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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: 02/10/2009

File Constants:

// Constants for texttype flags in the Say() function
const SAY_TEXTTYPE_DEFAULT := "default";
const SAY_TEXTTYPE_WHISPER := "whisper";
const SAY_TEXTTYPE_YELL := "yell";

// Constant for Unicode Language flag in the SayUC() function
const SAY_LANG := "ENU";

// Constants for doevent flag in Say() function
const SAY_DOEVENT_DISABLE := 0x0;
const SAY_DOEVENT_ENABLE := 0x1;

const FACE_NORMAL := 0x0;
const FACE_FORCE := 0x1;
CanMove( direction )
Parameters:
Name Type
direction String, one of N, S, E, W, NW, NE, SW, SE
Explanation
Given current position and direction, would it be possible to move there?
Return values
0 on invalid parameter, or illegal move. 1 on legal move
Related
NPC
Face( direction, flags := FACE_NORMAL )
Parameters:
Name Type
direction Integer (0 - 7) or String, one of N, S, E, W, NW, NE, SW, SE
flags Integer
Explanation
Sets Facing to given direction. If FACE_FORCE is set frozen/paralysed is not checked.
const FACE_NORMAL := 0x0;
const FACE_FORCE := 0x1;
Return values
0 on invalid parameter, illegal direction, or failed to face. New direction on success.
Related
NPC
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. This function ignores facing. It checks explicity for moving in a given direction, regardless of facing.
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"
"Invalid Coordinates for Realm"
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"
"Invalid Coordinates for Realm"
Related
NPC
Say( text, text_type:=SAY_TEXTTYPE_DEFAULT, do_event:=SAY_DOEVENT_DISABLE )
Parameters:
Name Type
text String
text_type Integer
do_event Integer
Explanation
Makes the NPC print text above its head. Uses the NPC member speech_font and speech_color.
If do_event is enabled with SAY_DOEVENT_ENABLE, it will send a speech event to nearby npcs.
Notes: npc.em constant for this function:
// Constants for texttype flags in the Say() function
const SAY_TEXTTYPE_DEFAULT := "default";
const SAY_TEXTTYPE_WHISPER := "whisper";
const SAY_TEXTTYPE_YELL := "yell";

// Constants for doevent flag in Say() function
const SAY_DOEVENT_DISABLE := 0x0;
const SAY_DOEVENT_ENABLE := 0x1;
Return values
0
Errors
"NPC is squelched"
"texttype string param must be either 'default', 'whisper', or 'yell'"
Related
NPC
SayUC( uc_text, text_type:=SAY_TEXTTYPE_DEFAULT, langcode:=SAY_LANG, do_event:=SAY_DOEVENT_DISABLE )
Parameters:
Name Type
uc_text Array of 2-byte integers, where each integer is a Unicode character
text_type Integer
langcode 3-character 'Originating Language' string code e.g. ENU, CHT, DEU, RUS, KOR, etc.
do_event Integer
Explanation
Makes the NPC print text above its head. Uses the NPC member speech_font and speech_color.
If do_event is enabled with SAY_DOEVENT_ENABLE, it will send a speech event to nearby npcs.
uc_text MUST be an array of integers representing unicode characters.
Integers must be "Big Endian" (0x1234) and not "Little Endian" (0x3412).
Integers will be clipped internally to 2-bytes (value masked with 0xFFFF)
The Array must be terminated with zero. (0x0000)
Return values
0
Errors
"A parameter was invalid"
"NPC is squelched"
"texttype string param must be either 'default', 'whisper', or 'yell'"
"Unicode array exceeds maximum size."
"langcode must be a 3-character code."
"Invalid value in Unicode array."
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"
"Invalid Coordinates for Realm"
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, flags := FACE_NORMAL )
Parameters:
Name Type
object UObject
flags Integer
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).
See Face() for flags explanation
const FACE_NORMAL := 0x0;
const FACE_FORCE := 0x1;
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, flags := FACE_NORMAL )
Parameters:
Name Type
x Integer World Coordinate
y Integer World Coordinate
flags Integer
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).
See Face() for flags explanation
const FACE_NORMAL := 0x0;
const FACE_FORCE := 0x1;
Return values
Boolean for move success
Errors
"Invalid parameter type"
"Invalid Coordinates for Realm"
Related
NPC
TurnToward( object, flags := FACE_NORMAL )
Parameters:
Name Type
object UObject
flags Integer
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).
See Face() for flags explanation
const FACE_NORMAL := 0x0;
const FACE_FORCE := 0x1;
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, flags := FACE_NORMAL )
Parameters:
Name Type
x Integer World Coordinate
y Integer World Coordinate
flags Integer
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).
See Face() for flags explanation
const FACE_NORMAL := 0x0;
const FACE_FORCE := 0x1;
Return values
Boolean for move success
Errors
"Invalid parameter type"
"Invalid Coordinates for Realm"
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"
"Invalid Coordinates for Realm"
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"
"Invalid Coordinates for Realm"
Related
NPC
Wander()
Explanation
walk, usually forward, sometimes turning
Return values
1 if the move succeeded, 0 if it failed
Related
NPC