This section describes the actors populating your game. This section can contain zero or more CHARACTER definitions. INCLUDE statements could be used to include libraries of reusable CHARACTER definitions.
CHARACTERS syntax (square brackets indicate optional parts):
CHARACTERS
[ATTRLIST attributes list]
[CHARACTER definition here…]
[CHARACTER definition here…]
END_CHARACTERS
The parameters are specified below. Don’t include double quotes (“) for specifying the values:
Parameter | Meaning |
ATTRLIST | Comma-separated list of pairs, of the form:
Attribute1=val1,Attribute2=val2 Use this attribute to implement useful parameters for the game like skill, strength, intelligence, etc. |
example:
CHARACTERS
ATTRLIST Health=10,Strength=1,Dexterity=1
CHARACTER asia
NAME Asia
DESCRIPTION Asia is the princess of the Reign.
POSITION End
IMAGE 120×130 sm/chrAsia.gif
END_CHARACTER
2.14 CHARACTER
This tag defines a computer-controlled character.
CHARACTER syntax (square brackets indicate optional parts):
CHARACTER id [DEFAULT]
NAME Name goes here
[DESCRIPTION textual description]
[ATTRLIST attributes list]
[ACCEPTS list of object_ids]
[POSITION room_id]
[ICON icon url]
[VOLUME int_value]
[CAPACITY int_value]
[SHOW type]
[IMAGE definitions here … ]
Parameter | Meaning |
ID | Identifier (mandatory) |
NAME | Character’s full name (as seen by the players) |
DESCRIPTION | Description text which appears when you look at him |
POSITION | (Optional) ID of the container (typically a ROOM object) representing its initial position. If not specified, the character will not be initially visible. |
ATTRLIST | (Optional) Additional attributes list. It’s a comma-separated list. These will be added to the default attributes, as specified in the CHARACTERS section.
See also: 2.11 – Attributes/properties, ATTRLIST definitions – page . |
ACCEPTS | (Optional) Comma-separated list of ITEM Ids and/or TYPE Ids of ITEMs that the CHARACTER would accept. To specify that any object is accapted, use the wildcard character: * Please note that, while you can give any item to any other player, computer-controlled characters accept nothing by default.To make the character to accept something, you have to tell so explicitly using this attribute. |
DEFAULT | (Optional) If “true”, this entity becomes the “system default”, which is used to make system announcements such as “The game is over”. In this case, it is recommended not to use the POSITION attribute. |
ICON | (Optional) Icon of the actor. If not specified, the default one is used. |
CAPACITY | (Optional) Has got sense only for those objects capable of cointaining other objects. If not specified, defaults to 5 units. See also 2.11.2 – CAPACITY and VOLUME attributes. |
VOLUME | (Optional) Represents the size of the object, expressed in units. Defaults to 1. You may want to give bigger volumes to bigger objects. See also 2.11.2 – CAPACITY and VOLUME attributes. |
SHOW | (Optional) defines the SHOW type for this character, default is ONSCREEN. See section on SHOW types for more details. |
IMAGE | (Optional) Image(s) for the actor. |
Example:
CHARACTER nkono
NAME N’Kono
DESCRIPTION N’Kono is a Zulu warrior. What is he doing here?
POSITION R4
IMAGE 80×200 sm/chrNkono.gif