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: 10/27/2007

File Constants:

CanMove( direction )
Parameters:
NameType
directionString, 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



GetProperty( propertyname )
Parameters:
NameType
propertynameString
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:
NameType
moveString, one of N, S, E, W, NW, NE, SW, SE
boundingboxBounding 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:
NameType
areastringString, 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:
NameType
directionDirection 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



RunAwayFromLocation( x, y )
Parameters:
NameType
xInteger World Coordinate
yInteger 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



RunAwayFrom( object )
Parameters:
NameType
objectUObject
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



RunTowardLocation( x, y )
Parameters:
NameType
xInteger World Coordinate
yInteger 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



RunToward( object )
Parameters:
NameType
objectUObject
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



Say( text, text_type:=SAY_TEXTTYPE_DEFAULT, do_event:=SAY_DOEVENT_DISABLE )
Parameters:
NameType
textString
text_typeInteger
do_eventInteger
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:
NameType
uc_textArray of 2-byte integers, where each integer is a Unicode character
text_typeInteger
langcode3-character 'Originating Language' string code e.g. ENU, CHT, DEU, RUS, KOR, etc.
do_eventInteger
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:
NameType
centerxInteger world coordinate
centeryInteger world coordinate
distance_startInteger
percent_subtractInteger
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:
NameType
characterCharacterRef
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:
NameType
propertynameString
propertyvaluePackable 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:
NameType
warmodeInteger 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



TurnAwayFromLocation( x, y )
Parameters:
NameType
xInteger World Coordinate
yInteger 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"
"Invalid Coordinates for Realm"
Related
NPC



TurnAwayFrom( object )
Parameters:
NameType
objectUObject
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



TurnTowardLocation( x, y )
Parameters:
NameType
xInteger World Coordinate
yInteger 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"
"Invalid Coordinates for Realm"
Related
NPC



TurnToward( object )
Parameters:
NameType
objectUObject
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



WalkAwayFromLocation( x, y )
Parameters:
NameType
xInteger World Coordinate
yInteger 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



WalkAwayFrom( object )
Parameters:
NameType
objectUObject
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



WalkTowardLocation( x, y )
Parameters:
NameType
xInteger World Coordinate
yInteger 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



WalkToward( object )
Parameters:
NameType
objectUObject
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



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 polteam@polserver.com

Copyright ©2003-2006 David Carpman and POL Development Team, all rights reserved. DO NOT REPRODUCE, MIRROR, ALTER, SPINDLE, MUTILATE, OR SIT ON.