Location: Home / Lua Coding / Ch Properties 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.
| Property | Description |
| Align | Current alignment |
| *Gold | Gold on hand |
| Int | Current Intelligence. |
| Str | Current Strength. |
| Dex | Current Dexterity. |
| Wis | Current Wisdom. |
| Con | Current Constitution. |
| Luck | Current Luck. |
| Level | Level of character. |
| Totlevel | Total level as it would appear in rank 1. |
| Name | Character Name. |
| Class | Primary class . |
| Subclass | Character subclass. |
| Race | Character Race. |
| Racename | Character Racename. |
| Clan | Character's clan. |
| Sex | If you're offering, submit applications to webmaster. |
| Tier | Current tier of character. |
| *Trains | Training sessions on hand, player only. |
| *Practices | Practices on hand, player only. |
| Hp | Current hit points |
| Maxhp | Max hit points |
| Hppct | Percentage of HP remaining |
| Moves | Current moves |
| Maxmoves | Max moves |
| Movepct | Percentage of moves remaining |
| Mana | Current mana |
| Maxmana | Max mana |
| Manapct | Percentage of mana remaining |
| Himher | Him/Her/It name for current char. |
| Heshe | He/She/It name for current char. |
| Hisher | His/Hers/Its name for current char. |
| Explored | Number of rooms the character has explored. |
| Questsdone | Number of quests the player has completed. |
| Mobkills | Number of mobs the player has killed. |
| Saves | Current saves |
| Ingame | Number of same mob in-game |
| Position | Current position of character | |
| Key | Mob key of character, blank for a player | |
| Following | Return name of character the target is following | |
| Groupsize | Number of other people in player's group in room | |
| Leader | Return name of the character's group leader | |
| Owner | Return name of character's owner - only applies to pet | |
| Target | Returns mob's target as 'CH' type. See below. | |
| Gtarget | Same as target, but the previously remembered char does not still have to be in the same room.
| |
| Roomkey | Returns key of room character is currently in. | |
| Room | Returns room character is in as a ROOM type variable. | |
| Clones | Returns number of same type of mob in the room, excluding self. Always 0 for players. | |
| Order | Returns order of current mob in room. Useful when you have multiple mobs of same type and only want a prog to fire once. | |
| Keywords | Mob only - returns keywords of the mob. Useful with give etc. | |
| Gid | Unique 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.
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