relative to the spell caster (i.e. self) are processed in the foreach.
    Assume that it was executed on the spell caster's staff, then all units
    found would be relative to the staff, i.e. the spell caster's inventory.


 
 ...
    foreach (UNIT_ST_PC|UNIT_ST_NPC, u)
    {
       if (u.hp < u.max_hp)
       {
          act("Warm raindrops fall upon you, cleaning your wounds.",
              A_ALWAYS, u, null, null, TO_CHAR);
          u.hp := u.hp + 6;
          if (u.hp > u.max_hp)
            u.hp := u.max_hp;
       }
       else
         act("Warm raindrops fall upon you.",
             A_ALWAYS, u, null, null, TO_CHAR);
       pause;
    }
 ...



Assignment:

    You can assign values to the variables you declare
    in your 'var' section, and some of the built-in
    variables. This is  done by the ':=' operator.
    Note that you can also assign a variable the result
    of an expression
    (the addition of strings below as an example)

Example:


 
   dilbegin foo();
   var
     myvarsl : stringlist;
     myvars : string;
   code
   {
     :start:
     myvarsl := {"a string","another","the first"};
     myvars := self.name+" XX ";
     myvarsl.[2] := "the last";
     myvarsl.[3] := "illegal";  /* Will not work since [3] is not defined */
     pause;
     goto start:
   }
   dilend




Expressions:

  The expressions used in assignment can return any
  of the types you can declare variables. Also they might return
  fail or null. An expression returning fail will not result
  in any action being taken. Fail is returned when you
  request a field from a null pointer, or the like.

Example:


 
   dilbegin foo();
   var
     myvarsl : stringlist;
     myvars : string;
     myvarint : integer;
     myvaredp : extraptr;
     myvarunit : unitptr;
   code
   {
     :start:
     myvarunit := self.inside.next;
     myvarsl := {"a string","another","the last"};
     myvars := self.name+" XX "+itoa(self.hp);
     myvarint := activator.hp;
     myvaredp := "Rabbit Stew Complete" in activator.quests;
     pause;
     goto start:
   }
   dilend

---~---~---~---~---~---~---~---~---

Operators:

  DIL features many other operators. For integers,
  '<', '>', '<=', '>=', '!=' '==' signify less than,
  greater than, less or equal, greater or equal, not equal,
  and equality operators. Furthermore, you can compare
  strings with '==' or '$=' for equality test, and '!='
  for non equality. Pointers may also use '==' and '!='
  and you may force DIL to compare pointers, even for
  strings with the '#=' pointer-equality operator.
  The '$=' and '#=' is considered obsolete, and only
  used for backward compatibility.

---~---~---~---~---~---~---~---~---

in:
	The special operator 'in' is a multipurpose operator for
	a lot of things. It allows you to search through
	quests and extra descriptions, stringlists and search
	for words in strings.

---~---~---~---~---~---~---~---~---

string 'in' string
   Argument 1: A string to find.
   Argument 2: A string to search.
   Return: TRUE, if first string is found in second string.

Example:


 
   dilbegin foo();
   code
   {
     if ("guard" in activator.title)
       exec("say hello guard",self);
     pause;
   }
   dilend

---~---~---~---~---~---~---~---~---

string 'in' stringlist
   Argument 1: A string to find.
   Argument 2: A stringlist to search.
   Returns: 1.. if first string is found in stringlist, or 0 if it is
            non existent. If found the number equals the index of the
            string found plus one.

Example 1:
  s := "c";
  sl := {"a","b","c","d"};
  i := s in sl;

  The result of 'i' is 3, and sl.[i-1] equals "c" (s).

Example 2:


 
   dilbegin foo();
   code
   {
     if ("james" in activator.names)
       exec("say hello james.",self);
     pause;
   }
   dilend

---~---~---~---~---~---~---~---~---

string in extraptr
   Argument 1: A string to find.
   Argument 2: An extra description list to search.
   Return: Extraptr to first entry with string matching .names or
           null if none. (names must be exact letter by letter
           match, although case is ignored).

Example:


 
   dilbegin foo();
   code
   {
     if ("Rabbit Stew Complete" in activator.quests) {
       exec("say wow!, you helped Mary get her stew!", self);
       exec("app ", self);
     }
     pause;
   }
   dilend


Functions:

  DIL features an extended set of built-in functions
  for extended program control. Built-in functions can be part of
  any expression in DIL. The built-in functions are
  listed later.

Example:


 
   dilbegin foo();
   code
   {
     exec("say I exist in "+itoa(self.loaded)+"copies", self);
     pause;
   }
   dilend

  DIL also lets you use templates as functions, but in a
  limited way. Using templates as functions, you may only
  use the return value to assign it to one of the variables
  declared in the 'var' section. No fields.

Example:


 
   dilbegin integer bar(s:string);
   code
   {
     exec("say "+s,self);
     return rnd(1,10);
   }
   dilend


 
   dilbegin foo();
   external
     integer bar(s:string);
   var
     myint:integer;
   code
   {
     myint := bar("rolling the dice.");
     exec("say I rolled a "+itoa(myint));
     pause;
   }
   dilend

---~---~---~---~---~---~---~---~---

quit:
  This simple command quits the entire DIL program, even if
  called while inside a procedure or function.

---~---~---~---~---~---~---~---~---

return:
  Return from a call to a procedure template (no return type
  declared). The execution continues from where the procedure
  was called.

---~---~---~---~---~---~---~---~---

return():
  Return from a call to a function (return type declared).
  The expression inside the parenthesis evaluates to the value
  returned.

---~---~---~---~---~---~---~---~---

  DIL also allows for game-time *symbolic* resolving of
  function/procedure names. This allows you to pass template names
  as string arguments and call them in your program. This kind of
  function call requires taxing look ups and type check runtime, so
  use the normal kind of procedures if possible.

  In effect, the syntax of a symbolic call is similar to that of
  a normal, except you use a string variable as function name
  instead of the real function name. If the string variable contains
  a valid reference to a procedure/function, and all the argument
  types matches the found templates argument types, the call
  is made. Otherwise, the call is skipped. Note that you will get no
  type check by the compiler when using symbolic references.


Fields:

The 'extraptr' and 'unitptr' types contain information which is available to
you by using fields. For example (self is a unitptr), self.inside is a
unitptr to what is inside the 'self' unit. (Hence '.inside' is the field).
And self.inside.outside is a unitptr to self (assuming that something is
actually inside self, otherwise self.inside would evaluate to null).
Some fields may not be changed by DIL programs directly but must be modified
indirectly using certain procedure calls in DIL. Others may not be changed
at all. All are readable for DIL programs.

The extraptr structure is used for several things. The primary is
extra descriptions for units, and quest data. Keywords in the 'names'
field and the actual description/data in the 'descr' field.

In the following (RW) means the value may be assigned new values by DIL,
while (RO) means the the value only can be read. A (RO) value might be
possible to change through built-in functions/procedures
---~---~---~---~---~---~---~---~---

The extraptr has the following fields:

   extraptr:
      'names'        :stringlist (RW)
         names is a list of strings of names, that the extra description matches on.
      'descr'        :string (RW)
         descr is the contents of the extra description.
      'next'         :extraptr (RO)
         next is the next extra description in a list.
      'vals'        :intlist (RW)
         vals is a list of integer values attached to this extra.

---~---~---~---~---~---~---~---~---

The unitptr is the key structure in the MUD, containing any kind of the
following subtypes:

   object      : a normal object, a sword, a vail, etc.
   room        : a room, location or the like.
   pc          : a playing character.
   npc         : a non playing character (mobile, monster, etc)

---~---~---~---~---~---~---~---~---

The unitptr has the following fields:

   unitptr:
      'names'        :stringlist (RW)
         A list of names that matches the unit.
      'name'         :string (RW)
         The first name in the namelist in 'names'
      'outside_descr' :string (RW)
         The description of the unit from the 'outside'. f.inst.
         the description of a boat, seen from the outside.
      'inside_descr' :string (RW)
         The description of the unit from the 'inside'. f.inst.
         the description of a boat, seen from the inside.
      'next'         :unitptr (RO)
         The next unit in the local list of units. For instance, the
         units in the inventory of a PC, is linked with this field.
      'title'        :string (RW)
         The title of the unit.
      'extra'        :extraptr (RW)
         Extra descriptions of the unit (identify, look at, read etc.).
      'outside'      :unitptr (RO)
         The outside of the unit hierarchy (carried by, contained by).
         For instance, the contents of a bag have their 'outside'
         field pointing to the bag.
      'inside'       :unitptr (RO)
         The inside of the unit hierarchy (carry, contains).
         For instance the first unit in a PC's inventory is referenced
         by the 'inside' field.
      'key'       :string (RO)
         The key that will open this unitptr
         For instance "big_key@blackzon"
		          by the 'inside' field.
      'gnext'        :unitptr (RO)
         Next unit in the global list of units.
      'gprevious'    :unitptr (RO)
         Previous unit in the global list of units.
      'hasfunc'      :integer (RO)
         Returns TRUE if unit has special functions attached to it.
      'max_hp'       :integer (RO/RW)
         The maximum hitpoints of unit, RO for players, RW for mobiles.
      'max_mana'       :integer (RO)
         The maximum mana of the character (player or mobile).
      'max_endurance'  :integer (RO)
         The maximum endurance of the character (player or mobile).
      'lifespan'       :integer (RW)
         The lifespan of a character, write permission only on root access.
      'hp'           :integer (RW)
         The current hitpoints of unit. For objects, this can render
         it 'broken' by being set low. If an unit has -1 hitpoints
         its considered unbreakable.
      'manipulate'   :integer (RW)
         Bits that specify how unit can be handled, see MANIPULATE_*
         flags in values.h and/or vme.h
      'flags'        :integer (RW)
         Bits that specify different properties of a unit, see
         UNIT_FL_* in values.h and/or vme.h
      'baseweight'   :integer (RO)
         The empty weight of the unit. This can be set with the
         procedure 'setweight()'
      'weight'       :integer (RO)
         The current weight of the unit (and its contents).
      'capacity'     :integer (RW)
         The amount of weight the unit can contain.
      'height'       :integer (RW)
         The height of a PC/NPC, the length of a rope, the size of weapons,
         armours, and shields.
      'alignment'    :integer (RW)
         The alignment of the unit. [1000..-1000],
         1000 is good, 0 is neutral, -1000 is evil.
      'openflags'    :integer (RW)
         Bits thats specify how a unit may be opened, locked, etc,
         see EX_* in values.
      'light'        :integer (RO)
         How much light is inside the unit.
      'bright'       :integer (RO)
         How much the unit lights up. This can be set with the
         procedure 'setbright()'
      'illum'        :integer (RO)
         How much light units inside a transparent unit create
      'minv'         :integer (RW)
         The 'wizard invisibility' level.
      'spells'[]     :integer (RO)
         The defence/skill of the different spell spheres/spells
         The index should be one of the SPL_* in values.h and/or vme.h
      'zoneidx'      :string (RO)
         The unique database name (in the zone) for this unit.
      'nameidx'      :string (RO)
         The unique database zone name for this unit.
      'idx'      :integer (RO)
         The unique database index (in the zone) for this unit.
         This provides a smart alternative to check for zoneidx
         and nameidx. Thus if (u1.idx == u2.idx) then
         (u1.nameidx == u2.nameidx) and (u1.zoneidx == u2.zoneidx).
         Be warned, this value change between each reboot, so do not
         count on it for purposes of saving.
      'zone'         :string (RO)
         The name of the zone the unit is in.
      'type'         :integer (RO)
         The type of the unit, see UNIT_ST_* in values.h and/or vme.h
      'loadcount'    :integer (RO)
         Returns the number of units loaded in the game
         of this definition (zoneidx,nameidx / idx)

if the type is UNIT_ST_OBJ

      'objecttype'   :integer (RW)
         The type of an object, see ITEM_* in values.h and/or vme.h for types.
      'value'[]      :integer (RW)
         Values for an object. The meaning of the values differ
         from object type to object type. Index should be [0..4].
         These values are used differently for each object type.
      'objectflags'  :integer (RW)
         Bits specifying special properties for an object. Some
         combinations may not be logical, see OBJ_* in values.h and/or vme.h
      'cost'         :integer (RW)
         The basic cost of an object. (old gold value)
      'rent'         :integer (RW)
         The basic cost of renting an object. Mostly used on very
         special objects. (old gold value)
      'equip'        :integer (RO)
         The position in equipment. This is used by units in a PC/NPC's
         inventory to tell if they are equipped by that PC/NPC.
         use the 'addequip()' and 'unequip()' procedures.

if the type is UNIT_ST_ROOM

      Note: the descr fields of exits are available as standard extra
         keywords, ie. 'north' ,'east',...,'down'.
         Example:
           ex := 'north' in self.extra;

      'exit_names'[]  :stringlist (RW)
         The names matching the exit name 'open grate' The index should
         be one of NORTH EAST SOUTH WEST UP DOWN in values.h and/or vme.h
         Example:
           sl := self.exit_names[SOUTH];
           act("The $2t slides open as you press the button.",
                A_ALWAYS, activator, sl.[0], null, TO_CHAR);
      'exit_info'[]  :integer (RW)
         Bits specifying the conditions of the exits, see EX_* in
         values.h and/or vme.h The index should be one of NORTH EAST SOUTH WEST
         UP DOWN in values.h and/or vme.h
      'exit_to'[]    :unitptr (RO)
         The unit, the direction exits to. The index should
         be one of NORTH EAST SOUTH WEST UP DOWN in values.h and/or vme.h
         You may not change the directions through DIL programs.
      'roomflags'    :integer (RW)
         Bits specifying properties of the room, see ROOM_FL_* in
         values.h and/or vme.h
      'movement'     :integer (RW)
         The type of movement in the room, see SECT_* in values.h and/or vme.h

if the type is UNIT_ST_PC or UNIT_ST_NPC 

      'speed'        :integer (RO)
         The current default combat-speed (as seen by wstat)
      'fighting'     :unitptr (RO)
         The unit the PC/NPC is fighting.
      'master'       :unitptr (RO)
         The unit the PC/NPC is following.
      'follower'     :unitptr (RO)
         The first follower of a PC/NPC. There is currently no way
         of finding other followers, except using a foreach loop in
         the local environment.
      'exp'          :integer (RO)
         The number of experience points for PC, or experience
         quality of monster. The exp can be set by the function
         'experience()'
      'charflags'     :integer (RW)
         Bits specifying by spells affects and other PC/NPC affects,
         and many other things, see CHAR_* in values.h and/or vme.h
      'lastroom'     :unitptr (RO)
         The room the player just left.
      'mana'         :integer (RW)
         The amount of mana a PC/CHAR has left.
      'dex_red'      :integer (RO)
         The amount of DEX reduction the PC/NPC suffers due to
         encumbrance or otherwise.
      'endurance'    :integer (RW)
         The amount of endurance a PC/NPC has left.
      'attack_type'  :integer (RW)
         The non-weapon attack type of a PC/NPC.
      'race'         :integer (RW)
         The race of a PC/NPC, see RACE_* in values.h and/or vme.h
      'sex'          :integer (RW)
         The sex of a PC/NPC, see SEX_* in values.h and/or vme.h
      'level'        :integer (RO)
         The level of a PC/NPC.
      'position'     :integer (RW)
         The position of a PC/NPC, see POSITION_* in values.h and/or vme.h
         affected by the 'position_update()' procedure
      'abilities'[]  :integer (RO)
         The abilities of a PC/NPC. Index should be ABIL_* in values.h and/or vme.h
      'weapons'[]    :integer (RO)
         The weapon skills of a PC/NPC. Index should be WPN_* in values.h and/or vme.h

if the type is UNIT_ST_NPC 

      'defaultpos'   :integer (RW)
         The default position of an NPC, see POSITION_* in values.h and/or vme.h
	  'natural_armour'   :integer (RW)
	     The natural armour of the NPC when naked.
      'npcflags'     :integer (RW)
         Some small options for NPC's see NPC_* in values.h and/or vme.h
		       'switched'   :unitptr (RW)
			      Character that is switched into this NPC.

if the type is UNIT_ST_PC

      'birth'         :integer (RO)
         The time a PC was created.
	  'editing'         :integer (RO)
	     Is the PC editing?  TRUE for yes FALSE for no.
      'hometown'      :integer (RO)
         The hometown of a PC.
      'pcflags'       :integer (RW)
         The setup of player options. See PC_* in values.h and/or vme.h
      'playtime'      :integer (RO)
         The time a PC has played.
      'skill_points'   :integer (RW)
         The amount of unused skill points the PC has.
      'ability_points' :integer (RW)
         The amount of unused ability points the PC has.
	        'exptol' :integer (RW)
         The amount of experience player needs to level
      'skills'[]     :integer (RO)
         The skills of a PC. Index should be SKI_* in values.h and/or vme.h
      'guild'        :string (RW)
         The guild the PC belongs to.
      'prompt'        :string (RW)
         The players prompt string..
      'crimes'       :integer (RW)
         The number of crimes the PC has.
      'full'         :integer (RW)
         How hungry the PC is.
      'thirst'       :integer (RW)
         How thirsty the PC is.
      'drunk'        :integer (RW)
         How drunk the PC is.
      'quests'       :extraptr (RW)
         The quests a PC is finishing/has finished.
      'info'         :extraptr (RW)
         The info structure of a PC.
      'acc_balance'  : integer (RO)
         If the game is in accounting mode, then this returns the balance
         of the player, what would be shown on balance in wstat <player> acc.
      'acc_total'  : integer (RO)
         If the game is in accounting mode, then this returns the total
         credit of the player, what would be shown on total in wstat
         &ltplayer&gt acc.



Built-In Functions:

    The following are definitions and documentation for the
  built-in functions in DIL. The definitions are not
  definitions 'as such', but serve to distinguish arguments
  in the documentation below.


---~---~---~---~---~---~---~---~---

string asctime(i : integer)
   i : the time to convert in seconds (realtime variable)

   Returns: The seconds converted into an ascii format date of the following
            form  "Mon Nov 18 18:49:08 1996"

   Example:
      log(asctime(realtime));

</PRE



Function:  integer strcmp( s1:string, s2:string) ;

  s1
         first string
  s2
         second string

 returns
  -1
         if s1 < s2
  0
         if s1 = s2
  1
         if s1 > s2


This allows you to compare strings with case sensitivity in place.  If
you don't care about the case of the string use the normal '==' '>',
'<', '<=', '>=', symbols.
example:

---~---~---~---~---~---~---~---~---

if (strcmp("I Care about Capitals",s2)==0))
        {
        sendtext ("You care I can see.&n",self);
        quit;
        }



---~---~---~---~---~---~---~---~---





Function:  integer strcmp( s1:string, s2:string l :integer) ;

  s1
         first string
  s2
         second string
  l
         amount of significant digits to compare

 returns
  -1
         if s1 < s2
  0
         if s1 = s2
  1
         if s1 > s2


This allows you to compare strings with case sensitivity in place and it
allows you to choose how much of the strings are compared.
example:

---~---~---~---~---~---~---~---~---

if (strcmp("Mark Carper",s2,4)==0))
        {
        sendtext ("Hi Mark how is it going?&n",self);
                quit;
        }



---~---~---~---~---~---~---~---~---





---~---~---~---~---~---~---~---~---

string textformat(s : string)
   s : The text string to format. The string is formatted according to
       the escape format codes as defined in one of the other documents.

   Returns: The formatted string which will automatically adapt to each
            individual player's settings.

   Example:
      ts := note.extra.descr;
      rs := textformat(ts);


---~---~---~---~---~---~---~---~---

integer spellindex(s : string)
   s  : The abbreviated or full spell name

   Returns: -1 if no such spell, otherwise it returns the spell index
            for that spell.

   Example:
      s := "cu li wo"; /* cure light wounds */
      i := spellindex(s);

---~---~---~---~---~---~---~---~---

string spellinfo(idx : integer, i1 : integer, i2 : integer, i3 : integer,
                 i4 : integer, i5 : integer, i6 : integer, i7 : integer, )

    idx : The spell index (SPL_XXX). You might want to use spellindex
          to find this value.

    Returns:
      The full name of the spell, or the empty string if no such spell.

    All the integer parameters are set to the following values:
      i1  : Spell realm (MAG / DIC)
      i2  : Spell sphere (SPL_XXX)
      i3  : Mana usage
      i4  : 0 if a non-offensive spell, non-zero otherwise
      i5  : Resistance required (SPLCST_XXX)
      i6  : Mediums (MEDIA_XXX)
      i7  : Targets (FIND_UNIT_XXX & TAR_XXX)

  Example:
    s := "cu li wo"; /* cure light wounds */
    i := spellindex(s);
    s := spellinfo(i, i1, i2, i3, i4, i5, i6, i7);
    /* s & i1 - i7 now set */





Function:  beginedit ( u : unitptr);

  u
         the PC unit doing the editing
  return
         When done  editing it returns SFB_EDIT and activator is set to PC

The 'BEGINEDIT' function sets a PC into editing mode.  while in edit mode
the PC field 'editing is set to true.  Once the PC is done editing a 'SFB_EDIT'
message is sent to the unit editing to continue on with the DIL.
If for some reason the PC needs to break
out of the editor before it is done editing then the Dil needs to call
the 'killedit' function
interrupt editing before done

example:

---~---~---~---~---~---~---~---~---

dilbegin edextra ();
var
        temp:string;
code
{
        beginedit (self);
        wait(SFB_EDIT,self==activator) ;
        temp:=textformat(argument);
        addextra (self.extra,"general",temp);
        quit;
}
dilend

---~---~---~---~---~---~---~---~---


The previous DIL is an example of how you could make a command to set the
general extra which is the characters description when you do 'look player'


---~---~---~---~---~---~---~---~---


integer can_carry(ch : unitptr, u : unitptr, n : integer)
   ch : The character to check
   u  : The unit to check if he can carry.
   n  : How many copies of that unit.

   Returns: 0 if 'ch' can carry 'n' times 'u'.
            1 if 'n' items are too many (his hands are full)
            2 if 'n' times 'u' are too heavy

   Example:

      i := can_carry(activator, item, 1);

      if (i == 1)
        exec("say Your hands are full!", self);
      else if (i == 2)
        exec("say You cant carry that much weight.", self);
      else
        exec("give "+item.name+" to "+activator.name, self);

---~---~---~---~---~---~---~---~---

string fits( char : unitptr, obj : unitptr, pos : integer );
   char: Character which we want to test if obj can be fitted upon
   obj:  The object we want to see if fits char.
   pos:  -1 or WEAR_XXX
   Returns: Empty string if ok, or a textual description of the size problem.

   Fits tests if "obj" can be worn by "char" in position "pos". If
   pos is -1, then fits automatically figures out the default worn
   position for "obj".

   Example:

      s := fits(self, obj, -1);
      if (s != "")
        exec("say Don't buy it, its "+s, self);




Function:  string replace( t :string, n : string, o : string);

  t
         the target string you want to replace
  n
         what you want to replace the target with
  o
         the original string
  return
         the string with the old string replaced by the new string

This function replaces all occurences of a string in another string with a
new string.
Example:
"Jafar %t% %l%" := replace(%n%,pc.name,"%n% %t% %l%");
"Jafar the human %l%" := replace(%t%,pc.title,"Jafar %t% %l%");
"Jafar the human 1" := replace(%l%,itoa(pc.vlevel),"Jafar the human %l%");




Function:  unitptr restore( filename : string , u : unitptr );

  filename
         The name of the Unit file
  u
         The Unit you want to restore into or null if none
  Return
         if 'u' null returns a pointer to the Unit loaded, if 'u' not null returns null and loads Units from the specified file into the unit 'u'

restore loads a copy of a unit or units which were previously saved with the
'store' command. Just as with "load", the unit is put inside the unit which
executes the restore command unless the 'u' argument is not null.  If the 'u'
argument is an unitptr like room, object, npc, or pc the items restored will be
placed inside the 'u' Unit..
Note, It is only possible to restore items as long as the main-database
contains a reference for the unit 'name@zone'.  Use 'Store' and 'Restore'
sparingly, remember that items saved in player's inventories are automatically
saved in this instance.
The 'store' and 'restore' are perfect for operations such as mud mailing
objects from player to player, storage devices for players that will keep
inventory through a reboot.  Even the ability to save a players inventory while
they fight in an arena and restore it to them undamaged when finished.  Finally
it could be used to save a donation room through reboots since it can be used on
a room to store the contents of a room any NPC or objects in the room would be
saved through reboot.
Disk access is always slow.
If you use 'Restore' on a continuous basis always attempt to keep file sizes to
a minimum for quick loading.  Otherwise you might cause serious delays on the
server.  If the Dil that uses Restore saves at certain times try to make it so
the saves are spread out over as large amounts of time as possible.

Example 1:

---~---~---~---~---~---~---~---~---

dilbegin chest_load ();
var
        waist:unitptr;/*to hold the null returned in this example*/
        chest:unitptr;/*pointer to the storage chest*/
code
{
chest:=load ("chest@myzone");/*get the container*/
if (chest==null)
        {
        log ("Error");/*log an error*/
        quit;
        }

waist:=restore("chest."+self.zoneidx,chest);
/*
restore given filename into chest
waist can be ignored in this dil since it is not used.
*/
link (chest, self);/*link chest into room*/
quit;/*dil load routine done destroy self.*/
}
dilend

---~---~---~---~---~---~---~---~---


Example 2:

---~---~---~---~---~---~---~---~---

dilbegin chest_load ();
var
        chest:unitptr;/*item to be loaded*/
code
{
chest:=restore("chest."+self.zoneidx,null);/*restore into chest*/
if (chest== null)/*see if something was restored*/
        chest:=load("donate_chest@"+self.zoneidx);
        /*load a new one if there is nothing restored*/

link (chest, self);/*link item into room*/
quit;/*destroy the load dil.*/
}
dilend

---~---~---~---~---~---~---~---~---


Note:  Example 1 is to be used if 'storall' was used not storing a container.
Example 2 is for items stored with 'store' with the container saved as
well.
See Also
Store a Unit to a Unit file and
Delete a Unit file.


---~---~---~---~---~---~---~---~---

integer meleeattack ( ch : unitptr, vict : unitptr,
                     bonus : integer, wtype : integer )
   ch    : The character which should make an additional attack.
   vict  : The victim of the attack.
   bonus : Any penalty or bonus added to the attack.
   wtype : The weapon type of the attack, if a valid type then that is
           used for the attack purpose, otherwise the default weapon/hand
           attack is used.

   result: 'ch' performs a melee attack (using whatever weapon is wielded
           or his bare hands) against 'vict'. Returns the amount of damage
           given (-1 is failed).

   If wtype is within a valid weapon range (WPN_XXX) any weapon will
   be bypassed, and the value will be used as the attacktype. Good
   for things like "meleeattack(ch, vict, bonus, WPN_CIRCLE_KICK)"
   if you want person to be able to perform an extra attack even
   though wielding a weapon or something. Note that this will require
   BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for
   it to work.





Function:  
meleedamage ( c : unitptr, v : unitptr, b : integer, wt : integer );

  c
         the character that should make an additional attack
  v
         the character being attacked
  b
         any penalty or bonus added to the attack.
  wt
         the weapon type of the attack, if a valid type then that is used for the attack purpose, otherwise the default weapon/hand attack is used.
  returns
         The amount of damage done or -1 for failed

ch' performs an attack (using whatever weapon is wielded or his bare hands) against 'vict'.
If wtype is within a valid weapon range (WPN_XXX) any weapon will be bypassed,
and the value will be used as the attacktype.  Good for things like "meleeattack
(ch, vict, bonus, WPN_CIRCLE_KICK)"  If you want person to be able to perform an
extra attack even though wielding a weapon or something.  Note that this will
require BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for it to
work.
Example:

---~---~---~---~---~---~---~---~---

dilbegin kick(arg : string);
external
   provoked_attack (victim : unitptr, ch : unitptr);

var
   bonus : integer;
   targ  : unitptr;

code
{
   if ((self.type == UNIT_ST_PC) and (self.weapons[WPN_KICK] <= 0))
   {
      act("You must practice first.", A_ALWAYS, self, null, null, TO_CHAR);
      quit;
   }

   if (arg == "")
   {
      if (self.fighting)
      {
         targ := self.fighting;
         goto kick;
      }

      act("Kick who?", A_SOMEONE, self, null, null, TO_CHAR);
      quit;
   }

   targ := findunit(self, arg, FIND_UNIT_SURRO, null);

   if ((targ == null) or not visible(self, targ))
   {
      act("That person is not here!", A_SOMEONE, self, null, null, TO_CHAR);
      quit;
   }

   if (not (targ.type & (UNIT_ST_PC | UNIT_ST_NPC)))
   {
      act("You can't kick that, silly!", A_SOMEONE, self, null, null,
          TO_CHAR);
      quit;
   }

   if (targ == self)
   {
      act("You kick yourself.", A_HIDEINV, self, null, null,
          TO_CHAR);
      act("$1n kicks $1mself.", A_HIDEINV, self, null, null,
          TO_ROOM);
      quit;
   }

   if ((targ.type==UNIT_ST_PC) and
   (self.type==UNIT_ST_PC))
  {
if (not(isset (self.pcflags, PC_PK_RELAXED)))
  {
  act ("You are not allowed to do this unless you sign the book of blood.",
  A_ALWAYS,self,null,null,TO_CHAR);
  quit;
  }

if (not(isset (targ.pcflags, PC_PK_RELAXED)))
  {
  act ("You are not allowed to do this unless $2e signs the book of blood.",
  A_ALWAYS,self,targ,null,TO_CHAR);
  quit;
  }
  }


   :kick:
   /* Penalty for wielding a weapon while kicking! */
   if (equipment(self, WEAR_WIELD))
     bonus := -25;
   else
     bonus := +25;
   if (self.endurance < 2)
     act("You are too exhausted to attempt that.", A_ALWAYS, self, null,
         null, TO_CHAR);
   else self.endurance := self.endurance - 2;
   provoked_attack (targ, self);
   bonus := meleeattack(self, targ, (bonus+self.level), WPN_KICK);
   quit;
}
dilend

---~---~---~---~---~---~---~---~---







Function:  string mid ( o : string, s : integer, e : integer );

  o
         the original string to be parsed
  s
         The starting point of the string to be parsed out
  e
         the ending point of the string to be parsed out
  return
         the portion of the string defined by the 's' and 'e' values

This function parses the string passed to it and returns the portion of the string
 defined by the start value and the end value that is also passed to the function.
Example:  "rock" := mid ("sprocket",3,6);

---~---~---~---~---~---~---~---~---

string moneystring(amt : integer, verbose : integer)
   amt    : The amount of money
   verbose: True if an expanded string (copper pieces) or false
            if abbreviated money types (cp).
   result : The moneystring for the given currency.

---~---~---~---~---~---~---~---~---

unitptr equipment ( u : unitptr , i : integer )
   u : The character to search.
   i : What equipment to find, any of the WEAR_XXX macros.
   result: Returns the unit on 'u' which is equipped on position 'i'.
           See WEAR_* in values.h and/or vme.h

		   


Function: string tolower ( s : string );
   s
         String to lower case
  return
         the string passed in lower cased

This function returns a copy of the string passed in but with out capitals.
 Example: "hello!" :=  tolower("HELLO!");
 

Function:  string toupper ( s : string );

  s
         String to lower case
  return
         the string passed in lower cased

This function returns a copy of the string passed in with all characters changed
to be capitalized.
Example:  "HELLO!" := toupper ("hello!");


---~---~---~---~---~---~---~---~---

integer visible(u1 : unitptr, u2 : unitptr)
   u1: The character who is looking at u2
   u2: The unit which the character u1 is trying to see.
   return: TRUE if u1 can see u2, FALSE otherwise.
   Example: if (visible(self, victim)) ...

---~---~---~---~---~---~---~---~---

integer opponent(u1 : unitptr, u2 : unitptr)
   u1, u2: Two characters
   return: TRUE if u1 is in combat with u2, FALSE otherwise.
   Example: if (opponent(self, victim)) ...

   When in a combat, you are usually only melee-attacking one opponent,
   although you may have many other opponents. This function lets you
   check if you are directly / indirectly an opponent to another unit.

---~---~---~---~---~---~---~---~---

integer purse(u : unitptr, coinage : integer)
   u : The unit to check
   coinage: The money type (e.g. gold, silver), one of IRON_PIECE, etc.
   Returns: The number of such units found.
   Example: if (purse(self, PLATINUM_PIECE) > 10)
              exec("say I am loaded with platinum!", self);

---~---~---~---~---~---~---~---~---

integer atoi ( s : string )
   s : A string with a number.
   return: The number in the string.
   Example: i := atoi("42");





Function:  integer check_password( u : unitptr, s : string ) ;

  u
         the unit that you want to check the password of
  s
         the password you are using to check
  Return
         Returns an integer TRUE if pcname is the units password FALSE if not

This function checks the string against the units password and returns TRUE
if they match.
Example:

---~---~---~---~---~---~---~---~---

if (not check_password(pc,arg))
        {
        sendtext (arg+" is not "+pc.name"'s password.",self);
                quit;
        }



---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---

integer command ( cmd : string or integer )
   cmd : A string of the full typed command, e.g. "push" or "say".
         Alternatively you can specify one of the macros defined in
         values.h and/or vme.h, e.g. CMD_SAY
 return: Whether the command specified by the activator is the one of
         the argument.

It is noteworthy, that unlike simple compares like this;

	if ("spook" in cmdstr) {
	...
	...
	}
or
	if (cmdstr == "spook") {
	...
	...
	}

where the first will activate even if the cmdstr is "nospook", and the
second only if cmdstr equals the word "spook" to the letter, the
following construct will activate as long as the contents
of cmdstr doesn't conflict with cmd;

	if (command("spook")) {
	...
	...
	}

ie, it will receive the same kind of treatment as a 'regular' command.
That means that you provide ease of use to the user (allowing shorthand
notation), while securing that you're doing what the user wants.
CAVEAT Builder:
If you use a string argument as cmd, be sure that
there are no white-space in it, ie, that the argument does only
consist of letters.

Example:
    command("spook");

    is a valid string, while this construct;

    command("spook him");

    is NOT valid. The reason of that is that cmdstr only contains the
    FIRST word of the input from the player, and thus the latter
    construct could never evaluate to true. This should be evident
    taking the above information into account, as "spook him" could
    never equal "spook" (which would indeed be the text in cmdstr
    if the player entered the string "spook him".)




Function:  integer delstr( filename : string ) ;

  filename
         The name of the String file to be deleted
  Return
         Returns an integer TRUE if deleted FALSE if not

The delstr is used to delete files that are used with the 'loadstr' and
'savestr'       functions.  The delstr function will only delete files that
each individual Zone has access to which is set up in the Zonelist file in the
VME etc directory.
Example:

---~---~---~---~---~---~---~---~---

dilbegin news|del ("arg : string /*filename to be deleted);
var
        ret:integer;/*to hold the return value if deleted or not*/
code
{
ret:= delstr("news.txt");
if (!ret)
        {
        log ("File not deleted.");
        quit;
        }

sendtext ("News file deleted[&]n",self);
quit;/*dil delete routine done
}
dilend


---~---~---~---~---~---~---~---~---


See Also 
Load String file and
Save String file




Function:  integer delunit( filename : string ) ;

  filename
         The name of the Unit file to be deleted.
  Return
         Returns an integer TRUE if deleted FALSE if not delunit is used to delete files that are used with the 'Restore' and 'store' functions.

Example:

---~---~---~---~---~---~---~---~---

dilbegin chest_del ("arg : string /*filename to be deleted*/);
var
        ret:integer;/*to hold the return value if deleted or not*/
code
{
ret:= delstr("chest.file");
if (!ret)
        {
        log ("File not deleted.");
        quit;
        }

sendtext("Chest file deleted[&]n",self);
quit;/*dil delete routine done
}
dilend

---~---~---~---~---~---~---~---~---


See Also
Restore a Unit from a Unit file and
Store Units to a Unit file.



---~---~---~---~---~---~---~---~---

integer dildestroy( s : string, u : unitptr )
   s : name of dil template to delete.
   u : unit to remove program from.
   return: Whether a program using a template with same name as in 's'
           attached to unit 'u' was deleted.

---~---~---~---~---~---~---~---~---

integer dilfind( s : string, u : unitptr )
   s : name of dil template to find.
   u : unit to find program in.
   return: Whether a program using a template with same name as in 's'
           attached to unit 'u' was found.

---~---~---~---~---~---~---~---~---

string itoa ( i : integer )
   i : A number.
   return: A string with the number.
   Example: s := itoa(42);

---~---~---~---~---~---~---~---~---

integer isaff ( u : unitptr , i : integer )
   u : A unit to be examined.
   i : An id of an affect, see ID_* in values.h and/or vme.h
   return: TRUE, if unit 'u' is affected by affect id 'i'








Function:  integer islight ( u : unitptr )

  u
         Unit that you are checking
  returns
         TRUE' if item is a light, 'FALSE' if it is notway to small', 'to small', 'way to large', 'to large', or null if fits

Simply checks the item to see if it is a light.




Function:  integer isplayer( pcname : string ) ;

  pcname
         the name of the player being checked
  Return
         Returns an integer TRUE if pcname is a player FALSE if not

This function is used to find out if a string you pass to it is a player or not.
This can be used and is used to find out if a player is truly a player that an
Administrator is deleting with out having that player on line.
Example:

---~---~---~---~---~---~---~---~---

if (not isplayer(arg))
        {
        sendtext (arg+" is not a character.&n",self);
        quit;
        }



---~---~---~---~---~---~---~---~---





---~---~---~---~---~---~---~---~---

integer isset ( i : integer , bit : integer )
   i : An integer to examine.
   bit : A set of bits to match.
   return: TRUE, if bits in 'bit' is set in 'i'.
   Example: if (isset(self.manipulate, MANIPULATE_TAKE)) ...

---~---~---~---~---~---~---~---~---

integer paycheck( u1 : unitptr, u2:unitptr)
   u1 : unit to check against
   u2 : player to check access for
   return: TRUE if the player u2 has pay access to the location
	in which the unit u1 is located. FALSE if the player does not
	have access. Using non-players as u2 will return TRUE. The
	function checks if the player has pay-access (if needed) to
	the zone in which u1 is located.

---~---~---~---~---~---~---~---~---

unitptr findunit ( u : unitptr , s : string , i : integer , l : unitptr )
     u : The unit the local environment is relative to.
     s : A string with name of the unit to find.
     i : The environment, where to look for it, see FIND_UNIT_*
         in values.h and/or vme.h.
     l : An optional list of units to search.
 return: If the unit is found, the function returns that unit.
          Returns null if nothing found.

  The first argument is typically the char that's looking for something,
  i.e. if Mary needs a spoon to stir the pot, she'll be the first argument.

  The second argument is what you're looking for, represented by a string.
  In the above mentioned example, that'd be "spoon".

  For the second or third argument, you have a choice, as you'll only need to
  use one of them, and let the other be 0 or null.  For instance, if you have
  a pointer to Mary's kitchen utensil pot, you can use the line:

     findunit(mary, "spoon", 0, pot);

  Or you can just let her look around for it with:

     findunit(mary, "spoon", FIND_UNIT_INVEN or FIND_UNIT_SURRO, null);

  You can use all the FIND_UNIT_ values defined in values.h and/or vme.h, if you
  want to look for something for example within the zone (FIND_UNIT_ZONE), the
  entire world (FIND_UNIT_WORLD) (you rarely need to do that, it's mainly for
  tell etc.), or just the inventory or equipment of the char in question
  (FIND_UNIT_INVEN and FIND_UNIT_EQUIP).  Finally, as in the example above,
  you can look in the room of the char (FIND_UNIT_SURRO).

  Using FIND_UNIT_PAY or FIND_UNIT_NOPAY in this function will be ignored.

The flags for findunit, intuitively:


FIND_UNIT_EQUIP:
  The objects you will see with `equipment'
  Assumes first argument to findunit is a char.


FIND_UNIT_INVEN:
  The objects you will see with `inventory' or `look in bag'


FIND_UNIT_SURRO:
  The objects you can see, and get with `get',
  or the characters you can `poke' :-)


FIND_UNIT_ZONE:
  As FIND_UNIT_WORLD, only more local.


FIND_UNIT_WORLD:
  Any object in the entire world.  Does NOT start looking close to the
  object of findunit's first argument, but rather somewhat randomly.


On top of these, the following (new) values are defined:


FIND_UNIT_IN_ME:
  Anything inside of the object of the first argument.


FIND_UNIT_HERE:
  Anything `here', i.e. in object or around it (same as IN_ME + SURRO)


FIND_UNIT_GLOBAL:
  ANYTHING, starting close to object and working out.





---~---~---~---~---~---~---~---~---

unitptr findrndunit( u : unitptr, sv : integer, uf : integer)
   Returns: A pointer to a random unit, or null
   u  : The unit pointer which the search is relative to.
   sv : The search-location, a value (not bit vector) of FIND_UNIT_XXX
   uf : Bit vector. The unit flags which can match of UNIT_ST_XXX

   Example: u := findrndunit(self, FIND_UNIT_ZONE, UNIT_ST_PC|UNIT_ST_NPC);

   This routine returns a random unit. Notice how the 'uf' lets you
   specify exactly what unit types to look for. The 'sv' is not a
   bit vector, although FIND_UNIT_XXX is usually used as such. If
   you need to search multiple environments, then call the routine
   once for each.

   Using FIND_UNIT_PAY or FIND_UNIT_NOPAY in this function will
   pick a random player which in addition to being in the search
   environment also is registered as valid payer (or not). Asking
   for a room would yield a random room registered to be accessible
   for paying players only (or not). Asking for objects would
   return no unit (null).




Function:  integer filesize ( filename :string);

  file
         The file name you want to check
  return
         a file size in bites 0 if no file




This function does exactly what it says it does it checks a files size.

Example DIL:

---~---~---~---~---~---~---~---~---

dilbegin notebook ();
code
{
        ns := filesize (self.name+"notebook");
        if ( ns >500000)
        {
                sendtext ("Your notebook is full.&n",self);
                quit;
        }
        else if ( ns > 250000)
        {
                sendtext ("Your notebook is more than half full.&n",self);
                quit;
        }
        else if (ns >125000)
        {
                sendtext ("Your Notebook is only 1/4 full.&n",self);
                quit;
        }
        else if (ns >0)
        {
                sendtext ("Your notebook is less than 1/4 full.&n",self);
                quit;
        }
        else
        {
                sendtext ("You don't have anything in your Notebook.&n",self);
                quit;
        }

}
dilend

---~---~---~---~---~---~---~---~---


The previous DIL example shows how you could use the 'filesize' instruction to
check the size of a player stored notebook.


---~---~---~---~---~---~---~---~---

unitptr findroom ( s : string )
   s : Symbolic name of room.
   return: A pointer to the room, or null
   Example: findroom("inn@udgaard")

---~---~---~---~---~---~---~---~---

unitptr findsymbolic ( s : string )
   s : Symbolic name of the NPC or Object to find.
   return: A pointer to an instance of the unit, or null.
   Example: findsymbolic("bread@midgaard")

   This routine supplements findroom and findunit. It comes in handy,if it is
   important to get a correct reference to a NPC in the world.  If for example,
   Mary needs to send a message to John the Lumberjack,  then she should NOT
   use the findunit() since it may locate a different John - even a player!
   If she instead locates him using findsymbolic("john@haon_dor") she will be
   certain that it is in fact her husband, and not the player John Dow from
   Norway.  It will NOT locate rooms, for the only reason that findroom is a
   lot more efficient.


unitptr findsymbolic ( u : unitptr, s : string, i : integer )
   u : Search is relative to this unit.
   s : Symbolic name of the NPC or Object to find.
   i : FIND_UNIT_XXX bit vector of places to search.
   return: A pointer to an instance of the unit, or null.
   Example: findsymbolic(self, "bread@midgaard", FIND_UNIT_INVEN)

   This routine supplements findroom, findunit and findsymbolic(#).  It comes in
   handy, if it is important to get a correct reference to a unit somewhere
   relative to 'u'.  If for example, Mary needs to check if she has her own
   cooking pot, then she should NOT use the findunit since it may locate a
   different pot, not belonging to Haon-Dor but to some other zone.  If she
   instead locates it using findsymbolic(self, "pot@haon_dor", FIND_UNIT_IN_ME)
   she would be certain that it is in fact her own cooking pot that she is
   carrying around, and not some other pot from a Joe Blow's zone.


---~---~---~---~---~---~---~---~---

dilbegin zonelog (s:string);
code
{
flog (self.zonidx+".log",s,"a");
return;
}
dilend

---~---~---~---~---~---~---~---~---


The previous DIL function will work in any zone to log to a file with that zones
 name each zone could use it to keep zone logs separate.


---~---~---~---~---~---~---~---~---

string getword ( var s : string )
   s : A string with zero or more words separated by space.
   return: The first word of the string.

   NB: The argument string has the returned word removed.

---~---~---~---~---~---~---~---~---

stringlist getwords ( var s : string )
       s : A string with zero or more words separated by space.
   return: A stringlist where each string was a word in 's'.

---~---~---~---~---~---~---~---~---

unitptr ghead ( )

return the first unit in the global list which will be the last
char to have logged on.

---~---~---~---~---~---~---~---~---

stringlist split ( var s : string, var t : string)
       s : A string with zero or more words separated by var t.
   return: A stringlist where each string was a word in 's'
           separated by string 't'.

		   You can use '&x' to split a string by line.  This is very usefull when reading in files with 'loadstr'.



Function:  string left ( o : string, l : integer );

  o
         the original string to be parsed
  l
         The amount of characters to parse out
  return
         the left portion of the string with length l

This function parses the string passed to it and returns the number
of characters defined in its second argument.

Example:  "short" := left ("shorten me",5);
Example:

---~---~---~---~---~---~---~---~---

dilbegin aware describe (arg:string);
var
        side:string;
        oneword:stringlist;
        location:string;
        ln:integer;
        args:stringlist;
        temp:string;
        i:integer;
        x:extraptr;
code
{
        if (self.type!=UNIT_ST_PC)
                quit;
        if (self.position <POSITION_SLEEPING)
        {
        act ("Recover first and then you can describe your body parts.",
        A_ALWAYS,self,null,null,TO_CHAR);
                quit;
        }

        args:=getwords(arg);
        ln:=length(args);
        if ((ln<1) or (ln>2))
        {
        sendtext ("No such location to describe.",self);
        quit;
        }
        else if (ln>1)
        goto two_word;

        :one_word:

        if ((arg==left("help",length(arg))) or
                (arg==""))
                goto hlp_dscr;

        oneword := {"arms","butt","ears","eyes","face","feet",
		            "general","hair","hands","head","legs",
					"mouth","neck","nose","nostrils","teeth",
					"toes","tongue"};

        i := 0;
        ln := length(args.[0]);
        temp:="ERROR";
        while (i<18)
        {
                if (args.[0]==left(oneword.[i],ln))
                {
                        temp := oneword.[i];
                        break;
                }
                i := i+1;
        }

        if (temp=="ERROR")
        {
                sendtext ("No such location to describe.",self);
                quit;
        }

        goto describe;

        :two_word:

        oneword := {"arm","leg","foot","hand","eye","ear"};
        temp := "ERROR";
        ln := length(args.[0]);
        if (args.[0] == left("left",ln))
                side:="left";
        else if (args.[0] == left("right",ln))
                side:="right";
        else
        {
                sendtext ("No such location to describe.",self);
                quit;
        }

        i := 0;
        while (i<6)
        {
                if (args.[1]==left(oneword.[i],ln))
                {
                        temp := oneword.[i];
                        break;
                }
                i := i+1;
        }

        if (temp=="ERROR")
        {
                sendtext ("No such location to describe.",self);
                quit;
        }

        temp := side+" "+temp;

        :describe:
        if (temp=="General")
                location := "";
        else
                location := temp;

        x := location in self.extra;
        if (x!=null)
          if (location=="")
sendtext("your Current description for your body is:  &n"+x.descr+"&n",self);
        else
sendtext("your Current description for your "+location+"is:  &n"+x.descr+"&n",self);
        if (location=="")
sendtext ("Enter a text you would like others to see when they look at your body.&n",self);
        else
sendtext ("Enter a text you would like others to see when they look at your "+location+".&n",self);

        beginedit (self);
        wait(SFB_EDIT,self==activator) ;
        temp := textformat(argument);
        oneword:={""};
        subextra(self.extra,location);
        addstring (oneword, location);
        addextra (self.extra,oneword,temp);
        sendtext ("Description added.&n",self);
        quit;

        :hlp_dscr:

        sendtext ("&nCorrect usage of 'describe':&n&n",self);
        sendtext ("describe <position>&n&n",self);
        sendtext("<position> being one of the following:&n&n",self);
        sendtext( "arms        butt        ears        eyes&n"+
                  "face        feet        General     hair&n"+
                  "hands       head        left arm    left leg&n"+
                  "left foot   left hand   left eye    left ear&n"+
                  "legs        mouth       neck        nose&n"+
                  "nostrils    right arm   right leg   right foot&n"+
                  "right hand  right eye   right ear   teeth&n"+
                  "toes        tongue&n&n",self);
        sendtext ("Example:  &n&n",self);
        sendtext ("describe left leg&n",self);
        quit;
}
dilend

---~---~---~---~---~---~---~---~---



---~---~---~---~---~---~---~---~---

integer length ( a : string or stringlist )
       a : a string or stringlist to examine.
   return: The length of the string in characters, or the number
           of strings in a list.

---~---~---~---~---~---~---~---~---


unitptr load ( s : string )
   s : Symbolic name of unit.
   return: A pointer to the unit, or null
   Example: load("garlic@midgaard")
   The loaded unit is automatically placed inside the object
   which loaded it.  Use for example the link command to move
   it into other units.



Function:
integer loadstr( filename : string , buff : string );

  filename
         The name of the string file to be loaded
  buff
         The string that you wish to read the file contents into
  Return
         FILE_LOADED, FILE_NOT_FOUND, FILE_OUT_OF_MEMORY,or FILE_TO_LARGE

Loadstr is used to load strings from disk that were saved either by savestr
or any text editor.
The 'loadstr' is perfect for operations such as
on-line edited newspaper, a lottery where the tickets are sold to players,
creating smarter NPC's that can remember through reboots who they are hunting,
Dil based teachers, message boards, mail system, news command., zone or
room based help,  competition boards, and much much more.
Disk access is always slow.
attempt to keep file sizes to a minimum for quick loading.  Otherwise you
might cause serious delays on the server.
Example:

---~---~---~---~---~---~---~---~---

dilbegin news_load ();
var
        ret:integer;/*to hold the return value if loaded or not*/
        buff:string;/*to hold the loaded string*/
code
{
ret:= loadstr("news.txt",buff);
if (!ret)
        {
        log ("File not read.");
        quit;
        }

sendtext(buff+"[&]n",self);
quit;/*dil load routine done destroy self.*/
}
dilend

---~---~---~---~---~---~---~---~---


See Also 
Delete a String file and
Save String file

---~---~---~---~---~---~---~---~---

integer openroll( dice : integer , end : integer )
   dice : The size of the dice being rolled.
   end  : The margin for the open-ended roll.
   return: A random integer in approximately +/- 2^31 in worst case.
   Example: i := openroll(100,5); The "100" roll continues on values
            96 - 100 and on values 1 - 5.

---~---~---~---~---~---~---~---~---

integer pathto( from : unitptr, to : unitptr )
   from   : The unit which the path is taken from
   to     : The unit which the path is taken to
   returns: DIR_XXX from values.h and/or vme.h.
   Example: i := pathto(self, findroom("inn@midgaard"));

---~---~---~---~---~---~---~---~---

pathto(buff : string, u : unitptr )
   buff   : The string that is to be paged to the player.
	 u			: The unitptr the buff is to be paged for.
   returns: nothing
	 example:
	 pagestring (buff,self);
	 would format the buff string to the player so the buff text doesn't scroll
	 off the screen until after the player presses enter.





Function:  string right ( o : string, r : integer );

  o
         the original string to be parsed
  r
         The amount of characters to parse out
  return
         the right portion of the string with length r

This function parses the string passed to it and returns the number of characters
from the right defined in its second argument.
Example:  "Easy" := right ("This is Easy",4);

---~---~---~---~---~---~---~---~---

integer rnd ( i1 : integer , i2 : integer )
   i1 : Start of range.
   i2 : End of range.
   return: A random integer in an interval from 'i1' to 'i2'.
   Example: i := rnd(1,10);



Built-In Procedures:

    DIL features some built-in procedures that allows you increased control over
  in-game data structures and event handling. Once such procedure (used above)is
  'exec()'. The inline procedures are used as any other procedure by typing its
  name, followed by a list of argument expression enclosed in parentheses. The
  return types of the expressions used for built-in procedure calls are checked
  by the compiler.

    DIL also lets you call templates defined in the current or other zones.  The
  naming of templates follows the normal naming convention for zone, using the
  'name@zone' as a symbolic name for a procedure.  Before being able to use
  external procedures, you must define their name and type in a separate
  'external' section in the template.  The declaration in the 'external' section
  should match the original declaration of the referenced program. You can define
  the number and type of arguments the template take, by listing them inside the
  declaration parenthesis (as well as in the original declaration of that template)
  (see example below)

Example:


 
   dilbegin bar(s:string);
   code
   {
     exec("say "+s,self);
     return;
   }
   dilend


 
   dilbegin foo();
   external
     someproc@hades1();
     bar(s:string);
   code
   {
     someproc@hades1();
     bar("Hello "+activator.name);
     pause;
   }
   dilend

    When the procedure is called, the argument expressions are calculated, and
   passed to the template.  Built-in procedures, their arguments and function
   are listed later.

    The following are definitions and documentation for the built-in procedures
   in DIL. The definitions are not definitions 'as such', but serve to distinguish
   arguments in the documentation below.


---~---~---~---~---~---~---~---~---

follow( f : unitptr, m : unitptr )
   f : The character to follow
   m : The character to be followed

   Unconditionally makes 'f' follow 'm', even if 'f' is mortally
   wounded, sleeping, fighting or whatever.





Function:  flog (filename : string,  s : string, wa : string );

  filename
         The Filename of the file to appear in the log directory.
  s
         The string to be logged.
  wa
         Write or Append

The 'flog' function allows you to split up your logs in the log directory
so that you don't end up with everything in the main vme.log.
Note:The append/write argument must be in lower case and can only be a
'w' or a 'a' surrounded by '"'.  If the argument is a 'w' it will over write
any log file by that name.  If the argument is 'a' it will append to the
file by that name.
Example:


---~---~---~---~---~---~---~---~---

dilbegin zonelog (s:string);
code
{
flog (self.zonidx+".log",s,"a");
return;
}
dilend

---~---~---~---~---~---~---~---~---


The previous DIL function will work in any zone to log to a file with that
zones name each zone could use it to keep zone logs separate.



---~---~---~---~---~---~---~---~---

logcrime( c : unitptr, v : unitptr, t : integer )
   c : The criminal (main suspect)
   v : The victim
   t : The crime type (CRIME_XXX)

      Registers a crime committed against 'v' by 'c'. Use the
    CRIME_XXX values from values.h and/or vme.h as the 't' argument.
    The logcrime routine automatically registers group members
    of the criminal, etc. In stuff like steal, remember to make
    the criminal visible if he fails his attempts.

---~---~---~---~---~---~---~---~---

acc_modify( u : unitptr, i : integer )
   u : A player
   i : An amount in 1/100s, for example 100 would equal $1.00, and
       -100 would equal -$1.00.

      Access only allowed with 'root' access and all transactions are
    registered in the specially encrypted account log file. Use with
    great caution, and always test thoroughly before using.
    Use without prior permission may cause deletion of god / zone.




Function:  stringlist strdir( match : string ) ;

  match
         The wild card file you want to match or '*' for all.
  return
         a Stringlist with all the filenames that match the 'match' argument.

The 'match' argument uses the same wild cards as the Linux 'ls' command
so the following will work.

  &ast;
         Match any character or group of characters
  &quest;
         Match one of any character
  [...]
         Match one of a set of characters

Example:

---~---~---~---~---~---~---~---~---

"corpse*" matches:  corpse.10938 corpse.whistler corpseofwhistler ...
"corpse?" matches corpse1 corpses corpse5 ...
"[abc]*" matches ability about cost back ...
"[a-z]*" about zoo man father ...
"start[nm]end" matches startnend startmend

---~---~---~---~---~---~---~---~---


Example DIL:

---~---~---~---~---~---~---~---~---

dilbegin wanted ();
var
        wantedlist:stringlist;
        templist:stringlist;
        i:integer;
        ln:integer;
code
{

        wantedlist := strdir ("dead*");

                i := 0;
                ln := length (wantedlist);

        while (i < ln )
                {
                templist := split (wantedlist.[i],".");
                sendtext (templist.[1]+" wanted dead!&n",self);
                i:=i+1;
                }

quit;
}
dilend


---~---~---~---~---~---~---~---~---


The previous DIL would be an example of a command to check the wanted dead
players on the VME if you saved the files with the first word being
'dead' and separated it with a '.' and the players name. For example if
'whistler' was wanted dead  the file name would be 'dead.whistler'




Function:  set_password( u : unitptr, s : string ) ;

  u
         the unit that you want to set the password of
  s
         the password you are using to set

This function sets a unit password it only works on Players characters of corse.
Example:

---~---~---~---~---~---~---~---~---

dilbegin aware do_password (arg:string);
var
        prmt:string;
 firstpwd:string;

 i:integer;
 tlist:stringlist;

code
{

if(self.type != UNIT_ST_PC) quit;
arg:="";
prmt:=self.prompt;
self.prompt:="Enter new password:  ";
wait (SFB_CMD,self==activator);
block;
tlist:=getwords (excmdstr);
if (length(tlist)>1){
sendtext ("Password must be only one word.  Try again.&n",self);
self.prompt:=prmt;
quit;
}
if (length(excmdstr)<5){
        sendtext ("Password to short. Password must be 5 characters or longer.\
		Try again.&n",self);
        self.prompt:=prmt;
        quit;
        }

if (length(excmdstr)>16){
        sendtext ("Password to long. Try again.&n",self);
        self.prompt:=prmt;
        quit;
        }

        firstpwd:=excmdstr;
        self.prompt:="Enter password again:  ";

wait (SFB_CMD,self==activator);
block;
if (excmdstr!=firstpwd){
sendtext ("Passwords do not match try again.&n",self);
self.prompt:=prmt;
quit;
}
set_password(self,excmdstr);
sendtext("Changed your Password to '"+excmdstr+"' Please write it down!&n",self);
self.prompt:=prmt;

quit;
}
dilend




---~---~---~---~---~---~---~---~---








Function:  store( u : unitptr , filename : string , container : integer );

  u
         The Unit that has the contents to be stored or is to be stored
  filename
         The name of the file you want to store the Units to
  container
         Do you want to save the container 'TRUE' for yes, 'False' for no


Store saves a copy of a unit or units.  If the container value is 'TRUE'
everything inside  including the container itself will be saved. If the container
argument is 'FALSE' only the contents of the object will be saved.  You will want
to use the 'TRUE' value when saving something like a Clan chest that has items
inside to store and has extras on the chest that you also wish to keep.  The
'FALSE' value for container would be good for temporary storage of PC inventory
or for storing room contents.


The 'store' and 'restore' are perfect for operations such as
mud mailing objects from player to player, storage devices for players that will
keep inventory through a reboot.  Even the ability to save a players inventory
while they fight in an arena and restore it to them undamaged when finished.
Finally it could be used to save a donation room through reboots since it can be
used on a room to store the contents of a room any NPC or objects in the room
would be saved through reboot.


Disk access is always slow.
If you use store on a continues basis, it is essential that you do so ONLY if it
is needed and even then, only at amply spaced intervals.  Otherwise you might
cause serious delays on the server.  Remember that items saved in player's
inventories are automatically saved in their instance.
Example 1:

---~---~---~---~---~---~---~---~---

dilbegin save_contents ();
code
{

:start:
wait (SFB_CMD,command ("store")); wait for the store command*/
block;
store("chest."+self.zoneidx,self,FALSE);/*store everything inside self.*/
goto start;
}
dilend

---~---~---~---~---~---~---~---~---


Example 2:



dilbegin save_container_n_contents ();
code
{

:start:
wait (SFB_CMD,command ("store")); wait for the store command*/
block;
store("chest."+self.zoneidx,self,TRUE);/*store everything inside self and self.*/
goto start;
}
dilend

---~---~---~---~---~---~---~---~---


See Also
Store a Unit to a Unit file and
Delete a Unit file.

---~---~---~---~---~---~---~---~---

position_update ( u : unitptr )
   u : A pointer to a player or a monster. The character will be
       updated and perhaps killed, incapacitated, mortally
       wounded, revived, etc. depending on current hitpoints.
       Useful when tampering with the 'hp' field. Example:

       pc.hp := pc.hp - 100;
       position_update(pc);



Function:
send_done( c : string, a :unitptr, m : unitptr, t :unitptr, p : integer, arg : string, o : unitptr);

  c
         the command string that is sending the message
  a
         the unitptr (activator) that activated the message
  m
         the unitptr (medium) that the Dil is acting through
  t
         the unitptr (target) the Dil is acting on
  p
         the power of the message
  arg
         the argument sent with the message
  o
         the unitptr (other) you also want the message to go to


  This sends the 'SFB_DONE' message to any dils that are waiting for it in the
  surrounding area and to the other pointer if not null.  The following is just
  one example you can find many more in commands.zon

Example:

---~---~---~---~---~---~---~---~---

dilbegin do_read (arg:string);
var
brdname:string;
        i:integer;
        u:unitptr;
        x:extraptr;
        ln:integer;
        temp:string;
        templist:stringlist;
        buff:string;
        f_name:string;
        act_str:string;
code
{
i:=atoi (arg);
if (i<0)
        {
        exec ("look "+arg,self);
        goto read_quit;
        }

if (itoa (i)!=arg)
        {
        exec ("look "+arg,self);
        goto read_quit;
        }

u:=self.outside.inside;
while (u!=null)
        {
        if ((u.type==UNIT_ST_OBJ) and (u.objecttype==ITEM_BOARD))
                break;
        u:=u.next;
        }

if (u==null)
        {
        act ("You do not see that here.",A_ALWAYS,self,null,null,TO_CHAR);
        quit;
        }

                if (u.extra.["$BOARD_L_RES"].descr!="")
                {
                act_str:=u.extra.["$BOARD_L_RES"].descr(self,u);
                if (act_str!="")
                {
        act(act_str,
                        A_ALWAYS,self,null,null,TO_CHAR);
                quit;
                }
                }

brdname:=u.names.[length (u.names)-1];
i:=loadstr (brdname+".idx",temp);
if (i<=0)
        {
        act ("But the board is empty!",
                A_ALWAYS,self,null,null,TO_CHAR);
        goto read_quit;
        }

templist:=split(temp,"&x");
ln:=length (templist);
x:="$BOARD_MAX" in self.extra;
if ((atoi(arg)>atoi(x.descr)) or
(atoi(arg)>ln))
        {
        act("That message exists only within the boundaries of your mind.",
                A_ALWAYS,self,null,null,TO_CHAR);
        goto read_quit;
        }

i:=atoi(arg);
temp:=templist.[i-1];
f_name:=getword(temp);
i:=loadstr (brdname+"."+f_name,buff);
if (i==0)
        {
        sendtext("You have to let the poster finish the post before reading it.",self);
        quit;
        }
if (i<1)
        {
        log("05: Error when loading board info.");
        act ("This board is not working report to an Administrator",
                A_ALWAYS,self,null,null,TO_CHAR);
                quit;
                }

templist:=split(f_name,".");
if (length(templist)<2)
        act ("Message "+arg+":  "+temp,
                A_ALWAYS,self,null,null,TO_CHAR);
else
        act ("Message "+arg+":  Re:  "+temp,
                A_ALWAYS,self,null,null,TO_CHAR);

pagestring(buff,self);

:read_quit:
 send_done("read",self,null,u,0,arg,null);
quit;
}
dilend

---~---~---~---~---~---~---~---~---



Function:send_pre( c : string, a :unitptr, m : unitptr, t :unitptr, p : integer, arg : string, o : unitptr);

  c
         the command string that is sending the message
  a
         the unitptr (activator) that activated the message
  m
         the unitptr (medium) that the Dil is acting through
  t
         the unitptr (target) the Dil is acting on
  p
         the power of the message
  arg
         the argument sent with the message
  o
         the unitptr (other) you also want the message to go to



New Function send_pre() takes same arguments as send_done but returns either
 SFR_SHARE or SFR_BLOCK.
If the command is blocked by another special or dil, then SFB_BLOCK will be returned,
 and you should quit your dil.
Example:

---~---~---~---~---~---~---~---~---

dilbegin cmdtst(arg : string);
var
  i : integer;
code
{
   i:=send_pre("cmdtest",self,null,null,0,argument,null);

if (i == SFR_BLOCK)
  quit;

          sendtext ("No one blocked me!&n",self);
          quit;
          }
          dilend


dilbegin pretest();
code
{
   :loop:
   wait(SFB_PRE, command("cmdtest"));
   block;
        act("hahahaha I blocked your cmdtest command",
       A_SOMEONE, activator, medium, null, TO_ALL);
        goto loop;
}
dilend

---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---

set ( var i : integer , bit : integer )
   i : Integer variable to alter.
   bit : Bits to set in integer variable.
   result: Sets bits in 'i'

---~---~---~---~---~---~---~---~---

unset ( var i : integer , bit : integer )
   i : Integer variable to alter.
   bit : Bits to unset in integer variable.
   result: unset bits in 'i'.




Function:  addcolor (ch : unitptr, ks : string, cstr : string ) ;

  ch
         character you are adding the color to
  ks
         key string for the color
  cstr
         color string

This function allows your Dils to create and add their own personal colors to a players
color list.  That way you can actually make an act in a color that the player chooses or
you yourself choose.
Function:  addcolor(pc, "clan_who","&c+w&bn");




Function:  delcolor (ch : unitptr, ks : string) ;

  ch
         character you are deleting the color from
  ks
         key string for the color

This function is used to delete any colors from a players personal color list.
Function:  delcolor(pc, "clan_who");



Function:   string getcolor (ch : unitptr, ks : string) ;

  ch
         character you are deleting the color from
  ks
         key string for the color
  returns
         returns the color in a string

This function returns what color a player has for a key in the players list.
Function:  string := getcolor(pc, "clan_who");



Function:  changecolor (ch : unitptr, ks : string, cstr : string ) ;

  ch
         character you are changing the color on
  ks
         key string for the color
  cstr
         color string

This will change a color in a players personal list.
Function:  changecolor(pc, "clan_who","&c+w&bn");



Function:    gamestate( u : unitptr, gs : integer ); 
Change the gamestate of a unitptr, uses the GS_ defines from the
vme.h. This is used on the log on menu of the VME 2.0 release. Which is
shown here as an example but it can also be used in a command.  When used it
removes the char from playing so be aware that players could use this to hide
if you run a player killing style mud.
Example:

---~---~---~---~---~---~---~---~---

dilbegin informer();
var
tgt : unitptr;
code
{
heartbeat := PULSE_SEC;

tgt := ghead();

while(tgt.type == UNIT_ST_PC)
{

 if((isset(tgt.pcflags,PC_INFORM)) and (tgt != self))
 {
     if(visible(tgt,self))
        {
        if(self.outside == tgt.outside)
        sendtext(self.name+" has arrived.&n", tgt);
     else
        sendtext(self.name+" has entered the world.&n", tgt);
        }
 }

tgt := tgt.gnext;
}

return;
}
dilend

dilbegin aware on_connect();
external
        informer();
        login_modify(tgt : unitptr);

var
  wizlvl : integer;
        i:integer;
     err : integer;
    motd : string;
 welcome : string;
 goodbye : string;
code
{
heartbeat := PULSE_SEC;

if(dilfind("do_quit@commands",self))
        i := dildestroy("do_quit@commands", self);

err := loadstr("motd",motd);

if(err > 0)
{
        motd := textformat(motd);
        sendtext(motd+"&n&n", self);

}

err := loadstr("welcome",welcome);
if(welcome)
        welcome := textformat(welcome);

if (self.level < 200)
{

login_modify(self);
dilcopy ("clan_delete@clans",self);
dilcopy ("clan_clear@clans",self);


if(err > 0)
        sendtext("&n"+welcome+"&n&n", self);
  informer();
  exec("look", self);
  quit;
}
gamestate(self, GS_MENU);

:wiz_menu:
sendtext("Welcome to Valhalla&n&n", self);
sendtext("1) Enter Valhalla&n", self);
sendtext("W) Change Wizinv level&n [&c+g"+itoa(self.minv)+"&[default]]&n",self);
sendtext("0) Exit Valhalla&n&n", self);
sendtext("Make your choice: ", self);
wait(SFB_CMD, TRUE);

if (command("1") )
{
  gamestate(self, GS_PLAY);
  if(err > 0)
        sendtext("&n"+welcome+"&n&n", self);
  informer();
  exec("look", self);
  quit;
} else if (command("0") ) {
  err := loadstr("goodbye",goodbye);
  if(err > 0)
  {
  goodbye := textformat(goodbye);
  sendtext(goodbye, self);
  }
  destroy(self);
  quit;
} else if (command("w") ) {
  sendtext("Enter new WizInv Level: ", self);
  wait(SFB_CMD, TRUE);
  wizlvl := atoi(cmdstr);
  if (wizlvl > self.level)
    wizlvl := self.level;
  self.minv := wizlvl;
} else {
  sendtext("Invalid Selection&n&n", self);
  goto wiz_menu;
}

}
dilend

---~---~---~---~---~---~---~---~---


Look in vme.h for the possible values you can send to the menu
function.


---~---~---~---~---~---~---~---~---

addextra ( var e : extraptr, l : stringlist , s : string )
   e : Extra description list to add element to.
   l : Stringlist for the .names field.
   s : String for the .descr field.
   result: Adds an extra description to a list of extra descriptions.

CAVEAT builder: You cannot use an extraptr variable as the e
argument, but you may continue to use the following form:

   ...
   ...
   addextra (self.quests, "Bozo's Quest");
   ...
   ...

---~---~---~---~---~---~---~---~---

addstring ( var l : stringlist, s : string )
   l : Stringlist to add string to.
   s : String to add.
   result : Adds a string 's' to a stringlist 'l'.

---~---~---~---~---~---~---~---~---

subextra ( var e : extraptr, s : string )
   e : Extra description list to remove element from.
   s : String matching .names field in element
   result: Removes first extra description from list with matching name.

<emp>CAVEAT</EMP> builder: You cannot use an extraptr variable as the e
argument, but you may continue to use the following form:

   ...
   ...
   subextra (self.quests, "Bozo's Quest");
   ...
   ...

---~---~---~---~---~---~---~---~---

substring ( var l : stringlist, s : string )
   l : Stringlist to remove string from.
   s : String to remove
   result: Removes string 's' from stringlist 'l'.





Function:  stop_fighting( ch: unitptr, vict : unitptr ) ;

  ch
         unitptr - person you are stoping the fighting for
  vict
         unitptr - person you are removing from the fighting or null for everyone

This function can be used to cancel combat in a room or with two people.
The following example copied to a player will stop any fight the player is in.
Example:

---~---~---~---~---~---~---~---~---

dilbegin stop_combat();
code
{
stop_fighting(self,null);
quit;
}
dilend

---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---

subaff ( u : unitptr, i : integer )
   u : Unit remove affect from.
   i : Affect id to remove, see ID_* in values.h and/or vme.h
   result: Removes first affect at 'u' with matching id 'i'.

---~---~---~---~---~---~---~---~---

addaff ( u : unitptr, id : integer, tif_first : integer, tif_tick : integer,
         tif_last : integer, apf : integer, )XXX
   u  : Unit to add affect to.
   id : Affect id to add, see ID_* in values.h and/or vme.h
   result: Adds affect 'id' at 'u' with first, tick, and last TIF_XXX's



Function:  destroy ( u : unitptr );

  u
         :Unit to remove from game

The destroy function works in two ways depending on the Unit being acted on.
If the Unit being acted on is a PC the player is saved and ejected from the game.
If the Unit being acted on is a NPC, or an Object. the purge function destroys
the Unit.  Currently destroy will not destroy rooms.
This is different from the old destroy function in that it removes the player
out of the game instead of leaving the player in the menu.
Example

---~---~---~---~---~---~---~---~---

dilbegin purge_all_pc();
var
        u:unitptr/*Unit used to purge each player*/
        n:unitptr;/*used to keep track of next player*/
code
{
u:=ghead();/*get first pc in game list*/
n:=u;


while (n.type==UNIT_ST_PC)/*while unit is a pc*/
        {
        n:=u.gnext;
        destroy(u);
        }

quit;/*done whiping out the players*/
}
dilend

---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---

walkto ( u : unitptr )
   u : Room to walk to.
   result: Makes unit (self) walk to room, taking a 'step' at each 'tick'.

Example:


   walkto(findroom("inn@udgaard"));

---~---~---~---~---~---~---~---~---

link ( u : unitptr, t : unitptr )
   u : Unit to link.
   t : Unit to link into.
   result: Link a unit into another unit hierarchy. (Automatically
           unequipps if equipped).




Function:  string weapon_name( i : integer ) ;

  i
         Weapon to get the name of ass defined in 'values.h' and 'weapons.def'
  returns
         The name of the weapon that corresponds with the integer value

example:

---~---~---~---~---~---~---~---~---

myweap:=weapon_name(5);

---~---~---~---~---~---~---~---~---





Function:  intlist weapon_info( i : integer ) ;

  i
         Weapon to get the info of ass defined in 'values.h' and 'weapons.def'
  returns
         Intlist containing 4 values:

  0
         Number of hands
  1
         weapon speed
  2
         weapon type
  3
         shield block value


This function gives you access to the values in the weapons.def file.
With this things like 'wear' equipment' and 'look' are much easier to
write in Dil.
Example

---~---~---~---~---~---~---~---~---

dilcopy id_weap (arg:string);
var
  i:integer;
  il:intlist;
code
{
il:=weapon_info(atoi(arg));

if (il!=null)
{
sendtext ("Number of hands:  "+itoa(il.[0])+"&n";
             sendtext ("Speed:  " +itoa(il.[1])+"&n",self);
                         sendtext ("Type:  "+itoa(il.[0])+"&n",self);
                         sendtext ("Shield value:  "+itoa(il.[0])+"&n",self);
                         }
else
{
sendtext ("No such weapon.&n",self);
}

quit;
}
dilend


---~---~---~---~---~---~---~---~---







Function:  string skill_name( i : integer ) ;

  i
         Skill to get the name of ass defined in 'values.h' and 'commands.def'
  returns
         The name of the skill that corresponds with the integer value

example:

---~---~---~---~---~---~---~---~---

myski:=skill_name(5);

---~---~---~---~---~---~---~---~---





Function:  reboot ;
This function works like a quit command.  Anything after the reboot function in a Dil will not be
executed the mud will reboot instantly.  The zone must have root privileges in
the zonelist in order to use this function.
Simple reboot command

---~---~---~---~---~---~---~---~---

dilbegin cmd_reboot (arg:string);
code
{
sendtext ("Rebooting the mud.&n",self);
reboot;
}
dilend

---~---~---~---~---~---~---~---~---






Function:  killedit ;
This function is used to kill the editor on a PC if it needs to
stop editing before the PC is done editing.  An example of when this is needed
is when a player is killed while editing or is transfered away from a place where he was editing.
You can let them finish but it may be wierd for a person to finish
posting in one room while in another.
Example

---~---~---~---~---~---~---~---~---

dilbegin editextra (arg:string);
code
{
interrupt (SFB_DEAD,self==activator,int_quit);
        beginedit (self);
        wait(SFB_EDIT,self==activator) ;
        temp := textformat(argument);
addextra (self.outside.extra ,{"graphitee"},temp);
quit;
:int_quit:
killedit;
quit;
}
dilend

---~---~---~---~---~---~---~---~---





---~---~---~---~---~---~---~---~---

experience ( i : integer, u : unitptr )
   i : A integer number of experience to gain or loose.
   u : The player to receive the experience.
   result: The integer amount of experience is added to the players
           total amount of experience (thus causing more or less
           experience). USE WITH CARE! SUGGEST THAT YOU ONLY USE
           INTEGER CONSTANTS AS THE EXPRESSION TO AVOID ERRORS.

---~---~---~---~---~---~---~---~---


The purpose of act is to send a message to a number of players present in
a room.  The room is defined as the room containing the afore mentioned
character (provided he himself is in the room, i.e. not in a closed
container.)


---~---~---~---~---~---~---~---~---

Syntax:

act(message, visibility, char, medium, victim, to_whom);


 message
          - is a string that will be shown to other mobiles when the act is executed. To refer to the following arguments use the formatters listed below.
 visibility
          - is an integer that defines what happens if the mobile that is about to receive the message can't see the activator.
         A_SOMEONE
                If the receiver cannot see char, replace any reference to char with someone.
         A_HIDEINV
                If the receiver cannot see char, don't send the message at all.	Use this when missing vision should eliminate the perception of the action the message represent. One instance where it is used is in smile. You would need a ridiculously sensitive ear to hear, let alone percept that someone's smiling if you can't see them. Do not use it if 'sound' is inherent in the message.
         A_ALWAYS
                Works exactly like A_SOMEONE, except that the receiver will see the message even when sleeping.
 char
          - is a unitptr, and the most important argument in the act. If this is not valid the act will never show, leaving mobiles without the message.
 medium
          - is a unit pointer, an integer or a string. Use this at your leisure.
 victim
          - is a unit pointer, an integer or a string. Certain flags in the next argument rely on the validity of victim.
 to_whom
          - is an integer that defines who gets the message.
         TO_ROOM
                Sends the message to the entire room, excluding 'char'.
         TO_VICT
                Sends to 'victim' only. 'victim' must be valid, naturally.
         TO_NOTVICT
                Sends the message to the entire room, excluding 'char' and 'victim'.  Perfect for bystanders in a melee.
         TO_CHAR
                Sends the message to 'char' and no one else.
         TO_ALL
                Sends the message to everybody in the room.
         TO_REST
                This is a bit different from the rest.  In sends the message to all other units in the local environment, excluding those inside 'char'.

---~---~---~---~---~---~---~---~---

Act Formatters

Just as the description formatters, act has its own set of formatters that
enable you to create generic messages that will be interpreted at run-time,
lessening the load on you.

The format string is a normal message, containing some special characters:

 '$$'
         will be sent to the receiver as a single `$'

'$', followed by a number and an extra character.
  The numbers:

 '1'
          means this formatter refers to the 'char' argument.
 '2'
         means this formatter refers to the 'medium' argument.
 '3'
          means this formatter refers to the 'victim' argument.

   The characters

 'N'
          the formatter will be replaced with the name of the unit, or (depending on the visibility) 'something' or 'someone'.
 'a'
         'a' or 'an' depending on the name of the unit referred by the number.
 'e'
         'it', 'he' or 'she' depending on the gender of the unit referred by the number.
 'm'
         'it', 'him' or 'her' depending on the gender of the unit referred by the number.
 'n'
          the formatter will be replaced with the title of the unit, or (depending on the visibility) 'something' or 'someone'.
 'p'
         'fighting', 'standing', 'sleeping', etc., depending on the positionof the unit referred by the number.
 's'
         'its', 'his' or 'her' depending on the gender of the unit referred by the number.
 't'
         the string in the argument referred by the number.



Example:


 
   act("You step over $2n.", A_SOMEONE, self, litter, null, TO_CHAR);
   act("$1n steps over $2n.", A_SOMEONE, self, litter, null, TO_REST);


See Also:
  DIL Act() for Dummies

---~---~---~---~---~---~---~---~---

exec ( s : string , u : unitptr )
   s : Command and arguments to perform.
   u : Unit to perform command.
   result: Unit (PC/NPC) executes command. The argument is treated just as
           if a normal PC entered a command at the command prompt in the
           game. It is not directly possible to detect whether the command
           was a success or fail. For example, you might force a PC to
           "get key". If there is no 'key' available, the PC will get
           notified the normal way. Plenty of examples are given above.

---~---~---~---~---~---~---~---~---

wait ( i : integer , dilexp )
   i : Message class to accept, see SFB_* in values.h and/or vme.h
   dilexp : Expression that has to be TRUE or not null to accept message.
   result: Waits for a command, matching the flagset, and satisfies the
           expression. When using the 'wait()' command, the first argument
           is an integer, that tells what classes of messages to wait for.
           Each message class is represented by a bit named as described in
           the chapter on messages.
Example:

   wait (SFB_TICK|SFB_MSG, TRUE)
   /* Will accept a message, either from another DIL program or a
      timer message. As the second argument is always TRUE, any
      such message will reactivate the DIL program.
    */

Example:

  wait (SFB_CMD, command("transmutate"))
  /* waits for an command entered named 'transmutate'.
     Activates the DIL program, that then can block the command, or
     let it pass (and then let the game produce the normal error
     message for unknown commands).
  */




Function:  integer savestr( filename : string , buff : string , wa :string);

  filename
         The name of the String file to save the String to
  buff
         The String you wish to save into the file
  wa
         Write or append
  Return
         FILE_SAVED, FILE_NOT_SAVED, FILE_NOT_CREATED, or FILE_ILEGAL_OPP

Savestr is used to save strings to disk to be loaded later by the 'load' function.
The 'savestr' and 'Loadstr' is perfect for operations such as
on-line edited newspaper, a lottery where the tickets are sold to players,
creating smarter NPC's that can remember through reboots who they are hunting,
Dil based teachers, message boards, mail system, news command., zone or
room based help,  competition boards, and much much more.
Note:The append/write argument must be in lower case and can only be a
'w' or a 'a' surrounded by '"'.  If the argument is a 'w' it will over write
any string file by that name.  If the argument is 'a' it will append to the
file by that name.
Disk access is always slow.
If you use loadstr on a continuous basis always
attempt to keep file sizes to a minimum for quick loading.  Otherwise you
might cause serious delays on the server.
Example:

---~---~---~---~---~---~---~---~---

dilbegin news_save (arg:string  /*for saving*/);
var
        ret:integer;/*to hold the return value if saved or not*/
code
{
ret:= savestr("news.txt",arg,"w");
if (!ret)
        {
        log ("File not wrote");
        quit;
        }

sendtext("New news file wrote.[&]n",self);
quit;/*dil save routine done destroy self.*/
}
dilend

---~---~---~---~---~---~---~---~---


See Also 
Delete a String file and
Load a String file





Function:  remove( sl : stringlist, i : integer ) ;

  sl
         the stringlist you are removing from
  i
         the index you want to remove

This function allows you to remove a string from a stringlist with out
leaving a blank spot in the stringlist.
Example:  remove (sl, i);




Function:  reset_level( u : unitptr ) ;

  u
         player your resetting

This function simply resets a players level.  Can be used in functions
like reroll where you set the players back to the way he first logged on.
Example:  reset_level (u);
See Also

reset a players virtual level and
reset a players race information




Function:  reset_vlevel( u : unitptr ) ;

  u
         player your resetting

This function simply resets a players virtual level.  Can be used in functions
like reroll where you set the players back to the way he first logged on.
Example:  reset_vlevel (u);
See Also

reset a players level and
reset a players race information



Function:  reset_race( u : unitptr ) ;

  u
         player your resetting

Reset a characters race, weight, height, age, lifespan, and costs for training.
As if you first log on the character.  Great for reroll along with 'reset_level' and 'reset_vlevel'.
Example:  reset_race (u);
See Also

reset a players level and
reset a players virtual level



---~---~---~---~---~---~---~---~---

secure ( u : unitptr , label )
   u : Unit to secure.
   label : Label to jump to, on removal.
   result: Secures a unitptr, so that the program will go to 'label'
           if unit leaves local environment. If this happens, during
           a call to another function/procedure, it will continue
           at that label when the function/procedure returns.
           If you perform some kind of call to a template, the removing
           of a unit from the local environment will not have affect.
           until the return from that function, as the program execution
           will continue at the designated label after a call. Should
           several secured units leave local environment, the last such
           event will determine the point of execution upon return.



Function:  stringlist unitdir( match : string ) ;

  match
         The wild card file you want to match or '*' for all.
  return
         a Stringlist with all the filenames that match the 'match' argument.

The 'match' argument uses the same wild cards as the Linux 'ls' command
so the following will work.

  &ast;
         Match any character or group of characters
  &quest;
         Match one of any character
  [...]
         Match one of a set of characters

Example:

---~---~---~---~---~---~---~---~---

"corpse*" matches:  corpse.10938 corpse.whistler corpseofwhistler ...
"corpse?" matches corpse1 corpses corpse5 ...
"[abc]*" matches ability about cost back ...
"[a-z]*" about zoo man father ...
"start[nm]end" matches startnend startmend

---~---~---~---~---~---~---~---~---


Example DIL:

---~---~---~---~---~---~---~---~---

dilbegin aware reload_corpse();
var
        corpselist:stringlist;
        u:unitptr;
        ln:integer;
        i:integer;
        x:extraptr;
code
{
        corpselist:=unitdir("corpse*");
        ln:=length(corpselist);
        i:=0;
        while (i<ln)
        {
        u:=restore(corpselist.[i],null);
        x:=CORPSE_EXTRA in u.extra;
        if (u!=null)
                if (x!=null)
                        link (u,findroom(x.descr));
                else
                        link (u,findroom("temple@udgaard"));
        i:=i+1;
        }

quit;
}
dilend

---~---~---~---~---~---~---~---~---


The previous DIL example is the DIL used in restoring corpses to the game in
case of a crash.  For more information you can see how the death DIL'S work
by reading through the file death.zon in the vme2.0/zone.
directory.


---~---~---~---~---~---~---~---~---

unsecure ( u : unitptr )
   u : Secured unit.
   result: Drop secure on a given unit.

---~---~---~---~---~---~---~---~---

block
   result: Blocks any command issued by a player or mobile. Blocking a
           command prevents the command from being parsed by the
           interpreter. This is ideal if you need to make a routine
           which intercepts a command, reacts on it in a special way,
           and does not need the standard way of reacting.

---~---~---~---~---~---~---~---~---

priority
   result: Set until nopriority command. When set, no special routines
           "below" the current DIL program will be executed. This is used
           to make other special routines idle. See haon-dor.zon for an
           example.

---~---~---~---~---~---~---~---~---

nopriority
   result: Cancels the priority procedure.

---~---~---~---~---~---~---~---~---

addequip ( u : unitptr , i : integer )
   u : Unit to equip.
   i : Where to equip unit.
   result: Equips unit, presumed to be in inventory PC/NPC at
           given position. See WEAR_* in values.h and/or vme.h

---~---~---~---~---~---~---~---~---

unequip ( u : unitptr )
   u : Unit to unequip.
   result: Unequipes unit presumed to be in equipment of PC/NPC.




Function:  delete_player( s : string ) ;

  s
         the player name you want to delete

This function deletes a player but it doesn't check to see if it
was deleted or if it even existed you will have to do that with 'isplayer'.
Example:

---~---~---~---~---~---~---~---~---

dilbegin aware do_delete (arg:string);
var
        temp:string;
        err:integer;
code
{

if(self.type != UNIT_ST_PC) quit;

if (self.level>200)
        goto admin_delete;

:char_delete:
        if (arg!="self forever")
                {
                sendtext ("To delete your char type:  'delete self forever'&n",self);
                quit;
                }

err:=loadstr("delete.txt",temp);

if (err<1)
        goto no_insure;

sendtext (temp,self);

sendtext ("If your sure you still want to delete your character, 'say delete me'&n",self);
sendtext ("Doing anything else will abort the deletion.&n",self);

wait (SFB_CMD, self==activator);
if (command ("say"))

        if (argument=="delete me")
        if (self.extra.[CLAN_RANK]!=null)
                exec ("cdefect",self);
                delete_player(self.name);

sendtext("Deletion aborted&n",self);

quit;

        :no_insure:
                if (self.extra.[CLAN_RANK]!=null)
                exec ("cdefect",self);
                        delete_player(self.name);

quit;
        :admin_delete:
        if (arg=="self forever")
                goto char_delete;
if (arg==""){
sendtext("You must supply a characters name to delete one.&n",self);
quit;
}

if (arg==self.name){
sendtext ("To delete self you need to type 'delete self forever'&n",self);
quit;
}

if (not isplayer(arg))
        {
        sendtext (arg+" is not a character.&n",self);
        quit;
        }
dilcopy ("god_delete@clans("+arg+")",self);

        sendtext (arg+" has been deleted.&n",self);
quit;
}
dilend



---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---

dilcopy( s : string, u : unitptr )
   s : Name template to attach to unit.
   u : Unit to attach a dil program to.
   result: Attaches a DIL program to a unit 'u', which uses a template
           named by 's'.

---~---~---~---~---~---~---~---~---

sendtext( s : string, u : unitptr )
   s : text to send
   u : Unit to send the text to
   result: Sends the string 's' to 'u'. Useful only for nanny stuff,
           because no new line appended.

---~---~---~---~---~---~---~---~---

change_speed( u : unitptr, i : integer )
  u : the unit on which you wish to alter the current combat speed.
  i : the amount to add to the speed.

  Beware, this is not the 'speed' as in the speed field, rather this is
  the speed which is calculated during combat. It is used for spells like
  'stun' which effectively puts the character out of combat for one
  round. Such a spell would be implemented like:

   change_speed(u, 12)

  and would only cause any effect if 'u' was fighting already (if not,
  use setfighting).

---~---~---~---~---~---~---~---~---

integer transfermoney( f : unitptr, t : unitptr, amount : integer)
   f : The char the money is taken from
   t : The char the money is given to
   amount : How much money.
   Returns: TRUE is money was transferred, FALSE if could not afford.

   If 'f' is null and 't' isn't, then money is created and given to 't'.
   If 'f' isn't null but 't' is, then money is removed from 'f'.

---~---~---~---~---~---~---~---~---

set_fighting( u : unitptr, t : unitptr )
   u : the unit on which attacks.
   t : the unit being attacked.

   This is used to set two characters fighting. If the attacker is
   fighting already, the target will simply be inserted into the
   opponent list and perhaps killed a little later.

---~---~---~---~---~---~---~---~---

setweight( u : unitptr, i : integer )
   u : the unit on which you wish to alter the weight.
   i : the new weight

   This is needed on for example drink-containers. I.e. if you wish to
   remove or add some liquid, you must also adjust the weight of the
   container, or you will mess up things.

---~---~---~---~---~---~---~---~---

setbright( u : unitptr, i : integer )
   u : the unit on which you want to change the brightness.
   i : the new brightness

   When you want to increase / decrease the amount of light shed by a
   unit, use this function. Units with "bright" light up rooms so that
   people can see.

---~---~---~---~---~---~---~---~---

log( s : string )
   s : Text to put in the log.
   result: Puts text in the log for debugging purposes.

---~---~---~---~---~---~---~---~---

send ( s : string )
   s : Message to send.
   result: Send a message to all DIL programs in current local environment,
           matching the message class SFB_MSG. The message is not received
           by those DIL programs in the local environment that is not set up
           to wait for that message class.

---~---~---~---~---~---~---~---~---

sendto ( s : string , u : unitptr )
   s : Message to send.
   u : Unit to send it to.
   result: The message is passed to all DIL programs in unit, matching the
           message class SFB_MSG. The message is not
           received by those DIL programs in the local environment that is
           not set up to wait for that message class.

---~---~---~---~---~---~---~---~---

sendtoall( m : string, s : string )
   m : Message to send.
   s : Name idx to send message to.
   result: Send a message to all units matching a given database name.

Example:

   sendtoall ( "some message", "rabbit@haon-dor");

   The message "some message" is sent to all units in the world matching the
   data base name "rabbit@haon-dor". Like 'send()' and 'sendto()', the
   message received matches the SFB_MSG message class.

---~---~---~---~---~---~---~---~---

sendtoalldil( m : string, s : string )
   m : Message to send.
   s : Name idx to a DIL program to send message to.
   result: Send a message to all DIL programs matching a given database name.

Example:

   sendtoalldil ( "some message", "intercomm@cemetery");

   The message "some message" is sent to all DIL program in the world
   matching the data base name "intercomm@cemetery".
   Like 'send()' and 'sendto()', the
   message received matches the SFB_MSG message class.

---~---~---~---~---~---~---~---~---

cast_spell( i : integer, caster : unitptr, medium : unitptr, target : unitptr )

   WILL EVENTUALLY BE OBSOLETE AND REPLACED BY THE CAST_SPELL BELOW.

   i : Spell index to cast. See SPL_* in values.h and/or vme.h.
   caster : The caster of the spell.
   medium : The medium, with which the spell is cast, might be caster.
   target : The target of the spell.

   Use this to cast spells without performing all the usual mana stuff, etc.
   Very useful with for example rings / items possessing magical abilities.

integer cast_spell( i : integer, caster : unitptr, medium : unitptr, target : unitptr, effect : string )
   i : Spell index to cast. See SPL_* in values.h and/or vme.h.
   caster : The caster of the spell.
   medium : The medium, with which the spell is cast, might be caster.
   target : The target of the spell.
   effect : A symbolic DIL program which takes no arguments. This will
            cause all effects to be suppressed and leave this to the program
            specified. A string of "" will cause the ordinary messages to
            appear.
   returns: The result of the spell.

   Use this to cast spells without performing all the usual mana stuff, etc.
   Very useful with for example rings / items possessing magical abilities.
   Please note that in the two programs below the variable 'hm' represents
   the number of hitpoints that will be deducted from the target.

   Example:

   %dil


 
    dilbegin myeffect(medi : unitptr, targ : unitptr, hm : integer);
    code
    {
       act("The caster is $1N medium is $2N and target is $3N",
           A_ALWAYS, self, medi, targ, TO_ALL);
       act("The spell result is $2d", A_ALWAYS, self, hm, null, TO_ALL);
       quit;
    }
    dilend

   .....

   %...


 
    dilbegin test();
    var
      n : integer;
    code
    {
       wait(SFB_DONE, command("beg"));
 
       n := cast_spell(SPL_FIREBALL_1, self, self, activator, "myeffect@wiz");
 
       exec("say Result of spell was "+itoa(n), self);
    }
    dilend

---~---~---~---~---~---~---~---~---

integer attack_spell( n : integer, caster : unitptr, medium : unitptr,
                      target : unitptr, bonus : integer)
   Returns : The amount of damage given.
   n : The spell index of the offensive spell (SPL_XXX)
   caster : The caster of the spell.
   medium : The medium, with which the spell is cast, might be caster.
   target : The target of the spell.
   bonus  : Possible (+) advantage or (-) penalty.

   This is low-level internal spell stuff used to develop new spells. Do not
   use unless you know what you are doing and have been allowed to do so by
   your Admin.



   

Function:  insert( sl : <stringlist or intlist>, i : integer, s : string ) ;

  sl
         the stringlist or intlist you are inserting to
  i
         the index where you want to insert the string
  s
         the string you want to insert

This function allows you to insert a string in a stringlist or intlist
with out re-writing the entire stringlist or intlist to do it.  The
following Dil will add a string in order to a stringlist.
Example:

---~---~---~---~---~---~---~---~---

dilbegin stringlist add_in_order (sl:stringlist,s:string);
var
 i:integer;
 ln:integer;
code
{
if (length(sl)==0)
 {
 addstring (sl,s);
 return (sl);
 }

ln:=length(s);
i:=0;
while (i<ln)
 {
 if (length(sl.[i]) <=ln)
  {
  insert (sl,i,s);
 return(sl);
 }
 i:=i+1;
 }

addstring (sl,s);
return (sl);
}
dilend

---~---~---~---~---~---~---~---~---





---~---~---~---~---~---~---~---~---

integer interrupt( flags : integer, dilexp, label )

   Set up interrupt matching message classes matching "flags",
   for example "SFB_COM" or "SFB_COM | SFB_MSG".

   When the program is activated on either of the specified conditions
   the 'dilexp' is evaluated. If true, then execution continues at 'label',
   otherwise the next interrupt is checked (if any).

   Interrupts are saved (restored), when 'recall' is set.
   Returns an integer which is used for clear() to clear an interrupt.

Example:

The following program shows, that the owner (self) of the program keeps
snoring while sleeping. The on_activation ensures that the program
is only activated when the owner is sleeping. However, since the interrupt
precede the on_activation, these may still be intercepted before the
on_activation. The on_activation is just another type of interrupt that
reacts on all flags (without actually setting them so that the program
is activated).

When the program receives the message "relief" the snoring stops briefly.
As used, "relief" may only be set once.

When the program receives the message "cured", the snoring stops completely
(i.e. the program quits itself).


 
 dilbegin
 
 var
    i : integer;
 
 code
 {
   /* Notice that the sequence in which the interrupts (and the on_activation)
     are executed, is quite important: You can be cured at *any* time. The
     program will skip if you are not sleeping. If you are sleeping you can
     be relieved. */
 
    interrupt(SFB_MSG, argument == "cured", the_end);
 
    on_activation(self.position != POSITION_SLEEPING, skip);
 
    i1 := interrupt(SFB_MSG, argument == "relief", relief);
 
    :loop:
    exec("snore", self);
    pause;
    goto loop;
 
    :relief:
    /* Suppose you can only be relieved once, then we must clear interrupt */
    clear(i1);
    pause;
    pause;
    goto loop;
 
    :the_end:
    /* Person is cured... */
    quit;
 }
 dilend

---~---~---~---~---~---~---~---~---

clear( i : integer )

   Clears the interrupt number "i". If i is invalid, this will either
   clear an wrong interrupt or do nothing.

---~---~---~---~---~---~---~---~---

integer on_activation ( dilexp , label )
   dilexp  : A boolean DIL expression.
   label   : Label to jump to - OR the reserved keyword SKIP.
   returns : The index to the interrupt handing the on_activation.

   result: Sets up an interrupt that is executed before every activation
           of the DIL program. This is for example useful to catch
           situations where your NPC has fallen asleep or is injured.
           If 'dilexp' evaluates to TRUE then the program jumps to 'label'.
           If 'label' is 'skip' then the program is simply not activated.
           When the on_activation evaluates to true, and jumps to a label
           other than skip, the condition is automatically cleared. If the
           dilexp evaluates to false, or if the label is skip, the activation
           remains active. Use the clear() to remove the on_activation.

   Example:
           on_activation(self.position <= POSITION_SLEEPING, skip);
             or
           on_activation(self.position > POSITION_SLEEPING, let_me_sleep);

---~---~---~---~---~---~---~---~---

How 'Done' messages (SFB_DONE) are treated. Note that not all commands are
implemented, if you are missing one, let Papi know and it will be created.
See commands.txt for details.

This page last updated 03-27-2001, Ken Perry "Whistler"