Social Flag Descriptions

Mob

Lists the vnum of the mob, and the type of command, in this case, TRIGGER.

ID

Specifies the ID number of the Path as it relates to this MOB. Every path that you define for a specific mob must have a unique ID as this is how you will call the path from a TRIGGER of PERIODIC. If the PATH is meant to be an automatic patrol, set the ID to zero. Otherwise, it must be a positive number. Paths with an ID greater than zero will NOT activate until they are called from another command.

Type

This field specifies the type of PATH.

  1. PATHTYPE_SINGLE
    This is a one-way path - the mob will move from the start room to the end room in order, and then stop moving.
  2. PATHTYPE_ROUND
    This is a two-way (roundtrip) path. The mob will move from the start room to the end room in order, and then go back the way he came, repeating indefinitely.
  3. PATHTYPE_LOOP
    This path ends at the same room it begins in, and then starts over, continuing indefinitely. This is usefull for patrols that move in a square pattern where the beginning is also the end.
  4. PATHTYPE_SEEK
    This path type is a little different. In SEEK you define only the target room you want the mob to go to. The mob will then track to that room via the shortest route possible, and then stop moving.

Delay

This specifies the amount of time (in seconds) it takes a mob to move one room. For example, putting "5" in this field will result in the mob moving every 5 seconds. Note that 5 is also the minimum delay possible. Also note that this field is ignored for PATHTYPE_SEEK paths, though you still must put a number here (0).

Rooms

This field is the meat of the PATH. In this field, list every room vnum in the path IN ORDER, from start to finish. These are the rooms that the MOB will travel through. List each room vnum separated by a space *all on one line*. There is currently a maximum of 50 rooms per path, speak to a coder if you need more. Note that PATHTYPE_SEEK only requires one room in this field - the room to seek to.

Dirs

In this field, list the direction numbers required to move through the rooms you listed in the ROOMS: field. The directions need to be in order and correspond to the rooms above, or the path will not work. Note that there should always be one less direction than rooms, as their is no direction required for the final room (since the mob stops there). Also, PATHTYPE_SEEK requires only a '0' on this line.

DONE

Signifies the end of the current entry.