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com/planet_ink/coffee_mud/Abilities/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Areas/interfaces/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/Behaviors/interfaces/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Software/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Libraries/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/Locales/interfaces/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/core/smtp/
com/planet_ink/coffee_mud/core/threads/
com/planet_ink/siplet/applet/
lib/
resources/fakedb/
resources/quests/holidays/
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web/admin/grinder/
web/admin/images/
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            <td colspan="2" align="left" bgcolor="#dfdfdf" width="100%">
              
      
      
      
      
      
      
      
      
      
      
      <h1>CoffeeMud 5.5 Game Builders Guide</h1>











            </td>











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            <td align="left" valign="top" width="20%">
              
      
      
      
      
      
      
      
      
      
      
      <ul>











                <li>Introduction</li>












                <li><a href="#cmfs">CoffeeMud File System</a></li>












                <li><a href="#ables">Abilities</a></li>












                <li><a href="#classes">Classes</a></li>












                <li><a href="#factions">Factions</a></li>












                <li><a href="#quests">Quests</a></li>












                <li><a href="#holidays">Holidays</a></li>












                <li><a href="#socials">Socials</a></li>












                <li><a href="#polls">Polls</a></li>












                <li><a href="#clans">Clans</a></li>












                <li style="list-style-type: none; list-style-image: none; list-style-position: outside;"><span style="text-decoration: underline;"><br>











                </span></li>











              
      
      
      
      
      
      
      
      
      
      
      </ul>











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            <td align="left" valign="top">
              
      
      
      
      
      
      
      
      
      
      
      <p style="text-align: center;" align="left"><strong><img src="images/mug.jpg"></strong></p>











              <strong style="color: rgb(255, 0, 0);"><font size="5">Introduction</font></strong><br>











               <br>










The purpose of this document is to cover aspects of Archon game
creation that are not directly related to Area/Map creation, which is
already covered in detail in the <a href="ArchonGuide.html">Archons Guide.</a><br>











               <br>











               

              
      
      
      
      
      
      
      
      
      
      
      <p><a name="cmfs"><strong><font color="#008000" size="5">The CoffeeMud File System (CMFS)</font></strong></a></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>This is a complicated topic, but one that all builders and
Archons should understand. Sooner or later, every CoffeeMud
adminstrator is going to want to modify some of the local files in the
CoffeeMud folder. This may include the quests, or skill lists, or
hopefully the intro.txt file located in resources/text directory!
Builders will also want to add files, including MOBPROG script files
that run in the Scriptable behavior, item and mob CMARE files for the
RandomMobs behavior or for other scripts, Quest scripts, and other
things.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Pretty soon, your directories are packed with stuff customized
to your mud. This can create issues for back-ups, meaning that not only
do you have to back-up your database (or your data directory) but you
have to backup all those files that have been modified and added, since
they play as integral a role in your world as the rooms and areas do.
All those files can also create upgrade issues, as modified files can
get accidently overwritten when a new version of CoffeeMud is overlayed
in your installation directory. Lastly, this can create security
issues, as the builders might accidently delete the wrong file, or make
a mistake, creating problems for the admins as they try to recover.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>To help solve these problems, the CoffeeMud engine uses a kind of mirrored file system called <strong>CMFS</strong>
to store some files in your local directory (your hard drive), some
files in your database, and some files in both at the same time. When
the exact same file in the exact same directory is found in BOTH the
local file system and in the database, the one in the database is
always preferred. That way, should the file in the database (called a <strong>VFS</strong>
file) become corrupted or deleted, the one in the local file system
will remain safe. Furthermore, since files in the database (VFS files)
are always accessed before the same file in the local file system, you
can overwrite the files in the local file system with upgrades without
worrying about losing your changed files. And lastly, CoffeeMud
provides a security system that allows you to grant access to users on
a folder level, and also to specify whether the user can access the
local file system, or only the database VFS files and folders.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>The CMFS includes everything in your CoffeeMud installation
directory/folder, and all the other folders therein. In fact, CoffeeMud
is utterly unable to access any files OUTSIDE of your CoffeeMud
installation folder, giving the server administrator an added level of
comfort. The CMFS is also able to access the VFS files in the CoffeeMud
database, and to give them preference over identically named files in
your local file system.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>CMFS employs the UNIX standard for separating directorys and folders. This means that the forward slash / character is used
              when separating one folder from another when naming a file. The CMFS path <strong>/resources/text/intro.txt</strong>
would, for example, refer to the file called intro.txt inside the text
directory, which is inside the resources directory, which is in your
CoffeeMud installation folder.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>If that file had been previously copied into the same directory in the VFS database, then the CMFS would prefer that version
              over the one that remains in the local file system. You may modify the file <strong>resources/text/intro.txt,</strong>
update it, and save it without needing to remember that you are really
changing a file in the database. CoffeeMud will always remember to
prefer to the one in the VFS to the one on your local hard drive, if it
has been copied or saved there.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>If for some reason you absolutely need to ensure that ONLY the
local file system version of a file or ONLY the VFS version of a file
is referenced by CoffeeMud, you may do so by prepending a special
string to your file paths. The string is double-colon :: to force
access of a VFS file, and double-forward-slash // to force access of a
local file system file. For instance, if the Scriptable prog
resources/progs/myprog.script is located in both your local and VFS
file systems, then you can force Scriptable to use the VFS version by
using <strong>::resources/progs/myprog.script</strong> as your path name. If you needed to force
              Scriptable to load the local file system version of the file <strong>//resources/progs/myprog.script</strong> would do the trick.
              Again, <strong>resources/progs/myprog.script</strong>
alone, without any special prepended file, will prefer the VFS file,
but will use the local file if a VFS file is unavailable. This is the
preferred behavior, so your Scriptable filenames should employ the
normal path naming standard except under very extraordinary
circumstances.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Files can be copied into the VFS from the local file system using the Archon SHELL command. If you were to go into the
              coffeemud resources folder using this command:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong><font face="Courier New">shell cd /resources</font></strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>if you now view the directory</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong><font face="Courier New">shell dir</font></strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>you'll see all the files in your local filesystem in the resources folder in your coffeemud installation directory. Now, you
              may copy all of the files in this directory into the *same* directory in the VFS database by entering:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong><font face="Courier New">shell copy * ::/resources</font></strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>the copy command here is followed by a wild-card character,
the asterisk, to designate ALL files in the resources directory. The
next parameter is the destination folder. In this case, we specify our
destination as ::/resources, which would be the same directory, but in
the VFS system. Notice that we did not have to create a VFS folder
called /resources before we did this. The VFS always has a mirror copy
of all the local file system folders. However, it requires you to use
the SHELL COPY command to create a mirror of the files themselves. Now,
look at the directory again:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong><font face="Courier New">shell dir /resources</font></strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>We displayed the directory this time using an absolute path name, just to show you the syntax. You are still looking at the
              same directory you saw when you entered <strong><font face="Courier New">shell dir</font></strong>.
In fact, you can enter that command again to prove it. You'll see that
all of the files have little "+" marks next to them. This means that
the files exist both in your local file system *AND* in the VFS. Now
suppose we did something silly, like delete our local file system
version of resources/socials.txt. This could be done with the following
command:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong><font face="Courier New">shell delete //resources/socials.txt</font></strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Notice that we used the double-slash // to designate that we
want to delete the LOCAL version. Had we not put those two slashes in
front, it would have preferred the VFS copy of socials.txt and deleted
that one instead. Now, look at the directory again:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong><font face="Courier New">shell dir *</font></strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>This time we displayed the directory using an * wildcard, just to demonstrate that we can use mask characters when displaying
              directories. The command is doing the same thing the previous two <strong><font face="Courier New">shell dir</font></strong>
commands did, just in a different way. Now, you'll see that most of the
files still have the "+" sign in front, but now <strong>socials.txt</strong> only has a "-" character. This means that the file exists only in the VFS database, and not on our
              local hard drive. We can copy it back to our local file system by doing:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong><font face="Courier New">shell copy ::socials.txt //</font></strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>You'll see that I changed the syntax of the copy command
around again to demonstrate some of the previous lessons. We use the ::
characters in front of the filename socials.txt to specify that we want
to copy the VFS version of the file. Since the VFS version is always
preferred and accessed first, the copy command would have worked just
fine without the two :: characters in front. The last parameter is just
two slash marks. When no directory or folder is specified, the default
and current directory is used. In this case, we only specified the two
slash marks to denote the local file system, and we did not specify a
destination folder. This means that the file socials.txt will be copied
into the current folder, on the local file system only.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>There are numerous other shell commands you can make use of, such as <strong><font face="Courier New">makedirectory</font></strong> to create new folders, <strong><font face="Courier New">edit</font></strong> to
              modify a text file, <strong><font face="Courier New">findfile</font></strong> to hunt down a file with a given name, or
              <strong><font face="Courier New">searchtext</font></strong> to find a file containing a given text string. The shell command is a
              useful tool for mirror your local files in your VFS database for safety, convenience, and easy back-ups.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>The last topic concerning the CMFS is about security. At the
top of this Guide, the subject of security codes was discussed. Well,
CMFS provides its own security codes to limit access to files and
folders in either the local file system, the VFS, or both.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>By default, a user is not allowed to access any files in either file system, unless they are an Archon or have been given a
              CMFS security code. The two security codes are <strong>FS: [ABSOLUTE_PATH]</strong> and <strong>VFS: [ABSOLUTE_PATH].</strong>
In cmfs security codes, the [absolute path] is a path name starting
from inside your coffeemud directory, with no path-separating slashes
except to separate directories or to designate that the last file is
really a directory by using a trailing forward slash.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>For example, to give a user access ONLY to files in the VFS database folder /resources/text/, you would give the user security
              code <strong>VFS: RESOURCES/TEXT/</strong>
The user would then have permission to view or delete any of the VFS
database versions of files that have been copied into that directory
from the local file system. The user would also have permission to
create new files or create new directories in the VFS inside that
folder. Directories and files created by such a user, who only has a
VFS security code, would not create ANY files in your local file
system. All files would reside only in the VFS database. This user
would not even be able to copy existing local file system files into
the VFS to modify, since he does not have access.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>To give the same user access to BOTH the local file system and VFS versions of the resources/text directory, the security code
              would need to changed to <strong>FS: RESOURCES/TEXT/</strong> Using FS instead of VFS gives the user access to both local and
              database versions of those files.</p>










Of course, by default, an Archon has access to both versions of the
entire coffeemud installation folder. It would be as if the Archon had
the security code <strong>FS:</strong> With
no directory specified, the Archon has local file system (and implied
VFS) access to the root directory and everything underneath it. For
that reason, when limiting access to the file system, it is best to use
the VFS: security code, and to always designate a limited directory
path in which your adminitrative user may play (upload their files,
save their scripts, etc). <br>









      <br>









      <strong><a name="ables"><font color="blue" size="5">Abilities
              (Skills/Spells/Chants/etc..)</font></a></strong> 

              
      
      
      
      
      
      
      
      
      
      
      <p>In the lexicon of the Archons, the word "Ability" encompasses a great many powers and skills, both natural and man-made. An
              ability may behave as an Affect, as a Skill, or as Both.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>An ability behaving as an Affect means that it is acting as a
discrete aspect of some existing thing, whether that thing is a room,
an exit, an item, or a mob. Such aspects may include the property of
great strength, great damaging ability, immunity to certain affects, or
simply the garbling of normal speech. An ability taking on this role is
both passive and reactionary; passive when it is embueing its host with
great strength or damage, and reactionary when it is providing immunity
or garbling speech.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>An ability that is behaving as a Skill means that it allows
its host (which is always a MOB in this case) to interact with the
world around it, to change it, derive information from it, or beslow
Affects upon it. Such interactions can include kicking, making sick,
poisoning, identifying, catching on fire, and many other things. An
ability taking on this role is entirely active, though once the active
interaction ends, that same Ability may either end (as a kick), leave
itself behind on its target to remain as an Affect as described above
(as catching on fire would).</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>CoffeeMud contains over a thousand different java-coded
Abilities which fall into numerous other categories and genera of
various descriptions. The most important of those categories, however,
are their Ability Type. CoffeeMud has numerous different ability types,
which include Properties (which always act only as Affects), or Skills,
Spells, Prayers, Chants, Diseases, Poisons, etc. (all of which can act
purely as Skills, act purely as an Affects, or act as Both depending on
the context in which it is used). Whenever you place the name of an
ability in the Affects list of a mob, item, room, or exit, you are
telling CoffeeMud to use only the Affect/property aspect of that skill.
When you place the same ability name in the same mob's Abilities list,
you are telling CoffeeMud to reserve the ability for use as a Skill.
For example, when you add Spell_GiantStrength to a GenMob's affects
list, you are saying that this mob is permanently stronger than normal,
but when you place it on the GenMob's abilities list, you are saying
that you want the mob to be able to invoke the skill at a later date
(by casting the spell).</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>CoffeeMud also allows you to define abilities outside of the java-realm. This can be done from the command line using the
              CREATE command. If you want to create a new skill called Poke, for instance, you might enter:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong>CREATE ABILITY Skill_Poke</strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>And it would be done. The "Skill_Poke" is the abilities
Ability ID. The fact that it starts with "Skill_" is merely for
descriptive purposes, and is not required. Generally speaking, it is a
good idea to give your abilities Ability ID's that start with the
general kind of ability it is, for instance "Spell_", "Chant_",
"Prayer_", etc.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Whenever creating or modifying a new ability, the Archon is presented with a menu of selections and options available to
              customize the class. Here is a description of those options:</p>












              
      
      
      
      
      
      
      
      
      
      
      <table style="width: 100%;" bgcolor="yellow" border="1" cellpadding="1" cellspacing="1" width="100%">











                <tbody>











                  <tr>











                    <td width="25%"><strong>Property</strong></td>












                    <td width="75%"><strong>Description</strong></td>











                  </tr>












                  <tr>











                    <td><em>Skill Name</em></td>












                    <td>the name of the ability. Make this anything you like, but uniqueness is important for making help file entries.</td>











                  </tr>












                  <tr>











                    <td><em>Type, Domain</em></td>












                    <td>the skill type and domain (if any). Enter the type, a comma, and a domain (or nothing). Enter ? to get a list of skill
                    and domain types.</td>











                  </tr>












                  <tr>











                    <td><em>Command Words</em></td>












                    <td>the command invocation word. This need not
be unique to your skill! For instance, use CAST for spells, and the
command word will automatically require the skills name to be included
for invocation. Use commas to seperate different invocation words. This
can be blank for Properties.</td>











                  </tr>












                  <tr>











                    <td><em>Minimum Range</em></td>












                    <td>for combat/targeted skills, how far away the invoker must be to use the skill. Use ? to get a list of possible
                    values.</td>











                  </tr>












                  <tr>











                    <td><em>Maximum Range</em></td>












                    <td>
                      
            
            
            
            
            
            
            
            
            
            
            <p>for combat/targeted skills, how close the invoker must be to use the skill. Use ? to get a list of possible
                      values.</p>











                    </td>











                  </tr>












                  <tr>











                    <td><em>Affect String</em></td>












                    <td>what is displayed in the Affects list when players and mobs are affected by this ability. Enter nothing, or NULL to
                    show nothing at all.</td>











                  </tr>












                  <tr>











                    <td><em>Is Auto-invoking</em></td>












                    <td>whether this skill is automatically applied to a player as an affect when they learn the skill. If true, the ability
                    will show no casting message, and proceed directly to affecthood.</td>











                  </tr>












                  <tr>











                    <td><em>Skill Flags</em></td>












                    <td>0 or more comma-delimeted flags that describe the affects of your skill to the rest of the mud engine. Use ? to get a
                    list.</td>











                  </tr>












                  <tr>











                    <td><em>Override cost</em></td>












                    <td>designate the cost of using this skill in
mana/movement/etc. A value of -1 means to use the default system as
defined in your coffeemud.ini file. A value of 0 means its free. A
value from 0-99999 means to always use that amount. A value of
2147483647 means to always use all of the mobs mana/move points. A
value of 2147483647-100 to 2147483647 means to use that percentage of
the mobs mana/move points.</td>











                  </tr>












                  <tr>











                    <td><em>Cost Type</em></td>












                    <td>one or more flags designating the type of mob resource used to invoke the skills, whether it be move, mana, hit points,
                    or some combination. Enter ? for a list.</td>











                  </tr>












                  <tr>











                    <td><em>Can Affect</em></td>












                    <td>the types of objects which, when invoked, this skill will remain on as an affect. The list is comma-delimited. Make
                    sure this is a subset of the Can Target list! Enter ? for a list.</td>











                  </tr>












                  <tr>











                    <td><em>Can Target</em></td>












                    <td>the types of object which, when invoked, this skill will target. If the value is 0, it will target only the invoker.
                    Enter ? for a list.</td>











                  </tr>












                  <tr>











                    <td><em>Quality Code</em></td>












                    <td>whether this skill is malicious (hurts the
target), beneficial to self or others (always gives a combat benefit),
ok to self or others (sometimes gives a combat benefit under certain
circumstances), or indifferent (usually for role-playing skils). Enter
? for a list.</td>











                  </tr>












                  <tr>











                    <td><em>Affect Adjustments</em></td>












                    <td>For skills that affect their targets (see
Can Affect), this is the list of affects and their values. It is
modelled on the same syntax and format of the property
Prop_HereAdjuster, so enter HELP Prop_HereAdjuster for information on
the syntax for this field. Entering ? will show you that help.</td>











                  </tr>












                  <tr>











                    <td><em>Caster Mask</em></td>












                    <td>a mask to determine if the invoker is allowed, under the circumstances, to use this skill. Enter ? or help on
                    ZAPPERMASKS for more information on the syntax for CoffeeMud "Zapper" masks.</td>











                  </tr>












                  <tr>











                    <td><em>Scriptable Parm</em></td>












                    <td>a Scriptable-behavior parameter denoting
the script that is active during invocation of this skill and during
its tenure as an affect. See the Scriptable Guide for detailed
information on how to use mobprog scripts. Enter ? for some short help
on acceptable parameters here. *special note: during successful
invocation of this ability, a special trigger event will occur that can
be handled by an IMASK_PROG p &lt;ability id&gt;. Such a script trigger
would, for example, be the appropriate place to put damage commands for
skills that do damage.</td>











                  </tr>












                  <tr>











                    <td><em>Target Mask</em></td>












                    <td>a mask to determine if the target is allowed, under the circumstances, to be targeted by this skill. Enter ? or help on
                    ZAPPERMASKS for more information on the syntax for CoffeeMud "Zapper" masks.</td>











                  </tr>












                  <tr>











                    <td><em>Fizzle Message</em></td>












                    <td>the message shown when the mob or player fails their proficiency check for this skill. Use &lt;S-NAME&gt; as a
                    substitute for the invoker, and &lt;T-NAME&gt; as a substitute for the name of the target.</td>











                  </tr>












                  <tr>











                    <td><em>Auto-Cast Message</em></td>












                    <td>the message shown when the skill is invoked from a wand, scroll or other automatic means. Use &lt;S-NAME&gt; as a
                    substitute for the invoker, and &lt;T-NAME&gt; as a substitute for the name of the target.</td>











                  </tr>












                  <tr>











                    <td><em>Normal-Cast Message</em></td>












                    <td>the message shown when the skill successfully invoked. Use &lt;S-NAME&gt; as a substitute for the invoker, and
                    &lt;T-NAME&gt; as a substitute for the name of the target.</td>











                  </tr>












                  <tr>











                    <td><em>Post-Cast Message</em></td>












                    <td>the message shown after the skill is invoked, if the target did not make a saving throw against it. Use &lt;S-NAME&gt;
                    as a substitute for the invoker, and &lt;T-NAME&gt; as a substitute for the name of the target.</td>











                  </tr>












                  <tr>











                    <td><em>Attack Type</em></td>












                    <td>an optional field for malicious skills.
this is the secondary type of attack being made, where the primary
attack type is determined by the skill type (magic for spells, chants,
prayers, etc). for instance, for a flame-shooting spell, FIRE would be
an appropriate value. Use ? for a list.</td>











                  </tr>











                
        
        <tr>








            <td><span style="font-style: italic;">Silent Affects</span></td>








            <td>an optional &nbsp;semicolon delimited list
of&nbsp;miscellaneous skills/spells/properties which the target of this
skill will be placed under for the duration of the affect. &nbsp;Enter ? or help on
                    Prop_SpellAdder for more information on the syntax for this field.</td>








          </tr>








          <tr>








            <td><span style="font-style: italic;">Extra Castings</span></td>








            <td>an optional simicolon delimited list of mischellanous
skills or spells which will be invoked upon the target of this skill
after all of the other above things have occurred. &nbsp;Enter ? or help on
                    Prop_SpellAdder for more information on the syntax for this field.</td>








          </tr>








          <tr>








            <td><span style="font-style: italic;">Damage/Healing Formula</span></td>








            <td>an optional formula describing either a range of damage
or a range of healing which will be inflicted upon the target of this
skill at invocation time. &nbsp;The syntax of this field is a formula.
Use +-*/()?. @x1=caster level, @x2=target level.&nbsp; Formula
evaluates &gt;0 for damage, &lt;0 for healing. Requires Can Target
above! &nbsp;See help on MATH_FORMULA for more information on how to
use this formula field.</td>








          </tr>








        
        
        
        
        
        
        
        
        </tbody>
              
      
      
      
      
      
      
      
      
      
      
      </table>












              
      <br>









      <strong><a name="classes"><font color="blue" size="5">Character Classes</font></a></strong> 

              
      
      
      
      
      
      
      
      
      
      
      <p>A character class is a designation chosen by players that limits the scope of skills and abilities they will have available to
              them as they advance in level.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>CoffeeMud supports several different class-systems through its
coffeemud.ini file (the CLASSSYSTEM entry). One such option is the
Single-class system, whereby the player can select a single class to
play throughout their characters gaming career. Another is the
Sub-classing system, whereby the player selects a parent-class to play,
but may add/change to any of that parent classes sub-classes to gain a
different selection of skills as they go forward in levels. A third is
the multi-classing system, whereby the player can select an initial
class, but may add/change to any other class to gain a different
selection of skills as they go forward in levels. The last option is to
disable the class system altogether, which essentially only means that
the player is not allowed to choose which class they play, but are
secretly forced into a single class that determines their skill
selection. See your coffeemud.ini file for more information on this
feature.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>CoffeeMud includes numerous character classes by default that give players access to the hundreds of skills in the CoffeeMud
              codebase. However, they doesn't mean there isn't room for change, improvement, or addition.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Customized player or mob classes can be used as skill templates for mobs created using the Fighterness (or similar) behaviors,
              or as genuine player classes for your game. Either way, here is how it is done:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong>CREATE CLASS Boxer</strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>And it would be done. The name Boxer is just an example. You
can enter any non-space string to serve as an official ID for your
character class. You can even specify the name of an existing code-base
class, such as Fighter or Mage. If you specify your own name, you are
creating a new class from scratch. If you specify an existing class
name, you are essentially "over-riding" that standard class. This can
be a quick and easy way to disable existing standard classes, since you
can create a generic character class called Fighter, for instance, then
set it so that players can not select it, which effectively disables
that character class.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>After a character class is created using the CREATE CLASS command, it can be deleted or modified later using the DESTROY CLASS
              or MODIFY CLASS commands.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Whenever creating or modifying a new class, the Archon is presented with a menu of selections and options available to
              customize the class. Here is a description of those options:</p>























			<table style="width: 100%;" bgcolor="yellow" border="1"
				cellpadding="1" cellspacing="1" width="100%">











				<tbody>











					<tr>











						<td width="25%"><strong>Property</strong></td>












						<td width="75%"><strong>Description</strong></td>











					</tr>












					<tr>











						<td><em>Number of Names</em></td>












						<td>the number of displayable names this class has. Normally
						just 1.</td>











					</tr>












					<tr>











						<td><em>Name #x</em></td>












						<td>a displayable name of the class. Each displayable name
						applies based on a class level.</td>











					</tr>












					<tr>











						<td><em>Name #x Class Level</em></td>












						<td>a class level at which this displayable name begins to
						apply.</td>











					</tr>












					<tr>











						<td><em>Base Class</em></td>












						<td>the base class category into which the class fits.
						Usually this is the same as the ID you specified when doing CREATE
						CLASS. However, if you are using a subclass system and you want
						this class to belong to a set of subclasses under a base class,
						and this particular class is NOT the base class, then this field
						should be set to the class ID of the base class it falls under.</td>











					</tr>












					<tr>











						<td><em>Availability</em></td>












						<td>











						<p>whether or not players may access this class at creation,
						in spells, or never.</p>











						</td>











					</tr>












					<tr>











						<td><em>HP Divisor</em></td>












						<td>amount by which the players constitution is divided by
						when calculated hit point gains per level.</td>











					</tr>












					<tr>











						<td><em>HP Dice</em></td>












						<td>number of dice rolls which the player gets per level for
						bonus hit points. If this class rolls 2d6 for hit points, this
						would be the "2" part.</td>











					</tr>












					<tr>











						<td><em>HP Die</em></td>












						<td>the maximum roll on each die roll made per level for hit
						points. If this class rolls 2d6 for hit points, this would be the
						"6" part.</td>











					</tr>












					<tr>











						<td><em>Mana Divisor</em></td>












						<td>amount by which the players intelligence is divided by
						when calculated mana gains per level.</td>











					</tr>












					<tr>











						<td><em>Mana Dice</em></td>












						<td>number of dice rolls which the player gets per level for
						bonus mana. If this class rolls 2d6 for mana, this would be the
						"2" part.</td>











					</tr>












					<tr>











						<td><em>Mana Die</em></td>












						<td>the maximum roll on each die roll made per level for
						mana. If this class rolls 2d6 for mana, this would be the "6"
						part.</td>











					</tr>












					<tr>











						<td><em>Practices/Level</em></td>












						<td>the number of practice points gained by this class per
						level.</td>











					</tr>












					<tr>











						<td><em>Attack/Level</em></td>












						<td>the number of attack points, modified by a formula based
						on the mobs attack attribute, gained per level.</td>











					</tr>












					<tr>











						<td><em>Attack Attribute</em></td>












						<td>the primary attribute used with the above to determine
						the number of attack points gained per level.</td>











					</tr>












					<tr>











						<td><em>Practices/1st Level</em></td>












						<td>the number of practice points received by this class at
						first level.</td>











					</tr>












					<tr>











						<td><em>Trains/1st Level</em></td>












						<td>the number of training sessions received by this class at
						first level.</td>











					</tr>












					<tr>











						<td><em>Level/Dmg Pt</em></td>












						<td>the number of levels between gains of 1 point of base
						damage.</td>











					</tr>












					<tr>











						<td><em>Movement/Level</em></td>












						<td>the number of movement points, modified by a formula
						based on the mobs strength, gained per level.</td>











					</tr>












					<tr>











						<td><em>Armor Restr.</em></td>












						<td>the type of armor restrictions for using skills in this
						class, if any.</td>











					</tr>












					<tr>











						<td><span style="font-style: italic;">Armor Restr
						Spells</span></td>












						<td>normally, armor restrictions apply when any class skill
						is used. If this field is true, however, armor restrictions apply
						only when a class spell/chant/prayer is cast.</td>











					</tr>












					<tr>











						<td><em>Limitations</em></td>












						<td>This is an open text field. Mention any special
						limitations of the class.</td>











					</tr>












					<tr>











						<td><em>Bonuses</em></td>












						<td>This is an open text field. Mention any special bonuses
						to being this class.</td>











					</tr>












					<tr>











						<td><em>Qualifications</em></td>












						<td>This is a mask to determine which players qualify for it.
						List any racial, or stat requirements to becomming this class. Use
						? for more information on the mask.</td>











					</tr>












					<tr>











						<td><em>EStat Adjustments</em></td>












						<td>adjustments, positive or negative, to attack, defence,
						and other stats. Use ? for a list.</td>











					</tr>












					<tr>











						<td><em>CharStat Adjustments</em></td>












						<td>adjustments, positive or negative, to strength, saving
						throws, and other stats. Use ? for a list.</td>











					</tr>












					<tr>











						<td><em>CharStat Settings</em></td>












						<td>hard settings for strength, saving throws, and other
						stats. Use ? for a list.</td>











					</tr>












					<tr>











						<td><em>CharState Adjustments</em></td>












						<td>adjustments, positive or negative, to hit points, mana,
						and other stats. Use ? for a list.</td>











					</tr>












					<tr>











						<td><em>Starting CharState Adjustments</em></td>












						<td>adjustments, positive or negative, to the default hit
						points, mana, and other stats for starting players of this class.</td>











					</tr>












					<tr>











						<td><em>Extra Class Flags</em></td>












						<td>Whether race, level, or the gaining/losing of experience
						applies to this class. By default, they do.</td>











					</tr>












					<tr>











						<td><em>Weapon Restr.</em></td>












						<td>This is a list of the weapon classes which players of
						this class will fumble using.</td>











					</tr>












					<tr>











						<td><span style="font-style: italic;">Weapon Mat. Req.</span></td>












						<td>A list of the raw materials out of which a players weapon
						must be made in order to avoid fumbling.</td>











					</tr>












					<tr>











						<td><em>Outfit</em></td>












						<td>This is a list of any equipment outfitted to players who
						join this class.</td>











					</tr>












					<tr>
						<td><em>Max Non-Crafting</em></td>
						<td>Maximum number of non-crafting common skills learnable by players of this class, excepting class skills.</td>
					</tr>
					<tr>
						<td><em>Max Crafting</em></td>
						<td>Maximum number of crafting common skills learnable by players of this class, excepting class skills.</td>
					</tr>
					<tr>
						<td><em>Max Common</em></td>
						<td>Maximum number of all types of common skills learnable by players of this class, excepting class skills.</td>
					</tr>
					<tr>
						<td><em>Max Languages</em></td>
						<td>Maximum number of languages learnable by players of this class, excepting racial.</td>
					</tr>
					<tr>











						<td><em>Class Abilities</em></td>












						<td>a list of abilities available to those who become this
						class. the proficiency given is the default proficiency which
						players/mobs of this class start out with. Also listed here is the
						class level at which the skill becomes available, whether it is
						automatically gained (true), or merely qualified for (false),
						whether it is a secret skill or not, and any miscellaneous
						parameters for this skill. You can also modify the maximum
						proficiency that players of this class can train this skill up to.</td>











					</tr>












					<tr>











						<td><em>Number of Security Code Sets</em></td>












						<td>If this class is intended to administrators or builders,
						you may specify one or more sets of security codes or security
						groups (see above section on CoffeeMud Security). Each set begins
						to apply at a given class level for that set. All previous sets at
						lower levels continue to apply as well.</td>











					</tr>












					<tr>











						<td><em>Security Codes in Set#x</em></td>












						<td>The space-delimited list of security codes or groups
						which applies to this set.</td>











					</tr>












					<tr>











						<td><em>Class Level for Set#x</em></td>












						<td>The class level at which this set of security codes or
						groups begins to apply, in addition to any previous sets.</td>











					</tr>












					<tr>











						<td>Stat-Modifying Class</td>












						<td>the name of a standard character class which will be used
						for special stat adjustments from java code, such as a thiefs
						level-based defence bonus, or druids mana bonus at their monument.
						If you are creating a generic char. class on top of an existing
						standard one, you will need to use the fully qualified class name
						of the form:
						com.planet_ink.coffee_mud.CharClasses.&lt;charclassname&gt; in
						order to access the standard version.</td>











					</tr>












					<tr>











						<td>Special-Event Class</td>












						<td>the name of a standard character class which will be used
						for special event processing from java code, such as a clerics
						alignement restrictions when praying, or an Artisan's expertience
						gains while crafting.. If you are creating a generic char. class
						on top of an existing standard one, you will need to use the fully
						qualified class name of the form:
						com.planet_ink.coffee_mud.CharClasses.&lt;charclassname&gt; in
						order to access the standard version.</td>











					</tr>






















				</tbody>











			</table>























			<p><strong><a name="factions"><font color="blue" size="5">Factions</font></a></strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>A faction can be viewed very simply as a glorified tattoo with
a number value. Normal Tattoos are simply flags which a mob or player
can have: either you do or do not have the tattoo. A Faction is a kind
of flag a mob or player can have that has a special a numeric value
assigned to it. Another way to view a faction is as a relationship
between a mob or player and some idea, such as Goodness, Evilness, Orc
Affinity, Reputation, or some other idea. For example, in CoffeeMud, a
mob or players Alignment is implemented as a Faction. The Alignment can
be thought of as having a tattoo called alignment along with a numeric
value assigned to it. Alignment can also be thought of as the
relationship between the mob or player, and evilness, goodness, or
neutrality.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>The faction system in CoffeeMud is a powerful engine for
defining what factions exist, how the factions are assigned, how the
value of factions rise or fall in value, how value changes are
reflected in other factions, and what impact the value of a faction has
on experience gain, ability usage, and ability skill gain. Since the
values of factions are available for use in Properties such as
Prop_WearZapper, Prop_ReqEntry, and all other features which respect
Zapper Masks, factions can also potentially impact which items can be
used, which rooms can be entered, the price of goods, the availability
of Deities, and many other things as well. As an example, the alignment
faction typically impacts all of the things mentioned above and more.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Now, as was said before, factions have numeric values. These
values can be positive, like 2389473, negative, or even 0. The range of
values which are valid for a given faction are defined by the limits of
the divisions or Ranges of a faction.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>A <strong>Range</strong> is a numeric division of a faction
you have defined. A Range has a displayable name, a special unique code name
for use in Zapper Masks, and of course a low and high value. A Range
can also be tied back to CoffeeMud's built in "virtue meter", which
allows you to define a Range as always granting the mob or player whose
faction value falls into that range goodness, evilness, or neutrality.
The lowest value of the lowest Range, and the highest value of the
highest Range define the overall limits of the values of the faction
itself. No player or mob may have a value for a faction which falls
outside those highest and lowest values of the highest and lowest
Ranges. For this reason, ranges are the most important part of a
faction.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Another important aspect are the range <strong>Change Triggers</strong>.
One of the ways factions differ from simple tattoos is that CoffeeMud
can manage the rise and fall in the values of the faction on a given
mob or player automatically. The way these changes are triggered and
managed is first through Change Triggers, which are applied when both
the source and target of an action have standing or value in the
faction, and when the source and target are different creatures. Each
Change Trigger defines 1) What triggers the change (the Trigger), 2)
Whether value is gained or lost in the faction when the trigger occurs
(the Direction), 3) What percentage of the amount of change (after all
other modifiers) is applied to the value (the Amount Factor), 4)
several miscellanous flags to define the circumstances under which the
trigger is applied (the Flags), and 5) a Zapper mask to determine what
criteria the target of the Trigger must meet for this trigger to apply.
The valid Triggers include: Murder (and Murder2, ... Murder5), Time (a change occurs every 40
seconds or so), a type of skill being used, the domain of a spell being
cast, a flag associated with a skill being used, or Add Outsider, which
allows the faction to be added to those who do not have the faction, so
long as they meet the other requirements. Valid Directions of change
include: Up, Down, Opposite (opposite direction of the value of the
creature killed and proportional in value to the distance between the
faction value in the source and the target), Minimum (automatically
gains minimum value), Maximum (automatically gains maximum value), Add
(gains the faction if they don't have it -- useful with the Add
Outsider trigger), Away (gain if monsters value for this faction is
lower, lose if higher), and Towards (gain if monsters value for this
faction is higher, lose if lower). Valid Flags include: OUTSIDER, which
allows the trigger to apply even if the target of the trigger (not the
source) does not have standing in this faction, SELFOK, which allows
the trigger to apply even when the source or target are the same
person, and JUST100, which overrides the normal modifications of a
change (based on experience or other factors) and uses 100 points as a
base amount for the change from this trigger.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Now, lets discuss how to list existing factions:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong>LIST FACTIONS</strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>The list that is shown with this command reflects the list of
those factions which have been loaded into CoffeeMuds memory. Factions
are loaded into memory when their identifiers/filenames are added to
the FACTIONS entry in your "coffeemud.ini" file. Factions may also be
loaded if a mob or player is loaded who has a faction which has already
been defined. Creating new factions, as you can now guess, is a two
part step. One step is to add its identifier/filename to the FACTIONS
entry of your "coffeemud.ini" file, after the file has been created. To
create the new faction identifier/filename, you must do the following:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong>CREATE FACTION orc_affinity.ini</strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>This command will create a new file in your
CoffeeMud/resources directory or folder for the new faction. This file
will contain the default setting for your brand new faction, whose ID
(identifier) will be ORC_AFFINITY.CMVars. You will now be automatically
taken into the Faction Editor. If you had wanted simply to modify an
existing faction, you might have entered:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong>MODIFY FACTION resources/reputation.ini</strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>The modify command will take you into the editor for an
existing faction, regardless of whether it appears on the LIST FACTIONS
list, so long as the filename/identifier given refers to an existing
faction file. The Faction editor contains numerous other complex and
interesting fields to change, which we will now describe.</p>












              
      
      
      
      
      
      
      
      
      
      
      <table style="width: 100%;" bgcolor="yellow" border="1" cellpadding="1" cellspacing="1" width="100%">











                <tbody>











                  <tr>











                    <td width="25%"><strong>Property</strong></td>












                    <td width="75%"><strong>Description</strong></td>











                  </tr>












                  <tr>











                    <td><em>Name</em></td>












                    <td>the displayable name of the faction, not to be confused with its official identifier, which you may not change.</td>











                  </tr>












                  <tr>











                    <td><em>Division/Ranges List</em></td>












                    <td>the defined ranges for this faction. See the above discussion on ranges for the meaning of the fields.</td>











                  </tr>












                  <tr>











                    <td><em>Show In Score</em></td>












                    <td>whether this faction is listed with the
players information when they use the SCORE command. The FACTIONS
command is always available for a player to list their factions and
values regardless of whether this setting is true or false.</td>











                  </tr>












                  <tr>











                    <td><em>Show In MOB Editor</em></td>












                    <td>whether this faction gets its very own
entry in the command-line mob editor, or the MUDGrinder mob editor. The
Factions field is always listed in the mob editor for changing the
factions and their values on players and mobs regardless of whether
this setting is true or false.</td>











                  </tr>












                  <tr>











                    <td><em>Automatic assigned values</em></td>












                    <td>optional field showing which mobs or
players will automatically be given this faction and some value in it.
This is a semicolon-delimited list, where each entry begins with the
value to assign, and is followed by a mask to determine who the value
gets assigned to. For example: "100 -race +elf ; 500 -race +dwarf"
would mean that all elf players and mobs receive this faction with a
value of 100, and all dwarf players and mobs receive this faction with
a value of 500. If this field is empty, noone is assigned a value
automatically. If this field only contains a number, or if any entry
contains only a number (no mask), then everyone will receive this
faction.</td>











                  </tr>












                  <tr>











                    <td><em>Other default values</em></td>












                    <td>required field defining the values that
mobs or players will be assigned whenever this faction is granted to
them by scripts, triggers, or by some other means. The syntax of this
field is similar to the "Automatic assigned values" field above. At
least one entry, however, must be without a mask, so as to make sure
that a default value exists for every possible player or mob.</td>











                  </tr>












                  <tr>











                    <td><em>New player value choice</em></td>












                    <td>an optional list of values, semicolon
delimited, which players will get to choose from when they create their
characters for the first time. Each value in this list should
correspond to, or fall into, a different Division/Range listed above.
If this field is empty, players will not be given this faction at
creation time.</td>











                  </tr>












                  <tr>











                    <td><em>Choices introduction text</em></td>












                    <td>if the previous field contained entries, then this field will become available. It is the optional filename of a text
                    file in your Coffeemud/resources directory or folder which describes the choices available to the player.</td>











                  </tr>












                  <tr>











                    <td><em>Rate Modifier</em></td>












                    <td>normally 100%, this field is a fudge factor for all instances where some value is gained or lost in this faction.
                    Typically gained values can be halfed, doubled, or changed in any other way by modifying this value.</td>











                  </tr>












                  <tr>











                    <td><em>Affect on Experience</em></td>












                    <td>whether and/or how values in this faction
affect the amount of experience gained by players for killing monsters.
If the value is None, then this faction does not affect experience
gained by players for killing monsters. Otherwise, the amount of
faction gained or lost is a function of the base number of experience
points earned, and modified by the value of this field: Extreme means
the amount gained or lost is always towards one extreme end of this
factions Ranges, and always in a direction away from the value that the
monster had. Higher means the amount is always gained. Lower means the
amount is always lost. Followhigher means the amount is always gained,
and in proportion to how high the value of the monsters faction is.
Followlower means the amount is always lost, and in proportion to how
low the value of the monsters faction is.</td>











                  </tr>












                  <tr>











                    <td><em>Faction Change Adjustments</em></td>












                    <td>like the Rate Modifier above, this field
affects the values of gains and losses in this faction. It allows you
to change the value of Gains or Losses based on whether the player or
mob with the faction matches the given Zapper Mask. Both the Gain and
Loss values should be positive, as they reflect a percentage change in
the gain, and a percentage change in the loss only.</td>











                  </tr>












                  <tr>











                    <td><em>Cross-Faction Relations</em></td>












                    <td>defines whether and/or how the value of
other factions may rise or fall when the value of this faction changes.
Each entry is the name of second faction, along with a positive or
negative percentage of the value gained or lost in this faction, which
will then be applied to the second faction.</td>











                  </tr>












                  <tr>











                    <td><em>Change Triggers</em></td>












                    <td>the events which cause the value of a
faction on a player to rise and fall. Usually triggers are applied when
an action is performed on a target creature by a source creature, both
of whom have standing in the faction. See the description above for
more information on the fields defined for each Change Trigger.</td>











                  </tr>












                  <tr>











                    <td><em>Ability Allowances</em></td>












                    <td>this defines the circumstances under which
a player may always use a particular time of skill, spell, or whatever,
unimpeded and with full privileges. Each entry contains a list of flags
to determine which skills, spells, chants, etc are being selected along
with the range into which a players value in this faction must fall for
the ability to be used unimpeded and with full privileges. Requirements
defined by Ability Allowances will typically determine whether
proficiency is every gained in a skill, and whether certain class
restrictions are overridden.</td>











                  </tr>



          <tr>



            <td>Effects / Behaviors</td>



            <td>a list of Ability Effects and Behaviors which are
bestowed to non-player mobs who match the mob masking criteria for each
item. &nbsp;Parameters for the specified Ability/Behavior may also be
entered. &nbsp;This is terribly useful to allow mobs with a particular
to turn nasty when they meet someone who is factioned the wrong way.
&nbsp;For example, if you have a&nbsp;faction named "Baddies and
Goodies" and it has a Division/Range with code name BADDY, you may add
the Behavior Aggressive with parameters: -FACTION +BADDY. &nbsp;This
will make all the mobs who have the faction to attack the baddies.</td>



          </tr>











                
        
        
        
        
        
        
        
        
        
        
        </tbody>
              
      
      
      
      
      
      
      
      
      
      
      </table>












              
      
      
      
      
      
      
      
      
      
      
      <p align="left"><strong><a name="quests"><font color="green" size="5">Quests</font></a></strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Quests are tasks which can be completed by players for prizes,
typically quest points, experience, money, or all three. Quest tasks,
the monitoring of their completion and status, as well as their
availability, can all be automated by CoffeeMud.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>The built-in Quest system in CoffeeMud allows you to automatic all of the following processes:</p>












              
      
      
      
      
      
      
      
      
      
      
      <ul>











                <li>scheduling of quests by a variety of means, and managing a quest "duration"</li>












                <li>setting special quest-start criteria based on the players currently online</li>












                <li>the selection of random mobs, items, rooms, and areas from the map by various criteria</li>












                <li>the introduction of new mobs and/or items from saved cmare xml files, and thier automatic removal when the quest is
                done</li>












                <li>adding various skills, affects, behaviors to any of the aforementioned objects and their automatic removal when the quest
                is done</li>












                <li>adding scripts to any of the aforementioned objects and having those scripts removed when the quest is done</li>












                <li>special variables and designation for making your own logic problem quests (mysteries)</li>











              
      
      
      
      
      
      
      
      
      
      
      </ul>












              
      
      
      
      
      
      
      
      
      
      
      <p>The easiest way to create a quest is to use the Quest Maker Wizard, either from the Quest Manager in the MUDGrinder, or by
              entering the command: <strong>CREATE QUEST</strong>
from the command line. The wizard will first allow you to select a
template basis for your quest. Templates will differ in several ways,
but the most important ones to watch out for are: what the player needs
to do to complete the quest, and which components of the quest are
created by you versus which make use of existing components of your
world.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>After selecting a template, you will be taken through a series
of pages and asked to enter lots of little details about the new quest.
Hopefully the prompts are self-explanatory. Take special note when a
prompt designates special syntax for the expression of data -- not
following the rules can make the difference between a Quest working and
falling flat, leaving a nasty trail of error messages in your log. In
data dealing with the things mobs will announce or say, remember that
you can use any of the special codes described in the <a href="Scriptable.html#codes">Scriptable</a> guide to insert data into the mobs speech, such
              as <span style="font-weight: bold; font-family: monospace;">$i $r $a</span>
and others. When you are done filling in all the fields, your new quest
will be ready for playing according to the timing you laid out. You can
also manually start your quests from the Quest Manager screen in the
MUDGrinder, or by using the <span style="font-weight: bold;">MODIFY QUEST</span> &lt;quest
              name&gt; command from the command line.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>If you have stretched the Quest Wizard as far as it will go and are ready to try your hand at poking around the innards of a
              Quest, continue reading. Otherwise, you're done learning about Quests.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>A quest weaves its way into your world through a long set of definitions and pseudo-commands called a <span style="color: rgb(204, 0, 0);">QUEST-SCRIPT</span>. The quest scripts are manually created by an Archon using the <strong>CREATE
              QUEST</strong>
[SCRIPT] command from the command line. Where [SCRIPT] is a either a
complete quest script, where each command line is terminated by a
semicolon (;), or a load command of the form LOAD=[SCRIPT PATH]. If you
enter a complete quest script, make sure that any embedded semicolons
are escaped like "\;". An example of a create script using a load
command (the more common case) is as follows:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong>CREATE QUEST</strong> LOAD=quests/murdermystery/murdermystery.quest</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>All LOAD commands use the resources directory inside your coffeemud install directory as the default path. Therefore, if you
              installed coffeemud in C:\CoffeeMud, the above LOAD command will look for the file in
              C:\CoffeeMud\resources\quests\murdermystery\murdermystery.quest.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Quests may be started automatically (autoquests) from inside the quest script by including the SET WAIT and SET INTERVAL
              commands, or they may be started manually by using the <strong>MODIFY QUEST</strong> [QUEST NAME] command.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Quests can be listed, to see their status, using the <strong>LIST QUESTS</strong> command.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Quests can be removed from the list using the <strong>DESTROY QUEST</strong> [QUEST NAME] command.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Quests can be saved using the <strong>SAVE QUESTS</strong>
command. Quests saved this way will be restored during the next
CoffeeMud reboot. Any time the CREATE QUEST command is used, you will
need to follow it with a SAVE QUESTS if you want your quest to remain.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><font style="background-color: aquamarine;" color="#4169e1" size="4"><strong>Quest Scripts</strong></font></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>When creating a new quest using the <strong>CREATE QUEST</strong>
[SCRIPT] command, whether you use the load command to specify an
external script, or include the script directly into the create
command, the quest script commands are as follows:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET NAME</span> <span style="color: rgb(102, 51, 102);">[QUEST NAME]</span> - the
              *unique* name of your quest. This is a required command!</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET DURATION</span> <span style="color: rgb(102, 51, 102);">[#TICKS/TIME]</span>
- Either a number of ticks (4 second periods) the quest will last once started, or a formula, or a number followed by the word minutes, seconds, hours, days, mudhours, or muddays. Use a simple
value of 0 to make your quest run continually. &nbsp;This is a required
command!</p>












              
      
      
      
      
      
      
      
      
      
      
      <p style="color: rgb(51, 0, 0);"><span style="color: rgb(51, 102, 102);">SET WAIT</span> <span style="color: rgb(102, 51, 102);">[#TICKS</span><span style="color: rgb(102, 51, 102);">/TIME</span><span style="color: rgb(102, 51, 102);">]</span> - Either a&nbsp;number of ticks, or a formula, or a number followed by the word minutes, seconds, hours, days, mudhours, or muddays to minimally wait between auto-starts of the quest. Required for scheduled quests.</p>












              
      
      
      
      
      
      
      
      
      










              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET INTERVAL</span> <span style="color: rgb(102, 51, 102);">[#TICKS/TIME]</span> -&nbsp;Either a number of
              ticks (1-#TICKS), or a formula, or a number followed by the word minutes, seconds, hours, days, mudhours, or muddays to additionally wait up to, after the official WAIT period above has ellapsed, before&nbsp;starting the scheduled quest.&nbsp; Required for scheduled quests.</p>












              
      
      
      
      
      
      
      
      
      <span style="color: rgb(51, 102, 102);"></span>
      
      <p style="color: rgb(51, 0, 0);"><span style="color: rgb(51, 102, 102);">SET SPAWNABLE <span style="color: rgb(102, 51, 102);">[TRUE/ALL]</span></span>
- whether this quest will, when started, spawn a copy of itself and run
the copy instead. This allows the same quest to run more than once at
the same time, though it will share its name as well as its list of
winners. If the ALL flag is given, the quest manager will attempt to
spawn off every single STEP of the quest all at once. This can create
chaos unless STEP BREAK is used instead of STEP. See information on the
STEP and SET PRESERVE commands below.<br>

      <span style="color: rgb(51, 102, 102);"><br>

SET PERSISTANCE <span style="color: rgb(102, 51, 102);">[TRUE/FALSE]</span></span>-&nbsp;a
quest with a scheduled WAIT/INTERVAL time will attempt to start after
the interval completes. &nbsp;If the quest then fails to start, it will
then go back into a wait state before attempting to start again.
Setting PERSISTANCE to TRUE will cause that failed start waiting period
to be trivially start, in essence making the quest repeat its start
attempt over and over until successful. &nbsp;If PERSISTANCE is FALSE
(the Default), the wait time will be the normal one determined by the
WAIT/INTERVAL variables.<br>

      <span style="color: rgb(51, 102, 102);"><br>

SET DATE</span> <span style="color: rgb(102, 51, 102);">[#DAY]-[#MONTH]</span> - The real-life start-date of the quest. This is a valid substitute for the
              SET WAIT requirement.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p style="color: rgb(51, 0, 0);"><span style="color: rgb(51, 102, 102);">SET MUDDAY</span> <span style="color: rgb(102, 51, 102);">[#DAY]-[#MONTH]</span> - The start mud-date of the quest, according to the default global mud
              calendar. This is a valid substitute for the SET WAIT requirement.</p>

      
      <p><span style="color: rgb(51, 102, 102);">SET MINPLAYERS</span> <span style="color: rgb(102, 51, 102);">[#PLAYERS]</span> -
              Minimum number of players who must be online for a timed quest to automatically start. See SET PLAYERMASK.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET PLAYERMASK</span> <span style="color: rgb(102, 51, 102);">[MASKSTRING]</span>
- If this string is empty or not specified, then anyone is considered a
player for the purposes of the MINPLAYERS setting above. However, you
can specify a "zapper mask" to narrow down the definition of a player.
See HELP ZAPPERMASKS for the list of valid mask values to put here.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET RUNLEVEL</span> <span style="color: rgb(102, 51, 102);">[#LEVEL]</span>
- Normally, a timed quest will always run when its time comes up.
Setting a value above -1 will prevent this quest from running when its
time comes up if another quest is also running at the same or LOWER run
level. This does not affect spawned quest copies, which will always run
even when another of the same name (and runlevel) is active.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET PRESERVE</span> <span style="color: rgb(102, 51, 102);">[#STEPS]</span>-
If a number greater than 0 is issued, then when a STEP command is
encountered and the commands following it are executed due to a
MPSTEPQUEST Scriptable command, then any objects, behaviors, abilities,
or affects which are specified after the SET PRESERVE, but BEFORE the
STEP command will not be cleaned up by the quest manager until the
specified number of STEPS have been encountered and executed. This
allows, for instance, a mob, once appropriated and specified by a
quest, to continue being used in subsequent steps without being
restored by the quest manager to a natural state. An MPSTOPQUEST
command, or an expired duration, will always cause the entire quest to
cease executing and all objects to be cleaned up.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">STEP</span> - The
purpose of this command is to allow your quest to run in several
different steps or stages. Placing this command in your quest script
will cause the script to end execution when it is encountered. The
quest will run normally until it is ordered to proceed with the next
step using the Scriptable command MPSTEPQUEST. When the MPSTEPQUEST
command is issued, the quest script will clean up any objects or data
defined by statements prior to this STEP command, and begin processing
new quest script commands which follow it. A SET DURATION command must
follow a STEP command in order to ensure that the quest will continue
to run following execution of the post-STEP commands, otherwise any
duration settings from previous steps will be re-used. Numerous STEP
commands may be places in your quest scripts. An MPSTOPQUEST command,
or an expired duration, however, will always cause the entire quest to
cease executing and all objects to be cleaned up. See also SET PRESERVE.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">STEP <span style="color: rgb(102, 51, 102);">BACK</span></span><span style="color: rgb(102, 51, 102);">-</span>This
command is the same as the normal STEP command, except that it will
reset the script line pointer so that the next time the quest is
ordered to step again, it will repeat the given step. &nbsp;This can
obviously cause an endless loop, but if you are using this command, it
is obviously your last command and endless repeating is your goal.
&nbsp;The use of this command is for two-step personal quests, where
the first step sets up the environment, and the next step simply
applies new scripts to a given player. &nbsp;Since any number of
players may accept a quest, you would want this step repeated for each
player that accept, which explains the endless nature.</p>












              
      
      
      
      <span style="color: rgb(51, 102, 102);"></span>
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">STEP <span style="color: rgb(102, 51, 102);">BREAK</span></span><span style="color: rgb(102, 51, 102);">-</span>
This command will cause the quest script to stop evaluating any further
settings. Statements after a STEP BREAK, including any SETS, LOADS, or
any other statements, will not be executed. This is used in conjunction
with SET SPAWNABLE ANY to allow quest scripts which have been broken
into several descrete steps to run independently. A SET SPAWNABLE ANY
quest is considered successfully run when this command is encountered.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">IMPORT MOBS</span> <span style="color: rgb(102, 51, 102);">[XML FILE PATH]</span>
- this will import a list of custom mobs from a .CMARE file generated
using the EXPORT ROOM MOBS command. The parameter must be the path and
file name of the file, using the same format as the LOAD= command
mentioned above. This list can then be accessed with the LOAD MOB, or
LOAD MOBGROUP command.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">IMPORT ITEMS</span> <span style="color: rgb(102, 51, 102);">[XML FILE PATH]</span>
- this will import a list of custom items from a .CMARE file generated
using the EXPORT ROOM ITEMS command. The parameter must be the path and
file name of the file, using the same format as the LOAD= command
mentioned above. This list can then be accessed with the LOAD ITEM or
LOAD ITEMGROUP command.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET AREA</span> <span style="color: rgb(102, 51, 102);">([AREA NAME OR NAMES])</span>
- will set the current designated area to the area specified. Although
this does nothing in itself, it is important for the several commands
which load mobs and items. The area name ANY may be given to choose a
random area. Several area names may be specified as choices by setting
the first area name as ANY, followed by your other area name choices,
separated by spaces. If no area name is given, this will CLEAR the area
designation. This can have a profound impact on how subsequent mob or
item loading, or room setting commands work.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET AREA</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- serves the same purpose as the above command of the same name, but
the argument is an object specifier. See Object Specifiers below this
command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET AREAGROUP</span> <span style="color: rgb(102, 51, 102);">([AREA NAME OR
              NAMES])</span>
- essentially the same as set ROOMGROUP below, this will set the
current designated roomgroup to the rooms in the area(s) specified.
Although this does nothing in itself, it is important for the several
commands which load mobs and items. The area name ANY may be given to
choose a random area. Several area names may be specified, separated by
spaces and word-grouped with double-quotes. &nbsp;The area name ALL may be given to select all world areas. &nbsp;
If no area name is given, this will CLEAR the ROOMGROUP designation.
This can have a profound impact on how subsequent mob or item loading,
or room setting commands work. This command will automatically clear
the AREA setting.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET ROOMGROUP</span> <span style="color: rgb(102, 51, 102);">([ROOM NAME])</span>
- will set the ROOMGROUP to the set specified. If an area has been
previously designated, and not cleared (see SET AREA), then the rooms
will be selected from the designated area according to the room name
criteria. Otherwise, rooms from the whole map will be chosen. If a room
name of ANY is given, then the rooms will be chosen randomly from the
world, or the area if designated. Several room names may be specified
as choices by setting the first room name as ANY, followed by your
other room name choices, separated by spaces.The room name ALL may be given to select all designated rooms. &nbsp;
If no room name is given, this will effectly clear the ROOMGROUP
designation (but it will not clear the area designation!). Valid room
names include map room IDs such as MyArea#123, or key words from the
titles or descriptions of rooms. &nbsp;Rooms designated this way are available in Scripts using the QUESTROOM function.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">ROOMGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- serves the same purpose as the above command of the same name, but
the argument is an object specifier. See Object Specifiers below this
command listing.&nbsp; &nbsp;Rooms designated this way are available in
Scripts using the QUESTROOM function.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET ROOM</span> <span style="color: rgb(102, 51, 102);">([ROOM NAME])</span>
- will set the current designated room to the set specified. If a room
or area has been previously designated, and not cleared (see SET AREA),
then the room will be selected from the designated area according to
the room name criteria. Otherwise, a room from the whole map will be
chosen. If a room name of ANY is given, then the room will be chosen
randomly from the world, or the area if designated. Several room names
may be specified as choices by setting the first room name as ANY,
followed by your other room name choices, separated by spaces. If no
room name is given, this will effectly clear the room designation (but
it will not clear the area designation!). Valid room names include map
room IDs such as MyArea#123, or key words from the titles or
descriptions of rooms.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET ROOM</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- serves the same purpose as the above command of the same name, but
the argument is an object specifier. See Object Specifiers below this
command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET ROOMGROUPAROUND</span> <span style="color: rgb(102, 51, 102);">[#RADIUS] ([ROOM
              NAME])</span>-
will set the ROOMGROUP to the set of rooms up to RADIUS rooms from the
previously set ROOM. The rooms will be selected from the set of rooms
which are up to RADIUS rooms away from the currently set ROOM (see SET
ROOM/SET LOCALE). The radius must then be greater than 0. If the
following room name of ANY is given, then all rooms in the radius are
grouped. Several room names may be specified as choices by setting the
first room name as ANY, followed by your other room name choices,
separated by spaces. If no room name is given, this will effectly clear
the ROOMGROUP designation (but it will not clear the area
designation!). Valid room names include map room IDs such as
MyArea#123, or key words from the titles or descriptions of
rooms.&nbsp; &nbsp;Rooms designated this way are available in Scripts
using the QUESTROOM function.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET LOCALEGROUP</span> <span style="color: rgb(102, 51, 102);">([LOCALE])</span>
- will set the ROOMGROUP to the ones with the specified class name. If
an area has been previously designated, and not cleared (see SET AREA),
then the rooms will be selected from the designated area according to
the locale criteria. Otherwise, rooms from the whole map will be
chosen. If a locale name of ANY is given, then the rooms will be chosen
randomly from the world, or the area if designated. Several locale
types may be specified as choices by setting the first locale type as
ANY, followed by your other locale type choices, separated by spaces.
If no locale is given, this will effectly clear the ROOMGROUP
designation (but it will not clear the area designation!). Valid locale
names may be Locale class names such as MountainSurface, StdRoom, etc,
or they may be locale types such as stone, wooden, underwater,
mountains, etc.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">LOCALEGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- serves the same purpose as the above command of the same name, but
the argument is an object specifier. See Object Specifiers below this
command listing.&nbsp; &nbsp;Rooms designated this way are available in
Scripts using the QUESTROOM function.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET LOCALEGROUPAROUND</span> <span style="color: rgb(102, 51, 102);">([#RADIUS]
              [LOCALE])</span>
- will set the ROOMGROUP to the ones with the specified class name. The
rooms will be selected from the set of rooms which areup to RADIUS
rooms away from the currently set ROOM (see SET LOCALE/SET ROOM). The
radius must then be greater than 0. If the following locale name of ANY
is given, then all rooms in the radius are grouped. Several room names
may be specified as choices by setting the first locale name as ANY,
followed by your other locale name choices, separated by spaces. If no
locale name is given, this will effectly clear the ROOMGROUP
designation (but it will not clear the area designation!). Valid locale
names may be Locale class names such as MountainSurface, StdRoom, etc,
or they may be locale types such as stone, wooden, underwater,
mountains, etc.&nbsp; &nbsp;Rooms designated this way are available in Scripts using the QUESTROOM function.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET LOCALE</span> <span style="color: rgb(102, 51, 102);">([LOCALE])</span>
- will set the current designated room to the one with the specified
class name. If a room or area has been previously designated, and not
cleared (see SET AREA), then the room will be selected from the
designated area according to the locale criteria. Otherwise, a room
from the whole map will be chosen. If a locale of ANY is given, then
the room will be chosen randomly from the world, or the area if
designated. Several locale types may be specified as choices by setting
the first locale type as ANY, followed by your other locale type
choices, separated by spaces. If no locale is given, this will effectly
clear the room designation (but it will not clear the area
designation!). Valid locale names may be Locale class names such as
MountainSurface, StdRoom, etc, or they may be locale types such as
stone, wooden, underwater, mountains, etc.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET LOCALE</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- serves the same purpose as the above command of the same name, but
the argument is an object specifier. See Object Specifiers below this
command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET MOBGROUP</span> <span style="color: rgb(102, 51, 102);">(RESELECT) ([MOB
              NAME])</span>
- will designate a set of mobs with the given name. If the name ends
with MASK=..., then a mask as described by the help entry for
ZAPPERMASKS will apply in addition to the name
mask entered before the MASK= string. Use a name of ALL to select all
appropriate mobs.&nbsp;The mobs chosen will be selected from those in
the designated ROOMGROUP (if one is designated), AREA (if one is
designated) or the world. The mobs must exist somewhere in the map for
this command to work. Normally a mob will not be placed in the mobgroup
if the mob has been previously set with SET MOB, or SET MOBTYPE. The
RESELECT flag is an optional first flag which, if specified, designates
that mobs may be placed in the mobgroup even if previously set, so long
as the RESELECT flag was also used in the previous SET MOB or SET
MOBTYPE command.&nbsp; &nbsp;Mobs designated this way are available in Scripts using the QUESTMOB function.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">MOBGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- serves the same purpose as the above command of the same name, but
the argument is an object specifier. See Object Specifiers below this
command listing.&nbsp;Mobs designated this way are available in Scripts
using the QUESTMOB function.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET MOB</span> <span style="color: rgb(102, 51, 102);">(RESELECT)</span> <span style="color: rgb(102, 51, 102);">([MOB NAME])</span>
- will set the current mob to one with the given mob name. If the name
ends with MASK=..., then a mask as described by the help entry for
ZAPPERMASKS will apply in addition to the mob name
entered before the MASK= string. Ths mob chosen will be selected from a
MOBGROUP if one has been set. Otherwise, the mob chosen will be
selected from those in the designated ROOMGROUP (if one is designated),
or the AREA (if one is designated) or finally the world. The mob must
exist somewhere one of those groups for this command to work. If a room
has been previously designated, then this command will bring the chosen
mob to that room. If a room or area has not been designated (or was
cleared), then this command will designate a new room and area.
Normally a mob will not be chosen by this command if the mob has been
previously set with SET MOB, or SET MOBTYPE. The RESELECT flag is an
optional first flag which, if specified, designates that a mob may be
chosen if previously chosen, so long as the RESELECT flag was also used
in the previous SET MOB or SET MOBTYPE command.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET MOB</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- serves the same purpose as the above command of the same name, but
the argument is an object specifier. See Object Specifiers below this
command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET MOBTYPE</span> <span style="color: rgb(102, 51, 102);">(RESELECT) ([CLASS])</span>
- will set the current mob to one with the given class name. Ths mob
chosen will be selected from a MOBGROUP if one has been set. Otherwise,
the mob chosen will be selected from those in the designated ROOMGROUP
(if one is designated), AREA (if one is designated) or the world. The
mob must exist somewhere in the map for this command to work. If a room
has been previously designated, then this command will bring the mob to
that room. If a room or area has not been designated (or was cleared),
then this command will designate a new room and area. Normally a mob
will not be chosen by this command if the mob has been previously set
with SET MOB, or SET MOBTYPE. The RESELECT flag is an optional first
flag which, if specified, designates that a mob may be chosen if
previously chosen, so long as the RESELECT flag was also used in the
previous SET MOB or SET MOBTYPE command.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET MOBTYPE</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- serves the same purpose as the above command of the same name, but
the argument is an object specifier. See Object Specifiers below this
command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET ITEMGROUP</span> <span style="color: rgb(102, 51, 102);">(RESELECT)</span> <span style="color: rgb(102, 51, 102);">([ITEM NAME])</span>
- will designate a set of items with the given name. If the name ends
with MASK=..., then a mask as described by the help entry for
ZAPPERMASKS will apply in addition to the item
name entered before the MASK= string. Use an item name of ALL to select
all appropriate items. &nbsp;The items chosen will be selected from
those in the designated ROOMGROUP (if one is designated), the AREA (if
one is designated) or the world. The items must exist somewhere in the
map for this command to work. Normally an item will not be placed in
the itemgroup if the item has been previously set with SET ITEM, or SET
ITEMTYPE. The RESELECT flag is an optional first flag which, if
specified, designates that items may be placed in the itemgroup even if
previously set, so long as the RESELECT flag was also used in the
previous SET ITEM or SET ITEMTYPE command. Items designated this way are available in Scripts using the QUESTITEM function.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">ITEMGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- serves the same purpose as the above command of the same name, but
the argument is an object specifier. See Object Specifiers below this
command listing.&nbsp; Items designated this way are available in
Scripts using the QUESTITEM function.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET ITEM</span> <span style="color: rgb(102, 51, 102);">(RESELECT)</span> <span style="color: rgb(102, 51, 102);">([ITEM NAME])</span>
- will set the current item to one with the given name. The item chosen
will be selected from those in the designated ROOMGROUP (if one is
designated), AREA (if one is designated) or the world. The item must
exist somewhere in a room on the map for this command to work. If a
room has been previously designated, then this command will bring the
item to that room. If a room or area has not been designated (or was
cleared), then this command will designate a new room and area.
Normally an item will not be chosen by this command if the item has
been previously set with SET ITEM, or SET ITEMTYPE. The RESELECT flag
is an optional first flag which, if specified, designates that an item
may be chosen if previously chosen, so long as the RESELECT flag was
also used in the previous SET ITEM or SET ITEMTYPE command.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET ITEM</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- serves the same purpose as the above command of the same name, but
the argument is an object specifier. See Object Specifiers below this
command listing. If the object resolves to a group of objects, a random
one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET ITEMTYPE</span> <span style="color: rgb(102, 51, 102);">(RESELECT)</span> <span style="color: rgb(102, 51, 102);">([CLASS])</span>
- will set the current item to one with the given class name. The item
chosen will be selected from those in the designated ROOMGROUP (if one
is designated), AREA (if one is designated) or the world. The item must
exist somewhere in a room on the map for this command to work. If a
room has been previously designated, then this command will bring the
item to that room. If a room or area has not been designated (or was
cleared), then this command will designate a new room and area.
Normally an item will not be chosen by this command if the item has
been previously set with SET ITEM, or SET ITEMTYPE. The RESELECT flag
is an optional first flag which, if specified, designates that an item
may be chosen if previously chosen, so long as the RESELECT flag was
also used in the previous SET ITEM or SET ITEMTYPE command.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">LOAD MOBGROUP</span> <span style="color: rgb(102, 51, 102);">([#NUMBER]) [MOB
              NAME]</span>
- will instantiate all (or optionally, the given number) mobs of the
given name from the set of mobs imported using the IMPORT MOBS command
above. Use a name of ANY or ALL to load them all. If the mob name ends
with MASK=..., then a mask as described by the help entry for
ZAPPERMASKS will apply in addition to the mob name
entered before MASK= string. This selected mobs will be set as the
current MOBGROUP. If a room, roomgroup, or area has been previously
designated, then this command will create each mob in that room or
random room in the area. If a room or area has not been designated (or
was cleared), then this command will designate a random room and area.
This command will also designate the current mob to the last one loaded.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">LOAD MOB</span> <span style="color: rgb(102, 51, 102);">[MOB NAME]</span>
- will instantiate a mob of the given name from the list of mobs
imported using the IMPORT MOBS command above.Use a name of ANY to load
a random one. If the name ends with MASK=..., then a mask as 
described by the help entry for ZAPPERMASKS will apply in
addition to the name mask entered. This selected mob will be set as the
current mob. If a room, roomgroup, or area has been previously
designated, then this command will create the mob in that room. If a
room or area has not been designated (or was cleared), then this
command will designate a random room and area.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">LOAD ITEMGROUP</span> <span style="color: rgb(102, 51, 102);">([#NUMBER])</span> <span style="color: rgb(102, 51, 102);">[ITEM NAME]</span>
- will instantiate all (or optionally, the given number) items of the
given name from the list of items imported using the IMPORT ITEMS
command above. This items will be set as the current ITEMGROUP. If a
room, roomgroup, or area has been previously designated, then this
command will create the item in that room. If a room or area has not
been designated (or was cleared), then this command will designate a
random room and area. This command will also designate the current item
to the last one loaded. Use a name of ANY or ALL to load them all.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">LOAD ITEM</span> <span style="color: rgb(102, 51, 102);">[ITEM NAME]</span>
- will instantiate an item of the given name from the list of items
imported using the IMPORT ITEMS command above. This item will be set as
the current item. If a room, roomgroup, or area has been previously
designated, then this command will create the item in that room. If a
room or area has not been designated (or was cleared), then this
command will designate a random room and area. Use a name of ANY to
load a random one.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">GIVE ITEM</span> -
will give a currently designated item (designated using the SET ITEM,
SET ITEMGROUP, LOAD ITEM, or LOAD ITEMGROUP command) to the last
designated mob or mobs (designated using the SET MOB, SET MOBGROUP,
LOAD MOBGROUP, or LOAD MOB commands).</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">GIVE ITEMS</span> -
will give all currently designated items (designated using the SET
ITEM, SET ITEMGROUP, LOAD ITEM, or LOAD ITEMGROUP command) to the last
designated mob or mobs (designated using the SET MOB, SET MOBGROUP,
LOAD MOBGROUP, or LOAD MOB commands).</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">GIVE STAT <span style="color: rgb(102, 51, 102);">[STAT ID] [VALUE]</span></span>-
will give the currently designated object (designated using the SET
ITEM/MOB/ROOM/AREA, or LOAD ITEM/MOB command) a new value for their
internal stat designated by the STAT ID. An important stat to be aware
of is the special "KEYPLAYER" stat. &nbsp;When given the value of true,
it will make it so that the death of the mob or mobs it is assigned to
instantly ends the quest. &nbsp;This is an advanced coding
feature; use it wisely..</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">GIVE BEHAVIOR</span> <span style="color: rgb(102, 51, 102);">[BEHAVIOR ID]
              ([PARAMETERS])</span>
- The behavior ID must be a valid behavior class name. The parameters
are any parameters you wish to pass to the behavior. This command will
give the most recently designated mob, item, area, room or mobgroup
(designated using the set or load commands), itemgroup, or roomgroup
the above behavior. The parameters above are optional, and include any
text that would be valid for the behavior id specified. The text may
also optionally include embedded references to other quest objects. See
below Object Specifiers in Parameters below for more information on
using this feature.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">GIVE ABILITY</span> <span style="color: rgb(102, 51, 102);">[ABILITY ID]
              ([PARAMETERS])</span>
- The ability ID must be a valid ability class name. The parameters are
any parameters you wish to pass to the ability. This command will give
the currently designated mob, or mobgroup (designated using the set or
load commands) the above ability. The parameters above are optional,
and include any text that would be valid for the ability id specified.
The text may also optionally include embedded references to other quest
objects. See below Object Specifiers in Parameters below for more
information on using this feature.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">GIVE AFFECT</span> <span style="color: rgb(102, 51, 102);">[ABILITY ID]
              ([PARAMETERS]</span>)
- The ability ID must be a valid ability class name. The parameters are
any parameters you wish to pass to the ability. This command will give
the currently designated mob, item, room, area, or mobgroup (designated
using the set or load commands), itemgroup, or roomgroup the above
affect. The parameters above are optional, and include any text that
would be valid for the ability id specified. The text may also
optionally include embedded references to other quest objects. See
below Object Specifiers in Parameters below for more information on
using this feature.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">GIVE FOLLOWER</span> <span style="color: rgb(102, 51, 102);">[MOB NAME]</span>
- The mob name is a mob which will be selected from the list of
previously designated mobs (designated using the LOAD MOB, SET MOB, or
SET MOBTYPE commands). This mob will be made into a follower of the mob
most recently designated using the SET MOB, SET MOBTYPE, or LOAD MOB
command. This command does not change the current mob designation, nor
does it change the location of either mob.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">TAKE BEHAVIOR</span> <span style="color: rgb(102, 51, 102);">[BEHAVIOR ID]</span>-
The behavior ID must be a valid behavior class name. This command will
take from the most recently designated mob, item, area, room or
mobgroup (designated using the set or load commands), itemgroup, or
roomgroup the above behavior.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">TAKE</span> <span style="color: rgb(51, 102, 102);">ABILITY</span> <span style="color: rgb(102, 51, 102);">[ABILITY ID]</span> - The ability ID must be a valid ability class name. This command will take from
              the currently designated mob, or mobgroup (designated using the set or load commands) the above ability.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">TAKE</span> <span style="color: rgb(51, 102, 102);">AFFECT</span> <span style="color: rgb(102, 51, 102);">[ABILITY ID]</span>
- The ability ID must be a valid ability class name. This command will
take from the currently designated mob, item, room, area, or mobgroup
(designated using the set or load commands), itemgroup, or roomgroup
the above affect.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">RESET</span>- If a
ROOM has been designated using SET ROOM, or by any other previously
described method, this command will cause that room to reset, or
re-load from the database. If a ROOM is not currently set (or has been
unset), but a ROOMGROUP or an AREA has been set, this command will
cause all rooms in that set (respectively) to reload from the database.
Doing either can be somewhat time consuming, and may disrupt any
players in the rooms affected, as it will cause items to vanish from
the floor, and make players and mobs unable to move until the process
is completed.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">&lt;SCRIPT&gt;</span>
- This designates the beginning of embedded Javascript in your quest
script. The end is designated by a corresponding &lt;/SCRIPT&gt; tag on
its own line. See the next section for more details.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">LOAD= <span style="color: rgb(102, 51, 102);">([QUEST FILE]) ([ARGUMENT] ...
              [ARGUMENT])</span></span>
- This command will cause the specified external quest script file to
be loaded and executed as if it were embedded at the current point in
the script. The quest filename is of the same format mentioned above.
When LOAD= is used as a command inside a script, you can also specify
one or more space-delimited arguments which will be accessible inside
the target quest script as Object Specifiers. The first argument given,
whether it is itself an Object Specifier, or a simple string, will be
accessible inside the target quest script as ARG1, the second as ARG2,
and so forth. A special case exists, however, if one of the arguments
evaluates to an Object Specifier which represents a group of objects
(such as MOBGROUP or ITEMGROUP). If that case occurs, the LOAD= command
will execute once for every object inside the group! See the discussion
of Object Specifiers and Object Spcifiers in Parameters for more
information.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">&lt;OPTION&gt; <span style="color: rgb(102, 51, 102);">([QUEST SCRIPT COMMANDS]) <span style="color: rgb(51, 102, 102);">&lt;/OPTION&gt;</span></span></span>-
Putting quest script commands inside of &lt;OPTION&gt; tags means that,
for every execution of the quest script, only ONE of the &lt;OPTION&gt;
tags will be have their script commands executed. The one chosen will
be selected at random. If only one &lt;OPTION&gt; tag exists, it will
be chosen every time, of course.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(102, 0, 0); font-weight: bold;">* Note About #</span><span style="font-weight: bold;">.</span>
In a quest script, anywhere the # sign is used above (such as [#TICKS]
or [#PLAYERS], you may enter a normal old every day number (34) or you
may enter a valid arithmetic expression using real or integer numbers
and any of the following operators: + - * \ () ?. The ? may be used to
generate random numbers in a math expression. For example, 1?4 would
generate a random number from 1 to 4, and 3+1?4 would generate a random
number from 4 to 7.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(102, 0, 0); font-weight: bold;"><a name="questcrobjsp"></a>* Object Specifiers</span><span style="font-weight: bold;">.</span>
Many of the SET ... commands, such as SET MOBGROUP, SET MOB, SET
ITEMGROUP, SET ROOM, etc, have forms which allow you to designate their
value using an [OBJECT] string. An [OBJECT] string is one of the
following basic quest-script values: "LOADEDMOBS", "LOADEDITEMS",
"AREA", "ROOM", "MOBGROUP", "ITEMGROUP", "ROOMGROUP", "ITEM", "ENVOBJ",
"STUFF", "MOB", or one of the following mystery quest-script values:
"FACTION", "FACTIONGROUP", "AGENT", "AGENTGROUP", "ACTION",
"ACTIONGROUP", "TARGET", "TARGETGROUP", "MOTIVE", "MOTIVEGROUP",
"WHEREHAPPENED", "WHEREHAPPENEDGROUP", "WHEREAT", "WHEREATGROUP",
"WHENHAPPENED", "WHENHAPPENEDGROUP", "WHENAT", "WHENATGROUP", "TOOL",
"TOOLGROUP". Using the SET command in this way allows you to either
COPY an objects value, or re-designate it for the purposes of one of
the GIVE ... commands. If the quest script was executed from inside of
another using the LOAD= script command, and arguments were specified
from the above objects, you may also have access to argument object
specifiers, such as ARG1, ARG2, ... ARGN. There will be one such object
specifier available for each argument passed to the script. Please note
that some object specifiers return single objects (such as MOB, ITEM,
ROOM) and some return collections of objects (such as ROOMGROUP,
MOBGROUP, ITEMGROUP). Object specifiers can also be combined using +
and - characters. For instance, MOBGROUP-MOB would return the group of
mobs in the MOBGROUP minus the specified MOB while the specifier
MOB+ITEM would refer to an object group containing both the specified
MOB and the specified ITEM.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(102, 0, 0); font-weight: bold;">* Object Specifiers in Parameters</span><span style="font-weight: bold;">.</span>
When specifing parameters for the GIVE BEHAVIOR, GIVE ABILITY, or GIVE
AFFECT command, you may embed the names of one or more of the Object
Specifiers by prefixing the Object Specifier code string with a $
character, and concluding it with a space or other non-alphanumeric
character. For instance, the command: "give script
GREET_PROG 100\; say I love $MOB!!!\;~\;" would embed the name string
for the MOB object specifier inside the in-line script. In addition to
this capability, you may also put a special character after the $ and
before the object specifier to manipulate how the name of the object is
generated. Special characters are: '_' (to make the name in uppercase),
'&amp;' to remove any prefixed english article words from the name, or
'|' to replace all spaces in the name with | characters (which is very
useful for QuestChat parameters).</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><font style="background-color: aquamarine;" color="#4169e1" size="4"><strong>Mystery Objects in Quest
              scripts:</strong></font></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>In addition to the normal quest objects mentioned above, such
as MOB, ITEM, ROOM and so forth, there are also extranous objects and
groups intended for use when building logic problem mysteries. The
commands for setting these are as follows:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET AGENT</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the
              AGENT variable to the [OBJECT]. Will also set the MOB object. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a>
above this command listing. If the object resolves to a group of
objects, a random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET AGENTGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- Sets the AGENTGROUP variable to the [OBJECT]. Will also set the
MOBGROUP object to the same, as well as designate one random mob from
the group as the AGENT and the MOB. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command
              listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET AGENTGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER]</span>
- Sets the AGENTGROUP variable to the currently set MOBGROUP, selecting
at most NUMBER mobs randomly from that list. Will also set the MOBGROUP
object to the same, as well as designate one random mob from the group
as the AGENT and the MOB. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHEREHAPPENED</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> -
              Sets the WHEREHAPPENED variable to the [OBJECT]. Will also set the ROOM object. See <a href="ArchonTome.html#questcrobjsp">Object
              Specifiers</a> above this command listing. If the object resolves to a group of objects, a random one from the group will be
              chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHEREHAPPENEDGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- Sets the WHEREHAPPENEDGROUP variable to the [OBJECT]. Will also set
the ROOMGROUP object to the same, as well as designate one random room
from the group as the WHEREHAPPENED and the ROOM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a>
              above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHEREHAPPENEDGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER]</span>
- Sets the WHEREHAPPENEDGROUP variable to the currently set ROOMGROUP,
selecting at most NUMBER rooms randomly from that list. Will also set
the ROOMGROUP object to the same, as well as designate one random room
from the group as the WHEREHAPPENED and the ROOM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHEREAT</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the
              WHEREAT variable to the [OBJECT]. Will also set the ROOM object. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a>
above this command listing. If the object resolves to a group of
objects, a random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">WHEREATGROUP</span> <span style="color: rgb(102, 51, 102);">[</span><span style="color: rgb(102, 51, 102);">OBJECT]</span>
- Sets the WHEREATGROUP variable to the [OBJECT]. Will also set the
ROOMGROUP object to the same, as well as designate one random room from
the group as the WHEREAT and the ROOM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">WHEREATGROUP</span> <span style="color: rgb(102, 51, 102);">[</span><span style="color: rgb(102, 51, 102);">#NUMBER]</span>
- Sets the WHEREATGROUP variable to the currently set ROOMGROUP,
selecting at most NUMBER rooms randomly from that list. Will also set
the ROOMGROUP object to the same, as well as designate one random room
from the group as the WHEREAT and the ROOM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHENHAPPENED</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets
              the WHENHAPPENED variable to the timeclock [OBJECT]. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this
              command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHENHAPPENED</span> <span style="color: rgb(102, 51, 102);">[#HOURS-DIFFERENCE]</span> - Sets the WHENHAPPENED variable to the current time plus or minus the
              hours difference specified. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the
              object resolves to a group of objects, a random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHENHAPPENEDGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- Sets the WHENHAPPENEDGROUP variable to the [OBJECT]. Will also
designate one random time from the group as the WHENHAPPENED. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHENHAPPENEDGROUP</span> <span style="color: rgb(102, 51, 102);">[#</span><span style="color: rgb(102, 51, 102);">HOURS-DIFFERENCE</span><span style="color: rgb(102, 51, 102);">] ...</span> <span style="color: rgb(102, 51, 102);">[#</span><span style="color: rgb(102, 51, 102);">HOURS-DIFFERENCE</span><span style="color: rgb(102, 51, 102);">]</span> - Sets the WHENHAPPENEDGROUP list to the current time plus or minus the list of
              hours-differences given. Will also designate one random time from the group as the WHENHAPPENED. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHENAT</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the
              WHENHAPPENED variable to the timeclock [OBJECT]. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this
              command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHENAT</span> <span style="color: rgb(102, 51, 102);">[#HOURS-DIFFERENCE]</span> -
              Sets the WHENAT variable to the current time plus or minus the hours difference specified. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a
              random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHENATGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets
              the WHENATGROUP variable to the [OBJECT]. Will also designate one random time from the group as the WHENAT. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET WHENATGROUP</span> <span style="color: rgb(102, 51, 102);">[#</span><span style="color: rgb(102, 51, 102);">HOURS-DIFFERENCE</span><span style="color: rgb(102, 51, 102);">] ...</span> <span style="color: rgb(102, 51, 102);">[#</span><span style="color: rgb(102, 51, 102);">HOURS-DIFFERENCE</span><span style="color: rgb(102, 51, 102);">]</span> - Sets the WHENATGROUP list to the current time plus or minus the list of hours-differences
              given. Will also designate one random time from the group as the WHENAT. See <a href="ArchonTome.html#questcrobjsp">Object
              Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET FACTION</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the
              FACTION variable to the faction string [OBJECT]. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this
              command listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET FACTION</span> <span style="color: rgb(102, 51, 102);">[FACTION NAME]</span> -
              Sets the FACTION variable to one of the given name or ANY to choose a random one.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET FACTIONGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- Sets the FACTIONGROUP variable to the [OBJECT]. Will also designate
one random faction from the group as the FACTION. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET FACTIONGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER]</span>
- Sets the FACTIONGROUP variable to NUMBER random factions, or ALL to
set it to all of them. Will also designate one random faction from the
group as the FACTION. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET FACTIONGROUP</span> <span style="color: rgb(102, 51, 102);">[FACTION NAME] ...
              [FACTION NAME]</span>
- Sets the FACTIONGROUP variable to the set of factions designated by
the faction names. Will also designate one random faction from the
group as the FACTION. The faction names are space delimited, and names
grouped with double-quotes.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET TARGET</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the
              TARGET variable to the [OBJECT]. Will also set the MOB or ITEM object depending on what gets designated. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a
              random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET TARGETGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- Sets the TARGETGROUP variable to the [OBJECT]. Will also set the
MOBGROUP or ITEMGROUP object to the same (depending on what type of
group is designated), as well as designate one random object from the
group as the TARGET, and either the MOB or ITEM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET TARGETGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER]</span>
- Sets the TARGETGROUP variable to the currently set MOBGROUP (if one
is currently set) or ITEMGROUP if not. It will select at most NUMBER
objects randomly from that list. Will also re-set the MOBGROUP or
ITEMGROUP object to the same, as well as designate one random mob or
item from the group as the TARGET and either the MOB or ITEM. See <a href="ArchonTome.html#questcrobjsp">Object
              Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET TOOL</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the
              TOOL variable to the [OBJECT]. Will also set the MOB or ITEM object depending on what gets designated. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. If the object resolves to a group of objects, a
              random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET TOOLGROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span>
- Sets the TOOLGROUP variable to the [OBJECT]. Will also set the
MOBGROUP or ITEMGROUP object to the same (depending on what type of
group is designated), as well as designate one random object from the
group as the TOOL, and either the MOB or ITEM. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET TOOLGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER]</span>
- Sets the TOOLGROUP variable to the currently set MOBGROUP (if one is
currently set) or ITEMGROUP if not. It will select at most NUMBER
objects randomly from that list. Will also re-set the MOBGROUP or
ITEMGROUP object to the same, as well as designate one random mob or
item from the group as the TOOL and either the MOB or ITEM. See <a href="ArchonTome.html#questcrobjsp">Object
              Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET MOTIVE</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the
              MOTIVE variable to the string [OBJECT]. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command
              listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">MOTIVE</span> <span style="color: rgb(102, 51, 102);">[STRING]</span> - Sets the MOTIVE variable to the string.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">MOTIVE</span><span style="color: rgb(51, 102, 102);">GROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the MOTIVEGROUP variable
              to the [OBJECT]. Will also designate one random string from the group as the MOTIVE. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">MOTIVEGROUP</span> <span style="color: rgb(102, 51, 102);">[STRING] .. [STRING]</span> - Sets the MOTIVEGROUP to the set of strings specified. Will also
              designate one random string from the group as the MOTIVE. The strings are space delimited, and words grouped with
              double-quotes.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">MOTIVE</span><span style="color: rgb(51, 102, 102);">GROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER] [OBJECT]</span>
- Sets the MOTIVEGROUP variable to [NUMBER] of the items represented by
[OBJECT]. Will also designate one random string from the group as the
MOTIVE. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing. [#NUMBER] may be a math
              expression.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">MOTIVEGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER]</span> <span style="color: rgb(102, 51, 102);">[STRING] .. [STRING]</span>
- Sets the MOTIVEGROUP to [NUMBER] of the set of strings specified.
Will also designate one random string from the group as the MOTIVE. The
strings are space delimited, and words grouped with double-quotes.
[#NUMBER] may be a math expression.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET ACTION</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the
              ACTION variable to the string [OBJECT]. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command
              listing. If the object resolves to a group of objects, a random one from the group will be chosen.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">ACTION</span> <span style="color: rgb(102, 51, 102);">[STRING]</span> - Sets the ACTION variable to the string.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">ACTION</span><span style="color: rgb(51, 102, 102);">GROUP</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the ACTIONGROUP variable
              to the [OBJECT]. Will also designate one random string from the group as the ACTION. See <a href="ArchonTome.html#questcrobjsp">Object Specifiers</a> above this command listing.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">ACTIONGROUP</span> <span style="color: rgb(102, 51, 102);">[STRING] .. [STRING]</span> - Sets the ACTIONGROUP to the set of strings specified. Will also
              designate one random string from the group as the ACTION. The strings are space delimited, and words grouped with
              double-quotes.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">ACTION</span><span style="color: rgb(51, 102, 102);">GROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER]</span> <span style="color: rgb(102, 51, 102);">[OBJECT]</span> - Sets the ACTIONGROUP variable to [NUMBER] of the items represented by [OBJECT].
              Will also designate one random string from the group as the ACTION. See <a href="ArchonTome.html#questcrobjsp">Object
              Specifiers</a> above this command listing. [#NUMBER] may be a math expression.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><span style="color: rgb(51, 102, 102);">SET</span> <span style="color: rgb(51, 102, 102);">ACTIONGROUP</span> <span style="color: rgb(102, 51, 102);">[#NUMBER]</span> <span style="color: rgb(102, 51, 102);">[STRING] .. [STRING]</span>
- Sets the ACTIONGROUP to [NUMBER] of the set of strings specified.
Will also designate one random string from the group as the ACTION. The
strings are space delimited, and words grouped with double-quotes.
[#NUMBER] may be a math expression.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><font style="background-color: aquamarine;" color="#4169e1" size="4"><strong>JavaScripting in Quest
              scripts:</strong></font></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>The CoffeeMud quest manager engine will allow you embed
Javascript into your quest scripts for the purpose of assisting in
setting up your quests. The Javascript must be located between the
&lt;SCRIPT&gt; and &lt;/SCRIPT&gt; quest script commands to be
recognized.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p class="MsoNormal"><span style="font-size: 14pt; color: blue;"><font color="#000000"><font size="3">Javascript
is a wholly different language than the standard Scriptable/MOBPROG
language OR the quest script language described in this document. You
should read the JavaScripting section of the CoffeeMud</font> <a href="Programming.html"><font size="3">Programming
              Guide</font></a> <font size="3">for more information, as well as the following web sites which discuss the usage and syntax of
              the Javascript language itself:</font> <a href="http://www.mozilla.org/js/"><font size="3">http://www.mozilla.org/js/</font></a>
              <font size="3">and</font> <a href="http://www.mozilla.org/rhino/"><font size="3">http://www.mozilla.org/rhino/</font></a> <font size="3">.</font></font></span></p>












              
      
      
      
      
      
      
      
      
      
      
      <p class="MsoNormal"><span style="font-size: 14pt; color: blue;"><font color="#000000" size="3"><span style="font-size: 14pt; color: blue;"><font color="#000000" size="3">Aside from the above information about JavaScripting in CoffeeMud,
              there are still a few more details to learn about JavaScripting in your quest scripts. Although</font></span><span style="font-size: 14pt; color: blue;"><font color="#000000" size="3">Javascript
does not require semicolon line delimeters and it will not likely cause
problems, you should be aware that the quest manager engine will strip
out all semicolons as part of its command parsing process. For this
reason, if you absolutely must keep a semicolon ANYWHERE in your
javascript, whether as part of a displayable string, or a line
delimeter, it must first be escaped: \;</font></span></font></span></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>The quest manager engine will also make a couple of useful methods available to your Javascript for assisting in setting up
              your quests. One is the <font face="Courier New"><font size="2">Quest quest()</font></font> <font face="Times New Roman">method,
which, as you can see, returns a Quest object which represents to the
current quest script. The Quest object returned has numerous useful
methods on them for doing things like determining which mobs and items
were selected by the SET commands as described above (<font face="Courier New" size="2">isDesignatedObject, getQuestStuff, getQuestMob, getQuestItem</font>, etc). There are
              also methods for properly adding other such mobs and items to your quest (<font face="Courier New" size="2">runtimeRegisterObject</font>), or for adding abilities, behaviors, or effects to existing objects ( <font face="Courier New" size="2">runtimeRegisterAbility, runtimeRegisterEffect, runtimeRegisterBehavior</font>). You should check out the Quest interface
              for more information on these methods; they are located in the file Quest.java, which is in the
              com/planet_ink/coffee_mud/interfaces package.</font></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Another method provided to Javascript by the quest manager is the <font face="Courier New" size="2">QuestState setupState()
              <font face="Times New Roman" size="3">method. The QuestState object made available by this method contains information on the
              current state of your quest Script. There are several useful properties of the object, such as <font face="Courier New" size="2">area, room, mob, mobGroup, item,</font> and <font face="Courier New" size="2">envObject</font> which will refer to the last
              such objects SET by your quest script before Javascript was executed. The Vectors</font></font> <font size="2"><font size="3"><span style="font-family: monospace;">loadedMobs</span></font></font><font face="Courier New" size="2"><font face="Times New Roman" size="3">and</font></font> <font size="2"><font size="3"><span style="font-family: monospace;">loadedItems</span></font></font><font face="Courier New" size="2"><font face="Times New Roman" size="3">are available with any items or mobs gained from the IMPORT command, regardless of whether they were LOADed. There is also
              the</font></font> <font size="2"><font size="3"><span style="font-family: monospace;">mysteryData</span></font></font><font face="Courier New" size="2"><font face="Times New Roman" size="3">object with all the objects and Vectors SET for building logic
              problem mysteries.</font></font></p>












              
      
      
      
      
      
      
      
      
      
      
      <p><font style="background-color: aquamarine;" color="#4169e1" size="4"><strong>Final Quest Notes:</strong></font></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>This stuff may seem complicated, but just make sure you
carefully examine the sample quests found in the CoffeeMud resources
directory! Also, remember that quest script errors are always sent out
to your mud.log, so check their often when starting up a new quest!</p>












              
      
      
      
      
      
      
      
      
      
      
      <p class="MsoNormal"><a name="holidays"><strong><font color="#008000" size="5">Holidays</font></strong></a></p>











              Holidays are a special/reserved quest defined by file /resources/quests/holidays/holidays.quest.<br>











               <br>










They are very simple Scriptless quests that can be started at random
intervals, or on certain mud dates, or real-life dates. The holidays
will only impact the areas specified by the holiday settings, and only
the mobs in those areas specified in the settings, and only with the
features you specify.<br>











               <br>










Use LIST HOLIDAYS to see a list of all defined holidays and the areas
hey are defined for. By default, 3 special-case weather related
holidays are included which impact any area that meets their special
criteria.<br>











               <br>










You can use MODIFY HOLIDAY &lt;name&gt; to change the settings for a
holiday, DESTROY HOLIDAY &lt;name&gt; to delete one, or CREATE HOLIDAY
name to create a new one that will automatically apply to the area the
creator is standing in when it is created.<br>











               <br>











               Here are the standard settings for holidays:<br>











               <br>











               <br>











               

              
      
      
      
      
      
      
      
      
      
      
      <table style="text-align: left; background-color: rgb(255, 255, 153); width: 100%;" border="1" cellpadding="2" cellspacing="2">











                <tbody>











                  <tr>











                    <td><span style="font-weight: bold;">Property</span></td>












                    <td><span style="font-weight: bold;">Description</span></td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Holiday Name</td>












                    <td>A unique name for your holiday. It should be unique not only among holidays, but also among quests.</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Schedule Type</td>












                    <td>The type of time-trigger for the holiday, whether a random interval, a mud-date, or a real-life date.</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Interval Ticks</td>












                    <td>If the time trigger is a random interval,
this is the math expression to derive that interval. You may use normal
math operators like +-/*(), as well as the special ? operator to
generate a random number. 1?5 would mean a random number between 1-5.</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Mud-Day</td>












                    <td>If the time trigger is a mud-date, this is that date in month-day numeric format (like 1-30).</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Real Life Date</td>












                    <td>If the time trigger is a real-life date, this is that date in month-day numeric format (like 12-31).</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Duration Ticks</td>












                    <td>The number of ticks (4 second periods) that the changes specified below will be in effect once the holiday
                    triggers.</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Areas List</td>












                    <td>The list of areas to apply the holiday to. Area names are space separated, with multiple words grouped in double
                    quotes. The word ALL is a recognized value for this list.</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Mask for mobs that apply</td>












                    <td>A zapper-mask that determines which mobs inside the designated area will benefit from the changes specified below. See
                    ZAPPERMASKS for an example of a zapper mask, or just hit ? at the prompt here.</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Mood setting</td>












                    <td>If this entry is blank, it has no effect. Otherwise, it is the name of the MOOD to force all the mobs to be in during
                    your holiday. Use ? for a list.</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Aggressive Setting</td>












                    <td>If this entry is blank, it has no effect. Otherwise, it makes all the mobs aggressive during your holiday. Use ? to get
                    a list of valid parameters. Remember that this field must not be blank if you want it to work!</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">Price Factor</td>












                    <td>This change will only apply to mob
shopkeepers. It is a list of price-changes to make to specified items
during the holiday. See help on GenShopKeeper for more information on
Price Factors. You can specify as many different price-factors for as
many different types of items as you need to.</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">MudChat for words...</td>












                    <td>This is a list of trigger words that mobs
will respond to when spoken to, and what they will respond. You can
have as many trigger words groupings as you like, with as many
responses to those trigger words as you need. Each response begins with
a single digit weight, to show how often that selection should be
chosen among the others.</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">MOB Behavior</td>












                    <td>A list of Behaviors to apply to mobs during your holiday. See the Archon's Guide under GenMOB for more information on
                    this, as it works the exact same way. Use ? for a list, and ? will also work in the parameters for help.</td>











                  </tr>












                  <tr>











                    <td style="font-style: italic;">MOB Property</td>












                    <td>A list of Affects/Effects to apply to mobs during your holiday. Again, see the Archon's Guide for more information on
                    how this works. Use ? for a list, and ? will also work in the parameters for help.</td>











                  </tr>











                
        
        
        
        
        
        
        
        
        
        
        </tbody>
              
      
      
      
      
      
      
      
      
      
      
      </table>












              
      
      
      
      
      
      
      
      
      
      
      <p class="MsoNormal"><a name="socials"><strong><font color="#008000" size="5">Socials</font></strong></a></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Socials are those miscellaneous and happy little emoting
blurbs that help make muds a more fun and realistic place for players
to interact. Without them, players couldn't smile, roll their eyes, or
flip anyone off without considerable typing. The command line includes
a social creator and editor:</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong><font style="background-color: moccasin;">CREATE SOCIAL TWIGGLE</font></strong><br>











              <br>










This starts the creation process for a social called TWIGGLE. There are
actually four different kinds of TWIGGLE we will make: TWIGGLE (no
parameters), TWIGGLE SELF, TWIGGLE ALL, and TWIGGLE (to a target). This
is type 1 of 4.<br>











              <br>











               <em>You wave your arms...<br>











               Social name 'TWIGGLE' Enter new.<br>











               :<br>











              </em><br>










This is here in case you want to change the social name before you
create it. Doubtful, so just hit ENTER and skip it.<br>











              <br>











               <em>(No change)<br>











               Target=NONE<br>











               Change T)arget, S)elf, A)ll, or N)one:</em><br>











              <br>











               This is where you choose the social type. For type1 socials, this would be None.<br>











              <br>











               <em>(No change)<br>











               You see 'null'. Enter new.<br>











               :<br>











              </em><br>











               This is what you as a player would see when you perform the social.<br>











              <br>











               <strong>You wiggle your toes.</strong><br>











              <br>











               <em>Your action type=MOVEMENT<br>











               Change W)ords, M)ovement (small), S)ound, L)arge Movement<br>











              </em><br>










This is the requirement of the social. Small movement just needs hands,
fingers, toes, lips, and other small body movements, while large
movements require legs, and often moving the entire body. I tend to not
use the Words one, and I leave sounds for, well, yelling and such. This
particular social involves toes, thus it's a M)ovement. Type "<strong>M</strong>" for that.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><em>Others see 'null'. Enter new.<br>











               :<br>











              </em><br>











               This is what the people in the room see when you perform a social.<br>











              <br>











               <strong>&lt;S-NAME&gt; wiggles &lt;S-HIS-HER&gt; toes.</strong><br>











              <br>










&lt;S-NAME&gt; means Source Name. Character performing the social is
the source. I'll have a list of usable tags at the end of this tutorial
for you.<br>











              <br>











               <strong>Others Effect type=HANDS<br>











               Change W)ords, M)ovement (w/noise), S)ound, V)isual, H)ands:<br>











              </strong><br>










This is what others in the room need to be able to know you're
performing a social. This social involves toe wiggling, so I would
recommend Visual. If you're curious about Hands, that would be left for
handshakes, highfives, etc.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>And that concludes the creation of our TWIGGLE social, type 1.<br>











              <br>











               <strong><font style="background-color: moccasin;">CREATE SOCIAL TWIGGLE SELF</font></strong><br>











              <br>











               Ahh. Part 2, the SELF portion.<br>











              <br>











               <em>You wave your arms...<br>











               Social name 'TWIGGLE' Enter new.<br>











               :<br>











              </em><br>











               Like the above, you don't need to change the name.<br>











              <br>











               <em>(No change)<br>











               Target=NONE<br>











               Change T)arget, S)elf, A)ll, or N)one:<br>











              </em><br>











               Because this portion is the SELF portion, choose "<strong>S</strong>".<br>











              <br>











               <em>You see 'null'. Enter new.<br>











               :<br>











              </em><br>











               This is what you see when you perform the social TWIGGLE SELF.<br>











              <br>











               <strong>You glaze over while you try to wiggle your toes at yourself.</strong><br>











              <br>











               <em>Your action type=MOVEMENT<br>











               Change W)ords, M)ovement (small), S)ound, L)arge Movement<br>











              </em><br>











               You need toes to wiggle them, right? <strong>M</strong>)ovement for that.<br>











              <br>











               <em>Others see 'null'. Enter new.<br>











               :<br>











              </em><br>











               What the others in the room see when you perform the social.<br>











              <br>











               <strong>&lt;S-NAME&gt; wiggles &lt;S-HIS-HER&gt; toes at &lt;S-HIM-HERSELF&gt;. Very odd.<br>











              </strong><br>











               <em>Others Effect type=HANDS<br>











               Change W)ords, M)ovement (w/noise), S)ound, V)isual, H)ands:<br>











              </em><br>











               They need to see it happen, right? I would guess it's a <strong>V</strong>)isual requirement.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p>And that concludes the creation of our type 2 TWIGGLE social.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong><font style="background-color: moccasin;">CREATE SOCIAL TWIGGLE ALL</font><br>











              </strong><br>











               Yay! Type 3! The ALL is the Target Name.<br>











              <br>











               <em>You wave your arms...<br>











               Social name 'TWIGGLE' Enter new.<br>











               :<br>











              </em><br>











               I doubt you would still need to change the name. You have type one and two. Why make 3 different?<br>











              <br>











               <em>(No change)<br>











               Target=NONE<br>











               Change T)arget, S)elf, A)ll, or N)one:<br>











              </em><br>











               It's the ALL portion of social creation, so choose "<strong>A</strong>".<br>











              <br>











               <em>You see 'null'. Enter new.<br>











               :<br>











              </em><br>











               What you would see when you perform TWIGGLE [Target] (ex: TWIGGLE VIRAX).<br>











              <br>











               <strong>You wiggle your toes at everyone. How wierd.</strong><br>











              <br>











               The display would replace the tag with the appropriate name, and in this example it would be Virax.<br>











              <br>











               <em>Your action type=MOVEMENT<br>











               Change W)ords, M)ovement (small), S)ound, L)arge Movement<br>











              </em><br>











               We have toes we'll need to wiggle. <strong>M</strong>)ovement.<br>











              <br>











               <em>Others see 'null'. Enter new.<br>











               :<br>











              </em><br>











               What those twiggled at people witness.<br>











              <br>











               <strong>&lt;S-NAME&gt; wiggles &lt;S-HIS-HER&gt; toes at everyone. Very strange.</strong><br>











              <br>











               <em>Others Effect type=HANDS<br>











               Change W)ords, M)ovement (w/noise), S)ound, V)isual, H)ands:<br>











              </em><br>











               I'd say another thing they would have to see. Don't you? <strong>V</strong>)isual.<br>











              <br>











               <strong><font style="background-color: moccasin;">CREATE SOCIAL TWIGGLE &lt;T-NAME&gt;</font><br>











              <br>











              </strong> Yay! Type 4! The TARGET! &lt;T-NAME&gt; is the Target Name.<br>











              <br>











               <em>You wave your arms...<br>











               Social name 'TWIGGLE' Enter new.<br>











               :<br>











              </em><br>











               I doubt you would still need to change the name. You have type one, two, and three. Why make 4 different?<br>











              <br>











               <em>(No change)<br>











               Target=NONE<br>











               Change T)arget, S)elf, A)ll, or N)one:<br>











              </em><br>











               It's the TARGET portion of social creation, so choose "<strong>T</strong>".<br>











              <br>











               <em>You see 'null'. Enter new.<br>











               :<br>











              </em><br>











               What you would see when you perform TWIGGLE [Target] (ex: TWIGGLE VIRAX).<br>











              <br>











               <strong>You wiggle your toes at &lt;T-NAME&gt;. How cute.</strong><br>











              <br>











               The display would replace the tag with the appropriate name, and in this example it would be Virax.<br>











              <br>











               <em>Your action type=MOVEMENT<br>











               Change W)ords, M)ovement (small), S)ound, L)arge Movement<br>











              </em><br>











               We have toes we'll need to wiggle. <strong>M</strong>)ovement.<br>











              <br>











               <em>Others see 'null'. Enter new.<br>











               :<br>











              </em><br>











               What those bystanders witness.<br>











              <br>











               <strong>&lt;S-NAME&gt; wiggles &lt;S-HIS-HER&gt; toes at &lt;T-NAME&gt;. Very strange.</strong><br>











              <br>











               <em>Others Effect type=HANDS<br>











               Change W)ords, M)ovement (w/noise), S)ound, V)isual, H)ands:<br>











              </em><br>











               I'd say another thing they would have to see. Don't you? <strong>V</strong>)isual.<br>











              <br>











               <em>Target sees 'null'. Enter new.<br>











               :<br>











              </em><br>











               If you were the unfortunate victim, this is what you would see.<br>











              <br>











               <strong>&lt;S-NAME&gt; wiggles &lt;S-HIS-HER&gt; toes at you.</strong><br>











              <br>











               <em>Target Effect type=HEARING NOISE<br>











               Change W)ords, M)ovement (w/noise), S)ound, V)isual, H)ands:<br>











              </em><br>











               You see them wiggling their toes, so this would also be <strong>V</strong>)isual.<br>











              <br>











               <em>You see when no target 'null'. Enter new.<br>











               :<br>











              </em><br>











               This is what you would see if the target you want to use the social against isn't there.<br>











              <br>











               <strong>Sorry. They aren't here for that lovely toe wiggle.</strong><br>











              <br>










This concludes the social creation process. Enjoy creating your own
socials, folks! To modify an existing social, purely use MODIFY SOCIAL
[NAME] (i.e. MODIFY SOCIAL BONK, MODIFY SOCIAL HIGHFIVE &lt;T-NAME&gt;)
or even MODIFY SOCIAL PAT SELF) What this does is it goes through the
command list like you are creating that particular social, but with the
information that is already stored on it. What you can do is just hit
ENTER until you get to the part of the social you want to change and
change it accordingly.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><font style="background-color: moccasin;">======= AND NOW FOR THE LIST OF TAGS =======</font><br>











               &lt;S-HIS-HER&gt; Outputs 'Your' if Observer=Source, otherwise 'His'/'Her'.<br>











               &lt;S-HIM-HER&gt; Outputs 'You' if Observer=Source, otherwise 'Him'/'Her'.<br>











               &lt;S-NAME&gt; Outputs 'You' if Observer=Source, otherwise the Name.<br>











               &lt;S-NAMESELF&gt; Outputs 'Yourself' if Observer=Source, otherwise the Name<br>











               &lt;S-HE-SHE&gt; Outputs 'You' if Observer=Source, otherwise 'He'/'She'<br>











               &lt;S-SIRMADAM&gt; Outputs 'Sir'/'Madam'<br>











               &lt;S-IS-ARE&gt; Outputs 'Are' if Observer=Source, otherwise 'Is'.<br>











               &lt;S-HAS-HAVE&gt; Outputs 'Have' if Observer=Source, otherwise 'Has'.<br>











               &lt;S-YOUPOSS&gt; Outputs 'Your' if Observer=Source, otherwise the Name`s<br>











               &lt;S-HIM-HERSELF&gt; Outputs 'Yourself' if Observer=Source, otherwise the 'Himself'/'Herself'<br>











               &lt;S-HIS-HERSELF&gt; Outputs 'Yourself' if Observer=Source, otherwise the 'Hisself'/'Herself'<br>











               &lt;T-HIS-HER&gt; Outputs 'You' if Observer=Target, otherwise 'His'/'Her'.<br>











               &lt;T-HIM-HER&gt; Outputs 'You' if Observer=Target, otherwise 'Him'/'Her'.<br>











               &lt;T-NAME&gt; Outputs 'You' if Observer=Target, otherwise the Name.<br>











               &lt;T-NAMESELF&gt; Outputs 'Yourself' if Observer=Target, otherwise the Name<br>











               &lt;T-HE-SHE&gt; Outputs 'You' if Observer=Target, otherwise 'He'/'She'<br>











               &lt;T-SIRMADAM&gt; Outputs 'Sir'/'Madam'<br>











               &lt;T-IS-ARE&gt; Outputs 'Are' if Observer=Target, otherwise 'Is'.<br>











               &lt;T-HAS-HAVE&gt; Outputs 'Have' if Observer=Target, otherwise 'Has'.<br>











               &lt;T-YOUPOSS&gt; Outputs 'Your' if Observer=Target, otherwise the Name with an '`s'<br>











               &lt;T-HIM-HERSELF&gt; Outputs 'Yourself' if Observer=Source, otherwise the 'Himself'/'Herself'<br>











               &lt;T-HIS-HERSELF&gt; Outputs 'Yourself' if Observer=Source, otherwise the 'Hisself'/'Herself'</p>












              
      
      
      
      
      
      
      
      
      
      
      <p class="MsoNormal"><a name="polls"><strong><font color="#008000" size="5">Polls</font></strong></a></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Polls can be an entertaining and sometimes amusing way to
measure the thoughts of players. CoffeeMud supports single-selection
voting among options which you can designate. Polls are created with
the CREATE command, reviewed with the LIST command, modified with the
MODIFY command, removed with the DELETE command, and participated
during the login process and/or via the use of the POLL command.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong>CREATE POLL</strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>This command will create a new blank poll. When a poll is created or modified, you are presented with a list of properties to
              fill in. Pressing enter will leave the property unchanged. The properties include:</p>












              
      
      
      
      
      
      
      
      
      
      
      <table style="width: 100%;" bgcolor="yellow" border="1" cellpadding="1" cellspacing="1" width="100%">











                <tbody>











                  <tr>











                    <td width="25%"><strong>Property</strong></td>












                    <td width="75%"><strong>Description</strong></td>











                  </tr>












                  <tr>











                    <td><em>Name</em></td>












                    <td>the internal name of the poll. This is just to tell them apart when LISTing your polls.</td>











                  </tr>












                  <tr>











                    <td><em>Introduction</em></td>












                    <td>the text that is displayed to the user when they participate in the poll.</td>











                  </tr>












                  <tr>











                    <td><em>Results Header</em></td>












                    <td>a short line of text to designate the results for the poll.</td>











                  </tr>












                  <tr>











                    <td><em>Qual Mask</em></td>












                    <td>a mask to limit the participants in your poll. Enter HELP ZAPPERMASKS for information on masking your poll participants.</td>











                  </tr>












                  <tr>











                    <td><em>Poll Active</em></td>












                    <td>whether the poll is presently available for
participation, or is closed to participation. This flag is
automatically set to false if an expiration date (below) is used and
passes. Normally a poll must be made inactive before results can be
viewed.</td>











                  </tr>












                  <tr>











                    <td><em>Preview Results</em></td>












                    <td>whether the participant can see the results immediately after voting, or must wait until the poll is made
                    inactive.</td>











                  </tr>












                  <tr>











                    <td><em>Allow Abstentions</em></td>












                    <td>whether participants can abstain from selecting one of your options by choosing not to vote.</td>











                  </tr>












                  <tr>











                    <td><em>Use IP Addresses</em></td>












                    <td>whether a single ip address can designate a vote. Helps prevent multi-playing users from getting multiple votes.</td>











                  </tr>












                  <tr>











                    <td><em>Hide Results</em></td>












                    <td>whether anyone other than Archons or those with the POLLS security flag can ever view the results of this poll.</td>











                  </tr>












                  <tr>











                    <td><em>POLL CMD Only</em></td>












                    <td>whereas normally one can participate in a poll either at login, or via the POLL command, this flag will make it so that
                    the POLL command must be used.</td>











                  </tr>












                  <tr>











                    <td><em>Expiration Date</em></td>












                    <td>optional field designating the date/time when the poll will be automatically set to inactive. If this field is empty or
                    NA, the poll must be made manually inactive using the MODIFY POLL command.</td>











                  </tr>












                  <tr>











                    <td><em>New Vote Options</em></td>












                    <td>the list of options the participants may choose between.</td>











                  </tr>











                
        
        
        
        
        
        
        
        
        
        
        </tbody>
              
      
      
      
      
      
      
      
      
      
      
      </table>











              <br>











               <br>











               <br>











               

              
      
      
      
      
      
      
      
      
      
      
      <p class="MsoNormal"><a name="clans"><strong><font color="#008000" size="5">Clans</font></strong></a></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>Clans serve many purposes in the CoffeeMud engine. They
provide a way for multiple players to own property, conquer areas, and
exert control. They also provide a means of expressing politics between
themselves and other groups, or even with each other. Clans can allow
ranking players to order each other around, to create special magical
items, to keep a collective treasury, to collect taxes from other
players, and to override normal PK (playerkill) settings. Clans can be
tyrannical, run by a select few, run by elected members, or run
collectively. Clans can even be used as an alternative means of
learning new Classes.<br>











              </p>












              
      
      
      
      
      
      
      
      
      
      
      <p>By default, clans can be created and managed entirely by
players. This ability can be removed by disabling the several clan
creation and management commands from the coffeemud.ini file using the
DISABLE= field. Regardless, there is also an Archon mechanism for
creating and managing clans.</p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong>CREATE CLAN &lt;clanname&gt;</strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>This command will create a clan with the given name. You can then enter the following commands at any time:<br>











              </p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong>DESTROY CLAN &lt;clanname&gt;</strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p><strong>MODIFY CLAN &lt;clanname&gt;</strong></p>












              
      
      
      
      
      
      
      
      
      
      
      <p>When a clan modified, you are presented with a list of properties to fill in. Pressing enter will leave the property
              unchanged. The properties include:</p>












              
      
      
      
      
      
      
      
      
      
      
      <table style="width: 100%;" bgcolor="yellow" border="1" cellpadding="1" cellspacing="1" width="100%">











                <tbody>











                  <tr>











                    <td width="25%"><strong>Property</strong></td>












                    <td width="75%"><strong>Description</strong></td>











                  </tr>












                  <tr>











                    <td><em>Name</em></td>












                    <td>the name of the clan can never be changed. It can only be destroyed. Name your clans carefully!<br>











                     </td>











                  </tr>












                  <tr>











                    <td><em>Government Type</em></td>












                    <td>how the players rule the clan -- as a tyranny (Clan), a oligarchy (Guild), a republic (Union), a family, a theocracy, or a
                    democracy (Fellowship)<br>











                     </td>











                  </tr>












                  <tr>











                    <td><em>Clan Premise</em><br>











                     </td>












                    <td>a description of the clan for all to read</td>











                  </tr>












                  <tr>











                    <td><em>Clan Experience</em><br>











                     </td>












                    <td>the number of experience points the clan has earned, usually through taxation<br>











                     </td>











                  </tr>












                  <tr>











                    <td><em>Morgue RoomID</em><br>











                     </td>












                    <td>the room ID of the room where the bodies of the members of the clan appear when they die. This room must be properly
                    owned by the Clan using a property like Prop_RoomForSale.<br>











                     </td>











                  </tr>












                  <tr>











                    <td><em>Clan Home RoomID</em></td>












                    <td>the room ID of the room where the members of the clan appear when they cast Clan Home spell. This room must be properly
                    owned by the Clan using a property like Prop_RoomForSale.<br>











                     </td>











                  </tr>












                  <tr>











                    <td><em>Clan Donation RoomID</em><br>











                     </td>












                    <td>the room ID of the room where items appear when a member of the clan casts the Clan Donate spell. This room must be
                    properly owned by the Clan using a property like Prop_RoomForSale.</td>











                  </tr>












                  <tr>











                    <td><em>Clan Qualifications</em><br>











                     </td>












                    <td>this is a mask describing what sort of people are allowed to apply and join the clan using the CLANAPPLY command. The
                    mask is a standard CoffeeMud ZapperMask. You can use ? for a description at the prompt.<br>











                     </td>











                  </tr>












                  <tr>











                    <td><em>Clan Auto-Class</em><br>











                     </td>












                    <td>the name of a character class which all players who join the clan also gain for free. Normally not used, this field can
                    be filled in when the Archon wishes to have clan based classes.<br>











                     </td>











                  </tr>












                  <tr>











                    <td>Clan Auto-Role<br>











                     </td>












                    <td>the role (rank/position) of the player who enters the CLANAPPLY command. Normally this is set to Applicant, meaning
                    that the clan must approve all new members. Setting this value to something else can override that behavior.<br>











                     </td>











                  </tr>












                  <tr>











                    <td><em>Clan Status</em><br>











                     </td>












                    <td>depending upon your coffeemud.ini settings,
clans can be in a state of pending (awaiting a sufficient number of
players to become active), a state of Active, or a state of Fading
(because an insufficient number of members has logged in lately, again
settable in the coffeemud.ini file). This state is changed
automatically by CoffeeMud, but can be altered here.<br>











                     </td>











                  </tr>












                  <tr>











                    <td><em>Clan Members</em></td>












                    <td>the list of all current members and their position/rank/role within the clan. This list can be altered manually
                    here.</td>











                  </tr>











                
        
        
        
        
        
        
        
        
        
        
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