/
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/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/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/MOBS/interfaces/
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/application/
com/planet_ink/coffee_mud/core/smtp/
com/planet_ink/siplet/applet/
lib/
resources/examples/
resources/fakedb/
resources/quests/delivery/
resources/quests/diseased/
resources/quests/drowning/
resources/quests/gobwar/
resources/quests/robbed/
resources/quests/smurfocide/
resources/quests/stolen/
resources/quests/templates/
resources/quests/templates/delivery/
resources/quests/templates/invasion/
resources/quests/treasurehunt/
resources/quests/vengeance/
resources/scripts/EN_TX/
web/
web/admin.templates/
web/admin/images/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
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  <title>Programming for CoffeeMud 5.2</title>
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<!-- Modified by Josh Mueller, 2006-5-6, fix validation problems, reformat, fix spelling errors -->
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<body>

        
<center> 
<table border="1" bordercolor="gray" cellpadding="10" cellspacing="0" width="90%">

    <tbody>

      <tr>

          <td colspan="2" align="left" bgcolor="#dfdfdf" width="100%">  
                    
      
      <h1>           Programming for CoffeeMud 5.2         </h1>

         </td>

      </tr>

      <tr>

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

             <li>             <a href="#overview">Overview</a>          
 </li>

             <li>             <a href="#BUILD">Building</a>              
                    
          
          <ul>

                 <li>                 <a href="#buildwin">Windows</a>   
           </li>

                 <li>                  <a href="#buildunix">Unix</a>    
          </li>

                 <li>                 <a href="#external">External Components</a>
               </li>

                 <li>                 <a href="#IMPORTS">Default Import List</a>
                </li>

                                     
          
          </ul>

             </li>

             <li>             <a href="#TEXT">Text</a>                  
                
          
          <ul>

                 <li>                 <a href="#nametag">Target Info Tag</a>
                </li>

                 <li>                 <a href="#textcolor">Color</a>    
          </li>

                                     
          
          </ul>

             </li>

             <li>             <a href="#javascript">JavaScripting</a>   
                                
          
          <ul>

                 <li>                 <a href="#writingjavascript">Writing 
Your First                 Javascript</a>               </li>

                                     
          
          </ul>

             </li>

             <li>             <a href="#DIG1">Core Topic 1: Message Passing</a>
                                   
          
          <ul>

                 <li><a href="#majorcode">Major Code Bitmask</a></li>

                 <li><a href="#messagepreview">Message Previewing</a></li>

                 <li><a href="#messageflagging">Message Flagging and Modification</a></li>

                 <li><a href="#messageexecution">Message Execution</a></li>

                 <li><a href="#messagetrailers">Message Trailers</a></li>

                                     
          
          </ul>

             </li>

             <li>             <a href="#DIG2">Core Topic 2: State Layers</a>
                                   
          
          <ul>

                 <li><a href="#envstats">EnvStats fields</a></li>

                 <li><a href="#charstats">CharStats codes</a></li>

                 <li><a href="#charstate">CharState</a></li>

                                     
          
          </ul>

             </li>

             <li>             <a href="#DIG3">Core Topic 3: Threading</a>
          </li>

             <li>             <a href="#DIG4">Core Topic 4: Core Libraries</a>
                                   
          
          <ul>

                 <li><a href="#corepurpose">Core class purposes</a></li>

                 <li><a href="#corelibrarymap">Library mappings</a></li>

                 <li><a href="#corecommon">Common Classes</a></li>

                                     
          
          </ul>

             </li>

             <li><a href="#DIG5">Core Topic 5: Adding Data</a><br />

             </li>

        <li><a href="#CMDS">Commands</a>           </li>

             <li>             <a href="#MOBS">MOBs</a>                  
                
          
          <ul>

                 <li><a href="#mobcoding">Coding a new MOB</a></li>

                 <li><a href="#moblife">Life and Death</a></li>

                                     
          
          </ul>

             </li>

             <li>             <a href="#ITEMS">Items</a>                
                  
          
          <ul>

                 <li><a href="#itemlife">Creation and Destruction</a></li>

                                     
          
          </ul>

             </li>

             <li>             <a href="#BEHAVS">Behaviors</a>           </li>

             <li>             <a href="#CLASSES">Character Classes</a>  
        </li>

             <li>             <a href="#RACES">Races</a>           </li>

             <li>             <a href="#EXITS">Exits</a>           </li>

             <li>             <a href="#LOCALES">Locales</a>           </li>

             <li>             <a href="#AREAS">Areas</a>           </li>

             <li>             <a href="#PROPS">Properties</a>           </li>

             <li>             <a href="#SKILLS">Skills</a>              
                    
          
          <ul>

                 <li><a href="#skillquality">Skill Nature Flags</a></li>

                 <li><a href="#skillflags">Skill Affect Flags</a></li>

                                     
          
          </ul>

             </li>

             <li>             <a href="#SPC">Spells, Prayers, and Chants</a>
                                   
          
          <ul>

                <li><a href="#spells">Spells</a></li>

                <li><a href="#spelldomain">Spell Domains</a></li>

                <li><a href="#prayers">Prayers</a></li>

                <li><a href="#chants">Chants</a></li>

                                     
          
          </ul>

             </li>

             <li>             <a href="#SONGS">Songs</a>           </li>

             <li>             <a href="#COMMON">Common Skills</a>       
                           
          
          <ul>

                 <li><a href="#skillgathering">Gathering Skill</a></li>

                 <li><a href="#skillcrafting">Crafting Skill</a></li>

                                     
          
          </ul>

             </li>

             <li>             <a href="#POISON">Poisons</a>           </li>

             <li>             <a href="#DISEASE">Diseases</a>           </li>

             <li>             <a href="#TRAPS">Traps &amp; Bombs</a>    
      </li>

             <li>             <a href="#LANGS">Languages</a>           </li>

                         
      
      </ul>

         </td>

        <td align="left" valign="top">         <img src="images/mug.jpg" alt="CoffeeMud logo" />
                         
      
      <h2>           <a name="overview" id="overview">Overview</a>       
 </h2>

                         
      
      <p>           The purpose of this document is to assist those who wish 
to add           custom Items, MOBs, Behaviors, Properties, or other objects 
to           CoffeeMud. The reader should be familiar with Java programming, 
and           should be experienced with writing and compiling Java classes. 
The           object oriented notions of class inheritance and polymorphism, 
as           well as the Java constructs of interfaces should be at least
           vaguely familiar to you before attempting to build classes for
          CoffeeMud. Also, it is expected that all of the ideas presented 
in           the Archons Guide (ArchonGuide.html) are completely familiar. 
The           difference between a GenItem and a StdItem, or a GenMob and 
a           GenPostman will not be explained in this document.         </p>

                         
      
      <p>           It is not expected that someone would wish to dive in 
and make           wholesale changes to the CoffeeMud system right away, but
is more           likely wanting to fill in a functional gap in the system 
for their           own needs. For this reason, this document is not organized 
as a           comprehensive guide to programming CoffeeMud. Instead, it is
          designed to be a quick reference for those who wish to create the
          spot MOB, Behavior, Item, or Property for use on their maps.  
       </p>

                          
      
      <p>           With this in mind then, let's start out with some brief 
development           instructions, and then and in no particular order, discuss
the           several essential object types in CoffeeMud are presented.
         </p>

        <img src="images/sprockets.jpg" alt="Recompiling" />
                        
      
      <h2>           <a name="BUILD" id="BUILD">Rebuilding CoffeeMud</a>
        </h2>

                         
      
      <h3>           <a name="buildwin" id="buildwin">In Microsoft Windows</a>
          </h3>

                         
      
      <ul>

             <li>                                   
          
          <p>               Go to your coffeemud directory and edit the make.bat, 
the first               line will be something like: <code>SET JAVACPATH=
               C:\jdk1.5.0_05\bin\javac</code> This might be different for 
you               depending on where your java development package is installed.
             </p>

             </li>

             <li>                                    
          
          <p>               Save the bat file.             </p>

             </li>

             <li>                                   
          
          <p>               Run the bat file by double clicking on it. This 
will compile               the mud, making all the .class files.         
   </p>

             </li>

                         
      
      </ul>

                          
      
      <h3>           <a name="buildunix" id="buildunix">In Unix</a>      
  </h3>

                         
      
      <ul>

             <li>                                   
          
          <p>               Go to your coffeemud directory and edit the makeUNIX.sh, 
the               first line will be something like:               <code>Java_Home=/home/knoppix/j2sdk1.4.2</code> 
This might be               different for you depending on where your java 
development               package is installed.             </p>

              </li>

             <li>                                   
          
          <p>               Save the shell script.             </p>

             </li>

             <li>                                   
          
          <p>               Issue this command: <code>chmod 755 makeUNIX.sh</code>
              </p>

             </li>

             <li>                                   
          
          <p>               Execute the shell script. This will compile the 
mud, making all               the .class files.             </p>

             </li>

                         
      
      </ul>

                         
      
      <h3>            <a name="external" id="external">Introducing External
           Components</a>         </h3>

                         
      
      <p>           If you perused the coffeemud.ini file as mentioned in 
the           Installation Guide, you may have noticed and wondered about 
the           section at the end which lists the default load paths for the
           several CoffeeMud objects.         </p>

                         
      
      <p>           By default, the CoffeeMud engine dynamically loads the 
vast           majority of its object code at boot time by referring to the 
paths           specified in the coffeemud.ini file. The value           
     <code>%DEFAULT%</code> is always used as a substitute for the      
    default CoffeeMud object path. For instance, if you installed       
   CoffeeMud at "<code>C:\CoffeeMud\</code>", then           "<code>BEHAVIORS=%DEFAULT%</code>" 
in the ini file would load           "<code>C:\CoffeeMud\com\planet_ink\coffee_mud\Behaviors\*.class</code>"
           into its behavior set.         </p>

                          
      
      <p>           This default object boot paths may be removed or added-to 
using           semicolon delimited paths, or even replaced with your own 
object           boot directories. In fact, when adding objects to your CoffeeMud
           boot sequence, it is recommended that you place your objects in 
a           separate directory path inside your CoffeeMud folder and add its
          path to the coffeemud.ini file under the proper setting. The order
          in which you place multiple paths in a single entry is also   
        significant, as the CoffeeMud ClassLoader will load the files in
           the order in which they appear listed. For instance:         </p>

                         
      
      <pre>MOBS=%DEFAULT%;/resources/examples/MyClass.class;/resources/otherclasses<br /></pre>

                         
      
      <p>           Will cause the default CoffeeMud versions of the mob classes
to be           loaded first, followed by MyClass.class, followed by all
the class           files in the resources/otherclasses folder in your CoffeeMud
          package. Also notice that the ClassLoader follows the rules of
the           CMFS described in the Archons Guide, meaning that the forward
slash           is always the proper path separator, and that no folder outside
of           your CoffeeMud package may be referenced. Also bear in mind
that           case is sensitive when naming Java class files, even in these
boot           paths.         </p>

                         
      
      <p>           When writing these custom classes for your special object 
boot           directory(s), it is important to keep a number of things in 
mind:         </p>

                          
      
      <ul>

             <li>                                   
          
          <p>               Do not mix your object types in the same directory! 
Never try               to boot custom items from the same directory from 
which you               boot your custom mobs. It will only confuse you and 
CoffeeMud.             </p>

             </li>

             <li>                                   
          
          <p>               Java Packaging is irrelevant, you may package 
your classes or               not.             </p>

              </li>

             <li>                                   
          
          <p>               Implement or extend a class that implements the 
proper               interfaces. If you are coding mobs, this would mean the
MOB               interface. If you are coding locales, the Room interface, 
etc,               etc. See the section on the object type you are coding 
for the               proper interface to implement. You may get around this
               requirement by extending one of the base classes, such as
              StdItem, StdMOB, StdContainer, StdRoom, StdAbility, GenMob,
              GenItem, GenContainer, etc.             </p>

             </li>

             <li>                                   
          
          <p>               Make sure the <code>ID()</code> method in your 
classes always               matches the name of your class. You will understand 
this better               as you reference the object sections below.    
        </p>

              </li>

             <li>                                   
          
          <p>               Try to make the <code>name()</code> methods in 
your classes               return name values unique among all objects, especially 
objects               of that type. This is not a hard fast rule, and breaking 
it               will not cause malfunction in the system, but breaking this
               rule WILL make writing help files impossible.            
          </p>

             </li>

             <li>                                   
          
          <p>                Class files loaded directly in the CoffeeMud 
classpath can not               be reloaded at run-time using the <code>UNLOAD</code> 
and               <code>LOAD</code> commands. If you plan on making changes 
to               your classes during run-time, place them in their own   
           directories.             </p>

             </li>

             <li>                                   
          
          <p>               As a general rule, you may import any        
      "<code>interfaces.*</code>" packages in the base CoffeeMud        
      structure, any core Java packages, the CoffeeMud               "<code>core.*</code>" 
package, and any single base CoffeeMud               class you may be extending. 
Do not import more than that. Use               the CMClass getter methods 
if you need to create new instances               of CoffeeMud classes, and 
use the CMLib methods to access her               code libraries.        
    </p>

              </li>

                         
      
      </ul>

                         
      
      <h3>           <a name="IMPORTS" id="IMPORTS">Complete Default Import 
List</a>         </h3>

                         
      
      <pre>import com.planet_ink.coffee_mud.core.*;<br />import com.planet_ink.coffee_mud.core.interfaces.*;<br />import com.planet_ink.coffee_mud.Abilities.interfaces.*;<br />import com.planet_ink.coffee_mud.Areas.interfaces.*;<br />import com.planet_ink.coffee_mud.Behaviors.interfaces.*;<br />import com.planet_ink.coffee_mud.CharClasses.interfaces.*;<br />import com.planet_ink.coffee_mud.Commands.interfaces.*;<br />import com.planet_ink.coffee_mud.Common.interfaces.*;<br />import com.planet_ink.coffee_mud.Exits.interfaces.*;<br />import com.planet_ink.coffee_mud.Items.interfaces.*;<br />import com.planet_ink.coffee_mud.Locales.interfaces.*;<br />import com.planet_ink.coffee_mud.MOBS.interfaces.*;<br />import com.planet_ink.coffee_mud.Races.interfaces.*;<br />import com.planet_ink.coffee_mud.Libraries.interfaces.*;<br />import java.io.IOException;<br />import java.util.*;<br /></pre>

        <img src="images/rainbow.jpg" alt="Text" />
                        
      
      <h2>            <a name="TEXT" id="TEXT">Text</a>         </h2>

                         
      
      <p>           Before we get started with objects, needs must the topic 
of text           display be covered. Throughout the system you will see text
being           sent to the user. Since a mud is a text producing engine, 
this           should be no great surprise. However, within that text you 
will           often see different kinds of codes and tags which affect the
           output. For instance, consider the following lines:         </p>

                         
      
      <pre>msg=CMClass.newMsg(mob,target,this,affectType,"&lt;S-NAME&gt; reach(es) for &lt;T-NAMESELF&gt;.");<br />mob.location().show(mob,null,CMMsg.MSG_OK_ACTION,"&lt;S-NAME&gt; regain(s) &lt;S-HIS-HER&gt; feet.");<br /><br /></pre>

                         
      
      <p>           Focusing only on the text for a moment, you will notice 
that           special tags are used to designate a player name, or the name 
of           the target of a spell. You will also notice that (s) and (es) 
is           used to modify the proper form of a verb. These are key features 
of           the CoffeeMud text engine. Here is a more complete list of  
        available tags:         </p>

        <a name="nametag" id="nametag">&nbsp;</a>                       
      
      <table bgcolor="#ffffcc" border="1">

             <tbody>

               <tr>

                 <td>                 <code>&lt;S-HIS-HER&gt;</code>    
           </td>

                 <td>                 Outputs 'Your' if Observer=Source,
otherwise 'His'/'Her'.               </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;S-HIM-HER&gt;</code>    
          </td>

                  <td>                 Outputs 'You' if Observer=Source,
otherwise 'Him'/'Her'.               </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;S-NAME&gt;</code>       
       </td>

                 <td>                  Outputs 'You' if Observer=Source,
otherwise the Name.               </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;S-NAMESELF&gt;</code>   
           </td>

                 <td>                 Outputs 'Yourself' if Observer=Source, 
otherwise the Name               </td>

                </tr>

               <tr>

                 <td>                 <code>&lt;S-NAMENOART&gt;</code>  
            </td>

                 <td>                 Outputs 'You' if Observer=Source, otherwise 
the Name minus                 any prefix articles (a, an, some, etc..).
              </td>

               </tr>

                <tr>

                 <td>                 <code>&lt;S-HE-SHE&gt;</code>     
         </td>

                 <td>                 Outputs 'You' if Observer=Source, otherwise 
'He'/'She'               </td>

               </tr>

               <tr>

                  <td>                 <code>&lt;S-SIRMADAM&gt;</code>  
            </td>

                 <td>                 Outputs 'Sir'/'Madam'             
 </td>

               </tr>

               <tr>

                 <td>                  <code>&lt;S-IS-ARE&gt;</code>    
          </td>

                 <td>                 Outputs 'Are' if Observer=Source, otherwise 
'Is'.               </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;S-HAS-HAVE&gt;</code>   
            </td>

                 <td>                 Outputs 'Have' if Observer=Source,
otherwise 'Has'.               </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;S-YOUPOSS&gt;</code>    
          </td>

                  <td>                 Outputs 'Your' if Observer=Source,
otherwise the Name`s               </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;S-HIM-HERSELF&gt;</code>
              </td>

                 <td>                  Outputs 'Yourself' if Observer=Source, 
otherwise the                 'Himself'/'Herself'               </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;S-HIS-HERSELF&gt;</code>
              </td>

                 <td>                 Outputs 'Yourself' if Observer=Source, 
otherwise the                 'Hisself'/'Herself'               </td>

                </tr>

               <tr>

                 <td>                 <code>&lt;T-HIS-HER&gt;</code>    
          </td>

                 <td>                 Outputs 'You' if Observer=Target, otherwise 
'His'/'Her'.               </td>

               </tr>

                <tr>

                 <td>                 <code>&lt;T-HIM-HER&gt;</code>    
          </td>

                 <td>                 Outputs 'You' if Observer=Target, otherwise 
'Him'/'Her'.               </td>

               </tr>

               <tr>

                  <td>                 <code>&lt;T-NAME&gt;</code>      
        </td>

                 <td>                 Outputs 'You' if Observer=Target, otherwise 
the Name.               </td>

               </tr>

               <tr>

                 <td>                  <code>&lt;T-NAMESELF&gt;</code>  
            </td>

                 <td>                 Outputs 'Yourself' if Observer=Target, 
otherwise the Name               </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;T-NAMENOART&gt;</code>  
             </td>

                 <td>                 Outputs 'You' if Observer=Target, otherwise 
the Name minus                 any prefix articles (a, an, some, etc..).
              </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;T-HE-SHE&gt;</code>     
         </td>

                  <td>                 Outputs 'You' if Observer=Target,
otherwise 'He'/'She'               </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;T-SIRMADAM&gt;</code>   
           </td>

                 <td>                  Outputs 'Sir'/'Madam'            
              </td>

               </tr>

               <tr>

                 <td>                 <code>&lt;T-IS-ARE&gt;</code>     
         </td>

                 <td>                 Outputs 'Are' if Observer=Target, otherwise 
'Is'.               </td>

                </tr>

               <tr>

                 <td>                 <code>&lt;T-HAS-HAVE&gt;</code>   
           </td>

                 <td>                 Outputs 'Have' if Observer=Target,
otherwise 'Has'.               </td>

               </tr>

                <tr>

                 <td>                 <code>&lt;T-YOUPOSS&gt;</code>    
          </td>

                 <td>                 Outputs 'Your' if Observer=Target,
otherwise the Name with an                 '`s'               </td>

               </tr>

               <tr>

                  <td>                 <code>&lt;T-HIM-HERSELF&gt;</code>
              </td>

                 <td>                 Outputs 'Yourself' if Observer=Source, 
otherwise the                 'Himself'/'Herself'               </td>

               </tr>

               <tr>

                 <td>                  <code>&lt;T-HIS-HERSELF&gt;</code>
              </td>

                 <td>                 Outputs 'Yourself' if Observer=Source, 
otherwise the                 'Hisself'/'Herself'               </td>

               </tr>

                               
        
        </tbody>                       
      
      </table>

                         
      
      <p>            Occasionally, you will find color/font codes embedded 
in system           strings. For instance:         </p>

                         
      
      <pre>msg.append("^!You are thirsty.^?\n\r");<br /></pre>

                         
      
      <p>           These codes are as follows:         </p>

        <a name="textcolor" id="textcolor">&nbsp;</a>                   
   
      
      <table bgcolor="#ccffff" border="1">

             <tbody>

               <tr>

                  <td>                 <code>^N</code>               </td>

                 <td>                 Normal               </td>

               </tr>

               <tr>

                 <td>                  <code>^!</code>               </td>

                 <td>                 Bold               </td>

               </tr>

               <tr>

                 <td>                 <code>^H</code>                </td>

                 <td>                 Highlight               </td>

               </tr>

               <tr>

                 <td>                 <code>^_</code>               </td>

                  <td>                 Underline               </td>

               </tr>

               <tr>

                 <td>                 <code>^*</code>               </td>

                 <td>                  Blink               </td>

               </tr>

               <tr>

                 <td>                 <code>^/</code>               </td>

                 <td>                 Italics               </td>

                </tr>

               <tr>

                 <td>                 <code>^.</code>               </td>

                 <td>                 Reset (turns off reverse)         
     </td>

               </tr>

                <tr>

                 <td>                 <code>^^</code>               </td>

                 <td>                 Generates an untranslated "^" character
               </td>

               </tr>

               <tr>

                  <td>                 <code>^?</code>               </td>

                 <td>                 Restores previous color           
   </td>

               </tr>

               <tr>

                 <td>                  <code>^f</code>               </td>

                 <td>                 You-Fight               </td>

               </tr>

               <tr>

                 <td>                 <code>^e</code>                </td>

                 <td>                 Fight-You               </td>

               </tr>

               <tr>

                 <td>                 <code>^F</code>               </td>

                  <td>                 Fight               </td>

               </tr>

               <tr>

                 <td>                 <code>^S</code>               </td>

                 <td>                  Spell               </td>

               </tr>

               <tr>

                 <td>                 <code>^E</code>               </td>

                 <td>                 Emote               </td>

                </tr>

               <tr>

                 <td>                 <code>^T</code>               </td>

                 <td>                 Talk               </td>

               </tr>

                <tr>

                 <td>                 <code>^Q</code>               </td>

                 <td>                 Channel Background               </td>

               </tr>

               <tr>

                  <td>                 <code>^q</code>               </td>

                 <td>                 Channel Foreground               </td>

               </tr>

               <tr>

                 <td>                  <code>^x</code>               </td>

                 <td>                 Important message 1               </td>

               </tr>

               <tr>

                 <td>                 <code>^X</code>                </td>

                 <td>                 Important message 2               </td>

               </tr>

               <tr>

                 <td>                 <code>^Z</code>               </td>

                  <td>                 Important message 3              
            </td>

               </tr>

               <tr>

                 <td>                 <code>^O</code>               </td>

                 <td>                  Room Title               </td>

               </tr>

               <tr>

                 <td>                 <code>^L</code>               </td>

                 <td>                 Room Description               </td>

                </tr>

               <tr>

                 <td>                 <code>^J</code>               </td>

                 <td>                 Weather               </td>

               </tr>

                <tr>

                 <td>                 <code>^D</code>               </td>

                 <td>                 Direction               </td>

               </tr>

               <tr>

                  <td>                 <code>^d</code>               </td>

                 <td>                 Door               </td>

               </tr>

               <tr>

                 <td>                  <code>^I</code>               </td>

                 <td>                 Item               </td>

               </tr>

               <tr>

                 <td>                 <code>^M</code>                </td>

                 <td>                 MOB               </td>

               </tr>

               <tr>

                 <td>                 <code>^U</code>               </td>

                  <td>                 Unexplored Direction             
 </td>

               </tr>

               <tr>

                 <td>                 <code>^u</code>               </td>

                 <td>                  Unexplored Door               </td>

               </tr>

               <tr>

                 <td>                 <code>^w</code>               </td>

                 <td>                 White               </td>

                </tr>

               <tr>

                 <td>                 <code>^g</code>               </td>

                 <td>                 Green               </td>

               </tr>

                <tr>

                 <td>                 <code>^b</code>               </td>

                 <td>                 Blue               </td>

               </tr>

               <tr>

                  <td>                 <code>^r</code>               </td>

                 <td>                 Red               </td>

               </tr>

               <tr>

                 <td>                  <code>^y</code>               </td>

                 <td>                 Yellow               </td>

               </tr>

               <tr>

                 <td>                 <code>^c</code>                </td>

                 <td>                 Cyan               </td>

               </tr>

               <tr>

                 <td>                 <code>^p</code>               </td>

                  <td>                 Purple               </td>

               </tr>

               <tr>

                 <td>                 <code>^W</code>               </td>

                 <td>                  Dark White               </td>

               </tr>

               <tr>

                 <td>                 <code>^G</code>               </td>

                 <td>                 Dark Green               </td>

                </tr>

               <tr>

                 <td>                 <code>^B</code>               </td>

                 <td>                 Dark Blue               </td>

               </tr>

                <tr>

                 <td>                 <code>^R</code>               </td>

                 <td>                 Dark Red               </td>

               </tr>

               <tr>

                  <td>                 <code>^Y</code>               </td>

                 <td>                 Dark Yellow               </td>

               </tr>

               <tr>

                 <td>                  <code>^C</code>               </td>

                 <td>                 Dark Cyan               </td>

               </tr>

               <tr>

                 <td>                 <code>^P</code>                </td>

                 <td>                 Dark Purple               </td>

               </tr>

               <tr>

                 <td>                 <code>^&lt;</code>               </td>

                  <td>                 &lt; character. Used for MXP tags
only.                </td>

               </tr>

               <tr>

                 <td>                 <code>^&gt;</code>               </td>

                  <td>                 &gt; character. Used for MXP tags
only.                </td>

               </tr>

               <tr>

                 <td>                 <code>^&amp;</code>               </td>

                  <td>                 &amp; character. Used for MXP tags
only.                </td>

               </tr>

                               
        
        </tbody>                       
      
      </table>

                         
      
      <p>           As you might have guessed, it is preferred that the system 
colors           (the last 16 codes) be used sparingly, in favor of the more
           customizable codes above.         </p>

        <img src="images/mozilla.jpg" alt="Mozilla Javascript" />
                         
      
      <h2>           <a name="javascript" id="javascript">JavaScripting:</a>
         </h2>

                         
      
      <p>           JavaScript is an interpreted scripting language which 
is used in           various parts of CoffeeMud. The CoffeeMud engine integrates 
the           Rhino Javascript interpretor package from Mozilla in such places 
as           the Scriptable behavior, the JRun command, the ClassLoader, the
          Quest engine, and the web server.         </p>

                         
      
      <p>           In lieu of a complete write up on the syntax of this language,
it           is suggested that you read the documentation available from
the           authors of the interpretor here: <a href="http://www.mozilla.org/js/">http://www.mozilla.org/js/</a> and    
      <a href="http://www.mozilla.org/rhino/">http://www.mozilla.org/rhino/</a>.
         </p>

                          
      
      <p>           If you are familiar with writing Javascript for web browsers, 
there           are several differences you will need to adjust to when using
           Javascript in CoffeeMud. A minor difference is that the Rhino
          interpretor requires that all variables be declared before use. 
A           more important difference is that Javascript Strings are not the
          same as Java String objects, and that confusing them can lead to
          errors. To get around this problem, all of the implementations of
          Javascript in CoffeeMud, with the exception of the ClassLoader,
           Javascript in CoffeeMud, with the exception of the ClassLoader,
           provide a special method to convert Javascript strings into Java
           Strings before passing them to Java methods or objects which will
           require them. An example is below:         </p>

                         
      
      <pre>var javascriptstring=' this is a javascript string ';<br />var javastring=toJavaString(javascriptstring);<br />// and now javastring is a real-live Java-compliant and Java-friendly string<br /></pre>

                         
      
      <p>           When writing Java classes in JavaScript, however, this 
method is           only available through the CMLib object in the core package. 
This           is how you would access the <code>toJavaString()</code> method 
from           a class written in JavaScript:         </p>

                          
      
      <pre>var javascriptstring=' this is a javascript string ';<br />var javastring=Packages.com.planet_ink.coffee_mud.core.CMLib.toJavaString(javascriptstring);<br />// and now javastring is a real-live Java-compliant and Java-friendly string<br /></pre>

                         
      
      <p>           The most important difference between coding Javascript 
for           CoffeeMud and for browsers is that there is no HTML DOM (Document
           Object Model), and therefore several of the libraries you are
used            to are probably missing, such as Math. For this reason, it
is           necessary for you to learn the CoffeeMud object packages in
order            to get access to useful data and useful libraries. And now
you           understand why the JavaScripting notes are kept in the Programming
           guide. :)         </p>

                         
      
      <p>           To access the CoffeeMud object packages, you will need 
to make use           of the Packages object to reference external packages. 
So long as           the imported objects are in your CoffeeMud classpath, 
they can be           accessed and used. For instance, to use the CoffeeMud
           <code>pow(x,y)</code> function in CMParms.java:         </p>

                          
      
      <pre>var lib=Packages.com.planet_ink.coffee_mud.core.CMLib;<br />// the above creates a reference to the CoffeeMud Library as a shortcut<br />var value=lib.math().pow(4,2);<br />// now we can access the math() library from our shortcut.<br /></pre>

                         
      
      <p>           Depending upon the context from which your script runs 
(the           Scriptable behavior, JRun command, the Quest engine, or the
           http/web server), certain other objects are made available to
          assist scripts in properly interacting with their environment.
When            writing Java classes in JavaScript for the ClassLoader, however,
           you must always use the           <code>Packages.com.planet_ink.coffee_mud.core.CMLib</code>
           reference to access special methods such as the toJavaString method
           discussed above.         </p>

                         
      
      <p>           In the Scriptable behavior, several methods are made available
to           access objects which are related to the event which triggered
the           scripted code. These methods include <code>MOB source(),  
         Environmental target(), Environmental host(), Item item1(), Item
           item2(), String message(),</code> and <code>MOB monster()</code>.
           The JRun command provides the methods <code>MOB mob(), int   
       numParms(), String getParm(int i),</code> and <code>String       
   getParms()</code>. The web server makes the           <code>ExternalHTTPRequests 
request()</code> object available, as           well as the method <code>void 
write(String s)</code>. The quest           engine makes the current running 
Quest object available from the           method <code>Quest quest()</code> 
and the current state of the           quest setup script available in a custom
QuestState object           referencing method called <code>QuestState setupState()</code>
         </p>

                         
      
      <p>           The last piece of general information about JavaScript 
in CoffeeMud           concerns writing Java classes for the CoffeeMud ClassLoader. 
Any           JavaScript file *.js included in the ClassLoader boot paths 
(see           the previous section) will be loaded and treated just like 
any Java           compiled *.class file. The JavaScript file would be parsed,
           compiled, and loaded at boot time. For the most part, writing
Java            Classes in JavaScript is extremely similar to writing Java
Classes            in Java. Base classes may be extended (using the special
CoffeeMud            <code>//extends</code> command in your JavaScript),
interfaces may           be implemented (using the special CoffeeMud    
      <code>//implements</code> command in your JavaScript), super class
          variables and methods may be accessed (using the           <code>this.variableName</code>
and           <code>this.super$methodname()</code> syntax), and super class
          methods may be overridden by JavaScript functions of the same name
           and number of parameters. Class files written in Javascript *.js
           files may also be loaded and unloaded at runtime using the LOAD 
and           UNLOAD Archon commands, which gives them a step up on native 
Java           classes in the JVM classpath.         </p>

                          
      
      <h3>           <a name="writingjavascript" id="writingjavascript">Writing 
your           first JavaScript</a>         </h3>

                         
      
      <p>           Below is an example of a Java Class written in JavaScript. 
Examples           of Embedded JavaScript in CoffeeMud Virtual Pages (cmvp) 
web files           can be found in the Web Server Guide. Examples of Embedded
           JavaScript in a Scriptable MOBPROG script can be found in the
          Scripting Guide.         </p>

                         
      
      <p>           Our Java Class example is called GenLemming.js. It is 
a sample MOB           class to demonstrate extending the GenMob class to 
create a type of           modifiable mob for your maps. In this example, 
we add functionality           to make all mobs in the world created from 
the GenLemming base           suicidal. To use this class, save the code somewhere
in our           CoffeeMud folder under the name "GenLemming.js", and add
an object           path reference to it in the MOBS entry in your coffeemud.ini
file,           as described in section one.         </p>

                          
      
      <pre>//extends com.planet_ink.coffee_mud.MOBS.GenMob<br /><br />function ID(){return "GenLemming";}<br /><br />var lib=Packages.com.planet_ink.coffee_mud.core.CMLib;<br /></pre>

                         
      
      <p>           The first lines of our class include the special //extends 
command           which informs the CoffeeMud ClassLoader that this JavaScript 
class           will extend GenMob, thereby inhereting all functionality of
the           maleable GenMob.         </p>

                         
      
      <p>           The <code>ID()</code> method is required in all CoffeeMud 
classes.           It must be the simple name of the class, and must match 
the name of           the JavaScript file containing it. For example, GenLemming.js
           contains class GenLemming and returns an ID of "GenLemming". They
           all match exactly.         </p>

                          
      
      <p>           Lastly, we define the variable "lib" to act as a shortcut 
to the           CoffeeMud core Libraries.         </p>

                         
      
      <p>           Now, moving on; since we don't have the ability to write
           constructors in JavaScript, any initial fields we need to set
          whenever a new instance of our class is created must be done in 
the           CoffeeMud <code>newInstance()</code> method as shown here:
        </p>

                         
      
      <pre>function newInstance()<br />{<br />    var lemm=this.super$newInstance();<br />    lemm.setName("a generic lemming");<br />    lemm.setDisplayText("a generic lemming is waiting to commit suicide");<br />    return lemm;<br />}<br /></pre>

                          
      
      <p>           There are several interesting points to make here. One 
is to notice           that the function has no explicit return type, which 
is part of the           JavaScript standard of being "weakly typed". Also 
notice the syntax           for calling the SuperClass version of the    
      <code>newInstance()</code> method --           <code>this.super$newInstance()</code>. 
This is very different from           Java syntax and should be noted.   
     </p>

                         
      
      <p>           And now we move on to overriding our first GenMob method, 
tick.         </p>

                         
      
      <pre>var countdown = 10;<br /><br />function tick( host, tickID )<br />{<br />  if( !this.amDead() )<br />  {<br />    countdown--;<br />    if( countdown &lt;= 0 )<br />    {<br />      lib.combat().postDeath( null, this, null );<br />      countdown = 10;<br />    }<br />  }<br />  return this.super$tick( host, tickID );<br />}<br />      </pre>

                         
      
      <p>           The <code>public boolean tick(Tickable host, int tickID)</code>
           method from the standard MOB interface is designed to be called
           every CoffeeMud tick (about 4 seconds). Now, the tick method in
           StdMOB, which is extended by GenMob, handles things like recovering
           hit points, automatic combat rounds, and other important periodic
           activities. It is explained further in Core Topic 3.         </p>

                         
      
      <p>           For our GenLemming, we create a variable to count down 
the ticks           from 10 to 0. When the countdown variable reaches 0, we
call the           <code>postDeath(MOB killer, MOB killed, CMMsg msg)</code> 
method,           which is part of the CombatLibrary in the core libraries. 
"lib" is           the variable we defined above as a shortcut to our core 
libraries.           The last thing we do is return control to the SuperClass 
version of           the tick method.         </p>

                          
      
      <p>           Now we'll get creative and implement a message previewer 
(see the           Core Topic 1 below for more information on message previewing 
and           handling). This method will be called when any event happens 
in the           same room as the GenLemming mob. We will use this fact to 
look for,           capture, and modify the message string which will inform 
the room           of our impending death. Since it is the previewing method, 
it will           be called BEFORE the activity actually takes place, giving 
us a           chance to make our modifications before anyone actually sees 
the           message strings.         </p>

                         
      
      <pre>function okMessage(host,msg)<br />{<br />  if( ( msg.isSource( this ) )<br />      &amp;&amp;( msg.isOthers( "DEATH" ) )<br />      &amp;&amp;( msg.othersMessage() != null )<br />    )<br />  {<br />    msg.setOthersMessage("&lt;S-NAME&gt; jumps off a cliff!!!");<br />  }<br /><br />  return this.super$okMessage(host,msg);<br />}<br /></pre>

                         
      
      <p>           In our message previewing method, we will check every 
message that           comes our way, acting only if this particular GenLemming 
is the           source of the message, that he appears to be dying to others 
in the           room <code>( isOthers( "DEATH" ) )</code> and that the message
           being given to others in the room is a non-null string. In these
           conditions, we modify the message which others in the room see.
           When our condition is not met, we return control to the      
    SuperClass-GenMob version of okMessage.         </p>

        <img src="images/kiss.jpg" alt="Getting the Message" />
                         
      
      <h2>           <a name="DIG1" id="DIG1">Core Topic 1: Getting the Message:</a>
         </h2>

                         
      
      <p>           CoffeeMud is essentially a distributed message passing 
and handling           system, where the actions and events that occur in 
the system are           represented as messages (Common.interfaces.CMMsg) 
which are then           previewed, modified, cancelled, and/or reacted to 
by handlers.           Understanding this idea is key to fully understanding 
how CoffeeMud           really works, so let's take a second and peruse this 
concept in           more detail.         </p>

                         
      
      <p>           Messages in CoffeeMud, at least as we are talking about 
them here,           always represent Events. Events such as a mob picking 
up an item,           swinging a sword at an opponent, taking damage from 
a fireball, or           getting pricked by a poisonous needle. These events 
can never           actually occur in CoffeeMud unless a proper message is 
generated           for them first. These messages, in the code, implement 
the           interface <code>Common.interfaces.CMMsg</code>, and are typically
           an instance of the class <code>Common.DefaultMessage</code>. 
       </p>

                          
      
      <p>           Messages are created at the moment that the event needs 
to occur.           This moment can be triggered by the player entering a 
command into           their telnet client and pressing Enter. It can also 
by triggered by           the mindless algorithms which animate the mobs. 
Either way, when           the moment has come, a message is created, and 
it looks like this:         </p>

                         
      
      <pre>CMMsg msg = CMClass.getMsg(mob, targetMOB, this,<br />     CMMsg.MSG_CAST_ATTACK_VERBAL_SPELL,"^S&lt;S-NAME&gt; invoke a spell at &lt;T-NAME&gt;s feet..^?",<br />     CMMsg.MSG_CAST_ATTACK_VERBAL_SPELL,"^S&lt;S-NAME&gt; invoke(s) a spell at your feet.^?",<br />     CMMsg.MSG_CAST_ATTACK_VERBAL_SPELL,"^S&lt;S-NAME&gt; invokes a spell at &lt;T-NAME&gt;s feet.^?"<br />     );<br /><br /></pre>

                         
      
      <p>           The above message was taken from the code for the Grease 
spell,           which calls the <code>core.CMClass.getMsg</code> method to
          construct a CMMsg object. Constructing the           CMMsg object 
does not actually make anything happen,           but it is the vital first 
step. The message we constructed here, in           this case, utilizes every 
major component of a message. These           components are, in order:  
      </p>

                         
      
      <ul>

              <li>Source                                   
          
          <p>               The source of any message must always be a valid 
reference to               an instance of the MOB interface. In short, all
               events that occur in the system are a direct result of the
              activity of a MOB. This is on the theory that the         
     universe is controlled and governed by sentience. In the           
   extremely rare instances where a mob is not readily available        
      to provide a message source, one should be instantiated -- even   
           if it is just a blank, new StdMOB.             </p>

             </li>

             <li>Target                                   
          
          <p>                The target of a message may be null, or any valid
reference to               an instance of the Environmental interface, which
              includes Items, MOBs, Rooms, Exits, etc. The type         
     and context of message you wish to generate will typically tell    
           you intuitively whether the source is doing something to     
         someone or something else, or is acting independently. This is  
             usually another mob or an item, but you will find examples of
              all kinds of targets in the code.             </p>

             </li>

             <li>Tool                                   
          
          <p>               The tool of a message may be null, or any valid 
reference to an               instance of the Environmental interface, which
               includes Items, Abilities, MOBs, Rooms, Exits,           
   etc. The tool represents something which the source is               utilizing 
to accomplish the task or generate the event. This is               typically 
either an Ability object (like a               Spell or Skill being used), 
or an               Item object (like a weapon in an attack event).      
      </p>

              </li>

             <li>Source Code                                   
          
          <p>               This is an encoded integer which represents what 
the source               MOB is actually doing. We'll break down this code
               below.             </p>

             </li>

             <li>Source Message                                   
          
          <p>               This is the string which the source MOB will see
              should the event occur successfully.             </p>

              </li>

             <li>Target Code                                   
          
          <p>               This is an encoded integer which represents what 
is happening               to the target. If there is no target, this number 
will               typically have the value of 0 (CMMsg.NOEFFECT).       
     </p>

             </li>

             <li>Target Message                                   
          
          <p>               This is the string which the target MOB (if it 
is               a MOB) will see should the event occur               successfully. 
If there is no target, this string is null.             </p>

              </li>

             <li>Others Code                                   
          
          <p>               This is an encoded integer which represents how 
any other               objects (such as MOBs, Items, Rooms, Exits) other
               than the source and target, in the same room, perceive the
              event. If the event is completely imperceptible by anything
              other than the source, it may be 0               (CMMsg.NOEFFECT)
             </p>

             </li>

             <li>Others Message                                   
          
          <p>                This is the string which other MOBs in the same
               room as the source and target MOBs will see should       
       the event occur successfully. If the event is completely         
     imperceptible by other MOBs, it may be null.             </p>

             </li>

                         
      
      </ul>

                         
      
      <p>           The Source Code, Target Code, and Others Code is easily 
the most           complicated aspect of a Message. For this reason, numerous
           pre-configured message codes have been created in the        
  CMMsg interface, all of which begin with the           characters MSG_. 
Although we will not go into the meaning of each           of these messages 
(that will be left to the reader to search the           code for instances 
of messages which use the codes, and learn from           the context in which
they are used), we can at least break down           these codes so that
they can be better understood.         </p>

                          
      
      <p>           These coded integers all have two parts, the Major aspect 
(or the           Major Code) and the Minor aspect (or the Minor Code). They 
may be           referenced off of an already constructed CMMsg object   
       using such methods as <code>sourceMajor()</code> and           <code>sourceMinor()</code>. 
These methods will automaticallyy break           down a <code>sourceCode()</code> 
into the components we will           discuss.         </p>

                         
      
      <p>            The Major code is a series of significant bits in the 
integer, each           of which gives some new meaning to the message. These 
bits are as           follows:         </p>

            <a name="majorcode" id="majorcode">&nbsp;</a>               
       
      
      <table bgcolor="#ffccff" border="1">

             <thead>             <tr>

                 <th width="15%">                 Bit mask              
          </th>

                 <th width="30%">                 CMMsg Equate Variable(s)
              </th>

                 <th>                 Meaning               </th>

               </tr>

             </thead>            <tbody>

               <tr>

                 <td>                 1024 + 65536               </td>

                 <td>                                           
            
            <p>                   MASK_HURT                 </p>

                 </td>

                 <td>                 *Special* Damage message.         
     </td>

               </tr>

               <tr>

                 <td>                 2048               </td>

                 <td>                                           
            
            <p>                   MASK_HANDS                 </p>

                 </td>

                 <td>                 Message includes small movements. 
             </td>

               </tr>

               <tr>

                 <td>                 4096               </td>

                 <td>                                           
            
            <p>                   MASK_MOVE                 </p>

                 </td>

                 <td>                 Message includes large, full-body movements.
               </td>

               </tr>

               <tr>

                 <td>                 8192               </td>

                 <td>                 MASK_EYES               </td>

                 <td>                 Message includes visual information.
              </td>

               </tr>

               <tr>

                 <td>                 16384               </td>

                 <td>                 MASK_MOUTH               </td>

                 <td>                 Message include mouth movement, or
consumption.                </td>

               </tr>

               <tr>

                 <td>                 32768               </td>

                 <td>                 MASK_SOUND,<br />

                   MASK_SOUNDEDAT               </td>

                 <td>                 Message includes auditory information.
               </td>

               </tr>

               <tr>

                 <td>                 65536               </td>

                 <td>                 MASK_ALWAYS               </td>

                 <td>                 Override mask which flags the message 
as something which Must                 occur, regardless of the state of 
the source or target.               </td>

               </tr>

               <tr>

                 <td>                 131072               </td>

                 <td>                 MASK_MAGIC               </td>

                 <td>                 Message has a magical nature.     
         </td>

               </tr>

               <tr>

                 <td>                 262144               </td>

                 <td>                 MASK_DELICATE               </td>

                 <td>                 Message includes very fine, delicate 
movements, such as thief                 skills.               </td>

               </tr>

               <tr>

                 <td>                 1048576               </td>

                 <td>                 MASK_CHANNEL               </td>

                 <td>                 Message is part of public channel conversation.
               </td>

               </tr>

               <tr>

                 <td>                 2097152               </td>

                 <td>                 MASK_OPTIMIZE               </td>

                 <td>                 Message implementation should be optomized 
for repetition.               </td>

               </tr>

                               
        
        </tbody>                       
      
      </table>

                          
      
      <p>           The above masks can be quite confusing. It is best to 
examine the           several MSG_ equates in the CMMsg interface to see how
they are           properly or improperly used. Remember a MSG_ equate is
a completely           constructed Code, complete with the appropriate Major
and Minor           aspects.         </p>

                          
      
      <p>           The Minor Code represents the more specific activity being
          performed, and is a simple integer ranging from 0 (NO EFFECT) to
          2047. The officially recognized Minor codes are exhaustively listed
          in the CMMsg interface, and all begin with the prefix TYP_. These
          types cover every sort of major event which occurs in the CoffeeMud
          engine, including getting items, casting spells, entering or  
        leaving rooms, etc, etc..         </p>

                          
      
      <pre>CMMsg msg = CMClass.getMsg(attacker,target,weapon,CMMsg.MSG_WEAPONATTACK,<br />          "&lt;S-NAME&gt;attack(s) &lt;T-NAME&gt;!");<br /></pre>

                          
      
      <p>           The core.CMClass has many different getMsg signatures 
to make           message construction quick and painless. The above is an 
example           where only a single Code and a single message text are provided.
In           constructors where only one Code or message text field are 
         provided, it is assumed that the code and message texts will be
the           same for source, target (if any) and others.         </p>

                          
      
      <p>           CMMsg objects also have <code>value()</code> and <code>setValue(int)</code> 
methods for           modifying an integer not found in the constructor. This
number is           used for several different purposes in message construction, 
from           the amount of damage in a TYP_DAMAGE message, to the amount 
of           experience in a TYP_EXPCHANGE message. This number is also used 
to           determine whether or not a standard saving throw was made. Value
           defaults to 0, but, after running through a message which contains
           a savable event, the value will be &gt;0 if the save was made.
        </p>

                          
      
      <h3><a name="messagepreview" id="messagepreview">Message Previewing</a></h3>

                          
      
      <p>           Once a Message has been constructed, it is time      
    to actually put the message out into the system. There is a         
 standard form for the sending of almost all messages. If the source    
      of the message is a MOB called "SourceMOB", this standard form    
      looks like this:         </p>

                          
      
      <pre>CMMsg msg = CMClass.getMsg(SourceMOB,TargetMOB,weapon,CMMsg.MSG_WEAPONATTACK,<br />          "&lt;S-NAME&gt;attack(s) &lt;T-NAME&gt;!");<br /><br />if(SourceMOB.location().okMessage(SourceMOB,msg))<br />{<br />     SourceMOB.location().send(SourceMOB,msg);<br />}<br /></pre>

                         
      
      <p>           The <code>location()</code> field on a MOB refers to the
Room in which the mob           is. Room's are always the top level at which
messages are           previewed, and then executed or sent. The first line
          (where the message is constructed) has already been examined. The
          second line, in which the Room method <code>okMessage()</code> is
called, is the           preview step. In this step, the message is evaluated 
before           it actually happens. The first parameter to <code>okMessage()</code> 
is called           the "host" object, and it refers to the object to which 
the one you           are sending the message should refer back to. This parameter
is           rarely used, except by Behaviors, and it is always safe to use
the           source of your message as this value. The second parameter
to           <code>okMessage()</code> is the message we constructed. The
third line, where           the Room <code>send()</code> method is called, 
is the execution step.         </p>

                          
      
      <p>           In the preview step, the room object will examine the 
message to           see if there is anything which it might not like, wish 
to modify,           or wish to flag about the Message it has been handed. 
If the Room           object does not like the message, it will return false. 
Returning           false from <code>okMessage()</code> is always an order 
to cancel, and not           execute the message. Under any other circumstances, 
true may be           returned to allow the message to go forward. The Room 
will also           make calls to the <code>okMessage()</code> methods on 
every other MOB in the           room, Exit from the room, Item in the room, 
spell effects which may           be on the room, and behaviors of the room. 
The MOB who receives the           <code>okMessage()</code> call will, in 
turn, pass the Message to the <code>okMessage()</code>           methods in
every Item the MOB is carrying or wearing, every spell           effect on
the MOB, and every behavior of the MOB. Items wills also           make 
     <code>okMessage()</code> calls on their spell effects. Any of these calls
          may modify or flag the message they receive. Any of these calls
may           also return false. If any object which previews a message returns
          false, the Room <code>okMessage()</code> method will also return
false, ordering           the message to be totally canceled. For this reason,
      <code>okMessage()</code>           methods are careful about returning
true unless they have a really           good reason not to.         </p>

                          
      
      <p>           Inside the <code>okMessage()</code> methods of every Item,
MOB, Behavior,           Ability (spell effect), Exit, and Room the Messages
may (as we           mentioned) be examined and modified, flagged, or canceled.
As we           have already covered how Messages are canceled (by returning
          false). Let us turn now to the manner in which Messages are   
       modified or flagged.         </p>

                          
      
      <h3><a name="messageflagging" id="messageflagging">Message Flagging 
and Modification</a></h3>

                          
      
      <p>           Message modification is very rare. When it happens though, 
it is           done by calling one of the several <code>modify()</code> methods
on the           Common.interfaces.CMMsg object. These methods allow the
source,           target, and all other fields to be updated. Message modification
          should also happen during the preview step so that any changes
made           to the message are made before the message is executed. It
is also           often wise, after making a change to a message, to recursively
call           the okMessage method on the room again so that the modifications
          can be previewed, but this is not always necessary.          </p>

                          
      
      <p>           Message flagging is somewhat less rare. Messages     
     may be flagged when a combat strike is successful, or when a saving
           throw is made against a spell Effect, or for any other reason
the            Message constructing code may wish. Flagging is done by calling 
the           aforementioned <code>CMMsg.setValue(int)</code> method, and 
using           it to change the value to something other than the default 
of 0.           Flagging using the <code>setValue()</code> method lets the 
code which constructed           the Message know that something significant 
with relation to the           Message has occurred. The meaning of this value
will vary depending           upon the type of message being generated,  and
upon the purpose to           which the creator of the message wishes to
put it. The value is           read using the <code>int value()</code> method
on CMMsg.         </p>

                          
      
      <h3><a name="messageexecution" id="messageexecution">Message Execution</a></h3>

                          
      
      <p>           Once the <code>okMessage()</code> method on a Room object 
has           returned true, and any code which may need to check or handle
           modifications to the Message have executed, the Message is sent.
           The proper way to send a Message is through the Room objects,
by            calling one of the following Messages:           <code>Room.send(MOB 
SourceMOB, CMMsg msg)</code>           or           <code>Room.sendOthers(MOB 
SourceMOB, CMMsg msg)</code>.           The first method handles a       
   standard Execution, while the second allows every relevant object    
      except the SourceMOB to handle Execution. The first method should  
        almost always be called.         </p>

                          
      
      <p>           The <code>send()</code> methods will then begin calling 
other           methods in other objects. These other methods are called the
          <code>executeMsg()</code> methods, and are usually of the form 
     <code>public           void executeMsg(Environmental           myHost, 
CMMsg msg);</code>. These methods are responsible for           Executing 
the contents of the message. The Room method will make           <code>executeMsg()</code> 
method calls on itself, and on every Exit, Item, MOB,           spell effects 
(Ability object), and Behavior associated with that           Room. As in 
the <code>okMessage()</code> case, the MOBs will in turn call the        
  <code>executeMsg()</code> methods on their own Items and spell effects. 
Items           will then call the <code>executeMsg()</code> methods on their 
own spell effects,           and so on.         </p>

                          
      
      <p>           Of course, not every object in your game will handle and
react to           the Execution of every Message sent. Most of the time, 
a given           object will be ignoring the Message altogether. However, 
each           object knows precisely which Messages are important for it, 
and           watch carefully for them in both their <code>okMessage()</code> 
and <code>executeMsg()</code>           methods. In general, every Message 
which is previewed in an objects           <code>okMessage()</code> method 
is handled in the <code>executeMsg()</code> method of the           same object,
though this is by no means always true. In general,           the following
object types handle the following types of Messages:         </p>

                          
      
      <ul>

             <li>MOBs                                 
          
          <p>             Any Message which has the mob instance as a target 
is both             Previewed and Executed. Any Message which has the mob 
as a source             is typically Previewed, and (lacking a target) may 
also be             Executed.           </p>

             </li>

             <li>Items                                 
          
          <p>             Any Message which has the item instance as a target.
           </p>

             </li>

             <li>Exits                                 
          
          <p>             Any Message which has the exit instance as a target 
or             tool.           </p>

             </li>

             <li>Rooms                                 
          
          <p>             Any Message which has the room instance as a target.
           </p>

             </li>

             <li>Ability(spell effects)                                 
          
          <p>             Any Message pertaining to the MOB or Item      
      which is affected by the spell or skill.           </p>

             </li>

             <li>Behavior                                 
          
          <p>             Any Message pertaining to the object instance which 
has             this behavior.           </p>

             </li>

                         
      
      </ul>

                          
      
      <p>           Now that you are completely confused, it will        
  make you at least a bit happier to know that Room objects have        
  several short-cut methods for creating, previewing, and executing     
     messages. They include the following:         </p>

                  
      
      <pre>public boolean show( MOB source,<br />                     Environmental target,<br />                     int allCode,<br />                     String allMessage<br />                   );<br /><br />public boolean show( MOB source,<br />                     Environmental target,<br />                     Environmental tool,<br />                     int allCode,<br />                     String allMessage<br />                   );<br /><br />public boolean show( MOB source,<br />                     Environmental target,<br />                     Environmental tool,<br />                     int srcCode,<br />                     int tarCode,<br />                     int othCode,<br />                     String allMessage<br />                   );<br /><br />public boolean show( MOB source,<br />                     Environmental target,<br />                     Environmental tool,<br />                     int srcCode,<br />                     String srcMessage,<br />                     int tarCode,<br />                     String tarMessage,<br />                     int othCode,<br />                     String othMessage<br />                   );<br /><br />public boolean show( MOB source,<br />                     Environmental target,<br />                     Environmental tool,<br />                     int allCode,<br />                     String srcMessage,<br />                     String tarMessage,<br />                     String othMessage<br />                   );<br /><br />public boolean showOthers( MOB source,<br />                           Environmental target,<br />                           int allCode,<br />                           String allMessage<br />                         );<br /><br />public boolean showOthers( MOB source,<br />                           Environmental target,<br />                           Environmental tool,<br />                           int allCode,<br />                           String allMessage<br />                         );<br /><br />public boolean showSource( MOB source,<br />                           Environmental target,<br />                           int allCode,<br />                           String allMessage<br />                         );<br /><br />public boolean showSource( MOB source,<br />                           Environmental target,<br />                           Environmental tool,<br />                           int allCode,<br />                           String allMessage<br />                         );<br /><br />public void showHappens(int allCode, String allMessage);<br /><br />public void showHappens( int allCode,<br />                         Environmental like,<br />                         String allMessage<br />                       );<br /></pre>

                          
      
      <p>           The first methods (show) is very commonly used; it constructs 
a           message with the given source and target (no tool), and with the
          given Code and text message applying to source, target, and others.
          The <code>showHappens()</code> methods will do the same, but will
also construct a           blank MOB object to act as the source, for those
instances where a           source MOB is not readily available. The <code>showOthers()</code>
methods behave           like the first, but do not allow the source MOB
to preview or           execute the message, while the <code>showSource()</code>
methods ONLY allows the           source MOB to preview and execute the message.
        </p>

                          
      
      <p>           All four of those methods will construct a CMMsg object, 
give the           Message to the Room object for previewing ("okMessage"), 
and then,           if the Message is not canceled, will call the Room "send" 
method           for execution and return true. If the Message was canceled, 
false           will be returned.         </p>

                          
      
      <h3><a name="messagetrailers">Message Trailers</a></h3>

                          
      
      <p>           The final subject we will discuss in the area of     
     Messages and Message handling regards another rare technique called
           Message Trailer adding. Message Trailers are CMMsg objects which
           have been added to another CMMsg instance using the          
      <code>CMMsg.addTrailerMsg(CMMsg msg)</code> method. The Message passed
to this method is           constructed in the usual way.           This
method           may be properly called at any point during the Preview or
Execution           stage of Message handling, by any Previewing or Executing
object.           When it is performed is not important, because any Messages
added           using this method are not Previewed or Executed until after
the           Room object has completely finished sending the host Message
to all           interested objects.         </p>

                          
      
      <p>           Constructing and adding messages which act as message 
trailers can           serve many purposes, but the most important of which 
is that the           trailer messages only happen IF the host message also 
happens, and           only happen AFTER the host message happens. This can 
be useful for           the timing of subsequent messages which are dependent 
on           others.         </p>

            <img src="images/temple.jpg" alt="The State of Things" />
                         
      
      <h2><a name="DIG2" id="DIG2">Core Topic 2: The State of Things:</a></h2>

                          
      
      <p>           In most systems, it is typical for all of the data variables 
which           describe a particular object to be coded directly inside that
          object. While this is also true in CoffeeMud, many important data
          fields, along with the appropriate "getter" and "setter" methods,
           are stored in separate special data-storage, or state        
  objects. These data-storage objects provide access to numerous        
  important properties for those objects. These storage/state objects   
       are routinely copied and then the copies are modified by other   
       objects which have a spacial relationship with them. For instance,
          a MOB object may copy one or more of its state objects, and then
           allow the local Room object, or his inventory Item objects, or
          spell Effect objects to modify the copy, The copied state object
           modifications are stacked on each other. Confused? Well, keep
          reading!         </p>

                          
      
      <p>           Each instance of the several Environmental           objects
(MOBs, Items, Exits, Rooms) have a particular storage/state           object
called their Environmental Stats. This object implements the           Common.interfaces.EnvStats
interface, and is typically an instance            of the Common.DefaultEnvStats
class. Access to this state object is           available through each core.interfaces.Environmental
objects            <code>EnvStats baseEnvStats()</code>           and <code>EnvStats 
envStats()</code> method calls. Since Rooms, MOBS, Items,           Exits, 
and Areas are all Environmental objects, that means that           they all 
have baseEnvStats and envStats methods as well.         </p>

                          
      
      <h3><a name="envstats" id="envstats">EnvStats state object fields</a></h3>

                          
      
      <table bgcolor="#ccccff" border="1">

             <thead>             <tr>

                 <th>                 Field name               </th>

                 <th>                 Relevant objects               </th>

                 <th>                 Meaning               </th>

               </tr>

             </thead>           <tbody>

               <tr>

                 <td>                 level               </td>

                 <td>                 Item, MOB, Exit               </td>

                  <td>                 Experience level (see Archon's Guide)
               </td>

               </tr>

               <tr>

                 <td>                 ability               </td>

                 <td>                 Item, MOB               </td>

                  <td>                 Magical level (see Archon's Guide)
              </td>

               </tr>

               <tr>

                 <td>                 rejuv               </td>

                 <td>                 Item, MOB               </td>

                  <td>                 Rejuvenation rate (see Archon's Guide)
               </td>

               </tr>

               <tr>

                 <td>                 weight               </td>

                 <td>                 Item, MOB               </td>

                  <td>                 Weight of the object             
 </td>

               </tr>

               <tr>

                 <td>                 height               </td>

                 <td>                 Armor, MOB               </td>

                  <td>                 Size of the object               </td>

               </tr>

               <tr>

                 <td>                 armor               </td>

                 <td>                 Item, MOB               </td>

                  <td>                 Protection level (see Archon's Guide)
               </td>

               </tr>

               <tr>

                 <td>                 damage               </td>

                 <td>                 Item, MOB               </td>

                  <td>                 Damaging ability               </td>

               </tr>

               <tr>

                 <td>                 speed               </td>

                 <td>                 Item, MOB               </td>

                  <td>                 Attack speed               </td>

               </tr>

               <tr>

                 <td>                 attackAdjustment               </td>

                 <td>                 Item, MOB               </td>

                  <td>                 Attack level               </td>

               </tr>

               <tr>

                 <td>                 replacementName               </td>

                 <td>                 Item, MOB, Exit               </td>

                  <td>                 New displayable name of the object
              </td>

               </tr>

               <tr>

                 <td>                 sensesMask               </td>

                 <td>                 Item, MOB, Exit, Room             
 </td>

                  <td>                 Bit mask of relevant sensory abilities.
               </td>

               </tr>

               <tr>

                 <td>                 disposition               </td>

                 <td>                 Item, MOB, Exit, Room             
 </td>

                  <td>                 Bit mask of relevant disposition state
               </td>

               </tr>

                               
        
        </tbody>                       
      
      </table>

                          
      
      <p>           Although most of these fields are better described in 
the Archon's           Guide, there are two whose nature may not be readily 
apparent: the           sensesMask and the disposition. These two integers 
are bitmaps. The           value of each bit is defined by equates in the
           Common.interfaces.EnvStats interface. The equates which refer
to            the bits for sensesMask all begin with "CAN_", while the equates
           which refer to the bits for disposition all begin with "IS_".
        </p>

                          
      
      <p>           Now, as mentioned previously, all Environmental      
    objects have two methods for accessing their EnvStats. One          
is           <code>core.interfaces.Environmental.baseEnvStats()</code>  
        and the other is           <code>core.interfaces.Environmental.envStats()</code>.
           The difference between these two methods is very           significant. 
The EnvStats state object           returned by the "baseEnvStats" method 
refers to the permanent,           unmodified, "base" state of the Environmental 
object. The           "envStats" method, however, returns the modified, less 
permanent,           "current" state of the Environmental object. The EnvStats 
object           returned by the "envStats" method is always copied and derived 
from           the "baseEnvStats" values, after all relevant modifications 
have           been made to it. How the current state object goes from its 
base           values (baseEnvStats) to its current values (envStats) is our
next           topic.         </p>

                          
      
      <p>           We must now introduce two other Environmental        
  interface methods significant to this topic. One is the           <code>recoverEnvStats()</code> 
method,           while the other is the           <code>affectEnvStats(Environmental 
affected, EnvStats           affectableStats)</code> method. The "recoverEnvStats" 
method           is also located on every Environmental (Item, MOB, Exit, 
etc)           object and is the method which turns the <code>baseEnvStats()</code> 
values into           their current <code>envStats()</code> values. This method
call works by           copying the base values into the current values and
then           allowing certain other objects to have an opportunity to affect
the           copy. Only after all opportunities to modify the copied values
have           been exhausted, does the <code>recoverEnvStats()</code> method
return. In           essence, <code>recoverEnvStats()</code> allows the Environmental
objects           <code>baseEnvStats()</code> to be updated, with that updated
state object made           available through <code>envStats()</code>.  
       </p>

                          
      
      <p>           The way in which the current EnvStats state          
object is modified by the <code>recoverEnvStats()</code> method call is by
          making repeated internal calls to the           <code>affectEnvStats(Environmental 
affected, EnvStats           affectedStats)</code> methods on other relevant 
objects.           These methods will then have the opportunity to change 
the values           in the current state object (affectedStats parameter) 
however they            wish. The relevant objects which may change the state 
of an           Environmental are as follows:         </p>

                          
      
      <ul>

             <li>MOBs                                 
          
          <p>             Room object being occupied, something being Ridden, 
the MOBs             Character Class object, the MOBs Race object, the Items 
in the MOBs             inventory, and finally the Ability objects which are
affecting the             MOB (spell effects).           </p>

             </li>

             <li>Items, Exits, Areas                                 
          
          <p>             Ability objects which are affecting it (spell  
          effects).           </p>

             </li>

             <li>Rooms                                 
          
          <p>           Area object which this room is a part of, Ability 
objects             which are affecting it (spell effects), Items in the Room,
and MOBs             in the Room.           </p>

             </li>

                         
      
      </ul>

                          
      
      <p>           Here is an example:         </p>

                          
      
      <p>           Gunker the Thief wears Full Plate Armor (Item),      
    and has the Shield spell cast on him. His base Armor rating is 100.  
        When he puts on the Plate Armor, the "recoverEnvStats" method is
           called on Gunker's MOB object. That method in turn calls the 
         "affectEnvStats" method on the Plate Armor and the Shield spell
          Effect. Both of those methods improve the Armor rating on Gunker's
           MOB's current EnvStats by some number. Thus, Gunker becomes harder
           to hit in combat. Also, when Gunker picked up the Plate armor, 
the           weight of the armor was added to Gunker's overall carried weight 
by           increasing the weight value in Gunker's           EnvStats object.
         </p>

                          
      
      <p>           I know, this is probably still confusing.         </p>

                          
      
      <p>           Confusing or not, however, we still have to consider two
other           state objects, both of which are only available from the
MOB           object. One of which is the CharStats object, and the other 
of           which is the CharState object.         </p>

                          
      
      <p>           The CharStats objects are most closely analogous     
     to the EnvStats objects. For instance, there are           <code>CharStats 
baseCharStats()</code>           and <code>CharStats           charStats()</code> 
method calls from a MOB object, as well as           a           <code>recoverCharStats()</code> 
method call. All           of these work similarly to the ones described above
for EnvStats.           The fields on a Common.interfaces.CharStats object
are somewhat           more straight forward however. Most of the fields
of a CharStats           object are referenced using the           <code>int
getStat(int)</code> and           <code>setStat(int,int)</code> methods on
a           CharStats object. Both of these methods require, as their first
          parameter, an integer code which corresponds to the specific stat
          being set or read. These stat parameters are defined as equates
          within the CharStats interface, and include:           </p>

                            
      
      <p><a name="charstats" id="charstats">&nbsp;</a>           STAT_STRENGTH,
           STAT_INTELLIGENCE, STAT_DEXTERITY, STAT_CONSTITUTION,        
  STAT_CHARISMA, STAT_WISDOM, STAT_GENDER, STAT_SAVE_PARALYSIS,         
 STAT_SAVE_FIRE, STAT_SAVE_COLD, STAT_SAVE_WATER, STAT_SAVE_GAS,        
  STAT_SAVE_MIND, STAT_SAVE_GENERAL, STAT_SAVE_JUSTICE,           STAT_SAVE_ACID, 
STAT_SAVE_ELECTRIC, STAT_SAVE_POISON,           STAT_SAVE_UNDEAD, STAT_SAVE_MAGIC, 
STAT_SAVE_DISEASE,           STAT_SAVE_TRAPS, STAT_MAX_STRENGTH_ADJ, STAT_MAX_INTELLIGENCE_ADJ,
           STAT_MAX_DEXTERITY_ADJ, STAT_MAX_CONSTITUTION_ADJ,           STAT_MAX_CHARISMA_ADJ, 
STAT_MAX_WISDOM_ADJ, STAT_AGE,           STAT_SAVE_DETECTION, STAT_SAVE_OVERLOOKING.
           </p>

                            
      
      <p>           In addition to these equates defined and read        
  through the <code>getStat()</code> and <code>setStat()</code> methods, there
is also the Race           object available through <code>getMyRace()</code> 
and <code>setMyRace()</code> methods, as           well as Character Class 
and Character Class level methods. See the           Common.interfaces.CharStats 
java file for more information on those           methods and how they work.
         </p>

                          
      
      <p>           Like the EnvStats above, those objects listed as     
     able to modify the EnvStats current state object are the same      
    objects which are able to modify the CharStats state objects.       
   Rereading the section on EnvStats will make clear how the CharStats  
        objects are modified in the same analogous manner, using repeated
           calls to<code>affectCharStats(MOB           affected, CharStats 
affectedStats)</code> methods on related           objects.         </p>

                          
      
      <p><a name="charstate" id="charstate">&nbsp;</a>           The last 
state object to consider is the           Common.interfaces.CharState objects 
on MOBs. The CharState object           represents those fields which are 
constantly in flux: Hit Points,           Mana, Movement, Hunger, Fatigue, 
and Thirst.         </p>

                          
      
      <p>           Unlike EnvStats and CharStats, there are three       
   CharState objects to consider for MOBs: the base CharState object    
      (available through<code>CharState           baseState()</code> method, 
the adjusted base CharState (or           max state) object available through 
the           <code>CharState maxState()</code> method and           modified 
by <code>recoverMaxState(MOB           affected, CharState affectedState)</code> 
methods on related           objects, and lastly the current CharState object 
available through           the <code>CharState           curState()</code> 
and refreshed or reset to maximums using           the MOBs           <code>resetToMaxState()</code> 
method.         </p>

                          
      
      <p>           The relationship between the above objects is as follows: 
The base           CharState object represents the maximum values for the 
state           variables BEFORE modification by magical armor or spells. 
The           adjusted base CharState object (Max State) represents the maximum
           values for the state variables AFTER modification by magical armor
           or spells. The current CharState object (curState) represents
the            current hit points, mana points, etc available to the MOB.
        </p>

                          
      
      <p>           In the case of the CharState objects, adjustment     
     by relevant objects is initiated by calling the MOBs           <code>recoverMaxState()</code> 
method.           This method allows the same objects who modify the EnvStats 
and           CharStats above to modify the maximum CharState values as  
        well.         </p>

                          
      
      <p>           Once again, to understand one of them fully is to understand 
them           all.         </p>

            <img src="images/time.jpg" alt="Tick Tock" />
                         
      
      <h3><a name="DIG3" id="DIG3">Core Topic 3: Tick Tock</a></h3>

                          
      
      <p>           Our last Core Topic will cover the ability of the    
      mobs, items, exits, abilities, spell effects, behaviors, and other
           objects to perform tasks on a regular, timed, basis. The tasks 
to           be performed are always located within an method called     
     <code>boolean tick(Tickable ticking, int tickID)</code>.           All
Environmental objects define this method, and Behavior           objects do
as well.         </p>

                          
      
      <p>           These methods are called on a regular, timed         
 basis whenever the object instance in question has been properly       
   set up to do so, and at a defined frequency and interval. The        
  "ticking" parameter is usually a reference to the object itself, or   
       to the host object in the case of Behaviors. The "tickID" parameter
           describes what sort of regular timed event is occurring. These
          events are defined as equates in the core.interfaces.Tickable 
         interface, and include IDs such as TICKID_MOB, TICKID_AREA,    
      TICKID_EXIT_REOPEN and others. See           the java file of that
interface for more defined tickID           values.         </p>

                          
      
      <p>           Before we get into the methods by which an object instance 
are           properly set up for regular calls to its <code>tick()</code> 
method, it may be           worthwhile to discuss which regular ticks are 
setup by the system           by default. These tick events cover the most 
commonly used objects           under the most common circumstances, and so
may be just the events           you already needed! They include:      
  </p>

                          
      
      <ul>

           <li>MOBs                               
          
          <p>           All MOBs have their <code>tick()</code> method called 
once per           core.interfaces.MudHost.TIME_TICK (4 seconds), with the 
"tickID"           defined by Host.MOB_TICK. MOBs will, in turn, call the 
          <code>tick()</code>           methods on their own Behaviors, and 
Ability objects affecting them.           If any of these dependent objects 
return "false" from their own           tick methods, then the object will 
cease to receive any further           tick method calls.         </p>

           </li>

            <li>Exits, Items, Rooms                               
          
          <p>           Whenever a Behavior is           added to any of these
objects, they will begin to have their tick           methods called once
per MudHost.TIME_TICK (4 seconds), with the           tickID defined by Tickable.TICKID_ITEM_BEHAVIOR,
TICKID_EXIT_BEHAVIOR,           or TICKID_ROOM_BEHAVIOR. Deletion of the
last behavior from the host           object will stop this tick event from
occurring again.         </p>

           </li>

            <li>Areas                               
          
          <p>           All Area objects have their tick methods         
 called once per core.interfaces.MudHost.TIME_TICK,           with the tickID 
defined by Tickable.TICKID_AREA.         </p>

           </li>

            <li>Ability                               
          
          <p>           Whenever an Ability object is added as an Effect (using
          the <code>addEffect()</code> Environmental method) to a non-MOB
object by using           the proper Ability invoke procedure (see below),
then the Ability           object itself will gain it's own regular calls
to its tick method.           The tickID for this call is also Tickable.TICKID_MOB, 
so as to make           consistant the tickID for all spell and similar effects.
         </p>

           </li>

                       
      
      </ul>

                           
      
      <p>           To sum up, MOBs have regular tick calls which they use 
to perform           their own periodic tasks, as well as to allow their Behavior
and           spell effects to perform tasks. The other objects have    
      circumstantial ticks in certain instances.         </p>

                          
      
      <p>           Now, to add a new periodic call to the "tick" method on
an           Environmental object, one needs only to make a method call like
          this:         </p>

                          
      
      <pre>CMClass.threads().startTickDown(theEnvObject,Tickable.MY_TICK_ID,TIME_TICK,NUM_TICKS);<br /></pre>

                          
      
      <p>           The second parameter is the tickID which will be used 
when the           <code>tick()</code> method on the "theEnvObject" object 
is called. The third           parameter is the time interval, in milliseconds, 
between each           event. The fourth parameter is the number of time intervals
between           each call to the <code>tick()</code> method. The total
time between each call to           the <code>tick()</code> method, therefore,
will be TIME_TICK * NUM_TICKS.         </p>

                          
      
      <p>           Now, the above version of <code>startTickDown()</code> 
can be used to create timed           events of any duration. However, all 
objects in the base           distribution of CoffeeMud operate on a single 
default time interval           of 4000 milliseconds as defined by Tickable.TIME_TICK. 
For this           reason, a different version of the <code>startTickDown()</code> 
method is called           which does not include the TIME_TICK parameter, 
utilizing the           standard 4 second delay instead:         </p>

                          
      
      <pre>CMClass.ThreadEngine().startTickDown(theEnvObject,Host.MY_TICK_ID,NUM_TICKS);<br /></pre>

                          
      
      <p>           Stopping any of these tick calls can be done by simply 
returning           "false" from the tick method itself, or manually using 
the           following:         </p>

                          
      
      <pre>CMClass.ThreadEngine().deleteTick(theEnvObject,Host.MY_TICK_ID);<br /></pre>

                          
      
      <p>           You may also stop tick calls to an object by         
 using the Environmental objects           <code>destroy()</code> method.
         </p>

            <img src="images/books.jpg" alt="Core Libraries" />
                         
      
      <h2><a name="DIG4" id="DIG4">Core Topic 4: Core Libraries</a></h2>

                          
      
      <p>           The CoffeeMud engine contains numerous Java classes whose 
purpose           is to perform much of the underlying game functionality. 
Some of           these Java classes are Core classes, some are Library  
        classes, and some are Common classes.         </p>

                          
      
      <p>           Core classes are those classes found in the          
com.planet_ink.coffee_mud.core package. Like the interfaces, they       
   may not be extended or overwritten without risking problems. The     
     core classes, and their general purpose is:<br />

           </p>

            <a name="corepurpose" id="corepurpose">&nbsp;</a>           
           
      
      <table bgcolor="#ffffcc" border="1">

             <thead>             <tr>

                 <th>                 Core Class Name               </th>

                 <th>                 Purpose               </th>

               </tr>

             </thead>           <tbody>

               <tr>

                 <td>                 B64Encoder               </td>

                 <td>                 Encode and decode text&lt;-&gt;binary 
using Base64               </td>

               </tr>

               <tr>

                 <td>                 CMath               </td>

                 <td>                 Converting strings to numbers, performing 
bit-wise and other                 arithmetic operations               </td>

               </tr>

               <tr>

                 <td>                 CMClass               </td>

                 <td>                 Main ClassLoader -- get all your objects 
from methods                 here!               </td>

               </tr>

               <tr>

                 <td>                 CMFile               </td>

                 <td>FileSystem manager, get all your file data from this
class                </td>

               </tr>

               <tr>

                 <td>                 CMLib               </td>

                 <td>                 The non-core library reference object.
                 *                 See below for more information.      
        </td>

               </tr>

               <tr>

                 <td>                 CMParms               </td>

                 <td>                 Methods for parsing strings and determining 
parameter values                 in many different ways.               </td>

               </tr>

               <tr>

                 <td>                 CMProps               </td>

                 <td>                 Properties manager, for reading INI
file values from                 coffeemud.ini and other places.        
      </td>

               </tr>

               <tr>

                 <td>                 CMSecurity               </td>

                 <td>                 The security manager, for evaluating 
player and system                 security flags.               </td>

               </tr>

               <tr>

                 <td>                 CMStrings               </td>

                 <td>                 Methods to manipulate, pad, and filter 
strings.               </td>

               </tr>

               <tr>

                 <td>                 Directions               </td>

                 <td>                 Methods to handle the different compass 
directions.               </td>

               </tr>

               <tr>

                 <td>                 DVector               </td>

                 <td>                 A multi-dimensional version of java.util.Vector
               </td>

               </tr>

               <tr>

                 <td>                 Log               </td>

                 <td>                 The file and console logging manager.
               </td>

               </tr>

               <tr>

                 <td>                 Resources               </td>

                 <td>                 The object-resource manager, usually 
with lots of                 StringBuffers keyed by String names.        
      </td>

               </tr>

               <tr>

                 <td>                 Scripts               </td>

                 <td>                 The human-language readable strings
loader.                </td>

               </tr>

                               
        
        </tbody>                       
      
      </table>

                          
      
      <p>           You should check out the javadocs for those classes for 
more           information on the core classes.         </p>

                          
      
      <p>           * CMLib also refers to some of the sub-core classes, such
as the           Database access objects, and the Threading engine. While
they are           considered core, they are accessed through CMLib as if
they were           non-core libraries. Most core classes can also be accessed
through           CMLib methods, making it a one-stop shop.         </p>

                          
      
      <p>           Now, non-core libraries, or Libraries proper, are located 
in the           com.planet_ink.coffee_mud.Libraries package, and each one
           implements a unique interface from the           com.planet_ink.coffee_mud.Libraries.interfaces 
package. This is           unique, that each class in the Libraries package 
implements a           unique interface all its own, but that is not the only
unique thing           about this package. Libraries are also singletons --
there is never           more than 1 instance of each Library. Moreover, these
singletons           are all accessed from a single accessor class, CMLib,
which we           mentioned earlier.         </p>

                          
      
      <p>           Here is a map of how the classes, interfaces, and CMLib 
methods are           all mapped together:         </p>

             <a name="corelibrarymap" id="corelibrarymap">&nbsp;</a>    
                  
      
      <table bgcolor="#99ff99" border="1">

             <thead>             <tr>

                 <th>                 Library class name<br />

                   <code>...Libraries.*</code>               </th>

                 <th>                 Library interface name<br />

                   <code>...Libraries.interfaces.*</code>               </th>

                 <th>                 CMLib method name<br />

                   <code>...core.CMLib</code>               </th>

                 <th>               Purpose of the Library              
          </th>

               </tr>

             </thead>           <tbody>

               <tr>

                 <td>                 BeanCounter               </td>

                 <td>                  MoneyLibrary               </td>

                 <td>                 <code>beanCounter()</code>        
      </td>

                 <td>                 Handle money and currency.        
       </td>

               </tr>

               <tr>

                 <td>                 CharCreation               </td>

                 <td>                 CharCreationLibrary               
            </td>

                 <td>                 <code>login()</code>              
            </td>

                 <td>                 Login and create new players.     
         </td>

               </tr>

                <tr>

                 <td>                 Clans               </td>

                 <td>                 ClanManager               </td>

                 <td>                  <code>clans()</code>             
 </td>

                 <td>                 Handle all clans.               </td>

               </tr>

               <tr>

                 <td>                  CMAble               </td>

                 <td>                 AbilityMapper               </td>

                 <td>                 <code>ableMapper()</code>         
      </td>

                 <td>                 Maps CharClasses to Skills/Abilities.
               </td>

               </tr>

               <tr>

                 <td>                 CMChannels                </td>

                 <td>                 ChannelsLibrary               </td>

                 <td>                 <code>channels()</code>           
   </td>

                 <td>                  Handles public channels.         
     </td>

               </tr>

               <tr>

                 <td>                 CMColor               </td>

                 <td>                  ColorLibrary               </td>

                 <td>                 <code>color()</code>              
            </td>

                 <td>                 ANSI and color code conversions.  
             </td>

               </tr>

               <tr>

                 <td>                 CMEncoder               </td>

                 <td>                 TextEncoders                </td>

                 <td>                 <code>encoder()</code>            
              </td>

                 <td>                 Compression library.              
            </td>

               </tr>

                <tr>

                 <td>                 CMJournals               </td>

                 <td>                 JournalsLibrary               </td>

                 <td>                  <code>journals()</code>          
    </td>

                 <td>                 Handles public journal commands.  
            </td>

               </tr>

               <tr>

                 <td>                  CMLister               </td>

                 <td>                 ListingLibrary               </td>

                 <td>                 <code>lister()</code>             
              </td>

                 <td>                 Handles listing tables nicely.    
          </td>

               </tr>

               <tr>

                 <td>                 CMMap                </td>

                 <td>                 WorldMap               </td>

                 <td>                 <code>map()</code>               </td>

                 <td>                  Find areas and rooms.            
              </td>

               </tr>

               <tr>

                 <td>                 CoffeeFilter               </td>

                 <td>                  TelnetFilter               </td>

                 <td>                 <code>coffeeFilter()</code>       
       </td>

                 <td>                 Filters/transforms text going to and 
from a player.                </td>

               </tr>

               <tr>

                 <td>                 CoffeeLevels               </td>

                 <td>                 ExpLevelLibrary                </td>

                 <td>                 <code>leveler()</code>            
              </td>

                 <td>                 Leveling and Experience gaining functionality.
               </td>

               </tr>

                <tr>

                 <td>                 CoffeeMaker               </td>

                 <td>                 CMObjectBuilder               </td>

                 <td>                  <code>coffeeMaker()</code>       
       </td>

                 <td>                 Generic Mob/Item and CoffeeXML generators.
               </td>

               </tr>

               <tr>

                 <td>                  CoffeeShops               </td>

                 <td>                 ShoppingLibrary               </td>

                 <td>                 <code>coffeeShops()</code>        
       </td>

                 <td>                 Handles manipulation of shop inventories.
               </td>

               </tr>

               <tr>

                 <td>                 CoffeeTables                </td>

                 <td>                 StatisticsLibrary               </td>

                 <td>                 <code>coffeeTables()</code>       
       </td>

                 <td>                  Maintains player usage stats.    
          </td>

               </tr>

               <tr>

                 <td>                 CoffeeTime               </td>

                 <td>                  TimeManager               </td>

                 <td>                 <code>time()</code>               </td>

                 <td>                 Real-life data/time display.      
         </td>

               </tr>

               <tr>

                 <td>                 CoffeeUtensils               </td>

                 <td>                 CMMiscUtils                </td>

                 <td>                 <code>utensils()</code>           
   </td>

                 <td>                 Misc stuff-- law, traps, titles, resets.
               </td>

               </tr>

                <tr>

                 <td>                 CommonMsgs               </td>

                 <td>                 CommonCommands               </td>

                 <td>                  <code>commands()</code>          
    </td>

                 <td>                 Methods for getting, talking, common-stuff
               </td>

               </tr>

               <tr>

                 <td>                  Dice               </td>

                 <td>                 DiceLibrary               </td>

                 <td>                 <code>dice()</code>               
            </td>

                 <td>                 Random number generator.          
    </td>

               </tr>

               <tr>

                 <td>                 EnglishParser                </td>

                 <td>                 EnglishParsing               </td>

                 <td>                 <code>english()</code>            
              </td>

                 <td>                  Player command line parsing helpers.
               </td>

               </tr>

               <tr>
            <td>ColumbiaUniv</td>
            <td>ExpertiseLibrary</td>
            <td><span style="font-family: monospace;">expertise()</span></td>
            <td>Maintains expertise skill flags</td>
          </tr>
          <tr>

                 <td>                 Factions               </td>

                 <td>                  FactionManager               </td>

                 <td>                 <code>factions()</code>           
   </td>

                 <td>                 Handles the factions and faction system.
                </td>

               </tr>

               <tr>

                 <td>                 MUDFight               </td>

                 <td>                 CombatLibrary                </td>

                 <td>                 <code>combat()</code>             
 </td>

                 <td>                 Combat and Death routines.        
      </td>

               </tr>

                <tr>

                 <td>                 MUDHelp               </td>

                 <td>                 HelpLibrary               </td>

                 <td>                  <code>help()</code>              
            </td>

                 <td>                 Handling help-file entries.       
       </td>

               </tr>

               <tr>

                 <td>                  MUDTracker               </td>

                 <td>                 TrackingLibrary               </td>

                 <td>                 <code>tracking()</code>           
    </td>

                 <td>                 Methods for NPC movement, and for tracking.
               </td>

               </tr>

               <tr>

                 <td>                 MUDZapper                </td>

                 <td>                 MaskingLibrary               </td>

                 <td>                 <code>masking()</code>            
              </td>

                 <td>                  Zapper-mask parsing and evaluation.
              </td>

               </tr>

               <tr>

                 <td>                 Polls               </td>

                 <td>                  PollManager               </td>

                 <td>                 <code>polls()</code>              
            </td>

                 <td>                 Handle the public polls.          
     </td>

               </tr>

               <tr>

                 <td>                 Quests               </td>

                 <td>                 QuestManager                </td>

                 <td>                 <code>quests()</code>             
 </td>

                 <td>                 Quest Manager system.             
 </td>

               </tr>

                <tr>
            <td>RawCMaterials</td>
            <td>MaterialLibrary</td>
            <td><span style="font-family: monospace;">materials()</span></td>
            <td>Manipulate/Create raw resource objects</td>
          </tr>
          <tr>

                 <td>                 Sense               </td>

                 <td>                 CMFlagLibrary               </td>

                 <td>                  <code>flags()</code>             
 </td>

                 <td>                 Sensory and Disposition bitmap/flag
handling.                </td>

               </tr>

               <tr>

                 <td>                  Sessions               </td>

                 <td>                 SessionsList               </td>

                 <td>                 <code>sessions()</code>           
    </td>

                 <td>                 Container for player connection objects.
               </td>

               </tr>

               <tr>

                 <td>                 SlaveryParser                </td>

                 <td>                 SlaveryLibrary               </td>

                 <td>                 <code>slavery()</code>            
              </td>

                 <td>                  Geas and Slavery order parsing and
execution.                </td>

               </tr>

               <tr>

                 <td>                 SMTPclient               </td>

                 <td>                  SMTPLibrary               </td>

                 <td>                 <code>smtp()</code>               </td>

                 <td>                 E-Mail sending routines.          
     </td>

               </tr>

               <tr>

                 <td>                 Socials               </td>

                 <td>                 SocialsList                </td>

                 <td>                 <code>socials()</code>            
              </td>

                 <td>                 Socials container and parser.     
         </td>

               </tr>

                <tr>

                 <td>                 StdLibrary               </td>

                 <td>                 NONE               </td>

                 <td>                 NONE               </td>

                 <td>                 SuperClass of other libraries.    
          </td>

               </tr>

               <tr>

                 <td>                 TimsLibrary               </td>

                 <td>                 ItemBuilderLibrary               </td>

                 <td>                 <code>itemBuilder()</code>        
      </td>

                 <td>                 Methods for normalized item evaluation.
               </td>

               </tr>

               <tr>

                 <td>                 XMLManager               </td>

                 <td>                 XMLLibrary               </td>

                 <td>                 <code>xml()</code>               </td>

                 <td>                 General XML parsing.              
            </td>

               </tr>

                               
        
        </tbody>                       
      
      </table>

                          
      
      <p>           Libraries are           lastly unique in that it is almost 
useless to write new ones,           unless you are doing the most serious 
additions and enhancements to           your system. However, they are designed 
especially so they they can           be extended and overridden. They have 
their own entry in the           coffeemud.ini file called LIBRARY. By writing 
classes that extend           the base CoffeeMud library classes, and overriding 
their methods,           you can make changes to the most basic CoffeeMud 
algorithms, even           at run-time! Libraries also have an entry in the 
coffeemud.ini           file, LIBRARY, so that you can specify your custom 
extended           versions of them after the %DEFAULT% string, thus allowing 
your           changes to be loaded at boot-time.         </p>

                          
      
      <p>           The last set of classes to discuss under this topic are 
neither           Core class or Libraries, but form parts of the cores of 
other           classes, including many of the Libraries. These are the Common
           classes. They are part of the com.planet_ink.coffee_mud.Common
          package. Like the Libraries, they each implement their own unique
           interface from the com.planet_ink.coffee_mud.Common.interfaces
          package. However, unlike the Libraries, numerous instances of each
           class will exist in your mud, and they are created from the core
           CMClass loader, much like MOBs, Items, Rooms, and so forth. The
           javadocs are also a good place to learn about these classes, but
           here is a brief list of them to wrap up our last Core Topic. 
       </p>

            <a name="corecommon" id="corecommon">&nbsp;</a>             
         
      
      <table bgcolor="#ccccff" border="1">

             <thead>             <tr>

                 <th>                 Common Class               </th>

                 <th>                 Description               </th>

               </tr>

             </thead>           <tbody>

               <tr>

                 <td>                 DefaultArrestWarrant              
            </td>

                 <td>                 An object created every time a law
is broken.               </td>

               </tr>

               <tr>

                 <td>                  DefaultCharState               </td>

                 <td>                 Contains a mobs hit points, mana, movement, 
fatigue, hunger,                 and thirst.               </td>

               </tr>

               <tr>

                 <td>                  DefaultCharStats               </td>

                 <td>                 Contains a mobs class, race, saving
throws, and basic stat                 scores.               </td>

               </tr>

               <tr>

                 <td>                  DefaultClan               </td>

                 <td>                 Represents a single Clan.         
     </td>

               </tr>

               <tr>

                 <td>                  DefaultClimate               </td>

                 <td>                 A single climatary system for a given 
area.               </td>

               </tr>

               <tr>

                 <td>                  DefaultCMIntegerGrouper          
    </td>

                 <td>                 An object for maintaining a players
room visitation                 memory.               </td>

               </tr>

               <tr>

                 <td>                  DefaultCoffeeShop               </td>

                 <td>                 Represents a single shop store inventory.
               </td>

               </tr>

               <tr>

                 <td>                  DefaultCoffeeTableRow            
              </td>

                 <td>                 Represents a days worth of game player 
usage                 statistics.               </td>

               </tr>

               <tr>

                 <td>                  DefaultEnvStats               </td>

                 <td>                 Contains an objects attack bonus, armor 
bonus, weight,                 height, rejuv rate.               </td>

               </tr>

               <tr>

                 <td>                  DefaultFaction               </td>

                 <td>                 Represents a single faction.      
        </td>

               </tr>

               <tr>

                 <td>                  DefaultLawSet               </td>

                 <td>                 Represents a single set of laws and
legal policies.               </td>

               </tr>

               <tr>

                 <td>                  DefaultMessage               </td>

                 <td>                 A CoffeeMud event message (CMMsg).
              </td>

               </tr>

               <tr>

                 <td>                  DefaultPlayerStats               </td>

                 <td>                 Represents player-specific fields like 
prompts, friends,                 alias, etc.               </td>

               </tr>

               <tr>

                 <td>                  DefaultPoll               </td>

                 <td>                 A single poll object.             
 </td>

               </tr>

               <tr>

                 <td>                  DefaultQuest               </td>

                 <td>                 Container for a single timed quest.
              </td>

               </tr>

               <tr>

                 <td>                  DefaultRoomnumberSet             
 </td>

                 <td>                 Container for a players area visitation 
memory.               </td>

               </tr>

               <tr>

                 <td>                  DefaultSession               </td>

                 <td>                 Connection object for handling a players 
telnet session with                 the mud               </td>

               </tr>

               <tr>

                 <td>                  DefaultSocial               </td>

                 <td>                 Object for a single social command.
              </td>

               </tr>

               <tr>

                 <td>                  DefaultTimeClock               </td>

                 <td>                 Object representing a single calendar/time 
system that spans                 areas, possibly the whole world.       
       </td>

               </tr>

                               
        
        </tbody>                       
      
      </table>

            <br />

      <br />

      <img src="images/stat.jpg" alt="Core Libraries" height="70" width="87" />
                         
      
      <h2><a name="DIG5" id="DIG4">Core Topic 5: Stat</a></h2>

                          
      
      <p>In the uncoming sections, you will learn about the layout and design
of each of the several major CoffeeMud class types. &nbsp; Sometimes, however,
you may want to expand or extend the classes to include new or extraneous
data. &nbsp;If so, this last core topic is for you.<br />

      </p>

      
      <p>All of the classes which implement the Environmental interface (including
Abilities, Exits, Areas, Rooms, MOBs, and Items) or the PlayerStats interface
(Player MOBs) or several others, will include the following methods for accessing
and modifying certain internal data fields:<br />

      </p>

      
      <p><tt>&nbsp;&nbsp;&nbsp; public String[] getStatCodes();<br />

&nbsp;&nbsp;&nbsp; public int getSaveStatIndex();<br />

&nbsp;&nbsp;&nbsp; public String getStat(String code);<br />

&nbsp;&nbsp;&nbsp; public void setStat(String code, String val);</tt><br />

      </p>

      
      <p>The<tt> getStatCodes() </tt>method returns a string array of the
"names" of the internal data fields which this class makes available to the
outside world. &nbsp; These names can then be used in the <tt>getStat(String)</tt>
method to retreive the string-rendered values of those data fields, and the
      <tt>setStat(String,String)</tt> method can be used to change them.
&nbsp;This is a very versitile way of reading and writing the particular
aspects of a data object, especially when you don't know for sure what kind
of object it is (or you don't care).<br />

      </p>

      
      <p>However, the reason this might interest you is because of the method
we havn't mentioned yet: <tt>getSaveStatIndex()</tt>. &nbsp;The purpose of
this method is quite simple: It returns the number of stat code names (from
      <tt>getStatCodes()</tt> ) that are already handled by the existing
database code. &nbsp;This means that, for a stock CoffeeMud system, this
method will return the same number as <tt>getStatCodes().length</tt> would.
&nbsp;However, should you decide to add to the stat name strings defined
by getStatCodes() and then extend getStat and setStat methods to manage your
own internal variables, you have only to make sure your new name is at the
end, and that getSaveStatIndex() stops short of that number, to make sure
that CoffeeMud will go ahead and save your new data to the database (and
restore it, of course). &nbsp;Exporting to cmare files and other features
are also included this way.<br />

      </p>

      
      <p>Here is an example:<br />

      </p>

      
      <p><tt>public class MySpecialGenMob extends GenMOB<br />

{<br />

&nbsp;&nbsp;&nbsp; public String ID(){return "</tt><tt>MySpecialGenMob</tt><tt>";}<br />

&nbsp;&nbsp;&nbsp; <br />

&nbsp;&nbsp;&nbsp; private String myvariable="";<br />

&nbsp;&nbsp;&nbsp; <br />

&nbsp;&nbsp;&nbsp; public String[] getStatCodes()<br />

&nbsp;&nbsp;&nbsp; {<br />

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; List L=java.util.Arrays.asList(super.getStatCodes());<br />

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; L.add("MYVALUE"); <br />

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return (String[])L.toArray();<br />

&nbsp;&nbsp;&nbsp; } <br />

&nbsp;&nbsp;&nbsp; public String getStat(String code)<br />

&nbsp;&nbsp;&nbsp; {<br />

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if(code.equalsIgnoreCase("MYVALUE"))<br />

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return
myvariable;<br />

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return super.getStat(code);<br />

&nbsp;&nbsp;&nbsp; }<br />

&nbsp;&nbsp;&nbsp; public void setStat(String code, String value)<br />

&nbsp;&nbsp;&nbsp; {<br />

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if(code.equalsIgnoreCase("MYVALUE"))<br />

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; myvariable=value;<br />

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; else<br />

&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; super.setStat(code,value);<br />

&nbsp;&nbsp;&nbsp; }<br />

&nbsp;&nbsp;&nbsp; public int getSaveStatIndex(){return super.getStatCodes().length;}</tt></p>

      
      <p><br />

You'll notice above that the getStatCodes() method is extended to add a new
stat code name "MYVALUE" which will appear at the end of the string list.
&nbsp;The getStat and setStat methods are adjusted accordingly to support
the new code. &nbsp;Lastly, the getSaveStatIndex method is overridden to
return the length of the base classes codes instead of mine, that way the
getSaveStatIndex for <tt>MySpecialGenMob </tt>will return one less than the
getSaveStatIndex for GenMOB, the super class.</p>

      
      <p>And just by doing those simple things, we now have a new variable
which the CoffeeMud engine will ensure is written to the database. &nbsp;However,
this capability is limited to the following types of objects: generic mobs,
generic items, playerstats, or any exits, rooms, or area classes. &nbsp;Since
players are technically implemented as StdMOB objects, you will need to modify
the appropriate methods in the DefaultPlayerStats object to achieve the same
effect for players.</p>

      <br />

      <img src="images/pencil.jpg" alt="commands" />
                         
      
      <h2><a name="CMDS" id="CMDS">Commands</a></h2>

                          
      
      <p>           Commands are exactly what they sound like: LOOK, QUIT, 
KILL, GET,           and all the other things you type into the mud are handled 
by           CoffeeMud Commands.         </p>

                          
      
      <p>           A Custom Command may or may not belong to any particular 
package,           though it is important that the <code>ID()</code> of the 
Command be unique in           the system. A custom Command imports the same 
packages mentioned in           the first section of this document under Complete
Default Import           List as well as com.planet_ink.coffee_mud.Commands.StdCommand.
         </p>

                          
      
      <pre>public class DoNothing extends com.planet_ink.coffee_mud.Commands.StdCommand<br />{<br />  public DoNothing(){}<br /><br />  private String[] access={ "DONOTHING" };<br />  public String[] getAccessWords(){ return access; }<br /></pre>

                         
      
      <p>           All Commands should extend StdCommand for conformity's 
sake, though           it is not required so long as your class implements 
the           com.planet_ink.coffee_mud.core.interfaces.Command interface. 
In our           example above, we have an empty constructor, but we do define 
some           access words.         </p>

                          
      
      <p>           Access words are what you think they are: the        
  words which, when typed, allow the users to activate the command.     
     We define a string array containing one such access word in this   
       case, and then define our Command interface method getAccessWords()
           to return that array. Our String array may contain as many strings
           as you would need to provide sufficient words to activate this
          command.         </p>

                          
      
      <pre>public double actionsCost(){ return 1.0; }<br />public double combatActionsCost(){ return 1.0; }<br /><br />public boolean canBeOrdered(){ return true; }<br /></pre>

                         
      
      <p>           The next two methods, <code>actionsCost()</code> and
          <code>combatActionsCost()</code>, designate how LONG it takes to
           execute this command. A value of 0 means that the command always
           happens instantly. A value greater than 0 will always take that
           many free actions to complete. A standard player may perform 1
          action in a given 4 second period, or 2 actions during combat in
           the default combat system -- they retain their 1 action per tick 
in           other combat systems). Action costs may be partial as well, costing
          0.5 (1/2 action) or other values.         </p>

                          
      
      <p>           The <code>canBeOrdered()</code> method designates whether 
this command           represents an action which a creature or player might 
reasonably be           ordered to do by another player. Archons and those 
with the "ORDER"           security code are exempt from this flag.      
  </p>

                          
      
      <pre>  public boolean securityCheck( MOB mob )<br />  {<br />    return CMSecurity.isAllowed( mob, mob.location(), "IMMORT");<br />  }<br /></pre>

                         
      
      <p>           And speaking of security, this method returns whether 
or not the           given mob may even have access to this command. If the
           <code>securityCheck()</code> method returns false, the command 
and its access           words will behave as if they do not even exist, returning
"Huh?"           should a player attempt to use it. Returning true, however,
means           only that the execute method below may be accessed. Any further
          security would have to be implemented there.         </p>

                          
      
      <p>           In the above example, we call the <code>isAllowed()</code> 
method in CMSecurity           with the mob reference, the room in which the
mob is located, and           the security code "IMMORT". This asks the Security
module whether           this mob, at this location, is authorized to perform
functions           designated by the "IMMORT" security code.         </p>

                          
      
      <pre>  public boolean preExecute(MOB mob, Vector commands, int secondsElapsed, double actionsRemaining)<br />    throws java.io.IOException;<br />  {<br />    if( secondsElapsed == 0 )<br />    {<br />      mob.tell( "You are preparing to do nothing." );<br />    }<br /><br />    if( secondsElapsed == 3 )<br />    {<br />      mob.tell( "You almost ready to do nothing." );<br />    }<br />  }<br /></pre>

                         
      
      <p>           The <code>preExecute()</code> method is very rarely implemented,
           but it is important to mention in light of the <code>actionsCost()</code> 
and           <code>combatActionsCost()</code> values above. The purpose of
the method is to           give the player or the room status messages when
the player does           not yet have enough actions to execute the command.
The method will           be called immediately if a player does not have
enough actions to           execute the command, and will present a secondsElapsed
value of 0.           It will then be called again every second or so with
updated values           until the player has enough actions to proceed.
        </p>

                    
      
      <pre>  public boolean execute( MOB mob, Vector commands )<br />    throws java.io.IOException<br />  {<br />    String parameters = CMParms.combine( commands, 1 );<br />    if( parameters.length() == 0 )<br />    {<br />      mob.tell( "Nothing done." );<br />    }<br />    else<br />    {<br />      mob.tell( "Nothing, not even '" + parameters + "', done." );<br />    }<br />    return false;<br /><br />  }<br />  </pre>

                          
      
      <p>           Our last method is where the command actually does its 
work. The           mob given would be the MOB object trying to execute this 
command,           while commands is a Vector of parameters.         </p>

                          
      
      <p>           The parameter commands is never null, and by convention 
is a Vector           of strings starting with the access word used to execute 
the           command. For instance, if the user entered:         </p>

                          
      
      <pre>donothing never "and always" never<br />        </pre>

                          
      
      <p>           The commands Vector would be size 4, and contain "donothing",
           "never", "and always", and "never" respectively. In the case of
           this command, we use one of the String utilities to recombine
the            last 3 parameters back into one string "never and always never",
           and then issue a message to the mob depending upon whether there
           were any parameters at all. Since this command requires a command
           word to access it, it is reasonable to assume that the 0th element
           in the commands vector is the word "donothing", which means we 
can           safely ignore it.         </p>

            <img src="images/smurf.jpg" alt="MOBs" />
                         
      
      <h2><a name="MOBS" id="MOBS">MOBs</a></h2>

                          
      
      <p>           MOBs, or "Moveable OBjects", are the creatures and characters 
which           the players fight. In CoffeeMud, they are among the simpler 
objects           to code. This is not because they are uncomplex. In fact, 
they are           MOST complex. However, this complexity comes due to the 
myriad of           Items, Behaviors, Properties, and Abilities that are added
to them.           Short of these numerous additions, a MOB by himself is
rather           simple!         </p>

                          
      
      <p>           This simplicity is important however, and should be carefully
           considered before you run off to create new MOBs. If you are 
         creating a new MOB because you want a creature to have some new
          kind of ability, then are you sure it is not a new Ability you
want            to write? If the new MOBs behavior is complex and unique,
are you            sure it's not a new Behavior you wish to code? Otherwise,
the best            reasons to be coding MOBs are actually three: because
you have a           particular kind of monster that is used prolifically
in your world,           and you want to save memory by coding him as a special
mob that           extends StdMOB, or because you want to code special player
           capabilities by creating your own class that both extends StdMOB
           and has an <code>ID()</code> of "StdMOB", or because you want
to add special NPC           monster capabilities by creating your own class 
that extends GenMob           and has an <code>ID()</code> of "GenMob".  
      </p>

                          
      
      <p>           So, if you are sure this is what you want to do, carry 
on! The           directory for your custom coded MOB objects should be specified
           using the "MOBS" entry in the coffeemud.ini file. See the section
           above on Rebuilding CoffeeMud for more information on this feature.
         </p>

                          
      
      <h3><a name="mobcoding" id="mobcoding">Coding a new MOB</a></h3>

                          
      
      <p>           A Custom MOB may or may not belong to any particular package,
          though it is important that the ID() of the MOB be unique in the
          system. A custom MOB imports the same packages           mentioned
in the first section of this document under Complete           Default Import
List as well as (in this case)           com.planet_ink.coffee_mud.MOBS.StdMOB 
because our sample mob           extends it.         </p>

                          
      
      <p>           A MOB class must extend either StdMOB or GenMob,     
     StdShopKeeper or GenShopKeeper,           StdRideable or GenRideable 
depending on the basic           capabilities, and customizability you would 
like. Although Generic           objects are more customizable at run-time, 
they also take a long           time for the system to load and build, and 
take up a lot of           database disk space, and more memory. For this 
reason, using           Standard instead of Generic wherever possible is always
good.           Another reason for extending StdMOB is because all players
in the           game use the "StdMOB" class as a basis, which means that
special           player fields and capabilities can be coded by both extending
the           StdMOB class, and also giving your custom class an       <code>ID()</code>
of           "StdMOB". If you do this, however, make sure your class is loaded
          after the %DEFAULT% list in your coffeemud.ini file.         </p>

                          
      
      <p>           As was stated, each unique MOB must also have a custom 
      <code>ID()</code>           method as shown below. Notice that the 
     <code>ID()</code> is the same as the name           of the class. This 
is no accident -- this is required!         </p>

                          
      
      <pre>public class MyNewMOB extends com.planet_ink.coffee_mud.MOBS.StdMOB<br />{<br />  public String ID(){ return "MyNewMOB";}<br /></pre>

                         
      
      <p>           All of your customizing will be done inside the      
    constructor: name, displayText, description, etc, etc.         </p>

                  
      
      <pre>  public MyNewMOB()<br />  {<br />    super();<br /><br />    setName( "a new mob" );<br />    setDescription( "It`s furry with 2 legs" );<br />    setDisplayText( "My new mob is standing here." );<br /><br />    Factions.setAlignment( this, Faction.ALIGN_NEUTRAL );<br />    setMoney( 0 );<br />    setWimpHitPoint( 2 );<br />    baseEnvStats().setDamage( 4 );<br /><br />    baseEnvStats().setAbility( 0 );<br />    baseEnvStats().setLevel( 1 );<br />    baseEnvStats().setArmor( 30 );<br />    baseEnvStats().setSpeed( 1.0 );<br />    baseEnvStats().setAttackAdjustment( 30 );<br />    baseEnvStats().setWeight( 85 );<br />    baseEnvStats().setSensesMask( EnvStats.CAN_SEE_DARK|EnvStats.CAN_SEE_INFRARED );<br />    baseEnvStats().setDisposition( EnvStats.IS_FLYING );<br />    baseCharStats().setCurrentClass( CMClass.getCharClass( "Fighter" ) );<br /><br />    baseCharStats().setMyRace( CMClass.getRace( "Dog" ) );<br />    baseCharStats().getMyRace().startRacing( this, false );<br />    baseCharStats().setStat( CharStats.STAT_GENDER, (int)'F' );<br />    baseCharStats().setStat( CharStats.STAT_STRENGTH, 18 );<br />    baseCharStats().setStat( CharStats.STAT_INTELLIGENCE, 14 );<br />    baseCharStats().setStat( CharStats.STAT_WISDOM, 13 );<br />    baseCharStats().setStat( CharStats.STAT_DEXTERITY, 15 );<br />    baseCharStats().setStat( CharStats.STAT_CONSTITUTION, 12 );<br />    baseCharStats().setStat( CharStats.STAT_CHARISMA, 13 );<br />    baseCharStats().setStat( CharStats.STAT_SAVE_COLD, 50 );<br /><br />    baseState.setHitPoints( CMLib.dice().roll( baseEnvStats().level(), 20, 20 ) );<br />    baseState.setMana( CMLib.dice().roll( baseEnvStats().level(), 50, 100 ) );<br /><br />    recoverMaxState();<br />    resetToMaxState();<br />    recoverEnvStats();<br />    recoverCharStats();<br />  }<br /></pre>

                         
      
      <p>           You can see here that the basic stats have been filled 
out, from           level to attack speed, alignment and weight. For numeric 
values,           higher is always better, except for Armor, which is always 
best           low, and comes down from 100. You'll notice above that two 
commands           are required to set the Race of the creature. Also, you 
should           realize that the numerous saving throws, and senses as well 
as           dispositions (sneaking, hiding) are not represented above, but 
can           easily be added using the format shown.         </p>

                          
      
      <p>           It is very important to note the last four commands. These
commands           "reset" the MOB, and "implement" the scores which are
given in the           several areas. <code>recoverEnvStats()</code>, for
instance, must be called           whenever a change is made to the <code>baseEnvStats()</code> 
object. Ditto for           "CharStats" and "MaxState".         </p>

                          
      
      <p>           Now, suppose we wanted to add an Effect or Behavior or 
Ability to           your MOB. The proper place for such a           statement 
would be in the same above constructor, among the other           commands. 
Preferably before the several "recover" commands, but           after the 
several stat definitions. Of course, all of this is           unnecessary 
for a new GenMOB object.         </p>

                          
      
      <pre>    addNonUninvokableEffect( CMClass.getAbility( "Fighter_Berzerk" ) );<br /><br />    Ability A = CMClass.getAbility( "Prop_Resistance" );<br />    if( A != null )<br />    {<br />      A.setMiscText( "Fire 200%" );<br />      addNonUninvokableEffect( A );<br />    }<br /><br />    addAbility( CMClass.getAbility( "Poison" ) );<br /><br />    addBehavior( CMClass.getBehavior( "MudChat" ) );<br />    addBehavior( CMClass.getBehavior( "Mobile" ) );<br />    addBehavior( CMClass.getBehavior( "CombatAbilities" ) );<br /></pre>

                          
      
      <p>           The commands above will make the MOB permanently Berzerk, 
gives it           the ability to Poison folks while in combat, allows the 
MOB to Chat           with other players, and to walk around in its area. 
The last           behavior gives the MOB the wisdom to use its Poison ability 
while           in combat.         </p>

                          
      
      <p>           If your MOB extends StdShopKeeper, you will need     
     to add your inventory manually through the <code>getShop()</code> object 
access           method as shown below. The <code>getShop()</code> method 
returns an instance of           the com.planet_ink.coffee_mud.Common.interfaces.CoffeeShop
           interface, which stores inventory for the shopkeepers. In creating
           the shopkeepers, you will also need to specify the type of   
       ShopKeeper.         </p>

                          
      
      <pre>    setWhatIsSold( ShopKeeper.ONLYBASEINVENTORY );<br /><br />    Weapon sword = (Weapon)CMClass.getWeapon( "Longsword" );<br />    getShop().addStoreInventory( sword, 35, -1, this );<br />    Armor mail = (Armor)CMClass.getArmor( "FullPlate" );<br />    getShop().addStoreInventory( mail, 35, -1, this );<br />    Item waterskin = CMClass.getItem( "Waterskin" );<br />    getShop().addStoreInventory( waterskin, 35, -1, this );<br /></pre>

                         
      
      <p>           You'll recall from the Archon's Guide that there are many
different           types of ShopKeepers, including trainers, pet sellers,
           weaponsmiths, and others.         </p>

                          
      
      <p>           StdRideable MOBs will require a few other settings   
       as well!         </p>

                          
      
      <pre>    setRideBasis( Rideable.RIDEABLE_LAND );<br />    setMobCapacity( 2 );<br /></pre>

                          
      
      <p>           The last thing is to give the MOB equipment, armor, and 
weapons.           The following commands will do the trick!         </p>

                          
      
      <pre>    Weapon sword = (Weapon)CMClass.getWeapon( "Longsword" );<br />    addInventory( sword );<br />    sword.wearIfPossible( this );<br /><br />    Armor mail = (Armor)CMClass.getArmor( "FullPlate" );<br />    addInventory( mail );<br />    mail.wearIfPossible( this );<br /><br />    Item sack = (Item)CMClass.getItem( "StdContainer" );<br />    addInventory( sack );<br /><br />    Item waterskin = (Item)CMClass.getItem( "Waterskin" );<br />    addInventory( waterskin );<br />    waterskin.setContainer( sack );<br /></pre>

                         
      
      <p>           And that's all there is to creating a new standard MOB. 
Easy, huh?           Well, obviously, the real complexity of MOBs comes when 
the           Behaviors and Abilities are programmed, but that is not covered
           here, of course.         </p>

                          
      
      <p>           There is also the advanced topic of extending the capabilities 
of           the existing MOB classes. As mentioned previously, this consists 
in           creating your own java classes with the same class name and 
     <code>ID()</code>           string methods as the base CoffeeMud MOB 
classes, and the adding           the reference to your custom class to the 
coffeemud.ini file's MOBS           enter after the %DEFAULT% entry. Now, 
adding or extending the           capabilities of these classes typically 
means both adding your own           methods, and extending the importing 
existing methods in those           classes. The most important of those existing
methods are discussed           above in the Core Topics, namely okMessage,
executeMsg, and tick.           However, there are many other methods which
might be extended to           the end of altering or enhancing basic aspects
of the mud. Those           are numerated both in the classes you are extending,
and in           com.planet_ink.coffee_mud.MOBS.interfaces.MOB.java. Consult
the           CoffeeMud java docs for more information.         </p>

                          
      
      <h3><a name="moblife" id="moblife">Bringing MOBs to Life, and Taking 
That Life Away</a></h3>

                          
      
      <p>           The following instructions are supplemental, and unnecessary. 
Once           you have created your new MOB, modified your INI file, and 
rebooted           your CoffeeMud server, you need only use the CREATE and 
other           Archon commands to make use of him. If, for some reason, you
want           to know HOW these commands do their work, however, here it
is.         </p>

                          
      
      <p>           To bring a MOB into existence, a MOB must have somewhere 
to exist!           Presumably, this is some room on your map. Rooms on the 
map are           classes which implement the interface           com.planet_ink.coffee_mud.Locales.interfaces.Room. 
If a MOB is to           have a permanent existence, it must also have a starting
room, or a           place to rejuvenate into when necessary. If a MOB does
not have a           starting room, then its death, when that death comes,
will be           forever.         </p>

                          
      
      <pre>MOB mob = CMClass.getMOB( "MyNewMOB" );<br />Room room = CMLib.map().getRoom( "Midgaard#3504" );<br /><br />mob.setStartRoom( room ); // this mob will rejuvenate into this room.<br />mob.baseEnvStats().setRejuv( 500 ); // 30 minutes rejuvenation time<br />mob.recoverEnvStats(); // remember this command?!<br /><br />mob.bringToLife( room, true ); // tadah!<br /></pre>

                         
      
      <p>           And THAT's all there is to bring a standard mob to life. 
Now,           generic items require an additional step:         </p>

                          
      
      <pre>Item item = CMClass.getItem( "GenItem" );<br />Room room = CMLib.map().getRoom( "Midgaard#3504" );<br /><br />item.text();<br />item.recoverEnvStats();<br />room.addItem( item );<br />room.recoverRoomStats();<br /></pre>

                         
      
      <p>           The call to the <code>text()</code> method and the seemingly 
redundant call to           <code>Item.recoverEnvStats()</code> (which we 
know is already in the item           constructor), ensures that some of the
internal structures of the           Generic MOB are properly set. Of course,
you may want to save this           room to the database to make the situation
permanent, but all of           this is usually done from inside CoffeeMud
using the CREATE,           MODIFY, and DESTROY commands anyway. Speaking
of destroy,           destroying a mob for good is even easier than creating
one:         </p>

                          
      
      <pre>Room room = CMLib.map().getRoom( "Midgaard#3504" );<br />for( int i = 0; i &lt; room.numInhabitants(); i++ )<br />{<br />  MOB mob = room.fetchInhabitant( i );<br />  mob.destroy();<br />}<br /></pre>

           <img src="images/sword.jpg" alt="Items" />
                         
      
      <h2><a name="ITEMS" id="ITEMS">Items:</a></h2>

                          
      
      <p>           A Custom Item may or may not belong to any           particular
package, though it is important that the <code>ID()</code> of the       
   Item be unique in the system. A custom Item           imports the same
packages mentioned in the           first section of this document under
Complete Default Import List           as well as (in this case)        
  com.planet_ink.coffee_mud.Items.Weapons.StdWeapon because our first   
        sample item extends it.         </p>

                          
      
      <p>           An Item class must extend either           StdItem or 
GenItem, StdWeapon or           GenWeapon, StdRideable or GenRideable,   
       StdArmor or GenArmor depending on the basic           capabilities, 
and customizability you would like. Although Generic           objects are 
more customizable at run-time, they also take a long           time for the 
system to load and build, and take up a lot of           database disk space. 
For this reason, using Standard instead of           Generic wherever possible 
is always good. There are generally           two good reasons to be coding 
your own           Items: because you have a particular kind of item that 
is used           prolifically in your world, and you want to save memory 
by coding           it as a special item that extends StdItem or StdWand, 
or because           you want to code special item capabilities by creating 
your own           class that both extends one of the base item classes and 
has the           same <code>ID()</code> string of that class.           The
          directory for your custom coded Item objects should be specified
           using the "ITEMS", "WEAPONS", "ARMOR", "CLANITEMS", or "MISCMAGIC"
           entries in the coffeemud.ini file. See the section above on  
        Rebuilding CoffeeMud for more information on this feature.      
  </p>

                          
      
      <p>           Each Item must also have a custom <code>ID()</code> method 
as shown below.           Notice that the <code>ID()</code> is the same as 
the name of the class. This is           no accident -- this is required!
         </p>

                          
      
      <pre>public class MyNewSword extends com.planet_ink.coffee_mud.Items.Weapons.StdWeapon<br />{<br />  public String ID(){ return "MyNewSword"; }<br /><br />  public MyNewSword()<br />  {<br />    super();<br />  }<br />}<br /></pre>

                         
      
      <p>           All of your customizing will be done inside the constructor: 
name,           displayText, description, etc, etc.         </p>

                          
      
      <pre>  public MyNewSword()<br />  {<br />    super();<br /><br />    setName( "a super sword" );<br />    setDescription( "A long super duper sword!" );<br />    setDisplayText( "Someone left their super sword here." );<br />    setSecretIdentity( "" );<br />    setMaterial( RawMaterial.RESOURCE_STEEL );<br />    setWeaponType( Weapon.TYPE_SLASHING );<br />    setWeaponClassification( Weapon.CLASS_SWORD );<br /><br />    setBaseValue( 500 );<br />    baseEnvStats().setDisposition( EnvStats.IS_GLOWING );<br />    baseEnvStats.setWeight( 25 );<br />    baseEnvStats.setAttackAdjustment( 10 );<br />    baseEnvStats.setDamage( 15 );<br />    recoverEnvStats();<br />  }<br /></pre>

                         
      
      <p>           What is shown above is entirely sufficient for the creation 
of a           normal StdWeapon . The material, weight, attack           and
damage describe it completely. You'll even notice that by           setting 
a disposition flag, we have made the sword glow! Now, what           if we 
wanted a missile weapon?         </p>

                          
      
      <pre>  public MyNewBow()<br />  {<br />    super();<br /><br />    setName( "a super bow" );<br />    setDescription( "A long super duper bow!" );<br />    setDisplayText( "Someone left their super bow here." );<br />    setSecretIdentity( "" );<br /><br />    setMaterial( RawMaterial.RESOURCE_OAK );<br />    setBaseValue( 5000 );<br />    baseEnvStats.setWeight( 15 );<br />    baseEnvStats.setAttackAdjustment( 20 );<br />    baseEnvStats.setDamage( 5 );<br />    setWeaponType( Weapon.TYPE_PIERCING );<br />    setWeaponClassification( Weapon.CLASS_RANGED );<br />    setRanges( 1, 5 );<br />    setAmmunitionType( "arrows" );<br />    recoverEnvStats();<br />  }<br /></pre>

                         
      
      <p>           You'll notice we added two new methods, <code>setRanges()</code>, 
and           <code>setAmmunitionType()</code>. With the former, we specify 
that this is a           ranged-only weapon, usable from range 1 (0=melee) 
to range 5. The           ammunition type specifies that it uses arrows. Other
classes,           however, have different requirements altogether. For instance,
if           class extends com.planet_ink.coffee_mud.Items.Armor.StdArmor:
         </p>

                          
      
      <pre>  public MyNewArmor()<br />  {<br />    super();<br /><br />    setName( "a super bracer" );<br />    setDescription( "A super duper bracer" );<br />    setDisplayText( "Someone left their super bracer here." );<br />    setSecretIdentity( "" );<br /><br />    setMaterial( RawMaterial.RESOURCE_STEEL );<br />    setBaseValue( 100 );<br />    baseEnvStats.setWeight( 5 );<br />    baseEnvStats.setArmor( 5 );<br />    setRawProperLocationBitmap( Item.WORN_LEFT_WRIST|Item.WORN_RIGHT_WRIST );<br />    setRawLogicalAnd( false );<br />    recoverEnvStats();<br />  }<br /></pre>

                         
      
      <p>           In this case, we made a bracer wearable on both left and
right           wrists. If it were something that could only be worn on both
wrists           at the same time (like handcuffs), then the RawLogicalAnd 
value           would have been true. Now, a class extending           com.planet_ink.coffee_mud.Items.Basic.StdContainer:
         </p>

                          
      
      <pre>  public MyNewBag()<br />  {<br />    super();<br /><br />    setName( "a super bag" );<br />    setDescription( "A super duper bag" );<br />    setDisplayText( "Someone left their super bag here." );<br />    setSecretIdentity( "" );<br /><br />    setBaseValue( 50 );<br />    setLidsNLocks( false, true, false, false );<br />    setKeyName( "" );<br />    setMaterial( RawMaterial.RESOURCE_LEATHER );<br />    baseEnvStats.setWeight( 1 );<br />    setCapacity( 100 );<br />    recoverEnvStats();<br />  }<br /></pre>

                         
      
      <p>           When setting the capacity of a container,           remember 
that it must also be able to hold its own weight! Also,           note the 
lids and locks flags have made this container lidless and           lockless 
and always open. Of course, without a lock, setting a key           would 
be silly! Now, a class extending           com.planet_ink.coffee_mud.Items.Basic.StdDrink
           will create a drinkable container:         </p>

                          
      
      <pre>  public MyNewCup()<br />  {<br />    super();<br /><br />    setName( "a super cup" );<br />    setDescription( "A super duper cup" );<br />    setDisplayText( "Someone left their super cup here." );<br />    setSecretIdentity( "" );<br /><br />    setMaterial( RawMaterial.RESOURCE_LEATHER );<br />    setBaseValue( 5 );<br />    setLiquidHeld( 2000 );<br />    setLiquidRemaining( 2000 );<br />    setThirstQuenched( 500 );<br />    setLiquidType( RawMaterial.RESOURCE_MILK );<br />    baseEnvStats.setWeight( 1 );<br />    setCapacity( 0 );<br />    recoverEnvStats();<br />  }<br /></pre>

                         
      
      <p>           The StdDrink created above is an           enormous cup 
of milk! You'll notice the capacity is 0, meaning that           mundane objects
cannot be stored in it. Now, a class           extending           com.planet_ink.coffee_mud.Items.Basic.StdFood:
        </p>

                          
      
      <pre>  public MyNewFood()<br />  {<br />    super();<br /><br />    setName( "a super crumb" );<br />    setDescription( "A super duper crumb" );<br />    setDisplayText( "Someone left their super crumbs." );<br />    setSecretIdentity( "" );<br /><br />    setBaseValue( 1 );<br />    setMaterial( RawMaterial.RESOURCE_MEAT );<br />    setNourishment( 500 );<br />    baseEnvStats.setWeight( 1 );<br />    recoverEnvStats();<br />  }<br /></pre>

                         
      
      <p>           Now, the items extending           com.planet_ink.coffee_mud.Items.Basic.StdRideable
           resemble the MOB of the same name, and thus, have identical  
        modifications.         </p>

                          
      
      <pre>  public MyNewBed()<br />  {<br />    super();<br /><br />    setName( "a bed" );<br />    setDescription( "A bed" );<br />    setDisplayText( "A bed is here" );<br />    setSecretIdentity( "" );<br /><br />    setBaseValue( 100 );<br />    setMobCapacity( 2 );<br />    setRideBasis( Rideable.RIDEABLE_SLEEP );<br />    baseEnvStats.setWeight( 100 );<br />    recoverEnvStats();<br />  }<br /></pre>

                          
      
      <p>           A pile of money extends class           com.planet_ink.coffee_mud.Items.Basic.StdCoins,
           and is simplest of all:         </p>

                          
      
      <pre>  public MyNewMoney()<br />  {<br />    super();<br /><br />    setName( "a pile of coins" );<br />    setDescription( "A pile of coins" );<br />    setDisplayText( "Someone left their money here." );<br />    setSecretIdentity( "" );<br /><br />    setBaseValue( 0 );<br />    setMaterial( RawMaterial.RESOURCE_GOLD );<br />    setNumberOfCoins( 1000 ); // 1000 coins!<br />    setDenomination( 1.0 ); // each coin worth 1.0 basic gold<br />    baseEnvStats.setWeight( 1 );<br />    recoverEnvStats();<br />  }<br /></pre>

                         
      
      <p>           Notice that the base value of the coins is 0,        
  it's the other methods that truly determine its value. Now, to        
  make a magical pill, our class should extend           com.planet_ink.coffee_mud.Items.MiscMagic.StdPill:
         </p>

                          
      
      <pre>  public MyNewPill()<br />  {<br />    super();<br /><br />    setName( "a super pill" );<br />    setDescription( "A super duper pill" );<br />    setDisplayText( "Someone left their super pill." );<br />    setSecretIdentity( "" );<br /><br />    setBaseValue( 1 );<br />    setMaterial( RawMaterial.RESOURCE_MEAT );<br />    setNourishment( 500 );<br />    baseEnvStats.setWeight( 1 );<br />    setSpellList( "Spell_Sleep;Prayer_CureLightWounds" );<br />    recoverEnvStats();<br />  }<br /></pre>

                         
      
      <p>           The spells cast on the eater are listed by their     
     Class names, separated by semicolons. The secret identity is also  
        trimmed out, since the system will handle that automaticallyy. Also
           notice that the StdPill resembles           StdFood except for 
the addition of the           setSpellList method. In the exact same way, 
the           com.planet_ink.coffee_mud.Items.MiscMagic.StdPotion        
  class resembles the StdDrink class except that it           has an identical 
setSpellList method added to IT. So, in the           interests of saving 
a little sand for future generations, I would           enumerate the StdPotion. 
We can, however, show off           another class which extends          
com.planet_ink.coffee_mud.Items.MiscMagic.StdScroll:         </p>

                          
      
      <pre>  public MyNewScroll()<br />  {<br />    super();<br /><br />    setName( "a super scroll" );<br />    setDescription( "A super duper scroll" );<br />    setDisplayText( "Someone left their super scroll." );<br />    setSecretIdentity( "" );<br />    setBaseValue( 100 );<br /><br />    setMaterial( RawMaterial.RESOURCE_PAPER );<br />    setUsesRemaining( 50 );<br />    baseEnvStats.setWeight( 1 );<br />    setScrollSpells( "Spell_Sleep;Prayer_CureLightWounds" );<br />    recoverEnvStats();<br />  }<br /></pre>

                         
      
      <p>           Not too difficult, right? Looks like the other       
   two, but the spell setting method has a different name. Now, let's   
       look at a sample of a class extending           com.planet_ink.coffee_mud.Items.MiscMagic.StdWand:
         </p>

                          
      
      <pre>  public MyNewWand()<br />  {<br />    super();<br /><br />    setName( "a wand" );<br />    setDescription( "A magic wand" );<br />    setDisplayText( "Someone left their magic wand." );<br />    setSecretIdentity( "" );<br /><br />    setBaseValue( 1000 );<br />    setMaterial( RawMaterial.RESOURCE_OAK );<br />    baseEnvStats.setWeight( 1 );<br />    setSpell( CMClass.getAbility( "Spell_Fireball" ) );<br />    setUsesRemaining( 50 );<br />    recoverEnvStats();<br />  }<br /></pre>

                         
      
      <p>           In this case, we made use of the "uses remaining"    
      field to set the number of charges for the wand. The way the spell
           is set is also different. A wand may only have one spell, and
the            actual Ability object for the spell must be passed in, instead 
of           just the class name as we did before. You will find that this 
is           also how the classes extending           com.planet_ink.coffee_mud.Items.MiscMagic.StdStaff
           work. The StdStaff resembles the           StdWeapon we did above, 
except that the additional           setSpell and setUsesRemaining calls become
appropriate to the           constructor.         </p>

                          
      
      <p>           The next thing we will look at is adding effects and behaviors
to           Items. Behavior addition (despite the fact that there is really
          only one behavior that works with Items) will look familiar. The
          only difference between this and the MOB example above is the fact
          that we are setting a parameter on the Behavior before adding it.
        </p>

                          
      
      <pre>Behavior B = CMClass.getBehavior( "Emoter" );<br />B.setParms( "min=1 max=20 chance=75;makes strange sounds" );<br />addBehavior( B );<br /></pre>

                          
      
      <p>           Adding normal effects as properties is also similar to 
mobs...         </p>

                          
      
      <pre>Ability A = CMClass.getAbility( "Prop_HaveResister" );<br />A.setMiscText( "fire acid 50%" );<br />A.addNonUninvokableEffect( A );<br /></pre>

                         
      
      <p>           The above Effect will allow anyone who owns the item to
resist fire           and acid at 50%! And again, as with mobs, these commands
are best           put in the constructor of the item before the recoverEnvStats()
          call.         </p>

                          
      
      <p>           There is also the advanced topic of extending the capabilities 
of           the existing Item classes. As mentioned previously, this consists
           in creating your own java classes with the same class name and 
ID()           string methods as the base CoffeeMud Item classes, and the 
adding           the reference to your custom class to the relevant coffeemud.ini
           file's entries after the %DEFAULT% string. Now, adding or extending
           the capabilities of these classes typically means both adding
your            own methods, and extending the importing existing methods
in those            classes. The most important of those existing methods
are discussed            above in the Core Topics, namely okMessage and executeMsg.
However,            there are many other methods which might be extended
to the end of           altering or enhancing basic aspects of the mud. Those
are numerated            both in the classes you are extending, in      
    com.planet_ink.coffee_mud.Items.interfaces.Item.java, and in other  
        interface files in that directory. Consult the CoffeeMud java docs
          for more information.         </p>

                          
      
      <h3><a name="itemlife" id="itemlife">Creating and Destroying Items</a></h3>

                          
      
      <p>           As with mobs, the following instructions are supplemental, 
and           unnecessary. Once you have created your new Item, modified your
INI           file, and rebooted your CoffeeMud server, you need only use
the           CREATE and other Archon commands to make use of it. If, for
some           reason, you want to know HOW these commands do their work, 
however,           here it is.         </p>

                          
      
      <p>           To bring an Item into existence, an item must have somewhere 
to           exist! Items can belong to either Rooms, as mobs are, or they 
can           belong to mobs themselves. This means that Items actually have 
two           different creation mechanisms. Here is an example of each, starting
          with the creation of an Item in a Room:         </p>

                          
      
      <pre>Item item = CMClass.getItem( "MyNewItem" );<br />Room room = CMLib.map().getRoom( "Midgaard#3504" );<br /><br />room.addItem( item );<br />room.recoverRoomStats();<br /></pre>

                         
      
      <p>           A room is grabbed off the map, and the item is added to
the room           using the <code>addItem()</code> method. Then the room 
recover is called to make           the room react to the addition of the 
item. Now, generic items           require an additional step:         </p>

                          
      
      <pre>Item item = CMClass.getItem( "GenItem" );<br />Room room = CMLib.map().getRoom( "Midgaard#3504" );<br /><br />item.text();<br />item.recoverEnvStats();<br />room.addItem( item );<br />room.recoverRoomStats();<br /></pre>

                         
      
      <p>           The call to the <code>text()</code> method and the seemingly 
redundant call to           <code>Item.recoverEnvStats()</code> (which we 
know is already in the item           constructor), ensures that some of the
internal structures of the           Generic Item are properly set. Of course,
these items are one-shot           items, meaning that they are not generated
to exist on the map           forever and ever.         </p>

                          
      
      <pre>Item item = CMClass.getItem( "MyNewItem" );<br />Room room = CMLib.map().getRoom( "Midgaard#3504" );<br /><br />item.baseEnvStats().setRejuv( 500 ); // 30 minutes rejuvenation time<br />item.recoverEnvStats();<br />room.addItem( item );<br />room.recoverRoomStats();<br />room.startItemRejuv();<br /></pre>

                          
      
      <p>           In this case, we wanted the item to be rejuvenating. That
means           that, when the item is removed from the room by a player, 
the item           will reset at some point in the future. If the rejuv ticks 
count is           set to 0, the item will not reset. In the example above, 
the count           is set to 500 so that the item will reset. However, the
           rejuvenation is not actually activated until the room item rejuvs
           are set. This is done with the last method call to           <code>startItemRejuv()</code>, 
which handles the rejuv resets on all items in           the room.       
 </p>

                          
      
      <p>           In the previous section, we saw how items are given to 
mobs by           simply calling the <code>addInventory()</code> method, so
this will not be           repeated. Regardless of where or how the item is
created, however,           it is destroyed the same way. With a simple call
to the <code>destroy()</code>           method on the item. Here is an example
of destroying all the items           in a room.         </p>

                          
      
      <pre>Room room = CMLib.map().getRoom( "Midgaard#3504" );<br /><br />for( int i = room.numItems() - 1; i &gt;= 0; i-- )<br />{<br />  Item item = room.fetchItem( i );<br />  item.destroy();<br />}<br /></pre>

           <img src="images/clown.jpg" alt="Behaviors" />
                         
      
      <h2><a name="BEHAVS" id="BEHAVS">Behaviors</a></h2>

                          
      
      <p>           A Behavior is defined as a property of an item,      
    mob, exit, or room which takes proactive (as opposed to REactive)   
       steps on behalf of its host. Examples of Behaviors include       
   aggressiveness, mobility, auto-emoting, and scripting.           Behaviors 
import the same           packages mentioned in the first section of this 
document under           Complete Default Import List as well as (in this 
case)           com.planet_ink.coffee_mud.Behaviors.StdBehavior because our 
sample           behavior extends it. Custom           behaviors are loaded 
at boot-time by adding references to them to           the BEHAVIORS entry 
in your coffeemud.ini file. Let's take a look           at a sample Behavior 
and see how they are put together:         </p>

                          
      
      <pre>public class Ravenous extends com.planet_ink.coffee_mud.Behaviors.StdBehavior<br />{<br />  public String ID(){ return "Ravenous"; }<br />  public String name(){ return "Ravenous Eater"; }<br /></pre>

                          
      
      <p>           Our first step, as seen above, is to make sure we define 
an <code>ID()</code>           method with the classes name, just as we do 
in other CoffeeMud           objects. Notice that the <code>ID()</code> is 
the same as the name of the class.           This is no accident -- this is
required! The next step is to give           the Behavior a name, which is
entirely unimportant to players, but           helpful for Archons.     
   </p>

                          
      
      <pre>  protected int canImproveCode(){ return Behavior.CAN_MOBS; }<br />  public long flags(){ return 0; }<br />  public boolean grantsAggressivenessTo( MOB M ){ return false; }<br /></pre>

                         
      
      <p>           Next are some important flags that tell the CoffeeMud 
system some           important things about your behavior. The first method
           (<code>canImproveCode()</code>) tells the           behavior whether 
it is properly used on Mobs, or Items, Rooms,           Exits, or all of these.
In this case, our behavior only affects           mobs. The next method (<code>flags()</code>)
tells the system certain things about           the behavior by returning
values such as Behavior.FLAG_MOBILITY, or           Behavior.FLAG_TROUBLEMAKING.
The last method           (<code>grantsAggressivenessTo()</code>) says whether
or not this method would           necessary cause the host mob to attack
the mob (M) in the           parameter.         </p>

                          
      
      <pre>  public void startBehavior( Environmental forMe )<br />  {}<br /></pre>

                          
      
      <p>           The next method, seldom used, is still quite important.
           startBehavior receives as its parameter the brand new host of
this            behavior. If the behavior instance needs to do any variable
or           other preparation to either the behaving object host (forMe)
or           itself, it should do so here.         </p>

                          
      
      <pre>  public String getParms(){ return super.getParms(); }<br />  public void setParms( String parameters )<br />  {<br />    super.setParms( parameters );<br />  }<br /></pre>

                         
      
      <p>           These methods, part of the StdBehavior and           Behavior
interface, are shown here just to make you aware of how           parameter
strings passed to behaviors are accessed. Sometimes           prepatory code
is also executed inside a setParms method, for           instance. Normally
these methods would not appear in your own           instance of a Behavior.
        </p>

                          
      
      <pre>  public boolean tick( Tickable ticking, int tickID )<br />  {<br />    MOB mob = getBehaversMOB( ticking ); // returns mob, if ticking is a mob. Returns mob owner, if ticking is an item<br />    Room room = getBehaversRoom( ticking ); // whatever the ticking object is, this will return its location<br />    if( ( mob == null ) || ( room == null ) || ( tickID != Host.MOB_TICK ) )<br />    {<br />      return super.tick( ticking, tickID );<br />    }<br /></pre>

                         
      
      <p>           Now we get to the nitty gritty of the Behaviors work. 
A behavior           gets all or almost all of its work done in a tick method. 
If you           have not read the Core Topic above about the tick method, 
you           should definitely do so! In this example, we call two internal
           StdBehavior methods to get some important starting information
          about the behaving object host of the behavior. In this example,
           our behaving object host will be a mob. However, these methods 
may           still intelligently return Item owners, or Exit rooms if the 
host           is other than a mob. The ticking parameter will always be the
          behaving object host.         </p>

                          
      
      <p>           The next line checks to see if our host mob exists, and 
is in a           room. We also check to see if the tickID is the valid mob 
ticking           id. If our host had been an Item, Exit, or Room, this tickID 
would           no longer be Tickable.TICKID_MOB, but would be           Tickable.TICKID_ITEM_BEHAVIOR,
Tickable.TICKID_ROOM_BEHAVIOR, or           Tickable.TICKID_EXIT_BEHAVIOR.
Since our host, in this case, is a           Mob, we check for Tickable.TICKID_MOB.
        </p>

                          
      
      <pre>    if( ( !canActAtAll( mob ) )<br />        ||( !canFreelyBehaveNormal( mob ) )<br />      )<br />    {<br />      return super.tick( ticking, tickID );<br />    }<br /></pre>

                          
      
      <p>           Our next step is to call a couple more internal StdBehavior
           methods. The first (<code>canActAtAll()</code>) returns true if 
the mob is alive,           awake, and mobile. The second method (<code>canFreelyBehaveNormal()</code>)
           returns true if the mob is not currently in combat, not charmed 
or           following anyone, and is not severely injured. We want our ravenous
           mob to follow this behavior only in the best of health and mood.
         </p>

                          
      
      <pre>    Item eatible = null;<br />    for( int i = 0; i &lt; mob.inventorySize(); i++ )<br />    {<br />      Item I = mob.fetchInventory( i );<br />      if( ( I != null ) &amp;&amp; ( I instanceof Food ) )<br />      {<br />        eatible=I;<br />      }<br />    }<br /></pre>

                          
      
      <p>           Next, we iterate through the mob's inventory to find the
last           instance of a piece of food.         </p>

                          
      
      <pre>    if( eatible != null)<br />    {<br />      room.show( mob, eatible, null, "&lt;S-NAME&gt; gobble(s) up &lt;T-NAMESELF&gt;." );<br />      return true;<br />    }<br /></pre>

                         
      
      <p>           If some food was found, the mob will eat it. Now, practically
           speaking, the mob will quickly devour and use up any and all food
           which it may have had to begin with. What we decide to do when 
the           mob does NOT have food, therefore, is just as important.   
     </p>

                          
      
      <pre>    int randMob = CMLib.dice().roll( 1, room.numInhabitants(), -1 );<br />    MOB mobToHitUp = room.fetchInhabitant( randMob );<br />    if( ( mobToHitUp == null )<br />        ||( mobToHitUp == mob )<br />        ||( CMLib.dice().rollPercentage() &gt; 75 )<br />      )<br />    {<br />      return true;<br />    }<br /></pre>

                          
      
      <p>           Since our mob is hungry, and another mob is the most likely
source           of food, we will pick a random inhabitant of the room, which
is not           ourselves, 25% of the time. Otherwise, we just return true,
and try           again on the next tick.         </p>

                          
      
      <pre>    int randItem = CMLib.dice().roll( 1, mobToHitUp.inventorySize(), -1 );<br />    Item I = mobToHitUp.fetchInventory( randItem );<br />    if( ( I != null ) &amp;&amp; ( I instanceof Food ) )<br />    {<br />      eatible = I;<br />    }<br /><br />    if( eatible == null )<br />    {<br />      return true;<br />    }<br />    </pre>

                          
      
      <p>           Next we will pick a random piece of inventory from that 
mob, and           see if it is food. If not, we return true and try again 
on the next           tick.         </p>

                          
      
      <pre>    CMLib.commands().postSay( mob, mobToHitUp, "May I have some of your " + eatible.name() + "?" , false, false );<br /><br />    return true;<br />  }<br /></pre>

                         
      
      <p>           And lastly, since we have picked a random mob in the room,
and seen           that he has food, we will ask him for it! If it's a player,
then           perhaps he might even give us some. If we are given food,
we will           eat it on the next tick for sure!         </p>

                          
      
      <pre>  public void executeMsg( Environmental affecting, CMMsg msg )<br />  {}<br /><br />  public boolean okMessage( Environmental oking, CMMsg msg )<br />  {<br />    return true;<br />  }<br />}<br /></pre>

                         
      
      <p>           The above two methods are shown here just to remind you 
that,           although a behavior's PRIMARY purpose is to be proactive in
a tick           method, a behavior also has the ability to preview and respond
to           messages affecting the host behaving object. That object will
          always be identified in the affecting and oking parameters    
       respectively. If these two methods mean nothing to you, you should
           definitely go back and read the Core Topic on message passing.
        </p>

            <img src="images/cloak.jpg" alt="Character Classes" />
                         
      
      <h2><a name="CLASSES" id="CLASSES">Character Classes</a></h2>

                          
      
      <p>           A Character Class, in CoffeeMud, is the carreer      
    being followed by the player. Armor and weapon choices, skill and   
       spell access, as well as score advancements all depend on the    
      Character Class chosen by the player. Thankfully, despite all this
           weighty responsibility, Character Classes are not difficult to
          code. CharClasses import           the same packages mentioned
in the first section of this document           under Complete Default Import 
List as well as (in this case)           com.planet_ink.coffee_mud.CharClasses.StdCharClass 
because our           sample class extends it. Your           custom classes 
need to be listed in your coffeemud.ini file under           the CHARCLASSES 
entry. Aside from making custom classes, you can           also extend an 
existing class, return an identical <code>ID()</code> string, and        
  then list it at the end of the aforementioned entry in the           coffeemud.ini 
file. Now, let's take a look at a simple one           here:         </p>

                          
      
      <pre>public class NormalGuy extends com.planet_ink.coffee_mud.CharClasses.StdCharClass<br />{<br /></pre>

                         
      
      <p>           Our Normal Guy character class will define all of the 
basic           elements of a filled-out character class.         </p>

                          
      
      <pre>  public String ID()<br />  {<br />    return "NormalGuy";<br />  }<br /><br />  public String baseClass()<br />  {<br />    return ID();<br />  }<br /></pre>

                          
      
      <p>           The first methods above are the unique Character Class 
ID and the           Base Class ID of the class. The Class ID must be a unique
           identifier. The <code>baseClass()</code> method takes a bit of 
explaining. If your           CoffeeMud system is using the default SubClassing 
system, the           baseClass will define which classes may be switched 
between by a           player, as well as which classes are available to choose
from when           a new player is created. Fighter, Monk, Paladin, Ranger,
and           Barbarian, for instance, all have a baseClass of "Fighter". 
This           means that the Fighter class is one of the classes which may 
be           chosen by a new player (since it's <code>ID()</code> and <code>baseClass()</code> 
are the           same), and that any of the baseClass() "Fighter" classes 
may switch           amongst each other. If your CoffeeMud system is using 
the           multi-class or single classing system, this method is irrelevant.
         </p>

                          
      
      <pre>  public String name()<br />  {<br />    return "Normal Guy";<br />  }<br /><br />  public String name( int classLevel )<br />  {<br />    return name();<br />  }<br /></pre>

                          
      
      <p>           Our next method, <code>name()</code>, is the default displayable
name of your           class. The next method <code>name( int classLevel
)</code> is, in this case,           simply returning the default name again.
However, if you like, your           character classes may have different
names at different class           levels. Simply check the classLevel and
return a different string!           As standard practice, however, class 
level 0 should always return           the default name. Remember that Class 
Levels are different from           Player Levels. A Player may, in a multi-classing 
system, have           numerous levels in numerous classes. The Class Level 
represents how           many levels the player has gained in this character 
class ONLY!         </p>

                          
      
      <pre>  protected String[] names = null;<br /><br />  public String[] nameSet()<br />  {<br />    if( names != null )<br />    {<br />      return names;<br />    }<br /><br />    names = new String[1];<br />    names[0] = name();<br />    return names;<br />  }<br /></pre>

                         
      
      <p>           The <code>nameSet()</code> method really only needs to 
be extended and           re-implemented when there are more than 1 available 
names for your           class. Its purpose is to return a string list of 
all the names that           this class may go by. As you can see from the 
above code, by           default, the StdCharClass will nicely handle classes 
with just one           name. However, the code above will need to be altered 
in your own           character class if you choose to make one with multiple 
names.         </p>

                          
      
      <pre>  public int getHPDivisor()<br />  {<br />    return 3;<br />  }<br /><br />  public int getHPDice()<br />  {<br />    return 1;<br />  }<br /><br />  public int getHPDie()<br />  {<br />    return 6;<br />  }<br /></pre>

                         
      
      <p>           Next come the hit point ranges. When a player with this 
class gains           a level,these values will determine hit points gained 
based on           class and constitution.         </p>

                          
      
      <pre>  public int getPracsFirstLevel()<br />  {<br />    return 3;<br />  }<br /><br />  public int getTrainsFirstLevel()<br />  {<br />    return 1;<br />  }<br /><br />  public int getBonusPracLevel()<br />  {<br />    return 0;<br />  }<br /></pre>

                         
      
      <p>           The next two methods define the starting Training and 
Practice           points for this Character Class. The BonusPracLevel method 
tells us           how many bonus practices (above the number determined the
WISDOM/4           formula) which the player will receive every level.  
       </p>

                          
      
      <pre>  public int getAttackAttribute()<br />  {<br />    return CharStats.STAT_STRENGTH;<br />  }<br /><br />  public int getBonusAttackLevel()<br />  {<br />    return 1;<br />  }<br /></pre>

                         
      
      <p>           And here is an method defining which of the 6 primary 
Character           Attributes (Strength, Intelligence, Wisdom, Dexterity,
           Constitution, or Charisma) are used to determine any attack bonuses
           whenever the player gains a level. Usually this is Strength. The
           number of bonus attack points received by a player when a level 
is           gained is determined by dividing the players score in this  
        attribute by 6, and then adding the value returned by           
     <code>getBonusAttackLevel()</code>.         </p>

                          
      
      <pre>  public int getManaDivisor()<br />  {<br />    return 3;<br />  }<br /><br />  public int getManaDice()<br />  {<br />    return 1;<br />  }<br /><br />  public int getManaDie()<br />  {<br />    return 6;<br />  }<br /></pre>

                          
      
      <p>           These methods determines how much mana a player receives 
when they           gain a level in this class.         </p>

                          
      
      <pre>  public int getLevelsPerBonusDamage()<br />  {<br />    return 25;<br />  }<br /></pre>

                         
      
      <p>           This score determines how many levels a player must make, 
in this           class, before they will gain a bonus point of damage to 
all damage           rolls.         </p>

                          
      
      <pre>  public int getMovementMultiplier()<br />  {<br />    return 2;<br />  }<br /></pre>

                          
      
      <p>           And lastly for our scores, this method will determine 
how many           movement points a player receives when they gain a level. 
The           formula is determined by dividing the player's strength score 
by 9,           and multiplying the result by this value.         </p>

                          
      
      <pre>  public int allowedArmorLevel()<br />  {<br />    return CharClass.ARMOR_CLOTH;<br />  }<br /></pre>

                         
      
      <p>           The CharClass interface defines a method called "armorCheck" 
which           returns true if the player is in compliance with armor   
       requirements. This method does its work by checking the          
      <code>allowedArmorLevel()</code> method. This method returns an equate
defined in           the CharClass interface which may specify ANY armor,
CLOTH level,            armor, LEATHER (or worse) armor, or NON-METAL armor.
You should            check the CharClass interface for any other ARMOR_*
definitions            which may be added from time to time.         </p>

                          
      
      <pre>  public int allowedArmorLevel()<br />  {<br />    return CharClass.ARMOR_CLOTH;<br />  }<br /><br />  protected int requiredArmorSourceMinor()<br />  {<br />    return -1;<br />  }<br /><br />  protected String armorFailMessage()<br />  {<br />    return "&lt;s-name&gt; fumble(s) &lt;s-his-her&gt; &lt;skill&gt; due to &lt;s-his-her&gt; armor!";<br />  }<br /></pre>

                          
      
      <p>           The The StdCharClass will automaticallyy enforce armor 
requirements           whenever a class skill is used, provided these methods 
are defined.           The <code>allowedArmorLevel()</code> method returns 
an equate defined in the           CharClass interface which may specify ANY
armor, CLOTH level,           armor, LEATHER (or worse) armor, METAL-ONLY, 
or NON-METAL armor.           You should check the CharClass interface for 
any other ARMOR_*           definitions which may be added from time to time.
         </p>

                          
      
      <p>           While the <code>armorFailMessage()</code> method is pretty 
self explanatory, the           requiredArmorSourceMinor may not be. The later
method returns the           MINOR code of the SOURCE code of the message 
generating the skill           use. Typically this method will either return 
-1 for non spell           casters, or CMMsg.TYP_CAST_SPELL for spell casters. 
See the Core           Topics for more information on what the heck a source 
code of a           message might be.         </p>

                          
      
      <pre>  public int allowedWeaponLevel()<br />  {<br />    return CharClass.WEAPONS_THIEFLIKE;<br />  }<br /><br />  private HashSet disallowedWeapons = buildDisallowedWeaponClasses();<br />  public HashSet disallowedWeaponClasses( MOB mob )<br />  {<br />    return disallowedWeapons;<br />  }<br /><br />  private HashSet requiredWeaponMaterials = buildRequiredWeaponMaterials();<br />  public HashSet requiredWeaponMaterials()<br />  {<br />    return requiredWeaponMaterials;<br />  }<br /></pre>

                         
      
      <p>           The StdCharClass will automaticallyy enforce weapon restrictions
           whenever a weapon attack is made, provided these methods are 
         defined. The <code>allowedWeaponLevel()</code> method returns an 
equate defined           in the CharClass interface which may specify ANY 
weapons, DAGGER           only, THIEF-like weapons, WOODEN weapons, and several 
others. You           should check the CharClass interface for other WEAPONS_*
           definitions which may be added from time to time.         </p>

                          
      
      <p>           The <code>disallowedWeaponClasses( MOB mob )</code> and 
      <code>requiredWeaponMaterials()</code>           methods return HashSet 
objects which, due to the method calls in           StdCharClass seen above, 
are totally derivative of the value you           already put in <code>allowedWeaponLevel()</code>. 
In other words, so long as you           include the <code>allowedWeaponLevel()</code> 
method, you should also include           those next four methods, exactly 
as you see them.         </p>

                          
      
      <pre>  public int availabilityCode()<br />  {<br />    return Area.THEME_FANTASY;<br />  }<br /></pre>

                         
      
      <p>           The method <code>availabilityCode()</code> defines how 
players can access this           race. Possible values for this constant 
include:           'Area.THEME_FANTASY' (makes the class available for players 
to           choose when creating fantasy characters),           'Area.THEME_FANTASY|Area.THEME_SKILLONLYMASK' 
(makes the class           available to spells or Skills, but not for player 
creation), or '0'           (the class is not available to spells or for player
creation.)         </p>

                          
      
      <pre>  public NormalGuy()<br />  {<br />    super();<br />    maxStat[CharStats.STAT_CHARISMA] = 10;<br />  }<br /><br />  public void initializeClass()<br />  {<br />      CMLib.ableMapper().addCharAbilityMapping( ID(),<br />                                                   1,<br />                                                   "Skill_Write",<br />                                                   50,<br />                                                   "",<br />                                                   true,<br />                                                   false,<br />                                                   new Vector(),<br />                                                   ""<br />                                                  );<br /><br />      CMLib.ableMapper().addCharAbilityMapping( ID(),<br />                                                   1,<br />                                                   "Skill_Recall",<br />                                                   0,<br />                                                   "",<br />                                                   true,<br />                                                   false,<br />                                                   new Vector(),<br />                                                   ""<br />                                                 );<br /><br />      CMLib.ableMapper().addCharAbilityMapping( ID(),<br />                                                   1,<br />                                                   "Skill_Climb",<br />                                                   0,<br />                                                   "",<br />                                                   true,<br />                                                   false,<br />                                                   new Vector(),<br />                                                   ""<br />                                                 );<br /><br />      CMLib.ableMapper().addCharAbilityMapping(<br />        ID(),         // class/race to assign the skill to<br />        1,            // level the skill is qualified for<br />        "Skill_Swim", // the java ID of the ability to qualify for<br />        0,            // default proficiency to give after gaining<br />        "",           // any misc parameters to pass to the Skill_Swim skill<br />        false,        // true for the class to gain automatically, false to qualify<br />        false,        // whether this skill is unlisted for this class<br />        CMParms.parseSemicolons(<br />                                 "Skill_Climb;Skill_Write",<br />                                 true<br />                               ), //  list of skills required to gain this one<br />        "-LOCALE +UNDERWATER" // mask to apply to class members wanting this skill<br />      );<br />    }<br />  }<br />  </pre>

                         
      
      <p>           And now, after a few methods to flag our construction, 
work, we           come to our constructor! The Constructor for every character 
class defines any special           maximums for the primary attributes. This
is done by setting the           appropriate value in the <code>maxStat[]</code> 
array for the class. By default,           18 is the maximum score for all 
primary attributes.         </p>

                          
      
      <p>           The second method is found in all CMObject, and is the 
initializeClass() method. &nbsp;This method is called after all classes have 
been loaded, but before the map is loaded. &nbsp;The method is called once 
on every class, but only during initialization. &nbsp;In Character classes, 
it establishes the qualifying and bonus skills for the           class. This 
is done through repeated calls to one of the several           <code>CMLib.ableMapper().addCharAbilityMapping()</code> 
methods. The first           parameter of the method is the <code>ID()</code> 
value of the Character Class           itself, followed by the level at which 
this class gains or           qualifies for the skill. Next is the <code>ID()</code> 
value of the Ability to           allow this class to qualify for, followed 
by the default           proficiency which this class displays in the skill 
(typically 0).           The next parameter are any special parameters that 
affects the way           this class uses the skill, followed by a boolean 
which establishes           whether the player will receive this skill automaticallyy 
when he or           she gains the appropriate level, or whether they merely 
qualify for           the skill. The next parameter, almost always false, 
determines           whether the skill is "secret" for this class. Secret 
skills are           qualified for (or gained), but do not appear on Qualify 
lists,           Class information, or Help files. Secret skills are never 
taught by           Guildmasters (MOBTeachers) unless specifically told to. 
The next           parameter is a Vector of Strings, representing a list of
skills           which must be known by this class before he can learn the
skill in           question. The last parameter is a String representing a
mask which           must be passed by the person who wants to gain this skill.
        </p>

                          
      
      <pre>  public Vector getSecurityGroups( int classLevel )<br />  {<br />    if( classLevel &gt; 1000 )<br />    {<br />      Vector V = new Vector();<br />      V.addElement( "ABOVELAW" );<br />      V.addElement( "LISTADMIN" );<br />      return V;<br />    }<br />    else<br />    {<br />      return new Vector();<br />    }<br />  }<br /></pre>

                         
      
      <p>           The purpose of this method is to allow you to assign CoffeeMud
          Security Flags or CoffeeMud Security Groups to your players based
          on their Character Class and Character Class Level. This is a 
         rather obscure feature that is really only meant for special   
        Character Classes you may design for your admins and builders. Your
          player <code>getSecurityGroups()</code> methods will normally just
return an           empty Vector regardless of classLevel. In this case, however,
we           are demonstrating how a player who gains 1001 levels in our
          NormalGuy Class will become immune to the CoffeeMud legal system
          (ABOVELAW flag) and gain access to the Archon LIST command    
       (LISTADMIN flag). See the Archon's Guide for more information on  
         the CoffeeMud security system.         </p>

                          
      
      <pre>  public String statQualifications()<br />  {<br />    return "Warm body, breathe.";<br />  }<br /><br />  public boolean qualifiesForThisClass( MOB mob, boolean quiet )<br />  {<br />    if( !CMLib.flags().canBreathe( mob ) )<br />    {<br />      if( !quiet )<br />      {<br />        mob.tell( "You need to be breathing to be a normal guy." );<br />      }<br /><br />      return false;<br />    }<br /><br />    return super.qualifiesForThisClass( mob, quiet );<br />  }<br /></pre>

                         
      
      <p>           The next method is a display string, for the benefit of
some of the           web macros, which describes in plain english any attribute,
or           other numeric qualifications to become this class. The     
     <code>qualifiesForThisClass()</code> method would actually check and
enforce the           qualifications described by <code>statQualifications()</code>. 
In our example           above, there are no stat qualifications, only a check
to see if the           idiot is still breathing. Also note that a quiet
boolean exists to           allow qualifications to be checked without sending
any messages to           the player in question.         </p>

                          
      
      <pre>  public String otherBonuses()<br />  {<br />    return "Receives a mortgage, but no home.";<br />  }<br /></pre>

                         
      
      <p>           The next method, like <code>statQualifications above()</code>, 
is for the benefit           of the web macros. It describes any special bonuses
received due to           being this class.         </p>

                          
      
      <pre>  public Vector outfit( MOB myChar )<br />  {<br />    if( outfitChoices == null )<br />    {<br />      outfitChoices = new Vector();<br />      Weapon w = (Weapon)CMClass.getWeapon( "a mortgage" );<br />      outfitChoices.addElement( w );<br />    }<br />    return outfitChoices;<br />  }<br /></pre>

                         
      
      <p>           The outfit method should return a Vector of any Class-Specific 
Item           object equipment they may need. Clothing and so forth is actually
           covered by Races.         </p>

                          
      
      <pre>  public void grantAbilities( MOB mob, boolean isBorrowedClass )<br />  {<br />    super.grantAbilities( mob, isBorrowedClass );<br />    if( mob.isMonster() )<br />    {<br />      Vector V = CMLib.abilityMapping().getUpToLevelListings( ID(),<br />        mob.charStats().getClassLevel( ID() ),<br />        false,<br />        false<br />      );<br /><br />      for( Enumeration a = V.elements(); a.hasMoreElements(); )<br />      {<br />        Ability A = CMClass.getAbility( (String)a.nextElement() );<br />        if( ( A != null )<br />            &amp;&amp; ( ( A.classificationCode()&amp;Ability.ALL_ACODES) != Ability.ACODE_COMMON_SKILL )<br />            &amp;&amp; ( !CMLib.abilityMapping().getDefaultGain( ID(), true, A.ID() ) )<br />          )<br />        {<br />          giveMobAbility( mob,<br />            A,<br />            CMLib.abilityMapping().getDefaultproficiency( ID(), true, A.ID() ),<br />            CMLib.abilityMapping().getDefaultParm( ID(), true, A.ID() ),<br />            isBorrowedClass<br />          );<br />        }<br />      }<br />    }<br />  }<br /></pre>

                         
      
      <p>           This important method is called whenever a player gains 
a level in           this class, or when an NPC mob is being "outfitted" with
this class           via one of the following Behaviors: CombatAbilities, 
Fighterness,           Druidness, Bardness, Clericness, Thiefness, Mageness.
         </p>

                          
      
      <p>           The <code>grantAbilities()</code> method has the important 
job of making sure           that players receive their autogained skills 
or any other options           skills when they level. The StdCharClass version 
of grantAbilities           (called by <code>super.grantAbilities(...)</code>) 
takes care of any autogained           skills up to the player or mobs current 
level in the class. Each           char class which extends this, however, 
needs to take care of any           skills or abilities for NPC mobs which 
are not automaticallyy           gained. This is to make up for the fact that
npc mobs will not be           lining up at your guildmasters to spend their
trains on skills they           merely qualify for. In the sample code above,
we give the mobs           every skill the class qualifies for up to the
mobs level in the           class, except for any common skills. Those would
still need to be           given by hand to each mob.         </p>

                          
      
      <pre>  public boolean okMessage( Environmental myHost, CMMsg msg )<br />  {<br />    if( !( myHost instanceof MOB ) )<br />    {<br />      return super.okMessage( myHost, msg );<br />    }<br /><br />    MOB myChar = (MOB)myHost;<br /><br />    if( ( msg.amITarget( myChar ) )<br />        &amp;&amp;( msg.targetMinor() == CMMsg.TYP_DAMAGE )<br />        &amp;&amp;( ( msg.sourceMinor() == CMMsg.TYP_COLD )<br />                    || ( msg.sourceMinor() == CMMsg.TYP_WATER )<br />                  )<br />      )<br />    {<br />      int recovery = myChar.charStats().getClassLevel( this );<br />      msg.setValue( msg.value() - recovery );<br />    }<br />    else if( ( msg.amITarget( myChar ) )<br />             &amp;&amp;( msg.targetMinor() == CMMsg.TYP_DAMAGE )<br />             &amp;&amp;( msg.sourceMinor() == CMMsg.TYP_FIRE )<br />           )<br />    {<br />      int recovery = msg.value();<br />      msg.setValue( msg.value() + recovery );<br />    }<br /><br />    return super.okMessage( myChar, msg );<br />  }<br />}<br /></pre>

                         
      
      <p>           And lastly, just as I'm sure you were wondering how useful 
those           three Core Topics above would really be, we see them in active 
use.           Some classes contain methods such as these to enforce some 
of the           benefits for the class. In the <code>okMessage()</code> method,
which we discussed           in the first Core Topic, we see messages messages
containing the           type of damage taken by the player being intercepted.
TYP_DAMAGE           messages always have their damage amounts stored in
the <code>.value()</code>           method of a message, so it is these values
which are modified,           based on the type of damage taken.        
      </p>

                          
      
      <p>           And not least, although we won't go into it in detail 
here, there           are two other methods which may be of use for the advanced
           Character Class programmer. They are the level and unLevel methods.
           These methods are called when a player gains or loses        
  (respectively) a level in the class. If there are any extra skills    
      or bonus scores the player may wish to gain and lose with levels, 
         that would be the place for such code. Also, in some cases (Mages
           and Clerics come to mind), the gaining of qualifying skills may 
be           somewhat complex. In those cases, overriding the gainAbilities
           method may be in order. Check the Mage and Cleric classes for
more            information.         </p>

            <img src="images/dragon.jpg" alt="Races" />
                         
      
      <h2><a name="RACES" id="RACES">Races</a></h2>

                          
      
      <p>           A Race, in CoffeeMud, contributes very little to     
     functionality, but quite a bit to the role playing and other "soft"
           aspects of the game.. For this reason, everyone is encouraged
to            code as many races as humanly possible. The more, the better!
          Races import the same           packages mentioned in the first 
section of this document under           Complete Default Import List as well
as (in this case)           com.planet_ink.coffee_mud.Races.StdRace because
our sample class           extends it.           Your custom races need to
be listed in your coffeemud.ini           file under the RACES entry. Aside
from making custom race classes,           you can also extend an existing 
race class, return an identical           ID() string, and then list it at 
the end of the aforementioned           entry in the coffeemud.ini file. Now,
          let's take a look at a simple one here:         </p>

                          
      
      <pre>public class Grumbler extends com.planet_ink.coffee_mud.Races.StdRace<br />{<br /></pre>

                         
      
      <p>           Our Grumbler race will define all of the basic elements 
of a           filled-out race.         </p>

                          
      
      <pre>  public String ID()<br />  {<br />    return "Grumbler";<br />  }<br /><br />  public String name()<br />  {<br />    return "Grumbler";<br />  }<br /><br />  public String racialCategory()<br />  {<br />    return "Grumbler";<br />  }<br /><br />  protected static Vector resources = new Vector();<br /><br />  public int availabilityCode()<br />  {<br />    return Area.THEME_FANTASY;<br />  }<br /></pre>

                         
      
      <p>           The first methods return the unique ID of the Race (which 
must           always match the java/class file name) and the <code>name()</code> 
method is the           displayable name of the Race. The third method is 
very important,           as it defines the category into which this race 
falls. There is no           hard rule to determine when a new category should 
be created versus           using an old one. Some of the uses of racial categories
include the           Ranger Favored Enemy skill, as well as most of the
race-based           restrictions on doors and with shopkeepers. In many
ways, the           racial category is more important than the name of the
race itself,           if functionality is considered.         </p>

                          
      
      <p>           The last method list above, availabilityCode, defines 
how players           can access this race. Possible values for this constant 
include:           'Area.THEME_FANTASY' (makes the race available for players 
to           choose when creating fantasy characters),           'Area.THEME_FANTASY|Area.THEME_SKILLONLYMASK' 
(makes the race           available to spells such as Polymorph or Wish, but
not for player           creation), or '0' (the race is not available to
spells or for           player creation.)         </p>

                          
      
      <pre>  protected int shortestMale()<br />  {<br />    return 84;<br />  }<br /><br />  protected int shortestFemale()<br />  {<br />    return 78;<br />  }<br /><br />  protected int heightVariance()<br />  {<br />    return 80;<br />  }<br /><br />  protected int lightestWeight()<br />  {<br />    return 2000;<br />  }<br /><br />  protected int weightVariance()<br />  {<br />    return 500;<br />  }<br /></pre>

                         
      
      <p>           These methods, as you might have guessed, establish parameters 
for           the base height and weight of a typical monster of this type. 
A           random number from 0-<code>heightVariance()</code> will be added 
to the           <code>shortedMale()</code>/<code>shortestFemale()</code> 
value to determine height, while a           random number from 0-<code>weightVariance()</code> 
will be added to <code>lightestWeight()</code>           to determine that.
         </p>

                          
      
      <pre>  protected long forbiddenWornBits()<br />  {<br />    return Item.WORN_WIELD<br />           |Item.WORN_WAIST<br />           |Item.WORN_ABOUT_BODY<br />           |Item.WORN_FEET<br />           |Item.WORN_HANDS;<br />  }<br /></pre>

                          
      
      <p>           This method establishes where a creature of this type 
may NOT wear           something. In this case, we forbid any wielded items, 
or anything           worn around the waist, on hands or feet, or about the 
body.           Anywhere else is fine. Return 0 if you do not wish any restrictions
           on wearing.         </p>

                          
      
      <pre>  private static final int[] parts = {0,2,2,1,1,0,0,1,4,4,1,0,1,1,1,2};<br />  public int[] bodyMask()<br />  {<br />    return parts;<br />  }<br /></pre>

                         
      
      <p>           The <code>bodyMask()</code> method defines and returns 
an array of integers which           defines the types and number of particular 
body parts normally           retained by the race. Each position in the array
is defined by the           equates BODY_ in the Race interface. These equates
are (starting           from 0): BODY_ANTENEA, BODY_EYE, BODY_EAR, BODY_HEAD,
          BODY_NECK, BODY_ARM, BODY_HAND, BODY_TORSO, BODY_LEG, BODY_FOOT,
          BODY_NOSE, BODY_GILL, BODY_MOUTH, BODY_WAIST, BODY_TAIL,      
     BODY_WING. Remember that these can be found in the Race           interface
for you to reference. In the above example, we find no           antenea,
2 eyes, 2 ears, a head, neck, no arms or hands, a torso, 4           legs,
4 feet, a nose, but no gill, and then a mouth, waist, tail,            and
2 wings.         </p>

                          
      
      <pre>  private String[] racialAbilityNames = { "Skill_Trip", "Fighter_Whomp" };<br />  private int[] racialAbilityLevels = { 1, 3 };<br />  private int[] racialAbilityProficiencies = { 75, 50 };<br />  private boolean[] racialAbilityQuals = { false, false };<br /><br />  protected String[] racialAbilityNames()<br />  {<br />    return null;<br />  }<br /><br />  protected int[] racialAbilityLevels()<br />  {<br />    return null;<br />  }<br /><br />  protected int[] racialAbilityProficiencies()<br />  {<br />    return null;<br />  }<br /><br />  protected boolean[] racialAbilityQuals()<br />  {<br />    return null;<br />  }<br /><br />  public Vector racialAbilities( MOB mob )<br />  {<br />    Vector V = super.racialAbilities( mob );<br />    return V;<br />  }<br /></pre>

                         
      
      <p>           Our next section here deals with Racial Abilities, which 
are           defined as follows: A racial ability is a skill that has a command
          word, and is not autoinvoked. A racial ability may be qualified 
for           or automaticallyy gained. If the skill is qualified for, then 
upon           reaching the designated player level, the player may GAIN the
          skill, and will have a default proficiency as designated. If the
          skill is not qualified for, then it is automaticallyy gained. This
          means that all mobs or players of this race, who have obtained the
          necessary player level, will have access to the use of the skill
as           if they had learned it, and at the proficiency designated. Racial
          Abilities are available to any mob or player of this race, even
          those affected by Shape Shift, Polymorph, or similar skills.  
       </p>

                          
      
      <p>           The first four methods define these skills. The data in
all four           variables are ordered with relative to each other. The
          <code>racialAbilityNames</code> is a list of the Ability class ID.
The           <code>racialAbilityLevels</code> is the level at which the
skill is qualified           for or gained. The <code>racialAbilityProficiencies()</code> 
is the proficiency           of skills automaticallyy gained. The <code>racialAbilityQuals()</code> 
tells           whether or not the skill is automaticallyy gained (false) 
or is only           qualified for (true).         </p>

                          
      
      <p>           The method above (<code>racialAbilities()</code>) will 
return a Vector of Ability           objects, with proficiency already set, 
appropriate to the mob           passed in. This vector should consist only 
of automaticallyy gained           abilities appropriate to the level of the
mob. If the four           variables are set properly, the programmer will
not need to           override the method from StdRace unless there other
gender-based or           other special qualifications for skills not defined
by those four           variables.         </p>

                          
      
      <pre>  public Vector outfit( MOB myChar )<br />  {<br />    if( outfitChoices == null )<br />    {<br />      outfitChoices = new Vector();<br />      Weapon w = (Weapon)CMClass.getItem( "GenPants" );<br />      outfitChoices.addElement( w );<br />    }<br /><br />    return outfitChoices;<br />  }<br /></pre>

                         
      
      <p>           The outfit method should return a Vector of any Race-Specific 
Item           object equipment they may need.         </p>

                  
      
      <pre>  private String[] culturalAbilityNames = { "Dwarven", "Mining" };<br />  private int[] culturalAbilityProficiencies = { 100, 50 };<br /><br />  public String[] culturalAbilityNames()<br />  {<br />    return culturalAbilityNames;<br />  }<br /><br />  public int[] culturalAbilityProficiencies()<br />  {<br />    return culturalAbilityProficiencies;<br />  }<br /></pre>

                         
      
      <p>           Cultural Abilities are defined as those skills which a
mob or           player of this race would know through upbringing in the 
culture of           that race, such as language. Players Shape Shifted or 
Polymorphed           into the race, since they did not grow up in the culture, 
would not           have automatic access to these skills per se. These two 
methods are           defined similarly to the Racial Abilities above.   
     </p>

                          
      
      <pre>  public void affectEnvStats( Environmental affected, EnvStats affectableStats )<br />  {<br />    super.affectEnvStats( affected, affectableStats );<br /><br />    affectableStats.setSensesMask(<br />      affectableStats.sensesMask() | EnvStats.CAN_SEE_INFRARED<br />    );<br />  }<br /></pre>

                         
      
      <p>           This sample of the <code>affectEnvStats()</code> method 
we discussed in the Core           Topics above makes sure that all creatures 
of this race can see in           the infrared spectrum.         </p>

                          
      
      <pre>  public void affectCharStats( MOB affectedMOB, CharStats affectableStats )<br />  {<br />    super.affectCharStats( affectedMOB, affectableStats );<br />    affectableStats.setStat( CharStats.STAT_STRENGTH, 15 );<br />    affectableStats.setStat( CharStats.STAT_DEXTERITY, 25 );<br />    affectableStats.setStat( CharStats.STAT_INTELLIGENCE, 5 );<br />  }<br /></pre>

                         
      
      <p>           This sample of the affectCharStats method we discussed 
in the Core           Topics above establishes a base strength, dexterity, 
and           intelligence for all creatures of this race. As this is the 
ONLY           way to modify a MOBs stats short of magical equipment, it should
be           used with care!         </p>

                         
      
      <pre>  public void startRacing( MOB mob, boolean verifyOnly )<br />  {<br />    super.startRacing( mob, verifyOnly );<br />  }<br /></pre>

                         
      
      <p>           startRacing is called whenever a player of this race logs
on, or a           mob of this race is created. If there are any special properties
of           the mob or player which must be set due to their being this
race,           this would be the appropriate method in which to do so. This
method           is not called for Polymorph, Shape Shift, or similar changes
in           race, but only for those whose permanent race is this one. 
       </p>

                          
      
      <pre>  public Weapon myNaturalWeapon()<br />  {<br />    if( naturalWeapon == null )<br />    {<br />      naturalWeapon = CMClass.getWeapon( "StdWeapon" );<br />      naturalWeapon.setName( "huge claws" );<br />      naturalWeapon.setWeaponType( Weapon.TYPE_PIERCING );<br />    }<br /><br />    return naturalWeapon;<br />  }<br /></pre>

                         
      
      <p>           This method allows you to create (see item creation above) 
a           special weapon to serve the creature whenever they are not wielding
           something. Since our Grumbler cannot wield weapons anyway, it
is            important to give them some big piercing claws.         </p>

                          
      
      <pre>  public String healthText( MOB viewer, MOB mob )<br />  {<br />    double pct = ( CMath.div( mob.curState().getHitPoints(),<br />                              mob.maxState().getHitPoints()<br />                            )<br />                 );<br /><br />    if( pct &lt; .10 )<br />    {<br />      return "^r" + mob.displayName(viewer) + "^ris raging in bloody pain!^N";<br />    }<br />    else if( pct &lt; .20 )<br />    {<br />      return "^r" + mob.displayName(viewer) + "^ris covered in blood.^N";<br />    }<br />    else if( pct &lt; .30 )<br />    {<br />      return "^r" + mob.displayName(viewer) + "^r is bleeding badly from lots of wounds.^N";<br />    }<br />    else if( pct &lt; .50 )<br />    {<br />      return "^y" + mob.displayName(viewer) + "^y has some bloody wounds and gashed scales.^N";<br />    }<br />    else if( pct &lt; .60 )<br />    {<br />      return "^p" + mob.displayName(viewer) + "^p has a few bloody wounds.^N";<br />    }<br />    else if( pct &lt; .70 )<br />    {<br />      return "^p" + mob.displayName(viewer) + "^p is cut and bruised heavily.^N";<br />    }<br />    else if( pct &lt; .90 )<br />    {<br />      return "^g" + mob.displayName(viewer) + "^g has a few bruises and scratched scales.^N";<br />    }<br />    else if( pct &lt; .99 )<br />    {<br />      return "^g" + mob.displayName(viewer) + "^g has a few small bruises.^N";<br />    }<br />    else<br />    {<br />      return "^c" + mob.displayName(viewer) + "^c is in perfect health.^N";\<br />    }<br />  }<br /></pre>

                         
      
      <p>           Although the programmer is welcome to skip the above method
and use           the defaults from the StdRace class, this allows you to
set special           health messages for creatures of this type.       
 </p>

                        
      
      <pre>  public Vector myResources()<br />  {<br />    synchronized( resources )<br />    {<br />      if( resources.size() == 0 )<br />      {<br />        resources.addElement( makeResource( "a " + name().toLowerCase() + "claw",<br />                                            RawMaterial.RESOURCE_BONE<br />                                          )<br />                            );<br /><br />        for( int i = 0; i &lt; 10; i++ )<br />        {<br />          resources.addElement( makeResource( "a strip of " + name().toLowerCase() + " hide",<br />                                              RawMaterial.RESOURCE_SCALES<br />                                            )<br />                              );<br />        }<br /><br />        for( int i = 0; i &lt; 10; i++ )<br />        {<br />          resources.addElement( makeResource( "a pound of " + name().toLowerCase() + " meat",<br />                                              RawMaterial.RESOURCE_MEAT<br />                                            )<br />                              );<br />        }<br /><br />        resources.addElement( makeResource( "some " + name().toLowerCase() + " blood",<br />                                            RawMaterial.RESOURCE_BLOOD<br />                                          )<br />                            );<br />      }<br />    }<br /><br />    return resources;<br />  }<br />}<br /></pre>

                         
      
      <p>           The above method allows you to determine what sorts of 
materials           are gotten from this creature whenever the dead corpse 
is           Butchered.         </p>

                          
      
      <p>           Now, in addition to the methods above which are      
    good to include in your custom races, there are also several        
  methods which are not normally extended or overridden, but which is   
       may be good to do so in special cases. These methods include     
     <code>public void level( MOB mob )</code>, which is called         
 whenever a player of that race gains a level, public void           <code>agingAffects( 
MOB mob, CharStats baseStats, CharStats charStats )</code>           , which 
is called to           enforce how aging effects this race, and <code>public 
DeadBody           getCorpseContainer( MOB mob, Room room )</code>, which 
is           called to create a corpse for members of           this race.
         </p>

            <img src="images/chomper.jpg" alt="Exits" />
                         
      
      <h2><a name="EXITS" id="EXITS">Exits</a></h2>

                          
      
      <p>           Exits are the connecting points between two rooms, and 
tend to be           rather simple. If two rooms, A &amp; B, are connected 
to each           other, there are always two exits associated with that connection.
          One from room A to room B, and the other from room B to room A.
        </p>

                          
      
      <p>           Exits import the same packages mentioned in the first 
section of           this document under Complete Default Import List as well
as (in           this case) com.planet_ink.coffee_mud.Exits.StdExit because
our           sample class extends it.           Here is an example exit:
        </p>

                          
      
      <pre>public class SlidingDoor extends com.planet_ink.coffee_mud.Exits.StdExit<br />{<br />  public String ID()<br />  {<br />    return "SlidingDoor";<br />  }<br /><br />  public SlidingDoor()<br />  {<br />    super();<br />    Ability A = CMClass.getAbility( "Prop_ReqHeight" );<br />    A.setMiscText( "30" );<br />    addNonUninvokableEffect( A );<br />  }<br /><br />  public String name()<br />  {<br />    return "a sliding door";<br />  }<br /><br />  public String displayText()<br />  {<br />    return "";<br />  }<br /><br />  public String closedText()<br />  {<br />    return "a closed sliding door";<br />  }<br /><br />  public String doorName()<br />  {<br />    return "door";<br />  }<br /><br />  public String openName()<br />  {<br />    return "slide";<br />  }<br /><br />  public String closeName()<br />  {<br />    return "slide";<br />  }<br /><br />  public boolean hasADoor()<br />  {<br />    return true;<br />  }<br /><br />  public boolean hasALock()<br />  {<br />    return false;<br />  }<br /><br />  public boolean defaultsLocked()<br />  {<br />    return false;<br />  }<br /><br />  public boolean defaultsClosed()<br />  {<br />    return true;<br />  }<br /><br />  public int openDelayTicks()<br />  {<br />    return 45;<br />  }<br />}<br /></pre>

                         
      
      <p>           As you can see, exits are very simple. A set of variables 
and           parameters are sufficient to establish every function of an 
exit,           and these are already well defined in the Archon's Guide. 
This is           due primarily to the fact that several Properties and Behaviors
           give an exit most of its color and complexity.         </p>

                          
      
      <p>           Exits, like all other Environmental objects, get to preview 
and           execute messages. They will only tend to listen for messages
           dealing with OPENING or CLOSING where the exit is the target,
or            ENTERING and LEAVING where the exit is the tool. If a player
is            going from room A to room B. The player message will note that 
he           or she is ENTERING the exit in room A and LEAVING the exit in 
room           B. Although this makes perfect sense to me, it may sound a 
little           backwards from the intuitive way. Since Room objects (Locales) 
are           almost always the target of ENTER and LEAVE messages, exits 
are           subordinated to being the tools of such messages.         </p>

                          
      
      <p>           Exits will never tick, by and large, unless they have 
a door that           defaults closed and the door is opened, or they gain 
some sort of           Behavior (such as Emoter).         </p>

            <img src="images/scenery.jpg" alt="Locales" />
                         
      
      <h2><a name="LOCALES" id="LOCALES">Locales</a></h2>

                          
      
      <p>           Locales are the stuff rooms are           made of, and 
so they implement the interface Room. There are           actually four different 
general types of locales: the standard           room, the standard grid, 
the "thin" grid, and the standard maze.           Each of those respectively 
is a functional superset of the former           respectively. Rooms import 
the same packages mentioned in the first section of           this document 
under Complete Default Import List as well as (in           this case) com.planet_ink.coffee_mud.Rooms.StdGrid,
           com.planet_ink.coffee_mud.Rooms.StdRoom, or com.planet_ink.coffee_mud.Rooms.StdMaze,
           because our sample classes           extends them.         </p>

                          
      
      <p>           Let's looks at an example of a standard grid room, which 
has much           of the functionality we are interested in:         </p>

                          
      
      <pre>public class RoadGrid extends com.planet_ink.coffee_mud.Locales.StdGrid<br />{<br />  public String ID()<br />  {<br />    return "RoadGrid";<br />  }<br /><br />  public RoadGrid()<br />  {<br />    super();<br />    name = "a road";<br />    baseEnvStats.setWeight( 1 );<br />    recoverEnvStats();<br />  }<br /><br />  public String getGridChildLocaleID()<br />  {<br />    return "Road";<br />  }<br /><br />  public Vector resourceChoices()<br />  {<br />    return Road.roomResources;<br />  }<br /><br />  public int domainType()<br />  {<br />    return Room.DOMAIN_OUTDOORS_PLAINS;<br />  }<br /><br />  public int domainConditions()<br />  {<br />    return Room.CONDITION_NORMAL;<br />  }<br />}<br /></pre>

                         
      
      <p>           Here we see the standard RoadGrid. It's effects, behaviors,
           displaytext, description, and (since it is a grid type) size in 
the           x and y are all defined by the builder. The features (and they
           aren't many) which are available to the coder can be seen here. 
We           see the base weight being set to "1" here. This is the default
           number of movement points consumed by crossing this room. For
          Grids, we see the Locale ID of the child-rooms inside the grid. 
We           also see the standard room settings methods for the domain type
           (the type of locale it is) and the domain conditions (the quality
           of the weather, or the air, wetness, dryness, etc).         </p>

                          
      
      <p>           The Resource choices for this room are borrowed from the
Road           itself, though this will never be used. Players will never 
actually           be inside the Grid room itself, but will always occupy 
one of the           child rooms, each of which will take direction from the
parent           Grid. If you wish to define resources, however, be aware 
that the           resourceChoices vector returned may not be null, and must 
only           contain Integer objects representing the Resource (see the
           Items.interfaces.RawMaterial.java interface) available there.
Use            the RESOURCE_* static integer values from RawMaterial interface.
         </p>

                          
      
      <p>           Here are another set of useful methods:         </p>

                          
      
      <pre>  public String roomTitle()<br />  public String roomDescription()<br /></pre>

                         
      
      <p>           These methods return the title           and description 
of the room respectively. These methods are           responsible for making 
the title and description into a proper           displayable format. They 
draw on the values of the room object           <code>displayText()</code> 
and <code>description()</code> methods respectively, then parse          
that data for any special display codes, though often that data is      
    simply passed through.         </p>

                          
      
      <p>           The <code>executeMsg()</code>, and <code>okMessage()</code> 
methods on rooms are also available,           as they are in all Environmental 
objects, for customized message           handling as described in the Core 
Topics above.         </p>

            <img src="images/area.jpg" alt="Areas" />
                         
      
      <h2><a name="AREAS" id="AREAS">Areas</a></h2>

                          
      
      <p>           The Area objects, which represent areas in the game, are
the most           difficult to advise about regarding programming.     
   </p>

                          
      
      <p>           However, an attempt must be made. Therefore, we      
    will go over some of the methods and features available on the Area  
        object, which might be overridden for some other use. Areas     
     import the same packages           mentioned in the first section of 
this document under Complete           Default Import List.         </p>

                          
      
      <pre>public class StdArea implements Area<br />{<br />  public String ID()<br />  {<br />    return "StdArea";<br />  }<br /><br />  [...]<br /><br />  public Climate getClimateObj(){...}<br />  public int climateType(){...}<br />  public void setClimateType( int newClimateType ){...}<br /></pre>

                         
      
      <p>           Of course, like every Environmental object, the Area must
define an           <code>ID()</code>. Notice that the <code>ID()</code> is
the same as the name of the class.           This is no accident -- this is
required! The name, display text,           description, and others are all
handled by the builder, or           Properties or behaviors, and aren't pertinent
to this discussion of           Areas.         </p>

                          
      
      <p>           The weather, however, is a relative function of each area.
Each           area knows its current weather object (see the Climate interface)
          as well as the next weather change "in the que". These can be read
          and set by the methods in the Climate object. Each area also knows
          it climatic "tendencies", and this also can be set and read from
          the area itself. Lastly, a method exists on the Climate object
to           force the area to cycle through its weather, which will force
the           "next" weather code to become current, and establish a new
"next"           weather code.         </p>

                          
      
      <pre>  public int getTechLevel()<br />  public void setTechLevel( int level )<br /></pre>

                         
      
      <p>           These will return the technical level allowed in the area,
whether           it be magic, technology, or both.         </p>

                          
      
      <pre>  public String getArchivePath()<br />  public void setArchivePath( String pathFile )<br /></pre>

                         
      
      <p>           The Archive name of the area is set and read from    
      the area, though it's more properly set by the           builder.  
      </p>

                         
      
      <pre>  public TimeClock getTimeObj()<br /></pre>

                         
      
      <p>           Similar to Climate above, each area has a reference to 
a TimeClock           object which contains information about local time. 
Unlike the           Climate, however, StdAreas all share the same Time object, 
meaning           that time is global. However, the object exists here in 
case you           want local time areas.         </p>

                          
      
      <pre>  public void toggleMobility( boolean onoff )<br />  public boolean getMobility()<br /></pre>

                         
      
      <p>           These methods define whether Mobile mobs will move around. 
By           toggling mobility off, no mob or player in the whole area will 
move           from room to room for any reason, allowing a good base state 
for           builders to work from.         </p>

                          
      
      <pre>  public StringBuffer getAreaStats()<br /></pre>

                         
      
      <p>           If the data, appearance, or format of the HELP provided 
for areas           needs to be changed, the <code>getAreaStats()</code> method
is where to generate           a new one.         </p>

                          
      
      <pre>  public Enumeration getMetroMap()<br />  public int metroSize()<br />  public Room getRandomMetroRoom()<br /></pre>

                          
      
      <p>           These methods provide access to all of the rooms in the 
given area,           plus all of the rooms in any child areas, plus any rooms
in their           children areas and so forth.         </p>

                          
      
      <pre>  public void fillInAreaRooms()<br />  public void fillInAreaRoom( Room R )<br /><br />  public Enumeration getProperMap()<br />  public int properSize()<br />  public Room getRandomProperRoom()<br />  public void clearMetroCache()<br /></pre>

                          
      
      <p>           The first two methods are called in order to perform finalizing
          clean-up or resetting of room structures. The remaining methods
          provide access to the set of rooms which are directly a part of
          this area. The last method is one which should be called if any
          proper rooms are ever added, since it clears and "re-calculates"
           the metro rooms list.         </p>

                          
      
      <pre>  public void addSubOp( String username )<br />  public void delSubOp( String username )<br />  public boolean amISubOp( String username )<br />  public String getSubOpList()<br />  public void setSubOpList( String list )<br />  public Vector getSubOpVectorList()<br /></pre>

                         
      
      <p>           And lastly, the list of staff (Area Archons they are also
sometimes           called), can be managed from here. Changing these methods
would           modify how staff are handled by Areas.         </p>

            <img src="images/house.jpg" alt="Properties" />
                         
      
      <h2><a name="PROPS" id="PROPS">Properties</a></h2>

                          
      
      <p>           Properties are the simplest of the objects which implement 
the           Ability interface, and are defined as effects which can be
          permanently tacked-on to items, mobs, and other Environmental 
         objects. Properties are Abilities, but they are never qualified
for            by classes, never gained as skills, and never wear off or
disappear            when a mob dies. They are always added to a mob, item,
room, etc            using the Environmental interface method           <code>addNonUninvokableEffect( 
Ability )</code> method either inside a custom           coded Environmental 
object, or at run-time to a GenMob, GenItem,           Room, or similar type 
object.         </p>

                          
      
      <p>           Properties and Behaviors are often the basic building 
blocks of the           customized GenMob and GenItem in CoffeeMud, and differ 
from each           other in this basic respect: Properties tend to have a
smaller           memory footprint and tend to react to events affecting their
hosts           rather than cause their hosts to take proactive actions. Properties
          make heavy use of the message handlers and stat affecting methods.
          If you have not read the Core Topics above already, you should
do           so now.         </p>

                          
      
      <p>           A Custom property may or may not belong to any       
   particular package, though it is important that the ID() of the      
    property be unique in the system. Properties           import the same 
packages mentioned in the           first section of this document under Complete
Default Import List           as well as (in this case)           com.planet_ink.coffee_mud.Properties.Property
because our sample           class extends it.         </p>

                          
      
      <p>           A customized property class must extend the Property class
          implemented in the aforementioned package. This Property class
          already implements the Ability interface, and already has dummy
          methods for most of the Ability interface methods which are   
        unnecessary or are unused in a Property.         </p>

                          
      
      <p>           Each property must also have custom <code>ID()</code>, 
and <code>name()</code> methods as           shown below. Notice that the 
      <code>ID()</code> is the same as the name of the           class. This 
is no accident -- this is required!         </p>

                          
      
      <pre>public class Prop_AstralSpirit extends com.planet_ink.coffee_mud.Abilities.Properties.Property<br />{<br />  public String ID()<br />  {<br />    return "Prop_AstralSpirit";<br />  }<br /><br />  public String name()<br />  {<br />    return "Astral Spirit";<br />  }<br /></pre>

                          
      
      <p>           Above we see the aforementioned methods defined. The Property
does           not differ from other Abilities, or indeed other Environmental
          objects in this respect. A unique <code>ID()</code>, and <code>name()</code>
method must be           defined for each new class.          </p>

                          
      
      <pre>  protected int canAffectCode()<br />  {<br />    return Ability.CAN_MOBS;<br />  }<br /><br />  public String accountForYourself()<br />  {<br />    return "an astral spirit";<br />  }<br /></pre>

                         
      
      <p>           Here are two important support methods you will      
    also find in Skills and the other more standard Abilities. The      
    first method tells what type of objects (Areas, MOBs, Items, Rooms,  
        or Exits) can be affected by this property. In this case, this  
        property only affects MOBS. A value like           Ability.CAN_MOBS|Ability.CAN_ITEMS
           would denote one that affects MOBs or Items.         </p>

                          
      
      <p>           The second method is a string which is returned whenever 
this           property appears on an Item which is Identified. This string 
would           appear in addition to any secretIdentity defined for the item.
        </p>

                          
      
      <pre>  /** this method defines how this thing responds<br />  * to environmental changes.  It may handle any<br />  * and every msg listed in the CMMsg class<br />  * from the given Environmental source */<br />  public boolean okMessage( Environmental myHost, CMMsg msg )<br />  {<br />    if( ( affected == null ) || ( !( affected instanceof MOB ) ) )<br />    {<br />      return true;<br />    }<br /><br />    MOB mob = (MOB)affected;<br /><br />    if( ( msg.amISource( mob ) )<br />        &amp;&amp; ( !CMath.bset( msg.sourceMajor(), CMMsg.MASK_ALWAYS ) )<br />      )<br />    {<br />      if( ( msg.tool() != null )<br />          &amp;&amp;( msg.tool().ID().equalsIgnoreCase( "Skill_Revoke" ) )<br />        )<br />      {<br />        return super.okMessage( myHost, msg );<br />      }<br />      else if( msg.targetMinor() == CMMsg.TYP_WEAPONATTACK )<br />      {<br />        mob.tell( "You are unable to attack in this incorporeal form." );<br />        peaceAt( mob );<br />        return false;<br />      }<br />      else if( ( CMath.bset( msg.sourceMajor(), CMMsg.MASK_HANDS ) )<br />               || ( CMath.bset( msg.sourceMajor(), CMMsg.MASK_MOUTH ) )<br />             )<br />      {<br />        if( CMath.bset( msg.sourceMajor(), CMMsg.MASK_SOUND ) )<br />        {<br />          mob.tell( "You are unable to make sounds in this incorporeal form." );<br />        }<br />        else<br />        {<br />          mob.tell( "You are unable to do that this incorporeal form." );<br />        }<br /><br />        peaceAt( mob );<br />        return false;<br />      }<br />    }<br />    else if( ( msg.amITarget( mob ) )<br />             &amp;&amp;( !msg.amISource( mob ) )<br />             &amp;&amp;( !CMath.bset( msg.targetMajor(), CMMsg.MASK_ALWAYS ) )<br />           )<br />    {<br />      mob.tell( mob.name() + " doesn't seem to be here." );<br />      return false;<br />    }<br /><br />    return true;<br />  }<br /></pre>

                         
      
      <p>           As discussed in the Core Topics above, here is an example 
of an           okMessage method. In this case, we intercept attack and other 
vocal           or hand movement messages where the source of the action is
the mob           whose property this is. We then return false, effectively
           canceling those messages, after telling the poor bloke why we
are            doing it. The rest of the method prevents any messages from
          targeting the mob with this property. This saves him from being
          attacked by aggressives, or arrested by cityguards -- since   
       technically he isn't even there.         </p>

                          
      
      <pre>  public void affectEnvStats( Environmental affected, EnvStats affectableStats )<br />  {<br />    super.affectEnvStats( affected, affectableStats );<br />    // when this spell is on a MOBs Affected list,<br />    // it should consistantly put the mob into<br />    // a sleeping state, so that nothing they do<br />    // can get them out of it.<br /><br />    affectableStats.setWeight( 0 );<br />    affectableStats.setHeight( -1 );<br /><br />    affectableStats.setDisposition(<br />      affectableStats.disposition()|EnvStats.IS_GOLEM<br />    );<br /><br />    affectableStats.setDisposition(<br />      affectableStats.disposition()|EnvStats.IS_INVISIBLE<br />    );<br /><br />    affectableStats.setDisposition(<br />      affectableStats.disposition()|EnvStats.IS_NOT_SEEN<br />    );<br /><br />    affectableStats.setSensesMask(<br />      affectableStats.sensesMask()|EnvStats.CAN_NOT_SPEAK<br />    );<br />  }<br />}<br /></pre>

                         
      
      <p>           Last but not least, here is another example from the Core
Topics,           an <code>affectEnvStats()</code> method. This method will
always have the host mob           passed in the "affected" parameter, and
a copy of his current           EnvStats objects in the affectableStats parameter.
This method then           sets the mob as being both invisible, and totally
unseen. It makes           him unviewable to infrared, and prevents him from
speaking. The two           methods above then combine to produce our desired
results, an           Astral Spirit.         </p>

            <img src="images/monk.jpg" alt="Skills" />
                         
      
      <h2><a name="SKILLS" id="SKILLS">Introduction to Skill Abilities</a></h2>

                          
      
      <p>           Abilities are easily the most complicated and varied of
all the           objects in CoffeeMud. They encompass everything from invoked
skills           and spell, like TRIP or MAGIC MISSILE, to natural abilities,
like           NONDETECTION. A Skill Ability then is an object which implements
          the Ability interface fully, unlike the Property above, which 
         implements only certain parts.         </p>

                          
      
      <p>           An Ability is known in the mud as any of the following: 
A Spell,           Song, Dance, Skill, Common Skill, Thief Skill, Poison, 
Disease,           Prayer, Chant, or Trap. They all implement the Ability 
interface,           which in turn extends the Environmental interface discussed
           throughout the rest of this document. Abilities make extensive 
use           of the okMessage and executeMsg, tick, and stat affecting methods
           discussed above in the Core Topics. If you have not read the Core
           Topics, you should do so now.         </p>

                          
      
      <p>           Abilities will all tend to extend the basic StdAbility 
class found           in the Abilities package, and sometimes they will further 
extend a           class more specific to their type, such as Spell, StdSkill, 
Song,           BardSkill, Prayer, FighterSkill, ThiefSkill, Chant, or some 
other           basic types found in the standard CoffeeMud distribution packages.
        </p>

                          
      
      <p>           Abilities are added to mob objects using the addAbility 
method on           MOBs. From there, through casting or by autoInvocation 
(discussed           below), they may end up in the effects list of a mob, 
item, room,           area, or exit via the addEffect method.         </p>

                          
      
      <p>           A Custom ability may or may not belong to any        
  particular package, though it is important that the           <code>ID()</code> 
of the ability be           unique in the system. A custom ability       
   imports the same packages mentioned in the           first section of this
document under Complete Default Import List           as well as (in this
case)           com.planet_ink.coffee_mud.Abilities.StdAbility because our
sample           class extends it.         </p>

                          
      
      <p>           A customized ability class usually extends the StdAbility 
class           implemented in the aforementioned package. This StdAbility 
class           already implements the Ability interface, and already has 
numerous           support methods which aid in the creation of custom abilities.
         </p>

                          
      
      <p>           Each ability must also have custom <code>ID()</code> and
      <code>name()</code> methods as           shown below. Notice that the 
      <code>ID()</code> is the same as the name of the           class. This 
is no accident -- this is required!         </p>

                          
      
      <pre>public class Skill_Trip extends com.planet_ink.coffee_mud.Abilities.StdAbility<br />{<br />  public String ID()<br />  {<br />    return "Skill_Trip";<br />  }<br /><br />  public String name()<br />  {<br />    return "Trip";<br />  }<br /></pre>

                          
      
      <p>           Above we see the aforementioned methods defined. This 
skill does           not differ from other Abilities, or indeed other Environmental
           objects in this respect. A unique <code>ID()</code> and <code>name()</code> 
method must be           defined for each new class.         </p>

                          
      
      <pre>  public String displayText()<br />  {<br />    return "(Tripped)";<br />  }<br /></pre>

                          
      
      <p>           The display text on an Ability always refers to the text 
shown in           the "You are affected by" section shown by the SCORE and 
AFFECTS           commands in the MUD. In this case, someone affected by trip
will           see (Tripped). If this method does not leave any information 
for           those affected by it, it should return "".         </p>

                          
      
      <pre>  protected int canAffectCode()<br />  {<br />    return CAN_MOBS;<br />  }<br /><br />  protected int canTargetCode()<br />  {<br />    return CAN_MOBS;<br />  }<br /></pre>

                         
      
      <p>           These two methods assist the MUDGrinder, and the HELP 
files in           classifying the several skills and spells.         </p>

                          
      
      <p>           The first method, <code>canAffectCode()</code>, returns 
what type of objects, if           any, this ability class may find itself 
in the effects list of.           Since our Trip skill effects the tripped 
mob, we list mobs. Other           possible values include any combination 
of CAN_ROOMS, CAN_EXITS,           CAN_ITEMS, or CAN_AREAS. If a skill may 
Effect more than one, they           can be combined using the | operator. 
An example skill that affects           both mobs and items might return CAN_MOBS|CAN_ITEMS,
for instance.         </p>

                          
      
      <p>           The second method, <code>canTargetCode()</code>, above 
tells the system what           type of objects can be targeted by this skill. 
Some skills will           target items (like the Enchant Weapon spell), or
rooms (like the           Darkness spell), or exits (like the Knock spell). 
In a similar           fashion to canAffectCode, this method can return any 
combination of           valid objects to notify the system of proper targets.
         </p>

                          
      
      <pre>  public int abstractQuality()<br />  {<br />    return Ability.QUALITY_MALICIOUS;<br />  }<br /></pre>

                         
      
      <p>           This MOST important method tells the system quite a bit 
about the           nature of the skill, as well as how mobs with behaviors 
like           CombatAbilities should use it. In this case, we return    
      Ability.QUALITY_MALICIOUS, which tells the system that the skill is
           always malicious to others, and that it will most likely anger 
the           target. It tells mobs to target this skill at enemies in combat
         </p>

                          
      
      <p>           Other possible values include:         </p>

            <a name="skillquality" id="skillquality">&nbsp;</a>          
            
      
      <table border="1">

             <tbody>

               <tr>

                 <td>                 Ability.QUALITY_BENEFICIAL_SELF   
           </td>

                 <td>                 always helpful to oneself when used
              </td>

               </tr>

               <tr>

                 <td>                 Ability.QUALITY_BENEFICIAL_OTHERS 
             </td>

                 <td>                 can be targeted to other people, and 
is always beneficial               </td>

               </tr>

               <tr>

                 <td>                 Ability.QUALITY_OK_SELF           
   </td>

                 <td>                 targets oneself, but is only useful
in certain circumstances,                 or it has complicated parameters
that mobs won't find useful               </td>

               </tr>

               <tr>

                 <td>                 Ability.QUALITY_OK_OTHERS         
     </td>

                 <td>                 targets other people, but is only useful 
under certain                 circumstances, or it also has complicated parameters
               </td>

               </tr>

               <tr>

                 <td>                 Ability.QUALITY_INDIFFERENT       
       </td>

                 <td>                 targets items, or rooms, and is only 
useful in certain                 circumstances               </td>

               </tr>

                               
        
        </tbody>                       
      
      </table>

                          
      
      <p>           Only skills marked as           Ability.QUALITY_BENEFICIAL_* 
orAbility.QUALITY_MALICIOUS will be           used in combat or by most behaviors.
         </p>

                          
      
      <pre>  public int castingQuality( MOB invoker, Environmental target )<br />  {<br />    return super.castingQuality( invoker, target );<br />  }<br /></pre>

                         
      
      <p>           This second most important method is similar to the  
        <code>abstractQuality()</code> method above, but it tells the system 
what the           quality of the skills or spell is if it is specifically 
used by the           given invoker against the given target at this given 
time. If your           skill is only useful in water or against elves, it 
might be good to           check to see if the invoker is in water or the 
target is an elf           before returning a value. The same kinds of values 
may be returned           from this method as are returned by abstractQuality, 
except for           QUALITY_OK_OTHERS and Ability.QUALITY_OK_SELF, which 
are           meaningless in this context.         </p>

                          
      
      <pre>  public boolean isAutoInvoked()<br />  {<br />    return false;<br />  }<br /></pre>

                         
      
      <p>           All skills are either autoInvoking, or they must be invoked 
by a           player or mob. The value returned by this method determines 
which           sort this ability is. If it is autoinvoking, it will not have
an           invoke( method as described below, nor will it have trigger
           strings, nor will it return anything other than "" from it's 
         <code>displayText()</code> method. An example of an autoInvoking 
ability would           be Blind Fighting or Two Weapon Fighting. In our case,
however,           Trip is not autoinvoking, but requires a player to invoke
it.         </p>

                          
      
      <pre>  private static final String[] triggerStrings = { "TRIP" };<br />  public String[] triggerStrings()<br />  {<br />    return triggerStrings;<br />  }<br /><br />  public double castingTime()<br />  {<br />    return 0.25;<br />  }<br /><br />  public double combatCastingTime()<br />  {<br />    return 1.0;<br />  }<br /></pre>

                         
      
      <p>           For skills which are not autoinvoking, like this one, 
we must           define an array of strings which constitute the command 
words to           use this skill. Each entry in the array must be only one 
word. If           more than one skill is found with the same trigger words 
(such as           the spells, which all share the trigger word "CAST"), then
the name           of the specific ability will be the required next parameter.
Trip,           however, has a unique trigger word, which is defined by this
          method.         </p>

                          
      
      <p>           Skills can also define how many actions they take to execute
when           the caster or user of the skill is in combat, or not in combat.
The           next two methods define this. A value of 0 means that the skill
or           spell is always instantaneous. A higher value means that the
skill           requires a full action to perform. Typical players have 1
action           per tick (4 second period) to use.         </p>

                          
      
      <pre>  public int classificationCode()<br />  {<br />    return Ability.ACODE_SKILL;<br />  }<br /></pre>

                         
      
      <p>           This important method defines which category an ability 
falls into.           Possible values include: SKILL, PRAYER, SONG, TRAP, 
SPELL,           THIEF_SKILL, LANGUAGE, CHANT, COMMON_SKILL, DISEASE, or POISON.
        </p>

                          
      
      <pre>  public long flags()<br />  {<br />    return Ability.FLAG_MOVING;<br />  }<br /></pre>

                         
      
      <p>           This method returns a value consisting of one or more 
flags,           separated by | symbols in the same way that canAffectCode 
does           above. Each flag has a specific meaning and imparts information 
to           the engine about the ability. Possible values, which may be used
          alone or together in any combination, include:         </p>

            <a name="skillflags" id="skillflags">&nbsp;</a>             
         
      
      <table border="1" cellpadding="1" cellspacing="1" width="75%">

             <tbody>

               <tr>

                 <td>                 FLAG_BINDING               </td>

                 <td>                 Binds and or limits movement and the 
use of hands.               </td>

               </tr>

               <tr>

                 <td>                 FLAG_MOVING               </td>

                 <td>                 Changes the position of the target
or affected one.               </td>

               </tr>

               <tr>

                 <td>                 FLAG_TRANSPORTING               </td>

                 <td>                 Changes the room of the target, requires 
that the performer                 of the skill be present.              
            </td>

               </tr>

               <tr>

                 <td>                 FLAG_WEATHERAFFECTING             
 </td>

                 <td>                 Changes the weather.              
            </td>

               </tr>

               <tr>

                 <td>                 FLAG_SUMMONING               </td>

                 <td>                 Changes the room of the target, where 
the performer of the                 skill is not present. May also bring 
new creatures into                 existence.               </td>

               </tr>

               <tr>

                 <td>                 FLAG_CHARMING               </td>

                 <td>                 Charms the target.               </td>

               </tr>

               <tr>

                 <td>                 FLAG_TRACKING               </td>

                 <td>                 Results in the target tracking something.
               </td>

               </tr>

               <tr>

                 <td>                 FLAG_HEATING               </td>

                 <td>                 Makes the target hot.             
 </td>

               </tr>

               <tr>

                 <td>                 FLAG_BURNING               </td>

                 <td>                 Makes the target on fire.         
     </td>

               </tr>

               <tr>

                 <td>                 FLAG_HOLY               </td>

                 <td>                 Means that the skill is GOOD aligned, 
unless FLAG_UNHOLY is                 also set, in which case it makes the 
skill NEUTRAL.               </td>

               </tr>

               <tr>

                 <td>                 FLAG_UNHOLY               </td>

                 <td>                 Means that the skill is EVIL aligned, 
unless FLAG_UNHOLY is                 also set, in which case it makes the 
skill NEUTRAL.               </td>

               </tr>

               <tr>

                 <td>                 FLAG_PARALYZING               </td>

                 <td>                 Makes the target or affected one unable 
to move their                 muscles.               </td>

               </tr>

                               
        
        </tbody>                       
      
      </table>

                          
      
      <pre>  public void affectEnvStats( Environmental affected, EnvStats affectableStats )<br />  {<br />    super.affectEnvStats( affected, affectableStats );<br />    if( !doneTicking )<br />    {<br />      affectableStats.setDisposition( affectableStats.disposition()<br />                                      | EnvStats.IS_SITTING<br />                                    );<br />    }<br />  }<br /></pre>

                          
      
      <p>           This is an example of the <code>affectEnvStats()</code> 
method described in the           Core Topics. In the case of our Trip skill, 
it forces the affected           target into a sitting position.         
     </p>

                          
      
      <pre>  public boolean okMessage( Environmental myHost, CMMsg msg )<br />  {<br />    if( ( affected == null ) || ( !( affected instanceof MOB ) ) )<br />    {<br />      return true;<br />    }<br /><br />    MOB mob = (MOB)affected;<br />    if( doneTicking &amp;&amp; msg.amISource( mob ) )<br />    {<br />      unInvoke();<br />    }<br />    else if( msg.amISource( mob )<br />             &amp;&amp; ( msg.sourceMinor() == CMMsg.TYP_STAND )<br />           )<br />    {<br />      return false;<br />    }<br /><br />    return true;<br />  }<br /></pre>

                         
      
      <p>           This is an example of the <code>okMessage()</code> method 
described in the Core           Topics. In this case, it intercepts messages 
where the affected mob           is trying to stand and cancels the message, 
without comment, by           returning false.         </p>

                          
      
      <pre>  public void unInvoke()<br />  {<br />    if( ( affected == null ) || ( !( affected instanceof MOB ) ) )<br />    {<br />      return;<br />    }<br /><br />    MOB mob = (MOB)affected;<br />    if( canBeUninvoked() )<br />    {<br />      doneTicking = true;<br />    }<br /><br />    super.unInvoke();<br /><br />    if( !mob.amDead() )<br />    {<br />      if( mob.location() != null )<br />      {<br />        CMMsg msg = CMClass.getMsg( mob,<br />                                    null,<br />                                    CMMsg.MSG_NOISYMOVEMENT,<br />                                    "&lt;S-NAME&gt; regain(s) &lt;S-HIS-HER&gt; feet."<br />                                  );<br /><br />        if( mob.location().okMessage( mob, msg ) )<br />        {<br />          mob.location().send( mob, msg );<br />          CMLib.commands().postStand( mob, true );<br />        }<br />      }<br />      else<br />      {<br />        mob.tell( "You regain your feet." );<br />      }<br />    }<br />  }<br /></pre>

                         
      
      <p>           All standard abilities include an <code>unInvoke()</code> 
method, which is           called when the Effect caused by the ability is 
dispelled, or the           duration of the ability expires. The <code>super.unInvoke()</code> 
method, which           is located in StdAbility.java, actually does the work
of removing           the Effect from the affected object (stored in the
variable           affected), and then setting affected to null. In this particular
          <code>unInvoke()</code> method, we also see the code trying to
force the mob           back to his feet.         </p>

                          
      
      <pre>  public boolean preInvoke( MOB mob,<br />                            Vector commands,<br />                            Environmental givenTarget,<br />                            boolean auto,<br />                            int asLevel,<br />                            int secondsElapsed,<br />                            double actionsRemaining<br />                          )<br />  {<br />    return true;<br />  }<br /></pre>

                         
      
      <p>           The <code>preInvoke()</code> method is an optional method 
that normally just           returns true. Unless you have reason to do so, 
you do not need to           override the standard preInvoke method in StdAbility.java. 
The           preInvoke method must return true before the <code>invoke()</code> 
method (below)           is executed. The difference between the two is that 
the preInvoke           method is called at the moment the skill command words
are entered,           even if the skill is coded, via the <code>castingTime()</code> 
or           <code>combatCastingTime()</code> methods, to invoke at some later
time. If your           skill does invoke at a later time, it is generally 
useful to use           the preInvoke method to scan the commands Vector, 
which contains           the command parameter strings minus any trigger words,
for errors.           You may also give the user a message that their skill
will invoke           later on. The preInvoke method will continue to be
called, at 1           second intervals, until the player is able to invoke
the           command.         </p>

                          
      
      <pre>  public boolean invoke( MOB mob,<br />                         Vector commands,<br />                         Environmental givenTarget,<br />                         boolean auto,<br />                         int asLevel<br />                       )<br />  {<br /></pre>

                          
      
      <p>           If an ability is not autoinvoked, it will always have 
a functional           invoke method. This invoke method includes the following
           parameters: the mob invoking the ability and a vector of command
           parameter strings (which does not include any trigger words).
The            givenTarget parameter, which is null on normal ability invocations,
           will have the value of a target to the skill if one is available.
           Calls to the invoke method where the givenTarget is not null are
           typically from potions, wands, traps, or other automatic     
     invocations. Which brings us to the last parameter, auto. Auto is  
        false on normal invocations of the skill, and true whenever the 
         skill should always invoke no matter what. Setting auto to true
not            only changes the output string for the skill, but overrides
          proficiency checks as well.         </p>

                          
      
      <pre>    MOB target = this.getTarget( mob, commands, givenTarget );<br />    if( target == null )<br />    {<br />      return false;<br />    }<br /></pre>

                         
      
      <p>           Our first step in Trip is to get our target. There are 
several           <code>getTarget()</code> methods built into StdAbility for
determining a target           object based on the command parameters passed
in, as well as the           <code>abstractQuality()</code> value for the
ability. The StdAbility method call           to <code>getTarget()</code> 
is smart enough to know that if a target name is not           specified by
givenTarget, and also one is not specified in the           commands Vector 
passed in, that it should choose whoever the mob is           fighting, since 
the ability isAbility.QUALITY_MALICIOUS.           Non-malicious skills would 
not follow this reasoning, but would           choose the caster himself as
default.         </p>

                          
      
      <p>           All of the several <code>getTarget()</code> methods will 
generate their own error           messages to the user if a target is not 
specified, or found, or           cannot be determined. For this reason, we
need only to check to see           if a target has been returned. If not,
we can return false from           <code>invoke()</code>, telling the system
that the ability failed to invoke.         </p>

                          
      
      <pre>    if( CMLib.flags().isSitting( target )<br />        || CMLib.flags().isSleeping( target )<br />      )<br />    {<br />      mob.tell( target,<br />                null,<br />                null,<br />                "&lt;S-NAME&gt; is already on the floor!"<br />              );<br /><br />      return false;<br />    }<br /><br />    if( !CMLib.flags().aliveAwakeMobile( mob, true )<br />        ||( CMLib.flags().isSitting( mob ) )<br />      )<br />    {<br />      mob.tell( "You need to stand up!" );<br />      return false;<br />    }<br /><br />    if( mob.isInCombat() &amp;&amp; ( mob.rangeToTarget() &gt; 0 ) )<br />    {<br />      mob.tell( "You are too far away to trip!" );<br />      return false;<br />    }<br /><br />    if( target.riding() != null )<br />    {<br />      mob.tell( "You can't trip someone "<br />                + target.riding().stateString( target )<br />                + " "<br />                + target.riding().name()<br />                + "!"<br />              );<br /><br />      return false;<br />    }<br /><br />    if( CMLib.flags().isFlying( target ) )<br />    {<br />      mob.tell( target.name() + " is flying and can't be tripped!" );<br />      return false;<br />    }<br /></pre>

                         
      
      <p>           Here are numerous checks to see if the invoking mob is 
able to           trip, and the target is able to be tripped.         </p>

                          
      
      <pre>    if( !super.invoke( mob, commands, givenTarget, auto ) )<br />    {<br />      return false;<br />    }<br /></pre>

                         
      
      <p>           The <code>invoke()</code> method back up in StdAbility 
is called now. This           method will check mana requirements, and subtract 
mana if           necessary. It should be called AFTER all other preliminary 
checks           have been made.         </p>

                          
      
      <pre>    int levelDiff = target.envStats().level() - mob.envStats().level();<br />    if( levelDiff &gt; 0 )<br />    {<br />      levelDiff = levelDiff * 5;<br />    }<br />    else<br />    {<br />      levelDiff = 0;<br />    }<br /><br />    Double temp = new Integer(<br />                               target.charStats().getStat(<br />                                                           CharStats.STAT_DEXTERITY<br />                                                         )<br />                             ).doubleValue()<br />                             - 9.0;<br /><br />    int adjustment =<br />    (-levelDiff) + (-( 35 + ( (int)Math.round( temp * 3.0 ) ) ) );<br /><br />    boolean success = proficiencyCheck( mob, adjustment, auto );<br /></pre>

                          
      
      <p>           The <code>proficiencyCheck()</code> method called at the
end here will determine           of the user of the skill has passed their
proficiency check. The           first parameter of this method is the invoking
mob, followed by           either a positive (or helpful) adjustment, or
a negative (not           helpful) adjustment. The second parameter is the
auto flag           mentioned above, to allow overrides of the normal proficiency.
In           the case of Trip, we calculate an adjustment based both on level
          and the dexterity of the target. We store whether or not the  
        proficiency check failed or passed into the variable success.   
     </p>

                          
      
      <pre>    success = success &amp;&amp; ( target.charStats().getBodyPart( Race.BODY_LEG ) &gt; 0 );<br /><br />    if( success )<br />    {<br />      CMMsg msg = CMClass.getMsg( mob,<br />                                  target,<br />                                  this,<br />                                  CMMsg.MSK_MALICIOUS_MOVE|CMMsg.TYP_JUSTICE|( auto ? CMMsg.MASK_ALWAYS : 0 ),<br />                                  auto ? "&lt;T-NAME&gt; trip(s)!" : "^F&lt;S-NAME&gt; trip(s) &lt;T-NAMESELF&gt;!^?"<br />                                );<br /><br />      if( mob.location().okMessage( mob, msg ) )<br />      {<br />        mob.location().send( mob, msg );<br />        int durationTicks = ( msg.value() &gt; 0 ) ? 1 : 2;<br />        maliciousAffect( mob, target, asLevel, durationTicks, -1 );<br />        target.tell( "You hit the floor!" );<br />      }<br />    }<br />    else<br />    {<br />      return maliciousFizzle( mob,<br />                              target,<br />                              "&lt;S-NAME&gt; attempt(s) to trip &lt;T-NAMESELF&gt;, but fail(s)."<br />                            );<br />    }<br /><br />    return success;<br />  }<br />}<br /></pre>

                         
      
      <p>           The rest of the <code>invoke()</code> method actually 
does the work of sending           the trip message and affecting the target 
if necessary, or sending           the "fizzle" message if the proficiency 
check failed (success was           false).         </p>

                          
      
      <p>           Of special note are some of the other StdAbility method 
calls in           this section of code. You'll notice that the message constructed
           (as per the Core Topics discussion in a previous section) in this
           case uses a TYP_JUSTICE message (meaning an attack on dignity),
           with the malicious and movement flags set. If this message gets
           sent, a call to <code>maliciousAffect()</code> is made. The first 
parameter is the           invoker, and the second parameter is the one its 
being invoked           upon. The third parameter is the level of the affect, 
or 0 for           default values. The forth parameter is the duration of 
the Effect           in ticks, which you can see is dependent in this case 
upon whether           the message came back with a <code>value() &gt; 0</code> 
(meaning the saving throw           was made). If the forth parameter is 0,
then the default duration           formula will be used. All other positive 
values, such as in this           case, denote a number of ticks of duration. 
The last parameter,           normally -1, asks <code>maliciousAffect()</code> 
to give the target one more           saving throw, against any of the valid 
saving throw type messages,           such as TYP_FIRE, TYP_ACID, TYP_GAS, 
etc. The value of -1 means not           to make any further saving throw 
attempts before affecting the           target.         </p>

                          
      
      <p>           If this skill had not been malicious, we could have made 
a call to           the <code>beneficialAffect()</code> method instead. That 
method has the same           parameters as <code>maliciousAffect()</code>, 
though it lacks the final parameter           for a further saving throw, 
since beneficial affects require no           saving throw.         </p>

                          
      
      <p>           Now, if the success variable had been false, then we made
a call to           the <code>maliciousFizzle()</code> method. In addition 
to a display in the room,           this method will make sure the target 
knows that the invoking mob           was trying to do something bad to him 
or her, so that the target           will get angry and start fighting. Had 
this not been a malicious           ability, we would have made calls instead 
to either the          <code> beneficialWordsFizzle()</code> method, or the 
      <code>beneficialVisualFizzle()</code> method,           depending upon 
whether the skill is verbal or somantic based. Most           spells are verbal
based, for instance, while most skills are           somantic.         </p>

                          
      
      <p>           Finally, we return the results of the success variable 
from the           <code>invoke()</code> method, to let the system know whether 
or not the ability           succeeded. If it did, the target will now be 
affected by this           ability, and will have to stay on the ground for 
a few ticks while           the source mob pounds on him or her.         
     </p>

            <img src="images/fireball.jpg" alt="Spells" />
                         
      
      <h2><a name="SPC" id="SPC">Spells, Prayers, and Chants</a></h2>

                          
      
      <p>           Spells, Prayers, and Chants are all special forms of Abilities.
For           this reason, it is required that you go back and read the previous
          section on Skill Abilities before proceeding. You will also be
          required to poke through the Core Topics elsewhere in this document
          as well.         </p>

                          
      
      <h3><a name="spells" id="spells">Spells</a></h3>

                          
      
      <p>           Spells will follow all the rules mentioned above in the 
Skill           Abilities section, with a few differences:         </p>

                          
      
      <pre>public class Spell_ResistFire extends com.planet_ink.coffee_mud.Abilities.Spells.Spell<br />{<br />  public String ID()<br />  {<br />    return "Spell_ResistFire";<br />  }<br /><br />  public String name()<br />  {<br />    return "Resist Fire";<br />  }<br /><br />  public String displayText()<br />  {<br />    return "(Resist Fire)";<br />  }<br /><br />  public int abstractQuality()<br />  {<br />    return Ability.QUALITY_BENEFICIAL_OTHERS;<br />  }<br /><br />  protected int canAffectCode()<br />  {<br />    return CAN_MOBS;<br />  }<br /><br />  public int classificationCode()<br />  {<br />    return Ability.ACODE_SPELL|Ability.DOMAIN_ABJURATION;<br />  }<br /></pre>

                         
      
      <p>           The first difference you will notice above is that spells 
extend           the base class Spell.java found in the Abilities/Spells directory
          instead of StdAbility. Spell.java also extends StdAbility as well.
          The second difference is in the <code>classificationCode()</code> 
method. You           will notice that the domain of the spell is also specified. 
In           addition to the normal classification code of Ability.ACODE_SPELL,
           the domain may be added using the | symbol. Possible domains 
         include:         </p>

            <a name="spelldomain" id="spelldomain">&nbsp;</a>           
           
      
      <table border="1">

             <tbody>

               <tr>

                 <td>                 DOMAIN_DIVINATION               </td>

                 <td>                 Spells that grant knowledge.      
        </td>

               </tr>

               <tr>

                 <td>                 DOMAIN_ABJURATION               </td>

                 <td>                 Spells that protect.              
            </td>

               </tr>

               <tr>

                 <td>                 DOMAIN_ILLUSION               </td>

                 <td>                 Spells that fool the senses.      
        </td>

               </tr>

               <tr>

                 <td>                 DOMAIN_EVOCATION               </td>

                 <td>                 Spells that bring forth the elements.
               </td>

               </tr>

               <tr>

                 <td>                 DOMAIN_ALTERATION               </td>

                 <td>                 Spells that change things.        
      </td>

               </tr>

               <tr>

                 <td>                 DOMAIN_TRANSMUTATION              
            </td>

                 <td>                 Spells that change people.        
      </td>

               </tr>

               <tr>

                 <td>                 DOMAIN_ENCHANTMENT               </td>

                 <td>                 Spells that enchant items or the mind.
               </td>

               </tr>

               <tr>

                 <td>                 DOMAIN_CONJURATION               </td>

                 <td>                 Spells that transport people or items.
               </td>

               </tr>

                               
        
        </tbody>                       
      
      </table>

                          
      
      <pre>  public boolean invoke( MOB mob,<br />                         Vector commands,<br />                         Environmental givenTarget,<br />                         boolean auto,<br />                         int asLevel<br />                       )<br />  {<br />    MOB target = getTarget( mob, commands, givenTarget );<br />    if( target == null )<br />    {<br />      return false;<br />    }<br /><br />    if( !super.invoke( mob, commands, givenTarget, auto ) )<br />    {<br />      return false;<br />    }<br /><br />    boolean success = proficiencyCheck( mob, 0, auto );<br />    if( success )<br />    {<br />      CMMsg msg = CMClass.getMsg( mob,<br />                                  target,<br />                                  this,<br />                                  affectType( auto ),<br />                                  auto ?<br />                                    "&lt;T-NAME&gt; feel(s) cooly protected."<br />                                  : "^S&lt;S-NAME&gt; invoke(s) a cool field of protection around &lt;T-NAMESELF&gt;.^?"<br />                                );<br /><br />      if( mob.location().okMessage( mob, msg ) )<br />      {<br />        mob.location().send( mob, msg );<br />        beneficialAffect( mob, target, asLevel, 0 );<br />      }<br />    }<br />    else<br />    {<br />      beneficialWordsFizzle( mob,<br />                             target,<br />                             "&lt;S-NAME&gt; attempt(s) to invoke fire protection, but fail(s)."<br />                           );<br />    }<br /><br />    return success;<br />  }<br />}<br /></pre>

                         
      
      <p>           The <code>invoke()</code> method above follows the one 
in Skill_Abilities very           closely. You will see that no adjustment 
is made to the           proficiency check, and that, since this is not  
        aAbility.QUALITY_MALICIOUS ability, calls are made to           
     <code>beneficialAffect()</code> and <code>beneficialWordsFizzle()</code> 
instead of           <code>maliciousAffect()</code> and <code>maliciousFizzle()</code>. 
The main difference to notice           here, however, is the line constructing 
the evoking message. You           will notice that where the message code 
should be specified, a           method call to <code>affectType()</code>, 
which is a method located in           Spell.java, is made. This call will 
automaticallyy construct the           proper message type for a spell, taking 
into           accountAbility.QUALITY_MALICIOUSness, and whether the auto 
flag is           set. You will also notice that different message strings 
are           constructed depending upon whether the auto flag is set.   
     </p>

                          
      
      <h3><a name="prayers" id="prayers">Prayers</a></h3>

                          
      
      <p>           Prayers will follow all the rules mentioned above in the
Skill           Abilities section, with a few differences:         </p>

                          
      
      <pre>public class Prayer_Anger extends com.planet_ink.coffee_mud.Abilities.Prayers.Prayer<br />{<br />  public String ID()<br />  {<br />    return "Prayer_Anger";<br />  }<br /><br />  public String name()<br />  {<br />    return "Anger";<br />  }<br /><br />  public int abstractQuality()<br />  {<br />    return Ability.QUALITY_MALICIOUS;<br />  }<br /><br />  public long flags()<br />  {<br />    return Ability.FLAG_UNHOLY;<br />  }<br /><br />  public boolean invoke( MOB mob,<br />                         Vector commands,<br />                         Environmental givenTarget,<br />                         boolean auto,<br />                         int asLevel<br />                       )<br />  {<br />    if( !super.invoke( mob, commands, givenTarget, auto ) )<br />    {<br />      return false;<br />    }<br /><br />    boolean success = proficiencyCheck( mob, 0, auto );<br /><br />    boolean someoneIsFighting = false;<br />    for( int i = 0; i &lt; mob.location().numInhabitants(); i++ )<br />    {<br />      MOB inhab = mob.location().fetchInhabitant( i );<br />      if( ( inhab != null ) &amp;&amp; ( inhab.isInCombat() ) )<br />      {<br />        someoneIsFighting = true;<br />      }<br />    }<br /><br />    if( success<br />        &amp;&amp;( !someoneIsFighting )<br />        &amp;&amp;( mob.location().numInhabitants() &gt; 3 )<br />      )<br />    {<br />      // it worked, so build a copy of this ability,<br />      // and add it to the effects list of the<br />      // affected MOB.  Then tell everyone else<br />      // what happened.<br />      CMMsg msg = CMClass.getMsg( mob,<br />                                  null,<br />                                  this,<br />                                  affectType( auto ),<br />                                  auto ? "A feeling of anger descends" : "^S&lt;S-NAME&gt; rage(s) for anger.^?"<br />                                );<br /><br />      if( mob.location().okMessage( mob, msg ) )<br />      {<br />        mob.location().send( mob, msg );<br /><br />[.......]<br />}<br /></pre>

                         
      
      <p>           The first difference you may notice between this and the
Skill           Ability discussed in the previous section is that this skill
          extends the Prayer.java class instead of StdAbility. Prayer.java
           will make sure that the <code>classificationCode()</code> method 
returns the           proper value.         </p>

                          
      
      <p>           You should also take note of the <code>flags()</code> 
method. All Prayers must           return a value from <code>flags()</code> 
where either the FLAG_UNHOLY is set           (meaning the Prayer is EVIL 
aligned), FLAG_HOLY is set (meaning the           Prayer is GOOD aligned), 
or BOTH are set, in which case the Prayer           is NEUTRAL.         </p>

                          
      
      <p>           The last special note is down in the message construction 
in the           <code>invoke()</code> method. The <code>invoke()</code> method
above           follows the one in Skill_Abilities very closely. You will
see that           no adjustment is made to the proficiency check, for instance.
The           main difference to notice here, however, is the line constructing
          the evoking message. You will notice that where the message code
          should be specified, a method call to <code>affectType()</code>, 
which is a           method located in Prayer.java, is made. This call will
           automaticallyy construct the proper message type for a prayer,
          taking into accountAbility.QUALITY_MALICIOUSness, and whether the
           auto flag is set. You will also notice that different message
          strings are constructed depending upon whether the auto flag is
          set.         </p>

                          
      
      <h3><a name="chants" id="chants">Chants</a></h3>

                          
      
      <p>           Chants will follow all the rules mentioned above in the 
Skill           Abilities section, with a few differences:         </p>

                          
      
      <pre>public class Chant_AlterTime extends com.planet_ink.coffee_mud.Abilities.Druid.Chant<br />{<br />  public String ID()<br />  {<br />    return "Chant_AlterTime";<br />  }<br /><br />  public String name()<br />  {<br />    return "Alter Time";<br />  }<br /><br />  public String displayText()<br />  {<br />    return "";<br />  }<br /><br />  public int overrideMana()<br />  {<br />    return 100;<br />  }<br /><br />  public int abstractQuality()<br />  {<br />    return Ability.QUALITY_INDIFFERENT;<br />  }<br /><br />  protected int canAffectCode()<br />  {<br />    return 0;<br />  }<br /><br />  protected int canTargetCode()<br />  {<br />    return 0;<br />  }<br /><br />  public boolean invoke( MOB mob,<br />                         Vector commands,<br />                         Environmental givenTarget,<br />                         boolean auto,<br />                         int asLevel<br />                       )<br />  {<br />    if( !super.invoke( mob, commands, givenTarget, auto ) )<br />    {<br />      return false;<br />    }<br /><br />    boolean success = proficiencyCheck( mob, 0, auto );<br />    if( success )<br />    {<br />      // it worked, so build a copy of this ability,<br />      // and add it to the effects list of the<br />      // affected MOB.  Then tell everyone else<br />      // what happened.<br />      CMMsg msg = CMClass.getMsg( mob,<br />                                  null,<br />                                  this,<br />                                  affectType( auto ),<br />                                  auto ? "" : "^S&lt;S-NAME&gt; chant(s), and reality seems to start blurring.^?"<br />                                );<br /><br />      if( mob.location().okMessage( mob, msg ) )<br />      {<br />        mob.location().send( mob, msg );<br />        int x = CMath.s_int( text() );<br />        while( x == 0 )<br />        {<br />          x = CMLib.dice().roll( 1, 3, -2 );<br />        }<br /><br />        if( x &gt; 0 )<br />        {<br />          mob.location().showHappens( CMMsg.MSG_OK_VISUAL, "Time moves forwards!" );<br />        }<br />        else<br />        {<br />          mob.location().showHappens( CMMsg.MSG_OK_VISUAL, "Time moves backwards!" );<br />        }<br /><br />        if( CMLib.map().numAreas() &gt; 0 )<br />        {<br />          CMLib.map().getFirstArea().tickTock( x );<br />        }<br />      }<br />    }<br />    else<br />    {<br />      return beneficialWordsFizzle( mob,<br />                                    null,<br />                                    "&lt;S-NAME&gt; chant(s), but the magic fades"<br />                                  );<br />    }<br /><br />    // return whether it worked<br />    return success;<br />  }<br />}<br /></pre>

                         
      
      <p>           The first difference you may notice between this     
     and the Skill Ability discussed in the previous section is that    
      this skill extends the Chant.java class instead of StdAbility.    
      Chant.java will make sure that the <code>classificationCode()</code> 
method           returns the proper value.         </p>

                          
      
      <p>           You should also take note that the <code>overrideMana()</code>
           method is actually returning a value here of 100. This method
          allows your ability to always cost the same amount of mana,   
       regardless of the invokers level. This method may be used in any 
         ability, not just chants. Also, this is not a method that is   
       normally found in chants. This particular chant, being deemed to be
           especially powerful, happens to return a value for it. Normally
           this method would not be found.         </p>

                          
      
      <p>           The last special note is down in the message         
 construction in the <code>invoke()</code> method. The <code>invoke()</code>
           method above follows the one in Skill_Abilities very closely.
You            will see that no adjustment is made to the proficiency check,
for            instance. The main difference to notice here, however, is
the line            constructing the evoking message. You will notice that
where the            message code should be specified, a method call to <code>affectType()</code>,
           which is a method located in Chant.java, is made. This call will
           automaticallyy construct the proper message type for a chant,
taking            into accountAbility.QUALITY_MALICIOUSness, and whether
the auto            flag is set. You will also notice that different message
strings            are constructed depending upon whether the auto flag is
          set.         </p>

             <img src="images/elvis.jpg" alt="Songs" />
                         
      
      <h2><a name="SONGS" id="SONGS">Songs</a></h2>

                          
      
      <p>           Although Songs also follow the Skill Abilities       
   rules above, they are the most unique of skills. More than any       
   other skill, they rely very heavily on basic functionality provide   
       by their appropriate superclasses. For your sanity, I recommend  
        that ALL of your coded songs extend either           com.planet_ink.coffee_mud.Abilities.Songs.Song,
           com.planet_ink.coffee_mud.Abilities.Songs.Dance,           or
com.planet_ink.coffee_mud.Abilities.Songs.Play. This is because         
 those classes provide very important basic functionality unique to     
     songs, and save you as the coder from having to worry about coding 
         that unique functionality yourself.         </p>

                          
      
      <p>           By unique functionality, I am referring to the       
   way songs behave when invoked in particular. They are always         
 invoked upon groups, and always require the invoker to remain in       
   the room for the song to remain in effect.         </p>

                  
      
      <pre>public class Song_Protection extends com.planet_ink.coffee_mud.Abilities.Songs.Song<br />{<br />  public String ID()<br />  {<br />    return "Song_Protection";<br />  }<br /><br />  public String name()<br />  {<br />    return "Protection";<br />  }<br /></pre>

                          
      
      <p>           Like the skill abilities above, <code>ID()</code> and 
      <code>name()</code>           are implemented. The <code>name()</code> 
will get intermingled into the           invocation text, so name your songs 
carefully, so they sound right           when invoked!         </p>

                          
      
      <pre>  public int abstractQuality()<br />  {<br />    return Ability.QUALITY_BENEFICIAL_OTHERS;<br />  }<br />        </pre>

                          
      
      <p>           This method, discussed above for skill abilities,    
      is absolutely vital for Songs, as it tells the Song superclass    
      whether to invoke the song upon all your enemies, or upon all your
           group members. Make sure you implement this method!         </p>

                          
      
      <pre>  public void affectEnvStats( Environmental affected, EnvStats affectableStats )<br />  {<br />    super.affectEnvStats( affected, affectableStats );<br />    if( invoker == null )<br />    {<br />      return;<br />    }<br /><br />    affectableStats.setAttackAdjustment( affectableStats.attackAdjustment() - 5 );<br />  }<br />        </pre>

                          
      
      <p>           This particular song uses affectEnvStats to lower    
      the attack rating of everyone that hears the song. Although this is
           not a malicious song, it is the price of using it.         </p>

                  
      
      <pre>  public void affectCharStats( MOB affected, CharStats affectableStats )<br />  {<br />    super.affectCharStats( affected, affectableStats );<br />    if( invoker == null )<br />    {<br />      return;<br />    }<br /><br />    affectableStats.setStat( CharStats.STAT_DEXTERITY,<br />                             affectableStats.getStat( CharStats.STAT_DEXTERITY ) - 1 );<br /><br />    affectableStats.setStat( CharStats.STAT_SAVE_ACID,<br />                             affectableStats.getStat( CharStats.STAT_SAVE_ACID )<br />                             + (<br />                                 invoker.charStats().getStat(<br />                                                              CharStats.STAT_CHARISMA<br />                                                            ) * 4<br />                               )<br />                           );<br /><br />    affectableStats.setStat( CharStats.STAT_SAVE_COLD,<br />                             affectableStats.getStat( CharStats.STAT_SAVE_COLD )<br />                             + (<br />                                 invoker.charStats().getStat(<br />                                                              CharStats.STAT_CHARISMA<br />                                                            ) * 4<br />                               )<br />                           );<br /><br />    affectableStats.setStat( CharStats.STAT_SAVE_ELECTRIC,<br />                             affectableStats.getStat( CharStats.STAT_SAVE_ELECTRIC )<br />                             + (<br />                                 invoker.charStats().getStat(<br />                                                              CharStats.STAT_CHARISMA<br />                                                            ) * 4<br />                               )<br />                           );<br /><br />    affectableStats.setStat( CharStats.STAT_SAVE_FIRE,<br />                             affectableStats.getStat( CharStats.STAT_SAVE_FIRE )<br />                             + (<br />                                 invoker.charStats().getStat(<br />                                                              CharStats.STAT_CHARISMA<br />                                                            ) * 4<br />                               )<br />                           );<br /><br />    affectableStats.setStat( CharStats.STAT_SAVE_GAS,<br />                             affectableStats.getStat( CharStats.STAT_SAVE_GAS )<br />                             + (<br />                                 invoker.charStats().getStat(<br />                                                              CharStats.STAT_CHARISMA<br />                                                            ) * 4<br />                               )<br />                           );<br />  }<br />}<br /></pre>

                            
      
      <p>           The most important thing our sample           song does 
is improve the saving throws of everyone who hears it.           The <code>affectCharStats()</code> 
method makes that happen by modifying the           appropriate saving throws 
in affectableStats.         </p>

            <img src="images/fun.jpg" alt="Common Skills" />
                         
      
      <h2><a name="COMMON" id="COMMON">Common Skills</a></h2>

                          
      
      <p> There are actually 3 unique kinds of common skills. One type
is simply a normal skill, just like the ones shown above. Another
type is the gathering skill, which is used to collect resources, and
extends com.planet_ink.coffee_mud.Abilities.Common.GatheringSkill. The
last type is the crafting skill, which extends
com.planet_ink.coffee_mud.Abilities.Common.CraftingSkill. In general,
common skills have this in common: they invoke immediately, but take a
long time to complete. They give messages of progress to the user, and
they immediately unInvoke themselves if the user leaves the room,
enters combat, or some other canceling condition arises. </p>

                          
      
      <p><a name="skillgathering" id="skillgathering">&nbsp;</a>         
 Let's look at a Gathering skill. Although Crafting skills are much     
     more involved, especially in the way they select the items they    
      create, and in the way they fill-in the variables for what they are
           creating, you will find them remarkably similar to gathering 
         skills.         </p>

                          
      
      <pre>public class Fishing extends com.planet_ink.coffee_mud.Abilities.Common.GatheringSkill<br />{<br />  public String ID()<br />  {<br />    return "Fishing";<br />  }<br /><br />  public String name()<br />  {<br />    return "Fishing";<br />  }<br />        </pre>

                          
      
      <p>           If you've read the Skill Abilities section above, you 
will           recognize these methods and their importance. As always, the 
      <code>ID()</code>           must match the class name, while the <code>name()</code> 
can be whatever you           want to call the skill.         </p>

                          
      
      <pre>  private static final String[] triggerStrings = { "FISH" };<br />  public String[] triggerStrings()<br />  {<br />    return triggerStrings;<br />  }<br />        </pre>

                          
      
      <p>           And again, like a normal skill, the common skills create 
and return           their invocation words (or "trigger strings" as they 
are called in           skills).         </p>

                          
      
      <pre>  public long flags()<br />  {<br />    return FLAG_GATHERING;<br />  }<br /><br />  public String supportedResourceString()<br />  {<br />    return "FLESH";<br />  }<br />        </pre>

                          
      
      <p>           The <code>flags()</code> method you will also recognize 
from the Skill Abilities           section. However, we've provided the system 
at large with a flag to           let it know that this skill is for gathering 
resources, and not for           crafting.         </p>

                          
      
      <p>           The <code>supportedResourceString()</code> is a great 
supplementary method that           is unique to Common Skills. It's purpose 
is to inform the system           what kinds of MATERIALS and RESOURCES are 
utilized by this skill.           Fishing is for catching fish, so we'll notify
the system that we           deal in meat (flesh). Appropriate strings to
return from this           method are listed in           com.planet_ink.coffee_mud.Items.interfaces.RawMaterial.java. 
If           there is more than one resource or material type, they are  
        separated with the pipe | character.         </p>

                          
      
      <pre>  protected Item found = null;<br />  protected String foundShortName = "";<br />        </pre>

                          
      
      <p>           Almost all the common skills create the item that they 
will           generate in the invoke method, store it in the skill, and then
          provide it when the skill is unInvoked. For this reason, we'll need
          some variables to store the object we will create, and a string 
for           its name.         </p>

                          
      
      <pre>  public Fishing()<br />  {<br />    super();<br />    displayText = "You are fishing...";<br />    verb = "fishing";<br />  }<br />        </pre>

                          
      
      <p>           Our constructor sets the variable "verb", which is part 
of the           CommonSkill superclass. It is used when constructing sentences
           which let the user and others around them know what they are doing.
           displayText serves the same purpose described by the Skill   
       Abilities section above.         </p>

                          
      
      <pre>  public boolean tick( Tickable ticking, int tickID )<br />  {<br />    if( ( affected != null )<br />        &amp;&amp; ( affected instanceof MOB )<br />        &amp;&amp; ( tickID == Tickable.TICKID_MOB )<br />      )<br />    {<br />      MOB mob = (MOB)affected;<br />      if( tickUp == 6 )<br />      {<br />        if( found != null )<br />        {<br />          commonTell( mob, "You got a tug on the line!" );<br />        }<br />        else<br />        {<br />          StringBuffer str = new StringBuffer( "Nothing is biting around here.\n\r" );<br />          commonTell( mob, str.toString() );<br />          unInvoke();<br />        }<br />      }<br />    }<br /><br />    return super.tick( ticking, tickID );<br />  }<br />        </pre>

                          
      
      <p>           Although our common skill super classes do most of the 
hard work of           maintaining the task being performed, you will still 
find that they           are often extended by individual common skills in 
other to give           more appropriate messages to the user. If you don't 
know what a           tick method is fore, read the Core Topic on the subject 
first. In           this case, before calling the superclasses tick method 
and letting           it do most of our work, we take a moment to check the 
tickUp           integer maintained by CommonSkill.java. That variable is
           incremented every 4 seconds after the skill is invoked. in this
           case, after 24 seconds (6*4), we let the user know whether or
not            an item was generated by the invoke method. If an an item
was           invoked, we tell them they have hooked a fish. If an item was
not            generated, we tell them that nothing is biting and immediately
          <code>unInvoke()</code> the skill.         </p>

                          
      
      <p>           The <code>commonTell()</code> method is another feature 
unique to common skills.           Since common skills are often found on 
hireling mobs, we wanted a           special method which would tell players 
who invoke the skill about           the progress of our task, even if it 
is a follower that is actually           DOING the task. For instance, <code>commonTell()</code> 
would tell a player who is           fishing "You got a tug on the line!". 
However, commonTell would           force an NPC follower of a player to SAY
"I got a tug on the           line!".         </p>

                          
      
      <pre>  public void unInvoke()<br />  {<br />    if( canBeUninvoked() )<br />    {<br />      if( ( affected != null ) &amp;&amp; ( affected instanceof MOB ) )<br />      {<br />        MOB mob = (MOB)affected;<br />        if( ( found != null )<br />            &amp;&amp; ( !aborted )<br />            &amp;&amp;( !helping )<br />          )<br />        {<br />          int amount = CMLib.dice().roll( 1, 5, 0 ) * ( abilityCode() );<br />          String s = "s";<br />          if( amount == 1 )<br />          {<br />            s = "";<br />          }<br /><br />          mob.location().show( mob,<br />                               null,<br />                               CMMsg.MSG_NOISYMOVEMENT,<br />                               "&lt;S-NAME&gt; manage(s) to catch "<br />                                 + amount<br />                                 + " pound"<br />                                 + s<br />                                 + " of "<br />                                 + foundShortName<br />                                 + "."<br />                              );<br /><br />          for( int i = 0; i &lt; amount; i++ )<br />          {<br />            Item newFound = (Item)found.copyOf();<br />            mob.location().addItemRefuse( newFound, Item.REFUSE_PLAYER_DROP );<br /><br />            if( ( mob.riding() != null )<br />                &amp;&amp; ( mob.riding() instanceof Container )<br />              )<br />            {<br />              newFound.setContainer( (Container)mob.riding() );<br />            }<br /><br />            CMLib.commands().postGet( mob, null, newFound, true );<br />          }<br />        }<br />      }<br />    }<br /><br />    super.unInvoke();<br />  }<br />        </pre>

                          
      
      <p>           As mentioned above, the <code>unInvoke()</code> method 
is where the final work           is done. So long as the skill has not been 
aborted (the aborted           variable), or the skill was invoked only to 
help ANOTHER player           (the helping variable), we go ahead and create 
several copies of           our target item, put them in the room using addItemRefuse, 
and           force the player to get them into their inventory (if they can).
        </p>

                          
      
      <pre>  public boolean invoke( MOB mob,<br />                         Vector commands,<br />                         Environmental givenTarget,<br />                         boolean auto,<br />                         int asLevel<br />                       )<br />  {<br />    bundling = false;<br />    if( (!auto)<br />        &amp;&amp; ( commands.size() &gt; 0 )<br />        &amp;&amp; ( ( (String)commands.firstElement() ).equalsIgnoreCase( "bundle" ) )<br />      )<br />    {<br />      bundling = true;<br />      if( super.invoke( mob, commands, givenTarget, auto, asLevel ) )<br />      {<br />        return super.bundle( mob, commands );<br />      }<br /><br />      return false;<br />    }<br />        </pre>

                          
      
      <p>           The <code>invoke()</code> method is where common skills 
do 99% of their work,           namely determining what the user wants to 
do and whether they have           the resources and are in the right place 
to do it, and then           actually generating the target item and filling 
it out. Then the           invoke method actually places the filled-out common 
skill on the           player as an "effect", allowing it to receive "tick" 
calls until it           completes.         </p>

                          
      
      <p>           In this case, right off the bat we check to see if the 
user is           trying to use the Fishing skill to bundle up a pile of fish.
If so,           we call a superclass helper method to do the bundling for
us. The           bundle method which will happily use the <code>supportedResourceString()</code>
           method above to determine what the player is allowed to      
    bundle.         </p>

                          
      
      <pre>    int foundFish = -1;<br />    boolean maybeFish = false;<br />    if( mob.location() != null )<br />    {<br />      for( int i = 0; i &lt; RawMaterial.FISHES.length; i++ )<br />      {<br />        if( mob.location().myResource() == RawMaterial.FISHES[i] )<br />        {<br />          foundFish = RawMaterial.FISHES[i];<br />          maybeFish = true;<br />        }<br />        else if( ( mob.location().resourceChoices() != null )<br />                 &amp;&amp; ( mob.location().resourceChoices().contains(<br />                                                                         new Integer(<br />                                                                                      RawMaterial.FISHES[i]<br />                                                                                    )<br />                                                                       )<br />                            )<br />               )<br />        {<br />          maybeFish = true;<br />        }<br />      }<br />    }<br />        </pre>

                          
      
      <p>           Our next step is to initialize a variable for the    
      com.planet_ink.coffee_mud.Items.interfaces.RawMaterial.java       
   (resource) code which will represent the type of fish we have        
  caught here. We also set a variable saying whether or not ANY fish    
      are even POSSIBLY available here.         </p>

                          
      
      <pre>    if( !maybeFish )<br />    {<br />      commonTell( mob, "The fishing doesn't look too good around here." );<br />      return false;<br />    }<br />        </pre>

                          
      
      <p>           If maybeFish is false, we are in a location where no fish
are even           possibly available (such as a Desert room).         </p>

                          
      
      <pre>    verb = "fishing";<br />    found = null;<br />    playSound = "fishreel.wav";<br />        </pre>

                          
      
      <p>           Otherwise, we re-initialize the "verb" and "found" variables 
we           mentioned above, and set a CommonSkill string called "playSound"
           which will be used to give our skill a little sound effect while 
it           is working.         </p>

                          
      
      <pre>    if( !super.invoke( mob, commands, givenTarget, auto, asLevel ) )<br />    {<br />      return false;<br />    }<br />        </pre>

                          
      
      <p>           Next we call the GatherSkill superclass invoke method. 
It is           important to note that several qualifying checks are made 
in that           method, such as whether the player is able to perform the 
skill. It           also subtracts the necessary mana or movement points for
using the           skill.         </p>

                          
      
      <pre>    if( ( proficiencyCheck( mob, 0, auto ) )<br />        &amp;&amp; ( foundFish &gt; 0 )<br />      )<br />    {<br />      found = (Item)CMLib.materials().makeResource( foundFish, mob.location().domainType(), false );<br />      foundShortName = "nothing";<br />      if( found != null )<br />      {<br />        foundShortName = RawMaterial.RESOURCE_DESCS[ found.material()&amp;RawMaterial.RESOURCE_MASK ].toLowerCase();<br />      }<br />    }<br />        </pre>

                          
      
      <p>           Now we check to see if two important conditions have occurred;
the           first being whether the player has passed his or her proficiency
          check, and the second being whether the foundFish variable was
          assigned. Remember that the foundFish variable represents the 
         material &amp; resource code for the type of fish we will catch. 
If           both of those are true, we make use of a very useful method in
the           <code>utensils()</code> library called makeResource to generate 
our item for us.           We also properly set the name of what we have caught
based on the           material type of the foundFish.         </p>

                          
      
      <pre>    int duration = 35 - mob.envStats().level();<br />    if( duration &lt; 10 )<br />    {<br />      duration=10;<br />    }<br /><br />    CMMsg msg = CMClass.getMsg( mob,<br />                                found,<br />                                this,<br />                                CMMsg.MSG_NOISYMOVEMENT,<br />                                "&lt;S-NAME&gt; start(s) fishing."<br />                              );<br /><br />    if( mob.location().okMessage( mob, msg ) )<br />    {<br />      mob.location().send( mob, msg );<br />      found = (Item)msg.target();<br />      beneficialAffect( mob, mob, asLevel, duration );<br />    }<br />    return true;<br />  }<br />}<br />        </pre>

                          
      
      <p>           Our last step is to calculate the amount of time (duration) 
that it           will take to catch the fish, create a coffeemud message 
to declare           the start of our finishing adventure, and send the message 
out.           After doing so, notice that we re-set the found variable to
           <code>msg.target()</code>. This may seem strange, since, in the 
getMsg method,           we already declared found to be our message target. 
So isn't that           like saying that A=A? Actually no! Remember that the
okMessage           method may preview or *modify* a message. Re-setting the
found           variable to <code>msg.target()</code> is done to support code
which may have           modified our target to something else.         </p>

                          
      
      <p><a name="skillcrafting" id="skillcrafting">&nbsp;</a>           Now
we'll take a look at a proper crafting skill. They are more           complicated
than gathering skills, but you'll be able to apply           almost all you
learned by reviewing the gathering skill to build a           good picture
of the way crafting skills work. The first difference           is that the
crafting skills extend           com.planet_ink.coffee_mud.Abilities.Common.CraftingSkill. 
Many of           them also implement the           com.planet_ink.coffee_mud.Abilities.interfaces.ItemCrafter
           interface, which allows them to provide items to other parts of
           coffeemud instantly!         </p>

                          
      
      <pre>public class GlassBlowing extends CraftingSkill implements ItemCraftor<br />{<br />  public String ID()<br />  {<br />    return "GlassBlowing";<br />  }<br /><br />  public String name()<br />  {<br />    return "Glass Blowing";<br />  }<br />        </pre>

                          
      
      <p>           If you've read the Skill Abilities section above, you 
will           recognize these methods and their importance. As always, the 
      <code>ID()</code>           must match the class name, while the <code>name()</code> 
can be whatever you           want to call the skill.         </p>

                          
      
      <pre>  private static final String[] triggerStrings = { "GLASSBLOW", "GLASSBLOWING" };<br />  public String[] triggerStrings()<br />  {<br />    return triggerStrings;<br />  }<br />        </pre>

                          
      
      <p>           And again, like a normal skill, the common skills create 
and return           their invocation words (or "trigger strings" as they 
are called in           skills).         </p>

                          
      
      <pre>  public String supportedResourceString()<br />  {<br />    return "GLASS|SAND";<br />  }<br />        </pre>

                          
      
      <p>           The <code>supportedResourceString()</code> is a great 
supplementary method that           is unique to Common Skills. It's purpose 
is to inform the system           what kinds of MATERIALS and RESOURCES are 
utilized by this skill.           GlassBlowing is for turning sand into glass, 
so we'll notify the           system that we deal in sand and glass resources. 
Appropriate           strings to return from this method are listed in   
       com.planet_ink.coffee_mud.Items.interfaces.RawMaterial.java. If  
        there is more than one resource or material type, they are      
    separated with the pipe | character.         </p>

                          
      
      <pre>  protected static final int RCP_FINALNAME = 0;<br />  protected static final int RCP_LEVEL     = 1;<br />  protected static final int RCP_TICKS     = 2;<br />  protected static final int RCP_WOOD      = 3;<br />  protected static final int RCP_VALUE     = 4;<br />  protected static final int RCP_CLASSTYPE = 5;<br />  protected static final int RCP_MISCTYPE  = 6;<br />  protected static final int RCP_CAPACITY  = 7;<br />  protected static final int RCP_SPELL     = 8;<br />        </pre>

                          
      
      <p>           This list is at the core of the crafting skills      
    It represents the name and function of each column of the crafting  
        skill's text file. Later on, we will use these constants to index
           into a Vector that represents the particular row from the crafting
           skill's text file that the player is building.         </p>

                          
      
      <pre>  protected Item building    = null;<br />  protected Item fire        = null;<br />  protected boolean messedUp = false;<br />        </pre>

                          
      
      <p>           As in the gathering skill, we need to set up our     
     global variables to remember the object we are crafting, since it  
        will be constructed below in our invoke method, but not sent out
           into the world until the unInvoke method. We also need a reference
           to the fire object we are using, so we can watch and see if it 
goes           out.         </p>

                          
      
      <pre>  public boolean tick( Tickable ticking, int tickID )<br />  {<br />    if( ( affected != null )<br />        &amp;&amp; ( affected instanceof MOB )<br />        &amp;&amp; ( tickID == Tickable.TICKID_MOB )<br />      )<br />    {<br />      MOB mob = (MOB)affected;<br />      if( ( building == null )<br />          || ( fire == null )<br />          || ( !CMLib.flags().isOnFire( fire ) )<br />          || ( !mob.location().isContent( fire ) )<br />          || ( mob.isMine( fire ) )<br />        )<br />      {<br />        messedUp = true;<br />        unInvoke();<br />      }<br />    }<br />    return super.tick( ticking, tickID );<br />  }<br />        </pre>

                          
      
      <p>           Unlike the gathering skill, we will let the          
superclass tick method do all the talking to the player. The only       
   job being done here is to make sure the fire didn't go out. If it    
      did, we declare the project messed up, and immediately unInvoke   
       it.         </p>

                          
      
      <pre>  protected Vector loadRecipes()<br />  {<br />    return super.loadRecipes( "glassblowing.txt" );<br />  }<br />        </pre>

                          
      
      <p>           Overriding the <code>loadRecipes()</code> method is absolutely
           necessary for any crafting skill, as it specifies the recipes
list.            A recipes list is a comma-delimited file where each row
is linefeed            delimited. Each columns meaning is defined by the
constants above.            The loadRecipes(String) method will automaticallyy
look in           $coffeemud-install-path/resources/skills for the file 
         specified.          </p>

                          
      
      <pre>  public void unInvoke()<br />  {<br />    if( canBeUninvoked() )<br />    {<br />      if( ( affected != null ) &amp;&amp; ( affected instanceof MOB ) )<br />      {<br />        MOB mob = (MOB)affected;<br /><br />        if( ( building != null ) &amp;&amp; ( !aborted ) )<br />        {<br />          if( messedUp )<br />          {<br />            commonTell( mob,<br />                        CMStrings.capitalizeAndLower(<br />                                                      building.name())<br />                                                      + " explodes!"<br />                      );<br />          }<br />          else<br />          {<br />            mob.location().addItemRefuse( building, Item.REFUSE_PLAYER_DROP );<br />          }<br />        }<br /><br />        building = null;<br />      }<br />    }<br />    super.unInvoke();<br />  }<br />        </pre>

                          
      
      <p>           Just like in the gathering skill, the <code>unInvoke()</code>
           method is where we actually give our product to the world. Its 
been           saved in the 'building' variable reference, so its just a matter
of           checking whether everything went ok and adding it to the room
if           things did. Since common skills work by adding themselves as
          affects on the player/mobs performing the skill, we need only check
          the StdAbility.affected reference variable to find our        
  craftor.         </p>

                          
      
      <pre>  public boolean invoke( MOB mob,<br />                         Vector commands,<br />                         Environmental givenTarget,<br />                         boolean auto,<br />                         int asLevel<br />                       )<br />  {<br />    int autoGenerate = 0;<br /><br />    if( ( auto )<br />        &amp;&amp; ( givenTarget == this )<br />        &amp;&amp; ( commands.size() &gt; 0 )<br />        &amp;&amp; ( commands.firstElement() instanceof Integer )<br />      )<br />    {<br />      autoGenerate = ( (Integer)commands.firstElement() ).intValue();<br />      commands.removeElementAt( 0 );<br />      givenTarget = null;<br />    }<br />        </pre>

                         
      
      <p>           Crafting skills are all outfitted with the           ability
to allow the rest of the system to use the skill class as           an automatic
item generator. By convention, this is done by sending           in a commands
vector (which is normally the parameter strings           entered by a user)
with the first element as an Integer object           instead. This object
then represents the material out of which the            item should be made,
and maps back to one of the           RawMaterial.RESOURCE_* constants. 
       </p>

                          
      
      <pre>    randomRecipeFix( mob,<br />                     addRecipes( mob, loadRecipes() ),<br />                     commands,<br />                     autoGenerate<br />                   );<br />        </pre>

                         
      
      <p>           This complex line does the most important work       
   related to the autoGenerate flag we set above, and also to handle    
      the case where mobs are initiating this skill on their own.       
   Embedded are three method calls: one to get a vector of vectors      
    representing the skill row matrix (<code>loadRecipes()</code>), another 
to           append to this vector any recipe Items in the mobs inventory
           (<code>addRecipes(..)</code>), and lastly, to randomly select
a recipe based on           the autoGenerate flag or if the invoker is an
NPC            (<code>randomRecipeFix()</code>). <code>randomRecipeFix()</code> 
can handle things like           modifying the parameter list (commands) so
that it has the name of           the random recipe selected.           
   </p>

                          
      
      <pre>    if( commands.size() == 0 )<br />    {<br />      commonTell( mob, "Make what? Enter \"glassblow list\" for a list." );<br />      return false;<br />    }<br /><br />    if( ( !auto )<br />        &amp;&amp; ( commands.size() &gt; 0 )<br />        &amp;&amp;( ( (String)commands.firstElement() ).equalsIgnoreCase( "bundle" ) )<br />      )<br />    {<br />      bundling = true;<br />      if( super.invoke( mob, commands, givenTarget, auto, asLevel ) )<br />      {<br />        return super.bundle( mob, commands );<br />      }<br /><br />      return false;<br />    }<br />        </pre>

                          
      
      <p>           Now we can finally start dealing the the           parameter 
list typed by the player, or generated by the system. The           parameter 
list (minus the command invoking word) is in the           "commands" vector 
as a set of strings. The first thing we do is           check the parameters 
to see if they want to generate a bundle of           raw resources. If they 
do, we call a superclass helper method to do           so and exit -- this 
is identical to the way it was done in the           gathering skill above.
         </p>

                          
      
      <pre>    Vector recipes = addRecipes( mob, loadRecipes() );<br />        </pre>

                          
      
      <p>           We're going to need that final recipes list so we    
      can search for the one the player entered into the command line.  
        Therefore we call <code>loadRecipes()</code> to get the list from 
our text file,           and then addRecipes to tack on any Recipe Items in
the mobs           inventory. What comes back is our vector of vectors, representing
          the rows and columns in the text file. Each vector in the 'recipes'
          vector can be index by the RCP_* constants above.          </p>

                          
      
      <pre>    String str = (String)commands.elementAt( 0 );<br />    String startStr = null;<br />    bundling = false;<br />    int completion = 4;<br />        </pre>

                          
      
      <p>           Next we initialize a few important variables,        
  such as setting a variable for the first word in the parameters       
   (str), setting a default completion ticks (4), and initializing a    
      bundling flag to false. Even if the player did not explicitly use  
        the word bundle in the parameters, they may still have selected a
          bundle item from the recipes list, so we need that flag to notify
           the rest of the code of that fact.         </p>

                          
      
      <pre>    if( str.equalsIgnoreCase( "list" ) )<br />    {<br />      StringBuffer buf = new StringBuffer(<br />                                           CMStrings.padRight( "Item", 16 )<br />                                           + " Lvl Sand required\n\r"<br />                                         );<br /><br />      for( int r = 0; r &lt; recipes.size(); r++ )<br />      {<br />        Vector V = (Vector)recipes.elementAt( r );<br />        if( V.size() &gt; 0 )<br />        {<br />          String item = replacePercent( (String)V.elementAt( RCP_FINALNAME ), "" );<br />          int level = CMath.s_int( (String)V.elementAt( RCP_LEVEL ) );<br />          int wood = CMath.s_int( (String)V.elementAt( RCP_WOOD ) );<br />          if( level &lt;= mob.envStats().level() )<br />          {<br />            buf.append(<br />                        CMStrings.padRight( item, 16 )<br />                        + " "<br />                        + CMStrings.padRight( "" + level, 3 )<br />                        + " "<br />                        + wood<br />                        + "\n\r"<br />                      );<br />          }<br />        }<br />      }<br /><br />      commonTell( mob, buf.toString() );<br />      return true;<br />    }<br />        </pre>

                          
      
      <p>           If the player entered "list" as the first word in    
      the parameters, we display the recipes to them.         </p>

                          
      
      <pre>    fire = getRequiredFire( mob, autoGenerate );<br />    if( fire == null )<br />    {<br />      return false;<br />    }<br /><br />    building = null;<br />    messedUp = false;<br />        </pre>

                          
      
      <p>           Now we know we are definitely building something,    
      so we can initialize some more variables, such as the global      
    messedUp flag and the global building reference item. The global    
      fire reference item is also set here by calling a superclass helper
           method <code>getRequiredFire(..)</code> which also has the benefit 
of giving the           user an error message if it fails to find a fire to
use. The           autoGenerate flag is sent in to tell the method to skip
the check           if we are simply using the invoke method to automaticallyy 
generate           an item.         </p>

                          
      
      <pre>    int amount = -1;<br />    if( ( commands.size() &gt; 1 )<br />        &amp;&amp; ( CMath.isNumber( (String)commands.lastElement() ) )<br />      )<br />    {<br />      amount = CMath.s_int( (String)commands.lastElement() );<br />      commands.removeElementAt( commands.size() - 1 );<br />    }<br />        </pre>

                          
      
      <p>           Our next step is to check the parameters list to     
     see if the player is specifying how much raw material they want to  
        use in the construction of this item. The recipe list mentions the
           minimum amount of material, but the user is allowed to specify 
more           if they like. We'll save this override amount and confirm its
          validity later.         </p>

                          
      
      <pre>    String recipeName = CMParms.combine( commands, 0 );<br />    Vector foundRecipe = null;<br />    Vector matches = matchingRecipeNames( recipes, recipeName, true );<br />    for( int r = 0; r &lt; matches.size(); r++ )<br />    {<br />      Vector V = (Vector)matches.elementAt( r );<br />      if( V.size() &gt; 0 )<br />      {<br />        int level = CMath.s_int( (String)V.elementAt( RCP_LEVEL ) );<br />        if( ( autoGenerate &gt; 0 ) || ( level &lt;= mob.envStats().level() ) )<br />        {<br />          foundRecipe = V;<br />          break;<br />        }<br />      }<br />    }<br />        </pre>

                          
      
      <p>           Now we can actually get to the important part of     
     making sure that the recipe name entered by the players into the   
       command line is actually a valid recipe. We do that by combining  
        the remaining strings on the command line into a single variable
           "recipeName", and then calling a superclass helper method called
           "matchingRecipeNames" to generate a subset of the master recipe
           list which matches that name. Once we have this list of matching
           recipes, we can select the winner based on level (unless we are
           performing an auto-generation, in which case level doesn't matter).
           Our winning recipe is stored in a single vector of strings called
           foundRecipe, which we can index by the RCP_*           constants.
         </p>

                          
      
      <pre>    if( foundRecipe == null )<br />    {<br />      commonTell( mob,<br />                  "You don't know how to make a '"<br />                    + recipeName<br />                    + "'. Try \"glassblow list\" for a list."<br />                );<br />      return false;<br />    }<br />        </pre>

                          
      
      <p>           Of course, if no recipe matched, or none met the     
     level requirements, our matched row vector will be null, in which  
        case we error out.         </p>

                          
      
      <pre>    int woodRequired = CMath.s_int( (String)foundRecipe.elementAt( RCP_WOOD ) );<br />    if( amount &gt; woodRequired )<br />    {<br />      woodRequired = amount;<br />    }<br /><br />    String misctype = (String)foundRecipe.elementAt( RCP_MISCTYPE );<br />    bundling = misctype.equalsIgnoreCase( "BUNDLE" );<br />    int[] pm = { RawMaterial.RESOURCE_SAND,<br />                 RawMaterial.RESOURCE_CRYSTAL,<br />                 RawMaterial.RESOURCE_GLASS<br />               };<br /><br />    int[][] data = fetchFoundResourceData( mob,<br />                                           woodRequired,<br />                                           "sand",<br />                                           pm,<br />                                           0,<br />                                           null,<br />                                           null,<br />                                           bundling,<br />                                           autoGenerate<br />                                         );<br />    if( data == null )<br />    {<br />      return false;<br />    }<br /><br />    woodRequired = data[0][FOUND_AMT];<br />        </pre>

                          
      
      <p>           However, if we did find a matching row, its time to start 
pulling           information out of that row and start using it. The first 
thing we           check is the minimum required raw materials (woodRequired) 
which           can be modified by a larger "amount" variable by the player 
if they           entered one. We also draw out the general modifier string
           "misctype", which can be used to specify parameters on the item
           being generated. For instance, is the misctype column says   
       "bundle", we know that we are bundling raw resources and can set 
         our bundling flag to true.         </p>

                          
      
      <p>           The next step is a bit more complicated. The pm      
    array is constructed of RawMaterial.RESOURCE_* constants which      
    represent those material or resource types valid for making the     
     items in this common skill. Next we call the powerful superclass   
       method fetchFoundResourceData which will return to us the amount  
        and specific type of valid resources found, and give an error if
           none are found. Of course it doesn't really matter with the  
        autoGenerate flag, so it will take that into account as         
 well. The returned array "data"           has two dimensions, 0 for the
primary resource,           and 1 for a secondary resource if applicable
(its not applicable           here). Each dimension can be dereferenced using
superclass FOUND_*           constants. For instance, we can get a final
"woodRequired" value           from the data integer array.         </p>

                          
      
      <pre>    if( !super.invoke( mob, commands, givenTarget, auto, asLevel ) )<br />    {<br />      return false;<br />    }<br />        </pre>

                          
      
      <p>           Just like for gathering skills, the superclass       
   invoke method is called to take care of mana consumption, and to     
     make sure the person trying to do the crafting is not asleep or    
      dead.         </p>

                          
      
      <pre>    int lostValue = destroyResources( mob.location(),<br />                                      woodRequired,<br />                                      data[0][FOUND_CODE],<br />                                      0,<br />                                      null,<br />                                      autoGenerate<br />                                    );<br /><br />    building = CMClass.getItem( (String)foundRecipe.elementAt( RCP_CLASSTYPE ) );<br /><br />    if( building == null )<br />    {<br />      commonTell( mob,<br />                  "There's no such thing as a "<br />                    + foundRecipe.elementAt( RCP_CLASSTYPE )<br />                    + "!!!" );<br />      return false;<br />    }<br />        </pre>

                         
      
      <p>           Our next step is to call another superclass          
method <code>destroyResources()</code> which will remove the resources from 
the           room which are used to construct the item. After that, we can
           actually initialize the building item reference so we can begin 
to           fill it out. The building variable will remain referenced only 
by           the common skill class until the <code>unInvoke()</code> method 
is called, when it           will be given to the craftor.         </p>

                          
      
      <pre>    completion = CMath.s_int(<br />                              (String)foundRecipe.elementAt( RCP_TICKS )<br />                            )<br />                            - (<br />                                (<br />                                  mob.envStats().level()<br />                                  - CMath.s_int(<br />                                                 (String)foundRecipe.elementAt( RCP_LEVEL )<br />                                               )<br />                                ) * 2<br />                              );<br /><br />    String itemName = replacePercent(<br />                                      (String)foundRecipe.elementAt( RCP_FINALNAME ),<br />                                      RawMaterial.RESOURCE_DESCS[<br />                                        (data[0][FOUND_CODE]&amp;RawMaterial.RESOURCE_MASK)<br />                                                                ]<br />                                    ).toLowerCase();<br /><br />    if( bundling )<br />    {<br />      itemName = "a " + woodRequired + "# " + itemName;<br />    }<br />    else<br />    {<br />      itemName = CMStrings.startWithAorAn( itemName );<br />    }<br /><br />    building.setName( itemName );<br />    startStr = "&lt;S-NAME&gt; start(s) blowing " + building.name() + ".";<br />    displayText = "You are blowing " + building.name();<br />    verb = "blowing " + building.name();<br />    playSound = "fire.wav";<br />    building.setDisplayText( itemName + " is here" );<br />    building.setDescription( itemName + ". " );<br />    building.baseEnvStats().setWeight( woodRequired );<br />    building.setBaseValue( CMath.s_int( (String)foundRecipe.elementAt( RCP_VALUE ) ) );<br />        </pre>

                          
      
      <p>           Now that we have a reference to the item object      
    we are building, we can start filling in some fields, such as its   
       name, display text, weight, and base value, usually from columns in
          our recipe text file. We can also derive the final completion  
         variable, representing the number of ticks it will take to complete
           the item.         </p>

                          
      
      <pre>    if( data[0][FOUND_CODE] == RawMaterial.RESOURCE_SAND )<br />    {<br />      building.setMaterial( RawMaterial.RESOURCE_GLASS );<br />    }<br />    else<br />    {<br />      building.setMaterial( data[0][FOUND_CODE] );<br />    }<br /><br />    building.baseEnvStats().setLevel(<br />                                      CMath.s_int(<br />                                                   (String)foundRecipe.elementAt( RCP_LEVEL )<br />                                                 )<br />                                    );<br /><br />    building.setSecretIdentity( "This is the work of " + mob.Name() + "." );<br />    int capacity = CMath.s_int( (String)foundRecipe.elementAt( RCP_CAPACITY ) );<br />    String spell = ( foundRecipe.size() &gt; RCP_SPELL ) ?<br />                     ( (String)foundRecipe.elementAt( RCP_SPELL ) ).trim()<br />                     : "";<br /><br />    addSpells( building, spell );<br />        </pre>

                          
      
      <p>           Continuing with our mission of filling out the       
   building object, we set the material type, level, and secret         
 identity. We also add any properties to it that are listed in the      
    recipe text file by calling the superclass helper method           <code>addSpells()</code>. 
There is also a column in the recipe file for the           capacity of the 
item if it is a container.         </p>

                          
      
      <pre>    if( building instanceof Container )<br />    {<br />      if( capacity &gt; 0 )<br />      {<br />        ( (Container)building ).setCapacity( capacity + woodRequired );<br />      }<br /><br />      if( misctype.equalsIgnoreCase( "LID" ) )<br />      {<br />        ( (Container)building ).setLidsNLocks( true, false, false, false );<br />      }<br />      else if( misctype.equalsIgnoreCase( "LOCK" ) )<br />      {<br />        ( (Container)building ).setLidsNLocks( true, false, true, false );<br />        ( (Container)building ).setKeyName(<br />                                            new Double(<br />                                                        Math.random()<br />                                                      ).toString()<br />                                          );<br />      }<br /><br />      ( (Container)building ).setContainTypes( Container.CONTAIN_ANYTHING );<br />    }<br />        </pre>

                          
      
      <p>           If, in fact, the item we are building is a           container,
we'll set the capacity of the container, and use our           general purpose
"misctype" column from the table to determine           whether a lit or
lock needs to be made.         </p>

                          
      
      <pre>    if( building instanceof Drink )<br />    {<br />      if( CMLib.flags().isGettable( building ) )<br />      {<br />        ( (Drink)building ).setLiquidRemaining( 0 );<br />        ( (Drink)building ).setLiquidHeld( capacity * 50 );<br />        ( (Drink)building ).setThirstQuenched( 250 );<br /><br />        if( ( capacity * 50 ) &lt; 250 )<br />        {<br />          ( (Drink)building ).setThirstQuenched( capacity * 50 );<br />        }<br />      }<br />    }<br /><br />    if( bundling )<br />    {<br />      building.setBaseValue( lostValue );<br />    }<br />        </pre>

                          
      
      <p>           If the item is a Drinkable, then we have a few       
   more fields to fill out, based on the capacity column. The last      
    line makes sure that the gold value of the item reflects the sum of  
        the materials used, in case we are bundling.         </p>

                          
      
      <pre>    building.recoverEnvStats();<br />    building.text();<br />    building.recoverEnvStats();<br />        </pre>

                          
      
      <p>           The filling out of the item is complete, so we       
   call <code>recoverEnvStats()</code>, populate the miscText field if the 
item is           Generic, and then recover the env stats again in case that 
changed           anything.         </p>

                          
      
      <pre>    messedUp =! proficiencyCheck( mob, 0, auto );<br />    if( completion &lt; 4 )<br />    {<br />      completion = 4;<br />    }<br /><br />    if( bundling )<br />    {<br />      messedUp = false;<br />      completion = 1;<br />      verb = "bundling "<br />             + RawMaterial.RESOURCE_DESCS[<br />             ( building.material()&amp;RawMaterial.RESOURCE_MASK)<br />             ].toLowerCase();<br /><br />      startStr = "&lt;S-NAME&gt; start(s) " + verb + ".";<br />      displayText = "You are " + verb;<br />    }<br />        </pre>

                          
      
      <p>           Now we can set our messedUp flag based on a          
proficiency check, and change our common skill player-message           strings
based on whether we are bundling.         </p>

                          
      
      <pre>    if( autoGenerate &gt; 0 )<br />    {<br />      commands.addElement( building );<br />      return true;<br />    }<br />        </pre>

                          
      
      <p>           If the invoke method was called simply to           generate 
the item, we are done -- we can add the item to the           commands vector 
(where it will be expected), and           return.         </p>

                          
      
      <pre>    CMMsg msg = CMClass.getMsg( mob,<br />                                building,<br />                                this,<br />                                CMMsg.MSG_NOISYMOVEMENT,<br />                                startStr<br />                              );<br /><br />    if( mob.location().okMessage( mob, msg ) )<br />    {<br />      mob.location().send( mob, msg );<br />      building = (Item)msg.target();<br />      beneficialAffect( mob, mob, asLevel, completion );<br />    }<br />    else if( bundling )<br />    {<br />      messedUp = false;<br />      aborted = false;<br />      unInvoke();<br />    }<br />    return true;<br />  }<br />}<br />        </pre>

                          
      
      <p>           Last but not least, we do exactly what we did in     
     our gathering skill, namely generate a message for this event, and  
        add the common skill as an effect to the invoker of it. The     
     completion time is used to determine how long it will take to      
    generate the item.         </p>

             <img src="images/prayer.jpg" alt="poisons" />
                         
      
      <h2><a name="POISON" id="POISON">Poisons</a></h2>

                          
      
      <pre>public class Poison_BeeSting extends com.planet_ink.coffee_mud.Abilities.Poisons.Poison<br />{<br />  public String ID()<br />  {<br />    return "Poison_BeeSting";<br />  }<br /><br />  public String name()<br />  {<br />    return "Bee Sting";<br />  }<br /></pre>

                         
      
      <p>           The Poison base class in the Poisons package provides 
a tidy           template upon which your more common, mundane poisons can 
be based.           The first three methods are those required by any Environmental
           class. The fact that none of the other preliminary methods normally
           found in skill abilities are present is a testimony to the   
       homogeneous nature of Poisons.         </p>

                          
      
      <pre>  private static final String[] triggerStrings = { "POISONSTING" };<br />  public String[] triggerStrings()<br />  {<br />    return triggerStrings;<br />  }<br /></pre>

                         
      
      <p>           Poisons have the feature of having their own trigger commands,
          meaning they can be added as attack abilities to monsters (like
a           Bee in this case).         </p>

                          
      
      <pre>  protected String POISON_DONE()<br />  {<br />    return "The stinging poison runs its course.";<br />  }<br /><br />  protected String POISON_START()<br />  {<br />    return "^G&lt;S-NAME&gt; turn(s) green.^?";<br />  }<br /><br />  protected String POISON_CAST()<br />  {<br />    return "^F&lt;S-NAME&gt; sting(s) &lt;T-NAMESELF&gt;!^?";<br />  }<br /><br />  protected String POISON_FAIL()<br />  {<br />    return "&lt;S-NAME&gt; attempt(s) to sting &lt;T-NAMESELF&gt;, but fail(s).";<br />  }<br /></pre>

                         
      
      <p>           In this set of methods, strings are defined for the invocation 
of           the poison, all the way through its recovery string.        
      </p>

                          
      
      <pre>  protected int POISON_TICKS()<br />  {<br />    return 10; // 0 means no adjustment!<br />  }<br /></pre>

                         
      
      <p>           Poisons can have a variable duration dependent upon level 
(by           returning 0) or can have a set duration on the poisoned creature.
         </p>

                          
      
      <pre>  protected int POISON_DELAY()<br />  {<br />    return 2;<br />  }<br /><br />  protected int POISON_DAMAGE()<br />  {<br />    return ( invoker != null ) ? 2 : 0;<br />  }<br /><br />  protected String POISON_AFFECT()<br />  {<br />    return "&lt;S-NAME&gt; cringe(s) from the poisonous itch.";<br />  }<br /></pre>

                         
      
      <p>           Poisons can also be set to cause the poisoned creature 
to emote on           a regular basis, and to take damage as well. Here you 
can see three           methods being used to designate how often the emote/damage 
cycle           occurs (in ticks) as well as the amount of damage, and the 
text of           the emote.         </p>

                          
      
      <pre>  public void affectCharStats( MOB affected, CharStats affectableStats )<br />  {<br />    affectableStats.setStat(<br />                              CharStats.STAT_CONSTITUTION,<br />                              affectableStats.getStat(<br />                                                       CharStats.STAT_CONSTITUTION<br />                                                     ) - 1<br />                           );<br /><br />    affectableStats.setStat(<br />                              CharStats.STAT_STRENGTH,<br />                              affectableStats.getStat(<br />                                                       CharStats.STAT_STRENGTH<br />                                                     ) - 1<br />                           );<br /><br />    if( affectableStats.getStat( CharStats.STAT_CONSTITUTION ) &lt;= 0 )<br />    {<br />      affectableStats.setStat( CharStats.STAT_CONSTITUTION, 1 );<br />    }<br /><br />    if( affectableStats.getStat( CharStats.STAT_STRENGTH ) &lt;= 0 )<br />    {<br />      affectableStats.setStat( CharStats.STAT_STRENGTH, 1 );<br />    }<br />  }<br />}<br /></pre>

                         
      
      <p>           And lastly, as described under the Core Topic on state 
affects, we           have the code which lowers the poisoned creatures constitution 
and           strength while the poison is in effect. We even have a few lines
to           make sure the values don't fall below 0.         </p>

            <img src="images/disease.jpg" alt="Diseases" />
                         
      
      <h2><a name="DISEASE" id="DISEASE">Diseases</a></h2>

                          
      
      <p>           Like Poison, the Disease base class in the Diseases package
           provides a tidy template upon which your more common, mundane
          diseases can be based.         </p>

                          
      
      <pre>public class Disease_Cold extends com.planet_ink.coffee_mud.Abilities.Diseases.Disease<br />{<br />  public String ID()<br />  {<br />    return "Disease_Cold";<br />  }<br /><br />  public String name()<br />  {<br />    return "Cold";<br />  }<br /><br />  public String displayText()<br />  {<br />    return "(Cold Virus)";<br />  }<br /><br />  protected int canAffectCode()<br />  {<br />    return CAN_MOBS;<br />  }<br /><br />  protected int canTargetCode()<br />  {<br />    return CAN_MOBS;<br />  }<br /><br />  public int abstractQuality()<br />  {<br />    return Ability.QUALITY_MALICIOUS;<br />  }<br /><br />  public boolean putInCommandlist()<br />  {<br />    return false;<br />  }<br /></pre>

                         
      
      <p>           The Disease base class provides many important base services 
that           allows CoffeeMud to interact properly with your disease. For 
this           reason, making a disease that extends the Disease base class 
is           highly recommended. In the first half dozen methods, we see the
          important values of a standard skill being defined. See the   
        introduction to Skill Abilities if you need more details on these
           methods.         </p>

                          
      
      <pre>  protected String DISEASE_DONE()<br />  {<br />    return "Your cold clears up.";<br />  }<br /><br />  protected String DISEASE_START()<br />  {<br />    return "^G&lt;S-NAME&gt; come(s) down with a cold.^?";<br />  }<br /></pre>

                         
      
      <p>           In this set of methods, strings are defined for the invocation 
of           the disease as well as its recovery string.         </p>

                          
      
      <pre>  protected int DISEASE_TICKS()<br />  {<br />    return 24;<br />  }<br /></pre>

                         
      
      <p>           Diseases can have a variable duration dependent upon level
(by           returning 0) or can have a set duration on the diseased creature.
        </p>

                          
      
      <pre>  protected int DISEASE_DELAY()<br />  {<br />    return 5;<br />  }<br /><br />  protected String DISEASE_AFFECT()<br />  {<br />    return "&lt;S-NAME&gt; sneeze(s). AAAAAAAAAAAAAACHOOO!!!!";<br />  }<br /></pre>

                         
      
      <p>           Diseases can also be set to cause the poisoned creature 
to emote on           a regular basis. Here you can see a pair of methods 
being used to           designate how often the emote/damage cycle occurs 
(in ticks) as           well as the text of the emote. Any damage or other 
consequences of           the disease are defined later.         </p>

                          
      
      <pre>  public int abilityCode()<br />  {<br />    return DiseaseAffect.SPREAD_CONSUMPTION<br />           |DiseaseAffect.SPREAD_PROXIMITY<br />           |DiseaseAffect.SPREAD_CONTACT<br />           |DiseaseAffect.SPREAD_STD;<br />  }<br /></pre>

                         
      
      <p>           This important method is used to define how the disease 
is spread.           Some aspects of disease catching must be coded by the 
programmer of           the disease. Some aspects are handled by the engine, 
while most are           handled by the Disease base class. This method is 
used to           coordinate the efforts on behalf of the disease by the CoffeeMud
          engine as a whole. Different bit values are defined by the    
      DiseaseAffect interface.         </p>

                          
      
      <pre>  public boolean tick( Tickable ticking, int tickID )<br />  {<br />    if( !super.tick( ticking,tickID ) )<br />    {<br />      return false;<br />    }<br /><br />    if( affected == null )<br />    {<br />      return false;<br />    }<br /><br />    if( !( affected instanceof MOB ) )<br />    {<br />      return true;<br />    }<br /><br />    MOB mob = (MOB)affected;<br />    MOB diseaser = invoker;<br />    if( diseaser == null )<br />    {<br />      diseaser = mob;<br />    }<br /></pre>

                         
      
      <p>           If a disease does anything during its delay cycle (defined 
above by           <code>DISEASE_DELAY()</code>), then the programmer must 
implement a tick method           to take care of this functionality. These 
first few lines of the           method are error and state checking, as well
as defining some           useful variables, such as who caused the disease
(diseaser), and           who has the disease (mob)         </p>

                          
      
      <pre>    if( ( getTickDownRemaining() == 1 )<br />        &amp;&amp;( CMLib.dice().rollPercentage() &gt; mob.charStats().getSave( CharStats.STAT_SAVE_COLD ) )<br />        &amp;&amp;( CMLib.dice().rollPercentage() &lt; 25 - mob.charStats().getStat( CharStats.STAT_CONSTITUTION ) )<br />        &amp;&amp;( !mob.amDead() )<br />        &amp;&amp;( !mob.isMonster() )<br />      )<br />    {<br />      mob.delEffect( this );<br />      Ability A = CMClass.getAbility( "Disease_Pneumonia" );<br />      A.invoke( diseaser, mob, true );<br />    }<br /></pre>

                         
      
      <p>           One of the things we have decided to do in the disease 
Cold is to           make it so that, if the creature does not cure the disease 
before           it expires naturally, they will almost certainly catch Pneumonia.
           By checking <code>getTickDownRemaining()</code>, we check out
counter which runs           downwards from <code>DISEASE_TICKS()</code>
to 0. At a value of 1, we make a           saving throw check for the creature
with the cold, and potentially           give them another disease to enjoy
when the Cold expires 1 tick           later.         </p>

                          
      
      <pre>    else if( ( !mob.amDead() ) &amp;&amp; ( ( --diseaseTick ) &lt;= 0 ) )<br />    {<br />      diseaseTick = DISEASE_DELAY();<br />      mob.location().show( mob, null, CMMsg.MSG_NOISE, DISEASE_AFFECT() );<br />      if( mob.curState().getHitPoints() &gt; ( ( 2 * diseaser.envStats().level() ) + 1 ) )<br />      {<br />        int damage = CMLib.dice().roll( 2, diseaser.envStats().level(), 1 );<br />        CMLib.combat().postDamage( diseaser,<br />                                   mob,<br />                                   this,<br />                                   damage,<br />                                   CMMsg.MASK_ALWAYS|CMMsg.TYP_DISEASE,<br />                                   -1,<br />                                   null<br />                                 );<br />      }<br /><br />      catchIt( mob );<br />      return true;<br />    }<br />    return true;<br />  }<br /></pre>

                         
      
      <p>           The last thing we do in this method is, every <code>DISEASE_DELAY()</code> 
ticks,           we emote our DISEASE_AFFECT string, and then allow the creature 
to           take a few points of disease damage by calling the          
      <code>MUDFight.postDamage()</code> method. After this, we also call
the           <code>catchIt(MOB mob)</code> method up in the Disease base
class. This           important method spreads the disease among those in
the same room           as the creature, thereby handling any diseases spread
by proximity            as defined in <code>abilityCode()</code> above. 
       </p>

                          
      
      <pre>  public void affectCharStats( MOB affected, CharStats affectableStats )<br />  {<br />    if( affected == null )<br />    {<br />      return;<br />    }<br /><br />    affectableStats.setStat(<br />                              CharStats.STAT_CONSTITUTION,<br />                              affectableStats.getStat(<br />                                                       CharStats.STAT_CONSTITUTION<br />                                                     ) - 2<br />                           );<br /><br />    affectableStats.setStat(<br />                              CharStats.STAT_STRENGTH,<br />                              affectableStats.getStat(<br />                                                       CharStats.STAT_STRENGTH<br />                                                     ) - 3<br />                           );<br /><br />    if( affectableStats.getStat( CharStats.STAT_CONSTITUTION ) &lt;= 0 )<br />    {<br />      affectableStats.setStat( CharStats.STAT_CONSTITUTION, 1 );<br />    }<br /><br />    if( affectableStats.getStat( CharStats.STAT_STRENGTH ) &lt;= 0 )<br />    {<br />      affectableStats.setStat( CharStats.STAT_STRENGTH, 1 );<br />    }<br />  }<br />}<br /></pre>

                         
      
      <p>           And lastly, as described under the Core Topic on state 
affects, we           have the code which lowers the diseased creatures constitution 
and           strength while the disease is in effect. We even have a few 
lines           to make sure the values don't fall below 0.         </p>

            <img src="images/traps.jpg" alt="Traps" />
                         
      
      <h2><a name="TRAPS" id="TRAPS">Traps</a></h2>

                          
      
      <p>           Traps and Bombs are so similar, that the           differences 
are not worth mentioning. However, although they are           classified 
as skill abilities, they are different from normal Skill           Abilities 
mentioned above in that they rely very heavily on their           superclass 
bases, which are           com.planet_ink.coffee_mud.Abilities.Traps.StdTrap, 
and           com.planet_ink.coffee_mud.Abilities.Traps.StdBomb          
respectively. Making a proper and compliant trap is helped           considerably 
by following that advice. Otherwise, so long as your           trap implements 
the           com.planet_ink.coffee_mud.Abilities.interfaces.Trap interface, 
it           will be ok.         </p>

                          
      
      <pre>public class Trap_ElectricShock extends com.planet_ink.coffee_mud.Abilities.Traps.StdTrap<br />{<br />  public String ID()<br />  {<br />    return "Trap_ElectricShock";<br />  }<br /><br />  public String name()<br />  {<br />    return "electric shock";<br />  }<br />        </pre>

                          
      
      <p>           If you've read the Skill Abilities section above,    
      you will recognize these methods and their importance. As always,  
        the <code>ID()</code> must match the class name, while the <code>name()</code> 
can be           whatever you want to call the skill.         </p>

                          
      
      <pre>  protected int canAffectCode()<br />  {<br />    return Ability.CAN_ITEMS|Ability.CAN_EXITS;<br />  }<br /><br />  protected int canTargetCode()<br />  {<br />    return 0;<br />  }<br />        </pre>

                          
      
      <p>           It is very important, even more so than normal       
   skills, to make sure that your StdAbility <code>canAffectCode()</code> 
method           returns a proper value. Some traps can be placed on rooms 
(floors),           and some on items, and others on exits. Make sure your 
method           informs StdAbility what your trap will do.         </p>

                          
      
      <pre>  protected int trapLevel()<br />  {<br />    return 19;<br />  }<br />        </pre>

                          
      
      <p>           The <code>trapLevel()</code> is the class level of your 
trap.           In general, a player needs this many levels in their trap-laying
           class before they can create this trap.         </p>

                          
      
      <pre>  public String requiresToSet()<br />  {<br />    return "10 pounds of metal";<br />  }<br />        </pre>

                          
      
      <p>           This is another trap-specific method which is        
  used by the Set Traps skill to inform the user of what kinds of       
   extra-materials are required by the user before they can lay this    
      particular trap. It will be enforced below in the canSetTrap and  
        setTrap methods.         </p>

                          
      
      <pre>  public Trap setTrap( MOB mob,<br />                       Environmental E,<br />                       int trapBonus,<br />                       int qualifyingClassLevel<br />                     )<br />  {<br />    if( E == null )<br />    {<br />      return null;<br />    }<br /><br />    if( mob != null )<br />    {<br />      Item I = findMostOfMaterial( mob.location(), RawMaterial.MATERIAL_METAL );<br />      if( I != null )<br />      {<br />        super.destroyResources( mob.location(), I.material(), 10 );<br />      }<br />    }<br />    return super.setTrap( mob, E, trapBonus, qualifyingClassLevel );<br />  }<br />        </pre>

                          
      
      <p>           This method is used to actually set the trap,        
  well before the trap is sprung. Springing is handles by the StdTrap   
       superclass system, and is based on what is returned by the       
   <code>canAffectCode()</code> method. The setTrap method received the mob/player
          setting the trap, the item onto which the trap is being set (E
-- I           know, very descriptive; sue me), the trapBonus of the trap
setter, if any, and at what level they first qualified for           this
trap. In this particular method, we use some helper methods           from
StdTrap to find all of the metal in the room, and then use           another
StdTrap superclass method to remove the found metal from           the room.
      <code>findMostOfMaterial()</code> will look for any raw material Metals
          in the room, and return an example Item representing the specific
          type (bronze, iron, gold) of metal that is most numerous in the
          room. The <code>destroyResources()</code> method then will remove
10 of those from           the room.         </p>

                          
      
      <pre>  public boolean canSetTrapOn( MOB mob, Environmental E )<br />  {<br />    if( !super.canSetTrapOn( mob, E ) )<br />    {<br />      return false;<br />    }<br /><br />    if( mob != null )<br />    {<br />      Item I = findMostOfMaterial( mob.location(), RawMaterial.MATERIAL_METAL );<br />      if( ( I == null )<br />          || ( super.findNumberOfResource( mob.location(), I.material() ) &lt; 10 )<br />        )<br />      {<br />        mob.tell( "You'll need to set down at least 10 pounds of metal first." );<br />        return false;<br />      }<br />    }<br />    return true;<br />  }<br />        </pre>

                          
      
      <p>           This method is called before the <code>setTrap()</code> 
method           to determine whether the given player/mob is allowed or able
to set           the trap on the given object (E). Just as we did in setTrap
above,           we use <code>findMostOfMaterial()</code> to determine what
the most numerous metal           resource on the room is, then call another
StdTrap superclass           method, <code>findNumberOfResource()</code>, 
to make sure there is enough of this           particular metal resource to
do the job. If not, we inform the user           and return false from the
method. If everything is fine, we return           true. Notice that we were
careful to call the superclass version of           this method -- it does
important things for us also, so it should           definitely be called!
        </p>

                          
      
      <pre>  public void spring( MOB target )<br />  {<br />    if( ( target != invoker() ) &amp;&amp; ( target.location() != null ) )<br />    {<br />      if( ( !invoker().mayIFight( target ) )<br />          || ( CMLib.dice().rollPercentage() &lt;= target.charStats().getSave( CharStats.STAT_SAVE_TRAPS) )<br />        )<br />      {<br />        target.location().show( target,<br />                                null,<br />                                null,<br />                                CMMsg.MASK_ALWAYS|CMMsg.MSG_NOISE,<br />                                "&lt;S-NAME&gt; avoid(s) setting off a shocking trap!"<br />                              );<br />      }<br />      else if( target.location().show( target,<br />                                       target,<br />                                       this,<br />                                       CMMsg.MASK_ALWAYS|CMMsg.MSG_NOISE,<br />                                       "&lt;S-NAME&gt; set(s) off an shocking trap!"<br />                                     )<br />             )<br />      {<br />        super.spring( target );<br />        CMLib.combat().postDamage( invoker(),<br />                                   target,<br />                                   null,<br />                                   CMLib.dice().roll( trapLevel(), 8, 1 ),<br />                                   CMMsg.MASK_ALWAYS|CMMsg.TYP_ELECTRIC,<br />                                   Weapon.TYPE_STRIKING,<br />                                   "The shock &lt;DAMAGE&gt; &lt;T-NAME&gt;!"<br />                                    + CMProps.msp( "shock.wav",30 )<br />                                  );<br /><br />        if( ( canBeUninvoked() ) &amp;&amp; ( affected instanceof Item ) )<br />        {<br />          disable();<br />        }<br />      }<br />    }<br />  }<br />}<br />        </pre>

                          
      
      <p>           The spring method is where the action is at. If the code 
in StdTrap           determines that the trap has been sprung, then this method
will be           called with only one parameter, namely the mob who sprung
it. After           making sure we aren't springing the trap on the thief
who set it,           we make sure that the thief who set the trap is not
breaking PK           rules by hurting the player. We do this using the <code>invoker()</code>
method           from StdAbility, which will return a reference to the thief
MOB who           set the trap. We also give the poor bloke who sprung the
trap a           saving throw. If both checks fail, we let the room know
that the           trap has gone off. Notice that it is inside this condition
that we           call <code>super.spring()</code>. This is because, normally,
the spring method           is only supposed to hurt people. Since we have
lots of conditions           by which the mob can get out of being hurt,
we need to wrap our           call to <code>super.spring()</code>. Anyway,
since the trap has gone off, we           make a library call to the <code>combat()</code>
engine's <code>postDamage()</code> method.           That method has lots
of very complicated parameters, so you'll have            to read up on the
Library section for more information on it, but            suffice to say
that it posts the damage message that takes hit           points away from
the player. Lastly, if the trap is allowed to be            uninvoked, we
call the special StdTrap <code>disable()</code> method, which           makes
the trap unviable FOREVER. It effectively destroys the           trap.  
      </p>

            <img src="images/language.jpg" alt="Languages" />
                         
      
      <h2><a name="LANGS" id="LANGS">Languages</a></h2>

                          
      
      <p>           Of all skills, you will find that Languages are the easiest 
to           code. Although they fall into the category of Ability, and are 
a           far derivative of StdAbility, you will need very little of that
           extended knowledge if you follow the K.I.S.S. principle and use 
the           simple template provided by the Language base class in the
          Languages package.         </p>

                          
      
      <pre>public class Elvish extends com.planet_ink.coffee_mud.Abilities.Languages.Language<br />{<br />  public String ID()<br />  {<br />    return "Elvish";<br />  }<br /><br />  public String name()<br />  {<br />    return "Elvish";<br />  }<br /></pre>

                         
      
      <p>           Like all Abilities, the Language requires an ID which 
is the same           as its class name, and a readable name. In the case 
of Elvish, they           are identical.         </p>

                          
      
      <pre>  private static boolean mapped = false;<br />  public Elvish()<br />  {<br />    super();<br />    if( !mapped )<br />    {<br />      mapped = true;<br />      CMAble.addCharAbilityMapping( "All", 1, ID(), false );<br />    }<br />  }<br /></pre>

                         
      
      <p>           The constructor of this language is worth noting. Under 
the section           on Character Classes, we learned how to make classes 
qualify for           skills. Languages, like Common Skills, are available 
to ALL           classes. For this reason, we save ourselves the trouble by
having           the language declare its qualifications itself by accessing 
the           same CMAble method we saw up in Character Class creation.  
      </p>

                          
      
      <pre>  public static Vector wordLists = null;<br />  public Vector translationVector()<br />  {<br />    if(wordLists==null)<br />    {<br />      String[] one = { "a", "e",<br />                      "i", "o",<br />                      "&aacute;", "&eacute;",<br />                      "&iacute;", "&oacute;"<br />                    };<br /><br />      String[] two = { "os", "vi",<br />                      "ne", "vo",<br />                      "li", "eh",<br />                      "no", "ai",<br />                      "by", "et",<br />                      "ce", "un",<br />                      "il"<br />                    };<br /><br />      String[] three = { "&aacute;na", "cil",<br />                        "sar", "tan",<br />                        "hel", "loa",<br />                        "sir", "hep",<br />                        "yur", "nol",<br />                        "hol", "qua",<br />                        "&eacute;th"<br />                      };<br /><br />      String[] four = { "s&eacute;ya", "qual", "quel",<br />                       "lara", "uqua", "sana",<br />                       "yava", "masse", "yanna",<br />                       "quettaparma", "manna", "manan",<br />                       "merme", "carma", "harno",<br />                       "harne", "varno", "essar",<br />                       "saira", "cilta", "veuma",<br />                       "norta", "turme", "saita"<br />                     };<br /><br />      String[] five = { "cuiva", "cuina", "nonwa",<br />                       "imire", "nauta", "cilta",<br />                       "entuc", "norta", "latin",<br />                       "l&ograve;tea", "veuya", "veuro",<br />                       "apama", "hampa", "nurta",<br />                       "firta", "saira", "holle",<br />                       "herwa", "uquen", "arcoa",<br />                       "calte", "cemma", "hanta",<br />                       "tanen"<br />                     };<br /><br />      String[] six = { "mahtale", "porisalque", "hairie",<br />                      "tararan", "ambarwa", "latina",<br />                      "ol&ograve;tie", "amawil", "apacen",<br />                      "yavinqua", "apalume", "linquilea",<br />                      "menelwa", "alassea", "nurmea",<br />                      "parmasse", "ceniril", "heldasse",<br />                      "imirin", "earina", "calatengew",<br />                      "lapselunga", "rianna", "eneques"<br />                    };<br /><br />      wordLists=new Vector();<br />      wordLists.addElement( one );<br />      wordLists.addElement( two );<br />      wordLists.addElement( three );<br />      wordLists.addElement( four );<br />      wordLists.addElement( five );<br />      wordLists.addElement( six );<br />    }<br />    return wordLists;<br />  }<br /></pre>

                         
      
      <p>           The first, often only, and certainly most important Language 
method           is <code>translationVector()</code>, which returns a Vector 
object containing a           set of String arrays. Each String array is designated
by the size           of the Common language words which will be used by
the array for           translation. That is to say, whenever a Common word
of three           letters is being translated into Elvish, the String array
three           will have a word randomly chosen from it.          </p>

                          
      
      <p>           The words which are placed into these string arrays is 
arbitrary,           and may actually contain as many or few letters as you 
like.           Keeping the number of letters close or the same as the Common 
word           equivalent provides a certain symmetry, however, and makes 
it fun           for the players who don't speak a language to try and guess 
what is           being said by counting letters.         </p>

                          
      
      <pre>  private static final Hashtable hashwords = new Hashtable();<br />  public Hashtable translationHash()<br />  {<br />    if( ( hashwords != null ) &amp;&amp; ( hashwords.size() &gt; 0 ) )<br />    {<br />      return hashwords;<br />    }<br /><br />    hashwords.put( "ABANDON", "avarta" );<br />    hashwords.put( "ABLE", "pol" );<br />    hashwords.put( "ACCOMMODATE", "camta" );<br />    hashwords.put( "ACT", "car" );<br /><br />    ...<br /><br />    hashwords.put( "WRONG", "raic&euml;" );<br />    hashwords.put( "YES", "y&eacute;" );<br />    hashwords.put( "YESTERDAY", "tellaur&euml;" );<br />    return hashwords;<br />  }<br />}<br /></pre>

                         
      
      <p>           The last Language method is <code>translationHash()</code>.
           This method is entirely optional and may be left out of a language
           definition. In fact, it usually IS left out. However, when it
is            not, it provides a hashtable which can be used to translate
exact            english matches back to the fantasy language. The First
word in            each hashtable entry is the English word (and it MUST
MUST MUST be           in UPPERCASE) as the key, and the translation word
as the entry            value. Correct casing is taken care of by the Language
base           class.         </p>

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