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» SmaugMuds.org » Codebases » SmaugFUSS » Get Mob A to check whether Mo...
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Get Mob A to check whether Mob B has an item?
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Post is unread #1 Apr 29, 2009, 7:50 pm
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irbobo
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I know this is probably simple but for some reason I'm having the worst of luck getting it to work.

Basically Mob A randomly checks the room for a random MOB lets say Mob B and then checks to see if Mob B is wearing item with vnum xxx and if so Mob A attacks Mob B

Oh and Mob B can either be a NPC or PC...

Is this possible?
       
Post is unread #2 Apr 29, 2009, 8:03 pm
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Zeno
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You should probably specify if you're looking for this to be done via code or OLC.
       
Post is unread #3 Apr 29, 2009, 8:13 pm
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irbobo
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OLC preferably
       
Post is unread #4 Apr 29, 2009, 9:08 pm
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Banner
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> speech_prog bobo
if mobinroom(101) >= 1
 mpecho Mob Here!
 if ovnumhere(100) >= 1
  mpecho Object Here!
  else
  mpecho No object!
 endif
else
mpecho No mob!
endif


Edit as you please. Note that you can't detect an object another player has using a program like this. It can:

<place> definitions:
... room - in the room the mobile is in
... wear - worn by the mobile as equipment
... inv - in the mobile's inventory
... carry - worn or in inventory
... here - all of the above

That program will detect the object if the actor(the mob the program is on) is holding the object, not another mob. At the moment, I can't think if there is another way to do what you want, but if not, it wouldn't be hard to add in.
       
Post is unread #5 Apr 30, 2009, 10:09 am
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Hanaisse
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I don't think I'd use a speech prog... there's no indication the PC is going to say anything to trigger it.

I'd be inclined to use a greet prog (if Mob A is stationary) or an entry prog (if Mob A is a wanderer). Another possibility is a rand prog and have Mob A teleport to the PC.

Is there any reason you want it to trigger on NPC's? My opinion but I find creating fights between mobs that no one will see kind of unnecessary.
       
Post is unread #6 Apr 30, 2009, 11:19 am
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irbobo
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Well I was converting the hood.are from Rom 2.4 area format over and was wondering if I could do the gang actions via olc instead of hardcoding them as specials... I opted to hardcoding the patrolmans code..
       
Post is unread #7 Apr 30, 2009, 11:21 am
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David Haley
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It's pretty difficult to create truly dynamic and interesting behavior in mudprog; oftentimes coding up a spec_fun routine is the easier option. The downside is of course that to modify it, you have to recompile and re/hotboot the game.
       
Post is unread #8 Apr 30, 2009, 12:00 pm   Last edited Apr 30, 2009, 12:02 pm by irbobo
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irbobo
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For those of you who were wondering what the spec_patrolman code conversion might be (this worked):



#define OBJ_VNUM_WHISTLE 18516
#define MOB_VNUM_PATROLMAN 18206

bool spec_patrolman(CHAR_DATA *ch)
{
    CHAR_DATA *vch,*victim = NULL;
    OBJ_DATA *obj;
    char *message;
    int count = 0;

    if (!IS_AWAKE(ch) || ch->in_room == NULL
    ||  IS_AFFECTED(ch,AFF_CHARM) || ch->fighting != NULL)
        return FALSE;

    /* look for a fight in the room */
	// for( victim = ch->in_room->first_person; victim; victim = v_next ) // example
    /* for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) // old */
	for(vch = ch->in_room->first_person; vch; vch = vch->next_in_room)
    {
		if (vch == ch)
			continue;

		if (vch->fighting != NULL)  /* break it up! */
		{
			victim = vch;
			/* // old
				if (number_range(0,count) == 0)

				victim = (vch->level > vch->fighting->level) 
				? vch : vch->fighting;

			*/
			count++;
		}
	}

    if (victim == NULL || (IS_NPC(victim) && victim->spec_fun == ch->spec_fun))
		return FALSE;

    if ( ((obj = get_eq_char(ch,WEAR_NECK_1)) != NULL &&   
	         obj->pIndexData->vnum == OBJ_VNUM_WHISTLE) ||  
		 ((obj = get_eq_char(ch,WEAR_NECK_2)) != NULL && 
             obj->pIndexData->vnum == OBJ_VNUM_WHISTLE) )
    {

/* // OLD!
		act("You blow down hard on $p.",ch,obj,NULL,TO_CHAR);
		act("$n blows on $p, ***WHEEEEEEEEEEEET***",ch,obj,NULL,TO_ROOM);
*/

        act( AT_ACTION, "You blow down hard on your whistle.", ch, NULL, victim, TO_VICT );
        act( AT_ACTION, "$n blows on $s whistle, ***PHE-WHEEEEEEEEEEEET***", ch, NULL, victim, TO_NOTVICT );

    	for ( vch = first_char; vch != NULL; vch = vch->next )
    	{
            if ( vch->in_room == NULL )
            	continue;

            if (vch->in_room != ch->in_room &&  vch->in_room->area == ch->in_room->area)
            	send_to_char( "You hear a shrill whistling sound.\n\r", vch );
    	}
    }

    switch (number_range(0,6))
    {
		default:	
			message = NULL;		
			break;
		case 0:	
			message = "$n yells 'All roit! All roit! break it up!'";
			break;
		case 1: 
			message =  "$n says 'Society's to blame, but what's a bloke to do?'";
			break;
		case 2: 
			message = "$n mumbles 'bloody kids will be the death of us all.'";
			break;
		case 3: 
			message = "$n shouts 'Stop that! Stop that!' and attacks.";
			break;
		case 4: 
			message = "$n pulls out his billy and goes to work.";
			break;
		case 5: 
			message = "$n sighs in resignation and proceeds to break up the fight.";
			break;
		case 6: 
			message = "$n says 'Settle down, you hooligans!'";
			break;
    }

    if (message != NULL)
		act( AT_SAY, message, ch, NULL, NULL, TO_ROOM );
	/* act(message,ch,NULL,NULL,TO_ALL); // OLD */

    multi_hit(ch,victim,TYPE_UNDEFINED);
	

    return TRUE;
}

       
Post is unread #9 Apr 30, 2009, 5:30 pm
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Hanaisse said:

I don't think I'd use a speech prog... there's no indication the PC is going to say anything to trigger it.

I'd be inclined to use a greet prog (if Mob A is stationary) or an entry prog (if Mob A is a wanderer). Another possibility is a rand prog and have Mob A teleport to the PC.

Is there any reason you want it to trigger on NPC's? My opinion but I find creating fights between mobs that no one will see kind of unnecessary.

A speech prog is easier to trigger when you're testing it. It can be so easily converted into an allgreet prog that I don't see the point in your post.
       
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