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Variable
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Description
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@this @self @i
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A pointer to the owner of the script. Currently this may be a
room, character, or object. The @i version was used historically
and so has been retained.
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@room
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A pointer to the room containing the script owner at the time the
script is run.
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@roomId
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The ID of the room containing the script owner at the time the
script is run.
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@I
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The name of the script owner defined by @i. This is set to
"something" for rooms and "nothing" for any invalid owners.
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@p
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Short name of object if the script owner is a character and can
see the object defined by @o. If the object is not visible to the
owner then it is set to "something". If the owner is not a
character then it is set to "nothing".
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@P
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Short name of target object defined by @t if the script owner
defined by @i is a character and can see the object. If the object
is not visible to the owner then it is set to "something". If the
owner is not a character then it is set to "nothing".
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@n
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Pointer to the actor that triggered the script. This is usually a
character.
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@N
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The nice'd name of the script actor defined by @n if visible to
the script owner. If not visible to the script owner then it is
set to "someone". If the script owner is not a character then
@n will be considered to be visible. If @n is not a pointer to
a character then this will be set to "nobody".
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@s
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The gender specific possessive for a character script actor
defined by @n. This will be one of: his, hers, its. If the actor
is not a character then this will be set to "nothing".
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@e
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The gender specific pronoun for a character script actor defined
@by n. This will be one of: he, she, it. If the actor is not a
character then this will be set to "nothing".
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@m
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The gender specific objective for a character script actor defined
by @n. This will be one of: him, her, it. If the actor is not a
character then this will be set to "nothing".
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@h
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Pointer to a character being hunted by the character script owner
defined by @i. If the owner is not a character then this will be
set to "nobody".
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@H
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The nice'd name of the character defined by @h if visible to the
script owner. If not visible to the script owner then it is set to
"someone". If the script owner is not a character then this will
be set to "nobody".
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@t
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Pointer to a provided target of the script. In the case of a
script triggered by combat, @t will usually be set to the
opponent.
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@T
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The nice'd name of the script target defined by @t if visible to
the script owner. If not visible to the script owner then it is
set to "someone". If the script owner is not a character then
@t will be considered to be visible. If @t is not a pointer to
a character then this will be set to "nobody".
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@A
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Conjunction for a target object as defined by @t. This will have
an appropriate value of "a" or "an" (i.e. an apple).
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@S
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The gender specific possessive for a character script target
defined by @n. This will be one of: his, hers, its. If the target
is not a character then this will be set to "nothing".
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@E
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The gender specific pronoun for a character script target defined
by @n. This will be one of: he, she, it. If the target is not a
character then this will be set to "nothing".
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@M
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The gender specific objective for a character script target
defined by @n. This will be one of: him, her, it. If the target is
not a character then this will be set to "nothing".
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@a
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Conjunction for a the object defined by @o. This will have an
appropriate value of "a" or "an" (i.e. an apple).
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@o
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Pointer to an object that played a part in the script's firing.
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@O
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Short name of the object defined by @o if the character owner
defined by @i can see the object or the owner is not a character.
If the script owner is a character and cannot see the object then
this is set to "something". If the object defined by @o is not
valid then this is set to "nothing".
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@x
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An arbitrary string that may be set by whatever triggers the
script. The prupose of this value is highly dependent on the
script. For instance the catch death act populates @x with the
name of the creature that died since the creature itself cannot be
accessed.
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@X
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The first word of the string defined by @x.
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@q
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Pointer to a random object in the current room if any exist.
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@Q
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Short name of the object defined by @q if the character owner
defined by @i can see the object or the owner is not a character.
If the script owner is a character and cannot see the object then
this is set to "something". If the object defined by @q is not
valid then this is set to "nothing".
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@r
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Pointer to a random creature in the current room if any exist.
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@R
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The nice'd name of the random character defined by @r if visible
to the script owner. If not visible to the script owner then it is
set to "someone". If the script owner is not a character then
@r will be considered to be visible. If @r is not a pointer to a
character then this will be set to "nobody".
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