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triggers:rprog [2015/01/07 06:32] vodur |
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- | ====== RoomProgs ====== | ||
- | Room progs are attached in redit with addrprog command. | ||
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- | Room progs are always lua scripts. | ||
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- | ^Argument ^Type ^Note | | ||
- | |ch1 |[[:lua:ch:members|CH]] |see table | | ||
- | |ch2 |[[:lua:ch:members|CH]] |see table | | ||
- | |obj1 |[[:lua:obj:members|OBJ]] |see table | | ||
- | |obj2 |[[:lua:obj:members|OBJ]] |see table | | ||
- | |text1 |string |see table | | ||
- | |trigger |string |see table | | ||
- | |trigtype |string |see table | | ||
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- | The actual room to which the script is attached can be referenced in the script through '**room**' global variable (type [[:lua:room:members|ROOM]]). | ||
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- | ^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. | | ||
- | |[[:triggers:timer|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. | | ||
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- | |(%%*%%)If trigger fires, command is prevented from going through unless 'return true' in the script. | | ||
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- | When recalling, order of trigger processing is: rexit then exit then recall |