Prop Socials
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Builder Information= | |||
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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 |
===Prop_Socials=== | |
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Effect: | Local Social creating property |
Targets: | Areas, Room, Item, Mobs, Exits |
Parameters: | NAME="SOCIAL NAME" SRCCODE="CODE" TGTCODE="CODE" YOUSEE=""MSG""
(TARGET="(TARGET CODE)") (OTHSEE="(MSG)") (TGTSEE="(MSG)") (NOTARGSEE="(MSG)") (MSPFILE=(FILENAME)) (;(MORE SOCIALS)...) MASK="(ZAPPER MASK)" ; ... WORNONLY=TRUE/FALSE ; ... LOAD="(SOCIALS INI FILE PATH)" ; ... |
Examples: | name=USE srccode=V yousee="You use it." ; name=ROP srccode=H ...
load="specialSocials.txt" |
Description: | Creates and defines socials that apply to players in the affected area, room, or near the affected exit, or possessing the affected item.
The parameters may be a LOAD command for a resource file containing a standard socials definition list (see your resources/socials.txt file). These files have a single social definition per line, where each part is separated by a tab character. The parameters may also contain a MASK= definition for a zapper mask that will determine whether the given invoker player or mob can use the social. See help on ZAPPERMASK for more information on how to use masks. A WORNONLY variable can be set to TRUE or FALSE to determine whether an item with this property must be worn in order for the social to be usable. The parameters may also be a semicolon (;) separated list of social definitions using the VARIABLE=VALUE format. The required variables are NAME, SRCCODE, TGTCODE, and YOUSEE. Each variable definition set is separated by semicolons to define as many socials as are needed. The allowed variables and valid values are as follows: NAME = the keyword/name of the social -- the command SRCCODE = source letter: W)ords, M) hands, V)isual, S)ound, O) movement TGTCODE = target letter: T)hands, S)ounds, W)ords, V)noisy moves, O) visual TARGET = target: (T-NAME) SELF ALL (I-NAME) (V-NAME) (E-NAME) (ITEM) YOUSEE = What the command invoker sees ((S-NAME)) sees. OTHSEE = What others see the invoker do TGTSEE = What the target (if any) sees NOTARGSEE = What the invoker sees when the target is not present MSPFILE = name of msp sound file in your sounds directory |
Notes
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