Mudlib *limbs* *************** Documentation for the health-limbs functions for the mudlib in */std/adversary/health/limbs.c*. Functions ========= .. c:function:: int query_drunk() Returns the points of drunkeness currently held by this adversary. See also set_drunk(int). .. c:function:: int query_max_drunk() The maximum level of drunk points this adversary can hold. This increases with level and constitution stat score. .. c:function:: int query_abuse() Returns the abuse points held by this adversary. .. c:function:: int query_max_abuse() Returns the maximum abuse points held by this adversary before they die permanently. .. c:function:: int query_abuse_percent() Returns the abuse percentage. .. c:function:: int abuse_body(int a) Abuse this adversary for a number of points. These are hard to get rid of so use sparringly. .. c:function:: void set_drunk(int d) Set a drunk level at a specific point. This is useful for adversaries you want to exhibit drunk behavior. .. c:function:: int drink_alchohol(int d) Drink alchohol and add 'd' to the drunk level. .. c:function:: int query_drunk_percent() Returns the drunk level in percent. .. c:function:: string drunk_diagnose() Returns a string with a description of the drunkeness level. .. c:function:: void sober_up(int s) Removes a number of drunk points. .. c:function:: int update_body_style(string bstyle) Queries BODY_D for the number and type of limbs that will be used. e.g. update_body_style("humanoid") will give the body a torso, head, two arms, and two legs. Returns 0 if the body style doesn't exist or if it doesn't contain at least one vital or system limb. .. c:function:: string *query_limbs() Returns a string *containing all limbs that health is applied to. .. c:function:: string *query_wielding_limbs() Returns a string *containing all the limbs that can wield weapons. .. c:function:: string *query_attacking_limbs() Returns a string *containing all the limba that can attack. .. c:function:: string *query_vital_limbs() Returns a string *containing all the limbs that are considered vital for survival. If any one of these limbs is disabled, the adversary dies. .. c:function:: string *query_mobile_limbs() Lima doesn't do anything with mobile limbs, but they're provided for those who want health of mobile limbs to affect movement and such. .. c:function:: string *query_system_limbs() Returns a string *of 'system' limbs. When ALL system limbs are disabled, the adversary dies. .. c:function:: string *query_non_limbs() Returns a list of body parts that are not worth tracking health for. Such body parts are defined by having a max_health of -1. .. c:function:: int query_reflex() Returns the amount of reflex currently had by the adversary. .. c:function:: int max_reflex() Returns the max reflex based on the mana stat and a bonus for level of the adversary. .. c:function:: void set_reflex(int mp) Set the reflex to an integer, but never higher than max_reflex(). .. c:function:: int spend_reflex(int m) Spends reflex nomatter whether there is enough or too little. reflex is left at 0 no matter what. Returns 1 if we had enough, 0 if we didn't. .. c:function:: int use_reflex(int m) Uses reflex from the reflex pool only if it's available and returns 1. If there is not enough nothing is used, and 0 is returned. .. c:function:: void restore_reflex(int x) Restore us a specified amount, truncating at max_reflex(). .. c:function:: void set_max_limb_health(string limb, int x) Sets the maximum health for a given limb. .. c:function:: void set_max_health(int x) Set the maximum number of hit points of a monster, and also set it's hit points to the new max. MUST be called *after* update_body_type() if that is called since that resets all limbs to neutral hitpoints i.e. sums to 100. .. c:function:: int can_move() Returns 1 if we can move, 0 if not. .. c:function:: void kill_us() Kills us. =) This awards all the experience to the killer, or splits it by level if the player is in a party, but that requires more from the same party in the room. This also prioritizes teams, and makes kill sniping harder (not impossible). .. c:function:: string query_random_limb() Return a limb based on the size of the limb. The larger the limb the higher chance it's returned. Only limbs that have hitpoints are returned. .. c:function:: void disable_limb(string limb) Disables a limb. For effects on vital and system limbs, see query_vital_limbs() and query_system_limbs(). .. c:function:: void enable_limb(string limb) Re-enables a disabled limb. .. c:function:: varargs void set_health(string limb, int x) Set hitpoints for a limb to a certain amount. .. c:function:: varargs int hurt_us(int x, string limb) Hurt us a specified amount. .. c:function:: void heal_limb(string limb, int x) Heal us a specified amount, truncating at max_health. .. c:function:: int is_limb(string s) Returns 1 if 's' is a valid limb. .. c:function:: varargs int query_max_health(string limb) Tells us the maximum health of a given limb. .. c:function:: varargs void heal_us(int x, string limb) Heals all limbs by 'x' amount. .. c:function:: void heal_all() Heal us entirely. .. c:function:: void reincarnate() Makes us alive again! .. c:function:: int query_health(string limb) Find the current number of hitpoints of a monster .. c:function:: mapping get_health() Return the health mapping for adversary. .. c:function:: varargs mixed *query_worst_limb(int vital) Returns an array of a limb and a percentage of health that is the worst hurt vital limb if vital=1, otherwise from all limbs. .. c:function:: string badly_wounded() Returns 1 if we're near death. .. c:function:: string very_wounded() Returns 1 if we're very wounded (50% hp on vital limbs). Mobs will start drinking and eating when they hit this level of damage. .. c:function:: string diagnose() Returns a string diagnosing the adversary. The string lists limbs in bad health, drunkenness level and other conditions that affect the adversary. *File generated by Lima 1.1a4 reStructured Text daemon.*