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: 6/17/2006
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";
// Constants for doevent flag in Say() function
const SAY_DOEVENT_DISABLE := 0x0;
const SAY_DOEVENT_ENABLE := 0x1;
| GetProperty( propertyname ) |
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| Parameters: |
|---|
| Name | Type |
| propertyname | String |
| Explanation |
|---|
| Deprecated. Equivalent to GetObjProperty( Self(), propertyname ) |
| Return values |
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| An unpacked object. See GetObjProperty in UO.EM |
| Errors |
|---|
| "Property not found" |
| "Invalid parameter type" |
| Related |
|---|
| NPC |
| IsLegalMove( move, boundingbox ) |
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| Parameters: |
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| 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 |
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| 0 on invalid parameter, or illegal move. 1 on legal move |
| Related |
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| NPC |
| MakeBoundingBox( areastring ) |
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| Parameters: |
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| Name | Type |
| areastring | String, see explanation |
| Explanation |
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| 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 |
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| boundingbox on success, empty string on invalid param (ick). Careful, not much error checking! |
| Move( direction ) |
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| Parameters: |
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| Name | Type |
| direction | Direction String, Facing Integer, or Bounding Box |
| Explanation |
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| 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 |
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| Boolean for move success, or Direction String if bounding box was used |
| Errors |
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| none, returns 0 on failures |
| Related |
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| NPC |
| Position() |
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| Explanation |
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| Deprecated. Use Self().x, Self().y, Self().z instead. |
| Return values |
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| A struct with x,y, and z members. |
| Related |
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| NPC |
| RunAwayFrom( object ) |
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| Parameters: |
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| 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 |
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| Boolean for move success |
| Errors |
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| "Invalid parameter type" |
| "Mobile specified cannot be seen" if object is a character and invisible |
| Related |
|---|
| NPC |
| UObject |
| RunAwayFromLocation( x, y ) |
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| 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 |
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| Boolean for move success |
| Errors |
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| "Invalid parameter type" |
| "Invalid Coordinates for Realm" |
| Related |
|---|
| NPC |
| RunToward( object ) |
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| 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 |
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| "Invalid parameter type" |
| "Invalid Coordinates for Realm" |
| Related |
|---|
| NPC |
| Say( text, text_type:=SAY_TEXTTYPE_DEFAULT, do_event:=SAY_DOEVENT_DISABLE ) |
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| Parameters: |
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| Name | Type |
| text | String |
| text_type | Integer |
| do_event | Integer |
| Explanation |
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| 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 |
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| 0 |
| Errors |
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| "NPC is squelched" |
| "texttype string param must be either 'default', 'whisper', or 'yell'" |
| Related |
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| NPC |
| Self() |
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| Explanation |
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| return a mobileref to self |
| Return values |
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| A Character Reference to this NPC |
| Related |
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| NPC |
| SetAnchor( centerx, centery, distance_start, percent_subtract ) |
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| Parameters: |
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| 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 |
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| 1 on success |
| Errors |
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| "Invalid parameter type" |
| "Invalid Coordinates for Realm" |
| Related |
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| NPC |
| SetOpponent( character ) |
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| Parameters: |
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| Name | Type |
| character | CharacterRef |
| Explanation |
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| 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 |
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| 0 on invalid param or clear, 1 on successful set |
| Related |
|---|
| Character |
| NPC |
| SetProperty( propertyname, propertyvalue ) |
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| Parameters: |
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| Name | Type |
| propertyname | String |
| propertyvalue | Packable script object (int, string, array, etc) |
| Explanation |
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| Deprecated. Equivalent to SetObjProperty( Self(), propertyname, propertyvalue ) |
| Return values |
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| 1. See SetObjProperty in UO.EM |
| Errors |
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| "Invalid parameter type" |
| Related |
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| NPC |
| SetWarMode( warmode ) |
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| Parameters: |
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| Name | Type |
| warmode | Integer 1/0 |
| Explanation |
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| 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 |
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| 1 on success, 0 on invalid param or clear |
| Related |
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| NPC |
| TurnAwayFrom( object ) |
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| Parameters: |
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| 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 |
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| Boolean for move success |
| Errors |
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| "Invalid parameter type" |
| "Mobile specified cannot be seen" if object is a character and invisible |
| Related |
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| NPC |
| UObject |
| TurnAwayFromLocation( x, y ) |
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| 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 |
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| Boolean for move success |
| Errors |
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| "Invalid parameter type" |
| "Invalid Coordinates for Realm" |
| Related |
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| NPC |
| TurnToward( object ) |
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| 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 |
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| Boolean for move success |
| Errors |
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| "Invalid parameter type" |
| "Mobile specified cannot be seen" if object is a character and invisible |
| Related |
|---|
| NPC |
| UObject |
| TurnTowardLocation( x, y ) |
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| 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 |
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| Boolean for move success |
| Errors |
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| "Invalid parameter type" |
| "Invalid Coordinates for Realm" |
| Related |
|---|
| NPC |
| WalkAwayFrom( object ) |
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| 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 ) |
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| 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 |
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| 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 shinigami@gmx.net
Copyright ©2003-2011 David Carpman and Shinigami, all rights reserved. DO NOT REPRODUCE, MIRROR, ALTER, SPINDLE, MUTILATE, OR SIT ON.