RandomItems

From CoffeeMud Wiki
Revision as of 18:56, 20 May 2017 by Loki (talk | contribs) (Created page with "{{BehaviorTemplate|Name=RandomItems|Targets=Areas, Rooms, Containers, Mobs|Usage="min/max ticks" "% chance" "min/max items" "mobs" "locale mask"; "xml/filename"|Examples=min=1...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
CoffeeMUD
Administrator                                                  Builder                                                              Player
=CoffeeMUD Builder Information=
Basics Praetor     Player Support     Commands     Zapper Masks Advanced Races     Classes     Abilities     Socials     Scripting    
Building Behaviors     Properties     Areas     Rooms     Exits     Items     Mobs Systems Achievements     Crafting     Help Info     Ships     Planes of Existence     Quests     Triumphs    
===RandomItems===
Targets: Areas, Rooms, Containers, Mobs
Parameters: "min/max ticks" "% chance" "min/max items" "mobs" "locale mask"; "xml/filename"
Examples: min=10 max=20 chance=75 minitems=1 maxitems=10;myitems.cmare

minitems=10 maxitems=20 MOBS -ALL +CITY;stuff.cmare

minitems=10 maxitems=20 ;<ITEMS><ITEM>..etc..

Description: This behavior will read a list of items from a CMARE file of items generated using the "EXPORT AREA ITEMS" or "EXPORT ROOM ITEMS" command. The path to this file should be the last parameter, following a semicolon. The path is considered relative to the CoffeeMud resources directory. The xml from such a file may also be pasted in as the last parameter instead.

The parameters before the semicolon describe the rate and amount of items generated. The room or area will attempt to generate an item every (min) to (max) ticks, assuming the percent chance (chance) is made. It will then generate at least the minimum (minitems) number of items from the list, but never more than the maximum (maxitems) number of monsters. Duplicates are allowed. Items taken away will be replaced by this behavior, even if they are looted. If the behavior is on a room, all items will be generated in that room. If on an area, a random room in the area will be picked for the item. The TYPE of room in that area which will be selected for population may also be specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to restrict certain locales. If no locale types are specified, then all rooms in an area will be populatable. Valid locates include: "STONE", "WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS flag is given in the parameters, then the item will be placed on a mob IF POSSIBLE (if the behavior is on an area, and a room with no mobs is randomly selected, it may not happen). Items placed on mobs will be automatically worn if possible. If the behavior is on a shopkeeper, it will put the items up for sale.

Notes

.