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:
// 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;
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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" |
"Invalid Coordinates for Realm" |
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 |
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" |
"Invalid Coordinates for Realm" |
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 |
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 |
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 |
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 |
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 |
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.