triggers:rprog
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RoomProgs
Room progs are attached in redit with addrprog command.
Room progs are always lua scripts.
| Argument | Type | Note |
|---|---|---|
| ch1 | CH | see table |
| ch2 | CH | see table |
| obj1 | OBJ | see table |
| obj2 | OBJ | see table |
| text1 | string | see table |
| trigger | string | see table |
| trigtype | string | see table |
The actual room to which the script is attached can be referenced in the script through 'room' global variable (type ROOM).
| trigtype | ch1 | ch2 | obj1 | obj2 | text1 | trigger | Phrase type | Description |
|---|---|---|---|---|---|---|---|---|
| enter | enterer | none | none | none | none | none | number(%chance) | Fires when player enters the room |
| *exit | exiter | none | none | none | none | none | number(%chance) | Fires when player exits the room |
| *move | enterer | none | none | none | none | direction name | string(direction name or "*") | Fires when a player attemps to move in given direction. Exit does not have to exist. |
| *open | opener | none | none | none | none | direction name | string(direction name or "*") | Fires when a player opens given door. |
| *close | closer | none | none | none | none | direction name | string(direction name or "*") | Fires when a player closes given door. |
| *unlock | unlocker | none | none | none | none | direction name | string(direction name or "*") | Fires when a player unlocks given door. |
| *lock | locker | none | none | none | none | direction name | string(direction name or "*") | Fires when a player locks given door. |
| timer | none | none | none | none | none | none | number(seconds interval) | Fires at an interval of x seconds (provided as phrase) |
| *look | looker | none | none | none | none | none | number(%chance) | Fires when player would see the room desc. |
| try | tryer | none | none | none | none | none | string(phrase or *) | Fires when player in room used try command. |
| connect | connecter | none | none | none | none | none | number(%chance) | Fires when player connects in room. Does not fire on reconnect. |
| *command | commander | none | none | none | command argument | command name | string(command name) | Fires when player uses the given command. |
| (*)If trigger fires, command is prevented from going through unless 'return true' in the script. |
When recalling, order of trigger processing is: rexit then exit then recall
triggers/rprog.1420612359.txt.gz · Last modified: 2015/01/07 06:32 by vodur