File: NPC.em
Description:
Functions for manipulating non-player character mobiles. All (most?) these
functions are limited to use in an NPC context (meaning an AI script).
Last
Modified: 2/11/2003
GetProperty( propertyname ) |
Parameters: |
Name |
Type |
propertyname |
String |
Explanation |
Deprecated. Equivalent to GetObjProperty( Self(),
propertyname ) |
Return values |
An unpacked object. See GetObjProperty in
UO.EM |
Errors |
"Property not found" |
"Invalid parameter type" |
Related |
NPC |
IsLegalMove( move, boundingbox
) |
Parameters: |
Name |
Type |
move |
String, one of N, S, E, W, NW, NE, SW, SE |
boundingbox |
Bounding box, from CreateBoundingBox |
Explanation |
Given your position, and a tentative move, would it fall
within a bounding box |
Return values |
0 on invalid parameter, or illegal move. 1 on legal
move |
Related |
NPC |
MakeBoundingBox( areastring ) |
Parameters: |
Name |
Type |
areastring |
String, see explanation |
Explanation |
Make a bounding box from an area string. An area string is a
number of 'x1 y1 x2 y2' world coordinate entries. |
"1 1 4 4 2 5 3 7" would create a walk area something like
this: |
XXXX
XXXXXXX
XXXXXXX
XXXX
|
Used with Move() and IsLegalMove() functions |
Return values |
boundingbox on success, empty string on invalid param (ick).
Careful, not much error checking! |
Move( direction ) |
Parameters: |
Name |
Type |
direction |
Direction String, Facing Integer, or Bounding Box |
Explanation |
A Direction String is one of: N, S, E, W, NW, NE, SW,
SE |
A Facing Integer is 0 through 7 where 0 is North, 1 is
NorthEast, etc. |
See MakeBoundingBox for info on the bounding
box. |
Return values |
Boolean for move success, or Direction String if bounding
box was used |
Errors |
none, returns 0 on failures |
Related |
NPC |
Position() |
Explanation |
Deprecated. Use Self().x, Self().y, Self().z
instead. |
Return values |
A struct with x,y, and z members. |
Related |
NPC |
RunAwayFrom( object ) |
Parameters: |
Name |
Type |
object |
UObject |
Explanation |
Runs away from object one tile. Puts the script to sleep for
a period of time proportional to the NPC's run_speed (or dexterity if not
defined). |
Note also, walking in range of your opponent may cause you
to attack. |
See the NPC members run_speed and use_adjustments. If
use_adjustments is 1 the NPC will adjust the direction of the move to
attempt to avoid small obsticles. Also, this function will always return
true as a result. If it is 0, the NPC will not attempt to adjust the move,
and the function will return false. |
The success of this function is affected by the NPC's anchor
point. See SetAnchor(). |
In the future, this function will activate a pathfinding
system. |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
"Mobile specified cannot be seen" if object is a character
and invisible |
Related |
NPC |
UObject |
RunAwayFromLocation( x, y ) |
Parameters: |
Name |
Type |
x |
Integer World Coordinate |
y |
Integer World Coordinate |
Explanation |
Runs away from the given coordinates one tile. Puts the
script to sleep for a period of time proportional to the NPC's run_speed
(or dexterity if not defined). |
Note also, walking in range of your opponent may cause you
to attack. |
See the NPC members run_speed and use_adjustments. If
use_adjustments is 1 the NPC will adjust the direction of the move to
attempt to avoid small obsticles. Also, this function will always return
true as a result. If it is 0, the NPC will not attempt to adjust the move,
and the function will return false. |
The success of this function is affected by the NPC's anchor
point. See SetAnchor(). |
In the future, this function will activate a pathfinding
system. |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
Related |
NPC |
RunToward( object ) |
Parameters: |
Name |
Type |
object |
UObject |
Explanation |
Runs toward object one tile. Puts the script to sleep for a
period of time proportional to the NPC's run_speed (or dexterity if not
defined). |
Note also, walking in range of your opponent may cause you
to attack. |
See the NPC members run_speed and use_adjustments. If
use_adjustments is 1 the NPC will adjust the direction of the move to
attempt to avoid small obsticles. Also, this function will always return
true as a result. If it is 0, the NPC will not attempt to adjust the move,
and the function will return false. |
The success of this function is affected by the NPC's anchor
point. See SetAnchor(). |
In the future, this function will activate a pathfinding
system. |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
"Mobile specified cannot be seen" if object is a character
and invisible |
Related |
NPC |
UObject |
RunTowardLocation( x, y ) |
Parameters: |
Name |
Type |
x |
Integer World Coordinate |
y |
Integer World Coordinate |
Explanation |
Runs toward the given coordinates one tile. Puts the script
to sleep for a period of time proportional to the NPC's run_speed (or
dexterity if not defined). |
Note also, walking in range of your opponent may cause you
to attack. |
See the NPC members run_speed and use_adjustments. If
use_adjustments is 1 the NPC will adjust the direction of the move to
attempt to avoid small obsticles. Also, this function will always return
true as a result. If it is 0, the NPC will not attempt to adjust the move,
and the function will return false. |
The success of this function is affected by the NPC's anchor
point. See SetAnchor(). |
In the future, this function will activate a pathfinding
system. |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
Related |
NPC |
Say( text ) |
Parameters: |
Name |
Type |
text |
String |
Explanation |
Makes the NPC print text above its head. Uses the NPC member
speech_font and speech_color. |
Return values |
0 |
Errors |
"NPC is squelched" |
Related |
NPC |
Self() |
Explanation |
return a mobileref to self |
Return values |
A Character Reference to this NPC |
Related |
NPC |
SetAnchor( centerx, centery, distance_start,
percent_subtract ) |
Parameters: |
Name |
Type |
centerx |
Integer world coordinate |
centery |
Integer world coordinate |
distance_start |
Integer |
percent_subtract |
Integer |
Explanation |
Sets the NPC's 'anchor' point. The NPC will have difficulty
moving far away from this coordinate, and will generally stay near
it. |
centerx and centery define the anchor point. |
distance_start is the distance away from the anchor point at
which the npc may not be able to move beyond. Under this distance there is
a 100% chance the move will succeed. If 0, it disables the anchor
point. |
percent_subtract is how much to subtract from the normal
100% chance for each move beyond the distance_start boundary. So if this
value is "20", the first move beyond the distance_start range (and away
from the anchor point) will only have an 80% chance of succeeding. The
next one will have a 60% chance. So the NPC will tend to move back toward
its anchor point. |
The anchor point has no effect as long as the NPC is in war
mode. |
Return values |
1 on success |
Errors |
"Invalid parameter type" |
Related |
NPC |
SetOpponent( character ) |
Parameters: |
Name |
Type |
character |
CharacterRef |
Explanation |
Set your opponent. If you are in range (or are carrying a
projectile weapon and have LOS), you will attack. If a player character is
connected, the NPC will highlight. |
Implicitly sets war mode. |
pass 0 to clear the opponent. |
Return values |
0 on invalid param or clear, 1 on successful
set |
Related |
Character |
NPC |
SetProperty( propertyname, propertyvalue
) |
Parameters: |
Name |
Type |
propertyname |
String |
propertyvalue |
Packable script object (int, string, array, etc) |
Explanation |
Deprecated. Equivalent to SetObjProperty( Self(),
propertyname, propertyvalue ) |
Return values |
1. See SetObjProperty in UO.EM |
Errors |
"Invalid parameter type" |
Related |
NPC |
SetWarMode( warmode ) |
Parameters: |
Name |
Type |
warmode |
Integer 1/0 |
Explanation |
Usually used to leave warmode, but can be used to enter
warmode independently of setting an opponent. |
Setting war mode to 0 clears your opponent. |
Return values |
1 on success, 0 on invalid param or clear |
Related |
NPC |
TurnAwayFrom( object ) |
Parameters: |
Name |
Type |
object |
UObject |
Explanation |
Adjust facing to turn away from object. Puts the script to
sleep for a period of time proportional to the NPC's run_speed (or
dexterity if not defined). |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
"Mobile specified cannot be seen" if object is a character
and invisible |
Related |
NPC |
UObject |
TurnAwayFromLocation( x, y ) |
Parameters: |
Name |
Type |
x |
Integer World Coordinate |
y |
Integer World Coordinate |
Explanation |
Adjust facing to turn away from given coordinates one tile.
Puts the script to sleep for a period of time proportional to the NPC's
run_speed (or dexterity if not defined). |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
Related |
NPC |
TurnToward( object ) |
Parameters: |
Name |
Type |
object |
UObject |
Explanation |
Adjust facing to turn toward object. Puts the script to
sleep for a period of time proportional to the NPC's run_speed (or
dexterity if not defined). |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
"Mobile specified cannot be seen" if object is a character
and invisible |
Related |
NPC |
UObject |
TurnTowardLocation( x, y ) |
Parameters: |
Name |
Type |
x |
Integer World Coordinate |
y |
Integer World Coordinate |
Explanation |
Adjust facing to turn toward given coordinates one tile.
Puts the script to sleep for a period of time proportional to the NPC's
run_speed (or dexterity if not defined). |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
Related |
NPC |
WalkAwayFrom( object ) |
Parameters: |
Name |
Type |
object |
UObject |
Explanation |
Walk away from object one tile. Puts the script to sleep for
a period of time proportional to the NPC's run_speed (or dexterity if not
defined). |
Note also, walking in range of your opponent may cause you
to attack. |
See the NPC members run_speed and use_adjustments. If
use_adjustments is 1 the NPC will adjust the direction of the move to
attempt to avoid small obsticles. Also, this function will always return
true as a result. If it is 0, the NPC will not attempt to adjust the move,
and the function will return false. |
The success of this function is affected by the NPC's anchor
point. See SetAnchor(). |
In the future, this function will activate a pathfinding
system. |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
"Mobile specified cannot be seen" if object is a character
and invisible |
Related |
NPC |
UObject |
WalkAwayFromLocation( x, y ) |
Parameters: |
Name |
Type |
x |
Integer World Coordinate |
y |
Integer World Coordinate |
Explanation |
Walk away from the given coordinates one tile. Puts the
script to sleep for a period of time proportional to the NPC's run_speed
(or dexterity if not defined). |
Note also, walking in range of your opponent may cause you
to attack. |
See the NPC members run_speed and use_adjustments. If
use_adjustments is 1 the NPC will adjust the direction of the move to
attempt to avoid small obsticles. Also, this function will always return
true as a result. If it is 0, the NPC will not attempt to adjust the move,
and the function will return false. |
The success of this function is affected by the NPC's anchor
point. See SetAnchor(). |
In the future, this function will activate a pathfinding
system. |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
Related |
NPC |
WalkToward( object ) |
Parameters: |
Name |
Type |
object |
UObject |
Explanation |
Walk toward object one tile. Puts the script to sleep for a
period of time proportional to the NPC's run_speed (or dexterity if not
defined). |
Note also, walking in range of your opponent may cause you
to attack. |
See the NPC members run_speed and use_adjustments. If
use_adjustments is 1 the NPC will adjust the direction of the move to
attempt to avoid small obsticles. Also, this function will always return
true as a result. If it is 0, the NPC will not attempt to adjust the move,
and the function will return false. |
The success of this function is affected by the NPC's anchor
point. See SetAnchor(). |
In the future, this function will activate a pathfinding
system. |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
"Mobile specified cannot be seen" if object is a character
and invisible |
Related |
NPC |
UObject |
WalkTowardLocation( x, y ) |
Parameters: |
Name |
Type |
x |
Integer World Coordinate |
y |
Integer World Coordinate |
Explanation |
Walk toward the given coordinates one tile. Puts the script
to sleep for a period of time proportional to the NPC's run_speed (or
dexterity if not defined). |
Note also, walking in range of your opponent may cause you
to attack. |
See the NPC members run_speed and use_adjustments. If
use_adjustments is 1 the NPC will adjust the direction of the move to
attempt to avoid small obsticles. Also, this function will always return
true as a result. If it is 0, the NPC will not attempt to adjust the move,
and the function will return false. |
The success of this function is affected by the NPC's anchor
point. See SetAnchor(). |
In the future, this function will activate a pathfinding
system. |
Return values |
Boolean for move success |
Errors |
"Invalid parameter type" |
Related |
NPC |
Wander() |
Explanation |
walk, usually forward, sometimes turning |
Return values |
1 if the move succeeded, 0 if it failed |
Related |
NPC |
If you know if
any information is incorrect on these pages, mail your corrections to
racalac@burdell.org
Copyright ©2003
David Carpman, all rights reserved. DO NOT REPRODUCE, MIRROR, ALTER, SPINDLE,
MUTILATE, OR SIT ON.