Sounder

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===Sounder===
Targets: Room, MOBs, Items, Areas
Parameters: (Max/Min ticks;) ("EMOTE CODE" "EMOTE STRING";)
Examples: sound 80 wiggles his bottom.;sound 60 smiles evilly.;sound 20 burps!

min=20 max=20;wear $p looks good on you.;remove Now you don't look so good.;remove_room $n doesn't look so good.

Description: An alternative to the Emoter behavior, this allows you to create very simple emoting triggers based on percent chances every tick, or based on event triggers such as getting an item, or leaving a room. Each emote trigger is semicolon (;) separated, and the first trigger may instead be a set of ticks. Valid emote codes include the following:

SOUND (PCT CHANCE) - every min/max ticks, this will be emoted % chance of the time.

GET - if an item is gotten (or THE item), this will emote to the getter.

GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not the getter).

DROP - if an item is dropped (or THE item), this will emote to the getter.

DROP_ROOM - if an item is dropped (or THE item), this will emote to the room (not the getter).

PUSH - if an item is pushed (or THE item), this will emote to the pusher.

PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room (not the pusher).

PULL - if an item is pulled (or THE item), this will emote to the pulled.

PULL_ROOM - if an item is pulled (or THE item), this will emote to the room (not the puller).

EAT - if an item is eaten (or THE item), this will emote to the eater.

EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not the getter).

MOUNT - if an item is mounted (or THE item), this will emote to the mounter.

MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room (not the getter).

DRINK - if an item is drunk (or THE item), this will emote to the drinker.

DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room (not the getter).

SIT - if an item is sat on (or THE item), this will emote to the sitter.

SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not the getter).

SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.

SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room (not the getter).

WEAR - if an item is worn (or THE item), this will emote to the wearer.

WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not the getter).

OPEN - if an item is opened (or THE item), this will emote to the wearer.

OPEN_ROOM - if an item is opened (or THE item), this will emote to the room (not the getter).

CLOSE - if an item is closed (or THE item), this will emote to the wearer.

CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room (not the getter).

HOLD - if an item is held (or THE item), this will emote to the wearer.

HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not the getter).

WIELD - if an item is wielded (or THE item), this will emote to the wearer.

WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room (not the getter).

REMOVE - if an item is removed (or THE item), this will emote to the remover.

REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room (not the getter).

PORTAL_ENTER - if the room is entered, this will emote to the one entering.

PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in the room.

PORTAL_EXIT - if the room is left, this will emote to the one leaving.

PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the room.

DAMAGE - if the object is hurt, or used to hurt, this will emote to the one hurting.

DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the others in the room.

FIGHT - if the object is attacking, or used to attack, this will emote to the one attacking.

FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to the others in the room.


The emote strings may be any text, and the following codes may be included:

$p - the name of the item with the behavior.

$n - the name of the source of the emote, or the source of the trigger.

$e - the he/she of $n.

$s - the his/her of $n.


Notes

  • It is useful to put a (s) at the end of verbs to allow the emoter to match the case of the phrase in the event of name changes or invisibility.
    • For Example: burp(s) will generate the word BURP for singular or first-person tenses, and BURPS for plural or third-person tenses.