CHARACTER-EVENT
Character events are those that represent a character actor interacting with an element. All of these events have an "actor" that is a character.
Event: Set off whenever:
*social <various> See EVENT-SOCIAL for more information.
use <object number> someone uses the specified object
*say <keyword>|* someone says the <keyword>. if you enter '* for the
text, then the say event will match anything.
(the actor is the speaker and if the actor was speaking
to a specific person (with the talk command) then this
person is the subject). If the keyword starts with a
"/" then a substring match will be performed.
Example: "after say /shai'lar" will match both
"who is shai'lar?" or "tell me about shai'lar..."
*examine <keyword> someone examines the <keyword>
*dir <direction> someone moves in the specified direction
(You can list multiple directions separated by spaces
assuming the directions are in quotes. For example,
"dir 'w e s'" In addition, you can specify a direction
of "any" (ex: "dir any")
enterroom someone enters the room
exitroom someone exits the room
enterdir <direction> someone enters the room from the specified direction
newbie sent to all when a newbie enters the game
*command <command> sent when the specified command is entered
(You can list multiple commands separated by spaces
assuming the commands are in quotes. For example,
"command 'mail title'" would match both the "mail"
and the "title" command.)
customcommand <cmd> sent when the specified custom command is entered
attack sent to mobiles who have an attacktype of "behavior"
(see ATTACKTYPE-BEHAVIOR)
hit sent to an weapon when it hits a foe
and then to the wielder of the weapon
*damaged <type> sent to the character being damaged (who is the actor)
and to the thing doing the damage (who is the subject)
"type" contains the type of damage to match on which
should be either "any" or a legal RESISTANCES
value. For example, enter "damaged fire" if you
only want to trigger on fire damage. You can also
specify "nods" meaning "match any damage that isn't
caused by a damage shield".
initcombat whenever a mobile instigates combat
recvcombat sent to victim when they are first engaged in combat
seescombat sent periodically to a room when combat is taking
place ... actor is the person fighting and subject
is who they are fighting
*deathblow actor is about to die because of damage done by
subject.
*wear sent when an object is being worn
*wearmsg sent when an object wear msg is displayed
*remove sent when an object is being removed
*removemsg sent when an object remove msg is displayed
*drop sent when an object is dropped
*dropmsg sent when an object drop msg is displayed
*get sent when an object is picked up
(actor is the character doing the getting and
the object being gotten is the subject)
If the get behavior is not on the object being got, then
actor becomes the object being got.
*getmsg sent when an object get msg is displayed
*give sent to an object when it is given
(actor is the giver, subject is the givee)
-also- sent to the char receiving the object/givee
(actor is the giver, subject is the object being given)
*eat someone eats something
*drink someone drinks something
charges sent when a player enters "status charges"
(see JS-MUD-CHARGES)
Events that have an asterisk (*) in front of them can be trapped both before
AND after the event occurs using the 'after' prefix. Keyword options to
an event must be in quotes if they consist of more than one word.
examine 'opal torch' triggers if a player 'l torch', 'exa opal', etc.
Last edited by Engada in June 2006.