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<h1>
CthulhuMud - Substitution Paramters</h1></center>

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<p>Substitution paramters enable details from <a href="events.html">events</a>
to be embeded into commands that a mob scehdules for execution. This allows
mobs to tailor their reaction to accomodate the mob that caused it.
<br>
<hr>
<h2>
Available Paramters</h2>
Substitution paramters are available for all parts of an event, although
the paramteres available depend upon the nature of the item being referenced.
<p>The basic form of a substitution parameter is:
<pre>&nbsp; @xy</pre>
Where x determines the item being referenced and y determines the attribute
of it being referenced.
<p>The following items can be referenced:
<pre>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp; Meaning
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -&nbsp; ----------------
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; g&nbsp; global
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a&nbsp; actor
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; v&nbsp; victim
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; o&nbsp; observer
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; p&nbsp; primary object
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; s&nbsp; secondary object
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; t&nbsp; text
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; n&nbsp; number&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; r&nbsp; room</pre>
The attributes that can be referenced depend upon the nature of the item:
<pre>&nbsp; y&nbsp; Character&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Object&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Text&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Number&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Room&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Global
&nbsp; - -----------&nbsp;&nbsp;&nbsp;&nbsp; -------------&nbsp;&nbsp; ----&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -------&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -------&nbsp;&nbsp;&nbsp;&nbsp; -------
&nbsp; 0&nbsp; a/an&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; a/an&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; text&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; number&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; vnum&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Mud Name&nbsp;&nbsp;
&nbsp; 1&nbsp; name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; garbled text&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Mud URL
&nbsp; 2&nbsp; short desc&nbsp;&nbsp;&nbsp;&nbsp; short desc&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Mud IP
&nbsp; 3&nbsp; his/her/its&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp; 4&nbsp; him/her/it
&nbsp; 5&nbsp; he/she/it
&nbsp; 6&nbsp; man/woman/thing
&nbsp; 7&nbsp; Sir/Lady/Thing
&nbsp; 8&nbsp; Lad/Lass/Thingy
&nbsp; 9&nbsp; Sir/Madam/Thing
&nbsp; r&nbsp; vnum of room
&nbsp; d&nbsp; vnum of dreaming from room
&nbsp; t&nbsp; true name
&nbsp; l&nbsp; level&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; level</pre>
If you want an @ sign, use @@.
<br>
<hr>
<h2>
<a NAME="truename"></a>True Names</h2>
A true name is a unique name for a mob within the current mud. The true
name is comprised of a constant (@M or @P) followed by the hex address
of the mobs storage location in memory. The main use of true names is to
ensure that commands always refer to the correct mob. Consider a case where
a room has two mobs called 'guard' in it. Any command issued simply against
'guard' will always affect the first mob, even if the seond one was the
intended target. By using the true name to refer to the target mob, you
can guarentee that the right mob will always be found.
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