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The table below lists character properties visible from Lua at the time of writing. If your prog needs to access character data not in this list, contact Lasher.

PropertyDescription
AlignCurrent alignment
*GoldGold on hand
IntCurrent Intelligence.
StrCurrent Strength.
DexCurrent Dexterity.
WisCurrent Wisdom.
ConCurrent Constitution.
LuckCurrent Luck.
LevelLevel of character.
TotlevelTotal level as it would appear in rank 1.
NameCharacter Name.
ClassPrimary class .
SubclassCharacter subclass.
RaceCharacter Race.
RacenameCharacter Racename.
ClanCharacter's clan.
SexIf you're offering, submit applications to webmaster.
TierCurrent tier of character.
*TrainsTraining sessions on hand, player only.
*PracticesPractices on hand, player only.
HpCurrent hit points
MaxhpMax hit points
HppctPercentage of HP remaining
MovesCurrent moves
MaxmovesMax moves
MovepctPercentage of moves remaining
ManaCurrent mana
MaxmanaMax mana
ManapctPercentage of mana remaining
HimherHim/Her/It name for current char.
HesheHe/She/It name for current char.
HisherHis/Hers/Its name for current char.
ExploredNumber of rooms the character has explored.
QuestsdoneNumber of quests the player has completed.
MobkillsNumber of mobs the player has killed.
SavesCurrent saves
IngameNumber of same mob in-game
PositionCurrent position of character
KeyMob key of character, blank for a player
FollowingReturn name of character the target is following
GroupsizeNumber of other people in player's group in room
LeaderReturn name of the character's group leader
OwnerReturn name of character's owner - only applies to pet
TargetReturns mob's target as 'CH' type. See below.
GtargetSame as target, but the previously remembered char does not still have to be in the same room.
RoomkeyReturns key of room character is currently in.
RoomReturns room character is in as a ROOM type variable.
ClonesReturns number of same type of mob in the room, excluding self. Always 0 for players.
OrderReturns order of current mob in room. Useful when you have multiple mobs of same type and only want a prog to fire once.
KeywordsMob only - returns keywords of the mob. Useful with give etc.
GidUnique integer ID on each char - used for comparison.

MUD Table Definitions

When using properties such as race, class, subclass and clan, the values returned are numbers. If you happen to know that Troll is race number 11, you could write something like:

if ch.race == 11 then
   say("Hi Troll!")
end

While this works, it is not very convenient. To help with comparing values in tables, several of the game tables have their contents loaded into Lua for easier comparison. The following are all valid:

if ch.race == RACE_TROLL ...
if ch.class == CLASS_MAGE ...
if ch.subclass == SUBCLASS_ARCHER ...
if ch.clan == CLAN_SHADOKIL ...
if ch.sex == SEX_FEMALE ...
if ch.position == POS_SITTING ...

Lua Object Return Types

Some of the properties on objects will return other objects on the stack rather than string or integer values. Once you have a variable of this type, all of the usual properties are available on it. For example, when 'targ = self.target' returns the mob's target, then all the properties of 'targ' are available using targ.level, targ.int, etc.

Comparing Lua Object Return Types

One other important point for builders to remember is that similar objects in Lua do not compare as equal. For example, if Razor triggers a program (ch) and the mob gets it's target (targ) then wants to see if Razor is already it's target, it cannot simply do if ch == targ. This is because the two variables are two different objects in Lua that just happen to point to the same underlying character in the MUD. Every character in the game has a unique 'gid' value and this is what should be used for comparison.

In the sample Lua code below, the mob checks if it has a target already. If it doesn't, it remembers the character triggering the prog. If it does, it wants to either inform the player that they are its target, or inform the player who the target it. The 'gid' character property is used for the comparison:

targ = self.target
if targ == nil then
   say ("I don't have a target")
   remember(ch)
else
   if (targ.gid == ch.gid) then
      say ("Hi! You're my target!")
   else
      say ("My target's name is " .. targ.name)
   end
end

As we get into more advanced Lua programming and store character information for later re-use (in prog timers for example), it is always the 'gid' that will be stored, never a direct pointer to the character themselves which can be become invalid if the target character quits/is killed in the meantime.